Deep Halls – Pool of Radiance: ROMD

This guide covers a part of the Beginning of Pool of Radiance: Ruins of Myth Drannor. The guide consists of a list of enemy types you might encounter, along with a walkthrough that has its steps numbered.


Pool of Radiance ROMD deep halls map

1 – STAIRS TO MAIN HALLS
2 – BLADE OF LARCENY
3 – DYMON’S DUTIFUL GLOVES
4 – ANCIENT CRYPTS
5 – SERPENT RING
6 – STAIRCASE TO MAIN HALLS
7 – STAIRS TO MAIN HALLS
8 – RUNIC SHIELD & IDOLON
9 – TOMB OF GARRAS
10 – LOCKED DOOR
11 – JULIBAN GENSHIHIR’S COFFIN
12 – ARRACCAT NEST
13 – TOMB OF FALDIS
14 – LENORE’S SANCTUARY
15 – PASSAGE TO STILLWATER
16 – SHARPSTICK ROOM
17 – THEODORE’S TOKEN OF LUCK
18 – SHORTBOW +3
19 – IDOLON
20 – WELL OF THE EARTHBORN WIND
21 – BLOOD MOON KEY
22 – STAIRS TO MAIN HALLS
23 – TOMB OF KLUUSAR
24 – RHONGLYN ROOM
25 – NOTTLE’S CAGE
26 – CHEST ROOM
27 – STAIRS TO HALLS OF STONE
28 – GRIMSON BROOCH
29 – NOTE FROM ATHAN
30 – MOUNTAIN FIST
31 – QUIVER OF ARROWS +1
32 – SECRET DOOR
33 – PYRE OF SILENCE
34 – ELENA’S TOMB
35 – LIZARDFOLK CAMP
36 – SOOT-COATED KEY
37 – LUTHER’S PROTECTOR
38 – PASSAGE TO SURFACE
39 – STAIRS TO HALLS OF LIGHT
40 – STAIRS TO LIZARDFOLK TUNNELS
41 – GLYPH OF ENIGMA
42 – LIFESPRING GUARDIAN
43 – GLYPH OF WATER
44 – SPECTRES
45 – WATERBELL
46 – GLYPH OF WATER
47 – SPECTRES & GHASTS
48 – WATERBELL
49 – GLYPH OF CLAW
50 – THE SPLASHING WORD

Possible Encounters

Walkthrough

NOTE: Areas #1-3 can only be accessed from the Main Halls.

1 – STAIRS TO MAIN HALLS

This staircase leads to area #25 of the Main Halls. This is also the only way you can access Bedlam’s Prison. A spectral Jailor resides in area #3 so you better wait for your party to gain some levels before descending down here.

2 – BLADE OF LARCENY

Search the chest in this room and you will find the Blade of Larceny and a Quiver of Arrow of Speed. These 2 items are only usable by rogues.

3 – DYMON’S DUTIFUL GLOVES

You have to fight a spectre here. He is actually the Spectral Jailor of the prison. Remember that spectres can drain levels so be careful. Once you’ve bested him take the Dymon’s Dutiful Gloves from the ground.

NOTE: Areas #4-6 can only be accessed from either the stairs at area #44 of the Main halls or by teleporting from the ceremonial stone from area #42 of the Main Halls.

4 – ANCIENT CRYPTS

You are teleported here after touching the Ceremonial Stone up to the Main Halls (you can only teleport here if you have in your inventory the Ancient Rusted Iron Key). Be prepared to face a large number of undead creatures that reside in these areas.

5 – SERPENT RING

A chest in this room contains the Serpent Ring. Again you will have to overrun some Ghasts to get it.

6 – STAIRCASE TO MAIN HALLS

If you teleported down here then you will use this stairs to travel back to Main Halls or if you unlocked the door to get to area #44 of the Main Halls then this is your way down to the crypts. That is the reason you cannot teleport here if you don’t have the Ancient Rusted Iron key since you will be stuck in this area with no way out.

7 – STAIRS TO MAIN HALLS

Another set of stairs leads up to the Main Halls. You travel here from area #60 of the Main Halls.

8 – RUNIC SHIELD & IDOLON

Two Wraiths along with some zombies occupy this room. On the floor lays another Idolon and some Gemstones & Jewels. Be sure to loot the chest for the Runic Shield too.

9 – TOMB OF GARRAS

This is the Tomb of Garras. Some Ghasts and Ghouls defiled his coffin and shifted his bones. After defeating them, compose back his remains so that the spirit of Garras help you against the Lifespring Guardian at the Fountain of Stone located in area #42.

10 – LOCKED DOOR

This door cannot be opened by any means when you first come across it. However, after you’ve reached Sullymarsh, you will be able to open the gate from the other side. From then on, the door will be a direct connection between the Deep Halls and Sullymarsh.

11 – JULIBAN GENSHIHIR’S COFFIN

Some Skeleton Elders led by a Skeleton Lord guard the coffin of Juliban Genshihir, the Wizard of Air. Defeat them and take the Gem of the Earthborn Wind from his coffin. You will hear his voice telling you to restore the Well of the Earthborn Wind with this gem (area #20). Head there to restore the Well hence restoring the three channels of the Earthborn Wind up to the Halls of Stone.

12 – ARRACCAT NEST

As soon as you get near to this room you will be ambushed by 4 arraccats. These creatures are very dangerous and they can cause heavy damage so keep your weak party members behind and hit them hard with your melee characters. Luckily their AC is not very good thus making them easier to hit. Once inside the room take the Gauntlets of Ogre Power from one of the chests.

A note on the table says something about Faldis’s ceremony. You can find Faldis’s Tomb in area #13.

13 – TOMB OF FALDIS

Once inside the room, search for a secret door to the west wall. The door leads to another room where you will find the Diary of Faldis. The diary says something about a stout enchanted shield. The shield, Faldis Defender, is located in the same room inside a chest to the north.

14 – LENORE’S SANCTUARY

A fight takes place here between some orogs and zombies. Defeat them all and search the chest in this room to gain Lenore’s Sanctuary.

15 – PASSAGE TO STILLWATER

Take this route to return to surface and Stillwater.

16 – SHARPSTICK ROOM

This area is actually the Sharpstick Room as mentioned be Geb, the Ormyrr that you may have met in the Main Halls. The problem is that the room is now the stronghold of a large number of Orcs. You have to defeat them in order to free the room from their presents.

You can come back here later and trade with some Ormyrrs, assuming you’ve talk to them first. The Ormyrrs can be found up to the Halls of Light.

17 – THEODORE’S TOKEN OF LUCK

One of the chests in this room contains Theodore’s Token of Luck. The other contains a small shield +2.

18 – SHORTBOW +3

Not much here, just loot a Shortbow +3 from the chest in this room. Very useful if you have a rogue in your party since rogues cannot wield any other bows.

19 – IDOLON

Search the bookcase in this room to find another Idolon after you defeat some orogs.

20 – WELL OF THE EARTHBORN WIND

Here lies the Well of the Earthborn Wind. As soon as you enter the room you’ll be attacked by some orogs. If you retrieved the gem of the Earthborn Wind from area #11 then all you have to do is to place the gem in the well to restore it.

Restoring the well automatically restores the three channels of Earthborn Wind located up to Halls of Stone. Be sure to visit the channels again for a nice amount of experience.

NOTE: Areas #21-23 can only be accessed from area #9 of the Main Halls.

21 – BLOOD MOON KEY

This area is only accessible from the northern-most staircase found in area #9 of the Main Halls. Get down here and grab the Blood Moon Key needed to open the door in area #23 and a Winter Blade (Can cast Cone of Cold).

22 – STAIRS TO MAIN HALLS

Use the south-most staircase in area #9 of the Main Halls after you visited area #21 to get down here to the Tomb of Kluusar.

23 – TOMB OF KLUUSAR

If you followed the walkthrough for areas #21 and #22 then you will get here with the Blood Moon Key in your possessions. Unlock the door and enter Kluusar’s Tomb, fight the Wraith guarding this place and take Kluusar’s Bloodstone Amulet from the coffin nearby.

24 – RHONGLYN ROOM

It’s about time to free the Rhonglyn don’t you think? Well here is the place to do so. The Rhonglyn is covered by a thick layer of ice; all you have to do is break the ice so that the Rhonglyn can be used again. You will also gain a great dagger, Borea’s Blood. It seems that this dagger was the cause that froze the Rhonglyn. Now that you can use the Rhonglyn Device remember that each colored pedestal takes you to a different place of the Dungeon.

Yellow : Main Halls
Green : Halls of Stone
Red : Deep Halls
Pink : Halls of Light
Blue : Hall of Wizards

25 – NOTTLE’S CAGE

This is the room of the Keeper of the Secrets, a dwarf God named Dumathoin. This is also the place where Nottle is held captive in a cage. Fight a cult mage a cult soldier and some orog guardsmen to “free” Nottle from his capturers. After the fight Nottle will talk to you. He will let you know that in order to unlock his cage you have to find the Dumathoin Key. The Dumathoin Key is in the hands of a cult mage up to Halls of Light near the stairs that lead to Room of Words.

After you retrieve the key get back here to actually free Nottle.

26 – CHEST ROOM

In this room you will find several chests. One of them contains a ring called Milla’s Blessing, the other contain a nice amount of gold.

27 – STAIRS TO HALLS OF STONE

Follow the stairs to travel up to the Halls of Stone.

28 – GRIMSON BROOCH

To get to this room you must first interfere with a fight between some Orogs and some Ancient Zombies just outside of the room. Once they are all down enter the room and loot Grimson Brooch from one of the coffins.

29 – NOTE FROM ATHAN

When you get close to the well in this area a party member will spot a note, usually a rogue or a ranger, the note is from Athan to Emmeric saying something about a fight will a dark Naga in the lair nearby. Since Athan’s party defeated it you will not find any Nagas here.

30 – MOUNTAIN FIST

Two skeleton Lords and 2 shadows guard the chest in the middle of this room. After defeating them, when you touch the chest another 3 shadow will come out of nowhere and attack you. For your efforts you will receive the Mountain Fist. This huge club does wonders against the Lifespring Guarding so be sure to get it before heading to the Fountain of Stone in area #42.

31 – QUIVER OF ARROWS +1

Loot a Quiver of Arrows +1 from the barrel in this area.

32 – SECRET DOOR

Search for a secret door in this area. Once you find it you will be able to access the Lizardfolk camp to the north.

33 – PYRE OF SILENCE

Inside this room lays the Pyre of Silence. This is the place referred from one of the evil books you found in the Halls of Stone. Toss any evil book you find here to destroy it.

Two of the can be found in the Halls of Stone and another one in the Halls of Light. The third one is tricky, despite what he says don’t listen and toss into the Pyre to destroy it.

34 – ELENA’S TOMB

Do the same as you did at Garras Tomb in area #9. Restore her bones and she will also help you against the Lifespring Guardian. Elena was the one that told you about the Lifespring Guardian when you met her at the Lifespring wells up to Main halls. Do not search her coffin for treasure. If you do, she will not help you against the Lifespring Guardian.

35 – LIZARDFOLK CAMP

This huge area is actually the lizardfolk camp. In the middle of this area you will face some lizardfolk. After you defeat them, search the table near the fire pit to find a Blade of Venom.

36 – SOOT-COATED KEY

Fight some Lizardfolk here for the soot-coated key. You will need it to open one the door in area #39.

37 – LUTHER’S PROTECTOR

Again you will have to face a band of lizardfolk. Kill them and take Luther’s Protector from the ground. The chest in this area contains a Ring of the Cloudy Mind.

38 – PASSAGE TO SURFACE

Another passage to Surface lays here.

39 – STAIRS TO HALLS OF LIGHT

To enter this room you need the soot-coated key from area #36. The room here has 2 locked doors. Both need soot-coated key. You already know where to find one. If you want to open the other door too, another soot-coated key can be obtained from a chest above. The stairs let you travel up to the Halls of Light.

40 – STAIRS TO LIZARDFOLK TUNNELS

A staircase is located in this room that takes you down to the Lizardfolk Tunnels.

41 – GLYPH OF ENIGMA

Use the echoing word, the one that Elena told you up to the Lifespring wells in the Main Halls, to unseal the Glyph of Enigma and the way to the Fountain of stone where the Lifespring Guardian resides.

42 – LIFESPRING GUARDIAN

Near the Fountain of Stone you will find the Lifespring Guardian. Defeat him to restore the Lifespring wells up to the Main Halls. If you restored the spirits of Elena and Garras they will join you in the fight against him. Having the Mountain Fist and the help of Elena and Garras the Lifespring Guardian can easily fall. Keep in mind the he can inflict massive damage so raises your party’s AC as high as it gets by any means possibly.

After you restore the wells don’t forget to return to the Main Halls and drink from them to boost your stats.

NOTE: Areas #43-48 can be accessed only after you learned the Splashing Word.

43 – GLYPH OF WATER

Another door is seal with the glyph of water. You need the splashing word to gain access to this area. The splashing word is learned from a scroll found in area #50.

44 – SPECTRES

As soon as you enter the room you will be attacked by 3 spectres here.

45 – WATERBELL

This area is full of shadows and master shadows. Vanquish them and get yourself another waterbell. The waterbells are needed later on to learn to song word that opens any door sealed with the glyph of Song.

46 – GLYPH OF WATER

Same here as area #43.

47 – SPECTRES & GHASTS

Fight your way to area #48 against some Ghasts and a Spectre in this area.

48 – WATERBELL

As soon as you enter the room you will have to face 2 Master Spectres. This is a difficult fight so be prepared and ready for them. Destroy these evil undead creatures and get another waterbell from the chest nearby.

NOTE: You need the Dragon word to access areas #49 & #50.

49 – GLYPH OF CLAW

After you learn the dragon word from some orogs you meet in the Halls of Light head back here and unseal this door marked with the Glyph of Claw. Once in the room fight some cult elite soldiers and a cult mage and the cult quartermaster, in order to reach the portal that takes you to area #50.

50 – THE SPLASHING WORD

You can not access this area by natural means since the door is blocked with rocks. To get here you have to pass through the portal located in area #49. Once in this room 4 arraccats await your arrival and the fight with them is unavoidable. Defeat them and loot the scroll from the floor. The scroll will teach you the splashing word. You need this word to unseal any door marked with the glyph of Water.

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Kelson H.
Kelson H.

Kelson is a spud head from out west. He is most happy when holding a milky tea with too much honey and playing a sprawling role playing game or reading a fantasy novel. His video game tastes vary but his main genres are looter shooters, RPGs, and real time strategy games.

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