Halls of Light – 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 halls of light map

1 – STAIRCASE TO DEEP HALLS
2 – BOXES BLOCKING THE WAY
3 – PASSAGE TO SURFACE
4 – FOUNTAIN OF POISON
5 – STAIRCASE TO HALLS OF STONE
6 – TOMB OF HACHAAM SELORN
7 – OROG CONSTRUCTS
8 – EVIL BOOK
9 – GIRDLE OF SERENITY
10 – STAIRCASE TO HALLS OF STONE
11 – INFERNO KNIFE
12 – GOLD BRASS KEY
13 – FRUHVOGEL’S PENDANT
14 – HIDDEN DOORS
15 – KEY OF DUMATHOIN
16 – STAIRS TO THE HOUSE OF GEMS TOWER
17 – STAIRS TO MAIN HALLS
18 – LADDER TO HALLS OF STONE
19 – HALBERD OF VIGILANCE
20 – GOLD BRASS DOOR
21 – STAIRCASE TO HALLS OF STONE
22 – WORD OF CONSTRICTION
23 – LOCKED DOOR
24 – STAIRS TO WINDRIDER GLADE
25 – BREWMASTER’S SHRINE
26 – HEALING POTIONS AND SCROLLS
27 – RHONGLYN ROOM
28 – BREWMASTER’S CUDGEL
29 – ONYX OF THE RICHEST WORT
30 – SWORD OF MARCHBANE
31 – SOUL BITER
32 – LIZARDFOLK AMBUSH
33 – IDOLON
34 – GLOVES OF COURAGE
35 – FOUNTAIN OF LIFE
36 – BREWER’S KEY
37 – ANCIENT CITY RECORDS
38 – SECRET DOORS
39 – LERAJA’S SPEAR
40 – ARRACCATS
41 – LOCKED ROOM
42 – MORE ORMYRRS
43 – HAMMER OF SPLINTERING
44 – SEAL OF MYTHANTHOR
45 – OROGS & THE DRAGON WORD
46 – GLYPH OF CLAW
47 – CULT STRONGHOLD
48 – HELM CLEAVER & OROG CHAMPION
49 – STRONGHOLD KEY

Possible Encounters

Walkthrough

1 – STAIRCASE TO DEEP HALLS

The stairs in this room lead down to Deep Halls. As soon as you enter this room either by climbing the stairs or through the door you will be attacked be several Lizardfolk. Fight them and search the chests in the room. In one of them you will find another soot-coated key. The key opens the doors just to the room below the staircase.

2 – BOXES BLOCKING THE WAY

When you first come here you will notice that the path is blocked with debris. Search closely and you will see that some of the boxes can be smashed thus opening the way forth.

3 – PASSAGE TO SURFACE

By now you all must have become familiar with this type of doors. Just use it to travel back to Stillwater.

4 – FOUNTAIN OF POISON

The minute you get near this fountain you will hear the voice of Faeril (the Elf you’ve meet in a tree up to Stillwater). She will inform you that the orogs in the area to the south are not hostile and can parley with you. She will also let you know that it’s not wise to drink from the fountain. She is right for both. You can find two Orog Veterans south of here in area #16 that will talk to you and the fountain is indeed poisonous.

5 – STAIRCASE TO HALLS OF STONE

A set of stairs here takes you down to the Halls of Stone.

6 – TOMB OF HACHAAM SELORN

Here lays the tomb of the dwarven warrior Hachaam Selorn. You will need to place the Sword of Eye into his tomb. The sword can be found later on.

7 – OROG CONSTRUCTS

These areas are occupied by some orog constructs. They won’t attack you unless you attack them first since they are busy fighting against the lizards.

8 – EVIL BOOK

On the table in this room you will find another one of the strange evil books. All you have to do is toss it into the Pyre of Silence located down to Deep Halls in area #33. This one is particularly tricky so be careful.

9 – GIRDLE OF SERENITY

A chest in this room contains a very nice armor, the Girdle of Serenity. You can also find some gemstones in a bookcase nearby.

10 – STAIRCASE TO HALLS OF STONE

These stairs lead down to the Halls of Stone.

11 – INFERNO KNIFE

Entering this room will result in fighting 3 wraiths. If you are victorious you can take the Inferno Knife from the chest, the one Nottle mentioned when you freed him.

12 – GOLD BRASS KEY

In both of these areas you will encounter some Orogs, each group of orogs will drop a Gold Brass Key after you defeat it. You will need the key to open the door in area #20.

13 – FRUHVOGEL’S PENDANT

Inside this room a chest contains Fruhvogel’s Pendant. You will first have to fight some Orog Veterans and Hunters to get it though.

14 – HIDDEN DOORS

Following this path will eventually get to the stairs that lead up the House of Gems Tower where you will find the Room of Words. There are also 2 secret doors in this area as an alternative route.

15 – KEY OF DUMATHOIN

Be prepared for a difficult fight here. This is where you find the Cult Mage that holds the key you need to free Nottle. The Cult Mage is supported by several Orogs. Once you’ve bested them, the cult mage will drop the Key of Dumathoin. Also, take a Wand of Magic Missiles from the ground.

Now that you have the key head down to Deep Halls and free Nottle from his cage. He will let in to some vital information concerning your quest.

16 – STAIRS TO THE HOUSE OF GEMS TOWER

Two Orog Veterans reside in this room. These two are the ones Faeril told you about at area #4. Let them know that you’ve killed the cult mage at area #15 and in exchange they will give some info about the cult and Nottle. Just be careful of what you say to them.

The stairs take you up to the ground floor of the House of Gems Tower. This is the only way you can access the Room of Words for now where you get the Skeletal Arm with the Ring of Calling on it.

17 – STAIRS TO MAIN HALLS

Dispatch some undead creatures and loot the Topaz Band (ring) from one of the chests in this room. The stairs lead down to area #55 of the Main Halls. The Lockpick Key can also be found in the room below which opens the door nearby. You will then be able to travel back up here from the Main Halls.

18 – LADDER TO HALLS OF STONE

Climb down the Square well in this room to get to areas #33 and #34 of the Halls of Stone. This is the only way to get there.

19 – HALBERD OF VIGILANCE

Inside this room you will find a chest. If you try to open it you will be attacked by 2 Spectres. Defeat them and you will earn a Leather Armour +3 and the Halberd of Vigilance.

20 – GOLD BRASS DOOR

You will need the Gold Brass Key to open the door in this area. The key can be obtained from areas #12 (both).

21 – STAIRCASE TO HALLS OF STONE

Follow the stairs and you will get down to the Halls of Stone. The bookcase in this room contains the Marchbane Dagger. A note in the rooms below down to the Halls of Stone mentions this dagger and where to get it.

22 – WORD OF CONSTRICTION

The chest in this room contains a scroll that teaches you the Word of Constriction. In order to get it you will have to fight all kinds of undead.

You need the Word of Constriction to seal the Nightmare Gate down to the Halls of Stone in area #31.

23 – LOCKED DOOR

This door needs the Stronghold key to be opened. To get the key you must first learn to Dragon Word from the Orogs in area # 45 and visit the cult stronghold. The key is in the chest at area #49.

24 – STAIRS TO WINDRIDER GLADE

You can not open the door in this area to access the stairs behind it. You will open it later from inside when you descend down here from the Windrider Glade.

25 – BREWMASTER’S SHRINE

This area holds the Brewmaster’s Shrine. If you open the chest in the middle of the shrine the Brewmaster will talk to you. He will tell you about the Onyx of Richest Wort.

The Onyx is found in a keg at area #29 guarded by some Skeleton Lords.

26 – HEALING POTIONS AND SCROLLS

This area is full of bodies, at least this is what it seems to be. As soon as you get near the 2 chests to the east the “bodies” will rise from the ground and attack you. Defeat them and loot some healing potions and sorcerer’s scrolls from the chests.

27 – RHONGLYN ROOM

Every level of the dungeons has its Rhonglyn. Here is the one for the Halls of Light.

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

The Rhonglyn is the only way to travel to Hall of Wizards for now.

28 – BREWMASTER’S CUDGEL

A club is found on the floor here, when you pick it up you will find out that this club is the Brewmaster’s Cudgel. Use it against the Ghasts that wait for you when you exit the room to see how good it is against undead.

29 – ONYX OF THE RICHEST WORT

Upon entering this room you will be attacked by 4 Skeleton Lords. Put them to rest and take the Onyx of the Richest Wort from one of the kegs.

30 – SWORD OF MARCHBANE

Fight 2 spectres here and take the Sword of Marchbane from the chest nearby.

31 – SOUL BITER

Clean this room from the undead that reside here and get a nice Shortsword, the Soul Biter.

32 – LIZARDFOLK AMBUSH

When you get near the fountain in this square you will be ambushed by several Lizardfolk. They will attack from all sites so you have to protect your weak members. If you go slowly here you might spot them before they attack you.

33 – IDOLON

Search this room and you will find an Idolon and some Gemstones in the chest.

34 – GLOVES OF COURAGE

Inside one of the barrels in this room you will find the Gloves of Courage.

35 – FOUNTAIN OF LIFE

This room is heavily guarded by Lizardfolk and also trapped. All doors leading inside the room have nasty traps placed on them so be sure to disable them before you enter. Once inside an army of Lizardfolk will attack including 2 Stone Lizardfolk. Keep in mind the Stone Lizardfolk are immune to normal weapons and have high spell resistance. The Mountain Fist works great against these creatures. After the fight you can drink from the fountain of Life and restore your HP. The fountain also dispels any negative effects.

The second time you visit the fountain you will find 2 Lizardfolk Healers near it. After you defeat them you will realize that the well has been poisoned and no longer heals. A vial of poison near to the fountain is the evidence that the fountain is now poisonous.

36 – BREWER’S KEY

Dispatch some Lizardfolk here to get the Brewer’s Key and the Windswept Armor. The Key unlocks the door in the room just below (area #24 of the Halls of Stone).

37 – ANCIENT CITY RECORDS

Two Ancient City Records can be found on the table in this room. You will also have to face another band of Lizardfolk.

38 – SECRET DOORS

Search for a couple of secret door in this area. Finding them will allow you to continue heading forward to areas #39 & #40.

39 – LERAJA’S SPEAR

There is a spear on the ground in this room. Pick it up and will be the owner of Leraja’s Spear. This weapon is particularly good against Gargoyles and Margoyles.

40 – ARRACCATS

After taking Leraja’s Spear from area #39 you will be attacked by 3 Arraccats and a Guard Arraccat here.

41 – LOCKED ROOM

The room here is locked from both sides. You will need 2 Small Platinum Keys to open both doors. One can be obtained from area #43 and another from area #44. Once inside you’ll have to fight 4 Orc Sergeants, an Orc Witch Doctor, an Orc Shaman and some Orcs. You can only access area #43 from this room where you find the second Small Platinum key.

42 – MORE ORMYRRS

Three Ormyrrs can be found here. One of them, Retha, will talk to you. If you say to them that you’ve met Geb (the ormyrr down to Main Halls) and that you freed the Sharpstick room from the Orcs they will thank you and let you know that you can trade with them if you return later to the Sharpstick room (area #16 of the Deep Halls).

43 – HAMMER OF SPLINTERING

Fight another group of Orcs here. Inside the chest you’ll find another Small Platinum Key needed to open one of the doors in area #41, a Quiver of Arrows +2 and the Hammer of Splintering.

44 – SEAL OF MYTHANTHOR

First of all dispatch the Orcs that dwell here and take the Small Platinum Key and the Gloves of Steadiness from them. Up to the north wall you will find the Seal of Mythanthor but you can not open it yet. In order to open it you’ll need the Ring of Calling.

Go to area #16 and follow the stairs up to the Ground Floor of the House of Gems Tower. Keep going up until you reach the Room of Words. Fight the cult mages there and get the Skeletal Arm with the ring of Calling on it. Use the Rhonglyn (area #27) to travel to the Hall of Wizards and speak to Caalenfaire. He will then release the Ring of Calling from the Skeletal Arm and give it to you.

Return here with the Ring of Calling in your possessions and use it to travel up to the Speculum Grounds.

45 – OROGS & THE DRAGON WORD

Return to this area after you’ve reached the Speculum Grounds and you will meet some Orogs Veterans. They will ask you to fight with them against the Cult to retrieve the Helm Cleaver. If you agree to help them they will teach you the Dragon Word that opens any door marked with the Glyph of Claw.

After you’ve finished talking to them travel north to area #47 and enter the Cult Stronghold.

NOTE: Areas #46 – 49 are only accessible after you have learned the Dragon Word.

46 – GLYPH OF CLAW

The doors in these areas are marked with the Glyph of Claw. When you learn the Dragon word from area #45 you can access the Cult Stronghold that lies beyond.

47 – CULT STRONGHOLD

Team up with the orogs you’ve met in area #45 and fight against the cult. You will face a cult archmage, 2 cult mages and several cult soldiers. When the battle is over you can either accept the offer of the orogs to take anything you find in this area except the Help Cleaver or demand to take it? If you choose to let the orog keep the Help Cleaver they you reward you with the Gloves of the Archmage. If you demand to give you the Help Cleaver they will tell that to take the Helm Cleaver you must first fight their Champion and if you win you can then have the Help Cleaver. The Orog Champion can be found in area #48 just south of there.

48 – HELM CLEAVER & OROG CHAMPION

The character that enters this room first will fight the Orog champion so be sure not to let any weak member pass first. If you are victorious the minute you get out of the room a band of orog will come to talk to you. You can let the orogs have the Help Cleaver again and they will give the Gloves of the Archmage or you can take the Helm Cleaver.

49 – STRONGHOLD KEY

Search the 2 chests in this area and you will find another Idolon and the Stronghold Key for area #23.

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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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