excerpt from DRAGON Magazine #143 (not cleaned up)
March 1989
p 76-78
The Role of Computers
(C) 1989 by Hartley, Patricia, and Kirk Lesser
Phlan-tastic adventures at the Pool of Radiance
In an unusual step, this month we fea-
ture the review of only one adventure
game. We feel the first true AD&D(R) game
for computer gamers requires this
column
Strategic Simulations, Inc.
(distributed by Electronic Arts)
1046 North Rengstorff Avenue
Mountain View CA 94043-1716
(415) 964-1353
* * * * 1/2
Pool of Radiance
Commodore 64/128 version
$39.95
MS-DOS (Tandy 4000) version $49.95
The following is taken from the journals
of Aessopp, a human magic-user:
me. They discuss basic information, hints,
warnings, and enlightenments that may
provide that extra bit of data needed to
conclude a successful adventure. I have
experienced the terrors of numerous
adventure programs
that genre, others not. But never before
has such an environment existed as this
one: a world based upon the authentic
ADVANCED DUNGEONS & DRAGONS?
game rules.
large force of hobgoblins and orcs has left
me bereft of spells. I need several hours
perhaps days
memorizations I must accomplish, and I
need to inscribe new spells into my spell
book before our party can once again
attempt to clear the slums. The wounds
we have received and the death of a com-
rade will seem less severe when we gain
the 500-gp reward offered by the City
Clerk for this accomplishment. Unfortu-
nately, it appears that the slums go on
forever.
unsuccessful, but we haven
consists of Lord Hart, Ironsmyth (our
dwarven fighter), Footsore (our halfling
thief), Lady Patricia (our cleric), Ellwylly
(our jack-of-all-trades), and myself. We
have already managed to clear Sokol Keep
on Thorn Island. Fortunately, we had
amassed a small fortune in gold and plati-
num pieces prior to taking the boat to the
island. This money enabled us to purchase
the silver weaponry we needed to defeat
the gangs of undead that inhabited that
dread place.
Phlan. When characters have earned
enough gold to purchase training to their
next levels, they must visit the training
areas. Characters of each class take a
different door into the area; once through
the portal, each character is examined and
advanced if 1,000 gp are in hand.
Phlan, each possessing the restorative
power so hungrily sought by those who
are wounded, poisoned, or afflicted in
some manner. The temples even have the
power to fully restore deceased comrades!
The price of this restoration is high, but
what value can one place on the life of a
friend? The temples are dedicated to a
variety of gods. Not surprisingly, one can
find shopkeepers within Phlan who might
sell specific holy items for each temple
worshipers
adventurers. These sales are worth your
investigation.
that sells some surprising items, and sev-
eral retailers who can provide all manne
of things, from the most basic arms and
armor to advanced weaponry. The loca-
tions of all shops should be recorded, fo
sales of your treasures to these retailers.
will enhance your fortunes.
slums, the nesting place of the evil crea-
tures that the City Council wishes eradi-
cated. A city park and several taverns ar
also present, as well as the latter
ant rumors. Parties with little experienc
might wish to avoid these drinking halls,
as fights among patrons are common, an
few patrons are as lowly in stature as a
beginning party.
offered by the City Clerk. Read well the
proclamations found fastened to the hall
within the City Hall. Each offers an inter
esting bit of information that can aid you
party in its cause. These coded clues are
deciphered by using the Adventurer
Journal included in the game. Listen to
each NPC encounter. Several citizens of
Phlan (and those from beyond) offer valu-
able items of knowledge, ranging from
information on a sudden invasion of
undead to details on places where gems
are rumored to be hidden. You should also
use your own mapping skills during every
turn within the adventure to keep track of
your current location.
Through the deciphering of rumors, map-
ping, and other skills, we have learned
that beyond the slums lie areas that
include Podol Plaza, Valjevo Castle, Kuto
Well, and more. Certainly, if we survive to
collect the reward for clearing the slums,
there are hundreds of exhausting hours of
adventure ahead.
grounds have signaled they are ready to
move onward. My spells, as well as Lady
Patricia
rized. Ironsmyth has readied his heavy
crossbow, and Lord Hart has spent most
of the evening sharpening his two-handed
sword. We
slums. We can only hope our reward will
be the continuation of life itself!
Aessopp and his companions have been
our software adventure testers for nearly
a decade, through a variety of software
entertainment offerings. This group has
been deeply involved in both the MS-DOS
and C64/128 versions of Pool of Radiance,
a computerized FORGOTTEN REALMS
adventure. The scenario was written by
TSR designers and coded by the crack
programmers at Strategic Simulations, Inc.
Pool of Radiance falls into the must-buy
category for avid AD&D game players, as
it is the first offering that truly follows
AD&D game rules.
You create your own save-game disks,
assuring character continuation no matter
what might happen to your PCs during the
game. If you have an MS-DOS machine
(such as our Tandy 4000), you can copy
the game to your hard-disk drive. When
you save a game, simply select a storage
area from Game A to Game J, and wait for
the program to save your current game
status. One warning: When using the
installation program included for MS-DOS
machines, you must have the patience of
Job. SSI has packed so much code onto
three disks that the program had to be
compressed. Uncompressing the code took
nearly 30 minutes. However, we can hap-
pily say that the final product is more than
worth this timely effort. If you are gaming
on a C64/128 computer, you must have a
separate save-game disk.
What a great fantasy role-playing game
Pool of Radiance is! It plays truer to the
AD&D game rules than any software
adventure we have yet experienced. Only
a few minor differences exist in the crea-
tion of your characters, which is normally
accomplished by using multisided dice. In
Pool of Radiance, you tell the program
whether or not you want a character
created for you, and you decide whether
or not to keep the statistics that the com-
puter generates.
Our testing on the C64/128 version
required 207 such rolls to create an
acceptable human fighter with an 18
strength. (Granted, there were many
opportunities for a character to possess
17s as its primary characteristic, but we
wanted to see how many rolls would be
required for an
second fighter, a dwarf, needed only six
rolls to get an 18 as its primary character-
istic; our halfling thief required 110; the
magic-user required 50; the cleric
required 73; and a cleric/magic-user/
fighter with acceptable attributes in all
prime requisites required 350. The num-
ber of rolls required with the MS-DOS
version were about half these numbers.
We required strong characters right
away in order to enter the game and
quickly build up experience points and hit
points, allowing us to investigate as many
areas as possible. Missing during character
creation are your rolls for the initial num-
ber of gold pieces owned and languages
known. The gold-piece figure is automati-
cally assigned by the computer to your
character, and it appears as though lan-
guage does not become much of a problem
as long as your intelligence is above medi-
an range. So far, we haven
one or anything that didn
common, orc, hobgoblin, dwarven, or
elven tongue.
Encounters seem to be based on the
encounter tables in TSR
manuals. Even the countenances of those
that confronted our party looked as
though they had jumped from the pages of
the Monster Manual.
Phlan is quite a settlement, having risen
from the ashes, so to speak. Located on
the northern shore of Moonsea (known
earlier as the Dragon Sea) within the For-
gotten Realms, Phlan is situated between
Zhentil Keep and Melvaunt. The civilized
area of the city possesses just about every
sort of shop needed to outfit a party of
stalwart characters. Don
shopping around
from one shop to another within Phlan.
Two quests immediately available to new
adventuring parties require the clearing of
specific geographic locations (known as
blocks) that lie beyond the city
area. One of the blocks is in the slums of
Phlan; the other is in Sokol Keep. These
quests are designed to allow starting par-
ties to build up experience points, but not
without plans of action. You
parties before you realize exactly what is
needed to clear each area.
Successful combat earns your characters
the right to search captives, the lame, and
the dead for whatever they might possess
(as in a regular AD&D game). Our PCs
took everything they could get their hands
on. Items such as weapons and armor
were then sold at the stores in Phlan so
that enough gold and platinum pieces
could be accumulated to buy the silver
weaponry and armor required for our
assault on Sokol Keep. With the turning
ability of our cleric and a keen edge to our
silver weapons, the undead there melted
away like butter on hot toast. Getting
enough money to purchase these special
items is not easy, though. It takes many
one-encounter forays into the slums to
build up the contents of your purses.
The only negative aspect of the C64/128
version of Pool Of Radiance is the technol-
ogy of the computer itself. The C64/128 is
notoriously slow. Due to the large number
of disk accesses required for the various
scenes and activities throughout the game,
and due to the agonizingly slow disk
reads, the game tends to bog down, espe-
cially during lengthy combats where the
computer must manage numerous ene-
mies. Casting a spell can also lead one to
prolonged yawning while waiting for
various screens to appear; the screens
allow you to decide who will cast what
spell on whom. Strategic Simulations does
have a software-based fastloader utility
integrated into the game; without this aid,
the game would become nearly unplay-
able. The MS-DOS version, certainly our
favorite format, is extremely fast
much so that in order to catch on-screen
messages, we had to slow the game opera-
tion down. We enjoyed the Enhanced
Graphics Adapter (EGA) graphics mode
and found ourselves playing at twice the
speed of the C64/126 version.
We advise you to rush out to your local
dealer and buy
Pool Of Radiance! We also
recommend you buy the FORGOTTEN
The Magis-
REALMS campaign set and FR4
ter
(a FORGOTTEN REALMS accessory
sold by TSR) to further your enjoyment of
this world of enchantment and adventure.
All AD&D game players will appreciate
Pool of Radianceattention to detail, its
forthrightness in adhering to all applicable
AD&D game rules, and the hundreds of
hours of game play incorporated into the
different scenarios within the Forgotten
Realms. You will receive enormous value
for your dollar, for the Forgotten Realms
stretches far beyond Phlan. Adventure,
excitement, advanced programming, ani-
mated graphics, puzzles
found in Pool Of Radiance. This is truly
Strategic Simulation
will undoubtedly bring thousands of com-
puter enthusiasts into the adventure-filled
worlds of TSR.
p 83
Clue Corner
Pool of Radiance (SSI)
About halfway through your search of
the slums, you
larly nasty assortment of goblins that are
rather accurate with their bows! Allow
them some rest before taking them to
task. All may not be well near the Well.
Until good old Norris has been dumped,
ambush is the name of the game near a
secret door. When you are making your
way to the Nomad Camp, try to find a way
through the trip wire quickly. If not,
expect no aid in fighting off the kobold
attack. As is true in life, respect for one
elders is worth a stand at the keep where
the lizard folk reside. However, to get into
their good graces, perhaps you should
have set free a particular group of like
types on Sorcerer
word should have been given to you to get
into the chieftain
northwest corner of Valjevo Castle, should
you make entry during daylight, the giants
may be lying down on the job.
Hartley, Patricia, and Kirk Lesser
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