Posted November 23, 2020
Ludicrously-detailed guide updated to v1.40:
https://gamefaqs.gamespot.com/pc/564785-pool-of-radiance/faqs/73869
Additions and fixes:
* Overhauled location numbers to mostly match those actually used by the game, and by Gold Box Companion and Gold Box Explorer. (I hadn't known about any of these before I wrote the original version.) There are still places where I don't use the internal numbering, to keep things simpler. This all makes this version incompatible with all previous versions, if going into that level of detail.
* Split each map section into an overview section and a details section.
* Added more game text.
* Added coordinates to map annotations, if not ambiguous.
* Added full section on Wilderness Lairs.
* Added formalized list of bugs. (This is not comprehensive by any means.)
* Added detail on how to successfully backstab.
* Added yet another reason not to use NPCs: they make random combats larger.
* Added strategy for using Animate Dead.
* You can in fact fight Ogre Leaders, in the Wealthy Area or Temple of Bane. It requires a high Party Strength to have any chance of happening (at least 66) and is unlikely even then.
* Snake Charm and Animate Dead scale to caster level, not caster hit points.
* Dust of Disappearance will work even against enemies that see invisible, and is supposed to.
* Magical armor never actually provides a saving throw bonus.
* Rings of Protection rarely actually provide a saving throw bonus. The only one I know of where that actually works is the one carried by the THEURGIST (#110). (Another case where I was led astray by that working more reliably in the sequels.)
* The Wand of Paralyzation can bypass Tyranthraxus's magic resistance.
* Added more executable offsets: classes allowed by race, statistics by class.
* Civilized Area: more detail on available NPCs.
* Civilized Area: clarified that you must explicitly receive the commission for Podal Plaza to both perform and be rewarded for it.
* Slums: the script doesn't check if you ran away before crediting you with victory against a set combat.
* Slums: add description of bug that allows you to clear the area without fighting any set combats.
* Sokal Keep: searching for the diary only works reliably if you were told about it by the spectral defenders.
* Mendor's Library: more detail, including mechanics for green slime in the garden.
* Podal Plaza: parley mechanics expanded and corrected.
* Cadorna Textile House: you can't ever get all the random encounters without defeating the ogre.
* Cadorna Textile House: added exploit which allows you to open the Cadorna family treasure repeatedly.
* Wealthy Area: random encounter probability corrected.
* Wealthy Area: added detail on how random encounters are constructed and resolved.
* Wealthy Area: the four-orc patrol counts as encountered as long as you do anything other than fight them.
* Nomad Camp: the Shaman's Bracers AC 2 is actually AC 4.
* Yarash's Pyramid: now split into two separate sections, both for clarity and because that's how the game handles it internally.
* Buccaneer Base: resting is disturbed by the next random encounter, if active.
* Valhingen Graveyard: the two-handed sword vs. undead isn't actually a good choice here.
* Stojanow Gate: more detail and accuracy.
https://gamefaqs.gamespot.com/pc/564785-pool-of-radiance/faqs/73869
Additions and fixes:
* Overhauled location numbers to mostly match those actually used by the game, and by Gold Box Companion and Gold Box Explorer. (I hadn't known about any of these before I wrote the original version.) There are still places where I don't use the internal numbering, to keep things simpler. This all makes this version incompatible with all previous versions, if going into that level of detail.
* Split each map section into an overview section and a details section.
* Added more game text.
* Added coordinates to map annotations, if not ambiguous.
* Added full section on Wilderness Lairs.
* Added formalized list of bugs. (This is not comprehensive by any means.)
* Added detail on how to successfully backstab.
* Added yet another reason not to use NPCs: they make random combats larger.
* Added strategy for using Animate Dead.
* You can in fact fight Ogre Leaders, in the Wealthy Area or Temple of Bane. It requires a high Party Strength to have any chance of happening (at least 66) and is unlikely even then.
* Snake Charm and Animate Dead scale to caster level, not caster hit points.
* Dust of Disappearance will work even against enemies that see invisible, and is supposed to.
* Magical armor never actually provides a saving throw bonus.
* Rings of Protection rarely actually provide a saving throw bonus. The only one I know of where that actually works is the one carried by the THEURGIST (#110). (Another case where I was led astray by that working more reliably in the sequels.)
* The Wand of Paralyzation can bypass Tyranthraxus's magic resistance.
* Added more executable offsets: classes allowed by race, statistics by class.
* Civilized Area: more detail on available NPCs.
* Civilized Area: clarified that you must explicitly receive the commission for Podal Plaza to both perform and be rewarded for it.
* Slums: the script doesn't check if you ran away before crediting you with victory against a set combat.
* Slums: add description of bug that allows you to clear the area without fighting any set combats.
* Sokal Keep: searching for the diary only works reliably if you were told about it by the spectral defenders.
* Mendor's Library: more detail, including mechanics for green slime in the garden.
* Podal Plaza: parley mechanics expanded and corrected.
* Cadorna Textile House: you can't ever get all the random encounters without defeating the ogre.
* Cadorna Textile House: added exploit which allows you to open the Cadorna family treasure repeatedly.
* Wealthy Area: random encounter probability corrected.
* Wealthy Area: added detail on how random encounters are constructed and resolved.
* Wealthy Area: the four-orc patrol counts as encountered as long as you do anything other than fight them.
* Nomad Camp: the Shaman's Bracers AC 2 is actually AC 4.
* Yarash's Pyramid: now split into two separate sections, both for clarity and because that's how the game handles it internally.
* Buccaneer Base: resting is disturbed by the next random encounter, if active.
* Valhingen Graveyard: the two-handed sword vs. undead isn't actually a good choice here.
* Stojanow Gate: more detail and accuracy.