Dark Queen of Krynn - SSI (Part 1) Solution by Brian Burke This is the final chapter in the Krynn series that started with Champions of Krynn and moved onto Death Knights of Krynn. In comparison to previous SSI games this one is faintly amusing. Would you believe Black Puddings as baddies? You will now! The end-game graphics raise a chuckle or two as well. Auraks and Bozaks are a real pain in this game. They need over-killing and then they explode, harming those characters nearby. Best thing then is to use range spells and weapons on them. Mapping in this game deserts the standard 16 x 16 grid and in some instances whole page A4 5mm x 5mm squares are required - or whatever. After the initial introductory screens in the City of Palathas and a meeting with General Laurana the party finds itself just outside CAERGOTH. The northern part of this map is set in a Forest. With an entry point a 2/2 there's a route east through the trees at 9/2. Wend your way south to enter either one of two gates. The western gate entrance produces a Journal Entry and the eastern a confrontation with Dragons. Between the two gates "Aid" the woman. Just south of here Bury the boy and make your way south to the jetty. Here you meet Captain Daenor, the Master of "The Silver Shark" who features throughout the game. Explain to him and Join up. As you sail along the coast of Ansalon the ship comes across a wreck and the Party disembarks. Enter the SMALL CAVE. Map on a 28 x 28 grid with the top left hand corner reference being 1/1. The entrance is at 12/28. The nature of the graphics makes this a difficult area to map. Heading north you encounter a Pulley trap. Go right from here to attack the sleeping enemy at 15/24. North again to find Crysia and Draconians at 9/18. There's Treasure just south of here through a false wall at 6/21. Continue south. Crawling through the wall at 6/28 leads to a fight with a Gas Spore. North and west from here round a bend or two fight at 2/20 before finding Villagers and a Journal Entry to the west. North again to "cast Dispel Magic" at 6/16. The room to the right contains Dwarf Treasure. Keep north to pass the Piecer Trap at 8/11 and another one to the northwest at 6/6. Keep north to fight Otyughs at 7/3 and 3/4. Retrace steps to head east and fight Beetles at 11/8. The room to the south contains Purple Worms. At the junction, 15/8, you hear a scream. South of here pass through two more Traps to fight Beholders at 18/16. Head east then north round bends to go south at 23/17. The passage winds anti-clockwise. Fight Umber Hulks at 25/22 before meeting an Old Woman and receiving a Necklace at 21/23. Return to the point where the scream was heard and go north. Spiders at 15/2 and a Web plus Treasure at 19/2. More Spiders to the south. Keep south and west to find Sensilan and a Journal Entry at 17/7. Return to 19/7 and go east and follow passage south to meet more Beetles at 18/13. East and north from here to see Footprints at 20/8. The passage south of here has Otyughs at 27/13. Keep following the passage north and round to locate Oteef in a cranny at 27/4. South again to fight a Dragon in the Cavern at 23/9. My map and SSI part company at this point so head north to exit the cave and regain the shore. Back on the ship it's not too long before the Party is Shipwrecked. You awake underwater in an area called NAULIDIS. The mapping cheats amongst you will be relieved to know that searching the Journal Entries reveals a partial map for this area. The up/down map, North to South for the purists, is horrendously long so map references deal firstly with Naulidis (27 x 28) and then with the southern Ruined City of Celanost separately. The two are linked by a long, long passage, 2 x 36. The start point is 13/19. Walk around a step or three and the door to the west opens and you meet Lyzian. The Party can wander for ages in here but Dragons can be found at 21/5, 15/7, 10/24, 17/27. There are several entrances to "The Abyss" in the eastern area but I never entered. Meet Sea Elves and offer Help. I found Elves at 19/10, 19/14 and 26/20. They need guiding to safety to either of two Safe Halls. The entrance to the Northern one is at 6/10 and the southern at 8/18. En-route to the Safe Halls you'll fight Marauders of the Deep at 13/20. Once inside the Hall, "Heal" to obtain the Staff of Xaugur. Training is available in here at 3/12. Then go east and south to "Help" boy find Irenia. To do this, leave the Hall and head northeast to 18/2 in the Palace of the Suzerain of Naulidis and return to the Safe Hall. Retrain so you're ready to Charge the Dragons when they attack the door to the Hall. Afterwards Heal the wounded and the Palace Guards who have Sahuagin wounds. Lyzian returns to thank you. Say "Bored" to receive a Journal Entry and head for the Palace to get the Captain. Off then to 14/6 where you'll meet up again with Captain Daenor and hear about Talhook and the Eggs. The Hinge you need to replace is available in the southeast at 26/26. Stomp on the Devil Men from the Deep waiting in the archways at 13/3. Re-enter the Safe Hall for another Journal Entry plus the essential Crylokon then set off for Celanost. The door to the long corridor is at 18 & 19/28. The trip down the corridor is mostly uneventful until three quarters of the way down when Snakes are encountered by a door to the west closely followed by an Ambush just beyond the Arches. Straight on then to enter ... The Ruined City of CELANOST. This consists of two areas - Celanost itself and another area accessed from the Air Chamber. Map Celanost on a 12 x 10 grid and the area from the Air Chamber 15 x 11. The eastern entry door for Celanost is thus at 9/1. Head straight on through the arches and turn west then going north to arrive at 5/3. Follow the Sledge. After a while there's a fight and you find the sledge full of water. Enter the Air Chamber at 3/1, climb up and then use the Crylokon. Entering the new area at 15/11 follow the corridor round. Fire Monsters at 10/9. Going this way avoids an ambush at 6/9. Keep west to find Papers at 1/8. SAVE the game - South of here at 1/10 is a tough battle and you'll need to CAST SILENCE first thing to keep the damage down. Head north to find a large room and DIVE for the 12 eggs at 4/2. Upon your return to Naulidis the Party is only about 5 strides up the passage when an Army of Dragons attack. They take the Eggs. Re-enter Celanost and go to 10/4. In this small room are the missing Eggs. Smash the last of the guards south of here at 11/6 and head on back to Naulidis. The Party now learns of the plot to march on Dargonost. Go to the Prince's Chamber to confront Talhook. After the fight rest and go onto the ... Great Hall. Obtain the Dragonlance, on then to Taladas and a note to give Ezra the Crylokon. You leave Naulidis now and it's off to ... HIZDEN. A small village that can be mapped on an 8 x 14 grid. The Party surfaces at 5/12 in an Inn. There's a Training Hall to the north and a Temple northwest of the Inn. Your immediate objective is to meet with Ezra who is waiting behind the Bait Shop at 8/5. Leaving the village at 6/13 the Party fights some Dragons then it's onwards to .... THE LIGHTHOUSE. There are twelve levels, 10 up and 2 lower levels. Resting is only possible outside the Lighthouse door, you might sneak a couple of hours in but that's all once inside except on Level 5. All levels are mappable within 10 x 10 grid. The ground floor contains a Web to attack and a Pit to the north. Falling through the Pit takes you down two levels and gives you a Journal Entry plus an Otyugh fight. To the west is a pool with Treasure. More Treasure to the south and west with a fight also in the south. Returning to the point at which you fell, the Party can Dig (more fighting) or climb up to the next sub-level. Hydras to the south. West from the Hydra fight, beware of the 180 degree spinner. Beware also of a Teleporter in the south that takes you into the east of this level. Head north to find a secret door. Unfortunately you can't make any more progress here until the Party has been to the top of the Lighthouse. Back to the ground floor to take the staircase in the east. Fighting Ettins and Trolls avoid the Pit (there's a Pit on each level) and up to level three. In the north take the Contraption. Treasure north of the Pit and a fight in the centre. Access level 4 from the west. Level 4 has a Teleport to the north which takes you to the south of this level. Go east and Force Door to Take Paper and receive a Journal Entry. In the centre Place a Gem in the hand of the Spectral form each time you pass this way. Access to level 5 is in the north at the Teleport point. The Party receives damage each step in here (shades of Questron II) but there's a safe haven from the Vortex in the centre where you can Rest. Treasure to be found to the west and south. Up to level 6 in the east. Battle with Wizards in the north and Umber Hulks in the west and centre. One way doors in this area plus two Teleports that take the Party to the South. Stairs to Level 7 in the south. To the right of the entrance point the Party should "Advance". Fight Beholders in the centre and move anti-clockwise to find a Teleport lever (that takes you back to the centre) in the south. Stairs to Level 8 are to the West. Level Eight contains Fire Elementals and a Chest available after a battle in the centre. Access to level 9 is in the centre. Just the one battle here before going up to Level 10 in the centre. Iron Golems to fight here and loads of doors to negotiate. Work your way round clockwise to go up to a single room in the centre. What! Can't open the door? To release the Elf woman you must first reach Fastilion. Look under the Porch and Take Gear. Back we go to the sub-Basement. In the Basement enter the door that was previously closed to enter a Teleport and enter a small area. Avoid the Pit to the south and go anti-clockwise to find the room in the east where Fastilion is. Knock then Scream and explain your mission. A Journal Entry follows plus instructions to go south to Thenol and Trandamere. Find the Tomb of Krisophan and seek the Oracle of Tengor. Do your duty then it's back to Hizden for some R 'n R and next stop ..... KRISTOPHAN. Can be mapped on a 35 x 20 grid unless you want to include the small house outside which extends the horizontal co-ordinates. In the house is a sobbing woman (obviously trying to solve the Riddles in Amberstar). Enter to meet Eshalla. Kissing her starts the much vaunted "romantic" relationship which continues throughout the exploration of this town. Entry to the town proper is at 19 or 20/19. There's a Bank in the southwest, a Training Hall in the northwest, a Shop in the northeast and a Shop cum Temple near the centre. An Inn for resting in the southeast. The objective is to access the Tombs which are located in the north centre of the town. On entry go east to a Bar at 29/16. Enter and meet Selias, a thief. Like it or not you need this guy so when the Dragons attack let him lead you north to the Temple entrance at 25/1. Should you deviate you'll be dive-bombed by the Dragons. No good running to the Inn, that's just a heap of rubble. Once in the Temple the Tombs may be entered at 25/0. The TOMBS are an area that can be mapped on a 22 x 19 grid. There are then several sub-sections. Entry is at 22/19. Go west and north to fight a battle with Thieves at 19/17 then find Treasure at 21/18. Enter the door in the southwest of this room and go north and west to battle Otyughs at 10/15, 11/16 and 12/18. Round to the south westcorner for the Party's first encounter with the dastardly Black Puddings at 7/19 and find Treasure just north of here. Go through the door north at 6/17 and travel north to enter a secret door at 21/9. West then south on entering the Hall to go south at 16/10. Then east for a Battle at 18/11 to gain "Eyes". Back to Hall and north to enter a secret door at 16/5. West to enter a Teleporter at 10/4. You are transported to a sub-section that can be mapped on a 22 x 11 grid. Entry is at 1/1. South to find a room of cells. Four of these contain Treasure and one in the south a Heart Key. The door at 9/10 is a one way door. Travel east and north to find a room with two Teleporters. The western one at 10/5 takes the Party to 3/8 or thereabouts in the main Hall. The eastern teleport at 12/5 is the one we need now to go to another sub-area. This new area is small, 5 x 5. Go south to meet the Spectre and pay Tax. The Teleport in the south takes your Band to 3/8 'ish in the main Hall. Back in the main Hall go east to enter the room with loads of pillars and enter the southern pillar at 8/9 from the east. You enter an area 5 x 15. The entrance point is thus 3/15. Going north you find the door seals behind the Party. Entering the room to the north, pay the Spectre to the west and meet Destries. To the east fight Trolls and Hydras to the north of this room. Continue north. First enter the northwest door at 2/9 where you encounter a Spider Web. Pull on this to obtain a piece of the Statue and gain a Journal Entry. You now have a piece of the Oracle. Undead attack at 2/1 and you receive The Circlet of Gold after the fight. Another Undead attack at 5/1 after which go west to teleport back to 3/8 in the main Hall. Back in the main Hall again re-enter the Hall of Pillars and this time enter a northern pillar from the west at 10/6. Teleport to a small area 3 x 8. Go south and east to find a door north. BASH the door to fight a Battle inside. Back to entry point to go back to the main Hall. Yet again back in the Hall enter the northern passage at 5/6 to be Teleported to another small area 4 x 5. In the north are two doors together. The western one contains a Chest. Go south to find a single door. The Spectre here is guarding the door. Ask why for a Journal Entry and give the poor soul the Heart Key. Back now to the northwest corner to get back to the main Hall. Back in the Hall go to 3/5 to descend through a trapdoor. Access another small area 5 x 5 and travel anti-clockwise to meet a figure who asks for the Circlet of Gold. Hand it over to receive loads of goodies. Once again in the Hall walk round the room to find a door at 1/7 where you should use the Gold Key to unlock the door. The Dark Passage area can be mapped on a 17 x 12 grid. The staircase is at 17/1. Go west and south to enter a door at 3/12 to find a coffin containing Undead. Through a secret door in the northeast of this room and north to find a door south at 2/5. Only a broken Teleporter in here so north through the double doors to find another piece of the Statue. Then north through the door to be transported to a sub-area. Map the sub-area on a 11 x 11 grid. Entry is at 3/1. Thread your way south through the maze to be attacked by Vampires at 7/9. After the Battle gain another piece of the Statue and a Journal Entry. There are two Teleporters in this room. The eastern one at 9/10 takes you to a seemingly endless room that is a might confusing so ignore that and take the western Teleport at 4/10 to re-enter the Main Hall. Nothing left to do now but head back the way you came in. After Selias does his thing leave the Tomb area and re-enter the Town. Explore the town to meet Thugs at 34/9. A Fortune Teller wastes your money at 32/11. A VERY tough battle with Thieves and their cronies at 30/11 so SAVE before you enter. Best visit the Training Hall first really. Knock to enter and Rest at 27/9. Entering the room at 21/9 will result in a fight with Minotaurs. North of here is the Forge. Another fight in the house to the west at 18/7. Minotaurs bully you in the Stables. Head west to enter the double doors at 11/10 & 11. You can't enter the Queen's Palace to the north so go to 4/10 and Help the Slave. Ambesolianis then imprisons the Party and you have to fight in the Arena. (The area map is a bit strange here. On the display the Arena is hooked onto the computer map at 1/5 'ish whereas the doors are at 13 & 14/0). Once out of the Arena head for the Library at 7/9. But go via one of the houses north of the Bank. I believe that it's the one at 18/13. Don't drink the tea as it's not a leading brand! In the Library ask for the Book of Amrocar and get a Journal Entry. In the Library look at the books for other Journal Entries, some relevant, some not. Fights outside the Villa at 8/10 serve only to increase the Party's experience points. Nothing to be gained in the Senate Building west of here either or in the Barracks to the south. Leave the City and head for Trilloman. The cities of Trilloman, Thera and Vinlans are merely places to rest etc. In a CLEFT to the right of Trilloman the Party meets the Hulderfolk. I guess this area can be mapped but frankly I gave up. But its completion complements the game so .... Once in the mountain greenery wander here and there till you meet the Elves. The Party need to learn the Hulderfolk words - Limene = Yes Bilbara = No Shuwara = We won't do that Holbani = You're funny Gebene = Peace (as in greeting) Mahere = when heard say "Gebene" Wefbene = Go in peace The Party will meet Elea. Eat with the Elves but protect Elea and note her name and picture for later reference elsewhere in the game. Go with her to meet the Leaders and get a Journal Entry. Follow the prompts. Krigthen says "Wantil Libene to Tasslehoff". The Party are made Officials. Unfortunately this means going off and searching for the Mother of all Trees (due East I think) and counting the leaves. Do this three times ignoring the NPC's suggestion to chop the tree down and so on. After the third visit, Pull the leaves from the tree and report back. After a while you'll be rewarded with Ring and some Treasure. After the feast the Party sleeps for ages. Press on north where you'll meet Elea who helps you out of the leafy maze. She asks you to look for her mother who you'll meet much later on. Head now for HAWKBLUFF as you can't get near the coast without much damage to the Party. Initially Hawkbluff is tiny as you need to go elsewhere before you know the Passwords required to pass the Guards. However there is a Training Hall here, an Inn and a Shop or two. Go to the Innkeeper before you see the Jeweller. In fact I believe that he's on Holiday until the Queen's Signet Ring has been obtained. So off to NEW AURIM .... @~Continued in the next file.