Dark Queen of Krynn - SSI (Part 2) Solution by Brian Burke @~Continued from the last file NEW AURIM The Town can be mapped on a 26 x 26 grid with the Entrance point being at 20 & 21/24. There are further sub-levels that I'll describe later. I spent a long, long time in New Aurim up and down the levels and apologise if you find a much shorter method of completion. Before entering any of the Buildings it is advisable to equip the Party with a disguise, i.e sock a few baddies and pinch their Uniforms. To do this go west to 11/20 bashing a few Vampires in the room at 12/20 en-route. You meet a Press Gang. Attack them and free the Slaves. Round the corner at 9/22 you'll meet another gang. Talk to them and then release the Prisoners. Entering the house south at 10/23 results in a fight. Continue west and north to meet a friend at 4/16 in the Kender Tavern. Agree to release the Hostages. I completely failed to do this as I was lacking a Knock spell and failed with everything else I tried. Maybe you need a Thief character who can picklocks? C'est la vie! North of here is a Temple and little else except another Press Gang. Retrace steps to attack a Priest at 15/21 and fight another battle through the door to the north. East of here is a shop. Talk to the soldiers in the Barracks at 22/23. There's a shop at the back here. In the small rooms north of here Read Letters at 22/22 and 23/20. North again there are more Barracks so talk again. Release the Old Man at 23/10 who refers you to the Kender Tavern. A Training Hall is north of here. The door in the northeast corner leads to a meeting with a soldier. Say "Hith Temple" to be allowed in. The inner door in this area, when you are able to access it, contains letters which you should read. Go west to find and release more prisoners. The inner room at 21/4 is a Shop. Now enter the main building from the southeast at 20 or 21/16. The Party is instructed to obtain a Clay Pass, this is available from the Commander's Office at 5/20. Selecting "Special Bless" gets you inside. Head north through two rooms where the Party has a major battle. As you return south there is a further battle in each room. The Prison area is reached via a door at 22/10 and the cells are to the north but, as I stated earlier, without the Knock spell I couldn't open the door. Neither did I try later when leaving the town. I guess those fellows are still in there. Sorry, chaps! Armed with the Clay Pass it's time now to go inside via the doors at 19/18 or 19. There's little to the west so head northwest to receive a Journal Entry at 18/16. Then west and south. BASH the door at 8/18 and go east to the room with arches to devour some Black Puddings. Retrace steps and head north up the corridor to find a door south at 8/11. Something happens here but I forgot to record what. There's a stairway UP at 6/6 but just to finish off this lower level (before looking at the central section) ... Cooks, Kitchens, Ovens and Food Stores in the north. Palace Uniforms are available from a room at 19/14. Paying 200 steel later recovers your Army Uniforms. Upstairs then to KING'S PALACE UPPER LEVEL. Mappable on a 14 x 14 grid, entry is at 1/2. Should the Party need some REST then there is a suitable room at 3/1. Head east to find Treasure in a room at 9/1. East then south through arches to fight Skeletons at 14/5. If you cut this corner then there are Death Dragons at 12/3. South again through the door at 14/9 to Attack just through the first archway. South then west to BASH the door at 7/14 and fight Otyughs inside the room. There are stairs down at 5/13 but ignore these. Entering the doors at 7 or 8/10 go north through the arches. To the north is the Entrance to the King's Chamber at 7/5 but you can't get in just yet. However an NPC, Grunschka, joins the Party. Back downstairs go to the door at 10/11 and enter. Wend your way through the arches to find a staircase DOWN at 10/14. You may wish to SAVE the game at this point as the next section can be tough. KING'S PALACE LOWER LEVEL. Map on a 43 x 19 grid. I'm a little unsure about the horizontal length as I overran my own grid so bear with me should 44 be more accurate than 43. Entry is at 43/12. Go west along the corridor passing side rooms en-route till the Party is stopped just inside an open area at 30/12. You must have the Clay Pass when you meet the Draconians. Just keep "Waiting" or whatever tactic you feel is best till you fight. When you do attack there are two consecutive battles. The Party won't be able to rest safely so keep exploring, searching and fighting until no more Draconians are heard. This takes some time so just grit your teeth and go for it. To the north from the meeting point is a Temple. Access to the next area is achievable either by going west here and using the door at 24/10 or west directly down the corridor to the door at 23/12. Once inside this area go to 18/11 to turn off the Gong. A battle with Dragons follows. Head north from here to find a Draconian Ceremony in progress at 22/8. Keep east to find the Eggs and defeat the Clerics. In the north of this room are stairs down to THE CRYPT. Map on a 5 x 6 grid. Nothing of interest down here though so back up to go east and north to three further rooms. The western one at 22/4 is the Mage's room. Next to that a room where the Party fights a Mad Cleric. Finally the eastern room houses the Head Cleric. After the fight Trandamere hops it through a secret door into the corridors beyond. Follow him and go east to find an exit to an open area. LOWER LEVEL DUNGEON. Map this area on a 5 x 9 grid. The entry point is at 1/1. Wander through the arches down to 3/9 where you find Treasure. The problem is that when you turn round Beholders and Spiders are waiting for you. Give them what for and return to the corridor. West down the corridor to a point where a southern route appears at 18/3. Down to the doors to battle with Guards at 19/9 then back up again to take stairs up at 16/1. The Party passes a door to the west. Should you go in here and go up at 15/5 you'll exit at 14/5 and arrive in the same corridor as if you'd "Jumped through the Flames" on the northern route. Nothing in the room to the south so round the corner and up again to 12/7. South to go down to 12/11. Here is the "Jump through Flames" bit where the Party arrive in a chamber and receive a Journal Entry. Through the southern door and again south to meet the Queen and be given a Ring which you should show to the Jeweller in Hawkbluff. Leaving this room by the secret door south leads you then north to arrive back at 16/5. So go north and west passing two rooms north that have little in them. Bash the west to find ... nothing! North via either a large room or a corridor to double doors at 5 or 6/9. Down some stairs to exit inside the King's Chamber. These now are the doors where Grunschka joined the Party. Leave New Aurim now and return to HAWKBLUFF. The Jeweller will now be back from his holiday. Show him the Queens' Signet Ring and obtain the necessary pass to enable the Party to enter the Temple. Be careful when you use the pass. I made the error of saying "Keyhole Pass" when just KEYHOLE is all that is required. Going back then to the Jeweller was fruitless so beware and SAVE the game before seeing the Jeweller. HAWKBLUFF TEMPLE. Consists of 7 Levels - five up and two down. All are containable within a 14 x 13 grid. Corridors in some levels are merely for passing through to access various areas in other levels so there's plenty of up/down activity. Before much progress can be made Davik, an Architect, must be released as he knows his way around the many interlinking corridors and will guide the Party if required. LEVEL 1. Entering from the central doors in Hawkbluff the start point is at 7/14. To the right are stairs up and forward to the right another set of stairs up. You will be unable to proceed any further on this level until either the correct pass has been obtained or your group can surprise the guards by coming from an alternative direction. Elsewhere on this level are Undead to battle in the west and a battle in the Officers' Quarters in the centre. Access to the Dungeon is in the southwest corner. Secret passages abound and will only be reached when higher levels are accessed. The Final exit point when the Temple has been thoroughly explored is to the east. Initially this door is locked. LEVEL 2. In the north find the Book of Amrocar with a Map of Blackwater Glade. There's a Journal Entry also referring to the lairs of Dragons that you will meet later in the game. Rest is possible in this room. The room west of here contains a Sword Pass and to the south find a Lantern Pass and a Release form for Davik. There's a battle to the south of this room. LEVEL 3. Little of note on this level. Meet a General in the northwest. Stay to obtain a Ziggurat Pass. There's a Treasury in the northeast. LEVEL 4. The Senate chamber is on this level and is a large room in the centre. Enter to fight and go north past a Guard Station to find Trandamere to the west. Not surprisingly he escapes down the Dumbwaiter shaft. Follow then follow again, he teleports away but the Party get good experience points and Treasure. In the south fight to receive a Scroll. LEVEL 5. This now is the highest level. Attack the Clerics in the south. In the north find a reference to Eggs in Blackwater Glade. In the centre there's a tough battle should you return here after Trandamere escapes your clutches. DUNGEON. Past the cells in the south the Party can rest in a central room. A passage to the north leads to fights with Bats and Hydras. There are a couple of stairs down to .... THE CATACOMBS. Loads of baddies down here - Spectres, Ogres, Ettins, the dreaded Vampires, Disers, Dragons, Wizards and Shambling Mounds - have fun! When you've completed the Temple head for BAI'OR before you go to Blackwater Glade. The map is containable on a 16 x 16 grid excluding the wood to the north. Meet Eric Strongbond in an isolated building in the southeast. Be Friendly to get a message relating to Oleg. North of this building pick up a reference to the Library which is to the west. Head for the library and find a secret door east where you'll meet Anthela. Offer Help to receive a Journal Entry. In the building to the north meet Jennifer and Olag Hamhad. Now go to the central square where the Party fight a Battle. Rest is now possible in the Inn to the east. Enter the woods to the north and Search through the trees for Dragons. Help the Dragon to gain a scroll and a Journal Entry. BLACKWATER GLADE. There is a Journal Entry map available otherwise you need a 20 x 20 grid which doesn't include the the Dragon Lair in the northeast. As it is fairly small I didn't bother mapping it. Enter from the west, go north to fight then south into an alcove to Listen. The choice is then yours whether you follow or not. Go southwest to find a Dragon fighting a crocodile. Don't attack and you'll find that Zarketh will help the Party and act as a Guide. In the southeast fight Sea Dragons. Follow the road round to fight Bakali in an eastern room. A central room houses another friendly Dragon, Clemetra. She offers a place where the Party can rest. Head northwest past a Sinkhole to almost corner a Dragon who escapes. Gain a Journal Entry at a Junction near here and accept Baldrick (on leave from Black Adder) the Bard into your Party. The route north is blocked by Boulders so now head for the Dragons' Lair in the northeast. At the door say "HABO!LJX" which is the password from the Journal Entry. Round a couple of bends to a confrontation. You find that Baldrick is really Baldranous - the Leader of the Silver Dragons. He's after the Scale of Kothar which you should have collected from your previous exploits. Repel the attack from the Thelons and after the battle give the Iron Scale to Tremor in exchange for a Ring. Lay the sword blade Gently along his neck. Resist the temptation to behead him. Return to Clematra after the ensuing Battle to receive a Journal Entry and pick up your reward. Agree to be flown to the GNOME CITADEL at Aldinanachru. ALDINANACHRU CITADEL. Consists of four levels. Map easily within 16 x 16 grids. On entry the Party is taken up a lift. A reunion with Captain Daenor follows. Then Crysatlis somewhere in the Tower of Flame. Let him rejoin to get a Journal Entry. Meet King Telemandarklosminarus (wow!) and after kissing his hand fight sequential battles. After the battle you can explore the PALACE LEVEL. which is fairly small. Head for the lift and visit .... GUEST ROOMS. Going east from the lift find an Old Crone down in the southeast corner and Talk to her. In the central room east fight Minotaurs and to the west is a room suitable for resting. To the northwest attack. The electricity wired up to the door in the southwest can be removed by Casting Dispel Magic. Go north and find the King. A tough battle follows. Rest before heading north again to suffer damage before another battle. Rest again then north to find a Teleporter to a separate area. The Party find the King chained to a wall. "Look behind you" then fight. Ask the King questions after the battle. Head through the door to Teleport back. Head for the Palace and a Journal Entry. WORKSHOP LEVEL. Going northeast "Grab" the jar and hurl it out the window. The room to the south is suitable for resting and in the room south again Attack to rescue a Gnome. Down in the southeast Push Off, then On. In the centre through the arches to fight Iron Golems and Hydras. In the west Talk to the Thief then attack. There's a Training room just beyond this point. In the north of this level is a Temple. GROUND FLOOR. From the lift past the first double arch and to the west Cast Dispel Magic then fight. Rest is possible in the room to the south of here. South again to fight Draconians. Yet more Draconians in the southwest. To the east enter the southern area with three arches to then go to the northeast where the Party will board Hrumbishnog's Windship. You must have rescued the King first. You are flown to The Tower of Flame where you'll arrive on Level Four. TOWER OF FLAME. There are 5 Levels with the lower Level being Level Zero, again all levels can be mapped within 16 x 16 grids. From the arrival point explore to find that there is no alternative but to fall down to LEVEL ONE. There appear to be two sections to this level - one is a smallish area with walls of Fire which is within the main area. I couldn't quite match the two so drew a separate map for each. In the north "Knock Heads" then fight and go east to fight Beholders. Beholders again in the northeast. To the northwest Dump Irons in the Pot to then battle with Golems. South to more fights and Beholders. Deep in the south are Fire Monsters. North of here in the centre are stairs up to Level Two. On a 16 x 16 grid this would be at 7/11 where north west is 1/1. Still in Level One the central east area is the area with Fire Walls. Whilst you suffer damage going through the walls it is this way that you must go to access Level Zero. Within the Fire Area - in the south is a ladder back up to Level One. North of here a series of arches, go west to find Stairs down. Just south of the stairs receive a Journal Entry and a battle east of this point. LEVEL ZERO. A smallish area. Fight Beholders and Fire Beings in the arrival room. Leave the room and go anti-clockwise to fight in a northern room then enter the Engine Room to battle first with Ettins and Fire Giants, then again with Golems. The Engine stops but still causes slight damage. Return to Level One. The Party must eventually return to the point east of the stairs after Level Four has been completed. For now leave the Fire Area to the east and access the southeast corner to fight Draconians. I think that south of here is a Shutter that you unlock to let your allies, the Gnomes, into the Tower. It is in this room that you will see the Granwich, again when Level Four has been completed. Up then to the next Level. LEVEL TWO. On a 16 x 16 grid entry is at 7/10. North from the stairs to fight Mages and Dragons. West of the stairs fight Black Mages. North again to find Blocked Stairs. Ignore the passage south at 8/5 for now - it leads into another Fire Area. In the northwest find cells. Shout and Unlock the door to the southern most one and meet Dahmia who is Elea's mother. Say "Elea" to her to follow her up to Level Three. Still on Level Two follow the western passage south to find sections of the floor disappearing! Giant Illusions appear in the southwest. In the north central area attack Dragons and fight Flame Monsters in the east. There's a platform up to Level Three in the centre at 10/9. LEVEL THREE. If you followed Dahmai you arrive in the northwestern corner. To the west of this point Draconians are waiting and a double fight ensues. South of this point are Blocked Stairs that become unblocked once Level Four has been accessed. Go east avoiding the gaps in the floor and avoid the trapdoor in the central area that drops you down to Level Two (you will have surmised correctly that I did not avoid it). The entry point from the Level Two stairs is just southeast of the trap. South again, going through the wall of Flame if need be, to fight Draconians and corner the Master of the Font in the southeast. West to find the Source of Power in the central southern area, a battle follows. West again to jump on a Windship ascending up to Level Four. Use Dispel Magic on Crysia then attack. LEVEL FOUR. Once the Windship has landed go east to cross the Bridge then head north to find an entry to the south. Enter the room of many arches and keep south to find the Inner Sanctum. The Party will fight two battles without pause and then fall into the Abyss. A Journal Entry follows. THE ABYSS. I didn't trouble to map this area which has the feel of the aftermath of a nuclear holocaust. Go south to find a small building. Enter and go through a false wall into the centre. Rescue Raistlin Majere then fight. After the battle you'll be able to use Magic which is suppressed during the fight. Cut the Mage's chains. Don't Rest but do Heal wounds. South through the desert like terrain then east to find a large structure. Find where the Bell of Anguish door is and enter. "Creep" either left or right then Creep again. "Wait" for the Fog to clear then "Throw" a stone at the Bell. "Run" to the Portal. "Cast" a Fireball at Takhisis - The Dark Queen - and "Wait" for the Fog to clear. When the Bell rings "Jump" through the Portal back into the Inner Sanctum of the Tower of Flame. INNER SANCTUM. The Party hears that the Gnomes have found the Greystone. Investigate the Tripod and Climb up the leg to Touch the Stone. You now have to fight the Five Headed Dragon, attacking each head in turn. After the battle it's safe to Rest. The Greystone, Grathanich, the Greygem of Gargath appears. After the battle use a Ranger to cut the rope to the flower and the Party sails away in a Windship. You are heading for Aldinanachru to meet Captain Daenor and his sister Crysia who've left with Balranous. Dahmia has been rescued by a Dragon. Back in the Gnomes' Tower Palace level keep walking until the Dragons launch their final attack then it's time for a nutty celebration.