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- ~Dark Queen Of Krynn
-
- Tips and Mini-Walkthru - Corrected by MAGIC
-
-
- ~Part I: Getting Started
-
- Dark Queen of Krynn (or DQK for short) is somewhat atypical for
- a gold box game. In particular, where the usual AD&D product
- pretty much leads you by the nose so you have no trouble staying
- on track, DQK goes in the other direction, not giving you much
- help at all in deciding what to do or where to go next.
- Sometimes, even when you think you know where to visit, nothing
- seems to be happening there (or at least, nothing of much
- importance).
-
- Also, a number of events are triggered by doing certain things,
- some of them not very obvious. This is especially the case in
- the Tower of Flame, where getting from one level to the next may
- be a frustrating experience.
-
-
- In addition, there are several set-ups in the game that you need
- to know about so you can survive the experiences. A lot of
- gratuitous damage gets tossed at your party, and knowing when
- it's coming can help your people stay alive.
-
- The first thing you need to know about is the nasty bug in
- regard to multi-class characters. Usually, when a character has
- enough points to go up a level, his or her name shows pink on
- the screen. However, the bug prevents this from happening with
- multi-class types. So the character is accumulating points, but
- never seems trainable.
-
- In fact, that character CAN be trained (if race limits have not
- been reached), even though the name has not changed color. You
- will have to keep track of the experience points for
- multi-classes, and train them when they have enough points for
- the next level. This was more of a problem for dual-class types,
- since my triple-class characters usually got the color change.
-
- If you are creating a party from scratch (instead of bringing
- one over from Death Knights, which is better than making a new
- one), you don't want Silvanesti Elves unless you plan on
- bringing them in as single-class mages, clerics, or rangers, or
- as multi-class in those professions. Those are the only ones
- they can max out (unlimited advancement) in; as plain fighters,
- they will get only up to level 10, which is not really very good
- for this game. You want at least level 14 fighters, to get that
- double hit per round. For the usual F/Mu combination, Qualinesti
- elves are the better choice.
-
- My own party consisted of one human knight, 3 F/Mu's (two red
- mages, one white mage), and two triple class F/Cleric/Mu's (both
- white mages). So everyone could fight, and everyone could also
- cast spells. The knight (of the rose) was especially important,
- since having him in the party let me control the various NPC's
- who joined us for varying periods of time.
-
-
- Of course, the triple-class guys went up slower than anyone
- else, but they were still worth having. You are going to need a
- lot of magic, and also a lot of healing, to get through this
- game....and there will be times when you can't sit encamped and
- fix everyone up; you'll need individual healing spells. The more
- you have, the better.
-
- I went through DQK at the novice level, mainly because I found
- out about the training bug too late to do anything (we were in
- the Tower of Fire by then), so for most of the play, I was under
- the impression my mages were never going to go up in level. With
- mages of only 13th-15th level, I figured we needed some sort of
- advantage. Even with that, many of the combats, especially with
- enchanted Draconians, were hard.
-
- While you now know about the bug, and won't be stuck like I was,
- you may still want to lower the difficulty level, especially in
- certain areas like the Tower of Fire, where there are several
- tough encounters with Draconians and others. In addition, you
- will find that low armor class (-10 or lower) is not as good
- protection against hits as you might expect. Your party will be
- absorbing a lot of damage throughout the game, one way or
- another.
-
-
- Money isn't of much use in DQK. After awhile, there isn't any
- reason to pick up the steel, gems, and jewels that are offered
- after a combat. The only things you need money for are (a)
- getting items identified and (b) buying passes at Hawkbluff. The
- inns are free, training is free, and equipment offered for sale
- is mainly mundane stuff you don't want to bother with. So don't
- weigh yourself down with a lot of useless treasure.
-
- If you are bringing a team over from Death Knights, you may be a
- little short of magic arrows. There was only one place in DQK I
- could find to buy arrows, and they were a bit expensive (15,000
- for ten +2 arrows)....and that was well along, when we were in
- the Gnome tower on the Burning Sea. If you need arrows(or good
- bows, or both), the simplest thing to do is play the old game of
- "Muggee".
-
- Create several fighters (stats, name, etc are irrelevant). They
- all come with +2 composite bows and 40 +2 arrows. Bring them
- into the group, trade off what you want, and then dump them.
- This is about the only way you'll get magic arrows in the game
- (there is a place where you can get some +4's, but not many, and
- only once).
-
- As usual, the best stuff comes after combat. However, you'll
- notice that many of your opponents only carry mundane items, or
- no items, just some gems, jewels, and/or steel. Even the Dark
- Wizards have junk for treasure; you can't even pick up bracers
- from them (which makes me wonder how they got that armor class
- of -1). Accumulating good equipment will be a slow task.
-
-
- ~Troublesome Critters
-
- DQK features some nasty monsters, many of which can do
- considerable harm to your party. These include Dark Wizards, and
- bombardier Draconians.
-
- Dark Wizards are high-level (I'd hate to guess how high) mages,
- and they come into combat with all their defensive spells up and
- ready before the fighting even starts. The spells they have in
- effect are Fire Shield (cold), Mirror Image, and Globe of
- Invulnerability. For some time, these guys are going to be a
- pain to kill.
-
- Mirror Image makes it very hard to target them with arrows. The
- Globe will protect them from the usual damage spells such as Ice
- Storm, Fireball, and Lightning Bolt. Fire Shield will generally
- keep them safe from the Delayed Blast Fireballs (or DBF), and
- bestow double damage on anyone who hits them with a hand weapon.
-
- One way of handling them in the early going is Cone of Cold. If
- you can get someone close to a Dark Wizard, and have time to get
- off the spell, this will usually kill them, since the Cone is an
- area spell and too high in level to be stopped by the Globe.
-
- This is tricky, though, since the Wizards tend to lurk in the
- back ranks, where they are hard to reach. Also, THEY throw
- DBF's, and as we all know, the DBF is an instant spell (like
- magic missile). One of those, and your party could be in bad
- shape (not to mention, unable to cast any spells of their own
- that round).
-
- Another way to get to them is an arrow barrage. Enough arrows
- will disperse the various mirror images (or you may even get
- lucky on a shot and hit him in spite of the duplicates). Once
- the images are gone, he is a sitting duck for arrows.
-
- The last, and best, way won't be available for awhile. When you
- get a white mage high enough, have him (or her) learn Power Word
- Kill (for some reason, this choice only shows for white mages).
- Power Word Kill is an instantaneous spell, and it works first
- time, every time. One of these, and you won't have any more
- trouble with Mr. Wizard. You will have to get fairly close to
- use it, since the range is only 1 square for every four
- experience levels of your mage (ie, a 15th level mage can only
- toss it about 3 squares away).
-
- The other problem comes from the Enchanted Draconians, which
- have been put in the game to make your life much more difficult.
- Not only do Auraks blow up when they die, so do Sivaks, Kapaks,
- and Bozaks. Of these, the Bozaks (which I always thought of as
- Bozos) are the worst. I cringed whenever these guys showed up in
- combat.
-
- First, Bozos have a Fire Shield up, so you don't want to hit
- them with hand weapons. Second, they can cast spells. Third, and
- worst of all, the damage they do when they explode can reach 20
- or more hit points, and there is no protection against it. You
- just have to sit there and take the pain, hoping the guys won't
- go down. Bozos can be a serious threat when several are in the
- enemy party at one time.
-
- Sometimes, if you have a high-level mage, a DBF will get through
- the Fire Shield and possibly knock them out. However, between
- the shield and their own natural magic resistance, this doesn't
- happen too often. All you can really try to do is put them down
- with arrows before they get close enough to damage the party.
-
- Sivaks blow up like a Meteor Swarm, but the damage they do is
- generally not more than 5-10 points per shot (at least, that's
- what it was when people had rings of Fire Resistance or were
- under a Resist Fire spell). They can, however, get the same
- people more than once if the area is crowded. Still, since they
- have no other special powers and can't cast spells, they are not
- as dangerous, overall, as the Bozos.
-
- Kapaks splatter into acid puddles when they die. The direction
- of the splatters is random, and the acid itself generally does
- somewhere between 1-5 points of damage. The Kapaks are therefore
- the least dangerous of the "bombardier Draconians".
-
- Auraks, enchanted or otherwise, are always dangerous. Properly
- handled, though, they can be less of a problem than the other
- critters. Auraks need to be put down twice. In their natural
- state, they can cast spells (and enchanted Auraks are especially
- fond of DBF), so you want to bring them down into their berserk
- state as soon as you can.
-
- In this form, they can attack, but do not cast spells. When they
- go down a second time, they enter the energy form. In this
- state, they are stationary menaces, incapable of movement or
- attacking, except they have a magical zap that can hit an
- adjacent character. The zap of the enchanted Aurak is quite
- damaging, so you don't want anyone standing next to it for very
- long. You especially don't want anyone standing next to the
- enchanted variety when it blows up, because that's 16d8 damage.
- My rose knight got caught in such a blast once, and he took 80
- hp's damage. Fortunately, he had most of his hp's at the time,
- so he was still living after that.
-
- The regular Auraks have a natural invisibility that prevents
- them from being targeted by spells or arrows until after they
- have made their attack for the round. On the other hand, these
- Auraks are more susceptible to DBF, so if you can get one or two
- off near them, you may not even have to worry much about them
- for the rest of the combat. Also, any mages with Detect
- Invisibility active will be able to target the Auraks for spells
- or missiles.
-
- Enchanted Auraks do not have this invisible ability (at least,
- we were always able to target them). However, they are much more
- likely to resist any spells cast against them (you do get
- through from time to time). Arrows and melee weapons are
- generally the best way to deal with enchanted Auraks.
-
-
- ~Part II: Taladas
-
-
- ~Caergoth and The Caves
-
- When the game begins, you are in Palanthas. The first thing to
- do is go to the inn and memorize spells (and possibly visit the
- training hall, if you brought your team over from Death
- Knights). The shop has nothing of interest (all mundane items),
- and you aren't likely to need the services of the temple.
-
- After your meeting with the general, you hustle along
- automatically to Caergoth, which is in pretty sad shape, having
- just been blasted to rubble by dragons. You'll have one
- encounter with a few dragons here. Then you can go to the boat
- at the end of the dock.
-
- This vessel is run by Captain Daenor (a paladin, of all
- things!). Ship out with him, and before long you're on the trail
- of a bunch of nasty Draconians. You'll have to track them
- through the caves, with several tough encounters along the way.
-
- Fixing on the upper level of the cave is hard to accomplish, as
- you're likely to be interrupted by Draconian patrols. I did find
- it possible to rest and renew spells by encamping just inside
- the cave entrance. When you get to the lower level (where the
- Umber Hulks and other delights abound), fixing is usually
- possible, although getting spells back is chancy. That's another
- reason to make sure you have a full slate of spells before you
- start on this little jaunt.
-
- There's nothing tricky about the caves; it's a straightforward
- matter of mapping and combat. At the end, Crysia will get away,
- but you'll see her again much later.
-
-
- ~Naulidis
-
- There's nothing like a shipwreck to make life interesting, and a
- storm at sea sinks the Silver Shark. Fortunately, your party is
- saved by Sea Elves, who put a spell on everyone to allow them to
- breathe underwater. Unfortunately, it doesn't help with
- movement. Underwater, your team will not have a very good
- movement rate, except for whoever equips the Ring Of Free Action
- (if you have a dragonlance in the party, give the ring to
- whoever has the lance).
-
- The Elves are currently having some problems with Sea Dragons,
- who are rampaging through the city. While this is going on,
- you'll be asked to do little errands and good deeds by the
- populace (once you find your way to one of the two safe halls).
-
- In the safe halls, you can rest up and memorize spells. During
- this part of the game, you may want to dump your regular
- fireball spells, and load up on lightning bolts instead.
- Underwater, fireballs aren't much use (heh). The lightning
- bolts, however, will work, although not in the usual fashion.
- Instead of zipping off in a straight line, they explode,
- covering an area similar to that of an ice storm, but doing
- regular electrical damage.
-
-
- After awhile, you find out that the dragons are rampaging
- because the evil Sauhaugin stole their eggs. So of course you
- have to go and get them (isn't that what heroes are for?). Be
- careful in the tunnel linking Naulidus with Celanost, as you'll
- have a couple of encounters there with sea critters.
-
-
- Eventually, you'll make it to Celanost and the air shaft.
- Explore the rooms above carefully. When you come to one that
- appears to have treasure in it, camp out and put Resist Fire
- (and Fire Shield, for those who have it) on the party. As you
- move around this room, you'll have an encounter, and a Dark
- Wizard will be among the enemies.
-
- Beyond this room, you'll find the place where the eggs are
- stored. Whoever dives down and brings up one or more eggs gets
- experience, so send down whoever needs the points most. That
- takes care of Celanost, and you can head back to Naulidus when
- you have all the eggs.
-
- Near the entry to Naulidus is one encounter with Sauhaugin,
- followed by a meeting with a horde of sea dragons. Just hand the
- eggs over to the dragons, and they will depart in peace.
-
- Of course, you aren't quite done yet. After you are escorted by
- the Elves to the prince's private chambers, you may want to camp
- and save the game. Fixing and/or resting won't be possible,
- because Prince Talhook and his merry band have set up an ambush
- in this room. "Looking" will trigger the encounter, which is the
- conclusion of the Naulidus portion of the game. When the
- fighting is over, you'll get a dragonlance (a handy weapon to
- have).
-
-
- ~Hizden and the Lighthouse
-
- Hizden is also straightforward. Talk to Ezra, rest up at the
- inn, save the town from marauding Sauhaugin, train if you need
- to, etc. Then make your way to the lighthouse.
-
- This is certainly one of the meaner parts of the game. There are
- few things as frustrating as fighting your way up eleven levels,
- past enormous spiders, Beholders, gorgons, iron golems, and
- other dangerous creatures, only to find that nothing - nothing
- at all - will open the door at the top. The only reason you
- might want to go as far as the tenth level is to find the dying
- Elf woman, who has bracers AC 2 and a couple of other items.
-
- The real way to the top is to walk around until you find a
- poorly-concealed pit in the the floor and drop through it. This
- lands you on a mound of garbage (doing damage, too, of course).
- Then you fight a veritable army of Greater Otyughs, purple
- worms, and such like. There are a LOT of these critters, but
- fortunately your DBF's will work wonders here, and you should be
- able to clean out the monsters in short order.
-
- Once they've been dispatched, climb up the garbage pile to a
- small, enclosed level. Turn on Search and do a little mapping.
- You will find a false wall with a teleporter behind it. This
- teleporter will send you back to the main level, not too far
- from the door out. Mark that on your map, turn off search, and
- then start walking into walls. You do that because there is a
- *second* teleporter in this area, and the false wall that covers
- it will NOT show up when you have search active; you can only
- find it by walking through the wall. This second teleporter will
- send you to the top where you can talk to Fastillion, and get
- the two crypt keys. That's all you need to do here, and then you
- can use the teleporters to get out again.
-
-
- ~Kristophan
-
- This lovely place is under the domination of minotaurs. The
- minotaurs are big and tough, and ready to pound you anytime you
- get out of line. I never found a way into the palaces of either
- the king or queen, and suspect that they're there just for show.
- However, if you want to start a fight to earn some experience
- points, you can try entering the queen's palace. Don't do this
- too often, though, or your party will be marked as
- troublemakers, and minotaur patrols in the town will start
- attacking your group from time to time.
-
- In the eastern (minotaur) half of the city, you will see an old
- minotaur abusing his human slave. If you get involved, your
- party will end up having to fight in the arena (that's the only
- way to get in there, by the way) against some very tough
- minotaur opposition. This encounter does not advance the plot,
- so you can skip it unless you want their armor (all the minotaur
- champs have +2 helms and other gear).
-
- On the outskirts of the city is the home of Eshalla, who looks
- like a hag but isn't. Be nice to her and she'll tell you her sad
- story. If one of your party volunteers to kiss her (several
- times), she'll be restored to her rightful self. She also falls
- passionately in love with whoever kissed her. This is not as bad
- as it sounds, since she bestows (over several encounters) some
- Neat Things on the party, including a cloak of displacement and
- a helm +3.
-
- The really important thing about Kristophan is the tombs below
- the city. These can be reached only by having the thief from the
- pub join your party. His joining will trigger the Dragonstrike,
- where you all make a mad dash north to reach the safety of the
- abandoned temple (only the thief can open the way in to the
- temple).
-
- What you are looking for down here are the five pieces of the
- Oracle. Each piece provides a cryptic clue or hint. You get one
- piece from the spectral minion guarding his wife's cell, another
- from a ghost, a third when you visit the crazy lich's "sideshow"
- (the piece is in Tightrope Walkers; "look" after you have the
- spider combat), a fourth in the tomb of Kristophus ("look"
- around for it), and the fifth after a fight with a very nasty
- bunch of vampires in the caves beyond the tomb.
-
- In the vampire room are two teleporters. One will send you back
- to the tombs proper. The other, with a warning scrawled in blood
- in front of it, will send you to a maze of pillars and
- teleporters. Many of these pillars are hollow, and have treasure
- chests inside. Most of the treasure is gems and such, but one
- chest has Eyes Of Petrifaction (work like a Flesh to Stone
- spell), and another has the real prize: a belt of cloud giant
- strength.
-
-
- The fake walls of the pillars do not show up under Search; you
- just have to try all sides of each pillar (a couple are solid
- and have no way in). There will, of course, be encounters with
- various critters as you make your way around this area.
- Fortunately, they are all "regular" monsters; no Draconians are
- among them. To get out of this place, you will have to find the
- pillar with the teleporter inside it.
-
-
- ~The Hulder
-
- The Hulder are unfriendly Elves, worse in some ways than those
- of Armach. At least the Armach Elves warn you away from their
- land. The Hulder have the pleasant habit of letting people in
- and then smirking as the unfortunates slowly starve to death.
- Sorry to say, you are going to have to enter Hulder territory.
- By the way, having Elves of your own in the party is no
- advantage here; they're treated as outsiders just like anyone
- else.
-
- You can find it by going east from Trilloman to the mountains,
- where you enter a cleft in the rocks. In a short time, your
- people will begin taking damage from lack of food (and probably
- some sort of spell effect, since the damage is almost
- continuous; really friendly, those Hulder).
-
- Camping and fixing will heal up the party temporarily. At each
- camping, you will be approached by the Elf woman Elea. She
- teaches the party some important Hulder words. When you have
- learned all of them thoroughly (ie, when you are told the
- journal entry that has the words and their meanings), head off
- to location 7,11. Looking at the journal entry ahead of time
- won't help; you have to go through the entire routine of hearing
- the words, repeating them back, getting the meanings of them,
- etc., before the Elves appear to talk to you.
-
- You will also find Tasselhoff Burrfoot as you wander through the
- forest. He joins you temporarily (only for your stay in Hulder
- land). Tass is no better off than you are (he's also starving
- and unable to find a way out), however you need him in your
- party, so you might as well invite him in.
-
- When you meet the king and queen of the Hulder, you'll notice
- that the king isn't a bad sort, but the queen doesn't like you
- at all. At her instigation, the party is sent to count the
- leaves on the Mother of Trees. Fun stuff.
-
- The Mother of Trees is due east of 7,11. This is fortunate,
- since you will have to make four trips in all to the tree to
- count the leaves. Tass, having more brains than anyone else in
- the group, will refuse to help count. On each visit, he will
- make a suggestion, such as burning the tree or cutting it down.
- Since your party pledged not to harm any trees, following these
- suggestions is not recommended.
-
- However, on the fourth visit, Tass will suggest stripping the
- leaves off the tree. Since it's almost autumn and the leaves are
- falling off anyway, this is what you should do. One leaf will
- remain, and that's all you need to tell the king. The rigmarole
- is finally over, and you'll receive some gifts (+4 arrows, a +4
- bow, some nice Elfin chain mail) as well as a ring of deception
- and a dragon scale. This scale will be important later when you
- visit Blackwater Glade. The ring will help you to uncover Auraks
- masquerading as someone else.
-
- That takes care of the Hulder, and you won't have to visit them
- again.
-
-
- ~Bai'or
-
- Bai'or, way down in the SE corner of the map, is a city beset by
- dragons and Sharkmen. Talking to the people there will give you
- some idea of what is going on, although no one ever tells you
- exactly why the Sharkmen want all those boats built.
-
- In any case, what you want to do is find the librarian in the
- secret room of the library. Tell her you can take care of the
- dragons. This will start a riot in the town square (so be
- prepared for combat when you leave). After you polish off the
- Sharkmen, heal and rest up, because a small army of dragons will
- appear when you try to leave town.
-
- When they've been dispatched, another dragon will show up. This
- one you should talk to; he'll tell you there are good dragons to
- be found in Blackwater Glade. However, don't go running off
- there just yet, because right now you won't be able to find
- them.
-
-
- ~New Aurim
-
- New Aurim is a vicious town, with bodies all over the place:
- hanging from the walls, lying in the streets, dangling from the
- roofs. Almost makes you wish you were back with the Hulder. At
- least the forest was a clean place.
-
- You'll find that most people here stay behind locked doors and
- are reluctant to talk to you. This is because temple press gangs
- roam through the city, grabbing people to be made into undead.
- You'll come across one or more of these press gangs as you
- ramble around New Aurim. Defeating them will get you some Thenol
- army uniforms, which come in handy (you only have to fight one
- gang to get the uniforms; further combats are optional on your
- part).
-
- In one building you will find a man who says he isn't accepting
- petitions today. Your ring of deception will glow, because he's
- actually an enchanted Aurak in disguise. You can fight him (and
- his friends) if you like, but you won't get anything more than
- experience from the encounter: there is nothing of importance to
- be found in the room.
-
- In the western section is the Quiet Kender tavern, where you can
- talk to the cleric of Myslaxa. He sends you to free everyone in
- the city jail. Since you're wearing the uniforms (you DID put
- them on, I hope!), you can get in easily by pretending you have
- prisoners. Of course, after that, you'll have to fight the bad
- guys.
-
- Freeing the prisoners requires a thief. Knock spells did not
- work on the cell doors, nor did bashing (even bashing by someone
- wearing the giant belt). I had to create a thief character
- specifically to pick the locks (which he was able to do with no
- trouble at all).
-
- When you return to the Kender, the cleric will give you a token,
- so that the people behind the locked doors will talk to you. One
- of them will hand you a clay pass to get into the palace.
- Another, across from, and a little south of, the jail, will
- train mages in the party. I found it necessary to use his
- services when some of my mages were ready to go up a level, but
- the regular training hall wouldn't do the job.
-
- Now that you have the uniforms and the clay pass, you can get
- into the palace by the back door. In one room on this level,
- you'll be asked if you want to take on a special assignment.
- Agree to it and accept the Palace Guard uniforms. The odd thing
- here is that you're told to report to the Draconians upstairs.
- However, the only Draconians up there are guarding the stairs to
- the king, and they want nothing to do with you.
-
- Be careful up there on the second floor. One of the side doors
- outside the palace leads to the lair of a lich and his undead
- friends. In the NE is a room with some mundane treasure in it;
- this is the lair of some undead dragons who will attack if you
- enter their area. In the same area, but to the east, is a second
- door; approaching it will set off an ambush by undead.
-
- Where you're really supposed to go is downstairs, via the
- guardpost in the center of the entry level. Showing your clay
- pass will get you past the guards. Down below, you are escorted
- by a small army of Draconians to a big hall, where you are asked
- (ordered would be a better term) to escort some Draconian
- recruits to Hawkbluff.
-
- This, friends, is a setup. After you and your retinue get back
- upstairs and past the guardpost, you are attacked by Thenolian
- soldiers, who start beating on the Draconians. Actually, these
- are not soldiers but rebels. The setup is that no matter what
- you do, all the recruits are going to be killed. It doesn't
- matter if you fight the rebels, run, or wait, the result will be
- the same. How nice.
-
- Sometime after this, you will meet Grunschka, a female Dwarven
- fighter. She's good to have in the party (not the treacherous
- type), except that her armor class is pretty awful. Do what you
- can to get her better stuff as the game progresses (she will
- stay with you right up through the end game, so it's worth the
- effort). You should also get her a bow and arrows. While she
- comes with a crossbow, that weapon only gets off one shot per
- round, where the bows get off two per round. Since there are
- occasions where arrows may be lifesavers (and I don't mean
- candy), everyone who can use one should have a bow.
-
- Now that you've lost your recruits and met Grunschka, you will
- be able to get up to the king's level. When you go to the
- Draconian guard post on the second floor, the urchin seller will
- be there. One of his critters slips through the gates, and the
- Draconians open it for the seller to go after it. This gives
- your party the chance to also slip through and nip upstairs to
- visit the queen (the king isn't worth seeing).
-
- The queen turns out to be working with the rebels. She gives you
- a signet ring and tells you to show it to the jeweler in
- Hawkbluff. Then she tells you about the secret passage behind
- the fire place that will take you down below the palace. Use
- those stairs to get down to the area where you received your
- recruit assignment. You can skip the crypts on the lowest level,
- as there isn't really anything worth taking down there.
-
- In the temple, you will have several fights with Draconians, but
- some of them will escape with the dragon eggs. Further
- explorations down here will lead you to one room with a lone
- cleric, and another with Trandamere himself. Unfortunately,
- Trandamere will escape (while his loyal friends try to kill
- you). All you can do now is follow the trail to the next town.
-
-
- ~Hawkbluff
-
- This place isn't any cheerier than New Aurim, but at least there
- aren't any bodies in the streets. The inn is a safe place to
- rest and renew spells if you need to do that before attempting
- the dungeons.
-
- Actually, there is only one dungeon here, with three entrances:
- the military offices to the north and west, and the temple of
- Hith to the east. Each of these requires a different pass for
- you to get in, and once inside, you will come across guard posts
- on all the levels that require other passes. You cannot get by a
- guard post unless you have the necessary pass.
-
- The Outer Temple of Hith does not, however, lead to the rest of
- the dungeon. When you go up, you end in the room of a lone
- cleric. Killing him provides a keyhole pass, but the other door
- in the room is "securely locked", and you aren't even given a
- chance to open it.
-
- While you will need to buy several passes, you can also pick up
- a couple of free ones. On level 2, there is an empty room in the
- functionaries area where you can grab a lantern pass and a
- release form for Davik the architect. Also on this level is a
- room with a man who asks if he can help you. Saying "yes" nets
- you a sword pass.
-
- In most of your wanderings around the dungeon, you won't be
- bothered unless you start trouble, so take advantage of this to
- map thoroughly and carefully. Once you have the place mapped
- out, you can go downstairs to the cells and get Davik. He
- doesn't show up in the party roster, but he's with you.
-
- As the architect, he knows all about the secret passages and
- doors in the dungeon. The only problem with using these passages
- is that from time to time you will run into an undead patrol.
- This is more likely to happen the longer you stay in the secret
- areas, so try to use them sparingly. Camping in these areas is
- not recommended.
-
- Once you have Davik with you, sooner or later the real guards
- will come for him, and when they see he's gone, the alert will
- go out. After that, you can expect encounters at any guardpost
- and also randomly on the levels (these random encounters will,
- however, temporarily clear out any nearby guardpost).
-
- If you do manage to get out before they seal the doors, you
- should leave Hawkbluff, which will remove Davik from the party.
- This goes on under the surface; you don't get any message that
- he isn't with you any longer. If you didn't cause any other
- trouble while in the dungeon (such as fighting with any clerics
- or Draconians in the rooms), you should be able to get back in
- and walk around without having to fight.
-
- You may wonder just why you're in here in the first place.
- That's easy: you want the Book of Amrocar. Once you have the
- book, you will be able to get into Tremor's lair in Blackwater
- Glade. Without the book, you don't have a chance. Currently,
- this volume is in Trandamere's hands.
-
- Trandamere can be found on the fourth level, in room at the end
- of the hall west of the generals' lecture room. After the
- expected combat, Trandamere will toss the book into the
- dumbwaiter and take off. It isn't worth following him; all that
- happens is several encounters with guards, ending up with
- Trandamere escaping through a portal that then blows up in your
- face. Far better to hurry down to the kitchens and grab that
- book.
-
- Since Davik will be with you again, you can take the fast route
- from that room (where you just had the combat) by going through
- the secret door by the torch. This will take you quickly and
- with a minimum of fuss to the kitchens, where you should find
- the book in the dumbwaiter. From there, have Davik lead you to
- the exit (which can now be opened, as the instructions are also
- in the book), and you're out of Hawkbluff, with no need to
- return.
-
-
- ~Blackwater Glade
-
- This one is pretty quick and simple. Now that you have the book,
- just go through the ruins to Tremor's lair. You may come across
- some Bakali watching another one fight a crocodile
- single-handed. This is their manhood rite. If you don't do
- anything hostile, one member of your party gets to bear witness
- to the Bakali's successful fight. This is a by-the-way thing,
- and doesn't advance the plot.
-
- You can explore the rest of Blackwater if you want to, but there
- really isn't anything of interest outside of Tremor's lair and
- Clematra's place. If you entered the Glade in need of R&R, stop
- off at her room to heal up and renew spells before going to
- visit Tremor.
-
- Along the way, you'll run into Baldric the Bard. This is really
- Baldranous the silver dragon in his human guise. Grunschka
- doesn't trust him, but he's really quite harmless. You can take
- him into the party if you want (it will be temporary anyway).
-
- At Tremor's door, he will meet you in person and demand tribute.
- Whatever you offer will not be acceptable, and Tremor will
- breathe on the party before disappearing into his cave. The word
- to open the door is on the map; just type it in backwards. The
- word is HABO!LJX, type exactly like that!!
-
- Inside, just keep going until you reach Tremor. You'll learn why
- he and his dragons are such cowards, and what has to be given
- him to restore the dragons' courage (bet you already guessed
- it's that dragon scale you got way back when in Hulder land).
- There is one encounter here with Thenol troops, after which you
- can trade the dragon scale for a Ring of Wizardry.
-
- Then Tremor has to reassert his authority over an upstart. He
- does this by asking one of your party to put a vorpal sword
- across his neck. Do it gently, and the sword is yours. With all
- this taken care of, Baldric directs you to visit Clematra.
-
- Usually, you would have a chance to rest there, but that
- opportunity will not arise. Baldric returns with urgent news,
- and before you can say "huh?", the dragons are winging you along
- to the Gnome tower on the Burning Sea.
-
-
- ~Part III: The Burning Sea
-
-
- ~Gnome Tower
-
- In the Gnome tower you will be reunited with Captain Daenor, who
- is still searching for Crysia, and is willing to rejoin your
- group. Before you go in to see the king, however, take time out
- to fix up the party and save the game. The reasons for these
- precautions will become obvious when you go to kiss the Gnome
- king's hand: your own ring of deception glows, indicating
- (probably to little surprise) that the king is a fake.
-
- Your party has two combats here, back-to-back: first with a
- small contingent of Gnome thieflords (easily disposed of with
- spells), then with the Aurak and his friends. With that taken
- care of, you must now search the Gnome tower for the real king.
-
- First, however, you may want to go to the Guest Room level,
- where you can fix up and renew spells at the Sleepy Siren. If
- people are in need of training, there is a training hall on the
- Workshop level, past the pub. The first time you visit the hall,
- you'll have to kill off some Gnome thieves. After that, you
- won't be bothered.
-
- There is an old crone in one of the rooms on the guest level who
- has some magic items for sale at outrageous prices. However, she
- will also perform the usual item identification services for the
- standard fee of 20 steel.
-
- Going to different levels is a pain (literally), since you have
- to drop down a shaft (taking damage) before you can go up again.
- Usually, though, you can encamp and fix up right there to take
- care of the injuries.
-
- As you explore the tower, you will find it is crawling with
- Draconians. They are all over the place, sometimes in disguise
- and sometimes as themselves. Most of these combats are optional;
- if you'd rather, you can skip them and go right to the door that
- leads (eventually) to the Gnome king.
-
- This is on the guest room level (handy, since you don't have to
- drop down the shaft!). There is one locked door, which can be
- opened with knock or bashing. Beyond is a second door, magically
- charged. One dispel magic will take care of that.
-
- Past the door is the first encounter, with several Draconians
- and a pair of Dark Wizards. After you win this one, go right
- back to the Sleepy Siren to heal up and renew spells (make sure
- you learn plenty of healing spells), because it's about to get
- VERY nasty.
-
- Return to the room where you just had the combat. At the far
- door, encamp, cast all the protective spells you can, and save
- the game. When you walk through this door, everyone in the party
- will be hit with spells for anywhere between 15-30 or so points
- of damage. This is another setup; there is no way to avoid the
- damage, even with a Globe of Invulnerability. Everyone is going
- into combat hurt.
-
- This fight is with more Draconians and a Dark Wizard. When you
- get through this one, don't end combat right away. Heal up your
- people as much as you can, because there's more to come.
-
- After the treasure screen, you will see the Gnome king come
- running into the room with a cube in his hand, apparently about
- to attack the remaining Draconians. You get several options
- here. Pick whatever you like, because as it was with the
- recruits in New Aurim, your choice means nothing at all: all
- choices lead to combat....and that Gnome King is another fake.
- He tosses the cube at you, and again the party takes damage
- before fighting even starts. This is why you must continue the
- first combat and heal people in the party.
-
- When this combat is concluded, go back again to the Siren for
- R&R. Once your people are fixed up, you can return to the combat
- rooms and go through the final door. Here you see a teleporter
- that will take you to where the real king is being held.
- Naturally, there is a fight almost as soon as you arrive,
- featuring yet more Draconians (those dragons sure are prolific
- egg layers!).
-
- After the fight, you will be faced with two kings, one real and
- one fake. I don't know if the choices here are also fake ones
- that lead to the same result; I liked the option to "see who
- bleeds red" too much try anything else (heh).
-
- This will expose the Aurak, who teleports away before you can do
- anything. After that, you can leave safely with the Gnome king
- through the teleporter in the next room.
-
- At this point, heal up, renew spells, get any training done,
- roam around looking for combat if party members are near
- level...because once you reach the Tower of Flame, there will be
- no opportunities for training, and not too many for resting and
- regaining spells. And it will be awhile before you get back to
- the Gnome Tower. When you're ready, go down to the entry level
- and meet the king in the windship yards, and you're off.
-
-
- ~The Tower of Fire
-
- The windship drops you off at the top level of the tower. You
- won't, however, be seeing too much of it this time around. As
- you try to cross the bridge, Crysia appears on the other side.
- Daenor, forgetting all caution, goes charging ahead. Your party
- is given several options, and I'm sure by now you know that
- whatever you choose, the result will be the same: the bridges
- falls and your party with it.
-
- This puts you on level 0, and you will have to fight your way up
- to get back to level 4 (Daenor mysteriously disappears, and you
- won't see him again until you're almost finished with the
- Tower). Down here are Fire Giants who are constructing huge
- siege machines and the like for the Draconians. Just go through
- the entire level, wiping out all the giants and golems. Then
- take the stairs up to level 1. This is the only time you will be
- able to use stairs to ascend; all the other staircases have been
- sealed off with lava blocks.
-
- During your journey through the tower, you will occasionally
- find rooms or locations where "look" will tell you the place
- looks defensible, or defensible and out of the way. This usually
- means you can fix up here, and renew spells. That, however, is
- not an absolute. You could still be interrupted by a black
- patrol when you try to heal the party or recover spells. Always
- save before you try to use fix or rest. Those black patrols, by
- the way, only showed up during such occasions; I never ran into
- any while wandering around the tower passages and rooms.
-
- On level 1 you will have several encounters with Beholders, Fire
- giants, and golems. Aside from clearing them out, you must also
- open the siege port in the SE corner of the level. This will
- admit a contingent of Gnomes into the tower. You are also
- offered the services of six Gnome warriors. I did not consider
- it worthwhile to have them with us. They are 14th-level
- fighters, but come equipped with plate mail, giving them only 6
- moves per round. Also, having six extra people to control was
- too much trouble. It's up to you to decide if you really want
- these extras or not, but if you choose not, you won't be offered
- their services again.
-
- When the level has been cleared out, go through the lava wall
- into the area inhabited by various fire creatures. Resist Fire
- (ring or spell) will keep your characters from taking damage.
- Alternatively, you could wait for the Gnome bucket brigade to
- make a temporary opening in the wall, but that may take awhile
- to happen.
-
- Walk around this area until you find the spot where the Gnomes
- are setting up a ladder. Use this ladder to ascend to the next
- level (this is the only way you can get up there).
-
- On level 2 you will have encounters with Draconians and dragons.
- It is also necessary for your party to clean out the nest of
- evil mages in the NW, just below the cells. One encounter with
- mages will occur when you first enter this area (so be prepared
- with defensive spells). After that, head for the SW corner of
- the area for the big confrontation.
-
- There are two ways to reach level 3. The first way is to visit
- the cells, and free Elea's mother (behind the barred door at the
- end; all the other cells are empty. You may be able to fix and
- rest up in an empty cell). She'll get you up to three by using
- the mattress from her cell as a trampoline (after which, she
- promptly disappears). The area of 3 that you reach is very
- small, and the only way out is the door to the north. Going
- through it is a one-way trip, as a pit opens behind you when you
- stand on the square in front of the door.
-
- The other way to reach level 3 is in the flame critter area
- beyond the lava wall. In about the center of this area is a sort
- of elevator that runs between levels 2 and 3. Stepping on the
- platform automatically takes you to the other level.
-
- On 3 you will have some very tough fights, all in about the same
- area. South of the elevator is the place where Draconians become
- enchanted by bathing in the powerful rays of the Grathanich.
- When you pass through the first archway, you have an encounter
- with Draconian guards. After this is over, find a safe place if
- you can to heal and rest up.
-
- The second encounter occurs in the font room, which has a skull
- on the back wall. This will be a tough combat with enchanted
- draconians. Again, heal and rest up after the fight.
-
- The final encounter happens in the area east of the font room,
- where you take on the font master and friends (all Draconians,
- of course). When they've all been wiped out, fix up your party,
- then head for the nearest shaft room. Any one of them will do.
-
- A windship will come up the shaft and take you aboard. This
- should happen immediately you enter the room. If it doesn't,
- that means you missed an encounter somewhere, and you'll have to
- go looking for it. Since there are only three encounters on
- level 3, the likely place to look is level 2. This happened to
- me, since the first time, I didn't clean out the evil mages down
- there. I wandered around level 3 for a long time (after killing
- off all the Draconians) with nothing happening. Finally I went
- back down and cleared out the wizards. Bingo! That caused the
- windship to make its appearance. Of course, I still had to look
- in the shaft room (I was feeling desperate by this time and
- thinking of jumping down a shaft, just to see if that would make
- a difference).
-
- When you reach level 4, an interesting scene unfolds in front of
- you. Daenor comes rushing into the room, followed by a small
- horde of Draconians, along with Crysia, who is still in their
- power. Naturally, he comes to a stop at the open pit in the
- floor. No one sees your party, as the windship is floating above
- all this.
-
- Crysia is ordered to burn Daenor. Your party has the opportunity
- to stop her. The best way is to cast Dispel Magic on Crysia.
- This dissolves the Charm Person spell, and she will abort her
- fireball. Then, while the Draconians are in some confusion,
- attack them. Daenor will join your group automatically (Crysia
- does not take part in the combat).
-
- When it's over, Daenor escorts Crysia to the windship, but a
- small mishap sends the ship with all aboard up the shaft and out
- of the tower. You will have to go on alone from here.
-
- Where you are at the moment is where you were way back when you
- first entered the tower. However, this time, the bridge will not
- collapse on you. You should find it in the other pit room (just
- exit and walk around to the other one).
-
- This will take you to a corridor that has lava wallson both
- sides. Follow the corridor around until you reach the center,
- then go south through the wall. Continue south until you reach
- the end. Here you will have back-to-back combats with a variety
- of monsters, including several Beholders. These are not,
- surprisingly, as bad as you may be expecting (although, of
- course, not exactly easy ;).
-
- When the combats are finished, you will be pulled into the
- Abyss.
-
-
-
- ~The Abyss
-
- You may recall that way, way back, when you were adventuring in
- Naudilus, there was a moment when Daenor and Crysia were
- mentally in touch with each other. Then someone else looked
- briefly through Crysia's eyes at the party. That someone was
- Raistlin Majere, currently a prisoner in the Abyss. Despite his
- situation, he has managed to summon you here to rescue him.
-
- The moment you arrive here, camp out, save the game, and do the
- usual R&R to restore hit points and spells. Once you have freed
- Raistlin, you will NOT have the opportunity to do any fixes or
- spell renewals, so get it done now.
-
- After that, start walking east until you see a wall. Follow it
- around to the door. Inside is a free-standing cube. Three of the
- walls are fake walls and you can walk right through them. Since
- a hard fight is about to happen, I suggest entering the cube
- from either the east or the west to give your party the best
- position possible.
-
- Inside the cube is Raistlin and the critters that guard him.
- Some are Draconians. Others are not. Things are not what they
- seem in the Abyss, and while these other creatures look like one
- thing, they are really something else. For instance, the white
- dragon is actually a death dragon. The Disliki are actually fire
- minions. You can find out what things are by targeting them. The
- Draconians, though, are real Draconians.
-
- This fight will be tough because magic is damped in this room,
- so spells don't work. Of course, that means the Draconians can't
- cast spells either, but with several enchanted Bozaks and Sivaks
- around, that hardly matters. Try to get at least some of the
- Bozaks down before they get too close to your group.
-
- When it's over, you can free Raistlin and be on your way to the
- chambers of Takhisis. Do NOT try to fix up the party from this
- point on. Every time you try, you will be attacked by several
- Dark Wizards (who look like skeletal warriors), and your people
- are not likely to survive all those DBF's.
-
- Takhisis is further east of where you pick up Rasitlin. Camp out
- in front of the door, and heal up everyone in the party with
- individual healing spells. Try to get everyone back up to
- maximum or as close as possible.
-
- When you enter, Takhisis is doing some business of her own and
- won't notice you. Since she's a god, I do not recommend trying
- to attack. Instead, sneak around her (going to the left worked
- for me) until you come to the cloudy mirror. This is the portal
- back to the Tower of Fire.
-
- You can't use the portal until it becomes clear, so just wait
- awhile. Rasitlin will throw a rock at the bell and miss. Pick
- someone with good dex to make the next try. When Takhisis wakes
- from her trance, move towards the portal (or you'll take some
- damage, which you can't afford).
-
- Then she'll become aware of you, and she and Rasitlin will start
- their magical duel. Don't get involved in this; these two are
- well above any magical abilities you have. Just keep waiting
- until the mirror is clear. You will take some damage while you
- wait; this can't be avoided. When the bell goes off, jump
- through the portal.
-
-
- ~Tower of Fire Redux
-
- So now you're back on level 4. Around you are Gnomes, kneeling
- before the tripod that contains the legendary Grathanich. DO NOT
- investigate that tripod just yet. Camp and save the game!! You
- won't have a chance to fix up the party, so if you have any
- healing spells left, use them now. Also use any protective
- spells, as well as any scrolls of protection from Dragon Breath.
-
- Okay, now you can send someone up to look at the tripod. What's
- in there is an egg (the Grathanich is below it). The egg will
- hatch, and something REALLY mean comes out. Can you say Tiamat?
- I knew you could. For those unacquainted with the AD&D monsters,
- Tiamat is the chromatic dragon of five heads: green, blue, red,
- white, and black, each corresponding to that type of dragon,
- with that dragon's abilities. Tiamat will go first in the
- opening round.
-
- Don't even think of going after the body. With an AC of -40, you
- aren't going to hit it. Just go after the heads. You have to
- kill all five of them to kill Tiamat. Even with dragonlances, it
- will not be an easy task.
-
- Now, you may think this was the big ending battle. Nope. There
- is more to come. While the Gnomes watch, the Grathanich floats
- out of the tripod, then sinks through the floor. They all go
- running after it, leaving you alone. This is a good time to fix
- up the party (I hope they all survived Tiamat).
-
- What you have to do is find the Grathanich. I spent a lot of
- time wandering through the tower, looking for this thing. As it
- turns out, the big action occurs down on level 2, in or near the
- dark wizard area, so that's where you should head (the Gnomes
- have forced openings in the sealed stairways, so you can now use
- them to go between levels).
-
- Along the way, you will come across a pair of Draconians who ask
- for a parley. They set up a mirror so you can communicate with
- Takhisis (she won the fight with Raistlin). It doesn't matter
- what you do here, since you'll have a combat with Draconians and
- others. Rest up afterwards.
-
- Finally, you get down to where the action is taking place. An
- odd contraption is slowly enclosing the Grathanich. Draconians
- and dragons are all around to keep interlopers (like you) from
- interfering. Naturally, you have to interfere, to the tune of
- two or three (I lost count) back-to-back combats with the evil
- hordes.
-
- In the midst of all this, a windship arrives and tries tipping
- the iron flower (which has enclosed the Grathanich) into the
- depths of the earth. A line becomes snarled, and one of your
- party has one chance to free it before the windship is dragged
- down with the flower. As usual, I picked one of the Elves (that
- 19 dex is so useful) to do the job.
-
- The remaining evil critters are then trashed by Takhisis, who is
- slightly less than thrilled by the failure of her minions. After
- this, you can board the windship for the trip back to the Gnome
- tower.
-
-
- ~Gnome Tower Redux
-
- Once back among the Gnomes, get your people healed up, rested,
- and trained as necessary. You will be pleased to know that the
- regular elevator is now working again, so won't have to drop
- through the shaft to get around.
-
- When your party is fit and ready, head up to the palace for the
- big celebrations. In the middle of all the fun and joy, there
- comes a rude interruption.
-
- Remember Tremor? Well, now that he has his courage back, and the
- Draconians have been defeated, he has decided to take over,
- starting with the Gnome tower. Then Baldric shows up, assumes
- his regular dragon form, and he and Tremor duke it out in the
- skies above the tower...leaving your merry group to take on the
- small army of dragons that Tremor brought with him.
-
- After all you've been through to this point, the dragons should
- be a piece of cake, especially since you can really go to town
- with your spells. When it's over, you can watch the conclusion
- of the Tremor-Baldranous event, where Baldranous rips the iron
- scale from Tremor's chest, depriving him once again of his
- intestinal fortitude. Tremor and the remainder of his dragon
- horde slink off into the sunset.
-
- That finishes up Dark Queen, although you are still able to
- wander around, and even go back to Taladas if you wish.
- Unfortunately, I didn't find any special areas that opened up at
- the end, and you still can't get into the lands of the Armach
- Elves. Hawkbluff is deserted, with the dungeon entrances shut
- off. New Aurim is closed, period. Kristophan is still under the
- minotaurs. Etc. If anyone does happen to chance upon something
- special that appears after the finale, please let me know.
-
-
- ~Uploaded to the Cheet Sheets BBS.
-