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THE DARK QUEEN OF KRYNN
MAZES EXPLANATION
Most of the mazes in the game have no coordinate numbers so the walkthru is
mainly descriptions of what you have to do and general directions on how to do
it. Coordinates are given where the maze shows them. The term "small"
indicates a maze that will fit within the traditional 16x16 maze size.
PALANTHAS
You start out in Palanthas. Getting orders to investigate Caergoth from
Laurana is all you can do here.
CAERGOTH
This is a small simple maze. You get here automatically when you leave
Palanthas. You arrive in the woods just outside the city. Follow the path to
the city gates. There are encounters at (9,8) and (6,9) that give information.
There is only one encounter that gives experience points. That is a fight with
dragons that happens when you have been in the city long enough and occurs at
whatever square your party happens to be in. You can travel back and forth
between Caergoth and Palanthas as many times as you want before leaving
Caergoth on Captain Daenor's ship at (8,14).
CAVE
The mission is to rescue the townspeople of Caergoth. The maze is 28x28.
There is one group of townspeople and one old woman to be rescued. The old
woman gives a Necklace of Missiles. You must also chase Crysia, Daenor's
sister, around the cave. There are three encounters with her. Everything else
is optional. Beware of the red robe enemy wizards. They have a variety of
protective spells in effect. Cast a Dispel Magic on them to neutralize the
spells.
The group of townspeople is in the southwest portion of the caves. They can
reached from the main entrance by going north and then west from where the
party finds a trap which can be tripped for a battle or disarmed. This leads
to the first encounter with Crysia. From there go south and west.
To find the old woman, start from where you first found Crysia. Go north.
This leads to the second encounter with Crysia. Go west and then north past
the piercers. At the "T," go east until the north/south "T." Always choose the
south branch and you will reach the old woman.
To get out of the cave from the old woman's location, retrace your steps
until the tunnel forks. From then on, go east and north and you will have one
more encounter with Crysia before finding the exit from the cave.
NAULIDIS/CELANOST
This is a multi-part mission. First, you must defend Naulidis from sea dragon
attacks. Then, you must go to Celanost to end the attacks. Finally, you deal
with the instigator of the attacks. These parts can only be done in this
order. You can train in the north safe hall IF you step on the right square.
Many spells do not work in Naulidis. Lightning Bolt acts like a Fireball
spell so when you have an opportunity to rest after the Cave, get rid of all
the Fireball spells and memorize Lightning Bolt instead. The map in Journal
entry 64 is basically correct. One door is misplaced and there may be some
other minor errors. The best way to deal with the sea dragons is to give the
Boots of Speed, Ring of Free Action, and Dragonlance to your fighter with the
best HP. (The Boots and Dragonlance are from DEATH KNIGHTS OF KRYNN.) You get
the ring in Naulidis.
NAULIDIS
You start off in the 4-square room due east of the southern safe hall. You
must fight some fixed encounters and perform various randomly generated deeds
to complete the Naulidis portion of this mission. Lyzian will meet you once
you have done all these deeds.
1. You will fight a battle at the first one of the doors leading to the Ocean
that you visit.
2. You will fight a battle in the temple in the south part of the city.
3. You will fight a battle in the 4-square room in the south part of the
city due east of the armory.
You may not have all the below deeds as they are randomly generated. Some of
these random events may be location-dependent as well, so step on EVERY
square. The random deeds are:
1. You will get a request to find Irenia. If you Look in the guard rooms that
seem empty, you will find her. Escort her to a safe hall.
2. Various groups of elves you randomly encounter need to be escorted to a
safe hall.
3. In one of the safe halls you will get a request to get a replacement hinge
from the Forge room.
4. You will be asked to bring spears to the fighters at the doors to the
Ocean.
5. You will be asked to heal wounded elves.
6. You will repel an attack on the safe hall.
When you meet Lyzian after enough of these deeds are done, he will tell you
that Daenor can be found in the Prince's Chamber. You will not find Daenor
until this happens. Bring Daenor to one of the safe halls. He will reveal the
cause of the sea dragons' attacks.
CELANOST
The tunnel connecting Naulidis and Celanost has nothing of interest and is
very straightforward. No mapping is needed. Just march south to Celanost.
Celanost is a small maze. The only point of interest is the room that leads
to the egg maze. To get there from the entrance, go south and take the first
westward arch. This puts you in a cross-shaped room. Take the north exit. Go
north to the dead end with doors to the east and west. Go through the west
door.
At the first large room in the egg maze, there is a door to the south. Go
through it. This leads to a side corridor to the next room where you will foil
an ambush. In a room beyond that room is a fireplace worth taking a Look at.
There will be a battle in the first of the rooms to the south that you enter,
but you will have the element of surprise if you go in the west room. The door
to the north leads to the eggs. You should start using the windows to enter
rooms from this point on to foil more ambushes. You encounter some sea dragons
once you leave Celanost with the eggs. Giving the eggs to the sea dragons is
the wise thing to do.
After returning from Celanost, a visit to the Prince's Chamber triggers the
last battle.
HIZDEN
The only things to do in this small fishing village is visit to Ezra and wait
for a Sahuagin attack. That will come soon.
LUMINARI LIGHTHOUSE
The mission is very simple: find Fastillion. He provides hints and two keys
needed for Kristophan. The short way is to go up to the 8th floor, turn off
the teleporter control, jump into the pit, and search for a way up. Now,
Search for secret doors that lead to teleporters. The first one found leads to
the ground floor but you don't want to take it just yet. The other one is
about the area where the entrance would be and will be harder to find. That
leads to Fastillion. The exit from his secret lab is through the pit again.
This time, you want to take the first teleporter. If you go all the way to the
11th floor, you will gain some useful loot when you return to the 10th floor.
There are many optional battles on all the floors that yield loot. Even though
you do not need to go up to the top, the experience points and loot make it
worthwhile.
Each floor of the tower is an 8x8 maze and the floors line up. The pit is
always in the same relative location as are the connecting stairwells on each
floor. Except for that hard-to-find secret door to the second teleporter, this
is actually a very simple maze; however, there are many, many teleporters in
this maze. Except for the gnome and female elf, this is a free fire zone maze.
You can kill everyone else you meet. No place is completely save to rest, but
you can often succeed after defeating enough spiders and bats. The exception
is the bottom of the pit where no rest is possible.
KRISTOPHAN
This is the next place to visit after the lighthouse. The main mission is to
gain the 5 pieces of the Oracle. You cannot do anything about the Minotaurs'
tyranny over the humans, so avoid unnecessarily irritating them. It will make
your stay in Kristophan harder. There is one thing that can be done to
encourage the local humans to fight back which is described later on.
You start off outside the home of Eshalla. Repeated kissing of Eshalla will
disenchant her. The reward is a Cloak of Displacement. If you respond
favorably to her afterward, she will also give you a Helm+3 and a Dagger+4
later on as you wander around Kristophan. These encounters happen randomly.
Leaving Eshalla's home gives the option to enter the city proper.
Kristophan is divided into the mixed human/minotaur quarter and the minotaur
compound to the west. There is a northern section that your characters cannot
enter. In the minotaur section there is one fixed encounter where you attempt
to rescue a human from an old minotaur. This results in a trip to the arena.
It is worthwhile to do this as victory in the arena yields some very useful
armor and weapons; otherwise, avoid all encounters in the minotaur area except
for random fights with minotaur bullies.
Due west of the gates to Kristophan is the only vault in the game. By now
your characters have a lot of stuff to dump. The Tenderloin Inn at the south-
east corner is a good place to rest. At the east end of town is a shop to ID
items. About the middle of town is an old woman who will let your party rest.
The building complex to the southeast of the old woman is a fixed battle that
is tough but yields a lot of loot. Due south of the old woman's home is the
People's Temple. It is also a magic shop. It offers a random selection of mage
scrolls. This is a good place to spend some of your money.
West of the temple is a home where you can find out about the Book of
Amrocar. Visiting the library in the minotaur section will yield more
information on the book. It is a critical item in the game. Near the arena is
a training hall. At the north end of town is a closed temple that you will not
be able to enter until Selias joins your party but note its location. You will
need to get there in a hurry once you find Selias. Selias is in the Frosty Mug
and meeting him triggers a dragon attack. Flee immediately to the closed
temple and you can start your main mission.
The closed temple is the entrance to the Tombs where you need to go. The
Tombs is composed of 8 mazes. You enter in the Thieves' Guild maze that's
connected to the white hall maze. The white hall maze is the starting point
for finding each of the 5 pieces of the oracle.
The Thieves' maze has nothing of significance beyond battles and loot. You
need to find the various hidden doorways that lead to the white hall maze.
Move with Search on. It is generally a good idea to move with Search on in all
the Tombs's mazes.
In the white hall maze are:
1. A trapdoor that leads to a piece of the oracle but a circlet of gold is
needed to retrieve that piece.
2. A teleporter that leads to a piece of the oracle but a heart-shaped key is
needed to retrieve the piece.
3. A teleporter that leads to a small maze with a battle.
4. A teleporter that leads to the circus maze where another piece of the
oracle can be found.
5. A secret door that leads to a teleporter in another room that leads to a
maze where the heart-shaped key can be found. There are two teleporters in the
heart-shaped key maze. Both lead back to the white hall. One goes back through
another maze.
6. Stairs to the second level of the Tombs. Use the gold key from Fastillion.
7. A secret door to an evil temple dedicated to Hiddukel. The eyes are
cursed.
The second level of the tombs contain the remaining two pieces of the oracle.
The first piece is easy to find and get. The second piece is among the loot
from a very hard battle with vampires. In the vampire battle room are two
teleporters. One leads back to the white hall. The other leads to the column
maze.
The column maze is strictly for loot. It is an endlessly repeating maze. Five
hollow columns contain loot. One requires the rusty key to open. To get out of
the maze, find a solid column. There is a teleporter back to the white hall
due south of one of the solid columns.
HULDERFOLK
This is actually the first mission that is necessary. All the above missions
provided experience points, loot, and clues as to what to do but nothing that
is needed to complete the game. This mission provides two critical items: the
ring of deception (which detects deception) and the scale necklace. The
location of the Hulderfolk is hinted at in the pub at Trilloman. They are due
east of the city.
MAZES EXPLANATION
Most of the mazes in the game have no coordinate numbers so the walkthru is
mainly descriptions of what you have to do and general directions on how to do
it. Coordinates are given where the maze shows them. The term "small"
indicates a maze that will fit within the traditional 16x16 maze size.
PALANTHAS
You start out in Palanthas. Getting orders to investigate Caergoth from
Laurana is all you can do here.
CAERGOTH
This is a small simple maze. You get here automatically when you leave
Palanthas. You arrive in the woods just outside the city. Follow the path to
the city gates. There are encounters at (9,8) and (6,9) that give information.
There is only one encounter that gives experience points. That is a fight with
dragons that happens when you have been in the city long enough and occurs at
whatever square your party happens to be in. You can travel back and forth
between Caergoth and Palanthas as many times as you want before leaving
Caergoth on Captain Daenor's ship at (8,14).
CAVE
The mission is to rescue the townspeople of Caergoth. The maze is 28x28.
There is one group of townspeople and one old woman to be rescued. The old
woman gives a Necklace of Missiles. You must also chase Crysia, Daenor's
sister, around the cave. There are three encounters with her. Everything else
is optional. Beware of the red robe enemy wizards. They have a variety of
protective spells in effect. Cast a Dispel Magic on them to neutralize the
spells.
The group of townspeople is in the southwest portion of the caves. They can
reached from the main entrance by going north and then west from where the
party finds a trap which can be tripped for a battle or disarmed. This leads
to the first encounter with Crysia. From there go south and west.
To find the old woman, start from where you first found Crysia. Go north.
This leads to the second encounter with Crysia. Go west and then north past
the piercers. At the "T," go east until the north/south "T." Always choose the
south branch and you will reach the old woman.
To get out of the cave from the old woman's location, retrace your steps
until the tunnel forks. From then on, go east and north and you will have one
more encounter with Crysia before finding the exit from the cave.
NAULIDIS/CELANOST
This is a multi-part mission. First, you must defend Naulidis from sea dragon
attacks. Then, you must go to Celanost to end the attacks. Finally, you deal
with the instigator of the attacks. These parts can only be done in this
order. You can train in the north safe hall IF you step on the right square.
Many spells do not work in Naulidis. Lightning Bolt acts like a Fireball
spell so when you have an opportunity to rest after the Cave, get rid of all
the Fireball spells and memorize Lightning Bolt instead. The map in Journal
entry 64 is basically correct. One door is misplaced and there may be some
other minor errors. The best way to deal with the sea dragons is to give the
Boots of Speed, Ring of Free Action, and Dragonlance to your fighter with the
best HP. (The Boots and Dragonlance are from DEATH KNIGHTS OF KRYNN.) You get
the ring in Naulidis.
NAULIDIS
You start off in the 4-square room due east of the southern safe hall. You
must fight some fixed encounters and perform various randomly generated deeds
to complete the Naulidis portion of this mission. Lyzian will meet you once
you have done all these deeds.
1. You will fight a battle at the first one of the doors leading to the Ocean
that you visit.
2. You will fight a battle in the temple in the south part of the city.
3. You will fight a battle in the 4-square room in the south part of the
city due east of the armory.
You may not have all the below deeds as they are randomly generated. Some of
these random events may be location-dependent as well, so step on EVERY
square. The random deeds are:
1. You will get a request to find Irenia. If you Look in the guard rooms that
seem empty, you will find her. Escort her to a safe hall.
2. Various groups of elves you randomly encounter need to be escorted to a
safe hall.
3. In one of the safe halls you will get a request to get a replacement hinge
from the Forge room.
4. You will be asked to bring spears to the fighters at the doors to the
Ocean.
5. You will be asked to heal wounded elves.
6. You will repel an attack on the safe hall.
When you meet Lyzian after enough of these deeds are done, he will tell you
that Daenor can be found in the Prince's Chamber. You will not find Daenor
until this happens. Bring Daenor to one of the safe halls. He will reveal the
cause of the sea dragons' attacks.
CELANOST
The tunnel connecting Naulidis and Celanost has nothing of interest and is
very straightforward. No mapping is needed. Just march south to Celanost.
Celanost is a small maze. The only point of interest is the room that leads
to the egg maze. To get there from the entrance, go south and take the first
westward arch. This puts you in a cross-shaped room. Take the north exit. Go
north to the dead end with doors to the east and west. Go through the west
door.
At the first large room in the egg maze, there is a door to the south. Go
through it. This leads to a side corridor to the next room where you will foil
an ambush. In a room beyond that room is a fireplace worth taking a Look at.
There will be a battle in the first of the rooms to the south that you enter,
but you will have the element of surprise if you go in the west room. The door
to the north leads to the eggs. You should start using the windows to enter
rooms from this point on to foil more ambushes. You encounter some sea dragons
once you leave Celanost with the eggs. Giving the eggs to the sea dragons is
the wise thing to do.
After returning from Celanost, a visit to the Prince's Chamber triggers the
last battle.
HIZDEN
The only things to do in this small fishing village is visit to Ezra and wait
for a Sahuagin attack. That will come soon.
LUMINARI LIGHTHOUSE
The mission is very simple: find Fastillion. He provides hints and two keys
needed for Kristophan. The short way is to go up to the 8th floor, turn off
the teleporter control, jump into the pit, and search for a way up. Now,
Search for secret doors that lead to teleporters. The first one found leads to
the ground floor but you don't want to take it just yet. The other one is
about the area where the entrance would be and will be harder to find. That
leads to Fastillion. The exit from his secret lab is through the pit again.
This time, you want to take the first teleporter. If you go all the way to the
11th floor, you will gain some useful loot when you return to the 10th floor.
There are many optional battles on all the floors that yield loot. Even though
you do not need to go up to the top, the experience points and loot make it
worthwhile.
Each floor of the tower is an 8x8 maze and the floors line up. The pit is
always in the same relative location as are the connecting stairwells on each
floor. Except for that hard-to-find secret door to the second teleporter, this
is actually a very simple maze; however, there are many, many teleporters in
this maze. Except for the gnome and female elf, this is a free fire zone maze.
You can kill everyone else you meet. No place is completely save to rest, but
you can often succeed after defeating enough spiders and bats. The exception
is the bottom of the pit where no rest is possible.
KRISTOPHAN
This is the next place to visit after the lighthouse. The main mission is to
gain the 5 pieces of the Oracle. You cannot do anything about the Minotaurs'
tyranny over the humans, so avoid unnecessarily irritating them. It will make
your stay in Kristophan harder. There is one thing that can be done to
encourage the local humans to fight back which is described later on.
You start off outside the home of Eshalla. Repeated kissing of Eshalla will
disenchant her. The reward is a Cloak of Displacement. If you respond
favorably to her afterward, she will also give you a Helm+3 and a Dagger+4
later on as you wander around Kristophan. These encounters happen randomly.
Leaving Eshalla's home gives the option to enter the city proper.
Kristophan is divided into the mixed human/minotaur quarter and the minotaur
compound to the west. There is a northern section that your characters cannot
enter. In the minotaur section there is one fixed encounter where you attempt
to rescue a human from an old minotaur. This results in a trip to the arena.
It is worthwhile to do this as victory in the arena yields some very useful
armor and weapons; otherwise, avoid all encounters in the minotaur area except
for random fights with minotaur bullies.
Due west of the gates to Kristophan is the only vault in the game. By now
your characters have a lot of stuff to dump. The Tenderloin Inn at the south-
east corner is a good place to rest. At the east end of town is a shop to ID
items. About the middle of town is an old woman who will let your party rest.
The building complex to the southeast of the old woman is a fixed battle that
is tough but yields a lot of loot. Due south of the old woman's home is the
People's Temple. It is also a magic shop. It offers a random selection of mage
scrolls. This is a good place to spend some of your money.
West of the temple is a home where you can find out about the Book of
Amrocar. Visiting the library in the minotaur section will yield more
information on the book. It is a critical item in the game. Near the arena is
a training hall. At the north end of town is a closed temple that you will not
be able to enter until Selias joins your party but note its location. You will
need to get there in a hurry once you find Selias. Selias is in the Frosty Mug
and meeting him triggers a dragon attack. Flee immediately to the closed
temple and you can start your main mission.
The closed temple is the entrance to the Tombs where you need to go. The
Tombs is composed of 8 mazes. You enter in the Thieves' Guild maze that's
connected to the white hall maze. The white hall maze is the starting point
for finding each of the 5 pieces of the oracle.
The Thieves' maze has nothing of significance beyond battles and loot. You
need to find the various hidden doorways that lead to the white hall maze.
Move with Search on. It is generally a good idea to move with Search on in all
the Tombs's mazes.
In the white hall maze are:
1. A trapdoor that leads to a piece of the oracle but a circlet of gold is
needed to retrieve that piece.
2. A teleporter that leads to a piece of the oracle but a heart-shaped key is
needed to retrieve the piece.
3. A teleporter that leads to a small maze with a battle.
4. A teleporter that leads to the circus maze where another piece of the
oracle can be found.
5. A secret door that leads to a teleporter in another room that leads to a
maze where the heart-shaped key can be found. There are two teleporters in the
heart-shaped key maze. Both lead back to the white hall. One goes back through
another maze.
6. Stairs to the second level of the Tombs. Use the gold key from Fastillion.
7. A secret door to an evil temple dedicated to Hiddukel. The eyes are
cursed.
The second level of the tombs contain the remaining two pieces of the oracle.
The first piece is easy to find and get. The second piece is among the loot
from a very hard battle with vampires. In the vampire battle room are two
teleporters. One leads back to the white hall. The other leads to the column
maze.
The column maze is strictly for loot. It is an endlessly repeating maze. Five
hollow columns contain loot. One requires the rusty key to open. To get out of
the maze, find a solid column. There is a teleporter back to the white hall
due south of one of the solid columns.
HULDERFOLK
This is actually the first mission that is necessary. All the above missions
provided experience points, loot, and clues as to what to do but nothing that
is needed to complete the game. This mission provides two critical items: the
ring of deception (which detects deception) and the scale necklace. The
location of the Hulderfolk is hinted at in the pub at Trilloman. They are due
east of the city.
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- Dark Queen of the Krynn document by System on 14/03/2006, 06:30
HexEditing in savegame - Dark Queen of the Krynn solution by System on 09/03/2006, 09:50






