From: hfg@physics2.berkeley.edu (H.F. (Rick) Goldstein)
Newsgroups: comp.sys.mac.games
Subject: Dark Queen of Krynn:  Comments and a hint wanted
Date: 1 Oct 92 13:27:59
Organization: UC Berkeley Department of Physics
Distribution: usa
NNTP-Posting-Host: physics2.berkeley.edu


Just bought this game last week, and have played it for probably a few
hours too many.  The only other SSI/AD&D game I have played is Curse
of the Azure Bonds.  I found the port of that game extremely
frustrating--slow, lots of unnecessary queries and screen changes,
especially in camp during spell memorization and in battle (actually
that's almost the whole game, now that I think about it).  After
reading a couple of the capsule reviews here I decided to give this
new game a try.  It _is_ an incremental improvement only, but at least
the increments eliminated some of the most obtrusive problems.  For
example, magic-users and clerics automatically rememorize the same
spells as the last time, unless directed otherwise.  This is a _major_
time saver.  Everything seems to work much faster, as well--even on my
1MB SE (yes, yes, I plan to get something more powerful very soon).
Sure wish I had color, though.  It sounds very nice.  I still wish I
could save games under any filename, but I've come to accept the
things I cannot change--such as the fact that we're probably stuck
with PC ports for at least some games for the foreseeable future
(ouch, too many f's in that sentence...oh well, no time for major
revisions).

The game itself seems to be pretty good.  The mazes are bigger and
more complex than in Curse, although not (so far) as difficult as Bane
or as large as Might & Magic II.  There seem to be a good number of
side quests, and I believe that game play is not linear at all (in
Curse, the individual stages had to be done pretty much in order).
I'm playing the stock characters, and their fairly powerful starting
equipment is very helpful, though by no means are all the battles
easy.  Magic is (of course) a big part of the game, and certain spells
behave quite differently in different situations.  The most
interesting is the effect of electricity underwater (what do think a
lightning bolt does at the bottom of the sea). I hope the rest of the
game is as enjoyable as the first parts have been.

Now for the hint request.  SPOILERS FOLLOW.


Hope that worked.

Regarding the Luminari lighthouse.  I've explored all the levels (I
think): 10 above ground (plus a room with a false door, and nothing
else, on level 11) and 2 below ground.  There was a dying elf who
hinted about something below the porch, but there was nothing in that
position in the below ground levels that I could find.  Am I missing
something here?  Also I have not found the powerful mage associated
with the lighthouse (forget his name at the moment), who was hinted at
by the bait shop proprietor (son of the sea elves), and also by the
elves in the secret valley (again, I forget what they were
called--notes not with me).  I presume these things are related
(actually, I know they are--the dying elf wanted a message conveyed to
the same mage, although she died before giving it).  Any hints or
spoilers would be greatly appreciated--I think I've run the lighthouse
about three times now with no luck.  Please respond via email.

Rick (hfg@physics.berkeley.edu)

Newsgroups: comp.sys.mac.games