Found yourself stuck solving Death at the Dread Dragon Inn?
No worries! Below you’ll find a full walkthrough of the mystery that you can use to help give yourself a different perspective and solve those tricky puzzles.
Check the Table (QR-03) and search it to find a hidden word, “FIBRALUMOS“.
(Searching with the wizard will reveal the word’s potential magical properties!)
You’ll need to use this word to activate something else in the Inn.
The Tapestry (QR-07) requires a magic word to activate, but only a WIZARD character is capable of using such magic. Have a WIZARD input the word, “FIBRALUMOS” at the tapestry to reveal several shapes representing a sword, a shield, a spear, and a mace. You’ll need to count how many of each appear on the tapestry.
Head over to the Artifacts (QR-06) to inspect the artifacts and investigate the empty case. The symbols for the sword, the shield, the spear, and the mace will be displayed at the bottom:
To open the lock, you’ll need to count how many of each object appeared on the tapestry in STEP 2.
SWORDS = 5
SHIELDS = 2
SPEARS = 3
MACES = 6
Use the code, 5236, to open the lock!
Once open, only a ROGUE will be able discover the hidden switch inside to reveal an important item:
Be sure to write down the key ID!
If you investigate the Ale Vats (QR-04), you’ll notice that they contain both names and symbols. Only a FIGHTER is strong enough to rotate the heavy barrels and pair a symbol to each brew’s name:
With that info in hand, you’ll need to head over to the Paintings (QR-09) next!
Head over to the Paintings (QR-09) and take a look at the works of art. You’ll need to put the symbols you just recorded from the Ale Vats (QR-04) in order according to their associated paintings’ positions on the artistic “timeline”.
(NOTE: Different character types will get further insight into the names of different paintings, just in case you’re unsure which is which.)
EX: The first painting is the Forge of the Dwarven Alesmiths, and that barrel’s associated symbol was , which puts it first.
Once all paintings have been identified, you get the following order of symbols:
1.
2.
3.
4.
5.
6.
If you’ve already investigated the head of the Rug (QR-12), you’ll know where to go next.
Make your way over to the Rug (QR-12) and lift the head of the Owlbear to discover a cryptic stone slab with some familiar symbols:
Select the symbols in the following order:
1.
2.
3.
4.
5.
6.
Doing so will reveal a much needed item for a certain nearby chest:
With the “key” in hand, move to the Chest (QR-13). Use the “key” (ID: LNF3) to open the Lost and Found chest and peruse the items.
One item in particular will need to be recorded:
Write down the Key ID and move on to the final step of Phase I!
With both the HEX KEY (ID: 828) and the STAR KEY (ID: 252) in hand, head to the Bar (QR-08).
Once there, investigate the pile of gifts to discover the DRIFTWOOD BOX:
Input the two keys to open the box and reveal a telling clue!
Make your selection and pat yourself on the back, you’ve just completed Phase I.
(Searching with the wizard will reveal the word’s potential magical properties!)
You’ll need to use this word to activate something else in the Inn.
To open the lock, you’ll need to count how many of each object appeared on the tapestry in STEP 2.
SWORDS = 5
SHIELDS = 2
SPEARS = 3
MACES = 6
Use the code, 5236, to open the lock!
Once open, only a ROGUE will be able discover the hidden switch inside to reveal an important item:
Be sure to write down the key ID!
With that info in hand, you’ll need to head over to the Paintings (QR-09) next!
(NOTE: Different character types will get further insight into the names of different paintings, just in case you’re unsure which is which.)
EX: The first painting is the Forge of the Dwarven Alesmiths, and that barrel’s associated symbol was , which puts it first.
Once all paintings have been identified, you get the following order of symbols:
1.
2.
3.
4.
5.
6.
If you’ve already investigated the head of the Rug (QR-12), you’ll know where to go next.
Select the symbols in the following order:
1.
2.
3.
4.
5.
6.
Doing so will reveal a much needed item for a certain nearby chest:
One item in particular will need to be recorded:
Write down the Key ID and move on to the final step of Phase I!
Once there, investigate the pile of gifts to discover the DRIFTWOOD BOX:
Input the two keys to open the box and reveal a telling clue!
Make your selection and pat yourself on the back, you’ve just completed Phase I.
First, head over to the Table (QR-03) to collect Tua’la’s notebook and useful “Suspect List“:
It contains some telling info on specific traits that the murderer has:
Not from here.
Left-handed.
Can do magic.
Some color-blindness.
Knows a rare language.
Keep these in mind as you talk to each of the suspects during Phase II.
Make your way to the Artifacts (QR-06) and inspect the broken djinn’s lamp to retrieve a useful item:
Make note of the ID, and head over to the Bar (QR-08).
Head to the Bar (QR-08) and look at the taps. You’ll need to add the fourth tap handle (ID: LEM94) to reveal a secret compartment containing a list of book titles:
Take note of these titles, then head to the bookcase by the Front Door (QR-10).
With the list of books in hand, make your way over to the bookcase next to the Front Door (QR-10).
Investigate the shelf and locate the five books listed, recording a highlighted letter from each:
In order, the letters should spell the word, “RINGS“.
Make your way to the Skull (QR-02) and take note of the out-of-reach box within the mouth of the hanging skeletal décor.
Only a FIGHTER character will be given the option to boost another player up to the dragon’s skull.
Once boosted, enter the word you discovered during the last puzzle, RINGS, to unlock the box.
You’ll be presented with a useful item for your troubles:
Be sure to write down the ID.
Next, make your way to the Cork Board (QR-11) to investigate the scratching sounds coming from behind the small closet door.
Opening the small closet door will reveal a flying feline beast known as a Grimalkin.
If approached by a FIGHTER, WIZARD, or ROGUE, the creature will elude the player and escape back into the closet.
However, a RANGER can successfully capture the beast, revealing a useful passcode etched into its collar:
Make your way to the Paintings (QR-09) and investigate the Donation Box on the memorial.
Input the passcode from the collar (THACO) to access the box, revealing a second jewel:
Head to the Fireplace (QR-05) and inspect the Peryton head.
Input the two jewels you’ve collected in place of the two empty eye sockets.
Place the red jewel (356) in the left eye.
Place the yellow jewel (817) in the right eye.
Doing so will reveal a useful item:
With this key in hand, make your way towards the Tapestry (QR-07).
Head to the Tapestry (QR-07) and check behind it to discover a hidden safe. The key you retrieved from the mounted peryton head (ID: DA65) will open the safe, granting you access to the real djinn’s lamp and requiring you to make a final accusation.
If you have everything you need to make the right choice, go ahead.
If not, see the notes below.
It contains some telling info on specific traits that the murderer has:
Not from here.
Left-handed.
Can do magic.
Some color-blindness.
Knows a rare language.
Keep these in mind as you talk to each of the suspects during Phase II.
Make note of the ID, and head over to the Bar (QR-08).
Take note of these titles, then head to the bookcase by the Front Door (QR-10).
Investigate the shelf and locate the five books listed, recording a highlighted letter from each:
In order, the letters should spell the word, “RINGS“.
Only a FIGHTER character will be given the option to boost another player up to the dragon’s skull.
Once boosted, enter the word you discovered during the last puzzle, RINGS, to unlock the box.
You’ll be presented with a useful item for your troubles:
Be sure to write down the ID.
Opening the small closet door will reveal a flying feline beast known as a Grimalkin.
If approached by a FIGHTER, WIZARD, or ROGUE, the creature will elude the player and escape back into the closet.
However, a RANGER can successfully capture the beast, revealing a useful passcode etched into its collar:
Input the passcode from the collar (THACO) to access the box, revealing a second jewel:
Input the two jewels you’ve collected in place of the two empty eye sockets.
Place the red jewel (356) in the left eye.
Place the yellow jewel (817) in the right eye.
Doing so will reveal a useful item:
With this key in hand, make your way towards the Tapestry (QR-07).
If you have everything you need to make the right choice, go ahead.
If not, see the notes below.