Yeah, the second solution was lost to them unfortunately.
One clever, inspired player actually charged the chamber and went for the crystal ball when the warriors were milling about aimlessly because their general's bones had been destroyed. One of them got that part right and as a group they did destroy the bones up top and kick the absolute snot out of Sissragg by working together.
There was a great window of time there that was all but lost to one player because the party had split up and either weren't communicating with each other, or weren't paying close enough attention to what was happening. It's a challenge with our group is that we have 7 players, and one of our best players is often on his phone while another is being called away from the table to perform husbandly/fatherly duties.
But instead of "cutting off the head of the snake" by killing the animated war lord, our lone wolf attempted to smash the crystal ball -- which made perfect sense the way it was glowing! LOL. When that didn't work he attempted to flee and got stabbed, sadly.
And he was RIGHT THERE next to the War Chief and could have slain him (he was pretty wimpy) , forcing all of the other soldiers to de-animate! Could have been a MAJORLY heroic moment. Unfortunately he was the only one bold enough to "charge in" as the soldiers were kind of wandering around aimlessely for three rounds.
After that, everyone else backed out and began losing the war of attrition, so they fled the dungeon.
Still, a GREAT story from my perspective. All adventures don't need to be "solved" in order to be great, weird, dungeon crawling adventures.
I rewarded the "lone wolf" character who was bold by reviving him with an "unexplained, miraculous resurrection" in the finest literary traditions. He was slain, but since the player was SO CLOSE I had him emerge from the dungeon with a war mask fused to his face, partially insane from the traumatic experience. It seemed fitting for the Old School / Appendix N tradition.
Another complaint was that the scenario should have "forced the players to work cooperatively" or words to that effect. I always considered it up to the players to make those decisions, not the GM. If you want to run off in all directions chaotically -- that's your choice. If a player wants to attempt to assume some leadership and basically say, "We need to have a plan, we need to work together" than that should be a player decision.
All in all, I had a great time. 5 out of 7 of our players seem to "get it" on our first forray, so I call it a success.