Abandonware DOS title

Ultima 7 Part 2%3A Serpent Isle walkthrough

 Ultima VII, Part Two
                           Serpent Isle
                            Walkthrough
General Overview:

1. The Towns
2. Gorlab Swamp and the Dream Realm
3. The Rescue of Cantra
4. The Frozen North and the Release of the Banes
5. The Temples of Virtue
6. The Trapping of the Banes
7. The Final Quests: The Isle of Crypts and Sunrise

Detailed Overview:

THE THREE TOWNS

Monitor Quest

Start
Monitor
Knight's Test
Fawn
The Goblin Camp

Fawn Quest

Fellowship Camp
Fawn
Dupre's Trial

Moonshade Quest

Sleeping Bull
Silverpate's Treasure Map
Passage to Moonshade
Moonshade
Mad Mage Isle
Monk Isle
The Mountains of Freedom
Gustacio's Experiments
Moonshade Catacombs Furnace Mountains

GORLAB SWAMP AND THE DREAM REALM

THE RESCUE OF CANTRA

Draygan's Camp and the King Saviour Plant
Shamino's Castle


THE FROZEN NORTH AND THE RELEASE OF THE 
BANES

Going to the North
The Gwani Village
Skullcrusher - City of Chaos
The Temple Of Emotion
Silverpate's Treasure
Spinebreaker - City of Order

THE TEMPLES OF VIRTUE

Skullcrusher and the Gwani Horn
The Resurrection of Gwenno
Temple of Ethicality
Temple of Discipline
Temple of Logic
Temple of Emotion
Temple of Enthusiasm
Temple of Tolerance

THE TRAPPING OF THE BANES

White Dragon Castle

THE FINAL QUESTS

The Great Heirophants
The Sacrifice
Reuniting the Chaos Serpent
The Serpent Artifacts
Sunrise Isle


Start

Head South along the coastline. Your companions will be 
struck by lightning and disappear. Continue on past the 
bridge, you'll meet Thoxa. She'll give you the Hourglass of 
Fate after some questions. Karnax appears and a battle 
ensues. Thoxa tells you to seek your three companions; you 
won't succeed without them and to look out for three items 
which will enable the Power from the Void to communicate 
with you.

Further South, Shamino rejoins you. He'll make a list of 
strange items which were swapped with your items. Next, 
find the cave with the invisible entrance, it's marked by a 
large red bush (some useful items).

Monitor

Flicken, at the southwest Monitor gate, orders you to see Lord 
Marsten at the crematorium. It's North of the gate (Northwest 
of Monitor). Talk to Cantra on your way there; hints on the 
Test of Knighthood. Renfry, the undertaker directs you to the 
crypts where the funeral is taking place (behind the curtains).

Talk to Marsten, Lord of Monitor, Leader of Leopard 
command. He gives you the password to take the Test of 
Knighthood: "Courage is the Soul of Life". He tells you a 
white-haired enchanter (Iolo) who appeared during the 
funeral is in jail. Dupre rejoins the party and adds to the list 
of strange items.

Caladin tells you that his grandfather's urn has been stolen 
from the crypts. He gives you some essential instructions on 
the Knights Test.

In the crypts, note the pedestal with the crossbow. Plaque 
reads: Caladin Golden-Tongued Knight. Caladin's 
grandfather's urn has been replaced with a crossbow. Iolo's?

In the Jail, northeast of the city, Iolo pleads you to talk with 
Marsten to win his freedom. Marsten, upon telling him that 
Iolo is your friend and lightning was the reason for his 
unusual appearance, still refuses to let him go. He will only 
release him to a knight.

Renfry, the undertaker will pay 100 monetari for each dead 
pikeman's body brought to him for cremation. He tells you 
Batlin was involved in a theft at Andral's shop. Andral, the 
Artisan suspects Batlin stole his blacrock serpent.

Simon, innkeeper of Sleeping Soldier gives you some info on 
recent visitors; four underlings accompanied Batlin: a warrior 
(Brunt), had disagreement with Standarr a sailor, Deadeye 
was with Shazzana a hooded man (the gargoyle Palos). 
Accept Simon's offer to try the fawnish ale... puke!

Spektor, the treasurer will exchange currency. He tells you 
Gwenno went to the library in Monk Isle.

Harnna, Healer of Monitor, Cantra's mother. Gives you 
information about people in Monitor, places and strange 
objects. plain shield : ask if anyone lost their shield strange 
hairbrush : see Templar

HINT: When asking her for info, don't ask more than two 
things. She'll end the conversation and refuse to give any 
more info until later. Ask her two things,
end the conversation then talk again.

HINT: If you get thrown into jail, look under the corpse in 
your cell for a hidden/camouflaged lever.

Knight's Test

Shmed; agree to take the test. Take note of his instructions. 
Note: you'll only be wearing leather armour and mace.

Run through the first corridor (explosions). Two gremlins 
appear as you get close to the chest; not an easy fight.

HINT: You can skip combat by "stealing" the chest from a 
distance. Hit the chest a few times; get the yellow key which 
unlocks door to east and door to
north after that.

Pile some rocks (form stairs) to get the key on the monolith. 
There are snakes under rocks; stay in combat mode. Next, the 
room to the south; cyclops appears in the center. Tip: you can 
use the fire/lightning bolts to kill him. Get the key to the next 
east door. Ignore the door by the bag of potions. Follow the 
passage until you reach:

 __
|c |                            c - chests (trapped)
|  |    |  |           ___      x - illusionary wall
|  |__  |c |__________|   |     k - key
|   __   x____________  k |
|  |    |c |          |___|
|  |    |  |
|  |    |c |


Ignore the four booby-trapped chests. Walk through the 
illusion to get the next key. After the next door, go south a 
bit, get the grey key and use the lever; secret Wall opens. Get 
the blue-red key. The two keys should get you through the 
next two doors.

Go north; you'll find the Claw and a scroll with instructions. 
Go south of the last door; you'll meet a pikeman assassin. Kill 
him and read the scroll on his body. (Cremate his body; 100 
monetari) There's a secret Wall near where the assassin 
appeared; between two torches a doorwidth apart.

Use the Claw on yourself, then the bloodied Claw on the 
Ashes of Gurnordir; kill the wolf that appears. The blue key 
in it's body unlocks the door out (to south). Bring the wolf 
back to Monitor. Note: Drink water from fountain to regain 
strength.

At the exit, Shmed will appear and attack you. Read the note 
on his body. His key opens the main door of the Test. Outside, 
ask Dupre and Shamino to rejoin. Your belongings are in 
Shmed's chests.

Monitor: Give the wolf meat to Lucilla at the Slashing Sword. 
Give the wolf to Cellia the Furrier for the Cloak of 
Knighthood (need to come back in 24 hours for it). Get your 
Tattoo of Knighthood from Lydia (use the mirror!). She tells 
you her sister Selenia was taken to Moonshade to be a mage.

Shortly after, you'll fall ill. See Harnna for healing (no need 
to pay for healing). Get the instructions about getting the 
cure: Varo leaves from Delphynia, the herbalist at Fawn. 
Harnna deduces you were poisoned from the tattoo.

Fawn

Outside Fawn, kill the goblins which captured Fawn Tower; 
the pikemen will takeover.

At the bridge into Fawn, you'll meet a guard. Ruggs will 
approach you. Accept his request to take a love letter to 
Delphynia.

Delphynia, healer of Fawn and horticulturist. Give her Rugg's 
letter; agree to carry a letter back to Ruggs. She tells you of 
Alyssand's ring (the one you've got). Get the five Varo leaves 
and head back to Monitor immediately.

Ruggs is waiting outside Fawn; give him the letter from 
Delphynia. He tells you of Scots the cartographer and his 
maps of Serpent Isle.

Monitor: See Harnna immediately, she'll heal you with the 
Varo leaves. Then see Lydia. She'll admit to poisoning you; 
kill her.

Collect the Cloak of Knighthood and proceed to the Banquet 
Hall. Harnna interrupts the banquet; Cantra is missing. 
Accusations are thrown about; fighting erupts - end of 
banquet.

Tip: Talk to everyone while they're there.

Ask Marsten to release Iolo; vouch for his behaviour. He 
gives you the key to Iolo's cell.

Note: you can free Iolo earlier by paying a fine to Spektor.

Harnna, asks you to look into the crystal ball. Cantra has been 
abducted by Batlin. Agree to search for Cantra. She gives you 
Cantra's wooden sword and instructs you to seek the Hound of 
Doskar. Ask her of Iolo's urn: Caladin's grandfather's ashes. 
Return it to Caladin for reward of 200 monetari.

Lucilla tells you that Luther has a new, magical shield. Note: 
You need to ask Harnna about the shield for this keyword.

Luther denies and refuses to return Dupre's shield. Insult and 
enrage him as much as possible; challenges you to a duel. 
Train with him in the List Field. You should be able to defeat 
him with a sword or a halberd; ask him to return the magic 
shield.

Note: You still get to keep the Monitor shield, since you beat 
Luther in fair combat.

Krayg, the provisioner. Asks you to look for clues to traitor's 
identity at the goblin meeting place in the Knight's Forest, 
north of Knight's Test. Look for the strange black obelisk 
(monolith, 82S,18W).

Go there and pick up the clue; a bottle of fawnish ale. The 
companions will alert you. The bottle is identical to the one 
Simon offered you. Go back to Monitor, talk to Caladin or 
Templar. They'll tell you to see Lucilla. She'll tell you that 
only Simon drinks fawnish ale.

Confront Simon. Accuse him of lying, he'll turn into a goblin! 
Near death, he asks you to take revenge on goblin king 
Pomdirgun and gives you the location of the goblin camp: 
Great Dead Tree in Knight's Forest (69S,33W). 3 keys in his 
body: gray - opens chest; rust - inn rooms; blue-red - entrance 
to Goblin hideout.

Templar gives you some hints on attacking goblins and tells 
you someone is stealing from the treasury. Spektor asks you 
not to tell anyone of the thief, fearing panic.

The Goblin Camp

Go down the stairs hidden by the huge tree (northern end of 
forest). Use Simon's blue-red key to unlock the door. Go down 
the stairs by the sign "Watch thy Head". Fight the goblins by 
the campfire. From here, keep going North as far as possible 
(past two sets of barrels).

The stairs on the left lead down to a pool of strength. On the 
other side of the pool, go up the stairs. Leads to another stair 
up. And another one up. Fight the bats and keep going NW as 
possible. The passage eventually goes directly North.

Keep following the passage North, past the circle of standing 
stones (poison fields erupt in a circle, chest of poison potion 
in center). You'll find the treasury next (on right, locked) 
guarded by goblins. The passage leads out into a valley of the 
goblin encampment.

Kill Pomdirgun, King of Goblins. The brown key on his body 
unlocks the treasury door. Get the Helm of Courage and 
letters (evidence of Marsten and Spektor being traitors).

Lead the knight imprisoned in the goblin camp back to 
Monitor. He dies on the way back (bring his body back).

Monitor: Give the evidence to Caladin (or Brendann); 
Marsten and Spektor are arrested. See them in jail. They tell 
you of a exploding powder (created by Standarr). Spektor 
confesses to killing Cantra's father.

Lucilla gives you a pink key belonging to Spektor, which 
unlocks the door at invisible entrance to the secret cave 
(mountainside near Harnna's house 154S,12W). You'll find 
powder kegs, treasure and the body of Cantra's father; read 
Cantra's note - tell Harnna.

Fellowship Camp

This is just southeast of Fawn. Talk to Scots the cartographer. 
He gives you a map of Serpent Isle (not very accurate, but still 
useful).

Talk to Leon, Fellowship speaker. He will (as usual) babble 
about the Fellowship's philosophy and then ask you to join. 
Smash his bubble by telling him the Fellowship has been 
disbanded and outlawed in Britannia.

Fawn

Alyssand, daughter of Delin the provisioner, sells provisions 
(chart). Ask her about the ring; returns your magic gauntlets. 
Join the Cause to expose the fraud of the Oracle.

Talk to as many people in town until Zulith starts to follow 
you around; your party members will make comments 
regarding it. Confront Zulith and accuse him of following 
you. Eventually, Jorvin (dressed in yellow and red) will 
approach your party and summon you to an audience with 
Lady Yelinda.

Kylista, Priestess of Beauty. Give her the ceremonial 
breastplate. She'll ask you to come by her room later to get 
your magic armour (Don't bother, just go get it from her 
room).

Delin, provisioner of Fawn (speak to him when Alyssand's 
around, more interesting). Delin sells provisions at same 
price as Alyssand (haggling may be different). His Freli was 
taken to Moonshade to be trained as a mage; wants word of 
him.

Jendon, proprietor of the Broken Oar inn; sells food, drink 
and room. (see chart). He provides you information of strange 
items, people and places.

Kalen, the Fellowship sailor, attacks you while in Fawn on 
Batlin's orders. He tells you Batlin will soon have powers 
greater that dreamt.

Dupre's Trial

Fawn: A magic storm breaks out and a lute materializes at 
Iolo's feet. He picks it up and is asked to play.

Jorvin, approaches you; Lady Yelinda will grant an audience 
at the throne room after noon. Lady Yelinda gives Iolo a 
white diamond necklace for Gwenno. Toasts are made. Dupre 
makes a slip and toasts to Lord British... The Lady yells 
blasphemy and Dupre is imprisoned (entire group is 
attacked).

You wake up in the rooms of the Broken Oar. A letter at the 
bedside requests your presence at the temple for Dupre's trial. 
Proceed to the Temple of Beauty. Trial begins; a sham. A 
recess is called, Dupre appoints you to defend him.

During the recess, Alyssand gives you a glowing yellow key; 
unlocks temple door (beside sign "Donations Welcome"). Go 
down the stairs, flick the switch opposite Dupre's cell. You'll 
find Voldin with the set of levers which control the Oracle. 
He will attack you with (heh) a decorative sword; kill him. 
Numbering the levers 1 - 5 from left to right: use lever 3 then 
5. The Oracle speaks. Get the Oracle to change the revelation 
and to say that the trial is corrupt. See Alyssand again and 
ask her about the Cause. This enables the Trial to continue 
(You may have to wait a day).

Back at the Temple, the Oracle reveals Dupre's innocence and 
Kylista and Voldin's guilt. Jorvin arrests Kylista (visit her in 
jail!).

Get the brown key at the palace (in room East of the throne 
room); unlocks the door (in the throne room) leading to 
serpent gate.

Note: Being thrown in jail in Fawn requires a little foresight. 
Unlock the cell doors before being caught. Or you could kill 
yourself with the iron maiden and be resurrected by the 
monks.

Sleeping Bull
Miggim, Xenkan monk, librarian at Monk Isle. Warns you 
that an attempt will be made on your life but will not tell you 
who to avoid.

Devra, runs the Sleeping Bull sells food, drink and room. 
Return her slippers in exchange for your swamp boots. 
Silverpate the pirate hid treasure somewhere before 
disappearing.

Kane, a sheepherder. Waiting for Captain Hawk to get to 
Moonshade; looking for his brother Edrin, who disappeared 
during a storm but found Ale the parrot instead. Hawk got 
into fight, pikemen took him.

Flindo, the merchant gives you some information on 
Moonshade and Ensorcio's exile. He will get you an audience 
with the Magelord but you'll have to see him in Moonshade.

Byrin, the gleeman. Get him to sing some songs 
(information).

Argus, the innkeeper of Sleeping Bull tells you Captain Hawk 
is held at the Bull Tower until fine is paid.

Selina asks for your protection, apparently afraid of 
disappearing. Comes from Moonshade. (Lydia's sister?).

Ensorcio, exiled mage from Moonshade. Batlin took his 
serpent jawbone. He will sell you spells (see chart) and the 
secret of making bloodspawn from stoneheart.

Silverpate's Treasure Map

On the northern wall, there's a secret Wall between the casks 
of wine; leads you to a room. The switch opens the sliding 
door. Get the key.

Down the steps at the sliding door, use the key to unlock the 
cells. Read the note on the corpse (about the wardrobe room 
and getting to the serpent gate)

Wardrobe Room: (west of cells) There's an invisible chest 
along the northern wall. The fountains: NW invisibility, SW 
cursed, SE sleep, NE awaken Five chests line the western 
wall. The second one from the south holds the map to 
Silverpate's treasure. The brass key unlocks the door to the 
main switch in the centre of the room. (The main switch must 
be enabled to use the others). Using the switches teleports you 
to the various rooms in the inn (numbered below).

I     I     I     I                  Silverpate's Wardrobe Room
I  1  I  2  I  3  I                     room 6: diary of Batlin's lackey
-------------------                     room 7: antique armour
      main     I 
      switch   I  7
-------------------
I  4  I  5  I  6  I
I     I     I     I

East of the Wardrobe room, there is a secret passage directly 
opposite two torches a doorwidth apart; leads to the serpent 
gate. The chests contain The Dark Path map (serpent gates 
layout). The key unlocks the door to the teleport (sends you 
back to the inn).

Passage to Moonshade

Ask to pay Captain Hawk's fine; the pikemen will ask for 100 
monetari initially. When Shamino tells them you have more, 
the pikemen asks for more than what you have.

Back at Sleeping Bull inn, Selina approaches you and offers 
you a share of the treasure at the storm-struck lighthouse. 
Agree to go with her, but do not leave your companions 
behind (remember Thoxa's words). Selina gives you a rust-
brown key (unlocks Mint door). Also, get the glowing blue 
key in her backpack (note: doesn't allow you to remove her 
blink ring). Ask her directions to the mint; follow the coast 
north, then head east.

At the Mint, get all the gold you can carry (especially gold 
bars). Once out of the Mint, you're attacked by a group of 
mercenaries. Selina abandons you using her blink ring. Kill 
the mercenaries, and read the note: Batlin sent them to 
ambush you, knowing that you'll be at the Mint (Selina set 
you up).

Note: While on your journey to the mint, you might cross the 
explosive maker factory. The ghost of the Chaos Hierophant 
is not meant to be there. This, in ORIGIN terms, is a 
"problem". Try not to talk to him here, it's not safe to do so.

Return to Bull Tower. Pay Hawks fine with gold bars (tip: 
drop all but one gold bar before paying fine). You'll get a key 
to Hawk's cell. Talk to Hawk to set him free, asks you to see 
him at the pub.

Wilfred, Knight of Bear Command (appears after freeing 
Hawk). He's looking for his father's murderer, Batlin.

Additional Note: Just south of Sleeping Bull, you'll find a 
hollow tree (117S,36E). There you'll find a brown key. This 
unlocks an invisible chest on top the monolith at 100S,39E. 
Stack some crates to get it.

Captain Hawk, agrees to take you to Moonshade. To get to 
Moonshade, go to the docks and get onto the ship. Captain 
Hawk, Kane, Ale and Flindo will come on board; you're off.

Moonshade

Captain Hawk tells you he won't be sailing back to mainland. 
You can find him at the Blue Boar Inn.

At the Seminarium school of mages; Fedabiblio, Magister of 
Moonshade. He gives you some info on Moonshade and 
Batlin's visit. He asks you to bring him three fresh mandrake 
roots (only from Monk Isle swamps) in exchange for a 
spellbook.

Freli, long-lost son of Delin gives you a letter for Delin. He 
tells you Batlin purchased spells from Torrissio.

An automaton brings you a scroll from Rotoluncia, the Red 
Sorceress. Use the scroll; Rotoluncia speaks. Refuse to tell her 
the secret of controlling daemons.

Mortegro the Necromage. will only sell spells to a mage. See 
him for seances (informative).

Torrissio, mage specializing in automatons (see chart). He 
wants the stockings back, DON'T give it to him.

Topo, artisan apprentice for Ducio, sells food, weapons and 
supplies. He'll buy gems from you at 100 guilders each.

Rocco, runs the Blue Boar inn (see charts). He gives you info 
on visitors and locals. Petra, the automaton at the Blue Boar 
inn tells you Mosh loves fish (Buy some from Petra for 
Mosh).

Flindo, owns the Capessi Canton (provision store) tells you 
Bucia believes Pothos is connected to Erstam. Flindo 
promises to arrange for the Magelord to meet with you. You 
need to return to Flindo to ask of this promise later; you'll be 
summoned to the Magelord's banquet at the appropriate time 
(a few minutes later, you're teleported to Filbercio's castle).

The Banquet: Present are: Filbercio, Gustacio, Rotoluncia and 
Frigidazzi. Rotoluncia attacks you, Gustacio jumps to your 
defense. Pothos enters informing Filbercio that the search for 
blood moss was a failure. The banquet ends.

Bucia runs the Capessi Canton, sells supplies and provisions. 
She gives you information on people, places and strange 
items. fur cap : Magelord bought for Frigidazzi apparatus : 
see Ducio the Master Artisan bottle of wine : see Julia, Chief 
of Rangers at the Winery (don't show her the egg; it offends 
her) Bucia also exchanges currency (takes gold nuggets, bars 
and jewelry). She tells you that Pothos has an uncanny 
resemblance to Erstam Note: She only tells you this after the 
banquet.

Pothos, the Apothecarist, sells potions, reagents and magic 
items. Offers to buy your stoneheart. Tells you how to make 
bloodspawn: Use a ritual blooding device (on yourself). Fill a 
container with blood. Use blood on stoneheart. The result will 
be bloodspawn. He offers to trade his secret for some blood 
moss (swamps south of Moonshade).

Note: For this keyword to appear, talk to Bucia about Pothos.

Get the blood moss from the swamps (right in the middle). 
Give the blood moss to Pothos; he tells you how to contact his 
father, Erstam. To contact Erstam, go to the docks north of 
the Mts of Freedom. Ring the bell and chant the given 
mantra. A sea creature (turtle) will take you to Erstam's 
island. Give Erstam the password: Iskatradeeth.

Note: Key to Pothos' vault is under his chair.

Right after speaking to Pothos, Shamino is kidnapped. Pothos 
tells you to see Fedabiblio, who in turn instructs you to see the 
Magelord. Note: You can go straight to Filbercio without 
talking to anyone.

Tell Filbercio you suspect Rotoluncia kidnapped Shamino. He 
instructs you to search her manor. There, an automaton 
attacks you after being questioned. Rotoluncia can't be found 
there. (Get her serpent tooth (Furnace) while you're there) 
Filbercio then suggests you look in his love palace, in the 
middle of the Lake of Enchantment; gives you permission to 
use his yacht.

Filbercio's love palace: The key in the drawers upstairs 
unlocks the gate in the cellar. Rotolucia attacks when Iolo 
says you don't know the secret to controlling daemons. She 
has two keys: one unlocks the same gate at the foot of the 
stairs. The other unlocks Shamino's cell, teleporter gate and 
the teleport door in Filbercio's castle.

Notes: A lever behind Filbercio's throne opens the secret Wall 
to the treasury. The key to the chests is under a plant in his 
bedroom.

There is a secret Wall (north) in the jail holding cell, if you 
get jailed for some reason.

Mad Mage Isle

Follow Pothos' instructions to contact Erstam.

Note: You cannot do this until you've solved the kidnapping 
case. The serpent will tell you: you've forgotten something.

Erstam, the Mad Mage claims the apparatus belongs to him 
and takes it back. He instructs you to look into his telescope to 
see the origin of the blue egg. He initially pretends not to 
know of teleportation, but Vasel interrupts indicating 
otherwise.

Vasel, Erstam's latest assistant tells you of the serpent 
jawbone belonging to Erstam.

Erstam agrees to tell you the secret of teleportation if you get 
for him a phoenix egg. Agree; you'll be teleported to an 
island. Wander around a bit you'll find a switch beside lava. 
Using it causes a phoenix to be reborn, which rewards you 
with a phoenix egg. There is teleporter back to Erstam's Isle.

Help Erstam with the experiment. Put the phoenix egg into 
the hopper on top of the Life Creation Machine with a 
complete set of body parts (head, torso, arms and legs). The 
result: Boydon is recreated.

Erstam gives you the key to his storeroom outside the manor 
and a serpent tooth (Erstam's Isle). He gives you two more 
teeth when you return with the jawbone (Moonshade & Monk 
Isle).

Boydon, the monster asks to join; ask Erstam's permission for 
this. Erstam tells you that once destroyed, no force can 
recreate Boydon.

Monk Isle

Use the serpent jawbone to get to Monk Isle. (put all teeth 
into the jawbone, d-click the serpent gate)

Draxta tells you some prophecies. (Read the Book of 
Prophecies on the altar). Meet her at the Place of Visions on 
the north-western edge of the fields to see a vision; Petra.

Nameless Monk, Child of the Corn, offers his supply of dried 
mandrake roots in his hut. He tells you fresh mandrake roots 
can be found in the swamp when the tides are right (see him 
later, he'll tell you the tides have receded).

Collect the mandrake around the swamp (brown, man-like 
shape).

Ruins in swamp: The key in the hollow tree (SE of ruins) 
unlocks the gate to the Ophidian ruins underneath. You'll 
find another key in the Ophidian ruin (in corpse). This 
unlocks the other gate (east). There is a key on the corpse 
camouflaged by the tree in the second ruin. This unlocks the 
gate to the Serpent Gate.

Moonshade

Give the Mandrake roots to Fedabiblio in exchange for a 
spellbook (asks you three questions).

Mosh, the Rat Woman tells you to listen to Columna. Listen 
to what Columna says about Mosh then return to Mosh, tell 
her you believe her story. She tells you of Columna's Comb of 
Beauty. Give her some fish and she'll give you a magic harp 
which will put the Ratmen to sleep.

Get the Comb of Beauty from Columna's manor. There's a 
secret Wall on the north wall, leading into the scrub. Look for 
a chest. The key to unlock the chest is in Columna's cellar.

Frigidazzi (doesn't appear until you get the spellbook). Return 
her fur cap for your magic helm. She asks you to meet her 
after midnight to learn spells. Apparently, she has other 
ideas. You get to choose whether the Avatar does the 
Horizontal Mambo with her or not. Either way, you end up 
angering Filbercio and thrown in the legendary Mountains of 
Freedom.

Note: Key to Frigidazzi's lab under pot of plants.

Mountains of Freedom

You'll only have your reagents, spellbook, Hourglass of Fate, 
a staff and scale armour (so stock up on reagents and spells 
beforehand).

You're greeted by an automaton; kill him and get the 
necessary key (keep it, many of the doors in the labyrinth 
have the same lock). Get what you need from the store.

There is a secret passage behind the sign "escape is futile". 
Head to the south, you'll find another secret passage (marked 
by trail of blood, guarded by nagas). Keep going south till the 
teleport.

The next room is occupied by a mage capable of morphing 
into a bear. He'll run away when defeated.

Note: This mage has Dragon Breath.

The teleporter brings you to Stephano; get him to join (you 
need him).

Note: Interesting story about the mage Cellenia; Selena)

In the next room, get the yellow key in the bag. You'll then 
meet a guard with the Black Sword; it'll jump to your 
possession. The Sword urges you to release him: DON'T DO 
IT YET!

Teleport to the next passage, use the yellow key on the left 
door. You should see a sequence involving Lorthondo turning 
his minion to a skeletal dragon.

Note: Some people may encounter a problem here where you 
enter the room, stand in front of Lorthondo (no kneeling guy) 
and the game hangs. If there is a guy kneeling to Lorthondo, 
then everything's OK.

Get the key in Lorthondo's room, then head back east. Grab 
what you want from the chests (they're trapped, but a solid 
whack with the Black Sword should do the trick). Use the 
levers with Stephano's help (this is where you need him).

Use a telekinesis scroll on the winch, lowering the 
drawbridge. Kill the old man. The room with levers is next. 
Note the original position of the levers; the idea is to get the 
opposite positions on all of them. Open the woman's cell 
(Sabrina); lead her to the nightmare (horse). The horse kills 
Sabrina. Get the carrots and the key. The key unlocks the 
chest in the supply room (scroll gives you a clue what to do). 
Drop the carrot in front of the rabbit; changes to a woman 
who rewards you with a bouquet of flowers. Give these to the 
ranger who's pining for his girlfriend in the next room. He 
fixes the stuck lever. Use previously stuck lever; opens room 
with hollow tree. The teleporter sends you to a clearing with a 
blue lever; use this. You'll be teleported back. Use the SW 
lever to open the sliding doors to the south.

The fire in the circle of stones goes out as you approach. 
Enter the circle and you'll be teleported. Here's the legendary 
infinite tunnel. There's a secret passage on the right of the 
tunnel.

Next pile the crates (use the chest as well) to get to the bell. 
Next - "Pick one or die" : Choose the western passage.

You'll then meet the last automaton. Talk to him; he'll attack 
you; kill him and get his key.

In the next room, Lorthondo seals all exits. Release the 
Arcadion from the sword (no other way), he'll take care of 
Lorthondo; messy! The last teleporter takes you to the 
courthouse in Moonshade, where Stephano leaves. Congrats! 
You've survived the Mountains of Freedom.

Moonshade Look for Dupre at the Blue Boar inn. He'll tell 
you where to find the others. Shamino can be found in the 
western woods (80S,110E). Boydon at Capessi Canton. Iolo at 
Gustacio's manor.

Shamino gives you three gifts from Frigidazzi. The Serpent 
Earrings, a Chill magic scroll and a letter. Right after putting 
on the earrings a serpent speaks: A new hero has entered into 
this world. Am I dreaming or is this real?

Gustacio's Experiments

See Ducio about repairing the Daemon Sword, he'll tell you 
Gustacio's flux analyzer. Gustacio says that the sword needs 
to have its sorcerous energies realigned using the flux 
analyzer which was stolen.

Gustacio tells you Mortegro was struck by lightning and 
replaced by a stone alter. Agree to help in his experiments. 
Take the power globe to the tower in the valley north of 
Moonshade. Place it on the platform and use the winch. Use 
each of the levers until no new color is observed.

Gustacio tells you to bring the results to Fedabiblio, who 
instructs you to look into his crystal ball. You'll see Edrin 
being struck by lightning and change into Ale the parrot. 
Fedabiblio then tells you to inform Gustacio of this.

To revert Edrin to his natural form, Gustacio gives you 
another power globe and a bird cage. Use the bird cage on 
Ale. Place the globe on the platform and Ale on one of the 
pedestals. Use the winch and then the corresponding lever. 
Ale changes back to Edrin.

Gustacio rewards you with the Mirror of Truth and gives you 
all the spells he knows for free.

Soon after, the serpent speaks: Who art thou stranger? Why 
can't I see thee? Curse this imbalance which veils my mind.

Moonshade Catacombs

Hawk tells you of the catacombs in the mountains to the south 
which lead back to mainland; Julia has the key to the 
entrance. Julia "loans" you the key for 40 guilders as you've 
got the Chill spell (given by Shamino from Frigidazzi).

The catacombs entrance is south of the Lake of Enchantment. 
Wander around (not very big place), the exit is past the 
Ratmen city and past the ruins occupied by wildmen. Exits 
into the Furnace.

Furnace Mountains

Talk to Zhelkas "Iron Helm", ruler of gargoyles, from across 
the drawbridge. Agree to take the Test of Purity and he'll 
lower the drawbridge to let you through. The test is in the NE 
chambers of the Underground City.

Look for a button on the wall to open the sliding door (very 
common in Ophidian ruins). Then cross the bridges which 
links a few towers. You enter the Underground City, 
inhabited by sleeping gargoyles.

Head east. The door to the NE chambers lies east of the 
arena; you need a key. Enter the arena and defeat the four 
automatons to get it. Cast unlock the magically locked door 
beside the entrance. The passage will lead you to the Twin 
Pillars. Grasp (d-click) the Pillar of Fire to begin the Test of 
Purity.

Test of Purity: Behind the north door, you'll meet Iolo who 
pleads with you to enter the red moongate to flee from the 
doomed world. Refuse to go with him until he leaves without 
you. Next, Shamino behind the west door. Push the button on 
the northmost pillar to release the trapped people. Lastly, the 
east door. Pick up the hammer and attack the worms. Dupre 
urges you to follow him to explore the treasures behind the 
door; don't. (using the target T key is helpful here). Keep 
hammering until all 10 worms are killed (they explode).

You'll then be teleported back to the pillars. Zhelkas gives 
you the Serpent Ring.

Special case: If you decide to fail the test, Zhelkas gives you a 
second chance. Get the Everlasting Goblet from the Conjury 
of Ancients (hall in northern chambers of the city). Return to 
him with the goblet and he gives you the ring. (The goblet 
does not run out of drink, ie. you need not carry any food, 
though feeding will become very tedious)

In the library, read the book "On accessing the Serpent 
Gates". To get to the serpent gate you need the keys of Ice and 
Fire; hints where they can be found.

The Key of Fire can be found on a corpse, in the baths west of 
the arena. The Key of Ice is found in the park in the SE of the 
city. You'll find a serpent tooth (Monitor) on the corpse with 
the key.

In the Great Temple (behind the Twin Pillars), place the keys 
of Ice and Fire on the altar. They merge to become the 
blackrock key. This unlocks the brass door on the balcony of 
the Great Temple leading to the serpent gate.

Fawn Give Freli's letter to Delin; gives you a half-price offer.

Gorlab Swamp and the Dream Realm

Soon after entering the Gorlab swamp, you'll fall asleep and 
enter the Realm of Dreams.

Note: You MUST have the three artifacts of Love, Truth and 
Courage on the Avatar, to complete your quest in the Realm 
of Dreams. These items are the Crystal Rose of Love, Mirror 
of Truth and Helm of Courage.

Realm of Dreams

Siranush, healer of Gorlab. She asks you to get the dream 
crystal from Rabindrinath. He can only be overpowered by the 
artifacts of Love, Truth and Courage.

Besides Siranush, you'll meet others in their dreams 
including: Batlin, Byrin, Cantra, Ensorcio, Iolo, Lord British 
and Stephano. Thoxa shows you the Moon's Eye and instructs 
you to seek it in the Temple of Ancient Ones in the north.

Rabindrinath's keep (located far south of the Realm of 
Dreams). Rabindrinath approaches you as you enter the keep. 
He babbles about the artifact of Courage, then casts a spell 
against you. It fizzles; he swears and teleports away. Look for 
him in the torture room. Talk to him. He babbles about Love 
and teleports away. Get the yellow key in the corpse on the 
torture table. It unlocks the door to Rabindrinath's room. Talk 
to him again. He babbles about the artifact of Truth, attacks 
you with a spell. It backfires and he dies. Get the key in his 
body. Unlock the vault and get the dream crystal.

Notes: Do not enter combat mode when facing Rabindrinath - 
HE WILL SLAUGHTER YOU NO MATTER WHAT. Just 
talk to him (make sure you've got the artifacts though).

Give Siranush the dream crystal; she rewards you with the 
Serpent Necklace. You'll be teleported back to the swamp. (d-
click the necklace to hear the Great Earth Serpent talk)

Notes: Don't bother collecting any items. You can't bring 
them back to the waking world. To get out of the Realm of 
Dreams, get yourself killed (combat, the iron maiden in 
Ensorcio's dream, or step into the pillar of fire).

Soon after waking up, the Great Earth Serpent speaks: 
Hasten, the Imbalance grows stronger. Note: Blood Moss is 
abundant in Gorlab Swamp.

Draygon's Camp and the King Saviour Plant

Draygan's Fort in the Great Northern Forest: Beryl, Draygan's 
prisoner tells you that the only way to defeat Drayagan is to 
use an arrow treated with King's Saviour; tells you to seek 
Forest Master's help. (lives SW of the fort).

Morghrim, the Forest Master asks you to get the Orb of 
Elerion back from Draygan. He tells you where to get the 
King's Saviour plant.

Head west of the Forest Master. The King's Saviour is found 
near mushrooms (green plant with yellow flowers). Use the 
plant on an arrow. A sleeping arrow will appear at your feet. 
Go back to the fort and shoot the arrow at Draygan. He'll fall 
asleep; kill him. Get the Orb of Elerion from his body. 
Morghrim materializes; give him the orb. In exchange you'll 
get the Whistle of Doskar.

Use the whistle. The Hound of Doskar will appear. Get the 
Hound to track Cantra using her wooden sword; leads you to 
Shamino's Castle.

Shamino's Castle

Get Shamino to draw a map of his castle. He tells you of the 
secret entrance to the castle, between to great trees, west of 
the castle. Look for two tree stumps; an invisible cave 
entrance leads into the storage room of Shamino's Castle. 
There you'll be met by the spirit of Beatrix.

Shamino's Castle If you did not use the Hound to track 
Cantra's sword, the huge doors of the keep will be blocked by 
barriers. They will be removed once you've done this.

In the keep, fight Palos and his henchmen. Batlin appears and 
whisks Palos away to the north.

Upstairs you'll find Cantra dead. The nameless Xenkan monk 
will appear and take her back to Monk Isle to be resurrected. 
Pick up Batlin's medallion and have the hound track it; points 
north.

To explore the outer chambers of the castle, go to the 
barracks; a secret Wall leads to a room with 10 levers. These 
control the locks of the doors (up = locked, down = 
unlocked).

Numbering the levers from left to right:

1 guard room
2 wizard's chambers
3 meeting hall
4 servant's chambers
5 kitchen
6 storage room
7 mess hall
8 armoury
9 barracks
10 chapel

Going to the North

The passage to the north is through a cave entrance at 
28S,3E.

Note: Each member of your party must be wearing a full set 
of furs (fur cap, cloak, fur boots) when venturing into the 
north. You can buy all of these from the furrier in Monitor. 
Without these, they'll freeze. Make sure that you do not have 
any Gwani cloaks!

In the catacombs you'll meet the spirit of Gannt the Bard. It 
asks you to take revenge for his murder by Captain Stokes (in 
House of Wares, in the Knight's Forest). Get the brass key.

At the entrance to the north, Fitch, in his last breath, tells you 
the trappers were attacked by a sorceress. It's a lie, of course, 
the sorceress was Gwenno, who they ambushed and killed.

The Gwani Village

Note: It is not advisable have any gwani fur/cloaks in your 
possessions when approaching the gwanis. It'll offend them.

Bwundai greets you as you approach the Gwani village. He 
tells you Gwenno is at the Gwani Death Temple, on the 
island West of the Ice Dragon.

Yenani, leader of the Gwanis, mate of Myauri and mother of 
Neyobi and Kapyundi. She tells you that the Great Horn of 
Gwani was stolen and taken to the Skullcrusher. Instructs you 
to see Baiyanda about saving the sick Neyobi.

Baiyanda, mate of Mwaerno, healer of the Gwanis gives you a 
bucket to collect the Ice Dragon blood required to save 
Neyobi. She mentions you need the gwani horn to unseal 
Gwenno.

Myauri "Blizzard", Yenani's mate. Tells you Baiyanda's mate 
Bwundai may know where the Gwani Death Temple is.

Note: There is a discrepancy here: Myauri states that 
Bwundai is Baiyanda's mate, whereas Baiyanda tells you 
Mwaerno is hers... ?)

Head north from the village, you'll meet Kapyundi "Little 
Glacier" and Gilwoyai "Of the Wind". Gilwoyai tells you to 
take the ice raft to get to the Ice Dragon in the north (d-click 
on it).

Kill the Ice Dragon and use the bucket on its body. It'll fill 
with ice dragon blood.

Give the bucket to Yenani at the village. She'll tell you a 
"valuable secret" in return (the password to enter the 
Skullcrusher): Isal Sal Cra Gaas Iskar

Note: Yenani will not tell you this unless you've had the 
Hound to track Batlin's medallion. Even guessing the 
password correctly will not get you through the gate, the 
serpent will say you've forgotten something.

Skullcrusher - City of Chaos

Here the serpent instructs: The wizard... the key is the dead 
wizard, Thou must vanquish him.

At the entrance, place the serpent runestones on the pedestals 
such that the runes match the plaques. Then use (d-click) the 
runestones following the order of the password: I S C G I 
(Start from the pedestal on the left) The sliding door will then 
open.

Unlock the cell with the skeleton pleading for aid (trap); kill 
it. Get the serpent teeth from Maleccio's corpse and read his 
diary. Get the flux analyzer and the Philanderer's Friend from 
Vasculio's collection (You'll get the gwani horn later).

Note: See Gustacio at Moonshade and he'll instruct you to 
place the flux analyzer on the ground and use it on the Black 
Sword.

The locked double brass doors will open as you approach. 
Inside you'll hear scratch... scratch coming from the coffin. 
Read the scroll on the pedestal; Vasculio emerges from the 
coffin.

Here there are two possible situations: If you've got the 
magebane, Vasculio offers you the Mass Death spell for it. 
However, if you do trade the magebane, you won't get it back 
when you've killed him.

Without the magebane, Vasculio offers to spare your life for 
one of your companions to feed on. They'll never agree to 
this.

In both cases, Vasculio attacks you anyway. Kill him, get the 
blue-red key. It works on the brass doors at the crypt and the 
brass door to the east Skullcrusher exit.

Once you've killed Vasculio, the Great Earth Serpent will 
instruct you to: Seek the temple and within it the Eye of the 
Moon.

Get out of the City of Chaos using the east exit. The temple 
you're looking for is just east of the exit.

Temple of Emotion

Look into the Moon's Eye: you'll see Batlin making his 
preparations to open the Wall of Lights (and of course, your 
meddlesome intervention).

Silverpate's Treasure (50N,40E)

Search for an invisible entrance. Use the map to get to 
Silverpate's treasure. Don't forget you can move the caltrops! 
You'll find the blackrock balance serpent.

Spinebreaker - City of Order (39N,96E)

Kill the automaton that speaks in Batlin's voice. Get the brass 
key. To get through the sliding door, you'll be asked for the 
password by the automaton. There isn't one; cast a telekinesis 
spell.

In the next passage, Brunt tells you to follow him (trap). Use 
the secret passage through the illusionary wall in the North. 
Beside the armoury, next to the glowing sphere there's a 
secret Wall. This'll take you to the City of Order.

In the NW chambers of the city, you'll find a shrine of 
Discipline. Get the serpent dagger. In the SW, get one of the 
three scrolls in the shrine of Ethicality. In the SE, get the 
abacus (red) from the shrine of Logic.

Read the book in front of the Temple of the Hierophant. Place 
the correct symbols corresponding to the plaque on the 
pedestal. Order symbol that doth speak of principles and 
wisdom : scroll Order symbol for the strength of mind and 
willpower : serpent dagger Order symbol for a straight path of 
truth : abacus

The brass door will open after you've placed the last item 
(abacus). Go down to the Hierophant's room; tell the 
automaton you're the Hierophant. It'll hand you the Serpent 
Sceptre. Place the sceptre on the blue pedestal; teleports you 
to the library. Read the books (info to answer automaton's 
test) then teleport out.

Note: There is a hidden chest beneath the stairs in the Temple 
(behind the secret Wall).

Head to the SE chambers where you'll meet Palos. You'll just 
have to run through his trap. The automaton will ask you the 
title of a book for a given phrase (The answer is the last 
option).

The next passage leads to the Grand Shrine of Order. You'll 
find a body with a blue-red key; does NOT unlock the brass 
door. The key to this door is the blue-white key you took from 
Selina's backpack. Don't despair if you can't find it: The key 
on the body unlocks the Vault of the Dead in the northern 
chambers. Use the button on the carpet; lifts you to passage to 
the Grand Shrine. Note: Selina's key unlocks the door beside 
the stairs after lift.

Grand Shrine of Order Kill Selina and Batlin's men (Brunt, 
Deadeye and Palos). Get the Dispel Field scroll from Selina's 
body. Note: Using the Hourglass of Fate here resurrects 
Selina (an infinite conversation loop occurs).

Batlin bungles up opening the Wall of Lights and ends up 
getting killed. The Banes of Chaos are released, taking over 
the bodies of your companions; Shamino by Anarchy, Dupre 
by Wantonness, Iolo by Insanity. The banes then teleport 
away.

Notes: Make sure you've got everything you need (info, 
spells...) before the Banes are released. The Banes go on 
rampage, killing almost everyone in Serpent Isle.

You can get Wilfred (Sleeping Bull) to join your party. 
Though, he will leave you in a losing battle. Once he leaves, 
he will not rejoin. You can also get Petra (Moonshade) and 
some automatons (Temple of Discipline) to join.

The Serpent now instructs you: Seek the horn... The Gwani 
Horn. Seek it in the depths beneath the Skullcrusher 
Mountains. Get the blackrock chaos serpent from Batlin's 
body. Transfer the teeth from his jawbone to yours.

Note: Carrying two jawbones is not advisable. The game will 
only look at the first in your inventory; some gates will be 
inaccessible.

Note: Using the hourglass in the room where you fought 
Selina will cause your companions to rejoin your party.

Skullcrusher and the Gwani Horn

Use the jawbone to get to Skullcrusher. Cast the dispel field to 
get the Gwani horn (in Vasculio's crypt). The serpent now 
instructs: Free Gwenno... Free her from the ice.

Gwani village You'll find that after returning from the Grand 
Shrine of Order, the gwanis have been attacked by Hazard the 
Trapper. Talk to Yenani, she'll tell you that her gwani amulet 
(taken by the Trapper) had a serpent tooth in it. Head north to 
Hazard's cave (the door unlocks after the massacre). Kill 
Hazard and get the key to his chest. Get the gwani amulet and 
return it to Yenani; gives the serpent tooth (Shrine of 
Balance).

Gwani Death Temple (approx. 95N,46W) Use the ice raft to 
get to the temple. Use the gwani horn to destroy the ice 
barriers and to free Gwenno from the ice
block.

The Resurrection of Gwenno

Monk Isle Bring Gwenno's body to Monk Isle to be 
resurrected (any monk will do). The serpent explains: Bane of 
Chaos, Chaos Bane... twisted her mind. In order to restore 
Gwenno, Karnax instructs you to get the Scroll of the Serpent 
from Fedabiblio.

Moonshade You'll find that Shamino the Anarch has killed 
almost everyone in Moonshade. Andrio tells you that 
Fedabiblio was turned into a statue and Torrissio's wand, the 
Philanderers Friend can free Fedabiblio.

Use the wand on Fedabiblio; rewarded with the Scroll of the 
Serpent. He gives you the key to Hawk's chest (Blue Boar 
inn); get the map and read Hawk's directions to the treasure.

Note: If Torrissio has taken the Philanderer's friend from you. 
Don't worry, cast the spell Vibrate on him to get it back. You 
might also be able to pick up the swordstrike spell "weapon"!

Stephano gives you a serpent tooth (Temple of Tolerance) and 
joins you temporarily. Kill the Death Knight sent by 
Columna; Stephano gives you the key to the vault of his old 
house. Get the Blackrock Order Serpent from there.

Note: The key to his old house in the hollow tree just outside. 
You can use the Hourglass to resurrect Stephano if he's killed.

Search the mages' manors for any useful items. You should 
have all of the serpent teeth now except for number seven.

Monk Isle

Give the Scroll of the Serpent to Karnax. He'll give you a 
scroll (the six Ophidian virtues and anti-virtues) and instruct 
you to make Gwenno drink the water of the virtue she is 
lacking; Discipline. You can reach the temples using the 
serpent gates, else read the book "Temples of Order" in the 
library for directions.


Temple of Ethicality (33N,133E)

There are stairs down on the right of the serpent. You need to 
take the test of Ethicality to obtain the Water (d-click on the 
mat in the east room). Reading the scrolls on the corpses may 
help. The automaton will ask three questions before allowing 
you to take the test. Briefly the answers are: "Risk Death", 
"Leave the Money" and "Continue". test 1: Risk death to save 
the man's life by pushing the button. test 2: Drop all your 
gems, gold and money on the gold pedestal. Then walk to the 
end of the passage and use the button. test 3: Do not yield to 
Batlin. You've passed the test of Ethicality. Go up the stairs 
and use the bucket on the basin to get the Water of Ethicality.

Note: You get to carry back what you took or were given in 
the test.

Temple of Discipline (44N,86E)

Talk to the automaton in the NE room; He'll say something 
about automatons getting through the acid to get the Water. 
Push the button in the serpent gate room. Go down the stairs 
on the left and get the key from the invisible chest. Go back 
up and use the button on the opposite room. Go up the stairs 
on the right; get the brass key and the obsidian and quartz y-
shapes. Next use the stairs up on the left. Read the books 
(especially the one on `Body Transference' and `Symbol of 
Discipline'). Place the obsidian y-shape on the LEFT slot to 
create the bridge. Down the stairs behind the serpent, use the 
brass key to unlock the south door; get the blue key which 
unlocks the north door (to Water).

You have now two options: You can either continue through 
the acid path and keep casting healing spells OR... Ask Petra 
(Moonshade) to do a mind transference with you.

Note: Petra will help you only after you've read the book titled 
`Body Transference' AND talked to the automaton in the NE 
room (or stepped into the acid).

Bring Petra to the mind transference chamber (she joins you) 
and talk to her. She'll step onto the left platform once you've 
promised of her safety. Push the button and you'll swap 
places. Go through the acid path and use the bucket on the 
basin.

Note: Make sure you've asked your other non-automaton 
members to leave before going through the acid. (Wilfred's a 
pain here) You'll regain your normal form after a while.

Temple of Logic

You'll have to find your way through a short ice maze. When 
you come across 5 ice blocks, break them with your sword (or 
use the gwani horn; but very messy as items spill out of the 
bodies). Read Dolfo's journal. It'll give you the necessary 
clues to enter the Temple of Logic.

The solution: Walk across the teleporters in the following 
order: Red, Yellow, Blue, Red then lastly White. You'll be 
teleported to the entrance of the Temple. Place the runestones 
in front of the door from left to right: B C O W.

Automaton #7 is missing. Talk to all automatons; the one 
with the inconsistent alibi is guilty. Accuse automaton #4. 
He'll give you a pink key which directly unlocks the door to 
the fountain. Another pink key is in his body; unlocks door to 
the stones puzzle. The original setup:

     o
s o x o
     o

Pick up stone s and place it on stone x. The force field will be 
removed. The yellow key also unlocks the door to the 
fountain.

Monk Isle

Use the Water of Discipline on Gwenno. She'll instruct you to 
go to Moonshade to learn the secret of trapping souls (to trap 
the Banes).

Moonshade

Talk to Torrissio about trapping souls; he wants the 
Philanderer's Friend in exchange. Let him take the wand, 
then talk to him again. He'll give the spell Create Soul Prism 
(transcribe it) and tells you to see Ducio about the Worm 
Gems.

Get Ducio to make three Worm Gems for you. Cast Create 
Soul Prism on the gems (each forms an empty soul prism).

Monk Isle

Gwenno instructs you to bathe the soul prisms in the water of 
temples corresponding to the Banes (Emotion, Tolerance and 
Enthusiasm) and to look for devices in the temple which will 
reveal the location of the Banes (Moon's Eye, Web of Fate, 
magic lens).

Temple of Emotion

Sriash, little girl's soul trapped in the force wall tells you how 
to obtain the Water of Emotion. To free her soul, smash the 
pedestal of love (column) in the middle of the room (the 
lodestone of love is underneath it).

Placing the lodestones of emotion on the four pillars around 
the pond. (changes the water to the Water of Emotion). 
Collect the Water near the pillars with a bucket. Then use the 
bucket of Water on the soul prism; it will turn blue (prism of 
emotion).

Looking into the Moon's Eye, you'll see Anarchy; the Banes 
are at the Castle of the White Dragon (near the Gorlab 
Swamp).

Temple of Enthusiasm

Find your way through the maze into the library. Read the 
book `My Life and My Beliefs'; tells you that the Great 
Hierophant of Chaos was killed in the garden and Sethys was 
given the key to the altar of Tolerance.

Use a bucket on the well in the courtyard, then the Water on a 
soul prism to form a prism of enthusiasm (green).

Temple of Tolerance

To free Mortegro, you need to use the winch to lower the 
drawbridge. However the door to it is locked. You can cast 
Telekinesis OR... Get the yellow key in the west room; 
unlocks the dungeons below. Sethys tells you his key was 
taken by a rat through a small hole in the wall. Cast the spell 
Serpent Bond; you'll turn into a snake. Slither through the 
hole into the next room. Get the yellow key. and hit the lever 
to get out.

Note: There's a Serpent Bond scroll in one of the rooms 
above.

Unlock the door to the winch with the yellow key. Get to the 
island through some secret Walls. Talk to Mortegro. 
Mortegro gives you the spell Summon Shade and offers to sell 
you spells at half price (you can still haggle except for level 
9). He'll ask you to take him back to Moonshade. Drop a 
member if you don't have space in your party. He gets struck 
by lightning and disappears once he steps out of the temple.

Sethys hints about placing containers on the altar to get the 
Water. However the altar is missing (switched places with 
Mortegro). Go to Moonshade and place a bucket on the stone 
altar in Gustacio's cellar. It'll fill with the Water of Tolerance. 
Use the Water on a soul prism; red prism of tolerance forms.

Castle of the White Dragon

Kill the jesters. The spirit of the King of the White Dragon 
also attacks you at the entrance (ice dragon). OK, here's the 
hard bit:

Getting to the Banes of Chaos: (_WITHOUT_ blowing up any 
doors)

From the main passage, enter the room with the mirrors, kill 
the Avatars. There's a secret Wall to the lab; get the yellow 
key in the corpse. This unlocks the door to the library 
(exploding books).

Read the non-exploding books (just some history). Cross the 
balcony to the room to the west (with the nightmare) and get 
the glowing yellow key from the desk.

Go down the balcony into the festivities hall (with the 
headlesses). Picklock the kitchen door. Use the secret Wall to 
enter the dining hall. Get the brass key under one of the 
plates.

Go back to the main passage and use the glowing yellow key 
to unlock the door to the east room (sewing room). Hit the 
lever behind the bales of wool; opens secret Wall to next 
room.

There's an illusionary wall under the stairs; a chest behind it. 
Get the green key; unlocks door up to the roof. From the roof, 
enter the music room (next to the main entrance). Get the 
gray key under the whistle.

Go back down the stairs with the illusionary wall. The gray 
key unlocks the door of the next room (lightning, firebolts). 
Use the lever camouflaged by some broken columns; opens 
Wall to room with harpies. Use the brass key (dining hall) to 
unlock the door to the center passage. Picklock the door of the 
children's playroom; get the blue key in the drawers. Head 
underground using the stairs in the center passage.

Use the blue key on the first left door. D-click secret Wall on 
SW corner of the room; out to corridor. Enter the next room 
to the south (secret Wall). Use the lever by the grandfather 
clock. Follow corridor to the east until you come across a 
lever. Use the lever and enter the room; secret Wall to 
adjoining room has opened. Get the purple key in the 
drawers; unlocks room door and door at the end of the 
passage.

Hit the lever in the torture room and go back to the corridors. 
You can now enter the SE room which has a door leading to 
the hall where the Banes are waiting.

Note: there's a pink key under the logs which unlocks the 
room door. for an easy exit.

Trapping the Banes: You have to kill the Banes in combat. 
Not an easy task. (My tip: use sleeping potions on the Banes) 
The Banes should then be trapped in the Black Sword. Use 
the prisms on the sword to transfer them into the prisms. 
Bring your companions bodies back to Monk Isle.

The Great Heirophants

Get a monk to resurrect all three companions. You'll need to 
restore them with the correct Water: Iolo - Logic, Shamino - 
Ethicality, Dupre - Discipline  

Note: Place all three on the ground before resurrecting them 
else they may not respond even after using the Water on 
them.

Xenka will then return. If you're not in the abbey, Karnax 
teleports you there. She gives you the last serpent tooth (Isle 
of Crypts) and instructs you to seek
the dead there.

Isle of Crypts

Follow the path of the serpent (serpent marking on the floor) 
to the passage leading south initially. Don't bother about 
placing any offerings on the altar, keep going west till the end 
of the passage. Press the button on the wall; secret Wall opens 
to a small room with the plaque: To continue in Balance, 
stand here.

Note: You need the Blackrock Balance Serpent to continue.

You'll be teleported to another passage. Follow the passage 
till the end (past the pedestals `Balance is Wisdom'). Kill the 
mummy in the crypt and get the scroll. Go back and place the 
scroll on the pedestal opposite the gold serpent.

Read the book on the pedestal in the library; teleported to 
another chamber with the Chaos Serpent Eye (cast dispel 
field to get it). Behind the serpents on the north wall is a 
secret Wall. This leads to a teleporter.

You're teleported to the Great Hierophant's crypt. Cast 
Summon Shade to speak with him. He instructs you to get the 
Staff, Armour and Crown of the Great Earth Serpent. To 
restore Balance, you first need to reunite the Chaos serpent 
(need to ask Chaos Hierophant). Once this is done, proceed to 
the Grand Shrine of Balance.

Temple of Tolerance

Sethys joins you temporarily to take you to the Chaos 
Hierophant; he ages rapidly and dies outside the temple. He 
tells you the precise location of the Chaos Hierophant and to 
take along the Chaos Stone (serpent eye, look in his ashes).

Temple of Enthusiasm

The corpse of the Chaos Hierophant lies in the NE corner of 
the garden (near the serpent gate). Cast Summon Shade to 
speak with him. He hints at the location of the Shrine of 
Chaos within Skullcrusher (mighty detonation, shattering of 
bronze doors). He gives you a scroll with the instructions of 
the rite. He also tells you that something strong to bind the 
Banes is required for the rite to succeed; see Xenka.

The Sacrifice

Return to Monk Isle. Ask Xenka of "sacrifice"; the final 
sacrifice of one in balance is needed. You are chosen to 
sacrifice yourself at the crematorium.

Monitor

At the crematorium, hit the lever to cremate yourself. Dupre 
will jump to sacrifice himself instead :( Get Dupre's ashes.

Reuniting the Chaos Serpent

Return to Skullcrusher. Use a powder keg to blow up the 
bronze doors in the north. You'll have to find your way down 
through the maze then back up again to get to the Shrine of 
Chaos (has a lake with serpent statues). There is a secret Wall 
on the northern wall. The Wall of Lights is behind this.

Place the Blackrock Chaos Serpent in the slot to open the 
Wall of Lights. Then place the soul prisms on the correct 
pedestals: Anarchy - Tolerance, Wantonness - Enthusiasm, 
Madness - Emotion. Place Dupre's ashes on the last pedestal.

Dupre (soul fused with Chaos serpent) tells you to go to the 
Sunrise Isle. Xenka also materializes, instructing you to rush 
to the Sunrise Isle. She gives you
an Ophidian Sword.

The Serpent Artifacts

Fawn: the Serpent Armour

Read the note on Zulith's body (at the drawbridge); Lady 
Yelinda has a key to the treasury where the Serpent Armour 
is kept. Ruggs tells you that Lady Yelinda has gone into the 
Gorlab swamp; her face disfigured.

Search for Lady Yelinda in the Gorlab swamp. Give the 
Comb of Beauty to her; she'll reward you with a brass key to 
the treasury. There's a teleporter under the east stair in the 
throne room. Walk through the illusionary wall to get to the 
treasury.

Knight's Forest: the Serpent Crown

Starting at coordinates 98S,28W (by a sandy rock), use 
Hawk's map to get to the correct hollow tree (Serpent Crown 
inside).

The House of Wares (optional): Use the brass key found at 
Gannt's shrine. Kill the pirate playing the computer (piracy 
does not pay!). You can use the computer. Try using the gavel 
on the parrot.

Furnace: the Serpent Staff

After the first bridge, try to keep going in the general 
direction north. You'll find the Serpent Staff at a troll 
encampment. The troll with the two-handed sword has the 
key to the brass door.

Sunrise Isle

Shrine of Balance

Use the serpent gate to get here. To get out of the Temple: 
Note there are two sets of scales; one on the north side, the 
other to the south. Gather the blue and red serpents at the 
corners of the room. Place one red and one blue serpent on 
each set of scales.

                                                           blue red
                                                             x x x

                                                           pedestals

                                                            serpent
                                                             gate

                                                           pedestals

                                                             x x x
                                                           blue red

After completing each set of scales the symbols of each set of 
virtues will appear on the pedestals. The doors will unlock 
once you've got all six symbols: Chaos: Tolerance - chain 
Order: Ethicality - torch Enthusiasm - rose Discipline - 
dagger Emotion - heart Logic - abacus

Read the book on pedestal west of the temple; tells you the 
symbols of each virtue (as given above) and the combinations 
which make the virtues of Balance. Explore the area; you'll 
find six shrines. Place the appropriate symbol on the pedestals 
to create balance: Tolerance - torch Ethicality - chain 
Enthusiasm - dagger Discipline - rose Emotion - abacus 
Logic - heart.

A book will appear when the last symbol is placed. Bring the 
book to the great pillars (Ophidian obelisks) just outside the 
temple (north). Read the book between the two pillars; cross 
the bridge of blue flame to another pair of pillars. Read the 
book again; cross the bridge of red flame.

Note: Make sure you've got everything you need: (serpent 
staff, armour, crown, earrings, necklace, ring, Chaos serpent 
eye, Ophidian sword). You cannot return once you've crossed 
the bridges of fire.

Grand Shrine of Balance

The Ice Diamond & Fire Ruby: In the west passage, use the 
green key in the bag to unlock the chest. Read the book 
(instructions). Use the same key to unlock the chest in the 
east passage. Get an unlit serpent candle. Place the candle on 
the pedestal in front of the ice wall (west). The wall will 
shatter into ice chunks. Get the Ice Diamond and an ice 
chunk. Place the ice chunk on the pedestal in the lava pit 
(east). Cross the bridge that appears; get the Fire Ruby. Place 
the Ice Diamond on the blue pedestal, the Fire Ruby on the 
red pedestal in front of the great bronze doors. You'll then be 
able to enter the next chamber.

Cubes of Fire and Ice:

Note: To keep things short, the term `Rose room' is used in 
place of `the room with the rose symbol'. `Torch room'... etc.

This is the complete solution to the puzzle. No 'cheating' by 
using telekinesis spells!

Start by going up the stairs to the west. Hit the two buttons on 
the wall. Go back down and through the illusionary wall 
under the stairs. Hit the button on the wall. Use the 
teleporters to get to Chain room in the east. Use the button in 
Abacus room. Teleport back to west.

Go up to Rose room; get the brass key in the chest (on the 
left). Go back down and teleport to the east. Use the brass key 
on door in Abacus room. Go down the stairs. There's a 
teleporter under the stairs behind a secret Wall. Teleport to 
Torch room; hit button on wall and teleport back to the east. 
Go up the stairs and teleport back to west.

Enter Heart room; hit button on wall. Teleport to east; go 
downstairs and enter Dagger room. Get the Key of Fire from 
the chest (trapped). Go back upstairs; teleport to west. Unlock 
door in Heart room using Key of Fire; get the Key of Ice from 
the chest and 2 ice cubes.

Teleport to east, go downstairs. Unlock the door in Dagger 
room with Key of Ice. Get 2 fire cubes. Go upstairs and 
teleport to west.

Place the cubes of fire and ice on the pedestal (at bronze 
doors). A pyramid of steps will materialize; a teleporter on 
top with a scroll (items you need to continue).

The teleporter brings you to a place in the Void. As 
instructed, place the Serpent Staff, Serpent Armour and 
Serpent Crown on the altar at the northern end of the 
passage. You'll be given the Order Serpent Eye and teleported 
back to the shrine (the bronze doors will unlock).

Enter the final chamber. The Order Serpent makes an 
appearance and orders some ice monsters to attack.

The final rite: Place the three blackrock serpents in the slots; 
Wall of Lights opens. Place the Order Serpent Eye and the 
Chaos Serpent Eye on the altar in front of the statue which 
comes alive. Lastly, use the Ophidian sword given by Xenka 
to kill the Great Earth Serpent (statue). This should start the 
endgame.

Ultima VII, PART TWO
SERPENT ISLE
THE SILVER SEED
PLAY GUIDE







Revered Order 
Hierophant,
It is my pleasure to 
present thee the first 
report concerning my new 
duty station.  I include a 
map of the keep to 
familiarize thee with 
Geriss and its particulars.  
My arrival has caused 
some agitation in the 
garrison-but I prepared 
for that.  I can assure thee 
that I have the situation 
completely under control.  
The warriors must learn 
to obey my orders and pay 
me the respect that I 
deserve as the 
Commander of the Order 
Forces at this post.  In 
time, they will discover 
the importance of 
Ethicality and Discipline, 
certis.  To the best of my 
ability I will instruct them 
more deeply in the virtues 
and aid them with their 
internal conflicts.  It 
honors me that my 
superiors have entrusted 
me with this position.  I 
am dedicated to carrying 
out my orders and will 
meet all expectations to 
perfection-as always.
                                                                                  
Yours faithfully,
                                                                                   
Isstanar


GARRISON
There are only three Order warriors left in this command.  
Since most of the labor is performed by automatons, there is 
little for the human warriors to do around the keep.  All of 
them are eager for news about the battle that is raging at the 
front.  Being the new Commander of this post, I am their only 
source of information.  They generally stay in their rooms and 
invent new trivialities to overcome the monotony in their 
lives.  I must admit that they work fairly well together.

Tsandar is now Subcommander of this outpost.  My arrival 
seems to have upset him and made him jealous.  I believe he 
blames me for his demotion.  He often discusses and praises 
his former commander, Ardiniss, when I am not around.  I 
anticipate difficulties with this warrior.

Elissa is the Mage at this outpost, giving her rank equal to 
that of Tsandar.  She considers the benefits of eternal life as 
an Order Automaton more and more often.  I believe she 
admires me.  Perhaps, in time, she will be worthy to make the 
ultimate sacrifice.  

Surok is the Healer of the keep.  He is much older than his 
companions and seems weary of the discipline expected of 
him.  I assume that seeing his friends die over the last sveral 
hard years has made him bitter.  He does not seem 
comfortable around me, which probably has to do with my 
appearance.  I hope to re-instill a sense of duty in him soon.

DARK MONKS
Occasionally I overhear conversations between the warriors 
here in Seriss.  They often mention the names of three 
sorceresses, members of the Dark Monks-Rieya, Solaria, and 
Drusilla.  From the information available to me at this point, 
I must assume that these monks have great power.

They are not fond of the Order Forces; they believe in their 
own distinct prophecies.  These monks speak some drivel 
about destroying the "Pawn of Prophecy."  They believe their 
victim will arrive here through the powers of the Amulet of 
Balance.  I don't know what to make of all their prattle.  I 
don't think they are talking about our hero, the Champion of 
Balance.  If he ever arrives here, I will give him the magic 
Key Ring as I have been ordered by thee, Calithiss, revered 
Order Hierophant.

The three monks haven't caused the keep any trouble so far; 
therefore, I shall allow them to remain in this area.  Although 
I don't trust them under any circumstances, a treaty has been 
signed-they may each stay at the entrance of a different 
dungeon, as long as they repulse any interlopers seeking that 
route into Seriss.  I haven't been here long enough to know 
them well, but I plan on gathering more material for my next 
report to thee.

SERISS: THE ORDER KEEP
1) Drawbridge
2) Courtyard
3) Serpent Gate
4) Smithy
5) Barracks
6) Great Hall
7) Laboratory
8) Armory
9) Library
10) Jail
11) Back path to Aram-Dol's lair
12) Pth to chasm
13) Chasm with drawbridge

Note:  In this, and in all other maps, letters in round-cornered 
boxes (A, B, C and so forth) indicate the two ends of a 
stairwell.  For example, on the map of the keep, A marks a 
stairwell that leads from the ground level up to a corner of the 
parapet.

Dangerous dungeons surround the keep.  Some were once 
part of the keep and became what they are now after being 
abandoned.  Other dungeons belonged to the Forces of Chaos.  
I have heard rumors of gruesome creatures in all of these 
areas.

SOLUTION

Use the titles to find the section of this walkthrough that 
you're looking for.  If you want just a vague, sometimes 
cryptic hint, read only the bold-face introductory sentence.  
For full details, read the rest of the section.  Material in 
parentheses at the end of the section provides interesting 
information that is not necessary to solve The Silver Seed.

WARNING:
Reading this solution will reveal all important clues and 
may spoil the fun of solving the game on your own.  Read 
the following only if you need help to advance in the game!

Basic Quest

You must obtain four Magic Orbs to get the Silver Seed and 
save Serpent Isle from destruction.  (For more information, 
see Magic Orbs (page 11) and notes on specific areas in the 
solution.)

SERISS:  THE KEEP
Find and talk to Isstanar.
Get the magic Key Ring from him.  Each passageway out of 
the keep represents one quest.  Each quest is an opportunity 
for you to acquire a powerful weapon or a magic item.  The 
entrances can be found by exploring the city or talking to the 
warriors.  Surok the healer will resurrect you, if you are killed 
during the game.  He will assist you in any way he can.
     (Isstanar has switched bodies with an automaton.  He 
demands total obedience from his subordinates.)

DARK MONKS
Don't trust everything the Dark Monks tell you.
The three dark monks are powerful sorceresses and believe 
that they must destroy you after your arrival.  They will give 
you hints at the entrances of the dungeons.  You can only 
trust Drusilla.  You must kill the Dark Monks in the final 
scene.  You will find a key on each Dark Monk.  These keys 
open the doors leading to the glade where you must plant the 
Silver Seed.
    (The sorceresses do not get along well.)

MAZE
Cheese, cats and (of course) dead bodies are the crucial 
points here.
You can trust Drusilla and her information.  She is the only 
Dark Monk who doesn't lie to you.  Your companions refuse 
to enter the maze, and when you enter, everything in your 
inventory disappears until you leave again.  You can find 
cheese on a dead body within the maze.  Find the Chaos 
"monster" Yurel.  He has the Purple Orb and will trade it for 
cheese.  The Helm of Light is on Issik's body.  You will be 
able to reclaim your inventory once you have exited the maze.
    (The place was originally designed as a storehouse for the 
treasures of Order.)



Maze
1) Entrance
2) Dead body
3) Yurel's chamber
4) Issik, the dead architect
5) Exit
T1-6)  Teleport pads

ABANDONED OUTPOST
Explore the area and search dead bodies for useful items.

Don't give up if you can't open some of the doors-if they're 
illusionary, you can just walk through them.
     The forcewalls at (5) can be removed by pressing three 
buttons in this order: upper right, upper left, lower left 
(oriented according to the map).
     Check the bodies for useful supplies of all sorts.  Place the 
lightning whip on the platform at (7) to get down the stairs.  
Once you get down stairwell "E", go through the doorway, 
kill the animated armour, then press the plates in the alcoves 
in reverse order: third, second, first.  (The plates must be in 
their original positions before the trap is disarmed: the first 
one up, the second down, and the third up.)  This dispels the 
sleep fields (9) leading to the Red Orb.
     In the torture chamber (8), find a secret passage (in the 
iron maiden) and a Magic scroll (in the left-hand cell).  The 
secret passage leads to several powderkegs, which will prove 
useful in clearing the way to stairwell "B".  Reading the 
magic scroll outside the forcewalls at the bottom of the well 
destroys them.
     A coil of rope is on the body at (10).  Use the rope on the 
brass well to lower yourself all the way down, recite the 
magic scroll (8) by the forcewalls, then climb down the stairs 
at "H".  Defeat the ice elementals and retrieve the Belt of 
Strength from near the treasure pile.
     (Loriel made this belt for her husband, out of woven hair 
from Giants, and enchanted it to give the bearer great 
strength.)

Abandoned Outpost
1) Entrance
2) Lever to open secret door (3)
3) Secret door
4) Brass well
5) Force walls and buttons
6) Dead bodies
7) Stairs to fourth level
8) Torture chamber
9) Sleep fields
10) Red Orb
11) Dead body
12) Treasure pile
Rubble blocking path
Illusionary wall

ARAM-DOL'S LAIR
Be prepared to fight a lot.  Look out for illusionary walls 
and passageways, and read the plaques carefully.  Solve 
the lever puzzles to proceed.
It isn't necessary to kill Draxinar (the dragon).  In fact, it is 
much better not to.  Draxinar  tells riddles and gives 
information.
     After teleporting to (6), the key hidden behind a pedestal 
can unlock the door to stair "L".  This stair leads to a lever 
that you must pull to open the secret door at (9).  (However, 
this secret door hides nothing useful.)

Aram-Dol's Lair
1) Entrance
2) Stairs to Draxinar's lair
3) Draxinar's lair
4) Main cavern of the Arachnians
5) Teleporter to (6)
6) Teleporter from (5)
7) Lever rooms
8) Crypts
9) Looping passages
10) Skeletal dragon
11) Hallway
12) Aram-Dol's room
13) Treasure room
14) Back path to the Keep
Rubble blocking path
Illusionary wall

     There are several rooms in a row with levers that you must 
traverse (7).   The first room bears the runic legend:  "Guess 
right or die!"  For the first set of three levers ("Throw two 
down"), pull only the second lever.  At the next set of five 
levers ("three will get you eight"), pull 1, 2 and 5.  At the 
third set of seven levers ("throw four to get twelve"), pull 
levers 1, 2, 3 and 6.
     Along the hallway (11), you must pull the switch in each 
room.  After pulling all ten switches, you must pull the brass 
lever and the door at the end of the hallway will be unlocked.
     Destroy Aram-Dol.  Use the key off his dead body to 
unlock the nearby treasure room.  The Gloves of Karas the 
Quick, Erinon's Axe and the Blue Orb are in that room.

FIEND'S DOMAIN
All is not as it seems in this dungeon.  Do not trust the 
fiend.
Whatever the Fiend says, it is only in his own interest.  The 
Ring of Shal and the Golden Orb are hidden here.  It's 
possible to avoid the buzzsaws (2), but not easy.  Avoid the 
shortcut (3).  It looks attractive, but is full of sleep fields.  The 
chests found in this dungeon are usually empty, but they can 
be of aid because they explode.  Use them against the 
Cyclops, for example.  Some passageways may seem 
impossible to cross.  Pay attention to your surroundings.  
Keep an eye out for illusionary walls.  The shooter traps (9) 
won't harm you if you just keep walking.
     (The true identity of the Fiend is not hard to figure out-it 
is Shal.)

Fiend's Domain
1) Entrance
2) Buzzsaw hallway
3) Shortcut (dangerous)
4) Exploding chests
5) Impassable hallway
6) Ring of Shal (under debris)
7) Fiend's room
8) Gazers
9) Shooter traps
10) Golden Orb
Illusionary wall


MAGIC ORBS
You must obtain four Magic Orbs during the game to get 
the Silver Seed and save Serpent Isle from destruction.
The Orbs have different colors: red, blue, purple and gold.  
Each dungeon contains one Orb.  The Purple Orb is in the 
Maze.  Aram-Dol's lair contains the Blue Orb.  You can find 
the Red Orb in the Abandoned Outpost of the keep, and the 
Golden Orb in the Fiend's Domain.

THE SILVER SEED
Get all other magic items first.  Use the Orbs to unlock the 
vault.
You need the four Magic Orbs to get the Silver Seed.  Find 
the vault with the Silver Seed under the Keep (down the lab 
stairs under the wine cask ("I") to (13);  the wine cask can be 
moved by pressing the button behind a candlestick at "J").  
Put an Orb on each of the pedestals to unlock the vault.  Get 
the Silver Seed.  Fight the Dark Monks when they appear.  
Get the keys off the bodies of the Dark Monks.  Open the 
locked door across from the Silver Seed and enter the tunnels 
leading up from the Order Keep.  You arrive in a glade.  The 
Monk Karnax appears, to help you.  Plant the Silver Seed 
here and watch the Tree of Balance grow.  You can leave via 
the tunnel leading back to the Order Keep.

OTHER MAGIC ITEMS
See back cover for how to use each of these items.

Key Ring.  Isstanar gives you the Key Ring after you talk to 
him.

Gloves of Kara the Quick and Erinon's Axe.  These are 
very powerful and it won't be easy to get them.  You can 
obtain them in Aram-Dol's treasure room.

Loriel's Gift-The Belt of Strength.  This belt can be found 
at (12) in the Abandoned Outpost.

Helm of Light.  The helm is on the dead architect, in the 
fourth sector of the Maze.

Ring of Shal.  The ring is hidden under a pile of debris, at (6) 
in the Fiend's Domain.

Magic Items
Here is a short description of all new magic items in The 
Silver Seed.  You can acquire these powerful aids by solving 
the quests.  Refer to the solution (pp. 6-15) if you need help 
finding them.

Key Ring.  Every key you add to your inventory while you 
have this key ring automatically attaches itself to the key ring.  
(You can also Use a key on the key ring to add it to the ring.)  
The key disappears, and there is no more searching for the 
appropriate key in your inventory.  Don't lose it; it will be 
gone forever, along with any keys that are on it.  See Hot 
Keys (below) for how to Use the key ring.

Helm of Light.  This helm serves as a permanent light 
source-you don't have to carry a lit torch while wearing it.  
Your hands will be free to carry weapons and shields.  It has 
a Defense Value of 4, and keeps you warm like a fur helm.  
Wear it as you would wear a normal helm.

Belt of Strength.  This belt increases your strength y ten 
points.  Wear it as your regular belt.  (Make sure that the belt 
slot is open before you try to put it on.)

Ring of Shal.  This ring supplies you with unlimited reagents 
to cast spells.  Slip it on your finger like a normal ring, and 
you no longer need to collect reagents.  It cannot help anyone 
else.

Gloves of Karas the Quick.  These gloves increase your 
dexterity by ten points.  They have the same defense value as 
magic gauntlets (3).  Make sure that you aren't wearing any 
other gloves or gauntlets before you try to put them on.

Erinon's Axe.  This powerful weapon increases your combat 
ability by ten points.  Its Damage is 20 and it has a Reach of 
4.  (It can not be thrown.)  The axe automatically equips to 
your right hand if you are not holding anything else in that 
hand.  

Orbs.  The orbs have no use beyond the Silver Seed quest.

Silver Seed.  You must plant the Silver Seed at a hallowed 
site.  It is the seed for the magic Tree of Balance.  This tree 
can save Serpent Isle from destruction.

Hot Keys
The Silver Seed provides you with several new hot keys,  
usable both in this module and while playing the rest of 
Serpent Isle.   Several recurring procedures needed to play 
your game are now a matter of a single keystroke.  Note that 
Serpent Isle keystrokes and all other functions remain the 
same.

Checking the Time.  If you have a pocket watch, you can 
always find out what time it is by pressing "W" on your 
keyboard.

Feeding Yourself and Your Party.  To feed yourself and/or 
your party members, press "F" and click on the hungry person 
with your mouse.  This function will feed that party member 
until he or she is full.  (This assumes that someone in your 
party is currently carrying food.  "F" doesn't create food, it 
just quickly distributes any food that is available.)

Using Keys.  If you have the magic key ring, you don't have 
to search through your keys any more.  Press "K" and cross-
hairs appear.  Click the cross-hairs on a locked item and-if 
you have the right key-the item opens.  (Once you add a key 
to this ring, you can not remove it again, but don't worry; 
there will be no reason to.)  Magically locked doors still 
require a spell.

Picking Locks.  If you have a set of lock picks in your 
inventory, press "P" anytime you want to attempt to pick a 
lock.