Ultima 7 Part 2: 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.
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