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.