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BEYOND THE
SERPENT PILLARS
A journal Describing this New World
by Erstam - Mage
Rendered into English by Andrew Morris - Scribe
Illustrated by Glen Johnson - Artist
(assisted by Gary Washington and Steve Powers)
Illuminated by Al Camley - Designer
Overseen by David Ladyman - Editor
FOREWORD
Locating the Serpent Pillars took considerably less effort than
I first expected, though even now I am still a bit dizzy from
the trip. This new land beyond the Pillars is marvelous!
Here, free from the tyrannical rule of Lord British, I can
further my studies in magic. I know there is still much to see,
far too much to observe without record keeping for even my
mind could not retain the memories of all I see.
It is perhaps best to note here what made all this
investigation much simpler than I had expected. While
investigating one of the ruins, I noticed a large, ivory-toned
object in the shape of a half moon. As I picked up the item,
requiring both hands, I realized it was made of bone. Though
I saw no teeth, I surmised I held in my hands the jawbone of
some creature. But what could it be?
I returned to my laboratory for further observation. I
was able to match the shape to sketches I had made both here
and in Sosaria, pleased that I have always had the foresight to
note my surroundings in journals. The jawbone matched that
of a serpent in all aspects save its size. Then, remembering
the many serpentine references I had seen throughout the
land, including the runes, I realized what I had. This must
be, I thought, an archaic relic, sacred to the continent's
original inhabitants. I was holding the jawbone of a giant
serpent - a creature they must have worshipped!
I was determined to learn more. Returning to the
ruins I continued my search. Spying more bone-like material,
I dug through the debris and pulled out what looked like a
large fang. And then I noticed another. And another! Soon
I had several such teeth. Back in my study, I set the teeth
inside the jawbone. The fit was better than one of Drogeni's
lambskin gloves.
Suspecting great powers were now in my possession,
I began a series of experiments to learn what secrets I could.
It was not long before I had discovered all I needed to know.
Each tooth, when set within the jawbone, called forth magical
pathways leading to other locations about the land. Sadly,
other mages, envious of my new-found power, secreted away
most of the teeth, leaving me powerless to explore the entire
land. It is for this reason I have departed their petty, thieving
company forever.
LESSONS OF THE PAST
I put this history to paper for but one reason: posterity Future
generations should know of the events that led to our
emigration to the Serpent isle, that they may avoid repeating
the mistakes of their forebears. Know that ruling power
should be granted to no single individual, for such will turn
any lord into a tyrant, especially one already weak in
character. Mark well what is documented here. Shouldst all
my research be for naught, leaving my body lifeless and
withered, this record shall be all that is left as a reminder of
the past.
What is known of our history begins centuries ago,
before the unfortunate Sosarian unification. Eight great
kingdoms coexisted, albeit often uneasily, upon a fantastic
world. This land upon which we lived we called Sosaria.
Despite frequent outbreaks of violence, the times were good
and the people happy At this point, even Lord British,
monarch of one of the eight kingdoms, ruled with an even
hand.
First Age of Darkness
Then came the time when a terrible sorcerer rose to power.
The cruel Mondain, seeking the keys to immortality - not a
bad pursuit in and of itself - slew his father for secreting away
such knowledge. Focusing his awesome powers against the
eight kingdoms, Mondain began his onslaught, planning soon
to control all of Sosaria.
Lord British, unable to marshal his own forces,
summoned a hero - an outsider, no less - to confront the
wicked mage and protect his precious kingdom. Only with
the aid of this stranger was the land returned to its former
state. Mondain's artifact of destruction, the gem of power,
was annihilated, as was he.
An interesting note touching on the foreign hero:
There were many reports that colorful gates of magical light
had begun to appear, gates that seemed to be linked directly
with the phases of the Sosarian moons, Trammel and Felucca.
Rumors hold that it was through a gate such as this that the
stranger didst arrive.
For reasons still unknown, the destruction of
Mondain caused great upheaval. As much as three-fourths of
Sosaria simply disappeared, wrenched from the world as if it
had never existed. Among the missing lands were Shamino's
kingdom (the Lands of Danger and Despair), the Lands of the
Dark Unknown and the Lands of the Feudal Lords. It is
interesting to note that only the realm of Lord British
remained.
However, at least some of the missing lands
remained within our reach, as I learned when I discovered the
secrets of the Serpent Pillars. They were rumored to exist, so
the tales of drunken sailors indicated, beneath the surface of
the Great Ocean. Other stories mentioned that the pillars
would rise only when both moons were above the horizon;
some said that the sun itself must also be visible. Yet other
tales suggested that the pillars would only appear in the
depths of winter. That, combined with speculative essays
from long ago, allowed me to lead a group of emigres to this
new land, but more of that anon.
Second Age of Darkness
A scant few years passed before the second age was upon us.
Mondain's student, Minax, whose talent for magic and
capacity for malevolence far exceeded her tutor (and lover),
was now in a position to seek revenge upon the people of
Sosaria. Her ability to command armies of the dead brought a
terror to the land unknown in earlier times.
Yet again was witless Lord British caught without
the power required to stop this wicked ravager. And yet
again did the mysterious hero come to the aid of the helpless
ruler. The war against Minax's vile legions was long and
hard, but the stranger did finally slay the sorceress and defeat
her ghoulish troops.
Third Age of Darkness
However, the forces of darkness were not through with
Sosaria. Unbeknownst to us all, a horrible creature was
brought into being by the union of Mondain and Minax. This
spawn, neither man nor machine, came forth from the very
floor of the Great Ocean to claim vengeance for the death of
its parents.
For a third time, the hapless Lord British was forced
to seek assistance. This time, the strange hero appeared to do
battle with the beast known as Exodus. To the dismay of all,
most especially the hero, Exodus was more terrifying than
either of its parents and too awesome to face alone. A
mysterious being called the Time Lord was integral to the
destruction of Exodus. Together, the hero and the Time Lord
felled the powerful beast, ending the Third Age of Darkness.
(Note to self: Seek out this Time Lord. His
knowledge of longevity could prove useful.)
Further Ages
With peace at long last a reality, Lord British, considering
himself responsible for the salvation of Sosaria, forced the
remaining kingdoms to unite into one. This new kingdom he
chose to call Sosaria, electing himself ruler. In addition, this
self appointed Lord began to propagate a set a values -
Virtues, he called them - of his own devising.
To further establish these virtues, he had shrines
erected to each of them, including three forged on the very
home island of Exodus - the Isle of Fire. He put forth another
challenge, this time for an individual to step forward and
become the Avatar, epitome of Beast British's tyrannical
virtues.
In the name of these virtues, Lord British turned
ethics into law - his ethics and his law. Details of the
injustices spawned by these rulings I will save for future
discourse, but suffice it to say there was enough strife to cause
our emigration. Several of the wiser communities, Fawn, the
Montors and a coalition of mages from Moon, sent members
to a secret conclave to discuss possible courses of action.
With what information we had, all obtained through my
research and investigation, we set sail to find the Serpent
Pillars - and what we would come to call the Serpent Isle.
The trip was long and arduous and many gave up
hope, myself included. But one mom, surrounded by a storm
sure to shatter the rigging of our ship, a sailor spied two great
pillars rising in the distance. With a will of its own, the ship
sped to them. As we approached, we watched with a mixture
of optimism and trepidation. Suddenly, we were blinded by a
brilliant flash of white. And then it was over. We were alive
and through the storm. One observant lad noticed that the
sky had changed; there was a differing set of stars - star-
navigation would not be possible until we could learn these
new constellations. However, not even half of the next day
passed before we were upon our new homeland.
I know nothing more of the history of Sosaria, or
whether anyone ever achieved the exalted state of
Avatarhood. I expect British has led his people into a fourth
Dark Age and can only hope the stranger returns again to
save those who chose to remain behind.
As for the sequence of events following our arrival
here, there is far less of interest - by that I mean conflict.
Those of us who made the journey came from three principal
areas: Moon, Fawn and the sister settlements of The Montors.
For reasons of simplicity, the arriving colonists divided up to
form three towns based upon area of origin: Moonshade,
Fawn and Monitor, respectively Though peaceful coexistence
is the rule, there is little interaction among the three cities, so
information must be transferred via the few travelers who
traverse the ancient roads we discovered upon our arrival.
Several colonists are planning a return trip through
the great Serpent Pillars, but I expect naught will come of
that. it is unlikely a ship could return to the realm of Sosaria,
and even were that possible, I doubt the vessel would arrive
intact.
Ophidian History
Originally, we had planned to name the continent beyond the
Serpent Pillars "New Sosaria." However, what we discovered
upon arrival suggested - nay, demanded a different name.
Ruins were scattered about the land, strong indication of
previous cultures. Unusual serpentine hieroglyphs covered
many of the abandoned constructs, providing us with a better
name - the Serpent Isle. Little else in the way of artifacts
remained, though there is still much left to explore.
I did discover one item of interest. Actually, it
would be more accurate to mention two things. The first is
the serpent's jawbone, an artifact that I described in greater
detail earlier in this work. However, using the amazing power of
the jawbone, which enabled me to travel long distances very
quickly, I uncovered a scroll that had survived the ravages of
time. It took much time to translate the ancient language, but
I suspect the collection of serpents juxtaposed in varying
positions describes a set of beliefs for whomever - or whatever
inhabited the isle before we landed. I have recorded the
translation here, for those who may one day make use of it:
To those who follow,
I write this in great haste for I can
already hear the forces of Order breaching
the keep walls. I know not how this missive
will survive to reach the outside lands, or
for that matter, future generations. My only
hope is that this speedily drafted work will
offer record of our hallowed philosophy.
For our culture to have any chance of
enduring the ages, someone, somewhere,
must find this. Please Reader, I beseech
thee, spread the word of our people.
Release the spirit of our word and learn
from the wisdom of the past.
Balance - the harmony between the
Principles of Order and Chaos - is the one
pure axiom we hold true. All three
Principles are symbolized in our
hieroglyphs: The Great Earth Serpent,
Keeper of balance, lies on a vertical plane,
around which the two opposing serpents of
Chaos and Order wrap themselves.
Chaos and order each embrace
three forces. These six forces, when
combined, form the three Principles of
Balance. The forces of Chaos are
Tolerance, Enthusiasm and Emotion; The
forces of Order are Ethicality, Discipline
and Logic.
Chaos
Tolerance is that which encourages the acceptance of all things.
Enthusiasm is the energy that allows one to perform great tasks.
Emotion is the ability to perceive those feelings that come from the
heart, as opposed to those from the mind.
Order
Ethicality is the belief that there is great value in abiding by rules of
conduct. Discipline is the drive to complete a task and avoid the
distractions that will prevent its completion.
Logic permits clear, reasoned thought, free from any instinctual biases.
Balance
From the marriage between two Forces, one each from Chaos and Order,
come the Principles of Balance:
Tolerance and ethicality combine to
form Harmony, the ability to be at peace
with oneself, other individuals and the
world.
From the union of Enthusiasm and
Discipline springs Dedication, that which
permits one to surmount obstacles and lead
others.
Emotion tempered by Logic results in
Rationality, the ability to comprehend life
and understand the world around us.
As thou canst surely see, my world
has been torn asunder by disregard for
Balance - our dearest axiom! If thou dost
thrive in a time less violent, I can do no
more than plead with thee to help restore
Balance to the Serpent Isle! I must end this
brief explication here, for I can hear my
attackers pounding upon the oaken door
downstairs. I wish thee and thy world better
fortunes than mine own.
-Esithnos, The Great Heirophant
Doubtless the writer was someone of grave import, though
this short snippet gives no indication of the author's status
save for the mysterious title following the name. I hope to
learn more of this and of the war that seems to have
annihilated an entire culture. At such time when I have
additional information to impart, I will pen more of this
unusual land's history.
Runic, Ophidian and Druidic
Here are the original symbols from which I translated the
scroll into our common alphabet and language. It is easy to
see why even I had difficulty, for the combinations are not
intuitive. As my understanding may be slightly flawed, I trust
that all who apply my work to their studies will excuse any
misinformation. Make what thou canst of it.
I include an alphabet of the druidic runes as well. I
do this for comparison's sake only, for I can but hope that any
similarities between our language, the druidic runes and the
serpentine alphabet will lead to a better understanding of
their ancient culture.
A GUIDE FOR TRAVELLERS
Cities and Towns
There are three towns now established upon the new
continent. With effort and more than a little luck, each one
will flourish and grow into a larger, self-supporting city
Already they have begun to establish their own systems of
rule and currency
Fawn
This unusual village is named after its original in Sosaria,
which in turn is named for its founding queen. Lady Fawn,
renowned for her lovely appearance, held beauty as the one
true trait of value. In her honor, the town quickly adopted the
same belief. Though Lady Fawn has since died, her rather
superficial values continue on. A port town, Fawn's main
sources of income are the various sea-based occupations,
including ship building and fishing. The currency accepted
in Fawn is called the Filari.
Monitor
Though still a warrior-based society, Monitor bears little
resemblance to the Two Montors, its source cities. The town
is quickly dividing into three clans: the Bear, Wolf and
Leopard. Apparently all three seem to have retained their
admiration of the principle of Courage, but their competition
has reduced such a lofty aspiration to an object of trivial
contention. Not even on the definition of Courage can they
agree. There are plans to devise tests of mettle, though I
expect there will be no cooperation to speed progress along.
The coin used by the residents of Monitor is the Monetari.
Later note: The test was constructed. Despite my prediction
to the contrary, all three factions worked in harmony to
design this challenge. In more than two hundred years, the
tenuous ties among the three have weakened remarkably
little. However, the lines of division are still present.
Members of each clan color their faces with tattoos
symbolizing their totem animal.
Moonshade
Both in Sosaria and here on the new continent, this town is
dominated by members of my profession. In an attempt to rid
ourselves of Lord British's tyrannical rule, we set out, joined
by the residents of Fawn and the twin cities of Montor, to find
the Serpent Pillars. Upon discovering land, my fellows and I
settled immediately upon the Isle of Beyond's lake shores. So
far, we have agreed upon government by a council of mages.
Those who live in Moonshade trade with the Guilder.
Later note: As the surrounding area is filled with use I
resources, Moonshade has attracted a great many artisans.
They trade in wood-workings, glass, weaponry and wine, in
addition to our own supply of reagents. I know the others are
displeased, as am I. However, I find still less pleasure in the
ridiculous propositions of my fellow enchanters. Beragdole
even had the audacity to claim I was becoming paranoid! I
have no need for their petty squabbles and inconsequential
spells, for my research has taken me far beyond their
capabilities.
Further note: I am forced to withdraw from Moonshade. Like
the other two centers of population, the city has prospered
and of that I am proud. But the incessant babbling of the
Council of Mages, an organization I faulted from the
beginning, reaches inside me, wearing at my sanity. There is
now a Magelord who reigns over the Council - practically a
king! Here, away from the others, I can pursue the true
discipline of magic.
Other Landmarks
Swamp Of Gorlab
This murky area keeps a very dark secret which the
supernatural forces that contain it will not release. It is
impossible to enter the swamp itself, for long before one can
approach too near, powerful enchantments induce slumber.
Many witnesses attest to the veracity of this rumor, but I must
see for myself.
Later note: It is truly amazing, but the stories are accurate!
Mine own eyes have shown me, though I admit fear prevented
me from experiencing this mysterious sleep first hand.
Mountains of Freedom
This mountain range lies due north of Moonshade. There is
little of interest within its peaks and valleys, but many people
seeking to avoid the unpleasant aspects of larger societies
often head for its areas of solitude. There is talk of
converting the caverns of Freedom into a prison - the irony of
this conversion delights me, but I know not whether anything
will come of the plan.
Spinebreaker Mountains
I know nothing for certain about these mountains save their
name and location. However, rumors abound that they are
riddled with underground lairs and caves.
Western Forest
There are rumors of evil beasts dwelling in this place, but I
have not yet been able to
find my way there, nor have I found anyone who could
reliably report to me of it.
Tradesfolk and Commerce
Although I have procrastinated much in preparing this
section, hoping to record further development, it seems that
our commerce system evolved and stabilized quickly. Our
resources show no sign of depletion lo these two centuries. I
had hoped to abandon the ridiculous trappings of coinage that
were common in Sosaria, but so many others found barter
cumbersome. Therefore, I must resign myself to accepting a
currency-based system. Regardless, let me now discuss the
practitioners of this form of exchange.
Farmers
This term applies to any who tend either livestock or
vegetation for a living. The temperate climate in the central
area so unlike the frozen north, permits farmers to continue
in much the same way their forebears did when they first
arrived. Pass a farmer and one is likely to be offered an egg,
chicken, fruit or whatever else they grow
Merchants
The true proponents of our currency-based economy,
merchants seek to buy products in great quantities at
discounted prices. Then they sell smaller amounts to the
public at greater prices. While bartering rarely prevents the
same practice, it does help standardize values. After all, any
educated man can determine the value of another good or
service based on his need for it.
Taverns
I rarely visit taverns, for the trivia spouted by their patrons is
never useful in comparison to the knowledge gleaned from
study, and food and drink are not reasons to vacate one's
dwelling when there is perfectly fine bread and butter at
home. Of course, were one interested in song, tales of fantasy
and local gossip, then I suppose the tavern could be
considered quite enthralling.
Inns
As icy temperatures have claimed more than one traveller's
life, especially during extremely cold evenings, several
individuals have chosen to offer houses of safety and comfort
for those on the road. The price is sometimes expensive, but
to those making long journeys, it is often worth the charge.
The inn of the Sleeping Bull, located along the ancient
Serpent Highway, is an excellent place to rest a weary body
for the night. It once belonged to an enemy of mine, but he is
long dead now, and the inn has passed on to more hospitable
hands.
Provisioners
Provisioners are, perhaps, the only true merchant class of
quality They supply necessities, not luxuries. When we first
arrived on the continent, it became apparent that we would
have a great need for supplies and equipment. A small group
chose to become the providers of such items, initially in
exchange for shelter and food. When I find myself short on
candles or vellum, it is to the provisioner that I go.
Mages
Practitioners of my art - especially those charlatans in
Moonshade - are often willing to sell spells and reagents.
Weaving magic is expensive and often wizards are forced to
this sort of livelihood as a source of income. While I hope
never to fall prey to such necessity, I will always be willing to
share knowledge with other masters - shouldst there be any -
of the arcane arts.
Artisans
This broad group includes all skilled craftsmen who fabricate
tools and trinkets for sale. While thou wouldst rarely see me
purchasing such baubles, many people desire these objects.
And let not my harsh judgment mislead thee - these artisans
create quite beautiful, though oft-times useless, works.
Blacksmiths
Those hard-working men and women who toil long over the
anvil deserve some mention, for the ability to work metal is
not a common skill. Some smiths, called weaponsmiths or
armourers, work specifically on forging and selling arms and
armour. Others make utensils for eating, chopping and
construction. Some have called the smith's skill magic.
While we know better than to think any spell craft is
involved, the compliment is, indeed, well deserved.
Healers
Perhaps the only forms of true magic not fully understood by
mages are the healing arts, While any healer will tell thee
that the body, assisted by herbs and proper treatment, is a
powerful force in curing itself, it is evident that some
wizardry must be involved. Many times have I seen a healer
apply a concoction that instantly removed all traces of a
wound. No doubt magic is afoot!
Apothecaries
Not long after the cities were established, several members of
the population set out to collect and transform herbs and
plants into elixirs of magic. Some of these potions make one
invisible, some induce sleep and some do nothing but fizzle.
Regardless, potions are excellent tools for those without the
ability to enchant, providing one can afford them.
Clothiers
Taking thread, weaving it into cloth and then sewing it to
make apparel is an art unto itself. I have seen styles change
during the past few hundred years, but the painstaking effort
required to make clothing has always been something for
which I have had no time. Therefore, I find the services of
the clothier to be quite useful.
Shipwrights
Normally, travel between the islands would be impossible for
the common person (without the aid of magic, that is). To
meet the needs of the poor souls forced to live without the
luxury of the arcane arts, several craftsmen began building
various watercraft and selling them to those who were
planning voyages across the seas. To discourage the theft of
such expensive vehicles, the people of Serpent Isle have
established the practice of issuing deeds to ship buyers, thus
denoting ownership,
Later note: Due to a decrease in the number of trips across
the waters, no new ships have been constructed in the past
several years and ship's deeds are things of the past. Thus,
the once-common occupation of the shipwright has lost its
value, forcing such builders to learn other trades.
Paths Through Life
Often many people determine that the life of a trader or
artisan is too sedate. These individuals, in search of
excitement and novelty, take up adventure and exploration.
Their motives are as varied as they, themselves, are. Some
seek to discover the unknown, others travel throughout the
civilized lands learning from the populace. Still others strive
for glory and honor. Regardless of the inspiration, two
elements bring them all together: knowledge and danger.
Fighters
The world beyond the cities - and sometimes within - can be a
violent place. Many monstrosities indigenous to the Serpent
Isle have a bloodthirsty hatred for humans, and even some
non-sentient plants have lethal forms of protection. Fighters
take up arms and armour to do battle with foes both natural
and otherworldly. Some warriors travel great distances to
receive proper training. Others learn directly upon the
battlefield of life. Fighters discover early the importance of
strength, agility and perception, else they die. Skilled with
many weapons, fighters compose the bulk of the adventure-
minded population and are often the protectors of entire
communities.
Bards
Warrior, singer, story-teller and sage: the bard is all of these
and more. Quick with wit or crossbow, bards have their place
in the adventuring world. Fighters seek them out for their
attention to detail and their ability to recall daring exploits in
vivid imagery. And we mages tolerate them for their
charismatic skills of diplomacy, which we so often lack from
too much time spent in solitary pursuits. I have recently
heard a saying that best sums up all that is a bard: A bard's
value to society is measured in how well history is retold.
Mages
When I make my notes about spell-casting, I will better
describe the true essence of mages and our craft. However,
here I will simply list what makes a young person choose a
profession in the mysterious and unforgiving world of magic.
There is a saying among our kind-. Mages are born,
not made. This seems accurate, for those of us who pursue
magic begin at an early age. I remember well my affinity for
enchantments in my youth. My senses exploded with life,
detecting the waves of ether before I was even old enough to
know what ether was! Within a few years I had already
started collecting reagents, finding the natural ingredients
with uncanny ease. White not all wizards were that proficient
so early in their lives, I have met precious few who claim to
have learned spellcraft after mastering a previous trade.
We mages are born with a sharp mind able to
understand unusual concepts and suspend mundane beliefs.
Bards may be cunning, but wizards are the only ones who can
truly grasp the intangible waves of ether and shape them to
our bidding. Beware the wizard who is angry, for there is no
wrath like that of one who can command the elements.
Arms and Armour
Though I have no need for such provisions, many are the
common journeymen who find use in weapons and armour,
and longer-lived is the adventurer who chooses such items
wisely. My disregard for arms and such leaves me
inexperienced, but I have overheard enough loose tongues
spewing tales of heroic bravado that I can relate what others
claim
Armour and Shields
Armour's main use lies not in its ability to prevent another's
blow from
landing, but from its ability to prevent, or at least decrease,
damage caused by the opponent's strike. Most armour is
pieced together to cover six main regions of the body The
three most vital are the torso, neck and head. While most
defenders naturally protect these three areas more than their
extremities, limbs are also integral to survival. Thus, it is
important to provide armour for all parts of the body,
including the remaining three regions - the arms, legs and
feet. While these latter three are easier to live without, the
appendages are directly in the line of fire, if thou wilt permit
the turn of phrase, and therefore struck more often.
Armour is crafted from four types of material:
leather, metal scales, chain mail (or chain links) and metal
plates. For the most part, the thicker the material, the higher
the level of protection. In addition, the thicker the material,
the heavier and more expensive it is. Leather, being light and
inexpensive, is useful for those less likely to face powerful
foes. But were one to enter a war-torn battlefield without
metal armour of some sort, I would assume the warrior poor,
weak, or fatally foolish!
Although a shield serves the same function as
armour, its form is entirely different. A shield does little to
reduce the effects of a blow; its main purpose is to deflect
attacks away from the fighter. Personally, I see little
difference, but many warriors have sworn to the distinction. I
do, however, know that the experienced combatant wears the
best armour and carries the sturdiest shield that money can
buy and endurance will permit.
Weapons
According to sources, the simplest definition of a weapon is
anything that extends the range and enhances the wounding
capability of the wielder. I cannot argue, for that sounds
logical to me.
Weapon selection seems to be as important a
decision as armour selection, as each type leads to a variety of
effects. There are four main types of weapons: bludgeoning,
cutting, piercing and projectile. Apparently, some weapons
blur the distinction, their versatility making them
exceptionally valuable.
Swords are very useful, as blades slice through skin
quite easily The main drawback, it appears, is that armour is
very effective protection against them. In contrast, blunt
weapons such as maces and clubs deliver their punch, limited
though it might be, based on the brute strength of the wielder,
nearly ignoring the protection of the target.
The third weapon type, piercing, performs much like
cutting weapons. Piercing weapons require less force to
penetrate armour but leave more devastating wounds upon the
flesh. And projectile weapons, often referred to as missile
weapons, include any tool that permits the attacker to strike at
a distance.
As far as I can see, many of these weapon types do
overlap. Most swords can cut and pierce; a two-handed
sword can bludgeon and cut; an arrow is a piercing missile
weapon; and a slung rock is a bludgeoning projectile.
Presumably, it is up to the individual warrior to chose a
preferred form of attack based on his or her personal
strengths and weaknesses. To be candid, I find the Vas Corp
Hur spell much more effective.
BESTIARY
As I had expected, the fauna here bear much resemblance to
the creatures we left behind. Once part of Sosaria, Serpent
Isle has changed little since the days before Mondain.
However, it behooves me to record the details of all
observable life here, however common, if for no other reason
than to compare it to that in Sosaria. There are, no doubt,
indigenous life forms unknown to me. I leave it to the more
adventurous to discover them and report to me their findings,
that I may update this list in the future.
Acid Slug. Much larger than its cousin, the common slug,
the acid slug prefers habitats far below ground. The
creature's slimy covering is quite acidic, burning easily
through metal and flesh alike. If it is like its Sosarian
counterpart, fire is the most potent way in which to combat
one.
Alligator. This large, amphibious lizard is quick and
dangerous, utilizing all of its I extremities in battle.
Bat, Giant. As its name implies, this is an enlarged version
of the common bat, a small flying mammal capable of sensing
creatures in total darkness. Their nests are found most often
in caves and other areas where little light is present.
Bear. This ursine creature stands well over a man when fully
upright. Able to easily rend flesh with their teeth and claws,
bears are quite fearsome opponents, especially when their
lairs are threatened.
Bear, Polar. Like its brother from warmer climes, this bear
is a terrifying predator. The most notable difference between
these and ordinary bears is the color of their fur, white as
white can be. Polar bears usually inhabit the cooler regions of
the land and hibernate longer than do other bears.
Bird. A variety of avian creatures inhabit the land, though
an attractive silver-winged creature seems the most prevalent.
Preferring fruits and vegetables, birds rarely attack people,
though I have witnessed a few that were so inclined. One of
the most colorful birds, the parrot, is even rumored to be able
to converse in human language.
Boar. This wild creature displays a nasty temperament.
Though boar's meat is quite
delectable, fear of being gored by a tusk leads many to seek
less violent sustenance.
Cat. The stereotyped familiar of wizened mages (another
myth I hope to dispel), cats populate the nooks and crannies
of every area of civilization. Little more than a nuisance, they
do seem to possess the cunning necessary to survive in big
cities.
Chicken. Cowardly birds with little or no ability to fly,
chickens are an excellent source for both meat and eggs. I
have yet to see any that are not domesticated.
Corpser. A thorough description of this vile ghoul has never
been compiled, for no one has ever survived a close encounter
with one. However, once one has made its presence known, it
can be identified easily by the tentacles it forces up through
the ground to grasp its prey As with the acid slug, fire is the
only reported way to slay a corpser.
Cow. This large domestic mammal is our main supply of
milk and beef.
Cyclops. Cyclops are giant, man-like creatures recognized by
their lone eye centered in the forehead. Fond of large
bludgeoning weapons, such as clubs and boulders, cyclops
make deadly combatants.
Daemon. These evil, red-hued beasts hold even less love for
mankind then we do for them. They call themselves
"Gargoyles," but a change in name is not a change in
disposition.
Deer. Another source of meat, deer inhabit the forests. Their
antlers are more than adequate defense against most
predatory beasts.
Dog. A versatile creature, the dog is many things to many
people. Partner to the hunter, aid to the parent, companion to
the child and defender to the family, the dog is indeed man's
best and most reliable friend.
Dragon. Similar to the ferocious, flying lizards of old
Sosarian fame, the dragons here differ primarily in
appearance. Ice dragons have white-blue scales and spew
flames of blue death.
Fish. Fish are nothing more than food from the rivers.
While some contend that larger members of the species oft
times display a fair amount of intelligence, I have yet to know
one serve better than on my plate.
Fox. Lesser relatives to both wolves and dogs, these cunning
animals prefer smaller creatures to fill their diet.
Frost Serpent. A distant relative of the Sea Serpent of
Sosaria, these serpents prefer
the icy arctic waters of the North.
Gazer. Hovering orbs of flesh, gazers seem to spend all their
time in search of prey Their name comes from their multiple
eyes, all but their central eye extending from tentacle-like
arms. Having faced one in battle, I can report that a gazer's
death results in an explosion of swarming insects.
Ghost. Manifestations of the remains of the deceased, ghosts
are known for their ability to ignore most natural laws,
floating about at whim. Presumably in deference to their
origin, ghosts tend to gravitate toward locations relevant to
the dead.
Goblin. The result of ancient magical experimentation
(poorly conducted experimentation, I am sure) goblins only
vaguely resemble the men from whom their forebears sprang.
Although some attempt has been made to civilize them,
surliness still dominates their nature.
Gremlin. It is difficult to identify individual traits of these
bothersome creatures, for they always travel in bands. Quite
cowardly, they are a greater threat to one's food supply than to
oneself. I have heard of, but not seen, a few who use magic.
Gwani. These white-furred creatures appear to be a cross
between men and apes. Despite their unusual form, the
combination seems more natural than magical and I have
seen no evidence they have any familiarity with magic. There
is some element of civilization in their culture, however
slight, for I have seen them entomb their dead in the icy lands
that they inhabit. If such is possible, I hope to find a way to
communicate with them soon.
Harpy. This abhorrent cross between human and bird is as
vile in behavior as it is in appearance. Harpies favor an
attack from the air, seeking to utilize their hawk-like talons.
Headless. As the name implies, these are creatures without
heads. Barring that difference, albeit significant, these
bipedal beasts resemble humans. I have not yet captured one
for study, but the ease with which they act without apparent
senses defies logic.
Ice Corpser. Even less is known about these vile beings than
their slightly more common namesake. Again, only ice-like
tentacles have ever been seen by humans who lived to retell
the tale.
Ice Elemental. Composed entirely of ice, this bipedal
creature attacks with swinging, stone-like arms.
Ice Troll. Much like true trolls, these are nothing more than
brigands and killers. However, their cold nature makes them
even more dangerous, for the nearer one comes to an ice troll,
the lower the surrounding temperature drops. Sadly, I have
witnessed a man quite literally freeze to death while
combating one of these terrifying monsters.
Ice Worm. Large, squirming creatures without appendages,
it is from these beasts that we get our supply of a rare reagent,
worm's heart.
Insect. This term refers to a great variety of tiny, six-legged
creatures. Some fly, some bite, some travel in swarms, but all
are a nuisance.
Mongbat. In appearance, a cross between a small boy and a
bat, this nimble creature is capable of quick, aerial strikes.
Fortunately, a mongbat's small size renders its attack little
more than a painful nuisance.
Mouse. One of the smallest rodents known, this scavenger is
quite useful as a test subject in spell research.
Mummy. Apparently a form of undead, the mummy seems
to be nothing more than a dead person wrapped entirely in
rotting bandages. I know not whether there is a connection,
but what history of this land I have chanced upon indicates
that the original civilizations buried their dead in a similar
manner, wrapping the corpses completely in strips of cloth.
Penguin. These are flightless, black and white aquatic fowl.
Their slow movements would make them easy prey for humans, were
penguin worth eating.
Phoenix. This unique, orange-plumed bird lives for a
thousand years, then returns to its nest and dies. But if its
body is then burned, the phoenix rises from the ashes and
lives again for another thousand years.
Rabbit. Another scavenging rodent, the rabbit is quite fond
of the carrots found on many farms.
Rat, Giant. Much larger and fiercer than its smaller brother,
the giant rat is the king of carrion. When several are found
together, what little fear they possess for humans vanishes
entirely Both here and back in Sosaria, we sought to eliminate
the local population with poison, but whatever it is in their
metabolism that causes them to feast on refuse has also
granted them immunity to most toxins.
Ratman. These half-men, half-rats are the scourge of
Moonshade. They infest the catacombs beneath that city,
preventing access to the underground. There are far too
many for us to overcome, but some day the time will arrive to
purge the catacombs.
Reaper. The cruel spirit of a living plant, the reaper is a
most devastating hunter. Although tethered by roots to one
location, the reaper possesses tentacle-like branches strong
enough to grasp even the stoutest of warriors. In addition, the
creature's magical abilities pen-nit it to fling awesome bolts of
lightning. While its natural intangible form prevents harm to
a reaper, its body is simply the wood of the dying tree it has
inhabited. Killing its host tree renders a reaper powerless.
Scorpion. This giant arachnid is a most fearsome creature,
as its large size gives it the power to hunt even humans as
food. It is fond of gripping prey in its pincers and then using
its tail to inflict a paralyzing sting.
Serpent. Serpents are large, predatory snakes. Their
lightning reflexes permit them to strike quickly, usually
killing their targets with little effort.
Sheep. Another domesticated animal, sheep are our source
for mutton and wool.
Skeletal Dragon. Some dragons reach heights of great
intellect, learning so much that they lose the need for their
corporeal forms. After time has ravished their scales and
flesh, only the mind remains intact, caged in the gray-white
bones of the original body Such monstrosities continue their
accumulation of power, far surpassing the strength of their
living counterparts.
Skeleton. The undead remains of warriors from ages past,
skeletons fight just as well as their living, fleshy counterparts.
Until animated, one skeleton appears no different from
another, so the wise traveller will always beware when
encountering a disinterred pile of bones.
Slime. It is difficult to describe these creatures in any way
other than to repeat their name. They reproduce through
division, sometime initiated by opponents' blows; they can
quickly increase size by melding with other slimes. A useful
tool for combating slimes is a lit torch, for fire hampers their
ability to divide and, therefore, to reproduce.
Snow Leopard. Snow leopards are large, sleek felines native
to colder climates. These man-eating beasts are equipped
with sufficient claws and fangs to shred other creatures in a
surprising flash of movement.
Spider, Giant. The giant spider prefers to spin its web in
darkness, hoping the lack of light will assist in securing a
victim. Not only is its bite poisonous, but it can spray the
same poison considerable distances.
Stone Harpy. Harpy is a misnomer, for the name actually
refers to any enchanted statue capable of human-like
animation. In general, these stone constructions are used to
guard valuables long-since secreted away in dark tombs.
Swamp Tentacle. Like the corpser, nothing has been
observed of these beasts save their appendages, which seem
designed to pull hapless victims into the murky depths of the
monsters' home.
Troll. Trolls are nothing more than bandits: large, fearsome
bandits, perhaps, but bandits nonetheless. They set upon
their targets with heavy bludgeoning weapons, hoping to stun
or kill the victim quickly and claim its possessions as booty.
Like as not, a troll will select for its home a secluded bridge.
Wolf. Larger than either dog or fox, wolves are among the
most efficient hunters of the wild, travelling in fearsome
packs across the plains. Their prey of choice is other
animals, from the rodent to the sheep, However, in
desperation, a few have been known to set upon humans,
though only when with the pack.
MYSTIC ARTS
Components of Casting
I write this down for the edification of no one, for I doubt I
will wish these words to reach anyone's eyes save mine.
However, as I have already noted, posterity is a strong
motivator. Therefore shall I document a layman's version of
the study of magic.
As an interesting note, some of my earlier spells no
longer function here in the new land. Interestingly enough, I
have discovered differing spells on the Serpent Isle that
perform similarly, in addition to spells of entirely new natures
with unique reagents and words of power. I expect the colder
climate has much to do with this difference, as freezing
temperatures are far more hazardous here than fire is.
Perhaps, too, this relates to the still unknown culture that
predates our presence here. Alas, it may be several lifetimes
before we learn the truth about their disappearance.
There are three main aspects of spellcasting: the
grimoire, or spell book; the reagents; and the words of power.
Spell Book
The spell book is the most fundamental facet of casting, for
within it lie the complete details for every spell in the mage's
repertoire. Descriptions of the necessary reagents,
explanations for the words of power and listings of the
incantations are all presented. Most such references are
unreadable by the common person, but a wizened spell caster
can understand any spell he has already learned. The more
enchantments a wizard has in his spell book, the more
powerful he becomes.
I might also note that I have discovered scrolls
engraved with spells in this new realm. I know that such
spells can be cast directly from their scroll (rendering them
subsequently useless, unfortunately), and I am investigating
the possibility that they can be transcribed into my spell book
for repeated use.
Reagents
Here is the list of known reagents, the physical components
necessary to transform matter into magical energy. While
useless as individual parts, the various combinations,
augmented by chanting and the proper use of a word of
power, are quite effective for imbuing a mage with
tremendous magical abilities.
Black Pearl. Though ultimately crushed for casting
purposes, the rare black pearl must be perfectly spherical
when collected. The powder is that element which gives
some spells their propelling energy. Here on the Serpent Isle,
the fishermen in Fawn find the only known supply
Blood Moss. This reddish fungus, found only in the swamp
south of Moonshade, usually grows on dead trees and is found
between the bark and the outermost ring of wood. Blood
Moss is used to instill a spell with the power to increase speed
and mobility.
Blood Moss. This reagent is formed in quite an unusual way.
Stoneheart, the red rock collected from stalagmites, must be
crushed and then combined with the blood the caster! Blood
spawn is an additive reagent that enhances the power of
several inner circle offensive spells. Needless to say, perhaps,
this reagent is not one to be bought and sold.
Garlic. Though the grated seasoning is found in any well-
maintained kitchen, the reagent is ground to a fine, odorous
paste. Garlic is the reagent that permits the casting of
protective enchantments. The horticulturists in Fawn have
begun to sell their garlic in reagent form for a fair price.
Ginseng. Another reagent found in Fawn, this root must be
boiled in stream water 40 times until it becomes a syrup.
Known for its curative properties, ginseng is generally
prepared in greenhouses, where it can be treated immediately
after it is collected.
Mandrake Root. This is, perhaps, the most difficult reagent
to procure, for the method of collection requires precise
cutting below the mucky bed of a swamp. Once boiled and
dried, mandrake root is an excellent power enhancer for many
spells. The swamps of Gorlab have a large supply of the
natural root-, it grows on Monk Island, as well, I am told.
Nightshade. Great care must be taken when preparing this
mushroom, for it is highly poisonous. By boiling the caps in
tea or crushing the entire fungus, the deadly nightshade
transforms into a useful reagent to aid spells designed to
damage another individual. Nightshade is found in the soft
mud of Gorlab swamp.
Serpent Scales. Spells gleaned from the serpent ruins
require a peculiar reagent, serpent scales. However, untreated
snake scales are useless, and the ancient method of
preparation has been lost. The only known supply of this
ancient reagent is within the serpent ruins themselves.
Spider Silk. Although the strands from any spider's web will
suffice, it is very trying to find enough silk from any one web.
Many mages raise their own spiders, hoping to gather the
webs the way a farmer squeezes milk from a cow. However, I
have noticed the Isle of Crypts, filled with the dead, is home
to more spiders than I could ever have possibly imagined,
with plenty of accompanying webs.
Sulfurous Ash. This is nothing more than the ashen remains
of a volcanic eruption Here in the new land, the adventurous
gather such ash in the cavern known as Furnace - those
whom the Daemons do not slay that is.
Worm's Heart. This reagent, cut from the innards of the ice
worm, is useful to a variety of unusual spells, often allowing
enchantments involving snow or cold.
Words of Power
While the list below appears to be nothing more than an
amalgamation of unrelated syllables, the words of power hold
great significance. When spoken aloud, the words are the
summation of the energy required to supplement, or rather, to
complement the incantations and the reagent. To some
extent, the words of power are the very spells themselves!
Much research has gone into the perfection of these
words. Their rhythm, pronunciation and inflection must be
performed with precision, for a simple mistake can radically
alter the effects of a spell. Legend holds, for example, that a
mage could metamorphose into a cow while intending to take
the form of a dragon.
The list presented here is, to the best of my
knowledge, a compilation of every known syllable that can be
combined to form one of the words of power.
Syllable Meaning
AN..............Negate/Dispel
BET.............Small
CORP............Death
DES.............Lower/Down
EX..............Freedom
FLAM............Flame
FRIO............Cold
GRAV............Energy/Field
HUR.............Wind
IN..............Make/Create/Cause
JUX.............Danger/Trap/Harm
KAL.............Summon/Invoke
LOR.............Light
MANI............Life/Healing
NOX.............Poison
ORT.............Magic
POR.............Move/Movement
QUAS............Illusion
REL.............Change
SANCT...........Protect/Protection
TYM.............Time
UUS.............Raise/Up
VAS.............Great
WIS.............Know/Knowledge
XEN.............Creature
YLEM............Matter
ZU..............Sleep
SPELLS
The nine circles of magic are as profound and complex a
study as any other in the realm. Each circle represents a ring
of waves within the Void known as the ether, the envelope of
energy that enables all spellcasting. The spells found on the
outermost ring are learned first, and skilled mages will have
most or all in their spell books. However, as a mage strives
for each successive circle, the spells become more difficult to
learn and master. Only Wizards of the higher circles are able
to grasp the essence of the innermost spells. Here, listed by
circle, are descriptions of all known spells, including their
required reagents and words of power.
First Circle of' Magic
IN MANI LYEM (Create Food)
Reagents: Garlic, Ginseng, Mandrake Root
This spell calls forth enough food to address the hunger of the
caster and any dinner guests, as if a single meal had been
served.
AN NOX (Cure)
Reagents: Garlic, Ginseng
This spell neutralizes the effects of all poisons on its subject,
including those of a paralytic nature.
WIS JUX (Detect Trap)
Reagents: Nightshade, Spider's Silk
This spell locates all traps near the caster.
VAS AN FLAM (Great Douse)
Reagents: Garlic, Spider's Silk
As its name implies, this spell puts out all flames within view
of the caster.
VAS IN FLAM (Great Ignite)
Reagents: Sulfurous Ash, Spider's Silk
This spell causes all combustibles in the area to burst into
flames.
IN LOR (Light)
Reagent: Sulfurous Ash
This spell brings into being a mobile source of light that lasts
for half an hour.
IN WIS (Locate)
Reagent: Nightshade
This spell identifies the area occupied by the caster when the
spell is cast.
ORT POR YLEM (Telekinesis)
Reagents: Black Pearl, Blood Moss, Mandrake Root
This spell enables the caster to manipulate an object without
the application of
physical force.
Second Circle Of Magic
AN ZU (Awaken)
Reagents: Garlic, Ginseng
This spell pulls one individual from the trance of sleep,
whether sleeping from fatigue or enchantment.
AN JUX (Destroy Trap)
Reagents: Blood Moss, Sulfurous Ash
When cast upon a specific trapped item or location, this spell
eliminates both the threat of harmful effects and the trap
itself.
REL YLEM (False Coin)
Reagents: Nightshade, Sulfurous Ash
When cast upon any coin, this spell creates five such coins in
its place. However, the spell will fail when cast upon another
such magically created duplicate.
VAS FRIO (Cold Blast)
Reagents: Black Pearl, Sulfurous Ash, Worm's Heart
This creates a projectile sphere of cold energy, much like a
snowball, though with significantly greater capacity to inflict
wounds.
VAS LOR (Great Light)
Reagents: Mandrake Root, Sulfurous Ash
This spell performs like the Light spell, but with four times
the duration.
MANI (Heal)
Reagents: Garlic, Ginseng, Spider's Silk
This powerful enchantment speeds up the healing process of
most wounds, as if the afflicted were to rest for a great many
days.
VAS AN NOX (Mass Cure)
Reagents: Garlic, Ginseng, Mandrake Root
This spell acts just like the Cure spell, except that it can cure
all toxins afflicting the caster and those with him.
UUS SANCT (Protection)
Reagents: Garlic, Ginseng, Sulfurous Ash
Not only does this spell reduce the subject's vulnerability to
attack, it also temporarily eliminates the possibility of harm
from traps and other similar hazards.
Third Circle of Magic
DES SANCT (Curse)
Reagents: Garlic, Nightshade, Sulfurous Ash
This spell severely hampers the subject's abilities in combat,
affecting both defensive
and offensive qualities.
ORT YLEM (Enchant Missiles)
Reagents: Black Pearl, Mandrake Root
Affecting an entire bundle if present, this spell enchants
arrows and bolts so as to enhance their effectiveness.
WIS JUX YLEM (Columna's Intuition)
Reagents: Black Pearl, Garlic
This spell identifies sources of possible danger by imbuing the
source with radiant luminescence. This spell is noticeably
more effective away from populated areas.
VAS UUS SANCT (Protect All)
Reagents: Garlic, Ginseng, Mandrake Root, Sulfurous Ash
This spell is a more advanced version of Protection, affecting
all members of the caster's troupe.
AN POR (Paralyze)
Reagents: Nightshade, Spider's Silk
This spell renders the subject immobile for a relatively short
duration.
IN ZU (Sleep)
Reagents: Black Pearl, Nightshade, Spider's Silk
This spell puts the subject to sleep for a varying length of
time.
REL WIS (Translation)
Reagents: Black Pearl, Mandrake Root, Spider's Silk,
Sulfurous Ash
Once cast, this spell temporarily enables its subject to
understand unknown languages, including ancient runes and
text. It is very useful for the scholarly mage.
Fourth Circle of Magic
REL POR (Blink)
Reagents: Blood Moss, Mandrake Root
This is a very limited form of teleportation, magically
transporting the caster and any companions to a new location
about twenty paces from their original location. Blink will
not permit the subjects to pass through locked doors or other
impenetrable areas.
AN XEN JUX (Deter)
Reagents: Garlic, Spider's Silk
This spell often discourages hostile, non-sentient animals
from attacking its subject.
IN VA LOR (Flash)
Reagents: Mandrake Root, Sulfurous Ash
This spell creates an ephemeral, brilliant glow, blinding all
creatures within the affected area, save the caster.
VAS DES SANCT (Mass Curse)
Reagents: Garlic, Mandrake Root, Nightshade, Sulfurous Ash
This spell acts like the Third Circle spell Curse, but affects all
opposing creatures present.
WIS QUAS (Reveal)
Reagents: Blood Moss, Sulfurous Ash
This spell reverses the effects of all enchantments of
invisibility
REL ORT WIS (Transcribe)
Reagents: Black Pearl, Spider's Silk
This spell enables the caster to copy spells found on scrolls
and the like, without needing to buy the actual spell book
page from another wizard.
EX POR (Unlock Magic)
Reagents: Blood Moss, Sulfurous Ash
This spell unlocks a magically locked door.
Fifth Circle of Magic
KAL XEN (Conjure)
Reagents: Mandrake Root, Spider's Silk
Despite its name, this spell actually summons, rather than
conjures, a wild beast to fight for the caster.
VA FRIO HUR (Explosion)
Reagents: Blood Moss, Black Pearl, Mandrake Root,
Sulfurous Ash
This spell sends a large sphere of blue flame that explodes on
contact at a designated target.
VAS MANI (Great Heal)
Reagents: Garlic, Ginseng, Mandrake Root, Spider's Silk
This spell removes all wounds on its subject.
SANCT LOR (Invisibility)
Reagents: Blood Moss, Nightshade
This spell renders its subject invisible, undetectable to all
visual senses.
VAS ZU (Mass Sleep)
Reagents: Ginseng, Nightshade, Spider's Silk
This spell makes all opponents in the area fall asleep.
UUS VAS GRAV (Surprise)
Reagents: Black Pearl, Garlic, Mandrake Root, Sulfurous
Ash
As I am the creator of this spell, others call it Erstam's
Suprise. This spell creates great
clouds of gasses that inflict a variety of effects on those who
breathe them - poison, sleep and fear being the most common.
Sixth Circle of Magic
AN XEN EX (Betray)
Reagents: Black Pearl, Nightshade, Spider's Silk
This spell encourages its subject, a foe to the caster, to change
sides in a battle and fight against former comrades.
AN QUAS (Dispel Illusion)
Reagents: Garlic, Mandrake Root, Nightshade
This spell destroys the knots of force that create an illusion,
affecting structures and creatures alike.
QUAS WIS (Cause Fear)
Reagents: Garlic, Mandrake Root, Nightshade
This powerful spell magically terrifies all members of an
opposing force, making the more cowardly ones flee.
IN FRIO GRAV (Fire Field)
Reagents: Black Pearl, Worm's Heart, Spider's Silk,
Sulfurous Ash
This spell creates a field of blue flame that damages those
who try to cross it.
KAL FRIO GRAV (Fire Ring)
Reagents: Black Pearl, Worm's Heart, Mandrake Root,
Spider's Silk, Sulfurous Ash
This spell is identical to Fire Field, save that it forms a
protective ring of blue flame.
VAS IN FRIO GRAV (Cold Strike)
Reagents: Blood Moss, Black Pearl, Worm's Heart, Sulfurous
Ash
This spell creates a temporary field of blue flame at the feet of
all hostile creatures in the area.
IN JUX YLEM (Create Missile)
Reagents: Blood Moss, Ginseng, Sulfurous Ash
This spell creates missiles for either bows or crossbows,
depending on which weapon the caster's party has more of. (If
the party has none, or an equal number of each, the spell
creates arrows.)
IN ORT XEN (Create Automata)
Reagents: Mandrake Root, Sulfurous Ash, Spider's Silk,
Serpent Scales
This spell, new to me, requires Translation to understand it.
Apparently, it repairs a broken "automaton." I am unsure
what the original creators of the spell intended, but it seems
the only value of such a repaired "automaton" is as a pack-
mule.
Seventh Circle of Magic
IN SANCT GRAV (Energy Field)
Reagents: Black Pearl, Mandrake Root, Spider's Silk,
Sulfurous Ash
This spell creates a field of energy that harms any who try to
pass through it.
IN HUR GRAV YLEM (Energy Mist)
Reagents: Blood Moss, Mandrake Root, Nightshade,
Sulfurous Ash
The harmful mist of energy created by this spell flows directly
from the caster to its intended target.
VAS AN ZU (Mass Awaken)
Reagents: Garlic, Ginseng
This spell acts just like the Second Circle spell Awaken,
except that it affects all nearby allies of the caster.
IN VAS POR (Mass Might)
Reagents: Black Pearl, Ginseng, Mandrake Root
This spell enhances all physical and mental abilities that
affect combat, doubling their effectiveness up to the
maximum humanly possible.
IN HUR NOX (Poison Mist)
Reagents: Blood Moss, Nightshade, Sulfurous Ash
This spell creates a stationary area of mist that poisons all
who enter it.
VAS MANI (Restoration)
Reagents: Garlic, Ginseng, Mandrake Root, Spider's Silk
This is the definitive spell for healing, affecting all members
of the caster's group. Any harmful effects, whether from
poisons, wounds or curses, are eradicated by Restoration, as
long as its subjects are still alive.
AN GRAV EX (Vibrate)
Reagents: Black Pearl, Blood Moss, Mandrake Root, Spider's
Silk
This unusual spell surrounds a specified target with intense
physical energy, as if a giant troll were grasping the target
and shaking it to find loose gold. The effect not only
damages its subject, but also loosens any hold on possessions.
ORT GRAV (Lightning)
Reagents: Black Pearl, Mandrake Root, Sulfurous Ash
This spell shoots a bolt of electrical energy at a specified
target.
Eighth Circle of Magic
IN FRIO (Create Ice)
Reagent: Worm's Heart, Spider's Silk
This spell creates a block of ice that immobilizes its target for
a short time until the block shatters, freeing the trapped
individual. Create Ice can also be created on an area, forming
an impassable barrier for a limited duration.
CORP POR (mind Blast)
Reagents: Blood Spawn, Black Pearl, Nightshade, Sulfurous
Ash
This spell, whose effect is greatly based on the mental powers
of the caster and the target, releases a bolt of lethal energy.
TYM VAS FLAM (Delayed Blast)
Reagents: Blood Moss, Black Pearl, Mandrake Root, Spider's
Silk, Sulfurous Ash
This spell forms a magical sphere designed to explode after
eight seconds of delay damaging all who are near the blast.
POR YLEM (Fetch)
Reagents: Blood Moss, Black Pearl, Mandrake Root
This is the more advanced version of the First Circle spell
Telekinesis, permitting the caster to reach any object in view,
regardless of location or barriers.
KAL FRIO XEN (Invoke Snow Serpent)
Reagents: Blood Moss, Garlic, Spider's Silk, Worm's Heart,
Serpent Scales
This complex spell summons a fearsome snow serpent to aid
the caster in battle.
KAL FRIO XEN EX (Serpent Bond)
Reagents: Blood Moss, Black Pearl, Garlic, Spider's Silk,
Worm's Heart, Serpent
Scales
This spell permits the caster to exchange forms with a
targeted snow serpent, thus allowing new ways of travel for
the duration of the spell.
KAL VAS FRIO GRAV (Firesnake)
Reagents: Garlic, Mandrake Root, Sulfurous Ash
This spell sends a trail of fire from the caster, across anything
in the way, to explode at its target.
IN JUX POR YLEM (Swordstrike)
Reagents: Black Pearl, Blood Spawn, Mandrake Root,
Nightshade
This spell creates a pinwheel of eight whirling blades, all
designed to slice its target.
Ninth Circle of Magic
VAS CORP HUR (Death Vortex)
Reagents: Blood Moss, Mandrake Root, Nightshade,
Sulfurous Ash
This spell calls forth a swirling mist of black death that will
follow its target until that target falls to the ground dead or
the spell duration passes.
VAS CORP (Mass Death)
Reagents: Blood Moss, Blood Spawn, Garlic, Ginseng,
Mandrake Root, Nightshade
This very powerful spell instantly slays all enemies in view of
the caster. However, the extreme amount of ether energy
required to cast Mass Death leaves the caster near death as
well.
VAS SANCT LOR (Invisibility all)
Reagents: Black Pearl, Blood Moss, Mandrake Root,
Nightshade
This spell removes the caster and any allies from the visual
perceptions of all others.
UUS VAS JUX YLEM (Spiral Missile)
Reagents: Blood Moss, Blood Spawn, Black Pearl,
Nightshade, Sulfurous Ash
This spell is extremely useful against multiple enemies, for it
sends a number of lethal bolts equal to the level of the caster
toward random opponents.
AN HUR (Stop Storm)
Reagents: Black Pearl, Garlic, Mandrake Root, Spider's Silk,
Sulfurous Ash
When disturbed by the constant fits of thunder and lightning
spawned by a terrible storm, the caster can use this spell to
calm the clouds and return clear skies.
KAL VAS XEN (Summon)
Reagents: Blood Moss, Garlic, Mandrake Root, Spider's Silk
This spell brings into being a mighty, but never pre-
determined, creature to side with the caster against any foes.
AN TYM (Time Stop)
Reagents: Blood Moss, Garlic, Mandrake Root
This spell renders all but the caster and any friends immobile
for what appears to be twenty seconds. As the spell actually
halts the passage of time, the real duration of Time Stop has
been a subject of great debate.
KAL VAS AN GRAV (Imbalance)
Reagents: Nightshade, Sulfurous Ash, Worm's Heart, Serpent
Scales
This chaotic spell is difficult to control and should be cast
only in dire emergencies. Its result is a wave of fire fields,
explosions and streaks of lightning.
AFTERWORD
The information I have compiled has taken several centuries
to collect, for much has changed since our arrival. Now that
this is done I am forced to wonder who will ever see my work.
My fellow islanders know as much as they care to, and those
still in Lord British's realm are unlikely to have the
opportunity to benefit from the wisdom compiled in this tome.
Nothing came of our attempts to contact Sosaria, save the
broken hearts of more than one sailor's spouse.
However, I do not regret my efforts here, for now 1,
myself, have a valuable source of information. My people's
history, this island's history - as much as we have discovered
and the land's creatures are all described within. As I sit back
in momentary relaxation, free from my self-appointed task as
scribe, I am able to cease observing my surroundings and
begin absorbing them. I can hear the crackle of the fire and
the buzzing of a bothersome fly. I can hear a roar outside -
no doubt another teleportation storm preparing to rage across
the landscape. And I can hear the sound of shutters clattering
against the window sill.
In a moment, I shall rise to close them and then
return to pursue my studies on immortality ... in a moment.
- Erstam
Ultima VII, Part Two:
Serpent Isle
Player Reference Guide
The Main Menu
After the game loads, the introductory sequence automatically
begins. This may be skipped by pressing [ESC]. After the
introduction, the Main Menu appears, listing four options:
VIEW INTRODUCTION
START NEW GAME
JOURNEY ONWARD
VIEW CREDITS
To select one of these options, single-click it With the mouse
or use the arrow keys and press [ENTER]. Press [ESC] at
any point during the introduction, character creation, credits
or endgame (after you have won the game, of course!) to
return to the Main Menu. At the menu, press [Alt-X] to
return to DOS.
VIEW INTRODUCTION
The introduction reveals how and why the Avatar travels to
Serpent Isle. Information presented here is relevant to your
quest. This scene is the one you see automatically, the first
time you run the game.
START NEW GAME
This is where character creation takes place. You must select
this option the first time you play.
Click either mouse button with the pointer over the word
"Name." Then type your desired name (up to 14 letters) at the
flashing cursor and press [ENTER] . This sets the name you
will have as Avatar in Serpent Isle and moves you to the next
option: your character's appearance.
To determine what your character looks like, make sure
the word "Portrait" is highlighted. If it isn't, move the pointer
over the word and click either mouse button. Press the
spacebar or click on the word "Portrait" (or on the portrait
itself to cycle through the available choices. When the
portrait you want is displayed, press [ENTER] to select it.
Press [ENTER] or click on "Return to Menu" to go back to
the Main Menu; click on "Journey Onward" to go directly to
the game.
JOURNEY ONWARD
After you have created a character, this option takes you to
the beginning of the actual game. In future sessions, this
option returns you to your last saved game.
VIEW CREDITS
This option lists the many people who worked on Ultima VII,
Part Two: Serpent Isle.
Introductory Walkthrough
This section is designed to guide you through the beginning
of your adventure on Serpent Isle. while it does not reveal
any hidden clues, it does introduce you, to the basic actions
you will perform throughout the game. This walkthrough
assumes you are using a mouse, which is highly
recommended.
The stage is set as your ship arrives upon the shores of
Serpent Isle, having been transported there magically. You
are the Avatar and with you are your three closest
companions, Iolo, Shamino and Dupre.
Conversations. When Iolo begins speaking to you,
read until you have completed all of the on-screen text. Then
click the left mouse button ("left-click") to display any
additional text. Follow the same procedure when Dupre
interjects with his own comments. Continue until Iolo has
finished speaking. Shortly after Iolo's portrait disappears,
members of your party, will begin flashing text (called
"barks") over their characters. Unlike conversations, you may
move about while the barks appear, but do not forget to pay
attention to what is said.
During these and all other conversations, pay careful
attention to the shape of your mouse pointer. if the mouse
pointer is shaped like a hand, the game is waiting for you to
take some action - for example, click the left mouse button
once to advance to the next screen of conversation text. If the
pointer is a green arrow, you can move your character or get
an object; if it is a red arrow, you are in combat mode and can
move or fight. If there is no mouse pointer on-screen, don't
press any mouse buttons. The absence of a pointer means a
scene or event is taking place that is out of your control.
These are usually important events and you don't want to miss
them. If you press a mouse button during one of these scenes,
you may miss something. Wait until the hand or arrow
pointer reappears before you click a mouse button.
Examining Yourself. After everyone in your party
says his piece, take a moment to look at what you are carrying
in your inventory, Position the cursor over your character and
click the left button twice ("double-left-click"). An image of
your character (called your "Inventory Display") appears,
letting you see all of your equipment. Move the cursor over
an object you wish to look at and left-click. A description of
the object appears.
If the inventory window is blocking something you
wish to see on the screen, put the cursor over any portion of
the window and left-click-and-hold the button. As long as
you hold the button, moving the cursor will move the window
on the screen. When you are satisfied with the new location,
release the button.
Close the Inventory Display by left-clicking on the
red check mark. Until all inventory windows are closed, your
character will be unable to move.
Moving. Since your way is blocked by mountains to
the north, leave the ship and head south (i.e., toward the
bottom of the screen). Notice that your character is in the
center of the screen. Moving your mouse moves a green,
arrow-shaped cursor. Position the cursor so that it points in
the direction you wish to travel and right-click - you take a
step to the -south. Press and hold the right button until you
wish to stop walking. The further from the center of the
screen you place the cursor, the longer the arrow gets and the
faster you move.
You won't get far before being engulfed in a magical
storm that causes your companions to disappear, leaving
behind sparkles of red light which soon fade! As you take a
few more steps, the Storm affects you, too. Sparkling green
lights surround you. But you didn't disappear - what effect
did the magical storm have upon you?
To find out, take a closer look at yourself, as you did
earlier (see "Examining Yourself," above). You will notice
that many of the possessions you had when you arrived on
Serpent Isle are now missing, replaced by foreign ones. This
is a mystery you will solve later.
Talking to People. As you continue walking south,
a figure appears magicallv and begins speaking to you. This
is a monk, Thoxa. As she completes each portion of her text,
your possible responses appear in the center of the screen, to
the right of your portrait. Left-click on the response you
choose and then read her response. Pay close attention to the
shape and/or absence of the mouse pointer, as explained in
Conversations, above.
Thoxa gives you important information about an
hourglass and a red bush. She also tells you much about why
you are here and what you must do. When you no longer wish
to speak with Thoxa, left-click on "bye" to end the
conversation. Ending the conversation doesn't end your
encounter with Thoxa, however. Before either of you can
leave, another monk, Karnax. appears and soon you are
witness to a great magical battle. (Again, be careful not to
click a mouse button unless the mouse pointer is visible.)
Examining Items. After the battle, walk south until
you find Shamino. Like Thoxa, he initiates a conversation,
mentioning that his inventory has been changed. He tells he
has compiled a list of the unusual items and adds your new
equipment to it, giving the list to you. Double-left-click to
open your Inventory Display . Double-left-click on your
backpack and a window appears displaying all of its contents.
Double-left-click on any, container (including barrels, sacks,
chests and even hollow trees) to see what's inside. To
examine Shamino's inventory, double-left-click on his figure
while your own inventory window is on screen.
Inside your pack you find a variety of items,
including two scrolls. Read one by double-left-clicking on it.
This brings up a window that displays what it says. Some
scrolls are longer than a single page. To read further in a
scroll, left-click it like you would to display further
conversation text. Read the two scrolls and you will discover
that both are lists of items. Compare Lord British's and
Shamino's scrolls to the items you are carrying. Remember,
to identify something, left-click on it and text will appear
above the item, naming it.
To close your inventory window and Shamino's,
click on the red check marks attached to each open window.
Continue south to the red bush. This hides the
entrance to a cave. Even though you see a mountain blocking
your way, move to the right of the bush and then to the north.
You will pass right through an illusionary wall! Walk around
the cave, letting Shamino talk about some of the items you
see.
Taking Items. When Shamino alerts you to the
usefulness of a bedroll, add the bedroll to your possessions by
placing the cursor over the item and left-click-and-holding.
While holding, move the cursor around. If the bedroll moves
with the cursor, it is attached. If it does not, try again. Once
you have the bedroll, keep the mouse button pressed to move
it around. Do not release the button yet!
Move the cursor (and the bedroll) over your
character and release the left button. The bedroll vanishes.
Check your Inventory Display, and you will see it there, most
likely in your backpack.
Using Items. Parts of the cave are very dark. You
will want to light the torch that Shamino mentions. Move the
torch into your inventory (as explained above) and drop it
over one of your character's hands. Place the cursor over the
torch when it is in-hand and double-left-click. The room will
become brighter. This same procedure opens and closes
doors, opens chests, lets you eat food and so forth. If you look
around and follow Shamino's instructions, you will find many
useful objects here.
Note that you can only hold one item in-hand at a
time. To move in item from your hand to, say, Shamino, left-
click-and-drag the item from your hand to Shamino's figure
and release the mouse button.
Search all of the chests in the cave. If they're locked,
use lockpicks to open them or go into combat mode (see
below) and bash them open.
You should also try lowering the bucket you find into
the well and getting some water. To do this, double-left-click
the bucket. When screen cross-hairs appear, left-click on any,
part of the rope hanging from the well. Your character will
walk to the well and get water. Using items on other items or
characters is an important skill, one you will use throughout
the game.
When you are through exploring the cave, head
south through the illusionary wall once again.
Initiating Conversations. When you leave the cave,
find the bear skeleton (and Shamino's bow) nearby. Then
head east until you approach a walled city. On the far side of
the city gates is a guard. Unlike your companions and Thoxa
the monk, the guard doesn't initiate conversation - you have
to attract his attention.
To ask him to let you in, move the cursor over him
and double-left-click. His portrait appears and he begins
talking. You can also speak to your companions at any time
in this way. However, remember that double-left-clicking on
a companion while an Inventory Display is visible (usually,
but not always, the Avatar's display) will make that
character's inventory window appear, instead of beginning a
conversation.
By now you have noticed that moving around is
accomplished by right-clicking, and all other actions, such is
talking and examining, are accomplished by left-clicking.
This simple rule will guide you through most situations you
encounter during the game.
Once you are inside the gates, you want to find Lord
Marsten, as well as begin investigating the city. Remember
that you always walk in the direction that the cursor is
pointing. Good luck as you continue your adventure!
Commands
Serpent Isle is an entirely mouse driven game - all action
commands can be controlled by the two mouse buttons.
However, for those who do not have a mouse, all commands
may also be performed from the keyboard.
USING THE MOUSE
The key point to using the mouse is knowing that the left
button is used to perform actions involving the hands or eyes,
and the right button is used to perform actions involving the
feet. The mouse generally appears in one of two forms: a
green, straight arrow for normal activity or a red, jagged
arrow for combat.
Action Left Button Right Button
Click Look Take One Pace
Double-Click Use/Talk/Attack Find a Path
Click-and-Drag Move Items Walk Continuously
MOVING YOUR CHARACTER (RIGHT-CLICKING)
To make yourself walk, point the arrow in the direction you
wish to travel and right-click-and-hold. The farther the
arrow is from you the longer it gets and the faster you travel.
To stop moving, release the right button.
When danger is near, your speed is limited by your
dexterity and your encumbrance.
As a shortcut, double-right-clicking on a point on the
screen makes you walk to that point, providing no obstacles
bar the way (e.g., a wall).
MANIPULATING OBJECTS (LEFT-CLICKING)
The left mouse button is used to Look, Move (other objects),
Use or Attack.
Look. To bring up a short description of an object, left-click
on it.
Move. Many objects can be moved from one location to
another. To Move something, left-click-and-hold on the
object. The cursor changes to a hand to indicate that you are
holding something. Move the cursor over the desired
destination and release the button.
Releasing the item over a character places the item
somewhere inside that character's inventory. If your
inventory (see Inventory Display) is open, dropping the item
on a container within the display places the item inside that
container. If a container is not in anyone's inventory, it must
be open (its display visible) to drop an item into it.
If an object is too heavy or too large to fit inside a
container, or if you are unable to reach the object, a message
saying so appears in red above the object.
Use. To Use an object double-left-click on it.
Each type of item functions uniquely when Used.
For example, Using an unlit lamp lights it: Using a lit lamp
extinguishes it.
Some objects can be Used on other objects (for example, a bucket
on a well or food on a hungry character).
Double-left-clicking on such in item turns the Cursor into
green cross hairs. Moving the cross hairs to the target item
and left-clicking causes the first item to be Used on the
second.
Double-left-clicking on a usable object may bring up
a display that provides more information about that object.
For example, double-left-clicking on a chest brings up a
display that reveals the contents of the chest. The contents
can then be moved and manipulated like any other object
within the world. The bodies of fallen foes are treated like
chests for these purposes.
The displays themselves can be moved in the same
way you would move an object - click, drag, release. Single-
clicking on the red check at the left side of the display closes
that display. You can close all open displays at once by
pressing [ESC].
"Using" a person has several meanings. Double-
clicking on a person while not in combat initiates a
conversation with that person. (For more information on how
conversations work, see Screen Display.) However, doing so
while in combat mode indicates that you wish to attack that
person. If you click on a member of your party while in
combat mode or while your inventory display is up, that
member's inventory display will appear.
"Using" your character, the Avatar, brings up your
inventory (see Inventory Display).
To Use the boat, double-click on a chair. To Use the
barge, double-click on the engine. To Use the ice raft,
double-click directly on the raft surface. Once all characters
are in place, move the barge or raft as if you were moving
your character. To stop Using either the barge or the ice raft,
double-click in the same place a second time. (The boat
moves and stops automatically.)
Attack. While in any attack mode, the arrow cursor turns
red. Double-left-clicking the red cursor on another person
who is not in your party or on an object initiates an attack on
that person or object. If you are in any attack mode other
than Manual mode (see Combat), you automatically enter into
battle with any nearby hostile foes.
USING THE KEYBOARD
Though using a mouse is highly recommended, the keyboard
may be used as a substitute if you have no mouse installed.
Walking
The arrow keys may be pressed to walk one step in the
desired direction. Holding the shift key down while pressing
an arrow key will allow the Avatar to take three steps instead
of one. if [Num-Lock] is on during play, every step will be a
triple one.
Manipulating Objects
Press [Spacebar] to make the hand cursor visible. Now the
arrow keys will move the cursor instead of the Avatar.
Holding down [Shift] will increase the rate at which the
cursor travels.
Treat [Ctrl] as if it were the left mouse button. For
example, a single "click" identifies an object, while a "double-
click" uses it.
If you are in any attack mode, there is no red cursor
to remind you, but "double-clicking" still initiates an attack.
Displays
SCREEN DISPLAY
In Serpent Isle the entire screen is devoted to displaying the
map. Any messages or other relevant information appear
over the game map, at various places.
During conversations, a portrait of the character are
speaking to appears in the upper left corner of the screen,
with ail of his text appearing to the right of the portrait. If
any Other characters interject, their portraits appear in the
lower left corner of the screen with their text just to the right
of their portrait. During conversations, your portrait appears
in the center of the screen, with your word options appearing
to the right of your portrait. Selecting a word or phrase from
your options initiates a response from the character you're
talking to.
Text that identifies an object appears just above that
object. Text that appears just above a character icon means
that that particular character has spoken.
INVENTORY DISPLAY
When you double-left-click on yourself, your Inventory
Display appears. This is also true of any character in your
party, as long as you have first brought up your own
Inventory Display.
Dove/Flaming Sword. At the left of the Inventory Display is
either a dove (non-combat mode) or a flaming sword (combat
mode) icon. Left-click on this icon to switch from one mode
to the other. During play, the color of the cursor arrow
indicates whether you are in non-combat mode (green) or
combat mode (red).
Containers. Double-left-Clicking on any container in your
inventory reveals the contents of that container.
Disk. On the right side of the Inventory Display is a floppy
disk icon. Left-clicking on this brings up a window that
permits you to load or save a game, turn sound and music on
and off, or exit the game.
To save a game, left-click in one of the rectangles in
this window. When a dark triangle appears on the left hand
side, type a name that will remind you where you were in the
game when you saved. Click on the save button to save the
current game position to your hard disk. If all saved game
slots are full, click on an already existing one (type a new
name or not, as you wish) and click on save to replace the old
saved game With your current position. Click on "Yes" or
"No" or press [Y] or [N], as appropriate, when asked if you
want to save over an existing game.
To load a game, click on any named saved game
slot. When the dark triangle appears, click on the load
button to restore the game position represented by the saved
game slot you selected. Click on "Yes" or "No" or press [Y]
or [N], as appropriate, when asked if you want to load an
existing saved game over your current game position.
To turn music or sound on or off, click on the
appropriate button or press [A].
To exit the game, click on the quit button. You will
be asked if you really want to quit to DOS. Click on the yes
box to exit or the no box to continue playing. (You can also
press [Y] or [N].)
Heart. To the left of the disk is a heart. Left-clicking on this
icon or pressing [Z] reveals the Statistics Display.
Crossed Swords. At the bottom of the displays near the
center, is a pair of crossed swords. Click on this or press [L]
to bring up the Combat Status Display. This display reveals
the vital combat statistics of your entire party at once, and
permits you to change each party member's attack strategy
(See Combat).
Numbers. At the bottom of the Inventory Display are two
numbers separated by a slash (e.g., "18/36"). The number on
the left is the weight the character is carrying expressed in
units called "stones." The number on the right is the
maximum number of stones the character can carry. when
buying items from shopkeepers, an item that is too heavy for
your character to carry is placed in the inventory of other
party members or at the feet of the purchaser.
In addition to weight, items also have volume.
Sometimes you are told that you cannot carry an item because
your hands (or packs) are full. By rearranging your
equipment (e.g., putting a weapon in your pack or buying
another backpack), you may be able to able to carry the new
item.
SPELL BOOK
when you acquire a spell book, you will be able to use
powerful magic. Double-left-clicking on the spell book in
your Inventory Display brings up its display.
To turn the pages of your spell book, left-click on
one of the dog-eared upper comers of the book until the spell
you wish to cast is visible on the page.
To cast a spell, you must have enough spell points
(mana) and the proper ingredients (reagents). Then double-
left-click on the icon in your spell book that represents the
spell.
To select a spell without casting it, left-click on its
icon in the spell book. This places a bookmark in the
appropriate place in the spell book and keeps the spell ready,
should you ever need it. Only one spell can be readied in this
way at a time.
Six spells (Fire Blast, Paralyze, Lightning,
Explosion, Death Bolt and Sword Strike) may be cast in
combat by double-left-clicking on a target as if you were
attacking the target normally. If the spell book is in your
hand and the book was closed while that spell was selected
(the bookmark was on that spell), using the mouse to attack
causes you to cast that specific spell (as long as you have the
spell points and reagents necessary). Also, if your character
is not in Manual Mode and you have your spell book ready (in
hand), you cast spells automatically.
During the course of' your adventure, you may
acquire magical scrolls. These one-time-use objects allow
you to cast spells even if you lack mana or reagents. To use a
spell scroll, double-left-click on the scroll to open it. Then,
double-left-click over the icon that identifies the spell on the
scroll to Cast it.
If you know how to cast the Transcribe spell, you
can copy spells from a scroll into your spell book. When you
cast Transcribe, targeting cross hairs appear. Target the
scroll holding the spell you wish to copy, left-click on it, and
it will be transferred, automatically, into your spell book. The
scroll then vanishes.
There are, of course, magical secrets you will
uncover as the game goes on, but their nature and use must be
learned through experimentation.
STATISTICS DISPLAY
The Statistics Display lists a character's current primary and
secondary attributes. It also shows whether that character is
unconscious, poisoned, charmed, hungry, protected, cursed or
paralyzed.
The color of the Statistics Display indicates how cold
the character is. If the background of the display is brown, the
weather in the vicinity is warm and the character is
comfortable. If the background is blue, the character is cold
and the potential for frostbite is great - dress accordingly.
The darker the blue of' the background, the colder the
individual is. Give him or her warm clothing as soon as
possible.
PRIMARY ATTRIBUTES
Strength, dexterity and intelligence are a character's
primary attributes, With values ranging from 1 to 30. The
higher art attribute is, the better.
Strength determines several things, including how much you
can carry, how much (if any) damage you do with a hand-to-
hand weapon, and how many hits you can take before dying.
Dexterity affects such things as how fast you are and how
well you pick locks. Dexterity determines your combat skill.
Intelligence determines several things, including your magic
skill and how well you cast certain spells.
The remaining numbers describe secondary
attributes.
SECONDARY ATTRIBUTES
Combat skill determines how likely you are to hit an
opponent in combat with normal weapons.
Magic skill, derived directly from your intelligence,
determines the maximum number of mana points you can
have.
Hits are derived directly from your strength. They are
reduced by damage, poison and hunger. When your hits score
reaches 0, you are unconscious.
Mana records the current number of magic points you have.
The less active you are, the greater the rate at which mana
points return.
Experience points (EXP) are a measure of your
accomplishments. As the game goes on, each member of your
party gains experience points. After earning a predetermined
number of points, a character's level increases.
Training Points are accrued with experience points. To
increase strength, dexterity or combat, you must find a trainer
who teaches expertise in that specific attribute, on the
training fields at Monitor. (Your intelligence and magic are
already at their maximum possible values.) If you pay the
trainer's fee and "trade in" training points (representing your
study and practice with the trainer), the attribute you are
concentrating on increases.
Level indicates your overall prowess. As you gain experience
(see below), your level increases. As your level increases, you
have the opportunity to raise one or more primary attributes.
COMBAT STATUS DISPLAY
This display shows the vital combat statistics of all party
members at once. Below each portrait are listed that
character's combat skill, number of hits remaining, attack
strategy and protected mode toggle (see Protected "Mode"
and Protect Mode). If applicable to the character, magic
skill and mana will also appear.
If the Avatar's attack mode is anything but Manual
Mode, the character selects targets intelligently and fights
those opponents without any further input from you
(according to the rules of the attack mode you chose). You
can override your character's decision at any time (by double-
left-clicking on a specific target to attack it, right-click-and-
holding to lead the Avatar in a certain direction, etc.).
When not in Manual Mode, the Avatar will not
select targets that are fleeing or disabled (sleeping, paralyzed
or unconscious), and will break off an attack once any of
these conditions are met. To make the Avatar pursue an
enemy to the death, double-left-click on the opponent after it
has already fled or been disabled.
FLEE MODE
If a party member (but not the Avatar) is seriously injured, he
may flee. However, party members will never flee if they are
in Berserk Mode. Fleeing characters may drop some of their
possessions to enable them to run faster. Party members who
have been set to Flee Mode will make an orderly retreat and
will not drop any of their possessions.
It is possible to change the attack strategy and
protected mode status from this display. It is also possible to
call up a character's inventory window by clicking on the
portrait at the top of that character's Combat Status Display.
In the center row of the Combat Status Display is an
icon representing the attack mode for that character when in
combat. The following attack modes are available:
Manual You may direct each combat action.
Attack weakest The character will attack the weakest opponent.
Attack strongest The character will attack the strongest opponent.
Defend The character will be less effective at hitting
and more effective at dodging blows.
Attack nearest The character will attack the nearest opponent.
Berserk The character will never flee, regardless of wounds.
Flee The character will retreat from any opponents in
an orderly fashion.
Random The character will attack a random foe.
Protect The character will attempt to protect the party
member in Protected Mode.
Flank The character will attempt to Flank the enemy
(to either side).
PROTECTED STATUS AND PROTECT MODE
You may designate a party member to be protected by
clicking on the "halo" just below that character's attack mode
icon. When the halo turns gold, this party member is
protected. Only one person in the party may be protected at
any one time.
Note that if you have not designated any party member to be
protected (in other words, you haven't "turned anyone's halo
on"), an injured party member may go into Protected Mode
automatically and call out to other party members for
protection. Any party members that are in Protect Mode will
follow this injured character around and attempt to keep him
or her safe. Effectively, any protecting characters' main
concern is for the welfare of the protected individual, and
they will fight anyone who attacks the protected character
until there is no longer a threat
Keyboard Commands
A Turns all audio effects on and off.
B Brings up spell book display, if Avatar
has spell book in inventory.
C Turns combat mode on and off.
H Changes the "handedness" of the mouse
by swapping the functions of the left and
right moues buttons. The left button is
now used to move around, and the right
button to manipulate objects. This "H"
toggle affects only the mouse, not
keyboard commands.
I Opens up the Inventory Display of each
party member, beginning with the Avatar.
J Brings up Serpent Jawbone display if
Jawbone is in Avatar's inventory.
L Brings up the Combat Status Display,
revealing the vital statistics of the entire
party and permitting you to change each
party member's attack strategy (see Combat).
M Brings up map of Serpent Isle if in inventory.
S Opens up the Save/Load Window.
T Brings up a targeting cursor and pauses
the game so you can talk to a fast-moving
character, use any object or attack.
V Displays a scroll showing the version
number of your copy of Serpent Isle.
Z Opens up the Statistics Display for each
party member, beginning with the Avatar.
Alt-X Exits Ultima VII and returns to DOS.
Alt-8 Toggles the frame limiter on and off. The
game runs slower with the frame limiter on.
Esc Closes Save/Load windows, if it is open.
If Save/Load is not open, closes all open
displays and windows.
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.