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

 

 

CONTENTS

 

 

FOREWORD.............................…..2

 

LESSONS OF THE PAST……….. 3

First Age of Darkness……… 3

Second Age of Darkness…… 4

Third Age of Darkness…….. 4

Further Ages……………….. 4

Ophidian History…………… 6

Runic, Ophidian & Druidic… 8

 

A GUIDE FOR TRAVELERS…… 9

Cities and Towns…………… 9

Other Landmarks…………… 10

Tradesfolk and Commerce…. 10

Paths Through Life…………. 13

Arms and Armour………….. 15

 

BESTIARY..............................…… 17

 

 

MYSTIC ARTS…………………… 25

Components of Casting…….….. 25

Spell Book………………….. 25

Reagents……………………. 25

Words of Power……………. 27

Spells……….………………….. 28

First Circle of Magic………. 28

Second Circle of Magic……. 29

Third Circle of Magic……… 29

Fourth Circle of Magic…….. 30

Fifth Circle of Magic………..31

Sixth Circle of Magic………. 32

Seventh Circle of Magic…….32

Eighth Circle of Magic…….. 33

Ninth Circle of Magic …….. 34

AFTERWORD…………………….. 35

 

CREDITS………………………….. 36

 

 

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

 

Syllable Meaning

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

Dou6le-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.

 

 

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