Walkthrough forUltima VII: Part Two - Serpent Isle

Ultima VII Part Two: The Serpent Isle — Complete Guidebook

Introduction

Eighteen months have passed since the destruction of the Black Gate and the dismantling of the Fellowship. A recently discovered scroll reveals that the Guardian isn't through with Britannia yet — he plans to destroy it from Serpent Isle. To prevent the destruction of the land that bears his name, Lord British sends the trusted Avatar through the Serpent Pillars to the land of Serpent Isle.

Ultima 7 Part Two: The Serpent's Isle (U7:SI) was built on almost the exact same engine as The Black Gate, with few differences in gameplay.

New in U7:SI

  • Paper Doll Inventory — armor shows on your character
  • Vaguely Non-Linear gameplay

Changed in U7:SI

  • More keyboard commands
  • Cannot talk to people in different rooms
  • Companions don't care if you steal
  • Three new types of money: Monetari, Filari, and Guilders
  • Fewer companions, fewer towns, more dungeons
  • Different races available for the Avatar

Serpent Isle (New Sosaria) was founded by dissidents who didn't like Lord British's rule, sometime after Ultima 3 and before Ultima 4. In Ultima 1, the land was called the "Land of Danger and Despair" and featured a castle for Shamino, the village of Gorlab, and dungeons called Skullcrusher and Spinebreaker. The three city names come from Ultima 3: Fawn, Moonshade (from Moon), and Monitor (from Montor).

Serpent Isle Chronology

  • Lands of Danger and Despair — Ultima 1
  • Gorlab disappears, becomes a swamp
  • Ophidians settle on the island
  • Exodus steals the Great Earth Serpent, starting the War of Imbalance — Ultima 3
  • Balance Hierophant killed; War of Imbalance ends with the death of the Chaos Serpent
  • Ophidians die out
  • Settlers arrive from Old Sosaria — between Ultima 3 and 4
  • Lord Blackthorn finds his way to Monk Isle — Ultima 5
  • The Avatar arrives to set things straight — Ultima 7: The Serpent Isle

Items Reference

Four types of money are used on Serpent Isle: g = gold pieces, m = monetari, f = filari, gu = guilders.

Weapons

Prices shown as high/low (low achieved by haggling). Sellers: S = Monitor, Standarr; K = Monitor, Krayg; D = Moonshade, Ducio; B = Moonshade, Bucia; F = Fawn, Alyssand; P = Moonshade, Pothos.

WeaponBuyDmgNotes
Glass Sword1500gu (P)127Breaks after 1 use
Powder Keg40Explodes
Juggernaut Hammer25Thrown, 2-Handed
Erinon's Axe20+10 Combat (Silver Seed)
Firedoom Staff202-Handed
Lightning Whip10Luminescent
Fire Wand10Magic
Halberd100–55m (S)102-Handed
Magebane9Steals Magic
Magic Axe600gu (P)8Thrown
2-Handed Sword200–120m (S)82-Handed
Sword of Fire8Luminescent
Dragonslayer7Effective vs. Dragons
Magic Sword7
Serpent Sword6
Sword125–65m (S) / 350–160g (D)6
Sword of Defense1200gu (P)6+3 Defense
Spear20–12m (S)6Thrown
Morningstar40–20m (S)5
Crossbow145–75m (S) / 550–350f (F)10
Magic Bow12
Infinity Bow6Doesn't need ammo

Armor

Best possible armor class (28): Serpent Armor (6) + Serpent Earring (1) + Magic Boots (2) + Magic Shield (4) + Magic Leggings (4) + Belt of Strength (1) + Light Helm (4) + Gauntlets of Quickness (3) + Sword of Defense (3).

ArmorBuySellDefNotes
Serpent Armor6
Magic Armor5
Dupre's Shield4Luther has it
Magic Helm4
Light Helm4Luminescent, warm (Silver Seed)
Magic Leggings550gu (P)4
Magic Shield4
Plate Armor350–175m (S)75m4
Chain Armor200–100m (S)50m3
Plate Leggings150–90m (S)45m3
Spiked Shield90–50m (S)3+2 Attack
Magic Gauntlets3
Gauntlets of Quickness3+10 Dex (Silver Seed)
Scale Armor150–85m (S)30m2
Magic Boots100gu (P)2
Leather Armor75–50m (K)15m1
Belt of Strength1+10 Str (Silver Seed)
Gwani CloakObtained through side quests

Reagents

Sold by Harnna (H), Pothos (P), and Delphynia (D).

ReagentAbbrev.Source
Black PearlBPP (50–25gu), D (70–35f)
Blood MossBMMust be found — swamp at 123S 147E
Blood SpawnBSMust be found
GarlicGRH (3 for 8–4m), D (15–9f), P (8–5gu)
GinsengGNH (2 for 9–5m), D (20–11f)
Mandrake RootMRD (65–35f), P (75–45gu); found at 10N 147E
NightshadeNSD (25–13f)
Serpent ScalesSCMust be found
Spider SilkSSP (35–19gu); found near spiders
Sulfurous AshSAP (36–20gu); also found in Furnace
Worm HeartWHP (100–60gu)

Note: The Ring of Reagents (Silver Seed) eliminates the need for reagents entirely.

Potions

All sold by Pothos in Moonshade.

ColorEffectCost
BlackInvisibility240–135gu
BlueSleep85–40gu
Blue/BlackWarmth
GreenPoison
OrangeAwakening65–30gu
Orange/RedMana Restoration
PurpleProtection150–75gu
RedCure75–45gu
YellowHeal100–50gu (also in Mountains of Freedom)

Serpent Teeth (Teleport Destinations)

DestinationFound At
FawnVasculio, or Filbercio's house*
FurnaceRotoluncia's house
Great Northern ForestVasculio or Frigidazzi's house*
Isle of CryptsXenka*
Mad Mage IsleErstam
MonitorFurnace
Monk IsleErstam
MoonshadeErstam
Sleeping Bull InnBatlin
Shrine of DisciplineBatlin
Shrine of EmotionTorissio's house*
Shrine of EnthusiasmBatlin
Shrine of EthicalityGustacio's house*
Shrine of LogicBatlin
Shrine of ToleranceStefano*
SkullcrusherBatlin
SpinebreakerBatlin
Sunrise IsleYenani

* = tooth not present until Batlin is dead.

Spells Reference

There are Nine Circles of Magic. You can cast spells up to your level (e.g., a level 3 Avatar can cast Circle 3 spells). The circle number equals the mana cost.

Spell Sellers

NameAbbrev.Location
EnsorcioESleeping Bull Inn
MelinoMMoonshade
TorrissioTMoonshade
ColumnaCMoonshade
GustacioGMoonshade (only after escaping Mountains of Freedom; offers spells for free)
MortegroMRMoonshade / Temple of Tolerance (disappears after Freedom, reappears at Temple)
ElissaSSilver Seed

Note: Do not mention the stalkings to Melino or he will refuse to speak to you permanently.

Spell List

Spells marked * are given to you in your new spellbook from Fedabiblio in Moonshade.

CircleSpellReagentsSource
1stCreate FoodGR, GN, MRG, E
1st*CureGR, GNM
1stDetect TrapNS, SSG, T
1stGreat DouseGR, SSE
1stGreat IgniteSA, SSC
1stLightSAT
1stLocateNSE, C
1stTelekinesisBP, BM, MRM, MR
2nd*AwakenGR, GNT
2ndDestroy TrapBM, SAC
2ndFalse CoinNS, SAE
2ndCold BlastBP, SA, WHG, MR
2ndGreat LightMR, SAM, C
2nd*HealGR, GN, SST
2ndMass CureGR, GN, MRM
2ndProtectionGR, GN, SAC
3rdChillGR, GN, WHGift from Frigidazzi
3rdColumna's IntuitionBP, GRC
3rdCurseGR, NS, SAC, MR
3rdEnchant MissileBP, MRG, M, T
3rdMass ProtectionGR, GN, MR, SAC
3rdParalyzeNS, SSE, MR
3rdSleepBP, NS, SSE
3rd*TranslationBP, MR, SS, SAT
4thBlinkBM, MRMR
4thCreate Soul PrismBM, GR, MR, SC, SS, SAT (late game)
4thDeterGR, SSE
4thFlashMR, SAM
4thMass CurseGR, MR, NS, SAC, MR
4thRevealBM, SAM
4th*TranscribeBP, SST
4thUnlock MagicBM, SAG, C
5thConjureMR, SSG
5thDispel FieldBP, GR, SS, SASelina's corpse
5thErstam's SurpriseBP, GR, MR, SAE, MR
5thExplosionBM, BP, MR, SAM
5thGreat HealGR, GN, MR, SST
5thInvisibilityBM, NSC
5thMass SleepGN, NS, SSE, S
5thSummon ShadeBM, MR, NS, SS, SAMortegro after Freedom
6thBetrayBP, NS, SSM, T
6thCause FearGR, MR, NST, MR
6thCold StrikeBM, BP, WH, SAFound in Frigidazzi's Lab
6thCreate AmmunitionBM, GN, SAC, S
6thCreate AutomatonMR, SA, SS, SCT
6thDispel IllusionGR, MR, NSM, C
6thFire FieldBP, WH, SS, SAG
6thFire RingBP, WH, MR, SS, SAE
7thEnergy FieldBP, MR, SS, SAM
7thEnergy MistBM, MR, NS, SAC
7thLightningBP, MR, SAT
7thMass AwakenGR, GNM
7thMass MightBP, GN, MRT, MR
7thPoison MistBM, NS, SAC
7thRestorationGR, GN, MR, SSG
7thVibrateBP, BM, MR, SSE, S
8thCreate IceWH, SSFound in Frigidazzi's Lab
8thDelayed BlastBM, BP, MR, SS, SAG
8thFetchBM, BP, MRM
8thFiresnakeGR, MR, SAFound in Rotoluncia's house
8thInvoke SerpentBM, GR, SS, WH, SCMR, S
8thMind BlastBS, BP, NS, SAE, MR
8thSerpent BondBM, BP, GR, SS, WH, SCMR, S
8thSwordstrikeBP, BS, MR, NSE
9thDeath VortexBM, MR, NS, SAE, MR
9thImbalanceNS, SA, WH, SCMR, S
9thMass DeathBM, BS, GR, GN, MR, NSE, MR
9thMass InvisibilityBP, BM, MR, NSFound in Vasculio's lab
9thSpiral MissileBM, BS, BP, NS, SAG, E
9thStop StormBP, GR, MR, SS, SAG
9thSummonBM, GR, MR, SSFound in Gustacio's basement
9thTime StopBM, GR, MRFound in Columna's lab

Companions

Standard Companions (start with you)

  • Iolo — Bard Extraordinaire. STR 15, DEX 24, INT 24, COMBAT 16
  • Shamino — Ranger. STR 19, DEX 23, INT 12, COMBAT 18
  • Dupre — Paladin. STR 22, DEX 20, INT 13, COMBAT 18

Plot Companions

  • Selina — Mage who takes you to the Mint to get money. Sister of Lydia in Monitor. Found at Sleeping Bull Inn. STR 12, DEX 12, INT 14, COMBAT 6.
  • Stefano — Thief/mage unjustly imprisoned in Freedom; helps you escape but leaves right after. Found in the Mountains of Freedom. STR 17, DEX 12, INT 19, COMBAT 2.
  • Petra — Joins to help obtain the Water of Discipline; can walk through acid. Found in Moonshade. STR 20, DEX 15, INT 20, COMBAT 7.

Optional Companions

  • Boydon — Made from spare parts in Erstam's Lab. Cannot be resurrected if he dies — do not let him die! STR 30, DEX 12, INT 12, COMBAT 8.
  • Wilfred — Joins after the Banes attack but leaves when hurt. STR 20, DEX 15, INT 10, COMBAT 25.
  • Automaton — Created with the Create Automaton spell. STR 20, DEX 10, INT 10, COMBAT 5.

Maximum party size is 6 (including the Avatar). Exceeding this risks crashing the game.

Trainers

Each level gained gives 3 Training Points (1 point = 1 stat unit).

Monitor Trainers (50 Monetari each)

TrainerHoursStats Gained
Luther9–12STR +3
Caladin9–12STR +2, COMBAT +1
Brendann3–6COMBAT +2, DEX +1
Shazzana12–3DEX +2, COMBAT +1

Other Trainers

TrainerStats GainedCost
Wilfred (after Banes attack)STR +1, COMBAT +130 Monetari
Tsandar (Silver Seed)STR +1, COMBAT +2200 Gold
Elissa (Silver Seed)INT +1, Magic +1150 Gold

Note: Once a stat is maximized, you cannot train with anyone who advances that stat, even for other stats they offer.

Levels

LevelExperience Required
10–99
2100–199
3200–399
4400–799
5800–1,599
61,600–3,199
73,200–6,399
86,400–12,799
912,800–25,599
1025,600–51,199
11+51,200+

General Strategies

How to Play

Hold the right mouse button to move, double-click to use objects or open inventory. Left-click and drag to pick up items. To open a companion's inventory, open yours first, then theirs. Double-clicking a companion talks to them instead of opening inventory.

Battles

Preparation is key. Equip the party with Plate or Magic armor at minimum — Leather and Chain are insufficient. Give party members varied weapons (sword, two-handed weapon, whip, crossbow, throwing weapon) to avoid crowding. Use potions and bandages from Inventory mode (paused) during combat. If a companion runs away, stop them immediately — fleeing companions drop their items.

To cast spells in battle: equip the Spellbook in your attacking hand and place the marker on the desired spell, then enter combat mode and attack.

Powerful strategy: feed a dangerous enemy a Blue Potion (Sleep) to knock them out, then attack freely. Combine with a Green Potion (Poison) for damage while the enemy sleeps. Blue Potions cost only 40 guilders and work from the Inventory screen without entering combat.

Money

The best money source is the spell False Coin — it multiplies a money stack by 6 (100 → 600). Once you have this spell, money is never a concern. Alternatively, exchange gems, jewels, and valuables with money-changers Devra, Spektor, Zulith, and Bucia. Bringing pikeman corpses to the Crematorium in Monitor pays 100 Monetari each.

Stealing

Unlike Ultima 7, you cannot steal by simply opening containers. You must ensure all guards are off-screen. Exception: the Armory in Monitor — taking anything there triggers guards regardless. If arrested, see the escape notes in each city's section.

Escaping Jail

  • Monitor: Switch on the right side of the jail room, partially hidden by a skeleton
  • Moonshade: Open the north wall to escape

Magic Scrolls

Always Transcribe magic scrolls when found. Some scrolls are the only way to obtain certain spells — using the scroll without transcribing destroys the spell permanently.

Food

Hunger is tracked 0–31 (31 = full, 0 = starving). Characters begin requesting food at 6. The Everlasting Goblet (found in Furnace) restores 25 food points and eliminates the need for regular food. The Create Food spell generates random food for each party member.

Food ValueItems
+31Green Cheese
+25Everlasting Goblet
+24Mutton, Ribs, Chicken, Ham
+16Beef, Deer Meat
+12Sausage
+8Flounder, Potatoes
+6Jerky, Fish & Chips
+4Bread, Trout, Pumpkin
+2Apple, Small Cheese, Carrots, Rolls

Sorting Items

Use a backpack for plot items and a belt bag for everything else. Serpent Isle has far more plot-critical items than The Black Gate — do not discard anything with an unusual or meaningful name. The Keyring (from Silver Seed) and the Everlasting Goblet (from Furnace) eliminate the need to carry keys and food.

Walkthrough

The walkthrough tracks a Death Count — only named NPCs who can speak count, and only deaths caused by the Avatar's actions (including companion kills and consequences of the Avatar's choices, such as the Bane deaths).

Arrival

You arrive aboard a ship that has somehow landed on solid ground. Before your party can set out to find Batlin, a Teleport Storm strikes — scattering your three companions and swapping all your useful equipment for junk.

Items Lost and Found in the Storm

Lost ItemReplaced ByTrue Owner / Location
Magic ArmorWhite BreastplateKylista (Fawn)
Black SwordRuddy Rock (stoneheart)Knight (Freedom)
SpellbookPumiceCorpse (Furnace)
Magic HelmFur CapFrigidazzi (Moonshade)
Magic GauntletsSilver RingAlyssand (Fawn)
Blackrock SerpentFine StockingsColumna (Moonshade)
Glass SwordPineconeHazzard (North Ice Area)
Rudyom's WandLab ApparatusVasculio (Skullcrusher)
Dupre's MagebaneBlue Egg (rotten)Penguins (Penguin Island)
Dupre's ShieldMonitor ShieldLuther (Monitor)
Shamino's Magic BowBear SkullBear corpse
Shamino's Swamp BootsSlippersDevra (Sleeping Bull Inn)
Iolo's CrossbowUrnCrypts (Monitor)

Note: Rudyom's Wand now only makes people sneeze. The Map of Britannia simply ceases to exist.

Meeting Thoxa

Walk south until Thoxa appears. She asks copy-protection questions to verify you own the game. After your conversation, another Monk appears and the two battle — Thoxa wins and they teleport away, leaving you with the Hourglass of Fate. Use it to resurrect fallen companions; if the Avatar dies, you will be resurrected on Monk Isle.

Silver Seed note: The first time you die (with Silver Seed installed), you receive the Amulet of Balance. Use it on a Serpent Gate to travel to the Silver Seed area. Shamino rejoins you nearby.

Nearby Exploration

  • Cave (152S, 27W): Marked by a red tree with an illusionary wall entrance. Contains a Sextant and Lockpicks — take both.
  • Magic Bow: Directly south of the cave, a skeleton with a bow for a head. Shamino identifies it as the bow stolen from him, replaced by the bear skull.

Continue south to Monitor.

Monitor

Tell the gate guard you are a Friend, not a Foe. He lets you in but assigns Pikemen to follow you. Ditch them and head to the Crematorium (148S, 9W). Go through the curtain in the SW corner, and head south through the crypts to find Lord Marsten. Ask to take the Knights of Monitor Test — he gives you the password: "Courage is the Soul of Life." Also speak with Brendann and Caladin — they confirm that Iolo was arrested as an enchanter and won't be freed until you become a knight. Dupre rejoins your party here. Visit Iolo in prison (139S, 14E).

The Knights Test

Travel to the test site at 112S, 10W. Tell Shmed the password; you enter alone with only a Mace and Leather Armor. The test involves multiple rooms with traps, puzzles, monsters, and locked doors requiring keys found inside.

  • First room: Dodge explosions, duck into a chamber, kill gremlins, bash open a chest for the key.
  • Stone room: Stack stones (~15 needed) to climb up to the key on the pillar. Beware — every third stone or so hides a snake underneath.
  • Multiple key-and-door sequences: find each key, kill rats, flip levers.
  • Final puzzle: find the Claw, use it on yourself, then on the ashes to spawn a wolf. Kill the wolf and retrieve the key from its body. Pass through the last locked door.
  • Shmed attacks you in the final room — defeat him. His body and a scroll reveal he had a female accomplice. Return to his house to recover your belongings and companions.

Becoming a Knight

Return to Monitor and do the following:

  1. Give the wolf carcass to Cellia (139S, 1W) to make a cloak — takes 24 hours.
  2. Bring wolf meat to Lucilla (152S, 13E) to prepare the banquet meal.
  3. Get your Wolf Command tattoo from Lydia the Tattoo Artist (147S, 13E).
  4. After 24 hours, collect your cloak and attend the Banquet (157S, 12E).

Note: If you plan to do the Silver Seed, either skip Lydia's tattoo or get the cure first — the tattoo causes a slow poison.

During the banquet, Flicken asks about your worst ordeal, sparking talk of a traitor. Harnna interrupts to report her daughter Cantra was taken, which causes Luther to accuse Krayg — they fight, and the banquet collapses. You are officially a Knight of Monitor.

Freeing Iolo and the Poison

Talk to Harnna about Cantra, then use her Crystal Ball (157S, 9W) — you see that Batlin took Cantra. Harnna gives you a Wooden Practice Sword and tells you to find the Hounds of Doskar to track Cantra.

Talk to Lord Marsten (139S, 14E) to free Iolo — he does it for free (unlike Spektor, who demands payment).

At some point after becoming a knight, you'll notice the Avatar is poisoned. Harnna can temporarily cure it but needs Varo Leaves for a permanent fix — Delphynia of Fawn has them.

The Goblin Traitor

Try Simon's ale — it's terrible. Talk to Krayg about the traitor accusation; he mentions a Goblin meeting site (83S, 18W). Go there, find the ale, bring it back to Simon, who reveals himself as a Goblin spy and attacks. Search his body for the key to the Goblin Passages.

Recovering Lost Items

  • Iolo's Crossbow: In the crypts near the Crematorium.
  • Dupre's Shield: Talk to Harnna about the plain shield, then ask Lucilla about Luther's "new shield." Confront Luther — he challenges you to a duel. Accept, become a knight first, then beat him in the training session (use the Halberd for its long reach). Afterward, ask for Dupre's Shield back.

Death Count: 3 (Shmed, Lydia, Simon)

From Monitor you can proceed to Fawn, the Goblin Passages, Sleeping Bull Inn, or eventually Moonshade. Recommended order: FawnSleeping Bull InnMoonshade → Goblin Passages (doing the goblin area later means higher levels and magic).

Fawn

Fawn Tower

On the way to Fawn (95S, 8E), you'll find Fawn Tower occupied by Goblins. Kill all of them, go downstairs and back up — the Pikemen will have retaken the tower.

Arriving in Fawn

A guard accosts you at the gate, then a Fellowship member named Ruggs asks you to deliver a letter to Delphynia. Another Teleport Storm strikes and a lute appears at Iolo's feet — he plays a song that draws everyone's attention.

Go to Delphynia (69S, 18E), deliver the letter, and receive the Varo Leaves (return to Monitor for Harnna to use them). Delphynia may give you a reply letter for Ruggs. Deliver it at the Fellowship Camp (76S, 22E) and pick up a map from Scots.

The Oracle and Alyssand's Conspiracy

Talk to everyone in town. Retrieve your Magic Gauntlets from Alyssand (see Items below) and agree to help her free the city from corruption. Zulith begins shadowing you — confront him and accuse him of spying.

Kalen eventually attacks you — kill him. He mutters something about Batlin triumphing. Jendon then summons you to meet Lady Yelinda. At her palace, a companion makes an ill-advised comment about Lord British and is jailed.

Trial of the Century

You wake in the inn, minus your jailed companion, with a note summoning you to the Temple (56S, 9E). Voldin twists every fact against you at trial. After the first day, speak to Alyssand — she gives you a temple key. Enter the temple and use it on the left door to reach your companion's cell; flip the switch to free them.

Continue north to a room full of levers where Voldin is hiding. He has been secretly controlling the Oracle through the levers — he attacks to preserve his secret. Kill him. Flip levers until the Oracle speaks, then talk to the Oracle and set the Revelation to declare the Trial Corrupt.

Wait 24 hours and return. You're found innocent, and the Oracle denounces the corrupt system. Lady Yelinda apologizes and gives your companion the Crystal Rose of Love. Jendon announces that Kylista has been arrested.

Note: If you set the Oracle to only say your companion is innocent (not denounce the system), Kylista will not be jailed.

Items

  • Magic Gauntlets: The gauntlets were swapped for Alyssand's engagement ring. Talk to Delin to learn the ring was hers, then tell Alyssand — she returns the gauntlets and lets you keep the ring.
  • Magic Armor: The White Breastplate now in Kylista's possession was swapped for your Magic Armor (same defense as Plate Mail). Do not tell her — instead visit her house (54S, 6E) and quietly take it.
  • Torches: Delin received your torches in the storm. After telling him about his daughter's ring, he offers money but only has food. Take your torches if desired.

Death Count: 2 (Kalen, Voldin)  |  Jailed: 1 (Kylista)

Sleeping Bull Inn

Treasure Before the Inn

Before entering the inn, search for treasure:

  • (117S, 36E): Hollow tree contains two bags with potions and money, plus a key.
  • (100S, 39E): Stack crates to reach the invisible chest atop a pillar. Use the tree key to open it — contains a Magic Sword, 2 Healing Potions, a Ring of Invisibility, Invisibility Dust, Magic Bolts, money, and a Kite Shield.

Inside the Inn

Talk to Kane and Flindo — Captain Hawk was arrested by Flindo and is held in the Pikemen tower to the north (99S, 28E). No amount of money offered to the Pikemen will secure his release. Also speak with Monk Miggim.

Silverpate's Treasure

In the inn basement, find a secret wall between two casks on the north wall. Open it and go north to a small room: take the key in the left chest (ignore the right), flip the switch. Go back, then down the stairs to a tunnel. At a fork, take the left path to a locked door — open it with the key. In the chamber, the 2nd-from-bottom chest holds another key and a map (other chests explode on touch). An invisible chest on the north side contains spells, money, and a potion.

Return to the fork and take the right path. Near two torches close together on the wall, pass through the right wall (illusion) and go up to kill the gazers. Pick open the chest by the large Serpent Gate to get a key and the Dark Path Map (shows the path to the Shrine of Logic). Use the key on the door to the right, step on the teleporter to return to the inn.

Selina and the Mint

Selina (sister of Lydia the tattoo artist) approaches you in the inn and offers to help raise money to free Hawk. Bring your companions and travel to the Mint (76S, 81E). Use Selina's key to enter, collect all gold bars, gold nuggets, and gold coins inside (you'll be teleported around and attacked by shape-shifting monsters). Leave the mint.

Ambush! Selina vanishes and brigands sent by Batlin attack — one carries a Sword of Defense. Loot Selina's remains and return to the Pikemen tower. Set all but one gold bar on the ground, then offer a single Gold Bar to the Pikeman — he accepts and gives you the key to Hawk's cell. Free Hawk.

Note: If you carry multiple gold bars when speaking to the Pikeman, he takes all of them. Setting extras on the ground first prevents this.

Traveling to Moonshade

When ready, talk to Hawk to sail to Moonshade. Warning: You cannot return for a long time. Train everyone in Monitor first and gather all items you need.

Note: Flindo and Kane must both board — if they're asleep or unavailable, the ship won't leave. Wait until midday before attempting departure.

Items

  • Shamino's Swamp Boots: The slippers Shamino received belong to Devra. Talk to her and exchange them for your Swamp Boots.

Moonshade

You land at 122S, 114E; Moonshade is at 95S, 152E. Flindo offers to arrange a meeting with the MageLord. Visit the Seminarium (93S, 149E) and speak with Fedabiblio about a new spellbook — he needs a fresh Mandrake Root from Monk Isle.

An Automaton delivers a scroll from the Red Witch Rotoluncia — she believes you know how to control Daemons and wants you to teach her. Talk to everyone in town. Visit Mortegro after midnight for a seance. Pester Flindo until he confirms MageLord Filbercio will meet you, then walk near the MageLord's manor to be teleported to the banquet.

At the banquet you meet Rotoluncia, Gustacio, Frigidazzi, and MageLord Filbercio. Rotoluncia blames you for the Teleport Storms and attacks with explosions; Gustacio stops her. Pothos the apothecary enters saying he can't find Blood Moss, ending the banquet. Afterward, talk to Bucia about Pothos.

Gathering Blood Moss

Speak with Pothos (79S, 138E) about his secret — he needs Blood Moss. It's in the center of the southern swamp: entrance at 127S, 153E, Blood Moss at 123S, 147E. Bring it back to Pothos and he'll tell you how to reach Erstam the Mad Mage.

Rotoluncia's Abduction

When you set out to find Erstam, one of your companions vanishes. Filbercio suspects Rotoluncia. Search her manor (74S, 155E) — an Automaton speaks and attacks; take the Serpent's Tooth and spells here. Report to Filbercio that you found nothing. He reveals a "Love Palace" on the lake — go upstairs in his mansion, take his boat to the Palace (88S, 130E). Go upstairs for the key (note the whip...), then descend to the basement. Kill Rotoluncia, take her keys, and free your companion.

Comb of Beauty

Not needed immediately, but required eventually. In Columna's house, find a chest with a key. Open the downstairs door, quickly grab the key and the Time Stop spell before the trap triggers. Back upstairs, open the north wall to reach her yard, then walk around south to find a chest. Open it for the Comb of Beauty.

Items

  • Columna's Stockings: Your Blackrock Serpent was swapped for these stockings. Talk to Torrissio (male Avatar: he gives a spell; female Avatar: he offers to sleep with you but drugs you and steals the stockings — don't trust him). Also speak to Columna. Do not mention the stockings to Melino or he will refuse to speak to you permanently. Your Blackrock Serpent is with Stefano, who stole the stockings — you'll recover it later.
  • Magic Helm: Frigidazzi received your helm; you got her fur cap. Find it in her bedroom and take it when you have access.

Death Count: 1 (Rotoluncia)

Mad Mage Isle

Ring the bell at 14S, 128E to summon the giant sea turtle that ferries you to Erstam's private island. Inside his house, speak with Erstam extensively. Talk to his assistant Vasel about teleportation. Examine the severed head of Boydon on the table — use the telescope to see where Dupre's Magebane ended up.

The Phoenix Egg

Ask Erstam about the Serpent Jawbone — he'll trade it for a Phoenix Egg. He teleports you to an island. Find the fire chamber with a dead phoenix, flip the switch to revive it, and receive the required egg. Find the teleport pad and return to Erstam.

Assembling Boydon

Erstam directs you to assemble Boydon from spare body parts (head, torso, 2 arms, 2 legs — the parts that don't move). Place them in his machine and add the phoenix egg. Erstam gives you the key to his storeroom — retrieve the Jawbone. Return and Erstam gives you 2 more Serpent Teeth. Finally, talk to Boydon, get Erstam's permission, and invite Boydon to join your party.

Warning: If Boydon dies, he cannot be resurrected — ever.

Tip: Place each new Serpent Tooth onto the Serpent Jawbone immediately — the teeth are hard to find in inventory later.

Return to the storeroom and double-click the Serpent Gate.

Items

  • Avatar's Dagger: Erstam has it. You received his severed hand in the storm.

Monk Isle

Use the Serpent Jawbone to travel via the Serpent Path to Monk Isle (the Monk Isle gate is the first one to the right going up). You need Mandrake Roots to get your spellbook from Fedabiblio.

Talk to Monk Braccus, the Mandrake Expert, about when to gather Roots. When he confirms the time is right, go to 10N, 151E and collect at least 3 Roots.

Note: When you hear bells ring, the monks are changing activities.

Also visit 7N, 139E to witness a prophecy in action — you'll see Petra walking through acid. Talk to any other monks you wish, then return to Moonshade.

Moonshade — Spells and Equipment

Take the Serpent Path back to Moonshade (go left, then down the first path). With the Mandrake Roots in hand, speak to Fedabiblio — he asks the same questions as Thoxa (see Arrival section for answers) and gives you a new spellbook. Use Transcribe on all accumulated Magic Scrolls, then search every mage's house for more scrolls.

Cast False Coin on Monetari, exchange Monetari for Guilders, and buy every spell available in town. Make sure the entire party is fully equipped before continuing.

Frigidazzi's Invitation

Once fully prepared, speak with Frigidazzi about her spells. She invites you to her room (77S, 150E) after midnight, alone. Leave your companions behind and go at midnight. Frigidazzi comes on to you regardless of the Avatar's gender. No matter whether you accept or refuse, MageLord Filbercio catches you.

Filbercio holds a show trial and sentences you to imprisonment in the Mountains of Freedom for the crime of being in his mistress's chambers. There is no justice in Serpent Isle.

Mountains of Freedom

Most of your items are left behind at the courthouse. You retain:

  • Staff, Scale Armor, Hourglass of Fate, Spellbook
  • Ring of Reagents and Keyring (if obtained from Silver Seed)

Escaping Freedom

Trick the Automaton guard out of his office and sneak in — he attacks; use the staff's long reach to beat him. Take everything in the office, use the key to open the north gate, kill the two guards, and go through the north wall. Follow the path, look for red footprints leading into a wall, pass through it, and continue left. The locked barrel room has reagents and Blood Spawn. Keep going down, pick open the gate, step on the teleporter, and continue to a room where a mage transforms into an animal and teleports away. Step on the next teleporter.

Stefano and the Black Sword

You arrive at Stefano's cell. He offers to join you — accept. Go down the passage, open the gate. In the next passage, a Knight attacks wielding your Black Sword! The demon inside the sword asks to be freed. Do not free him yet — speak with the sword first. The demon offers a deal: free him, and he will destroy the wizard Lorthondo. Agree. The Black Sword is now just a sword — but keep it, you need it later.

Lorthondo's Domain

Open the left door — you're pulled into a room where Lorthondo kills one of his underlings; the body becomes a skeletal dragon. Descend to the small room, get the key and the Firedoom Staff. Through the right door is a room of booby-trapped chests containing Magic Gauntlets and Magic Boots. Flip both switches and step on the teleporter.

The Puzzle Rooms

Ascend the passage, pick up the Telekinesis scroll, then go right. Cast Telekinesis on the Winch to lower the drawbridge — cross and continue through the gate.

In the lever room: flip the top-right lever of the row of four, then the bottom second-from-right. Lead the woman there to the dark horse (Nightmare) — it kills her. Take the carrots and key from her body.

Flip the top-left lever. Place the carrots on the plate by the rabbit and take the flowers. Flip the lower-left lever, place the flowers by the Ranger — the Ranger "fixes" the lower-right lever and is destroyed. Flip the lower-right lever. Step on the teleport pad, flip the blue switch, try to leave the glade to be teleported back. Finally flip the very lower-left lever (not in the row of four) to open the south doors.

Go south, use the key to open the door, step into the fire.

The Endless Hallway

Walk south, repeatedly trying to pass through the right wall. Eventually you break through and are teleported. An Automaton guards the next area. Continue south to a room with a bell. Stack crates to form a ladder, climb up, and you'll be teleported again. Go left, onto the teleporter, then continue left. Talk to the Automaton and kill him for his key. Pick the final gate; Lorthondo appears below but your demon destroys him. Pick the last gate, step on the teleporter, and you're free.

Stefano leaves but returns all your belongings.

Items

  • Black Sword: In the possession of a Knight inside Freedom.

Moonshade — Returning

Reunite with your companions:

  • Dupre: Blue Boar Pub
  • Shamino: West forest (81S, 110E) — gives you the Chill spell from Frigidazzi and the Serpent Earrings
  • Iolo: Gustacio's house — tells you to speak with Gustacio
  • Boydon: Provisioner's house

After recovering Shamino and the Serpent Earrings, you'll hear the voice of the Order Serpent. Gustacio asks for your help investigating the Teleport Storms, gives you an energy globe, and directs you to his tower (37S, 142E). Mortegro has vanished, replaced by a strange stone altar — the Altar of Tolerance, important later.

Gustacio's Experiments

At the tower, place the globe on the dais, use the Winch to summon a Teleport Storm, then pull each lever by the various objects. Use the Winch again — lightning strikes. You wake near a pit (go down if you fall — key and treasure inside) and head north to regroup with your companions. Report to Gustacio, who sends you to Fedabiblio. Fedabiblio's Crystal Ball shows Edrin transformed into Ale by a Teleport Storm. Report back to Gustacio; he gives you a cage. Trap the Ale, return to the tower, place the cage on an open spot, run the experiment again. Edrin is restored.

Gustacio rewards you with the Mirror of Truth and sells you all his spells for free.

Leaving Moonshade

Talk to Captain Hawk about leaving. He reveals a tunnel to the mainland. Julia, head ranger, has the tunnel key — she sells it for 40 guilders if you have the Chill spell. To avoid fighting Rat Men in the tunnels, befriend Mosh and obtain her Rat Harp.

Furnace

Note: Large quantities of Sulfurous Ash can be gathered here. Cast Chill whenever party members complain of the heat — it lasts only a few real-time minutes.

The entrance to Furnace is at 96S, 133E. Use Julia's key to descend into the Ratmen Lair (first level). Navigate all the way left, take the right path through the Ratmen village, continue right past the Wildmen, and head up the stairs to Furnace proper.

Meeting Zhelkas

Speak with the Gargoyle Zhelkas to have him lower the bridge. He requires you to pass the Test of Purity to prove you are the Hero.

In the Pool Room, find the Fire Key on a corpse — note that it won't attach to the Keyring. In the Arena (to the right of the Pool Room), enter from the south side, use the winch, defeat all 4 Automatons, and claim the key from the far-right room. Use Telekinesis on the Winch to exit.

Go right through the locked door, then into the Mushroom Park — search bodies for a Serpent's Tooth (for Monitor) and the Ice Key.

Test of Purity

Find the two columns north of the Pool Room and double-click the right Fire Column to enter. The locked doors open with a double-click despite appearing locked.

  • Left room (Shamino here): He tells you to press the Left Button. Ignore him — press the Right Button instead.
  • Top room (Iolo here): He's full of lies. Refuse to flee, ignore the Moongate. Simply stand still.
  • Right room (Dupre here as "moderator"): Whack worms as they pop up with the hammer. Hit from above — about 3 strikes each. Ignore Dupre's distractions and keep killing.

Zhelkas appears and gives you the Serpent Ring if you pass.

If you fail: Find the Everlasting Goblet in the Conjury (north of the Pool Room) and talk to Zhelkas again. You'll want the goblet anyway — it means you never need food again.

The Blackrock Key

In the building to the right of the Test (two buildings north of the Test), place the Fire Key and the Ice Key on the pedestal to receive the Blackrock Key (adds to the Keyring). This key opens the north door on the second floor, leading to a Serpent Gate.

Eshalveras' Lab and the Everlasting Goblet

The Conjury is to the left of the Test (go all the way around). It contains the Everlasting Goblet — pick it up. Also inside is Eshalveras's lab.

To create Phosphor (for lighting Serpent Lamps): place 1 Agnium, 1 Zerine, and 1 Serpentium on the pedestal and press the button. Use the Phosphor on a lamp to light it. Note that Phosphor fades eventually.

Exiting Furnace

Talk to Zhelkas to have him pull the lever for your exit. Follow the hall south, cross the bridge, go left and up into the Troll sleeping area. Take a key from one of the Trolls, open the locked door, and collect the Serpent Staff. Exit: go down, left, across the bridge, left, then up.

Goblin Passages

Return to the plot begun in Monitor. First, check the hollow tree at 86S, 23W for the Serpent Crown.

Enter the Goblin tunnels at 69S, 32W. Inside: go left, then up, kill goblins, open the door with Simon's key. Go north, down the stairs, north again to the top. Take the left staircase to an underground lake ("Beware of Water Creatures"). Go up the NW stairs, then left, up, and up more stairs. Continue up, left, up, left, all the way up. A locked door on the right holds the Helm of Courage — you need the key from Pomdirgun in the Goblin Village. Exit the passages.

The Goblin Village

Best time to attack: midnight to 6 AM while goblins sleep. Pomdirgun's house is at 30S, 20W — speak with him if you want, then kill him and take the key. He also has a trapped chest with gems and a Magic Axe. A human slaughterhouse at 19S, 23W contains a female pikeman with a Sword of Defense. Imprisoned Pikeman Johnson is at 19S, 17W — you can free him, but beware: he's not in your party and will attack you if he sees you steal goblin loot.

Return to the passages, open the door with Pomdirgun's key, and claim the Helm of Courage. Read the two letters on the table and take them — they implicate Lord Marsten and Spektor in treachery. Also take the gems, jewelry, and money.

The Traitors

Back in Monitor, read both scrolls from Pomdirgun's hoard, then tell Brendann or Caladin who the real traitors are. Lord Marsten and Spektor are arrested and jailed. Speak with Lucilla about Spektor — she gives you the key to their secret treasure. Go to 154S, 12W, walk west into the mountain, use the key, and enter. Find the corpse, read and take the note (you've found Cantra's father), and take a powder keg — you'll need one later.

Death Count: 1 (Pomdirgun)  |  Jailed: 2 (Marsten, Spektor)

Gorlab Swamp and the Realm of Dreams

Before entering: make sure you have the Helm of Courage, the Crystal Rose of Love, and the Mirror of Truth. Also give everyone warm clothing (fur hat, fur cloak, fur boots) in their personal inventory — you'll need these very soon.

Approaching the Swamp

Go to the building at 62S, 46E — enter via the switch on the right wall. Gems are in the barrel inside. Cross the left bridge; when you step off, a key is barely visible underneath it.

There are also ruins at 46S, 36E worth exploring.

Trick (from Geoff Bateman): To bring dream items into the real world — before entering Gorlab, have the Avatar give all possessions to companions (or drop them on the ground). Cast Serpent Bond (or use a scroll), then walk into the swamp and fall asleep. In the dream realm, wander until the spell wears off and companions rush in to rejoin. Play through normally, but before leaving the dream, give all valuable dream items (full magic armor set, Infinity Bows, Juggernaut Hammer, etc.) to companions. Ensure the Avatar wears nothing when leaving — equipped items are lost. When you awaken, companions will still have everything.

Entering the Realm of Dreams

Enter the Gorlab Swamp. One by one the party falls asleep and reawakens in the Realm of Dreams. All items are gone except a backpack and your three items of principle (Helm of Courage, Crystal Rose of Love, Mirror of Truth).

Dream Exploration

You appear above a Dream Temple. Inside, near a small moongate, Thoxa appears and tells you to find the Moon's Eye. Leave the temple and head far north to reach the dream version of Castle Britannia. A chest behind the throne holds a full set of Magic Armor and an Infinity Bow. Speak with Lord British — he reveals that Britannia is also in crisis.

Return south to find a giant flame in a natural area. Stepping into the flame exits the dream realm — do not do so yet.

Take the left path north, continue north, then go left, down, left, and finally up into a forested area. Here you meet Siranush. She explains that long ago an evil wizard destroyed the town of Gorlab — but trapped the souls of the inhabitants there...

13. Dream Realm (continued)

…freed them in the Realm of Dreams. So you have to help free them! To do that we need to kill the wizard, and bring her the Crystal.

Go back to that giant flame. From there go all the way south, and left until you reach a giant castle. You can't miss it!

Go into the keep, and walk up to the Wizard. He will attempt a spell on you, but won't succeed because you are protected by Courage! The Snow Leopards will come to life, kill them, and go south, east, and into a torture chamber. Again talk to the Wizard, who will again attempt a spell, but you are protected by Love! The body on the table has a key, and a corpse in the west room has a Fire Sword.

Go back to the main chamber, and open the north door with the key. Go in the room, talk to him, he attempts one last spell and it reflects back to him because you are protected by Truth! Search his body for a key. Go into the right room, and open the east door with the key. Go down and get the Crystal, avoiding the traps.

Go back to Siranush, and give her the Crystal. Edwin will pop in for a moment, they will exchange their last bit of love, and you leave the Dream Realm. You can now go through Gorlab Swamp.

Also in the Dream Realm

  • Batlin — who dreams of defeating you, the Avatar
  • Cantra — who has horrible nightmares of being chased
  • Stefano — dreams of women (naked women!)
  • Iolo — dreams of looking for Gwenno
  • Ensorcio — dreams of torturing the Magelord
  • Filbercio — nightmares of being tortured by Ensorcio
  • Byrin — the bard from Sleeping Bull, will offer some tips on the Dream Realm

DEATH COUNT: 2 (Siranush, Rabindrinath)

14. Great Northern Forest

There are some ruins right outside of Gorlab (29S, 60E). Inside is a corpse with a Ring of Regeneration and some jewelry. Wow. You probably also notice the big castle (22S, 77E), but that is for later!

At (0S, 66E) you will find a small fort. You have stumbled across the remnants of a mining expedition led by Draygon (that's Lord Draygon to you!). If you listen to everything Draygon has to say, he comes off as a fairly mean person. Talk to Beryl after Draygon has gone to sleep, and she tells you of all of Draygon's evil deeds, that he led to the death of some 21 people. She wants you to kill Draygon, not an easy task since he is invincible. She tells you to find some King's Savior, an herb, and to find it, you must talk to the Forest Master.

Go now to the Forest Master (52S, 21W), and talk to him. His name is Morghrim, and he is from the next game, er, I mean Pagan. Ask him about the King's Savior. He also tells of the fall of Pagan to the Guardian. Eventually he will mention the Hound of Doskar (remember those? the dogs we need to find Cantra!). Agree to get his Orb back for him, and he will get a Hound of Doskar for you. The King's Savior is just to the west and a little to the north of here. Gather some and go back to the Fort. Talk to Beryl again, and then use the Savior on some arrows (she has some in her room), the sleep arrows will appear at your feet. Attack Draygon with a bow and the sleep arrows, then beat him normally. Get the Orb and he also has some Magic Leggings. Morghrim will appear, and ask for the Orb, give it to him, and he will give you a Whistle to summon a Hound of Doskar with!

At (17S, 28E) you will find Hazzard's lodge. Inside you will find a note that says that he has your Glass Sword on him, and has headed north. There is also a key here.

At (44S, 22W) is a cave hidden by a tree. Inside is a small amount of treasure, note that the brass chest is trapped.

DEATH COUNT: 1 (Draygon)

15. Shamino's Castle

Place Cantra's practice sword on the ground, and summon a Hound of Doskar, tell the dog to "Track" and click on the sword. Pick the sword back up. The dog will tell you to go north. Go to (3N, 99E) which is Shamino's Castle. Shamino will draw you a map of the area and talk a bit about a lost love.

Note: In case you're wondering how Shamino could have a castle here, when his home was in Britannia, here is the explanation. Back in Ultima I there were many lands that comprised Old Sosaria, and one of them was called the Lands of Danger and Despair, this is where Shamino lived and had his castle. However he went to serve Lord British, and Sosaria was split to pieces leaving Shamino stranded, and his love left alone in what was now the Serpent's Isle.

The secret entrance to the castle is at (2N, 78E). You can either go in that way, or use Telekinesis on the winches (you can barely see the second winch). In the secret entrance is a Cyclops who has a Magic Helm, a Magic Shield and some Magic Bolts.

Once in Shamino's Castle, go to the Central Keep first, go inside, kill all of Batlin's loser followers. Batlin will pop in and say some snide remark about how you are too late, and that soon he will be more powerful than even the Guardian. He teleports outta there and takes Palos with him. Go upstairs, take the Fellowship Medallion. A monk will appear and take Cantra's dead body away.

Now for the rest of the keep. Go into the right room, a barracks, ignore the chests, and go all the way north where there is a secret Wall to a room with a lot of switches. These levers will lock and unlock all the doors in the keep. An up lever indicates a locked door and a down lever an unlocked door.

The blacksmith room is opened with the 3rd lever from the right, hack open the top right chest to get the DragonSlayer Sword!

The wizards room is opened with the 2nd lever from the left. An invisible chest in the west room has a key to the closet. Pick open the chests to get some reagants.

Explore the rest of the castle at your leisure, and note that Beatrix is a little bitter over Shamino. Beware the ovens in the kitchen! They are booby trapped!

Note: Anytime that Shamino dies after talking to Beatrix, she will save his life and depart for the Void (where most spirits go after life), and will also leave him a Book.

Note: Batlin's goons don't rate a Death Count.

16. To the North!

Once outside of Shamino's castle, have the Hound track Batlin via his Fellowship Medallion (careless thing to leave lying about). The dog points north.

Go to (28S, 3E) and go into the cave (don't go in if you don't have your warm gear!).

Note: The Helm of Light (Silver Seed) counts as warm gear, also note that you will find a full set of warm gear inside as well as a couple of cloaks.

Here are some hints to get through the cave: go north at the big rock, north at the mushrooms, left at the fire fields, north at the obelisk, when you see the caltrops turn south. And that should get you through the cave.

When you reach the end of the cave you will meet a dying trapper who worked for Hazzard. He tells of an evil sorceress (Gwenno) who attacked their camp. Search his body for some warm gear.

Captain Stokes

The evil software pirate silenced the bard Gannt, and now sits in his locked tower securely pirating copyrighted material! The fiend! You get the key to the tower here. From the obelisk, go north up the passage just to the west of the obelisk and down one of the stairs. Take the moongate. Get the key and read the sign. The ghost will leave you a scroll. The tower is at (77S, 28W).

There are some other caves north of where you come out. The first has a Polar Bear inside, and the second has a lotta dead bodies and some ghosts.

17. The Gwani

The Gwani village is around (23N, 0E). Talk to all of the Gwani here (be sure that you aren't wearing a Gwani cloak, nothing like wearing the skin of the people you are talking to, to get them to like you!). You will learn several things here, one that Gwenno is dead and her body is in the Gwani Death Temple, and that Neyobi is dying. Talk to Baiyanda about curing Neyobi. She will also heal you if you need it. She says that you need Ice Dragon Blood to heal Neyobi, and that there are only 2 Ice Dragons left, one to the north, and one to the East.

Ice Dragon

Head north to (50N, 3E). On the way you will meet up with a Gwani hunter who failed to get the Ice Dragon Blood. He says that you should beware the front entrance. Good advice. Take the boat out to the Ice Dragon Island (77N, 15W). Go around to the back entrance (93N, 11E) and sneak on in. This way has a lot of teleporters, but you will eventually find yourself at the Dragon's Lair. Or just go in the front. Either way kill the Dragon. Use the bucket on its dead body to get the blood. There is also quite a bit of treasure in there.

Go back to the Gwani village, talk to Yenani and tell her you got the blood. She takes the blood and tells you this phrase "Isal Sal Cra Gaas Iskar", for use in the Skullcrusher dungeon.

Items

  • Magebane — the penguins got your Magebane. They are at (53N, 32W) and will attack you when you take it. Guess they got attached to it! They can only be reached via the Ice Boat.

18. Vasculio and Skullcrusher

Use the Whistle again, and have the hound reacquire the scent from Batlin's Amulet. He points east! How… useless.

The entrance to Skullcrusher is at (2N, 1E). Inside is a corpse with a note telling of how he locked people in the city. Do not cast translation. Put each stone on the pedestal that has the same letter on its plaque. Then double click on the runes in this order: I, S, C, G, I. Note that there are 2 different I's, make sure to click them both.

Vasculio

Find Vasculio's lab. Then find the room with a coffin inside. Remember how Vasculio was killed, and then came back to life? Well he's a vampire. Read the scroll below his coffin and he should pop right out. Make sure to equip the Magebane here, as it will make killing Vasculio much easier. Don't agree to trading the Magebane (are you insane??). Once you hit him for the first time with the Magebane, his magic is gone. Search his body and get the key. You don't need to get his treasures yet, but you can if you want (just don't lose them!).

You can talk to the various ghosts in here. Seems they can't leave this plane of existence because of the Imbalance. In the room with all the chests and barrels in the very bottom left corner is a powder keg.

The exit is far to the NE (by where the Serpent Gate is) and will exit you at about (24N, 41E).

Note: Those double brass doors to the east go nowhere, and can never be opened. You can cheat yourself inside, where you will see some dead bodies (some even have items) and a staircase that takes you to the middle of the ocean. Seems the developers were going to have something here and took it out!

Eye of the Moon (20N, 52E)

When you get out of Skullcrusher, go to the SE, to the temple that you saw in the Realm of Dreams. Inside you will find the Moon's Eye, use it to see that Batlin is going to open the Wall of Lights, and thereby become ultra powerful. You'd probably better stop him!

Note: You probably notice the "Lodestones" of various emotions, those become important later, as does Shriash who is stuck in the wall, and has been for millennia.

Items

  • Rudyom's Wand — in the lab (not Vasculio's) you can find your old Rudyom's Wand. Well it doesn't work anymore, now it just makes people sneeze. Goodie. You do not need to get this item.

DEATH COUNT: 1 (Vasculio — well he was already dead, but now it's permanent!)

19. Batlin, Spinebreaker, and the Banes

Note: After this part of the plot, it is impossible to go back. A lot of people will be dead, so get all your training done first, buy all the spells, and items that you will need, etc.

Getting to Spinebreaker isn't exactly straightforward, mainly because your map is flat out inaccurate about this area. From the temple head east (on your map it will look like you are going through mountains!). The entrance to Spinebreaker is at (39N, 96E).

Go into Spinebreaker, and Batlin will send an Automaton to kill you. Kill it instead, and get its key. The key opens the door to the north, to the left of the main passage (there are reagants up that way).

Note: Notice all the dead Automatons in the entrance, if you have the room and the strength, grab and carry three of them (you'll see why later).

Go up the right passage, use Telekinesis on the button to open the gate, and kill this automaton as well. Go east until you get to 2 gates. Use the south button, and Brunt will appear. Ignore what he says, and now use the north button and go up, and north through the wall, then east, and then south. If you follow Brunt you will have to walk through many traps. There will be a bow storehold here with some magic, serpent, and burst arrows. In the hall to the bow room, one of the north walls conceals a secret passage, open it and go north.

You are now in the old Ophidian City. There are 3 small shrines here that we need to visit to get the items we need to get to the Big Shrine of Order. Go north into the Shrine of Discipline, and search the dead body here for a Juggernaut Hammer. Get the Dagger off the pedestal. Then go south into the Shrine of Ethicality, and get one of the scrolls there. East and you will find the Shrine of Logic, get the Abacus there. There is also Spider Silk there.

Now go to the Temple of the Hierophant, and place each item on the pedestal there: Scroll, Dagger, Abacus. The door will open. Go inside, and go downstairs. An automaton here thinks that you are the Hierophant, he gives you the Serpent Scepter and dies. Go back upstairs and place the Scepter on the pedestal in the main room. You will be teleported into the Library. Get the keys on the Upper Left table, and under a book on the north desk to the west. Open the left locked door and get the Book of Order, be sure to read it. Open the right door and teleport out.

Go to the SE part of the city, press the button on the column, and the Gargoyle Palos will come, insult you a bit, and leave. There are a lot of traps in the next room so have Destroy Trap ready (after using Detect Trap of course). Go east and talk to the Automaton behind the gate. He is going to ask you questions about order, to determine if you are a true follower of Order or not. The answer is: "The Structure of Order", but you can only say that once you've read the book from the library. He opens the gate, open the next gate yourself, and Deadeye will appear, follow him north but beware his traps! The dead pirate has a bag with a key in it. Open the locked door to the north.

Go through the big door to the north, go north. Selina will appear and attack you with Palos, Deadeye, and Brunt. Kill them and get Selina's Dispel Field spell.

Warning: If you have Boydon, leave him here, if you take him with you he will die! Then you will never be able to get him back!

Go north through the big serpent doors, and all the way north to Batlin. The plot takes over for a bit. Your party surrounds Batlin who opens the Wall of Lights despite your efforts. Something goes wrong, very wrong however. Batlin is destroyed, and the Banes take over the bodies of Iolo, Dupre, and Shamino. Shamino becomes Anarchy, Dupre becomes Wantonness, and Iolo becomes the Insanity Bane. They then explode leaving all of their possessions. The Great Serpent tells you to get the Gwani Horn from Skullcrusher (Vasculio had it sealed in an Energy Field).

Note: Now you are alone, but you will get all of your party back eventually. So in the meantime to carry all their items, and to help out, create 3 Automatons (from the entrance)! Equip them with everything that Iolo, Shamino, and Dupre had.

Search Batlin for a key, his Serpent Jawbone (transfer his 6 teeth to your Jawbone), and the Blackrock Chaos Serpent. And regardless of whether you are doing the Automaton trick, take Iolo's Lute, Dupre's Shield, or Beatrix's Book, and have a Hound of Doskar track using one of those items.

DEATH COUNT: 5 (Batlin, Selina, Brunt, Deadeye, Palos)

20. Gwenno Returns! Sorta…

The Gwani Horn

Firstly go back to Skullcrusher, and back to Vasculio's lab. If you didn't get all the other items, get them now. Then cast Dispel Field on the Energy Field, and take the Gwani Horn. Now the Great Serpent tells you to go free Gwenno from the Ice. Good advice. The only items that you really need are the Flux Analyser, the Philanderer's Friend, and the Gwani Horn. Everything else is just for fun.

Ice Crypts

Now we need to go get Gwenno's body from the Gwani Death Temple. Use the Ice Boat, again, to get to (93N, 43W) or so — on the map it is located on the "S" in the Serpent Isle banner. Caution! Using the Horn causes ice to explode, which could damage, even kill your party members. Gwenno's body is in the ice block at (102N, 55W). Get her body, and go to Monk Isle.

At Monk Isle have Gwenno be resurrected. She is insane now because the Chaos Bane twisted her soul. Find and talk to Karnax, and he tells you to get the Scroll of the Serpent from Fedabiblio in Moonshade.

Moonshade

Quite a few things to do while we are here. Moonshade was overrun by monsters following an attack from Shamino, who is now the Bane of Anarchy. Use the Philanderer's Friend on the Statue of Fedabiblio in the seminarium. He tells of how Shamino destroyed most of Moonshade (the casualty list as well as where their bodies are found is listed in the DEATH COUNT), and gives you a key to Hawk's treasure. Then get the Scroll of the Serpent from him. Next go talk to Stefano. Seems that Columna put a curse on him, and now a Death Knight pursues him. Kill the "Death Knight" (he has some armor), and talk to Stefano again. He will give you a key to his vault to get your Blackrock Order Serpent, and a Serpent's Tooth. We'll hit his vault last.

Go to the Blue Boar, search Hawk to get another key. Inside Hawk's room is a chest, inside is a Map that shows you how to get the Serpent Crown. Search Gustacio's, Frigidazzi's, Torissio's and the Magelord's houses to get more Serpent's Teeth. Search Gustacio's body in the Seminarium to learn what the Flux Analyser does. Get the Comb of Beauty if you didn't already (instructions are in the first Moonshade section above).

Go to Stefano's old House at (80S, 100E). The vault just to the west opens with the key Stefano gave you. Inside is your Blackrock Order Serpent.

Return to Monk Isle.

DEATH COUNT: 14

VictimsLocation
Hawk, EdrinBlue Boar
Mosh, PothosProvisioner (Ducio)
Frigidazzi, FilbercioFrigidazzi's
FlindoStreet by Frigidazzi's
ColumnaColumna's House Yard
JuliaColumna's House
MelinoGustacio's House
Gustacio, BuciaSeminarium
Rocco, TopoOutside Stefano's on street

21. Discipline and Gwenno

Back at Monk Isle take the scroll back to Karnax. He figures everything out, and realizes that Gwenno needs some water of Discipline. In the library, the blue book there will tell you where all the Temples of Order are. Take the Serpent Path to the Temple of Discipline. (it is the right choice on the upper right path) In the Temple, avoid the trap, and talk to the Automaton, who somehow manages to choke out that only an Automaton can get the Water of Discipline. Note the Mind Transference Chamber at the far left. Then flip the right switch to open the door to the upstairs. Go up the left stairs, and read the red book on body transference. Hmmm… Back to Monk Isle.

Discipline

Find Draxta and ask her to show you a vision. Go to the place of Visions (7N, 139E) and talk to Draxta again, and ask to see the Vision. It will show Petra walking through the acid, while the Avatar waits behind. Go to Moonshade. Before you talk to Petra (if you have 4 other people in your party) ask Boydon to leave. Then talk to Petra about the Acid, and switching bodies. She'll join you and you can go back to Discipline. Go to the Mind Transference Chamber and talk to Petra, ask her to switch bodies, then press the button. You will switch bodies. (you may want to equip your old body, er, Petra, with some warm clothes) Go down the left stairs, go down and get the key from the invisible chest, then go up the right stairs, and get the 2 Y shaped things. On the main floor, put the white Y in the right side and the Blue in the left. A small bridge will form to the stairs. Go down. The room to the south has a key. The room to the north leads to the acid and the water. Fill up a bucket with the Water of Discipline.

Note: You can keep Petra in your party if you want, but once you tell her to leave she is gone for good. Also you might want to fill up an extra bucket with water here, it will come in handy later on.

Go back to Monk Isle. Find Gwenno (she is usually in the Library) and use the water on her, and she will be back to normal! She won't join you, but will offer to stay there and research for you. Goodie. She wants you to cage the Banes again (I say again because Batlin did so earlier), and tells you to go to Moonshade to do that.

22. Soul Prisms, Banes and Such

Go to Moonshade. Talk to Torissio about soul prisms, and he will teach you what to do, for a price. Give him the Philanderer's Friend and he will give you the spell. He tells you to talk to Ducio about Worm Gems. He also mentions that the Gem on the Black Sword is similar to a Worm Gem. Talk to Ducio about Worm Gems, and he'll say that each Gem requires 3 Worm Hearts. He also says that the Flux Analyser could fix the Black Sword. Use the Flux Analyser on the Black Sword. To get more Worm Hearts either go North and kill Ice Snakes, or steal them from Pothos's house. Make 3 Worm Gems. Cast Create Soul Prism on the 3 Gems to turn them into Soul Prisms.

Go back to Monk Isle, and talk to Gwenno again. She tells you to go to the 3 temples of Chaos, and bathe the Soul Gems in the waters there. The 3 temples are Enthusiasm, Tolerance, and Emotion. Make sure you have a bucket!

Enthusiasm (80N, 140E)

Take the Serpent Path to get to Enthusiasm (down and left, then left). When you first enter Enthusiasm you will be struck by lightning. Don't worry about the treasure chest in the first maze, it only has some boots. Find the Magic Lens — look in it to see that the Banes are in that big castle (White Dragon) north of Gorlab Swamp. Use a bucket on the well to get some Water of Enthusiasm, and then use the water on a soul prism to get a Soul Prism of Enthusiasm.

Emotion (20N, 52E)

We've been to the Temple of Emotion before, now we go back. On the Serpent Path it is Upper Left and left. Here gather the 4 lodestones of various emotions (get one of them by talking to Shriash in the wall, and destroying the column). Place the 4 lodestones on the 4 small pedestals in the room with the Moon's Eye. Use a bucket on the water, and the bucket on a soul prism to get a Soul Prism of Emotion.

Tolerance (61N, 63E)

Take the Serpent Path, and go Lower Left, and down. The first thing you should notice once inside is that there is the recently vanished Mortegro. Yet somehow he is trapped here by 2 feet of water. The baby. He will offer you the Summon Shade spell if you rescue him. Get the key from the far left room and go downstairs. Go down to the far south cell and talk to Sethys (still alive from the Ophidian days… somehow). Cast Serpent Bond (if you don't have it, you can find it on a scroll upstairs) and go through the left wall. Flip the switch to open the north wall. Get the key. There's a lot of gold here, but you shouldn't need money anymore. Go back upstairs, use the key on the door with the winch inside, and use the winch. There is a secret door that leads to the drawbridge.

Talk to Mortegro, who gives you the Summon Shade spell. Take him outside. He will be obliterated. Go back to Moonshade, go into Gustacio's basement and put a bucket on the altar. Use the water on the last Soul Prism to get the Soul Prism of Tolerance.

Now we have to fill 3 buckets with the Waters of Order (you'll see why later). No, you don't need to get 3 buckets, we'll find them on the way.

Discipline

You know how to get the water here. (remember that whole thing with Petra?)

Ethicality (32N, 132E)

On the Serpent Path it is Lower Right, and down. If you go upstairs (outside) you may notice that the fountain is not working. Go all the way to the right (from the serpent gate) and double click on the Serpent Carpet to start the Test of Ethicality. Answers are "Risk Death", "Leave the Money", and "Continue", this now starts the test. In the first test, push the button in the middle of the flames to save the man. In the second test, place all of your valuables on the pedestal, and walk all the way to the right and press the button. In the third room, fight Batlin, and whatever happens do not give up to him, even if you are about to be defeated.

Note: If you have Power Avatar on you cannot pass the third test!

Go outside, and use the bucket there on the fountain to get the Water of Ethicality.

Logic (23N, 64E)

Note: Be sure to get an empty bucket before coming to Logic.

On the Serpent Path it is lower right and right. Looks like you found the other Ice Dragon, dead. Find your way to the 5 ice blocks and use the Gwani Horn to clear the path (head left from the serpent gate, and then generally head up), you will find a journal in the debris that appears, it has some clues in it (a logic puzzle!). Step on the teleporters in this order:

RED, YELLOW, BLUE, RED, WHITE

Next place the serpent runes in front of the double doors in this order:

B C O W

Now we have a little murder mystery to solve. Automaton Number 7 was killed by one of the automatons, but they all have alibis… or do they? Talk to all of the automatons and check their alibis, if one says he was with someone, does that someone back him up? Number 4 did it. Don't accuse him until you have talked to them all. Number 4 will then attack you. Kill him and get his key. (In the left room with the stones, place the far left stone on top of the middle stone to get the key, I don't know what the key is for.) Fill another bucket with the Water of Logic.

DEATH COUNT: 1 (Mortegro)

23. Serpent Treasures

We'll start by getting Silverpate's treasure. Go to (50N, 40E) and walk through the north wall. You should have the map of this area from Sleeping Bull Inn, if not go there and get it! Avoid the traps here, and the Caltrops. Pick open the chests (don't worry, none of them are trapped), and get the treasures, be sure to get the Blackrock Balance Serpent. If you didn't get the Serpent's Crown, be sure to get it (86S, 23W).

Go to Fawn. Search Zulith's body to learn of the Serpent Armor, and that Yelinda will know where it is. You will also notice that Iolo struck this place hard and almost nothing is left. You can talk to Ruggs here, since he is still alive. Go to Yelinda's throne room, and get her Necklace. Go to the entrance to Gorlab, and have the Hound of Doskar track Yelinda off the necklace. At around (32S, 65E) you will find her. She lost her skin to Iolo. Give her the Comb of Beauty and she will give you the key to the storeroom to get the Serpent Armor. A monk will appear and take her away.

Go back to Fawn, go to her throne room, and open the SE door, and go north through the wall and down the stairs. The Serpent Armor is in the right chest on the upper left table. Get it and put it on! Also in the treasure room are 2 Fire Swords, a Firedoom Staff, a Bow of Infinity, a Lightning Wand, money, jewels, gems, potions, and some other armors.

If you want to (you don't have to yet) go to Monitor. Harnna is the only person alive here, and will give you a "prophecy".

DEATH COUNT:

LocationVictims
Sleeping Bull (4) Devra, Ensorcio, Byrin, Angus
Fawn (11) Zulith, Kylista — Main Gate
Scots — Path N of Main Gate
Alyssand — Delin's House
Garth — Archway
Jendon, Delin — Main Palace
Delphynia — Delphynia's Garden
Joth, Jorvin — Street
Leon — NW Building
Monitor (12) Standarr — List Field
Brendann, Shazanna — Shazanna's House
Templar, Lucilla — Pub
Luther, Krayg — by the Well
Cellia — Hall
Spektor, Marsten — Jail
Flicken — West Gate
Caladin — Garden by Hall

24. White Dragon Castle and the Banes

Make sure to have the 3 charged Soul Prisms and the 3 Waters of Order, and some Automatons to help out as well. Also have the Black Sword, and have used the Flux Analyser on it.

Go to (33S, 86E) and cross the drawbridge here. You will be confronted by the Ghost of the King of the White Dragon Castle, he will make some vague threats and (sometimes) turn into an Ice Dragon. Go through the double doors and go into the room to the right with all of the mirrors. Iolo will appear, taunt you and then the mirrors will explode into a gaggle of Avatars.

Open the secret Wall to the lower right, go into the lab and get the key off the corpse. Use the key to open the library (the room above the lab), Shamino will appear and tell you to read some books. Some books will explode. Go up the stairs, and then down the stairs to the left. Iolo will appear with a Nightmare. Get the key from the desk. Go back to the library, and back to the main hallway. Open the far left chamber, Iolo will appear. Avoid the traps and flip the switch under the bale of wool.

Walk through the wall directly under the stairs, and get the key from the chest. Go up the stairs, open the door, go right, and open the left door and go down the stairs. You should be in the Music Room. Iolo will appear here and leave a ghost to attack you. Get the key under the pipes on the table.

Go back to the room with the chest under the stairs, unlock the door to the north and go up that way. Open the door to the right. Go north and down the stairs. Kill Iolo's Gazer and open the right door. Get the key from the drawers. Go back into the hall and go south and open the south door. Open the right door, then open the south door, and walk all the way to the left where the Banes are.

Note: Save here! Seriously!

Equip yourself with the Black Sword and kill the Banes. After you kill each Bane you have to stuff it into their appropriate Soul Prism. So kill one and put it straight in. (you do that by using the Black Sword on a Soul Prism, the Soul Prism will then get a "halo" around it)

  • DupreEnthusiasm Prism
  • ShaminoTolerance Prism
  • IoloEmotion Prism

After that you should have 3 Soul Prisms with the 3 Banes inside. If you failed to get them, reload.

Take their bodies to Monk Isle and have them resurrected. They will act like Gwenno did, and need water used on them (that's why we got the water!).

  • Iolo → Water of Logic
  • Shamino → Water of Ethicality
  • Dupre → Water of Discipline

After all 3 of your companions are resurrected, all 3 bells will ring signaling the return of Xenka. She will say a whole lotta things and give you the second to last Serpent Tooth, with the instructions to go to the Isle of the Crypts.

25. Isle of Crypts and the Chaos Serpent

Order Hierophant

To get to the Isle of Crypts, take the Serpent Path Right, then the second one up. The entrance is at (12N, 44W). In the room with the many serpent carpets take the south passage. Go all the way down the passage until you find the button on the west wall, go north through the north wall. You will be teleported. Go along the north passage, all the way, beat the mummy, and take the scroll from its body. Place the scroll on the pedestal (by the other pedestal with the Gold Serpent).

You will be teleported into the library, read the book in the center to be teleported again. To the left and north is the Eye of the Serpent. Cast Dispel Field on the Energy Field and swipe the Eye. North of the Eye is a secret passage, go up there, and onto the teleporter. Go up open the secret passage to the coffin, and open the coffin. Then cast Summon Shade, to revive the Hierophant. If you have all the required Serpent Artifacts, he will tell you that. He tells you that to restore Balance you must reunite the Chaos Serpent, but that he cannot tell you how to do that (curse that mummy!). After that he will vanish forever.

Chaos Hierophant

The Chaos Hierophant is in the Temple of Enthusiasm, but first we need to get his lackey Sethys (remember him?) in the Temple of Tolerance, and ask him to join you. As you leave the Temple, Sethys starts to feel his age (1000? 2000?) and dies. Take the Orb off his corpse. Now go to Enthusiasm. Right off of the Serpent Gate cast Summon Shade to talk to the Chaos Hierophant. He will give you all the instructions that you will need. As you go he says that the Rite requires a Force to bind the Banes together, but that he doesn't have a clue what this force is. He will then go *poof*.

Note: Another way to talk to the Chaos Hierophant is to go to (71S, 52E), go inside and talk to the ghost there.

Final Serpent Tooth

The Gwani have the last tooth, but as you may notice, they have recently suffered a rash of Trapper attacks. Talk to Yenani about where all the other Gwani went. Find the trapper's lair at (60N, 24E), hack the door away, and go inside. Talk to the Trapper, but that gets us nowhere, so again we have to resort to violence. Kill him and get his key. Go north and use the key on the north brass box. Get your Glass Sword and the Gwani Amulet. Go back to the Gwani and give Yenani the Amulet, and she will give you the last Serpent Tooth.

The Death of Dupre

Go back to Monk Isle and talk to Xenka. She says that only the Ultimate Sacrifice by either you, your companions, or Gwenno, will solve the Imbalance now. You will draw straws, and you personally will lose. Bummer. Guess there are no perks to being the "Hero from another Land". Go to the Crematorium in Monitor. Dupre won't allow the Avatar to die this way, however, and dies in your place. Get his ashes, and whatever of his belongings you want.

Chaos Serpent

Go back to Skullcrusher, and go to the big double doors to the north. Place a powder keg (there are several in Skullcrusher, and also some in Marsten's treasure hold back in Monitor) by the doors and ignite it. The doors will be blown apart giving you access to the tunnels. Make your way through the tunnels — they aren't easy, but don't have any secret walls or anything so I won't walk through it — I know that isn't much in a Walkthrough, but it really isn't as hard as it seems. (if you find the teleporters, they take you to a pen by Sleeping Bull Inn) Eventually you will get to the Grand Shrine of Chaos. Open up the Secret Wall to the North and go inside. Place the Blackrock Chaos Serpent on the middle pedestal, and the Wall of Lights should open. Then place the Soul Prisms on the right pedestals (they should burst to flame):

  • Enthusiasm Pedestal → Wantonness Bane
  • Tolerance → Anarchy Bane
  • Emotion → Insanity Bane

Then place the Ashes of Dupre on the last pedestal. Dupre will talk through the Chaos Serpent and tell you to get your butt over to Sunrise Isle. Then Xenka will appear. Don't leave without your Chaos Serpent!

Items

  • Glass SwordHazzard has your Glass Sword locked away in his treasure chest. Kill him and open the chest.

DEATH COUNT: 3 (Sethys, Hazzard, Dupre)

26. Sunrise Isle and Endgame

Talk to Xenka again and get the Serpent Sword, she tells you to go to Sunrise Isle and there to restore the Balance to the land! Use the Serpent Gate (well that is the ONLY way to get there!) and it is the gate Straight Up from where you arrive on the Serpent Path.

You will be in the dead center of Sunrise Isle when you arrive. To the north and south of you are 3 pedestals (each direction) and a scale (each direction) — place a blue snake on one side of each scale, and a red snake on the other. This causes various items to appear. Take all of the items. There are 6 temples representing all of the virtues of both order and chaos. The idea here is to use Balance. So in an order temple, place a Chaos item; and vice versa. Here is what to put where:

ItemVirtue (Item's Origin)Place In Temple
TorchEthicalityTolerance
AbacusLogicEmotion
DaggerDisciplineEnthusiasm
ChainToleranceEthicality
HeartEmotionLogic
RoseEnthusiasmDiscipline

Once that business is done, you will get a book. North of where you came in are 2 pillars, read the book in between the pillars. A bridge of Blue Fire will appear, cross and do it again, this time normal fire will appear, cross that too and you will be at the Shrine of Balance.

Go left find the key, and then go all the way right. Use the key on the brass box and get a Serpent Candle. Go all the way left and put the Serpent Candle on the pedestal there. Get the Ice Diamond. Get one of the small chunks of ice that appears, and put it on the other pedestal on the far right side. Get the Fire Ruby. Go back to the center and put the appropriate gem on their pedestals.

Here you should put on all the Serpent stuff you've been carrying around: Serpent Ring, Serpent Staff, Serpent Sword, Serpent Armor, Serpent Necklace, Serpent Earrings, and Serpent Crown.

It ain't over yet! Now we are in yet another chamber with yet another pedestal. On the left side the buttons open doors on the right side, and yes the reverse is true. Find the 2 cubes of order and the 2 cubes of chaos and place them on the pedestal. This will create a bridge below you with a teleporter on it. Step on the teleporter. Then go north and place the Serpent Staff, Serpent Armor and Serpent Crown on the table. You will be declared Balanced by the Great Earth Serpent and teleported back, and now the doors will open.

Go north into the Main Shrine of Balance. The Order Serpent attempts to stop you using a half dozen or so Ice Men (elemental things). Kill them and keep going.

Place the 3 Blackrock Serpents in their appropriate places. The Wall of Lights will open, and the Earth Serpent tells you to put the Eyes of the Serpents on the pedestal. Do so. The Snake Altar will start getting jiggy, so whack him a good one with your Serpent Sword.

Congrats! You beat Serpent Isle! Sit back and enjoy the endgame! At the very end the Guardian grabs you, and then in Ultima 8 drops you off in Pagan.

Your total DEATH COUNT was 60 + 4 (Silver Seed) so 64 died to further your goals. Not very Avatar-like, is it?

Appendix A: Silver Seed Walkthrough

Items in Silver Seed: Keyring, Belt of Strength, Helm of Light, Gauntlets of Quickness, Ring of Reagants, Erinon's Axe, and other small items.

To get to the Silver Seed area, use the Amulet of Balance while on a Serpent Gate. You will (very slowly) be teleported, but you only have to sit through it this one time.

Note: Once you arrive you can only leave if you pass the Silver Seed area, or if you wait a WEEK for the amulet to recharge.

Immediately go north and talk to the Silver Automaton, he thinks that you are the champion of balance, and gives you the Key Ring (very nice), and tells you to find the 4 globes to get the Silver Seed.

Note: The Key Ring is a very nice artifact, every time you get a key put it on the keyring, and then to use the keyring, just press 'k'. However, when you find the Ice Key and Fire Key, DO NOT PUT THEM ON THE KEYRING!!!! Those keys are meant to make another key, the Blackrock Key, and they cannot do that if they are on a keyring. (Although they don't seem to ever want to go on the keyring…)

Also in the keep is a Mage, a Trainer, and a Healer. For the time being, when you die in Silver Seed you will reappear at the Healer's, not on Monk Isle.

Abandoned Outpost

Leave the Keep and go left, then up, until a woman, Rieya, appears. Talk to her to get your clues, but don't take everything she says seriously. Go into the outpost. Go down the stairs, go across the bridge, and then through an illusion wall on the left. Flip the switch here, go back out and then right through the now opened wall. You will now be in a room with 3 switches on the wall, and if you try to go through it, traps will activate. Press the top right, top left, and then bottom left switch (in that order) to deactivate the traps.

Now you will be in a room full of corpses. Search them all and get the Lightning Whip (you have to lose this later) and a key. Use your keyring to open the first door, and walk through the next two (they are illusions). Then go up, find the key in the room with the green glowing things (it's under some debris), and search these rooms for the 2 scrolls. Place the Lightning Whip on the gold pedestal with the Blue Flame on it to get rid of the Force Barriers. Go down the stairs, then down the next set of stairs, and finally up the other stairs, and up the last stairs.

You will be in a room full of corpses who come alive and attack you. Continue left. You will be attacked by Living Armors. Kill them and work your way through the sleep fields. (if you want to get rid of the sleep fields, go back to where there were 3 plates and the switch, and step on the plates in this order 3, 2, 1) Get the orb, and go back to the magically locked door, open it and then go down (this door will also close behind you and magically lock itself). Go straight down, then left. Pick open the lower left treasure chest to get some spells (including 2 unlock magic spells!), then go down again.

You will be in a torture chamber, pick open the upper cell, and get the scroll. Go back to the double doors that were locked (by where you used the whip to get rid of the force barriers), open them and go up. Attack the debris here until it disappears. Go down the stairs, search the body and get the rope. Go back out until you get to where the wall opened up, and go south. Use the rope on the well and go down. Use the rope again, and go down again. Go to the force walls here, and use the scroll that you found in the cell to get rid of the force walls. Go down the stairs. Kill the Ice Trolls, and search around until you find a glowing blue belt. That is the Belt of Strength! Pick the 2 chests by it to get gold, and ammunition.

The Maze

Just north of the abandoned outpost is a maze. Drusilla (another of those dark women) appears here and gives some advice. When you go into the maze, all of your belongings will disappear (they are in the hollow tree outside of the maze). When you reach the end of a level, the whole level will open up.

  • Level 1: Left, down, left 2, down, right 2, down, left 4, up, right, up, left, up 3, right 5, down, left 2, down.
  • Level 2: Up 3, left, down 2, left, up 2, right, up, left, down, left, down 2, left, down, left, up 3, right, up, right. (after the level opens up go find the corpse and get its cheese)
  • Level 3: Right, down 3, left 2, up 2, right 3, up 2, left 4 (get cheese), down 3, right 4.
  • Level 4: Down 3, right 3, up 2 (talk to monster here, give cheese, get orb), up, left, up, down, left, down 2, right 4, down, left, up 3, right, up, left 2, up, right (get Helm of Light off corpse), and right through illusionary wall. Done!

Get your equipment from the tree (don't forget the purple orb you just got!).

Aram-Dol's Lair

This one is probably (definitely) the hardest of the little dungeons. It is on the North side of the keep. There is a Dragon named Draxinar in here, he is more useful alive as he gives information. But that is not where we are going. From the entrance take the top passage to the right, go all the way up and take the stairs. Go right, down, then right and at the first opportunity go up and up again. You will be in a large chamber filled with Arachnians.

In the center of the chamber is a room with a staircase. Take the stairs. Go left up and then step onto the teleporter in the open room. Go right, get the key behind the pedestal and go up the right passage, open the door, go down the stairs, and flip the blue switch, go back up the stairs, down into the room again and finally up the left passage (fire traps should go off). You will be in a room with a large pillar, behind that pillar on the north wall is a passage (illusionary wall), go up there and get the key. Then go back and down the stairs. Unlock the door and go down the next stairs. You should quickly find yourself in a series of lever puzzles.

  • Lever Puzzle One: Flip the 2nd switch
  • Two: Flip 1, 2, and 5
  • Three: Flip 1, 2, 3, and 6

Go up the stairs, and then down, but not through the door. Instead go through the right wall into the Crypts. Kill the Mummies and get the green key. Go up through an illusion in the middle crypt, then down the stairs, across the fire and get the glowing green key. Go back to the main crypt. Unlock the gate leading to the stairs, and go up. Go down and unlock this gate too, and continue going down. There are skeletal Dragons here. Go right, then up through yet another illusion. Go down the stairs.

You should now be in a long hallway with 10 rooms on each side. Flip the switch in each room, then flip the brass switch at the end of the hallway to continue. Go down the stairs. Kill Aram-Dol the Liche here. (not as easy as it sounds) Search his body to get the key. Open the north door and get his treasures: the Orb, the Gauntlet of Quickness, Erinon's Axe, Full Set of Magic Armor, etc. I'm sure that you can find your own way out.

The Fiend

To the right of the Keep is the Fiend's Lair. From the entrance, work your way to the right until you reach the stairs, go down them. Go right, up, left (you should be in a room with headless), then all the way right past all the buzzsaws and down the stairs, then up the next stairs. Go right, down, right, down, right, up, left through the explosions and up. Pick the door here and talk to the Fiend.

He asks you to get the Ring of Reagants for him. Go back to the first staircase (the one from the entrance) but don't go up it. Instead from there go right, and up through an illusionary wall. Then go right, and down, then down the stairs. From there go diagonally down and right until you reach a trail of coins, follow that trail down into a room, mind the fires, search the corpse here for the Golden Orb! Now follow the coins up, then go right. You will be in a room with another blackened corpse and some traps shooting at it. Go up through the wall right above where the corpse is. Work your way up and to the left until you get to some stairs. Go up the stairs. Go all the way down, then all the way right, then up and through another wall to the north. The Ring of Reagants is in the rubble, you should be able to see a little green speck. Go back to the Fiend, who attacks you, and you're done!

The Silver Seed

Go to the Laboratory in the Keep. To the right of the lab is a staircase down, and a candlestick. Move the Candlestick and press the button. Go back to the lab and down the now revealed stairs. Follow the path until you reach the 4 pedestals. Place the Golden Orb on the lowest pedestal, the Red on the left, purple on the middle, and blue on the right. Open the door and take the Silver Seed. The 3 witches appear and attempt to stop you, kill them and take their 3 keys. Open the door and continue through until you reach the grotto. Karnax will appear and give some advice. Stand near the dirt area in the center, and use the Silver Seed to create a Silver Tree!

Congrats! You passed the Silver Seed!

DEATH COUNT: 4 (Drusilla, Rieya, Solaria, The Fiend)

Appendix B: Serpent Path Map

                                 a - Emotion
          _       _              b - Skullcrusher
         |b|  _  |d|             c - Balance
       _  |  |c|  |  _           d - Spinebreaker
      |a|---  |  ---|e|          e - Discipline
           |  |  |               f - Sleeping Bull
           -- | --               g - Furnace
    _   _   | | |   _   _        h - Mad Mage Isle
   |f| |g| ------- |j| |k|       i - Moonshade
    |   | |       | |   |        j - Monk Isle
    ------|       |------        k - Isle of Crypts
    |   | |_______| |   |        l - Fawn
   |h| |i|  | | |  |l| |m|       m - Great North Forest
           -- | --               n - Enthusiasm
       _   |  |  |   _           o - Tolerance
      |n|---  |  ---|r|          p - Monitor
          |  |p|  |              q - Ethicality
         |o|     |q|             r - Logic

Appendix C: Money Conversions

Exchange Rates

Amount Filari Gold Coin Guilder Monetari
4 Filari4231
1 Filari1½¾¼
2 Gold Coins4231
1 Gold Coin21½
3 Guilder4231
1 Guilder1⅓1
1 Monetari4231
1 Gem100507525
1 Gold Nugget40203010
1 Jewelry400200300100
1 Gold Bar800400600200

Note: When you get the False Coin spell, only use it on Monetari since Monetari is by far the most valuable currency.

Money Exchangers

Types: $ = money, j = jewelry & gems, B = Gold Bars, g = gems only

NameTownTypesFee
ZulithFawn$3%
SpektorMonitor$4%
BuciaMoonshade$, j2.5%
TopoMoonshadeg*
DevraSleeping Bull$, B, j2%

* Topo buys gems for 100 guilders each.

Appendix D: Secrets and Cheats

As with The Black Gate, you can access the Debug Cheat Menu by adding a special word at the command line.

  • With Silver Seed: serpent manimal
  • Without Silver Seed: serpent pass

In the game:

  • F2 — Debug Menu
  • F3 — Teleport Map
  • F5 — Cast any spell (hit F5, push number of the spell, select who gets to cast it, and if needed select what to cast it on)
  • ALT+4 — Dumps contents; used to see what someone is carrying. Try it on Lord British.

The Debug Menu looks something like:

  [b]usiness schedule  [h]ack mover...: No
  [d]o Schedule.: All  [l]ocation.....: Off
  [g]ame flags         [i]nspect
  [n]umber ID...: Off  [m]odify Npc
  [t]eleport           [u]nk BugChkin : Yes
  [p]ower Avatar: Off  [q]ueue Toggle.: Off
  [s]et time           [c]reate item
  [+-] Time Rate:   1  [a]ctivity dump
  [f]ollowers...:* No* [X]it

For the purposes of this debug menu, the avatar is considered NPC 0, with everyone else in the game numbered as well. Choosing "Number ID" will show all the NPC numbers.

  • Hack Mover — allows you to pick up all objects, including the scenery. Nothing is more fun than picking a mountain apart to see how it ticks. Also you can pick yourself up.
  • Followers — brings in everyone that can join your party. (up to the maximum number of followers anyway)
  • Create Item — is just what it says. You can create EVERYTHING, including an Avatar Corpse! Creepy!

The Modify NPC option allows you to modify every NPC in the game, including all enemies. You can affect their (or your) stats, status, and make them do things, called a "business activity". Typical business activities are "preaching", "baking", "follow avatar", etc. The best "status" change you can do is to make yourself Ethereal, which is essentially a walk-through-walls option. Very fun, but remember you cannot go up stairs, or go up in any way at all while ethereal; instead you will walk through the stairs. To go up a level while ethereal use the Hack Mover and pick yourself up. If you want to change an NPC's appearance, you can use the "2" Polymorph edit.

WARNING!!! Doing any of the above cheats can result in a corrupted savegame. You may not be able to pass the game if you cheat! So don't save it if you cheat and don't cheat unless you don't want to pass the game. You shouldn't cheat anyway… what kind of Avatar are you?

Note: Never ever turn "Party" off on the Avatar, this will make it impossible to move the Avatar, which makes playing the game very very hard indeed!

Avoid the Lightning

The only way to avoid the Teleport storm at the beginning of the game is to use a cheat teleport. Since the Teleport storm is activated based on location, e.g. when you step off the boat, all you have to do is teleport off the boat to, say Monitor. However the game was meant to go through the Teleport Storm, and there is no real way (besides playing the whole game that way) to tell what ill effects this may have.

Jive Talkin'

To watch the intro or the endgame (without actually playing the game) type:

  intro hisss
  endgame hisss

or in the static directory create the files endgame.flg or quotes.flg and then start the game, and in the main menu you should see "View Endgame". To see the Jive intro, where the Guardian reveals that he is really a sadistic muppet type: intro hisss jive

Spider Man

At (52S, 155E) is a small Spider Temple with a dead woman. You can find Spider Silk here, as well as a poison dagger and a locket.

Naked Woman

At (23S, 126E) is a small camp, with the only occupant being a naked blonde woman. Odd.

Erstam's Private Retreat

This one is considered "Cheating". Go to (81S, 100E) and place a crate by the stump to climb onto it. You will be teleported to a small island. Don't step on the teleporter here, instead, work your way north by way of going east. Eventually you will get to a new island, go in and find Erstam's Retreat. He has a lot of naked women here, as well as some very nice items, including some Plot Items (hence why it's cheating).

Cat's Revenge

In Ultima I this island was called "Dead Cat's Life II", now it is called CLAW, or Cat's Isle. (112S, 62E) There are many cats around here, as well as some human corpses. Go inside to get some treasure and some Plot Items (like the Gwani Horn).

Appendix E: Monsters and NPC's

Monsters

Poly = Polymorph number; AR = Armor Rating

Name STR DEX INT COM AR Poly Notes
Acid Slug1561123
Alligator16102134
Arachnian28291415?979
Automaton201010515747Create Automaton revives
Automaton (Brass)20181123?734but doesn't revive here
Bat2172101
Bear181511210302
Bird313250
Boar99354
Cat38351
Chicken32130
Corpser1321104
Cow162122500
Cyclops2565156501
Dark Monk12814910179
Dark Witch15132078665
Deer920152
Dog8136106
Dream Monster532521
Fire Elemental8164155861
Fish218131
Flying Snake510365
Fox763510
Gargoyle22196153883
Gazer7211483
Ghost111214113
Goblin198865725
Goblin Woman881066744
Gremlin6145107
Gwani10131696862
Harpy15151532
Headless1614493514
Hound of Doskar15810874
Ice Corpser104198
Ice Dragon2214181212877
Ice Dragon Baby15132157798
Ice Man17531513968
Ice Serpent20881515
Ice Snake81016?
Ice Troll23721512372
Insects212220517
Jester625117?
Liche25213030?981
Mongbat11112122
Mummy15128373
Naga1512179846
Nightmare17202578885
Parrot912772
Penguin68266298
Phoenix151515
Polar Bear2384158449
Rabbit29241
Rat412131
Rat-Man711155
Reaper18171153382
Scorpion1291141
Sheep11110
Skeleton14173102528
Skeletal Dragon301515
Slime721102
Snake612262
Snow Leopard1012166754
Spider9101103865
Stone Harpy2324111710
Suit of Armor13749?550
Tentacle (brown)15183157
Tentacle (green)20133153
Trapper171287?
Troll1691135533
Undead11623?
Wildman1081512
Wolf1212684537
Vampire1520301510588

NPC's

Note: The list is incomplete. Whenever you put an NPC into your party and look into their inventory, sometimes they won't have a head. This is because that person is not supposed to ever be in your party. NPCs who have a proper head in inventory: Iolo, Shamino, Dupre, Boydon, Petra, Gwenno, Automatons, Sethys, Stefano, and Wilfred. Of those, only Gwenno will not join you normally, but does have a head in the Inventory.

No. Name Str Dex Int Com Poly
0Avatar18182514
1Dupre222013