                  [Ultima VII Part II: The Serpent Isle]
                        Walk through and Help File

                    [Copyright (C)] 1995 William Herrin
                            aka Fallible Dragon
                                -==(UDIC)==-

This is version 4.0 of the walkthrough. Several corrections and
clarifications have been made from the 3.01 version. Also, two new sections
have been added by Neutronium Dragon, dealing with potions and spells.

Table of Contents:

  1. Problems?
  2. Helpful Stuff
       1. Serpent Gate Map
       2. Generic Hints
       3. A word about the previous Ultima games
       4. Money Conversions
       5. Reagents: Where to obtain
       6. Copy Protection: Answers
  3. Walkthrough
       1. Start Game
       2. Monitor
       3. Sleeping Bull
       4. Fawn
       5. Moonshade
       6. Gorlab Swamp
       7. North Forest
       8. Gwani Territory
       9. Northern Wastes
      10. Batlin
      11. After Batlin
  4. After you're done
       1. The Cheat Mode
       2. Interesting Places
       3. Main Menu options
       4. Potion Guide
       5. List of known bugs
  5. Copyright Notice

Problems:

If you encounter incorrect information in here, or have information you
think should be added, send it to me at the internet address:
Fallible_Dragon@udic.org

Helpful stuff:

Serpent Gate Map:

Here's a map of the serpent gates, courtesy of Lord DCD (with a couple of
changes by me.)

                 4                     6
                 |                     |
                 |          5          |
         3-------+          |          +------7
                  \         |         /
                   \        |        /
1       2           +-------+-------+            8        9
|       |           |               |            |        |
|       |           |               |            |        |
|       |           |               |            |        |
+-------------------+       +       +------------+--------+
|       |           |               |            |        |
|       |           |               |            |        |
|       |           |               |            |        |
18      17          +-------+-------+            11       10
                   /        |        \
                  /         |         \
        16-------+          |          +-------12
                 |          14         |
                 |                     |
                 15                    13

  1. Sleeping Bull (Silverpate's Cellar)
  2. Furnace (Somewhere underground between Monitor and Moonshade)
  3. Temple of Emotion (21N 50E)
  4. Skullcrusher
  5. Temple of Balance (Sunrise Isle -- accessible only by gate)
  6. Spinebreaker (Near 39N 96E)
  7. Temple of Discipline (Near 43N 86E)
  8. Monk Isle (Beneath the main building)
  9. Isle of Crypts (West of the Gwani, accessible only by gate)
 10. Great Northern Forest (4S 77E)
 11. Fawn (Beneath the palace)
 12. Temple of Logic (Near 23N 64E)
 13. Temple of Ethicality (30N 133E)
 14. Monitor (In the Crypts, Near 148S 9W)
 15. Temple of Tolerance (61N 63E)
 16. Temple of Enthusiasm (82N 141E)
 17. Moonshade (95S 152E)
 18. Erstam's House (22S 110E)

Hints:

   * Find a convenient place to drop stuff you don't think you need
     anymore. (Near a serpent gate is good, on the Dark Path is better)
     This way if you're wrong you can find it again.
   * Don't use the cheat mode until after you've won. With this
     walk-through you shouldn't need to. The game is more fun if you don't
     use it, and its awfully easy to mess your game up by using it.
   * Hollow Trees: A lot of hollow trees have useful stuff in them. You
     should make it a point to check every hollow tree you pass.

Previous Ultimas:

While its not necessary to play the previous Ultimas before playing this
game, its highly reccomended. This game borrows a great deal from those
plots, and in fact has references to every previous Ultima of the
mainstream series, as well as Ultima Underword II. For instance, if you
havn't played Ultima III, you'll miss the connection about the Great Earth
Serpent. If you havn't played Ultima VI and Ultima VII, you'll miss the
ah-ha experience about Daemons. If you havn't played Ultima VII, you won't
understand whats so important about this Batlin character. And if you
haven't played Ultima IV , you won't understand what it means to be the
Avatar. You can play Serpent Isle without having played these games, but if
you do, a lot of things about the plot are going to be confusing that are
dead obvious to the rest of us.

Money:

There are several different types of money. I'll use Monetari as the
standard currency. 1 Monetari = 3 Guilders = 4 Filari = 2 gold coins. Topo
(77S 141E) will give you 100 Guilders for gems. Gold nuggets are worth 10
Monetari. Jewelry is worth 100 Monetari. Gold bars are worth 200 Monetari.
You can also sell many metal armor pieces at the smithy in Monitor, and all
leather armor pieces at the supply shop there. If you have any Stoneheart
to spare, you can get 120 Guilders per piece at the apothecary shop in
Moonshade. Finally, you will be paid 100 Monetari for every pikeman's body
you cremate.

Reagents:

You can buy Reagents from three people: Pothos of Moonshade, Harnna of
Monitor (160S 4W), and Delphynia of Fawn (69S 17E).

Black Pearl -- Pothos wants 50 Guilders. Delphynia wants 70 Filari. Magic
Gremlins are a convenient source of black pearls. You can find some in the
Temple of Chaos, as well as other places.
Blood Moss -- An unlimited supply of blood moss can be found in the swamp
at 122S 147E. Just get what's there, go away, and come back. There's also a
plentiful supply in Gorlab Swamp, once you've bested the Dream Realm, but
it doesn't reappear if you take it and come back later.
Blood Spawn -- Blood spawn is made by using a ritual blooding device on
yourself and then using it on some stoneheart. Finding stoneheart is the
difficult part. It is also possible to find some premade Bloodspawn.
Garlic -- Pothos wants 8 Guilders. Harnna wants 8 Monetari for 3 cloves.
Delphynia wants 15 Filari.
Ginseng -- Harnna wants 9 Monetari for 2 bunches. Delphynia wants 20
Filari.
Mandrake Root -- Pothos wants 75 Guilders. Delphynia wants 65 Filari.
Nightshade -- Delphynia wants 25 Filari.
Serpent Scales -- There are a few of these at various places throughout the
game. There seems to be a very limited supply.
Spider's Silk -- Pothos wants 35 Guilders.
Sulfurous Ash -- Pothos wants 36 Guilders.
Worm's Heart -- Pothos wants 100 Guilders. Worm's heart can also be found
in the Gwani area -- just find some ice worms and kill them.
Additionally, you can find all of these reagents scattered about in various
places, and there is a plentiful supply of them in the Conjury of Furnace.

Copy Protection:

I hate copy protection, especially manual protection, don't you? I like to
leave my manuals at home -- about 600 miles away from school, and that
rather hinders my ability to use the software. So, here's most if not all
of the questions and answers Thoxa may require:

   * Types of weapons in Erstam's book: 4
   * Cities established on Serpent Isle: 3
   * Ginseng boiled into Syrup: 40
   * Letters in the name of the woman who made gloves: 7
   * People from how many cities emigrated from Britannia: 3 or 4
   * How many characters in Ophidian writing: 36
   * Forces that when combined form the principles of balance: 6
   * Erstam's reasons for putting down the history: 1
   * Clans in monitor: 3
   * Reagents for mass death: 6
   * Circle of Create Automata: 6
   * Beasts in Erstam's book: 52
   * # of spells in the ninth circle of magic: 8
   * # of Words of Power: 27
   * # of types of reagents: 11
   * # of materials armor made from: 4

I am posting this list for the convenience of legitimate users and because
of my general aversion to copy protection. Programmers need money so that
they can eat too, so if its your intention to use this list to pirate the
game then you are a thief, plain and simple and I hope you get caught.

Serpent Isle Walkthrough:

Head south a bit from the ship. (Its the only way you can go.) After a few
steps, lightning will strike you and your companions, making them and most
of your stuff disappear. Continue south a little further, and you will be
confronted by a monk named Thoxa.

Monk:

Thoxa will give you the Hourglass of Fate, which will allow you to be
resurrected if you die, or allow you to call a monk to resurrect a party
member if they have died. When she gets ready to leave, another monk will
appear, angry that Thoxa has contacted you. The two will battle and then
leave.

Continue south. You will find Shamino, who will rejoin you. You will also
find Shamino's magic bow. Just north of Shamino's bow is a secret cave,
near a red bush. Go inside and get the two chests, the bedroll, and the bag
behind the barrel, and anything else you want. There is an illusory wall
that leads to the second chamber where the second chest is. Be sure to get
the sextant as you will need it to find some of the locations I will give
you. Also read the scroll on the ground, and grab the Serpent Scales on the
corpse.

Continue southeast again, until you reach the gate to Monitor. Talk to the
guard and have him raise the gate.

There are essentially two periods in the game -- before killing Batlin and
after killing Batlin. What you can do in each town before and after this
varies. First, what you can do before: (Note: Many of these things can be
done in whatever order you desire, but some of the require you to do them
in sequence. The sequence below will work, but it is not necessary that you
follow it strictly.)

Monitor:

Follow the road north. The Crematory is the first building on the left.
(147 south, 10 west) Cantra will have caught up with you by now... Talk to
her and listen to what she says about the Knight's Test. Go inside the
Crematory. Renfry will tell you that there is a funeral in progress and
that Lord Marsten can be found in the Crypts. The crypts are through the
curtain in the southwest part of the building. Follow them south until you
get to Lord Marsten. Ask him for permission to take the Test of Knighthood.
After you break off conversation, Dupre will be escorted in and rejoin you.

Things to do at Monitor: Take the Test of Knighthood, Get Iolo out of jail,
recover the Helm of Courage (and reveal the traitors), Training at List
Field, Re-acquiring Dupre's Shield.

Knight's Test:

Go north, and turn east. RUN until the explosions stop. The door to the
east is locked, so take the south passage. If you approach the chest,
you'll be attacked by magic gremlins, which are powerful when you only have
a mace and leather armor. Go south until you can just see the chest, and
move it as far as you can north. Bash it with the mace and get the key.
Open the door to the east and then the double doors to the north. Get the
key on top of the monolith by stacking some rocks until they form stairs.
You may want to stay in combat mode while you do this as snakes will attack
you when you move certain stones. Use the key to unlock the door to the
south. Run quickly past the cyclops and the fireballs and get the key. You
can try to kill the cyclops if you want to, but remember what weapons and
armor you're using. Use the key to unlock the door to the east. Run past
the lightning and fireballs until you get to the room with the four chests.
Don't mess with those chests, or you'll be sorry. Go through the illusory
wall to the east and get the key.

Run northwest to the next door and unlock it. Get the key to the south and
unlock the next door. Return south and pull the lever. Enter the room and
get the next key, while avoiding the rats. (Or kill them, they're not
really that tough.) Unlock the door to the west of the door you just
unlocked. Go north and then east, following the passageway until you see a
table with a scroll and claws on it. Get the claws and read the scroll.

Return to the door. Head south until you are attacked by the invisible
pikeman. Kill him and get the note off his body. There are two torches near
each other on the west wall near where the pikeman attacked you. Open the
secret door that is between the two torches and go west and then south to
the next hallway. Proceed northwest until you get to the goblin king's
ashes. Use the claws on yourself to draw blood and then use the claw on the
ashes to mix your blood with them. An animal will appear.

Slay the animal and take it with you southeast to the door. Use the key
inside it to open the door. Proceed southwest, and Shmed will let you out.
He'll be most disappointed that you're still alive, and will try to remedy
the situation. Kill him, and read the note on his body. (You may wish to
run past him and retrieve your stuff from the chest in his house and your
companions first.) Return to Monitor. at 133 south, 19 east. There is a
rumor that cremating Shmed's body will get you 100 Monetari. Cremating the
invisible pikeman's body will get you paid. Give the wolf's meat to Lucilla
at the pub so that she can make the banquet stew. (152 south, 13 east).
Give the wolf to Cellia the Furrier so that she can make a Wolf Cloak for
you. (139 south, 1 west). Return in 24 hours and collect the cloak. Visit
Lydia and get your tattoo. (147 south, 12 east) Find Lord Marsten and let
him know you've completed the test. Go to the banquet hall and listen to
everyone talk. (157 south, 12 east) Harnna will come in and exclaim that
Cantra is gone. The knights will argue about goblins and traitors and the
dinner will break up. Talk to Harnna about Cantra and go look in her
Crystal Ball. (157 south, 9 west). Talk to Harnna again, and ask her to
heal your recurring poisoning. She'll tell you to bring her Varo Leaves
from Fawn, and she'll also tell you that the source of the poison is the
tattoo you just got (i.e. Lydia poisoned you.)

Go to Fawn. (85 south, 9 east) (You may wish to avoid the road since there
are goblins at Fawn Tower) A fellow named Ruggs will ask you to carry a
letter to Delphynia, who also happens to have the Varo Leaves, so take it
to her. Go to the Fellowship camp and give Ruggs the letter she gives you
and also get a map of the Serpent Isle from Scots. Return to Monitor and
have Harnna heal you. You should also talk to Harnna about some of the
strange objects you picked up as she will give you some leads. Confront
Lydia about the poisoning and kill her.

Rescue Iolo from Jail:

Go talk to Iolo in jail. (139 south, 14 east) Now that you're a knight, ask
Lord Marsten for the key. Release Iolo from jail. (Lord Marsten can
generally be found at the Hall of Monitor around noon. 144 south, 5 east.)

Training at List Field:

Whenever you have three or more Training points, you can go to List Field
and train. (155 South, 8 East) Training costs 50 Monetari. Caladin (who is
there from 9 am to noon) improves your strength by 2 and your combat by 1.
Shazzana (who is there from noon to 3) improves your dexterity by 2, and
your combat by 3. Brendan (who is there from 3 pm to 6 pm) improves your
dexterity by 1 and your combat by 3. Luther (who is there from 9 am to
noon) improves your strength by 3. Note: The first time you train a
character, if that training involves their Combat skill, it will be
improved more than normal. But this only works for the first training, even
if that first training session doesn't involve your Combat skill. Be
warned: After Batlin's death, you will no longer be able to train at list
field, so plan on doing all the training there that you are going to do
before killing him. You will be able to train with Wilfred at the Sleeping
Bull Inn after Batlin dies. He will improve your Strength and Combat by one
point each, and you only need 2 Training points to train with him. He
charges 30 Monetari, but will train you for free if you let him join your
party. Footnote: It appears that if you defeat Caladin, you will be
teleported to the Realm of the Dead, where all deceased characters are
stored by the game. The problem, however, is that unless it's the Avatar
who was training at the time, your game will be stuck, and you'll have to
exit.

Retrieving the Helm of Courage and exposing the Traitors:

Once you have completed the Knight's Test and been to the banquet, talk to
Krayg the provisioner about his long walks in the woods. (Some times of the
day he can be found at 140 south, 1 east.) Get the bottle of Fawnish ale
from the monolith in the forest. (82 south, 18 west). While you're at it,
get the serpent crown from a hollow tree at 86 south, 23 west, and the
destroy trap scroll from the hollow tree at 77 south, 16 west. Only one
person in Monitor drinks Fawnish ale: Simon the Innkeeper. Go have a talk
with him. (144 south, 14 east) (Note that you must have previously accepted
a drink of his ale when he offered it to you.) Kill the vile goblin, and
head for the hollow tree he talks about. (69 south, 32 west) Descend the
stairs, and head north killing the goblins. Open the door with the key
Simon had. Head north down the stairs, killing goblins and headlesses. Go
north until you reach another set of stairs. Go down the stairs to the west
instead. Go around the pool and up the other stairs. Continue north and
west (going up two flights of stairs). Go north until you have to go east
out of the mountains. Note: the pool with the fountain in the middle of it
is beneficial. Drinking from the fountain acts as a potion of healing, so
heal up all of your party here.

Head southeast to the goblin encampment. (get the scroll of protection out
of the hollow tree at 19 south, 26 west.) Shortly after dawn is the best
time to do this, as all the goblins will be asleep. (Check the bodies too,
one of them will have a magic axe.) The goblin king's hut is the biggest
one in the southern part of the encampment. Be careful! If you're still low
level, he's tough! The king has another magic axe, and a key to the locked
room you passed on the way through the mountain.

Return and unlock that door. Collect the loot, and read both the scroll and
the document. Get both, and return to Monitor. On your way back would be a
good time to kill the Jester at 87 south, 28 west.

Return to Monitor and talk to the head of the Bear or Wolf commands
(Caladin or Brendan.) Tell him about the two traitors. He'll call the
pikemen, and they'll be thrown in jail. Talk to Lucilla the barmaid. She'll
give you a key she was keeping for one of the traitors. The key opens a
door just inside a cave hidden by an illusory mountainside south of the
Crematorium. (154 south, 13 west) Open the door and go in. You'll find a
bunch of powder kegs (a couple of which you'll need later, but you probably
don't want to carry them around until then) and Harnna's husband. Get the
note off the body, read it, and return to her.

Sleeping Bull: (109 S, 29 E)

Money exchangers: The lady who runs the place will change money, gold
nuggets, and jewelry for you. ***** Things to Do: Find Silverpate's
Treasure, Gain passage to Moonshade, Buy spells from Enscorcio, Get your
Swamp Boots back.

Gain Passage to Moonshade:

Talk to Flindo about Captain Hawk. Go to Bull Tower and ask about Hawk.
(100S 28E) These pikemen are real butt heads: They'll keep raising the
ransom. Go talk to Selina at the Sleeping Bull. She'll offer to help you
get money at a building that appeared where the lighthouse used to be.
(Keep your friends with you though -- you'll need their help.)

On your way northeast to the treasure, there is a ruined building with two
ghosts inside. This is a bug. You can search the building and kill the
ghosts, but DO NOT talk to them. You will get a conversation and knowledge
you should not yet have, and while this might sound good, there is a chance
it screws up your game near the end. The coordinates are 71 south, 52 east.

Proceed to the haunted treasure room at 76 south, 82 east. Note that the
key to use is the key Selina gave you, not the one in her pack. Grab as
much gold as you can carry (you may want to go to inventory mode, as you'll
be teleported chaotically around the building.) Then leave. You'll be
attacked by some of Batlin's minions and Selina will depart (Yes, that is
why she wanted you to go alone. See, aren't you glad you kept your
companions with you?)

Kill them. You may want to take the Sword of Defense that one of them is
carrying. With a gold bar, return to the Bull Tower. (Drop all but one --
they only require one, but they'll take all you've got.) Give them a gold
bar for the key to Hawk's cell. Go beneath the tower and let him out. Meet
him back at the inn and ask him for passage to Moonshade. Go to his ship
and get on board.

Find Silverpate's Treasure:

Go downstairs. Open the secret door in the north wall behind the casks. Go
north and flip the switch. Also get the key. Go south into the main room of
the cellar. The sliding door that was at the south end is now open. Do
through and down the stairs. Read the scroll on the bones in the cell. Go
north and then west to the treasure room. Get the scrolls and money out of
the invisible chest on the north wall. Get the treasure map and key out of
the second chest from the bottom. The key operates the door immediately
east, where you can flip the master switch which allows you to teleport
into each of the rooms at the bull.

Return to where you turned west from going north. Go east now. When there
are two torches immediately to you west, go east through the illusory wall.
Turn north and you will arrive at the serpent gate #1, and a teleporter
that takes you back to the sleeping bull.

Recover your Swamp Boots:

Devra has your Swamp boots, and will freely exchange them for her slippers,
which the storm brought you.

Fawn: (85 South, 9 East)

Moneychanger: Zulith (The chancellor) will change coins for you. First
thing to do is to get your magic armor out of Kylista's chambers (just to
the west of the temple 54W 6E). Don't talk to her about it, or you'll have
to give back the armor you've got.

Things to Do: Retake Fawn Tower, Dupre's Trial

Retake Fawn Tower:

Just go there and kill the goblins. The next time you pass by, it will be
manned by knights.

Dupre's Trial:

Find the barkeep and ask him about the ring. (64S 3E) Find Alyssand. She's
probably at the provisioners. You will need the silver ring that the
lightning gave you. If you managed to lose it (like I did) you are SOL and
will have to restore the game to a point where you still had it. (72S 14E)
(I nearly had to start over at this point -- Fortunately when I did so and
went to take the knights test, I noticed that the silver ring was in the
chest, and wondered, "Gee, I wonder if I left it there, thinking that I
wouldn't need it?")

Note: You must bring Iolo with you to complete the Fawn quest. The first
time you enter with him, a magical storm will bring his lute there. (Which
is a bit strange, since he never lost his in the first place, and may well
still be carrying it.) He will play a song for a group of people. This sets
the stage for later events.

If you can't find Alyssand, it seems that eventually, she'll find you.
(After you've talked to the barkeep) She'll give you your magic gauntlets.
Join the cause she speaks about. Zulith will be following you. Ask him for
an audience with Lady Yelinda. Keep going around town talking to people.
Eventually Jorvin will approach you, telling you that Iolo's masterful song
has earned him an audience with Lady Yelinda. Go to the palace (61S 9E)
around noon. She'll give Iolo a diamond necklace. She and your companions
go into a series of toasts. Can you guess what faux pas Dupre makes?

Anyway, Dupre gets tossed in jail. Go to the temple for the trial. Listen
to your accusers and leave when the trial goes into recess. Find Alyssand
and get a key to get into the basement of the temple where Dupre is being
held. You won't be able to release Dupre, but you will find controls(!?)
for the oracle! Voldin is also there, instructing the oracle how to rule on
Dupre's trial. Pull the center lever and then the right lever.

Tell the oracle to tell the truth. (That the trial is corrupted.) Return to
the trial, and Dupre will be declared innocent. Lady Yelinda will apologize
and give you the Crystal Rose of Love.

Moonshade:

Head southeast from where the ship lands, and pick up the bloodmoss in the
swamp. (123 South, 147 East) Now, head north to Moonshade (you may want to
hit the basement of the shack to the southeast of the swamp first.) Money
exchangers: Topo (at the Artisans guild, 77S 141E) will give you Guilders.
Bucia (at the provisioners, 73S, 134E) will trade in money, nuggets,
jewelry and gold bars.

Things to do an Moonshade: Get a spell book, talk to the magelords, get
seduced by Frigidazzi (and thrown into the Mountains of Freedom.), Visit
Erstam the mad mage, Buy Spells, Buy Reagents, Get the Comb of Beauty, Help
Gustacio with his weather experiments, and get back to the mainland.

Audience with the Adepts:

Talk to Flindo (probably at the inn, 67S 133E). Ask him about his
connections, and ask him to get you an audience with the Magelord. Wander
around, you'll soon be approached by an automaton who gives you a scroll.
Use it and talk to Rotoluncia. Go talk to Flindo again. A couple hours
later you'll be teleported to Filbercio's dining room. Watch the mages
quarrel until Pothos comes in and informs Filbercio that he couldn't find
any bloodmoss. Now, ask Bucia about Pothos. Visit Pothos at the apothecary
(78S 136E). Talk to Pothos and ask him about his secret. Now, put down most
of the bloodmoss you picked up: You only need to give him a little of it.
Talk to him again, and he will tell you how to get to the Mad Mage.

One of your companions will be teleported away. Go talk to Filbercio (where
you had dinner) about it. He'll tell you to search Rotoluncia's house. (74S
155E) Kill the automaton there, and be sure to get the serpent tooth. Also,
pick up the burner that's sitting on the table -- it serves the purpose of
a torch or light spell, and never goes out. Return to Filbercio and report
your findings. He'll give you the key to his boat and tell you to go to his
cottage in the middle of the lake.

Go to the cottage and go upstairs. (88S 129E) Get the key out of the
dresser. Go all the way downstairs and open the door. Kill Rotoluncia and
her gremlins. (Footnote: Magic Gremlins are an excellent source of black
pearls, but you must look closely to see them.) Free whoever was taken, and
leave. The other key operates the door at the other side of the teleporter.
(In Filbercio's mansion.) (Try using the varoius torture devices EXCEPT the
Iron Maiden while you have all three of your companions in the party.
You'll get some humorous results. Don't mess with the Iron Maiden though,
that is a trap.)

Get the comb of Beauty:

Visit Columna's house at 85S, 150E. Open the locked door with the key in
the chest. Go down the stairs SLOWLY! (Immediately go into inventory mode
or see your friends chopped to bits.) Get the stuff you see, and go back
upstairs. Open the secret door in the north wall of the house. Go around
inside the fence to the south side of the house. Use the green key you just
picked up to open the chest hidden behind a tree. Get the comb of Beauty.

Visit Erstam (The Mad Mage):

After getting instructions from Pothos, go Northeast and then west around
the Mountains of Freedom until you get to the dock Pothos describes. (15S
128E) Ring the bell and get on the turtle. He'll take you to the dock at
Erstam's house (after which you'll never see him again, so don't leave
anything on his back.) Talk to Erstam and Vasel until Erstam agrees to let
you help him. (Home in on anything they say about Teleportation until Vasel
mentions the Jawbone, then ask Erstam about it.) You'll be teleported to a
cave. Follow it to its exit, and find the entrance to another cave. Follow
this to a ruined area with a switch. Hit the switch. Skyrise, the phoenix
will come back to life. Talk to him and get the phoenix egg. Continue
through the cave to the teleporter back to Erstam's house.

Gather various body parts and put them in the machine, along with the egg.
Boydon -- a Frankenstien if I've ever seen one -- will walk out. As a
reward, Erstam will give you the key to his storeroom and a tooth. Go get
the jawbone. Return to Erstam and he'll give you two more teeth. If you've
been following my instructions, you should now have four teeth. Put them in
the jawbone. Leave by using the serpent gate in Erstam's storeroom. (Use,
that's a double click on the gate -- merely walking on it will do you
little good.)

If you want to, you can talk to Boydon and Erstam until Erstam allows
Boydon to join your party -- one of your party members will complain, but
no one else in the game will have a problem, and Boydon is a level 1
character who already has a 30 strength.

Get a spell book:

Talk to Fedabiblio in the Seminarium. (93S 149E) Ask him for a spell book.
He'll want some mandrake root from Monk Isle. Use the serpent gate to go to
Monk Isle. Go to the swamp on the northern part of the island. Circle it,
picking up mandrake roots as you go. (Eyes sharp, they're hard to see.)
Return to Moonshade and collect the spell book. Copy Protection AGAIN! Same
questions as before. Now would be a good time to transcribe any scrolls you
have into your spell book.

Get seduced by Frigidazzi:

Go talk to Frigidazzi, and ask about spells. (77S 150E) If you have to get
in to her cold room, the key is under the vase. She'll tell you to return
after midnight alone. Ask you party members to leave and return just after
midnight. Do the naked pretzel (or not) and get sentenced to the Mountains
of Freedom.

Kill the automaton at the entrance, and use his key to get out into the
rest of the dungeon. Go through the illusory wall to the north. Make sure
you take some torches. Wander around, looking for illusory walls.
Eventually you'll find a teleporter inside a locked area. Pick the lock and
teleport. Wander again, teleport again.

This time you'll meet Stefano. Have him join you. Head northeast. Get a key
out of the bag on the table. When you get your black sword back, do not let
the demon out. Continue north and teleport. Unlock the door to the west
with the key you just picked up. Kill the dracolich. Get another key from
the room to the south. Unlock the door back to the east.

Pull the levers (you may want to get the stuff in the chests too, but watch
out: They're trapped.) Teleport again and kill the guy who attacks you. Go
north and get the scrolls. Return south, and telekinesis the drawbridge.
Proceed east and kill the old man. Go north into the room with the levers.
There are 8 levers in the center, numbered top to bottom, left to right.
Pull levers 1, 2, 4, 5, 7. Go into the room with the woman. Now go to the
room with the Nightmare. Get the carrot from the girl and put it on the
plate in front of the rabbit. Get the flowers and put them beside the
ranger. Now pull lever 8. Go to the teleporter. Pull the glowing lever, and
then try to go somewhere. Pull the bottom left lever. Head south.

Walk around the fire until it goes out, then walk in it. Go south for a
while. You are in a repeating passage. Turn north again, and find the
illusory wall to the east. Go through it. Stack the crates to reach the
bell. You will have one too few: put a rock on top of highest stack. Now,
go to the west teleporter. Talk to the automaton and kill him. Go south.
Talk to the demon sword and release him when Lorthondo attacks you. Head
south and teleport. That's it, you're out!

Collect your companions. Dupre is at the pub. (Where else?) (67S 133E)
Boydon (if he's in your party) is just south of there. Iolo is at
Gustacio's house. (92S 151E) Shamino is in the forest to the west of
Moonshade. (79S 111E) Shamino also has a present for you: The serpent
earrings (so that the balance serpent can talk to you) and the chill spell.

Help Gustacio with his weather experiments:

Go to Gustacio's house and talk to him about his experiments. (92S 151E)
Take the energy globe to his testing area, put it on the table, crank the
winch and flip the levers like he wants. Return to Gustacio with the
results. Consult Fedabiblio in the Seminarium and then look at his crystal
ball. Consult Fedabiblio again and then tell Gustacio that Ale is Edrin.
He'll give you a new globe and a cage.

Capture Ale in the cage, and return to the platform, put the new globe on
the alter, put the cage with the bird in it where lightning can strike it
and call the lightning. Restore Edrin. Return to Gustacio. He'll now teach
you every spell he knows, free of charge, as well as giving you the mirror
of truth.

(Note from Rock Dragon: You must receive from Gustacio, a mage in
Moonshade, a crucial artifact to proceed with the game. He asks you to
perform an experiment for him in his tower north of town before he will
give you this artifact. BUT, in my version of the game I had visited this
tower before meeting Gustacio, and I had moved items on the tower. It turns
out that one crucial item, a pumpkin, must be in its original position when
you perform the experiment. If it is not, Gustacio will never acknowledge
that you have completed the experiment, and never give you the crucial
artifact. To fix this bug, find or create a pumpkin and place it on the
second platform starting from the south on the left, before starting the
experiment.)

Return to the mainland:

Ask captain Hawk about leaving. He'll tell you to ask Julia, the Ranger for
a key to Furnace. Go and ask her, and if you have the chill spell (from
Frigidazzi, when you returned from the mountains of freedom) she'll give
you the key you need. The entrance to Furnace is at 96S, 133E. Follow the
dungeon around past the ratmen. Go west from the ruins by the lake and up
the stairs. When you get to the gargoyle, convince him to lower the
drawbridge. (Yes, you are the Hero, and you WILL take the test.)

Press the button on the wall, and proceed southeast through the city. Stop
briefly at the library and go to the door to the west. get the key off the
skeleton in the room to the north and go down the stairs to the northeast.
Take the scrolls. Go back upstairs and take 3 books. (Two are obscured by
rubble). Immediately south of the library is a big pool. A skeleton to the
northwest has the key of fire. Get it.

Continue southeast around the arena and enter it from the east side. Kill
all the automatons. Walk around in the arena until the northeast gate
opens. Get the key and unlock the doors to the east of the arena. Proceed
southeast and search all the skeletons until you find the one with the key
of Ice and the serpent tooth. Magically unlock the door and go north. A red
pillar will be beside a broken blue pillar. Double-click the red pillar.

The test: Push the button the people tell you to (the right button). Refuse
to follow Iolo through the gate. Hack all the worms (there is no treasure.)
When you return, the gargoyle will give you the serpent ring. Go north and
put the keys of fire and ice on the altar within the temple to get the
blackrock key. Use the blackrock key to open the door upstairs which leads
to the Furnace Serpent Gate. (One interesting note: If you enter Furnace
through the Serpent Gate, you will not be affected by the heat which
normally causes such a problem.)

Explore furnace: There are magic items and reagents to be found. When
you're ready to leave, find the gargoyle and tell him so. Go to where you
first met him, and proceed west. (Do not exit via the serpent gate as you
still need to get the serpent staff.)

In the troll area, find two things: 1) the serpent staff (there will be a
bunch of trolls nearby. Kill them. The one with the two-handed sword has
the key). 2) there's a magic axe around somewhere, under some junk.

Gorlab Swamp:

Once you have the Rose of Love, the Mirror of Truth, and the Helm of
Courage, its time to brave the Gorlab Swamp to the north. Its entrance is
at 47S 53E. Enter and you will fall asleep. You will enter the dreamland...
You may want to wander around before solving it -- there's a lot of
interesting stuff here, including Lord British. Anyway, you need to find
Siranush. Then go and kill Rabindrinath. Return to Siranush with the dream
crystal, and she'll give you the serpent necklace, as well as break the
spell on the swamp, so that you can pass through it to the North Forest. (I
just wish I could have kept the Infinity bow I found here.)

To get through the swamp, follow the path, taking these directions at the
intersections: EENEEENNNWNN. You are now at a building. Follow the path
around the building and go north, and you will be out of the swamp.

North Forest:

There are two things to be done in the north forest at this stage: First,
find Cantra, and second, work your way north into the Skullcrusher
Mountains.

Find Cantra:

Go to the gold miners' camp at 0S 67E. Talk to the lady there -- agree to
help her. The King's Savior is a plant that will turn arrows into sleep
arrows. Some King's Savior can be found at 34S, 40W. Go get some and treat
an arrow with it. the fellow you're supposed to kill will no longer be
invincible after he's been shot with one of them. (If you need a bow and
arrows, they're in the woman's cabin, but Shamino's magic bow will work
much better. The Forest Master will pop in shortly and ask for the orb of
Elerion, which Draygan (the guy you just killed) had stolen from him. Give
it to him and he'll give you the whistle to call the Hound of Doskar.

Call the hound and have him sniff Cantra's wooden sword. The hound will
point east. Head for Shamino's castle, taking the secret entrance at 2N
78E. Once inside, go to the northeast most room (via a secret door in the
east most room) and flip all the levers down. Grab the treasure in the
outer rooms (particularly the magic stuff) and then head into the center
building. (If you're blocked by an energy barrier its because you didn't
get the hound to sniff Cantra's sword.) (Note: be VERY careful in the
kitchen! If you do not stay pressed against the east wall, some steamer
traps in the stove will blast you, and they kill VERY quickly.) Go east and
kill Batlin's minions. Batlin will come downstairs, taunt you, and teleport
away. Go upstairs. A monk will teleport in and take Cantra's body back to
Monk Isle for resurrection. Take Batlin's Medallion with you and have the
Hound of Doskar sniff it after you leave.

Head to Skullcrusher Mountains:

First, you need to outfit all of your party with fur boots, fur hats, and
cloaks. Use the north woods serpent gate to return to Monitor and procure
these things from the furrier. (If you haven't already got them. You can
get one less hat and boots than you need as you will find a pair before it
gets cold. Pick up two powder kegs from the stash in Monitor as well.
You'll have to head north through the swamps again, since you don't yet
have the tooth that will allow you to go to the north woods serpent gate.
(Note: Get rid of all Gwani cloaks at this point, and don't take any from
this point on. They will cause trouble with the Gwani you need to
befriend.)

On your way north, drop by the trappers' cabin and get the key. (17S 29E)
The key is on a table on the first floor. Head SW to the dungeon entrance
(28S 3E). Wander through it (killing goblins and worse) until you come out
on the other side of the mountain. You're now in Gwani territory.

Gwani Territory:

Things to do: Save the Gwani Child, retrieve the Magebane, Kill the
trappers, find Gwenno, and visit Skullcrusher.

Save the Gwani Child:

Talk to Bailanda about Ice Dragon blood. (23N 14E) You will find an Ice
Raft at 50N 3E. Take it north, stopping at 61N 1E to grab some loot. (You
can also find a key of ice here.) Head north again to 85N 27W and then head
due east on foot. Kill an ice dragon, and fill the bucket with its blood.
(Go north and collect some treasure too, but you'll have to kill the rest
of the ice-dragon family.) Return to Bailanda and give her the Ice Dragon
Blood. After you give the blood to Yenani, one of the Gwani will have a
secret for you. (If Yenani stubbornly refuses to tell you the "valuable
secret", try calling in the hound of Doskar and having it track Batlin's
medallion.)

Retrieve the Magebane:

Take the Ice Raft to 53N 33W. The Magebane is there.

Kill the Trappers:

This objective should not be carried out until after Batlin is dead. It is
possible to do so before, but results in some illogical occurences later.
The entrance to the trappers' cave is at 60N 25E. Use the key you found in
the trappers' building in the north forest, or blow the door down with a
powder keg. Kill the trapper and collect his treasure. Return the Gwani
Amulet to the Gwani and receive the serpent tooth that takes you to the
Temple of Balance.

Find Gwenno:

This objective should not be carried out until after Batlin's death. While
doing it before is possible, many out-of-order conversations will occur,
and you may find yourself misled by them. Once you have the Gwani horn, use
the Ice Raft to go to 102N 55W. Free Gwenno using the horn, and call in the
monks for a resurrection. You'll need to visit the monks after acquiring
the three waters of order (two each is a good idea) for instructions on
what to do. Talk to Karnax about Gwenno and the Bane of Chaos. You'll be
able to do nothing more for now.

Skullcrusher: (2N 2E)

This sequence cannot be carried out until you have retrieved the bucket of
Ice Dragon blood for the Gwani, and received the SKullcrusher Password. Go
inside and double-click the runestones (after placing them each on the
proper alters) in this order: ISCGI. Proceed east to the main building. To
the north is Vasculio's crypt. Grab the stuff inside, and use the flux
analyzer on the Black Sword. Unlock the cell to the west and get the Fawn
and North Woods serpent teeth. Save your game and have someone ready the
Magebane. Go east and read the scroll in the room with the coffin. When you
go to leave, Vasculio will appear and attack. Kill him. The Magebane is
supposed to help, but it did me little good. Vasculio will be willing to
swap a mass death spell for the Magebane before entering combat, but you
can buy the mass death spell from Enscorcio while the Magebane is
irreplaceable.

Note that the Gwani horn is here, but without a dispel field spell, you
can't get to it. Be patient, you'll get it soon enough.

The key on Vasculio's body will let you out a door to the east (not the
gold doors to the east.) Before you leave, blast the northern brass doors
open with a powder keg. Head on out to the east, and off to destiny. There
are also a set of brass doors leading east, but you cannot open them, and
there is nothing of interest there in any event.

Northern wastes:

You cannot reach the wastes until you have completed the Skullcrusher
events. Before proceeding, it is a good idea to go back to Monitor and
train, cash in the loot you found and bring some Guilders with you, and get
some buckets (try the monk's isle -- there's a lot of em there.)

There's a bunch of stuff to do in the northern wastes: You can visit the
temples of emotion, ethicality, discipline, tolerance, enthusiasm, and
logic. You can confront Batlin at Spinebreaker. You can also retrieve
Silverpate's treasure.

Temple of Emotion: (21N 50E)

Grab the three lodestones. Talk to the green spot on the wall. The girl
imprisoned there will tell you to smash the broken column in the room she
is in. Do so, and get the fourth lodestone. Go around to where the moon's
eye is, and place the lodestones (one each) on the four pedestals near the
door. The water will now be the water of emotion -- you should get some
with a bucket. (You will need one bucketful) Look into the Moon's Eye to
see the trap Batlin has set for you.

Temple of Ethicality: (30N 133E)

Descend the east stairs. Go all the way east and double-click the
meditation mat. Press the button, saving the fellow surrounded by fire.
Drop all your gold and valuables on the pedestal and then proceed all the
way east and press the button. Do not yield to Batlin. When you're done,
the water of ethicality will flow upstairs. Get a bucket, and use it on the
water to get some. (You will need one bucketful.)

Temple of Discipline: (43N 86E)

Go inside and press the two buttons. Go downstairs to the west. Go south,
open the secret door, and get the key out of the invisible chest. Go back
upstairs and take the west stairs up. Read all the books to the south (cast
translation if you haven't already.) If you need some buckets, get them
from the north. Go back down and go up the east stairs. Open the secret
door to the south and read all the books. get the key and the obsidian
y-shape out of the desk. Go north and unlock the door with the key you got
downstairs. Get the quartz y-shape out of the chest. Go downstairs to the
altar. Place the obsidian y-shape on the left and the quartz on the right.
Open the south door with the key you got upstairs, and open the north door
with the key you find to the south.

If you really want to, you can go through the acid corridor, healing
yourself every couple of steps. What is much easier, though, is to return
to Moonshade and talk to Petra about the acid. She'll happily join your
party, and you can go do the mind transference thing... And use her body to
reach the waters! (You will need two bucketful's.) (BTW, if you're willing
to take the time to raise her from level 1, she makes an excellent
companion... Requiring no food, impervious to cold and acid and poison,
etc. Oh, and did I mention that her natural armor class is quite high?
Note: A good way to get her experience is to drop everyone else from your
party, give her a magic axe, and go to the swamp where you find the
bloodmoss. Put yourself in choose target mode, and let her do all the
fighting against the slimes. Be prepared with enough heal spells, though:
She may not need them, but you will.)

Temple of Tolerance: (61N 63E)

Mortegro is stuck here... he needs your help. If you don't have 2000+
Guilders, come back when you do. Get the key out of the far west room, and
head downstairs. Go to the southernmost cell and talk with Sethys. Cast
serpent bond to go through the hole, and flip the lever when you get to the
other side. Get the key and treat yourself to some treasure. Go back
upstairs, unlock the winch, and lower the drawbridge. Learn some spells
from Mortegro and then let him join your party. (have a friend wait there
if need be). As soon as you get outside, Mortegro will get zapped away, so
you can go back and get him then. The waters of tolerance can be obtained
by returning to Moonshade and setting a bucket on the altar in Gustacio's
basement. (You will need one bucketful.)

Note: Sethys has the Eye of the Serpent. This is used in conjunction with a
summon shade spell to talk to the Chaos Hierophant. Sethys will not mention
it to you until after Batlin is dead. Additionally, you should avoid
spekaing to him about it until you have talked the the Shade of the
Heirophant of Balance

Temple of Enthusiasm: (82N 141E)

Get the lightning rod outside, and make your way through the maze. The wand
you find in the chest lifts things up off the ground. The hammer seems to
serve no purpose, and the Hammer is very weak compared to other hammers.
Use a bucket on the well to get the water. (You will need one bucketful.)

With the Eye of the Serpent in the Avatar's inventory, cast Summon Shade
near the skeleton in the northeast portion of the garden. Talk to the Chaos
Hierophant.

Temple of Logic: (23N 64E)

This mission cannot be completed until you have acquired the Gwani Horn.
From the serpent gate go: WWNNENWN. Use the Gwani Horn on the Ice Blocks in
front of you. Walk over the teleporters in this order: Red, Yellow, Blue,
Red, White. Place the runes on the floor in front of the door in this
order: BCOW. Enter the temple, and accuse automaton number 4. Use the key
to unlock the west door. Place the leftmost stone on top of the center
stone and get the key that the energy field was protecting. Unlock the door
to the fountain, and get some water. (You will need one bucketful.)

Silverpate's Treasure: (50N 40E)

Enter the dungeon via an illusory wall at 50N 40E. Follow the map you found
in Silverpate's Cellar. Among other things, this is where you find the
balance blackrock serpent.

Spinebreaker: (39N 96E)

Get a key off one of the automaton's bodies, and kill the automaton that
attacks you. Walk north and telekinesis the button on the other side of the
gate. Go through, and kill the automaton. Go east. open both gates... A
pirate will arrive from the south and tell you to follow him. What, are you
stupid? Go north and through the illusory passage around to the south. go
east until you can see the bows There is a secret door in the north wall,
leading through an invisible passage. Check the bow room, in the back are
containers filled with various types of enchanted arrows: serpent, lucky,
magic, and burst. Head east and around the other side of the library. There
is a book, a pedestal, and a plaque there.

The order symbol that speaks of principles and wisdom requires a scroll on
ethicality that can be found to the southwest. Order symbol for the
strength of the mind and willpower is the serpent dagger that can be found
to the northwest. Order symbol for a straight path of truth is the abacus
that can be found to the southeast.

The library will open. Enter and wander downstairs. Lie to the automaton:
Tell him that you are the Hierophant. Go back upstairs and put the scepter
he gives you on the altar. You'll be teleported to the library. Read ALL
the books and pick up the key on one of the desks, unlock the western door,
and proceed down the hall and read the book under the light. Also get the
key on the table. Teleport back to the temple. Have your companions wait by
the serpent gate, and head east. Press the button by the gate, and Batlin's
pet gargoyle will come up and threaten you. Follow him, and run as fast as
you can to get past the fireballs. Go east and talk to the automaton. The
right book is listed last. Head north (fireballs!) and get the key off the
pirate's body. The door to the north can't be unlocked with that key, but
the blue glowing key you got from Selina earlier in the game should do the
trick. If not, return south and collect your companions

Head northwest from the serpent gate and unlock the door with the key you
got off of the pirate. Continue north and press the button on the carpet.
Follow the passage around, and you'll be attacked by all four of Batlin's
companions. Kill them, and get the scroll off of Selina's body (its a
dispel field. You'll need it to get the Gwani Horn. Transcribe it into your
spell book.)

Walk north and open the doors, but before proceeding north and confronting
Batlin, read the next section carefully.

Batlin's Death:

Are you ready to confront Batlin right now? Be forewarned that once the
banes escape him, most everybody in the land will be dead, including the
folks who will train you, sell you reagents, and sell you spells. If you
want anything more out of these people, turn around and come back later on.

Before heading north, make sure that Iolo, Shamino, and Dupre are the only
others in your party. Anyone else will be killed, so ask them to wait for
you outside instead. (If any of these folks is missing, the monks will
kindly pop in and rejoin them to your party. Note: You can get more than
five people in your party by having one or more of your original three
missing when you approach the doors.) Also, leave all of their stuff at the
nearest serpent gate.

Okay, so Batlin's dead and the three banes have taken over Shamino, Iolo,
and Dupre. 90% of the human population of the Serpent Isle is dead too. Way
to go bub.

Get the key off his body, the blackrock chaos serpent, and the jawbone of
his. The jawbone has a bunch of the teeth you're missing, so transfer them
over.

After Batlin's Death:

You need to do the following, after the banes are released: Hit Moonshade,
visit the Castle of the White Dragon, finish helping Gwenno, the Temple of
Chaos, the Isle of the Dead, Fawn, and Sunrise Isle.

Moonshade:

Upon returning, do not speak with Torissio until after restoring Fedabilio.
Visit Fedabiblio first... He's the statue at the entrance to the
Seminarium. Use the philanderer's friend to restore him from stone.
Fedabiblio will reward you by giving you the Scroll of the Serpent (whether
or not you're actually looking for it). He'll also give you the key to
Hawk's chest.

You will find that some brass boxes have appeared in most of the mages'
houses. There are serpent teeth in them. The houses with chests include:
Gustacio's, Frigidazzi's, Filbercio's, and Torrisio's.

Note: The teeth in Frigidazzi's and Filbercio's manors are identical to the
two you can retrieve in Skullcrusher. If you already have those two, you
don't need the ones here as well. Visit the inn. Use the key Fedabilio gave
you or the one off of Hawk's body to open his chest. If you didn't get the
serpent crown out of the hollow tree earlier on, get it now.

Talk to Stefano. Allow him to join, and he'll give you a serpent tooth.
Kill the knight that attacks. He'll give you the key to the treasure room
behind his shack. (83S 97E) It contains the blackrock order serpent.

Finnish Helping Gwenno:

Go to monk Isle and give the serpent scroll to Karnax. He'll give you a
scroll describing the virtues and anti-virtues. Use the water of discipline
on Gwenno. Talk to Gwenno for information concerning the banes. Return to
Moonshade and visit Torrisio (he's now in Filbercio's mansion). Get the
create soul prism spell from him, and have Ducio make you 3 gems, and cast
create soul prism on them. Treat one with the water of tolerance, one with
enthusiasm, and one with emotion. You will now have soul prisms in
Technicolor, and its time to visit the Castle of the White Dragon.

Castle of the White Dragon:

First, get the waters of Discipline, Logic, and Ethicality. The castle is
at 33S 86E (take the north woods gate) Go upstairs and then back down in
the room to the west. Get the key off the table. Supposedly there's another
key in here, but I couldn't find it. Return to the main hall. In the
northern branch, pick the lock on the eastern door, enter, and climb up the
stairs. (If you read any of the books, stand well away from them when you
do.) Go downstairs into the western room, and get the key out of the desk.
Go downstairs in the main north chamber. Pick the lock on the door to the
southeast and open the secret door to the north. Get the key from under the
plate. Go back upstairs and down the stairs you made. Open up the west door
with the glowing key. Flip the lever under the bales of wool, go through
the secret door, and open the door to the north with the key you found on
the table. Blow up the door to the east with a powder keg. (There is also a
lever in the northwestern part of the room, which is similar in appearance
to the floor. It opens a secret door to the room just to the north.) Pick
the lock on the door at the northwest end of the hall. Get the blue key out
of the dresser.

Go downstairs. Use the blue key to open the door to the northwest. Open the
secret door. Go through and open the secret door in the room to the south.
Pull the lever, and go back in the secret passage. Follow the passage
around north then east then south. Pull the lever and then go through the
secret door. Go north through the secret door and get the key out of the
dresser. Unlock the door to the west with it, and go back out into the main
hall. Also unlock the door to the south with it. Go west into the torture
chamber. Pull the lever. Go back around through the secret passage again,
and through the newly opened secret door. Head south then west and meet up
with the banes. (Approach from behind the statues to the north, it'll save
you from getting hurt.)

To kill the banes, you'll have to use the black sword. The trick is to let
your companions do the damage with their other weapons, and then go in and
kill them with the black sword. Once they're dead, use the sword on each of
the soul prisms. Call in the monks and have Iolo, Shamino, and Dupre
resurrected. Use the water of Discipline on Dupre, Logic on Iolo, and
ethicality on Shamino. You will then be teleported to Monk Isle, and Xenka
will appear. She'll give you the serpent tooth to get to the Isle of the
Dead.

Isle of the Dead:

You must have the Blackrock Balance Serpent before you can complete this
quest. Go to the Isle of the Dead via serpent gate. Follow the shore around
to the cave entrance. Head south from the first room, and follow the
serpent emblems on the ground. Go: SNN. Push the button on the west wall
and go north. Go north until you're teleported. Follow the passage past the
pedestal with the gold serpent. Continue following the passage, open the
secret door, kill the mummy, and take the scroll. (BTW, you should be
pressing every button you come across.) Go back and put the scroll on the
empty pedestal in the room with the gold serpent.

Read the book in the center of the room you're teleported to. You'll be
teleported again. Head west. Cast dispel field and get the chaos eye. Open
the secret door in the north wall and teleport. Cast summon shade to talk
to the Great Hierophant. Go east until you're teleported back to the entry
chamber, and return to the serpent gate.

Fawn:

Visit Lady Yelinda in Gorlab Swamp. (Use the north woods gate and approach
the swamp from the north.) Give her the comb of beauty that you got in
Moonshade. She'll give you a key to the treasure room in Fawn. Go through
the illusory wall in the southeast of the palace, and down the stairs. This
is where you get the serpent armor and an infinity bow.

Monk Isle:

You must have completed all earlier quests before doing this part, and have
with you the three trapped banes, the three blackrock serpents, all of the
Serpent Artifacts (staff, crown, armor, ring, earring, and necklace), and
the Chaos Serpent Eye. Return to Monk Isle after going to the Isle of the
Dead, and talk to Xenka again. Go to Monitor to sacrifice yourself. (Again,
if your 3 companions aren't with you, the monks will intercede and fix the
problem.) Dupre will take issue with your decision to cremate yourself, and
he'll kill himself instead. (Talk about devoted companions.) Take his
ashes, the three trapped banes, and the blackrock chaos serpent to the
Temple of Chaos.

Temple of Chaos:

Pop back in via the serpent gate, and if you haven't blown up the door to
the north yet, blow it up with a powder keg now.

To get to the Chaos Wall of Lights, go north, and at the intersections, do
the following: NEEWE Go down the stairs and go south. Go south through the
main chamber. SSEESWS You're now at a chamber with a bunch of mushrooms.
Watch out, this area is gremlins galore. (side note: magic gremlins are an
excellent source of black pearls. You may wish to lure them north and kill
them in ones and twos. There is no limit to this chamber's gremlins.)

Run west through the gremlin chamber, and head south. Follow the passage
east to the dining chamber and take the southeast exit. Go: ES Down Head
west, and go: WWWNWN and up twice. Magic unlock the door and follow the
passage. Go: WW, leave the room to the southwest, and go south and then
west. Open the double golden doors to the north. Go through the secret door
on the north wall.

Place the Blackrock Chaos Serpent in the slot. Put each prism on the proper
altar, and put Dupre's ashes on the fourth altar. The Chaos serpent will be
restored. Xenka will soon appear and give you the Ophidian sword.

Sunrise Isle:

Note: It is possible to get here and accomplish several parts of this quest
before restoring the Chaos Serpent. This is not recommended, since you can
become stuck, and while dying will get you out, you may find yourself
unable to get back into the main shrine later, which will ruin your game.
Before you begin, you will need the three blackrock serpents, the Eye of
Chaos, all of the Serpent Artifacts (staff, crown, armor, ring, earring,
and necklace), and the Ophidian Sword which Xenka gave you.

Take the serpent gate to Sunrise Isle (The Temple of Balance.) Put a red
serpent on one side of each scale, and a blue serpent on the other. Collect
the six items that appear. Wander around finding the six shrines. At
Ethicality (ocean shore) place the chain. At emotion (stream and crucifix)
place the abacus. At Discipline (well trimmed garden) place the Rose. At
Enthusiasm (Desert) place the dagger. At tolerance (the swamp) place the
torch. At Logic (The Void) place the heart. You'll get a book.

Return to the area north of the serpent gate. Stand between the pillars and
read the book again. Cross the bridge, and do it between the new set of
pillars. Save your game before crossing -- you can't go back. Footnote:
This is not strictly true -- if you die, you'll be dropped somewhere else
in the Serpent Isle. However, this will cause your game to crash, so its
not a good idea to die at this point.

Go north through the wooden doors. Go west and get the green key out of the
bag. Go east and unlock the brass box. Get a serpent candle. Return west
and put the candle on the pedestal. Get a block of ice, and the Ice
Diamond. On your way back east, put the ice diamond on the blue pedestal
near the golden doors. Go all the way east and put the block of ice on the
pedestal. Get the fire gem, and put it on the red pedestal near the golden
doors. They will now be unlocked. Go through them.

Go up the stairs to the west and press both buttons. Go underneath the
stairs, press the button, and cross a pad. Do not press the button. Go
north, and press that button. Return to the pads. Return across the pads
and get the key out of the chest up the stairs. Go back across the pads and
unlock the door to the north. Past this, you will need to teleport back and
forth between sides, pushing buttons each time. Remember that some buttons
will CLOSE doors that you've already opened, so do them one at a time and
find out what each one does. Then, go beneath the stairs and press the
button in the room with the heart. Cross the teleporters, go downstairs,
and get the key of fire. Cross again and get two cubes of ice and the key
of ice. Cross again and get two cubes of fire. Return to the pedestal in
the center.

Alternate putting cubes of fire and a cube of ice on the pedestal. Stairs
will appear. Wear all of the Serpent Artifacts, and wield the Serpent
Staff. Read the scroll, and step on the the teleporter.

Proceed north and place the serpent armor, crown, and staff on the table.
You will be declared the Great Hierophant of Balance (Gee, another nifty
title to add to your list). You will also receive the Order Serpent Eye.
You'll be teleported back to your companions and the doors will open.

Proceed north. The Serpent of Order will be most displeased, and send eight
ice elementals at you. Kill them and proceed north to the altar. Place the
blackrock serpents in their appropriate slots to activate the wall of
lights. Place the two serpent eyes on the gold altar. Equip the Ophidian
Sword that Xenka gave you and chop the statue. Game over. Sit back and
enjoy the ending sequence.

Now that you're done:

You've finished the game. Congratulations. Nows a good time to go back and
check out some of the neat stuff you may have missed.

The Cheat Mode:

There are two debug modes. Run the game as "serpent pass" for the straight
cheat mode, and as "serpent pass (s)" for the full debug mode. Unless you
like watching programmers' debugging output, theres no reason to use the
full debug mode. (Note: After upgrading with the Silver Seed, the password
will be "manimal" instead of "pass".)

There are 3 command sets. F2 goes into the editor. There is some neat stuff
in there, I'll let you figure it out for yourself. F3 brings up the
teleport map. If gives your exact current location (even if you're
underground). You can click anywhere to teleport there. F5 is spell casting
mode. (In full debug mode it asks you what spell you want to cast. In cheat
mode, it doesn't prompt you, but you can enter a number and press return
for that spell.) Valid spell numbers are 0 - 71, and they're in the order
listed in your spellbook.

Warning: Again, if you've looked ahead to this spot and you havn't
completed the game yet, do NOT use the cheat mode. Even something as
innocent as teleporting can cause you to miss stepping on some spot that
sets some flag that has to be set to win the game.

You can also read my full cheaters' tutorial.

Interesting places:

House of the Dead: It seems that if you can defeat Caladin, you'll be
teleported to the House of the Dead. This is a storage place for characters
that aren't in the game yet, or that have been removed from the game. You
can also use the teleporter to get there... Record Cantra's NPC number,
wait until she is taken, and teleport to her. (Theres a plaque on one of
the walls that says, "If thou canst read this, thou art dead.") Note: If
you've already talked to Smith the Horse in the Dream Realm, don't go here.
You'll get stuck in a loop of endless conversation with him.

Cat Isle: The island east of the Sleeping Bull has a couple of caves, one
of which has cat statues standing guard. There are duplicates of many of
the major quest items inside as well as magic armour and infinity bows.
Like most of the other sections you can only get to by cheating, theres a
sign here that says, "Cheaters never win."

Mad Mage Mountains: Inside the mountains behind Erstam's house there are a
bunch of naked women and some cheerleader statues. There are also the rest
of the quest items that aren't on Cat Isle.

House of wares: To gain entrance to the house of wares, get the key from
the ghost in the dungeon that connects the area with the Gwani to the north
woods. (Or use hack mover and remove the door.) There is an honest-to-gosh
pirate therein, as well as some unusual equipment. (He's a "software
pirate".) The house of wares is in the goblin woods southwest of Fawn.)

Under the bridge just east of the Spinebreaker magic carpet chamber, the
one crossing over all the lava, there's a plaque hidden below it. You can
only get to it by hackmoving parts of the bridge away until you find it.
Read the plaque.

Main Menu Options:

Create the two zero-byte files "quotes.flg" and "endgame.flg" in your
"static" directory. (Isn't this a misnomer? If the directory is for static
files then why are changes made to it during the game?) This will give you
the quotes and endgame main menu options. Don't look at the endgame until
you win -- if you're actually far enough along in the game to understand
what it means, it'll spoil the surprise.

Potion Guide:

This section covers the effects of all ptions of the game, as well as some
tactical uses for them.

Red - Cure poison
     This is only really useful near the beginning of the game. Once you've
     got spells, Cure, Mass Cure, or Restoration is proably more use. Also,
     poison will wear off if you sleep for several hours, so this potion
     really isn't very necessary except at the beginning.
Orange - Awakening
     Very little use for awakening in the game, and like the red potion,
     spells are far easier to use. Not particularly worth much.
Yellow - Healing
     Lots of use here. While spells are more effective for healing overall,
     They are very useful during combat. See below.
Green - Poison
     They poison whoever drinks them. But hold onto them, they do have a
     use. See below.
Blue - Sleep
     Puts the drinker to sleep. They are useful during combat though, see
     below.
Purple - Protection
     Same effect as a Protection spell. Handy enough to keep around for the
     really tough fights, when you want to conserve Mana for casting
     offensive spells, rather than using it on defensive magic.
Black - Invisibility
     Same effect as the Invisibility spell. Useful for really tough fights,
     just like the Purple potion is.
White - Illumination
     Provides bright light for a short time. If you have any other source
     of light, don't bother with them. They only last a few moments, and
     just aren't worth it.
Orange Glowing - Mana Restoration
     Restores a few Mana points. Mostly useful in large numbers, during big
     battles where you're using a lot of magic.
Blue-Black - Cold Resistance
     This protects you from cold damage in the northlands for a short time.
     They last only a VERY short time, and you need large numbers of them
     to protect your whole party for even a few minutes. Don't bother with
     them. Just outfit yourself properly (fur cloak, fur boots, fur hat).
Blue-White Glittering - Cursing
     These curse the drinker, as per the spell Curse. They're still useful
     in combat, however.

While not actually potions, bandages and sleeping powder mimic their
effects rather well. Sleeping powder has the same effect as a Blue potion,
and bandages act like weak yellow potions. Thus, they may be substitued for
one another as far as descriptions here are concerned.

Combat uses:

One distinct advantage of potions over spells during combat is the fact
that spellcasting takes time, but potions don't actually take any time to
use at all. The reason is that upon opening your inventory, the game
pauses, allowing you to use as many of them as you want on anyone you want
before closing inventory so the game continues.

If somone is badly hurt in combat, open the window (pausing) and use Yellow
potions and bandages on the person to heal them, and Purple potions if you
think they need extra protection. Then close the window (resuming the
fight). Against oppenents, especially the tough ones, the harmful potions
are quite useful. The strange thing about potions is that you can use them
on anyone at all, even if they're not members of your group, or are even
attacking you! Using poison, sleep and curse potions on you enemies is very
effective at crippling their combat abilities, and since the game is paused
while you're doing it, you can affect all of them before they even get a
chance to attack if you're quick. For exapmle, killing the Banes is MUCH
easier if you keep them asleep during the whole fight by using Blue
potions.

Buglist:

While there are far too many bugs for me to remember them all, I'm
including as many as I can remember, and how to deal with them. Not all of
these are game-threatening, some are just annoying things that can happen
and leave you wondering why things aren't working.

General:

One very frustrating bug in the game is actually a problem with the world
generator. When you kill an opponent, their dead body will appear on the
ground. Two problems can result: It is possible for the body to appear
under the Avatar, which will sometimes freeze him so that he is unable to
move. You must either reload, or else find some way to make him die so that
he's pulled off of that spot. The second difficulty is that sometimes the
body will appear in a position which makes it inaccessible. (The Goblin
king loves to collapse under his table or inside the wall.) This isn't a
problem for random encounters, but if that individual was carrying a vital
object, it wrecks the game. You have to reload.

One relatively benign bug is that occasionally when picking up ammunition
for your missile weapons. Sometimes you will wind up over your weight
limit. This has no damaging effect other than to make you unable to
manipulate your inventory properly until the excess weight has been
eliminated. This bug actually is fairly common, and not a cause for
concern. One other thing: NEVER attack someone that isn't attacking you,
even if they've done something to make you furious. Most characters are
vital to completing the game, and most are needed more than once, even if
they're a royal pain in the rear.

Monitor:

There are two bugs possible in the List Field, when you train. The first is
that if your charaters are standing in just the right (or wrong, depending
on how you look at it) places, it will block the Pikeman's attempt to reach
the stairs to lead you down. The result is that he becomes stuck, and you
have to reboot to get out. The second involves training with Caladin. In
some cases, defeating him causes him to be moved into the realm of the
dead. This will also result in you being unable to get control back, and
will also have to reboot to get out. This does not always happen: I have
defeated him in training several times, with several characters, and had no
difficulty. But, it can happen, so be sure to save before training with
him.

One minor bug concenrs the mystery of the traitor in Monitor. If you drink
the bottle of Fawn Ale found in the woods Northwest of Monitor, you will
destroy the clue you need. The solution to this is to get another bottle,
put it down where you got the first one, and move around a bit. The game
will think it's actually the first bottle again.

When returning from the Goblin village, you find two letters in the Goblin
treasure chamber in which the two traitors (the ruler of Monitor and the
cashier Spektor) are accused. Unfortunately, I only took one of the letters
with me and went to the Guards in Monitor, so that the ruler in prison now.
As for Spektor, he was still a free man. I returned to the chamber and got
the second letter (and read it, too) in which Spektor is accused and
returned to my leader. (forgot his name, the leader of the Wolves I mean).
But no one in town is interested in the letter. There is no chance to
imprison Spektor now. Of course, I killed him nevertheless, but the flag
for Lydia giving you the key for the secret cave with the kegs is never set
!!!!

Sleeping Bull:

Stay off of the docks until you've resued Captain Hawk and he's agreed to
take you to Moonshade. One time when I just wandered up there without
having rescued him first, he showed up and took me to Moonshade. (!) The
problem here is that once there, he behaves as though he's still in the
prison cell, which means you never learn how to find the secret catacombs
he can tell you about when you need to leave. This completely ruins the
game, since you have to restore to a point before you went there, and you
may not still have any saved games from that far back.

Moonshade:

Do not move the pumpkin on the tower north of the city. This makes it
impossible to complete Gustacio's Experiment later. If somehow you do
disrupt it, immediately put it back in the exact position it was in. When
you return to Moonshade after the BAnes are free and you have the
Philanderer's Friend wand, restore Fedabilio BEFORE you talk to Torissio.
Otherwise, Torissio may take the wand from you and you won't be able to
restore Fedabilio. If this does happen, don't panic. Cast Vibrate on
Torissio and as soon as he drops the wand, grab it and RUN. Do NOT kill
him. Get well away from im, then come back later. If he'll still talk to
you, you're okay. (Just be sure not to give him the wand again.) If he now
refuses to talk, you're game is wrecked, and you'll have to reload to an
earlier point.

I just don't know why, but after I took the Comb of Beauty from the Chest
in the Garden of Columna, Frigidazzi is nowhere to be seen in her house! I
even tried every hour to look for her ! She won't come. So I can never get
to be sentenced to the Mountains of Freedom! Note: I already am able to
travel on the dark path, I already was on Monk Isle and I solved the story
of Rotoluncia in Moonshade. Important note: What is strange, is , that
Frigidazzi was at home the first time I went to the town (I didn't talk to
her then - damn) and now that she should be at home, she is nowhere to be
seen. I even tried to cheat by teleporting to her (char # 20) with the
cheat mode. I was teleported to this strange room in space where all the
dead and yet-to-come-people are in.

Mad Mage Isle/Phoenix Egg quest:

Do NOT take the teleporter back to Erstam's houe until you've got the
Phoenix egg in your posession. Otherwise you may wind up stuck on the isle
with no way to go back for the egg and no way off of the isle. You're stuck
if this happens.

Monk Isle:

Two bugs, both concerning late in the game: Once you've restored all 3
companions to normal after freeing them from their posession by the Banes,
You should be teleported to Monk Isle for the return of Xenka. If this does
not happen, you may be in trouble. Save the game under a different slot
that you're currently using, and go directly to monk isle. Wander around in
the chapel and see if this triggers her appearance. If not, or if the game
freezes, reboot and reload, and try again a couple more times. If still no
go, you've got a dead game, and will have to restart.

Sometimes, Xenka will not tell you about the Sacrifice you're supposed to
make, even when you've reached the point she's when supposed to. Sometimes
this is accompanied by a bug in the main staircase, which makes you appear
in the wall downstairs when you go down. Try leaving, wandering around the
game for a while and doing any little things you may have missed, then come
back and try again. If she still won't talk, or if the staircase bug shows
up, you've got a dead game and will need to restart.

Gorlab Swamp:

Don't enter the swamp with a Serpent Bond spell in effect, especially if
you haven't bested the Dream Realm yet. It can cause your companions to
shift into the Dream Realm with you, and while this offers combat
advantages there, it's another great bug that may or may not wreck your
game later.

Dream Realm:

Two problems can arise here. First of all, you must be VERY careful of
walking near the edge of the pathways. If a flashing object pops up, you
may inadvertently walk onto it, and then when it disappears a moment later,
you're stuck unable to move. Also, do not try to attack Rabindrinath with
your weapons. Just let him walk up to you and spew his nonsense. If you
attack him, he'll never talk to you again, and you'll be stuck unable to
destroy him. Related: It seems that sometimes, when you reappear in the
real world with the Serpent Necklace, you'll be in the wrong position to
get the Earth Serpent's correct speech. You'll get a "hurry up" message
instead. If this happens, stand on every spot nearby, double clicking on
the necklace (which must be worn), until you get his "Hero from another
world..." speech.

Great Northern Forest:

No actual bugs, just one annoying problem: If you need to use some of
Beryl's arrows to create the sleep arrows, do not attempt to move them or
pick them up, or the whole camp will attack you for stealing, even though
she said you could have them. Just use the King's Savior directly on the
pile of arrows where it is, that'll do the job.

Gwani:

If Yenani refuses to mention the "Valuable Secret" after you've given her
the Ice Dragon Blood she wanted, go out into the open ice field, and summon
the Hound of Doskar to track with Batlin's Medallion there. Then go ask her
again, she should offer the secret now.

Skullcrusher:

Don't bother trying to go through the big double bronze doors to the east.
They can't be exited without the cheats, and if you do find a way to get
through, that whole area is laced with game-messing-bugs.

Temple of Tolerance:

Do not take the spell icons from Mortegro's inventory, even though you can,
and can fire off unlimited casting of those spells with them. While
temping, this can seriously screw things up, especially your character's
hitpoints. It's entierly possible to wind up with -129 HP, and still be
alive, but since this renders you immobile... It's tempting to use them,
but you're strongly advised not to.

Temple of Discipline:

The Y shaped slots can be picked up. (I mean the slots themselves, not the
keys that go in them.) While I don't know whether or not this can actually
cause a problem, with this game it's generally best not to mess with this
kind of thing. Leave the slots alone. If you do accidentally pick one up,
put it back in the position it was in.

Spinebreaker:

The only potential difficulty here is if you kill Selina, take her scroll,
and go back to earlier areas and complete them without killing Batlin
first. It won't screw up the game, but it will make things happen very out
of order. Some things won't make sense, while you'll learn things you
shouldn't know yet. Not a game crasher, it just makes things confusing.

White Dragon Castle:

One you've killed any of the Banes, make certain you are not killed unless
you or a companion picks up the body. Otherwise, the body/bodies will
disappear, and your game will be toast.

Grand Shrine Of Balance:

The point at which you're supposed to put the three artifacts on the table
can sometimes mess up. Either you get the Eye of Order without having put
all 3 down, or sometimes after doing everything, you teleport back out to
find you have two of each of those artifacts. Strange, but not fatal.

Copyright Notice:

This walkthrough [Copyright (C)] 1995 William Herrin, All rights reserved.
You are licensed to use and transmit this document or an ASCII text version
of it in its complete and unedited form for no cost via E-Mail, Usenet,
FTP, and via BBS'. If you wish to use it for some other purpose including
publication in another document or transfering this document in any
transaction involving money you must seek permission via Internet E-Mail to
Fallible_Dragon@udic.org. If you wish to contribute to this walkthrough,
please let me know as well. If you need further assistance with Serpent
Isle, please ask on comp.sys.ibm.pc.games.rpg or alt.games.ultima.dragons
instead.
Ultima is a registered trademark of Origin Systems Inc.
The Serpent Isle is a trademark of Origin Systems Inc.
Special thanks to Neutronium Dragon for corrections, the potion list, and
the bug list.
Two additional bugs contributed by Andreas Kolboom.

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