ÖÄÄÄÄÄ¿ÖÄÄÄÄÄ¿ÖÄÄÄÄÄ¿ ÖÄÄÄÄÄ¿ ÖÄÄÄÄÄ¿ÖÄÄÄÄÄ¿ÖÄÄÄÄÄ¿ÖÄÄÄÄÄ¿ÖÄÄÄÄÄÄÄÄÄÄÄÄ¿
º ³º ³º ³Ö½ À¿º ³º À½ À½ ³ÈÍÍÍÍÍÍ» ³
º ³º ³º ³º ³ÈÍÍÍÍ;º Ú· Ú· ³ÖÄÄÄÄÄĽ ³
º ³º ³º ³Ó· ÚÙÖÄÄÄÄÄ¿º ³º ³º ³º Ú· ³
º ³º ³º ³ÖÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿º ³º ³º ³
º À½ ³º ³º Ultima7 pt2 : Serpent Isle ³º ³º ³º ³
º ³º ³ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ;º ³º À½ ³
ÈÍÍÍÍÍÍÍÍÍÍÍ;ÈÍÍÍÍ; ÈÍÍÍÍ; ÈÍÍÍÍ;ÈÍÍÍÍ;ÈÍÍÍÍ;ÈÍÍÍÍ;ÈÍÍÍÍÍÍÍÍÍÍÍ;
Walkthru vers : 1.0
by : Adrian Yau
Last Modified : 16 July 1992
Feel free to send me any corrections, additional notes or bug-info.
(spelling mistakes, complaints,... )
I would greatly appreciate a note if you find any items which I have
missed.
Send e-mail to:
[email protected]
*************************************************************************
CONTENTS
1. hints and suggestions
2. walkthru - WARNING! -- spoilers
3. serpent gates layout - the Dark Path map
4. serpent teeth - source & locations
5. training - trainers & costs
6. list of strange items - paired with lost items
7. cheat notes - getting "extra" gameplay
8. currency exchange - exchanging money & gold
9. spells - sources & costs
10. reagents - sources & costs
11. potions - sources & costs
12. weapons/supplies - sources & costs
13. important items - locations
14. magical weapons/armour - locations
15. spell scrolls - locations
16. coordinates directory - sextant coords
*************************************************************************
MISC. HINTS & SUGGESTIONS
Look out for secret walls which may act as a door to secret passages
or other rooms. They will be identified as "Wall" with a capital
when clicked upon. D-click them to open.
Watch out for illusions, especially in mountain passages. Walk against
the walls of the passage and you may find yourself walking through it!
Illusions are quite common under stairs; treasure or another hidden
stair.
Set a specific place to drop items (somewhere accessible, like near a
serpent gate). You never know if it may prove important.
Try not to allow yourself to be resurrected by the monks (don't die!).
This is as you'll be teleported to other locations. Sometimes you'll
find yourself in places you're not supposed to be in.
eg: getting killed in the Mts of Freedom; you may be teleported out
of the mountains with the Black Sword (not supposed to happen).
Talk to everyone. Make sure you've followed up all their keywords;
even if they still keep saying the same thing. Sometimes the
conversation game flags are set by talking to people only after doing
something.
Finally, save your game frequently. Back up your savegames if you've
got the space... you never know when you'll need to go way back.
************************************************************************
WALKTHRU
Start:
Head South along the coastline. Your companions will be struck by
lightning and dissappear. Continue on past the bridge, you'll meet
Thoxa. She'll give you the Hourglass of Fate after some questions.
Karnax appears and a battle ensues. Thoxa tells you to seek your
three companions; you won't succeed without them and to look out for
three items which will enable the Power from the Void to communicate
with you.
Further South, Shamino rejoins you. He'll make a list of strange items
which were swapped with your items. Next, the cave with the invisible
entrance, marked by a large red bush (some useful items).
Monitor:
Flicken at the southwest Monitor gate, orders you to see Lord Marsten
at the crematorium. It's North of the gate (Northwest of Monitor).
Talk to Cantra on your way there; hints on the Test of Knighthood.
Renfry, the undertaker directs you to the crypts where the funeral is
taking place (behind the curtains).
Talk to Marsten, Lord of Monitor, Leader of Leopard command. He gives
you the password to take the Test of Knighthood: "Courage is the Soul
of Life". He tells you a white-haired enchanter (Iolo) who appeared
during the funeral is in jail. Dupre rejoins the party and adds to the
list of strange items.
Caladin tells you that his grandfather's urn has been stolen from the
crypts. He gives you some essential instructions on the Knights Test.
In the crypts, note the pedestal with the crossbow. Plaque reads:
Caladin Golden-Tongued Knight. Caladin's grandfather's urn has been
replaced with a crossbow. Iolo's?
In the Jail, northeast of the city, Iolo pleads you to talk with
Marsten to win his freedom.
Marsten, upon telling him that Iolo is your friend and lightning was
the reason for his unusual appearance, still refuses to let him go.
Will only release him to a knight.
Renfry, the undertaker will pay 100 monetari for each dead pikeman's
body brought to him for cremation. He tells you Batlin was involved
in a theft at Andral's shop.
Andral, the Artisan suspects Batlin stole his blacrock serpent.
Simon, innkeeper of Sleeping Soldier gives you some info on recent
visitors; four underlings accompanied Batlin:
a warrior (Brunt), had disagreement with Standarr
a sailor, Deadeye was with Shazzana
a hooded man (the gargoyle Palos).
Accept Simon's offer to try the fawnish ale... puke!
Spektor, the treasurer will exchange currency. He tells you Gwenno
went to the library in Monk Isle.
Harnna, Healer of Monitor, Cantra's mother. Gives you information
about people in Monitor, places and strange objects.
plain shield : ask if anyone lost their shield
strange hairbrush : see Templar
Tip:
When asking her for info, don't ask more than two things. She'll
end the conversation and refuse to give any more info until
later. Ask her two things, end the conversation then talk again.
Note:
If you get thrown into jail, look under the corspe in your cell
for a hidden/camouflaged lever.
Knight's Test:
Shmed; agree to take the test. Take note of his instructions.
Note: you'll only be wearing leather armour and mace.
Run through the first corridor (explosions). Two gremlins appear as
you get close to the chest; not an easy fight.
Tip: you can skip combat by "stealing" the chest from a distance.
Hit the chest a few times; get the yellow key which unlocks door to
east and door to north after that.
Pile some rocks (form stairs) to get the key on the monolith. There
are snakes under rocks; stay in combat mode.
Next, the room to the south; cyclops appears in the center.
Tip: you can use the fire/lightningbolts to kill him. Get the key to
the next east door.Ignore the door by the bag of potions.
Follow the passage until you reach:
__
|c | c - chests (trapped)
| | | | ___ x - illusionary wall
| |__|c |__________| | k - key
| __ x__________ k |
| | |c | |___|
| | | |
| | |c_|
Ignore the four booby-trapped chests. Walk through the illusion to get
the next key. After the next door, go south a bit, get the grey key
and use the lever; secret Wall opens. Get the blue-red key. The two
keys should get you through the next two doors.
Go north; you'll find the Claw and a scroll with instructions.
Go south of the last door; you'll meet a pikeman assasin. Kill him and
read the scroll on his body. (Cremate his body; 100 monetari)
There's a secret Wall near where the assasin appeared; between two
torches a doorwidth apart.
Use the Claw on yourself, then the bloodied Claw on the Ashes of
Gurnordir; kill the wolf that appears. The blue key in it's body
unlocks the door out (to south). Bring the wolf back to Monitor.
Note: Drink water from fountain to regain strength.
At the exit, Shmed will appear and attack you. Read the note on his
body. His key opens the main door of the Test.
Outside, ask Dupre and Shamino to rejoin. Your belongings are in
Shmed's chests.
Monitor:
Give the wolf meat to Lucilla at the Slashing Sword.
Give the wolf to Cellia the Furrier for the Cloak of Knighthood
(need to come back in 24 hours for it).
Get your Tattoo of Knighthood from Lydia (use the mirror!).
She tells you her sister Selenia was taken to Moonshade to be a mage.
Shortly after, you'll fall ill. See Harnna for healing (no need to pay
for healing). Get the instructions about getting the cure: Varo leaves
from Delphynia, the herbalist at Fawn. Harnna deduces you were poisoned
from the tattoo.
Fawn:
Outside Fawn, kill the goblins which captured Fawn Tower; the pikemen
will takeover.
At the bridge into Fawn, you'll meet a guard. Ruggs will approach you.
Accept his request to take a love letter to Delphynia.
Delphynia, healer of Fawn and horticulturist. Give her Rugg's letter;
agree to carry a letter back to Ruggs. She tells you of Alyssand's
ring (the one you've got). Get the five Varo leaves and head back to
Monitor immediately.
Ruggs is waiting outside Fawn; give him the letter from Delphynia.
He tells you of Scots the cartographer and his maps of Serpent Isle.
Monitor:
See Harnna immediately, she'll heal you with the Varo leaves. Then see
Lydia. She'll admit to poisoning you; kill her.
Collect the Cloak of Knighthood and proceed to the Banquet Hall.
Harnna interrupts the banquet; Cantra is missing. Accusations are
thrown about; fighting erupts - end of banquet.
Tip: Talk to everyone while they're there.
Ask Marsten to release Iolo; vouch for his behaviour. He gives you the
key to Iolo's cell.
Note: you can free Iolo earlier by paying a fine to Spektor.
Harnna, asks you to look into the crystal ball. Cantra has been
abducted by Batlin. Agree to search for Cantra. She gives you Cantra's
wooden sword and instructs you to seek the Hound of Doskar.
Ask her of Iolo's urn: Caladin's grandfather's ashes. Return it to
Caladin for reward of 200 monetari.
Lucilla tells you that Luther has a new, magical shield.
Note: You need to ask Harnna about the shield for this keyword.
Luther denies and refuses to return Dupre's shield. Insult and enrage
him as much as possible; challenges you to a duel. Train with him in
the List Field. You should be able to defeat him with a sword or a
halberd; ask him to return the magic shield
Note: You still get to keep the Monitor shield, bug?
Krayg, the provisioner. Asks you to look for clues to traitor's
identity at the goblin meeting place in the Knight's Forest, north of
Knight's Test. Look for the strange black obelisk (monolith, 82S,18W).
Go there and pick up the clue; a bottle of fawnish ale. The companions
will alert you. The bottle is identical to the one Simon offered you.
Go back to Monitor, talk to Caladin or Templar. They'll tell you to
see Lucilla. She'll tell you that only Simon drinks fawnish ale.
Confront Simon. Accuse him of lying, he'll turn into a goblin!
Near death, he asks you to take revenge on goblin king Pomdirgun and
gives you the location of the goblin camp: Great Dead Tree in
Knight's Forest (69S,33W). 3 keys in his body: grey - opens chest;
rust - inn rooms; blue-red - entrance to Goblin hideout.
Templar gives you some hints on attacking goblins and tells you
someone is stealing from the treasury.
Spektor asks you not to tell anyone of the thief, fearing panic.
GOBLIN HIDEOUT
Go down the stairs hidden by the huge tree (northern end of forest).
Use Simon's blue-red key to unlock the door. Go down the stairs by the
sign "Watch thy Head". Fight the goblins by the campfire. From here,
keep going North as far as possible (past two sets of barrels).
The stairs on the left lead down to a pool of strength. On the other
side of the pool, go up the stairs. Leads to another stair up. And
another one up. Fight the bats and keep going NW as possible.
The passage eventually goes directly North.
Keep following the passage North, past the circle of standing stones
(poison fields erupt in a circle, chest of poison potion in center).
You'll find the treasury next (on right, locked) guarded by goblins.
The passage leads out into a valley of the goblin encampment.
Kill Pomdirgun, King of Goblins. The brown key on his body unlocks
the treasury door. Get the Helm of Courage and letters (evidence of
Marsten and Spektor being traitors).
Note: What's the brown key in Pomdirgun's crate in his room for?
Lead the knight imprisoned in the goblin camp back to Monitor. He dies
on the way back (bring his body back).
Monitor:
Give the evidence to Caladin (or Brendann); Marsten and Spektor are
arrested. See them in jail. They tell you of a exploding powder
(created by Standarr). Spektor confesses to killing Cantra's father.
Lucilla gives you a pink key belonging to Spektor, which unlocks the
door at invisible entrance to the secret cave (mountainside near
Harnna's house 154S,12W). You'll find powder kegs, treasure and the
body of Cantra's father; read Cantra's note - tell Harnna.
Fellowship camp outside Fawn:
Scots, the cartographer gives you a map of Serpent Isle (not very
accurate, but extremely useful).
Leon, Fellowship speaker. Babbles about the Fellowship's philosophy
and asks you to join. Tell him the Fellowship has been disbanded and
outlawed in Brittania.
Alyssand, daughter of Delin the provisioner, sells provisions (chart).
Ask her about the ring; returns your magic gauntlets. Join the Cause
to expose the fraud of the Oracle.
Zulith the Chancellor of Fawn; following you around. He will arrange
an audience with Lady Yelinda. He exchanges currency in Fawn.
Fawn
A magic storm breaks out and a lute materializes at Iolo's feet.
He picks it up and is asked to play.
Kylista, Priestess of Beauty. Give her the ceremonial breastplate.
She'll ask you to come by her room later to get your magic armour
(Don't bother, just go get it from her room).
Delin, provisioner of Fawn (speak to him when Alyssand's around, more
interesting). Delin sells provisions at same price as Alyssand
(haggling may be different). His Freli was taken to Moonshade to be
trained as a mage; wants word of him.
Jendon, proprietor of the Broken Oar inn; sells food, drink and room.
(see chart). He provides you information of strange items, people and
places.
Kalen, the Fellowship sailor, attacks you while in Fawn on Batlin's
orders. He tells you Batlin will soon have powers greater that dreamt.
Jorvin, approaches you; Lady Yelinda will grant an audience at the
throne room after noon.
Lady Yelinda gives Iolo a white diamond necklace for Gwenno. Toasts
are made. Dupre makes a slip and toasts to Lord British... The Lady
yells blasphemy and Dupre is imprisoned (entire group is attacked).
You wake up in the rooms of the Broken Oar. A letter at the bedside
requests your presence at the temple for Dupre's trial. Proceed to the
Temple of Beauty. Trial begins; a sham. A recess is called, Dupre
appoints you to defend him.
During the recess, Alyssand gives you a glowing yellow key; unlocks
temple door (beside sign "Donations Welcome"). Go down the stairs,
flick the switch opposite Dupre's cell. You'll find Voldin with the
set of levers which control the Oracle. Kill him.
Numbering the levers 1 - 5 from left to right: use lever 3 then 5.
The Oracle speaks. Get the Oracle to change the revelation and to say
that the trial is corrupt.
See Alyssand again and ask her about the Cause. This enables the Trial
to continue (You may have to wait a day).
Back at the Temple, the Oracle reveals Dupre's innnocence and Kylista
and Voldin's guilt. Jorvin arrests Kylista (visit her in jail!).
Get the brown key at the palace (in room East of the throne room);
unlocks the door (in the throne room) leading to serpent gate.
Note:
Being thrown in jail in Fawn requires a little foresight. Unlock
the cell doors before being caught. Or you could kill yourself
with the iron maiden and be resurrected by the monks.
Sleeping Bull
Miggim, Xenkan monk, librarian at Monk Isle. Warns you that an attempt
will be made on your life but will not tell you who to avoid.
Devra, runs the Sleeping Bull sells food, drink and room. Return her
slippers in exchange for your swamp boots. Silverpate the pirate hid
treasure somewhere before dissappearing.
Kane, a sheepherder. Waiting for Captain Hawk to get to Moonshade;
looking for his brother Edrin, who dissappeared during a storm but
found Ale the parrot instead. Hawk got into fight, pikemen took him.
Flindo, the merchant gives you some information on Moonshade and
Ensorcio's exile. He will get you an audience with the Magelord
but you'll have to see him in Moonshade.
Byrin, the gleeman. Get him to sing some songs (information).
Argus, the innkeeper of Sleeping Bull tells you Captain Hawk is
held at the Bull Tower until fine is paid.
Selina asks for your protection, apparently afraid of dissapearing.
Comes from Moonshade. (Lydia's sister?)
Ensorcio, exiled mage from Moonshade. Batlin took his serpent jawbone.
He will sell you spells (see chart) and the secret of making
bloodspawn from stoneheart.
Sleeping Bull Cellar:
On the northern wall, there's a secret Wall between the casks of wine;
leads you to a room. The switch opens the sliding door. Get the key.
Down the steps at the sliding door, use the key to unlock the cells.
Read the note on the corpse (about the wardrobe room and getting to
the serpent gate)
Wardrobe Room: (west of cells)
There's an invisible chest along the northern wall.
The fountains: NW invisibility, SW cursed, SE sleep, NE awaken
Five chests line the western wall. The second one from the south holds
the map to Silverpate's treasure. The brass key unlocks the door to
the main switch in the centre of the room. (The main switch must be
enabled to use the others). Using the switches teleports you to the
various rooms in the inn (numbered below).
º º º º Silverpate's Wardrobe Room
º 1 º 2 º 3 º room 6: diary of Batlin's lackey
ÈÍÍÍÍÍÊÍÍÍÍÍÎÍÍÍÍͼ room 7: antique armour
main º room
switchº 7
ÉÍÍÍÍÍËÍÍÍÍÍÎÍÍÍÍÍ»
º 4 º 5 º 6 º
º º º º
East of the Wardrobe room, there is a secret passage directly opposite
two torches a doorwidth apart; leads to the serpent gate. The chests
contain The Dark Path map (serpent gates layout). The key unlocks
the door to the teleport (sends you back to the inn).
Bull Tower:
Ask to pay Captain Hawk's fine; the pikemen will ask for 100 monetari
initially. When Shamino tells them you have more, the pikemen asks for
more than what you have.
Back at Sleeping Bull inn, Selina approaches you and offers you a share
of the treasure at the storm-struck lighthouse. Agree to go with her,
but do not leave your companions behind (remember Thoxa's words).
Selina gives you a rust-brown key (unlocks Mint door). Also, get the
glowing blue key in her backpack (note: doesn't allow you to remove her
blink ring). Ask her directions to the mint; follow the coast north,
then head east.
At the Mint, get all the gold you can carry (especially gold bars).
Once out of the Mint, you're attacked by a group of mercenaries.
Selina abandons you using her blink ring. Kill the mercenaries, and
read the note: Batlin sent them to ambush you, knowing that you'll be
at the Mint (Selina set you up).
Note:
While on your journey to the mint, you might cross the explosive
maker factory. The ghost of the Chaos Hierophant is not meant to
be there (bug). Try not to talk to him here (though its quite safe
to do so)
Return to Bull Tower. Pay Hawks fine with gold bars (tip: drop all but
one gold bar before paying fine). You'll get a key to Hawk's cell.
Talk to Hawk to set him free, asks you to see him at the pub.
Wilfred, Knight of Bear Command (appears after freeing Hawk).
He's looking for his father's murderer, Batlin.
Additional Note:
Just south of Sleeping Bull, you'll find a hollow tree (117S,36E).
There you'll find a brown key. This unlocks an invisible chest
ontop the monolith at 100S,39E. Stack some crates to get it.
Captain Hawk, agrees to take you to Moonshade.
To get to Moonshade, go to the docks and get onto the ship.
Captain Hawk, Kane, Ale and Flindo will come on board; you're off.
Moonshade
Captain Hawk tells you he won't be sailing back to mainland.
You can find him at the Blue Boar Inn.
At the Seminarium school of mages; Fedabiblio, Magister of Moonshade.
He gives you some info on Moonshade and Batlin's visit. He asks you
to bring him three fresh mandrake roots (only from Monk Isle swamps)
in exchange for a spellbook.
Freli, long-lost son of Delin gives you a letter for Delin. He tells
you Batlin purchased spells from Torrissio.
An automaton brings you a scroll from Rotoluncia, the Red Sorceress.
Use the scroll; Rotoluncia speaks. Refuse to tell her the secret of
controlling daemons.
Mortegro the Necromage. will only sell spells to a mage. See him for
seances (informative).
Torrissio, mage specializing in automatons (see chart). He wants the
stockings back, DON'T give it to him.
Topo, artisan apprentice for Ducio, sells food, weapons and supplies.
He'll buy gems from you at 100 guilders each.
Rocco, runs the Blue Boar inn (see charts). He gives you info on
visitors and locals.
Petra, the automaton at the Blue Boar inn tells you Mosh loves fish
(Buy some from Petra for Mosh).
Flindo, owns the Capessi Canton (provision store) tells you Bucia
believes Pothos is connected to Erstam.
Flindo promises to arrange for the Magelord to meet with you.
You need to return to Flindo to ask of this promise later; you'll be
summoned to the Magelord's banquet at the appropriate time
(a few minutes later, you're teleported to Filbercio's castle).
The Banquet:
Present are: Filbercio, Gustacio, Rotoluncia and Frigidazzi.
Rotoluncia attacks you, Gustacio jumps to your defense. Pothos enters
informing Filbercio that the search for blood moss was a failure. The
banquet ends.
Bucia runs the Capessi Canton, sells supplies and provisions.
She gives you information on people, places and strange items.
fur cap : Magelord bought for Frigidazzi
apparatus : see Ducio the Master Artisan
bottle of wine : see Julia, Chief of Rangers at the Winery
(don't show her the egg; it offends her)
Bucia also exchanges currency (takes gold nuggets, bars and jewellery).
She tells you that Pothos has an uncanny resemblance to Erstam
Note: She only tells you this after the banquet.
Pothos, the Apothecarist, sells potions, reagents and magic items.
Offers to buy your stoneheart. Tells you how to make bloodspawn:
Use a ritual blooding device (on yourself). Fill a container with
blood. Use blood on stoneheart. The result will be bloodspawn.
He offers to trade his secret for some blood moss (swamps south of
Moonshade).
Note: For this keyword to appear, talk to Bucia about Pothos.
Get the blood moss from the swamps (right in the middle). Give the
blood moss to Pothos; he tells you how to contact his father, Erstam.
To contact Erstam,
go to the docks north of the Mts of Freedom. Ring the bell and
chant the given mantra. A sea creature (turtle) will take you
to Erstam's island. Give Erstam the password: Iskatradeeth.
Note: Key to Pothos' vault is under his chair (see cheat notes also).
Right after speaking to Pothos, Shamino is kidnapped. Pothos tells you
to see Fedabiblio, who in turn instructs you to see the Magelord.
Note: You can go straight to Filbercio without talking to anyone.
Tell Filbercio you suspect Rotoluncia kidnapped Shamino. He instructs
you to search her manor. There, an automaton attacks you after being
questioned. Rotoluncia can't be found there.
(Get her serpent tooth (Furnace) while you're there)
Filbercio then suggests you look in his love palace, in the middle of
the Lake of Enchantment; gives you permission to use his yatch.
Filbercio's love palace:
The key in the drawers upstairs unlocks the gate in the cellar.
Rotolucia attacks when Iolo says you don't know the secret to
controlling daemons. She has two keys: one unlocks the same gate at
the foot of the stairs. The other unlocks Shamino's cell, teleporter
gate and the teleport door in Filbercio's castle.
Notes:
A lever behind Filbercio's throne opens the secret Wall to the
treasury. The key to the chests is under a plant in his bedroom.
There is a secret Wall (north) in the jail holding cell, if you
get jailed for some reason.
Isle of the Mad Mage
Follow Pothos' instructions to contact Erstam.
Note:
You cannot do this until you've solved the kidnapping case.
The serpent will tell you: you've forgotten something.
Erstam, the Mad Mage claims the apparatus belongs to him and takes it
back. He instructs you to look into his telescope to see the origin of
the blue egg. He initially pretends not to know of teleportation,
but Vasel interrupts indicating otherwise.
Vasel, Erstam's latest assistant tells you of the serpent jawbone
belonging to Erstam.
Erstam agrees to tell you the secret of teleportation if you get for
him a phoenix egg. Agree; you'll be teleported to an island. Wander
around a bit you'll find a switch beside lava. Using it causes a
phoenix to be reborn, which rewards you with a phoenix egg.
There is teleporter back to Erstam's Isle.
Help Erstam with the experiment. Put the phoenix egg into the hopper
on top of the Life Creation Machine with a complete set of bodyparts
(head, torso, arms and legs). The result: Boydon is recreated.
Erstam gives you the key to his storeroom outside the manor and a
serpent tooth (Erstam's Isle). He gives you two more teeth when
you return with the jawbone (Moonshade & Monk Isle)
Boydon, the monster asks to join; ask Erstam's permission for this.
Erstam tells you that once destroyed, no force can recreate Boydon.
Monk Isle
Use the serpent jawbone to get to Monk Isle. (put all teeth into the
jawbone, d-click the serpent gate)
Draxta tells you some prophecies. (Read the Book of Prophecies on the
altar). Meet her at the Place of Visions on the north-western edge of
the fields to see a vision; Petra.
Nameless Monk, Child of the Corn, offers his supply of dried mandrake
roots in his hut. He tells you fresh mandrake roots can be found in
the swamp when the tides are right (see him later, he'll tell you the
tides have receded).
Collect the mandrake around the swamp (brown, man-like shape).
Ruins in swamp: The key in the hollow tree (SE of ruins) unlocks the
gate to the Ophidian ruins underneath. You'll find another key in the
Ophidian ruin (in corpse). This unlocks the other gate (east). There
is a key on the corpse camouflaged by the tree in the second ruin.
This unlocks the gate to the Serpent Gate.
Moonshade
Give the Mandrake roots to Fedabiblio in exchange for a spellbook
(asks you three questions).
Mosh, the Rat Woman tells you to listen to Columna.
Listen to what Columna says about Mosh then return to Mosh, tell her
you believe her story. She tells you of Columna's Comb of Beauty.
Give her some fish and she'll give you a magic harp which will put
the Ratmen to sleep.
Get the Comb of Beauty from Columna's manor. There's a secret Wall on
the north wall, leading into the scrub. Look for a chest. The key to
unlock the chest is in Columna's cellar.
Frigidazzi (doesn't appear until you get the spellbook). Return her
fur cap for your magic helm. She asks you to meet her after midnight
to learn spells. Apparently, she has other ideas... you end up
angering Filbercio and thrown in the legendary Mountains of Freedom.
Note: Key to Frigidazzi's lab under pot of plants
Mountains of Freedom
You'll only have your reagents, spellbook, Hourglass of Fate, a staff
and scale armour (so stock up on reagents and spells beforehand).
You're greeted by an automaton; kill him and get the necessary key
(keep it, many of the doors in the labyrinth have the same lock).
Get what you need from the store.
There is a secret passage behind the sign "escape is futile". Head to
the south, you'll find another secret passage (marked by trail of
blood, guarded by nagas). Keep going south till the teleport.
The next room is occupied by a mage capable of morphing into a bear.
He'll run away when defeated.
Note: This mage has Dragon Breath.
The teleporter brings you to Stephano; get him to join (you need him).
(Note: Interesting story about the mage Cellenia; Selena)
In the next room, get the yellow key in the bag. You'll then meet a
guard with the Black Sword; it'll jump to your possession.
The Sword urges you to release him; _DON'T_.
Teleport to the next passage, use the yellow key on the left door.
You should see a sequence involving Lorthondo turning his minion to
a skeletal dragon.
Bug Note:
Some people may encounter a bug here where you enter the room,
stand in front of Lorthondo (no kneeling guy) and the game hangs.
Try restoring and use the cheat mode to teleport to the room.
If there is a guy kneeling to Lorthondo, then everything's OK.
If not, use the cheat to get into the room to get the key.
(Just skip the skeletal dragon sequence)
Get the key in Lorthondo's room, then head back east. Grab what you
want from the chests (they're trapped, but a solid whack with the
Black Sword should do the trick). Use the levers with Stephano's help
(this is where you need him).
Use a telekinesis scroll on the winch, lowering the drawbridge.
Kill the old man. The room with levers is next.
Note the original position of the levers; the idea is to get the
opposite positions on all of them.
Open the woman's cell (Sabrina); lead her to the nightmare (horse).
The horse kills Sabrina. Get the carrots and the key. The key unlocks
the chest in the supply room (scroll gives you a clue what to do).
Drop the carrot in front of the rabbit; changes to a woman who rewards
you with a bouquet of flowers. Give these to the ranger who's pining
for his girlfriend in the next room. He fixes the stucked lever.
Use previously stucked lever; opens room with hollow tree.
The teleporter sends you to a clearing with a blue lever; use this.
You'll be teleported back. Use the SW lever to open the sliding doors
to the south.
The fire in the circle of stones goes out as you approach. Enter the
circle and you'll be teleported. Here's the legendary infinite tunnel.
There's a secret passage on the right of the tunnel.
Next pile the crates (use the chest as well) to get to the bell.
Next - "Pick one or die" : Choose the western passage.
You'll then meet the last automaton. Talk to him; he'll attack you;
kill him and get his key.
In the next room, Lorthondo seals all exits. Release the Arcadion
from the sword (no other way), he'll take care of Lorthondo; messy!
The last teleporter takes you to the courthouse in Moonshade, where
Stephano leaves. Congrats! You've survived the Mountains of Freedom.
Moonshade
Look for Dupre at the Blue Boar inn. He'll tell you where to find the
others. Shamino can be found in the western woods (80S,110E). Boydon
at Capessi Canton. Iolo at Gustacio's manor.
Shamino gives you three gifts from Frigidazzi. The Serpent Earrings, a
Chill magic scroll and a letter. Right after putting on the earrings a
serpent speaks:
A new hero has entered into this world.
Am I dreaming or is this real?
See Ducio about repairing the Daemon Sword, he'll tell you Gustacio's
flux analyzer.
Gustacio says that the sword needs to have its sorcerous energies
realigned using the flux analyzer which was stolen.
Gustacio tells you Mortegro was struck by lightning and replaced by a
stone alter. Agree to help in his experiments. Take the power globe
to the tower in the valley north of Moonshade. Place it on the
platform and use the winch. Use each of the levers until no new color
is observed.
Gustacio tells you to bring the results to Fedabiblio, who instructs
you to look into his crystal ball. You'll see Edrin being struck by
lightning and change into Ale the parrot. Fedabiblio then tells you to
inform Gustacio of this.
To revert Edrin to his natural form, Gustacio gives you another power
globe and a bird cage. Use the bird cage on Ale. Place the globe on
the platform and Ale on one of the pedestals. Use the winch and then
the corresponding lever. Ale changes back to Edrin.
Gustacio rewards you with the Mirror of Truth and gives you all the
spells he knows for free.
Soon after, the serpent speaks:
Who art thou stranger? Why can't I see thee?
Curse this imbalance which veils my mind.
Hawk tells you of the catacombs in the mountains to the south which
lead back to mainland; Julia has the key to the entrance.
Julia "loans" you the key for 40 guilders as you've got the Chill
spell (given by Shamino from Frigidazzi).
The catacombs entrance is south of the Lake of Enchantment. Wander
around (not very big place), the exit is past the Ratmen city and
past the ruins occupied by wildmen. Exits into the Furnace.
Furnace
Talk to Zhelkas "Iron Helm", ruler of gargoyles, from across the
drawbridge. Agree to take the Test of Purity and he'll lower the
drawbridge to let you through.
The test is in the NE chambers of the Underground City.
Look for a button on the wall to open the sliding door (very common in
Ophidian ruins). Then cross the bridges which links a few towers.
You enter the Underground City, inhabited by sleeping gargoyles.
Head east. The door to the NE chambers lies east of the arena; you
need a key. Enter the arena and defeat the four automatons to get it.
Cast unlock the magically locked door beside the entrance. The passage
will lead you to the Twin Pillars.
Grasp (d-click) the Pillar of Fire to begin the Test of Purity.
Test of Purity:
Behind the north door, you'll meet Iolo who pleads with you to enter
the red moongate to flee from the doomed world. Refuse to go with him
until he leaves without you.
Next, Shamino behind the west door. Push the button on the northmost
pillar to release the trapped people.
Lastly, the east door. Pick up the hammer and attack the worms.
Dupre urges you to follow him to explore the treasures behind the
door; don't. (using the target T key is helpful here). Keep hammering
until all 10 worms are killed (they explode).
You'll then be teleported back to the pillars. Zhelkas gives you the
Serpent Ring.
Special case:
If you decide to fail the test, Zhelkas gives you a second chance.
Get the Everlasting Goblet from the Conjury of Ancients (hall in
northern chambers of the city). Return to him with the goblet and he
gives you the ring.
(The goblet does not run out of drink, ie. you need not carry any food,
though feeding will become very tedious)
In the library, read the book "On accessing the Serpent Gates".
To get to the serpent gate you need the keys of Ice and Fire;
hints where they can be found.
The Key of Fire can be found on a corpse, in the baths west of the
arena. The Key of Ice is found in the park in the SE of the city.
You'll find a serpent tooth (Monitor) on the corpse with the key.
In the Great Temple (behind the Twin Pillars), place the keys of Ice
and Fire on the altar. They merge to become the blackrock key.
This unlocks the brass door on the balcony of the Great Temple
leading to the serpent gate.
Fawn
Give Freli's letter to Delin; gives you a half-price offer.
The Gorlab Swamp
Soon after entering the Gorlab swamp, you'll fall asleep and enter
the Realm of Dreams.
Note:
You MUST have the three artifacts of Love, Truth and Courage on the
Avatar, to complete your quest in the Realm of Dreams.
These items are the:
Crystal Rose of Love, Mirror of Truth and Helm of Courage.
Realm of Dreams
Siranush, healer of Gorlab. She asks you to get the dream crystal from
Rabindrinath. He can only be overpowered by the artifacts of Love,
Truth and Courage.
Besides Siranush, you'll meet others in their dreams including:
Batlin, Byrin, Cantra, Ensorcio, Iolo, Lord British and Stephano.
Thoxa shows you the Moon's Eye and instructs you to seek it in the
Temple of Ancient Ones in the north.
Rabindrinath's keep (located far south of the Realm of Dreams).
Rabindrinath approaches you as you enter the keep. He babbles about
the artifact of Courage, then casts a spell against you. It fizzles;
he swears and teleports away.
Look for him in the torture room. Talk to him. He babbles about Love
and teleports away. Get the yellow key in the corpse on the torture
table. It unlocks the door to Rabindrinath's room.
Talk to him again. He babbles about the artifact of Truth, attacks you
with a spell. It backfires and he dies. Get the key in his body.
Unlock the vault and get the dream crystal.
Notes:
Do not enter combat mode when facing Rabindrinath. Just talk to him
(make sure you've got the artifacts though).
Give Siranush the dream crystal; she rewards you with the Serpent
Necklace. You'll be teleported back to the swamp.
(d-click the necklace to hear the Great Earth Serpent talk)
Notes:
Don't bother collecting any items. You can't bring them back to the
waking world.
To get out of the Realm of Dreams, get yourself killed (combat, the
iron maiden in Ensorcio's dream, or step into the pillar of fire).
Swamp of Gorlab
Soon after waking up, the Great Earth Serpent speaks:
Hasten, the Imbalance grows stronger.
Note: Bloodmoss abundant in Gorlab Swamp.
Great Northern Forest
Draygan's Fort:
Beryl, Draygan's prisoner tells you to use an arrow treated with
King's Saviour; seek Forest Master's help (lives SW of the fort).
Morghrim, the Forest Master asks you to get the Orb of Elerion back
from Draygan. He tells you where to get King's Saviour
Head west of the Forest Master. The King's Saviour is found near
mushrooms (green plant with yellow flowers). Use the plant on an
arrow. A sleeping arrow will appear at your feet. Go back to the fort
and shoot the arrow at Draygan. He'll fall asleep; kill him.
Get the Orb of Elerion from his body. Morghrim materializes; give him
the orb. In exchange you'll get the Whistle of Doskar.
Use the whistle. The Hound of Doskar will appear. Get the Hound to
track Cantra using her wooden sword; leads you to Shamino's Castle.
Get Shamino to draw a map of his castle. He tells you of the secret
entrance to the castle, between to great trees, west of the castle.
Look for two tree stumps; an invisible cave entrance leads into the
storage room of Shamino's Castle. There you'll be met by the spirit
of Beatrix.
Shamino's Castle
If you did not use the Hound to track Cantra's sword, the huge doors
of the keep will be blocked by barriers. They will be removed once
you've done this.
In the keep, fight Palos and his henchmen. Batlin appears and whisks
Palos away to the north.
Upstairs you'll find Cantra dead. The nameless Xenkan monk will appear
and take her back to Monk Isle to be resurrected.
Pick up Batlin's medallion and have the hound track it; points north.
To explore the outer chambers of the castle, go to the barracks;
a secret Wall leads to a room with 10 levers. These control the locks
of the doors (up = locked, down = unlocked).
Numbering the levers from left to right:
1 guard room
2 wizard's chambers
3 meeting hall
4 servant's chambers
5 kitchen
6 storage room
7 mess hall
8 armoury
9 barracks
10 chapel
Going to the North
The passage to the north is through a cave entrance at 28S,3E.
Note:
Each member of your party must be wearing a full set of furs
(fur cap, cloak, fur boots) when venturing into the north.
Without these, they'll freeze.
In the catacombs you'll meet the spirit of Gannt the Bard. It asks you
to take revenge for his murder by Captain Stokes (in House of Wares,
in the Knight's Forest). Get the brass key.
At the entrance to the north, Fitch, in his last breath, tells you the
trappers were attacked by a sorceress; They killed her (Gwenno).
The Gwanis
Note:
It is not advisable have any gwani fur/cloaks in your possesions
when approaching the gwanis. It'll offend them.
Though, I didn't have any problems when I wore gwani cloaks (bug?).
Bwundai greets you as you approach the Gwani village. He tells you
Gwenno is at the Gwani Death Temple; island West of the Ice Dragon.
Yenani, leader of the Gwanis, mate of Myauri and mother of Neyobi and
Kapyundi. She tells you that the Great Horn of Gwani was stolen and
taken to the Skullcrusher. Instructs you to see Baiyanda about saving
the sick Neyobi.
Baiyanda, mate of Mwaerno, healer of the Gwanis gives you a bucket to
collect the Ice Dragon blood required to save Neyobi. She mentions you
need the gwani horn to unseal Gwenno.
Myauri "Blizzard", Yenani's mate. Tells you Baiyanda's mate Bwundai may
know where the Gwani Death Temple is.
Note:
There is a discrepancy here: Myauri states that Bwundai is
Baiyanda's mate, whereas Baiyanda tells you Mwaerno is hers... ?)
Head north from the village, you'll meet Kapyundi "Little Glacier" and
Gilwoyai "Of the Wind".
Gilwoyai tells you to take the ice raft to get to the Ice Dragon in
the north (d-click on it).
Kill the Ice Dragon and use the bucket on its body. It'll fill with
ice dragon blood.
Give the bucket to Yenani at the village. She'll tell you a
"valuable secret" in return (the password to enter the Skullcrusher):
Isal Sal Cra Gaas Iskar
Note:
Yenani will not tell you this unless you've had the Hound to track
Batlin's medallion. Even guessing the password correctly will not
get you through the gate, the serpent will say you've forgotten
something.
Skullcrusher - City of Chaos
Here the serpent instructs:
The wizard... the key is the dead wizard,
Thou must vanquish him
At the entrance, place the serpent runestones on the pedestals such
that the runes match the plaques. Then use (d-click) the runestones
following the order of the password: I S C G I
(Start from the pedestal on the left) The sliding door will then open.
Unlock the cell with the skeleton pleading for aid (trap); kill it.
Get the serpent teeth from Maleccio's corpse and read his diary.
Get the flux analyzer and the Philanderer's Friend from Vasculio's
collection (You'll get the gwani horn later).
Note:
See Gustacio at Moonshade and he'll instruct you to place the
flux analyzer on the ground and use it on the Black Sword.
The locked double brass doors will open as you approach. Inside you'll
hear scratch... scratch coming from the coffin. Read the scroll on the
pedestal; Vasculio emerges from the coffin.
Here there are two possible situations:
If you've got the magebane, Vasculio offers you the Mass Death
spell for it. However, if you do trade the magebane, you won't get
it back when you've killed him.
Without the magebane, Vasculio offers to spare your life for one
of your companions to feed on. They'll never agree to this.
In both cases, Vasculio attacks you anyway.
Kill him, get the blue-red key. It works on the brass doors at the
crypt and the brass door to the east Skullcrusher exit.
Once you've killed Vasculio, the Great Earth Serpent will instruct
you to:
Seek the temple and within it the Eye of the Moon.
Get out of the City of Chaos using the east exit. The temple you're
looking for is just east of the exit.
Temple of Emotion
Look into the Moon's Eye: you'll see Batlin making his preparations to
open the Wall of Lights (and of course, your meddlesome intervention).
Silverpate's Treasure (50N,40E)
Search for an invisible entrance. Use the map to get to Silverpate's
treasure. Don't forget you can move the caltrops! You'll find the
blackrock balance serpent.
Spinebreaker - City of Order (39N,96E)
Kill the automaton that speaks in Batlin's voice. Get the brass key.
To get through the sliding door, you'll be asked for the password by
the automaton. There isn't one; cast a telekinesis spell.
In the next passage, Brunt tells you to follow him (trap). Use the
secret passage throught the illusionary wall in the North.
Beside the armoury, next to the glowing sphere there's a secret Wall.
This'll take you to the City of Order.
In the NW chambers of the city, you'll find a shrine of Discipline.
Get the serpent dagger.
In the SW, get one of the three scrolls in the shrine of Ethicality.
In the SE, get the abacus (red) from the shrine of Logic.
Read the book in front of the Temple of the Hierophant. Place the
correct symbols corresponding to the plaque on the pedestal.
Order symbol that doth speak of principles and wisdom : scroll
Order symbol for the strength of mind and willpower : serpent dagger
Order symbol for a straight path of truth : abacus
The brass door will open after you've placed the last item (abacus).
Go down to the Hierophant's room; tell the automaton you're the
Hierophant. It'll hand you the Serpent Sceptre.
Place the sceptre on the blue pedestal; teleports you to the library.
Read the books (info to answer automaton's test) then teleport out.
Note:
There is a hidden chest beneath the stairs in the Temple
(behind the secret Wall).
Head to the SE chambers where you'll meet Palos. You'll just have to
run through his trap. The automaton will ask you the title of a book
for a given phrase (The answer is the last option).
The next passage leads to the Grand Shrine of Order. You'll find a
body with a blue-red key; does NOT unlock the brass door. The key to
this door is the blue-white key you took from Selina's backpack.
Don't despair if you can't find it:
The key on the body unlocks the Vault of the Dead in the northern
chambers. Use the button on the carpet; lifts you to passage to
the Grand Shrine.
Note: Selina's key unlocks the door beside the stairs after lift.
Grand Shrine of Order
Kill Selina and Batlin's men (Brunt, Deadeye and Palos).
Get the Dispel Field scroll from Selina's body.
Bug Note:
Using the Hourglass of Fate here resurrects Selina
(an infinite conversation loop occurs).
Batlin bungles up opening the Wall of Lights and ends up getting
killed. The Banes of Chaos are released, taking over the bodies of
your companions;
Shamino by Anarchy, Dupre by Wantoness, Iolo by Insanity.
The banes then teleport away.
Notes:
Make sure you've got everything you need (info, spells...)
before the Banes are released. The Banes go on rampage, killing
almost everyone in Serpent Isle.
You can get Wilfred (Sleeping Bull) to join your party. Though,
he will leave you in a losing battle. Once he leaves, he will
not rejoin.
You can also get Petra (Moonshade) and some automatons (Temple
of Discipline) to join.
The Serpent now instructs you:
Seek the horn... The Gwani Horn.
Seek it in the depths beneath the Skullcrusher Mountains.
Get the blackrock chaos serpent from Batlin's body. Transfer the teeth
from his jawbone to yours.
Note:
Carrying two jawbones is not advisable. The game will only look
at the first in your inventory; some gates will be inaccessible.
Bug Note:
Using the hourglass in the room where you fought Selina will
cause your companions to rejoin your party. Thus, you can even
get more than five party members if you return here later with
other members.
Skullcrusher
Use the jawbone to get to Skullcrusher. Cast the dispel field to get
the Gwani horn (in Vasculio's crypt).
The serpent now instructs:
Free Gwenno... Free her from the ice.
Gwani village
You'll find that after returning from the Grand Shrine of Order,
the gwanis have been attacked by Hazard the Trapper. Talk to Yenani,
she'll tell you that her gwani amulet (taken by the Trapper) had a
serpent tooth in it.
Head north to Hazard's cave (the door unlocks after the massacre).
Kill Hazard and get the key to his chest. Get the gwani amulet and
return it to Yenani; gives the serpent tooth (Shrine of Balance).
Gwani Death Temple (approx 95N,46W)
Use the ice raft to get to the temple. Use the gwani horn to destroy
the ice barriers and to free Gwenno from the ice block.
Monk Isle
Bring Gwenno's body to Monk Isle to be resurrected (any monk will do).
The serpent explains:
Bane of Chaos, Chaos Bane... twisted her mind.
In order to restore Gwenno, Karnax instructs you to get the Scroll of
the Serpent from Fedabiblio.
Moonshade
You'll find that Shamino the Anarch has killed almost everyone in
Moonshade. Andrio tells you that Fedabiblio was turned into a statue
and Torrissio's wand, the Philanderers Friend can free Fedabiblio.
Use the wand on Fedabiblio; rewarded with the Scroll of the Serpent.
He gives you the key to Hawk's chest (Blue Boar inn); get the map and
read Hawk's directions to the treasure.
Note:
If Torrissio has taken the Philanderer's friend from you.
Don't worry, cast the spell Vibrate on him to get it back.
You might also be able to pick up the swordstrike spell "weapon"!
Stephano gives you a serpent tooth (Temple of Tolerance) and joins you
temporarily. Kill the Death Knight sent by Columna; Stephano gives you
the key to the vault of his old house. Get the Blackrock Order Serpent
from there.
Note: The key to his old house in the hollow tree just outside.
You can use the Hourglass to resurrect Stephano if he's killed.
Search the mages' manors for any useful items. You should have all
serpent teeth except #7.
Monk Isle
Give the Scroll of the Serpent to Karnax. He'll give you a scroll
(the six Ophidian virtues and anti-virtues) and instruct you to
make Gwenno drink the water of the virtue she is lacking; Discipline.
You can reach the temples using the serpent gates, else read the book
"Temples of Order" in the library for directions.
Temple of Ethicality (33N,133E)
There are stairs down on the right of the serpent. You need to take
the test of Ethicality to obtain the Water (d-click on the mat in the
east room). Reading the scrolls on the corpses may help. The automaton
will ask three questions before allowing you to take the test. Briefly
the answers are: "Risk Death", "Leave the Money" and "Continue".
test 1: Risk death to save the man's life by pushing the button.
test 2: Drop all your gems, gold and money on the gold pedestal.
Then walk to the end of the passage and use the button.
test 3: Do not yield to Batlin.
You've passed the test of Ethicality. Go up the stairs and use the
bucket on the basin to get the Water of Ethicality.
Note: You get to carry back what you took or were given in the test.
Temple of Discipline (44N,86E)
Talk to the automaton in the NE room; He'll say something about
automatons getting through the acid to get the Water.
Push the button in the serpent gate room. Go down the stairs on the
left and get the key from the invisible chest. Go back up and use the
button on the opposite room. Go up the stairs on the right; get the
brass key and the obsidian and quartz y-shapes.
Next use the stairs up on the left. Read the books (especially the one
on `Body Transference' and `Symbol of Discipline').
Place the obsidian y-shape on the LEFT slot to create the bridge.
Down the stairs behind the serpent, use the brass key to unlock the
south door; get the blue key which unlocks the north door (to Water).
You have now two options:
You can either continue through the acid path and keep casting
healing spells OR...
Ask Petra (Moonshade) to do a mind transference with you.
Note:
Petra will help you only after you've read the book titled
`Body Transference' AND talked to the automaton in the NE room
(or stepped into the acid).
Bring Petra to the mind transference chamber (she joins you) and
talk to her. She'll step onto the left platform once you've
promised of her safety. Push the button and you'll swap places.
Go through the acid path and use the bucket on the basin.
Note:
Make sure you've asked your other non-automaton members to
leave before going through the acid. (Wilfred's a pain here)
You'll regain your normal form after a while.
Temple of Logic
You'll have to find your way through a short ice maze. When you come
across 5 ice blocks, break them with your sword (or use the gwani horn;
but very messy as items spill out of the bodies). Read Dolfo's journal.
It'll give you the neccessary clues to enter the Temple of Logic.
The solution: Walk across the teleporters in the following order:
Red, Yellow, Blue, Red then lastly White. You'll be teleported to the
entrance of the Temple. Place the runestones in front of the door
from left to right: B C O W.
Automaton #7 is missing. Talk to all automatons; the one with the
inconsistent alibi is guilty. Accuse automaton #4. He'll give you
a pink key which directly unlocks the door to the fountain.
Another pink key is in his body; unlocks door to the stones puzzle.
The original setup:
o
s o x o
o
Pick up stone s and place it on stone x. The force field will be
removed. The yellow key also unlocks the door to the fountain.
Monk Isle
Use the Water of Discipline on Gwenno. She'll instruct you to go to
Moonshade to learn the secret of trapping souls (to trap the Banes).
Moonshade
Talk to Torrissio about trapping souls; he wants the Philanderer's
Friend in exchange. Let him take the wand, then talk to him again.
He'll give the spell Create Soul Prism (transcribe it) and tells
you to see Ducio about the Worm Gems.
Get Ducio to make three Worm Gems for you. Cast Create Soul Prism
on the gems (each forms an empty soul prism).
Monk Isle
Gwenno instructs you to bathe the soul prisms in the water of temples
corresponding to the Banes (Emotion, Tolerance and Enthusiasm) and to
look for devices in the temple which will reveal the location of the
Banes (Moon's Eye, Web of Fate, magic lens).
Temple of Emotion
Sriash, little girl's soul trapped in the force wall tells you how to
obtain the Water of Emotion. To free her soul, smash the pedestal of
love (column) in the middle of the room (the lodestone of love is
underneath it).
Placing the lodestones of emotion on the four pillars around the pond.
(changes the water to the Water of Emotion). Collect the Water near
the pillars with a bucket. Then use the bucket of Water on the soul
prism; it will turn blue (prism of emotion).
Looking into the Moon's Eye, you'll see Anarchy; the Banes are at the
Castle of the White Dragon (near the Gorlab Swamp).
Temple of Enthusiasm
Find your way through the maze into the library. Read the book
`My Life and My Beliefs'; tells you that the Great Hierophant of Chaos
was killed in the garden and Sethys was given the key to the altar of
Tolerance.
Use a bucket on the well in the courtyard, then the Water on a soul
prism to form a prism of enthusiasm (green).
Temple of Tolerance
To free Mortegro, you need to use the winch to lower the drawbridge.
However the door to it is locked. You can cast Telekinesis OR...
Get the yellow key in the west room; unlocks the dungeons below.
Sethys tells you his key was taken by a rat through a small hole in
the wall. Cast the spell Serpent Bond; you'll turn into a snake.
Slither through the hole into the next room. Get the yellow key.
and hit the lever to get out.
Note: There's a Serpent Bond scroll in one of the rooms above.
Unlock the door to the winch with the yellow key. Get to the island
through some secret Walls. Talk to Mortegro.
Mortegro gives you the spell Summon Shade and offers to sell you
spells at half price (you can still haggle except for level 9).
He'll ask you to take him back to Moonshade. Drop a member if you
don't have space in your party. He gets struck by lightning and
dissappears once he steps out of the temple.
Sethys hints about placing containers on the altar to get the Water.
However the altar is missing (switched places with Mortegro).
Go to Moonshade and place a bucket on the stone altar in Gustacio's
cellar. It'll fill with the Water of Tolerance. Use the Water on a
soul prism; red prism of tolerance forms.
Castle of the White Dragon
Kill the jesters. The spirit of the King of the White Dragon also
attacks you at the entrance (ice dragon). OK, here's the hard bit:
Getting to the Banes of Chaos:
(_WITHOUT_ blowing up any doors)
From the main passage, enter the room with the mirrors, kill the
Avatar?s. There's a secret Wall to the lab; get the yellow key in
the corpse. This unlocks the door to the library (exploding books).
Read the non-exploding books (just some history). Cross the balcony
to the room to the west (with the nightmare) and get the glowing
yellow key from the desk.
Go down the balcony into the festivities hall (with the headlesses).
Picklock the kitchen door. Use the secret Wall to enter the dining
hall. Get the brass key under one of the plates.
Go back to the main passage and use the glowing yellow key to unlock
the door to the east room (sewing room). Hit the lever behind the
bales of wool; opens secret Wall to next room.
There's an illusionary wall under the stairs; a chest behind it.
Get the green key; unlocks door up to the roof. From the roof,
enter the music room (next to the main entrance). Get the grey key
under the whistle.
Go back down the stairs with the illusionary wall. The grey key
unlocks the door of the next room (lightning, firebolts). Use the
lever camouflaged by some broken columns; opens Wall to room with
harpies. Use the brass key (dining hall) to unlock the door to the
center passage. Picklock the door of the children's playroom; get
the blue key in the drawers. Head underground using the stairs in
the center passage.
Use the blue key on the first left door. D-click secret Wall on SW
corner of the room; out to corridor. Enter the next room to the
south (secret Wall). Use the lever by the grandfather clock. Follow
corridor to the east until you come across a lever. Use the lever
and enter the room; secret Wall to adjoining room has opened.
Get the purple key in the drawers; unlocks room door and door at
the end of the passage.
Hit the lever in the torture room and go back to the corridors.
You can now enter the SE room which has a door leading to the hall
where the Banes are waiting.
Note: there's a pink key under the logs which unlocks the room door.
for an easy exit.
Trapping the Banes:
You have to kill the Banes in combat. Not an easy task.
(My tip: use sleeping potions on the Banes)
The Banes should then be trapped in the Black Sword. Use the prisms
on the sword to transfer them into the prisms.
Bring your companions bodies back to Monk Isle.
Monk Isle
Get a monk to resurrect all three companions.You'll need to restore
them with the correct Water:
Iolo - Logic, Shamino - Ethicality, Dupre - Discipline
Note:
Place all three on the ground before resurrecting them else they
may not respond even after using the Water on them.
Xenka will then return. If you're not in the abbey, Karnax teleports
you there. She gives you the last serpent tooth (Isle of Crypts) and
instructs you to seek the dead there.
Isle of Crypts
Follow the path of the serpent (serpent marking on the floor) to the
passage leading south initially. Don't bother about placing any
offerings on the altar, keep going west till the end of the passage.
Press the button on the wall; secret Wall opens to a small room
with the plaque: To continue in Balance, stand here.
Note: You need the Blackrock Balance Serpent to continue.
You'll be teleported to another passage. Follow the passage till the
end (past the pedestals `Balance is Wisdom'). Kill the mummy in the
crypt and get the scroll. Go back and place the scroll on the pedestal
opposite the gold serpent.
Read the book on the pedestal in the library; teleported to another
chamber with the Chaos Serpent Eye (cast dispel field to get it).
Behind the serpents on the north wall is a secret Wall. This leads
to a teleporter.
You're teleported to the Great Hierophant's crypt. Cast Summon Shade
to speak with him. He instructs you to get the Staff, Armour and Crown
of the Great Earth Serpent. To restore Balance, you first need to
reunite the Chaos serpent (need to ask Chaos Hierophant). Once this is
done, proceed to the Grand Shrine of Balance.
Temple of Tolerance
Sethys joins you temporarily to take you to the Chaos Hierophant;
he ages rapidly and dies outside the temple. He tells you the precise
location of the Chaos Hierophant and to take along the Chaos Stone
(serpent eye, look in his ashes).
Temple of Enthusiasm
The corpse of the Chaos Hierophant lies in the NE corner of the
garden (near the serpent gate). Cast Summon Shade to speak with him.
He hints at the location of the Shrine of Chaos within Skullcrusher
(mighty detonation, shattering of bronze doors). He gives you a
scroll with the instructions of the rite.
He also tells you that something strong to bind the Banes is required
for the rite to succeed; see Xenka.
Isle of Monks
Ask Xenka of "sacrifice"; the final sacrifice of one in balance is
needed. You are chosen to sacrifice yourself at the crematorium.
Monitor
At the crematorium, hit the lever to cremate yourself. Dupre will
jump to sacrifice himself instead :( Get Dupre's ashes.
Skullcrusher
Use a powder keg to blow up the bronze doors in the north. You'll
have to find your way down through the maze then back up again to
get to the Shrine of Chaos (has a lake with serpent statues).
There is a secret Wall on the northern wall. The Wall of Lights is
behind this.
Place the Blackrock Chaos Serpent in the slot to open the Wall of
Lights. Then place the soul prisms on the correct pedestals:
Anarchy - Tolerance, Wantoness - Enthusiasm, Madness - Emotion.
Place Dupre's ashes on the last pedestal.
Note:
Explosions on the four pedestals should occur. However, I've
noticed that when switching the computer to lower speeds,
a pedestal appears and a serpent forms on it.
Dupre (soul fused with Chaos serpent) tells you to go to the
Sunrise Isle. Xenka also materializes, instructing you to rush
to the Sunrise Isle. She gives you an Ophidian Sword.
Fawn: the Serpent Armour
Read the note on Zulith's body (at the drawbridge); Lady Yelinda has
a key to the treasury where the Serpent Armour is kept.
Ruggs tells you that Lady Yelinda has gone into the Gorlab swamp; her
face disfigured.
Search for Lady Yelinda in the Gorlab swamp. Give the Comb of Beauty
to her; she'll reward you with a brass key to the treasury.
There's a teleporter under the east stair in the throne room. Walk
through the illusionary wall to get to the treasury.
Knight's Forest: the Serpent Crown
Starting at coordinates 98S,28W (by a sandy rock), use Hawk's map to
get to the correct hollow tree (Serpent Crown inside).
The House of Wares (optional):
Use the brass key found at Gannt's shrine. Kill the pirate playing
the computer (piracy does not pay!). You can use the computer. Try
using the gavel on the parrot.
Furnace: the Serpent Staff
After the first bridge, try to keep going in the general direction
north. You'll find the Serpent Staff at a troll encampment. The troll
with the two-handed sword has the key to the brass door.
Shrine of Balance
Use the serpent gate to get here. To get out of the Temple:
Note there are two sets of scales; one on the north side, the other
to the south. Gather the blue and red serpents at the corners of the
room. Place one red and one blue serpent on each set of scales.
blue red
x x x
pedestals
serpent
gate
pedestals
x x x
blue red
After completing each set of scales the symbols of each set of virtues
will appear on the pedestals. The doors will unlock once you've got
all six symbols:
Chaos: Tolerance - chain Order: Ethicality - torch
Enthusiasm - rose Discipline - dagger
Emotion - heart Logic - abacus
Read the book on pedestal west of the temple; tells you the symbols of
each virtue (as given above) and the combinations which make the
virtues of Balance. Explore the area; you'll find six shrines. Place
the appropriate symbol on the pedestals to create balance:
Tolerance - torch Ethicality - chain
Enthusiasm - dagger Discipline - rose
Emotion - abacus Logic - heart
A book will appear when the last symbol is placed. Bring the book to
the great pillars (Ophidian obelisks) just outside the temple (north).
Read the book between the two pillars; cross the bridge of blue flame
to another pair of pillars. Read the book again; cross the bridge of
red flame.
Note:
Make sure you've got everthing you need: (serpent staff, armour,
crown, earrings, neclace, ring, Chaos serpent eye, Ophidian sword).
You cannot return once you've crossed the bridges of fire.
Grand Shrine of Balance
The Ice Diamond & Fire Ruby:
In the west passage, use the green key in the bag to unlock the chest.
Read the book (instructions). Use the same key to unlock the chest in
the east passage. Get an unlit serpent candle. Place the candle on the
pedestal in front of the ice wall (west). The wall will shatter into
ice chunks. Get the Ice Diamond and an ice chunk. Place the ice chunk
on the pedestal in the lava pit (east). Cross the bridge that appears;
get the Fire Ruby.
Place the Ice Diamond on the blue pedestal, the Fire Ruby on the red
pedestal in front of the great bronze doors. You'll then be able to
enter the next chamber.
Cubes of Fire and Ice:
Note:
To keep things short, the term `Rose room' is used in place of
`the room with the rose symbol'. `Torch room'... etc
This is the complete solution to the puzzle. No 'cheating' by using
telekinesis spells!
Start by going up the stairs to the west. Hit the two buttons on the
wall. Go back down and through the illusionary wall under the stairs.
Hit the button on the wall. Use the teleporters to get to Chain room
in the east. Use the button in Abacus room. Teleport back to west.
Go up to Rose room; get the brass key in the chest (on the left).
Go back down and teleport to the east. Use the brass key on door in
Abacus room. Go down the stairs. There's a teleporter under the stairs
behind a secret Wall. Teleport to Torch room; hit button on wall and
teleport back to the east. Go up the stairs and teleport back to west.
Enter Heart room; hit button on wall. Teleport to east; go downstairs
and enter Dagger room. Get the Key of Fire from the chest (trapped).
Go back upstairs; teleport to west. Unlock door in Heart room using
Key of Fire; get the Key of Ice from the chest and 2 ice cubes.
Teleport to east, go downstairs. Unlock the door in Dagger room with
Key of Ice. Get 2 fire cubes. Go upstairs and teleport to west.
Place the cubes of fire and ice on the pedestal (at bronze doors).
A pyramid of steps will materialize; a teleporter on top with a
scroll (items you need to continue).
The teleporter brings you to a place in the Void. As instructed,
place the Serpent Staff, Serpent Armour and Serpent Crown on the
altar at the northern end of the passage. You'll be given the
Order Serpent Eye and teleported back to the shrine (the bronze
doors will unlock).
Enter the final chamber. The Order Serpent makes an appearance and
orders some ice monsters to attack.
The final rite:
Place the three blackrock serpents in the slots; Wall of Lights opens.
Place the Order Serpent Eye and the Chaos Serpent Eye on the altar in
front of the statue which comes alive. Lastly, use the Ophidian sword
given by Xenka to kill the Great Earth Serpent (statue).
Congrats, you've completed Ultima7 pt2 : The Serpent Isle.
A Big Hand to Origin for creating a masterpiece! (pun intended)
Long Live Lord British!
*************************************************************************
The SERPENT GATES (The Dark Path Map)
Chaos Balance Order
ÛÛÛ ÛÛÛ ÛÛÛ
Emotion ³ ³ ³ Discipline
ÛÛÛÄÄÄÄ´ ³ ÃÄÄÄÄÛÛÛ
Sleeping ÀÄ¿ ³ ÚÄÙ
Bull Furnace ÀÄ¿ ³ ÚÄÙ Monk Isle Isle of Crypts
ÛÛÛ ÛÛÛ ÀÄ¿ ³ ÚÄÙ ÛÛÛ ÛÛÛ
³ ³ ÃÄÄÄÄÁÄÄÄÄ´ ³ ³
³ ³ ³ ³ ³ ³
ÃÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄ´ ÛÛÛ ÃÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄ´
³ ³ ³ ³ ³ ³
³ ³ ÃÄÄÄÄÂÄÄÄÄ´ ³ ³
ÛÛÛ ÛÛÛ ÚÄÙ ³ ÀÄ¿ ÛÛÛ ÛÛÛ
Erstam's Isle Moonshade ÚÄÙ ³ ÀÄ¿ Fawn Northern Forest
ÚÄÙ ³ ÀÄ¿
ÛÛÛÄÄÄÄ´ ³ ÃÄÄÄÄÛÛÛ Logic
Enthusiasm ³ ³ ³
ÛÛÛ ÛÛÛ ÛÛÛ
Tolerance Monitor Ethicality
*************************************************************************
SERPENT TEETH
Numbering the positions in the jawbone from left to right (18 teeth).
1 : Shrine of Balance Yenani, Gwani leader
2 : Temple of Emotion Torrissio's manor
3 : Skullcrusher, City of Chaos Batlin
4 : Spinebreaker, City of Order Batlin
5 : Temple of Discipline Batlin
6 : Monk Isle Erstam
7 : Isle of Crypts Xenka
8 : Fawn Maleccio, Vasculio's crypt(Skull)
Filbercio's castle
9 : Great Northern Forest Maleccio, Vasculio's crypt(Skull)
Frigidazzi's manor
10 : Sleeping Bull Batlin
11 : Furnace Erstam
12 : Isle of the Mad Mage Rotoluncia's manor
13 : Moonshade Erstam
14 : Temple of Enthusiasm Batlin
15 : Temple of Tolerance Stephano
16 : Monitor Hierophant's corpse, Furnace
17 : Temple of Ethicality Gustacio's manor
18 : Temple of Logic Batlin
*************************************************************************
TRAINING
Time Trainer Str Dex Int Comb Magic Focus
9-12 Caladin +2 +2 strength
12-3 Shazzana +2 +3 dexterity
3-6 Brendann +1 +3
9-12 Luther +3 0 pure strength, no skill
Wilfred +1 +2
Note:
Go to the List Field in Monitor to train. However once the Banes
have been released Wilfred (Sleeping Bull) is the only trainer.
He charges 30 monetari, however it's free if he joins your party.
*************************************************************************
List of Strange Objects
STRANGE ITEM ORIGIN ITEM TAKEN
36 filari
apparatus of glass/copper Vasculio Rudyom's Wand
bear skull bear skeleton magic bow
blue egg penguins magebane
crude hairbrush Goblins 23 burst arrows
ice wine Rangers
breast plate Kylista Magic Armour
fine stockings Stephano Blackrock serpent
furcap Frigidazzi magic helm
pinecone Hazzard Trapper glass sword
pumice
ruddy red rock (stoneheart) guard The Black Sword
bloody hand Erstam dagger
shield (Monitor) Luther Dupre's Shield
silver ring Alyssand magic gauntlets
slippers Devra swamp boots
*************************************************************************
CHEAT NOTES: This section is devoted to CHEATS!
Look at the file U7SIITEM.TXT for the list of items you can create using
the cheat mode.
THE CHEAT MODE
To use the cheat mode in the game, type:
serpent pass
at the dos prompt.
To enable the game flags to be shown, type:
serpent pass s
You can watch the intro and the endgame from the dos prompt. However,
this may cause your system to hang when its over. To do this:
intro hisss (to watch intro)
endgame hisss (to watch endgame)
A better way to watch the endgame (besides completing the game) would
be to create the zero-byte file ENDGAME.FLG in the STATIC directory.
You can also create the file QUOTES.FLG to view the quotes (This file
is created when you've watch all the credits).
Special trick: (_TRY_THIS_!!!!!!!!)
Run the install program, select 'NO SOUND CARD'.
Then at the dos prompt type:
intro hisss jive
Watch the intro for some laughs!
useful Cheat mode keys:
F2 cheat menu (create items, teleport, modify NPC)
F3 teleport (brings up map)
F5 cast spell number (from 0-71 in spellbook's order)
F8 read scroll, book, plaque
ALT-4 drop item contents
ISLE OF THE MAD MAGE
In the mountains of the isle, you'll find a treasure trove of weapons,
armour, potions... However, most importantly this place can be
accessed _WITHOUT_ using the cheat mode!
Note:
Though you can get here without the cheat mode, I don't consider
this part of the 'legal' game; the serpent crown, earrings and
necklace are available here.
To get here, look for a tree stump just outside Stephano's old house
(Moonshade). What you need to do is place a crate beside the stump;
then get on the stump. Walk around the stump, make sure you've covered
all the possible areas; you'll be teleported to a small island when
you hit the right spot.
The island will have a teleporter (back into Stephano's old house),
a magic axe and a chest. There is a secret passage (invisible, heading
north) from the island to the mountains of Erstam's Isle (invisible
mountain entrace).
The vault here has one of each type of magic weapon (well, almost).
The key to the vault can be found in the tower before the swamp of
Gorlab (62S,45E). D-click the secret Wall to get in. Cross the bridge
to the east end (there's a pool of strength). The key is hidden under
the stairs (just a few pixels).
CLAW (also known as Cat Isle)
I've yet to find a way to teleport here without using the cheat mode.
The isle has a cache of weapons, armour and all the items you need to
complete the game (except the serpent crown, ring and necklace).
2 helms of courage, crystal rose of love, mirror of truth
comb of beauty, fiery egg (phoenix egg), hound whistle
ritual blooding device, small gong (?), everlasting goblet
4 sets of magic armour, gauntlets, leggings, boots
3 viking helms, 4 cloaks, 4 infinity bows, 5 glass swords
lightning whip, fire sword, magic sword, firedoom staff
serpent staff, armour and earrings, chaos and order serpent eyes
Also try teleporting to coords 1423,2066 (decimal). You'll find a
magic axe and 21 burst arrows.
Pothos' Apothecary
The main stairs leading to Pothos' place has a secret Wall. Behind it,
another stairway leads you to a small room with a lightning whip on a
pedestal. There is another secret Wall on the north wall; a passage
leads to a door. Unlock the door with the key to Pothos' vault (found
under his chair). The teleporter brings you to a football field
complete with cheerleaders and the home team! There's some treasure
at the end of the field.
You can enter this place without the cheat mode. However, to get out
of here you MUST use the cheat mode (teleporter at end of field does
not work).
Spell "weapons"
When using the spell vibrate in mages you might notice that they have
spell-like objects in their inventory. If you equip these in your
weapon hand, you'll be able to cast the spell continuously when in
combat. ie. just like any other weapon.
Note:
This can be done legally (without using the the cheat mode).
However, if the spell-weapon is laid on the ground, you can't
pick it up without using Hack Mover.
In the cheat mode, use the keys ALT-4 to drop the contents of any
container (including NPCs).
Listed below are the spell "weapons" available.
Andrio paralyze
Columna ignite, paralyze, poison
Fedabiblio fire bolt, ignite, lightning, poison
Filbercio curse, fire bolt, poison
Freli lightning
Frigidazzi lightning, swordstrike
Gustacio fire bolt, lightning
Lorthondo fire bolt, lightning
mage-bear dragon breath (Mts of Freedom)
Melino lightning, paralyze
Rotoluncia firebolt, ignite
Vasculio lightning, swordstrike
MISC NOTES
Luther has the key to the List Field
*************************************************************************
CURRENCY
Monitor : monetari
Fawn : filari
Sleeping Bull : gold coins
Moonshade : guilders
1 Monetari = 3 Guilders = 4 Filari = 2 Gold Coins
gold bar = 200 monetari
gold nugget = 10 monetari
jewellery = 100 monetari apiece
gem = not standard (Devra pays 25 monetari, Topo 100 guilders)
Notes:
Spektor only takes currency
Zulith only takes currency
Devra takes all currency, nuggets, jewellery and gems
Bucia takes all currency, nuggets, jewellery and gold bars
Topo pays 100 guilders for gems
*************************************************************************
SPELLS - sources & costs
SPELLS (all in Guilders) **FREE**
1st Circle Ensorcio Torrissio Melino Columna Gustacio Mortegro
Create Food 30 ***
Cure 33
Detect Trap 40 ***
Great Douse 27
Great Ignite 45
Light 35
Locate 39 52
Telekinesis 45 20
2nd Circle
Awaken 65
Cold Blast *** 75
Destroy Trap 75
False Coin 120
Great Light 90 90
Heal 75
Mass Cure 112 ***
Protection 120
3rd Circle
Curse 112 60
Columna's Intuition 180
Enchant Missiles 150 105 ***
Mass Protect 150
Paralyze 105 70
Sleep 90
Translate 175
4th Circle
Blink 100
Deter 135
Flash 135
Mass Curse 165 87
Reveal 150
Transcribe 220
Unlock Magic 180 ***
5th Circle
Conjure ***
Explosion 202
Great Heal 250 ***
Invisibility 232
Mass Sleep 217
Erstam's Surprise 240 120
6th Circle
Betray 285 217
Cause Fear 300 150
Create Ammunition 262
Create Automaton 750
Dispel Illusion 240 247
Fire Field ***
Fire Ring 270
7th Circle
Energy Field 345
Energy Mist 375
Lightning 350
Mass Awaken 375
Mass Might 400 175
Poison Mist 420
Restoration ***
Vibrate 330
8th Circle
Delayed Blast ***
Fetch 427
Invoke Serpent 212
Mind Blast 450 200
Serpent Bond 225
Swordstrike 427
9th Circle
Death Vortex 545 250
Imbalance 600
Mass Death 600 300
Spiral Missiles 637 ***
Stop Storm ***
*************************************************************************
REAGENTS - sources & costs
monet filari guild
REAGENTS Harnna Delphynia Pothos
black pearl 70 50 (gremlins)
bloodmoss (Moonshade swamp)
garlic 8/3 15 8
ginseng 9/2 20
mandrake root 65 75 (Monk Isle swamp)
nightshade 25
serpent scale (scattered)
spider silk 35
sulphurous ash 36
worm heart 100
bloodspawn (mts of freedom)
*************************************************************************
POTIONS - sources & costs
Note: Potions can only be bought from Pothos
Pothos
Black Invisibility 240 Guilders
Blue Sleep 85
Bluish Black Resist Cold
Glowing Blue Curse
Green Poison
Orange Awaken 65
Orange Shimmering Restore Mana
Purple Protection 150
Red Cure Poison 75
White Light
*************************************************************************
WEAPONS / ARMOUR / SUPPLIES / FOOD - sources & costs
monet filari guild guild
ARMOUR Krayg Alyssand Bucia Pothos
chain armour 200
chain leggings 100
crested helm 45
dagger 8
gauntlets 60
great helm 75 300
leather armour 75
leather boots 25
leather gloves 15
leather helm 20
leather leggings 45 110
magic boots 100
magic leggings 550
plate mail 350
plate leggings 150
scale mail 150
spiked shield 90
monet filari guild guild
WEAPONS Standarr Alyssand Topo Pothos
2H axe 150
2H sword 200
arrows 20/20
bolts 18/20 75/20
bow 120
crossbow 145 550
glass sword 1500
halberd 100
magic axe 600
magic bolts 200/10
morning star 40
spear 20
sword 125 350
sword of defense 1200
monet filari guild guild
SUPPLIES Krayg Alyssand Topo Bucia
abacus 120
bag 30
backpack 75 200 120
bandages 50
bear cloak 250
bedroll 50 150 175
boots 50
bucket 35 28
candle 4
cloak 200
cloth 20
fishing pole 25
kidney belt 12
lamp 12
mirror 120
pick 140
pitcher 30
sextant 100 150
shovel 40 100
sleeping powder 75
stockings 25
torch 8 8 10 20/3
FURRIERS Cellia Alyssand Bucia
bear cloak 120 250
bear pelt 80
beaver pelt 60
fur boots 30 100
fur cap 22
gwani cloak 175
gwani pelt 100
leopard cloak 150
muskrat pelt 45
snow leopard pelt 90
BEDDING
Monitor, Sleeping Soldier 5 monetari (free after killing Simon)
Fawn, Broken Oar 12 filari (free after trial, key given)
Moonshade, Blue Boar inn 12 guilders
FOOD Lucilla Delphynia Jerdon Topo Petra
apple 6/3 6
banana 6/2
beef 12
bread 4 8
cake 4 10
carrot 2 7
fish 6 22
grape 2
ham 50
honey cake 10
jerky 20
mutton 42
onion 1 5
poultry 8
pumpkin 18
ribs 13
roast lamb 35
rolls 8 5
sausage 9 25
seabass 35
tarpin 40
DRINK Lucilla Jerdon Petra Julia
ale 3 7
fawnish ale 12
ice wine 25
mead 6 20
vintage wine 50
wine 5 15 15
*************************************************************************
IMPORTANT ITEMS - locations
Notation:
Locations which begin with a '* ' refer to items which can only be
obtained by cheating. Characters in brackets are either quantities
or some extra comments.
Claw Isle is also commonly called Cat Isle (many cats there).
Isle of the Mad Mage is also called Erstam's Isle.
Skullcrusher is the name for the City of Chaos.
Spinebreaker is the name for the City of Order.
IMPORTANT/RARE ITEMS
abacus Fawn Palace, South wing 69S,10E
Seminarium, Moonshade 93S,149E
agnium Frigidazzi's laboratory, Moonshade
Moonshade 23S,167E (6)
Conjury of Ancients, Furnace (20)
Mosh's body, Moonshade (4)
* mountains of Erstam's Isle (100)
ankh amulet Avatar (brought along)
Shamino's Castle (1st floor)
chapel, Shamino's Castle
servant's chambers, Shamino's Castle
* mountains of Erstam's Isle
Batlin's medallion Shamino's Castle (beside Cantra's body)
Blackrock Balance Serp Silverpate's treasure, Glacier Mts 50N,40E
* Claw Isle
Blackrock Chaos Serp Batlin, Grand Shrine of Order, Spinebreaker
* Claw Isle
Blackrock Order Serp Stephano's vault, Moonshade
* Claw Isle
bloodspawn Mountains of Freedom (after nagas) (9)
Mountains of Freedom (first teleporter)(4)
Pothos' store, Moonshade (9)
* mountains of Erstam's Isle (100)
Cantra's wooden sword Harnna, Monitor
Chaos Serpent Eye Isle of Crypts
* Claw Isle
Comb of Beauty Columna's manor, Moonshade
* Claw Isle
Crystal Rose of Love Lady Yelinda, Fawn for imprisoning Dupre wrongly.
* Claw Isle
everlasting goblet Conjury of Ancients, Furnace (northern chambers)
* Claw Isle
Fellowship medallion goblin camp 23S,18W
* mountains of Erstam's Isle
Flux Analyzer Vasculio's crypt, Skullcrusher
gold bars Royal Mint/Lighthouse (4)
Magelord's treasury, Moonshade (4)
Draygan's mines, Great Northern Forest (3)
shipwreck, North 65N,3E (5)
Ice Dragon, North 88N,18W (10)
Silverpate's treasure, Glacier Mts 50N,40E (1)
Stephano's old house (1)
Temple of Ethicality
Temple of Tolerance (22)
gold sextant Pomdirgun's treasury, goblin hideout
Great Horn of Gwani Vasculio's crypt, Skullcrusher
* Claw Isle
Gwani amulet Hazard's cave
Helm of Courage Pomdirgun's treasury, goblin hideout
* Claw Isle (2)
Hourglass of Fate Thoxa, start
living toupee Vasculio's crypt, Skullcrusher
magic compass Seminarium, Moonshade 93S,149E
magic harp Mosh, Moonshade (give her some fish)
abandoned tower, Moonshade 57S,102E
magic lens Temple of Enthusiasm
Orb of Elerion Draygan, Great Northern Forest
Order Serpent Eye Great Shrine of Balance
* Claw Isle
Philanderer's Friend Vasculio's crypt, Skullcrusher
* mountains of Erstam's Isle
phospor Mountains of Freedom (after nagas) (6)
Spinebreaker 39N,96E (12)
pocket watch hut, Moonshade 94S,97E
ritual blooding device (available in almost all Mage's houses)
* Claw Isle
Serpent Armour Fawn Treasury (key from Lady Yelinda)
* Claw Isle
Serpent Crown Knight's Forest, hollow tree 85S,23W
* mountains of Erstam's Isle
Serpent Earrings Frigidazzi, Moonshade (given by Shamino)
* Claw Isle
* mountains of Erstam's Isle
serpent eye Sethys, Temple of Tolerance
serpentinium Conjury of Ancients, Furnace (15)
Gustacio's body, Moonshade (5)
* mountains of Erstam's Isle (100)
serpent jawbone Erstam, Isle of the Mad Mage
Batlin, Grand Shrine of Order, Spinebreaker
Serpent Necklace Siranush, Realm of Dreams (give dream crystal)
* mountains of Erstam's Isle
Serpent Ring Zhelkas, Furnace (complete Test of Purity)
serpent scales cave, start (6)
naga shrine 54S,74E (18)
Seminarium, Moonshade 93S, 149E (6)
Pothos' store, Moonshade (12)
hut in Moonshade swamp 129S,158E (8)
Conjury of Ancients, Furnace (11)
Temple of Tolerance (6)
* mountains of Erstam's Isle
Serpent Sceptre Temple of the Hierophant, Spinebreaker (auto)
* mountains of Erstam's Isle
Serpent Staff Furnace, enter from Monitor side (key from troll)
* Claw Isle
Serpent Teeth (see separate chart)
small gong * Claw Isle
spectral orb Vasculio's crypt, Skullcrusher
spellbook Fedabiblio, Moonshade
Web of Fate Temple of Tolerance
Whistle of Doskar Moghrim, Great Northern Forest
* Claw Isle
White Diamond Necklace Lady Yelida, Fawn for (Iolo's song)
zerine Moonshade 23S,167E (2)
Conjury of Ancients, Furnace (15)
Gustacio's body, Moonshade (8)
* mountains of Erstam's Isle
*************************************************************************
SPECIAL WEAPONS/ARMOUR
Amulet of Protection Seminarium, Moonshade
corpse, Mts of Freedom (north of beginning)
Antique Armour room 7, Sleeping Bull inn
Sleeping Bull catacombs, south of serpent gate
naga shrine, 54S,74E
* mountains of Erstam's Isle
armoured boots Bucia's house, Moonshade
Frigidazzi's manor, Moonshade
shipwreck, North 65N,3E
Spinebreaker 39N,96E (Palos' trap)
Blink Ring 121S, 6W (near Knight's Test)
Selina, Grand Shrine of Order, spinebreaker
burst arrows Pomdirgun, goblin camp 30S,20W (23 arrows)
Explosive Powder Maker 71S,52E (22 arrows)
Hamlinburg, Great Northern Forest 26S,45E
hollow tree, Great Northern Forest 15S,49E
armoury, Spinebreaker 39N,96E (12)
Hazard's cave (25)
Stephano's old house (14)
* mountains of Erstam's Isle (100)
Dragonslayer Sword armoury, Shamino's Castle
Firedoom Staff goblin hideout (giant chessboard)
Lorthondo's room, Mountains of Freedom
Fawn treasury
* Claw Isle
* mountains of Erstam's Isle
Fire Sword Filbercio's treasury, Moonshade
Ice Dragon, North 88N,18W
Fawn treasury (2)
* Claw Isle
* mountains of Erstam's Isle
Fire Wand goblin camp, hollow tree 9S,15W
goblin hideout, liche statue
Frigidazzi's laboratory, Moonshade
Mountains of Freedom (chest before naga)
armoury, Shamino's Castle
Temple of the Hierophant, Spinebreaker 39N,96E
Death Knight, Moonshade (attacks Stephano)
Fawn treasury
* mountains of Erstam's Isle
Glass Sword Pothos' store, Moonshade
Hazard's cave (belonging to Avatar)
* Claw Isle (5)
Infinity Bow * spider temple, Moonshade
* Realm of Dreams (Lord British's throne room)
* Realm of Dreams (gargoyle pit)
Fawn treasury
* Claw Isle (4)
Grand Shrine of Balance (ice diamond)
Grand Shrine of Balance
invisibility powder Garth's house, Fawn 73S,4W
hut, Moonshade 94S,97E
Mountains of Freedom (store at beginning)
Sleeping Bull 100S,39E (monolith)
* mountains of Erstam's Isle
invisibility ring goblin camp 23S,18W
Sleeping Bull 100S,39E (monolith)
Mountains of Freedom (store at beginning)
Mountains of Freedom (lever room aft. drawbridge)
* Realm of Dreams (Lord British's throne room)
wizard's chambers, Shamino's Castle
cave 10S,4W (near entrance to north)
Juggernaut Hammer * Realm of Dreams
Spinebreaker 39N,96E (shrine of Discipline)
Temple of the Hierophant, Spinebreaker 39N,96E
* mountains of Erstam's Isle
Lightning Wand Ophidian ruins, Monk Isle
Temple of the Hierophant, Spinebreaker 39N,96E
* mountains of Erstam's Isle
Lightning Whip Pothos' store, Moonshade (Wall under stairs)
Temple of the Hierophant, Spinebreaker 39N,96E
cave, north 68N,123E adjoins Shrine of Order
* Claw Isle
* mountains of Erstam's Isle
Lucky Arrow Hazard's cave
* mountains of Erstam's Isle (100)
Magebane penguin's island 53N,33W
Magic Armour Kylista, Temple of Beauty, Fawn 54S, 6E
* Realm of Dreams (Lord British's throne room)
Temple of the Hierophant, Spinebreaker 39N,96E
* Claw Isle (4)
* mountains of Erstam's Isle
Magic Axe goblin camp 8S,30W
King Pomdirgun, goblin camp 30S,20W
Pothos' store, Moonshade
Filbercio's treasury, Moonshade
Ophidian ruins, Monk Isle
armoury, Shamino's Castle
Ice Dragon, North 88N,18W
Hazard's cave
* mountains of Erstam's Isle
Magic Boots Pothos' store, Moonshade
Mountains of Freedom (chests at twin levers)
* Realm of Dreams (Lord British's throne room)
cave passages to the north 28S,3E (pile crates)
shipwreck, North 65N,3E
Gwani Death Temple (near Gwenno)
* Claw Isle (4)
* mountains of Erstam's Isle
Magic Bow bear skeleton, start (Shamino's)
goblin camp 8S,30W
trapper's cave, Great Northern Forest 43S,22W
* mountains of Erstam's Isle
Magic Gauntlets Alyssand (belonging to the Avatar)
Mountains of Freedom (chests at twin levers)
* Realm of Dreams (Lord British's throne room)
Draygan's Fort, Great Northern Forest
cave passages to the north 28S,3E (pile crates)
Silverpate's treasure, Glacier Mts 50N,40E
Fawn treasury
* Claw Isle (4)
* mountains of Erstam's Isle
Magic Helm Frigidazzi, Moonshade (belonging to Avatar)
Frigidazzi's room, Moonshade
* Realm of Dreams (Lord British's throne room)
shipwreck, North 65N,3E
Death Knight, Moonshade (attacks Stephano)
* mountains of Erstam's Isle
Magician's Wand King Pomdirgun, goblin comp 30S,20W (under bed)
Mountains of Freedom (stone harpy trap)
trapper's cave, Great Northern Forest 43S,22W
* mountains of Erstam's Isle
Magic leggings start (belonging to the Avatar)
Pothos' store, Moonshade
* Realm of Dreams (Lord British's throne room)
cave passages to the north 28S,3E (pile crates)
Ice Dragon, North 88N,18W
Silverpate's treasure, Glacier Mts 50N,40E
Fawn treasury
* Claw Isle (4)
* mountains of Erstam's Isle
Magic Shield start (belonging to the Avatar)
* Claw Isle (4)
* mountains of Erstam's Isle (2)
Magic Sword Artisan's Bazaar, Moonshade (in crate)
Sleeping Bull 100S,39E (monolith)
* Claw Isle
* mountains of Erstam's Isle
plate armour Garth's house, Fawn 73S,4W
shipwreck, North 65N,3E
Death Knight, Moonshade (attacks Stephano)
* mountains of Erstam's Isle
plate leggings 84S, 40E (north of Bull tower)
powder kegs secret cave, monitor 154S,12W (10)
Skullcrusher (3)
Spinebreaker (5)
cave 68N,123E (1) adjoins Shrine of Order
* mountains of Erstam's Isle (5)
plumed helm Silverpate's treasure, Glacier Mts 50N,40E
* mountains of Erstam's Isle
regeneration ring Mountains of Freedom (chest before naga)
Mountains of Freedom (before drawbridge)
* Realm of Dreams (Cantra)
* ruin in Gorlab Swamp
serpent arrows armoury, Spinebreaker 39N,96E (15)
Temple of Discipline (20)
cave 68N,123E (23) adjoins Great Shrine of Order
* mountains of Erstam's Isle (100)
sleep arrows (use King's Saviour plant on arrows)
* mountains of Erstam's Isle (100)
Sword of Defense goblin camp, pikewoman's body 17S,24W
mercenaries, Royal Mint
Pothos' store, Moonshade
automaton, Mountains of Freedom (at beginning)
automaton, Mountains of Freedom (last one)
catacombs, Moonshade (room with undead)
Brunt, Grand Shrine of Order, Spinebreaker
* mountains of Erstam's Isle
Viking Helm naga shrine 54S,74E
Ophidian ruins, Monk Isle
* Claw Isle (3)
* mountains of Erstam's Isle
Wand of Detainment Jorvin, Fawn (physically does not exist)
*************************************************************************
SCROLLS
Blink 60S,66E (near Gorlab swamp)
Cause Fear Pothos' store, Moonshade
Chill Frigidazzi, Moonshade (given by Shamino)
Great Temple, Furnace (6)
park, Furnace
Cold Blast Mountains of Freedom (before drawbridge)
Temple of Tolerance
Cold Strike Frigidazzi's lab, Moonshade
Columna's Intuition Furnace serpent gate
Create Ammunition Julia's room, Winery, Moonshade
cave 68N,123E (1) adjoins Shrine of Order
Create Automata library, Underground City, Furnace
Grand Shrine of Order, Spinebreaker
cave 68N,123E (1) adjoins Shrine of Order
Create Food Fawn Palace, South wing 69S,10E
Seminarium, Moonshade
(plenty in the Filbercio's kitchen)
Create Ice Frigidazzi's lab, Moonshade
Grand Shrine of Balance (ice diamond)
Create Soul Prism Torrissio, Moonshade (trade Philanderer's Friend)
Death Vortex Grand Shrine of Balance
Destroy Trap Knight's Forest, hollow tree 77S,16W
Detect Trap wizard's chambers, Shamino's Castle
Dispel Field Selina, Grand Shrine of Order, Spinebreaker
Enchant Missiles Julia's room, winery, Moonshade
False Coin Stephano's old house
Fire Field Furnace serpent gate
Fire Ring Grand Shrine of Balance
Firesnake Rotoluncia's manor, Moonshade
Grand Shrine of Order, Spinebreaker
Grand Shrine of Balance
Great Ignite Joth's office, Fawn 56S,2E
Great Light Moonshade 94S,97E
Temple of Enthusiasm
Great Heal Lorthondo's room, Mountains of Freedom
Heal Seminarium, Moonshade
Imbalance Grand Shrine of Balance
Invisibility Shamino's Castle (keep)
Invisibility All Vasculio's tomb, Moonshade 67S,112E
Invoke Snow Serpent library, Underground City, Furnace
Temple of Tolerance
Grand Shrine of Balance
Light Fawn Palace, South wing 69S,10E
wizard's chambers, Shamino's Castle
Mass Cure wizard's chambers, Shamino's Castle
Mass Death Vasculio, Skullcrusher (exchange magebane)
Grand Shrine of Balance
Mind Blast Pothos' store, Moonshade
Paralyze Rotoluncia's manor, Moonshade
Protection goblin camp, hollow tree 18S,26W
Shamino's Castle (keep)
Stephano's old house
Restoration Mortegro's manor, Moonshade
Reveal Torrissio's house, Moonshade
Serpent Bond library, Underground City, Furnace
Temple of Tolerance
Grand Shrine of Balance
Spiral Missile Grand Shrine of Balance
Summon Gustacio's cellar, Moonshade
Grand Shrine of Balance
Summon Shade Mortegro, Temple of Tolerance
Swordstrike Pothos' store, Moonshade
Grand Shrine of Balance
Telekinesis * unbuilt house, south of Sleeping Bull 125S,43E
Mountains of Freedom (before drawbridge) (2)
Shamino's Castle (keep)
library, Underground City, Furnace
Time Stop Columna's cellar, Moonshade
Grand Shrine of Balance
Translation Seminarium, Moonshade
Filbercio's study, Moonshade
Vibrate Grand Shrine of Balance (ice diamond)
Unlock Magic Furnace serpent gate
*************************************************************************
List of Strange Objects
STRANGE ITEM ORIGIN ITEM TAKEN
36 filari
apparatus of glass/copper Vasculio Rudyom's Wand
bear skull bear skeleton magic bow
blue egg penguins magebane
crude hairbrush Goblins 23 burst arrows
ice wine Rangers
breast plate Kylista Magic Armour
fine stockings Stephano Blackrock serpent
furcap Frigidazzi magic helm
pinecone Hazzard Trapper glass sword
pumice
ruddy red rock (stoneheart) guard The Black Sword
bloody hand Erstam dagger
shield (Monitor) Luther Dupre's Shield
silver ring Alyssand magic gauntlets
slippers Devra swamp boots
*************************************************************************
COORDINATES DIRECTORY
START
Thoxa 143S,13W Hourglass of Fate
cave 152S,37W useful items
bear skeleton 154S,28W Shamino's magic bow
MONITOR
Andral the Artisan 144S,9E
Armourer Standarr 139S,9E
Banquet Hall 157S,12E on Banquet Street
Cellia's Fine Furs 139S,1W
Crematorium 148S,9W Renfry, Harnna (crypts)
Furnace 136S,26E Monitor entrance
List Field 156S,8E training
Lydia's Tattoo Parlor 147S,13E
Harnna, Healer of Monitor 157S,9W
Jail 139S,14E
Knight's Test 111S,10W Shmed
Slashing Sword Pub 152S,13E Lucilla
Sleeping Soldier Inn 144S,14E Simon
Tools of Trade 139S,1E Krayg
town hall/museum/treasury 144S,5E Spektor, command leaders
training hall 154S,1E Shazzana
traitor's store 154S,13W powder kegs (Marsten's)
KNIGHT'S FOREST
gems 71S,24W under pile of rocks
Goblin Hideout 69S,33W
Goblin meeting place 82S,18W at the black monolith
House of Wares 77S,28W Captain Stokes
jester 87S,31W companions attack him
Serpent Crown 85S,23W hollow tree
sign: "Thou art lost" 81S,26W just for fun!
FAWN
Alyssand & Delin (provision) 75S,13E
Alyssand & Delin 74S,7E
Broken Oar inn 64S,2E Jerdon
Delphynia, horticulturist 69S,17E
Fellowship Camp 78S,24E
Garth, Great Captain 73S,4W
healers 67S,0E Delphynia
Joth, Great Captain 56S,19E
Great Captains'office 56S,2E near docks
jewellers 53S,15E gems
Kylista, Priestess of Beauty 54S,12E magic armour
Olon, fisherman 70S,1E
Palace, South chambers 69S,9E dining halls
Palace, Throne room 61S,9E throne room, treasury
Temple of Beauty 56S,9E trial
Voldin, Great Captain 61S,19E
SLEEPING BULL
hollow tree 117S,36E key to invisible chest
monolith 100S,40E invisible chest
Sleeping Bull inn 109S,37E
Bull Tower 99S,29E
Royal Mint 76S,81E
troll castle 136S,42E
MISCELLANEOUS
Explosive Powder Maker 71S,52E Chaos Hierophant (bug)
Naga shrine 54S,74E
to enter, use stairs 63S,74E
rock 84S,40E corpse with plate leggings
unbuilt country house 125S,43E telekinesis scroll (cheat)
MOONSHADE
Artisan's Bazaar 77S,141E Ducio, Topo, Mosh
Blue Boar inn 67S,133E Rocco, Petra
Bucia 61S,139E
Capessi Canton 73S,133E Bucia, Flindo
catacombs entrance 95S,132E exit to mainland
cave 112S,128E (covered by tree)
Ducio 64S,139E
Docks 14S,128E to Isle of the Mad Mage
Filbercio 71S,139E banquet, trial
Filbercio's love palace 87S,129E
Flindo 64S,142E
Frigidazzi 96S,150E
gazer pit 45S,141E
Gustacio' manor 91S,152E Gustacio, Mortegro
Gustacio's tower 37S,142E experiments
hut 94S,97E scrolls
Melino & Columna 85S,148E comb of beauty
Mortegro 64S,146E seance
Mosh's hut 62S,144E
Pothos' Apothecary 79S,138E
Rotoluncia's manor 73S,155E
Seminarium 93S,149E
spider temple 52S,155E cheat for infinity bow
Stephano 81S,152E
Stephano's old house 80S,100E blackrock order serpent
tree stump 81S,101E teleport to small island
small island 33S,101E passage to mts of Erstam's Isle
mts of Erstam's Isle 24S,102E invisible mountain entrance
telescope tower 56S,125E
Topo 61S,142E
Torrissio 84S,141E
tower (magic harp) 57S,102E
Vasculio's old house 67S,112E
Winery 73S,127E Julia, Ernesto
ISLE OF THE MAD MAGE & MONK ISLE
Erstam 20S,114E Erstam, Vasel, Boydon
Abbey 4S,147E Xenkan monks
Place of Visions 7N,139E Draxta gives visions
ruin in Monk Isle swamps 15N,145E leads to Ophidian ruins
SWAMPS OF GORLAB
ruins (in swamp) 28S,62E cheat - regeneration ring
tower (near Gorlab swamp) 62S,45E key to secret vault
(mountains of Erstam's Isle)
GREAT NORTHERN FOREST
Draygan's fort 0S,66E Draygan, Beryl
cave 2N,77E secret passage to Shamino's
cave 28S,3E leads to entrance to north
Forest Master, Morghrim 54S,22W
Hamlinburg 26S,45E
Hazard's Lodge 17S,29E Hazard's note
hollow tree 15S,49E burst arrows (23)
hollow tree 20S,44E mandrake roots (2)
hollow tree 26S,19E 50 filari
serpent gate 4S,78E
Shamino's Castle 3N,99E Batlin, Cantra
trapper's cave 43S,22W
White Dragon Castle 33S,86E Banes of Chaos
NORTH (part 1)
cave entrance 20S,4W
cave 15S,3W bears
cave 10S,4W spirits, treasure
Hazard the Trapper 60N,25E
Ice Dragon 88N,18W ice dragon blood, treasure
Gwani cave 23N,0E Yenani, leader
Gwani cave 21N,9E Neyobi
Gwani cave 23N,14E Baiyanda, healer
penguin island 53N,33W magebane
raft 49N,3E
shipwreck 65N,3E treasure
Skullcrusher 2N,1E Grand Shrine of Chaos
NORTH (part 2)
Silverpate's treasure 50N,40E invisible entrance
Skullcrusher 24N,41E east entrance
Spinebreaker 39N,96E Grand Shrine of Order
Temple of Discipline 44N,86E acid path
Temple of Emotion 22N,50E Eye of the Moon
Temple of Enthusiasm 80N,140E Chaos Hierophant
Temple of Ethicality 33N,133E
Temple of Logic 23N,64E
Temple of Tolerance 61N,63E Sethys, Mortegro, Web of Fate
*************************************************************************
ÚÄÄÄ·Ú ÒÚÄÄÄ·ÚÄÄÄ·
ÚÄÄĶ³ ºÃÄÄĽÀÄÄÄ·
³ ºÀÄÄĶ³ º
ÔÍÍͼÍÍÍͼÔÍÍÍÍ1993¼
Next...
ÖÄÄÄÄÄÄÄÄÄÄÄÄ¿ÖÄÄÄÄÄÄÄÄÄÄÄÄ¿ÖÄÄÄÄÄÄÄÄÄÄÄÄ¿ÖÄÄÄÄÄÄÄÄÄÄÄÄ¿ÖÄÄÄÄÄÄÄÄÄÄÄ¿
º Õ» ³ÈÍÍÍÍÍÍ» ³º ÕÍÍÍÍÍ;ÈÍÍÍÍÍÍ» ³º À¿
º ³º ³ÖÄÄÄÄÄĽ ³º ³ÖÄÄÄÄÄ¿ÖÄÄÄÄÄĽ ³º Ú· ³
º À½ ³º Õ» ³º ³º ³º Õ» ³º ³º ³
º ÕÍÍÍÍÍ;º ³º ³º ³º ³º ³º ³º ³º ³
º ³ º ³º ³º ³º ³º ³º ³º ³º ³
º ³ º À½ ³º À½ ³º À½ ³º ³º ³
ÈÍÍÍÍ; ÈÍÍÍÍÍÍÍÍÍÍÍ;ÈÍÍÍÍÍÍÍÍÍÍÍ;ÈÍÍÍÍÍÍÍÍÍÍÍ;ÈÍÍÍÍ;ÈÍÍÍÍ;
The Spoiler Centre