                                BEYOND THE
                              SERPENT PILLARS

                    A journal Describing this New World
                             by Erstam - Mage
              Rendered into English by Andrew Morris - Scribe
                   Illustrated by Glen Johnson - Artist
             (assisted by Gary Washington and Steve Powers)
                    Illuminated by Al Camley - Designer
                     Overseen by David Ladyman - Editor

FOREWORD

Locating the Serpent Pillars took considerably less effort than 
I first expected, though even now I am still a bit dizzy from 
the trip.  This new land beyond the Pillars is marvelous!  
Here, free from the tyrannical rule of Lord British, I can 
further my studies in magic.  I know there is still much to see, 
far too much to observe without record keeping  for even my 
mind could not retain the memories of all I see.

	It is perhaps best to note here what made all this 
investigation much simpler than I had expected.  While 
investigating one of the ruins, I noticed a large, ivory-toned 
object in the shape of a half moon.  As I picked up the item, 
requiring both hands, I realized it was made of bone.  Though 
I saw no teeth, I surmised I held in my hands the jawbone of 
some creature.  But what could it be?
	I returned to my laboratory for further observation.  I 
was able to match the shape to sketches I had made both here 
and in Sosaria, pleased that I have always had the foresight to 
note my surroundings in journals.  The jawbone matched that 
of a serpent in all aspects save its size.  Then, remembering 
the many serpentine references I had seen throughout the 
land, including the runes, I realized what I had.  This must 
be, I thought, an archaic relic, sacred to the continent's 
original inhabitants.  I was holding the jawbone of a giant 
serpent - a creature they must have worshipped!

	I was determined to learn more.  Returning to the 
ruins I continued my search.  Spying more bone-like material, 
I dug through the debris and pulled out what looked like a 
large fang.  And then I noticed another.  And another!  Soon 
I had several such teeth. Back in my study, I set the teeth 
inside the jawbone.  The fit was better than one of Drogeni's 
lambskin gloves.
	Suspecting great powers were now in my possession, 
I began a series of experiments to learn what secrets I could.  
It was not long before I had discovered all I needed to know.  
Each tooth, when set within the jawbone, called forth magical 
pathways leading to other locations about the land.  Sadly, 
other mages, envious of my new-found power, secreted away 
most of the teeth, leaving me powerless to explore the entire 
land.  It is for this reason I have departed their petty, thieving 
company forever.

LESSONS OF THE PAST

I put this history to paper for but one reason: posterity Future 
generations should know of the events that led to our 
emigration to the Serpent isle, that they may avoid repeating 
the mistakes of their forebears.  Know that ruling power 
should be granted to no single individual, for such will turn 
any lord into a tyrant, especially one already weak in 
character.  Mark well what is documented here.  Shouldst all 
my research be for naught, leaving my body lifeless and 
withered, this record shall be all that is left as a reminder of 
the past.
	What is known of our history begins centuries ago, 
before the unfortunate Sosarian unification.  Eight great 
kingdoms coexisted, albeit often uneasily, upon a fantastic 
world.  This land upon which we lived we called Sosaria.  
Despite frequent outbreaks of violence, the times were good 
and the people happy At this point, even Lord British, 
monarch of one of the eight kingdoms, ruled with an even 
hand.

First Age of Darkness
Then came the time when a terrible sorcerer rose to power.  
The cruel Mondain, seeking the keys to immortality - not a 
bad pursuit in and of itself - slew his father for secreting away 
such knowledge.  Focusing his awesome powers against the 
eight kingdoms, Mondain began his onslaught, planning soon 
to control all of Sosaria.
	Lord British, unable to marshal his own forces, 
summoned a hero - an outsider, no less - to confront the 
wicked mage and protect his precious kingdom.  Only with 
the aid of this stranger was the land returned to its former 
state.  Mondain's artifact of destruction, the gem of power, 
was annihilated, as was he.
	An interesting note touching on the foreign hero: 
There were many reports that colorful gates of magical light 
had begun to appear, gates that seemed to be linked directly 
with the phases of the Sosarian moons, Trammel and Felucca.  
Rumors hold that it was through a gate such as this that the 
stranger didst arrive.
	For reasons still unknown, the destruction of 
Mondain caused great upheaval.  As much as three-fourths of 
Sosaria simply disappeared, wrenched from the world as if it 
had never existed.  Among the missing lands were Shamino's 
kingdom (the Lands of Danger and Despair), the Lands of the 
Dark Unknown and the Lands of the Feudal Lords. It is 
interesting to note that only the realm of Lord British 
remained.
	However, at least some of the missing lands 
remained within our reach, as I learned when I discovered the 
secrets of the Serpent Pillars.  They were rumored to exist, so 
the tales of drunken sailors indicated, beneath the surface of 
the Great Ocean.  Other stories mentioned that the pillars 
would rise only when both moons were above the horizon; 
some said that the sun itself must also be visible.  Yet other 
tales suggested that the pillars would only appear in the 
depths of winter.  That, combined with speculative essays 
from long ago, allowed me to lead a group of emigres to this 
new land, but more of that anon.

Second Age of Darkness
A scant few years passed before the second age was upon us.  
Mondain's student, Minax, whose talent for magic and 
capacity for malevolence far exceeded her tutor (and lover), 
was now in a position to seek revenge upon the people of 
Sosaria.  Her ability to command armies of the dead brought a 
terror to the land unknown in earlier times.
	Yet again was witless Lord British caught without 
the power required to stop this wicked ravager.  And yet 
again did the mysterious hero come to the aid of the helpless 
ruler.  The war against Minax's vile legions was long and 
hard, but the stranger did finally slay the sorceress and defeat 
her ghoulish troops.

Third Age of Darkness
However, the forces of darkness were not through with 
Sosaria.  Unbeknownst to us all, a horrible creature was 
brought into being by the union of Mondain and Minax.  This 
spawn, neither man nor machine, came forth from the very 
floor of the Great Ocean to claim vengeance for the death of 
its parents.
	For a third time, the hapless Lord British was forced 
to seek assistance.  This time, the strange hero appeared to do 
battle with the beast known as Exodus.  To the dismay of all, 
most especially the hero, Exodus was more terrifying than 
either of its parents and too awesome to face alone.  A 
mysterious being called the Time Lord was integral to the 
destruction of Exodus.  Together, the hero and the Time Lord 
felled the powerful beast, ending the Third Age of Darkness.
	(Note to self: Seek out this Time Lord.  His 
knowledge of longevity could prove useful.)

Further Ages
With peace at long last a reality, Lord British, considering 
himself responsible for the salvation of Sosaria, forced the 
remaining kingdoms to unite into one.  This new kingdom he 
chose to call Sosaria, electing himself ruler.  In addition, this 
self appointed Lord began to propagate a set a values - 
Virtues, he called them - of his own devising.
	To further establish these virtues, he had shrines 
erected to each of them, including three forged on the very 
home island of Exodus - the Isle of Fire.  He put forth another 
challenge, this time for an individual to step forward and 
become the Avatar, epitome of Beast British's tyrannical 
virtues.
	In the name of these virtues, Lord British turned 
ethics into law - his ethics and his law.  Details of the 
injustices spawned by these rulings I will save for future 
discourse, but suffice it to say there was enough strife to cause 
our emigration.  Several of the wiser communities, Fawn, the 
Montors and a coalition of mages from Moon, sent members 
to a secret conclave to discuss possible courses of action.  
With what information we had, all obtained through my 
research and investigation, we set sail to find the Serpent 
Pillars - and what we would come to call the Serpent Isle.
	The trip was long and arduous and many gave up 
hope, myself included.  But one mom, surrounded by a storm 
sure to shatter the rigging of our ship, a sailor spied two great 
pillars rising in the distance.  With a will of its own, the ship 
sped to them.  As we approached, we watched with a mixture 
of optimism and trepidation.  Suddenly, we were blinded by a 
brilliant flash of white.  And then it was over.  We were alive 
and through the storm.  One observant lad noticed that the 
sky had changed; there was a differing set of stars - star-
navigation would not be possible until we could learn these 
new constellations.  However, not even half of the next day 
passed before we were upon our new homeland.
	I know nothing more of the history of Sosaria, or 
whether anyone ever achieved the exalted state of 
Avatarhood.  I expect British has led his people into a fourth 
Dark Age and can only hope the stranger returns again to 
save those who chose to remain behind.
	As for the sequence of events following our arrival 
here, there is far less of interest - by that I mean conflict.  
Those of us who made the journey came from three principal 
areas: Moon, Fawn and the sister settlements of The Montors.  
For reasons of simplicity, the arriving colonists divided up to 
form three towns based upon area of origin: Moonshade, 
Fawn and Monitor, respectively Though peaceful coexistence 
is the rule, there is little interaction among the three cities, so 
information must be transferred via the few travelers who 
traverse the ancient roads we discovered upon our arrival.
	Several colonists are planning a return trip through 
the great Serpent Pillars, but I expect naught will come of 
that. it is unlikely a ship could return to the realm of Sosaria, 
and even were that possible, I doubt the vessel would arrive 
intact.

Ophidian History
Originally, we had planned to name the continent beyond the 
Serpent Pillars "New Sosaria." However, what we discovered 
upon arrival suggested - nay, demanded a different name.  
Ruins were scattered about the land, strong indication of 
previous cultures.  Unusual serpentine hieroglyphs covered 
many of the abandoned constructs, providing us with a better 
name - the Serpent Isle.  Little else in the way of artifacts 
remained, though there is still much left to explore.
	I did discover one item of interest.  Actually, it 
would be more accurate to mention two things.  The first is 
the serpent's jawbone, an artifact that I described in greater 
detail earlier in this work.  However, using the amazing power of 
the jawbone, which enabled me to travel long distances very 
quickly, I uncovered a scroll that had survived the ravages of 
time.  It took much time to translate the ancient language, but 
I suspect the collection of serpents juxtaposed in varying 
positions describes a set of beliefs for whomever - or whatever 
inhabited the isle before we landed.  I have recorded the 
translation here, for those who may one day make use of it:

To those who follow,

	I write this in great haste for I can 
already hear the forces of Order breaching 
the keep walls. I know not how this missive 
will survive to reach the outside lands, or 
for that matter, future generations. My only 
hope is that this speedily drafted work will 
offer record of our hallowed philosophy. 
For our culture to have any chance of 
enduring the ages, someone, somewhere, 
must find this. Please Reader, I beseech 
thee, spread the word of our people. 
Release the spirit of our word and learn 
from the wisdom of the past.
	Balance - the harmony between the 
Principles of Order and Chaos - is the one 
pure axiom we hold true. All three 
Principles are symbolized in our 
hieroglyphs: The Great Earth Serpent, 
Keeper of balance, lies on a vertical plane, 
around which the two opposing serpents of 
Chaos and Order wrap themselves.
	Chaos and order each embrace 
three forces. These six forces, when 
combined, form the three Principles of 
Balance. The forces of Chaos are 
Tolerance, Enthusiasm and Emotion; The 
forces of Order are Ethicality, Discipline 
and Logic.

Chaos
  Tolerance is that which encourages the acceptance of all things.
  Enthusiasm is the energy that allows one to perform great tasks.
  Emotion is the ability to perceive those feelings that come from the
  heart, as opposed to those from the mind.

Order
  Ethicality is the belief that there is great value in abiding by rules of
  conduct. Discipline is the drive to complete a task and avoid the
  distractions that will prevent its completion.
  Logic permits clear, reasoned thought, free from any instinctual biases.

Balance
From the marriage between two Forces, one each from Chaos and Order,
come the Principles of Balance:
  Tolerance and ethicality combine to 
form Harmony, the ability to be at peace 
with oneself, other individuals and the 
world.
  From the union of Enthusiasm and 
Discipline springs Dedication, that which 
permits one to surmount obstacles and lead 
others.
  Emotion tempered by Logic results in 
Rationality, the ability to comprehend life 
and understand the world around us.
	As thou canst surely see, my world 
has been torn asunder by disregard for 
Balance - our dearest axiom! If thou dost 
thrive in a time less violent, I can do no 
more than plead with thee to help restore 
Balance to the Serpent Isle! I must end this 
brief explication here, for I can hear my 
attackers pounding upon the oaken door 
downstairs. I wish thee and thy world better 
fortunes than mine own.

-Esithnos, The Great Heirophant

Doubtless the writer was someone of grave import, though 
this short snippet gives no indication of the author's status 
save for the mysterious title following the name.  I hope to 
learn more of this and of the war that seems to have 
annihilated an entire culture.  At such time when I have 
additional information to impart, I will pen more of this 
unusual land's history.

Runic, Ophidian and Druidic
Here are the original symbols from which I translated the 
scroll into our common alphabet and language.  It is easy to 
see why even I had difficulty, for the combinations are not 
intuitive.  As my understanding may be slightly flawed, I trust 
that all who apply my work to their studies will excuse any 
misinformation.  Make what thou canst of it.

	I include an alphabet of the druidic runes as well.  I 
do this for comparison's sake only, for I can but hope that any 
similarities between our language, the druidic runes and the 
serpentine alphabet will lead to a better understanding of 
their ancient culture.

                     A GUIDE FOR TRAVELLERS

Cities and Towns
There are three towns now established upon the new 
continent.  With effort and more than a little luck, each one 
will flourish and grow into a larger, self-supporting city 
Already they have begun to establish their own systems of 
rule and currency

Fawn
This unusual village is named after its original in Sosaria, 
which in turn is named for its founding queen.  Lady Fawn, 
renowned for her lovely appearance, held beauty as the one 
true trait of value.  In her honor, the town quickly adopted the 
same belief.  Though Lady Fawn has since died, her rather 
superficial values continue on.  A port town, Fawn's main 
sources of income are the various sea-based occupations, 
including ship building and fishing.  The currency accepted 
in Fawn is called the Filari.

Monitor
Though still a warrior-based society, Monitor bears little 
resemblance to the Two Montors, its source cities.  The town 
is quickly dividing into three clans: the Bear, Wolf and 
Leopard.  Apparently all three seem to have retained their 
admiration of the principle of Courage, but their competition 
has reduced such a lofty aspiration to an object of trivial 
contention.  Not even on the definition of Courage can they 
agree.  There are plans to devise tests of mettle, though I 
expect there will be no cooperation to speed progress along.  
The coin used by the residents of Monitor is the Monetari.

Later note: The test was constructed.  Despite my prediction 
to the contrary, all three factions worked in harmony to 
design this challenge.  In more than two hundred years, the 
tenuous ties among the three have weakened remarkably 
little.  However, the lines of division are still present.  
Members of each clan color their faces with tattoos 
symbolizing their totem animal.

Moonshade
Both in Sosaria and here on the new continent, this town is 
dominated by members of my profession.  In an attempt to rid 
ourselves of Lord British's tyrannical rule, we set out, joined 
by the residents of Fawn and the twin cities of Montor, to find 
the Serpent Pillars.  Upon discovering land, my fellows and I 
settled immediately upon the Isle of Beyond's lake shores.  So 
far, we have agreed upon government by a council of mages.  
Those who live in Moonshade trade with the Guilder.

Later note: As the surrounding area is filled with use I 
resources, Moonshade has attracted a great many artisans.  
They trade in wood-workings, glass, weaponry and wine, in 
addition to our own supply of reagents.  I know the others are 
displeased, as am I. However, I find still less pleasure in the 
ridiculous propositions of my fellow enchanters.  Beragdole 
even had the audacity to claim I was becoming paranoid!  I 
have no need for their petty squabbles and inconsequential 
spells, for my research has taken me far beyond their 
capabilities.

Further note: I am forced to withdraw from Moonshade.  Like 
the other two centers of population, the city has prospered 
and of that I am proud.  But the incessant babbling of the 
Council of Mages, an organization I faulted from the 
beginning, reaches inside me, wearing at my sanity.  There is 
now a Magelord who reigns over the Council - practically a 
king!  Here, away from the others, I can pursue the true 
discipline of magic.

Other Landmarks

Swamp Of Gorlab
This murky area keeps a very dark secret which the 
supernatural forces that contain it will not release.  It is 
impossible to enter the swamp itself, for long before one can 
approach too near, powerful enchantments induce slumber.  
Many witnesses attest to the veracity of this rumor, but I must 
see for myself.

Later note: It is truly amazing, but the stories are accurate!  
Mine own eyes have shown me, though I admit fear prevented 
me from experiencing this mysterious sleep first hand.

Mountains of Freedom
This mountain range lies due north of Moonshade.  There is 
little of interest within its peaks and valleys, but many people 
seeking to avoid the unpleasant aspects of larger societies 
often head for its areas of solitude.  There is talk of 
converting the caverns of Freedom into a prison - the irony of 
this conversion delights me, but I know not whether anything 
will come of the plan.

Spinebreaker Mountains
I know nothing for certain about these mountains save their 
name and location. However, rumors abound that they are 
riddled with underground lairs and caves.

Western Forest
There are rumors of evil beasts dwelling in this place, but I 
have not yet been able to
find my way there, nor have I found anyone who could 
reliably report to me of it.

Tradesfolk and Commerce
Although I have procrastinated much in preparing this 
section, hoping to record further development, it seems that 
our commerce system evolved and stabilized quickly.  Our 
resources show no sign of depletion lo these two centuries.  I 
had hoped to abandon the ridiculous trappings of coinage that 
were common in Sosaria, but so many others found barter 
cumbersome.  Therefore, I must resign myself to accepting a 
currency-based system.  Regardless, let me now discuss the 
practitioners of this form of exchange.

Farmers
This term applies to any who tend either livestock or 
vegetation for a living.  The temperate climate in the central 
area so unlike the frozen north, permits farmers to continue 
in much the same way their forebears did when they first 
arrived.  Pass a farmer and one is likely to be offered an egg, 
chicken, fruit or whatever else they grow

Merchants 
The true proponents of our currency-based economy, 
merchants seek to buy products in great quantities at 
discounted prices.  Then they sell smaller amounts to the 
public at greater prices.  While bartering rarely prevents the 
same practice, it does help standardize values.  After all, any 
educated man can determine the value of another good or 
service based on his need for it.

Taverns
I rarely visit taverns, for the trivia spouted by their patrons is 
never useful in comparison to the knowledge gleaned from 
study, and food and drink are not reasons to vacate one's 
dwelling when there is perfectly fine bread and butter at 
home.  Of course, were one interested in song, tales of fantasy 
and local gossip, then I suppose the tavern could be 
considered quite enthralling.

Inns
As icy temperatures have claimed more than one traveller's 
life, especially during extremely cold evenings, several 
individuals have chosen to offer houses of safety and comfort 
for those on the road.  The price is sometimes expensive, but 
to those making long journeys, it is often worth the charge.  
The inn of the Sleeping Bull, located along the ancient 
Serpent Highway, is an excellent place to rest a weary body 
for the night.  It once belonged to an enemy of mine, but he is 
long dead now, and the inn has passed on to more hospitable 
hands.

Provisioners
Provisioners are, perhaps, the only true merchant class of 
quality They supply necessities, not luxuries.  When we first 
arrived on the continent, it became apparent that we would 
have a great need for supplies and equipment.  A small group 
chose to become the providers of such items, initially in 
exchange for shelter and food.  When I find myself short on 
candles or vellum, it is to the provisioner that I go.

Mages
Practitioners of my art - especially those charlatans in 
Moonshade - are often willing to sell spells and reagents.  
Weaving magic is expensive and often wizards are forced to 
this sort of livelihood as a source of income.  While I hope 
never to fall prey to such necessity, I will always be willing to 
share knowledge with other masters - shouldst there be any - 
of the arcane arts.

Artisans
This broad group includes all skilled craftsmen who fabricate 
tools and trinkets for sale.  While thou wouldst rarely see me 
purchasing such baubles, many people desire these objects.  
And let not my harsh judgment mislead thee - these artisans 
create quite beautiful, though oft-times useless, works.

Blacksmiths
Those hard-working men and women who toil long over the 
anvil deserve some mention, for the ability to work metal is 
not a common skill.  Some smiths, called weaponsmiths or 
armourers, work specifically on forging and selling arms and 
armour.  Others make utensils for eating, chopping and 
construction.  Some have called the smith's skill magic.  
While we know better than to think any spell craft is 
involved, the compliment is, indeed, well deserved.

Healers
Perhaps the only forms of true magic not fully understood by 
mages are the healing arts, While any healer will tell thee 
that the body, assisted by herbs and proper treatment, is a 
powerful force in curing itself, it is evident that some 
wizardry must be involved.  Many times have I seen a healer 
apply a concoction that instantly removed all traces of a 
wound.  No doubt magic is afoot!

Apothecaries
Not long after the cities were established, several members of 
the population set out to collect and transform herbs and 
plants into elixirs of magic.  Some of these potions make one 
invisible, some induce sleep and some do nothing but fizzle.  
Regardless, potions are excellent tools for those without the 
ability to enchant, providing one can afford them.


Clothiers
Taking thread, weaving it into cloth and then sewing it to 
make apparel is an art unto itself.  I have seen styles change 
during the past few hundred years, but the painstaking effort 
required to make clothing has always been something for 
which I have had no time.  Therefore, I find the services of 
the clothier to be quite useful.

Shipwrights
Normally, travel between the islands would be impossible for 
the common person (without the aid of magic, that is).  To 
meet the needs of the poor souls forced to live without the 
luxury of the arcane arts, several craftsmen began building 
various watercraft and selling them to those who were 
planning voyages across the seas.  To discourage the theft of 
such expensive vehicles, the people of Serpent Isle have 
established the practice of issuing deeds to ship buyers, thus 
denoting ownership,

Later note: Due to a decrease in the number of trips across 
the waters, no new ships have been constructed in the past 
several years and ship's deeds are things of the past.  Thus, 
the once-common occupation of the shipwright has lost its 
value, forcing such builders to learn other trades.


Paths Through Life
Often many people determine that the life of a trader or 
artisan is too sedate.  These individuals, in search of 
excitement and novelty, take up adventure and exploration.  
Their motives are as varied as they, themselves, are.  Some 
seek to discover the unknown, others travel throughout the 
civilized lands learning from the populace.  Still others strive 
for glory and honor.  Regardless of the inspiration, two 
elements bring them all together: knowledge and danger.

Fighters
The world beyond the cities - and sometimes within - can be a 
violent place.  Many monstrosities indigenous to the Serpent 
Isle have a bloodthirsty hatred for humans, and even some 
non-sentient plants have lethal forms of protection.  Fighters 
take up arms and armour to do battle with foes both natural 
and otherworldly. Some warriors travel great distances to 
receive proper training.  Others learn directly upon the 
battlefield of life.  Fighters discover early the importance of 
strength, agility and perception, else they die.  Skilled with 
many weapons, fighters compose the bulk of the adventure-
minded population and are often the protectors of entire 
communities.

Bards
Warrior, singer, story-teller and sage: the bard is all of these 
and more.  Quick with wit or crossbow, bards have their place 
in the adventuring world.  Fighters seek them out for their 
attention to detail and their ability to recall daring exploits in 
vivid imagery.  And we mages tolerate them for their 
charismatic skills of diplomacy, which we so often lack from 
too much time spent in solitary pursuits.  I have recently 
heard a saying that best sums up all that is a bard: A bard's 
value to society is measured in how well history is retold.

Mages
When I make my notes about spell-casting, I will better 
describe the true essence of mages and our craft.  However, 
here I will simply list what makes a young person choose a 
profession in the mysterious and unforgiving world of magic.
	There is a saying among our kind-.  Mages are born, 
not made.  This seems accurate, for those of us who pursue 
magic begin at an early age.  I remember well my affinity for 
enchantments in my youth.  My senses exploded with life, 
detecting the waves of ether before I was even old enough to 
know what ether was!  Within a few years I had already 
started collecting reagents, finding the natural ingredients 
with uncanny ease.  White not all wizards were that proficient 
so early in their lives, I have met precious few who claim to 
have learned spellcraft after mastering a previous trade.

	We mages are born with a sharp mind able to 
understand unusual concepts and suspend mundane beliefs.  
Bards may be cunning, but wizards are the only ones who can 
truly grasp the intangible waves of ether and shape them to 
our bidding.  Beware the wizard who is angry, for there is no 
wrath like that of one who can command the elements.

Arms and Armour
Though I have no need for such provisions, many are the 
common journeymen who find use in weapons and armour, 
and longer-lived is the adventurer who chooses such items 
wisely. My disregard for arms and such leaves me 
inexperienced, but I have overheard enough loose tongues 
spewing tales of heroic bravado that I can relate what others 
claim

Armour and Shields
Armour's main use lies not in its ability to prevent another's 
blow from
landing, but from its ability to prevent, or at least decrease, 
damage caused by the opponent's strike.  Most armour is 
pieced together to cover six main regions of the body The 
three most vital are the torso, neck and head.  While most 
defenders naturally protect these three areas more than their 
extremities, limbs are also integral to survival.  Thus, it is 
important to provide armour for all parts of the body, 
including the remaining three regions - the arms, legs and 
feet.  While these latter three are easier to live without, the 
appendages are directly in the line of fire, if thou wilt permit 
the turn of phrase, and therefore struck more often.
	Armour is crafted from four types of material: 
leather, metal scales, chain mail (or chain links) and metal 
plates.  For the most part, the thicker the material, the higher 
the level of protection.  In addition, the thicker the material, 
the heavier and more expensive it is. Leather, being light and 
inexpensive, is useful for those less likely to face powerful 
foes.  But were one to enter a war-torn battlefield without 
metal armour of some sort, I would assume the warrior poor, 
weak, or fatally foolish!
	Although a shield serves the same function as 
armour, its form is entirely different.  A shield does little to 
reduce the effects of a blow; its main purpose is to deflect 
attacks away from the fighter.  Personally, I see little 
difference, but many warriors have sworn to the distinction.  I 
do, however, know that the experienced combatant wears the 
best armour and carries the sturdiest shield that money can 
buy and endurance will permit.

Weapons
According to sources, the simplest definition of a weapon is 
anything that extends the range and enhances the wounding 
capability of the wielder.  I cannot argue, for that sounds 
logical to me.
	Weapon selection seems to be as important a 
decision as armour selection, as each type leads to a variety of 
effects.  There are four main types of weapons: bludgeoning, 
cutting, piercing and projectile.  Apparently, some weapons 
blur the distinction, their versatility making them 
exceptionally valuable.
	Swords are very useful, as blades slice through skin 
quite easily The main drawback, it appears, is that armour is 
very effective protection against them.  In contrast, blunt 
weapons such as maces and clubs deliver their punch, limited 
though it might be, based on the brute strength of the wielder, 
nearly ignoring the protection of the target.
	The third weapon type, piercing, performs much like 
cutting weapons.  Piercing weapons require less force to 
penetrate armour but leave more devastating wounds upon the 
flesh.  And projectile weapons, often referred to as missile 
weapons, include any tool that permits the attacker to strike at 
a distance.
	As far as I can see, many of these weapon types do 
overlap.  Most swords can cut and pierce; a two-handed 
sword can bludgeon and cut; an arrow is a piercing missile 
weapon; and a slung rock is a bludgeoning projectile.  
Presumably, it is up to the individual warrior to chose a 
preferred form of attack based on his or her personal 
strengths and weaknesses.  To be candid, I find the Vas Corp 
Hur spell much more effective.

BESTIARY
As I had expected, the fauna here bear much resemblance to 
the creatures we left behind.  Once part of Sosaria, Serpent 
Isle has changed little since the days before Mondain.  
However, it behooves me to record the details of all 
observable life here, however common, if for no other reason 
than to compare it to that in Sosaria.  There are, no doubt, 
indigenous life forms unknown to me.  I leave it to the more 
adventurous to discover them and report to me their findings, 
that I may update this list in the future.

Acid Slug.  Much larger than its cousin, the common slug, 
  the acid slug prefers habitats far below ground.  The 
  creature's slimy covering is quite acidic, burning easily 
  through metal and flesh alike.  If it is like its Sosarian 
  counterpart, fire is the most potent way in which to combat 
  one.

Alligator.  This large, amphibious lizard is quick and 
  dangerous, utilizing all of its I extremities in battle.

Bat, Giant.  As its name implies, this is an enlarged version 
  of the common bat, a small flying mammal capable of sensing 
  creatures in total darkness.  Their nests are found most often 
  in caves and other areas where little light is present.

Bear. This ursine creature stands well over a man when fully 
  upright.  Able to easily rend flesh with their teeth and claws, 
  bears are quite fearsome opponents, especially when their 
  lairs are threatened.

Bear, Polar.  Like its brother from warmer climes, this bear 
  is a terrifying predator.  The most notable difference between 
  these and ordinary bears is the color of their fur, white as 
  white can be.  Polar bears usually inhabit the cooler regions of 
  the land and hibernate longer than do other bears.

Bird.  A variety of avian creatures inhabit the land, though 
  an attractive silver-winged creature seems the most prevalent.  
  Preferring fruits and vegetables, birds rarely attack people, 
  though I have witnessed a few that were so inclined.  One of 
  the most colorful birds, the parrot, is even rumored to be able 
  to converse in human language.

Boar.  This wild creature displays a nasty temperament.  
  Though boar's meat is quite
  delectable, fear of being gored by a tusk leads many to seek 
  less violent sustenance.

Cat.  The stereotyped familiar of wizened mages (another 
  myth I hope to dispel), cats populate the nooks and crannies 
  of every area of civilization.  Little more than a nuisance, they 
  do seem to possess the cunning necessary to survive in big 
  cities.

Chicken.  Cowardly birds with little or no ability to fly, 
  chickens are an excellent source for both meat and eggs.  I 
  have yet to see any that are not domesticated.

Corpser.  A thorough description of this vile ghoul has never 
  been compiled, for no one has ever survived a close encounter 
  with one.  However, once one has made its presence known, it 
  can be identified easily by the tentacles it forces up through 
  the ground to grasp its prey As with the acid slug, fire is the 
  only reported way to slay a corpser.

Cow.  This large domestic mammal is our main supply of 
  milk and beef.

Cyclops.  Cyclops are giant, man-like creatures recognized by 
  their lone eye centered in the forehead.  Fond of large 
  bludgeoning weapons, such as clubs and boulders, cyclops 
  make deadly combatants.

Daemon.  These evil, red-hued beasts hold even less love for 
  mankind then we do for them.  They call themselves 
  "Gargoyles," but a change in name is not a change in 
  disposition.

Deer.  Another source of meat, deer inhabit the forests.  Their 
  antlers are more than adequate defense against most 
  predatory beasts.

Dog.  A versatile creature, the dog is many things to many 
  people.  Partner to the hunter, aid to the parent, companion to 
  the child and defender to the family, the dog is indeed man's 
  best and most reliable friend.

Dragon.  Similar to the ferocious, flying lizards of old 
  Sosarian fame, the dragons here differ primarily in 
  appearance.  Ice dragons have white-blue scales and spew 
  flames of blue death.

Fish.  Fish are nothing more than food from the rivers.  
  While some contend that larger members of the species oft 
  times display a fair amount of intelligence, I have yet to know 
  one serve better than on my plate.

Fox.  Lesser relatives to both wolves and dogs, these cunning 
  animals prefer smaller creatures to fill their diet.

Frost Serpent.  A distant relative of the Sea Serpent of 
  Sosaria, these serpents prefer
  the icy arctic waters of the North.

Gazer.  Hovering orbs of flesh, gazers seem to spend all their 
  time in search of prey Their name comes from their multiple 
  eyes, all but their central eye extending from tentacle-like 
  arms.  Having faced one in battle, I can report that a gazer's 
  death results in an explosion of swarming insects.

Ghost.  Manifestations of the remains of the deceased, ghosts 
  are known for their ability to ignore most natural laws, 
  floating about at whim.  Presumably in deference to their 
  origin, ghosts tend to gravitate toward locations relevant to 
  the dead.

Goblin.  The result of ancient magical experimentation 
  (poorly conducted experimentation, I am sure) goblins only 
  vaguely resemble the men from whom their forebears sprang.  
  Although some attempt has been made to civilize them, 
  surliness still dominates their nature.
 
Gremlin.  It is difficult to identify individual traits of these 
  bothersome creatures, for they always travel in bands.  Quite 
  cowardly, they are a greater threat to one's food supply than to 
  oneself.  I have heard of, but not seen, a few who use magic.
 
Gwani.  These white-furred creatures appear to be a cross 
  between men and apes.  Despite their unusual form, the 
  combination seems more natural than magical and I have 
  seen no evidence they have any familiarity with magic.  There 
  is some element of civilization in their culture, however 
  slight, for I have seen them entomb their dead in the icy lands 
  that they inhabit.  If such is possible, I hope to find a way to 
  communicate with them soon.

Harpy.  This abhorrent cross between human and bird is as 
  vile in behavior as it is in appearance.  Harpies favor an 
  attack from the air, seeking to utilize their hawk-like talons.

Headless.  As the name implies, these are creatures without 
  heads.  Barring that difference, albeit significant, these 
  bipedal beasts resemble humans.  I have not yet captured one 
  for study, but the ease with which they act without apparent 
  senses defies logic.

Ice Corpser.  Even less is known about these vile beings than 
  their slightly more common namesake.  Again, only ice-like 
  tentacles have ever been seen by humans who lived to retell 
  the tale.


Ice Elemental.  Composed entirely of ice, this bipedal 
  creature attacks with swinging, stone-like arms.
 
Ice Troll.  Much like true trolls, these are nothing more than 
  brigands and killers.  However, their cold nature makes them 
  even more dangerous, for the nearer one comes to an ice troll, 
  the lower the surrounding temperature drops.  Sadly, I have 
  witnessed a man quite literally freeze to death while 
  combating one of these terrifying monsters.

Ice Worm.  Large, squirming creatures without appendages, 
  it is from these beasts that we get our supply of a rare reagent,
  worm's heart.

Insect.  This term refers to a great variety of tiny, six-legged 
  creatures.  Some fly, some bite, some travel in swarms, but all
  are a nuisance.

Mongbat.  In appearance, a cross between a small boy and a 
  bat, this nimble creature is capable of quick, aerial strikes.  
  Fortunately, a mongbat's small size renders its attack little 
  more than a painful nuisance.

Mouse.  One of the smallest rodents known, this scavenger is 
  quite useful as a test subject in spell research.

Mummy.  Apparently a form of undead, the mummy seems 
  to be nothing more than a dead person wrapped entirely in 
  rotting bandages.  I know not whether there is a connection, 
  but what history of this land I have chanced upon indicates 
  that the original civilizations buried their dead in a similar 
  manner, wrapping the corpses completely in strips of cloth.

Penguin.  These are flightless, black and white aquatic fowl.  
  Their slow movements would make them easy prey for humans, were
  penguin worth eating.

Phoenix.  This unique, orange-plumed bird lives for a 
  thousand years, then returns to its nest and dies.  But if its 
  body is then burned, the phoenix rises from the ashes and 
  lives again for another thousand years.

Rabbit.  Another scavenging rodent, the rabbit is quite fond 
  of the carrots found on many farms.

Rat, Giant.  Much larger and fiercer than its smaller brother, 
  the giant rat is the king of carrion.  When several are found 
  together, what little fear they possess for humans vanishes 
  entirely Both here and back in Sosaria, we sought to eliminate 
  the local population with poison, but whatever it is in their 
  metabolism that causes them to feast on refuse has also 
  granted them immunity to most toxins.

Ratman.  These half-men, half-rats are the scourge of 
  Moonshade.  They infest the catacombs beneath that city, 
  preventing access to the underground.  There are far too 
  many for us to overcome, but some day the time will arrive to 
  purge the catacombs.

Reaper.  The cruel spirit of a living plant, the reaper is a 
  most devastating hunter.  Although tethered by roots to one 
  location, the reaper possesses tentacle-like branches strong 
  enough to grasp even the stoutest of warriors.  In addition, the 
  creature's magical abilities pen-nit it to fling awesome bolts of 
  lightning.  While its natural intangible form prevents harm to 
  a reaper, its body is simply the wood of the dying tree it has 
  inhabited.  Killing its host tree renders a reaper powerless.

Scorpion.  This giant arachnid is a most fearsome creature, 
  as its large size gives it the power to hunt even humans as 
  food.  It is fond of gripping prey in its pincers and then using 
  its tail to inflict a paralyzing sting.

Serpent.  Serpents are large, predatory snakes.  Their 
  lightning reflexes permit them to strike quickly, usually 
  killing their targets with little effort.

Sheep.  Another domesticated animal, sheep are our source 
  for mutton and wool.

Skeletal Dragon.  Some dragons reach heights of great 
  intellect, learning so much that they lose the need for their 
  corporeal forms.  After time has ravished their scales and 
  flesh, only the mind remains intact, caged in the gray-white 
  bones of the original body Such monstrosities continue their 
  accumulation of power, far surpassing the strength of their 
  living counterparts.

Skeleton.  The undead remains of warriors from ages past, 
  skeletons fight just as well as their living, fleshy counterparts.  
  Until animated, one skeleton appears no different from 
  another, so the wise traveller will always beware when 
  encountering a disinterred pile of bones.

Slime. It is difficult to describe these creatures in any way 
  other than to repeat their name.  They reproduce through 
  division, sometime initiated by opponents' blows; they can 
  quickly increase size by melding with other slimes.  A useful 
  tool for combating slimes is a lit torch, for fire hampers their 
  ability to divide and, therefore, to reproduce.

Snow Leopard.  Snow leopards are large, sleek felines native 
  to colder climates.  These man-eating beasts are equipped 
  with sufficient claws and fangs to shred other creatures in a 
  surprising flash of movement.

Spider, Giant.  The giant spider prefers to spin its web in 
  darkness, hoping the lack of light will assist in securing a 
  victim.  Not only is its bite poisonous, but it can spray the 
  same poison considerable distances.

Stone Harpy.  Harpy is a misnomer, for the name actually 
  refers to any enchanted statue capable of human-like 
  animation.  In general, these stone constructions are used to 
  guard valuables long-since secreted away in dark tombs.

Swamp Tentacle.  Like the corpser, nothing has been 
  observed of these beasts save their appendages, which seem 
  designed to pull hapless victims into the murky depths of the 
  monsters' home.

Troll.  Trolls are nothing more than bandits: large, fearsome 
  bandits, perhaps, but bandits nonetheless.  They set upon 
  their targets with heavy bludgeoning weapons, hoping to stun 
  or kill the victim quickly and claim its possessions as booty.  
  Like as not, a troll will select for its home a secluded bridge.

Wolf.  Larger than either dog or fox, wolves are among the 
  most efficient hunters of the wild, travelling in fearsome 
  packs across the plains.  Their prey of choice is other 
  animals, from the rodent to the sheep, However, in 
  desperation, a few have been known to set upon humans, 
  though only when with the pack.


MYSTIC ARTS

Components of Casting 
I write this down for the edification of no one, for I doubt I 
will wish these words to reach anyone's eyes save mine.  
However, as I have already noted, posterity is a strong 
motivator. Therefore shall I document a layman's version of 
the study of magic.
	As an interesting note, some of my earlier spells no 
longer function here in the new land.  Interestingly enough, I 
have discovered differing spells on the Serpent Isle that 
perform similarly, in addition to spells of entirely new natures 
with unique reagents and words of power.  I expect the colder 
climate has much to do with this difference, as freezing 
temperatures are far more hazardous here than fire is.  
Perhaps, too, this relates to the still unknown culture that 
predates our presence here.  Alas, it may be several lifetimes 
before we learn the truth about their disappearance.

	There are three main aspects of spellcasting: the 
grimoire, or spell book; the reagents; and the words of power.

Spell Book
The spell book is the most fundamental facet of casting, for 
within it lie the complete details for every spell in the mage's 
repertoire.  Descriptions of the necessary reagents, 
explanations for the words of power and listings of the 
incantations are all presented.  Most such references are 
unreadable by the common person, but a wizened spell caster 
can understand any spell he has already learned.  The more 
enchantments a wizard has in his spell book, the more 
powerful he becomes.
	I might also note that I have discovered scrolls 
engraved with spells in this new realm.  I know that such 
spells can be cast directly from their scroll (rendering them 
subsequently useless, unfortunately), and I am investigating 
the possibility that they can be transcribed into my spell book 
for repeated use.

Reagents
Here is the list of known reagents, the physical components 
necessary to transform matter into magical energy.  While 
useless as individual parts, the various combinations, 
augmented by chanting and the proper use of a word of 
power, are quite effective for imbuing a mage with 
tremendous magical abilities.

Black Pearl.  Though ultimately crushed for casting 
  purposes, the rare black pearl must be perfectly spherical 
  when collected.  The powder is that element which gives 
  some spells their propelling energy.  Here on the Serpent Isle, 
  the fishermen in Fawn find the only known supply

Blood Moss.  This reddish fungus, found only in the swamp 
  south of Moonshade, usually grows on dead trees and is found 
  between the bark and the outermost ring of wood.  Blood 
  Moss is used to instill a spell with the power to increase speed 
  and mobility.

Blood Moss. This reagent is formed in quite an unusual way. 
  Stoneheart, the red rock collected from stalagmites, must be 
  crushed and then combined with the blood the caster! Blood 
  spawn is an additive reagent that enhances the power of 
  several inner circle offensive spells.  Needless to say, perhaps, 
  this reagent is not one to be bought and sold.

Garlic.  Though the grated seasoning is found in any well-
  maintained kitchen, the reagent is ground to a fine, odorous 
  paste.  Garlic is the reagent that permits the casting of 
  protective enchantments.  The horticulturists in Fawn have 
  begun to sell their garlic in reagent form for a fair price.

Ginseng.  Another reagent found in Fawn, this root must be 
  boiled in stream water 40 times until it becomes a syrup.  
  Known for its curative properties, ginseng is generally 
  prepared in greenhouses, where it can be treated immediately 
  after it is collected.

Mandrake Root.  This is, perhaps, the most difficult reagent 
  to procure, for the method of collection requires precise 
  cutting below the mucky bed of a swamp.  Once boiled and 
  dried, mandrake root is an excellent power enhancer for many 
  spells.  The swamps of Gorlab have a large supply of the 
  natural root-, it grows on Monk Island, as well, I am told.

Nightshade.  Great care must be taken when preparing this 
  mushroom, for it is highly poisonous.  By boiling the caps in 
  tea or crushing the entire fungus, the deadly nightshade 
  transforms into a useful reagent to aid spells designed to 
  damage another individual.  Nightshade is found in the soft 
  mud of Gorlab swamp.

Serpent Scales.  Spells gleaned from the serpent ruins 
  require a peculiar reagent, serpent scales.  However, untreated 
  snake scales are useless, and the ancient method of 
  preparation has been lost.  The only known supply of this 
  ancient reagent is within the serpent ruins themselves.

Spider Silk.  Although the strands from any spider's web will 
  suffice, it is very trying to find enough silk from any one web.  
  Many mages raise their own spiders, hoping to gather the 
  webs the way a farmer squeezes milk from a cow.  However, I 
  have noticed the Isle of Crypts, filled with the dead, is home 
  to more spiders than I could ever have possibly imagined, 
  with plenty of accompanying webs.

Sulfurous Ash.  This is nothing more than the ashen remains 
  of a volcanic eruption Here in the new land, the adventurous 
  gather such ash in the cavern known as Furnace - those 
  whom the Daemons do not slay that is.

Worm's Heart.  This reagent, cut from the innards of the ice 
  worm, is useful to a variety of unusual spells, often allowing 
  enchantments involving snow or cold.

Words of Power
While the list below appears to be nothing more than an 
amalgamation of unrelated syllables, the words of power hold 
great significance.  When spoken aloud, the words are the 
summation of the energy required to supplement, or rather, to 
complement the incantations and the reagent.  To some 
extent, the words of power are the very spells themselves!
	Much research has gone into the perfection of these 
words.  Their rhythm, pronunciation and inflection must be 
performed with precision, for a simple mistake can radically 
alter the effects of a spell.  Legend holds, for example, that a 
mage could metamorphose into a cow while intending to take 
the form of a dragon.
	The list presented here is, to the best of my 
knowledge, a compilation of every known syllable that can be 
combined to form one of the words of power.


Syllable	Meaning
AN..............Negate/Dispel
BET.............Small
CORP............Death
DES.............Lower/Down
EX..............Freedom
FLAM............Flame
FRIO............Cold
GRAV............Energy/Field
HUR.............Wind
IN..............Make/Create/Cause
JUX.............Danger/Trap/Harm
KAL.............Summon/Invoke
LOR.............Light
MANI............Life/Healing
NOX.............Poison
ORT.............Magic
POR.............Move/Movement
QUAS............Illusion
REL.............Change
SANCT...........Protect/Protection
TYM.............Time
UUS.............Raise/Up
VAS.............Great
WIS.............Know/Knowledge
XEN.............Creature
YLEM............Matter
ZU..............Sleep


SPELLS
The nine circles of magic are as profound and complex a 
study as any other in the realm.  Each circle represents a ring 
of waves within the Void known as the ether, the envelope of 
energy that enables all spellcasting.  The spells found on the 
outermost ring are learned first, and skilled mages will have 
most or all in their spell books.  However, as a mage strives 
for each successive circle, the spells become more difficult to 
learn and master.  Only Wizards of the higher circles are able 
to grasp the essence of the innermost spells.  Here, listed by 
circle, are descriptions of all known spells, including their 
required reagents and words of power.

First Circle of' Magic
IN MANI LYEM (Create Food)
Reagents: Garlic, Ginseng, Mandrake Root
This spell calls forth enough food to address the hunger of the 
caster and any dinner guests, as if a single meal had been 
served.

AN NOX (Cure)
Reagents: Garlic, Ginseng
This spell neutralizes the effects of all poisons on its subject, 
including those of a paralytic nature.

WIS JUX (Detect Trap)
Reagents: Nightshade, Spider's Silk
This spell locates all traps near the caster.

VAS AN FLAM (Great Douse)
Reagents: Garlic, Spider's Silk
As its name implies, this spell puts out all flames within view 
of the caster.

VAS IN FLAM (Great Ignite)
Reagents: Sulfurous Ash, Spider's Silk
This spell causes all combustibles in the area to burst into 
flames.

IN LOR (Light)
Reagent: Sulfurous Ash
This spell brings into being a mobile source of light that lasts 
for half an hour.

IN WIS (Locate)
Reagent: Nightshade
This spell identifies the area occupied by the caster when the 
spell is cast.

ORT POR YLEM (Telekinesis)
Reagents: Black Pearl, Blood Moss, Mandrake Root
This spell enables the caster to manipulate an object without 
the application of
physical force.

Second Circle Of Magic
AN ZU (Awaken)
Reagents: Garlic, Ginseng
This spell pulls one individual from the trance of sleep, 
whether sleeping from fatigue or enchantment.

AN JUX (Destroy Trap)
Reagents: Blood Moss, Sulfurous Ash
When cast upon a specific trapped item or location, this spell 
eliminates both the threat of harmful effects and the trap 
itself.

REL YLEM (False Coin)
Reagents: Nightshade, Sulfurous Ash
When cast upon any coin, this spell creates five such coins in 
its place.  However, the spell will fail when cast upon another 
such magically created duplicate.

VAS FRIO (Cold Blast)
Reagents: Black Pearl, Sulfurous Ash, Worm's Heart
This creates a projectile sphere of cold energy, much like a 
snowball, though with significantly greater capacity to inflict 
wounds.

VAS LOR (Great Light)
Reagents: Mandrake Root, Sulfurous Ash
This spell performs like the Light spell, but with four times 
the duration.

MANI (Heal)
Reagents: Garlic, Ginseng, Spider's Silk
This powerful enchantment speeds up the healing process of 
most wounds, as if the afflicted were to rest for a great many 
days.

VAS AN NOX (Mass Cure)
Reagents: Garlic, Ginseng, Mandrake Root
This spell acts just like the Cure spell, except that it can cure 
all toxins afflicting the caster and those with him.

UUS SANCT (Protection)
Reagents: Garlic, Ginseng, Sulfurous Ash
Not only does this spell reduce the subject's vulnerability to 
attack, it also temporarily eliminates the possibility of harm 
from traps and other similar hazards.

Third Circle of Magic
DES SANCT (Curse)
Reagents: Garlic, Nightshade, Sulfurous Ash
This spell severely hampers the subject's abilities in combat, 
affecting both defensive
and offensive qualities.

ORT YLEM (Enchant Missiles)
Reagents: Black Pearl, Mandrake Root
Affecting an entire bundle if present, this spell enchants 
arrows and bolts so as to enhance their effectiveness.

WIS JUX YLEM (Columna's Intuition)
Reagents: Black Pearl, Garlic
This spell identifies sources of possible danger by imbuing the 
source with radiant luminescence.  This spell is noticeably 
more effective away from populated areas.

VAS UUS SANCT (Protect All)
Reagents: Garlic, Ginseng, Mandrake Root, Sulfurous Ash
This spell is a more advanced version of Protection, affecting 
all members of the caster's troupe.

AN POR (Paralyze)
Reagents: Nightshade, Spider's Silk
This spell renders the subject immobile for a relatively short 
duration.

IN ZU (Sleep)
Reagents: Black Pearl, Nightshade, Spider's Silk
This spell puts the subject to sleep for a varying length of 
time.

REL WIS (Translation)
Reagents:	Black Pearl, Mandrake Root, Spider's Silk, 
Sulfurous Ash
Once cast, this spell temporarily enables its subject to 
understand unknown languages, including ancient runes and 
text.  It is very useful for the scholarly mage.

Fourth Circle of Magic
REL POR (Blink)
Reagents: Blood Moss, Mandrake Root
This is a very limited form of teleportation, magically 
transporting the caster and any companions to a new location 
about twenty paces from their original location.  Blink will 
not permit the subjects to pass through locked doors or other 
impenetrable areas.

AN XEN JUX (Deter)
Reagents: Garlic, Spider's Silk
This spell often discourages hostile, non-sentient animals 
from attacking its subject.

IN VA LOR (Flash)
Reagents: Mandrake Root, Sulfurous Ash
This spell creates an ephemeral, brilliant glow, blinding all 
creatures within the affected area, save the caster.

VAS DES SANCT (Mass Curse)
Reagents: Garlic, Mandrake Root, Nightshade, Sulfurous Ash 
This spell acts like the Third Circle spell Curse, but affects all 
opposing creatures present.

WIS QUAS (Reveal)
Reagents: Blood Moss, Sulfurous Ash
This spell reverses the effects of all enchantments of 
invisibility

REL ORT WIS (Transcribe)
Reagents: Black Pearl, Spider's Silk
This spell enables the caster to copy spells found on scrolls 
and the like, without needing to buy the actual spell book 
page from another wizard.  

EX POR (Unlock Magic)
Reagents: Blood Moss, Sulfurous Ash
This spell unlocks a magically locked door.

Fifth Circle of Magic
KAL XEN (Conjure)
Reagents: Mandrake Root, Spider's Silk
Despite its name, this spell actually summons, rather than 
conjures, a wild beast to fight for the caster.

VA FRIO HUR (Explosion)
Reagents: Blood Moss, Black Pearl, Mandrake Root, 
Sulfurous Ash 
This spell sends a large sphere of blue flame that explodes on 
contact at a designated target.


VAS MANI (Great Heal)
Reagents: Garlic, Ginseng, Mandrake Root, Spider's Silk
This spell removes all wounds on its subject.

SANCT LOR (Invisibility)
Reagents: Blood Moss, Nightshade
This spell renders its subject invisible, undetectable to all 
visual senses.

VAS ZU (Mass Sleep)
Reagents: Ginseng, Nightshade, Spider's Silk
This spell makes all opponents in the area fall asleep.

UUS VAS GRAV (Surprise)
Reagents: Black Pearl, Garlic, Mandrake Root, Sulfurous 
Ash
As I am the creator of this spell, others call it Erstam's 
Suprise.  This spell creates great
clouds of gasses that inflict a variety of effects on those who 
breathe them - poison, sleep and fear being the most common.

Sixth Circle of Magic
AN XEN EX (Betray)
Reagents: Black Pearl, Nightshade, Spider's Silk
This spell encourages its subject, a foe to the caster, to change 
sides in a battle and fight against former comrades.

AN QUAS (Dispel Illusion)
Reagents: Garlic, Mandrake Root, Nightshade
This spell destroys the knots of force that create an illusion, 
affecting structures and creatures alike.

QUAS WIS (Cause Fear)
Reagents: Garlic, Mandrake Root, Nightshade
This powerful spell magically terrifies all members of an 
opposing force, making the more cowardly ones flee.

IN FRIO GRAV (Fire Field)
Reagents: Black Pearl, Worm's Heart, Spider's Silk, 
Sulfurous Ash
This spell creates a field of blue flame that damages those 
who try to cross it.

KAL FRIO GRAV (Fire Ring)
Reagents: Black Pearl, Worm's Heart, Mandrake Root, 
Spider's Silk, Sulfurous Ash
This spell is identical to Fire Field, save that it forms a 
protective ring of blue flame.

VAS IN FRIO GRAV (Cold Strike)
Reagents: Blood Moss, Black Pearl, Worm's Heart, Sulfurous 
Ash
This spell creates a temporary field of blue flame at the feet of 
all hostile creatures in the area.

IN JUX YLEM (Create Missile)
Reagents: Blood Moss, Ginseng, Sulfurous Ash
This spell creates missiles for either bows or crossbows, 
depending on which weapon the caster's party has more of. (If 
the party has none, or an equal number of each, the spell 
creates arrows.)
                                
IN ORT XEN (Create Automata)
Reagents: Mandrake Root, Sulfurous Ash, Spider's Silk, 
Serpent Scales 
This spell, new to me, requires Translation to understand it.  
Apparently, it repairs a broken "automaton." I am unsure 
what the original creators of the spell intended, but it seems 
the only value of such a repaired "automaton" is as a pack-
mule.

Seventh Circle of Magic
IN SANCT GRAV (Energy Field)
Reagents: Black Pearl, Mandrake Root, Spider's Silk, 
Sulfurous Ash
This spell creates a field of energy that harms any who try to 
pass through it.

IN HUR GRAV YLEM (Energy Mist)
Reagents: Blood Moss, Mandrake Root, Nightshade, 
Sulfurous Ash 
The harmful mist of energy created by this spell flows directly 
from the caster to its intended target.

VAS AN ZU (Mass Awaken)
Reagents: Garlic, Ginseng
This spell acts just like the Second Circle spell Awaken, 
except that it affects all nearby allies of the caster.

IN VAS POR (Mass Might)
Reagents: Black Pearl, Ginseng, Mandrake Root
This spell enhances all physical and mental abilities that 
affect combat, doubling their effectiveness up to the 
maximum humanly possible.

IN HUR NOX (Poison Mist)
Reagents: Blood Moss, Nightshade, Sulfurous Ash
This spell creates a stationary area of mist that poisons all 
who enter it.

VAS MANI (Restoration)
Reagents: Garlic, Ginseng, Mandrake Root, Spider's Silk
This is the definitive spell for healing, affecting all members 
of the caster's group.  Any harmful effects, whether from 
poisons, wounds or curses, are eradicated by Restoration, as 
long as its subjects are still alive.

AN GRAV EX (Vibrate)
Reagents: Black Pearl, Blood Moss, Mandrake Root, Spider's 
Silk 
This unusual spell surrounds a specified target with intense 
physical energy, as if a giant troll were grasping the target 
and shaking it to find loose gold.  The effect not only 
damages its subject, but also loosens any hold on possessions.

ORT GRAV (Lightning)
Reagents: Black Pearl, Mandrake Root, Sulfurous Ash
This spell shoots a bolt of electrical energy at a specified 
target.

Eighth Circle of Magic
IN FRIO (Create Ice)
Reagent: Worm's Heart, Spider's Silk
This spell creates a block of ice that immobilizes its target for 
a short time until the block shatters, freeing the trapped 
individual.  Create Ice can also be created on an area, forming 
an impassable barrier for a limited duration.


CORP POR (mind Blast)
Reagents: Blood Spawn, Black Pearl, Nightshade, Sulfurous 
Ash 
This spell, whose effect is greatly based on the mental powers 
of the caster and the target, releases a bolt of lethal energy.

TYM VAS FLAM (Delayed Blast)
Reagents: Blood Moss, Black Pearl, Mandrake Root, Spider's 
Silk, Sulfurous Ash 
This spell forms a magical sphere designed to explode after 
eight seconds of delay damaging all who are near the blast.

POR YLEM (Fetch)
Reagents: Blood Moss, Black Pearl, Mandrake Root
This is the more advanced version of the First Circle spell 
Telekinesis, permitting the caster to reach any object in view, 
regardless of location or barriers.

KAL FRIO XEN (Invoke Snow Serpent)
Reagents: Blood Moss, Garlic, Spider's Silk, Worm's Heart, 
Serpent Scales 
This complex spell summons a fearsome snow serpent to aid 
the caster in battle.

KAL FRIO XEN EX (Serpent Bond)
Reagents: Blood Moss, Black Pearl, Garlic, Spider's Silk, 
Worm's Heart, Serpent
Scales
This spell permits the caster to exchange forms with a 
targeted snow serpent, thus allowing new ways of travel for 
the duration of the spell.

KAL VAS FRIO GRAV (Firesnake)
Reagents: Garlic, Mandrake Root, Sulfurous Ash
This spell sends a trail of fire from the caster, across anything 
in the way, to explode at its target.

IN JUX POR YLEM (Swordstrike)
Reagents: Black Pearl, Blood Spawn, Mandrake Root, 
Nightshade 
This spell creates a pinwheel of eight whirling blades, all 
designed to slice its target.

Ninth Circle of Magic
VAS CORP HUR (Death Vortex)
Reagents: Blood Moss, Mandrake Root, Nightshade, 
Sulfurous Ash 
This spell calls forth a swirling mist of black death that will 
follow its target until that target falls to the ground dead or 
the spell duration passes.

VAS CORP (Mass Death)
Reagents: Blood Moss, Blood Spawn, Garlic, Ginseng, 
Mandrake Root, Nightshade 
This very powerful spell instantly slays all enemies in view of 
the caster.  However, the extreme amount of ether energy 
required to cast Mass Death leaves the caster near death as 
well.

VAS SANCT LOR (Invisibility all)
Reagents: Black Pearl, Blood Moss, Mandrake Root, 
Nightshade
This spell removes the caster and any allies from the visual 
perceptions of all others.

UUS VAS JUX YLEM (Spiral Missile)
Reagents: Blood Moss, Blood Spawn, Black Pearl, 
Nightshade, Sulfurous Ash 
This spell is extremely useful against multiple enemies, for it 
sends a number of lethal bolts equal to the level of the caster 
toward random opponents.


AN HUR (Stop Storm)
Reagents: Black Pearl, Garlic, Mandrake Root, Spider's Silk, 
Sulfurous Ash 
When disturbed by the constant fits of thunder and lightning 
spawned by a terrible storm, the caster can use this spell to 
calm the clouds and return clear skies. 

KAL VAS XEN (Summon)
Reagents: Blood Moss, Garlic, Mandrake Root, Spider's Silk 
This spell brings into being a mighty, but never pre-
determined, creature to side with the caster against any foes.

AN TYM (Time Stop)
Reagents: Blood Moss, Garlic, Mandrake Root
This spell renders all but the caster and any friends immobile 
for what appears to be twenty seconds.  As the spell actually 
halts the passage of time, the real duration of Time Stop has 
been a subject of great debate.

KAL VAS AN GRAV (Imbalance)
Reagents: Nightshade, Sulfurous Ash, Worm's Heart, Serpent 
Scales
This chaotic spell is difficult to control and should be cast 
only in dire emergencies. Its result is a wave of fire fields, 
explosions and streaks of lightning.

                        AFTERWORD

The information I have compiled has taken several centuries 
to collect, for much has changed since our arrival.  Now that 
this is done I am forced to wonder who will ever see my work.  
My fellow islanders know as much as they care to, and those 
still in Lord British's realm are unlikely to have the 
opportunity to benefit from the wisdom compiled in this tome.  
Nothing came of our attempts to contact Sosaria, save the 
broken hearts of more than one sailor's spouse.
	However, I do not regret my efforts here, for now 1, 
myself, have a valuable source of information.  My people's 
history, this island's history - as much as we have discovered 
and the land's creatures are all described within.  As I sit back 
in momentary relaxation, free from my self-appointed task as 
scribe, I am able to cease observing my surroundings and 
begin absorbing them.  I can hear the crackle of the fire and 
the buzzing of a bothersome fly.  I can hear a roar outside - 
no doubt another teleportation storm preparing to rage across 
the landscape.  And I can hear the sound of shutters clattering 
against the window sill.
	In a moment, I shall rise to close them and then 
return to pursue my studies on immortality ... in a moment.

- Erstam

                        Ultima VII, Part Two:
                            Serpent Isle

                       Player Reference Guide

The Main Menu
After the game loads, the introductory sequence automatically 
begins.  This may be skipped by pressing [ESC]. After the 
introduction, the Main Menu appears, listing four options:
	VIEW INTRODUCTION
	START NEW GAME
	JOURNEY ONWARD
	VIEW CREDITS
To select one of these options, single-click it With the mouse 
or use the arrow keys and press [ENTER].  Press [ESC] at 
any point during the introduction, character creation, credits 
or endgame (after you have won the game, of course!) to 
return to the Main Menu.  At the menu, press [Alt-X] to 
return to DOS.

VIEW INTRODUCTION
The introduction reveals how and why the Avatar travels to 
Serpent Isle.  Information presented here is relevant to your 
quest.  This scene is the one you see automatically, the first 
time you run the game.

START NEW GAME
This is where character creation takes place.  You must select 
this option the first time you play.
     Click either mouse button with the pointer over the word 
"Name." Then type your desired name (up to 14 letters) at the 
flashing cursor and press [ENTER] . This sets the name you 
will have as Avatar in Serpent Isle and moves you to the next 
option: your character's appearance.
     To determine what your character looks like, make sure 
the word "Portrait" is highlighted.  If it isn't, move the pointer 
over the word and click either mouse button.  Press the 
spacebar or click on the word "Portrait" (or on the portrait 
itself to cycle through the available choices.  When the 
portrait you want is displayed, press [ENTER] to select it.
Press [ENTER] or click on "Return to Menu" to go back to 
the Main Menu; click on "Journey Onward" to go directly to 
the game.

JOURNEY ONWARD
After you have created a character, this option takes you to 
the beginning of the actual game.  In future sessions, this 
option returns you to your last saved game.

VIEW CREDITS
This option lists the many people who worked on Ultima VII, 
Part Two: Serpent Isle.


Introductory Walkthrough
This section is designed to guide you through the beginning 
of your adventure on Serpent Isle. while it does not reveal 
any hidden clues, it does introduce you, to the basic actions 
you will perform  throughout the game.  This walkthrough 
assumes  you are using a mouse,  which is highly 
recommended.

The stage is set as your ship arrives upon the shores of 
Serpent Isle, having been transported there magically.  You 
are the Avatar and with you are your three closest 
companions, Iolo, Shamino and Dupre.

Conversations.  When Iolo begins speaking to you, 
read until you have completed all of the on-screen text.  Then 
click the left mouse button ("left-click") to display any 
additional text.  Follow the same procedure when Dupre 
interjects with his own comments.  Continue until Iolo has 
finished speaking.  Shortly after Iolo's portrait disappears, 
members of your party, will begin flashing text (called 
"barks") over their characters.  Unlike conversations, you may 
move about while the barks appear, but do not forget to pay 
attention to what is said.
During these and all other conversations, pay careful 
attention to the shape of your mouse pointer. if the mouse 
pointer is shaped like a hand, the game is waiting for you to 
take some action - for example, click the left mouse button 
once to advance to the next screen of conversation text.  If the 
pointer is a green arrow, you can move your character or get 
an object; if it is a red arrow, you are in combat mode and can 
move or fight.  If there is no mouse pointer on-screen, don't 
press any mouse buttons.  The absence of a pointer means a 
scene or event is taking place that is out of your control.  
These are usually important events and you don't want to miss 
them.  If you press a mouse button during one of these scenes, 
you may miss something.  Wait until the hand or arrow 
pointer reappears before you click a mouse button.

Examining Yourself.  After everyone in your party 
says his piece, take a moment to look at what you are carrying 
in your inventory, Position the cursor over your character and 
click the left button twice ("double-left-click").  An image of 
your character (called your "Inventory Display") appears, 
letting you see all of your equipment.  Move the cursor over 
an object you wish to look at and left-click.  A description of 
the object appears.
If the inventory window is blocking something you 
wish to see on the screen, put the cursor over any portion of 
the window and left-click-and-hold the button.  As long as 
you hold the button, moving the cursor will move the window 
on the screen.  When you are satisfied with the new location, 
release the button.
Close the Inventory Display by left-clicking on the 
red check mark.  Until all inventory windows are closed, your 
character will be unable to move.

Moving.  Since your way is blocked by mountains to 
the north, leave the ship and head south (i.e., toward the 
bottom of the screen).  Notice that your character is in the 
center of the screen.  Moving your mouse moves a green, 
arrow-shaped cursor.  Position the cursor so that it points in 
the direction you wish to travel and right-click - you take a 
step to the -south.  Press and hold the right button until you 
wish to stop walking.  The further from the center of the 
screen you place the cursor, the longer the arrow gets and the 
faster you move.
You won't get far before being engulfed in a magical 
storm that causes your companions to disappear, leaving 
behind sparkles of red light which soon fade!  As you take a 
few more steps, the Storm affects you, too.  Sparkling green 
lights surround you.  But you didn't disappear - what effect 
did the magical storm have upon you?
To find out, take a closer look at yourself, as you did 
earlier (see "Examining Yourself," above).  You will notice 
that many of the possessions you had when you arrived on 
Serpent Isle are now missing, replaced by foreign ones.  This 
is a mystery you will solve later.


Talking to People.  As you continue walking south, 
a figure appears magicallv and begins speaking to you. This 
is a monk, Thoxa.  As she completes each portion of her text, 
your possible responses appear in the center of the screen, to 
the right of your portrait.  Left-click on the response you 
choose and then read her response.  Pay close attention to the 
shape and/or absence of the mouse pointer, as explained in 
Conversations, above.
Thoxa gives you important information about an 
hourglass and a red bush.  She also tells you much about why 
you are here and what you must do. When you no longer wish 
to speak with Thoxa, left-click on "bye" to end the 
conversation.  Ending the conversation doesn't end your 
encounter with Thoxa, however.  Before either of you can 
leave, another monk, Karnax. appears and soon you are 
witness to a great magical battle. (Again, be careful not to 
click a mouse button unless the mouse pointer is visible.)

Examining Items.  After the battle, walk south until 
you find Shamino.  Like Thoxa, he initiates a conversation, 
mentioning that his inventory has been changed.  He tells he 
has compiled a list of the unusual items and adds your new 
equipment to it, giving the list to you.  Double-left-click to 
open your Inventory Display . Double-left-click on your 
backpack and a window appears displaying all of its contents.  
Double-left-click on any, container (including barrels, sacks, 
chests and even hollow trees) to see what's inside.  To 
examine Shamino's inventory, double-left-click on his figure 
while your own inventory window is on screen.
Inside your pack you find a variety of items, 
including two scrolls.  Read one by double-left-clicking on it.  
This brings up a window that displays what it says.  Some 
scrolls are longer than a single page.  To read further in a 
scroll, left-click it like you would to display further 
conversation text.  Read the two scrolls and you will discover 
that both are lists of items.  Compare Lord British's and 
Shamino's scrolls to the items you are carrying.  Remember, 
to identify something, left-click on it and text will appear 
above the item, naming it.
To close your inventory window and Shamino's, 
click on the red check marks attached to each open window.
Continue south to the red bush. This hides the 
entrance to a cave.  Even though you see a mountain blocking 
your way, move to the right of the bush and then to the north.  
You will pass right through an illusionary wall! Walk around 
the cave, letting Shamino talk about some of the items you 
see.

Taking Items.  When Shamino alerts you to the 
usefulness of a bedroll, add the bedroll to your possessions by 
placing the cursor over the item and left-click-and-holding.  
While holding, move the cursor around.  If the bedroll moves 
with the cursor, it is attached. If it does not, try again.  Once 
you have the bedroll, keep the mouse button pressed to move 
it around.  Do not release the button yet!
Move the cursor (and the bedroll) over your 
character and release the left button.  The bedroll vanishes.  
Check your Inventory Display, and you will see it there, most 
likely in your backpack.

Using Items.  Parts of the cave are very dark.  You 
will want to light the torch that Shamino mentions.  Move the 
torch into your inventory (as explained above) and drop it 
over one of your character's hands.  Place the cursor over the 
torch when it is in-hand and double-left-click.  The room will 
become brighter.  This same procedure opens and closes 
doors, opens chests, lets you eat food and so forth.  If you look 
around and follow Shamino's instructions, you will find many 
useful objects here.
Note that you can only hold one item in-hand at a 
time.  To move in item from your hand to, say, Shamino, left-
click-and-drag the item from your hand to Shamino's figure 
and release the mouse button.
Search all of the chests in the cave.  If they're locked, 
use lockpicks to open them or go into combat mode (see 
below) and bash them open.
You should also try lowering the bucket you find into 
the well and getting some water.  To do this, double-left-click 
the bucket.  When screen cross-hairs appear, left-click on any, 
part of the rope hanging from the well.  Your character will 
walk to the well and get water.  Using items on other items or 
characters is an important skill, one you will use throughout 
the game.
When you are through exploring the cave, head 
south through the illusionary wall once again.

Initiating Conversations.  When you leave the cave, 
find the bear skeleton (and Shamino's bow) nearby.  Then 
head east until you approach a walled city.  On the far side of 
the city gates is a guard. Unlike your companions and Thoxa 
the monk, the guard doesn't initiate conversation - you have 
to attract his attention.
To ask him to let you in, move the cursor over him 
and double-left-click.  His portrait appears and he begins 
talking.  You can also speak to your companions at any time 
in this way.  However, remember that double-left-clicking on 
a companion while an Inventory Display is visible (usually, 
but not always, the Avatar's display) will make that 
character's inventory window appear, instead of beginning a 
conversation.
By now you have noticed that moving around is 
accomplished by right-clicking, and all other actions, such is 
talking and examining, are accomplished by left-clicking.  
This simple rule will guide you through most situations you 
encounter during the game.
Once you are inside the gates, you want to find Lord 
Marsten, as well as begin investigating the city. Remember 
that you always walk in the direction that the cursor is 
pointing. Good luck as you continue your adventure!

Commands
Serpent Isle  is an entirely mouse driven game - all action 
commands can be controlled by the two mouse buttons.  
However, for those who do not have a mouse, all commands 
may also be performed from the keyboard.

USING THE MOUSE
The key point to using the mouse is knowing that the left 
button is used to perform actions involving the hands or eyes, 
and the right button is used to perform actions involving the 
feet.  The mouse generally appears in one of two forms: a 
green, straight arrow for normal activity or a red, jagged 
arrow for combat.

Action          Left Button     Right Button
Click           Look            Take One Pace
Double-Click    Use/Talk/Attack Find a Path
Click-and-Drag	Move Items	Walk Continuously

MOVING YOUR CHARACTER (RIGHT-CLICKING)
To make yourself walk, point the arrow in the direction you 
wish to travel and right-click-and-hold.  The farther the 
arrow is from you the longer it gets and the faster you travel.  
To stop moving, release the right button.
When danger is near, your speed is limited by your 
dexterity and your encumbrance.
As a shortcut, double-right-clicking on a point on the 
screen makes you walk to that point, providing no obstacles 
bar the way (e.g., a wall).

MANIPULATING OBJECTS (LEFT-CLICKING)
The left mouse button is used to Look, Move (other objects), 
Use or Attack.

Look.  To bring up a short description of an object, left-click
on it.

Move. Many objects can be moved from one location to 
another.  To Move something, left-click-and-hold on the 
object.  The cursor changes to a hand to indicate that you are 
holding something.  Move the cursor over the desired 
destination and release the button.
  Releasing the item over a character places the item 
somewhere inside that character's inventory.  If your 
inventory (see Inventory Display) is open, dropping the item 
on a container within the display places the item inside that 
container. If a container is not in anyone's inventory, it must 
be open (its display visible) to drop an item into it.
  If an object is too heavy or too large to fit inside a 
container, or if you are unable to reach the object, a message 
saying so appears in red above the object.
Use.  To Use an object double-left-click on it.
Each type of item functions uniquely when Used.  
  For example, Using an unlit lamp lights it: Using a lit lamp 
extinguishes it.

Some objects can be Used on other objects (for example, a bucket
on a well or food on a hungry character).
Double-left-clicking on such in item turns the Cursor into 
green cross hairs.  Moving the cross hairs to the target item 
and left-clicking causes the first item to be Used on the 
second.
Double-left-clicking on a usable object may bring up 
a display that provides more information about that object.  
For example, double-left-clicking on a chest brings up a 
display that reveals the contents of the chest.  The contents 
can then be moved and manipulated like any other object 
within the world.  The bodies of fallen foes are treated like 
chests for these purposes.
The displays themselves can be moved in the same 
way you would move an object - click, drag, release.  Single-
clicking on the red check at the left side of the display closes 
that display.  You can close all open displays at once by 
pressing [ESC].
  "Using" a person has several meanings.  Double-
clicking on a person while not in combat initiates a 
conversation with that person. (For more information on how 
conversations work, see Screen Display.) However, doing so 
while in combat mode indicates that you wish to attack that 
person.  If you click on a member of your party while in 
combat mode or while your inventory display is up, that 
member's inventory display will appear.
"Using" your character, the Avatar, brings up your 
inventory (see Inventory Display).
  To Use the boat, double-click on a chair.  To Use the 
barge, double-click on the engine.  To Use the ice raft, 
double-click directly on the raft surface.  Once all characters 
are in place, move the barge or raft as if you were moving 
your character.  To stop Using either the barge or the ice raft, 
double-click in the same place a second time. (The boat 
moves and stops automatically.)

Attack.  While in any attack mode, the arrow cursor turns
red.  Double-left-clicking the red cursor on another person 
who is not in your party or on an object initiates an attack on 
that person or object.  If you are in any attack mode other 
than Manual mode (see Combat), you automatically enter into 
battle with any nearby hostile foes.

USING THE KEYBOARD
Though using a mouse is highly recommended, the keyboard 
may be used as a substitute if you have no mouse installed.

Walking
The arrow keys may be pressed to walk one step in the 
desired direction.  Holding the shift key down while pressing 
an arrow key will allow the Avatar to take three steps instead 
of one. if  [Num-Lock] is on during play, every step will be a 
triple one.

Manipulating Objects
Press [Spacebar] to make the hand cursor visible.  Now the 
arrow keys will move the cursor instead of the Avatar.  
Holding down [Shift] will increase the rate at which the 
cursor travels.
Treat [Ctrl] as if it were the left mouse button.  For 
example, a single "click" identifies an object, while a "double-
click" uses it.
If you are in any attack mode, there is no red cursor 
to remind you, but "double-clicking" still initiates an attack.

Displays

SCREEN DISPLAY
In Serpent Isle the entire screen is devoted to displaying the 
map.  Any messages or other relevant information appear 
over the game map, at various places.
During conversations, a portrait of the character are 
speaking to appears in the upper left corner of the screen, 
with ail of his text appearing to the right of the portrait.  If 
any Other characters interject, their portraits appear in the 
lower left corner of the screen with their text just to the right 
of their portrait.  During conversations, your portrait appears 
in the center of the screen, with your word options appearing 
to the right of your portrait.  Selecting a word or phrase from 
your options initiates a response from the character you're 
talking to.
Text that identifies an object appears just above that 
object.  Text that appears just above a character icon means 
that that particular character has spoken.

INVENTORY DISPLAY
When you double-left-click on yourself, your Inventory 
Display appears.  This is also true of any character in your 
party, as long as you have first brought up your own 
Inventory Display.

Dove/Flaming Sword. At the left of the Inventory Display is
either a dove (non-combat mode) or a flaming sword (combat 
mode) icon.  Left-click on this icon to switch from one mode 
to the other.  During play, the color of the cursor arrow 
indicates whether you are in non-combat mode (green) or 
combat mode (red).

Containers. Double-left-Clicking on any container in your
inventory reveals the contents of that container.
Disk.  On the right side of the Inventory Display is a floppy 
disk icon.  Left-clicking on this brings up a window that 
permits you to load or save a game, turn sound and music on 
and off, or exit the game.

To save a game, left-click in one of the rectangles in
this window.  When a dark triangle appears on the left hand 
side, type a name that will remind you where you were in the 
game when you saved.  Click on the save button to save the 
current game position to your hard disk.  If all saved game 
slots are full, click on an already existing one (type a new 
name or not, as you wish) and click on save to replace the old 
saved game With your current position. Click on "Yes" or 
"No" or press [Y] or [N], as appropriate, when asked if you 
want to save over an existing game.

To load a game, click on any  named saved game
slot.  When the dark  triangle appears, click on the load 
button to restore the game position represented by the saved 
game slot you selected.  Click on "Yes" or "No" or press [Y] 
or [N], as appropriate, when asked if you want to load an 
existing saved game over your current game position.

To turn music or sound on or off, click on the
appropriate button or press [A].

To exit the game, click on the quit button.  You will
be asked if you really want to quit to DOS.  Click on the yes 
box to exit or the no box to continue playing. (You can also 
press [Y] or [N].)

Heart.  To the left of the disk is a heart.  Left-clicking on this
icon or pressing [Z] reveals the Statistics Display.
Crossed Swords.  At the bottom of the displays near the 
center, is a pair of crossed swords.  Click on this or press [L] 
to bring up the Combat Status Display.  This display reveals 
the vital combat statistics of your entire party at once, and 
permits you to change each party member's attack strategy 
(See Combat).

Numbers.  At the bottom of the Inventory Display are two
numbers separated by a slash (e.g., "18/36"). The number on 
the left is the weight the character is carrying expressed in 
units called "stones." The number on the right is the 
maximum number of stones the character can carry. when 
buying items from shopkeepers, an item that is too heavy for 
your character to carry is placed in the inventory of other 
party members or at the feet of the purchaser. 
In addition to weight, items also have volume. 
Sometimes you are told that you cannot carry an item because 
your hands (or packs) are full.  By rearranging your 
equipment (e.g., putting a weapon in your pack or buying 
another backpack), you may be able to able to carry the new 
item.


SPELL BOOK
when you acquire a spell book, you will be able to use 
powerful magic.  Double-left-clicking on the spell book in 
your Inventory Display brings up its display.
To turn the pages of your spell book, left-click on 
one of the dog-eared upper comers of the book until the spell 
you wish to cast is visible on the page.
To cast a spell, you must have enough spell points 
(mana) and the proper ingredients (reagents). Then double-
left-click on the icon in your spell book that represents the 
spell.
To select a spell without casting it, left-click on its 
icon in the spell book.  This places a bookmark in the 
appropriate place in the spell book and keeps the spell ready, 
should you ever need it.  Only one spell can be readied in this 
way at a time.
Six spells (Fire Blast, Paralyze, Lightning, 
Explosion, Death Bolt and Sword Strike) may be cast in 
combat by double-left-clicking on a target as if you were 
attacking the target normally.  If the spell book is in your 
hand and the book was closed while that spell was selected 
(the bookmark was on that spell), using the mouse to attack 
causes you to cast that specific spell (as long as you have the 
spell points and reagents necessary).  Also, if your character 
is not in Manual Mode and you have your spell book ready (in 
hand), you cast spells automatically.
During the course of' your adventure, you may 
acquire magical scrolls.  These one-time-use objects allow 
you to cast spells even if you lack mana or reagents.  To use a 
spell scroll, double-left-click on the scroll to open it. Then, 
double-left-click over the icon that identifies the spell on the 
scroll to Cast it.
If you know how to cast the Transcribe spell, you 
can copy spells from a scroll into your spell book.  When you 
cast Transcribe, targeting cross hairs appear.  Target the 
scroll holding the spell you wish to copy, left-click on it, and 
it will be transferred, automatically, into your spell book.  The 
scroll then vanishes.
There are, of course, magical secrets you will 
uncover as the game goes on, but their nature and use must be 
learned through experimentation.

STATISTICS DISPLAY
The Statistics Display lists a character's current primary and 
secondary attributes.  It also shows whether that character is 
unconscious, poisoned, charmed, hungry, protected, cursed or 
paralyzed.
	The color of the Statistics Display indicates how cold 
the character is. If the background of the display is brown, the 
weather in the vicinity is warm and the character is 
comfortable. If the background is blue, the character is cold 
and the potential for frostbite is great - dress accordingly.  
The darker the blue of' the background, the colder the 
individual is.  Give him or her warm clothing as soon as 
possible.

PRIMARY ATTRIBUTES
Strength, dexterity and intelligence are a character's 
primary  attributes, With values ranging from 1 to 30. The 
higher art attribute is, the better.

Strength determines several things, including how much you 
can carry, how much (if any) damage you do with a hand-to-
hand weapon, and how many hits you can take before dying.
Dexterity affects such things as how fast you are and how 
well you pick locks.  Dexterity determines your combat skill.
Intelligence determines several things, including your magic 
skill and how well you cast certain spells.
The remaining numbers describe secondary 
attributes.

SECONDARY ATTRIBUTES
Combat skill determines how likely you are to hit an 
opponent in combat with normal weapons.
Magic skill, derived directly from your intelligence, 
determines the maximum number of mana points you can 
have.
Hits are derived directly from your strength.  They are 
reduced by damage, poison and hunger. When your hits score 
reaches 0, you are unconscious.
Mana records the current number of magic points you have.  
The less active you are, the greater the rate at which mana 
points return.
Experience points (EXP) are a measure of your 
accomplishments. As the game goes on, each member of your 
party gains experience points.  After earning a predetermined 
number of points, a character's level increases.
Training Points are accrued with experience points.  To 
increase strength, dexterity or combat, you must find a trainer 
who teaches expertise in that specific attribute, on the 
training fields at Monitor. (Your intelligence and magic are 
already at their maximum possible values.) If you pay the 
trainer's fee and "trade in" training points (representing your 
study and practice with the trainer), the attribute you are 
concentrating on increases.
Level indicates your overall prowess.  As you gain experience 
(see below), your level increases.  As your level increases, you 
have the opportunity to raise one or more primary attributes.

COMBAT STATUS DISPLAY
This display shows the vital combat statistics of all party 
members at once.  Below each portrait are listed that 
character's combat skill, number of hits remaining, attack 
strategy and protected mode toggle (see Protected "Mode" 
and Protect Mode).  If applicable to the character, magic 
skill and mana will also appear.
If the Avatar's attack mode is anything but Manual 
Mode, the character selects targets intelligently and fights 
those opponents without any further input from you 
(according to the rules of the attack mode you chose).  You 
can override your character's decision at any time (by double-
left-clicking on a specific target to attack it, right-click-and-
holding to lead the Avatar in a certain direction, etc.).
When not in Manual Mode, the Avatar will not 
select targets that are fleeing or disabled (sleeping, paralyzed 
or unconscious), and will break off an attack once any of 
these conditions are met.  To make the Avatar pursue an 
enemy to the death, double-left-click on the opponent after it 
has already fled or been disabled.

FLEE MODE
If a party member (but not the Avatar) is seriously injured, he 
may flee.  However, party members will never flee if they are 
in Berserk Mode.  Fleeing characters may drop some of their 
possessions to enable them to run faster.  Party members who 
have been set to Flee Mode will make an orderly retreat and 
will not drop any of their possessions.
It is possible to change the attack strategy and 
protected mode status from this display.  It is also possible to 
call up a character's inventory window by clicking on the 
portrait at the top of that character's Combat Status Display.


In the center row of the Combat Status Display is an 
icon representing the attack mode for that character when in 
combat.  The following attack modes are available:

Manual                  You may direct each combat action.

Attack weakest          The character will attack the weakest opponent.

Attack strongest	The character will attack the strongest opponent.

Defend                  The character will be less effective at hitting
                        and more effective at dodging blows.

Attack nearest          The character will attack the nearest opponent.

Berserk                 The character will never flee, regardless of wounds.

Flee                    The character will retreat from any opponents in 
                        an orderly fashion.

Random                  The character will attack a random foe.

Protect                 The character will attempt to protect the party 
                        member in Protected Mode.

Flank                   The character will attempt to Flank the enemy 
                        (to either side).

PROTECTED STATUS AND PROTECT MODE
You may designate a party member to be protected by 
clicking on the "halo" just below that character's attack mode 
icon.  When the halo turns gold, this party member is 
protected.  Only one person in the party may be protected at 
any one time.
Note that if you have not designated any party member to be 
protected (in other words, you haven't "turned anyone's halo 
on"), an injured party member may go into Protected Mode 
automatically and call out to other party members for 
protection.  Any party members that are in Protect Mode will 
follow this injured character around and attempt to keep him 
or her safe.  Effectively, any protecting characters' main 
concern is for the welfare of the protected individual, and 
they will fight anyone who attacks the protected character 
until there is no longer a threat

Keyboard Commands

	A	Turns all audio effects on and off.

	B	Brings up spell book display, if Avatar 
                has spell book in inventory.

	C	Turns combat mode on and off.

	H	Changes the "handedness" of the mouse 
                by swapping the functions of the left and 
                right moues buttons. The left button is 
                now used to move around, and the right 
                button to manipulate objects. This "H" 
                toggle affects only the mouse, not 
                keyboard commands.

	I	Opens up the Inventory Display of each 
                party member, beginning with the Avatar.
                
	J	Brings up Serpent Jawbone display if 
                Jawbone is in Avatar's inventory.

	L	Brings up the Combat Status Display, 
                revealing the vital statistics of the entire 
                party and permitting you to change each 
                party member's attack strategy (see Combat).

	M	Brings up map of Serpent Isle if in inventory.

	S	Opens up the Save/Load Window.

	T	Brings up a targeting cursor and pauses 
                the game so you can talk to a fast-moving 
                character, use any object or attack.

	V	Displays a scroll showing the version 
                number of your copy of  Serpent Isle.

	Z	Opens up the Statistics Display for each 
                party member, beginning with the Avatar.

	Alt-X	Exits Ultima VII and returns to DOS.

	Alt-8	Toggles the frame limiter on and off. The 
                game runs slower with the frame limiter on.

	Esc	Closes Save/Load windows, if it is open. 
                If Save/Load is not open, closes all open 
                displays and windows.


                        Ultima VII, Part Two
                           Serpent Isle
                            Walkthrough
General Overview:

1. The Towns
2. Gorlab Swamp and the Dream Realm
3. The Rescue of Cantra
4. The Frozen North and the Release of the Banes
5. The Temples of Virtue
6. The Trapping of the Banes
7. The Final Quests: The Isle of Crypts and Sunrise

Detailed Overview:

THE THREE TOWNS

Monitor Quest

Start
Monitor
Knight's Test
Fawn
The Goblin Camp

Fawn Quest

Fellowship Camp
Fawn
Dupre's Trial

Moonshade Quest

Sleeping Bull
Silverpate's Treasure Map
Passage to Moonshade
Moonshade
Mad Mage Isle
Monk Isle
The Mountains of Freedom
Gustacio's Experiments
Moonshade Catacombs Furnace Mountains

GORLAB SWAMP AND THE DREAM REALM

THE RESCUE OF CANTRA

Draygan's Camp and the King Saviour Plant
Shamino's Castle


THE FROZEN NORTH AND THE RELEASE OF THE 
BANES

Going to the North
The Gwani Village
Skullcrusher - City of Chaos
The Temple Of Emotion
Silverpate's Treasure
Spinebreaker - City of Order

THE TEMPLES OF VIRTUE

Skullcrusher and the Gwani Horn
The Resurrection of Gwenno
Temple of Ethicality
Temple of Discipline
Temple of Logic
Temple of Emotion
Temple of Enthusiasm
Temple of Tolerance

THE TRAPPING OF THE BANES

White Dragon Castle

THE FINAL QUESTS

The Great Heirophants
The Sacrifice
Reuniting the Chaos Serpent
The Serpent Artifacts
Sunrise Isle


Start

Head South along the coastline. Your companions will be 
struck by lightning and disappear. Continue on past the 
bridge, you'll meet Thoxa. She'll give you the Hourglass of 
Fate after some questions. Karnax appears and a battle 
ensues. Thoxa tells you to seek your three companions; you 
won't succeed without them and to look out for three items 
which will enable the Power from the Void to communicate 
with you.

Further South, Shamino rejoins you. He'll make a list of 
strange items which were swapped with your items. Next, 
find the cave with the invisible entrance, it's marked by a 
large red bush (some useful items).

Monitor

Flicken, at the southwest Monitor gate, orders you to see Lord 
Marsten at the crematorium. It's North of the gate (Northwest 
of Monitor). Talk to Cantra on your way there; hints on the 
Test of Knighthood. Renfry, the undertaker directs you to the 
crypts where the funeral is taking place (behind the curtains).

Talk to Marsten, Lord of Monitor, Leader of Leopard 
command. He gives you the password to take the Test of 
Knighthood: "Courage is the Soul of Life". He tells you a 
white-haired enchanter (Iolo) who appeared during the 
funeral is in jail. Dupre rejoins the party and adds to the list 
of strange items.

Caladin tells you that his grandfather's urn has been stolen 
from the crypts. He gives you some essential instructions on 
the Knights Test.

In the crypts, note the pedestal with the crossbow. Plaque 
reads: Caladin Golden-Tongued Knight. Caladin's 
grandfather's urn has been replaced with a crossbow. Iolo's?

In the Jail, northeast of the city, Iolo pleads you to talk with 
Marsten to win his freedom. Marsten, upon telling him that 
Iolo is your friend and lightning was the reason for his 
unusual appearance, still refuses to let him go. He will only 
release him to a knight.

Renfry, the undertaker will pay 100 monetari for each dead 
pikeman's body brought to him for cremation. He tells you 
Batlin was involved in a theft at Andral's shop. Andral, the 
Artisan suspects Batlin stole his blacrock serpent.

Simon, innkeeper of Sleeping Soldier gives you some info on 
recent visitors; four underlings accompanied Batlin: a warrior 
(Brunt), had disagreement with Standarr a sailor, Deadeye 
was with Shazzana a hooded man (the gargoyle Palos). 
Accept Simon's offer to try the fawnish ale... puke!

Spektor, the treasurer will exchange currency. He tells you 
Gwenno went to the library in Monk Isle.

Harnna, Healer of Monitor, Cantra's mother. Gives you 
information about people in Monitor, places and strange 
objects. plain shield : ask if anyone lost their shield strange 
hairbrush : see Templar

HINT: When asking her for info, don't ask more than two 
things. She'll end the conversation and refuse to give any 
more info until later. Ask her two things,
end the conversation then talk again.

HINT: If you get thrown into jail, look under the corpse in 
your cell for a hidden/camouflaged lever.

Knight's Test

Shmed; agree to take the test. Take note of his instructions. 
Note: you'll only be wearing leather armour and mace.

Run through the first corridor (explosions). Two gremlins 
appear as you get close to the chest; not an easy fight.

HINT: You can skip combat by "stealing" the chest from a 
distance. Hit the chest a few times; get the yellow key which 
unlocks door to east and door to
north after that.

Pile some rocks (form stairs) to get the key on the monolith. 
There are snakes under rocks; stay in combat mode. Next, the 
room to the south; cyclops appears in the center. Tip: you can 
use the fire/lightning bolts to kill him. Get the key to the next 
east door. Ignore the door by the bag of potions. Follow the 
passage until you reach:

 __
|c |                            c - chests (trapped)
|  |    |  |           ___      x - illusionary wall
|  |__  |c |__________|   |     k - key
|   __   x____________  k |
|  |    |c |          |___|
|  |    |  |
|  |  	|c |


Ignore the four booby-trapped chests. Walk through the 
illusion to get the next key. After the next door, go south a 
bit, get the grey key and use the lever; secret Wall opens. Get 
the blue-red key. The two keys should get you through the 
next two doors.

Go north; you'll find the Claw and a scroll with instructions. 
Go south of the last door; you'll meet a pikeman assassin. Kill 
him and read the scroll on his body. (Cremate his body; 100 
monetari) There's a secret Wall near where the assassin 
appeared; between two torches a doorwidth apart.

Use the Claw on yourself, then the bloodied Claw on the 
Ashes of Gurnordir; kill the wolf that appears. The blue key 
in it's body unlocks the door out (to south). Bring the wolf 
back to Monitor. Note: Drink water from fountain to regain 
strength.

At the exit, Shmed will appear and attack you. Read the note 
on his body. His key opens the main door of the Test. Outside, 
ask Dupre and Shamino to rejoin. Your belongings are in 
Shmed's chests.

Monitor: Give the wolf meat to Lucilla at the Slashing Sword. 
Give the wolf to Cellia the Furrier for the Cloak of 
Knighthood (need to come back in 24 hours for it). Get your 
Tattoo of Knighthood from Lydia (use the mirror!). She tells 
you her sister Selenia was taken to Moonshade to be a mage.

Shortly after, you'll fall ill. See Harnna for healing (no need 
to pay for healing). Get the instructions about getting the 
cure: Varo leaves from Delphynia, the herbalist at Fawn. 
Harnna deduces you were poisoned from the tattoo.

Fawn

Outside Fawn, kill the goblins which captured Fawn Tower; 
the pikemen will takeover.

At the bridge into Fawn, you'll meet a guard. Ruggs will 
approach you. Accept his request to take a love letter to 
Delphynia.

Delphynia, healer of Fawn and horticulturist. Give her Rugg's 
letter; agree to carry a letter back to Ruggs. She tells you of 
Alyssand's ring (the one you've got). Get the five Varo leaves 
and head back to Monitor immediately.

Ruggs is waiting outside Fawn; give him the letter from 
Delphynia. He tells you of Scots the cartographer and his 
maps of Serpent Isle.

Monitor: See Harnna immediately, she'll heal you with the 
Varo leaves. Then see Lydia. She'll admit to poisoning you; 
kill her.

Collect the Cloak of Knighthood and proceed to the Banquet 
Hall. Harnna interrupts the banquet; Cantra is missing. 
Accusations are thrown about; fighting erupts - end of 
banquet.

Tip: Talk to everyone while they're there.

Ask Marsten to release Iolo; vouch for his behaviour. He 
gives you the key to Iolo's cell.

Note: you can free Iolo earlier by paying a fine to Spektor.

Harnna, asks you to look into the crystal ball. Cantra has been 
abducted by Batlin. Agree to search for Cantra. She gives you 
Cantra's wooden sword and instructs you to seek the Hound of 
Doskar. Ask her of Iolo's urn: Caladin's grandfather's ashes. 
Return it to Caladin for reward of 200 monetari.

Lucilla tells you that Luther has a new, magical shield. Note: 
You need to ask Harnna about the shield for this keyword.

Luther denies and refuses to return Dupre's shield. Insult and 
enrage him as much as possible; challenges you to a duel. 
Train with him in the List Field. You should be able to defeat 
him with a sword or a halberd; ask him to return the magic 
shield.

Note: You still get to keep the Monitor shield, since you beat 
Luther in fair combat.

Krayg, the provisioner. Asks you to look for clues to traitor's 
identity at the goblin meeting place in the Knight's Forest, 
north of Knight's Test. Look for the strange black obelisk 
(monolith, 82S,18W).

Go there and pick up the clue; a bottle of fawnish ale. The 
companions will alert you. The bottle is identical to the one 
Simon offered you. Go back to Monitor, talk to Caladin or 
Templar. They'll tell you to see Lucilla. She'll tell you that 
only Simon drinks fawnish ale.

Confront Simon. Accuse him of lying, he'll turn into a goblin! 
Near death, he asks you to take revenge on goblin king 
Pomdirgun and gives you the location of the goblin camp: 
Great Dead Tree in Knight's Forest (69S,33W). 3 keys in his 
body: gray - opens chest; rust - inn rooms; blue-red - entrance 
to Goblin hideout.

Templar gives you some hints on attacking goblins and tells 
you someone is stealing from the treasury. Spektor asks you 
not to tell anyone of the thief, fearing panic.

The Goblin Camp

Go down the stairs hidden by the huge tree (northern end of 
forest). Use Simon's blue-red key to unlock the door. Go down 
the stairs by the sign "Watch thy Head". Fight the goblins by 
the campfire. From here, keep going North as far as possible 
(past two sets of barrels).

The stairs on the left lead down to a pool of strength. On the 
other side of the pool, go up the stairs. Leads to another stair 
up. And another one up. Fight the bats and keep going NW as 
possible. The passage eventually goes directly North.

Keep following the passage North, past the circle of standing 
stones (poison fields erupt in a circle, chest of poison potion 
in center). You'll find the treasury next (on right, locked) 
guarded by goblins. The passage leads out into a valley of the 
goblin encampment.

Kill Pomdirgun, King of Goblins. The brown key on his body 
unlocks the treasury door. Get the Helm of Courage and 
letters (evidence of Marsten and Spektor being traitors).

Lead the knight imprisoned in the goblin camp back to 
Monitor. He dies on the way back (bring his body back).

Monitor: Give the evidence to Caladin (or Brendann); 
Marsten and Spektor are arrested. See them in jail. They tell 
you of a exploding powder (created by Standarr). Spektor 
confesses to killing Cantra's father.

Lucilla gives you a pink key belonging to Spektor, which 
unlocks the door at invisible entrance to the secret cave 
(mountainside near Harnna's house 154S,12W). You'll find 
powder kegs, treasure and the body of Cantra's father; read 
Cantra's note - tell Harnna.

Fellowship Camp

This is just southeast of Fawn. Talk to Scots the cartographer. 
He gives you a map of Serpent Isle (not very accurate, but still 
useful).

Talk to Leon, Fellowship speaker. He will (as usual) babble 
about the Fellowship's philosophy and then ask you to join. 
Smash his bubble by telling him the Fellowship has been 
disbanded and outlawed in Britannia.

Fawn

Alyssand, daughter of Delin the provisioner, sells provisions 
(chart). Ask her about the ring; returns your magic gauntlets. 
Join the Cause to expose the fraud of the Oracle.

Talk to as many people in town until Zulith starts to follow 
you around; your party members will make comments 
regarding it. Confront Zulith and accuse him of following 
you. Eventually, Jorvin (dressed in yellow and red) will 
approach your party and summon you to an audience with 
Lady Yelinda.

Kylista, Priestess of Beauty. Give her the ceremonial 
breastplate. She'll ask you to come by her room later to get 
your magic armour (Don't bother, just go get it from her 
room).

Delin, provisioner of Fawn (speak to him when Alyssand's 
around, more interesting). Delin sells provisions at same 
price as Alyssand (haggling may be different). His Freli was 
taken to Moonshade to be trained as a mage; wants word of 
him.

Jendon, proprietor of the Broken Oar inn; sells food, drink 
and room. (see chart). He provides you information of strange 
items, people and places.

Kalen, the Fellowship sailor, attacks you while in Fawn on 
Batlin's orders. He tells you Batlin will soon have powers 
greater that dreamt.

Dupre's Trial

Fawn: A magic storm breaks out and a lute materializes at 
Iolo's feet. He picks it up and is asked to play.

Jorvin, approaches you; Lady Yelinda will grant an audience 
at the throne room after noon. Lady Yelinda gives Iolo a 
white diamond necklace for Gwenno. Toasts are made. Dupre 
makes a slip and toasts to Lord British... The Lady yells 
blasphemy and Dupre is imprisoned (entire group is 
attacked).

You wake up in the rooms of the Broken Oar. A letter at the 
bedside requests your presence at the temple for Dupre's trial. 
Proceed to the Temple of Beauty. Trial begins; a sham. A 
recess is called, Dupre appoints you to defend him.

During the recess, Alyssand gives you a glowing yellow key; 
unlocks temple door (beside sign "Donations Welcome"). Go 
down the stairs, flick the switch opposite Dupre's cell. You'll 
find Voldin with the set of levers which control the Oracle. 
He will attack you with (heh) a decorative sword; kill him. 
Numbering the levers 1 - 5 from left to right: use lever 3 then 
5. The Oracle speaks. Get the Oracle to change the revelation 
and to say that the trial is corrupt. See Alyssand again and 
ask her about the Cause. This enables the Trial to continue 
(You may have to wait a day).

Back at the Temple, the Oracle reveals Dupre's innocence and 
Kylista and Voldin's guilt. Jorvin arrests Kylista (visit her in 
jail!).

Get the brown key at the palace (in room East of the throne 
room); unlocks the door (in the throne room) leading to 
serpent gate.

Note: Being thrown in jail in Fawn requires a little foresight. 
Unlock the cell doors before being caught. Or you could kill 
yourself with the iron maiden and be resurrected by the 
monks.

Sleeping Bull
Miggim, Xenkan monk, librarian at Monk Isle. Warns you 
that an attempt will be made on your life but will not tell you 
who to avoid.

Devra, runs the Sleeping Bull sells food, drink and room. 
Return her slippers in exchange for your swamp boots. 
Silverpate the pirate hid treasure somewhere before 
disappearing.

Kane, a sheepherder. Waiting for Captain Hawk to get to 
Moonshade; looking for his brother Edrin, who disappeared 
during a storm but found Ale the parrot instead. Hawk got 
into fight, pikemen took him.

Flindo, the merchant gives you some information on 
Moonshade and Ensorcio's exile. He will get you an audience 
with the Magelord but you'll have to see him in Moonshade.

Byrin, the gleeman. Get him to sing some songs 
(information).

Argus, the innkeeper of Sleeping Bull tells you Captain Hawk 
is held at the Bull Tower until fine is paid.

Selina asks for your protection, apparently afraid of 
disappearing. Comes from Moonshade. (Lydia's sister?).

Ensorcio, exiled mage from Moonshade. Batlin took his 
serpent jawbone. He will sell you spells (see chart) and the 
secret of making bloodspawn from stoneheart.

Silverpate's Treasure Map

On the northern wall, there's a secret Wall between the casks 
of wine; leads you to a room. The switch opens the sliding 
door. Get the key.

Down the steps at the sliding door, use the key to unlock the 
cells. Read the note on the corpse (about the wardrobe room 
and getting to the serpent gate)

Wardrobe Room: (west of cells) There's an invisible chest 
along the northern wall. The fountains: NW invisibility, SW 
cursed, SE sleep, NE awaken Five chests line the western 
wall. The second one from the south holds the map to 
Silverpate's treasure. The brass key unlocks the door to the 
main switch in the centre of the room. (The main switch must 
be enabled to use the others). Using the switches teleports you 
to the various rooms in the inn (numbered below).

I     I     I     I                  Silverpate's Wardrobe Room
I  1  I  2  I  3  I                     room 6: diary of Batlin's lackey
-------------------                     room 7: antique armour
      main     I 
      switch   I  7
-------------------
I  4  I  5  I  6  I
I     I     I     I

East of the Wardrobe room, there is a secret passage directly 
opposite two torches a doorwidth apart; leads to the serpent 
gate. The chests contain The Dark Path map (serpent gates 
layout). The key unlocks the door to the teleport (sends you 
back to the inn).

Passage to Moonshade

Ask to pay Captain Hawk's fine; the pikemen will ask for 100 
monetari initially. When Shamino tells them you have more, 
the pikemen asks for more than what you have.

Back at Sleeping Bull inn, Selina approaches you and offers 
you a share of the treasure at the storm-struck lighthouse. 
Agree to go with her, but do not leave your companions 
behind (remember Thoxa's words). Selina gives you a rust-
brown key (unlocks Mint door). Also, get the glowing blue 
key in her backpack (note: doesn't allow you to remove her 
blink ring). Ask her directions to the mint; follow the coast 
north, then head east.

At the Mint, get all the gold you can carry (especially gold 
bars). Once out of the Mint, you're attacked by a group of 
mercenaries. Selina abandons you using her blink ring. Kill 
the mercenaries, and read the note: Batlin sent them to 
ambush you, knowing that you'll be at the Mint (Selina set 
you up).

Note: While on your journey to the mint, you might cross the 
explosive maker factory. The ghost of the Chaos Hierophant 
is not meant to be there. This, in ORIGIN terms, is a 
"problem". Try not to talk to him here, it's not safe to do so.

Return to Bull Tower. Pay Hawks fine with gold bars (tip: 
drop all but one gold bar before paying fine). You'll get a key 
to Hawk's cell. Talk to Hawk to set him free, asks you to see 
him at the pub.

Wilfred, Knight of Bear Command (appears after freeing 
Hawk). He's looking for his father's murderer, Batlin.

Additional Note: Just south of Sleeping Bull, you'll find a 
hollow tree (117S,36E). There you'll find a brown key. This 
unlocks an invisible chest on top the monolith at 100S,39E. 
Stack some crates to get it.

Captain Hawk, agrees to take you to Moonshade. To get to 
Moonshade, go to the docks and get onto the ship. Captain 
Hawk, Kane, Ale and Flindo will come on board; you're off.

Moonshade

Captain Hawk tells you he won't be sailing back to mainland. 
You can find him at the Blue Boar Inn.

At the Seminarium school of mages; Fedabiblio, Magister of 
Moonshade. He gives you some info on Moonshade and 
Batlin's visit. He asks you to bring him three fresh mandrake 
roots (only from Monk Isle swamps) in exchange for a 
spellbook.

Freli, long-lost son of Delin gives you a letter for Delin. He 
tells you Batlin purchased spells from Torrissio.

An automaton brings you a scroll from Rotoluncia, the Red 
Sorceress. Use the scroll; Rotoluncia speaks. Refuse to tell her 
the secret of controlling daemons.

Mortegro the Necromage. will only sell spells to a mage. See 
him for seances (informative).

Torrissio, mage specializing in automatons (see chart). He 
wants the stockings back, DON'T give it to him.

Topo, artisan apprentice for Ducio, sells food, weapons and 
supplies. He'll buy gems from you at 100 guilders each.

Rocco, runs the Blue Boar inn (see charts). He gives you info 
on visitors and locals. Petra, the automaton at the Blue Boar 
inn tells you Mosh loves fish (Buy some from Petra for 
Mosh).

Flindo, owns the Capessi Canton (provision store) tells you 
Bucia believes Pothos is connected to Erstam. Flindo 
promises to arrange for the Magelord to meet with you. You 
need to return to Flindo to ask of this promise later; you'll be 
summoned to the Magelord's banquet at the appropriate time 
(a few minutes later, you're teleported to Filbercio's castle).

The Banquet: Present are: Filbercio, Gustacio, Rotoluncia and 
Frigidazzi. Rotoluncia attacks you, Gustacio jumps to your 
defense. Pothos enters informing Filbercio that the search for 
blood moss was a failure. The banquet ends.

Bucia runs the Capessi Canton, sells supplies and provisions. 
She gives you information on people, places and strange 
items. fur cap : Magelord bought for Frigidazzi apparatus : 
see Ducio the Master Artisan bottle of wine : see Julia, Chief 
of Rangers at the Winery (don't show her the egg; it offends 
her) Bucia also exchanges currency (takes gold nuggets, bars 
and jewelry). She tells you that Pothos has an uncanny 
resemblance to Erstam Note: She only tells you this after the 
banquet.

Pothos, the Apothecarist, sells potions, reagents and magic 
items. Offers to buy your stoneheart. Tells you how to make 
bloodspawn: Use a ritual blooding device (on yourself). Fill a 
container with blood. Use blood on stoneheart. The result will 
be bloodspawn. He offers to trade his secret for some blood 
moss (swamps south of Moonshade).

Note: For this keyword to appear, talk to Bucia about Pothos.

Get the blood moss from the swamps (right in the middle). 
Give the blood moss to Pothos; he tells you how to contact his 
father, Erstam. To contact Erstam, go to the docks north of 
the Mts of Freedom. Ring the bell and chant the given 
mantra. A sea creature (turtle) will take you to Erstam's 
island. Give Erstam the password: Iskatradeeth.

Note: Key to Pothos' vault is under his chair.

Right after speaking to Pothos, Shamino is kidnapped. Pothos 
tells you to see Fedabiblio, who in turn instructs you to see the 
Magelord. Note: You can go straight to Filbercio without 
talking to anyone.

Tell Filbercio you suspect Rotoluncia kidnapped Shamino. He 
instructs you to search her manor. There, an automaton 
attacks you after being questioned. Rotoluncia can't be found 
there. (Get her serpent tooth (Furnace) while you're there) 
Filbercio then suggests you look in his love palace, in the 
middle of the Lake of Enchantment; gives you permission to 
use his yacht.

Filbercio's love palace: The key in the drawers upstairs 
unlocks the gate in the cellar. Rotolucia attacks when Iolo 
says you don't know the secret to controlling daemons. She 
has two keys: one unlocks the same gate at the foot of the 
stairs. The other unlocks Shamino's cell, teleporter gate and 
the teleport door in Filbercio's castle.

Notes: A lever behind Filbercio's throne opens the secret Wall 
to the treasury. The key to the chests is under a plant in his 
bedroom.

There is a secret Wall (north) in the jail holding cell, if you 
get jailed for some reason.

Mad Mage Isle

Follow Pothos' instructions to contact Erstam.

Note: You cannot do this until you've solved the kidnapping 
case. The serpent will tell you: you've forgotten something.

Erstam, the Mad Mage claims the apparatus belongs to him 
and takes it back. He instructs you to look into his telescope to 
see the origin of the blue egg. He initially pretends not to 
know of teleportation, but Vasel interrupts indicating 
otherwise.

Vasel, Erstam's latest assistant tells you of the serpent 
jawbone belonging to Erstam.

Erstam agrees to tell you the secret of teleportation if you get 
for him a phoenix egg. Agree; you'll be teleported to an 
island. Wander around a bit you'll find a switch beside lava. 
Using it causes a phoenix to be reborn, which rewards you 
with a phoenix egg. There is teleporter back to Erstam's Isle.

Help Erstam with the experiment. Put the phoenix egg into 
the hopper on top of the Life Creation Machine with a 
complete set of body parts (head, torso, arms and legs). The 
result: Boydon is recreated.

Erstam gives you the key to his storeroom outside the manor 
and a serpent tooth (Erstam's Isle). He gives you two more 
teeth when you return with the jawbone (Moonshade & Monk 
Isle).

Boydon, the monster asks to join; ask Erstam's permission for 
this. Erstam tells you that once destroyed, no force can 
recreate Boydon.

Monk Isle

Use the serpent jawbone to get to Monk Isle. (put all teeth 
into the jawbone, d-click the serpent gate)

Draxta tells you some prophecies. (Read the Book of 
Prophecies on the altar). Meet her at the Place of Visions on 
the north-western edge of the fields to see a vision; Petra.

Nameless Monk, Child of the Corn, offers his supply of dried 
mandrake roots in his hut. He tells you fresh mandrake roots 
can be found in the swamp when the tides are right (see him 
later, he'll tell you the tides have receded).

Collect the mandrake around the swamp (brown, man-like 
shape).

Ruins in swamp: The key in the hollow tree (SE of ruins) 
unlocks the gate to the Ophidian ruins underneath. You'll 
find another key in the Ophidian ruin (in corpse). This 
unlocks the other gate (east). There is a key on the corpse 
camouflaged by the tree in the second ruin. This unlocks the 
gate to the Serpent Gate.

Moonshade

Give the Mandrake roots to Fedabiblio in exchange for a 
spellbook (asks you three questions).

Mosh, the Rat Woman tells you to listen to Columna. Listen 
to what Columna says about Mosh then return to Mosh, tell 
her you believe her story. She tells you of Columna's Comb of 
Beauty. Give her some fish and she'll give you a magic harp 
which will put the Ratmen to sleep.

Get the Comb of Beauty from Columna's manor. There's a 
secret Wall on the north wall, leading into the scrub. Look for 
a chest. The key to unlock the chest is in Columna's cellar.

Frigidazzi (doesn't appear until you get the spellbook). Return 
her fur cap for your magic helm. She asks you to meet her 
after midnight to learn spells. Apparently, she has other 
ideas. You get to choose whether the Avatar does the 
Horizontal Mambo with her or not. Either way, you end up 
angering Filbercio and thrown in the legendary Mountains of 
Freedom.

Note: Key to Frigidazzi's lab under pot of plants.

Mountains of Freedom

You'll only have your reagents, spellbook, Hourglass of Fate, 
a staff and scale armour (so stock up on reagents and spells 
beforehand).

You're greeted by an automaton; kill him and get the 
necessary key (keep it, many of the doors in the labyrinth 
have the same lock). Get what you need from the store.

There is a secret passage behind the sign "escape is futile". 
Head to the south, you'll find another secret passage (marked 
by trail of blood, guarded by nagas). Keep going south till the 
teleport.

The next room is occupied by a mage capable of morphing 
into a bear. He'll run away when defeated.

Note: This mage has Dragon Breath.

The teleporter brings you to Stephano; get him to join (you 
need him).

Note: Interesting story about the mage Cellenia; Selena)

In the next room, get the yellow key in the bag. You'll then 
meet a guard with the Black Sword; it'll jump to your 
possession. The Sword urges you to release him: DON'T DO 
IT YET!

Teleport to the next passage, use the yellow key on the left 
door. You should see a sequence involving Lorthondo turning 
his minion to a skeletal dragon.

Note: Some people may encounter a problem here where you 
enter the room, stand in front of Lorthondo (no kneeling guy) 
and the game hangs. If there is a guy kneeling to Lorthondo, 
then everything's OK.

Get the key in Lorthondo's room, then head back east. Grab 
what you want from the chests (they're trapped, but a solid 
whack with the Black Sword should do the trick). Use the 
levers with Stephano's help (this is where you need him).

Use a telekinesis scroll on the winch, lowering the 
drawbridge. Kill the old man. The room with levers is next. 
Note the original position of the levers; the idea is to get the 
opposite positions on all of them. Open the woman's cell 
(Sabrina); lead her to the nightmare (horse). The horse kills 
Sabrina. Get the carrots and the key. The key unlocks the 
chest in the supply room (scroll gives you a clue what to do). 
Drop the carrot in front of the rabbit; changes to a woman 
who rewards you with a bouquet of flowers. Give these to the 
ranger who's pining for his girlfriend in the next room. He 
fixes the stuck lever. Use previously stuck lever; opens room 
with hollow tree. The teleporter sends you to a clearing with a 
blue lever; use this. You'll be teleported back. Use the SW 
lever to open the sliding doors to the south.

The fire in the circle of stones goes out as you approach. 
Enter the circle and you'll be teleported. Here's the legendary 
infinite tunnel. There's a secret passage on the right of the 
tunnel.

Next pile the crates (use the chest as well) to get to the bell. 
Next - "Pick one or die" : Choose the western passage.

You'll then meet the last automaton. Talk to him; he'll attack 
you; kill him and get his key.

In the next room, Lorthondo seals all exits. Release the 
Arcadion from the sword (no other way), he'll take care of 
Lorthondo; messy! The last teleporter takes you to the 
courthouse in Moonshade, where Stephano leaves. Congrats! 
You've survived the Mountains of Freedom.

Moonshade Look for Dupre at the Blue Boar inn. He'll tell 
you where to find the others. Shamino can be found in the 
western woods (80S,110E). Boydon at Capessi Canton. Iolo at 
Gustacio's manor.

Shamino gives you three gifts from Frigidazzi. The Serpent 
Earrings, a Chill magic scroll and a letter. Right after putting 
on the earrings a serpent speaks: A new hero has entered into 
this world. Am I dreaming or is this real?

Gustacio's Experiments

See Ducio about repairing the Daemon Sword, he'll tell you 
Gustacio's flux analyzer. Gustacio says that the sword needs 
to have its sorcerous energies realigned using the flux 
analyzer which was stolen.

Gustacio tells you Mortegro was struck by lightning and 
replaced by a stone alter. Agree to help in his experiments. 
Take the power globe to the tower in the valley north of 
Moonshade. Place it on the platform and use the winch. Use 
each of the levers until no new color is observed.

Gustacio tells you to bring the results to Fedabiblio, who 
instructs you to look into his crystal ball. You'll see Edrin 
being struck by lightning and change into Ale the parrot. 
Fedabiblio then tells you to inform Gustacio of this.

To revert Edrin to his natural form, Gustacio gives you 
another power globe and a bird cage. Use the bird cage on 
Ale. Place the globe on the platform and Ale on one of the 
pedestals. Use the winch and then the corresponding lever. 
Ale changes back to Edrin.

Gustacio rewards you with the Mirror of Truth and gives you 
all the spells he knows for free.

Soon after, the serpent speaks: Who art thou stranger? Why 
can't I see thee? Curse this imbalance which veils my mind.

Moonshade Catacombs

Hawk tells you of the catacombs in the mountains to the south 
which lead back to mainland; Julia has the key to the 
entrance. Julia "loans" you the key for 40 guilders as you've 
got the Chill spell (given by Shamino from Frigidazzi).

The catacombs entrance is south of the Lake of Enchantment. 
Wander around (not very big place), the exit is past the 
Ratmen city and past the ruins occupied by wildmen. Exits 
into the Furnace.

Furnace Mountains

Talk to Zhelkas "Iron Helm", ruler of gargoyles, from across 
the drawbridge. Agree to take the Test of Purity and he'll 
lower the drawbridge to let you through. The test is in the NE 
chambers of the Underground City.

Look for a button on the wall to open the sliding door (very 
common in Ophidian ruins). Then cross the bridges which 
links a few towers. You enter the Underground City, 
inhabited by sleeping gargoyles.

Head east. The door to the NE chambers lies east of the 
arena; you need a key. Enter the arena and defeat the four 
automatons to get it. Cast unlock the magically locked door 
beside the entrance. The passage will lead you to the Twin 
Pillars. Grasp (d-click) the Pillar of Fire to begin the Test of 
Purity.

Test of Purity: Behind the north door, you'll meet Iolo who 
pleads with you to enter the red moongate to flee from the 
doomed world. Refuse to go with him until he leaves without 
you. Next, Shamino behind the west door. Push the button on 
the northmost pillar to release the trapped people. Lastly, the 
east door. Pick up the hammer and attack the worms. Dupre 
urges you to follow him to explore the treasures behind the 
door; don't. (using the target T key is helpful here). Keep 
hammering until all 10 worms are killed (they explode).

You'll then be teleported back to the pillars. Zhelkas gives 
you the Serpent Ring.

Special case: If you decide to fail the test, Zhelkas gives you a 
second chance. Get the Everlasting Goblet from the Conjury 
of Ancients (hall in northern chambers of the city). Return to 
him with the goblet and he gives you the ring. (The goblet 
does not run out of drink, ie. you need not carry any food, 
though feeding will become very tedious)

In the library, read the book "On accessing the Serpent 
Gates". To get to the serpent gate you need the keys of Ice and 
Fire; hints where they can be found.

The Key of Fire can be found on a corpse, in the baths west of 
the arena. The Key of Ice is found in the park in the SE of the 
city. You'll find a serpent tooth (Monitor) on the corpse with 
the key.

In the Great Temple (behind the Twin Pillars), place the keys 
of Ice and Fire on the altar. They merge to become the 
blackrock key. This unlocks the brass door on the balcony of 
the Great Temple leading to the serpent gate.

Fawn Give Freli's letter to Delin; gives you a half-price offer.

Gorlab Swamp and the Dream Realm

Soon after entering the Gorlab swamp, you'll fall asleep and 
enter the Realm of Dreams.

Note: You MUST have the three artifacts of Love, Truth and 
Courage on the Avatar, to complete your quest in the Realm 
of Dreams. These items are the Crystal Rose of Love, Mirror 
of Truth and Helm of Courage.

Realm of Dreams

Siranush, healer of Gorlab. She asks you to get the dream 
crystal from Rabindrinath. He can only be overpowered by the 
artifacts of Love, Truth and Courage.

Besides Siranush, you'll meet others in their dreams 
including: Batlin, Byrin, Cantra, Ensorcio, Iolo, Lord British 
and Stephano. Thoxa shows you the Moon's Eye and instructs 
you to seek it in the Temple of Ancient Ones in the north.

Rabindrinath's keep (located far south of the Realm of 
Dreams). Rabindrinath approaches you as you enter the keep. 
He babbles about the artifact of Courage, then casts a spell 
against you. It fizzles; he swears and teleports away. Look for 
him in the torture room. Talk to him. He babbles about Love 
and teleports away. Get the yellow key in the corpse on the 
torture table. It unlocks the door to Rabindrinath's room. Talk 
to him again. He babbles about the artifact of Truth, attacks 
you with a spell. It backfires and he dies. Get the key in his 
body. Unlock the vault and get the dream crystal.

Notes: Do not enter combat mode when facing Rabindrinath - 
HE WILL SLAUGHTER YOU NO MATTER WHAT. Just 
talk to him (make sure you've got the artifacts though).

Give Siranush the dream crystal; she rewards you with the 
Serpent Necklace. You'll be teleported back to the swamp. (d-
click the necklace to hear the Great Earth Serpent talk)

Notes: Don't bother collecting any items. You can't bring 
them back to the waking world. To get out of the Realm of 
Dreams, get yourself killed (combat, the iron maiden in 
Ensorcio's dream, or step into the pillar of fire).

Soon after waking up, the Great Earth Serpent speaks: 
Hasten, the Imbalance grows stronger. Note: Blood Moss is 
abundant in Gorlab Swamp.

Draygon's Camp and the King Saviour Plant

Draygan's Fort in the Great Northern Forest: Beryl, Draygan's 
prisoner tells you that the only way to defeat Drayagan is to 
use an arrow treated with King's Saviour; tells you to seek 
Forest Master's help. (lives SW of the fort).

Morghrim, the Forest Master asks you to get the Orb of 
Elerion back from Draygan. He tells you where to get the 
King's Saviour plant.

Head west of the Forest Master. The King's Saviour is found 
near mushrooms (green plant with yellow flowers). Use the 
plant on an arrow. A sleeping arrow will appear at your feet. 
Go back to the fort and shoot the arrow at Draygan. He'll fall 
asleep; kill him. Get the Orb of Elerion from his body. 
Morghrim materializes; give him the orb. In exchange you'll 
get the Whistle of Doskar.

Use the whistle. The Hound of Doskar will appear. Get the 
Hound to track Cantra using her wooden sword; leads you to 
Shamino's Castle.

Shamino's Castle

Get Shamino to draw a map of his castle. He tells you of the 
secret entrance to the castle, between to great trees, west of 
the castle. Look for two tree stumps; an invisible cave 
entrance leads into the storage room of Shamino's Castle. 
There you'll be met by the spirit of Beatrix.

Shamino's Castle If you did not use the Hound to track 
Cantra's sword, the huge doors of the keep will be blocked by 
barriers. They will be removed once you've done this.

In the keep, fight Palos and his henchmen. Batlin appears and 
whisks Palos away to the north.

Upstairs you'll find Cantra dead. The nameless Xenkan monk 
will appear and take her back to Monk Isle to be resurrected. 
Pick up Batlin's medallion and have the hound track it; points 
north.

To explore the outer chambers of the castle, go to the 
barracks; a secret Wall leads to a room with 10 levers. These 
control the locks of the doors (up = locked, down = 
unlocked).

Numbering the levers from left to right:

1 guard room
2 wizard's chambers
3 meeting hall
4 servant's chambers
5 kitchen
6 storage room
7 mess hall
8 armoury
9 barracks
10 chapel

Going to the North

The passage to the north is through a cave entrance at 
28S,3E.

Note: Each member of your party must be wearing a full set 
of furs (fur cap, cloak, fur boots) when venturing into the 
north. You can buy all of these from the furrier in Monitor. 
Without these, they'll freeze. Make sure that you do not have 
any Gwani cloaks!

In the catacombs you'll meet the spirit of Gannt the Bard. It 
asks you to take revenge for his murder by Captain Stokes (in 
House of Wares, in the Knight's Forest). Get the brass key.

At the entrance to the north, Fitch, in his last breath, tells you 
the trappers were attacked by a sorceress. It's a lie, of course, 
the sorceress was Gwenno, who they ambushed and killed.

The Gwani Village

Note: It is not advisable have any gwani fur/cloaks in your 
possessions when approaching the gwanis. It'll offend them.

Bwundai greets you as you approach the Gwani village. He 
tells you Gwenno is at the Gwani Death Temple, on the 
island West of the Ice Dragon.

Yenani, leader of the Gwanis, mate of Myauri and mother of 
Neyobi and Kapyundi. She tells you that the Great Horn of 
Gwani was stolen and taken to the Skullcrusher. Instructs you 
to see Baiyanda about saving the sick Neyobi.

Baiyanda, mate of Mwaerno, healer of the Gwanis gives you a 
bucket to collect the Ice Dragon blood required to save 
Neyobi. She mentions you need the gwani horn to unseal 
Gwenno.

Myauri "Blizzard", Yenani's mate. Tells you Baiyanda's mate 
Bwundai may know where the Gwani Death Temple is.

Note: There is a discrepancy here: Myauri states that 
Bwundai is Baiyanda's mate, whereas Baiyanda tells you 
Mwaerno is hers... ?)

Head north from the village, you'll meet Kapyundi "Little 
Glacier" and Gilwoyai "Of the Wind". Gilwoyai tells you to 
take the ice raft to get to the Ice Dragon in the north (d-click 
on it).

Kill the Ice Dragon and use the bucket on its body. It'll fill 
with ice dragon blood.

Give the bucket to Yenani at the village. She'll tell you a 
"valuable secret" in return (the password to enter the 
Skullcrusher): Isal Sal Cra Gaas Iskar

Note: Yenani will not tell you this unless you've had the 
Hound to track Batlin's medallion. Even guessing the 
password correctly will not get you through the gate, the 
serpent will say you've forgotten something.

Skullcrusher - City of Chaos

Here the serpent instructs: The wizard... the key is the dead 
wizard, Thou must vanquish him.

At the entrance, place the serpent runestones on the pedestals 
such that the runes match the plaques. Then use (d-click) the 
runestones following the order of the password: I S C G I 
(Start from the pedestal on the left) The sliding door will then 
open.

Unlock the cell with the skeleton pleading for aid (trap); kill 
it. Get the serpent teeth from Maleccio's corpse and read his 
diary. Get the flux analyzer and the Philanderer's Friend from 
Vasculio's collection (You'll get the gwani horn later).

Note: See Gustacio at Moonshade and he'll instruct you to 
place the flux analyzer on the ground and use it on the Black 
Sword.

The locked double brass doors will open as you approach. 
Inside you'll hear scratch... scratch coming from the coffin. 
Read the scroll on the pedestal; Vasculio emerges from the 
coffin.

Here there are two possible situations: If you've got the 
magebane, Vasculio offers you the Mass Death spell for it. 
However, if you do trade the magebane, you won't get it back 
when you've killed him.

Without the magebane, Vasculio offers to spare your life for 
one of your companions to feed on. They'll never agree to 
this.

In both cases, Vasculio attacks you anyway. Kill him, get the 
blue-red key. It works on the brass doors at the crypt and the 
brass door to the east Skullcrusher exit.

Once you've killed Vasculio, the Great Earth Serpent will 
instruct you to: Seek the temple and within it the Eye of the 
Moon.

Get out of the City of Chaos using the east exit. The temple 
you're looking for is just east of the exit.

Temple of Emotion

Look into the Moon's Eye: you'll see Batlin making his 
preparations to open the Wall of Lights (and of course, your 
meddlesome intervention).

Silverpate's Treasure (50N,40E)

Search for an invisible entrance. Use the map to get to 
Silverpate's treasure. Don't forget you can move the caltrops! 
You'll find the blackrock balance serpent.

Spinebreaker - City of Order (39N,96E)

Kill the automaton that speaks in Batlin's voice. Get the brass 
key. To get through the sliding door, you'll be asked for the 
password by the automaton. There isn't one; cast a telekinesis 
spell.

In the next passage, Brunt tells you to follow him (trap). Use 
the secret passage through the illusionary wall in the North. 
Beside the armoury, next to the glowing sphere there's a 
secret Wall. This'll take you to the City of Order.

In the NW chambers of the city, you'll find a shrine of 
Discipline. Get the serpent dagger. In the SW, get one of the 
three scrolls in the shrine of Ethicality. In the SE, get the 
abacus (red) from the shrine of Logic.

Read the book in front of the Temple of the Hierophant. Place 
the correct symbols corresponding to the plaque on the 
pedestal. Order symbol that doth speak of principles and 
wisdom : scroll Order symbol for the strength of mind and 
willpower : serpent dagger Order symbol for a straight path of 
truth : abacus

The brass door will open after you've placed the last item 
(abacus). Go down to the Hierophant's room; tell the 
automaton you're the Hierophant. It'll hand you the Serpent 
Sceptre. Place the sceptre on the blue pedestal; teleports you 
to the library. Read the books (info to answer automaton's 
test) then teleport out.

Note: There is a hidden chest beneath the stairs in the Temple 
(behind the secret Wall).

Head to the SE chambers where you'll meet Palos. You'll just 
have to run through his trap. The automaton will ask you the 
title of a book for a given phrase (The answer is the last 
option).

The next passage leads to the Grand Shrine of Order. You'll 
find a body with a blue-red key; does NOT unlock the brass 
door. The key to this door is the blue-white key you took from 
Selina's backpack. Don't despair if you can't find it: The key 
on the body unlocks the Vault of the Dead in the northern 
chambers. Use the button on the carpet; lifts you to passage to 
the Grand Shrine. Note: Selina's key unlocks the door beside 
the stairs after lift.

Grand Shrine of Order Kill Selina and Batlin's men (Brunt, 
Deadeye and Palos). Get the Dispel Field scroll from Selina's 
body. Note: Using the Hourglass of Fate here resurrects 
Selina (an infinite conversation loop occurs).

Batlin bungles up opening the Wall of Lights and ends up 
getting killed. The Banes of Chaos are released, taking over 
the bodies of your companions; Shamino by Anarchy, Dupre 
by Wantonness, Iolo by Insanity. The banes then teleport 
away.

Notes: Make sure you've got everything you need (info, 
spells...) before the Banes are released. The Banes go on 
rampage, killing almost everyone in Serpent Isle.

You can get Wilfred (Sleeping Bull) to join your party. 
Though, he will leave you in a losing battle. Once he leaves, 
he will not rejoin. You can also get Petra (Moonshade) and 
some automatons (Temple of Discipline) to join.

The Serpent now instructs you: Seek the horn... The Gwani 
Horn. Seek it in the depths beneath the Skullcrusher 
Mountains. Get the blackrock chaos serpent from Batlin's 
body. Transfer the teeth from his jawbone to yours.

Note: Carrying two jawbones is not advisable. The game will 
only look at the first in your inventory; some gates will be 
inaccessible.

Note: Using the hourglass in the room where you fought 
Selina will cause your companions to rejoin your party.

Skullcrusher and the Gwani Horn

Use the jawbone to get to Skullcrusher. Cast the dispel field to 
get the Gwani horn (in Vasculio's crypt). The serpent now 
instructs: Free Gwenno... Free her from the ice.

Gwani village You'll find that after returning from the Grand 
Shrine of Order, the gwanis have been attacked by Hazard the 
Trapper. Talk to Yenani, she'll tell you that her gwani amulet 
(taken by the Trapper) had a serpent tooth in it. Head north to 
Hazard's cave (the door unlocks after the massacre). Kill 
Hazard and get the key to his chest. Get the gwani amulet and 
return it to Yenani; gives the serpent tooth (Shrine of 
Balance).

Gwani Death Temple (approx. 95N,46W) Use the ice raft to 
get to the temple. Use the gwani horn to destroy the ice 
barriers and to free Gwenno from the ice
block.

The Resurrection of Gwenno

Monk Isle Bring Gwenno's body to Monk Isle to be 
resurrected (any monk will do). The serpent explains: Bane of 
Chaos, Chaos Bane... twisted her mind. In order to restore 
Gwenno, Karnax instructs you to get the Scroll of the Serpent 
from Fedabiblio.

Moonshade You'll find that Shamino the Anarch has killed 
almost everyone in Moonshade. Andrio tells you that 
Fedabiblio was turned into a statue and Torrissio's wand, the 
Philanderers Friend can free Fedabiblio.

Use the wand on Fedabiblio; rewarded with the Scroll of the 
Serpent. He gives you the key to Hawk's chest (Blue Boar 
inn); get the map and read Hawk's directions to the treasure.

Note: If Torrissio has taken the Philanderer's friend from you. 
Don't worry, cast the spell Vibrate on him to get it back. You 
might also be able to pick up the swordstrike spell "weapon"!

Stephano gives you a serpent tooth (Temple of Tolerance) and 
joins you temporarily. Kill the Death Knight sent by 
Columna; Stephano gives you the key to the vault of his old 
house. Get the Blackrock Order Serpent from there.

Note: The key to his old house in the hollow tree just outside. 
You can use the Hourglass to resurrect Stephano if he's killed.

Search the mages' manors for any useful items. You should 
have all of the serpent teeth now except for number seven.

Monk Isle

Give the Scroll of the Serpent to Karnax. He'll give you a 
scroll (the six Ophidian virtues and anti-virtues) and instruct 
you to make Gwenno drink the water of the virtue she is 
lacking; Discipline. You can reach the temples using the 
serpent gates, else read the book "Temples of Order" in the 
library for directions.


Temple of Ethicality (33N,133E)

There are stairs down on the right of the serpent. You need to 
take the test of Ethicality to obtain the Water (d-click on the 
mat in the east room). Reading the scrolls on the corpses may 
help. The automaton will ask three questions before allowing 
you to take the test. Briefly the answers are: "Risk Death", 
"Leave the Money" and "Continue". test 1: Risk death to save 
the man's life by pushing the button. test 2: Drop all your 
gems, gold and money on the gold pedestal. Then walk to the 
end of the passage and use the button. test 3: Do not yield to 
Batlin. You've passed the test of Ethicality. Go up the stairs 
and use the bucket on the basin to get the Water of Ethicality.

Note: You get to carry back what you took or were given in 
the test.

Temple of Discipline (44N,86E)

Talk to the automaton in the NE room; He'll say something 
about automatons getting through the acid to get the Water. 
Push the button in the serpent gate room. Go down the stairs 
on the left and get the key from the invisible chest. Go back 
up and use the button on the opposite room. Go up the stairs 
on the right; get the brass key and the obsidian and quartz y-
shapes. Next use the stairs up on the left. Read the books 
(especially the one on `Body Transference' and `Symbol of 
Discipline'). Place the obsidian y-shape on the LEFT slot to 
create the bridge. Down the stairs behind the serpent, use the 
brass key to unlock the south door; get the blue key which 
unlocks the north door (to Water).

You have now two options: You can either continue through 
the acid path and keep casting healing spells OR... Ask Petra 
(Moonshade) to do a mind transference with you.

Note: Petra will help you only after you've read the book titled 
`Body Transference' AND talked to the automaton in the NE 
room (or stepped into the acid).

Bring Petra to the mind transference chamber (she joins you) 
and talk to her. She'll step onto the left platform once you've 
promised of her safety. Push the button and you'll swap 
places. Go through the acid path and use the bucket on the 
basin.

Note: Make sure you've asked your other non-automaton 
members to leave before going through the acid. (Wilfred's a 
pain here) You'll regain your normal form after a while.

Temple of Logic

You'll have to find your way through a short ice maze. When 
you come across 5 ice blocks, break them with your sword (or 
use the gwani horn; but very messy as items spill out of the 
bodies). Read Dolfo's journal. It'll give you the necessary 
clues to enter the Temple of Logic.

The solution: Walk across the teleporters in the following 
order: Red, Yellow, Blue, Red then lastly White. You'll be 
teleported to the entrance of the Temple. Place the runestones 
in front of the door from left to right: B C O W.

Automaton #7 is missing. Talk to all automatons; the one 
with the inconsistent alibi is guilty. Accuse automaton #4. 
He'll give you a pink key which directly unlocks the door to 
the fountain. Another pink key is in his body; unlocks door to 
the stones puzzle. The original setup:

     o
s o x o
     o

Pick up stone s and place it on stone x. The force field will be 
removed. The yellow key also unlocks the door to the 
fountain.

Monk Isle

Use the Water of Discipline on Gwenno. She'll instruct you to 
go to Moonshade to learn the secret of trapping souls (to trap 
the Banes).

Moonshade

Talk to Torrissio about trapping souls; he wants the 
Philanderer's Friend in exchange. Let him take the wand, 
then talk to him again. He'll give the spell Create Soul Prism 
(transcribe it) and tells you to see Ducio about the Worm 
Gems.

Get Ducio to make three Worm Gems for you. Cast Create 
Soul Prism on the gems (each forms an empty soul prism).

Monk Isle

Gwenno instructs you to bathe the soul prisms in the water of 
temples corresponding to the Banes (Emotion, Tolerance and 
Enthusiasm) and to look for devices in the temple which will 
reveal the location of the Banes (Moon's Eye, Web of Fate, 
magic lens).

Temple of Emotion

Sriash, little girl's soul trapped in the force wall tells you how 
to obtain the Water of Emotion. To free her soul, smash the 
pedestal of love (column) in the middle of the room (the 
lodestone of love is underneath it).

Placing the lodestones of emotion on the four pillars around 
the pond. (changes the water to the Water of Emotion). 
Collect the Water near the pillars with a bucket. Then use the 
bucket of Water on the soul prism; it will turn blue (prism of 
emotion).

Looking into the Moon's Eye, you'll see Anarchy; the Banes 
are at the Castle of the White Dragon (near the Gorlab 
Swamp).

Temple of Enthusiasm

Find your way through the maze into the library. Read the 
book `My Life and My Beliefs'; tells you that the Great 
Hierophant of Chaos was killed in the garden and Sethys was 
given the key to the altar of Tolerance.

Use a bucket on the well in the courtyard, then the Water on a 
soul prism to form a prism of enthusiasm (green).

Temple of Tolerance

To free Mortegro, you need to use the winch to lower the 
drawbridge. However the door to it is locked. You can cast 
Telekinesis OR... Get the yellow key in the west room; 
unlocks the dungeons below. Sethys tells you his key was 
taken by a rat through a small hole in the wall. Cast the spell 
Serpent Bond; you'll turn into a snake. Slither through the 
hole into the next room. Get the yellow key. and hit the lever 
to get out.

Note: There's a Serpent Bond scroll in one of the rooms 
above.

Unlock the door to the winch with the yellow key. Get to the 
island through some secret Walls. Talk to Mortegro. 
Mortegro gives you the spell Summon Shade and offers to sell 
you spells at half price (you can still haggle except for level 
9). He'll ask you to take him back to Moonshade. Drop a 
member if you don't have space in your party. He gets struck 
by lightning and disappears once he steps out of the temple.

Sethys hints about placing containers on the altar to get the 
Water. However the altar is missing (switched places with 
Mortegro). Go to Moonshade and place a bucket on the stone 
altar in Gustacio's cellar. It'll fill with the Water of Tolerance. 
Use the Water on a soul prism; red prism of tolerance forms.

Castle of the White Dragon

Kill the jesters. The spirit of the King of the White Dragon 
also attacks you at the entrance (ice dragon). OK, here's the 
hard bit:

Getting to the Banes of Chaos: (_WITHOUT_ blowing up any 
doors)

From the main passage, enter the room with the mirrors, kill 
the Avatars. There's a secret Wall to the lab; get the yellow 
key in the corpse. This unlocks the door to the library 
(exploding books).

Read the non-exploding books (just some history). Cross the 
balcony to the room to the west (with the nightmare) and get 
the glowing yellow key from the desk.

Go down the balcony into the festivities hall (with the 
headlesses). Picklock the kitchen door. Use the secret Wall to 
enter the dining hall. Get the brass key under one of the 
plates.

Go back to the main passage and use the glowing yellow key 
to unlock the door to the east room (sewing room). Hit the 
lever behind the bales of wool; opens secret Wall to next 
room.

There's an illusionary wall under the stairs; a chest behind it. 
Get the green key; unlocks door up to the roof. From the roof, 
enter the music room (next to the main entrance). Get the 
gray key under the whistle.

Go back down the stairs with the illusionary wall. The gray 
key unlocks the door of the next room (lightning, firebolts). 
Use the lever camouflaged by some broken columns; opens 
Wall to room with harpies. Use the brass key (dining hall) to 
unlock the door to the center passage. Picklock the door of the 
children's playroom; get the blue key in the drawers. Head 
underground using the stairs in the center passage.

Use the blue key on the first left door. D-click secret Wall on 
SW corner of the room; out to corridor. Enter the next room 
to the south (secret Wall). Use the lever by the grandfather 
clock. Follow corridor to the east until you come across a 
lever. Use the lever and enter the room; secret Wall to 
adjoining room has opened. Get the purple key in the 
drawers; unlocks room door and door at the end of the 
passage.

Hit the lever in the torture room and go back to the corridors. 
You can now enter the SE room which has a door leading to 
the hall where the Banes are waiting.

Note: there's a pink key under the logs which unlocks the 
room door. for an easy exit.

Trapping the Banes: You have to kill the Banes in combat. 
Not an easy task. (My tip: use sleeping potions on the Banes) 
The Banes should then be trapped in the Black Sword. Use 
the prisms on the sword to transfer them into the prisms. 
Bring your companions bodies back to Monk Isle.

The Great Heirophants

Get a monk to resurrect all three companions. You'll need to 
restore them with the correct Water: Iolo - Logic, Shamino - 
Ethicality, Dupre - Discipline  

Note: Place all three on the ground before resurrecting them 
else they may not respond even after using the Water on 
them.

Xenka will then return. If you're not in the abbey, Karnax 
teleports you there. She gives you the last serpent tooth (Isle 
of Crypts) and instructs you to seek
the dead there.

Isle of Crypts

Follow the path of the serpent (serpent marking on the floor) 
to the passage leading south initially. Don't bother about 
placing any offerings on the altar, keep going west till the end 
of the passage. Press the button on the wall; secret Wall opens 
to a small room with the plaque: To continue in Balance, 
stand here.

Note: You need the Blackrock Balance Serpent to continue.

You'll be teleported to another passage. Follow the passage 
till the end (past the pedestals `Balance is Wisdom'). Kill the 
mummy in the crypt and get the scroll. Go back and place the 
scroll on the pedestal opposite the gold serpent.

Read the book on the pedestal in the library; teleported to 
another chamber with the Chaos Serpent Eye (cast dispel 
field to get it). Behind the serpents on the north wall is a 
secret Wall. This leads to a teleporter.

You're teleported to the Great Hierophant's crypt. Cast 
Summon Shade to speak with him. He instructs you to get the 
Staff, Armour and Crown of the Great Earth Serpent. To 
restore Balance, you first need to reunite the Chaos serpent 
(need to ask Chaos Hierophant). Once this is done, proceed to 
the Grand Shrine of Balance.

Temple of Tolerance

Sethys joins you temporarily to take you to the Chaos 
Hierophant; he ages rapidly and dies outside the temple. He 
tells you the precise location of the Chaos Hierophant and to 
take along the Chaos Stone (serpent eye, look in his ashes).

Temple of Enthusiasm

The corpse of the Chaos Hierophant lies in the NE corner of 
the garden (near the serpent gate). Cast Summon Shade to 
speak with him. He hints at the location of the Shrine of 
Chaos within Skullcrusher (mighty detonation, shattering of 
bronze doors). He gives you a scroll with the instructions of 
the rite. He also tells you that something strong to bind the 
Banes is required for the rite to succeed; see Xenka.

The Sacrifice

Return to Monk Isle. Ask Xenka of "sacrifice"; the final 
sacrifice of one in balance is needed. You are chosen to 
sacrifice yourself at the crematorium.

Monitor

At the crematorium, hit the lever to cremate yourself. Dupre 
will jump to sacrifice himself instead :( Get Dupre's ashes.

Reuniting the Chaos Serpent

Return to Skullcrusher. Use a powder keg to blow up the 
bronze doors in the north. You'll have to find your way down 
through the maze then back up again to get to the Shrine of 
Chaos (has a lake with serpent statues). There is a secret Wall 
on the northern wall. The Wall of Lights is behind this.

Place the Blackrock Chaos Serpent in the slot to open the 
Wall of Lights. Then place the soul prisms on the correct 
pedestals: Anarchy - Tolerance, Wantonness - Enthusiasm, 
Madness - Emotion. Place Dupre's ashes on the last pedestal.

Dupre (soul fused with Chaos serpent) tells you to go to the 
Sunrise Isle. Xenka also materializes, instructing you to rush 
to the Sunrise Isle. She gives you
an Ophidian Sword.

The Serpent Artifacts

Fawn: the Serpent Armour

Read the note on Zulith's body (at the drawbridge); Lady 
Yelinda has a key to the treasury where the Serpent Armour 
is kept. Ruggs tells you that Lady Yelinda has gone into the 
Gorlab swamp; her face disfigured.

Search for Lady Yelinda in the Gorlab swamp. Give the 
Comb of Beauty to her; she'll reward you with a brass key to 
the treasury. There's a teleporter under the east stair in the 
throne room. Walk through the illusionary wall to get to the 
treasury.

Knight's Forest: the Serpent Crown

Starting at coordinates 98S,28W (by a sandy rock), use 
Hawk's map to get to the correct hollow tree (Serpent Crown 
inside).

The House of Wares (optional): Use the brass key found at 
Gannt's shrine. Kill the pirate playing the computer (piracy 
does not pay!). You can use the computer. Try using the gavel 
on the parrot.

Furnace: the Serpent Staff

After the first bridge, try to keep going in the general 
direction north. You'll find the Serpent Staff at a troll 
encampment. The troll with the two-handed sword has the 
key to the brass door.

Sunrise Isle

Shrine of Balance

Use the serpent gate to get here. To get out of the Temple: 
Note there are two sets of scales; one on the north side, the 
other to the south. Gather the blue and red serpents at the 
corners of the room. Place one red and one blue serpent on 
each set of scales.

                                                           blue red
                                                             x x x

                                                           pedestals

                                                            serpent
                                                             gate

                                                           pedestals

                                                             x x x
                                                           blue red

After completing each set of scales the symbols of each set of 
virtues will appear on the pedestals. The doors will unlock 
once you've got all six symbols: Chaos: Tolerance - chain 
Order: Ethicality - torch Enthusiasm - rose Discipline - 
dagger Emotion - heart Logic - abacus

Read the book on pedestal west of the temple; tells you the 
symbols of each virtue (as given above) and the combinations 
which make the virtues of Balance. Explore the area; you'll 
find six shrines. Place the appropriate symbol on the pedestals 
to create balance: Tolerance - torch Ethicality - chain 
Enthusiasm - dagger Discipline - rose Emotion - abacus 
Logic - heart.

A book will appear when the last symbol is placed. Bring the 
book to the great pillars (Ophidian obelisks) just outside the 
temple (north). Read the book between the two pillars; cross 
the bridge of blue flame to another pair of pillars. Read the 
book again; cross the bridge of red flame.

Note: Make sure you've got everything you need: (serpent 
staff, armour, crown, earrings, necklace, ring, Chaos serpent 
eye, Ophidian sword). You cannot return once you've crossed 
the bridges of fire.

Grand Shrine of Balance

The Ice Diamond & Fire Ruby: In the west passage, use the 
green key in the bag to unlock the chest. Read the book 
(instructions). Use the same key to unlock the chest in the 
east passage. Get an unlit serpent candle. Place the candle on 
the pedestal in front of the ice wall (west). The wall will 
shatter into ice chunks. Get the Ice Diamond and an ice 
chunk. Place the ice chunk on the pedestal in the lava pit 
(east). Cross the bridge that appears; get the Fire Ruby. Place 
the Ice Diamond on the blue pedestal, the Fire Ruby on the 
red pedestal in front of the great bronze doors. You'll then be 
able to enter the next chamber.

Cubes of Fire and Ice:

Note: To keep things short, the term `Rose room' is used in 
place of `the room with the rose symbol'. `Torch room'... etc.

This is the complete solution to the puzzle. No 'cheating' by 
using telekinesis spells!

Start by going up the stairs to the west. Hit the two buttons on 
the wall. Go back down and through the illusionary wall 
under the stairs. Hit the button on the wall. Use the 
teleporters to get to Chain room in the east. Use the button in 
Abacus room. Teleport back to west.

Go up to Rose room; get the brass key in the chest (on the 
left). Go back down and teleport to the east. Use the brass key 
on door in Abacus room. Go down the stairs. There's a 
teleporter under the stairs behind a secret Wall. Teleport to 
Torch room; hit button on wall and teleport back to the east. 
Go up the stairs and teleport back to west.

Enter Heart room; hit button on wall. Teleport to east; go 
downstairs and enter Dagger room. Get the Key of Fire from 
the chest (trapped). Go back upstairs; teleport to west. Unlock 
door in Heart room using Key of Fire; get the Key of Ice from 
the chest and 2 ice cubes.

Teleport to east, go downstairs. Unlock the door in Dagger 
room with Key of Ice. Get 2 fire cubes. Go upstairs and 
teleport to west.

Place the cubes of fire and ice on the pedestal (at bronze 
doors). A pyramid of steps will materialize; a teleporter on 
top with a scroll (items you need to continue).

The teleporter brings you to a place in the Void. As 
instructed, place the Serpent Staff, Serpent Armour and 
Serpent Crown on the altar at the northern end of the 
passage. You'll be given the Order Serpent Eye and teleported 
back to the shrine (the bronze doors will unlock).

Enter the final chamber. The Order Serpent makes an 
appearance and orders some ice monsters to attack.

The final rite: Place the three blackrock serpents in the slots; 
Wall of Lights opens. Place the Order Serpent Eye and the 
Chaos Serpent Eye on the altar in front of the statue which 
comes alive. Lastly, use the Ophidian sword given by Xenka 
to kill the Great Earth Serpent (statue). This should start the 
endgame.

Ultima VII, PART TWO
SERPENT ISLE
THE SILVER SEED
PLAY GUIDE







Revered Order 
Hierophant,
It is my pleasure to 
present thee the first 
report concerning my new 
duty station.  I include a 
map of the keep to 
familiarize thee with 
Geriss and its particulars.  
My arrival has caused 
some agitation in the 
garrison-but I prepared 
for that.  I can assure thee 
that I have the situation 
completely under control.  
The warriors must learn 
to obey my orders and pay 
me the respect that I 
deserve as the 
Commander of the Order 
Forces at this post.  In 
time, they will discover 
the importance of 
Ethicality and Discipline, 
certis.  To the best of my 
ability I will instruct them 
more deeply in the virtues 
and aid them with their 
internal conflicts.  It 
honors me that my 
superiors have entrusted 
me with this position.  I 
am dedicated to carrying 
out my orders and will 
meet all expectations to 
perfection-as always.
                                                                                  
Yours faithfully,
                                                                                   
Isstanar


GARRISON
There are only three Order warriors left in this command.  
Since most of the labor is performed by automatons, there is 
little for the human warriors to do around the keep.  All of 
them are eager for news about the battle that is raging at the 
front.  Being the new Commander of this post, I am their only 
source of information.  They generally stay in their rooms and 
invent new trivialities to overcome the monotony in their 
lives.  I must admit that they work fairly well together.

Tsandar is now Subcommander of this outpost.  My arrival 
seems to have upset him and made him jealous.  I believe he 
blames me for his demotion.  He often discusses and praises 
his former commander, Ardiniss, when I am not around.  I 
anticipate difficulties with this warrior.

Elissa is the Mage at this outpost, giving her rank equal to 
that of Tsandar.  She considers the benefits of eternal life as 
an Order Automaton more and more often.  I believe she 
admires me.  Perhaps, in time, she will be worthy to make the 
ultimate sacrifice.  

Surok is the Healer of the keep.  He is much older than his 
companions and seems weary of the discipline expected of 
him.  I assume that seeing his friends die over the last sveral 
hard years has made him bitter.  He does not seem 
comfortable around me, which probably has to do with my 
appearance.  I hope to re-instill a sense of duty in him soon.

DARK MONKS
Occasionally I overhear conversations between the warriors 
here in Seriss.  They often mention the names of three 
sorceresses, members of the Dark Monks-Rieya, Solaria, and 
Drusilla.  From the information available to me at this point, 
I must assume that these monks have great power.

They are not fond of the Order Forces; they believe in their 
own distinct prophecies.  These monks speak some drivel 
about destroying the "Pawn of Prophecy."  They believe their 
victim will arrive here through the powers of the Amulet of 
Balance.  I don't know what to make of all their prattle.  I 
don't think they are talking about our hero, the Champion of 
Balance.  If he ever arrives here, I will give him the magic 
Key Ring as I have been ordered by thee, Calithiss, revered 
Order Hierophant.

The three monks haven't caused the keep any trouble so far; 
therefore, I shall allow them to remain in this area.  Although 
I don't trust them under any circumstances, a treaty has been 
signed-they may each stay at the entrance of a different 
dungeon, as long as they repulse any interlopers seeking that 
route into Seriss.  I haven't been here long enough to know 
them well, but I plan on gathering more material for my next 
report to thee.

SERISS: THE ORDER KEEP
1) Drawbridge
2) Courtyard
3) Serpent Gate
4) Smithy
5) Barracks
6) Great Hall
7) Laboratory
8) Armory
9) Library
10) Jail
11) Back path to Aram-Dol's lair
12) Pth to chasm
13) Chasm with drawbridge

Note:  In this, and in all other maps, letters in round-cornered 
boxes (A, B, C and so forth) indicate the two ends of a 
stairwell.  For example, on the map of the keep, A marks a 
stairwell that leads from the ground level up to a corner of the 
parapet.

Dangerous dungeons surround the keep.  Some were once 
part of the keep and became what they are now after being 
abandoned.  Other dungeons belonged to the Forces of Chaos.  
I have heard rumors of gruesome creatures in all of these 
areas.

SOLUTION

Use the titles to find the section of this walkthrough that 
you're looking for.  If you want just a vague, sometimes 
cryptic hint, read only the bold-face introductory sentence.  
For full details, read the rest of the section.  Material in 
parentheses at the end of the section provides interesting 
information that is not necessary to solve The Silver Seed.

WARNING:
Reading this solution will reveal all important clues and 
may spoil the fun of solving the game on your own.  Read 
the following only if you need help to advance in the game!

Basic Quest

You must obtain four Magic Orbs to get the Silver Seed and 
save Serpent Isle from destruction.  (For more information, 
see Magic Orbs (page 11) and notes on specific areas in the 
solution.)

SERISS:  THE KEEP
Find and talk to Isstanar.
Get the magic Key Ring from him.  Each passageway out of 
the keep represents one quest.  Each quest is an opportunity 
for you to acquire a powerful weapon or a magic item.  The 
entrances can be found by exploring the city or talking to the 
warriors.  Surok the healer will resurrect you, if you are killed 
during the game.  He will assist you in any way he can.
     (Isstanar has switched bodies with an automaton.  He 
demands total obedience from his subordinates.)

DARK MONKS
Don't trust everything the Dark Monks tell you.
The three dark monks are powerful sorceresses and believe 
that they must destroy you after your arrival.  They will give 
you hints at the entrances of the dungeons.  You can only 
trust Drusilla.  You must kill the Dark Monks in the final 
scene.  You will find a key on each Dark Monk.  These keys 
open the doors leading to the glade where you must plant the 
Silver Seed.
    (The sorceresses do not get along well.)

MAZE
Cheese, cats and (of course) dead bodies are the crucial 
points here.
You can trust Drusilla and her information.  She is the only 
Dark Monk who doesn't lie to you.  Your companions refuse 
to enter the maze, and when you enter, everything in your 
inventory disappears until you leave again.  You can find 
cheese on a dead body within the maze.  Find the Chaos 
"monster" Yurel.  He has the Purple Orb and will trade it for 
cheese.  The Helm of Light is on Issik's body.  You will be 
able to reclaim your inventory once you have exited the maze.
    (The place was originally designed as a storehouse for the 
treasures of Order.)



Maze
1) Entrance
2) Dead body
3) Yurel's chamber
4) Issik, the dead architect
5) Exit
T1-6)  Teleport pads

ABANDONED OUTPOST
Explore the area and search dead bodies for useful items.

Don't give up if you can't open some of the doors-if they're 
illusionary, you can just walk through them.
     The forcewalls at (5) can be removed by pressing three 
buttons in this order: upper right, upper left, lower left 
(oriented according to the map).
     Check the bodies for useful supplies of all sorts.  Place the 
lightning whip on the platform at (7) to get down the stairs.  
Once you get down stairwell "E", go through the doorway, 
kill the animated armour, then press the plates in the alcoves 
in reverse order: third, second, first.  (The plates must be in 
their original positions before the trap is disarmed: the first 
one up, the second down, and the third up.)  This dispels the 
sleep fields (9) leading to the Red Orb.
     In the torture chamber (8), find a secret passage (in the 
iron maiden) and a Magic scroll (in the left-hand cell).  The 
secret passage leads to several powderkegs, which will prove 
useful in clearing the way to stairwell "B".  Reading the 
magic scroll outside the forcewalls at the bottom of the well 
destroys them.
     A coil of rope is on the body at (10).  Use the rope on the 
brass well to lower yourself all the way down, recite the 
magic scroll (8) by the forcewalls, then climb down the stairs 
at "H".  Defeat the ice elementals and retrieve the Belt of 
Strength from near the treasure pile.
     (Loriel made this belt for her husband, out of woven hair 
from Giants, and enchanted it to give the bearer great 
strength.)

Abandoned Outpost
1) Entrance
2) Lever to open secret door (3)
3) Secret door
4) Brass well
5) Force walls and buttons
6) Dead bodies
7) Stairs to fourth level
8) Torture chamber
9) Sleep fields
10) Red Orb
11) Dead body
12) Treasure pile
Rubble blocking path
Illusionary wall

ARAM-DOL'S LAIR
Be prepared to fight a lot.  Look out for illusionary walls 
and passageways, and read the plaques carefully.  Solve 
the lever puzzles to proceed.
It isn't necessary to kill Draxinar (the dragon).  In fact, it is 
much better not to.  Draxinar  tells riddles and gives 
information.
     After teleporting to (6), the key hidden behind a pedestal 
can unlock the door to stair "L".  This stair leads to a lever 
that you must pull to open the secret door at (9).  (However, 
this secret door hides nothing useful.)

Aram-Dol's Lair
1) Entrance
2) Stairs to Draxinar's lair
3) Draxinar's lair
4) Main cavern of the Arachnians
5) Teleporter to (6)
6) Teleporter from (5)
7) Lever rooms
8) Crypts
9) Looping passages
10) Skeletal dragon
11) Hallway
12) Aram-Dol's room
13) Treasure room
14) Back path to the Keep
Rubble blocking path
Illusionary wall

     There are several rooms in a row with levers that you must 
traverse (7).   The first room bears the runic legend:  "Guess 
right or die!"  For the first set of three levers ("Throw two 
down"), pull only the second lever.  At the next set of five 
levers ("three will get you eight"), pull 1, 2 and 5.  At the 
third set of seven levers ("throw four to get twelve"), pull 
levers 1, 2, 3 and 6.
     Along the hallway (11), you must pull the switch in each 
room.  After pulling all ten switches, you must pull the brass 
lever and the door at the end of the hallway will be unlocked.
     Destroy Aram-Dol.  Use the key off his dead body to 
unlock the nearby treasure room.  The Gloves of Karas the 
Quick, Erinon's Axe and the Blue Orb are in that room.

FIEND'S DOMAIN
All is not as it seems in this dungeon.  Do not trust the 
fiend.
Whatever the Fiend says, it is only in his own interest.  The 
Ring of Shal and the Golden Orb are hidden here.  It's 
possible to avoid the buzzsaws (2), but not easy.  Avoid the 
shortcut (3).  It looks attractive, but is full of sleep fields.  The 
chests found in this dungeon are usually empty, but they can 
be of aid because they explode.  Use them against the 
Cyclops, for example.  Some passageways may seem 
impossible to cross.  Pay attention to your surroundings.  
Keep an eye out for illusionary walls.  The shooter traps (9) 
won't harm you if you just keep walking.
     (The true identity of the Fiend is not hard to figure out-it 
is Shal.)

Fiend's Domain
1) Entrance
2) Buzzsaw hallway
3) Shortcut (dangerous)
4) Exploding chests
5) Impassable hallway
6) Ring of Shal (under debris)
7) Fiend's room
8) Gazers
9) Shooter traps
10) Golden Orb
Illusionary wall


MAGIC ORBS
You must obtain four Magic Orbs during the game to get 
the Silver Seed and save Serpent Isle from destruction.
The Orbs have different colors: red, blue, purple and gold.  
Each dungeon contains one Orb.  The Purple Orb is in the 
Maze.  Aram-Dol's lair contains the Blue Orb.  You can find 
the Red Orb in the Abandoned Outpost of the keep, and the 
Golden Orb in the Fiend's Domain.

THE SILVER SEED
Get all other magic items first.  Use the Orbs to unlock the 
vault.
You need the four Magic Orbs to get the Silver Seed.  Find 
the vault with the Silver Seed under the Keep (down the lab 
stairs under the wine cask ("I") to (13);  the wine cask can be 
moved by pressing the button behind a candlestick at "J").  
Put an Orb on each of the pedestals to unlock the vault.  Get 
the Silver Seed.  Fight the Dark Monks when they appear.  
Get the keys off the bodies of the Dark Monks.  Open the 
locked door across from the Silver Seed and enter the tunnels 
leading up from the Order Keep.  You arrive in a glade.  The 
Monk Karnax appears, to help you.  Plant the Silver Seed 
here and watch the Tree of Balance grow.  You can leave via 
the tunnel leading back to the Order Keep.

OTHER MAGIC ITEMS
See back cover for how to use each of these items.

Key Ring.  Isstanar gives you the Key Ring after you talk to 
him.

Gloves of Kara the Quick and Erinon's Axe.  These are 
very powerful and it won't be easy to get them.  You can 
obtain them in Aram-Dol's treasure room.

Loriel's Gift-The Belt of Strength.  This belt can be found 
at (12) in the Abandoned Outpost.

Helm of Light.  The helm is on the dead architect, in the 
fourth sector of the Maze.

Ring of Shal.  The ring is hidden under a pile of debris, at (6) 
in the Fiend's Domain.

Magic Items
Here is a short description of all new magic items in The 
Silver Seed.  You can acquire these powerful aids by solving 
the quests.  Refer to the solution (pp. 6-15) if you need help 
finding them.

Key Ring.  Every key you add to your inventory while you 
have this key ring automatically attaches itself to the key ring.  
(You can also Use a key on the key ring to add it to the ring.)  
The key disappears, and there is no more searching for the 
appropriate key in your inventory.  Don't lose it; it will be 
gone forever, along with any keys that are on it.  See Hot 
Keys (below) for how to Use the key ring.

Helm of Light.  This helm serves as a permanent light 
source-you don't have to carry a lit torch while wearing it.  
Your hands will be free to carry weapons and shields.  It has 
a Defense Value of 4, and keeps you warm like a fur helm.  
Wear it as you would wear a normal helm.

Belt of Strength.  This belt increases your strength y ten 
points.  Wear it as your regular belt.  (Make sure that the belt 
slot is open before you try to put it on.)

Ring of Shal.  This ring supplies you with unlimited reagents 
to cast spells.  Slip it on your finger like a normal ring, and 
you no longer need to collect reagents.  It cannot help anyone 
else.

Gloves of Karas the Quick.  These gloves increase your 
dexterity by ten points.  They have the same defense value as 
magic gauntlets (3).  Make sure that you aren't wearing any 
other gloves or gauntlets before you try to put them on.

Erinon's Axe.  This powerful weapon increases your combat 
ability by ten points.  Its Damage is 20 and it has a Reach of 
4.  (It can not be thrown.)  The axe automatically equips to 
your right hand if you are not holding anything else in that 
hand.  

Orbs.  The orbs have no use beyond the Silver Seed quest.

Silver Seed.  You must plant the Silver Seed at a hallowed 
site.  It is the seed for the magic Tree of Balance.  This tree 
can save Serpent Isle from destruction.

Hot Keys
The Silver Seed provides you with several new hot keys,  
usable both in this module and while playing the rest of 
Serpent Isle.   Several recurring procedures needed to play 
your game are now a matter of a single keystroke.  Note that 
Serpent Isle keystrokes and all other functions remain the 
same.

Checking the Time.  If you have a pocket watch, you can 
always find out what time it is by pressing "W" on your 
keyboard.

Feeding Yourself and Your Party.  To feed yourself and/or 
your party members, press "F" and click on the hungry person 
with your mouse.  This function will feed that party member 
until he or she is full.  (This assumes that someone in your 
party is currently carrying food.  "F" doesn't create food, it 
just quickly distributes any food that is available.)

Using Keys.  If you have the magic key ring, you don't have 
to search through your keys any more.  Press "K" and cross-
hairs appear.  Click the cross-hairs on a locked item and-if 
you have the right key-the item opens.  (Once you add a key 
to this ring, you can not remove it again, but don't worry; 
there will be no reason to.)  Magically locked doors still 
require a spell.

Picking Locks.  If you have a set of lock picks in your 
inventory, press "P" anytime you want to attempt to pick a 
lock.


