TGDB.NET - Ultima 7 (Serpent Isle) solution
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Walkthru vers : 1.0
by            : Adrian Yau
Last Modified : 16 July 1992

Feel free to send me any corrections, additional notes or bug-info.
(spelling mistakes, complaints,... )

I would greatly appreciate a note if you find any items which I have
missed.

Send e-mail to:
  ayauattartarus.uwa.edu.au

*************************************************************************
CONTENTS
  1.  hints and suggestions
  2.  walkthru               - WARNING! -- spoilers
  3.  serpent gates layout   - the Dark Path map
  4.  serpent teeth          - source & locations
  5.  training               - trainers & costs
  6.  list of strange items  - paired with lost items
  7.  cheat notes            - getting "extra" gameplay
  8.  currency exchange      - exchanging money & gold
  9.  spells                 - sources & costs
  10. reagents               - sources & costs
  11. potions                - sources & costs
  12. weapons/supplies       - sources & costs
  13. important items        - locations
  14. magical weapons/armour - locations
  15. spell scrolls          - locations
  16. coordinates directory  - sextant coords

*************************************************************************
MISC. HINTS & SUGGESTIONS

  Look out for secret walls which may act as a door to secret passages
  or other rooms. They will be identified as "Wall" with a capital
  when clicked upon. D-click them to open.

  Watch out for illusions, especially in mountain passages. Walk against
  the walls of the passage and you may find yourself walking through it!
  Illusions are quite common under stairs; treasure or another hidden
  stair.

  Set a specific place to drop items (somewhere accessible, like near a
  serpent gate). You never know if it may prove important.

  Try not to allow yourself to be resurrected by the monks (don't die!).
  This is as you'll be teleported to other locations. Sometimes you'll
  find yourself in places you're not supposed to be in.
  eg: getting killed in the Mts of Freedom; you may be teleported out
  of the mountains with the Black Sword (not supposed to happen).

  Talk to everyone. Make sure you've followed up all their keywords;
  even if they still keep saying the same thing. Sometimes the
  conversation game flags are set by talking to people only after doing
  something.

  Finally, save your game frequently. Back up your savegames if you've
  got the space... you never know when you'll need to go way back.

************************************************************************
WALKTHRU

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

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

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

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

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

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

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

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

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

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

  Harnna, Healer of Monitor, Cantra's mother. Gives you information
  about people in Monitor, places and strange objects.
     plain shield      : ask if anyone lost their shield
     strange hairbrush : see Templar
  Tip:
     When asking her for info, don't ask more than two things. She'll
     end the conversation and refuse to give any more info until
     later. Ask her two things, end the conversation then talk again.

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

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

  Run through the first corridor (explosions). Two gremlins appear as
  you get close to the chest; not an easy fight.
  Tip: you can skip combat by "stealing" the chest from a distance.
  Hit the chest a few times; get the yellow key which unlocks door to
  east and door to north after that.

  Pile some rocks (form stairs) to get the key on the monolith. There
  are snakes under rocks; stay in combat mode.
  Next, the room to the south; cyclops appears in the center.
  Tip: you can use the fire/lightningbolts to kill him. Get the key to
  the next east door.Ignore the door by the bag of potions.
  Follow the passage until you reach:
                      __
                     |c |                      c - chests (trapped)
               |  |  |  |           ___        x - illusionary wall
               |  |__|c |__________|   |       k - key
               |   __   x__________ k  |
               |  |  |c |          |___|
               |  |  |  |
               |  |  |c_|

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

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

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

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

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

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

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

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

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

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

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

  Collect the Cloak of Knighthood and proceed to the Banquet Hall.
  Harnna interrupts the banquet; Cantra is missing. Accusations are
  thrown about; fighting erupts - end of banquet.
  Tip: Talk to everyone while they're there.

  Ask Marsten to release Iolo; vouch for his behaviour. He gives you the
  key to Iolo's cell.
  Note: you can free Iolo earlier by paying a fine to Spektor.

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

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

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

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

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

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

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


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

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

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

  Kill Pomdirgun, King of Goblins. The brown key on his body unlocks
  the treasury door. Get the Helm of Courage and letters (evidence of
  Marsten and Spektor being traitors).
  Note: What's the brown key in Pomdirgun's crate in his room for?

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

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

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

Fellowship camp outside Fawn:
  Scots, the cartographer gives you a map of Serpent Isle (not very
  accurate, but extremely useful).

  Leon, Fellowship speaker. Babbles about the Fellowship's philosophy
  and asks you to join. Tell him the Fellowship has been disbanded and
  outlawed in Brittania.

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

  Zulith the Chancellor of Fawn; following you around. He will arrange
  an audience with Lady Yelinda. He exchanges currency in Fawn.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

               º     º     º     º     Silverpate's Wardrobe Room
               º  1  º  2  º  3  º     room 6: diary of Batlin's lackey
             
ÈÍÍÍÍÍÊÍÍÍÍÍÎÍÍÍÍͼ
   room 7: antique armour
                     main  º room
                     switchº  7
             
ÉÍÍÍÍÍËÍÍÍÍÍÎÍÍÍÍÍ»
               º  4  º  5  º  6  º
               º     º     º     º

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

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

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

  At the Mint, get all the gold you can carry (especially gold bars).
  Once out of the Mint, you're attacked by a group of mercenaries.
  Selina abandons you using her blink ring. Kill the mercenaries, and
  read the note: Batlin sent them to ambush you, knowing that you'll be
  at the Mint (Selina set you up).
  Note:
     While on your journey to the mint, you might cross the explosive
     maker factory. The ghost of the Chaos Hierophant is not meant to
     be there (bug). Try not to talk to him here (though its quite safe
     to do so)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Isle of the Mad Mage
  Follow Pothos' instructions to contact Erstam.
  Note:
     You cannot do this until you've solved the kidnapping case.
     The serpent will tell you: you've forgotten something.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  Frigidazzi (doesn't appear until you get the spellbook). Return her
  fur cap for your magic helm. She asks you to meet her after midnight
  to learn spells. Apparently, she has other ideas... you end up
  angering Filbercio and thrown in the legendary Mountains of Freedom.
  Note: Key to Frigidazzi's lab under pot of plants

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

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

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

  The next room is occupied by a mage capable of morphing into a bear.
  He'll run away when defeated.
  Note: This mage has Dragon Breath.
  The teleporter brings you to Stephano; get him to join (you need him).
  (Note: Interesting story about the mage Cellenia; Selena)

  In the next room, get the yellow key in the bag. You'll then meet a
  guard with the Black Sword; it'll jump to your possession.
  The Sword urges you to release him; _DON'T_.

  Teleport to the next passage, use the yellow key on the left door.
  You should see a sequence involving Lorthondo turning his minion to
  a skeletal dragon.
  Bug Note:
     Some people may encounter a bug here where you enter the room,
     stand in front of Lorthondo (no kneeling guy) and the game hangs.
     Try restoring and use the cheat mode to teleport to the room.
     If there is a guy kneeling to Lorthondo, then everything's OK.
     If not, use the cheat to get into the room to get the key.
     (Just skip the skeletal dragon sequence)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  Notes:
     Do not enter combat mode when facing Rabindrinath. Just talk to him
     (make sure you've got the artifacts though).

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

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

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

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

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

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

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

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

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

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

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

  To explore the outer chambers of the castle, go to the barracks;
  a secret Wall leads to a room with 10 levers. These control the locks
  of the doors (up = locked, down = unlocked).
  Numbering the levers from left to right:
     1  guard room
     2  wizard's chambers
     3  meeting hall
     4  servant's chambers
     5  kitchen
     6  storage room
     7  mess hall
     8  armoury
     9  barracks
     10 chapel

Going to the North
  The passage to the north is through a cave entrance at 28S,3E.
  Note:
     Each member of your party must be wearing a full set of furs
     (fur cap, cloak, fur boots) when venturing into the north.
     Without these, they'll freeze.

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

  At the entrance to the north, Fitch, in his last breath, tells you the
  trappers were attacked by a sorceress; They killed her (Gwenno).

The Gwanis
  Note:
     It is not advisable have any gwani fur/cloaks in your possesions
     when approaching the gwanis. It'll offend them.
     Though, I didn't have any problems when I wore gwani cloaks (bug?).

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

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

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

  Myauri "Blizzard", Yenani's mate. Tells you Baiyanda's mate Bwundai may
  know where the Gwani Death Temple is.
  Note:
     There is a discrepancy here: Myauri states that Bwundai is
     Baiyanda's mate, whereas Baiyanda tells you Mwaerno is hers... ?)

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

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

  Give the bucket to Yenani at the village. She'll tell you a
  "valuable secret" in return (the password to enter the Skullcrusher):
  Isal Sal Cra Gaas Iskar
  Note:
     Yenani will not tell you this unless you've had the Hound to track
     Batlin's medallion. Even guessing the password correctly will not
     get you through the gate, the serpent will say you've forgotten
     something.

Skullcrusher - City of Chaos
  Here the serpent instructs:
     The wizard... the key is the dead wizard,
     Thou must vanquish him

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

  Unlock the cell with the skeleton pleading for aid (trap); kill it.
  Get the serpent teeth from Maleccio's corpse and read his diary.
  Get the flux analyzer and the Philanderer's Friend from Vasculio's
  collection (You'll get the gwani horn later).
  Note:
     See Gustacio at Moonshade and he'll instruct you to place the
     flux analyzer on the ground and use it on the Black Sword.
  The locked double brass doors will open as you approach. Inside you'll
  hear scratch... scratch coming from the coffin. Read the scroll on the
  pedestal; Vasculio emerges from the coffin.

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

     Without the magebane, Vasculio offers to spare your life for one
     of your companions to feed on. They'll never agree to this.
  In both cases, Vasculio attacks you anyway.
  Kill him, get the blue-red key. It works on the brass doors at the
  crypt and the brass door to the east Skullcrusher exit.

  Once you've killed Vasculio, the Great Earth Serpent will instruct
  you to:
     Seek the temple and within it the Eye of the Moon.
  Get out of the City of Chaos using the east exit. The temple you're
  looking for is just east of the exit.

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

Silverpate's Treasure (50N,40E)
  Search for an invisible entrance. Use the map to get to Silverpate's
  treasure. Don't forget you can move the caltrops! You'll find the
  blackrock balance serpent.

Spinebreaker - City of Order (39N,96E)
  Kill the automaton that speaks in Batlin's voice. Get the brass key.
  To get through the sliding door, you'll be asked for the password by
  the automaton. There isn't one; cast a telekinesis spell.

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

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

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

  The brass door will open after you've placed the last item (abacus).
  Go down to the Hierophant's room; tell the automaton you're the
  Hierophant. It'll hand you the Serpent Sceptre.
  Place the sceptre on the blue pedestal; teleports you to the library.
  Read the books (info to answer automaton's test) then teleport out.
  Note:
     There is a hidden chest beneath the stairs in the Temple
     (behind the secret Wall).

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

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

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

     Batlin bungles up opening the Wall of Lights and ends up getting
     killed. The Banes of Chaos are released, taking over the bodies of
     your companions;
     Shamino by Anarchy, Dupre by Wantoness, Iolo by Insanity.
     The banes then teleport away.
     Notes:
        Make sure you've got everything you need (info, spells...)
        before the Banes are released. The Banes go on rampage, killing
        almost everyone in Serpent Isle.

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

  The Serpent now instructs you:
     Seek the horn... The Gwani Horn.
     Seek it in the depths beneath the Skullcrusher Mountains.
  Get the blackrock chaos serpent from Batlin's body. Transfer the teeth
  from his jawbone to yours.
     Note:
        Carrying two jawbones is not advisable. The game will only look
        at the first in your inventory; some gates will be inaccessible.
  Bug Note:
     Using the hourglass in the room where you fought Selina will
     cause your companions to rejoin your party. Thus, you can even
     get more than five party members if you return here later with
     other members.

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

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

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

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

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

  Use the wand on Fedabiblio; rewarded with the Scroll of the Serpent.
  He gives you the key to Hawk's chest (Blue Boar inn); get the map and
  read Hawk's directions to the treasure.
  Note:
     If Torrissio has taken the Philanderer's friend from you.
     Don't worry, cast the spell Vibrate on him to get it back.
     You might also be able to pick up the swordstrike spell "weapon"!

  Stephano gives you a serpent tooth (Temple of Tolerance) and joins you
  temporarily. Kill the Death Knight sent by Columna; Stephano gives you
  the key to the vault of his old house. Get the Blackrock Order Serpent
  from there.
  Note: The key to his old house in the hollow tree just outside.
        You can use the Hourglass to resurrect Stephano if he's killed.

  Search the mages' manors for any useful items. You should have all
  serpent teeth except #7.

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

Temple of Ethicality (33N,133E)
  There are stairs down on the right of the serpent. You need to take
  the test of Ethicality to obtain the Water (d-click on the mat in the
  east room). Reading the scrolls on the corpses may help. The automaton
  will ask three questions before allowing you to take the test. Briefly
  the answers are: "Risk Death", "Leave the Money" and "Continue".
  test 1: Risk death to save the man's life by pushing the button.
  test 2: Drop all your gems, gold and money on the gold pedestal.
          Then walk to the end of the passage and use the button.
  test 3: Do not yield to Batlin.
  You've passed the test of Ethicality. Go up the stairs and use the
  bucket on the basin to get the Water of Ethicality.

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

Temple of Discipline (44N,86E)
  Talk to the automaton in the NE room; He'll say something about
  automatons getting through the acid to get the Water.
  Push the button in the serpent gate room. Go down the stairs on the
  left and get the key from the invisible chest. Go back up and use the
  button on the opposite room. Go up the stairs on the right; get the
  brass key and the obsidian and quartz y-shapes.
  Next use the stairs up on the left. Read the books (especially the one
  on `Body Transference' and `Symbol of Discipline').
  Place the obsidian y-shape on the LEFT slot to create the bridge.
  Down the stairs behind the serpent, use the brass key to unlock the
  south door; get the blue key which unlocks the north door (to Water).

  You have now two options:
     You can either continue through the acid path and keep casting
     healing spells OR...
     Ask Petra (Moonshade) to do a mind transference with you.
     Note:
        Petra will help you only after you've read the book titled
        `Body Transference' AND talked to the automaton in the NE room
        (or stepped into the acid).
     Bring Petra to the mind transference chamber (she joins you) and
     talk to her. She'll step onto the left platform once you've
     promised of her safety. Push the button and you'll swap places.
     Go through the acid path and use the bucket on the basin.
     Note:
        Make sure you've asked your other non-automaton members to
        leave before going through the acid. (Wilfred's a pain here)
     You'll regain your normal form after a while.

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

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

  Automaton #7 is missing. Talk to all automatons; the one with the
  inconsistent alibi is guilty. Accuse automaton #4. He'll give you
  a pink key which directly unlocks the door to the fountain.
  Another pink key is in his body; unlocks door to the stones puzzle.
  The original setup:
         o
     s o x o
         o
  Pick up stone s and place it on stone x. The force field will be
  removed. The yellow key also unlocks the door to the fountain.

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

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

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

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

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

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

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

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

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

Temple of Tolerance
  To free Mortegro, you need to use the winch to lower the drawbridge.
  However the door to it is locked. You can cast Telekinesis OR...

  Get the yellow key in the west room; unlocks the dungeons below.
  Sethys tells you his key was taken by a rat through a small hole in
  the wall. Cast the spell Serpent Bond; you'll turn into a snake.
  Slither through the hole into the next room. Get the yellow key.
  and hit the lever to get out.
  Note: There's a Serpent Bond scroll in one of the rooms above.

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

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

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

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

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

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

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

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

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

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

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

  Hit the lever in the torture room and go back to the corridors.
  You can now enter the SE room which has a door leading to the hall
  where the Banes are waiting.
  Note: there's a pink key under the logs which unlocks the room door.
  for an easy exit.

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

Monk Isle
  Get a monk to resurrect all three companions.You'll need to restore
  them with the correct Water:
  Iolo - Logic, Shamino - Ethicality, Dupre - Discipline
  Note:
     Place all three on the ground before resurrecting them else they
     may not respond even after using the Water on them.
  Xenka will then return. If you're not in the abbey, Karnax teleports
  you there. She gives you the last serpent tooth (Isle of Crypts) and
  instructs you to seek the dead there.

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

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

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

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

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

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

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

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

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

  Place the Blackrock Chaos Serpent in the slot to open the Wall of
  Lights. Then place the soul prisms on the correct pedestals:
  Anarchy - Tolerance, Wantoness - Enthusiasm, Madness - Emotion.
  Place Dupre's ashes on the last pedestal.
  Note:
     Explosions on the four pedestals should occur. However, I've
     noticed that when switching the computer to lower speeds,
     a pedestal appears and a serpent forms on it.

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

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

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

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

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

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

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

                        blue      red
                         x    x    x

                          pedestals

                           serpent
                            gate

                          pedestals

                         x    x    x
                        blue      red

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

  Read the book on pedestal west of the temple; tells you the symbols of
  each virtue (as given above) and the combinations which make the
  virtues of Balance. Explore the area; you'll find six shrines. Place
  the appropriate symbol on the pedestals to create balance:
         Tolerance - torch           Ethicality - chain
         Enthusiasm - dagger         Discipline - rose
         Emotion - abacus            Logic      - heart
  A book will appear when the last symbol is placed. Bring the book to
  the great pillars (Ophidian obelisks) just outside the temple (north).
  Read the book between the two pillars; cross the bridge of blue flame
  to another pair of pillars. Read the book again; cross the bridge of
  red flame.

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

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

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

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

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

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

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

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

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

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

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

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

  Congrats, you've completed Ultima7 pt2 : The Serpent Isle.
  A Big Hand to Origin for creating a masterpiece! (pun intended)

  Long Live Lord British!

*************************************************************************
The SERPENT GATES (The Dark Path Map)

                      Chaos     Balance     Order
                       ÛÛÛ        ÛÛÛ      
ÛÛÛ
               Emotion  ³          ³          ³ Discipline
                 ÛÛÛÄÄÄÄ´          ³        
ÃÄÄÄÄÛÛÛ
     Sleeping           ÀÄ¿        ³        ÚÄÙ
      Bull      Furnace   ÀÄ¿      ³      ÚÄÙ  Monk Isle
Isle of Crypts
       ÛÛÛ        ÛÛÛ       ÀÄ¿    ³  
ÚÄÙ       ÛÛÛ        ÛÛÛ
        ³          ³        
ÃÄÄÄÄÁÄÄÄÄ´          ³        
³
        ³          ³          ³         ³          ³          ³
       
ÃÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄ´
 ÛÛÛ  
ÃÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄ´
        ³          ³          ³         ³          ³          ³
        ³          ³        
ÃÄÄÄÄÂÄÄÄÄ´          ³        
³
       ÛÛÛ        ÛÛÛ       ÚÄÙ    ³  
ÀÄ¿       ÛÛÛ        ÛÛÛ
  Erstam's Isle Moonshade ÚÄÙ      ³      ÀÄ¿  
Fawn   Northern Forest
                        ÚÄÙ        ³        ÀÄ¿
                 ÛÛÛÄÄÄÄ´          ³        
ÃÄÄÄÄÛÛÛ Logic
             Enthusiasm ³          ³          ³
                       ÛÛÛ        ÛÛÛ      
ÛÛÛ
                    Tolerance   Monitor   Ethicality

*************************************************************************
SERPENT TEETH
  Numbering the positions in the jawbone from left to right (18 teeth).
  1    : Shrine of Balance             Yenani, Gwani leader
  2    : Temple of Emotion             Torrissio's manor
  3    : Skullcrusher, City of Chaos   Batlin
  4    : Spinebreaker, City of Order   Batlin
  5    : Temple of Discipline          Batlin
  6    : Monk Isle                     Erstam
  7    : Isle of Crypts                Xenka
  8    : Fawn                          Maleccio, Vasculio's crypt(Skull)
                                       Filbercio's castle
  9    : Great Northern Forest         Maleccio, Vasculio's crypt(Skull)
                                       Frigidazzi's manor
  10   : Sleeping Bull                 Batlin
  11   : Furnace                       Erstam
  12   : Isle of the Mad Mage          Rotoluncia's manor
  13   : Moonshade                     Erstam
  14   : Temple of Enthusiasm          Batlin
  15   : Temple of Tolerance           Stephano
  16   : Monitor                       Hierophant's corpse, Furnace
  17   : Temple of Ethicality          Gustacio's manor
  18   : Temple of Logic               Batlin

*************************************************************************
TRAINING
  Time    Trainer      Str Dex Int Comb Magic   Focus
  9-12    Caladin      +2          +2           strength
  12-3    Shazzana         +2      +3           dexterity
  3-6     Brendann         +1      +3
  9-12    Luther       +3           0           pure strength, no skill
          Wilfred      +1          +2
  Note:
     Go to the List Field in Monitor to train. However once the Banes
     have been released Wilfred (Sleeping Bull) is the only trainer.
     He charges 30 monetari, however it's free if he joins your party.

*************************************************************************
List of Strange Objects

  STRANGE ITEM                ORIGIN          ITEM TAKEN
  36 filari
  apparatus of glass/copper   Vasculio        Rudyom's Wand
  bear skull                  bear skeleton   magic bow
  blue egg                    penguins        magebane
  crude hairbrush             Goblins         23 burst arrows
  ice wine                    Rangers
  breast plate                Kylista         Magic Armour
  fine stockings              Stephano        Blackrock serpent
  furcap                      Frigidazzi      magic helm
  pinecone                    Hazzard Trapper glass sword
  pumice
  ruddy red rock (stoneheart) guard           The Black Sword
  bloody hand                 Erstam          dagger
  shield (Monitor)            Luther          Dupre's Shield
  silver ring                 Alyssand        magic gauntlets
  slippers                    Devra           swamp boots

*************************************************************************
CHEAT NOTES: This section is devoted to CHEATS!

Look at the file U7SIITEM.TXT for the list of items you can create using
the cheat mode.

THE CHEAT MODE
  To use the cheat mode in the game, type:
     serpent pass
  at the dos prompt.
  To enable the game flags to be shown, type:
     serpent pass s

  You can watch the intro and the endgame from the dos prompt. However,
  this may cause your system to hang when its over. To do this:
     intro hisss      (to watch intro)
     endgame hisss    (to watch endgame)

  A better way to watch the endgame (besides completing the game) would
  be to create the zero-byte file ENDGAME.FLG in the STATIC directory.
  You can also create the file QUOTES.FLG to view the quotes (This file
  is created when you've watch all the credits).

  Special trick: (_TRY_THIS_!!!!!!!!)

     Run the install program, select 'NO SOUND CARD'.
     Then at the dos prompt type:
        intro hisss jive
     Watch the intro for some laughs!

  useful Cheat mode keys:
     F2      cheat menu (create items, teleport, modify NPC)
     F3      teleport (brings up map)
     F5      cast spell number (from 0-71 in spellbook's order)
     F8      read scroll, book, plaque
     ALT-4   drop item contents

ISLE OF THE MAD MAGE
  In the mountains of the isle, you'll find a treasure trove of weapons,
  armour, potions... However, most importantly this place can be
  accessed _WITHOUT_ using the cheat mode!
  Note:
     Though you can get here without the cheat mode, I don't consider
     this part of the 'legal' game; the serpent crown, earrings and
     necklace are available here.

  To get here, look for a tree stump just outside Stephano's old house
  (Moonshade). What you need to do is place a crate beside the stump;
  then get on the stump. Walk around the stump, make sure you've covered
  all the possible areas; you'll be teleported to a small island when
  you hit the right spot.

  The island will have a teleporter (back into Stephano's old house),
  a magic axe and a chest. There is a secret passage (invisible, heading
  north) from the island to the mountains of Erstam's Isle (invisible
  mountain entrace).

  The vault here has one of each type of magic weapon (well, almost).
  The key to the vault can be found in the tower before the swamp of
  Gorlab (62S,45E). D-click the secret Wall to get in. Cross the bridge
  to the east end (there's a pool of strength). The key is hidden under
  the stairs (just a few pixels).

CLAW (also known as Cat Isle)
  I've yet to find a way to teleport here without using the cheat mode.
  The isle has a cache of weapons, armour and all the items you need to
  complete the game (except the serpent crown, ring and necklace).
     2 helms of courage, crystal rose of love, mirror of truth
     comb of beauty, fiery egg (phoenix egg), hound whistle
     ritual blooding device, small gong (?), everlasting goblet
     4 sets of magic armour, gauntlets, leggings, boots
     3 viking helms, 4 cloaks, 4 infinity bows, 5 glass swords
     lightning whip, fire sword, magic sword, firedoom staff
     serpent staff, armour and earrings, chaos and order serpent eyes

  Also try teleporting to coords 1423,2066 (decimal). You'll find a
  magic axe and 21 burst arrows.

Pothos' Apothecary
  The main stairs leading to Pothos' place has a secret Wall. Behind it,
  another stairway leads you to a small room with a lightning whip on a
  pedestal. There is another secret Wall on the north wall; a passage
  leads to a door. Unlock the door with the key to Pothos' vault (found
  under his chair). The teleporter brings you to a football field
  complete with cheerleaders and the home team! There's some treasure
  at the end of the field.
  You can enter this place without the cheat mode. However, to get out
  of here you MUST use the cheat mode (teleporter at end of field does
  not work).

Spell "weapons"
  When using the spell vibrate in mages you might notice that they have
  spell-like objects in their inventory. If you equip these in your
  weapon hand, you'll be able to cast the spell continuously when in
  combat. ie. just like any other weapon.
  Note:
     This can be done legally (without using the the cheat mode).
     However, if the spell-weapon is laid on the ground, you can't
     pick it up without using Hack Mover.

  In the cheat mode, use the keys ALT-4 to drop the contents of any
  container (including NPCs).
  Listed below are the spell "weapons" available.

     Andrio       paralyze
     Columna      ignite, paralyze, poison
     Fedabiblio   fire bolt, ignite, lightning, poison
     Filbercio    curse, fire bolt, poison
     Freli        lightning
     Frigidazzi   lightning, swordstrike
     Gustacio     fire bolt, lightning
     Lorthondo    fire bolt, lightning
     mage-bear    dragon breath (Mts of Freedom)
     Melino       lightning, paralyze
     Rotoluncia   firebolt, ignite
     Vasculio     lightning, swordstrike

MISC NOTES
  Luther has the key to the List Field

*************************************************************************
CURRENCY
  Monitor       : monetari
  Fawn          : filari
  Sleeping Bull : gold coins
  Moonshade     : guilders

  1 Monetari  = 3 Guilders = 4 Filari = 2 Gold Coins
  gold bar    = 200 monetari
  gold nugget = 10  monetari
  jewellery   = 100 monetari apiece
  gem         = not standard (Devra pays 25 monetari, Topo 100 guilders)

  Notes:
     Spektor only takes currency
     Zulith only takes currency
     Devra takes all currency, nuggets, jewellery and gems
     Bucia takes all currency, nuggets, jewellery and gold bars
     Topo pays 100 guilders for gems

*************************************************************************
SPELLS - sources & costs

  SPELLS (all in Guilders)                               **FREE**
  1st Circle           Ensorcio Torrissio Melino Columna Gustacio Mortegro
  Create Food          30                                ***
  Cure                                    33
  Detect Trap                   40                       ***
  Great Douse          27
  Great Ignite                                   45
  Light                         35
  Locate               39                        52
  Telekinesis                             45                      20

  2nd Circle
  Awaken                        65
  Cold Blast                                             ***      75
  Destroy Trap                                   75
  False Coin           120
  Great Light                             90     90
  Heal                          75
  Mass Cure                               112            ***
  Protection                                     120

  3rd Circle
  Curse                                          112              60
  Columna's Intuition                            180
  Enchant Missiles              150       105            ***
  Mass Protect                                   150
  Paralyze             105                                        70
  Sleep                90
  Translate                     175

  4th Circle
  Blink                                                           100
  Deter                135
  Flash                                   135
  Mass Curse                                     165              87
  Reveal                                  150
  Transcribe                    220
  Unlock Magic                                   180     ***

  5th Circle
  Conjure                                                ***
  Explosion                               202
  Great Heal                    250                      ***
  Invisibility                                   232
  Mass Sleep           217
  Erstam's Surprise    240                                        120

  6th Circle
  Betray                        285       217
  Cause Fear                    300                               150
  Create Ammunition                              262
  Create Automaton              750
  Dispel Illusion                         240    247
  Fire Field                                             ***
  Fire Ring            270

  7th Circle
  Energy Field                            345
  Energy Mist                                    375
  Lightning                     350
  Mass Awaken                             375
  Mass Might                    400                               175
  Poison Mist                                    420
  Restoration                                            ***
  Vibrate              330

  8th Circle
  Delayed Blast                                          ***
  Fetch                                   427
  Invoke Serpent                                                  212
  Mind Blast           450                                        200
  Serpent Bond                                                    225
  Swordstrike          427

  9th Circle
  Death Vortex         545                                        250
  Imbalance                                                       600
  Mass Death           600                                        300
  Spiral Missiles      637                               ***
  Stop Storm                                             ***

*************************************************************************
REAGENTS - sources & costs

                       monet   filari    guild
  REAGENTS             Harnna  Delphynia Pothos
  black pearl                  70        50      (gremlins)
  bloodmoss                                      (Moonshade swamp)
  garlic                8/3    15        8
  ginseng               9/2    20
  mandrake root                65        75      (Monk Isle swamp)
  nightshade                   25
  serpent scale                                  (scattered)
  spider silk                            35
  sulphurous ash                         36
  worm heart                             100
  bloodspawn                                     (mts of freedom)

*************************************************************************
POTIONS - sources & costs

  Note: Potions can only be bought from Pothos

                                               Pothos
  Black                Invisibility            240 Guilders
  Blue                 Sleep                   85
  Bluish Black         Resist Cold
  Glowing Blue         Curse
  Green                Poison
  Orange               Awaken                  65
  Orange Shimmering    Restore Mana
  Purple               Protection              150
  Red                  Cure Poison             75
  White                Light

*************************************************************************
WEAPONS / ARMOUR / SUPPLIES / FOOD - sources & costs

                       monet   filari   guild  guild
  ARMOUR               Krayg   Alyssand Bucia  Pothos
  chain armour         200
  chain leggings       100
  crested helm          45
  dagger                                8
  gauntlets             60
  great helm            75     300
  leather armour        75
  leather boots         25
  leather gloves        15
  leather helm          20
  leather leggings      45              110
  magic boots                                  100
  magic leggings                               550
  plate mail           350
  plate leggings       150
  scale mail           150
  spiked shield         90

                       monet    filari   guild guild
  WEAPONS              Standarr Alyssand Topo  Pothos
  2H axe               150
  2H sword             200
  arrows                20/20
  bolts                 18/20    75/20
  bow                  120
  crossbow             145      550
  glass sword                                  1500
  halberd              100
  magic axe                                    600
  magic bolts                                  200/10
  morning star          40
  spear                 20
  sword                125              350
  sword of defense                             1200

                       monet   filari   guild  guild
  SUPPLIES             Krayg   Alyssand Topo   Bucia
  abacus                                       120
  bag                           30
  backpack             75      200             120
  bandages                                     50
  bear cloak                                   250
  bedroll              50      150             175
  boots                                        50
  bucket                        35      28
  candle                         4
  cloak                                 200
  cloth                                 20
  fishing pole                  25
  kidney belt          12
  lamp                                  12
  mirror                       120