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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:
ayau@tartarus.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.
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º ³º ³º ³º
³ÈÍÍÍÍ;º Ú·
Ú· ³ÖÄÄÄÄÄĽ ³
º ³º ³º ³Ó·
ÚÙÖÄÄÄÄÄ¿º ³º ³º
³º Ú· ³
º ³º ³º
³ÖÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿º
³º ³º ³
º À½ ³º ³º Ultima7 pt2 : Serpent Isle
³º ³º ³º ³
º ³º
³ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ;º
³º À½ ³
ÈÍÍÍÍÍÍÍÍÍÍÍ;ÈÍÍÍÍ;
ÈÍÍÍÍ;
ÈÍÍÍÍ;ÈÍÍÍÍ;ÈÍÍÍÍ;ÈÍÍÍÍ;ÈÍÍÍÍÍÍÍÍÍÍÍ;
Walkthru vers : 1.0
by : Adrian Yau
Last Modified : 16 July 1992
Feel free to send me any corrections, additional notes or bug-info.
(spelling mistakes, complaints,... )
I would greatly appreciate a note if you find any items which I have
missed.
Send e-mail to:
ayau@tartarus.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.
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