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Submitted by System on 09/03/2006, 09:50. Print file.
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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.
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