Serpent Isle Walkthrough by Electronic Gamer (HTMLized by Ganesh - Bootstrike.Com)

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== THE ELECTRONIC GAMER ==
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ULTIMA VII PART II: SERPENT ISLE
The following is a very detailed walkthru of Origin's ULTIMA VII PART II:
SERPENT ISLE. It's based on the three games I played myself, and on
the comments and suggestions of a great many members of the Gamers' Forum.
For players who want to find just the portion of the game they're having
trouble with, I've included headers identifying the game's major locations
and puzzles.
A word about flags: Serpent Isle appears to be a non-linear game, but in fact
it has a strongly linear story line. This narrative structure is supported by
a series of software flags that must be set by the player's actions before
another action may be taken. For example, a player must often talk to NPC
"A" before NPC "B" will display a keyword that will produce the information
or the item the player is seeking. In other instances, a door in one location
will remain locked until the player performs an action in another location.
It's sometimes possible to do things out of order by brute force (blowing up
locked doors with powder kegs, f'rinstance). While you may not get into
trouble doing this, you may also thoroughly screw up the game's flags and
cause yourself a restart. Other than following the walkthru slavishly,
there are two ways to minimize potential flag problems: first, save your game
fairly often; and second, talk to everybody, read everything that's readable,
make notes, and don't enter any of the game's major locations unless you have
a pretty good idea of why you're going there.
A word about magic scrolls: It's possible to cast a spell from a scroll you
find during the game. But I suggest you save any scrolls you find before
you get a new spellbook and then transcribe them into the book. That way,
you won't have to buy these spells from the game's mages, who charge fairly
steep prices for their wares.
INTRODUCTION
Eighteen months after you foiled the Guardian's plot to enter the Black Gate,
Lord British has discovered a magic scroll from the Guardian to his henchman,
Batlin. In it, he commands Batlin to follow Gwenno to the Serpent Isle, where
he will reveal his new plot to destroy Britannia. Lord British sends you and
your companions, Iolo, Dupre and Shamino, to the Serpent Isle to find Batlin
and stop the Guardian. Finding Gwenno is also a high priority.
After a turbulent trip in which you seemed to be flying rather than sailing,
you arrive on the shores of Serpent Isle. As soon as you leave the ship,
you are hit by an eerie lightning storm that exchanges your most important
possessions for various odd objects, and causes your companions to disappear.
Walk south and you'll meet Thoxa, a monk, who administers a copy-protection
test and then hails you as a long-awaited hero from another world. She gives
you the hourglass of fate, which enables you and your companions to be
resurrected by the monks if you're killed. She tells you more about your
quest, and points you to a cave (with an invisible entrance) to the south,
near a red bush. Follow the coast to Monitor, she says, where an old friend
(Iolo) awaits you.
Among other things, she tells you to seek your three companions, because they
must all be at your side to fulfill the visions of Xenka, the monks' vanished
prophetess. You must also seek out three artifacts -- a ring, a necklace,
and an earring -- that will allow an ancient Power to communicate with you.
As Thoxa is explaining things, another monk, Karnax, appears and warns her not
to interfere in your quest. They have a magic duel, and both vanish, leaving
you with a great many unanswered questions.
Continue walking south, and you'll meet Shamino. He tells you his possessions
have also been exchanged for strange items, and he begins making a list to
compare against the list of items Lord British gave you to aid in your quest.
Follow the shoreline south until you find the red bush. The invisible cave
entrance is to its right (click on it and it reads "illusion"). Inside,
you'll find a bedroll, a bag with lockpicks and torches, and a chest. Open
the chest with the lockpicks, or by bashing it with Shamino's hammer. There
are more useful items inside, including a sextant.
There's another illusionary wall on the north side of the cave. Go through
it, and you'll find the skeleton of Drogeni (beloved of the Mad Mage Erstam).
She has some serpent scales (a reagent), and a scroll. The scroll is
Erstam's translation of an ancient Ophidian manuscript (the Ophidians, you'll
learn, were the people who lived on Serpent Isle before the current human
population emigrated from Sosaria, which has since become Britannia). The
scroll tells you about the Ophidians and their beliefs, which you'll need to
become very familiar with as the game progresses. Its original author was
Ssithnos, the last Chaos Hierophant, whom you'll meet (sort of) much later.
In Drogeni's chest, you'll find gold, some boots, a sword, and a buckler.
Before you leave the cave, practice drawing water out of the well. You don't
need the water, but you'll need to know how to use a bucket later on.
Outside the cave, Shamino finds his magic bow, and deduces that the lightning
storm has exchanged it for the bear's skull in his inventory. He explains
that if you find out where the other strange items came from, you'll find
your other missing possessions.
Continue south and east along the coast, and you'll come to Monitor's west
gate. Talk to Flicken, the guard captain there. He'll tell you that there
have been some strangers in town recently (Batlin and his gang); that there's
a strange enchanter (Iolo) in the town jail; and that you should speak to the
town's leader, Marsten, about him.
Note: whenever an NPC says or infers that you should speak to another NPC
about something, do it. The second NPC undoubtedly has information or an
item you'll need.
Flicken will tell you that Marsten is at the crematorium, attending a funeral
for some pikemen who have been killed by goblins. The goblins have stolen
the Helm of Monitor (also called the Helm of Courage, and an item you'll need
to recover for use in a later quest). Ask Flicken to open the gate, and go
looking for Marsten.
IN MONITOR
Go north to the crematorium. Talk to Renfry, the proprietor, who'll tell you
that Marsten, Spektor, Brendann and Caladin are in the crypts. Go through
the green curtains in the SW corner to enter the crypts. Go south, west,
south and east to find the four lords.
Note: There's a door you can't reach yet to the SE. Remember it.
Talk to the four lords:
Caladin (knight in red and yellow) will tell you that his grandfather's urn
was stolen (swapped for Iolo's crossbow by the storm). Only the Champion
Knight of Monitor may wear the Helm of Courage (Helm of Monitor), but the
goblins now have it. Someone (guess who) needs to recover the helm and
avenge Astrid, the late Champion Knight. He's the leader of the Bear Command,
and he trains (in strength) at the List Field at noon. The Fawn tower was
taken by goblins recently. He suspects that a traitor -- a knight -- gave
critical information to the gobbies. He suspects Krayg, the provisioner.
He tells you about the other commands (Wolves and Leopards), and suggests
you ask Marsten's permission to take the Test of Knighthood (many people in
Monitor won't talk to you unless you're a Knight). He gives you three clues
about the test, and directs you to Cantra and Shmed (the test's administrator)
for more information. Cantra is the daughter of Harnna, the town's healer;
her father has turned up missing recently.
Brendann (in green) is the leader of the Wolves command. He has little more
to add to what Caladin has already told you. Talk to him anyway.
Spektor (in gray) is the town's administrator and money exchanger. Ask him
about Iolo, and he'll refer you to Marsten.
Marsten says the goblins took Astrid's body to their secret camp somewhere in
the woods. He tells you about the residents of Serpent Isle and how they fled
the tyrant Lord British under Erstam's leadership (say nothing about Lord
British; he's viewed as a major baddie by everyone on Serpent Isle, and you'll
get into serious trouble if you say you're his ally). He tells you about the
island's three cities, saying that the mages on Moonshade have given up the
virtue of Truth; that the people of Fawn have dismissed Love for Beauty; and
that the people of Monitor hold Courage to be the only important virtue. He
suggests that you talk to Krayg about the serpent ruins; that you ask Templar,
another knight, about the goblins; and that you visit Iolo in jail. Ask
his permission to take the Test of Knighthood; he'll agree, and will give you
the password to say to Shmed when you go to the testing area.
Note: Your avatar will speak all passwords automatically at the right moment,
but only if you've talked to and gotten the information from an NPC. Even if
you know the correct words, you can't use them without having had the correct
conversations.
When you've finished talking, Caladin suggests that you're a spy, and Brendann
mentions the other suspicious strangers that have visited Monitor lately -- a
fat sage (Batlin) and a woman scholar (Gwenno).
At this point, Dupre arrives, and adds to your list of swapped items.
Go back to the crypt entrance. Go west and north, and you'll pass a serpent
gate (a carving of a serpent's head on the floor). It will serve as a
teleporter once you've gained the tools to operate it. In this part of the
crypts, you'll find Iolo's crossbow on a pedestal next to Caladin the Elder's
tomb. You can take the bow now.
There's nothing else of importance in the crypts. There's a blocked passage
that you can't clear, but there's nothing on the other side.
Go back into the crematorium and talk to Renfry again. Answer "No" when he
asks if you're a stranger. He tells you about the cremator, and how to
operate it (you'll need to know this later). He also says that a person's
ashes, as distilled by the cremator's mystical processes, represent the
essence of the person's life, and have a power greater than mere magic. (This
will be an important clue very late in the game.) On a more mundane note,
he'll pay you 100 monetari (the local currency) for each dead pikeman's body
you return to Monitor and cremate (you have to do it yourself). He has some
additional clues for you, as well: Andral the sculptor has suffered a recent
theft; ask Andral about the strange sage (Batlin) who was in town. In the
Knight's Test, if you mix the ashes of the slain goblin leader Gurnordir with
your blood, your totem animal will appear, signifying that you've been deemed
acceptable for membership in the command that bears the animal's name. And
finally, he'll tell you (incorrectly) that the serpent gate was made by
the Daemons (gargoyles, actually) who still live in a dungeon called Furnace.
At this point, you now have six quests: find Batlin; find Gwenno; free Iolo;
find your missing items; find the traitors who have betrayed Monitor to the
goblins; and find the Helm of Monitor (Courage).
Go to the jail (in the NE section of town) and talk to Iolo. He hasn't much
to say at this point, except to tell you to talk to Marsten.
On the way (or later) you can check out various houses and shops. It's OK
with the game's ethical system to steal whatever you find lying around. In
some cases, you'll have to steal to get keys and other essential items. But
be sure nobody is watching when you lift something. They tend to get rather
nasty about it, and you may have to kill someone you'll need later. By the
way, you can't steal from Standarr's armory at this point in the game --
there's always a pikeman or two on duty there.
Talk to Krayg the provisioner. He says Monitor was built on Ophidian ruins,
and that the sign of the serpent can be seen all over the island. He'll also
tell you that he takes long walks in the woods.
Talk to Andral the sculptor (don't commission a work of art). He tells you
about the robbery. You'll learn more about Batlin and his companions,
including the fact that Batlin was very interested in serpent ruins, and
that the stolen article was a blackrock serpent, facing opposite the one
the lightning storm zapped away from you. Simon, the innkeeper, said that
Batlin came to Monitor from Fawn (a place you'll need to visit soon). Andral
suggests you talk to Simon about Batlin's cloaked companion (a gargoyle), and
to Standarr (the armorer) about Brunt, Batlin's warrior companion. He tells
you that Wilfred (a knight you'll meet later) has been tracking Batlin ever
since he visited the Sleeping Bull Inn (another place you'll want to visit).
Talk to Simon at the inn. (The Inn's register shows visits by Gwenno, Batlin,
and Draygan, whom you'll meet later). Simon tells you a pack of lies about
his history. He suspects that Krayg is the traitor. Batlin was fascinated
by the serpent gate in the crypts, and went from Monitor NE to the Sleeping
Bull. Gwenno went east to Monk Isle. He suggests you talk to Shazzana (a
trainer) about Batlin's sailor companion, Deadeye, and to Spektor about
Gwenno. Most important of all, he mentions his taste for Fawn ale, and offers
you a drink. Accept, and note the distinctive brown color of the ale bottle.
Remember that he's the only one outside Fawn who drinks it.
Ask Standarr about Brunt, and you'll learn only that he was unusually strong.
Talk to Marsten again -- you'll probably find him at the city hall, where he,
Spektor, Caladin and Brendann meet each day at noon to discuss town business.
Ask him about the enchanter (Iolo) and tell him he's your friend, who's not
a sorcerer but was zapped by the lightning. He says that if you become a
knight, he'd accept your word and let Iolo go.
Talk to Cantra, whom you'll meet on the street somewhere. She says that her
father found something suspicious, and then disappeared. She says Caladin and
Shazzana are the best trainers. And she gives you some clues about the
Knight's Test -- move swiftly at first to avoid the explosions; look up as
well as side to side, and be prepared to climb; timing is essential to outrun
the fireballs; search with your hands as well as your eyes, since some things
are invisible; watch for the last chamber, which is kept secret.
At the training hall, talk to Shazzana about the mysterious sailor, Deadeye.
Talk to Luther, but don't insult him yet (he has Dupre's shield, but you won't
be able to get it from him until you've talked to a few more people). He's
a braggart and a bully, and your companions will throw a fit if you ask him
to join your party. Ask him about Lucilla (the barmaid) and he'll tell you
that she's very impressed with him. Later, Lucilla will tell another story.
Talk to Spektor again. He says Gwenno left for Monk Isle, and suggests you
hire a ship in Fawn or at the Sleeping Bull. He also says you can get Iolo
out of jail by paying him a fine of 30 monetari. Pay it and he'll give you a
gold key that fits Iolo's cell (and nothing else in the game). You can also
get Iolo out of jail free by asking Marsten after you pass the knight's test.
Talk to Harnna, the town healer (her house and field are south of the western
gate -- if she's not in the house, look in the field). Harnna is the town's
best-informed person. She can tell you quite a bit about people, places and
your strange objects, but she'll only go about three rounds before she'll
claim to be too busy to talk. Come back as many times as it takes to get her
input on your objects. She'll have a lot of "go sees" for you, and you MUST
talk to Harnna first before the keywords will appear in the others' lists.
Ask her about Cantra; she'll mention Cantra's wooden sword, which is an
important item later in the game. She also sells garlic and ginseng along
with other food items.
Note: Templar, Cellia, Lydia (the tattoo artist) and Lucilla won't talk to you
before you become a knight.
Optionally, you can visit the town tavern before becoming a knight. Lucilla
will sell you food and drink, and you may find other NPCs there around meal
times and in the evening. You can also train at List Field before you're a
knight. The trainers are there between 9AM and 6PM. Talk to the pikeman at
the desk to arrange for training.
Note: You can sleep anywhere your bedroll will fit in this game. When
you're awakened, check your companions' weapons. They'll put them away when
they sleep, and will sometimes draw ones you don't want them to use the next
time you're attacked.
THE TEST OF KNIGHTHOOD
Now is a good time to take the Test of Knighthood. Exit Monitor by the north
gate and follow the road north. There's an interesting lightning-strike spot
near the Monitor tower. Mostly, the lightning brings garbage, but sometimes
it gives you goodies like magic boots or weapons. Go north to the first
signpost, and then west to Shmed's office.
Talk to Shmed, and say you want to take the test. He'll put your possessions
in a chest in his office, and will lead you to the testing area dressed only
in leather armor and armed with a mace.
Inside the test, disregard the door to your left. It's the way out, and can
only be opened from the other side. Go north, turn right, and move quickly to
the first intersection (there'll be explosions behind you). Go south into
the first room. Kill the gremlins and smash the chest open with your mace.
Take the key and use it to open the door down the hallway to your right.
You'll come to an intersection with three doors. The north door is open, but
the other two are locked. Drop the gold key (it'll stay where you put it)
and go north into a room with an obelisk and many stones. There's a key on
top of the obelisk that you can reach by building a "stairway" with the
stones in the room. Be careful -- there are snakes under some of the rocks.
The brown key from the obelisk opens the south door. Drop the key and enter
the room. You'll have to fight a Cyclops and dodge a roomful of fireball
traps to reach a key in the SW corner. Walk diagonally from NE to SW and
you'll avoid setting off at least some of the traps.
The brown key from the fireball room opens the east door. Drop the key with
the two others and go east into the long N/S hallway. Go north and you'll
find a bag with a cure-poison and a healing potion. Put the bag on your belt.
The north door is locked and trapped. Stay close to the right wall to avoid
setting off the traps.
Go back south, staying close to the right wall. Turn the corner east, and go
north. Turn right at the intersection into the hallway with four chests.
Don't touch the chests -- they'll explode. Walk east into the illusion wall
just across from the intersection. You'll come to a small, square room with
a brown key. Take the key and go back the way you came. (The key opens the
door where you found the bag, and which you don't absolutely have to open.)
Go north at the intersection west of the chests. At the next intersection,
go north again. You'll reach two doors, one after another. The brown key
you just got will open the first door. Go south beyond this door. At the
end of this hallway, you'll find a lever and a vertical gray key. The lever
opens a hidden door in the west wall. The gray key opens the second door at
the north end of the hallway.
Go through the south door into a roomful of rats and pick up a red-and-blue
key in the NW corner. Then go back up the N/S hallway and open the second
door. Continue west and open the next door with the red-and-blue key.
Beyond the door, go north and turn east. Go north at the second intersection
and west at the next opportunity. You'll find a claw and a scroll telling
you how to use it. Use the claw on yourself (double click on the claw and
click the crosshairs on your avatar). Go back the way you came until you
reach the last door you opened. (Somewhere in this area, you may be attacked
by an invisible knight and/or a Cyclops. You can fight them or run from
them as you wish.)
From the door, go south down a long hallway. Near the south end, you'll be
attacked by an assassin-knight. Kill him and examine his body. You'll find
a scroll ordering him to kill you, signed "X". In the west wall near where
the assassin emerged, there are two torches fairly close together. There's
a secret door there, which can be opened by double-clicking on it.
Go through the secret door into the cavern. Go west and south, and double-
click on the south wall you come to. Reenter the hallway through the new
secret door, and go west and north into a room with fountains. Read the
scroll on the table. Use the bloody claw on the urn on the table, and your
totem animal (a wolf) will appear. Kill the wolf and examine its body. Take
the wolf steaks, and pick up the wolf's body. Take the blue key.
Go east and south from the room, and open the wooden door to the west with
the blue key.
When you reach the end of the hallway, Shmed will appear, saying "she
seduced me into trying to kill you." When he attacks, kill him, and take the
scroll and red vertical key he's carrying.
Leave the knight's test (through the door and south) and go back to Shmed's
office. You'll find your possessions in the chest on the left. You can
leave all the keys you found during the test -- you won't need them later.
Ask your companions to join you. WARNING: DON'T ask any of them about
"belongings" or you'll spend the next half-hour sorting out your and their
inventories, which will all be mixed together in your packs and bags.
BACK IN MONITOR
Back in Monitor, talk to Marsten. He tells you what to do with the wolf meat
and carcass. Cellia the furrier will make you a wolf cloak, but it will take
her a full day to complete it. Finally, he sends you to Lydia to get a wolf
tattoo. Your knighting will occur when all of these are accomplished.
Lydia says a warlock from Moonshade (Fedabiblio, whom you'll meet later) stole
her sister Selene when she was a child. (You'll meet the sister as Selina
later -- be careful, she's NOT a nice person.) Get a tattoo from Lydia, and
don't ask if it will hurt.
In a little while, you'll probably get very sick. Lydia is the one who put
Shmed up to killing you, and has poisoned you. When you do get sick, talk to
Harnna the healer. She'll send you up to Fawn to see Delphynia, an herbalist.
You'll need to get some leaves from Delphynia and bring them back to Harnna,
who will then heal you. Fawn is to the north of Monitor, and Delphynia's
house is just east of the Fawn palace. (Go past the gatehouse and the area
with fountains, across a narrow bridge, and turn right.) If you confront
Lydia after the poisoning, she'll attack you. It's OK to kill her, although
you won't get or learn anything especially critical.
In the meantime, while you're waiting for your cloak, ask Harnna about more
of your strange objects and follow up on her leads. You may also want to do
some training, or to explore outside Monitor a bit. You can poke into the
Monitor side of the dungeon Furnace. Its entrance is just south of Monitor,
at 136S 27E. There are some trolls there who carry diamonds, and a pikeman's
body that you can bring back to the crematorium for a reward. You'll come
to a bridge across some lava fairly soon in your explorations, and your
companions will begin to complain about the heat. Later in the game, you'll
get a magic spell that will protect you from Furnace's heat. For now, don't
cross the bridge or you and your friends will roast alive.
There's a ruined castle at 137S 43E, inhabited by more trolls, and a curious
sheep pen north of the castle. It has teleporters that lead to a locked area
of the Temple of Chaos, which you won't get to until later. You can climb
into the sheep pen, but BE WARNED: some players have gotten in but couldn't
get out again. I suggest you just leave it alone -- you don't need to use
the teleporters, and there's nothing else useful inside.
Talk to Marsten after you pick up your wolf cloak from Cellia. He'll tell
you to go to the banquet hall in an hour. When you arrive, you'll find almost
everyone in town is there.
Someone will ask you what part of the test you found most harrowing. If you
say the gremlins, the Cyclops, or the invisible man, you'll learn that the
test was rigged by persons unknown -- these things weren't supposed to happen.
Harnna will come in and report that Cantra is missing. Templar will say that
there's a traitor among you, and Shazzana and Luther will fight about who the
traitor might be. Marsten will declare that the banquet is over.
Talk to all the people who were at the banquet.
Brendann, who's now your knight commander, says Krayg's not the traitor, but
maybe Luther is. He says Shmed's treachery sounds like wizardry, and asks
you if you have enemies in Moonshade. He asks you to continue to search for
the spy. (If you're a female avatar, he'll also come on to you, and will ask
you to, um, tryst with him after midnight. If you do, he'll give you a
gwani cloak and an interesting experience.)
Cellia, Flicken, Luther and Shazzana have nothing new to say.
Templar tells you some useful things about the goblins (attack them early in
the morning) and the Helm of Courage (it has mystical powers and was not made
by humans or goblins). He also thinks Krayg is the traitor. And he tells you
someone is stealing money from the Monitor treasury.
Spektor admits that there is a thief, but asks you not to tell anyone else.
Marsten tries to convince you that Shmed was the one and only traitor.
Caladin says the traitor was a knight, but couldn't have been Shmed, who was
terrified of goblins. He suspects Krayg, and also thinks you must have an
unknown enemy among the mages of Moonshade.
Lucilla has no new information about the traitor, but she tells you about
the goblins' secret camp, the location of which remains a mystery. She also
tells you that she hates Luther, but that he's been invincible ever since
he got a new magic shield (Dupre's). If you're a male avatar, she'll invite
you to a secret tryst, and, if you go, will give you a gwani cloak. If you're
a female avatar, she'll dish the dirt with you about all the men in Monitor.
She seems to know them all VERY well .
Talk to Harnna. She lets you look in her crystal ball, which shows Batlin
threatening Cantra in an abandoned castle (Shamino's). Cantra reveals that
she's possessed by a bane (about which more later), and they have a magic
duel. Harnna asks you to rescue Cantra, and says you'll need two things:
Cantra's wooden practice sword (which she gives you) and the Hound of Doskar,
which she doesn't know where to find. She prophecies that you'll also need
three ancient and powerful artifacts (the Helm of Courage, the Rose of Love,
and the Mirror of Truth). She also says you'll need to go north through
caves that lie to the west (beyond the swamp).
Talk to Krayg. He says that someone else also takes long walks in the woods
-- someone who may not be human. Ask him about "evidence" and he'll tell you
about a goblin meeting site in the woods north of the Knights' Test. He says
look for a strange black obelisk.
LOOKING FOR EVIDENCE
Go to look for evidence at the strange black obelisk Krayg told you about.
Follow the road north to the "Fawn" sign. Go west on the Fawn road. You'll
have to fight the goblins that have taken over the Fawn tower, which will
become important when you finally get to Fawn. You'll know you've retaken
the tower when you see pikemen inside it. (Be sure none of the goblins
escape -- if they do, you'll fail to set a flag that's important to your
quest in Fawn.)
Continue north until you reach the Fawn gates, then go west into the woods.
The black obelisk is at 82S 18W. You'll find a bottle of Fawnish ale there.
Take it with you -- and don't drink it.
Some other things to find in the woods:
A house where everyone has been massacred at 72S 20W -- there's nothing vital
here, but the chickens and wild pigs make good eating.
The House of Wares at 77S 28W -- you can't get in now, but you'll find a key
in the caves you'll take to get to the northern mountains.
Hollow trees with treasure at 78S 16W (Destroy Traps scroll) and at 85S 23W
(serpent crown , money and other goodies).
A jester at 85S 31W whose house contains a trapped chest and a few goodies.
He won't talk, and it's OK to kill him.
And the secret entrance to the goblins' caves at 69S 32W. Don't go in now,
because you need a key that's back in Monitor.
BACK IN MONITOR
Take the bottle of Fawnish ale to Lucilla, who will tell you it belongs to
Simon. Confront Simon with the bottle. Question him and accuse him of
lying. He'll change into a goblin and will attack you. Kill him -- and
with his dying breath he'll tell you that the goblin king Pomdirgun has the
helmet, where to find the goblins' lair, and that the key you need is around
his neck. Take his keys -- the gray vertical one fits the chest in his room;
the brown one doesn't fit anything I ever found; the red-and-blue one fits
the locked door inside the goblins' cave.
THE GOBLINS
Go back to the entrance to the goblins' lair (69S 32W). Inside, head north
to a locked door, which will open to your red-and-blue key. Continue heading
north. The first tunnel to the left leads to a beer cellar and nothing
important. The next tunnel to the left leads to a pair of stairs down. At
the bottom, you'll find a checkerboard that's trapped and guarded. In the
center is a firedoom staff (a powerful weapon). Continue heading north in
the main tunnel. You'll come to two stairs down. The one to the north leads
to a dead end, guarded by headlesses (there are some gems to be had). The
one to the west leads to a fountain of healing, guarded by a water beast.
Take the stairs up in the NW corner of the room. In quick succession, you'll
find two more stairs up. After the second one, you'll come to a roomful of
bats. If you go east from here, you'll find a dead end, a statue that's
trapped, and a fire wand. On the way, you'll pass a brass chest behind a
cavern wall. The brass chest holds a magic bow and some magic arrows, but
you can't get to them without using magic or cheating.
The route to the goblins' camp lies to the north from the bat room. You'll
come across a circle of stones with a chest inside. The chest is trapped,
and contains nothing but some poison potions. A little farther north, on
the right, you'll find a locked door, behind which is the goblin king's
treasure room (and the Helm of Courage). You can't open it except with the
goblin king's key, so keep on traveling north for now.
Shortly, you'll come to the end of the caverns and the north side of the
goblins' camp. Check your watch, and wait until early morning to enter the
camp. Most of the goblins will be sleeping then, and won't come out to
attack unless you go inside their huts.
Follow the mountains south to another cave mouth. It will take you to the
south end of the camp near the king's hut. Confront the goblin king (at
31S 21W) and kill him. He has a magic axe and the bronze key to the
treasure room. In his hut, you'll also find your burst arrows (swapped for
the strange hairbrush), money and gems, and another bronze key that doesn't
seem to fit anything in the game.
Back up toward the northern end of the camp, you'll find a cooking area that
contains the bodies of Astrid and other pikemen. They have some useful
weapons, and you can take them back to Monitor for cremation and reward. In
a pen nearby, you'll find the pikeman Johnson, who wrote a book on how to be
a successful soldier. Apparently, he writes better than he fights, because
he's gotten himself captured and put on tomorrow's goblin menu. Release him,
and he'll follow you part way back to Monitor (but he won't join you, fight,
or go past the first stairway.)
In the farthest-north hut, there's a magic bow and a magic sling.
Go back to the treasure room and loot it to your heart's content. Be sure
to take the Helm of Courage and the two scrolls near it. They're the proof
you need to identify Marsten and Spektor as traitors. Be sure to take BOTH
scrolls. If you don't expose both traitors at the same time, one will go
free, which will thoroughly mess up the rest of your game.
BACK IN MONITOR
Go back to Monitor and tell Brendann or Caladin about the traitors. They'll
take care of having them arrested. Ask about the Helm, and they'll give it
to you. (Take care of it -- you'll need it later.)
Now's a good time to retrieve Dupre's shield. Talk to Luther, who'll lie
about having the shield. Call him names, and he'll get mad and challenge you
to a fight. Go to List Field and tell the pikeman you want to train with
Luther. Beat him on the field, and he'll be your friend. Talk to him again
later, and he'll give you Dupre's shield.
NOTE: Make sure you have room in your backpack for the shield. Otherwise,
he'll say he's giving it to you, but it won't appear in your inventory.
Talk to Marsten in jail, and he'll tell you about his secret weapon. He says
it's well hidden and you'll never find it.
Talk to Spektor in jail. He'll tell you that Cantra's father stumbled onto
their secret cave and that he and Marsten killed him. He'd found their
secret explosive weapons.
Talk to Standarr, and he'll tell you that he created a combustible powder
for Marsten and Spektor.
Talk to Lucilla. Ask her about Spektor, and she'll give you the key to their
secret cave.
The secret cave is behind an illusory mountain wall just south of the
crematorium (154S 12W). Walk through the illusion, and open the door with
Spektor's key. (It's the door you saw from inside the crypts but couldn't
reach.) Inside the cave, you'll find Cantra's murdered father, four chests
of treasure (Spektor's thieving), and ten kegs of gunpowder (DON'T DOUBLE
CLICK ON THEM!!!) You won't actually need the gunpowder until you're almost
at the end of the game, and when you do need them, you'll find more at a
nearby location. Bottom line, you don't really need THESE kegs, but you
know where they are.
Take the pikemen's bodies to the crematorium. Be sure to talk to Renfry
after you cremate each body, or you'll only get paid for the last one you
fed to the machine.
Talk to Harnna about the scroll you found on her husband's body. It's not
really required, but it's the civilized thing to do.
You've now completed the quest sequence in Monitor, and are ready to move on
to Fawn. (If you have enough money, you can buy gwani cloaks, fur hats and
fur boots from Cellia. You'll need them later in the frozen northland.)
FAWN
It's okay to go to the Sleeping Bull next, or even over to Moonshade. But
Fawn is probably your best bet for the next quest. If you haven't been
there yet (if you didn't get poisoned), follow the road north to the
second signpost and turn left.
Ruggs, a sailor from the ship Batlin came on, will meet you at the gate and
ask you for a favor. He wants you to carry a letter to his significant
other, Delphynia the herbalist. You should agree to do this, but you don't
have to do it immediately.
From the Fawn gate guard, you'll learn that the city gates are closed at
night, that there's a traveler's shelter west of the gate, and that justice
is swift (if not always just) for any form of troublemaking. There's a
little food in the shelter, but it's not restocked if you take it.
As soon as you enter the city, a sailor (Olon) will run up to you asking
Iolo to sing. Have Iolo oblige him with a sad song about Gwenno. (If this
DOESN'T happen, search out Olon at the inn and talk to him. It's important
to the rest of the Fawn plot.)
Talk to Olon after the song. He'll tell you about the gwani, but his info
is wrong -- the gwani are friendly, and you'll need them as allies later.
If Olon meets you beyond the gate, Kylista (a priestess), Delphynia, and
Jorvin (the captain of the guard) will also be nearby.
Talk to Jorvin. He thanks you for retaking the Fawn tower, and tells you
about the Fellowship folks who came on Batlin's ship. (Lady Yelinda, the
city's ruler, had them banned for spreading heresy. In this game, however,
unlike in the Black Gate, the Fellowship people are the good guys.)
Jorvin also says that Lady Yelinda will wish to welcome you formally (for
saving the tower), and that he'll see that you're properly escorted when she
wants to see you. He'll tell you about Lady Yelinda, Kylista, the Oracle (he
says ask Kylista), the ruler's chancellor, Zulith, and the Great Captains who
are Yelinda's advisors. He'll also tell you about Alyssand, who makes fishnet
stockings. It seems a storm took away her engagement ring (he recognizes the
one you're wearing as Alyssand's). She's also one who listens to the
Fellowship's "babbling," he says.
Kylista tells you about the city's Oracle, whose revelations only she can
interpret. She'll also tell you about the false prophets (Ruggs and his
friends) who came preaching blasphemy and brought on the lightning storms.
(She's wrong, of course, but she has her own agenda working here.) She'll
also tell you her views of Lady Yelinda, the Great Captains (Joth, Garth, and
Voldin, whom she obviously favors), and Zulith.
If you're wearing Kylista's white armor when you meet her, she'll exchange
it for your magic armor. If you're not, you can find your armor in her
house, which is just west of the temple. You don't need to return hers.
Talk to Delphynia and give her Ruggs' letter. She'll tell you some unsettling
things about Fawn's Beauty-based religion, and will give you a letter to take
back to Ruggs. She'll also tell you that Batlin came to her, seeking to buy
reagents and asking about blackrock carvings. She sent him to Pothos in
Moonshade for reagents, and to Delin (Fawn's provisioner) for serpent ruin
information. She'll also tell you that Alyssand is headstrong and has a
weird notion that the town's Oracle is a sham (which, of course, it is).
Delphynia also sells black pearls, nightshade, garlic, ginseng, mandrake,
and fruits and veggies.
You can continue exploring Fawn at this point, or you can go to the
Fellowship camp to deliver Delphynia's letter. I went to the camp first.
It's at the end of the dirt path just east of the Fawn gate.
I found Alyssand at the camp. (In Fawn, she's usually at her father's
provisions shop on the small island just beyond the main gate, or their house
just across the plaza.)
Ask Alyssand about her ring, and she'll give you your magic gauntlets which
were swapped for her ring. She'll ask you if you're willing to help free
the city from its false traditions and evil schemes. Say yes. She'll tell
you that she suspects that the Oracle legends are false, and that Kylista
and Voldin are using it for their own purposes, corrupting Fawn's religion
in the process. She tells you to look everywhere and talk to everyone to
find the clues that have evaded her and the members of her Cause. (This is
the main plot in Fawn, so pay attention to what she has to say.)
Talk to Ruggs, and give him Delphynia's letter. He'll introduce you to Scots,
another sailor, who will give you a map of Serpent Isle. It's not entirely
accurate, but it's better than nothing. He'll also tell you a bit more about
Batlin and his companions.
Talk to Kalen, another sailor. He's a surly lout, who turns out to be
another bane host, like Cantra.
Talk to Leon, who'll try to get you to join the Fellowship. Ask him about
other subjects before you bring up the Fellowship -- he'll stop talking to
you when you tell him the Fellowship has been disbanded. He'll agree with
Alyssand, and will tell you that Kylista is manipulating the Oracle, but he
doesn't know how she does it. He'll also tell you that Lady Yelinda is a
figurehead, and that Zulith is a puppet but can be vicious if he's slighted.
Zulith showed up in camp while I was there, too. He tells you that he
exchanges money. He'll also talk about the Oracle and the Great Captains,
but he'll tell you a very different story. From here on out, he'll follow
you until you ASK if he's following you. Then he'll go away mad, but it's
OK -- you don't really need to stay on his good side.
Scots says that Kylista has the soul of a viper, and you shouldn't trust her.
He'll also tell you how Gwenno and Batlin got to Serpent Isle.
BACK IN FAWN
Go back to the city after you've talked to everyone at the camp.
Some other folks in Fawn to talk to:
Garth (one of the Great Captains) tells you that the Fawn lighthouse was
zapped by a teleport storm and exchanged for a haunted building. (It's the
Britannia Mint, and you'll get to visit it with Selina, whom you'll meet at
the Sleeping Bull). Garth also has some rather negative opinions of Voldin,
Kylista, and the Oracle.
Note that Garth's house (far SW corner), like most in Fawn, is pickable. He
has a suit of plate armor there. In his warehouse (far NW corner), there's
a Great Ignite scroll on the balcony. There's also a crate on a very high
shelf. If you're a major masochist, you can reach it by building steps out
of crates, bales, and bolts of cloth. But it's not worth the bother --
there's just a gwani cloak and some conventional weapons in it.
Delin, the provisioner, tells you that the storm exchanged his cashbox full
of filari for your food. He also mentions that his son, Freli, was taken
away by the Moonshade mages. (You'll meet Freli when you get to Moonshade.)
Voldin, Joth, and Yelinda have nothing of interest to say at this point.
Jendon, the innkeeper, is a wealth of information, though. He's Fawn's
equivalent of Monitor's Harnna, and will give you leads about your strange
objects. He'll also tell you that the Sleeping Bull was once a pirate fort.
There's a gold key in Jendon's rooms that doesn't fit anything I found in
the game. In the inn's basement, there's a chest under the stairs. To
reach it, move the spear next to the wine cask. A lever there will open a
secret door in the wall next to the chest, which is pickable.
There are things to pilfer all over Fawn, but you'll find only a few items of
real utility. In Yelinda's house (to the right of the throne room), there's a
bronze key that opens a door on the SW side of the throne room. The passage
beyond leads to Fawn's serpent gate. In a palace room, you'll find two magic
scrolls in a chest, and a red key that doesn't open anything. There's also a
secret door in the small room in the SE corner of the throne room. It leads
to Fawn's treasury, but you won't be able to get into it until much later.
Along about this time, you'll be attacked by the surly sailor, Kalen. He'll
tell you that Batlin will soon have more power than you can dream of. When
he dies, a bane will exit his body. By the way, if Kalen attacks when you're
talking to any of the town officials, try to get him to follow you away from
them before you go into combat mode. Otherwise, you may wind up with all of
Fawn attacking you, and you'll have to restore to an earlier save.
Kalen's attack will trigger the unfolding of the rest of the Fawn plot. In
a few minutes, Jorvin will approach you and say that Lady Yelinda is ready to
receive you formally. Come to see her in the throne room in the afternoon,
and be sure to bring Iolo.
THE FORMAL AUDIENCE
Yelinda praises Iolo for his song, and gives him a diamond necklace for
Gwenno. Everyone toasts: Hail to Beauty. Dupre, always rash, toasts Lord
British, and is promptly arrested for being an ally of "Beast British."
Jorvin knocks you cold with the wand of detainment. When you wake up, you're
in a room at the inn. A gold key on the nightstand unlocks the door, and a
scroll tells you to go to the temple for Dupre's trial. There's nothing you
can do about any of this, so just sit back and watch it unfold.
THE TRIAL
Go immediately to the temple (the doors will open for you). Don't worry
about what to do at the trial -- Dupre's guilty no matter what you do. The
whole scene is pretty funny, though, so just watch and chuckle. When
everyone's done trashing Dupre's reputation, the trial will be adjourned
until tomorrow, at which time the defense will be presented. You'll be
ushered out of the temple, with one day to uncover and foil the plot.
Walk around for a while and Alyssand will find you. She'll tell you that
Dupre is being held in a cell under the temple, and will give you a gold
key that will unlock the door to the left of the entrance in the temple.
She'll tell you that the temple won't be guarded that night. (You can go
there at any time, though. You don't have to wait for nightfall.)
Go to the temple and unlock the left door. Go downstairs, and you'll find
Dupre. He can't talk to you, though, and you can't unlock his cell. Pull
the switch on the left, near the cell. Go up the stairs, and you'll find
Voldin, who will spill that he and Kylista use the levers you see behind
him to rig the Oracle's revelations. He's just set them to condemn Dupre.
He'll attack, so kill him.
Try resetting the levers to any pattern. You'll find that the farthest-
right lever is jammed. After you've reset several others, the Oracle will
say "Stop!" Then, try the right lever again, and the Oracle will speak to
you. Tell the Oracle to say that the trial is corrupt, and to denounce the
true traitors. She'll thank you for freeing her.
Now, you have to wait for the trial to resume. If there's nothing else you
want to do, just bed down by the main doors and wait until noon.
When the trial resumes, call your witnesses. You don't really have to, but
the rest of the testimony is pretty funny stuff. The Oracle will proclaim
that Dupre is innocent, and that the true criminals are Kylista and Voldin.
Yelinda will express her regrets, and will give Dupre the Crystal Rose of
Love. (Take care of it -- you'll need it later.) Jorvin reports that Kylista
has been captured and has confessed, and that Voldin has been found dead.
Once the trial is over, you're done in Fawn for now. You can talk to Kylista
in jail, but she has nothing new to say.
Time to head for the Sleeping Bull Inn.
SOME THINGS ON THE MAINLAND BELOW THE SWAMP
At 46S 36E, you'll find the Swamp Cathedral. There's a dead troll nearby,
with a dead child inside. The child has a fire wand. The doorways to the
cathedral are all trapped. Go through the red doorway and you'll be 'ported
to a little ruin in a lava field. Push the button to open the sliding door.
The corpses have jewelry, magic arrows, serpent weapons, and other loot.
There's a teleport that will take you back to the surface.
At 62S 44E, there's a small stone building with wooden walkways on either
side. There's a secret door on the east side. There's nothing useful in the
whole complex, so I'd advise not bothering with it.
At 54S 73E, there's a stone stairs leading down. You'll find some serpent
scales here, and an illusion wall to the south. Beyond it, there's another
small building, some more serpent scales, and a stairway leading up to a
stone temple. You'll find some ordinary weapons there, along with still
more serpent scales.
At 59S 66E, you'll find a ruin with a Blink scroll.
At 71S 52E, you'll find a ruined powder mill and a ghost that will play a
major role in the endgame. He's Ssithnos, the last Great Chaos Hierophant,
which won't mean much to you now, but will later. Anyway, he was a major
power among the Ophidians.
Note: Save your game before talking to Ssithnos, then restore afterward.
There's something buggy hereabouts. Much later in the game, you'll find
another way to talk to Ssithnos, in another location. If you've already
talked to him here, you may hit a bug with the prophetess Xenka that will keep
you from finishing a major part of the game.
Ssithnos will tell you a lot about the game's REAL quest, which is to restore
the balance that was destroyed by the actions of Exodus, one of the avatar's
earlier foes, and by the civil wars that followed. Basically, he tells you
how to complete the next-to-last quest in the game -- restoring the Chaos
Serpent. He'll tell you about the banes, and about a mystery force that
you'll need to find before you can complete the quest. He'll give you a
scroll that covers most of what he tells you. Don't worry about restoring
and losing the scroll. He'll do it all over again when you meet him later.
There's a bunch of very nasty skels in the mill's basement, guarding a chest
with a few paltry gems in it.
At 76S 82E, you'll find the transplanted Britannian Mint. You can't get into
it now, but you will get in after you visit the Sleeping Bull.
At 83S 40E, you'll find a corpse under a rock who has some plate leggings.
At 100S 39E, there's an invisible chest on top of an obelisk. You can build a
stairway to the chest using rocks from the area. The key to the chest is in a
hollow tree just south of the Sleeping Bull (at 117S 35E). Inside are: a
magic sword, an invisibility ring, magic bolts, gems, gold, and potions.
AT THE SLEEPING BULL
There are many people at the Sleeping Bull with a lot to say.
Talk to Byrin, the bard, and pay him one coin after every song to keep him
singing. His songs and tales contain many clues to the later portions of
the story. He'll tell you about the northern savages (gwani); the lost
culture of the Ophidians; a lost king (Shamino!) in whose castle trapped
souls await the return of the one who deserted them; the dreadful story of
the White Dragon King; the land of dreams (in Gorlab Swamp); and the Forest
Master (whom you'll meet beyond the swamp).
Miggim, a monk from Monk Isle, says someone will make an attempt on your life
soon (it's Selina, whom you'll meet shortly); and that the monks' prophetess,
Xenka, will return when the end of the world (and the game) is near.
Ensorcio, an exiled mage, will tell you about virtually everyone in Moonshade.
All his information is useful, although it comes from a highly biased source.
He'll tell you: Batlin stole his serpent jawbone (the game's teleportation
instrument); Flindo, a merchant, had Captain Hawk thrown in jail because he
refused to sail to Moonshade; Flindo trades in merchandise and information;
the Mountains of Freedom on Moonshade is a prison full of magic traps;
stoneheart (your glowing stone) comes from Freedom and is used in death
spells; Erstam, the Mad Mage, moved to an island off Moonshade; his mentor,
Vasculio, was executed for his experiments with stoneheart; and Silverpate, a
pirate, hired Erstam to do magic at the Sleeping Bull.
For a price, Ensorcio will tell you how to turn stoneheart into bloodspawn,
the reagent used in death spells. (Don't pay -- others will tell you for
free.) After you've gotten a spellbook (beyond Moonshade), he'll also sell
you some of the nastiest spells in the game.
Argus, the innkeeper, says the pikemen at the Bull Tower are holding Hawk;
that the Moonshade mages are split into warring factions; and that Silverpate
disappeared after building the inn. He'll also tell you about his other
guests, and will rent you room #3. (The other rooms are pickable, but you
need the key to enter room #3. You'll find the diary of one of Batlin's
henchmen in room #6, and a trunk containing some antique armor in room #7.
The switches in each room are all red herrings. Don't bother with them.)
Devra, Argus' mother, will exchange money. She'll also trade your mysterious
slippers for your swamp boots. She says her husband, Angus, disappeared one
night when Batlin and his gang were staying at the inn. She heard voices in
the cellar late at night, and in the morning she found the cellar in disarray
and both Batlin and Angus gone. She'll ask you to find out what happened to
Angus. (I never found a trace of Angus, but I did find quite a lot in and
beyond the cellar, of which more later.)
Kane, another guest, tells you that his brother, Edrin, was taken by a storm,
after which he found only a parrot named Ale (who is really Edrin in drag).
Edrin, he'll tell you, had a crystal that had strange effects on his dreams.
He's going to Moonshade to ask the mages there to help him find his brother.
Flindo, the Moonshade merchant, will be an important contact to have once
you get to Moonshade. He tells you that he has "connections" in Moonshade,
and that you should ask him about them again when you get there. Be sure
you do. He'll also tell you that Vasculio was executed, but that his tomb
turned up empty within a week. (You'll meet Vasculio much later, in a very
unpleasant encounter.) He'll also tell you about Mortegro, a mage whose
specialty is speaking to the dead, and about the MageLord's mistress,
Frigidazzi, who specializes in cold spells.
Another guest, Selina, will lead you on a dangerous quest. But before you
talk to her, take a tour of the cellars. The stairs are in the kitchen.
SLEEPING BULL CELLAR
Downstairs, go through a hidden door between the wine casks in the NW corner.
Walk north to a small room with a switch and two chests. Throw the switch,
which opens a sliding door in the SW corner of the cellar. Open the left
chest and take the tan key. Don't touch the right chest -- it explodes.
Go back into the cellar, through the sliding door in the SW corner, and down
the stairs. You'll find a corpse in a prison cell. Open the cell door with
the tan key and search the corpse. You'll find a scroll that will explain
the mysterious switches in the inn's rooms. (Silverpate used them to spy on
his guests from a secret "wardrobe room" in the catacombs. Don't bother
with the switches -- they're not important.) The scroll will also tell you
that two torches mark the entrance to a hidden serpent gate.
Go north and west from the cell, and you'll find a locked door that your tan
key will open. You've found Silverpate's wardrobe room. On the north wall,
there's a pickable invisible chest containing two magic scrolls (False Coins
and Mass Cure). There are five chests along the west wall. The fourth one
from the top has a map to Silverpate's treasure, which is not under the inn
but in a cave in the frozen northern mountains (you'll be able to get there
later in the game). The antique key doesn't open anything I found in the game.
Don't touch the other chests -- they're empty and they explode.
Go back the way you came and continue east and north from the intersection.
At the end of the north tunnel is a wine room that's unimportant. The two
torches the prisoner's scroll mentioned are in the middle of the N/S tunnel
leading to the wine room. Go east at the torches, through an illusionary
wall. In the tunnel to the south (trapped), you'll find some plate armor and
other loot in a trapped chest. In the tunnel to the east of the illusionary
entrance, you'll find some empty trapped chests and a Create Food scroll.
In the tunnel to the north, you'll find a serpent gate and a brass chest.
The pickable chest holds an Explosion scroll, a gray key that unlocks the
door to the right, and a map that describes the entire layout of the serpent
gate teleportation network. Unlock the door on the right, and take the
teleporter to the Sleeping Bull's office.
BACK AT THE INN
Stop by the Bull Tower (NW of the inn) at this point and inquire about paying
Captain Hawk's fine. However much money you offer, the guards will demand
more, and will continue raising the fine.
To solve this problem, go back to the inn and talk to Selina. She'll propose
going to the building that was swapped for a lighthouse. She'll say that it's
supposed to be full of treasure, and that she found a key outside. Agree to
go with her without your companions (they'll stay at the inn until you come
back). She'll give you a tan key that will unlock the haunted building (look
in your own inventory for it). Look in HER inventory, and you'll find a blue
key that will unlock several doors in the Temple of Order (which you won't
find until much later), and a Columna's Intuition scroll.
Note: Despite Selina's instructions, you CAN take your companions with you on
the quest.
Go with her along the coastline to the transplanted Britannia Mint (76S 82E).
Unlock the door with the tan key. Go straight to the room in the NE corner
and grab the gold bars. Then, get the heck out of there, or you'll spend
all eternity fighting spirits and teleports. You CAN'T clean the place out,
no matter how hard you try.
Once outside, you'll be ambushed by a bunch of fighters, and Selina will
vanish. On one of the assassins, you'll find a scroll from Batlin, telling
them to kill you. Don't be fooled by Selina's pretty eyes -- she's a pal
of Batlin's, and was an accessory to this murder attempt. She's also Lydia's
sister (the tattoo artist from Monitor who tried to poison you), and was a
rebel on Moonshade until things got too hot for her there. You'll meet her
again later, in the northern mountains.
Go back to the Bull Towers and offer the pikemen your gold bars. They'll
take them and give you the gold key to Hawk's cell. Go downstairs in the
tower and unlock the cell. Hawk will say he'll meet you at the inn.
Go back to the inn, get your companions, and talk to Hawk. He'll tell you
about his treasure map (but you've already found his treasure, in a hollow
tree in the goblin forest). He'll also tell you a bit about Selina and
Batlin. Most important, he'll agree to take you to Moonshade.
Go out to the ship. On the way, you'll probably meet Wilfred, Argus' brother.
He'll tell you some things you already know, and will be quite a jerk about
it. He's not really worth talking to, but Dupre's comment about him is
priceless ("What a butthead!").
Note: Wilfred is also a trainer -- the only one outside of Monitor.
Get on Hawk's ship and sit down. Shortly, Hawk, Flindo, and Kane will get
on board, and you're off to Moonshade. (Note: if Flindo and/or Kane don't get
aboard, they're probably sleeping. You'll have to go back to the inn and wake
them up before Hawk will set sail. Don't worry, he won't leave without you).
IN MOONSHADE
Once your ship lands, go north and east to find the town. Don't worry about
exploring the island yet. There'll be plenty of time for that later.
The first building you come to will be the Rangers' headquarters and winery.
Flindo, the merchant, was there when I entered. He has lots to say, and it's
pretty much all useful. He'll tell you tales about ancient passages that
connect Moonshade to the other islands, and will suggest you ask Fedabiblio
about them. He'll also direct you to Bucia, his assistant, who, he says,
talks a lot (and he's right!). He'll tell you that she has a farfetched
notion that Pothos, the apothecary, is connected to the mad mage in some way.
Bucia also exchanges money. About Erstam, the mad mage, he'll suggest you
talk to Pothos (who is out of town at the moment). He'll also tell you
juicy (and important) tidbits about several Moonshade mages, including
Frigidazzi, who, it seems, isn't so frigid after all.
Ask Flindo again about his connections. He'll agree to set up a meeting for
you with Filbercio, the Mage Lord. (This is a key conversation, because it
sets a flag that moves the plot forward. You'll have to talk to Flindo again
about his promise, but this first step is essential.)
Talk to Julia, the head Ranger. She'll list some of Moonshade's rules --
like it's illegal to own stoneheart or bloodspawn. She'll also tell you that
it's unhealthy to cross Filbercio's whims, and that Erstam, the mad mage,
hacks up his assistants for his experiments with creating life. She'll
reveal that the Moonshaders believe in truth, but only within reason. (Don't
say you work for Lord British during this conversation, and shush Dupre when
he tries to speak up.) She'll send you to Pothos for reagents, and to
Fedabiblio to learn more about magic. Finally, she'll identify your ice wine
as being of the same vintage as the wine that disappeared recently. (The wine
was swapped for a map of Britannia, according to Origin's cluebook, but I never found the map.)
There's another Ranger named Ernesto you can talk to. He's a great-looking
dude, but he hasn't much of interest to tell you. The other Rangers are
just there for show, and all say basically the same thing -- talk to Julia.
There's a curious secret room quest in the winery, beginning in the office
in the NW corner. There's a tan key in the desk drawer that fits the upstairs
office door. (Make sure none of the Rangers is watching when you take it.)
Go upstairs and unlock the door. There's a Enchant Missiles scroll on the
desk, and a lever behind the table, next to the chest (which contains mundane
items). The lever opens the way into the sub-basement, where you'll find
another lever between a chair and a table. This one opens a secret door in
the wall. Behind it, you'll find a scroll telling you the secret of
winemaking: sorcery makes it easy, but the real secret is to use great grapes.
So far as I can tell, there is absolutely nothing of value in the basement,
nor any value in knowing the secret of winemaking. Go figure!
AT THE BLUE BOAR INN
Various Moonshade NPCs drop in here from time to time. The owner, Rocco, and
his metal spouse, Petra, are always here. Hawk, Kane, Ducio (the master
artisan) and Bucia, Flindo's assistant are often here in the evening hours.
Talk to Rocco (who'll rent you a room and will sell you food and drink). He'll
tell you that Batlin was here two months ago, stole an ancient artifact, and
fled by ship. He'll also tell you that Gwenno was here, too, but left months
ago for Monk Island.
Talk to Petra, the automaton. She'll give you the lowdown on Torrissio, who
created her to be more complex than the other automatons he has made for the
mages. Torrissio, she says, is willful, vicious and mean (an understatement).
She says his magic isn't his own, but came from scrolls he found in ancient
Ophidian ruins. She'll also tell you about Mosh, the rat woman, who likes
fish. (Petra, too, will sell you food and drink. Buy some fish -- it's
good nourishment, and you'll eventually need one to give to Mosh.)
A note about buying things: you can haggle with just about anyone in the
game, and you'll save money by doing so. But be warned that if you make
frivolous offers, the seller won't negotiate with you. And if at some point
in the negotiations the seller merely repeats his last offer, take it. He's
hit his rock-bottom price, and if you persist in haggling, you may hang the
game or cause the seller to refuse to talk to you any further.
About this time, you'll be approached by an automaton who identifies himself
as belonging to Rotoluncia, a powerful mage who's a member of the Council of
Mages. He'll give you a magic scroll from her. Use it by double clicking
on it. (Do it right away, since it's also a flag-setting trigger.) She'll
tell you that she met Batlin and his gargoyle companion Palos, and demands
that you tell her Batlin's secret of controlling what she calls "daemons."
Since you don't know the secret, you'll have to say no to her. You don't
really have a choice here -- whatever you do, you'll make a dangerous enemy
in Rotoluncia (who was Filbercio's mistress before Frigidazzi, BTW).
If Bucia's at the inn, talk to her. She's Moonshade's equivalent of Harnna
or Jendon -- she'll tell you useful things about people and places, and will
give you leads about your strange objects. She'll only talk for a little
while at first, but if you meet her at the inn in the evening, she'll talk
a little longer. She'll ask you for the pine cone, and it's OK to give it to
her. DON'T ask her about the bird's egg or the bloody hand -- she'll stop
talking to you until you drop them. She'll tell you that Pothos is out of
town on a secret errand for the Mage Lord. Be sure to ask her about Pothos
later, after he's returned to town.
If Ducio is there, he'll tell you that he can create or repair anything --
magic apparatus, magic weapons, etc. He'll also tell you to talk to his
apprentice, Topo. If you show him the apparatus here in the inn, he'll tell
you to bring it to his shop and he'll examine it. He'll also direct you to
Torrissio to ask about automaton magic, and to Fedabiblio for answers to your
questions about history.
Hawk will tell you that the pine cone comes from the woods north of the swamp,
and that the only way to get past the swamp is by ship (he's wrong).
EXPLORING MOONSHADE
Now is a good time to explore the rest of the city and see who's doing what
to whom. By the way, if you explore OUTSIDE the city and find Gustacio's
lightning experiment at 37S 143E, DON'T touch anything. He'll send you there
later, and if anything is missing, it will mess up your game royally.
You can visit the following houses in any order. The occupants may or may
not be home when you visit, so try again later. If you steal anything, make
sure no one (including the automatons) sees you do it.
Mortegro's House (65S 143E)
If Morty's home, he'll tell you that he's a necromage, and specializes in
speaking with the dead. He has baaaad spells to sell when you've gotten a
spellbook. He also holds seances, in which you'll meet some interesting
dead folks. He says he and Gustacio, another mage, are studying the weird
lightning storms -- a detail that will be useful later. There's a gray key
on his entry table that opens the front door. There's also a Restoration
scroll in his desk, and some reagents on another table. The glowing gold key
doesn't open anything I found. There's a lever behind the northernmost slab
that opens his seance room. The "magic ball" there is useless but funny.
Rotoluncia's House (74S 153E)
Roto won't be home when you call, but her house is open. You'll find some
reagents and a bag containing a serpent's tooth on a side table. Make sure
you take the tooth -- it will fit in a serpent jawbone you'll get later. The
chest in her bedroom (pickable) holds a red key that unlocks the naga's cell,
a Fire Snake scroll , a Paralyze scroll, and two
interesting letters from Filbercio -- one is an old love letter, and one is
a hate letter, accusing her of flirting with Torrissio. Roto's shifting
relationship with Filbie becomes important later.
Frigidazzi's House (77s 150E)
Frigi will be out, too, but her goblin servant (who's harmless and doesn't
talk) will be home. You'll find a key to her frozen lab area under a flower
pot on a side table in her dining room. In her lab are reagents, magic
scrolls, a fire wand, and a note saying she lost her serpent tooth near the
savages (the gwani, whom you'll meet later up north). The door north of the
entrance is locked, and you won't be able to get through it until Frigi
invites you to visit her later in the game.
Stefano's House (82S 152E)
Stef's out, too, and there's nothing useful in his house. The glowing green
key on his table doesn't fit anything I found in the game.
Gustacio's House (92S 152E)
Gus is probably home, but he's much too busy to talk to you. Later on, he'll
be more accommodating. There's a set of stairs to his basement in the NW
corner of his tropical plant garden. At the moment, there's just a Summon
scroll to be found down there, but this location will become very important
later in the game. There are some reagents on the first floor, and a magic
telescope on the roof. Look through it, and you'll see random scenes of
locations that are in some way important in the game.
The Seminarium (93S 150E)
There's a lot of stealable stuff here (reagents, scrolls), but you'll have
a hard time finding a moment when nobody's watching you. There's a tan key
in the anteroom desk, but it doesn't fit anything. In one of the dorm
chests, there's a magic compass, but it doesn't work. In the library, there's
a book that tells you about stoneheart and bloodspawn. You don't really have
to make bloodspawn, by the way. There's plenty of it to be found later; just
be sure to search all the corpses and chests and such that you come across.
Talk to Fedabiblio, the schoolmaster. He'll tell you some interesting things
about the other mages. He'll say he sent Gwenno to Monk Island, and that
Batlin was obsessed with the Ophidians. He won't, however, tell you about the
catacombs under the city (a non-functioning flag, it seems). The most
important thing he has to say at the moment is that he'll give you a new
spellbook if you bring him three FRESH mandrake roots from Monk Isle. You
can't get to Monk Isle yet, but now you know why to go there.
Talk to Andrio, the older of Fedabiblio's two students. He'll tell you some
useful things about Torrissio. He'll also tell you that Freli, the younger
boy, is researching a stone-to-flesh spell like one of Torrissio's. You
can't buy this spell, but later on, you'll find a wand belonging to Torrissio
that will allow you to cast it when you need it.
Talk to Freli. He'll tell you that Batlin bought some spells from Torrissio
before he left. He'll also warn you not to mess around with Frigi, or Filbie
will toss you into the Mountains of Freedom. (You will, and he will, but
that comes later.) He'll also give you a scroll for his father, who is
Delin, the Fawn provisioner. If you ever get up that way again, Delin will
sell you supplies at half price for bringing him word of his long-lost son.
Columna's and Melino's House (85S 150E)
Columna and Melino won't talk to you until you have a spellbook, but there's
some stealable stuff available here now. In the chest in the hallway, there's
a tan key that unlocks the basement door. Be sure to save your game before
going down there, though. There's a horrendous buzzsaw trap at the foot of
the stairs. The best way to avoid it is to double-click on your avatar the
moment your party appears on the stairs. Once you've brought up your avatar's
screen, you can take the items in the basement at your leisure. Just be ready
to run quickly back upstairs as soon as you close all your windows, or the
buzzsaw will make hamburger out of your party. What's down there? A green
key that fits a chest hidden in the back yard; a scroll that tells you about
a magic Comb of Beauty (which you'll need later), and reveals that Columna
and Mosh, the rat lady, are actually twins; and a Time Stop scroll (which
you could also have used to get the other items).
When you're safely back upstairs, go into the bedroom and look for a secret
door in the north wall. Open it and walk around to the back yard. Look for
a chest that's nearly hidden among the trees. Open it with the green key and
take the Comb of Beauty.
After you've gotten your spellbook, Columna and Melino will sell you spells.
Torrissio's House (84S 142E)
If Torrissio's home, talk to him (BUT DON'T MENTION THE STRANGE STOCKINGS --
he'll take them and give you nothing in return.) He'll tell you some useful
information about Rotoluncia, Columna, Batlin and Gwenno. Among other things,
he'll tell you that he did indeed sell spells to Batlin. (He'll also bore
you to tears with details of his own life, but you gotta wade through it all
to get to the good stuff.)
In his house, you'll find some reagents in the bedroom chest, and a Reveal
scroll in the nightstand. In his lab are two partly assembled automatons.
You can revive them with the Create Automaton spell, and they'll join your
party. (If you're a party of four, only one will join.) They're not very
good fighters, but they're good at carrying stuff. Be sure Torrissio's not
in the house when you cast the spell. Early in the game, he goes to the inn
every morning at 9AM. Later, he's mostly at the MageLord's house.
Pothos' Shop (79S 139E)
Pothos' shop is at the top of the wooden stairs next to the water. The shop
area upstairs is guarded by a very vigilant automaton. If you wait until it
goes downstairs for a moment, you can nab the reagents and scrolls in the
two pickable chests, and the potions on the counter. In Pothos' office
downstairs, there's a tan key under the chair on the left. Look carefully,
because it's almost entirely under the table. It opens his downstairs
storeroom, which has a few nice magic items inside. Once again, make sure
the downstairs automaton is looking the other way when you open the door.
When he's there, Pothos will sell you reagents and some magic items.
There's also an amusing beta-testers' area under his outside stairs. Look
for an illusionary wall in the east side of the stairs. It leads to a small
room which has another illusionary wall to the north. The tan key from
Pothos' office opens the locked door, which leads to a football field (yes,
really!) with cheerleaders and a troll team for opponents. At the goal line,
there's a chest with some nice magic items inside. BE WARNED, though, that
the teleporter beyond the goal line doesn't seem to work, and you'll be
trapped here unless you (1) cheat, or (2) arrange for the trolls to kill you
after you've gotten the goodies.
Ducio's Shop
If Ducio is in, show him the strange apparatus and he'll tell you it belonged
to Vasculio, the mage who is alleged to have risen from his grave in revenge
for his execution.
His apprentice, Topo, will buy gems. He'll also tell you that Mosh, the rat
lady, claims to be Columna's twin sister, and that Stefano makes his living
stealing things from one mage for another.
There's a magic sword in a crate near the blacksmith-automaton, and a two-
handed axe on a table.
Mosh the rat lady may make an appearance about now. Don't kill her rats --
tell her you like them. She'll tell you that she was once a powerful mage,
but that her power was stolen by another. She'll tell you to ask Columna
about it (which you can't do until you get a spellbook).
BACK TO THE MAIN PLOT
Now that you've toured the place, find Flindo again and ask him about his
promise to introduce you to the MageLord. He'll say that it's all set up,
and that the MageLord will summon you.
Walk around for a few minutes, and you'll be teleported to the MageLord's
banquet. This is a cut scene, so you can't do anything but watch. Basically,
Rotoluncia will attack you, Gustacio will defend you, and Pothos will come in
saying he hasn't been able to find any bloodmoss for Filbercio.
That will break up the banquet, giving you an opportunity to explore the
MageLord's palace. (The outside doors will remain open for the rest of the
game, but you won't be able to get into the SE rooms or to the teleporter
in the bedroom until later.)
There are some Create Food scrolls in the kitchen, and a Translate scroll
in the library. Most important, there's a treasure room next to the stairs.
To open the room, pull the lever behind the throne. To open the chests, look
for a purple key under a flower pot in the bedroom. There's a fire sword,
a magic axe, and a lot of gold and gems in the chests. It all will stay
right where it is until you need it, so you don't need to carry any of it
away with you. If someone in your party carries the fire sword, by the way,
you'll never need any other light source.
THE ERSTAM CONNECTION
Now that Pothos is back, ask Flindo about him. He'll tell you that Pothos
may be Erstam's son, but that he won't talk about it.
Ask Bucia again about Pothos (she may make you wait until she goes to the
inn at 10PM). She'll tell you there's a rumor that he looks like Erstam.
Note: These two conversations set flags, so they're essential to the plot.
They won't happen until after the banquet scene.
Now, talk to Pothos. Among other things, he'll tell you that if you get sent
to Freedom and escape, your crimes will be forgotten. He'll also tell you
some useful things about Batlin and Gustacio. He'll identify your bloody
hand as a product of Erstam's experiments. And he'll tell you that he'd
trade his dearest secret for some bloodmoss. Confront him about his secret,
and he'll admit to being Erstam's son. He'll tell you that if you bring him
some bloodmoss, he'll help you contact Erstam.
TO THE SWAMP
To get the bloodmoss, go south from the city steps near the serpent gate.
Follow the coastline to the south tip of the island. Enter the swamp at
about 127S 153E. Follow the path to an area with standing stones; there's
bloodmoss growing all around. It'll grow back after you pick it, but since
you only need a few to satisfy Pothos, you can leave the rest for yourself.
Take the bloodmoss back to Pothos. He'll tell you how to get to Erstam's
island, and will give you a password that will identify you as a friend.
THE KIDNAPPING
Before you get more than a few steps toward the dock Pothos directed you to,
one of your companions will be kidnapped by Rotoluncia. You'll have to
rescue him before you can get to Erstam's island. Go to the palace and talk
to Filbercio. Tell him you suspect Rotoluncia, and he'll send you to search
her house. When you get there, one of Roto's automatons will attack you.
Kill it, and go back to see Filbercio again. He'll tell you that he and
Roto renewed their relationship a while back, and that he built a passion
palace for her on an island in the center of the city's lake. Roto has
probably taken your companion there. He'll give you permission to use his
boat to get to her island. You can get to the boat from the upstairs
hallway. Double click on the engine (in the rear of the boat) to start it.
Then move the boat with your right-hand mouse button. Double click on the
boat again when you want to disembark.
Take the boat to the center of the island and get off. Go inside and up the
stairs. Get the gray key in the dresser, and go down to the basement.
Unlock the gate with the gray key. Roto will attack you, assisted by some
gremlins. Waste 'em all. The gremlins all have black pearls, and Roto has
two purple keys and a fire wand. One of the keys unlocks your companion's
cell, the teleporter next to the cell, and the door in Filbercios' bedroom
(the other end of the teleport). The other key doesn't unlock anything.
Get your companion and zap back to the city.
ERSTAM'S ISLAND
Head for the northern tip of the island by going past Roto's house and along
the eastern coastline. You'll find Erstam's dock at 15S 129E. There's a
fetching nude sunbather at 21S 127E, by the way. Her name is Cindy, but
she's only window-dressing. She won't talk (or do anything else ).
Ring the bell on the dock, and Erstam's turtle will come to get you. Get on
his back and he'll take you to Erstam's island. (He'll only do this once,
so save your game before you call him.)
Note: There's another beta testers' room with magic stuff and pretty ladies
in the mountains west of Erstam's house. To get to it without using the
cheat mode, go to Stefano's old house on Moonshade (82S 100E). Put a crate
next to the tree stump out front, and climb onto the stump. You'll teleport
to a tiny island with a teleport pad. Work your way around until you find
an invisible path north that leads to a cave in the mountains. You can also
get here by using the super cheat mode (teleporting to hex 7de, 51a, or
picking up sections of the mountains with the hack mover function). Be
warned that you can corrupt your game files doing either of these things.
Go into Erstam's house and have a look around. You'll find a Stop Storm
scroll in one crate, Flash and Deter scrolls in another, and an Erstam's
Surprise scroll in the chest in the bedroom. You'll also find your missing
dagger behind the stairway.
Talk to Erstam. Among other things, he'll tell you NOT to ask him about
teleportation, and NOT to ask his assistant Vasel about it. He'll also say
the strange apparatus you found is his, even though Ducio said it was
Vasculio's. This is, I believe, a text error, and not anything important to
the game. He'll also tell you that he's missing some critical ingredients
for his experiments, and that you can use the magic telescope on the roof.
Like Gustacio's telescope, it will show you random important game locations.
Talk to Vasel and ask him about teleportation. He'll tell you about the
serpent jawbone.
Talk to Erstam again, and he'll 'fess up to having the jawbone. He says he'll
give it to you if you retrieve a phoenix egg for him. Say yes, and he'll
teleport you to the phoenix's island.
This is a small island, and you should be able to find the phoenix's lair
with little trouble. Flip the switch to let the lava flow into the room,
and the phoenix will arise from the flames. Talk to the phoenix. She'll tell
you that now that there's a living phoenix in the world, the balance between
order and chaos can be restored. As a reward, she'll give you her egg.
Go to the nearby teleporter and return to Erstam's island.
Talk to Erstam. He'll ask you to help with his experiment. Gather the body
parts near the machine (a talking head, a torso in a crate, an arm, a forearm,
two legs -- don't use any twitching parts). Put the parts in the machine's
funnel. Each correct one will produce a swirl in the funnel. Incorrect ones
will be spit out. When you've put in all the body parts, chuck in the phoenix
egg. Erstam's creation, named Boydon, will emerge. If you talk to him, he'll
ask to join your party. Say no -- he smells awful and will keep people from
talking to you. And if he gets killed, the monks won't restore him.
Talk to Erstam again. He'll give you the key to his storeroom and a serpent
tooth, and he'll tell you to come back when you have the jawbone.
Go to the storeroom (it's behind his house) and get the jawbone. It's the
V-shaped item in the NW corner. Double click on it, and you'll get a large-
screen view of it that shows eighteen empty sockets. Pick up one of your
two serpent teeth and place it over one of the sockets. It will find its
proper place. (The one you got from Roto's house will go into slot #11,
counting from the top left, and will take you to the tunnels of Furnace;
Erstam's goes in slot #12, and will bring you back to Erstam's island.)
Note: Don't do this yet, but to teleport using the jawbone, stand on one
of the serpent gates and double click on the carving. You'll be teleported
to "serpent central," a large hall floating in the void with eight irising
gates. When you walk by an iris gate with the proper tooth installed in the
jawbone, that gate will open. Go down the corridor and double click on the
serpent gate there. You'll be teleported to that gate's corresponding
location on Serpent Isle. Eventually, you'll find all eighteen teeth and
will have access to all the gates in serpent central. You found a map of
the whole layout in the catacombs under the Sleeping Bull, but the gates
aren't identified. It's a good idea to test each tooth shortly after you
find it. That way, you can make your own gate layout and label each
gate as you learn where it takes you.
Go back to the house and talk to Erstam again. He'll give you two more
teeth: #13, Moonshade; and #6, Monk Isle.
Go back to the serpent gate and use it to take you to Monk Isle. (It's the
first gate to the north off the eastern corridor at serpent central.)
MONK ISLAND
From the serpent gate, go south to reach the monastery. (You can't open the
north gate yet.)
Be sure to read all the books in the library (use the lens of translating)
and the book of Xenka's prophecies on the altar.
Talk to all the monks who can or will talk. Karnax says that Xenka will
return to deliver the final key to saving the world. Draxta says you'll need
a thief-braggart for an ally. She also says you must triumph even in your
dreams, and she invites you to the Place of Visions (7N 139E) to see one of
Xenka's visions. (You'll see the automaton Petra walking through a field
of acid while you stand by watching. You'll actually do this, sort of, a
little later in the game.) And Thoxta says that Gwenno was seeking
information about the ice people of the north (gwani) while she was here.
The mystic monk, Braccus, has the most useful information for you at the
moment. He says fresh mandrakes grow in their swamp, but you can only find
them when the salt tides are low (which they aren't at the moment, of course).
While you're waiting for the tide, tour the island. Look for a ruin in the
swamp at about 13N 144E. A tan key in the hollow tree will open the gate
downstairs. Under the swamp is a ruin on a small island. In its basement are
magic bolts, a lightning wand, a magic axe, and a blue key.
The blue key opens the gate to the east, which leads to another ruin. A
corpse there has a red key that opens the south gate in the main cavern.
That passage will bring you back to the serpent gate and the monastery.
When you've returned to the monastery, ask Braccus again about the tides.
He says they're right for mandrake picking now. Go back up to the swamp
and walk around its muddy banks. You should find a dozen or so mandrakes
lying on the mud (they're brown, and look like gingerbread men).
Use the serpent gate to go back to Moonshade. Take your fresh mandrake to
Fedabiblio and he'll give you a spellbook (after asking you several more
copy-protection questions). As soon as you can, transcribe all the spell
scrolls you've collected into your spellbook.
Now that you're officially a mage again, Columna and Melino will talk to
you and sell you spells. (You can also buy spells now from Mortegro and
Torrissio, and from Ensorcio back at the Sleeping Bull. Before you leave
Moonshade, though, Gustacio will offer to teach you many spells for free.
And after you rescue him later in the game, Mortegro will sell you his
spells for half-price, so spend your money wisely.)
Columna and Melino don't have much new information for you. DON'T ASK
EITHER ONE OF THEM ABOUT THE STOCKINGS. Melino says that most of the mages
in Moonshade have stolen a serpent tooth from Erstam at some point. (Neither
he nor Columna has one.) Columna denies hotly that she's related to Mosh.
Gustacio still won't talk to you, so it's time to drop in on Frigidazzi
again. She should be in her house now, although you may have to wait for
her a bit. She'll trade the fur hat for your magic helmet. And she'll
invite you back to her house after midnight to, ah, discuss magic.
After midnight, leave your companions outside and go into her bedroom. Say
yes to whatever she asks, and you'll have an interesting evening, no matter
what gender your avatar is. (You can say no, if you prefer. It'll all come
out the same anyway.) In a while, Filbercio will burst in on the two of you
and haul you off to court. No matter what you do, you'll get thrown into
the Mountains of Freedom.
MOUNTAINS OF FREEDOM
When you arrive in Freedom, you'll have with you only your spellbook and
reagents, some scale armor, and a staff. The automaton that meets you will
tell you that Stefano is here, and that there are two rogue mages here
looking for stoneheart.
Get the scythe in the next room, and wait until the automaton opens the door
to his office to go on rounds. When he does, kill him and search him. Be
sure to loot his office -- it's your beginning supply depot. And get the red
key in the bag. It unlocks the chest in the office, the office door, and
several more doors throughout Freedom.
Unlock the door north of the teleport with the red key. Walk through the
illusion wall in the NW corner, by the sign that reads "Escape is Impossible."
From the illusion wall, go east, south, west, south, and west until you see
some bloody footprints on the floor. Follow the footprints south through
another illusion wall. To the east is a pickable door leading to a chest
guarded by harpies. You'll find a sword, a magician's staff, and some magic
arrows there. To the west are a gargoyle, a monk, and a pickable door to a
storeroom where you'll find some reagents, including bloodspawn.
To the south of this area is a teleporter behind a pickable locked door.
From the teleport landing, go east and north to a locked door. Unlock it
with the red key. Inside, you'll meet one of the rogue mages, who'll turn
into a bear and attack you. When he teleports out, collect his reagents
and follow him through the teleporter.
At the other end, you'll meet Stefano. He'll tell you about Celennia (who
is Selina) and how she fled town after a fight with Frigidazzi. More critical
to your quest, he'll tell you that to escape Freedom, you must pull two
switches simultaneously. He'll suggest that you and he should work together
to escape. Ask him to join you.
Unlock the door to the east with the red key. Two men will attack you, one
of whom has your blackrock sword. The demon in the sword will speak to you,
urging you to release it. Don't release it at this point. When you've
killed the knight, MAKE SURE you have the blackrock sword. It should be
somewhere in your inventory, most likely on your back. DON'T leave this area
until you're sure you have it. You can't get back here later to look for it.
Take the gold glowing key in the bag on the table, and go east and north to
another locked door. Open it with the red key and fight the woman warrior.
Teleport to a cavern with doors to the east and west. Open the west door
with the gold key. You'll see the mage Lorthondo kill his aide and turn him
into a skeleton dragon. He'll then teleport out.
Kill the dragon and open the door to the south with the gold key. The chest
there has a firedoom staff, a Great Heal scroll, a bag with lockpicks, and
a blue glowing key.
Unlock the door to the east with the blue key. The chests in the next room
are all trapped, and contain some good magic armor items. East of the chests
you'll see the two levers that Stefano mentioned. Double click on one lever
and Stef will get the other. Move quickly into the teleporter to avoid
the explosions behind you.
You'll be in a branching tunnel. To the north, there's a trapped chest with
Cold Blast and Telekinesis scrolls. To the west are many bodies around a
teleport pad. Search them and find a regeneration ring, some magic arrows,
and another Telekinesis scroll.
To the east, you'll see a chasm with a raised drawbridge. Cast Telekinesis
on the drawbridge's winch to lower it. On the other side, step near the desk
and sign and the sliding door will open. Walk around the sleep fields into
the room with many levers.
THE LEVER ROOM
The lever room has nine locked rooms, and twelve levers arranged as two rows
of four levers inside a larger square formed by levers in each corner.
In the outside square:
NW raises and lowers doors around the lever area
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