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General Overview:
The TownsDetailed Overview:
Start
Monitor
Knight's Test
Fawn
The Goblin Camp
Fellowship Camp
Fawn
Dupre's Trial
Sleeping Bull
Silverpate's Treasure Map
Passage to Moonshade
Moonshade
Mad Mage Isle
Monk Isle
The Mountains of Freedom
Gustacio's Experiments
Moonshade Catacombs
Furnace Mountains
GORLAB SWAMP AND THE DREAM REALM
Draygan's Camp and the King Saviour Plant
Going to the North
Skullcrusher and the Gwani Horn
The Great Heirophants
Further South, Shamino rejoins you. He'll make a list of strange items
which were swapped with your items. Next, find the cave with the invisible
entrance, it's marked by a large red bush (some useful items).
Talk to Marsten, Lord of Monitor, Leader of Leopard command. He gives
you the password to take the Test of Knighthood: "Courage is the Soul
of Life". He tells you a white-haired enchanter (Iolo) who appeared
during the funeral is in jail. Dupre rejoins the party and adds to the
list of strange items. Caladin tells you that his grandfather's urn has been stolen from the
crypts. He gives you some essential instructions on the Knights Test. In the crypts, note the pedestal with the crossbow. Plaque reads: Caladin
Golden-Tongued Knight. Caladin's grandfather's urn has been replaced with
a crossbow. Iolo's? In the Jail, northeast of the city, Iolo pleads you to talk with Marsten
to win his freedom. Marsten, upon telling him that Iolo is your friend
and lightning was the reason for his unusual appearance, still refuses
to let him go. He will only release him to a knight. Renfry, the undertaker will pay 100 monetari for each dead pikeman's
body brought to him for cremation. He tells you Batlin was involved in
a theft at Andral's shop. Andral, the Artisan suspects Batlin stole his
blacrock serpent. Simon, innkeeper of Sleeping Soldier gives you some info on recent visitors;
four underlings accompanied Batlin: a warrior (Brunt), had disagreement
with Standarr a sailor, Deadeye was with Shazzana a hooded man (the gargoyle
Palos). Accept Simon's offer to try the fawnish ale... puke! Spektor, the treasurer will exchange currency. He tells you Gwenno went
to the library in Monk Isle. Harnna, Healer of Monitor, Cantra's mother. Gives you information about
people in Monitor, places and strange objects. plain shield : ask if anyone
lost their shield strange hairbrush : see Templar HINT: When asking her for info, don't ask more than two things. She'll
end the conversation and refuse to give any more info until later. Ask
her two things, end the conversation then talk again. HINT: If you get thrown into jail, look under the corspe in your cell
for a hidden/camouflaged lever. Run through the first corridor (explosions). Two gremlins appear as
you get close to the chest; not an easy fight. HINT: You can skip combat by "stealing" the chest from a distance.
Hit the chest a few times; get the yellow key which unlocks door to east
and door to north after that. Pile some rocks (form stairs) to get the key on the monolith. There
are snakes under rocks; stay in combat mode. Next, the room to the south;
cyclops appears in the center. Tip: you can use the fire/lightningbolts
to kill him. Get the key to the next east door.Ignore the door by the bag
of potions. Follow the passage until you reach: Ignore the four booby-trapped chests. Walk through the illusion to get
the next key. After the next door, go south a bit, get the grey key and
use the lever; secret Wall opens. Get the blue-red key. The two keys should
get you through the next two doors. Go north; you'll find the Claw and a scroll with instructions. Go south
of the last door; you'll meet a pikeman assasin. Kill him and read the
scroll on his body. (Cremate his body; 100 monetari) There's a secret Wall
near where the assasin appeared; between two torches a doorwidth apart. Use the Claw on yourself, then the bloodied Claw on the Ashes of Gurnordir;
kill the wolf that appears. The blue key in it's body unlocks the door
out (to south). Bring the wolf back to Monitor. Note: Drink water from
fountain to regain strength. At the exit, Shmed will appear and attack you. Read the note on his
body. His key opens the main door of the Test. Outside, ask Dupre and Shamino
to rejoin. Your belongings are in Shmed's chests. Monitor: Give the wolf meat to Lucilla at the Slashing Sword. Give the
wolf to Cellia the Furrier for the Cloak of Knighthood (need to come back
in 24 hours for it). Get your Tattoo of Knighthood from Lydia (use the
mirror!). She tells you her sister Selenia was taken to Moonshade to be
a mage. Shortly after, you'll fall ill. See Harnna for healing (no need to pay
for healing). Get the instructions about getting the cure: Varo leaves
from Delphynia, the herbalist at Fawn. Harnna deduces you were poisoned
from the tattoo.
At the bridge into Fawn, you'll meet a guard. Ruggs will approach you.
Accept his request to take a love letter to Delphynia. Delphynia, healer of Fawn and horticulturist. Give her Rugg's letter;
agree to carry a letter back to Ruggs. She tells you of Alyssand's ring
(the one you've got). Get the five Varo leaves and head back to Monitor
immediately. Ruggs is waiting outside Fawn; give him the letter from Delphynia. He
tells you of Scots the cartographer and his maps of Serpent Isle. Monitor: See Harnna immediately, she'll heal you with the Varo leaves.
Then see Lydia. She'll admit to poisoning you; kill her. Collect the Cloak of Knighthood and proceed to the Banquet Hall. Harnna
interrupts the banquet; Cantra is missing. Accusations are thrown about;
fighting erupts - end of banquet. Tip: Talk to everyone while they're there. Ask Marsten to release Iolo; vouch for his behaviour. He gives you the
key to Iolo's cell. Note: you can free Iolo earlier by paying a fine to Spektor. Harnna, asks you to look into the crystal ball. Cantra has been abducted
by Batlin. Agree to search for Cantra. She gives you Cantra's wooden sword
and instructs you to seek the Hound of Doskar. Ask her of Iolo's urn: Caladin's
grandfather's ashes. Return it to Caladin for reward of 200 monetari. Lucilla tells you that Luther has a new, magical shield. Note: You need
to ask Harnna about the shield for this keyword. Luther denies and refuses to return Dupre's shield. Insult and enrage
him as much as possible; challenges you to a duel. Train with him in the
List Field. You should be able to defeat him with a sword or a halberd;
ask him to return the magic shield. Note: You still get to keep the Monitor shield, since you beat Luther
in fair combat. Krayg, the provisioner. Asks you to look for clues to traitor's identity
at the goblin meeting place in the Knight's Forest, north of Knight's Test.
Look for the strange black obelisk (monolith, 82S,18W). Go there and pick up the clue; a bottle of fawnish ale. The companions
will alert you. The bottle is identical to the one Simon offered you. Go
back to Monitor, talk to Caladin or Templar. They'll tell you to see Lucilla.
She'll tell you that only Simon drinks fawnish ale. Confront Simon. Accuse him of lying, he'll turn into a goblin! Near
death, he asks you to take revenge on goblin king Pomdirgun and gives you
the location of the goblin camp: Great Dead Tree in Knight's Forest (69S,33W).
3 keys in his body: 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. The stairs on the left lead down to a pool of strength. On the other
side of the pool, go up the stairs. Leads to another stair up. And another
one up. Fight the bats and keep going NW as possible. The passage eventually
goes directly North. Keep following the passage North, past the circle of standing stones
(poison fields erupt in a circle, chest of poison potion in center). You'll
find the treasury next (on right, locked) guarded by goblins. The passage
leads out into a valley of the goblin encampment. Kill Pomdirgun, King of Goblins. The brown key on his body unlocks the
treasury door. Get the Helm of Courage and letters (evidence of Marsten
and Spektor being traitors). Lead the knight imprisoned in the goblin camp back to Monitor. He dies
on the way back (bring his body back). Monitor: Give the evidence to Caladin (or Brendann); Marsten and Spektor
are arrested. See them in jail. They tell you of a exploding powder (created
by Standarr). Spektor confesses to killing Cantra's father. Lucilla gives you a pink key belonging to Spektor, which unlocks the
door at invisible entrance to the secret cave (mountainside near Harnna's
house 154S,12W). You'll find powder kegs, treasure and the body of Cantra's
father; read Cantra's note - tell Harnna.
Talk to Leon, Fellowship speaker. He will (as usual) babble about the Fellowship's philosophy and then ask you to join. Smash his bubble by telling him the Fellowship has been disbanded and outlawed in Britannia.
Alyssand, daughter of Delin the provisioner, sells provisions (chart).
Ask her about the ring; returns your magic gauntlets. Join the Cause to
expose the fraud of the Oracle. Talk to as many people in town until Zulith starts to follow you around; your party members will make comments regarding it. Confront Zulith and accuse him of following you. Eventually, Jorvin (dressed in yellow and red) will approach your party and summon you to an audience with Lady Yelinda. Kylista, Priestess of Beauty. Give her the ceremonial breastplate. She'll
ask you to come by her room later to get your magic armour (Don't bother,
just go get it from her room). Delin, provisioner of Fawn (speak to him when Alyssand's around, more
interesting). Delin sells provisions at same price as Alyssand (haggling
may be different). His Freli was taken to Moonshade to be trained as a
mage; wants word of him. Jendon, proprietor of the Broken Oar inn; sells food, drink and room.
(see chart). He provides you information of strange items, people and places. Kalen, the Fellowship sailor, attacks you while in Fawn on Batlin's
orders. He tells you Batlin will soon have powers greater that dreamt.
Fawn: A magic storm breaks out and a lute materializes at Iolo's feet.
He picks it up and is asked to play. Jorvin, approaches you; Lady Yelinda will grant an audience at the throne
room after noon. Lady Yelinda gives Iolo a white diamond necklace for Gwenno.
Toasts are made. Dupre makes a slip and toasts to Lord British... The Lady
yells blasphemy and Dupre is imprisoned (entire group is attacked). You wake up in the rooms of the Broken Oar. A letter at the bedside
requests your presence at the temple for Dupre's trial. Proceed to the
Temple of Beauty. Trial begins; a sham. A recess is called, Dupre appoints
you to defend him. During the recess, Alyssand gives you a glowing yellow key; unlocks
temple door (beside sign "Donations Welcome"). Go down the stairs,
flick the switch opposite Dupre's cell. You'll find Voldin with the set
of levers which control the Oracle. He will attack you with (heh) a decorative
sword; kill him. Numbering the levers 1 - 5 from left to right: use lever
3 then 5. The Oracle speaks. Get the Oracle to change the revelation and
to say that the trial is corrupt. See Alyssand again and ask her about
the Cause. This enables the Trial to continue (You may have to wait a day). Back at the Temple, the Oracle reveals Dupre's 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.
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.
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).
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).
Back at Sleeping Bull inn, Selina approaches you and offers you a share
of the treasure at the storm-struck lighthouse. Agree to go with her, but
do not leave your companions behind (remember Thoxa's words). Selina gives
you a rust-brown key (unlocks Mint door). Also, get the glowing blue key
in her backpack (note: doesn't allow you to remove her blink ring). Ask
her directions to the mint; follow the coast north, then head east. At the Mint, get all the gold you can carry (especially gold bars).
Once out of the Mint, you're attacked by a group of mercenaries. Selina
abandons you using her blink ring. Kill the mercenaries, and read the note:
Batlin sent them to ambush you, knowing that you'll be at the Mint (Selina
set you up). Note: While on your journey to the mint, you might cross the explosive
maker factory. The ghost of the Chaos Hierophant is not meant to be there.
This, in ORIGIN terms, is a "problem". Try not to talk to him
here, it's not safe to do so. Return to Bull Tower. Pay Hawks fine with gold bars (tip: drop all but
one gold bar before paying fine). You'll get a key to Hawk's cell. Talk
to Hawk to set him free, asks you to see him at the pub. Wilfred, Knight of Bear Command (appears after freeing Hawk). He's looking
for his father's murderer, Batlin. Additional Note: Just south of Sleeping Bull, you'll find a hollow tree
(117S,36E). There you'll find a brown key. This unlocks an invisible chest
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.
Captain Hawk tells you he won't be sailing back to mainland. You can
find him at the Blue Boar Inn. At the Seminarium school of mages; Fedabiblio, Magister of Moonshade.
He gives you some info on Moonshade and Batlin's visit. He asks you to
bring him three fresh mandrake roots (only from Monk Isle swamps) in exchange
for a spellbook. Freli, long-lost son of Delin gives you a letter for Delin. He tells
you Batlin purchased spells from Torrissio. An automaton brings you a scroll from Rotoluncia, the Red Sorceress.
Use the scroll; Rotoluncia speaks. Refuse to tell her the secret of controlling
daemons. Mortegro the Necromage. will only sell spells to a mage. See him for
seances (informative). Torrissio, mage specializing in automatons (see chart). He wants the
stockings back, DON'T give it to him. Topo, artisan apprentice for Ducio, sells food, weapons and supplies.
He'll buy gems from you at 100 guilders each. Rocco, runs the Blue Boar inn (see charts). He gives you info on visitors
and locals. Petra, the automaton at the Blue Boar inn tells you Mosh loves
fish (Buy some from Petra for Mosh). Flindo, owns the Capessi Canton (provision store) tells you Bucia believes
Pothos is connected to Erstam. Flindo promises to arrange for the Magelord
to meet with you. You need to return to Flindo to ask of this promise later;
you'll be summoned to the Magelord's banquet at the appropriate time (a
few minutes later, you're teleported to Filbercio's castle). The Banquet: Present are: Filbercio, Gustacio, Rotoluncia and Frigidazzi.
Rotoluncia attacks you, Gustacio jumps to your defense. Pothos enters informing
Filbercio that the search for blood moss was a failure. The banquet ends. Bucia runs the Capessi Canton, sells supplies and provisions. She gives
you information on people, places and strange items. fur cap : Magelord
bought for Frigidazzi apparatus : see Ducio the Master Artisan bottle of
wine : see Julia, Chief of Rangers at the Winery (don't show her the egg;
it offends her) Bucia also exchanges currency (takes gold nuggets, bars
and jewellery). She tells you that Pothos has an uncanny resemblance to
Erstam Note: She only tells you this after the banquet. Pothos, the Apothecarist, sells potions, reagents and magic items. Offers
to buy your stoneheart. Tells you how to make bloodspawn: Use a ritual
blooding device (on yourself). Fill a container with blood. Use blood on
stoneheart. The result will be bloodspawn. He offers to trade his secret
for some blood moss (swamps south of Moonshade). Note: For this keyword to appear, talk to Bucia about Pothos. Get the blood moss from the swamps (right in the middle). Give the blood
moss to Pothos; he tells you how to contact his father, Erstam. To contact
Erstam, go to the docks north of the Mts of Freedom. Ring the bell and
chant the given mantra. A sea creature (turtle) will take you to Erstam's
island. Give Erstam the password: Iskatradeeth. Note: Key to Pothos' vault is under his chair. Right after speaking to Pothos, Shamino is kidnapped. Pothos tells you
to see Fedabiblio, who in turn instructs you to see the Magelord. Note:
You can go straight to Filbercio without talking to anyone. Tell Filbercio you suspect Rotoluncia kidnapped Shamino. He instructs
you to search her manor. There, an automaton attacks you after being questioned.
Rotoluncia can't be found there. (Get her serpent tooth (Furnace) while
you're there) Filbercio then suggests you look in his love palace, in the
middle of the Lake of Enchantment; gives you permission to use his yatch. Filbercio's love palace: The key in the drawers upstairs unlocks the
gate in the cellar. Rotolucia attacks when Iolo says you don't know the
secret to controlling daemons. She has two keys: one unlocks the same gate
at the foot of the stairs. The other unlocks Shamino's cell, teleporter
gate and the teleport door in Filbercio's castle. Notes: A lever behind Filbercio's throne opens the secret Wall to the
treasury. The key to the chests is under a plant in his bedroom. There is a secret Wall (north) in the jail holding cell, if you get
jailed for some reason.
Follow Pothos' instructions to contact Erstam. Note: You cannot do this until you've solved the kidnapping case. The
serpent will tell you: you've forgotten something. Erstam, the Mad Mage claims the apparatus belongs to him and takes it
back. He instructs you to look into his telescope to see the origin of
the blue egg. He initially pretends not to know of teleportation, but Vasel
interrupts indicating otherwise. Vasel, Erstam's latest assistant tells you of the serpent jawbone belonging
to Erstam. Erstam agrees to tell you the secret of teleportation if you get for
him a phoenix egg. Agree; you'll be teleported to an island. Wander around
a bit you'll find a switch beside lava. Using it causes a phoenix to be
reborn, which rewards you with a phoenix egg. There is teleporter back
to Erstam's Isle. Help Erstam with the experiment. Put the phoenix egg into the hopper
on top of the Life Creation Machine with a complete set of bodyparts (head,
torso, arms and legs). The result: Boydon is recreated. Erstam gives you the key to his storeroom outside the manor and a serpent
tooth (Erstam's Isle). He gives you two more teeth when you return with
the jawbone (Moonshade & Monk Isle).
Draxta tells you some prophecies. (Read the Book of Prophecies on the
altar). Meet her at the Place of Visions on the north-western edge of the
fields to see a vision; Petra. Nameless Monk, Child of the Corn, offers his supply of dried mandrake
roots in his hut. He tells you fresh mandrake roots can be found in the
swamp when the tides are right (see him later, he'll tell you the tides
have receded). Collect the mandrake around the swamp (brown, man-like shape). Ruins in swamp: The key in the hollow tree (SE of ruins) unlocks the
gate to the Ophidian ruins underneath. You'll find another key in the Ophidian
ruin (in corpse). This unlocks the other gate (east). There is a key on
the corpse camouflaged by the tree in the second ruin. This unlocks the
gate to the Serpent Gate. Mosh, the Rat Woman tells you to listen to Columna. Listen to what Columna
says about Mosh then return to Mosh, tell her you believe her story. She
tells you of Columna's Comb of Beauty. Give her some fish and she'll give
you a magic harp which will put the Ratmen to sleep. Get the Comb of Beauty from Columna's manor. There's a secret Wall on
the north wall, leading into the scrub. Look for a chest. The key to unlock
the chest is in Columna's cellar. Frigidazzi (doesn't appear until you get the spellbook). Return her
fur cap for your magic helm. She asks you to meet her after midnight to
learn spells. Apparently, she has other ideas. You get to choose whether
the Avatar does the Horizontal Mambo with her or not. Either way, you end
up angering Filbercio and thrown in the legendary Mountains of Freedom. Note: Key to Frigidazzi's lab under pot of plants.
You're greeted by an automaton; kill him and get the necessary key (keep
it, many of the doors in the labyrinth have the same lock). Get what you
need from the store. There is a secret passage behind the sign "escape is futile".
Head to the south, you'll find another secret passage (marked by trail
of blood, guarded by nagas). Keep going south till the teleport. The next room is occupied by a mage capable of morphing into a bear.
He'll run away when defeated. Note: This mage has Dragon Breath. The teleporter brings you to Stephano; get him to join (you need him). Note: Interesting story about the mage Cellenia; Selena) In the next room, get the yellow key in the bag. You'll then meet a
guard with the Black Sword; it'll jump to your possession. The Sword urges
you to release him: DON'T DO IT YET! Teleport to the next passage, use the yellow key on the left door. You
should see a sequence involving Lorthondo turning his minion to a skeletal
dragon. Note: Some people may encounter a problem here where you enter the room,
stand in front of Lorthondo (no kneeling guy) and the game hangs. If there
is a guy kneeling to Lorthondo, then everything's OK. Get the key in Lorthondo's room, then head back east. Grab what you
want from the chests (they're trapped, but a solid whack with the Black
Sword should do the trick). Use the levers with Stephano's help (this is
where you need him). Use a telekinesis scroll on the winch, lowering the drawbridge. Kill
the old man. The room with levers is next. Note the original position of
the levers; the idea is to get the opposite positions on all of them. Open
the woman's cell (Sabrina); lead her to the nightmare (horse). The horse
kills Sabrina. Get the carrots and the key. The key unlocks the chest in
the supply room (scroll gives you a clue what to do). Drop the carrot in
front of the rabbit; changes to a woman who rewards you with a bouquet
of flowers. Give these to the ranger who's pining for his girlfriend in
the next room. He fixes the stucked lever. Use previously stucked lever;
opens room with hollow tree. The teleporter sends you to a clearing with
a blue lever; use this. You'll be teleported back. Use the SW lever to
open the sliding doors to the south. The fire in the circle of stones goes out as you approach. Enter the
circle and you'll be teleported. Here's the legendary infinite tunnel.
There's a secret passage on the right of the tunnel. Next pile the crates (use the chest as well) to get to the bell. Next
- "Pick one or die" : Choose the western passage. You'll then meet the last automaton. Talk to him; he'll attack you;
kill him and get his key. In the next room, Lorthondo seals all exits. Release the Arcadion from
the sword (no other way), he'll take care of Lorthondo; messy! The last
teleporter takes you to the courthouse in Moonshade, where Stephano leaves.
Congrats! You've survived the Mountains of Freedom. Moonshade Look for Dupre at the Blue Boar inn. He'll tell you where
to find the others. Shamino can be found in the western woods (80S,110E).
Boydon at Capessi Canton. Iolo at Gustacio's manor.
Gustacio tells you Mortegro was struck by lightning and replaced by
a stone alter. Agree to help in his experiments. Take the power globe to
the tower in the valley north of Moonshade. Place it on the platform and
use the winch. Use each of the levers until no new color is observed. Gustacio tells you to bring the results to Fedabiblio, who instructs
you to look into his crystal ball. You'll see Edrin being struck by lightning
and change into Ale the parrot. Fedabiblio then tells you to inform Gustacio
of this. To revert Edrin to his natural form, Gustacio gives you another power
globe and a bird cage. Use the bird cage on Ale. Place the globe on the
platform and Ale on one of the pedestals. Use the winch and then the corresponding
lever. Ale changes back to Edrin. Gustacio rewards you with the Mirror of Truth and gives you all the
spells he knows for free. Soon after, the serpent speaks: Who art thou stranger? Why can't I see
thee? Curse this imbalance which veils my mind.
Hawk tells you of the catacombs in the mountains to the south which
lead back to mainland; Julia has the key to the entrance. Julia "loans"
you the key for 40 guilders as you've got the Chill spell (given by Shamino
from Frigidazzi). The catacombs entrance is south of the Lake of Enchantment. Wander around
(not very big place), the exit is past the Ratmen city and past the ruins
occupied by wildmen. Exits into the Furnace.
Look for a button on the wall to open the sliding door (very common
in Ophidian ruins). Then cross the bridges which links a few towers. You
enter the Underground City, inhabited by sleeping gargoyles. Head east. The door to the NE chambers lies east of the arena; you need
a key. Enter the arena and defeat the four automatons to get it. Cast unlock
the magically locked door beside the entrance. The passage will lead you
to the Twin Pillars. Grasp (d-click) the Pillar of Fire to begin the Test
of Purity. Test of Purity: Behind the north door, you'll meet Iolo who pleads with
you to enter the red moongate to flee from the doomed world. Refuse to
go with him until he leaves without you. Next, Shamino behind the west
door. Push the button on the northmost pillar to release the trapped people.
Lastly, the east door. Pick up the hammer and attack the worms. Dupre urges
you to follow him to explore the treasures behind the door; don't. (using
the target T key is helpful here). Keep hammering until all 10 worms are
killed (they explode). You'll then be teleported back to the pillars. Zhelkas gives you the
Serpent Ring. Special case: If you decide to fail the test, Zhelkas gives you a second
chance. Get the Everlasting Goblet from the Conjury of Ancients (hall in
northern chambers of the city). Return to him with the goblet and he gives
you the ring. (The goblet does not run out of drink, ie. you need not carry
any food, though feeding will become very tedious) In the library, read the book "On accessing the Serpent Gates".
To get to the serpent gate you need the keys of Ice and Fire; hints where
they can be found. The Key of Fire can be found on a corpse, in the baths west of the arena.
The Key of Ice is found in the park in the SE of the city. You'll find
a serpent tooth (Monitor) on the corpse with the key. In the Great Temple (behind the Twin Pillars), place the keys of Ice
and Fire on the altar. They merge to become the blackrock key. This unlocks
the brass door on the balcony of the Great Temple leading to the serpent
gate.
Note: You MUST have the three artifacts of Love, Truth and Courage on
the Avatar, to complete your quest in the Realm of Dreams. These items
are the Crystal Rose of Love, Mirror of Truth and Helm of Courage. Besides Siranush, you'll meet others in their dreams including: Batlin,
Byrin, Cantra, Ensorcio, Iolo, Lord British and Stephano. Thoxa shows you
the Moon's Eye and instructs you to seek it in the Temple of Ancient Ones
in the north. Rabindrinath's keep (located far south of the Realm of Dreams). Rabindrinath
approaches you as you enter the keep. He babbles about the artifact of
Courage, then casts a spell against you. It fizzles; he swears and teleports
away. Look for him in the torture room. Talk to him. He babbles about Love
and teleports away. Get the yellow key in the corpse on the torture table.
It unlocks the door to Rabindrinath's room. Talk to him again. He babbles
about the artifact of Truth, attacks you with a spell. It backfires and
he dies. Get the key in his body. Unlock the vault and get the dream crystal. Notes: Do not enter combat mode when facing Rabindrinath - HE WILL SLAUGHTER
YOU NO MATTER WHAT. Just talk to him (make sure you've got the artifacts
though). Give Siranush the dream crystal; she rewards you with the Serpent Necklace.
You'll be teleported back to the swamp. (d-click the necklace to hear the
Great Earth Serpent talk) Notes: Don't bother collecting any items. You can't bring them back
to the waking world. To get out of the Realm of Dreams, get yourself killed
(combat, the iron maiden in Ensorcio's dream, or step into the pillar of
fire). Soon after waking up, the Great Earth Serpent speaks:
Hasten, the Imbalance grows stronger. Note: Bloodmoss is abundant in Gorlab
Swamp.
Morghrim, the Forest Master asks you to get the Orb of Elerion back
from Draygan. He tells you where to get the King's Saviour plant. Head west of the Forest Master. The King's Saviour is found near mushrooms
(green plant with yellow flowers). Use the plant on an arrow. A sleeping
arrow will appear at your feet. Go back to the fort and shoot the arrow
at Draygan. He'll fall asleep; kill him. Get the Orb of Elerion from his
body. Morghrim materializes; give him the orb. In exchange you'll get the
Whistle of Doskar. Use the whistle. The Hound of Doskar will appear. Get the Hound to track
Cantra using her wooden sword; leads you to Shamino's Castle.
Get Shamino to draw a map of his castle. He tells you of the secret
entrance to the castle, between to great trees, west of the castle. Look
for two tree stumps; an invisible cave entrance leads into the storage
room of Shamino's Castle. There you'll be met by the spirit of Beatrix. Shamino's Castle If you did not use the Hound to track Cantra's sword,
the huge doors of the keep will be blocked by barriers. They will be removed
once you've done this. In the keep, fight Palos and his henchmen. Batlin appears and whisks
Palos away to the north. Upstairs you'll find Cantra dead. The nameless Xenkan monk will appear
and take her back to Monk Isle to be resurrected. Pick up Batlin's medallion
and have the hound track it; points north. To explore the outer chambers of the castle, go to the barracks; a secret
Wall leads to a room with 10 levers. These control the locks of the doors
(up = locked, down = unlocked). Numbering the levers from left to right: Note: Each member of your party must be wearing a full set of furs (fur
cap, cloak, fur boots) when venturing into the north. You can buy all of these from the furrier in Monitor. Without these, they'll freeze. Make sure that you do not have any Gwani cloaks! In the catacombs you'll meet the spirit of Gannt the Bard. It asks you
to take revenge for his murder by Captain Stokes (in House of Wares, in
the Knight's Forest). Get the brass key. At the entrance to the north, Fitch, in his last breath, tells you the
trappers were attacked by a sorceress. It's a lie, of course, the sorceress
was Gwenno, who they ambushed and killed. Bwundai greets you as you approach the Gwani village. He tells you Gwenno
is at the Gwani Death Temple, on the island West of the Ice Dragon. Yenani, leader of the Gwanis, mate of Myauri and mother of Neyobi and
Kapyundi. She tells you that the Great Horn of Gwani was stolen and taken
to the Skullcrusher. Instructs you to see Baiyanda about saving the sick
Neyobi. Baiyanda, mate of Mwaerno, healer of the Gwanis gives you a bucket to
collect the Ice Dragon blood required to save Neyobi. She mentions you
need the gwani horn to unseal Gwenno. Myauri "Blizzard", Yenani's mate. Tells you Baiyanda's mate
Bwundai may know where the Gwani Death Temple is. Note: There is a discrepancy here: Myauri states that Bwundai is Baiyanda's
mate, whereas Baiyanda tells you Mwaerno is hers... ?) Head north from the village, you'll meet Kapyundi "Little Glacier"
and Gilwoyai "Of the Wind". Gilwoyai tells you to take the ice
raft to get to the Ice Dragon in the north (d-click on it). Kill the Ice Dragon and use the bucket on its body. It'll fill with
ice dragon blood. Give the bucket to Yenani at the village. She'll tell you a "valuable
secret" in return (the password to enter the Skullcrusher): Isal Sal
Cra Gaas Iskar Note: Yenani will not tell you this unless you've had the Hound to track
Batlin's medallion. Even guessing the password correctly will not get you
through the gate, the serpent will say you've forgotten something. At the entrance, place the serpent runestones on the pedestals such
that the runes match the plaques. Then use (d-click) the runestones following
the order of the password: I S C G I (Start from the pedestal on the left)
The sliding door will then open. Unlock the cell with the skeleton pleading for aid (trap); kill it.
Get the serpent teeth from Maleccio's corpse and read his diary. Get the
flux analyzer and the Philanderer's Friend from Vasculio's collection (You'll
get the gwani horn later). Note: See Gustacio at Moonshade and he'll instruct you to place the
flux analyzer on the ground and use it on the Black Sword. The locked double brass doors will open as you approach. Inside you'll
hear scratch... scratch coming from the coffin. Read the scroll on the
pedestal; Vasculio emerges from the coffin. Here there are two possible situations: If you've got the magebane,
Vasculio offers you the Mass Death spell for it. However, if you do trade
the magebane, you won't get it back when you've killed him. Without the magebane, Vasculio offers to spare your life for one of
your companions to feed on. They'll never agree to this. In both cases, Vasculio attacks you anyway. Kill him, get the blue-red
key. It works on the brass doors at the crypt and the brass door to the
east Skullcrusher exit. Once you've killed Vasculio, the Great Earth Serpent will instruct you
to: Seek the temple and within it the Eye of the Moon. Get out of the City of Chaos using the east exit. The temple you're
looking for is just east of the exit. In the next passage, Brunt tells you to follow him (trap). Use the secret
passage throught the illusionary wall in the North. Beside the armoury,
next to the glowing sphere there's a secret Wall. This'll take you to the
City of Order. In the NW chambers of the city, you'll find a shrine of Discipline.
Get the serpent dagger. In the SW, get one of the three scrolls in the
shrine of Ethicality. In the SE, get the abacus (red) from the shrine of
Logic. Read the book in front of the Temple of the Hierophant. Place the correct
symbols corresponding to the plaque on the pedestal. Order symbol that
doth speak of principles and wisdom : scroll Order symbol for the strength
of mind and willpower : serpent dagger Order symbol for a straight path
of truth : abacus The brass door will open after you've placed the last item (abacus).
Go down to the Hierophant's room; tell the automaton you're the Hierophant.
It'll hand you the Serpent Sceptre. Place the sceptre on the blue pedestal;
teleports you to the library. Read the books (info to answer automaton's
test) then teleport out. Note: There is a hidden chest beneath the stairs in the Temple (behind
the secret Wall). Head to the SE chambers where you'll meet Palos. You'll just have to
run through his trap. The automaton will ask you the title of a book for
a given phrase (The answer is the last option). The next passage leads to the Grand Shrine of Order. You'll find a body
with a blue-red key; does NOT unlock the brass door. The key to this door
is the blue-white key you took from Selina's backpack. Don't despair if
you can't find it: The key on the body unlocks the Vault of the Dead in
the northern chambers. Use the button on the carpet; lifts you to passage
to the Grand Shrine. Note: Selina's key unlocks the door beside the stairs
after lift. Grand Shrine of Order Kill Selina and Batlin's men (Brunt, Deadeye and
Palos). Get the Dispel Field scroll from Selina's body. Note: Using
the Hourglass of Fate here resurrects Selina (an infinite conversation
loop occurs). Batlin bungles up opening the Wall of Lights and ends up getting killed.
The Banes of Chaos are released, taking over the bodies of your companions;
Shamino by Anarchy, Dupre by Wantoness, Iolo by Insanity. The banes then
teleport away. Notes: Make sure you've got everything you need (info, spells...) before
the Banes are released. The Banes go on rampage, killing almost everyone
in Serpent Isle. You can get Wilfred (Sleeping Bull) to join your party. Though, he will
leave you in a losing battle. Once he leaves, he will not rejoin. You can
also get Petra (Moonshade) and some automatons (Temple of Discipline) to
join. The Serpent now instructs you: Seek the horn... The Gwani Horn. Seek
it in the depths beneath the Skullcrusher Mountains. Get the blackrock
chaos serpent from Batlin's body. Transfer the teeth from his jawbone to
yours. Note: Carrying two jawbones is not advisable. The game will only look
at the first in your inventory; some gates will be inaccessible. Note: Using the hourglass in the room where you fought Selina will
cause your companions to rejoin your party. Gwani village You'll find that after returning from the Grand Shrine
of Order, the gwanis have been attacked by Hazard the Trapper. Talk to
Yenani, she'll tell you that her gwani amulet (taken by the Trapper) had
a serpent tooth in it. Head north to Hazard's cave (the door unlocks after
the massacre). Kill Hazard and get the key to his chest. Get the gwani
amulet and return it to Yenani; gives the serpent tooth (Shrine of Balance). Gwani Death Temple (approx 95N,46W) Use the ice raft to get to the temple.
Use the gwani horn to destroy the ice barriers and to free Gwenno from
the ice block. Monk Isle Bring Gwenno's body to Monk Isle to be resurrected (any monk
will do). The serpent explains: Bane of Chaos, Chaos Bane... twisted her
mind. In order to restore Gwenno, Karnax instructs you to get the Scroll
of the Serpent from Fedabiblio. Moonshade You'll find that Shamino the Anarch has killed almost everyone
in Moonshade. Andrio tells you that Fedabiblio was turned into a statue
and Torrissio's wand, the Philanderers Friend can free Fedabiblio. Use the wand on Fedabiblio; rewarded with the Scroll of the Serpent.
He gives you the key to Hawk's chest (Blue Boar inn); get the map and read
Hawk's directions to the treasure. Note: If Torrissio has taken the Philanderer's friend from you. Don't
worry, cast the spell Vibrate on him to get it back. You might also be
able to pick up the swordstrike spell "weapon"! Stephano gives you a serpent tooth (Temple of Tolerance) and joins you
temporarily. Kill the Death Knight sent by Columna; Stephano gives you
the key to the vault of his old house. Get the Blackrock Order Serpent
from there. Note: The key to his old house in the hollow tree just outside. You
can use the Hourglass to resurrect Stephano if he's killed. Search the mages' manors for any useful items. You should have all of
the serpent teeth now except for number seven.
Note: You get to carry back what you took or were given in the test.
You have now two options: You can either continue through the acid path
and keep casting healing spells OR... Ask Petra (Moonshade) to do a mind
transference with you. Note: Petra will help you only after you've read the book titled `Body
Transference' AND talked to the automaton in the NE room (or stepped into
the acid). Bring Petra to the mind transference chamber (she joins you) and talk
to her. She'll step onto the left platform once you've promised of her
safety. Push the button and you'll swap places. Go through the acid path
and use the bucket on the basin. Note: Make sure you've asked your other non-automaton members to leave
before going through the acid. (Wilfred's a pain here) You'll regain your
normal form after a while. The solution: Walk across the teleporters in the following order: Red,
Yellow, Blue, Red then lastly White. You'll be teleported to the entrance
of the Temple. Place the runestones in front of the door from left to right:
B C O W. Automaton #7 is missing. Talk to all automatons; the one with the inconsistent
alibi is guilty. Accuse automaton #4. He'll give you a pink key which directly
unlocks the door to the fountain. Another pink key is in his body; unlocks
door to the stones puzzle. The original setup: Pick up stone s and place it on stone x. The force field will be removed.
The yellow key also unlocks the door to the fountain. Get Ducio to make three Worm Gems for you. Cast Create Soul Prism on
the gems (each forms an empty soul prism). Placing the lodestones of emotion on the four pillars around the pond.
(changes the water to the Water of Emotion). Collect the Water near the
pillars with a bucket. Then use the bucket of Water on the soul prism;
it will turn blue (prism of emotion). Looking into the Moon's Eye, you'll see Anarchy; the Banes are at the
Castle of the White Dragon (near the Gorlab Swamp).
Use a bucket on the well in the courtyard, then the Water on a soul
prism to form a prism of enthusiasm (green). Note: There's a Serpent Bond scroll in one of the rooms above. Unlock the door to the winch with the yellow key. Get to the island
through some secret Walls. Talk to Mortegro. Mortegro gives you the spell
Summon Shade and offers to sell you spells at half price (you can still
haggle except for level 9). He'll ask you to take him back to Moonshade.
Drop a member if you don't have space in your party. He gets struck by
lightning and dissappears once he steps out of the temple. Sethys hints about placing containers on the altar to get the Water.
However the altar is missing (switched places with Mortegro). Go to Moonshade
and place a bucket on the stone altar in Gustacio's cellar. It'll fill
with the Water of Tolerance. Use the Water on a soul prism; red prism of
tolerance forms. Getting to the Banes of Chaos: (_WITHOUT_ blowing up any doors) From the main passage, enter the room with the mirrors, kill the Avatar?s.
There's a secret Wall to the lab; get the yellow key in the corpse. This
unlocks the door to the library (exploding books). Read the non-exploding books (just some history). Cross the balcony
to the room to the west (with the nightmare) and get the glowing yellow
key from the desk. Go down the balcony into the festivities hall (with the headlesses).
Picklock the kitchen door. Use the secret Wall to enter the dining hall.
Get the brass key under one of the plates. Go back to the main passage and use the glowing yellow key to unlock
the door to the east room (sewing room). Hit the lever behind the bales
of wool; opens secret Wall to next room. There's an illusionary wall under the stairs; a chest behind it. Get
the green key; unlocks door up to the roof. From the roof, enter the music
room (next to the main entrance). Get the grey key under the whistle. Go back down the stairs with the illusionary wall. The grey key unlocks
the door of the next room (lightning, firebolts). Use the lever camouflaged
by some broken columns; opens Wall to room with harpies. Use the brass
key (dining hall) to unlock the door to the center passage. Picklock the
door of the children's playroom; get the blue key in the drawers. Head
underground using the stairs in the center passage. Use the blue key on the first left door. D-click secret Wall on SW corner
of the room; out to corridor. Enter the next room to the south (secret
Wall). Use the lever by the grandfather clock. Follow corridor to the east
until you come across a lever. Use the lever and enter the room; secret
Wall to adjoining room has opened. Get the purple key in the drawers; unlocks
room door and door at the end of the passage. Hit the lever in the torture room and go back to the corridors. You
can now enter the SE room which has a door leading to the hall where the
Banes are waiting. Note: there's a pink key under the logs which unlocks the room door.
for an easy exit. Trapping the Banes: You have to kill the Banes in combat. Not an easy
task. (My tip: use sleeping potions on the Banes) The Banes should then
be trapped in the Black Sword. Use the prisms on the sword to transfer
them into the prisms. Bring your companions bodies back to Monk Isle. Note: Place all three on the ground before resurrecting them else they
may not respond even after using the Water on them. Xenka will then return. If you're not in the abbey, Karnax teleports
you there. She gives you the last serpent tooth (Isle of Crypts) and instructs
you to seek the dead there. Note: You need the Blackrock Balance Serpent to continue. You'll be teleported to another passage. Follow the passage till the
end (past the pedestals `Balance is Wisdom'). Kill the mummy in the crypt
and get the scroll. Go back and place the scroll on the pedestal opposite
the gold serpent. Read the book on the pedestal in the library; teleported to another
chamber with the Chaos Serpent Eye (cast dispel field to get it). Behind
the serpents on the north wall is a secret Wall. This leads to a teleporter. You're teleported to the Great Hierophant's crypt. Cast Summon Shade
to speak with him. He instructs you to get the Staff, Armour and Crown
of the Great Earth Serpent. To restore Balance, you first need to reunite
the Chaos serpent (need to ask Chaos Hierophant). Once this is done, proceed
to the Grand Shrine of Balance. Place the Blackrock Chaos Serpent in the slot to open the Wall of Lights.
Then place the soul prisms on the correct pedestals: Anarchy - Tolerance,
Wantoness - Enthusiasm, Madness - Emotion. Place Dupre's ashes on the last
pedestal. Dupre (soul fused with Chaos serpent) tells you to go to the Sunrise
Isle. Xenka also materializes, instructing you to rush to the Sunrise Isle.
She gives you an Ophidian Sword.THE RESCUE OF CANTRA
Shamino's Castle
THE FROZEN NORTH AND THE RELEASE OF THE BANES
The Gwani Village
Skullcrusher - City of Chaos
The Temple Of Emotion
Silverpate's Treasure
Spinebreaker - City of OrderTHE TEMPLES OF VIRTUE
The Resurrection of Gwenno
Temple of Ethicality
Temple of Discipline
Temple of Logic
Temple of Emotion
Temple of Enthusiasm
Temple of ToleranceTHE TRAPPING OF THE BANES
THE FINAL QUESTS
The Sacrifice
Reuniting the Chaos Serpent
The Serpent Artifacts
Sunrise Isle
Start
Head South along the coastline. Your companions will be struck by lightning
and dissappear. Continue on past the bridge, you'll meet Thoxa. She'll
give you the Hourglass of Fate after some questions. Karnax appears and
a battle ensues. Thoxa tells you to seek your three companions; you won't
succeed without them and to look out for three items which will enable
the Power from the Void to communicate with you.
Monitor
Flicken, at the southwest Monitor gate, orders you to see Lord Marsten
at the crematorium. It's North of the gate (Northwest of Monitor). Talk
to Cantra on your way there; hints on the Test of Knighthood. Renfry, the
undertaker directs you to the crypts where the funeral is taking place
(behind the curtains).
Knight's Test
Shmed; agree to take the test. Take note of his instructions. Note: you'll
only be wearing leather armour and mace.
__
|c | c - chests (trapped)
| | | | ___ x - illusionary wall
| |__|c |__________| | k - key
| __ x__________ k |
| | |c | |___|
| | | |
| | |c_|
Fawn
Outside Fawn, kill the goblins which captured Fawn Tower; the
pikemen will takeover.
The Goblin Camp
Go down the stairs hidden by the huge tree (northern end of forest). Use
Simon's blue-red key to unlock the door. Go down the stairs by the sign
"Watch thy Head". Fight the goblins by the campfire. From here,
keep going North as far as possible (past two sets of barrels).
Fellowship Camp
This is just southeast of Fawn. Talk to Scots the cartographer. He gives you a map of Serpent Isle (not very accurate, but still useful).
Fawn
Dupre's Trial
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.
Silverpate's Treasure Map
On the northern wall, there's a secret Wall between
the casks of wine; leads you to a room. The switch opens the sliding door.
Get the key.
I I I I Silverpate's Wardrobe Room
I 1 I 2 I 3 I room 6: diary of Batlin's lackey
------------------- room 7: antique armour
main I
switchI 7
-------------------
I 4 I 5 I 6 I
I I I I
Passage to Moonshade
Ask to pay Captain Hawk's fine; the pikemen will ask for
100 monetari initially. When Shamino tells them you have more, the pikemen
asks for more than what you have.
Moonshade
Mad Mage Isle
Monk Isle
Use the serpent jawbone to get to Monk Isle. (put all teeth into the jawbone,
d-click the serpent gate)
Moonshade
Give the Mandrake roots to Fedabiblio in exchange for a spellbook (asks
you three questions).
Mountains of Freedom
You'll only have your reagents, spellbook, Hourglass of Fate, a staff and
scale armour (so stock up on reagents and spells beforehand).
Gustacio's Experiments
See Ducio about repairing the Daemon Sword, he'll tell you Gustacio's
flux analyzer. Gustacio says that the sword needs to have its sorcerous
energies realigned using the flux analyzer which was stolen.
Moonshade Catacombs
Furnace Mountains
Talk to Zhelkas "Iron Helm", ruler of gargoyles, from
across the drawbridge. Agree to take the Test of Purity and he'll lower
the drawbridge to let you through. The test is in the NE chambers of the
Underground City.
Gorlab Swamp and the Dream Realm
Soon after entering the Gorlab swamp, you'll fall asleep
and enter the Realm of Dreams.
Realm of Dreams
Siranush, healer of Gorlab. She asks you to get the dream crystal from
Rabindrinath. He can only be overpowered by the artifacts of Love, Truth
and Courage.
Draygon's Camp and the King Saviour Plant
Draygan's Fort in the Great Northern Forest: Beryl, Draygan's prisoner tells
you that the only way to defeat Drayagan is to use an arrow treated with King's Saviour; tells you to seek Forest Master's help.
(lives SW of the fort).
Shamino's Castle
1 guard room
2 wizard's chambers
3 meeting hall
4 servant's chambers
5 kitchen
6 storage room
7 mess hall
8 armoury
9 barracks
10 chapel
The passage to the north is through a cave entrance at 28S,3E.
Note: It is not advisable have any gwani fur/cloaks in your possesions
when approaching the gwanis. It'll offend them.
Here the serpent instructs: The wizard... the key is the dead wizard, Thou
must vanquish him.
Look into the Moon's Eye: you'll see Batlin making his preparations to
open the Wall of Lights (and of course, your meddlesome intervention).
Silverpate's Treasure (50N,40E)
Search for an invisible entrance. Use the map to get to Silverpate's treasure.
Don't forget you can move the caltrops! You'll find the blackrock balance
serpent.
Spinebreaker - City of Order (39N,96E)
Kill the automaton that speaks in Batlin's voice. Get the brass key. To
get through the sliding door, you'll be asked for the password by the automaton.
There isn't one; cast a telekinesis spell.
Skullcrusher and the Gwani Horn
Use the jawbone to get to Skullcrusher. Cast the dispel field to get the
Gwani horn (in Vasculio's crypt). The serpent now instructs: Free Gwenno...
Free her from the ice.
The Resurrection of Gwenno
Monk Isle
Give the Scroll of the Serpent to Karnax. He'll give you a scroll (the
six Ophidian virtues and anti-virtues) and instruct you to make Gwenno
drink the water of the virtue she is lacking; Discipline. You can reach
the temples using the serpent gates, else read the book "Temples of
Order" in the library for directions.
Temple of Ethicality (33N,133E)
There are stairs down on the right of
the serpent. You need to take the test of Ethicality to obtain the Water
(d-click on the mat in the east room). Reading the scrolls on the corpses
may help. The automaton will ask three questions before allowing you to
take the test. Briefly the answers are: "Risk Death", "Leave
the Money" and "Continue". test 1: Risk death to save the
man's life by pushing the button. test 2: Drop all your gems, gold and
money on the gold pedestal. Then walk to the end of the passage and use
the button. test 3: Do not yield to Batlin. You've passed the test of Ethicality.
Go up the stairs and use the bucket on the basin to get the Water of Ethicality.
Temple of Discipline (44N,86E)
Talk to the automaton in the NE room;
He'll say something about automatons getting through the acid to get the
Water. Push the button in the serpent gate room. Go down the stairs on
the left and get the key from the invisible chest. Go back up and use the
button on the opposite room. Go up the stairs on the right; get the brass
key and the obsidian and quartz y-shapes. Next use the stairs up on the
left. Read the books (especially the one on `Body Transference' and `Symbol
of Discipline'). Place the obsidian y-shape on the LEFT slot to create
the bridge. Down the stairs behind the serpent, use the brass key to unlock
the south door; get the blue key which unlocks the north door (to Water).
You'll have to find your way through a short ice maze. When you come across
5 ice blocks, break them with your sword (or use the gwani horn; but very
messy as items spill out of the bodies). Read Dolfo's journal. It'll give
you the neccessary clues to enter the Temple of Logic.
o
s o x o
o
Monk Isle
Use the Water of Discipline on Gwenno. She'll instruct you to go to Moonshade
to learn the secret of trapping souls (to trap the Banes).
Moonshade
Talk to Torrissio about trapping souls; he wants the Philanderer's Friend
in exchange. Let him take the wand, then talk to him again. He'll give
the spell Create Soul Prism (transcribe it) and tells you to see Ducio
about the Worm Gems.
Monk Isle
Gwenno instructs you to bathe the soul prisms in the water of temples corresponding
to the Banes (Emotion, Tolerance and Enthusiasm) and to look for devices
in the temple which will reveal the location of the Banes (Moon's Eye,
Web of Fate, magic lens).
Sriash, little girl's soul trapped in the force wall tells you how to obtain
the Water of Emotion. To free her soul, smash the pedestal of love (column)
in the middle of the room (the lodestone of love is underneath it).
Temple of Enthusiasm
Find your way through the maze into the library. Read the book `My Life
and My Beliefs'; tells you that the Great Hierophant of Chaos was killed
in the garden and Sethys was given the key to the altar of Tolerance.
To free Mortegro, you need to use the winch to lower the drawbridge. However
the door to it is locked. You can cast Telekinesis OR... Get the yellow
key in the west room; unlocks the dungeons below. Sethys tells you his
key was taken by a rat through a small hole in the wall. Cast the spell
Serpent Bond; you'll turn into a snake. Slither through the hole into the
next room. Get the yellow key. and hit the lever to get out.
Kill the jesters. The spirit of the King of the White Dragon also attacks
you at the entrance (ice dragon). OK, here's the hard bit:
Get a monk to resurrect all three companions.You'll need to restore them
with the correct Water: Iolo - Logic, Shamino - Ethicality, Dupre - Discipline
Isle of Crypts
Follow the path of the serpent (serpent marking on the floor) to the passage
leading south initially. Don't bother about placing any offerings on the
altar, keep going west till the end of the passage. Press the button on
the wall; secret Wall opens to a small room with the plaque: To continue
in Balance, stand here.
Temple of Tolerance
Sethys joins you temporarily to take you to the Chaos Hierophant; he ages
rapidly and dies outside the temple. He tells you the precise location
of the Chaos Hierophant and to take along the Chaos Stone (serpent eye,
look in his ashes).
Temple of Enthusiasm
The corpse of the Chaos Hierophant lies in the NE corner of the garden
(near the serpent gate). Cast Summon Shade to speak with him. He hints
at the location of the Shrine of Chaos within Skullcrusher (mighty detonation,
shattering of bronze doors). He gives you a scroll with the instructions
of the rite. He also tells you that something strong to bind the Banes
is required for the rite to succeed; see Xenka.
Return to Monk Isle. Ask Xenka of "sacrifice"; the final sacrifice of one in balance
is needed. You are chosen to sacrifice yourself at the crematorium.
Monitor
At the crematorium, hit the lever to cremate yourself. Dupre will jump
to sacrifice himself instead :( Get Dupre's ashes.Reuiniting the Chaos Serpent
Retrun to Skullcrusher. Use a powder keg to blow up the bronze doors in the north. You'll have
to find your way down through the maze then back up again to get to the
Shrine of Chaos (has a lake with serpent statues). There is a secret Wall
on the northern wall. The Wall of Lights is behind this.
After completing each set of scales the symbols of each set of virtues will appear on the pedestals. The doors will unlock once you've got all six symbols: Chaos: Tolerance - chain Order: Ethicality - torch Enthusiasm - rose Discipline - dagger Emotion - heart Logic - abacus
Read the book on pedestal west of the temple; tells you the symbols of each virtue (as given above) and the combinations which make the virtues of Balance. Explore the area; you'll find six shrines. Place the appropriate symbol on the pedestals to create balance: Tolerance - torch Ethicality - chain Enthusiasm - dagger Discipline - rose Emotion - abacus Logic - heart
A book will appear when the last symbol is placed. Bring the book to the great pillars (Ophidian obelisks) just outside the temple (north). Read the book between the two pillars; cross the bridge of blue flame to another pair of pillars. Read the book again; cross the bridge of red flame.
Note: Make sure you've got everthing you need: (serpent staff, armour, crown, earrings, neclace, ring, Chaos serpent eye, Ophidian sword). You cannot return once you've crossed the bridges of fire.
Grand Shrine of Balance
The Ice Diamond & Fire Ruby: In the west passage, use the green key
in the bag to unlock the chest. Read the book (instructions). Use the same
key to unlock the chest in the east passage. Get an unlit serpent candle.
Place the candle on the pedestal in front of the ice wall (west). The wall
will shatter into ice chunks. Get the Ice Diamond and an ice chunk. Place
the ice chunk on the pedestal in the lava pit (east). Cross the bridge
that appears; get the Fire Ruby. Place the Ice Diamond on the blue pedestal,
the Fire Ruby on the red pedestal in front of the great bronze doors. You'll
then be able to enter the next chamber.
Cubes of Fire and Ice:
Note: To keep things short, the term `Rose room' is used in place of `the room with the rose symbol'. `Torch room'... etc
This is the complete solution to the puzzle. No 'cheating' by using telekinesis spells!
Start by going up the stairs to the west. Hit the two buttons on the wall. Go back down and through the illusionary wall under the stairs. Hit the button on the wall. Use the teleporters to get to Chain room in the east. Use the button in Abacus room. Teleport back to west.
Go up to Rose room; get the brass key in the chest (on the left). Go back down and teleport to the east. Use the brass key on door in Abacus room. Go down the stairs. There's a teleporter under the stairs behind a secret Wall. Teleport to Torch room; hit button on wall and teleport back to the east. Go up the stairs and teleport back to west.
Enter Heart room; hit button on wall. Teleport to east; go downstairs and enter Dagger room. Get the Key of Fire from the chest (trapped). Go back upstairs; teleport to west. Unlock door in Heart room using Key of Fire; get the Key of Ice from the chest and 2 ice cubes.
Teleport to east, go downstairs. Unlock the door in Dagger room with Key of Ice. Get 2 fire cubes. Go upstairs and teleport to west.
Place the cubes of fire and ice on the pedestal (at bronze doors). A pyramid of steps will materialize; a teleporter on top with a scroll (items you need to continue).
The teleporter brings you to a place in the Void. As instructed, place the Serpent Staff, Serpent Armour and Serpent Crown on the altar at the northern end of the passage. You'll be given the Order Serpent Eye and teleported back to the shrine (the bronze doors will unlock).
Enter the final chamber. The Order Serpent makes an appearance and orders some ice monsters to attack.
The final rite: Place the three blackrock serpents in the slots; Wall of Lights opens. Place the Order Serpent Eye and the Chaos Serpent Eye on the altar in front of the statue which comes alive. Lastly, use the Ophidian sword given by Xenka to kill the Great Earth Serpent (statue). This should start the endgame.
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