SugarTickles
Walkthrough · Origin Systems · 1993

Serpent IsleUltima VII, Part Two

Shipwrecked in a land split between Order and Chaos, the Avatar follows Batlin across a dying world. Here's every step from the storm on the beach to the Wall of Lights. Check off steps as you go; your progress saves in this browser.

35 chapters + The Silver Seed Spoiler-safe answers Tracks your progress

Credits & Sources

This guide is a SugarTickles rewrite, reorganized and reworded for playing alongside the game. It stands on the shoulders of two classic walkthroughs, and full credit goes to their authors:

  • Adrian Yau — Ultima 7 pt 2: Serpent Isle Walkthru, version 1.0, originally hosted by The Spoiler Centre. It's the source for the detailed solutions, the coordinates, and the reference tables (serpent teeth, strange items, currency, training, and secrets).
  • Mike's RPG Center — Ultima VII: Serpent Isle walkthrough (© 2000–2011 mikesrpgcenter.com). It's the source for the chapter structure and the Silver Seed quest.
  • Bootstrike.com — Ultima VII copy-protection answers, for the Copy-Protection Answers table.
  • Xe Dragon — the High-Res Ultima Map Project, for the cloth map scans linked in the Maps section.

Where the two sources disagree, you'll see a gold "To verify" note until we've confirmed the answer in our own playthrough. Screenshots and video are our own captures from that playthrough.

Ultima VII Part Two: Serpent Isle and The Silver Seed are © 1993 Origin Systems, Inc. / Electronic Arts. SugarTickles isn't affiliated with Origin or EA. This is a fan guide, made with love.

Setup

Installing the Game

Buy it on GOG, play it with Exult, and add mods, on a Mac or a PC

1. Buy the game

Ultima 7 Complete on GOG includes The Black Gate, Forge of Virtue, Serpent Isle, and The Silver Seed. Install it from the GOG website or the GOG Galaxy app. It comes set up to run in DOSBox, but the free Exult engine plays much better on modern computers: higher resolutions, bug fixes, and mod support. Exult still needs the GOG game files, so install the game first.

2. Install Exult

Get the latest version (1.12.1 as of this writing) from the Exult download page: the .dmg for Mac or the .exe installer for Windows.

3. Point Exult at the game files

Exult needs the folder that holds the game's STATIC and GAMEDAT folders. If Exult says it can't find the static folder, it's pointed at the wrong place.

🍎 On a Mac
  1. Drag Exult.app into your Applications folder.
  2. GOG puts Serpent Isle in Applications as its own app. The game files are hidden inside it, in:
    /Applications/Ultima VII™  - Serpent Isle + The Silver Seed.app/Contents/Resources/game
    To peek inside, right-click the app in Finder and choose Show Package Contents. Note the ™ symbol and the two spaces before the dash in the app's name. The path has to match exactly.
  3. Exult's settings live in ~/Library/Preferences/exult.cfg. In Finder, choose Go → Go to Folder…, paste ~/Library/Preferences, and open exult.cfg in TextEdit. (If it isn't there, open and quit Exult once, or create the file yourself.)
  4. Inside the <disk> section, add a <game> entry with the path. A brand-new file can be just this:
    <config>
      <disk>
        <game>
          <serpentisle>
            <path>/Applications/Ultima VII™  - Serpent Isle + The Silver Seed.app/Contents/Resources/game</path>
          </serpentisle>
        </game>
      </disk>
    </config>
    Exult fills in the rest of the settings the first time it runs. If you set up both games, put the <blackgate> and <serpentisle> entries side by side inside the same <game> section.
  5. Save, open Exult, and Serpent Isle appears on its start screen.
🪟 On a Windows PC
  1. Run the Exult installer. It asks where The Black Gate and Serpent Isle are installed.
  2. For Serpent Isle, browse to the GOG folder. It's usually C:\GOG Games\Ultima 7 - Serpent Isle. Older GOG versions use C:\GOG Games\Ultima VII - Complete\Serpent, and GOG Galaxy installs go under C:\Program Files (x86)\GOG Galaxy\Games\. Pick whichever folder contains STATIC and GAMEDAT.
  3. To change it later, edit exult.cfg in %LOCALAPPDATA%\Exult (paste that into File Explorer's address bar) and fix the <path> under <serpentisle>.

4. Add a mod (optional)

Marzo's Serpent Isle Fixes mod repairs many of the original's plot and script bugs. (You don't need a keyring mod here: The Silver Seed already gives you a magic keyring.) Download it here: SI Fixes mod (.zip), also listed on the Exult download page.

  1. Unzip it. You get a file, sifixes.cfg, and a folder, sifixes. Keep both, side by side.
  2. Move both into the game's mods folder. Create an empty folder named mods if it isn't there yet.
    • Mac: ~/Library/Application Support/Exult/serpentisle/mods (in Finder, use Go → Go to Folder…; the Library folder is hidden otherwise).
    • Windows: a mods folder inside the game folder, e.g. C:\GOG Games\Ultima 7 - Serpent Isle\mods.
  3. Open Exult, choose Serpent Isle, and pick the mod from the menu before you start a new game.

Playing The Black Gate too? Its Keyring mod is on the same download page.

Act I

Shipwrecked on the Mainland

The storm, Monitor's knights, Fawn's oracle, and the road to Moonshade.

Gameplay: Act I — from the wreck to Captain Hawk's ship
Chapter 1

Arrival

Where: the southwest coast, near Monitor 143S, 13W

The ship runs aground and the party steps ashore
  1. Your ship runs aground on the coast. As soon as you step off, a teleport storm strikes, scattering your companions and swapping much of your gear for strange objects.
  2. Walk south along the shore past the bridge. Thoxa, a monk from Monk Isle, appears and quizzes you. Answer well and she hands you the Hourglass of Fate, along with a warning: find your three companions, because you can't succeed without them.
  3. Keep heading south. Shamino rejoins you and starts a list of the strange items that replaced your belongings.
  4. Look for a large red bush. Behind it is a hidden cave 152S, 37W stocked with useful supplies.
  5. Find the bear skeleton 154S, 28W and swap the bear skull you're carrying for Shamino's Magic Bow.
  6. Follow the coast to the walled city of Monitor.
Chapter 2

Monitor — City of Courage

Where: Monitor and the Knight's Test 111S, 10W

Monitor's southwest gate

Getting your bearings

  1. The guard at the gate escorts you in and fills you in on the city. Head north to the crematorium, then slip through the curtain in its lower-left corner into the crypts. Lord Marsten and his advisors are holding a funeral there.
  2. Talk to Marsten. He gives you the password for the Knight's Test, and Dupre rejoins the party here.
  3. Visit the jail in the northeast corner, where Iolo is locked up. You can free him early by paying Spektor the 30 monetari fine, or later by becoming a knight and vouching for him.
  4. Iolo's crossbow sits on a pedestal in the crypts in place of a stolen urn. The urn turns out to be in your pack. Return it to Caladin (it holds his grandfather's ashes) and take Iolo's bow.
  5. Optional: clear out the trolls in the abandoned building east of the North Gate for experience and gems. Devra at the Inn of the Sleeping Bull buys gems for 25 monetari each.

The Knight's Test

Inside the Knight's Test, wearing only the leather armour and mace Shmed allows you
  1. With Marsten's permission, head north to the test site and talk to Shmed to begin the Test of Courage. You go in alone with leather armour and a mace.
  2. Run the first corridor (it explodes around you). Two gremlins guard the chest. Hit the chest to get the yellow key, which opens the doors east and north.
  3. Stack rocks into steps to reach the key on top of the monolith. Snakes hide under the rocks, so stay in combat mode.
  4. A cyclops appears in the room to the south. The fire and lightning traps help you take it down. Its key opens the next eastern door. Ignore the door by the bag of potions.
  5. When you reach a corridor lined with four chests, leave them alone because they're trapped. Walk through the illusionary wall to get the next key, then pull the lever beside the grey key to open a hidden wall and get the blue-red key.
  6. To the north you'll find the Claw and a scroll of instructions. A pikeman assassin ambushes you to the south. Read the note on his body, and keep the body: the undertaker pays for cremations.
  7. Use the Claw on yourself, then use the bloodied Claw on the Ashes of Gurnordir. Kill the wolf that appears and take the blue key from its body. Carry the wolf out with you.
  8. At the exit, Shmed turns on you. Kill him and read his note. His key opens the main door, and your gear is in his chests outside. Ask Dupre and Shamino to rejoin.

Becoming a knight

  1. Give the wolf's body to Cellia the furrier. Your Cloak of Knighthood will be ready in 24 hours. Give the wolf meat to Lucilla at the Slashing Sword for the banquet.
  2. Get your knight's tattoo from Lydia. Before long you'll fall ill. Harnna says the tattoo was poisoned and sends you to Delphynia in Fawn for varo leaves (see Fawn below). Once Harnna cures you, confront Lydia and kill her.
  3. While you wait for the cloak, clear the goblins out of Fawn Tower on the road north.
  4. Collect your cloak and go to the banquet in the southeast corner of town. Harnna bursts in because her daughter Cantra is missing, a knight announces there's a traitor, and a brawl breaks out. Talk to everyone while they're all in one room.
  5. Ask Marsten to release Iolo; he hands over the cell key. Then visit Harnna and look into her crystal ball: Cantra fought Batlin and something possessed her. Harnna gives you Cantra's wooden sword and tells you to find a Hound of Doskar.

Unmasking the traitor

  1. Krayg the provisioner sends you to the goblins' meeting place at the black monolith in the Knight's Forest 82S, 18W. Pick up the bottle of Fawnish ale you find there.
  2. Back in town, Lucilla tells you only Simon the innkeeper drinks that ale. Confront him: he turns into a goblin and attacks. As he dies, he reveals the goblin camp's location. Take his keys, including the blue-red key.
  3. Go to the northwest corner of the Knight's Forest. Stairs down are hidden beside the great tree surrounded by rocks 69S, 33W. Simon's key opens the locked door in the tunnel.
  4. Keep heading north through the tunnels, past the pool of strength and the ring of standing stones, until you come out above the goblin encampment.
  5. Kill Pomdirgun, the goblin king, and take his key. Pick the lock on the prison to free the captive knight, Johnson.
  6. Pomdirgun's key opens the treasure room back in the tunnel. Inside: the Helm of Courage and letters proving Marsten is a traitor.
  7. Johnson collapses and dies on the way out. Bring his body, and the bodies of the two slain guardsmen, to Renfry the undertaker for 100 monetari each.
  8. Show the evidence to Brendann or Caladin. Marsten and Spektor are arrested, and because you returned with the Helm of Courage, you're named the new Champion Knight.
Showdown with Pomdirgun in the goblin camp
Chapter 3

Fawn — City of Beauty

Where: Fawn, north of Monitor

The bridge into Fawn
  1. At the bridge, Ruggs asks you to carry a love letter to Delphynia the healer. Deliver it, buy the varo leaves you need for your poisoning, and carry her reply back to Ruggs.
  2. At the Fellowship camp outside town, Scots the cartographer gives you a map of Serpent Isle. It isn't very accurate, but it's very useful.
  3. Ask Alyssand about the silver ring you're carrying; she'll trade back your magic gauntlets. Agree to join her cause to expose the Oracle.
  4. A lute materializes in front of Iolo during a magic storm. An assassin named Kalen, sent by Batlin, also attacks you in town. And you'll notice the chancellor Zulith tailing you.
  5. Jorvin invites you to an audience with Lady Yelinda at noon. During the toasts, Dupre lets his loyalty to Lord British slip, and the whole party is knocked out.
  6. You wake up at the Broken Oar inn. Dupre is on trial for blasphemy at the Temple of Beauty. Voldin runs the questioning, and it's a sham. The trial recesses for a day.
  7. During the recess, Alyssand gives you a key to the temple. Go back at night and unlock the door by the "Donations Welcome" sign. Voldin is downstairs at the Oracle's controls and attacks you.
  8. Number the levers 1 to 5 from left to right and pull 3 then 5. Make the Oracle change its revelation and declare the trial corrupt.
  9. When the trial resumes, the Oracle clears Dupre. Kylista is jailed, and Yelinda gives Dupre the Crystal Rose of Love as an apology.
  10. Take the key from Yelinda's rooms east of the throne room. It opens the throne room door that leads to a Serpent Gate.
The Oracle's hidden lever room under the temple
Chapter 4

The Inn of the Sleeping Bull

Where: Sleeping Bull 109S, 37E, the Royal Mint 76S, 81E

The Inn of the Sleeping Bull
  1. Talk to the regulars. Argus tells you that Captain Hawk is locked in Bull Tower until his fine is paid. Return Devra's slippers to get your swamp boots back.
  2. Selina offers you a share of treasure in an abandoned building. Go with her, and bring your companions. Take the rust-brown key she gives you, and grab the glowing blue key from her pack too.
  3. Follow the coast north, then east, then south to the tip of the land and the Royal Mint. Grab as much gold as you can carry, especially gold bars.
  4. Bandits ambush you outside, and Selina vanishes with her blink ring. A note on one of the bodies shows that Batlin set the whole thing up.
  5. Pay Hawk's fine at Bull Tower with a gold bar and he's released. He agrees to sail you to Moonshade.
  6. Board Hawk's ship at the docks to set sail.

The cellar and Silverpate's wardrobes (optional but rewarding)

  1. In the inn's cellar, open the hidden wall between the wine casks on the north side. Take the key from the chest and pull the switch.
  2. Take the stairs down to the catacombs. Among the chests in Silverpate's wardrobe room is the map to Silverpate's treasure. Keep it, because you'll need it much later.
  3. Across from two torches set a doorway apart, a hidden passage leads to a Serpent Gate and the Dark Path map.
Act II

The City of Magic

Moonshade's mages, a mad inventor, the monks, and the Mountains of Freedom.

Gameplay: Act II — Moonshade through the Furnace
Chapter 5

Moonshade — City of Magic

Where: Moonshade, north of where the ship lands

Arriving in Moonshade
  1. Walk north from the landing to the city. Hawk is done sailing; you'll find him later at the Blue Boar Inn.
  2. An automaton delivers a scroll from Rotoluncia, the Red Sorceress. When you use it, she demands Batlin's secret for controlling daemons. Refuse.
  3. At the Seminarium, Fedabiblio will trade you a spellbook for three fresh mandrake roots, which only grow in the Monk Isle swamps.
  4. Flindo promises to get you an audience with Magelord Filbercio. Come back later and remind him of his promise, and shortly afterward you'll be teleported to the Magelord's banquet.
  5. At the banquet, Rotoluncia lashes out at you. Then Pothos the apothecary arrives with bad news: the search for blood moss has failed.
  6. After the banquet, Bucia mentions that Pothos looks a lot like the mad mage Erstam. Ask Pothos about it. He'll trade his secret for blood moss.
  7. Gather blood moss from the middle of the swamp south of Moonshade and bring it to Pothos. He admits he's Erstam's son and tells you how to contact his father.

The kidnapping

  1. Right after that, one of your companions vanishes. Tell Filbercio you suspect Rotoluncia, and he suggests searching her manor. Her automaton attacks you there, but she's gone. While you're there, pick up the serpent tooth in her manor.
  2. Filbercio then lends you his boat to search his love palace. Cross the bridge from the second floor of his manor and sail to the cottage in the middle of the lake.
  3. The key in the upstairs drawer opens the gate in the basement. Kill Rotoluncia and use her key to open your friend's cell.
Chapter 6

Erstam the Mad Mage

Where: Isle of the Mad Mage 20S, 114E, from the docks north of the Mountains of Freedom

Ringing the bell and riding the giant turtle to Erstam's isle
  1. Go to the docks on the coast north of the Mountains of Freedom and ring the bell. A giant turtle carries you to Erstam's island.
  2. Give Erstam the password:
    show passwordIskatradeeth
    . He takes back the strange apparatus you're carrying and pretends to know nothing about teleportation.
  3. His assistant Vasel lets slip that Erstam owns a Serpent Jawbone. Ask Erstam about it, and he agrees to teach you if you bring him a phoenix egg. He teleports you to an island to the north.
  4. Find the phoenix's remains and pull the switch on the pillar beside the lava. The reborn phoenix gives you its egg. Take the teleporter back.
  5. Help with Erstam's experiment. Put two arms, two legs, the torso from the crate, and the head into the machine, talk to Erstam, then add the fiery egg. Boydon lumbers out.
  6. Erstam gives you his storeroom key and a serpent tooth. Take the Jawbone from the storeroom and put the tooth in it.
  7. Show Erstam the Jawbone and he gives you two more teeth, for Moonshade and Monk Isle.
Chapter 7

Monk Isle — The Prophecies of Xenka

Where: Monk Isle abbey 4S, 147E

The Xenkan abbey on Monk Isle
  1. Use a Serpent Gate to travel to Monk Isle. Talk to the monks; some of them won't speak to you.
  2. Karnax gives you the Amulet of Balance. Using it on a Serpent Gate sends you into the past for the optional Silver Seed quest.
  3. Read the books in the library. Use the Lens of Translation on the ones written in Ophidian script.
  4. Ask about mandrake roots. They only grow at the edge of the island's northern swamp, and only when the tide is right. Wait until the monk tells you the tide has gone out, then gather them.
Chapter 8

Return to Moonshade & the Mountains of Freedom

Where: Moonshade and the prison in the Mountains of Freedom

  1. Give the mandrake roots to Fedabiblio, answer his three questions, and receive your spellbook (see Spells & Reagents). Use Transcribe to copy any spell scrolls you've found into it. Now that you have a spellbook, the mages treat you with more respect.
  2. Optional: Mosh the rat woman will give you a magic harp in exchange for fish. Also get the Comb of Beauty from Columna's manor (a hidden wall on the north side leads to a chest in the scrub; the key is in the cellar). You'll need the comb near the end of the game.
  3. Frigidazzi returns your magic helm in exchange for her fur cap and invites you back after midnight. When you go, she sends your companions away and tries to seduce you. Either way, Filbercio catches you, puts you on trial, and exiles you to the Mountains of Freedom.

Escaping the Mountains of Freedom

"Escape is futile" — the prison labyrinth
  1. Kill the greeting automaton and keep its key, because many of the labyrinth's doors share that lock. Take what you need from the store room.
  2. Find the hidden passage behind the "escape is futile" sign. Head south to another hidden passage (marked by a trail of blood and guarded by nagas) and keep going south to the teleporter.
  3. Beat the mage who turns into a bear. The next teleporter takes you to Stefano. Get him to join you, because you'll need his help with the levers later.
  4. Take the yellow key from the bag in the next room. A guard there carries the Black Sword, and it jumps into your hands. When it begs you to free its daemon, don't.
  5. Use the yellow key on the left door and watch Lorthondo turn his servant into a skeletal dragon. Take the key from Lorthondo's room, then head back east and work the twin levers with Stefano.
  6. Use Telekinesis on the winch to lower the drawbridge. In the lever room, the goal is to flip every lever to the opposite of its starting position.
  7. Lead the prisoner Sabrina to the nightmare horse, then take the carrots and key. Drop a carrot in front of the rabbit; it turns into a woman who gives you flowers. Give the flowers to the lovesick ranger, and he fixes the stuck lever.
  8. Follow the hollow-tree teleporter to the blue lever and back. The southwest lever opens the sliding doors to the south.
  9. Step into the stone circle to reach the endless tunnel. There's a hidden passage on its right side. Stack crates to reach the bell, and at "Pick one or die," choose the western passage.
  10. Kill the last automaton for its key. Lorthondo seals you in, and this time you must free the daemon Arcadion from the sword. He takes care of Lorthondo, messily.
  11. The final teleporter drops you in Moonshade. Get your equipment back from the chest in Filbercio's manor.

Gathering the party & Gustacio's lightning

  1. Round up your companions: Dupre is at the Blue Boar Inn, Iolo at Gustacio's manor, and Shamino in the woods west of town 80S, 110E. Shamino has three gifts from Frigidazzi: the Chill spell, the Serpent Earrings, and an apology note.
  2. Agree to help Gustacio with his experiment, and he gives you an energy globe. In his tower on the plains north of town 37S, 142E, put the globe on the altar, turn the winch, and pull each lever to see what each color of lightning does.
  3. Report the results to Fedabiblio and look into his crystal ball: Edrin was struck by lightning and turned into Ale the parrot.
  4. Tell Gustacio. He gives you a birdcage and a new globe. Cage Ale, set the cage by the right lever, restart the experiment, and pull it. Edrin is human again.
  5. Gustacio rewards you with the Mirror of Truth and teaches you all his spells for free.
Gustacio's lightning experiment
Chapter 9

The Furnace

Where: the catacombs south of the Lake of Enchantment 95S, 132E, out to the gargoyle city

  1. Ask Captain Hawk how to get off the island. He sends you to Julia the ranger, who'll lend you the key to the southern caves for 40 guilders, but only once you've transcribed the Chill spell.
  2. Enter the old building southwest of Torrissio's house and go down. The exit is past the ratmen's city and the ruins full of wildmen.
  3. At the drawbridge, talk to Zhelkas the gargoyle on the far side. He lowers it and asks you to take the Test of Purity.
  4. Push the button behind the pillar to open the south gate. In the library, read the book under the rubble: two keys, Fire and Ice, combine into the key to the Serpent Gate.
  5. The Key of Fire is on a skeleton in the bathhouse. In the arena, use the winch, destroy the four automata, and take the key from the top-right corner. It opens the doors to the east.
  6. The Key of Ice is on a body in the garden to the east, along with a serpent tooth to Monitor.
  7. Cast Unlock Magic on the north doors and touch the Pillar of Fire to begin the Test of Purity.

The Test of Purity

The Twin Pillars where the Test of Purity begins
  1. North: Iolo begs you to step through the moongate and go home. Refuse every time he asks.
  2. West: Shamino tempts you toward pleasures of the flesh. Don't press his button; press the one that frees the trapped people.
  3. East: Dupre explains "the Game." Pick up the hammer and smash all ten worms while ignoring his distractions.
  4. Zhelkas gives you the Serpent Ring. Put both keys on the gold altars in the Great Temple to merge them into the blackrock key, which opens the way to the Serpent Gate.
  5. Ask Zhelkas to open the south gate so you can leave.

The Serpent Staff & the way back to Monitor

  1. Follow the tunnel south, cross the bridge west, and head northwest to a troll camp. Kill the troll with the two-handed sword and use its key to claim the Serpent Staff.
  2. Go southwest, then north, to the exit. You'll come out near Monitor.
Act III

Into the Frozen North

Dreams, a hound's trail, the Gwani, and the twin cities of Chaos and Order.

Gameplay: Act III — the Realm of Dreams through Spinebreaker
Chapter 10

The Realm of Dreams

Where: the Swamp of Gorlab, north of Monitor

Falling asleep in the Swamp of Gorlab
  1. Follow the road north from Monitor into the swamp. The whole party falls asleep and enters the Realm of Dreams.
  2. A dreaming Lord British tells you Britannia is suffering too: storms, quakes, and gargoyles and emps dying. There's magic gear behind his throne.
  3. Head south, west, north, then west to find Byrin at the dream version of the Sleeping Bull. He explains the struggle between Siranush and Rabindrinath.
  4. West of the inn, Siranush asks you to take the Dream Crystal from Rabindrinath using your three artifacts.
  5. Far to the east and then south, Thoxa tells you to seek the Moon's Eye in the Temple of the Ancients.
  6. Go to Rabindrinath's keep at the south end. His first spell fizzles against the Helm of Courage.
  7. Find him again in the torture chamber; the Crystal Rose protects you. Take the key from the body on the torture table to open his room at the north end of the main hall.
  8. The third time, the Mirror of Truth turns his spell back on him and he dies. Use his key to open the vault and take the Dream Crystal.
  9. Give the crystal to Siranush. She rewards you with the Serpent Necklace, and you wake up at the edge of the swamp.
Chapter 11

The Great Northern Forest

Where: Draygan's fort 0S, 66E and the Forest Master 54S, 22W

  1. Follow the road to the mining camp at its end. Draygan brags about his power. Talk to his prisoner Boryl when he isn't around: she says only an arrow treated with King's Savior will stop him.
  2. Travel southwest to Morghrim, the Forest Master and a refugee from Pagan. Draygan stole his Orb of Elerion. Ask him where King's Savior grows.
  3. Head west to the coast and pick some King's Savior from among the mushrooms (a green plant with yellow flowers). Use it on an arrow to make a sleep arrow.
  4. Back at the fort, shoot Draygan with the sleep arrow and finish him off. Take the Orb from his body.
  5. Morghrim appears and trades you the Whistle of Doskar for his orb.
Chapter 12

Shamino's Castle

Where: east of the mining camp 3N, 99E

The Hound of Doskar picks up Cantra's scent
  1. Blow the whistle and let the Hound of Doskar smell Cantra's wooden sword. It points east.
  2. As you approach the castle, Shamino recognizes it. He draws you a map and mentions a secret entrance.
  3. Follow the mountains west until you find two tree stumps. Between them is a hidden passage into the castle storeroom, where the angry spirit of Beatrix greets you.
  4. A hidden wall in the barracks leads to a room of ten levers that control the castle doors (up is locked, down is unlocked).
  5. In the keep, Batlin's thugs attack. Batlin appears and escapes with Palos.
  6. Upstairs you find Cantra's body. A Xenkan monk arrives and takes her back to Monk Isle.
  7. Pick up Batlin's medallion and let the Hound smell it. It points north.
Chapter 13

The Passage to the North

Where: a cave west of the mining camp 28S, 3E

  1. Follow the mountains west from the camp to the cave that leads north.
  2. In the catacombs, the ghost of Gannt the Bard asks you to avenge his murder by Captain Stokes. Take the brass key; it opens the House of Wares later.
  3. As you come out, the dying trapper Fitch tells you his group killed a sorceress who attacked them. The sorceress was Gwenno.
Chapter 14

The Gwani

Where: the Gwani caves 23N, 0E and Sunrise Isle

The Gwani caves in the snow
  1. Bwundai meets you on the trail and tells you about Gwenno's death.
  2. In the caves, the Gwani ask you to save the sick child Neyobi. The healer Baiyanda needs ice dragon blood and gives you a bucket to collect it.
  3. Heading north, Gilwoyai warns you about a dragon and tells you not to use its front door. Take the ice raft on your left up to the dragon's island.
  4. Kill the ice dragon on the west side and use the bucket on its body. There's treasure in its cave.
  5. Bring the blood to Baiyanda, who sends you to Yenani. Yenani rewards you with the password to the ancient city:
    show passwordIsal Sal Cra Gaas Iskar
Chapter 15

Skullcrusher — Ancient City of Chaos

Where: the Skullcrusher Mountains, south of the Gwani village 2N, 1E

  1. Go south from the village to the cave with a body and rune stones. Using the Ophidian rune chart in the manual (see Runic Alphabets), place each rune on the pedestal whose plaque matches it.
  2. Double-click the runes in password order, starting from the left pedestal:
    show orderI (left), S (center), C (top), G (bottom), I (right)
    . The gate slides open.
  3. Inside is Vasculio's laboratory. Read his journal: it lists everything he stole from Moonshade's mages. Use the Flux Analyzer on the Black Sword to restore its power, and take Torrissio's Philanderer's Friend.
  4. Open the cage to the west and read Maleccio's journal. His body holds two serpent teeth: Fawn and the Northern Forest.
  5. To the east, read the scroll on the pedestal and Vasculio climbs out of his coffin. Kill him and take his key.
  6. In a building to the southeast, find Vasculio's experiment journal and Rudyom's wand.
  7. Go east, then north, and use Vasculio's key on the exit door.
Chapter 16

The Temple of Emotion

Where: just east of Skullcrusher's exit 22N, 50E

  1. Talk to the spirit of the girl trapped in the wall. Smash the Column of Love with your weapon to free her.
  2. Look into the Moon's Eye to see Batlin preparing for your arrival.
Gazing into the Moon's Eye
Chapter 17

Spinebreaker — Ancient City of Order

Where: the Spinebreaker Mountains 39N, 96E

  1. Enter from the southwest. An automaton speaking in Batlin's voice says you're too late. Destroy it and take its key.
  2. The gate guard wants a password that doesn't exist. Cast Telekinesis on the left button instead.
  3. At the twin gates, take the top one and walk up into a hidden passage. It runs parallel to the trapped corridor, so you skip the traps entirely.
  4. Open the hidden door in the north wall of the next room and follow the passage into the City of Order.
  5. Collect the three Order symbols: the serpent dagger from the Chapel of Discipline (northwest), one scroll from the Chapel of Ethicality (south), and the abacus from the Chapel of Logic (east).
  6. Place them on the pedestal outside the Temple of the Hierophant in this order: scroll, dagger, abacus.
  7. Go down to the Hierophant's chamber and tell the automaton you are the Hierophant. It gives you the Serpent Sceptre.
  8. Place the sceptre on the blue pedestal to teleport to the library. Read the books, because they answer a later riddle. Then take the teleporter back.
  9. In the southeast, Palos lures you into a trap. Cast Destroy Trap on the statues.
  10. The automaton at the next gate asks for a book title. Answer
    show answer"The Structures of Order" (the last option)
    .
  11. Brunt tries the same trick. Use Detect Trap and Destroy Trap. Take the key from the body to open the Vault of the Dead, then press the button on the green rug.
  12. Outside the Grand Shrine, Selina, Palos, and Brunt attack. Kill them and transcribe Dispel Field from Selina's body.

The Grand Shrine of Order

Batlin before the Wall of Lights
  1. Watch Batlin try to pass the Wall of Lights. The Guardian destroys him.
  2. The three Banes of Chaos burst free and possess your companions: Anarchy takes Shamino, Wantonness takes Dupre, and Insanity takes Iolo. They vanish, leaving their gear behind.
  3. Take the key, the Blackrock Chaos Serpent, and Batlin's Jawbone from his body. Move all his teeth into your Jawbone.
Act IV

The Banes Unleashed

Free Gwenno, walk the temples of the old virtues, and hunt the Banes to their lair.

Gameplay: Act IV — the Gwani Horn through the Castle of the White Dragon
Chapter 18

The Gwani Horn

Where: Skullcrusher, the Gwani village, and Hazard's cave 60N, 25E

  1. Use the Serpent Gate to return to Skullcrusher. Cast Dispel Field in Vasculio's crypt to get the Great Horn of the Gwani.
  2. Back at the village, Hazard the Trapper has massacred the Gwani. Yenani tells you he stole her amulet.
  3. Go north to Hazard's cave near the coast. Kill him and use his key on the chest to recover the Gwani amulet. Your lost Glass Sword is here too.
  4. Return the amulet to Yenani. She gives you the serpent tooth hidden inside, which leads to the Shrine of Balance.
Chapter 19

Free Gwenno

Where: the Gwani Death Temple, an island in the northwest ~95N, 46W

Gwenno sealed in ice
  1. Take the Gwani's ice raft to the island. Enter the cave from the east and go to its west end.
  2. Blow the Gwani Horn to shatter the ice barrier, then blow it again at the center block to free Gwenno's body.
  3. Carry her to Karnax on Monk Isle. The monks bring her back, but the Bane has twisted her mind, and Karnax needs the Scroll of the Serpent from Fedabiblio to restore it.
Chapter 20

Moonshade in Ruins

Where: Moonshade, after the Anarch's rampage

  1. Moonshade is nearly empty: Shamino the Anarch killed almost everyone. Andrio or Freli tells you Fedabiblio has been turned to stone.
  2. Use the Philanderer's Friend on the statue in the Seminarium. Fedabiblio returns to life and gives you the Scroll of the Serpent and Captain Hawk's key.
  3. Open Hawk's chest at the Blue Boar Inn to get his treasure map.
  4. Search the empty manors. There are serpent teeth in Gustacio's basement, Torrissio's manor, Filbercio's house, and Frigidazzi's vault (the key is behind the red rose).
  5. Talk to Stefano, who wants protection. A death knight attacks; defeat it, and Stefano gives you a key and a serpent tooth.
  6. Stefano's vault is just outside the west wall. Use the key to claim the Blackrock Order Serpent.
  7. Give the Scroll of the Serpent to Karnax. He explains Balance and sends you for temple water to heal Gwenno.
Chapter 21

The Temple of Ethicality

Where: 33N, 133E (via Serpent Gate)

  1. Read the notes on the bodies in the temple for clues. Double-click the rug at the east end to begin.
  2. The Educator asks three questions:
    show answers"Risk Death," "Leave the Money," and "Continue"
  3. Test 1: Walk through the fire and press the button to save the man.
  4. Test 2: Put all your money, gold, and gems on the pedestal. The traps disarm. Press the button at the end of the corridor.
  5. Test 3: Refuse to yield to Batlin.
  6. Go upstairs and fill a bucket at the fountain with the Water of Ethicality. You get to keep whatever you took or were given during the tests.
Chapter 22

The Temple of Discipline

Where: 44N, 86E (via Serpent Gate)

  1. Press the buttons in the Serpent Gate room and in the room across the hall to unlock the doors. Read the book on body transference in the upstairs library.
  2. In the west basement, go south and open the hidden wall. Take the key from the invisible chest.
  3. That key opens the north door on the east side of the second floor, where you'll find the quartz Y-shape. Another hidden wall to the south hides the obsidian Y-shape and a second key.
  4. Put the quartz Y in the altar's right slot to stop the lightning. Put the obsidian Y in the left slot to make a bridge to the stairs behind the statue.
  5. Go down, open the south door with the second key, and use the key in that room on the north door. The floor beyond is deadly acid.
  6. Go to Moonshade and ask Petra the automaton to come with you.
  7. In the Mind Transference Chamber, talk to Petra and she steps onto a platform. Press the switch to swap bodies.
  8. In Petra's metal body, walk across the acid and fill a bucket at the Pool of Discipline. Walk back out and you swap back.
Chapter 23

The Temple of Logic

Where: the Glacial Mountains 23N, 64E

  1. Head to the back of the cave and break the ice blocks with the Gwani Horn (or your sword). Read Dolfo's journal on one of the bodies for clues.
  2. Step on the colored platforms in this order:
    show orderred, yellow, blue, red, then yellow or white (see note)
  3. Place the runes in front of the door, left to right:
    show runesB, C, O, W
  4. Automaton #7 is missing. Talk to all the automatons, then leave and take the hidden passage in the northwest corner of the cave. Cast Create Automaton to restore #7, who names #4 as the thief.
  5. Accuse #4. Kill him and take his key. It opens the west end of the temple.
  6. Cast Dispel Field (or solve the stone puzzle) to get the yellow key, open the basin, and fill a bucket with the Water of Logic.
Chapter 24

Restore Gwenno & the Soul Prisms

Where: Monk Isle and Moonshade

  1. Use the Water of Discipline on Gwenno. Her mind returns, and she urges you to restore balance quickly.
  2. In Moonshade, give Torrissio his Philanderer's Friend, then talk to him again. He teaches you Create Soul Prism.
  3. Ask Ducio for three worm gems and cast Create Soul Prism on each one.
  4. Gwenno tells you to bathe the prisms in the waters of the three Chaos temples (Emotion, Tolerance, and Enthusiasm) and to look for the devices that reveal where the Banes are hiding.
Chapter 25

The Water of Emotion

Where: Temple of Emotion (via Serpent Gate)

  1. Collect the four lodestones from around the temple and set them on the pillars around the pond.
  2. Fill a bucket with the Water of Emotion and pour it on a soul prism to make the blue Prism of Emotion.
  3. Look into the Moon's Eye: the Banes are at the Castle of the White Dragon.
Chapter 26

The Temple of Tolerance

Where: the far north 61N, 63E

  1. Inside, Mortegro is stranded on a little island and asks for help.
  2. Take the yellow key from the east end. If you don't know Serpent Bond yet, transcribe it from the scroll in the southwest.
  3. Go down and unlock the prison. Sethys, in the southernmost cell, says a rat stole his key.
  4. Cast Serpent Bond, slither through the rat hole as a snake, and grab the key on the other side.
  5. Use it on the top-right room upstairs and turn the winch to lower the drawbridge.
  6. Mortegro gives you the Summon Shade spell and offers his spells at half price. He asks you to take him home, but lightning strikes him as soon as he steps outside.
  7. The temple's altar has swapped places with Mortegro. Go down to Gustacio's basement in Moonshade and put an empty bucket on the stone altar to get the Water of Tolerance. Pour it on a soul prism to make the red Prism of Tolerance.
Chapter 27

The Temple of Enthusiasm

Where: the far northeast 80N, 140E

  1. Work through the maze to the red and black checkered room. Cast Destroy Trap on the chest to stop the lightning, then use the key inside on the next door.
  2. In the library, My Life and My Beliefs says the Chaos Hierophant died in the garden. Remember this.
  3. Use a bucket at the courtyard well and pour the Water of Enthusiasm on your last prism to make the green Prism of Enthusiasm.
Chapter 28

The Castle of the White Dragon

Where: south of the Northern Forest gate 33S, 86E

The Castle of the White Dragon

This is a long key hunt. Take it one room at a time.

  1. Enter from the south. The spirit of the King of the White Dragon attacks you as an ice dragon.
  2. To the east, Insanity sends wildmen disguised as Avatars after you. A hidden door in the room's southeast corner leads to the lab. Take the yellow key from the body there.
  3. The yellow key opens the library to the north, where Anarchy appears. Some of the books explode when you read them.
  4. Climb the stairs and go west. Wantonness sends a nightmare. Take the key from the desk.
  5. In the north hall, defeat the headless. Pick the kitchen lock, go through the hidden door into the banquet room, and take the golden key from the table.
  6. Back at the entrance, climb up and then down into the music room. Defeat the ghost and take the key from the table.
  7. Use the shiny key on the west door from the main hall. Destroy the traps, move the wool bales to find a switch, and use the music room key on the next door.
  8. Destroy Trap again, pull the lever to open the way north, defeat the harpy, and use the golden key.
  9. Pick the lock on the nursery in the northwest corner, defeat the zombies, and take the blue key from the drawers.
  10. In the basement, open the first left door with the blue key. Go through the hidden doors in the bottom-left corners, pull the switch by the clock, follow the outer hall east, pull the lever there, and take the purple key from the drawers.
  11. The purple key opens the south door of the central hall. Pull the lever in the torture room, go around to the east bedroom, and open its south door into the throne room.
  12. Advance slowly, destroying traps, and watch out for the blast of fire in front of the throne.
  13. Defeat the three Banes (Sleep helps a lot). They're drawn into the Black Sword. Use each Soul Prism on the sword to trap one Bane in each prism.
Act V

Balance

Raise your friends, reunite the Chaos Serpent, and face the Wall of Lights.

Gameplay: Act V — the finale
Chapter 29

Xenka Returns

Where: Monk Isle

  1. Bring your companions' bodies to Monk Isle and lay all three on the ground before a monk resurrects them.
  2. Restore each companion with the right water: Iolo with Logic, Shamino with Ethicality, and Dupre with Discipline. Then invite them back into the party.
  3. Xenka herself appears. She gives you the last serpent tooth, for the Isle of Crypts, and tells you to seek the dead there.
Xenka returns to the abbey
Chapter 30

Silverpate's Treasure — the Blackrock Balance Serpent

Where: the Glacial Mountains, northwest of the Temple of Logic 50N, 40E

  1. Find the invisible entrance into the mountain using Silverpate's map from the Sleeping Bull catacombs.
  2. Work through the cave. Pick up the caltrops before you step on them.
  3. Take the Blackrock Balance Serpent from the pirate's hoard.
Chapter 31

The Isle of Crypts

Where: the Isle of Crypts (via Serpent Gate)

  1. Head down to the southern tip of the mountain and enter the temple. Go south, then west to the far end. Ignore the offering altar.
  2. Press the button on the wall and step into the small room above ("To continue in Balance, stand here") to teleport.
  3. At the far west end, defeat the wraith and take its scroll. Place the scroll on the pedestal marked Balance is Wisdom to teleport to the library.
  4. Read the book on the pedestal to teleport again, then cast Dispel Field to claim the Chaos Serpent Eye.
  5. Open the hidden wall behind the serpents and take the teleporter to the Great Hierophant's tomb.
  6. Cast Summon Shade. The Great Hierophant tells you to gather the Staff, Armour, and Crown of the Great Earth Serpent and to reunite the Chaos Serpent.
Chapter 32

The Chaos Hierophant & Dupre's Sacrifice

Where: Tolerance, Enthusiasm, Monk Isle, and Monitor's crematorium

  1. At the Temple of Tolerance, free Sethys from his cell. Outside the temple he ages rapidly and dies, but first he tells you how to summon the Chaos Hierophant. Take the serpent eye from his ashes.
  2. At the Temple of Enthusiasm, cast Summon Shade beside the skeleton near the Serpent Gate. The Chaos Hierophant explains the rite and warns you that something strong is needed to bind the Banes.
  3. Ask Xenka about sacrifice. One who is in balance must give themselves, and she chooses you.
  4. At the crematorium in Monitor, pull the lever on the machine. Dupre throws himself in to take your place. Gather his ashes.
Dupre's sacrifice
Chapter 33

Restore the Chaos Serpent

Where: Skullcrusher, the Shrine of Chaos

  1. Return to Skullcrusher and blow open the big brass doors above the Serpent Gate with a powder keg.
  2. Work down through the caves and back up to the chamber with the pool. A hidden wall at the back leads to the Wall of Lights.
  3. Set the Blackrock Chaos Serpent in the altar slot.
  4. Place the prisms: Wantonness on Enthusiasm, Insanity on Emotion, and Anarchy on Tolerance. Place Dupre's ashes on the last pedestal.
  5. The Chaos Serpent re-forms, and Dupre's voice tells you to hurry to Sunrise Isle. Xenka gives you the Ophidian Sword. Take the Blackrock Chaos Serpent with you.
Chapter 34

The Serpent Artifacts

Where: the Furnace, Fawn, the Swamp of Gorlab, and the Knight's Forest

  1. Staff: If you skipped it, get the Serpent Staff from the trolls in the Furnace (see Chapter 9).
  2. Armour: In Fawn, Ruggs says only he and Lady Yelinda survived, and that she fled into the Swamp of Gorlab.
  3. Find Yelinda in the swamp and give her the Comb of Beauty. She gives you the key to her treasury.
  4. In Fawn's throne room, slip behind the stairs in the southeast corner to reach the treasury. Unlock the gate, pick the chests, and take the Serpent Armour.
  5. Crown: In the Knight's Forest, follow Hawk's map from the sandy rock 98S, 28W to the right hollow tree 85S, 23W and take the Serpent Crown.
Chapter 35

The Temple of Balance

Where: Sunrise Isle (the top-center Serpent Gate)

The six shrines

  1. Gather the four glass serpents from the corners and put one red and one blue on each set of scales. The symbols of Order and Chaos appear on the pedestals. Take all six.
  2. Place each symbol at its shrine of Balance: chain at Ethicality, torch at Tolerance, dagger at Enthusiasm, rose at Discipline, abacus at Emotion, and heart at Logic. A book appears after the last one.
  3. Stand between the great pillars and read the book. A bridge of flame appears. Do the same at the next pair of pillars, then cross into the Shrine of Balance.

Ice Diamond & Fire Ruby

  1. Take the key from the bag on the left, then open the chest on the far right and take a serpent candle.
  2. Set the candle on the blue pedestal in the far west. The ice wall shatters; take the Ice Diamond and a chunk of ice.
  3. Set the ice chunk on the red pedestal in the far east lava pit. Cross the bridge that appears and take the Fire Ruby.
  4. Place both gems on the pedestals in front of the great brass doors.

Cubes of Fire & Ice

  1. Climb the left stairs and press both buttons. Go through the illusionary wall under the stairs and press that button too.
  2. Take the right teleporter, press the button in the abacus room, then take the left teleporter back.
  3. Climb up and take the key from the chest. Cast Telekinesis on the button in the torch room (or reach it through the hidden teleporter under the east stairs).
  4. Go down and press the button in the heart room. Teleport to the abacus room and open its door with the key.
  5. Go down and take the Key of Fire from the brass chest in the dagger room (it's trapped).
  6. Open the heart room door with the Key of Fire. Take the Key of Ice and two cubes of ice.
  7. Open the dagger room door with the Key of Ice and take two cubes of fire.
  8. Put all four cubes on the black pedestal at the brass doors. Climb the steps that appear, read the scroll, equip the Earrings, Armour, Crown, and Staff, and step onto the teleporter.

The final rite

The Great Earth Serpent
  1. Climb the stairs and lay the Staff, Armour, and Crown on the table to become the Great Hierophant. You receive the Order Serpent Eye.
  2. Go through the doors and defeat the Order Serpent's ice minions.
  3. Set the three Blackrock Serpents in their slots to open the Wall of Lights.
  4. Place both Serpent Eyes on the altar in front of the great statue.
  5. Strike the serpent with the Ophidian Sword to restore Balance to Serpent Isle. 🐍
Expansion

The Silver Seed

An optional side adventure in the distant past, reached with the Amulet of Balance.

Side Quest

Serpent Fang & the Silver Seed

Where: any Serpent Gate, using Karnax's Amulet of Balance

The garrison of Serpent Fang
  1. Use the Amulet of Balance on any Serpent Gate to travel back in time to Serpent Fang, a garrison of the forces of Order.
  2. In the north chamber, Commander Isstanar explains where and when you are and gives you a magic keyring. Every key you own fits on it, so it's a huge inventory saver.
  3. Talk to everyone in the garrison, then use the winch at the south end to open the gates.
  4. Four areas surround the castle, each holding an orb and a magic treasure. A monk gives you clues before three of them. You can do them in any order.
  5. Once you have all four orbs, go back to the first basement. At the north end, before the library stairs, press the button behind the lantern. Go west and take the stairs behind the cask.
  6. Place the orbs on the four pedestals at the end of the tunnel. An orb turns black when it's on the right one.
  7. Take the Silver Seed. Three monks attack; take their keys and unlock your way to the end of the cave.
  8. Karnax meets you outside. Plant the seed in the dark hollow in the middle of the glade and watch the Tree of Balance grow.
  9. Use the Amulet on the garrison's Serpent Gate to return to your own time.
Appendix

Reference

Tables and lookups to keep open while you play.

Magic & Runes

Companion pages to keep open while you play

Copy-Protection Answers

Answers from Bootstrike.com · questions come from Erstam's book and the game's printed materials

QuestionAnswer
According to Erstam's book, how many spells are available in the Ninth Circle of Magic?8
How many different materials can armour be made from?4
How many beasts are discussed in the bestiary included in Erstam's book?52
How many different types of reagents does Erstam write about?11
How many different types of reagents are required to cast the Mass Death spell?6
What is the number of times ginseng must be boiled before it becomes syrup?40
In what Circle of Magic does the Create Automata spell appear?6
For how many reasons did Erstam put down the history of the land in writing?1
How many characters are there in Ophidian writing?36
People from how many cities chose to emigrate from Britannia to the Serpent Isle?4
How many cities were established in the Serpent Isle?3
How many forces, when combined, form the Principles of Balance?6
How many clans divide Monitor?3
How many types of weapons are described in Erstam's book?4
How many letters in the name of the woman who made fine-fitting lambskin gloves?6
How many Words of Power are there?27

General Tips

  • Hidden walls: if clicking a wall shows "Wall" with a capital W, double-click it, because it's probably a secret door.
  • Illusions: try walking into mountain-pass walls and the space under staircases. Treasure and hidden stairs are often tucked behind them.
  • Pick a stash spot near a Serpent Gate where you can drop items. You never know what will matter later.
  • Try not to die. The monks resurrect you, but they can drop you somewhere you aren't supposed to be yet.
  • Talk to everyone, and talk again. Some conversation options only appear after you've done something.
  • Save often and keep backups of your save files.

Serpent Teeth

Jawbone slots numbered left to right (18 teeth)

#DestinationWhere to get it
1Shrine of BalanceYenani (the Gwani amulet)
2Temple of EmotionTorrissio's manor
3SkullcrusherBatlin
4SpinebreakerBatlin
5Temple of DisciplineBatlin
6Monk IsleErstam
7Isle of CryptsXenka
8FawnMaleccio (Skullcrusher), Filbercio's castle
9Great Northern ForestMaleccio (Skullcrusher), Frigidazzi's manor
10Sleeping BullBatlin
11FurnaceErstam
12Isle of the Mad MageRotoluncia's manor
13MoonshadeErstam
14Temple of EnthusiasmBatlin
15Temple of ToleranceStefano
16MonitorBody in the Furnace garden
17Temple of EthicalityGustacio's manor
18Temple of LogicBatlin
The Dark Path: the Serpent Gate network map

Strange Items

What the storm swapped, and what it trades back for

Strange itemBelongs toReturns
Bear skullBear skeletonShamino's magic bow
BreastplateKylistaMagic armour
Silver ringAlyssandMagic gauntlets
SlippersDevraSwamp boots
Fur capFrigidazziMagic helm
Shield (Monitor)LutherDupre's shield
Glass & copper apparatusVasculio / ErstamRudyom's wand
Blue eggPenguinsMagebane
Crude hairbrushGoblinsBurst arrows
Fine stockingsStefanoBlackrock serpent
PineconeHazard the TrapperGlass sword
Ruddy red rock (stoneheart)GuardThe Black Sword
Bloody handErstamDagger
UrnCaladinIolo's crossbow

Currency & Training

TownCurrencyExchange
MonitorMonetariSpektor (coins only)
FawnFilariZulith (coins only)
Sleeping BullGold coinsDevra (coins, nuggets, jewelry, gems)
MoonshadeGuildersBucia (coins, nuggets, jewelry, gold bars)

1 monetari = 3 guilders = 4 filari = 2 gold coins · gold bar ≈ 200 monetari · nugget ≈ 10 · jewelry ≈ 100 · Topo pays 100 guilders per gem

TrainerHoursTrains
Caladin9–12Strength +2, Combat +2
Shazzana12–3Dexterity +2, Combat +3
Brendann3–6Dexterity +1, Combat +3
Luther9–12Strength +3
Wilfred—Strength +1, Combat +2 (30 monetari; free if he joins you)

Key Locations

Sextant coordinates

PlaceCoordsWhy
Thoxa (start)143S, 13WHourglass of Fate
Hidden cave (start)152S, 37WSupplies
Knight's Test111S, 10WShmed
Goblin meeting place82S, 18WBlack monolith clue
Goblin hideout69S, 33WPomdirgun, Helm of Courage
Serpent Crown tree85S, 23WHawk's treasure
Sleeping Bull inn109S, 37EHawk, Selina
Royal Mint76S, 81EGold bars
Moonshade docks14S, 128EBell to Erstam's isle
Gustacio's tower37S, 142ELightning experiment
Moonshade catacombs95S, 132EWay to the Furnace
Monk Isle abbey4S, 147EKarnax, library
Draygan's fort0S, 66EOrb of Elerion
Shamino's Castle3N, 99EBatlin's medallion
Cave to the north28S, 3EDress warmly
Castle of the White Dragon33S, 86EThe Banes
Gwani caves23N, 0EYenani
Ice Dragon88N, 18WDragon blood
Silverpate's treasure50N, 40EBalance Serpent
Temple of Emotion22N, 50EMoon's Eye
Temple of Logic23N, 64EWater of Logic
Temple of Discipline44N, 86EAcid path
Temple of Ethicality33N, 133EThree tests
Temple of Tolerance61N, 63ESethys, Mortegro
Temple of Enthusiasm80N, 140EChaos Hierophant
Spinebreaker39N, 96EGrand Shrine of Order

Maps

  • The original Serpent Isle cloth map, scanned in high resolution by Xe Dragon's HRUMP project: small · large · huge (print). Pair it with the sextant coordinates in this guide.

Secrets & Easter Eggs

  • The hidden football field: a hidden wall on the stairs to Pothos' shop leads to a lightning whip, and further on, a teleporter to a football stadium with cheerleaders. You'll need the cheat mode to get back out.
  • Spell "weapons": cast Vibrate on a mage and they sometimes drop spell objects. Equip one to cast that spell repeatedly in combat.
  • Cheat mode (original DOS release): launch with serpent pass. F2 opens the cheat menu and F3 teleports.
  • Silly intro: install with "no sound card," then run intro hisss jive.
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