Ultima VII Part II:Serpent Isle - Part 2 Walkthrough by Belisana Supplied by Julian Gregory @~Continued from Issue 34 THE TEST OF KNIGHTHOOD Now is a good time to take the Test of Knighthood. Exit Monitor by the north gate and follow the road north. There's an interesting lightning-strike spot near the Monitor tower. Mostly, the lightning brings garbage, but sometimes it gives you goodies like magic boots or weapons. Go north to the first signpost, and then west to Shmed's office. Talk to Shmed, and say you want to take the test. He'll put your possessions in a chest in his office, and will lead you to the testing area dressed only in leather armor and armed with a mace. Inside the test, disregard the door to your left. It's the way out, and can only be opened from the other side. Go north, turn right, and move quickly to the first intersection (there'll be explosions behind you). Go south into the first room. Kill the gremlins and smash the chest open with your mace. Take the key and use it to open the door down the hallway to your right. You'll come to an intersection with three doors. The north door is open, but the other two are locked. Drop the gold key (it'll stay where you put it) and go north into a room with an obelisk and many stones. There's a key on top of the obelisk that you can reach by building a "stairway" with the stones in the room. Be careful -- there are snakes under some of the rocks. The brown key from the obelisk opens the south door. Drop the key and enter the room. You'll have to fight a Cyclops and dodge a roomful of fireball traps to reach a key in the SW corner. Walk diagonally from NE to SW and you'll avoid setting off at least some of the traps. The brown key from the fireball room opens the east door. Drop the key with the two others and go east into the long N/S hallway. Go north and you'll find a bag with a cure-poison and a healing potion. Put the bag on your belt. The north door is locked and trapped. Stay close to the right wall to avoid setting off the traps. Go back south, staying close to the right wall. Turn the corner east, and go north. Turn right at the intersection into the hallway with four chests. Don't touch the chests -- they'll explode. Walk east into the illusion wall just across from the intersection. You'll come to a small, square room with a brown key. Take the key and go back the way you came. (The key opens the door where you found the bag, and which you don't absolutely have to open.) Go north at the intersection west of the chests. At the next intersection, go north again. You'll reach two doors, one after another. The brown key you just got will open the first door. Go south beyond this door. At the end of this hallway, you'll find a lever and a vertical gray key. The lever opens a hidden door in the west wall. The gray key opens the second door at the north end of the hallway. Go through the south door into a roomful of rats and pick up a red-and-blue key in the NW corner. Then go back up the N/S hallway and open the second door. Continue west and open the next door with the red-and-blue key. Beyond the door, go north and turn east. Go north at the second intersection and west at the next opportunity. You'll find a claw and a scroll telling you how to use it. Use the claw on yourself (double click on the claw and click the crosshairs on your avatar). Go back the way you came until you reach the last door you opened. (Somewhere in this area, you may be attacked by an invisible knight and/or a Cyclops. You can fight them or run from them as you wish.) From the door, go south down a long hallway. Near the south end, you'll be attacked by an assassin-knight. Kill him and examine his body. You'll find a scroll ordering him to kill you, signed "X". In the west wall near where the assassin emerged, there are two torches fairly close together. There's a secret door there, which can be opened by double-clicking on it. Go through the secret door into the cavern. Go west and south, and double-click on the south wall you come to. Re-enter the hallway through the new secret door, and go west and north into a room with fountains. Read the scroll on the table. Use the bloody claw on the urn on the table, and your totem animal (a wolf) will appear. Kill the wolf and examine its body. Take the wolf steaks, and pick up the wolf's body. Take the blue key. Go east and south from the room, and open the wooden door to the west with the blue key. When you reach the end of the hallway, Shmed will appear, saying "she seduced me into trying to kill you." When he attacks, kill him, and take the scroll and red vertical key he's carrying. Leave the knight's test (through the door and south) and go back to Shmed's office. You'll find your possessions in the chest on the left. You can leave all the keys you found during the test -- you won't need them later. Ask your companions to join you. WARNING: DON'T ask any of them about "belongings" or you'll spend the next half-hour sorting out your and their inventories, which will all be mixed together in your packs and bags. BACK IN MONITOR Back in Monitor, talk to Marsten. He tells you what to do with the wolf meat and carcass. Cellia the furrier will make you a wolf cloak, but it will take her a full day to complete it. Finally, he sends you to Lydia to get a wolf tattoo. Your knighting will occur when all of these are accomplished. Lydia says a warlock from Moonshade (Fedabiblio, whom you'll meet later) stole her sister Selene when she was a child. (You'll meet the sister as Selina later -- be careful, she's NOT a nice person.) Get a tattoo from Lydia, and don't ask if it will hurt. In a little while, you'll probably get very sick. Lydia is the one who put Shmed up to killing you, and has poisoned you. When you do get sick, talk to Harnna the healer. She'll send you up to Fawn to see Delphynia, an herbalist. You'll need to get some leaves from Delphynia and bring them back to Harnna, who will then heal you. Fawn is to the north of Monitor, and Delphynia's house is just east of the Fawn palace. (Go past the gatehouse and the area with fountains, across a narrow bridge, and turn right.) If you confront Lydia after the poisoning, she'll attack you. It's OK to kill her, although you won't get or learn anything especially critical. In the meantime, while you're waiting for your cloak, ask Harnna about more of your strange objects and follow up on her leads. You may also want to do some training, or to explore outside Monitor a bit. You can poke into the Monitor side of the dungeon Furnace. Its entrance is just south of Monitor, at 136S 27E. There are some trolls there who carry diamonds, and a pikeman's body that you can bring back to the crematorium for a reward. You'll come to a bridge across some lava fairly soon in your explorations, and your companions will begin to complain about the heat. Later in the game, you'll get a magic spell that will protect you from Furnace's heat. For now, don't cross the bridge or you and your friends will roast alive. There's a ruined castle at 137S 43E, inhabited by more trolls, and a curious sheep pen north of the castle. It has teleporters that lead to a locked area of the Temple of Chaos, which you won't get to until later. You can climb into the sheep pen, but BE WARNED: some players have gotten in but couldn't get out again. I suggest you just leave it alone -- you don't need to use the teleporters, and there's nothing else useful inside. Talk to Marsten after you pick up your wolf cloak from Cellia. He'll tell you to go to the banquet hall in an hour. When you arrive, you'll find almost everyone in town is there. Someone will ask you what part of the test you found most harrowing. If you say the gremlins, the Cyclops, or the invisible man, you'll learn that the test was rigged by persons unknown -- these things weren't supposed to happen. Harnna will come in and report that Cantra is missing. Templar will say that there's a traitor among you, and Shazzana and Luther will fight about who the traitor might be. Marsten will declare that the banquet is over. Talk to all the people who were at the banquet. Brendann, who's now your knight commander, says Krayg's not the traitor, but maybe Luther is. He says Shmed's treachery sounds like wizardry, and asks you if you have enemies in Moonshade. He asks you to continue to search for the spy. (If you're a female avatar, he'll also come on to you, and will ask you to, um, tryst with him after midnight. If you do, he'll give you a gwani cloak and an interesting experience.) Cellia, Flicken, Luther and Shazzana have nothing new to say. Templar tells you some useful things about the goblins (attack them early in the morning) and the Helm of Courage (it has mystical powers and was not made by humans or goblins). He also thinks Krayg is the traitor. And he tells you someone is stealing money from the Monitor treasury. Spektor admits that there is a thief, but asks you not to tell anyone else. Marsten tries to convince you that Shmed was the one and only traitor. Caladin says the traitor was a knight, but couldn't have been Shmed, who was terrified of goblins. He suspects Krayg, and also thinks you must have an unknown enemy among the mages of Moonshade. Lucilla has no new information about the traitor, but she tells you about the goblins' secret camp, the location of which remains a mystery. She also tells you that she hates Luther, but that he's been invincible ever since he got a new magic shield (Dupre's). If you're a male avatar, she'll invite you to a secret tryst, and, if you go, will give you a gwani cloak. If you're a female avatar, she'll dish the dirt with you about all the men in Monitor. She seems to know them all VERY well . Talk to Harnna. She lets you look in her crystal ball, which shows Batlin threatening Cantra in an abandoned castle (Shamino's). Cantra reveals that she's possessed by a bane (about which more later), and they have a magic duel. Harnna asks you to rescue Cantra, and says you'll need two things: Cantra's wooden practice sword (which she gives you) and the Hound of Doskar, which she doesn't know where to find. She prophecies that you'll also need three ancient and powerful artifacts (the Helm of Courage, the Rose of Love, and the Mirror of Truth). She also says you'll need to go north through caves that lie to the west (beyond the swamp). Talk to Krayg. He says that someone else also takes long walks in the woods -- someone who may not be human. Ask him about "evidence" and he'll tell you about a goblin meeting site in the woods north of the Knights' Test. He says look for a strange black obelisk. LOOKING FOR EVIDENCE Go to look for evidence at the strange black obelisk Krayg told you about. Follow the road north to the "Fawn" sign. Go west on the Fawn road. You'll have to fight the goblins that have taken over the Fawn tower, which will become important when you finally get to Fawn. You'll know you've retaken the tower when you see pikemen inside it. (Be sure none of the goblins escape -- if they do, you'll fail to set a flag that's important to your quest in Fawn.) Continue north until you reach the Fawn gates, then go west into the woods. The black obelisk is at 82S 18W. You'll find a bottle of Fawnish ale there. Take it with you -- and don't drink it. Some other things to find in the woods: A house where everyone has been massacred at 72S 20W -- there's nothing vital here, but the chickens and wild pigs make good eating. The House of Wares at 77S 28W -- you can't get in now, but you'll find a key in the caves you'll take to get to the northern mountains. Hollow trees with treasure at 78S 16W (Destroy Traps scroll) and at 85S 23W (serpent crown , money and other goodies). A jester at 85S 31W whose house contains a trapped chest and a few goodies. He won't talk, and it's OK to kill him. And the secret entrance to the goblins' caves at 69S 32W. Don't go in now, because you need a key that's back in Monitor. BACK IN MONITOR Take the bottle of Fawnish ale to Lucilla, who will tell you it belongs to Simon. Confront Simon with the bottle. Question him and accuse him of lying. He'll change into a goblin and will attack you. Kill him -- and with his dying breath he'll tell you that the goblin king Pomdirgun has the helmet, where to find the goblins' lair, and that the key you need is around his neck. Take his keys -- the gray vertical one fits the chest in his room; the brown one doesn't fit anything I ever found; the red-and-blue one fits the locked door inside the goblins' cave. @~To be continued next issue - o -