Ultima VII Part II:Serpent Isle - Part 3 Walkthrough by Belisana Supplied by Julian Gregory @~Continued from Issue 34 THE GOBLINS Go back to the entrance to the goblins' lair (69S 32W). Inside, head north to a locked door, which will open to your red-and-blue key. Continue heading north. The first tunnel to the left leads to a beer cellar and nothing important. The next tunnel to the left leads to a pair of stairs down. At the bottom, you'll find a checkerboard that's trapped and guarded. In the center is a firedoom staff (a powerful weapon). Continue heading north in the main tunnel. You'll come to two stairs down. The one to the north leads to a dead end, guarded by headlesses (there are some gems to be had). The one to the west leads to a fountain of healing, guarded by a water beast. Take the stairs up in the NW corner of the room. In quick succession, you'll find two more stairs up. After the second one, you'll come to a roomful of bats. If you go east from here, you'll find a dead end, a statue that's trapped, and a fire wand. On the way, you'll pass a brass chest behind a cavern wall. The brass chest holds a magic bow and some magic arrows, but you can't get to them without using magic or cheating. The route to the goblins' camp lies to the north from the bat room. You'll come across a circle of stones with a chest inside. The chest is trapped, and contains nothing but some poison potions. A little farther north, on the right, you'll find a locked door, behind which is the goblin king's treasure room (and the Helm of Courage). You can't open it except with the goblin king's key, so keep on travelling north for now. Shortly, you'll come to the end of the caverns and the north side of the goblins' camp. Check your watch, and wait until early morning to enter the camp. Most of the goblins will be sleeping then, and won't come out to attack unless you go inside their huts. Follow the mountains south to another cave mouth. It will take you to the south end of the camp near the king's hut. Confront the goblin king (at 31S 21W) and kill him. He has a magic axe and the bronze key to the treasure room. In his hut, you'll also find your burst arrows (swapped for the strange hairbrush), money and gems, and another bronze key that doesn't seem to fit anything in the game. Back up toward the northern end of the camp, you'll find a cooking area that contains the bodies of Astrid and other pikemen. They have some useful weapons, and you can take them back to Monitor for cremation and reward. In a pen nearby, you'll find the pikeman Johnson, who wrote a book on how to be a successful soldier. Apparently, he writes better than he fights, because he's gotten himself captured and put on tomorrow's goblin menu. Release him, and he'll follow you part way back to Monitor (but he won't join you, fight, or go past the first stairway.) In the farthest-north hut, there's a magic bow and a magic sling. Go back to the treasure room and loot it to your heart's content. Be sure to take the Helm of Courage and the two scrolls near it. They're the proof you need to identify Marsten and Spektor as traitors. Be sure to take BOTH scrolls. If you don't expose both traitors at the same time, one will go free, which will thoroughly mess up the rest of your game. BACK IN MONITOR Go back to Monitor and tell Brendann or Caladin about the traitors. They'll take care of having them arrested. Ask about the Helm, and they'll give it to you. (Take care of it -- you'll need it later.) Now's a good time to retrieve Dupre's shield. Talk to Luther, who'll lie about having the shield. Call him names, and he'll get mad and challenge you to a fight. Go to List Field and tell the pikeman you want to train with Luther. Beat him on the field, and he'll be your friend. Talk to him again later, and he'll give you Dupre's shield. NOTE: Make sure you have room in your backpack for the shield. Otherwise, he'll say he's giving it to you, but it won't appear in your inventory. Talk to Marsten in jail, and he'll tell you about his secret weapon. He says it's well hidden and you'll never find it. Talk to Spektor in jail. He'll tell you that Cantra's father stumbled onto their secret cave and that he and Marsten killed him. He'd found their secret explosive weapons. Talk to Standarr, and he'll tell you that he created a combustible powder for Marsten and Spektor. Talk to Lucilla. Ask her about Spektor, and she'll give you the key to their secret cave. The secret cave is behind an illusory mountain wall just south of the crematorium (154S 12W). Walk through the illusion, and open the door with Spektor's key. (It's the door you saw from inside the crypts but couldn't reach.) Inside the cave, you'll find Cantra's murdered father, four chests of treasure (Spektor's thieving), and ten kegs of gunpowder (DON'T DOUBLE CLICK ON THEM!!!) You won't actually need the gunpowder until you're almost at the end of the game, and when you do need them, you'll find more at a nearby location. Bottom line, you don't really need THESE kegs, but you know where they are. Take the pikemen's bodies to the crematorium. Be sure to talk to Renfry after you cremate each body, or you'll only get paid for the last one you fed to the machine. Talk to Harnna about the scroll you found on her husband's body. It's not really required, but it's the civilized thing to do. You've now completed the quest sequence in Monitor, and are ready to move on to Fawn. (If you have enough money, you can buy gwani cloaks, fur hats and fur boots from Cellia. You'll need them later in the frozen northland.) FAWN It's okay to go to the Sleeping Bull next, or even over to Moonshade. But Fawn is probably your best bet for the next quest. If you haven't been there yet (if you didn't get poisoned), follow the road north to the second signpost and turn left. Ruggs, a sailor from the ship Batlin came on, will meet you at the gate and ask you for a favor. He wants you to carry a letter to his significant other, Delphynia the herbalist. You should agree to do this, but you don't have to do it immediately. From the Fawn gate guard, you'll learn that the city gates are closed at night, that there's a traveller's shelter west of the gate, and that justice is swift (if not always just) for any form of troublemaking. There's a little food in the shelter, but it's not restocked if you take it. As soon as you enter the city, a sailor (Olon) will run up to you asking Iolo to sing. Have Iolo oblige him with a sad song about Gwenno. (If this DOESN'T happen, search out Olon at the inn and talk to him. It's important to the rest of the Fawn plot.) Talk to Olon after the song. He'll tell you about the gwani, but his info is wrong -- the gwani are friendly, and you'll need them as allies later. If Olon meets you beyond the gate, Kylista (a priestess), Delphynia, and Jorvin (the captain of the guard) will also be nearby. Talk to Jorvin. He thanks you for retaking the Fawn tower, and tells you about the Fellowship folks who came on Batlin's ship. (Lady Yelinda, the city's ruler, had them banned for spreading heresy. In this game, however, unlike in the Black Gate, the Fellowship people are the good guys.) Jorvin also says that Lady Yelinda will wish to welcome you formally (for saving the tower), and that he'll see that you're properly escorted when she wants to see you. He'll tell you about Lady Yelinda, Kylista, the Oracle (he says ask Kylista), the ruler's chancellor, Zulith, and the Great Captains who are Yelinda's advisors. He'll also tell you about Alyssand, who makes fishnet stockings. It seems a storm took away her engagement ring (he recognizes the one you're wearing as Alyssand's). She's also one who listens to the Fellowship's "babbling," he says. Kylista tells you about the city's Oracle, whose revelations only she can interpret. She'll also tell you about the false prophets (Ruggs and his friends) who came preaching blasphemy and brought on the lightning storms. (She's wrong, of course, but she has her own agenda working here.) She'll also tell you her views of Lady Yelinda, the Great Captains (Joth, Garth, and Voldin, whom she obviously favors), and Zulith. If you're wearing Kylista's white armor when you meet her, she'll exchange it for your magic armor. If you're not, you can find your armor in her house, which is just west of the temple. You don't need to return hers. Talk to Delphynia and give her Ruggs' letter. She'll tell you some unsettling things about Fawn's Beauty-based religion, and will give you a letter to take back to Ruggs. She'll also tell you that Batlin came to her, seeking to buy reagents and asking about blackrock carvings. She sent him to Pothos in Moonshade for reagents, and to Delin (Fawn's provisioner) for serpent ruin information. She'll also tell you that Alyssand is headstrong and has a weird notion that the town's Oracle is a sham (which, of course, it is). Delphynia also sells black pearls, nightshade, garlic, ginseng, mandrake, and fruits and veggies. You can continue exploring Fawn at this point, or you can go to the Fellowship camp to deliver Delphynia's letter. I went to the camp first. It's at the end of the dirt path just east of the Fawn gate. I found Alyssand at the camp. (In Fawn, she's usually at her father's provisions shop on the small island just beyond the main gate, or their house just across the plaza.) Ask Alyssand about her ring, and she'll give you your magic gauntlets which were swapped for her ring. She'll ask you if you're willing to help free the city from its false traditions and evil schemes. Say yes. She'll tell you that she suspects that the Oracle legends are false, and that Kylista and Voldin are using it for their own purposes, corrupting Fawn's religion in the process. She tells you to look everywhere and talk to everyone to find the clues that have evaded her and the members of her Cause. (This is the main plot in Fawn, so pay attention to what she has to say.) Talk to Ruggs, and give him Delphynia's letter. He'll introduce you to Scots, another sailor, who will give you a map of Serpent Isle. It's not entirely accurate, but it's better than nothing. He'll also tell you a bit more about Batlin and his companions. Talk to Kalen, another sailor. He's a surly lout, who turns out to be another bane host, like Cantra. Talk to Leon, who'll try to get you to join the Fellowship. Ask him about other subjects before you bring up the Fellowship -- he'll stop talking to you when you tell him the Fellowship has been disbanded. He'll agree with Alyssand, and will tell you that Kylista is manipulating the Oracle, but he doesn't know how she does it. He'll also tell you that Lady Yelinda is a figurehead, and that Zulith is a puppet but can be vicious if he's slighted. Zulith showed up in camp while I was there, too. He tells you that he exchanges money. He'll also talk about the Oracle and the Great Captains, but he'll tell you a very different story. From here on out, he'll follow you until you ASK if he's following you. Then he'll go away mad, but it's OK -- you don't really need to stay on his good side. Scots says that Kylista has the soul of a viper, and you shouldn't trust her. He'll also tell you how Gwenno and Batlin got to Serpent Isle. @~To be continued next issue - o -