Ultima VII Part II:Serpent Isle - Part 4 Walkthrough by Belisana Supplied by Julian Gregory @~Continued from Issue 35 BACK IN FAWN Go back to the city after you've talked to everyone at the camp. Some other folks in Fawn to talk to: Garth (one of the Great Captains) tells you that the Fawn lighthouse was zapped by a teleport storm and exchanged for a haunted building. (It's the Britannia Mint, and you'll get to visit it with Selina, whom you'll meet at the Sleeping Bull). Garth also has some rather negative opinions of Voldin, Kylista, and the Oracle. Note that Garth's house (far SW corner), like most in Fawn, is pickable. He has a suit of plate armor there. In his warehouse (far NW corner), there's a Great Ignite scroll on the balcony. There's also a crate on a very high shelf. If you're a major masochist, you can reach it by building steps out of crates, bales, and bolts of cloth. But it's not worth the bother -- there's just a gwani cloak and some conventional weapons in it. Delin, the provisioner, tells you that the storm exchanged his cashbox full of filari for your food. He also mentions that his son, Freli, was taken away by the Moonshade mages. (You'll meet Freli when you get to Moonshade.) Voldin, Joth, and Yelinda have nothing of interest to say at this point. Jendon, the innkeeper, is a wealth of information, though. He's Fawn's equivalent of Monitor's Harnna, and will give you leads about your strange objects. He'll also tell you that the Sleeping Bull was once a pirate fort. There's a gold key in Jendon's rooms that doesn't fit anything I found in the game. In the inn's basement, there's a chest under the stairs. To reach it, move the spear next to the wine cask. A lever there will open a secret door in the wall next to the chest, which is pickable. There are things to pilfer all over Fawn, but you'll find only a few items of real utility. In Yelinda's house (to the right of the throne room), there's a bronze key that opens a door on the SW side of the throne room. The passage beyond leads to Fawn's serpent gate. In a palace room, you'll find two magic scrolls in a chest, and a red key that doesn't open anything. There's also a secret door in the small room in the SE corner of the throne room. It leads to Fawn's treasury, but you won't be able to get into it until much later. Along about this time, you'll be attacked by the surly sailor, Kalen. He'll tell you that Batlin will soon have more power than you can dream of. When he dies, a bane will exit his body. By the way, if Kalen attacks when you're talking to any of the town officials, try to get him to follow you away from them before you go into combat mode. Otherwise, you may wind up with all of Fawn attacking you, and you'll have to restore to an earlier save. Kalen's attack will trigger the unfolding of the rest of the Fawn plot. In a few minutes, Jorvin will approach you and say that Lady Yelinda is ready to receive you formally. Come to see her in the throne room in the afternoon, and be sure to bring Iolo. THE FORMAL AUDIENCE Yelinda praises Iolo for his song, and gives him a diamond necklace for Gwenno. Everyone toasts: Hail to Beauty. Dupre, always rash, toasts Lord British, and is promptly arrested for being an ally of "Beast British." Jorvin knocks you cold with the wand of detainment. When you wake up, you're in a room at the inn. A gold key on the nightstand unlocks the door, and a scroll tells you to go to the temple for Dupre's trial. There's nothing you can do about any of this, so just sit back and watch it unfold. THE TRIAL Go immediately to the temple (the doors will open for you). Don't worry about what to do at the trial -- Dupre's guilty no matter what you do. The whole scene is pretty funny, though, so just watch and chuckle. When everyone's done trashing Dupre's reputation, the trial will be adjourned until tomorrow, at which time the defense will be presented. You'll be ushered out of the temple, with one day to uncover and foil the plot. Walk around for a while and Alyssand will find you. She'll tell you that Dupre is being held in a cell under the temple, and will give you a gold key that will unlock the door to the left of the entrance in the temple. She'll tell you that the temple won't be guarded that night. (You can go there at any time, though. You don't have to wait for nightfall.) Go to the temple and unlock the left door. Go downstairs, and you'll find Dupre. He can't talk to you, though, and you can't unlock his cell. Pull the switch on the left, near the cell. Go up the stairs, and you'll find Voldin, who will spill that he and Kylista use the levers you see behind him to rig the Oracle's revelations. He's just set them to condemn Dupre. He'll attack, so kill him. Try resetting the levers to any pattern. You'll find that the farthest-right lever is jammed. After you've reset several others, the Oracle will say "Stop!" Then, try the right lever again, and the Oracle will speak to you. Tell the Oracle to say that the trial is corrupt, and to denounce the true traitors. She'll thank you for freeing her. Now, you have to wait for the trial to resume. If there's nothing else you want to do, just bed down by the main doors and wait until noon. When the trial resumes, call your witnesses. You don't really have to, but the rest of the testimony is pretty funny stuff. The Oracle will proclaim that Dupre is innocent, and that the true criminals are Kylista and Voldin. Yelinda will express her regrets, and will give Dupre the Crystal Rose of Love. (Take care of it -- you'll need it later.) Jorvin reports that Kylista has been captured and has confessed, and that Voldin has been found dead. Once the trial is over, you're done in Fawn for now. You can talk to Kylista in jail, but she has nothing new to say. Time to head for the Sleeping Bull Inn. SOME THINGS ON THE MAINLAND BELOW THE SWAMP At 46S 36E, you'll find the Swamp Cathedral. There's a dead troll nearby, with a dead child inside. The child has a fire wand. The doorways to the cathedral are all trapped. Go through the red doorway and you'll be 'ported to a little ruin in a lava field. Push the button to open the sliding door. The corpses have jewellery, magic arrows, serpent weapons, and other loot. There's a teleport that will take you back to the surface. At 62S 44E, there's a small stone building with wooden walkways on either side. There's a secret door on the east side. There's nothing useful in the whole complex, so I'd advise not bothering with it. At 54S 73E, there's a stone stairs leading down. You'll find some serpent scales here, and an illusion wall to the south. Beyond it, there's another small building, some more serpent scales, and a stairway leading up to a stone temple. You'll find some ordinary weapons there, along with still more serpent scales. At 59S 66E, you'll find a ruin with a Blink scroll. At 71S 52E, you'll find a ruined powder mill and a ghost that will play a major role in the endgame. He's Ssithnos, the last Great Chaos Hierophant, which won't mean much to you now, but will later. Anyway, he was a major power among the Ophidians. Note: Save your game before talking to Ssithnos, then restore afterward. There's something buggy hereabouts. Much later in the game, you'll find another way to talk to Ssithnos, in another location. If you've already talked to him here, you may hit a bug with the prophetess Xenka that will keep you from finishing a major part of the game. Ssithnos will tell you a lot about the game's REAL quest, which is to restore the balance that was destroyed by the actions of Exodus, one of the avatar's earlier foes, and by the civil wars that followed. Basically, he tells you how to complete the next-to-last quest in the game -- restoring the Chaos Serpent. He'll tell you about the banes, and about a mystery force that you'll need to find before you can complete the quest. He'll give you a scroll that covers most of what he tells you. Don't worry about restoring and losing the scroll. He'll do it all over again when you meet him later. There's a bunch of very nasty skels in the mill's basement, guarding a chest with a few paltry gems in it. At 76S 82E, you'll find the transplanted Britannian Mint. You can't get into it now, but you will get in after you visit the Sleeping Bull. At 83S 40E, you'll find a corpse under a rock who has some plate leggings. At 100S 39E, there's an invisible chest on top of an obelisk. You can build a stairway to the chest using rocks from the area. The key to the chest is in a hollow tree just south of the Sleeping Bull (at 117S 35E). Inside are: a magic sword, an invisibility ring, magic bolts, gems, gold, and potions. AT THE SLEEPING BULL There are many people at the Sleeping Bull with a lot to say. Talk to Byrin, the bard, and pay him one coin after every song to keep him singing. His songs and tales contain many clues to the later portions of the story. He'll tell you about the northern savages (gwani); the lost culture of the Ophidians; a lost king (Shamino!) in whose castle trapped souls await the return of the one who deserted them; the dreadful story of the White Dragon King; the land of dreams (in Gorlab Swamp); and the Forest Master (whom you'll meet beyond the swamp). Miggim, a monk from Monk Isle, says someone will make an attempt on your life soon (it's Selina, whom you'll meet shortly); and that the monks' prophetess, Xenka, will return when the end of the world (and the game) is near. Ensorcio, an exiled mage, will tell you about virtually everyone in Moonshade. All his information is useful, although it comes from a highly biased source. He'll tell you: Batlin stole his serpent jawbone (the game's teleportation instrument); Flindo, a merchant, had Captain Hawk thrown in jail because he refused to sail to Moonshade; Flindo trades in merchandise and information; the Mountains of Freedom on Moonshade is a prison full of magic traps; stoneheart (your glowing stone) comes from Freedom and is used in death spells; Erstam, the Mad Mage, moved to an island off Moonshade; his mentor, Vasculio, was executed for his experiments with stoneheart; and Silverpate, a pirate, hired Erstam to do magic at the Sleeping Bull. For a price, Ensorcio will tell you how to turn stoneheart into bloodspawn, the reagent used in death spells. (Don't pay -- others will tell you for free.) After you've gotten a spellbook (beyond Moonshade), he'll also sell you some of the nastiest spells in the game. Argus, the innkeeper, says the pikemen at the Bull Tower are holding Hawk; that the Moonshade mages are split into warring factions; and that Silverpate disappeared after building the inn. He'll also tell you about his other guests, and will rent you room #3. (The other rooms are pickable, but you need the key to enter room #3. You'll find the diary of one of Batlin's henchmen in room #6, and a trunk containing some antique armor in room #7. The switches in each room are all red herrings. Don't bother with them.) Devra, Argus' mother, will exchange money. She'll also trade your mysterious slippers for your swamp boots. She says her husband, Angus, disappeared one night when Batlin and his gang were staying at the inn. She heard voices in the cellar late at night, and in the morning she found the cellar in disarray and both Batlin and Angus gone. She'll ask you to find out what happened to Angus. (I never found a trace of Angus, but I did find quite a lot in and beyond the cellar, of which more later.) Kane, another guest, tells you that his brother, Edrin, was taken by a storm, after which he found only a parrot named Ale (who is really Edrin in drag). Edrin, he'll tell you, had a crystal that had strange effects on his dreams. He's going to Moonshade to ask the mages there to help him find his brother. Flindo, the Moonshade merchant, will be an important contact to have once you get to Moonshade. He tells you that he has "connections" in Moonshade, and that you should ask him about them again when you get there. Be sure you do. He'll also tell you that Vasculio was executed, but that his tomb turned up empty within a week. (You'll meet Vasculio much later, in a very unpleasant encounter.) He'll also tell you about Mortegro, a mage whose specialty is speaking to the dead, and about the MageLord's mistress, Frigidazzi, who specializes in cold spells. Another guest, Selina, will lead you on a dangerous quest. But before you talk to her, take a tour of the cellars. The stairs are in the kitchen. @~To be continued next issue - o -