Serpent Isle Walkthrough
Edited by Anthony Salter
General Overview:
The Towns
Gorlab Swamp and the Dream Realm
The Rescue of Cantra
The Frozen North and the Release of the Banes
The Temples of Virtue
The Trapping of the Banes
The Final Quests: The Isle of Crypts and Sunrise
Detailed Overview:
THE THREE TOWNS
Monitor Quest
Start
Monitor
Knight's Test
Fawn
The Goblin Camp
Fawn Quest
Fellowship Camp
Fawn
Dupre's Trial
Moonshade Quest
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
THE RESCUE OF CANTRA
Draygan's Camp and the King Saviour Plant
Shamino's Castle
THE FROZEN NORTH AND THE RELEASE OF THE BANES
Going to the North
The Gwani Village
Skullcrusher - City of Chaos
The Temple Of Emotion
Silverpate's Treasure
Spinebreaker - City of Order
THE TEMPLES OF VIRTUE
Skullcrusher and the Gwani Horn
The Resurrection of Gwenno
Temple of Ethicality
Temple of Discipline
Temple of Logic
Temple of Emotion
Temple of Enthusiasm
Temple of Tolerance
THE TRAPPING OF THE BANES
White Dragon Castle
THE FINAL QUESTS
The Great Heirophants
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.
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).
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).
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.
Knight's Test
Shmed; agree to take the test. Take note of his instructions. Note:
you'll only be wearing leather armour and mace.
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:
__
|c | c - chests (trapped)
| | | | ___ x - illusionary wall
| |__|c |__________| | k - key
| __ x__________ k |
| | |c | |___|
| | | |
| | |c_|
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.
Fawn
Outside Fawn, kill the goblins which captured Fawn Tower; the pikemen
will takeover.
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 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).
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.
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).
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.
Fawn
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.
Dupre's Trial
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.
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.
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.
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.
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).
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
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).
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.
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.
Moonshade
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.
Mad Mage Isle
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).
Boydon, the monster asks to join; ask Erstam's permission for this.
Erstam tells you that once destroyed, no force can recreate Boydon.
Monk Isle
Use the serpent jawbone to get to Monk Isle. (put all teeth into
the jawbone, d-click the serpent gate)
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.
Moonshade
Give the Mandrake roots to Fedabiblio in exchange for a spellbook
(asks you three questions).
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.
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).
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.
Shamino gives you three gifts from Frigidazzi. The Serpent Earrings,
a Chill magic scroll and a letter. Right after putting on the earrings
a serpent speaks: A new hero has entered into this world. Am I dreaming
or is this real?
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.
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.
Moonshade Catacombs
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.
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.
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.
Fawn Give Freli's letter to Delin; gives you a half-price offer.
Gorlab Swamp and the Dream Realm
Soon after entering the Gorlab swamp, you'll fall asleep and enter
the Realm of Dreams.
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.
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.
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.
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).
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.
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:
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
Going to the North
The passage to the north is through a cave entrance at 28S,3E.
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.
The Gwani Village
Note: It is not advisable have any gwani fur/cloaks in your possesions
when approaching the gwanis. It'll offend them.
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.
Skullcrusher - City of Chaos
Here the serpent instructs: The wizard... the key is the dead wizard,
Thou must vanquish him.
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.
Temple of Emotion
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.
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.
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.
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.
The Resurrection of Gwenno
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.
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.
Note: You get to carry back what you took or were given in the
test.
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 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.
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.
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.