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Silver Seed Walkthrough By Michael Sonntag

Walkthrough: Silver Seed
Add-On to Ultima VII Part 2: Serpents Isle (Origin Systems Inc.)
Walkthrough by Michael Sonntag (sonntag@fim.uni-linz.ac.at)
Contents:
Getting There:
Once you have talked to Karnax (either if you got killed or you
reached Monk-Isle), you received the serpent medaillon. Use it on
a serpents gate and reach "Deathwatch". Once you are there, you
can't leave it for ten days, for the medallion has to recharge.
After you planted the silver seed, you can travel anytime you want.
The Castle and the Inhabitants:
In the castle is Isstanar, which has a VERY useful item for you:
a magic keyring. You can put any number of keys on it without increase
in weight. If you try to open a door with it, the door will be unlocked
if the key is on the ring, otherwise nothing will happen. The healer
Surok will heal you for free and tell you about items you find.
Subcommander Tsandar will train your fighting skill for 200 gp.
Elissa will sell you some spells and train you in magic for 150
gp.
The maze is the easiest one, then the outpost. Try Aram-Dols lair
last, for you have to fight often there. But you can take all 4
areas in any order you want.
The Maze:
The Maze is at the west wall of the cavern surrounding the castle.
A dead tree stands at the entrance. Talk to Drusilla to learn about
the maze. You can enter it only alone and naked. When you enter,
all your posessions will be laid into the hollow tree. In there
is a globe and the helm of light. You must pass through 4 mazes
of each 6x6 rooms. Dont enter a room to plunder a dead body. Do
this after you finished the level and before stepping onto the teleporter.
Be sure to spare at least one cheese from the bodies. The rest of
the food you can eat. Follow these directions:
Go west into the first room from there go W S W W S E E S W W W
W N E N W N N N E E E E E S W W and S. All doors on this level will
open. Step onto the teleporter to enter the next level. Level 2:
N N N W S S S W W E N N N E N W S W S S W S W N N N E N E. Level3:
E S S S W W N N E E E N N W W W W S S S E E E E. Level 4: S S S
E E E N N. Talk to Purel and give him the cheese. He will give you
the orb. Leave this room S E E S W N N N E N W W N E. The body in
this room is the architect of the maze. He has the helm of light.
If this helm isn't in a container (e.g. worn or in a hand), you
will never need any torches or light-spells any more. Leave this
room through the permeable wall to the east. The maze is solved.
The Outpost:
The outpost is to the SW of the castle. Go down the stairs and
across the bridge into the NS-corridor. In the west wall is an invisible
corridor with an illusionary wall. Pull the lever, read the note
and go back to the main corridor. To the south is a well, a few
spiders and a magic scroll (Translation: You might need it for the
note mentioned above). In the corridor a wall-door to the east opened.
Follow it east and south. When you enter the room, the exits will
be blocked by energy fields and poison fields will appear. Push
the buttons in the following order: NE, NW and SW. The fields will
disappear. Search all bodies in the next room and take the key and
the lightning whip. A map can also be found there (The black spots
are burned bodies; search them too). Unlock the door with the key.
The next two doors are illusions. Be careful now, for the doors
to N and S will magically lock if you step onto the pressure plates
(Unlock magic scrolls can be found although). Go south and take
the lockpicks from the crate. Meet now one of the chaos soldiers:
the lizard-men. The chests contain 5 red potions (anti-poison) and
lots of gold nuggets. Continue to the 4 locked bronze chests, where
shields, sowrds, 60 arrows, 2 Unlock Magic and a Translation scroll
can be found. In the torture chamber pick the norther cell after
finishing with the automatons. Open the upper right tortury device
(Eiserne Jungfrau) to get into a secret room with 9 powder kegs.
Search the body for the scroll and take it with you. Retrace your
way to the illusionary doors and continue north this time. Enter
the library and go north (key is on stone in room with pulsating
objects - hard to spot) till the debris blocks your way. Attack
it with your sword (I heard, powder kegs won't work) to remove them.
Go down and get the rope. Go back to the force-fields and the fire.
Sacrifice the lightning whip in the fire and go down two times and
up two times. Kill the skeletons. The switch operates the door at
the stairs, ignore it. in the three alcoves are pressure plates.
Press the lower right and leave the other two up. Continue and kill
the automatons. If you haven't set the plates, your way will be
blocked by sleep fields. Go on and take the orb. Make your way back
to the well, use the rope and go down two times. Go to he force
field and read the scroll from the corpse in the torture chamber.
Go down to find some ice-golems, the belt of strength, many magic
bolts and serpent arrows and a lot of gold coins (All on two tables
in the SW corner of the cave).
The Fiends Lair:
The Fiends lair is east of the castle. Go west, east north and
north at the intersections. In the hallway leading east, just south
of the stairs, there are explosions, so run through as fast as you
can. Go down one level.
Visiting the Fiend is not necessary, but he tells you the story
about the ring of regeneration, that can be found here (with it
you won't need any reagents for casting spells). If you just want
the ring and the orb, skip this paragraph. Go east from the stairs,
till you can see stairs leading down. In front of the stairs there
are some buzz-saws in the floor. Go down and follow the corridor.
Shortly after it bends south, there is a flame-thrower in the wall.
At the southern end is a statue, which will change to a harpy if
you go near it (just like all other statues in the fiends lair).
Just east of there you can see the ring of reagents in another cavern,
which is not accessible from here. Go east and north till you reach
the serpentine walls. Don' go through the maze, ....explosions.
Head north through the illusionary cavern wall. Pick the door and
talk to the fiend. He will tell you his story and about the ring.
Answer yes and you may leave; say no if you want to fight him, but
take care, he is a good mage. Returning to him will always cause
him to attack. Afterwards go back to the stairs leading to the castle-level.
At the south-east of this cavern is a small east-west cavern wall
with a skeleton behind (north) of it. Go through and read the book,
that will tell you about some traps. Follow this hallway and go
down. There are some lizardmen and some goodies around (There's
a fire wand in a chest behind a pile of debris with a bucket beside
it). Go to the eastern part, where gold coins lie on the floor.
Follow he coind east and south into a large room. Be careful, LOTS
of fire fields will suddenly appear. Search the skeleton to the
south, it has the orb, a magic helm and a magic bow. Leave and follow
the coins in the other directio, to the north. At the end, there
is an alcove to the north-east with bolts and swordstrike-spells
flying around. The northern wall is illusionary. The stairs are
to the north-west. You'll end in a set of small caverns with many
automatons. Got to the south-eastern-most cavern, the north wall
is an illusion again. Behind there is the ring of reagents hidden
in a pile of debris. Look carefully, you can see just a single green
pixel.
Aram-Dols Lair:
Go to the northernmost stairs and decend. Walk to the ruins, but
beware of the arachnians (Good source for magic arrows!). Inside
the ruins there are stairs down. You're in the antechamber of Aram
Dol, but you have to got the long way to get to him, so step onto
the teleporter. Behind the pedestal is a key, take it. Take the
north-eastern corridor and go down. Flip the glowing lever and go
back to the pedestal, there take the north-western exit. Be careful,
flames. Behind the stone outcropping in the next room is an invisible
passage. Take the key and go down twice. Read the scrolls and flip
the following levers to get through the rooms: Room 1: lever 2;
Room 2: levers 1, 2, 5; Room 3: levers 1, 2, 3, 6. Go up. You are
now in an endless passage (both sides). Exit through the illusionary
wall on the east side between the gates. Fight the mummys and get
the green key hidden in the wall between the two north-western beds.
Behind the northern middle bed is another illusionary wall, which
leads to a similar chamber. If you need them, behind the NW bed
are 2 healing potions and a scroll of Great Heal. Go down. The fire
fields are illusions, walk through and get the key. Go back to the
first chamber with the mummys. Now you can go up the stairs. Kill
the dragon, go east and kill another one. Behind the skeleton on
the floor (has some bandages) is yet another illusionary passage
to the north with stairs down. Pull the lever at the northern end
of the room and the doors will open. All 10 automatons will attack
you (Walk south carefully, so you can fight them one after another).
Flip all 10 switches in the cells and pull the lever again. The
gate will open and you can go down. Where the corridor bends west,
many fire fields will appear when you get there. Your now in the
throne room of Aram-Dol, the liche. Kill him (tough enemy!) and
take his two keys. One will fit the door to the second teleporter
where you started, the other one the door to his treasure chamber.
In his treasury you'll find: Gauntlets of Quickness (Dexterity to
30), Erinons axe (good weapon) and the last orb. There is also some
magic equipment, reagents, a scroll of Swordstrike, gold and gems.
Obtaining and Planting the Silver Seed:
The gain access to the silver seed you have to push a button behind
the left lantern at the stairs to the library. This will move the
big cask in the laboratory to the west, so that stairs appear. Go
down and follow the corridor. You will enter a room with 4 pedestals
and the silver seed behind a locked door. Put the 4 globes on the
pedestals. They will be destroyed and a key will appear. Unlock
the door with the key and take the seed. The three women will appear
and fith you. Each of them has a key you will need. Go up the stairs
in the NE corner and unlock the three doors with the keys from the
witches. When you come out into the open, Karnax will appear and
tell you to plant the seed. Put the seed into the brown patch of
earth and watch the tree grow (The patch is NOT the one at the waterfall,
but the one south of it, approximately in the center of the glade).
You've completed the silver seed.
The Answers to Draxinars Riddles:
- 1 of the monks lies
- 4 earrings are necessary (Worst case: 3 different + 1 to make
a pair)
- He stumped nobody with his riddles!
- The answers is 14, but thats wrong. In the worst case, he takes
12, which makes 4 of each of the 3 designs. The 13-th has to be
the fifth to one of the designs, so 13 would be correct!
Cheats and Amusing Things:
- On the lowest room in the southernmost cellar is a secret door
to the north, which leads through a black corridor to a locked
metal door. The key to the door is behind the two flower-vases
in the kitchen. The door leads to Aram-Dols lair, just northwest
from the ruin, where you have to go down.
- If you kill Surok the healer, none of your party will ever die
in the Add-On, because they couldn't be resurrected then!
- If you double-click on one of the pillars in the banquet hall,
you'll be teleported into the test of virtue in the city of the
gargoyles (dungeon Furnace). I don't know if this is a feature
or a bug.
Open questions:
- Whats special about Erinons axe? Or is it just a good weapon?
- Is there a way to kill Isstanar? After killing Surok I fought
him for half an hour, but he just wouldn't die.
- Why does Karnax appear and tell you to plant the seed? Silver
seed should be in the past, as I beliefe, where not even Xenka
has yet lived!
- Why does the forest master tell you, that there is no tree of
live, even after you planted the seed (or did Origin just forget
about this)?
- What's planting the seed good for? What does it or prevents
it?
Any suggestions, errors
or missing things are highly welcome.
(c) 1997 Michael V. Sonntag


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