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Ultima VII: Part Two, Serpent Isle
SPELLBOOK FAQ
January 25, 2012
Version 1.0b
Joe Murphy
[email protected]
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{ * * * WHAT'S THE POINT OF THIS GUIDE? * * * }
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The point of this guide is to show you where you can find/steal magic
scrolls, and where to buy spells, so that you can fill out your Spellbook.
If you already know why that's good, skip ahead and start finding those
hidden scrolls. If not, read about the spellcasting basics first.
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Spellcasting Basics: Intro
--------------------------
In Serpent Isle, there are two ways to cast spells. You can cast spells
from your Spellbook, or you can cast them from magic scrolls. Magic scrolls
are nice, but they are one-time usage, i.e. they disappear after one casting.
The Spellbook lets you cast spells repeatedly.
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Spellbook Concepts
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You'll want to cast your good spells over and over, but to do that, you
need to understand three concepts: 1) Reagents, 2) Level/Circle, and 3) Mana.
1) Reagents - Firstly, if you have the Silver Seed expansion, thankfully,
you won't need to understand reagents. There is an item available in the
Silver Seed, called the Ring of Reagents (a.k.a. the Ring of Shal). When
the Avatar wears this ring, he/she will not need reagents to cast spells.
If you don't have the Silver Seed, know this. Each spell has a unique
recipe, and reagents are the ingredients. For example, the recipe for HEAL
is Garlic and Ginseng. Each time you cast HEAL, one garlic and one ginseng
from your inventory will be consumed. And if you don't have any garlic, or
if you don't have any ginseng, you cannot cast HEAL. Collecting and
carrying all these reagents can be a huge pain. That's why you'll definitely
want the Ring of Reagents from the Silver Seed.
2) Level/Circle - As the Avatar progresses through the game, his/her
levels will increase with experience. These levels correspond directly to
the nine circles of magic. For example, the Avatar cannot cast an 8th
circle spell until he/she has reached level 8.
3) Mana - Mana is what many other RPGs call Magic Points or MP. The
amount of Mana consumed when casting a spell directly corresponds to the
spell's circle. For example, casting MAGIC UNLOCK, a 4th circle spell,
consumes 4 Mana points.
-------------------------------
Adding Spells to Your Spellbook
-------------------------------
By the end of the game, you'll want to fill your Spellbook with every
spell in the game, for fun and profit.
There are two ways to add spells to your Spellbook. The boring way is to
buy your spells from the various mages. Buying spells is easy, but 1) it
won't fill your whole Spellbook, 2) it will be very expensive, and 3) it's
not very adventurous.
The cheap and fun way to add spells to your Spellbook is to find a magic
scroll of that particular spell and cast TRANSCRIBE on it. By TRANSCRIBing
the spell into your Spellbook, you can now use that spell as many times as
you want, all for the low, low price of a little Mana and some reagents
(if applicable).
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{ * * * TABLE OF CONTENTS * * * }
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1. Scrolls Available Before You Go to Moonshade
-Fawn
-Sleeping Bull
-Wilderness and Goblin Village
-Selina
2. Scrolls Available in and Around Moonshade
-That's a Lot of Scrolls
3. Erstam, Getting the Spellbook, and TRANSCRIBing
-Erstam
-Getting the Spellbook
-TRANSCRIBing
4. Buying Spells Before The Mountains of Freedom
-Haggling
-The Special Case of Mortegro
-What to Buy from Mortegro
-What to Buy from Columna
-What to Buy from Melino
-What to Buy from Torrissio
-The Special Case of Elissa
5. Mountains of Freedom, Gustacio, Furnace, and Ensorcio
-Mountains of Freedom
-Gustacio
-Furnace
-Ensorcio
6. The Last Three Spells
-Dispel Field
-Summon Shade
-Create Soul Prism
7. Second Chance Scrolls
-Shamino's Castle
-Cave to the North
-Ice Dragon Island
-Temple of Emotion
-Wilderness Ruins
-Temple of Tolerance
-Spinebreaker
-Enthusiasm
-Castle of the White Dragon
-Isle of Crypts
-Sunrise Isle
8. The Silver Seed Expansion
-Ring of Reagents
-Aram-Dol's Lair
-Outpost
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{ 1. Scrolls Available Before You Go to Moonshade }
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Let's get started. You're on a boat, and you have a Spellbook. Pow!
Lighting crashes. Your Spellbook is gone. Too bad. I'll cry you a river.
Of course, there are ways to cheat and keep your original Spellbook, but if
you do, it gets all glitchy. Besides, this is a no-cheating guide, so that
was right out in the first place.
So, you made it all the way to Monitor. The people of this city distrust
magic. There's no magic to be found here, so don't bother looking. By the
time you're done in Monitor, you'll need to go to Fawn for some medicinal
herbs. Let's start collecting scrolls there.
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Fawn: LIGHT, CREATE FOOD, GREAT IGNITE
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LIGHT, CREATE FOOD: Fawn. Enter Fawn at 85 South, 9 East. Walk
straight north to 69 South, 9 East. Open the large wooden doors of the
Palace. Once inside, walk to the northeast corner of the first floor.
You'll see a room with a desk. Directly to the south, you'll see a bedroom.
Look in the Northeast corner of that bedroom. There's a locked chest under
the shelf. Pick it open, and get two scrolls: LIGHT and CREATE FOOD.
GREAT IGNITE: Fawn. Exit the Palace and walk northwest to 57 South,
2 East, and open the door on your left. Enter and walk to the north end
of the building. A staircase leads up to a wooden crate. In the crate
is a pouch. In the pouch is the scroll.
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Sleeping Bull: FALSE COIN, MASS CURE, CREATE FOOD, EXPLOSION
------------------------------------------------------------------------
The Sleeping Bull has a bunch of caves under its basement, and that's
where the scrolls are. The sextant doesn't work underground, so I'll have to
write this part more like a walkthrough.
FALSE COIN, MASS CURE: Once you're in the Sleeping Bull Inn, go to the
basement by walking down the stairs in the kitchen, in the northeast corner
of the building.
In the basement, you'll see three large kegs along the north wall. There
is a secret door in the wall behind--and just to the right of--the middle
keg. Double-click the Wall (capital "W") to open the secret door. Walk
north.
In this little room, there are two chests and a switch. The first chest
has a key you'll need. The second chest has 100 monetari. Move the second
chest away from the wall and away from yourself before you open it. It
explodes. Don't forget to flip the switch on the north wall.
Walk to the south end of the basement. The sliding door in the southwest
corner opened when you flipped the switch on the wall before. Go in there.
Be careful down here in the caves; there are some weak enemies to fight.
Follow the path to the left, and you'll come to the Wardrobe Room. Use the
key from the secret room in the basement to open the door. Now, look
carefully. Along the north wall of the Wardrobe Room is an invisible chest.
Just look closely for a lighter, discolored spot in a nook in the wall, next
to the second torch from the left. The invisible chest is not locked.
The invisible chest has FALSE COIN, and MASS CURE
CREATE FOOD, EXPLOSION: Leave the Wardrobe Room and this time, explore
over to the right. You'll come to the wine room. There's nothing here but
grapes. But wait! Just south of the wine room, there's a spot on the wall
with two torches right next to each other. Stand next to the two torches,
and walk straight to the right. It's a false wall.
The area beyond the false wall has various goodies, including armor to
the south and CREATE FOOD to the east. It's on the corpse that just looks
like a pair of legs, up there by the debris. Finally, go north.
Fight the gazers and pick open the chest. Inside, you'll get EXPLOSION,
and a key. Use the key to open the door to the right. The glowing orange
thing is a transporter that will take you back to the Sleeping Bull Inn.
NB: At this point, you're lugging around six or seven scrolls. They're
not very heavy, but they take up a lot of visual space in inventory. I
like to make a pile of magic scrolls right outside the Sleeping Bull, so I
remember to take them all with me when I go to Moonshade.
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Wilderness and Goblin Village: BLINK, DETROY TRAP, PROTECTION
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BLINK: Ruined building at 59 South, 65 East. The scroll is practically
buried in the overgrowth. Look for a pink shine just inside the northwest
corner of the ruined walls. By the way, this spell doesn't work, so get it
just for fun and to complete your Spellbook.
DESTROY TRAP: Wilderness. Hollow Tree at 77 South, 16 West. This is
just like it sounds. One thing: this is in the woods north of Knight's Test,
just north of the goblin rendezvous, so expect to get some static from them.
PROTECTION: Goblin Village. Hollow Tree at 19 South, 26 West. This is
one is very optional. Some people like to raid the Goblin Village after they
get back from Moonshade, which is fine. Besides, there is another PROTECTION
scroll available at Stefano's old place, before you get the Spellbook. Also,
please note that this hollow tree is brown, not gray, and doesn't have that
black hole in the front side of it.
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Selina: COLUMNA'S INTUITION
---------------------------
COLUMNA'S INTUITION: Before you go to Moonshade, you'll need to have
Selina in your party, at least for a short time. You can steal this scroll
right out of her backpack. In fact, you can steal anything you want from
her, except her blink ring. Don't worry if you forget this one; there will
be other opportunities to get it.
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{ 2. Scrolls Available in and Around Moonshade }
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That's a Lot of Scrolls
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After freeing Captain Hawk, set sail for Moonshade with Flindo, Kane, and
Kane's parrot. There are a ton of scrolls to get here, so starting from the
spot where the ship lands after the sea voyage, walk northwest:
GREAT LIGHT: Shack at 94 South, 97 East. Careful, the dark monks at this
place are strong, if you are weak. A fight against scorpions outside of the
shack can result in a lot of running back and forth while both fights
respawn.
PROTECTION, FALSE COIN, CREATE FOOD x2: Stefano's old house. There is a
hollow tree at exactly 82-83 South, 101-102 East. Please note this is not a
normal looking hollow tree. It's brown, not gray, and it doesn't have that
big hole in it. The key is hidden in the tree. Use the key to open the
nearby building. Beware the traps hidden inside, especially the buzz saw in
the wall after the second door, and the exploding chest.
INVISIBILITY ALL: Vasculio's basement. 67 South, 112 East. Walk to the
north end of the building and down the stairs. You'll see the scroll amidst
the rats.
FIRE RING: Telescope at 57 South, 124 East. That thing in the northwest
corner of the building is an awkward staircase leading up to the telescope
and the scroll.
ENCHANT MISSLES: Julia's bedroom. The Ranger's building is at 73 South,
127 East. Enter and go north to a small room with a desk and a staircase.
Steal the key from the desk and go upstairs. The scroll is just lying there.
If you're too scared to steal from Rangers, man up! And, if you're still
too scared, run away, because you can get this spell from Gustacio for free
later on.
SWORDSTRIKE, MIND BLAST, CAUSE FEAR: Pothos' shop at 79 South, 138 East.
Wait for the automaton to take his leave. His patrol pattern will take him
downstairs. Pick the chests behind the counter. The southern one has the
scrolls. (Save first; you might get caught here).
REVEAL: Torrissio's house at 84 South, 142 East. It's in the nightstand
by his bed.
TIME STOP: Columna's basement at 85 South, 149 East. Walk in and open
the chest by the statue. Use the key inside to open the basement door.
Beware the buzzsaw in the basement floor. It's right at the bottom of the
stairs, so it's hard to avoid.
SUMMON: Gustacio's basement at 91 South, 152 East. Enter and walk to
the greenhouse in the northeast corner of the building. Go down the stairs.
The naga probably won't aggro on you. Take the scroll.
TRANSLATION, CREATE FOOD, HEAL: Seminarium at 93 South, 150 East. You
probably already have these spells. CREATE FOOD is the most common scroll
in the game. For example, there are five of these in the kitchen in
Moonshade City Hall. Also, your Spellbook comes with HEAL and TRANSLATION
already in it. Leave these scrolls alone, because TRANSCRIBing doubles is
just a waste.
RESTORATION: Mortegro's place at 64 South, 146 East. You can go in the
front door, but right away there's a locked door in your path. Don't worry,
the key is right there on the table on the south side of the antechamber.
The scroll is in Mortegro's desk.
COLD STRIKE, CREATE ICE: Frigidazzi's place at 77 South 150 East.
First of all, Frigidazzi has a goblin, so don't freak out and kill it.
Enter and walk into the dining room on the left. There's a red rose in a
blue vase on a table in the corner. Move the vase to reveal a key. The
key will unlock Frigidazzi's icebound laboratory (the door on the north side
of the dining room). COLD STRIKE is sitting on a pedestal. CREATE ICE is
in the chest.
FIRE SNAKE, PARALYZE: Rotoluncia's place at 74 South, 155 East. Walk
all the way to the back. Pick open the chest by her bed. Both scrolls are
there; one might be on top of the other. Now, this isn't a big deal, but do
you see that pouch on Rotoluncia's table? There's a serpent tooth in there.
Steal it.
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{ 3. Erstam, Getting the Spellbook, and TRANSCRIBing }
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Erstam
------
FLASH, DETER, STOP STORM, ERSTAM'S SUPRISE: Once you make it to Erstam's
Island, these scrolls will all be easy to find. All four are on the first
floor of Erstam's house. They're not hidden. Look in wooden crates, and one
is in a chest. Now, jump through Erstam's silly hoops until you have the
Serpent Jawbone. Erstam will also give you three serpent teeth. Put all of
those teeth, and the one you stole from Rotoluncia's place, into the Jawbone.
That's four teeth altogether.
FIRE FIELD, MAGIC UNLOCK, COLUMNA'S INTUITION: Furnace. You stole that
serpent tooth from Rotoluncia's house, right? You need it for this part.
If not, no worries. You already have COLUMNA'S INTUITION from Selina, and
Gustacio will give you FIRE FIELD and UNLOCK MAGIC for free. If you still
want the scrolls anyway, go to the nearest Serpent Gate. Erstam has a gate
in the south end of his shed. Double-click on the gate. Now, you're at the
center of the Dark Path. From here, walk straight left, then turn up. This
gate will take you to Furnace. The scrolls are on that corpse.
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Getting the Spellbook
---------------------
Finally, you can get your Spellbook. Take any serpent gate back to the
Dark Path. From the center, walk straight right, then turn up. This gate
will take you to Monk Isle. You'll be in the basement below the abbey, so
get yourself up the stairs and go outside.
I know you've been to Monk Isle before, when you get killed and the monks
resurrect you. But this time, you're going to gather three fresh mandrake
roots from the swamp at the north end of the island. Only fresh mandrake
roots from the swamp will work. They might be hard to see. They're all
around the edges of the swamp. They look like little brown dolls lying in
the brown mud between the grass and the green swamp.
Once you have three mandrake roots, you need to go back to Moonshade, so
go back to the Serpent Gate in the basement. From the center of the Dark
Path, walk left, and take the first turn down (2nd turn down goes back to
Erstam). Give the three mandrake roots to Fedabiblio, the teacher at the
seminarium in Moonshade (93 South, 150 East, right by the Moonshade Serpent
Gate). Fedabiblio will ask you copyright protection questions, and then
give you your new Spellbook.
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TRANSCRIBing
------------
It's time to TRANSCRIBE! Take all your magic scrolls out and make a huge
pile. That's a lot of scrolls. You'll need to cast TRANSCRIBE about 27
times to put all these new spells into your Spellbook (a couple more if you
did the Silver Seed). That's going to take a ton of reagents--about 27 black
pearl and 27 spider silk--and a ton of Mana.
You can deal with the reagents issue one of two ways. 1) Do the Silver
Seed now and get the Ring of Reagents... and never think about reagents
again, or 2) You can buy black pearl and spider silk from Pothos. If
you're worried about the price, you worry too much. Remember, you're about
to put FALSE COIN into your Spellbook. TRANSCRIBE that one first, then just
make some money for reagents.
The Mana issue is also easily solved. The Avatar will recover Mana
during sleep. So get out your bedroll, or use Stefano's new place. It's
just north of Gustacio's, and no one is using it right now. Just remember,
if the Avatar goes to bed hungry, he/she will recover nothing.
DOUBLES: Try to sort out any doubles from you pile of scrolls. If
you cast TRANSCRIBE on any scroll that you already have in your Spellbook,
the normal Mana and reagents will be consumed and the scroll will disappear,
for no benefit at all. Common doubles are:
CREATE FOOD - this is the most common scroll in the game.
TRANSLATION - comes pre-loaded in your Spellbook.
HEAL - comes pre-loaded in your Spellbook.
FALSE COIN - it was at Sleeping Bull and at Stefano's old place.
COLUMNA's INTUITION - Selina and right after getting the Jawbone.
PROTECTION - Goblin Village and Stefano's old place.
And, if you did the Silver Seed:
SWORDSTRIKE - Steal from Pothos and also in Aram-Dol's treasury.
MAGIC UNLOCK - three of these in the Outpost and one right after Jawbone.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
{ 4. Buying Spells Before The Mountains of Freedom }
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
Once you get your Spellbook, you can start buying spells from Mortegro,
Columna, Melino, and Torrissio in Moonshade. You can also buy from Elissa,
if you have the Silver Seed.
--------
Haggling
--------
If you want to haggle, all of the mages let you do it (with the exception
of Mortegro's 9th circle spells). I haven't seen the exact game mechanics
for this, but after much trial and error, they go something like this:
Your first counteroffer should be 55% of the mage's first asking price.
After that, raise your offer by 8-10% then about 6-8%, then less and less
until either you are haggling over a small pittance or else the mage will
haggle no more (without insulting the mage). That's when you've reached the
lowest price the game will allow.
For this guide, I'm just going to give the mages' asking prices. If you
want to bargain them down, go for it.
----------------------------
The Special Case of Mortegro
----------------------------
You only get two small windows of time during which you can get spells
from Mortegro. Once you get the Spellbook, you can buy spells from him.
Stay away from Frigidazzi, though, because once you get back from the
Mountains of Freedom, Mortegro will be gone.
Much later in the game, you can find Mortegro at the Temple of Tolerance.
In fact, you'll need to go see him there to get the spell SUMMON SHADE. If
you wait until then, Mortegro will sell you his spells for half price, but
it's better to buy them now. Even at half price, his spells are very
expensive, and it would be a pain to haul 1150 guilders all over the Gorlab
Swamp, Great Northern Forest, Skullcrusher, and the Great White North. Plus,
his death spells are cool, and you'll want to get them early so you can use
them.
-------------------------
What to Buy from Mortegro
-------------------------
You can also buy these three spells from Ensorcio (Sleeping Bull) and
Elissa (Silver Seed), if you want to run all over the place (neither has all
three of them), change coinage, and wait forever. I'd say just buy them now.
9th Circle:
DEATH VORTEX - 500 guilders
MASS DEATH - 600 guilders
IMBALANCE - 1200 guilders
------------------------
What to Buy from Columna
------------------------
We'll buy a lot of spells from Columna, but that doesn't make her a good
person.
1st Circle:
LOCATE - 52 guilders or 35 gold coins
3rd Circle:
CURSE - 112 guilders or 75 gold coins
MASS PROTECT - 150 guilders or 100 gold coins
(If you have the Silver Seed, you can get this scroll in Aram-Dol's lair,
a.k.a. PROTECT ALL)
4th Circle:
MASS CURSE - 165 guilders or 110 gold coins
5th Circle:
INVISIBILITY - 232 guilders or 155 gold coins
(I would buy it now. If you're money conscious, there's a scroll in
Shamino's castle and another in the Castle of the White Dragon, but
that's not for a long time).
6th Circle:
CREATE AMMUNITION - 262 guilders or 175 gold coins
7th Circle:
ENERGY MIST - 375 guilders or 250 gold coins
POISON MIST - 420 guilders or 280 gold coins
-----------------------
What to Buy from Melino
-----------------------
"Melino won't sell me spells!" Don't be daft. You just haven't
TRANSCRIBEd any of your magic scrolls into your Spellbook yet. That's the
game switch. Just go TRANSCRIBE any spell scroll, even CREATE FOOD will
work, and then Melino will sell you spells. Oh, and don't ask him about the
stockings. That would be tasteless, and he'll never speak to you again.
We'll buy all the spells we can from Melino. I feel bad for the guy, and
it's cheaper that way.
6th Circle:
BETRAY - 217 guilders or 145 gold coins
DISPEL ILLUSION - 240 guilders or 160 gold coins
7th Circle:
ENERGY FIELD - 345 guilders or 230 gold coins
MASS AWAKEN - 375 guilders or 250 gold coins
8th Circle:
FETCH - 427 guilders or 285 gold coins
(I keep finding new uses for this; it's fun to experiment with).
--------------------------
What to Buy from Torrissio
--------------------------
Torrissio is a d***. Don't buy his CREATE AUTOMATON spell unless you
want to add the defeated guards to your party in Freedom, because there's a
scroll for it in the next part of the game, right after that. If you haggle
for CREATE AUTOMATON, the mechanics are different. You'll probably need to
offer more than 55% of his asking price, and he'll never go lower than 550
guilders.
7th Circle:
MASS MIGHT - 400 guilders
LIGHTNING - 350 guilders
--------------------------
The Special Case of Elissa
--------------------------
Elissa is only available if you have the Silver Seed. You'll find her in
the starting castle, Serpent's Fang. She'll be working in her lab in the
northwest corner of the basement. You don't need to buy anything from her,
because you can buy these spells from Ensorcio later. But, if you think
these spells sound fun, and you want to get them early, here's what to buy:
5th Circle:
MASS SLEEP - 250 gold coins
7th Circle:
VIBRATE - 350 gold coins
(It's fun to experiment with. Try it on animals, mages... Luther?)
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
{ 5. Mountains of Freedom, Gustacio, Furnace, and Ensorcio }
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
--------------------
Mountains of Freedom
--------------------
Way to be, smartguy. There's only one magical, death-trap prison in the
whole game, and you got sent to it. Don't worry, though. It's so
over-crowded, you'll be out in an hour.
To be a model inmate, and make the most of yourself after your release,
keep an eye out for rare reagents while you're here, especially bloodspawn
and stoneheart. There's a decent supply of bloodspawn in the barrels near
the west end of the first level. There's some good stuff in the lab right
after the first transporter, too. Of course, if you had the Silver Seed...
GREAT HEAL: It's not hidden. You'll meet up with Stefano and recover
the Black Sword, then walk north to a transporter. There, you'll fight
Lorthondo's skeletal dragon. Just south of here, in his bedroom, Lorthondo
keeps a GREAT HEAL scroll in a chest with some other goodies. (If you have
the Silver Seed, you may already have GREAT HEAL).
TELEKINESIS, COLD BLAST: After you find GREAT HEAL, along with the key,
head east to the room with two blue levers. There's a CREATE FOOD scroll in
one of the chests here, but who cares? Throw the levers and go through the
next transporter. From here, if you go north, you'll find the TELEKINESIS
and COLD BLAST scrolls. TRANSCRIBE them both into your Spellbook. Now go
south. Kill the Cyclops and search the pile of corpses for another
TELEKINESIS scroll. You can use the second TELEKINESIS scroll on the winch
to lower that drawbridge, so you can get to the lever room.
That's it for significant Spellbook stuff in Freedom. There's still one
more thing to do though, once you get out, and it's very important.
CHILL: After you get out of Freedom, reunite with Shamino. Follow the
road west past the Ranger building and out of town. Shamino will be milling
about around 80 South, 110 East or so. Shamino has a present from
Frigidazzi. It's a scroll of the CHILL spell. TRANSCRIBE the CHILL spell
into you Spellbook immediately. This is a plot item, and you only get one
shot at it.
--------
Gustacio
--------
After you get out of Freedom, reunite with Iolo. He's helping Gustacio
conduct experiments to study the magical storms. Ask Gustacio about spells.
He'll ask you to help him conduct his experiments. Agree to help him. He'll
tell you what to do. You'll find his experiment rig north of Moonshade at
37 South, 142 East. After you complete the experiment, return to Gustacio.
He'll tell you to ask Fedabiblio about it. Do so, and watch Fedabiblio's
little movie at the Seminarium. Return to Gustacio. If you successfully
follow his instructions one more time and return to him again, he'll finally
start giving you spells. You already know most of these spells, but ask
for each one, just in case you missed any:
1st Circle:
DETECT TRAP - New spell
CREATE FOOD
2nd Circle:
COLD BLAST
MASS CURE
3rd Circle:
ENCHANT MISSLES
4th Circle:
UNLOCK MAGIC
5th Circle:
CONJURE - New Spell
GEAT HEAL
6th Circle:
FIRE FIELD
7th Circle:
RESTORATION
8th Circle:
DELAYED BLAST - New spell
9th Circle:
SPIRAL MISSLES - New spell
STOP STORM
By the way, don't forget to get the Mirror of Truth from Gustacio. I
always forget to get the Mirror. After he starts giving you spells, ask him
"experiment," and he'll give you the Mirror.
-------
Furnace
-------
Once you have CHILL and the Mirror of Truth, talk to Hawk about leaving
the island. He'll send you to Julia the Ranger. The entrance to Furnace is
at 96 South, 133 East, which is south of Torrissio's house.
Make your way through Ratville, and soon you'll be in the vast,
underground Ophidian city of Furnace, now occupied by Zhelkas and a bunch of
sleeping gargoyles. Zhelkas will lower the drawbridge if you agree to take
the Test of Purity. You'll cross a series of bridges and finally enter the
city near a broken obelisk in the middle of an intersection. From here, walk
east (right) about three blocks until you see big wooden doors on the north
side of the street. That's the Library. There's good stuff in the basement.
SERPENT BOND, INVOKE (SNOW) SERPENT, TELEKINESIS, CREATE AUTOMATON:
Enter the library through the large wooden doors. There's a brass door in
the northwest (top left) corner of the main room. Go through that brass
door, and this small room looks like a useless pile of debris. Nothing could
be further from the truth. Take the key from the corpse, and go down the
stairs in the northeast (top right) corner of the debris room. Fight the
gazer and open the brass boxes. There's one scroll in each box. It's likely
that the only one of these spells you already have is TELEKINESIS, so
immediately TRANSCRIBE the other three into your Spellbook.
If you need reagents, check out the building north of the library. It's
a great place to score rare reagents like serpentinium and zerine.
CHILL, UNLOCK MAGIC: These scrolls are strewn about all over the
underground city. CHILLs are on corpses at the baths and in the Mushroom
Garden, where another corpse has UNLOCK MAGIC. You already have these
spells, so just use the scrolls here in the underground city to save Mana.
--------
Ensorcio
--------
After the Test of Purity, find Zhelkas wandering around, usually in the
area of the library or just west of there. Ask him to leave the city. He
will lower the drawbridge leading out of town. It's near where he lowered
the other drawbridge to let you in.
Before long, you'll be back on the surface. Next stop is the Sleeping
Bull. There, Ensorcio has some spells to sell you. If you already bought
MASS SLEEP and VIBRATE from Elissa in the Silver Seed, disregard those.
You can also buy DEATH VORTEX and MASS DEATH from him, if you missed getting
those from Mortegro. Here's what to buy:
1st Circle:
GREAT DOUSE - 27 guilders or 18 gold coins
3rd Circle:
SLEEP - 90 guilders or 60 gold coins
5th Circle:
MASS SLEEP - 217 guilders or 145 gold coins
7th Circle:
VIBRATE - 330 guilders or 220 gold coins
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
{ 6. The Last Three Spells }
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
If you flip through the pages of your Spellbook, you should have just
three blanks in the whole book: one blank in the 4th circle and two blanks in
the 5th circle. (Three blanks in the 5th if you decided to wait for
INVISIBILITY).
Yes, there are just three more spells left to find. All three of them
are acquired as part of the plot. So, at this point, a normal walkthrough
will give you all the info you need to get those spells In fact, since this
isn't a full walkthough, I'll try to avoid spoilers. But, just for
completeness, here's what they are:
------------
DISPEL FIELD
------------
As you already know, Selina is working for Batlin. You'll meet up with
her again in Spinebreaker. She still wants to kill you, but you'll pluck
this scroll from her corpse.
------------
SUMMON SHADE
------------
Mortegro was helping Gustacio study the teleport storms, but it seems
there was an accident, and now he's in a bit of a jam. As I mentioned
before, you'll find Mortegro at the Temple of Tolerance (61 North, 63 East).
It's easy to help him out. You can just use TELEKINESIS on the winch, but some
people think that's cheating, because the first floor of Tolerance is
supposed to be a magic-free zone (even though it's not). Well, this is a
no-cheating guide, after all.
Okay, if you want to do everything fair, you'll need access to the
basement of the temple. And, you'll need to talk with Sethys eventually, so
you might as well go down there now. The key to the basement is on the first
floor of the temple, in a room with a table and some chairs, at the west end
of the temple. It's just laying there on the floor, to the left of the table.
Take the key.
Now, go down the stairs in the north part of the first floor. Open the
first jailor's door with that key. Walk down to the south end of the jail.
You'll see a man dressed in brown pacing in his cell. That's Sethys.
From Sethys' cell, you can cast SERPENT BOND, and crawl though the little
brown tunnels, fighting rats along the way. The key to the winch room is in
the treasury. Or, you can also use FETCH to get that same key from the
treasury a little easier. Go back up to the first floor and activate the
winch. Mortegro will be so happy, he'll give you a SUMMON SHADE scroll for
free. TRANSCRIBE it immediately.
Oh, and if you like Mortegro, make sure to visit him with a full party
of five, so he can't join you. Trust me, he's better off staying where he
is.
-----------------
CREATE SOUL PRISM
-----------------
I can't say much about this without major spoilers, but you'll learn this
spell from Torrissio after you return his magic wand, the Philanderer's
Friend, to him. Don't go running off to see him as soon as you get it,
though. That comes later; you'll know when. Just hang on to Torrissio's
magic wand for the time being.
By the way, when you do finally get this spell, you'll suddenly need nine
worm gems, even if you have the Ring of Reagents. Pothos has ten worm gems
in a chest behind the counter at his shop, if you haven't already raided it
for the reagents.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
{ 7. Second Chance Scrolls }
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
If you only have the three late-game plot scrolls left to find, then this
section won't mean much to you.
However, if you're like the rest of us, you make mistakes sometimes. You
know, maybe it wasn't really your fault. Maybe you decided to save money by
picking up an INVISIBILITY scroll later in the game. Maybe you used FIRE
SNAKE on Rotoluncia, because you wanted to give her a taste of her own
medicine.
Here's your second bite at the apple. These scrolls are available later
in the game to (possibly) fill in the blank spaces in your Spellbook.
I'm not going to list all the CREATE FOOD and TRANSLATION scrolls in the
whole game here--just good stuff that you might still be missing after buying
Ensorcio's spells.
--------------------------------------------------------------------------
Shamino's Castle: DETECT TRAP, LIGHT, MASS CURE, PROTECTION, INVISIBILITY,
TELEKINESIS
--------------------------------------------------------------------------
DETECT TRAP, LIGHT, MASS CURE: On the south side of the castle, there's
a magic laboratory. Open the door of the adjacent bedroom. In the
southwest corner of the bedroom is an invisible chest with a key inside.
Use the key to open the laboratory closet. The scrolls are sitting in there
on a shelf. There's also a good store of various reagents in the lab.
TELEKINESIS, INVISIBILITY, PROTECTION: In the desk in the room that's
next to the throne room.
----------------------------------
Cave to the North: ENCHANT MISSLES
----------------------------------
ENCHANT MISSLES: Enter the Cave to the North at 28 South, 3 East. Walk
west until you get to a large boulder, where you will turn south. Fight some
dark monks. Pick open the locked chest at the end of this corridor to find
the scroll.
-------------------------------------------------------
Ice Dragon Island: DETECT TRAP, COLD STRIKE, GREAT HEAL
-------------------------------------------------------
Take the ice raft to the island. Enter the cavern at 93 North, 11 East.
DETECT TRAP: Walk in and make the first turn south, then east. You'll
be teleported to another hallway that looks almost the same. Go west. The
scroll is on the corpse by the two-handed sword.
COLD STRIKE, GREAT HEAL: Starting from the DETECT TRAP location, walk
north, then turn west and walk until you're transported. When that happens
turn around and walk east until you're transported again. The scrolls are
on the corpse dressed in blue robes.
----------------------------
Temple of Emotion: MASS CURE
----------------------------
MASS CURE: The entrance to the Temple of Emotion is right after
Skullcrusher, at 22 North, 50 East. The scroll is just sitting on a table
at the south end of the temple.
-----------------------------
Wilderness Ruins: DETECT TRAP
-----------------------------
DETECT TRAP: Wilderness at 47 north, 70 East. I think this was put here
just for irony, because it's inside two traps. First of all, it's in a brass
box, which will explode when you open it. Also, if you walk into the room
that the box is in, or push the button right outside of that room, a sliding
brass door will shut, possibly trapping you inside. So,, don't walk into the
room with the box. Stand outside of it, open the box from there, watch it
explode, then grab the scroll. If you get trapped inside the room, use
TELEKINESIS on the button on that short pillar.
--------------------------------------------------------------------
Temple of Tolerance: COLD BLAST, INVOKE (SNOW) SERPENT, SERPENT BOND
--------------------------------------------------------------------
The Temple of Tolerance is after Skullcrusher at 61 North, 63 East.
First, get the gold key in the room, on the first floor, west of the big
serpent statue. It's laying on the ground, just left of the table.
COLD BLAST: Go down the stairs behind (north of) the big serpent statue.
Open the jailor's door with the gold key, then walk over to the left. The
scroll is half under a brass table, by the treasury.
INVOKE (SNOW) SERPENT: First floor. It's in the room with the winch.
The key is in the treasury. (see SUMMON SHADE section for more help getting
into the winch room).
SERPENT BOND: First floor, just southwest of the serpent statue.
Mortegro: After you free him, he'll sell you any of his spells for half
price. But, he'll only take guilders.
-------------------------------------------------------
Spinebreaker: CREATE AUTOMATON, FIRE SNAKE, CREATE AMMO
-------------------------------------------------------
Enter Spinebreaker after Skullcrusher at 39 North, 96 East.
CREATE AUTOMATON: In the showdown room. There are offices on the west
side of the main room. Look in a desk along the east wall of the second
office.
FIRE SNAKE: In the showdown room. There are little rooms on the east
side of the main room, too. It's well concealed under a pile of debris.
It looks like you can't reach it, but just take it. It'll let you.
CREATE AMMO, CREATE AUTOMATON: There's a cavern over to the west of the
showdown room. No need to walk through the fire. Double-click the chest on
the right. It'll explode and drop the scrolls.
---------------------------------
Temple of Enthusiasm: GREAT LIGHT
---------------------------------
Enter Enthusiasm after Skullcrusher at 80 North, 140 East. Or, take the
serpent gates after you have Batlin's serpent teeth, after Spinebreaker.
It's the gate in the bottom left corner of the main room, then turn left.
GREAT LIGHT: It's just sitting there in the library. TRANSLATION, too.
----------------------------------------
Castle of the White Dragon: INVISIBILITY
----------------------------------------
INVISIBILITY: It's in the room with the Nightmare. There's a desk in the
southwest corner of the room. Yes, I see the HEAL scroll, too. I just don't
care much.
--------------------------
Isle of Crypts: TRANSCRIBE
--------------------------
Obviously, this won't help you, because TRANSCRIBE comes pre-loaded in
your Spellbook. Read this anyway, because there's a juggernaut hammer in
the same chest.
TRANSCRIBE: Enter the Isle of Crypts at 12 North, 44 West. Turn south at
the five serpent rugs, and you'll come to the "Place of Meditation," i.e.
Chapel. In the middle of the south wall, there is a false wall or a hidden
door, or I don't know what, because I can't get the friggin' thing to open.
But, watch this. Cast TELEKINESIS on the brass box in there. It just says
"Locked." Cast TELEKINESIS on it again, and it's destroyed. Now, cast
FETCH on the scrolls. TRANSCRIBE is underneath a non-magical scroll, which
says something about using the juggernaut hammer on some lizard. Too bad
FETCH doesn't work on that hammer.
Now, I feel bad for dangling that juggernaut hammer in front of you.
Well, how about this? Go to 29 North, 115 East. It's near the entrance to
Spinebreaker. You'll find your juggernaut hammer in there. The nearest
serpent gate is Ethicality (bottom right corner of the main room, then go
down; you'll have the tooth after Spinebreaker).
----------------------------------------
Sunrise Isle: SEE THIRTEEN SCROLLS BELOW
----------------------------------------
I probably shouldn't even list these, because this place is way, way too
late in the game for these spells to do you any good now.
However, maybe you just want to be able to say, "I beat Serpent Isle
with a 100% complete Spellbook." Then for you, these scrolls are available
literally at the end of the game:
VIBRATE, CREATE ICE: After the two bridges of flame, you'll enter the
keep. Turn left and walk west down the hallway. At the end of the hallway
is a brass box. There's a pouch on the table. Use the green key in the
pouch to open the brass box. Hint: don't walk into the room with the box;
stop as soon as you can see the pouch. If you walk into the room, a magic
field will form around the box. If that happens, use DISPEL FIELD to
neutralize it.
MASS DEATH, DEATH VORTEX, SUMMON, SPIRAL MISSLE, IMBALANCE, TIME STOP,
SWORDSTRIKE, SERPENT BOND, FIRE RING, INVOKE (SNOW) SERPENT, FIRE SNAKE:
These eleven scrolls are just sitting there, each perched on its own pedestal
in the very last room in the game.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
{ 8. The Silver Seed Expansion }
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
It is not necessary that you complete the Silver Seed to finish the game,
but it sure does help. As far as spellcasting goes, the only important thing
in the Silver Seed is the Ring of Reagents
I have included the location of the scrolls, however there are two
problems with the scrolls in the Silver Seed. 1) It is difficult to describe
their locations, because the sextant will not function here, and 2) They
are all almost completely useless. The only unique scroll in the Silver Seed
is PROTECT ALL (a.k.a. MASS PROTECTION), but this spell can be purchased from
Columna of Moonshade for less than 150 guilders.
----------------
Ring of Reagents
----------------
RING OF REAGENTS: a.k.a. Ring of Shal. The Fiend's lair is one of four
mini-dungeons in the Silver Seed, located in the eastern wall of the cavern
surrounding the castle. You'll go through the first level without incident,
fighting nagas and minding the trapped hallway just south of the stairs.
Proceeding down the stairs to the second level, walk east a short ways.
You'll see a corpse on the other side of the wall. The false wall is just
south of that corpse, so walk right through. Just beyond the false wall is
another staircase leading down.
Here on level 3, walk southeast to a room littered with corpses. Fight
the wildmen there and continue south. You'll soon see a trail of gold coins
spread out like bread crumbs. Follow the trail north. It will lead you to
a room with a serpent sword. Just north of the serpent sword is another</pre><pre id="faqspan-2">
false wall, so walk right through and go all the way north. Turn west at
the T-intersection. Go up the stairs.
You're almost there now. Fight the armors, then head south and fight
some more. In the southeast corner of this level is a room with, yes, a
third false wall, again in the north wall of the room. This false wall
takes you to a room with a broken robot and a pile of debris. Great, for
all that, we just got jack sh... wait a minute! Move some of the rocks in
the pile away. It's underneath; do you see it? Keep moving rocks away
until you uncover a little gray ring, the RING OF REAGENTS. Put it on the
Avatar's hand immediately.
-----------------------------------------------------
Aram-Dol's Lair: PROTECT ALL, GREAT HEAL, SWORDSTRIKE
-----------------------------------------------------
It's not critical that you get these, but here they are. The entrance
to Aram-Dol's lair is along the northern wall of the cavern surrounding the
castle. Go through the jailor's door and walk all the way north, to the
northernmost staircase. Go down the stairs.
To get through level 2, just remember that you want to end up at a ruined
building just a little bit northeast of your where you started, at the stairs.
There are different ways to get there, so just try to make your way up and
to the right. If you're doing this part of the game early, beware the
Arachnians. When you find the ruined building, you'll see a staircase leading
down in the middle of it. Forget about the Arachnians and go down the stairs.
This is level 3, and you're right outside of Aram-Dol's swanky apartment,
but you're a long ways from getting inside. Take the orange transporter.
PROTECT ALL: Right after taking the transporter, you'll see a corpse.
It's half-buried under the debris. The scroll is on the corpse.
Moving on, proceed through level 4, finding the key hidden behind the
gold pedestal, throwing the blue lever, and discovering the false wall behind
the big rock in the northwest corner.
Next thing is a level puzzle. Lucky you! First room, pull lever 2, then
push the yellow button on the wall. Second room, levers 1, 2, and 5.
Third room, levers 1, 2, 3, and 6. Go up the stairs. Once up there, don't
go through the door. Walk east through a false wall on the right.
Now you're in a crypt with six stone biers. That little fleck of green is
a key, so grab that. Go to the middle-north (middle-top) bier, and walk north
through the false wall into the secret crypt.
GREAT HEAL: After the false wall, you'll be in another room with another
six stone biers--a secret crypt. There's a pouch hiding behind the northwest
(top left) bier. The scroll is in the pouch.
Now, from the secret crypt, take the stairs leading down. Walk through
the flames (they're just illusions) to find another green key. Go back up
the stairs, and then south through the false wall. Open the locked jailor's
door, and head upstairs.
There are two skeletal dragons here, but you can take them. In the
chamber where you find the second dragon, there's a corpse with four
bandages. Just north of this corpse is yet another false wall.
You're almost done. Now you're in a long hallway with a bunch of armor
baddies. Walk the length of the hallway, and the doors to their cells will
open. Each cell has a switch on the wall. You have to flip every switch
and finally throw the lever at the north end of the hallway.
SWORDSTRIKE: I never say this, because you should remember to do it
yourself, but save here. The battle with Aram-Dol is not like anything else
in the game. Remember, only magic weapons can hit him. Also, he attacks
with fire, so tell Boyden to hang back in the previous room. If you
survive, the scroll is in his treasury. However, the other stuff in Aram-
Dol's pile of goodies is way, way better--especially considering you can
steal a SWORDSTRIKE scroll from Pothos of Moonshade, anyway.
----------------------------------
Outpost: MAGIC UNLOCK, TRANSLATION
----------------------------------
I'm not going to be very descriptive here for a few reasons. For one
thing, you don't need these scrolls for your Spellbook, at all. TRANSLATION
comes pre-loaded into your Spellbook, and MAGIC UNLOCK is available in many
locations, including as a free gift from Gustacio. Second, these scrolls
would be hard to miss. If you just play through the Outpost normally, you'll
see them. Since there's no reason to save these scrolls for your Spellbook,
feel free to use them while playing through the Outpost. In fact, they can
both be pretty useful in the Outpost, just not anywhere else.
Cross the little bridge and fight the scorpions. South of them, there's
a false wall on the left side of the corridor. Throw the gold lever and go
back to the corridor. Walk a little north, and you'll see the secret door
that the lever opened on the right side of the corridor. You'll get trapped
in a room between two magic field. Push the buttons on the walls in this
order: top right, top left, bottom left (that's right, the witch lied to
you). Proceed. Find a key and a lighting whip on these various corpses.
Open the next door, then just walk right through the next two doors (they're
illusions.
From there, if you go south first, you'll come to four brass boxes.
Pick open the bottom left box for TRANSLATION and two MAGIC UNLOCK scrolls.
But, if you go north first, you'll come to a ruined library.
TRANSLATION and MAGIC UNLOCK are in plain view on the table.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
{ * * * THANKS AND CREDIT AND LEGAL STUFF * * * }
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
Thanks and Credit to:
GlassGiant.com, for the sweet ASCII art.
Dan Simpson, for making such a great walkthrough.
Comments, corrections, concerns, queries, additions, and subtrations are
all welcome. Please direct them to me, Joe Murphy, at
[email protected].
Thanks and credit will be posted in this section for anything I use in
future updates.
Copyright 2012 Joseph N. Murphy
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
The following websites have the author's permission to display:
www.GameFAQS.com
www.Neoseeker.com
Version history
1.0, 20 Jan 2012: Original.
1.0a, 22 Jan 2012:
- Corrected typo in "What's the Point of This Guide?"
- Added description of brown hollow tree in Goblin Village.
- Added note on FETCH.
- Added Elissa's location.
- Corrected typo in Ensorcio section.
- Significant revisions to the SUMMON SHADE section.
- Added location of Temple of Emotion to that same section.
- Revised Temple of Tolerance section in line with SUMMON SHADE section.
- Added entrance location to Spinebreaker section.
- Added location to Temple of Enthusiasm section.
- Added location of Temple of Ethicality to Isle of Crypts section.
- Replaced my word "rubble" with the in-game word "debris" throughout.
1.0b, 25 Jan, 2012:
- Updated author's permissions to display to include Neoseeker.com
Hey kids! Do you know what time it is?
*Plays the jingle*
* Well I've got no money and I've got no friends. *
* Took a bath today, and came out with the bends. *
* Cheer up, Charlie; here's the place to start! *
* It's time for Celebrity ASCII ART!!! *
It's time to play Celebrity ASCII Art, everyone! Are you excited? Of
course you are. Here's how we play:
The piece of ASCII art below, generated by GlassGiant.com, depicts a
well-known individual. Anyone can play. The first contestant to identify
the celebrity depicted and notify the game judge, me, at
[email protected]
will be honored in the Thanks and Credit and Legal Stuff section of this FAQ.
Additionally, the winner will be allowed to change any one item of this
FAQ to a piece of misinformation of the winner's choosing, subject to game
judge's approval. All decisions of the game judge are final!
This FAQ will be updated once a winner has been chosen, so if you're
reading this, you've still got a shot at winning!
Now, let's play Celebrity ASCII ART!!! Concentrate, and take a look:
NMMMNND8D8DDDDDDDD8D8DDNNNNNMMMMMMMMMMMMMMMMMMMMMMMDMMMNNMNMNNNNMMN8DNMNNMNNNM
NNMMMMMMMNNNDD888DDNNDNNNNNNMMMMMMMMMMMMMMMMMMMMMMMMDDMNMMNNNMMNMDDDNMMMMMNNNN
MMMMMMMMMNMMMMMMMNNMMMMNNMMMMMMMMMMMMMMMMMMMMMMMMMNMMN88DNNNNMDNMNMMMMMMNNNMND
MMMMMMNMNNNMNMMMMMMMMMMMMMMMMMMMMMMMMMMMMMNNMMMMMNNMMMZ8Z88DNNNNNNMNMMMMNMMMND
NNNNNNNDNNMNNNNNNNNMNMMNNNMMMMMMMMMMMMMNNNMMMMMMMNMMMMMNN88DNMDNNNMNMNMMN8NNMD
DNNNNDNNDNNDDNNNNNNNMNMNNDNNNMMMMMMMMNNNNNNNNNNNDDDNMNNZMNNNMMNM8NMMMND8NNMNND
DDDDD8D88DDNNNNDDDDNNND888NNMMMMMMMNDNNNNNMNNNMMMNNNMNNNDNNMNNDDNNMMNMMMNM88ND
DDDDDDDDDDDDDNNNDDD8D88DDDNNNMMMNND88DNNNNNMMMMMMNMNMNMNNDDD8D8DNNMDNMDODDNMNN
NNNNNNNNNNNMMMNNNNNNNNNDDNDNMNNDO88DDNNNNNNMMMNDMMMNMNNNDD8DN8DOOMNNND8OO8DDNN
NNNNNNMNNNDDNNNNNNDNNND888DND8888D8NNNNNMMNMMMMMMMNNNN8OZ$ZDD888D88DDOOOOOZ88N
NNNNDNNNNNMMMNNNDMNDDD8NDDDD8DO8O88O88DNNNMMMMMMNNNN8Z$III77ZODDNN8D8DOOOOOO88
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8D8NMMMMMM~~==+++NMDMMMM~?7$$77II?NOODMMMMMMMMMMNNMMDD88OD88DD8DDNDDNDDNNDNNO8
88DNMMMMMMMO=~~=~==NMMMMMM=I$$$7777?N$8N8DZZOZO88NMMOOOO888NDDDNNDDDDNDNND8OO8
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