Viper Island Quest

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WAD · VIPER ISLAND · COMPLETE ENGLISH WALKTHROUGH

The Serpent Covenant expedition, from the old route key and the first voyage to cleansing the Living Heart and unlocking Tarnstead. Follow 35 steps across 11 chapters, with every puzzle answer, labelled map and trial explained. You can complete the expedition solo or in a party of up to five.

Before you set out

  • Progression stage after Storm Island; bring King / Destruction gear or better, plus combat supplies.
  • The existing Devil Hills access quest is done. If you do not have it, start at step 1.
  • 6000 gold for the trip at Rolfe, or 175 gold at Blacktide.
  • Recipes and crafting materials are optional for finishing the story.

Coordinates and map markers

  • x,y,z means position and floor. z=7 is the surface; lower z is higher up, higher z is underground.
  • Use the indicated object while standing next to it. The yellow frame marks its tile.
Viper Island — surface overview
Viper Island — surface overview

Five landmarks

  1. 1 Captain Venomwake's dock
  2. 2 Camp: Sareth, Ilyra and Orven
  3. 3 Northern fortress
  4. 4 Southern lighthouse — first station on z=6
  5. 5 Eastern watchtower — first station on z=6

Markers 4 and 5 show where the buildings are. The actual stations are one floor above the surface; detailed maps are next to the steps.

Camp — the stops of Sareth, Ilyra and Orven
Camp — the stops of Sareth, Ilyra and Orven

Three separate stops

S — Sareth stays in the main camp hall. I — Ilyra and O — Orven have separate stops north-west of Sareth; the map shows their current places.

  1. S Cartographer Sareth · 31301,33105,7
  2. I Alchemist Ilyra · 31275,33073,7
  3. O Forgemaster Orven · 31282,33087,7

Walk up to the NPC you need and say hi, then mission. Confirm with yes when asked; if the objective is still running you hear a reminder of the goal and the counters. The stops are far enough apart that one greeting starts only one conversation. The maps next to the steps show the exact place of each NPC.

Markers above NPCs: an exclamation mark means an available expedition, an arrow an objective to do, a green question mark a report ready to hand in, and a present the finale to collect. In the Quest guidance window turn on Show quest markers. Waiting, finished and locked states have their own visibility toggle.

Your tower cipher

Use !viperquest and read your own prism symbol in the Tower cipher line. Use the corresponding row below; another player's answer may be different.

Your prism symbol Step 10: Prism Step 14: Condenser Step 15: Mirrors Step 16: Charts Step 17: Mechanism
Fang Fang Eye Coil Fang Eye
Eye Eye Coil Fang Eye Coil
Coil Coil Fang Eye Coil Fang

The lighthouse mechanism uses the condenser answer. The in-game labels are Fang / Eye / Coil. The distillation in step 22 has its own answer.

Shared rules of the five trials

First use of the station: report ready for 30 seconds. Second use: starts the trial. Party members must also report ready and stand close. The limit is 5 players in total; solo works too.

Phases end when the objective is done, with no forced waiting. Between waves you see a 3 → 2 → 1 countdown. The mirror is sealed during the trial; clicking it does not cancel your run. After the last phase the progress is saved and you return to the island automatically. Check the current objective and the number of enemies with !viperquest.

01. Access and travel

You start after Storm Island, before the expedition to Viper Island.

Step 01: Collect the old route key

Location: 31777,31564,8

  1. If you already finished the old Tarnstead access quest, skip to the next step.
  2. Otherwise finish the current stage in Devil Hills and use the chest marked on the map. You receive a dragon key and the access record.
  3. Bring at least 1 free capacity point. A key received from another player does not replace finishing the quest.

How you know it is done: The chest grants the key, and Admiral Rolfe agrees to sail you to Viper Island.

This guide covers the new Viper chapter. The earlier Storm Island and Devil Hills quests are done along their existing path.

Devil Hills — the key chest
Devil Hills — the key chest

Step 02: Sail to Viper Island

Location: 31770,32613,7

  1. Walk up to Admiral Rolfe. Bring 6000 gold for the trip.
  2. Say the words below in order and confirm the journey.
  3. Alternative: Captain Blacktide at 31401,32895,7 offers the same direction for 175 gold.
  4. You land on 31193,33068,7. From there head to the camp in the south-east of the island.

Say in order: hi → viper island → yes

How you know it is done: You are standing next to Captain Venomwake on Viper Island.

Admiral Rolfe — where the trip starts
Admiral Rolfe — where the trip starts

02. Take the mission

Every participant starts and reports their own mission separately.

Step 03: Talk to Cartographer Sareth

Location: 31301,33105,7

  1. Go to the camp and walk up to Sareth, marked with the letter S.
  2. Start the dialogue. Only confirming yes begins the sample collection.
  3. Read the journal entry that follows. It shows your chapter, the counters and the later hints for the towers.
  4. After every newly recorded action you see Your questlog has been updated. In the normal Quest Log → Viper Island - Serpent Covenant you can check completed objectives and counters. Reusing a finished objective does not report new progress. Inside trials the save happens when the trial ends; readiness, repairs and the current phase have their own messages.

Cartographer Sareth

Say in order: hi → mission → yes

How you know it is done: The journal shows Chapter 1/8 and the three sample counters.

S — Cartographer Sareth · main camp stop
S — Cartographer Sareth · main camp stop

03. Reconnaissance and samples

Inspect the three entrances, collect 20 + 20 + 20 samples, then return to Sareth.

Step 04: Inspect the northern fortress entrance

Location: 31255,33013,7

  1. Reach the floor given below and use the marked plaque from a neighbouring tile.
  2. The records show that the Covenant deliberately closed the passage.

Fortress guardian seal

How you know it is done: The message Your questlog has been updated. appears. The Quest Log gains a finished entrance report, and !viperquest adds the location to Recorded stations.

Inspect the northern fortress entrance
Inspect the northern fortress entrance

Step 05: Inspect the southern lighthouse entrance

Location: 31266,33153,6

  1. Enter the lighthouse and use the marked plaque on the lowest floor.
  2. The reading tells of the signal clock stopping before the Viper attacks.

Lighthouse entry marker

How you know it is done: The lighthouse entrance report is recorded.

Inspect the southern lighthouse entrance
Inspect the southern lighthouse entrance

Step 06: Inspect the eastern watchtower entrance

Location: 31305,33121,6

  1. Climb to the entrance floor of the watchtower and use the plaque.
  2. The watchkeeper described a false bearing coming from below the northern fortress.

Watchtower entrance compass

How you know it is done: The watchtower entrance report is recorded.

Inspect the eastern watchtower entrance
Inspect the eastern watchtower entrance

Step 07: Collect the three kinds of samples

Location: 31193,33068,7

  1. Hunters 20/20: kill 20 Viper Stalker / Viper Ravager in total. You may mix both kinds.
  2. Spitters 20/20: kill 20 Viper Venomspitter.
  3. Mystics 20/20: kill 20 Viper Oracle / Viper Basilisk.
  4. You must deal damage within the last 60 seconds before the monster dies and stay on the same floor, no further than 12 tiles away. Every player has their own counters.
  5. Each new sample updates the counter in the Quest Log and shows an update message. You can also check progress with !viperquest. After 20/20 further kills no longer count.

How you know it is done: All three counters show 20/20.

Gorgon Sentinel, Gorgon Stalker and Cobra Lord give crafting materials, but they do not count for this reconnaissance. You do not have to pick up any sample from a corpse.

Step 08: Report the reconnaissance to Sareth

Location: 31301,33105,7

  1. Return to the camp once all three entrances are inspected and all three counters are complete.
  2. Talk about the mission and confirm the report.

Cartographer Sareth

Say in order: hi → mission → yes

How you know it is done: Chapter 2/8 — you can start rebuilding the towers.

S — Cartographer Sareth · main camp stop
S — Cartographer Sareth · main camp stop

04. Eastern watchtower

Go in order z=5 → z=4 → z=3 → z=1. The stored cipher is unique to your character.

Step 09: Operate the watchtower winch

Location: 31311,33115,5

  1. Go to floor z=5 of the eastern watchtower.
  2. Use the plaque or device in the marked spot.

Watchtower counterweight winch

How you know it is done: Watchtower winch recorded.

Operate the watchtower winch
Operate the watchtower winch

Step 10: Set the watchtower prism

Location: 31303,33106,4

  1. Go to z=4 and use the prism.
  2. Open !viperquest. In the Tower cipher line find the symbol after prism.
  3. In the prism window choose exactly that symbol: Fang, Eye or Coil. Click Confirm.

Watchtower prism

How you know it is done: The reading is accepted; Watchtower prism recorded.

Use the cipher table above. If you stand too far away or the window expired, use the device again. Wrong answer: by default 99% of maximum HP (at least 1 HP stays) and a 30-second retry lock. Check the penalty in the puzzle window; cancelling is safe.

Set the watchtower prism
Set the watchtower prism

Step 11: Read the inscription

Location: 31296,33115,3

  1. Go to z=3.
  2. Use the marked plaque. On this floor reading is enough.

Watchtower inscription

How you know it is done: Watchtower inscription recorded.

Read the inscription
Read the inscription

Step 12: Record the eastern watchtower bearing

Location: 31304,33111,1

  1. Go to z=1 and use the bearing plaque.
  2. Once the reading is stored, move on to the southern lighthouse.

Watchtower bearing

How you know it is done: Watchtower bearing recorded; the eastern watchtower readings are complete.

Record the eastern watchtower bearing
Record the eastern watchtower bearing

05. Southern lighthouse

Rebuild it from z=5 all the way to the roof at z=0. This chapter contains two trials.

Step 13: Defend the signal in two waves

Location: 31265,33160,5

  1. On z=5 use the marked station once to report ready for 30 seconds.
  2. If you play in a party, every ready participant uses the same station. Stand no further than 5 tiles from the player who starts.
  3. Use the device a second time to start the trial solo or with up to 5 players in total.
  4. Defeat all guardians in two phases. After the first wave you see a 3 → 2 → 1 countdown; after the second the progress is saved and you return to the island automatically.

Signal drum

How you know it is done: Trial complete: Lighthouse signal chamber; you return to the island.

In this trial combat is all you need. The other devices require no interaction. The mirror is sealed until the trial ends; clicking it shows the current objective and does not cancel the attempt.

Defend the signal in two waves
Defend the signal in two waves

Step 14: Set the lighthouse condenser

Location: 31264,33156,4

  1. Go to z=4 and use the condenser.
  2. Choose the symbol condenser from your Tower cipher, then Confirm.

Venom condenser

How you know it is done: Lighthouse condenser recorded.

Wrong answer: by default 99% of maximum HP (at least 1 HP stays) and a 30-second retry lock. Check the penalty in the puzzle window; cancelling is safe.

Set the lighthouse condenser
Set the lighthouse condenser

Step 15: Aim the mirrors

Location: 31266,33161,3

  1. On z=3 walk up to the marked mirror.
  2. Choose the symbol mirrors from the journal and confirm.

Lighthouse mirror array

How you know it is done: Lighthouse mirrors recorded.

Wrong answer: by default 99% of maximum HP (at least 1 HP stays) and a 30-second retry lock. Check the penalty in the puzzle window; cancelling is safe.

Aim the mirrors
Aim the mirrors

Step 16: Correct the lighthouse charts

Location: 31269,33163,2

  1. Go to z=2 and use the charts plaque.
  2. Choose the symbol bearing from the journal. It is the same one as the earlier Watchtower bearing.

Navigators chart table

How you know it is done: Lighthouse charts recorded.

Wrong answer: by default 99% of maximum HP (at least 1 HP stays) and a 30-second retry lock. Check the penalty in the puzzle window; cancelling is safe.

Correct the lighthouse charts
Correct the lighthouse charts

Step 17: Assemble the mechanism and climb to the roof

Location: 31270,33160,1

  1. On z=1 use the mechanism marked 1.
  2. Choose the same symbol as for the condenser, then Confirm.
  3. Use the mirror marked 2 at 31264,33160,1. It takes you to the roof at z=0.

How you know it is done: Lighthouse mechanism recorded; you can now stand at the beacon on the roof.

Wrong answer: by default 99% of maximum HP (at least 1 HP stays) and a 30-second retry lock. Check the penalty in the puzzle window; cancelling is safe.

1 — mechanism; 2 — passage to the roof
1 — mechanism; 2 — passage to the roof

Step 18: Clear the roof in three waves

Location: 31270,33162,0

  1. Use the beacon marked 1 once, then a second time, to start the trial.
  2. Defeat all guardians in three phases. Between waves there is only the announced 3-second break. You do not have to touch conduits or wait for minutes to pass.
  3. After the third wave the progress is saved and you return to the beacon on the roof automatically. Only then use the mirror at 31264,33162,0 to go down to z=1 and back to the camp.

Crown of the lighthouse

How you know it is done: Trial complete: Lighthouse roof.

The mirror is sealed until the trial ends. Clicking it shows the current objective and does not cancel the attempt.

1 — beacon; 2 — back to z=1
1 — beacon; 2 — back to z=1

Step 19: Report to Alchemist Ilyra

Location: 31275,33073,7

  1. Walk up to Ilyra's new stop north-west of Sareth, marked with the letter I.
  2. Confirm that the lighthouse rebuild is finished.

Alchemist Ilyra

Say in order: hi → mission → yes

How you know it is done: Chapter 3/8 — Ilyra sends you to the underground springs.

I — Alchemist Ilyra · alchemy stop north-west of Sareth
I — Alchemist Ilyra · alchemy stop north-west of Sareth

06. Source of the corruption

The seal on the surface z=7, the spring at z=9, the condenser at z=4 and the northern fortress.

Step 20: Read the breathing seal

Location: 31191,33016,7

  1. On the surface z=7 near the northern fortress use the marked seal.
  2. Remember the cleansing order: settle the sediment → vent the vapour → bind the clear fraction.

Breathing seal

How you know it is done: Breathing seal recorded.

Read the breathing seal
Read the breathing seal

Step 21: Collect water from the spring

Location: 31194,33011,9

  1. Go down to z=9 and use the spring.
  2. The sample is stored in your quest progress. Take it back to the condenser in the southern lighthouse.

Venom sampling spring

How you know it is done: Underground spring recorded; the journal sends you back to the condenser.

Collect water from the spring
Collect water from the spring

Step 22: Run the distillation and prepare the filter

Location: 31264,33156,4

  1. Use the condenser on z=4 of the southern lighthouse again.
  2. This time choose exactly Settle - vent - bind — the second answer in the distillation window.
  3. Click Confirm. The filter is stored permanently; do not look for a new item in your backpack.

Venom condenser

How you know it is done: The permanent filter preparation is unlocked; the northern devices need it.

This is the second use of the same condenser in the whole quest. Now you choose the distillation process, not a symbol from the Tower cipher. Wrong answer: by default 99% of maximum HP (at least 1 HP stays) and a 30-second retry lock. Check the penalty in the puzzle window; cancelling is safe.

Run the distillation and prepare the filter
Run the distillation and prepare the filter

Step 23: Activate the northern relay

Location: 31237,32992,5

  1. Return to the northern fortress and go up to z=5.
  2. Use the marked relay station.

Northern signal relay

How you know it is done: Northern relay recorded.

Activate the northern relay
Activate the northern relay

Step 24: Operate the northern gate controls

Location: 31258,33017,6

  1. Move to z=6 of the fortress.
  2. Use the marked control devices. The relay must already be running.

Northern gate controls

How you know it is done: Northern gate controls recorded.

Operate the northern gate controls
Operate the northern gate controls

Step 25: Return for Ilyra's permission to study the archive

Location: 31275,33073,7

  1. In the camp report the finished filter and both northern devices.
  2. Confirm moving on to the next chapter.

Alchemist Ilyra

Say in order: hi → mission → yes

How you know it is done: Chapter 4/8 — the archive and the forge.

I — Alchemist Ilyra · alchemy stop north-west of Sareth
I — Alchemist Ilyra · alchemy stop north-west of Sareth

07. The Covenant archive

You must read all three documents before you assemble them into the right order.

Step 26: Find the three documents

Location: 31246,32951,10

  1. 1 · Day 1 — ORDER: use the document at 31246,32951,10.
  2. 2 · Day 2 — OBJECTION: use the document at 31290,32985,10.
  3. 3 · Day 3 — TESTIMONY: use the document at 31304,32970,10.
  4. The reading order does not matter. You must use every document yourself.

How you know it is done: All three pages are recorded.

1, 2, 3 — documents; 4 — archive desk
1, 2, 3 — documents; 4 — archive desk

Step 27: Restore the true order of events

Location: 31267,32977,10

  1. Use the desk marked 4.
  2. Choose Order - Objection - Testimony — the first answer — and click Confirm.
  3. Go down to the forge on z=11.

How you know it is done: Covenant archive recorded.

Wrong answer: by default 99% of maximum HP (at least 1 HP stays) and a 30-second retry lock. Check the penalty in the puzzle window; cancelling is safe.

Desk 4 accepts the order once pages 1–3 are read
Desk 4 accepts the order once pages 1–3 are read

08. Forge and crafting unlock

Three waves and repairing all three conduits in every phase.

Step 28: Defend the forge and repair the conduits

Location: 31278,32976,11

  1. Use the forge station twice: first to report ready, then to start the trial.
  2. In every phase defeat the guardians and repair each conduit at least once: Fang in the west, Eye in the north and Coil in the east. Use them from a neighbouring tile.
  3. Each new wave overloads the conduits to at most 70% integrity. Every 15 seconds they lose 15 points; a repair restores 45, up to 100%. All three must be working when the phase ends.
  4. The same conduit can be repaired again after 10 seconds; a new phase immediately allows a fresh repair. In a party split the devices between you. At every conduit the panel shows the integrity percentage and a bar, and after a repair it counts down 10 seconds. REPAIR and the golden effect mark a needed repair; a red panel means a failure.
  5. When the guardians are dead and all three conduits are repaired in the current phase and working, a 3-second countdown starts. After the third phase the save and the return are automatic.

Covenant forge

How you know it is done: Trial complete: Covenant forge.

If all three conduits drop to 0%, the trial fails. The finished archive stays recorded. The room layout is shown below.

Defend the forge and repair the conduits
Defend the forge and repair the conduits

Step 29: Collect the forge access from Orven

Location: 31282,33087,7

  1. Return to Forgemaster Orven, marked with the letter O north-west of Sareth.
  2. Report and confirm. Only this conversation unlocks crafting.
  3. You can now say craft and make equipment. If you want Tarnstead unlocked first, go straight to the next step.

Forgemaster Orven

Say in order: hi → mission → yes

How you know it is done: Chapter 5/8 and access to the Gorgon and Cobra Lord recipes.

You do not have to craft the set or hand in materials to continue the story. The crafting tables are at the end of the guide.

O — Forgemaster Orven · smith stop north-west of Sareth
O — Forgemaster Orven · smith stop north-west of Sareth

Where to repair the conduits

Fang — west; Eye — north; Coil — east. The mirror in the south is sealed during the trial and shows its current objective. The save and the return happen automatically after the finale.

Forge room — three conduits and the exit
Forge room — three conduits and the exit

09. Three witnesses

Three witnesses on z=12: clear the room and escort each echo to its goal.

Step 30: Free and escort the three echoes

Location: 31245,32990,12

  1. On z=12 use the prison station once, then a second time.
  2. In each of the three phases defeat the guardians first.
  3. Approach the echo in the south-west part of the room and stay no further than two tiles from it.
  4. The echo moves every 4 seconds towards the north-east when no guardians are left and somebody stands close. Walk with it to the goal.
  5. When the echo reaches the goal the next witness appears after a 3-second countdown. After the third one the progress is saved and you return. Remember the meaning of their words: protection first, then guidance, then healing.

Prison ward lantern

How you know it is done: Trial complete: Prison ward.

Losing the echo ends the current attempt. The panel above the echo shows COME CLOSER when it waits for you, plus progress and the movement countdown during the escort. The route schematic is under the steps of this chapter.

Free and escort the three echoes
Free and escort the three echoes

Step 31: Report the rescued witnesses to Ilyra

Location: 31275,33073,7

  1. Return to Ilyra in the camp.
  2. Talk about the mission and confirm the escort is complete.

Alchemist Ilyra

Say in order: hi → mission → yes

How you know it is done: Chapter 6/8 — you can swear the oaths and enter the Heart.

I — Alchemist Ilyra · alchemy stop north-west of Sareth
I — Alchemist Ilyra · alchemy stop north-west of Sareth

The route of every echo

Escort each echo from the south-west to the north-east. The turquoise line shows the escort direction in the room.

Escort: start → goal
Escort: start → goal

10. Oath and finale

Swear the seals on z=13, then fight the three phases of the Heart on z=14.

Step 32: Swear the three oaths in the correct order

Location: 31275,32951,13

  1. Use the three seals in order, as marked on the map:
  2. 1 · Guardian at 31275,32951,13 — protect those who cross.
  3. 2 · Navigator at 31246,32993,13 — guide with an honest light.
  4. 3 · Healer at 31299,32966,13 — cleanse the corruption.
  5. The Hall of Oaths station at 31255,32982,13 only reminds you of this order — you do not have to use it and it cannot break the sequence.
  6. If you use a wrong seal, start the sequence again from Guardian.

How you know it is done: All three oaths are recorded; the journal adds Hall of oaths.

Required order: 1 → 2 → 3
Required order: 1 → 2 → 3

Step 33: Defeat Vathriss and cleanse the Living Heart

Location: 31306,32998,14

  1. On z=14 use the Heart twice to prepare and start the finale.
  2. Phase 1: defeat Vathriss and all guardians; use the western conduit Fang.
  3. Phase 2: clear the room again; use the northern conduit Eye.
  4. Phase 3: defeat the last manifestation and the guardians; use the eastern conduit Coil.
  5. When all enemies are dead the USE panel and a pulsing effect point at the correct conduit. Bind it to finish the phase: the next one starts after 3 seconds, and the third one ends the trial and saves your progress automatically.
  6. React to the Heart warnings: you have 3 seconds to leave the marked lane. Staying inside costs 20% of maximum HP.

Living Covenant Heart

How you know it is done: Chapter 7/8; after the success message you return to the island.

In phase 1 the central lane is dangerous, in phase 2 the eastern one, in phase 3 the western one. Move at least two tiles away from the axis of the warned lane. The three phase schematics are below.

Defeat Vathriss and cleanse the Living Heart
Defeat Vathriss and cleanse the Living Heart

Heart phases — conduits and warned lanes

Heart phase 1

Bind Fang on the western side. When warned, leave the central lane.

Living Heart — phase 1: Fang / central lane
Living Heart — phase 1: Fang / central lane

Heart phase 2

Bind Eye on the northern side. When warned, leave the eastern lane.

Living Heart — phase 2: Eye / eastern lane
Living Heart — phase 2: Eye / eastern lane

Heart phase 3

Bind Coil on the eastern side. When warned, leave the western lane.

Living Heart — phase 3: Coil / western lane
Living Heart — phase 3: Coil / western lane

11. Final report and Tarnstead

The quest ends with a conversation with Sareth. Do not skip it after the fight.

Step 34: Confirm the safe course with Sareth

Location: 31301,33105,7

  1. Return to Sareth after finishing the Heart trial.
  2. Talk about the mission and confirm the final report.

Cartographer Sareth

Say in order: hi → mission → yes

How you know it is done: Chapter 8/8 — access to Tarnstead is permanently unlocked.

S — Cartographer Sareth · main camp stop
S — Cartographer Sareth · main camp stop

Step 35: Sail to Tarnstead

Location: 31194,33068,7

  1. Walk up to Captain Venomwake at the dock.
  2. Bring 175 gold and say the words below.
  3. You can also return to Admiral Rolfe and choose tarnstead for 6000 gold.
  4. To reach Tarnstead Island / the Tentacle area directly, use deep tarnstead at Venomwake instead of tarnstead; it costs 175 gold. That deeper crossing unlocks only after you finish the whole Tentacle Quest; before that the captain refuses.
  5. The return to the mainland is free: at Venomwake say back or admiral rolfe. The captain no longer offers a trip to Storm Island.

Captain Venomwake

Say in order: hi → tarnstead → yes

How you know it is done: Tarnstead and Tentacle progression is open for you.

Captain Venomwake — Viper Island dock
Captain Venomwake — Viper Island dock

Crafting Gorgon and Cobra Lord

You unlock crafting after defending the forge and reporting to Orven. You do not have to wait for the final voyage.

  1. Gather the materials below from the ordinary Vipers, Gorgons and Cobra Lords on the island. Enemies inside the trial rooms give no materials.
  2. Put the ingredients in your main backpack; they may also be inside nested backpacks within it.
  3. Walk up to Orven at 31282,33087,7 and say hi → craft.
  4. Choose a recipe in the crafting window and create the item. Gorgon is meant for melee/RP, Cobra Lord for sorcerers/druids.

Main Gorgon and Cobra Lord equipment belongs to Tier III; rarity rerolls use Tier III materials. The Blacksmith upgrade costs are listed below. Accessories have no rarity variants. Cape and wings are alternatives for the same slot.

Icon Material Dropped by Base chance
Gorgon Scale Cluster Gorgon Scale Cluster Viper Stalker, Gorgon Sentinel 0.3% · 1 piece
Petrified Serpent Fang Petrified Serpent Fang Viper Ravager, Gorgon Stalker 0.3% · 1 piece
Gorgon’s Eye Gorgon’s Eye Viper Oracle, Cobra Lord 0.3% · 1 piece
Ancient Serpent Seal Ancient Serpent Seal Viper Venomspitter 0.3% · 1 piece
Petrified Gorgon Heart Petrified Gorgon Heart Viper Basilisk 0.3% · 1 piece

Most Orven recipes cost 50 of each of the five Covenant materials (250 total), with no gold fee. The Gorgon Ring and Cobra Lord Ring cost 100 of each (500 total). Each listed hunting species drops its assigned material at a base chance of 0.3%. After unlocking the forge, tell Orven exchange to trade materials 1:1; the last five entries in his normal crafting window also offer exchange. Materials and crafting are optional for completing the story.

Item Scales Fangs Eyes Seals Hearts Gold
gorgon club 50 50 50 50 50 0
gorgon crossbow 50 50 50 50 50 0
gorgon bow 50 50 50 50 50 0
gorgon shield 50 50 50 50 50 0
gorgon sword 50 50 50 50 50 0
gorgon axe 50 50 50 50 50 0
gorgon helmet 50 50 50 50 50 0
gorgon armor 50 50 50 50 50 0
gorgon legs 50 50 50 50 50 0
gorgon boots 50 50 50 50 50 0
gorgon auraorb 50 50 50 50 50 0
gorgon bracelet 50 50 50 50 50 0
gorgon ring 100 100 100 100 100 0
gorgon earrings 50 50 50 50 50 0
gorgon wings 50 50 50 50 50 0
gorgon cape 50 50 50 50 50 0
cobra lord helmet 50 50 50 50 50 0
cobra lord armor 50 50 50 50 50 0
cobra lord legs 50 50 50 50 50 0
cobra lord boots 50 50 50 50 50 0
cobra lord wand 50 50 50 50 50 0
cobra lord spellbook 50 50 50 50 50 0
cobra lord earrings 50 50 50 50 50 0
cobra lord bracelet 50 50 50 50 50 0
cobra lord ring 100 100 100 100 100 0
cobra lord auraorb 50 50 50 50 50 0
cobra lord wings 50 50 50 50 50 0
cobra lord cape 50 50 50 50 50 0

Rarity upgrades and material exchange

Forgemaster Orven creates plain equipment. To roll rarity on main Gorgon or Cobra Lord equipment, visit the Legendary Covenant Blacksmith at 31281,33089,6, near Orven but one floor above him. Say hi → crafting (or upgrade) and choose your item.

Each upgrade consumes one matching equipment item, 10 of each of the five Covenant materials (50 total), 2 crystal bars paid as gold, and 3 WAD coins. Keep the equipment, materials and WAD coins in your backpack. Accessories have no rarity variants: auraorb, bracelet, ring, earrings, wings and cape are not offered as rarity upgrades.

The Blacksmith's crafting window also has five material exchange entries. Select the material you want to receive, then choose which of the other four materials to give at 1:1, with no gold fee. Orven offers the same exchange. For equipment statistics and set bonuses, see Gorgon and Cobra Lord Equipment.

Quick help

How do I use ladders and ropes?

Stand at most one tile away from a ladder or rope and use it. Going up takes you one floor higher; ladder openings let you go down. If you get a message about a blocked or missing exit, check the obstacles and report the spot to the staff if the passage still does not work.

The NPC does not give the next stage

Use !viperquest. Check all earlier readings, counters and the required trial. Say mission first, then yes. Every party member reports on their own.

The device does not react or reports missing earlier discoveries

Check the coordinates and the floor z. Stand on a neighbouring tile and use the correct object lying on the map. Go back to the first step you skipped. Using a similar decoration elsewhere gives no progress.

I cannot get onto the lighthouse roof

First assemble the mechanism at 31270,33160,1, choosing the condenser symbol. Then use the mirror next to it, at 31264,33160,1.

The puzzle does not accept my answer

Read your own Tower cipher. Do not copy another player's symbol. Stay at the device; if you walk away or 90 seconds pass, open the puzzle again. A wrong answer takes 99% of maximum HP by default, leaving at least 1 HP, and locks the next attempt for 30 seconds. The countdown is visible at the device. Materials and finished stages stay. The puzzle window shows the active penalty.

The party did not enter together

Every participant must be at the same required stage, use the device once and stay ready for 30 seconds. Stand within 5 tiles of the player who starts. The limit is five people in total. Only then does one person use the device again.

There is no free room

There are six rooms. Try again when one of the groups finishes. If 30 seconds have passed, refresh your readiness first by using the device once.

I died or logged out during a trial

Finished stages stay. You repeat the current trial from its beginning. After a server interruption the participant returns to the camp when logging back in.

The boss is dead but the finale continues

Remove all guardians and use the correct conduit: Fang, Eye, Coil. There is no minimum phase time. !viperquest shows what is left; once the objective is done the next wave starts after 3 seconds. You receive Tarnstead access only after the report to Sareth.

I want to leave the island before the finale

At Captain Venomwake say hi → admiral rolfe → yes, or hi → back → yes. That trip is free and leads to Admiral Rolfe's dock. The captain no longer sails to Storm Island.

I cannot sail to Tarnstead

The route tarnstead requires the finished expedition at Sareth. The deeper crossing deep tarnstead (Tarnstead Island / Tentacle area) additionally requires the whole Tentacle Quest to be finished.