Serpent's Wake supplementary info

Contents
1. Story & levels
2. Soundtrack
3. Ending text (Spoilers!)

1. STORY & LEVELS
On the travels of Corvus the Serpent Slayer, as he tried to find the way home, he instead came across countless twisted realms, each more ruined and terrible than the last. This is one such world - pitilessly drained of the magic sustaining it, space and time themselves have been thrown into disarray here. Round and round, the passageways of time brought Corvus back to a similar place with the same fate-- 
but with the hope that one of these realities would hold the way home, he trudged on.

THE PORTAL
By the grace of their gods, this world's former denizens were granted a guardian and gateway to other worlds: the enigmatic, faraway Zodiac Hold. However, in their impatience and hubris this people built numerous other portals to hasten and unfetter their travels. With no higher powers to guard them against hostile incursions, these lesser portals shone like a beacon and eventually brought the Riders and their armies to this world. Even after being damaged enough to restrict outgoing travel, these portals may bring unfortunate outsiders through them to this doomed realm.

THE HAMLET
The fury of magic unleashed has broken this small village, tearing open holes in the land and burying vast areas under rockfalls. Even so, beneath this devastation, quiant memories of the world-that-was linger.

THE CRYPT
The people of this world learned to magically embalm their dead and built massive ossuaries to hold their remains, believing that this respect for the dead will grant their spirits swift passing into the afterlife. Sadly, the Serpent Riders found these honored dead easy to raise, and evil sorcerors of the Order can be found here still, weaving their foul magicks, reanimating and studying the dead.

THE WILDERNESS
A fell wind howls across the plains, canyons and forests of these wildlands. It whispers to the guardians of this place: the Heretic, the slayer of D'Sparil, draws near. 
In the caves, by the water and within the humble home and dark dungeon alike lie magical seals: Corvus must find and activate six of them to open the way forward. To help him explore the desolate wastes, Corvus should seek the hidden keys and return them to the key palace to open new ways about the wilderness. Repositories of ancient knowledge remain in this region which hold the key to discovering the way to the last world ripple.

SECRET LEVEL: TERNION SEA
It is said that in a previous age, the great dragon Ternio fell and crashed into the ocean. On its bones floating on the water grew grass and rock and all the signs of a fertile land - the fallen wyrm's ley-lines pulsing with powerful magic and infusing all that came near. This strange region was considered hallowed, forbidden, difficult to find and even harder to escape from.

SILENT RIVER
Corvus and Teejalla have deduced with the aid of the library's arcane texts the road to Zodiac Hold, and the next step of the journey goes through this desolate ruin, where the silence stands as a requiem for this land and its inhabitants. Here, the very soil seems haunted by anguished spirits seeking retribution upon any breaking the mournful quiet.
One of the few structures still standing whole in this land, the dam, must be destroyed to progress further. Corvus must seek out the keys hidden in the treacherous ruins and arm the explosives locked behind doors at the dam to break it and release the river.

MENHIR LANDS
Blessed as Corvus is, he has survived the demolition of the dam. Cursed as he is, drowned warriors, angered ghosts and worse now rise from the bottom of the river to unleash their wrath upon him. However, the drained passageways also grant passage through to the sacred land of the Menhirs. Zodiac Hold lies high still, but to rise up, sometimes one must fall first.

FORTRESS OF ARROGANCE
Riding the ship across the sky, Corvus arrives high above the rest of the landmass, at D'Sparil's Fortress of Arrogance, but this is not his final destination. Corvus must lay siege to the dark castle, and by rights of battle and conquest, earn passage and climb the spire of ice to the summit where he will finally ascend to this world's apex.

ZODIAC HOLD
Suspended among the icy clouds high above lies Zodiac Hold. Channeling the power of the stars and the elements, this place was meant as a safeguard against invaders from the beyond, but now, it stands in the way of Corvus' escape, his journey having brought him to this site of the last world ripple out of this cursed realm. As the Riders have wreaked havoc across the cosmos, having thrown the jewels of the night sky into chaos, so too are the gateways confused and accelerated here, the changes of centuries happening in mere moments. 
Unable to break the secrets of the magic sustaining Zodiac Hold, D'Sparil left it for the time being, but also left behind his simulacrum to both guard it and to prevent his jailor army from growing restless. This shadow of the dread Serpent Rider has little initiative and no real intelligence, but possesses all of the sorcerous might of the late D'Sparil. So begins Corvus' final battle of this time.

2. Soundtrack

The soundtrack consists of MIDIs found from the internet. Some have been modified; these tracks have been marked with a *.

Level                       Track                                   Game
Title screen                Introduction                            The Legend of Zelda: Minish Cap
Intermission                Great Palace                            Zelda II: The Adventure of Link
E3M1 The Portal             *Dark World                             The Legend of Zelda: A Link to the Past
E3M2 The Hamlet             Human 3                                 WarCraft II: Tides of Darkness
E3M3 The Crypt              Royal Crypt                             The Legend of Zelda: Minish Cap
E3M4 Wilderness             *Roma 2                                 Hexen II
E3M5 Silent River           *Satorl, the Shimmering Marsh (Daytime) Xenoblade Chronicles
E3M6 Menhir Lands           *Route 120                              Pokémon Ruby Version/Sapphire Version
E3M7 Fortress of Arrogance  *Face Shrine (North)                    The Legend of Zelda: Link's Awakening
E3M8 Zodiac Hold            *Palace of Winds                        The Legend of Zelda: Minish Cap
E3M9 Ternion Sea            Pokémon League (Daytime)                Pokémon Diamond Version/Pearl Version
Victory                     Elemental Sanctuary                     The Legend of Zelda: Minish Cap

3. Ending text
Due to technical constraints, a modified in-game ending text cannot be prepared at this time.
Please refer here to the actual ending text:

Once again, the sight of D'Sparil falling by your hand evokes feelings of triumph and homecoming. 
However, in your heart you fear that this may also be merely another step of an endless journey.
This realm's sole world ripple stands before you, but its destination remains unknown:
another of the Outer Worlds, this same one in a different time, or perhaps -- you dare not dream,
for hope heralds disappointment -- Parthoris, home. 

Collecting your thoughts and steeling your heart for whatever lies ahead, you prepare to leave this world behind.