Morgan's puzzles is a series of traps and puzzles, built by Morgan Le Fay to protect the Sangraal from the unworthy. It is located on an unnamed planet in the Milky Way galaxy. There is an ancient manuscript that gives hints to solving it. In 2006, SG-1, Ba'al and Adria cooperated in order to pass it and locate the Sangraal. Inside the chambers are devices preventing the use of any near-ascended abilities. (SG1: "The Quest, Part 1")


As described in the Parchment of Virtues to pass the challenges one should show prudence, wisdom, kindness, charity, and faith.

First testEdit

Morgans first puzzle

The First test was a maze, consisting of a Time dilation field with a narrow path of normal time through it. Anyone who missed the path would become trapped in very slow time compared to the surrounding space, seemingly frozen from an outside point of view. It was possible to use advanced technology to locate the correct path, however an easier way of navigating the path was possible: by throwing rocks, the edges of the time dilation were revealed as the rocks were slowed down, effectively hovering in the air. This test determines whether the person attempting the quest possesses prudence or impatience, as a prudent person would be able to use the rock-throwing method to gradually work their way through the 'maze', while an impatient person will try to run through the field and become trapped. (SG1: "The Quest, Part 1")

Second testEdit

Morgans second puzzle

The Second test was a chest, located in the middle of the forest. The possibility of a treasure draws some of those seeking the Sangraal near it, and then activates a force field around the chest, trapping anyone inside the forcefield. The only way to disable the forcefield was for everyone trapped inside to put at least one of their possessions inside the chest and leave it there, thus cancelling out the greed that activated the trap by showing charity. (SG1: "The Quest, Part 1")

Third testEdit

Morgans third puzzle
"Test of what, our stupidity?"

The Third test was located inside a cave. It began with a carving in Ancient engraved on a wall which read "Choose the way that is just and true". Besides it were two passages. When a group came near it, they heard a child's cry, with the child itself appearing later. If they chose to follow the child - showing kindness - they found a boy trapped behind a barred gate. If everyone helped to lift the gate, the child vanished to open a way through to the next challenge. (SG1: "The Quest, Part 1")

Fourth testEdit

Morgans fourth puzzle

The fourth test were three riddles engraved on a wall. When the correct answer was named in Ancient - demonstrating knowledge - the wall the riddle was engraved on disappeared, allowing the group to pass. However, the questions must be answered before the cavern collapses. (SG1: "The Quest, Part 1")

Fifth testEdit

Morgans fifth puzzle

The fifth test was a wall of fire which blocked the passageway. It was impossible to avoid it or go around it. However, the fire was just a hologram that would not harm anyone if they attempt to walk through it (however, it did give off heat which added to the illusion). The fire tested the faith of the person who tried to take the test. (SG1: "The Quest, Part 1")


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