Ultima VII walkthrough

This is a self-made solution to Ultima VII. It first deals with the main plot, and then the Forge of Virtue, before describing the side-objectives by location. This solution does not include general gameplaying tips.

Useful Links

 * Party Members in Ultima VII


 * Ultima VII Map of Britannia


 * Ultima VII Copy Protection


 * Ultima VII Monster Data


 * Ultima VII Magic Shops


 * Armour Values


 * Weapon Values


 * Sellable Items in Ultima VII

The Main Plot
This is the main quest of the game. Instead of following the wild goose chase with Elizabeth and Abraham, it will go in a more logical order. The solution is not down to the smallest detail.

Trinsic Murders


The game starts in Trinsic, where after the conversation with Iolo you should accept the offer from the mayor and honestly say you haven't searched the stables yet. Do so and you see the murder scene. Take the key and talk to the mayor (who is still around) and show him the key. He suggests asking the human victim's son, Spark, about it. Trying to leave through the eastern gate will wield no result, as Johnson tells you that you need a password and the mayor in turn will only give it to you after solving the mystery of the murder.

Therefore these steps have to be taken to gain all the needed information to puzzle everything together:


 * Johnson at the gate tells you that he found the night guard Gilberto knocked out and that he's currently at the healer.


 * Talking to Spark you learn of a man with a hook leaving the murder scene. You also learn that Christopher had been the blacksmith. You also get your first hint about the Guardian. Let him join you, as he's an useful companion. Enter the second floor of the tower and open the chest with the key. Take all the items (gold, scroll, medallion).


 * Gilberto is found at the healer and confirms what Johnson has said, adding that the ship Crown Jewel had been in the harbour that night.


 * Gargan the shipwright confirms seeing the man with the hook and that the ship left for Britain according to his logbook.

Now that you have all the needed information, go to the mayor. Give him your report, stating that the human victim was the town's blacksmith, you found a key, which opened a chest, in which you found all three items. Say you have a suspect, a man with a hook, who escaped by way of the ship Crown Jewel. To get the password, you have to answer a geography quiz that serves as copy protection before you can leave town.


 * See: Ultima VII Copy Protection

Note that before you do so, you should speak with everyone in town and take all you can get. You should also attend the Fellowship service at 9 in the evening to listen to what Klog preaches to the masses about the event. You sadly can't find out what he knows until much later. Outside of town, you should break open a chest hidden under a tree SW of Transic and listen to the theatre performance in the theatre a little north - it is quite interesting.

Now make your way to Britain.

Developments in Britain


You'll often come to Britain, the biggest and richest city in Britannia.

Once in Britain, go straight to Lord British, who after some greetings gives you his Orb of the Moons when you mention you don't have yours with you. Afterwards fetch the key from the study and find the hidden lever that frees access to the roof, where you can find the store room with the spellbook (magic is absolutely needed in the game). You should always have reagents at hand. After that is done, talk to Chuckles in the great hall. Agree to his game and only answer with words that have one syllable. Once you've won, read the scroll he gave you until you get his clue at the very bottom that you should talk to a fortune teller in Minoc for another clue.

Now that this is done, go to the main branch of the Fellowship, where you find its founder, Batlin. He's not trustworthy, but to learn more about the Fellowship play along and say you want to join. The quiz Batlin gives you is a sham, as regardless what you say, he'll say you need to join the Fellowship in order to gain spiritual peace and further yourself. Afterwards, Batlin wants you to transport a sealed box to Minoc. Accept this job and after you have done all you wanted to do in Britain, get on your way to the city of Sacrifice.

Note that you can open the box and read the scroll inside, but that this has side-effects.

Bloodbath in Minoc


Arriving in Minoc, you'll notice right away that there's a commotion at the local sawmill.

Talk to mayor Burnside to learn that there had been a horrible double-murder in the sawmill, two of the local gypsies. Entering, you're confronted with a familiar scene, which actually is even more bloody than what you had to witness in Trinsic. Take the serpentine dagger and look at the candelabra, more is not possible right now. You should ask around town to learn that the victims were on bad terms with the Fellowship and Xanthia tells you that the candelabra was sold to the Fellowship. This is very suspicious, however, the local Fellowship leader Elynor denies any knowledge about the issue, so you can't solve this mystery for the time being.

When you give Batlin's box to Elynor, there are two outcomes:


 * Should the seal be intact, she'll give you a reward. After all, there is nothing there you couldn't learn later on.


 * If it's not intact, she'll be livid and scream at you.

After that is done, talk to the gypsy fortune teller Margareta. Ask for your fortune to be told and she in return reveals some interesting things to you. You learn that there is a dark power that threatens all of Britannia, but that she doesn't know what exactly it is, since said power also tries to block her. You however now know that you'll need the help of the Wisps, who are dwelling in the Deep Forest, in order to solve this riddle, so this should be done some time soon.

As there's nothing more to do, return to Britain to report to Batlin.

Entering the Fellowship
Once you return to Britain, again talk to Batlin and, if you opened the box, be honest to him about the matter or you can't join until you apologise. Batlin is pleased with your progress and sends you off to recover some funds from a chest deep in the dungeon Destard, saying that the dungeon is deserted, which of course is a lie, as it in fact is inhabited by numerous dragons. Once you've found the entrance, the Guardian warns you to not enter, but do so anyway. The only thing you need to do is to find the chest, you can recognise it by the Fellowship Staffbesides it, and look inside to see that it is completely empty.

If you want to search the rest of Destard, follow Solution for Destard

Now return to Batlin and tell him that there are monsters in Destard and he'll tell that he's sorry (sure he is) and says that you can enter the Fellowship during service at the evening. So return after 9 in the evening and talk to Batlin. Your companions of course try to stop you from joining, as they think you've lost your mind to join the Fellowship, but you should ignore their complaints and Batlin will ask some questions from the Book of Fellowship as the second part of the copy protection. Once the questions are correctly answered, you get your medallion and are an official member.

Leave and put the medallion into your backpack, as numerous people won't react well to seeing it. You only need it only one single time later in the game, otherwise don't bother with it.

Quest for the Wisp


Next we finally try to make contact with the Wisps.

Make your way to the Deep Forest and search for the Abandoned Fortress where you always find a wisp. However, the being ignores you for the time being, meaning that you'll need to find a way to attract their attention from whatever they are doing. So wander further, until you find Yew and Empath Abbey. Entering the abbey, go right to the room of the head monk Taylor, who can tell you a lot about the local flora and fauna. He of course doesn't really believe in the wisps, but tells you that the Emps, who live deep in the forest, seem to be able to attract their attention. Taylor adds that you can bribe them with honey, which in turn is found in the Bee Cave, guarded by said Giant Bees. Therefore, go there next to get as much honey as you can.

For a solution, see Bee Cave Solution

Now that you do have the honey, go to the Emp Village. Be always polite to the emps and always give honey when they ask for it (thus why you should take it all from the cave). The one emp you really want to talk to is Trellek, who admits that he can call the wisps, but is unable to help you until his wife Saralek agrees to him leaving the village on a quest. She in turn won't give permission until their leader Salamon is OK with it as well. And Salamon in return will only give her permission if you find a way to stop the lumberjack from cutting down any more silverleaf trees. Accept the quest and take the contract Salamon has prepared for the lumberjack. Go all the way back to Yew and find Ben the logger, who's pretty unhappy once he learns what his cutting down of silverleaf trees is causing, so he easily agrees to the contract.

So now bring the contract back to Salamon, who now gives her permission, but Saralek now balks and won't let Trellek go, as she never had intended to do so. However, she suggests him making a whistle that can emulate the call. Ask Trellek and makes it for you in no time.

Now, finally go back to the fortress and use the Wisp Whistle to attract the attention of the Wisp. Negotiations however turn out to be quite difficult. The Time Lord wants something from us, so much is clear, but before the Wisp releases the crucial information to you it wants the notebook of the sage Alagner, who lives on the island of New Magincia.

Since you have no choice in the matter, that's you next destination.

The Answers to Life and Death
Once on the island, go straight north and enter the house of Alagner to ask him for his notebook. However, as it turns out, things are never easy and he wants you to first prove your worth by finding the answers to life and death in Skara Brae from the tortured one, before he releases it to you. Too bad that Skara Brae has burned down and now is only inhabited by ghosts, but you have little choice in the matter, so buy Seance if you haven't done so already, before leaving for Skara Brae.



Approach the Ferry Station and use Seance to talk to the Ferryman to get onto the island. Go right to the alchemist Cain, who's supposed to know the answers, and... bummer. Cain doesn't want to give you the answers until the city is saved from the liche Horance and the spirits all free to move on. Therefore this is your next task.

Go to Mordra and talk to her to get an understanding of the situation in the town, then take the black, red, and mandrake potions from her house. Also take an iron bar from the cemetery near her home. as you need it later. Afterwards return to Cain's laboratory and put the three potions under the three nozzles of the aperture so that they are emptied, then put an empty flask under the remaining nozzle and fire up the burner to brew the Liche Potion. Take it with you. Now that this is done, you should first talk with all the people on the island, including Horance (which is enlightening), before solving the next problem.

You now need the Soul Cage to trap Horance, but Trent the blacksmith is in a blind rage over the loss of his wife Rowena and in no shape to finish it. So take the music box from his shop and go to the Dark Tower, where you play it in Rowena's presence to get her wedding ring. After showing it to Trent, he is much more approachable, but still needs an iron bar to finish the cage, which you already have. Get the finsihed cage. Only a strong character can get the cage, which you need to use on the Well of Souls behind the liche's dark tower to make it glow and capable of trapping Horance.

Now wait until midnight for the dark service to start in the Dark Tower. Wait until all the beds are occupied, then put the cage over the sleeping Horance and pour the potion over him (Horance, not the cage, very important). If all went right, the cage should dissolve to dust and Horance should be back to normal. He first wants you to return Rowena to Trent before tackling the last problem, so if needed, make room in your party, then escort her back to Trent. Return to the tower then for final instructions.

Your final task in Skara Brae is destroying the Well of Souls by sacrifice from a spirit, as Hornace tells you now. First ask mayor Forsythe. He wants to chicken out and tells you to ask others first. Ask all the people you can -they all decline- then return to him. In his desperation he now asks you to ask all remaining people, including the Ferryman. That wields the same result and he's finally willing to get through with it. Get him into your party and talk to him once at the Well of Souls. After some stalling, he really does it, and frees all spirits. Finally talk to Horance for a reward and then to Cain to get the answers: there are NO answers to life and death.

Well, that was enlightening.

Destroying the first two Generators
Alagner is pleased with your results and finally gives you the key for his storehouse, where you can get the notebook. It's a bit of a puzzle, so see Alagner's Storehouse for a solution to the problem, then first read the notebook. It is very enlightening and finally gives answers about the Fellowship. They are quite a nasty buch, if you haven't already seen this. Return to the Wisp and it'll finally tell you how to use the Orb of the Moons to reach the Time Lord and who the Guardian really is - namely not a nice guy. However, when you try to return it, you find Alagner ritually murdered and the Guardian finally shows his true face to you, mocking you for getting the notebook (seems the Wisp sold the information to HIM!).

Use the orb to the southwest to enter the Shrine of Spirituality and finally talk to the Time Lord, who gives you further information on what exactly is going on in Britannia and what the Guardian is doing. The Guardian wants to conquer it, what else. He then wants you to destroy a generator in a dungeon near Lost Lake that the Guardian is using to keep him imprisoned at the shrine. That done, go to Lost Lake and enter the dungeon. Follow the Dungeon Solution for Despise in order to finally reach the Sphere Generator. However, you're yet unable to enter it thanks to a moongate blocking the way, that teleports you some way back. So use Mark for an easy return and get back to the Time Lord.

The Time Lord suggests that the Hourglass of Nicodemus can breach this defense mechanism, but once you talk to Nicodemus near Empath Abbey, he tells you it lost its enchantment and he sold it to Beverlea of Paws. So buy it back from her and talk to him again. Sadly, in his current state of insanity Nicodemus is unable to do the job, so you need to fix the magic of Britannia first before he's useful. Return to the Time Lord again and he now suggests after made aware of the magic problem, that Penumbra in Moonglow could know more.

So go to Moonglow, the city of Honesty, next.



You'll notice that Penumbra's house is specially locked. You need to solve the riddle of the sign in order to pass. To do that, you need to put the following things in that specific order beside it. Your party tells you when the positioning is right when the sign changes to give you the next instructions. Note that you need to translate the sign manually.


 * A hammer - can be found in Addom's house in Moonglow.
 * A gold ring - can be bought from Sean in Britain.


 * A lockpick.


 * A spool of thread - one can be found at the docks of Spektran.


 * 100 gold pieces.

Once that is all done, the sign turns into a key that unlocks the front door. Use Awaken on the sleeping Penumbra. However, she can't help right now because of the twisted ether, so you need something to shield her. Go to Cove and get four pieces of Blackrock from the laboratory of Rudyom. While you are there, also take Rudyom's Wand with you, as you need it later. Place the blackrock on the four pedestals in Penumbra's house and you can finally talk to her. She tells you to get the Ether Ring and bring it to her, in order to be able destroy another generator of the Guardian in dungeon Deceit which is causing havoc with magic, adding that Lord Draxinusom should have it.

Going to Terfin, Draxinusom tells you however that he's already sold it to the Sultan of Spektran. Drats! So go to Spektran and talk to the Sultan, Martingo. He's a complete nut but tells you he's nothing against you trying to get the ring (he he). Of course it is a trap, as the key to the ring is guarded by a Stone Harpy. Destroying this monster is very difficult, the best chance is to equip Glass Swords and use Mass Might to increase the hit chances. Once the monster is finally slain, get the key from the corpse that opens the vault and get the ring. Penumbra can now enchant the ring and tells you that you need to destroy the Tetrahedron Generator in order to repair magic in Britannia.

So go to Dagger Isle and follow the Dungeon Solution for Deceit to reach the generator. Now, after magically unlocking the door to the generator room, first use Destroy Trap on the generator entrance to disable the lightning trap, then wear the Ether Ring (remove gloves if needed) before entering the generator. Inside, the huge Ether Monster attacks you at once. Killing this red brute is very difficult, but there are a few options:


 * The easiest is, to command Arcadion in the Black Sword to kill it. One hit and the job is done.


 * Using a glass sword in combination with Mass Might also works.


 * A Triple Crossbow with Magic Bolts also is effective.

Once the job is done, break the prism container in the middle and the generator explodes spectecularly, restoring magic poperly to Britannia. Do take the small prism (your companions will remind you if you forget) and then leave Deceit.

Since all the mages are now back to normal, return to Nicodemus and this time he has no problem with re-enchanting the hourglass. Now return to the Sphere Generator and easily walk through the moongate to enter the generator. The following puzzle consists in walking through the correct order of red and blue moongates, as indicated by the flashing spheres. The wrong order will send you into a fire pit! Use the combination blue, red, red, blue, red, blue, blue, red to get to the prism container and break it, blowing up the generator. The Time Lord congratulates you on freeing him, but adds that a safety mechanism of the generator shut off all the moongates. Bummer.

Nonetheless, there is one more generator to destroy and you can reach the Time Lord over the hourglass. So again take the small prism and then leave the dungeon.

Destroying the Cube Generator
Set course for the Meditation Retreat. You can either land the magic carpet inside the walls, or ask Ian for entry (you need to be a member of the Fellowship and wear the medallion to do so). Once inside, ignore his orders and do enter the caves north of the building. Following the path you'll meet Gorn (unimportant, but not hostile) and Iriale Silvermist, who tells you to either leave or to die a horrible death. You have to kill her in order to reach the Cube Generator, so do the deed. However, the generator itself is protected by a deadly sound, so retreat, use Mark and then talk to the Time Lord over the hourglass to ask for advice concerning this sound. He suggests Caddellite Helmets but you need more information first.

Go to Moonglow and ask Brion in the Observatory for more information. He'll suggests asking Jillian at the lycaeum for it. Jillian in turn tells you that a Caddellite meteor once centuries ago hit the island of Ambrosia in the north-eastern sea of Britannia, meaning that this island is your next destination.

Once on Ambrosia (it is hidden under the compass rose on the map), ignore everything else, enter the caves and go to the Hydra Brothers. After lots of laughs, open the secret door and kill the beast, then pass to the meteor and take as many chunks of metal as you need (number of party members). You need to find a secret wall to enter the area guarded by the hydra, but that is easy. Then go to Minoc, where the blacksmith Zorn can make you the helmets. Finally return to the Cube Generator and let everyone in the party wear the helmets. Now you can enter the generator without any damage.

The inside of the generator is difficult, refer to Cube Generator Solution in order to solve the problem.

Once the generator is destroyed, the Time Lord warns you that the Guardian will soon enter Britannia through the Black Gate at the Astronomical Alignment, and that you can gain the needed information with the last (cube) prism on Buccaneer's Den, so take it with you. The small cube has amazing powers and forces Fellowship liars to tell you the true story of what they have done:


 * Klog in Trinsic can finally be forced to spill what REALLY happened and why Christopher was murdered. It turns out that he was unwilling to work on the Black Gate and knew too much. Klog of course is deep in it and had constructed an alibi to divert suspicion.


 * Elynor in Minoc had ordered the death of the Gypsies because they were critical of the Fellowship. She also admits that Hook had been sloppy by leaving evidence behind. She too, is deep in it.


 * Rankin of Moonglow will admit his part in a murder (a side-quest that actually is entirely optional).


 * Quan of Trinsic actually is proven to be innocent and truly ignorant of the Fellowships true goals, as the cube does not react.


 * Batlin however flees before you can force him to tell the truth, since he does know what the cube does.

However, most important right now is to go to the island of Buccaneer's Den in order to find clues at how to get to the Black Gate.

Buccaneer's Den


You have two main objectives on this island: gather information about what is about to happen, and gain the key to dungeon Hythloth, where the Black Gate is situated.

Mandy the tavernkeeper can tell you a lot about Hook and his history, warning you that Buccaneer's Den is more dangerous than ever and under control of dangerous elements. Budo is associated with the Fellowship can give you information about the Crown Jewel when you have the cube. Danag is deep in the Fellowship and spills practically all the plans and dark secrets of the Fellowship if you approach him with the cube, which is very enlightening. Gordy in the House of Games can be made to admit that Hook lives in the Buccaneer's Cave when you have the cube, with the entrance in the very same house.

Having obtained the information, go to Sintag while the House of Games is open. Having the cube, you can force him to give you the key to the door that leads to Hook's hideout (which is right in the casino). Once there, get the big key that is needed to enter Hythloth. You also find a hit list, where Lord British and YOU are the only ones not dead yet! Nice...

Once you have the key, your final destination is the Isle of the Avatar.

The Isle of the Avatar
Enter the Shrine of the Codex, by either blying into it or unlocking the gate with Hook's key, and go to the doors west of it. You can unlock them with the key found in Hook's hideout as well to enter dungeon Hythloth. Now follow the Solution for Hythloth in order to reach the Black Gate.

Once you are there, the Guardian orders his inner circle, consisting of Batlin, Hook, Forskis, Abraham and Elizabeth, to kill you in order to prevent you from destroying the Black Gate. After some arrogant boasting, the others convince Batlin to sentence you to death, but they have little chance against your party. Concentrate on Hook first, since his death will cause Batlin, who can't be hurt, to flee. Afterwards it should be little trouble to kill the remaining foes. Now put the three prisms on the corresponding pedestals around the gate in order to shut down the laser beams that are the security system and block your way.

The Guardian warns you to not destroy the Black Gate, as this will leave you stranded on Britannia. Going through the gate will trigger the bad ending! So ignore him and instead use Rudyom's Wand on the Black Gate to destroy it and stop the Guardian for the time being...

Forge of Virtue
The Forge of Virtue can be started at any time in the game, although you should wait until having a big, well-equipped and trained party before doing so, as otherwise, the Test of Courage with its many and difficult battles would wipe you out quickly. Once you are ready, talk with Lord British about the tremor and promise to investigate the possible re-emergence of Exodus, so that you get a peer crystal and a ship deed from him. Also take the Lenses from the museum, before leaving for the Isle of Fire.

Once you have arrived there, take your time to talk with Erethian, but watch out that you don't annoy him. He's a well-spoken asshole who really likes dark artifacts, but he does have his uses. Also talk with Arcadion, a daemon trapped in a mirror and who's force to serve Erethian, and promise to find the Ether Gem in order to free him, although Erethian will tell you that it won't work the way the daemon imagines it. Of course Arcadion tries to use you, but you get the last laugh on him.

Now that this is done, it is time for the three tests of the principles.

The Test of Truth
Talk to the statue of the wise Mage to get teleported into the test area.

This test deals with illusions and misleading and at first looks really hard but actually is the easiest of the three tests. Actually it is laughably easy. Just follow the path and avoid the middle of the big room that follows, as it is trapped with lightning bolts. In the western corridor you see a hood lying on the floor. Search the northern wall until you find a hidden passage and follow the invisible corridor to the chamber that holds the talisman of Truth.

Take the talisman and you've solved the test in under two minutes, gaining 30 INT as reward. If you didn't find the passage of course, you would get lost in a nasty and empty maze.

The Test of Love
Talk to the statue of the lovely Bard, before entering the southwestern moongate to start the test.

This test requires you to use your brains. Right from the start take the bucket, then enter the western mine to take the pick you find there. Afterwards talk to the golem Bollux and promise the golem that you'd help to heal his brother Adjhar, who got smashed in an accident, so that he gives you the important ritual book. Afterwards go into the eastern caves and find a small clearing in the south that teleports you to a cave near the Stone of Castambre. Now, put the bucket on the southeastern corner of the stone and equip the pick. Important: you must USE the pick on the TREE on top of the stone, not the stone itself. Once done right, you get a bucket full of special blood.

Return to Bollux and put this special blood on the five stones around the broken golem, then read the book first. Some is barely readable, but you get instructions for the ritual on a scroll that falls out. Read the scroll as well. Since a golem heart is needed, Bollux rips out his own! After getting over the shock, put the heart into the body of Adjhar and read the scroll to revive him. Needless to say that Adjhar is not happy over what Bollux has done, especially since it was needless, but finally finds a solution in the book (you still need to have it), removing some smudges to give you a hint how to make a new heart.

Return to the Stone of Castambre and once more repeat the process. The first time produces a new golem heart instead of blood, the second time the needed blood follows. Put Bollux's body in the middle of the stone circle, put the new heart into him, put blood on the stones and finally read the scroll. Afterwards talk to Adjhar to gain the talisman of Love from the glad golem, who's happy to have his brother back.

You get teleported back and as a reward, you DEX is risen to 30.

The Test of Courage
Talk to the statue of the courageous Fighter, before entering the southeastern moongate.

This test is brutal. Right away, you have to clear out a room of mages, skeletons, golems and even a liche in order to get the key to the eastern gate (the golems have it). In the next corridor system you first have to flip two switches, while being constantly attacked by giant spiders, to open the next area. There you take a glass sword from a chest beside a dead body. This glass sword has to be put in front of a crystal ball in an area infested with drakes in order to get the key for the next area. In that area, you have to swap a normal and a magical helmet on two pedestals, while being constantly attacked by slimes and gazers.

Finally, this has lowered the northern doors and you can enter the boss room. Dracothraxus the dragon however is for now unkillable, but rewards you for your valiant try with the Ether Gem, which you should take (you can trust her). Return to the castle.

Show the gem to Arcadion, then equip it and smash the mirror as he instructs. Arcadion gets disappointed however, as instead of freeing him it just made you his new master, but you now have a portable daemon. Next go the Erethian and show your new portable daemon, before you ask for advice about the dragon. Accept the offer of creating a magical weapon and he'll create a forge in the castle (amusement when the generators are still online). First put the sword blank on the forge, then use the bucket to fill the through completely with water. Equip the hammer, then heat up the forge until the sword blank is glowing hot. Put it on the anvil and use the hammer on it. Once it has lost most of the glow, put it into the water, then repeat the process until the Avatar says that this is the best it can get without magic.

Again talk to Erethian and ask what magic could be used, then talk with Arcadion and embed the ether gem into the sword, creating the Black Sword.

The rest is easy. Return to Dracothraxus, run up to her and then tell Arcadion to use his death powers on her. After some dialogue, the dragon is relieved to finally find release. The key you get opens up the northern teleporter and you can get the talisman of Courage behind it.

You're teleported back and as a reward your STR is risen to 30.

The Talisman of Infinity
Now that this is done, you still need to deal with Exodus, who tries to return to Britannia with the Dark Core in order to wreck havoc.

First ask Erethian for help regarding the problem, then get the scroll from his room and ask him again. However, he realizes right then that you want to banish the Dark Core into the void and won't help you. Instead, ask Arcadion and you get explicit instructions on what to do. Put the blue lens left of the core and the purple lens right of it. Then put the three talismans on it that they form an almost complete cirle, causing the Talisman of Infinity to appear and start to pull the core into the void. Of course Erethian wants to stop you from banishing the core, but his spell backfires and instead kills himself, while the core vanishes into the void for good.

Now that the danger is over, take the lenses back to the museum and then finally talk to Lord British, who isvery please with you saving Britannia from Exodus, for the final reward: getting your STR increased to 60.

Side-Quests by Location
These side-quests are not plot-relevant in any way, but help to gain experience and sometimes good equipment. They also help to understand the state of things in Britannia and are a huge part of the atmosphere in the game.

Paws
The Serpent Venom Theft

After entering town, talk to a random citizen to learn that something had been stolen from Morfin, who runs the slaughterhouse. Talking to him, he explains that a vial of Silver Serpent Venom had been stolen. Promise to solve the case and start to ask everyone about it. Talk to Camille and Tobias last (they run the northernmost farm) and once you return to the homeless shelter, Feridwyn comes running and tells you that his son Garritt claims to have evidence against Tobias. Garritt is not helpful, so again talk to Camille and Tobias, before going to Morfin, who doesn't believe the story and gives you a key that Garritt had lost.

Open Garritt's chest (you can recognise it by the panpipes) in the shelter to get the stolen venom. Confront Gerritt and Feridwyn with the evidence, resulting in the confession that Garritt did it, before returning it to Morfin. A last, talk to Camille and Tobias to close the case of the stolen venom.

While you are at it, you can loot Morfin's store of silver serpent venom. The key to the store room is in his house, below a plant.

Lovebirds

Polly the barmaid and Thurston the miller very much like each other, but are too shy to talk about it to the other. Transport messages back and forth to get them to act on their feelings.

Britain
Imprisoned for an Apple

As you leaned from Alina in Paws, her husband Weston had vanished while looking for work in Britain. You find him in prison in the southwestern tower of castle Britannia. Talking to him reveals, that he got imprisoned for the theft of a single apple, though the orchard keeper Figg gives them away in baskets for the Fellowship. Go to Lord British and he'll set Weston free. Alina will tell you of her husband's new freedom.

The Lock Lake Law

Talking to Miranda in the castle, you learn that the council is drafting a law to stop the BMC to pollute Lock Lake and she asks you to get the scroll with the law to the mayor of Cove for signing. Agree and go to Cove to find Lord Heather, who is all too happy to finally do something about the pollution. Return the signed scroll to Miranda afterwards.

Your cheating Heart

Listening around in Britain, you get the idea that people thing that mayor Patterson is the greatest thing since sliced bread and that he's a pillar of moral integrity. However, his wife Judith has some doubts about him, while the curator of the museum, Candice, reacts strange whe he's mentioned. Darmer Brownie finally tells you how he lost the elections against Patterson because the Fellowship ordered its members to vote for him and that he could've used a secret to discredit Patterson, but didn't. He won't tell you directly what it is, but advises you too follow Patterson after Fellowship service.

Doing so reveals that he goes to Candice's house for quite a night ahead! My, my... Talking to both of them when caught in the act, you can get Patterson to finally end this.

Relationships galore

There is a mess of romantic lose ends that you can try to solve. The following people are involved:


 * Charles, a butler in the castle, who's pining for Jeanette, but fears that she's ignoring him.
 * Jeanette, a barmaid who thinks Charles is an aristocret (she hates them) and instead has an eye on Willy.
 * Willy the baker, who can stand Jeanette and instead favors Gaye.
 * Gaye the clothier, who likes Willy but has other commitments.

After talking to Charles, talk to Jeanette next to hear her opion about him and Willy, then set her right about Charles while fellow barmaid Lucy is in the room. Next go to Willy to hear that it's not a loss to him and that he'd like to date Gaye but that he can't stand the Fellowship. Talking to Gaye you hear that the attraction is mutual but she is uncertain because of the Fellowship. Sadly, nothing more can be done.

Name, Job, Bye

Raymundo at the Royal Theatre says the role of the Avatar is already taken, but still wants to humor you by seeing if you can make the replacement part. So go to Gaye and buy an Avatar costume, put it on and then talk to Raymundo again to test your acting skill by playing yourself. Nope, you obviously can't act as yourself (or what the public sees as it) and you are only considered for the replacement.

The unhappy Innkeeper

Innkeeper James is unhappy with his life, explaining how he feels that his wife Cynthia seems to feel that being an innkeeper is peanuts compared to her job at the Royal Mint. Talking to Cynthia, she's surprised at this revelation, having being puzzled why her husband had been so unhappy and tells you to give a reassuring message to James, that money doesn't mean she'd love him any less. James is all too happy to hear it.

Cove
Love for Nastassia

Talking to Nastassia, the keeper of the Shrine of Compassion, at first only results in an awkward scene that proves the woman is rather shy. So go to the bard De Maria and he explains Nastassia's past, how her mother died and she thinks her father had abandoned her. So return to Nastassia and this time she is more open and talk about how her father went to Yew and was never seen again. Male Avatars now gain a girlfriend, while female Avatars gain a sister (sorry, Nastassia is strictly hetero), and she hopes you can find out more about this mystery.

Go to Empath Abbey had first ask Taylor. He has no specifics, but thinks the Emps could know. So go to the Emps and ask Trellek abut Nastassia's father. Turns out he died a hero when rescuing Emps from certain death. Return with these news to Nastassia, who finally feels her burden go away, now that she knows her father didn't abandon her at all.

Yew and Empath Abbey
The false Monk

In Empath abbey, a monk named Kreg wants a black invisibility potion for an experiment. However, strangely enough none of the other monks have ever heard of him. Reading the files at the High Court reveals that Kreg is the alias of the thief Kellin. So confront him and he'll attack you. Kill him in self-defense.

Note that giving him the potion will allow the thief to flee.

Flowers for a Grave

Reyna the healer laments that recently she didn't get to tend to her mother's grave. Talk to the monk Aimi about this, and she gives you a boquet of flowers. Present these flowers to Reyna and she'll give you a discount for all healing services.

Back to Nature

You meet two naked people in the Bee Cave who act as if they'd lived there all their lives. Do not believe it and go to Tseramed, who tells you that he remembers them from living in Yew. So go back and confront them. Turns out they are Murray and Myrtle, who have decided to go back to nature after the tax council ruined them, and they now love to confuse people with their cavemen act.

Minoc
The "great" Owen

Listening around town, you get the idea that shipbuilder Owen is some sort of saint and that a statue to his honor is to be errected. However, talking to Jakher reveals quite a different story. So talk to Karl next to learn that Owen's ship are shoddy and have cost numerous lives, including Karl's own brother's. Karl has stolen Owen's plans but can't read them. Get the plans from Karl's hut (outside of city limits) and bring them to Julia (if she's not in the party). She'll point out the horrible design and advise you to alert the authorities. Get word of that to mayor Burnside and he'll cancel the statue. Owen commits suicide once you tell him and everyone turns on him.

Vesper
Bigotry and Racism

Blorn in the tavern is an outspoken racist. Pretending to agree with his views, he claims that the gargoyle Lap-Lem attacked him and that he wants him dead. However, going to Lap-Lem, the gargoyle reveals the real story. Blorn stole a valuable locket from him and he was trying to get it back. Return to Blorn and force him to release the locket, which you then return to Lap-Lem.

Moonglow
The Love Triangle

Phearcy the tavernkeeper says that he is very interested in gossip concerning a possible romantic connection between Zelda, a female scholar at the Lycaeum and brion, the head of the Observatory. So go and investigate. Talking to Zelda reveals that she indeed holds feelings for Brion. However, Brion openly admits that he doesn't have feelings for her. Talking to his twin brother Nelson in turn reveals, that he does fancy her. After giving Zelda the bad news about Brion, talk to her again and mention what Nelson said.

Since Zelda now goes for Nelson, return to Phearcy and tell him this juicy gossip to get your reward in form of food.

The two Brothers

Two brothers are running a farm in town. As you hear in town, there is tension between the brothers Cubolt and Tolemac. Cubolt is a follower of the virtues and distrusts the Fellowship, thus his disappointment, when his brother Tolemac had joined. Cubolt wants you to talk to Tolemac and their friend Morz, who's yet undecided. Talking to Tolemac wields no result, just anger. However, when talking to Morz, be polite and don't make fun or even mention his stutter, then you can advise him to not join the Fellowship. Get these news to Cubolt.

A Crystal for the Orrery

Brion at the Obervatory says, if asked about crystals in his collection, that he'd gladly make you an Orrery Viewer, if he'd only get one last, fitting crystal. Talk to Addom in the tavern to buy such a crystal for a low sum and bring it to Brion. He thin gives you the viewer, which can always show you the position of the planets.

The Treasurer's Fate

Talking to Balayna you get the idea that local Fellowship leader Rankin is stealing from the organisation. Asking him, he tells you to deliver a bottle to her. If you deny, he silently kills her in the night and disposes of her body. If you agree, the fumes from the bottle kill her. You can only get the truth from Rankin once you do have the cube prism to force him to tell you.

Terfin
Conspiracy

Teregus, the keeper of the Shrines of the Principles mentiones during conversation, that there are rumors that someone wants to destroy the shrines and that he fears the worst. Agree to investigate the whole matter. First talk to Betra the provisioner. Betra, while admitting he'd have the needed equipment for such a deed, openly states that he's a follower of the principles. So go to Sarpling's shop next. Search it for a scroll that incriminates him and Runeb, a gargoyle of the local Fellowship. With the scroll at hand you can force him to confess his part in Runeb's plot.

Showing the evidence to Teregus, the gargoyle warns you that Runeb could be very violent, if confronted. Do so anyway, and defend yourself again Runeb's attack. Once the deed is done, inform Teregus that the shrines are now safe.

Serpent's Hold
The defaced Statue

It looks like someone really dislikes Lord British, as his statue at the entrance of the keep got defaced. Lord John-Paul offers to you that you can investigate the crime and hopes you find the culprit. To solve the case, first go to Sir Richter who has found stone chips with blood on them at the crime scene. Lady Leigh can analyze the blood, being surprised that it is the blood of a gargoyle. So go to Sir Horffe, the only gargoyle on the island. He says that his blood is there because he got injured when trying to subdue the culprit.

Since you are back at square one, talk to Lady Tory, who mentions that Sir Jordan seemed to be nervous. So talk to him and he says that he'd heard a woman screaming when the crime happened, and he knew it was Lady Jehanne. So question Jehanne and she admits, that Sir Pendaran did it. Confront him and he admits. Say you'll reveal his crime, then talk to John-Paul and say it was Pendaran to close the case.

Lady Tory's Baby

Lady Tory's son got kidnapped by harpies! After talking to her, go to the Shrine of Honor, kill the harpies and take little Ricky back to his mother. After wards, put him back into his crib (trickier than it sounds).

Jhelom
Duel to the Death

Sprellic the innkeeper has a huge problem, as the false Avatar had come to Jhelom and pestered Sprellic permanently. At nightfall, he claimed that he was cold, so Sprellic gave him more blankets. However, he kept asking for more blankets, and in his desperation Sprellic took the honor flag of the local fighting club, who are now out for his blood. After getting the information in the tavern, go to Sprellic and promise to help.

There are two ways of playing this:


 * 1. Fight for Sprellic in the duel and kill the members of the Library of Scars.
 * 2. Use the more subtle way and ask Kliftin the provisioner to sew a new flag. When he's done so, give it to Syria while she's not on the list field (otherwise combat ensures).

You can place bets on Sprellic (Ophelia) or against him (Daphne). Betting on Sprellic is a relatively safe way of getting money, as the game accepts either solution (kill or calming) as a win for Sprellic. It however is worth more EXP to use the subtle way.

The Serpentine Dagger

Remember the Serpentine Dagger from Minoc? After solving the trouble with Sprellic, go to De Snel, the master of the Library of Scars. Showing him the dagger pretty much proves that he is somehow involved with the murder and of course he tries to kill you. So kill him in self-defense.

New Magincia
Three stranded Pirates and a Locket

Talking to Henry you get the news that he and the girl he courted have parted ways due to him losing a locket he had intended as a gift, but he suspects theft and wants you to investigate. So start talking around. The girl, Constance, is not helpful and doesn't believe Henry's story, having developed a crush on a man named Robin, who'd shipwrecked on the island with two friends. Well, not exactly friends, since the other inhabitants think they are pirates and Russell the shipwright has seen a locket in their possession. So these pirates have to be questioned next.

The three pirates Robin, Leavell and Battles leave little doubt about their untruthworthiness. Promise Robin you'd look for "his locket", they question Battles about it, who says they'd lost it in the tavern. So force a confession from tavernkeeper Boris that he in turn had stolen the locket from the thieves, but it's gone again. Go to his wife, mayor Magenta, who has it. Say it's stolen and she gives it back. Show it to Robin and he'll reveal that he wants to kidnap Constance! Don't hesitate to defend yourself when this scum attacks you afterwards!

Once that is done, wait until Henry and Constance are on the same screen, then return the locket to Henry and inform Constance of Robin's true character.

Buccaneer's Den
Two old Friends

The pirate Blacktooth laments that Mole is no longer his friend, since joining the Fellowship. Talk to Mole and he actually regrets it now, missing Blacktooth. Mention what Blacktooth said, then give Mole's answer to Blacktooth.

The fake Avatar

When searching around in the Buccaneer's Cave, you come across a prison and torture chamber, where you find the Avatar imposter Sullivan, who had created so much damage with his scam. It's up to you if you free him after killing the prison keep Grod, since he'll just return to being a criminal. However, you should free Anton, as he is one of the good guys.

Dungeons
The two Sisters and the Cyclops

You discover the sisters Amanda and Eiko as well as thee cyclops Iskander in the dungeon Deceit. To solve the quest, talk to Iskander first, and learn how he'd killed the women's father in self-defense. Then go to the sisters and convince them to abandon their quest for vengence against Iskander.

Garok Al-Mat

Garok Al-Mat is found being lost in the western parts of dungeon Shame (actually Despise). Help him by describing how to get out and he gives you lots of reagents, before teleporting out of the dungeon.

A Band of Terrorists

In Despise, an invisible staircase leads to the hideout of a band of terorists under the mage Selwyn. Kill them all and loot the place. Use the right teleporter to loot even more in another part of the hideout, then find the teleporter that leads to Selwyn's Tower for evn more loot.

Unicorns and Virgins

You've leared from Ophelia in Jhelom that she has a suitor named Cosmo and that she sent him on a fool's quest to prove his virginity in order to get ris of him. You find him and his fellow adventurers in Destard and he's trying to find a unicorn who is supposed to prove his virginity. Said unicorn is found near the southern entrance and is intruiged by this tale (as normally he only tests females).