Ultima VII Part Two Walkthrough

This is a self-made solution to Ultima VII Part Two. It is seperated into chapters, which each chapter divided into the main plot and additional actions. This solution does not include general gameplaying tips.

UNDER CONSTRUCTION

Useful Links

 * Party Members in Ultima VII Part Two


 * Ultima VII Part Two Map of Serpent Isle


 * Ultima VII Copy Protection


 * Ultima VII Part Two Monster Data


 * Ultima VII Part Two Magic Shops


 * Armour Values


 * Weapon Values

Monitor - Courage
Arrival on Serpent Isle

After your spectecular arrival on the Serpent Isle, start going south. To your bad luck, a teleport storm strikes just then, displaces your companions and swaps your equipment mostly with junk. Well, go on and after passing the docks, you meet the monk Thoxa, who of course first wants the copy protection out of the way. After that is done, she gives you the Hourglass of Fate and you should get all information from her, especially that you have to prevent the "End of the World". Great... However, just then fellow monk Karnax arrives and after some disagreements and blows, both depart.

Go further and Shamino rejoins you, stating a list of displaced items. Right afterwards you find the first of the items. Seeing the red bush, search for the illusionary wall that leads into a cave, where you get all the important equipment (force open or pick the chest) and also don't forget the room that can be reached through another illusionary wall. You also find an elightening scroll on the corpse there.

That done, follow the path in order to reach the eastern gate of Monitor.



Quest for Knighthood

Flicken at the gate makes it clear that even if you are a friend, they don't trust you and calls some pikemen to escort you to the city commander. Go north and you meet a teenage girl named Cantra, who's eager to become a knight and can tell you a lot about the test. Then enter the crematory and go to the crypts, where you find Lord Marsten conducting a funeral. After some back and forth, you are allowed to stay but Iolo accidently crashed a funeral and is in jail. Rats, only a knight can get him out. However, you should strive to become a knight anyway, since otherwise half of the people in city won't talk to you or are a lot less forthcoming. So ask Marsten for taking the test and he gives you the password.

Right then the pikemen escort Dupre to you and thankfully he can join you without trouble, adding more to the list. You can first visit Iolo in jail, before taking the northern gate to leave Monitor. Take the first way east to find a hut where Shmed, the administrator of the Knight's Test resides. Give him the password and you get outfitted with the test gear and sent into the dungeon for the test. To solve the problem, see Knight's Test Solution. After you got the dead wolf and the meat (important, you must have all of it seperately!), try to exit and Shmed reveals himself as the one who manipulated the test to kill you. That won't help him and his desperation attack seals his doom.

Afterwards go back to Lord Marsten, who congratulates you and says what is next. Now, give the dead wolf to the furrier Cellia and the wolf meat to the barmaid Lucilla. To save yourself several headaches, wait now 24 hours in order to get the finished cloak, before going to the tatoo artist Lydia in order to get you wolf command tatoo. Once this is all done, you can report to Marsten, who tells you to got to the banquet hall. So go to the banquet hall (careful, due to a bug, only approach it from the east) to get initiated as a knight of Monitor.

However, things don't go according to plan. First once you reveal during the banquet how dangerous the test was, the people present realize that foul play had been involved. Then Harnna the town healer storms in and reveals how her daughter Cantra has been kidnapped! Everything dissolves into chaos, pretty much ending the banquet.

Search for the Traitors

First things first. Ask Lord Marsten to release Iolo and get him out of prison with the key given. Afterwards start talking around town about the whole issue. Most of the people are quick to say that they suspect Krayg to be the traitor that sells secrets to the goblins, but that doesn't have to say anything at all. Simon the innkeeper also isn't very helpful, but take a swing of his ale, only to learn that it is quite nast stuff. Afterwards confront Krayg. Of course he denies it but mentiones that the goblins have a meeting place in the forest north of Knight's Test.

However, now that time has passed, you realize you are poisoned! Go to Harnna, who can temporarily cure you, but needs Varo Leaves from Fawn for a real cure. She also talks about her kidnapped daughter and asks for your help. Accept and look into her crystal ball. Yep, there' Cantra...and Batlin? They are duking it out and where did Cantra learn magic. Confused, you accept the task of finding Cantra and harnna gives you her Practice Sword for once you've found a good blood hound. But first make a detour to Fawn to take care of the poison problem, avoiding the Fawn Tower for now. After some discussion at the gate, the guard lets you in and take the letter from Ruggs so that he won't bother you (this is a side-quest in the Fawn-section). Go to the healer Delphynia and get the leaves, then return to Monitor to get cured by Harnna.

After the cure, confront Lydia about the poison and she attacks you! Seems she was in league with Batlin! Now go to the goblin forest to find the meeting place with the entrance to the goblin village. Of course there are lots of goblins and your companions spot a suspicion ale bottle. Take it (don't drink it!) and show it to Lucilla to get told it's Simon's. So confront him until he can't get his story straight and it turns out he's a goblin spy. After killing him, take his keys and return to the meeting place. Thanks to the keys, you can now enter the path to the goblin village.

See Goblin Caves Solution to solve the problem and get to the village.

Once in the village, start to slaughter everone and completely loot it, before entering the hut of the goblin king, Pomdirgun. He tells you some interesting stuff about the real traitors, before calling in the guards. Of course they are pushovers and some violence later, you can loot the place and get his keys. The keys unlock the treasure room that, besides loot and the important Helm of Courage, also holds two interesting scrolls that inciminate Lord Marsten and Spektor as the traitors. It seems they wanted to take power and worked with the goblins to weaken the other commands, but were double-crossed.

So go to Monitor, and show both scrolls to Caladin to get the traitors imprisoned. Thanks to your deeds, you can keep the Helm of Courage as well, and you'll need it later on. Now you are done in Monitor and it's time to go to Fawn.

Additional Actions
Swapped Items

You can get back the following items:


 * Iolo's Crossbow: Take it from a pedestal in the crypts. Afterwards ask Harnna about the urn you got and give it back to Caladin for 100 Monetari reward.


 * Dupre's Shield: After becoming a knight, Lucilla tells you that Luther has it, after you have become a knight. Insult him and then defeat him in a duel on the List Field (halberd works best, better have some training first). You can keep the Shield of Monitor it got swapped with as well.


 * Magic Bow: You find it even before reaching Monitor. Just take it and put the bear skull into itsplace (it belong there).


 * Burst Arrows: They are found in a crate in Pomdirgun's house in the goblin village. Just take them and ditch the bone hairbrush it got swapped with.

In the Area


 * Everything an Avatar knows about Sex

After becoming a knight, there are two optional sexual encounters, both ending with posession of a gwani cloak:


 * Male Avatars should go to Lucilla and after some sweet words where she admits she likes strong knights (but not the pigs in town), you can arrange a rendezvous with her. Return to the tavern after it closed at night and talk to her in her bedroom and let the action roll.


 * Female Avatars have Brendann, who makes no bones about what he wants, as he thinks of himself as the biggest casanova in town. So agree to come to his place in the night and he can give you a lecture in a completely new kind of art you won't forget.


 * The lost pikeman

After lynching Pomdirgun, you can use his keys free the pikeman Johnson, who almost got eaten, from the goblin prison. You can try to escort him back to Monitor, but he dies of a heart attack on the way regardless what you do! Do him a last favor and carry him to the crematory for a proper funeral.


 * Harnna's husband

After the two traitors are imprisoned, visit them and they confess that they did something to Hrnna's husband in order to hide their dirty dealings. Lucilla in the tavern afterwards gives you a key. Search the mountains near Harnna's house for an illusionary wall and unlock the door behind it to find the powder magazine, lots of loot and the body of harnna's husband. Take his letter, read it and give harnna the sad news.

Fawn - Love


Getting established in Fawn

Once you enter the town with Iolo (so it could have happened earlier) a teleport storm despoites a lute in front of you and Iolo is inspired to sing a moving song that greatly impresses the townspoeple. Once that is done, go directly to the chancelor Zulith, who gives you information (in his own way) and promises to arrange an audience with their leader, although nothing will come out of that.

Now that this is done, start talking to the townspeople with exception of Alyssand to get a feeling for the city. As it seems, great captain Voldin and priestess Kylista are pretty much running the show with the help of the oracle, having Zulith keep Lady Yelinda, the nominal ruler, ignorant of everything. You also get the feeling that everyone in the city is rather intolerant and vain. So, finally talk to Alyssand and she pretty much tells you there are some who want to topple this corrupt regime. A little later you notice Zulith spying on you, so confront him and he leaves in a huff. That done, also talk to the people in the Fellowship Camp before returning into the city.

Sooner or later, the sailor Kalen attacks you in Batlin's name. He's no problem, but some time after this, the guars tell you that Lady Yelinda has granted an audience. So go into the palace, where you enjoy a good drink... and Dupre accidently praises Lord British. Oooops. A beating later, you find yourself in the inn and Durpe behind bars, being called to the temple for the trial.

The Sham-Trial

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Additional Actions
Swapped Items

You can get back the following items:


 * Magic Gauntlets: Talk to Alyssand and she'll return them to you. You keep the ring they got swapped with.


 * Magic Armour: Kylista has it in her house. Don't bother asking her, just take it from her house and keep the breastplate as well, as it is good armour.


 * Torches: They are in Alyssand's shop. Just take them if you still want them. You probably no longer have the money it got swapped with.

In the Area


 * Fellowship People

You remember the letter that Ruggs gave you? Get it to Delphynia and she writes him a reply, which you in turn should get to Ruggs. Ruggs in turn will tell you that their catographer Scots has a map of the Serpent Isle ready for you. It is not exactly precise in the northern area, but better than nothing and works with a sextant.


 * Portal to Hell

In the ruins a bit northeast of the Fellowship camp, you notice a strange, red portal. Walking into it is going to send you almost literally to hell. Beat the wingless gargoyles there and then search the corpses in the teleport chamber, before using the teleporter to return to the surface.

At the Inn of the Sleeping Bull


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Additional Actions
Swapped Items

You can get back the following items:


 * Swamp Boots: Talk to Devra and she recognises the slippers you have. Exchange the slippers with your swamp boots.

In the Area


 * The Powder Mill

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 * The Basment of the Inn

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 * Loot

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Moonshade - Truth, Part 1


The intenal Politics of Moonshade

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The Secret of Teleportation and the Spellbook

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Additional Actions
Swapped Items

You can get back the following items:


 * Magic Helm: It is found in Frigidazzi's house. Just take it and leave her fur cap behind.


 * Dagger: You find your dagger in Erstam's house. Take it if you want and leave the hand behind, where it belongs to.


 * Erstam takes you lab apparatus, but you get nothing in return for the moment. Also, while the stockings belong to Moonshade, nothing can be done about it for now, the problem is solved at a later date.

In the Area


 * Houses in the Forest

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 * Loot

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The Silver Seed
Arrival in Serpent's Fang

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The Maze

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The Abandoned Outpost

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Liar of the Fiend

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Aram-Dol's Realm

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The Silver Seed

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Moonshade - Truth, Part 2
An Affair with Consequences

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Gustacio's Experiments

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Through the Furnace
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Additional Actions
Swapped Items

You can get back the following items:


 * Spellbook: You find your spellbook in the troll cave. However, it is ruined and trying to use it is going to make it explode, hurting you.

Gorlab Swamp
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The Northern Forest and Shamino's Caste
Helping the Forest Master

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Confrontation at Shamino's Castle

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Into the frosty North
Quest of the Gwani

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Skullcrusher

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Additional Actions
Swapped Items

You can get back the following items:


 * Rudyom's Wand: found in Vasculio's workshop. However, it has become useless, as it now only makes people sneeze.


 * Magebane: You find the Magebane on Penguin Island and taking it provokes a penguin attack. Having it creates a reaction from Vasculio, but you should keep it, as it is a good weapon.

Confrontation at Spinebreaker
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Aftermath of the Banes
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Additional Actions
Swapped Items

You can get back the following items:


 * Glass Sword: Hazard has it in his chest. although by now you should be armed well enough that you don't have anymore need for it.

To restore Balance
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