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


Note that from now on you encounter magic scrolls. Keep one of each spell so that you make life easier for yourself later on.

Getting established in Fawn

On the way to Fawn, slaughter the goblins in the near guard tower, so that pikemen can reclaim it. 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

Things do look pretty dire, so pick up your companions and proceed to the temple to enter the trial. Of course it is a complete sham, as Voldin and Kylista leave no chance to make you and Dupre look like complete heretics. Eventually this sham ends and the next day the judgement is expected. So go and find Alyssand, who thinks the oracle that is used to create judgement is manipulated, as it always does as Voldin and Kylista want. She gives you a key for a room in the temple. Come back when it is night, unlock the left room in the temple and enter the basement, where the jail is located. Pull the switch and go up the other stiars to find... Voldin. He'd made sure you lose the trial. Once he attacks, either kill him of just use a blue potion (then he'll be jailed). Now play with the levers until the oracle is free and tell it to reveal the truth about how thr trial is corrupt.

That done, go back to sleep.

Once 24 hours since remiss have passed and it is daylight, go back into the temple. You can call witnesses for kicks to rip Dupre's reputation to shreds, but once the judgement come, the oracle incriminates Voldin and Kylista, while at the same time freeing Dupre of all charges. The traitors get jailed and Lady Yelinda apologises, giving you the Crystal Rose of Love as compensation for all your troubles.

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.


 * Serpent Gate

While you are at it, Fawn's Serpent Gate needs to be unlocked. Take the key from Lady Yelinda's house east of the palace and use it to unlock the door in the southeast corner of the palace to free the way to the gate.

At the Inn of the Sleeping Bull


Entering the inn, you should talk with the inhabitants. Devra and her son Argus are running the inn and are a spring of information, while the other son, Wilfred, is more of a buffoon. The three guests are also interesting. Ensorcio is an exiled mag and can tell a lot about Moonshade and its inner politics. Flindo can add to this information, while Kane wants to go to Moonshade for help to find his brother. As it seems, the only ship belongs to Captain Hawk, but thanks to Flindo's blundering, the pikemen of the Bull Tower arrested him and nobody is going anwhere for the time being.

Since you obviously need to go to Moonshade as well, so go to Bull Tower and try to bail out Hawk. However, the pikemen are corrupt and greedily always demand more than you have. Drats. Return to the inn, where you now meet Selina, who offers a treasure hunt. Take her in the party, but don't dismiss you companions. Now follow the cost north unti lyou find the wrecked Royal Mint of Britannia! Seems it got teleported here. Use a key given by Selina to unlok it. Ignore the teleport traps until you have looted the mint, especially the gold bars. Of course Selina betrays you and is working for Batlin. After she's fled, kill the assassins and return to Bull Tower. Drop all gold bars except for one, which you use to bribe the pikemen. Afterwards, free Captain Hawk.

Before you do anything, NOW is a good point to spend all your training points, as you'll be away for some time. So go to Monitor and train at the lsit field.

That done, talk to Captain Hawk and in the end he agrees to do the job. Make sure that Flindo and Kane are both awake and in the main room of the inn, before approaching the ship, so that everything go without problem. Although the passage isn't exactly smooth, you arrive in one piece on the island where the city of Moonshade is located.

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

On the way to the mint, you encounter the Exploded Powder Mill. Don't double-click any of the ghosts (that creates a bug) and kill them instead, before plundering the building.


 * The Basment of the Inn

This is the big haul. Enter the basement of the inn and find the secret door between the beer casks that leads to a hidden room with two chests and a switch. Flip the switch and get a key from the chests, then use the southern door to descend one level deeper. Welcome to Silverpate's caves. First take the left path until you reach a big room. The norther wall has aninvisible chest with some spells, especially False Coin, which you should keep especially safe! On the western wall, the second chest from the bottom holds a treasure map and another key.

Now backtrack and take the right way. Find the secet corridor across form two torches and loot the caves before you find the Serpent Gate in the north, where you find another key -which unlocks the teleporter back to the surface- and a map of the Dark Path.


 * Loot

There is a hollow tree just at the southern fence. Besides good loot, it has a key. Then stack crates for stairs to the top of the obelisk at the northern fence at the coast to reach an invisible chest you can unlock with said key to get more loot.

Moonshade - Truth, Part 1


The intenal Politics of Moonshade

After your arrival, first off go to the swamp in the east, where you find some Blood Moss in the middle of it, which comes to be important later. Then enter Moonshade. Go right away to the Seminarium and first talk to the students, before having a chat with Fedabiblio about a replacement spellbook. You need three FRESH Mandrake Roots, something quite difficult to aquire, so lets save it for later.

You become aware fast, that Moonshade is a heavily racist city and as long as you don't have a spellbook, the only mage willing to talk to you is the necro-mage Mortegro, whose seaces at midnight you should visit to get plot developments. So for now, first talk to Flindo. He says he needs time to arrange an audience with the MageLord, so talk to all the other non-magical people in twon, until an Automaton arrives with a message from the sorceress Rotoluncia. To make it short, she wants something you don't have and you tell her to fuck off. Afterwards talk to Flindo again, and he has actually managed to get you invitations to a banquet of the MageLord, and some minutes later, you are automatically teleported into the palace.

Of course it doesn't go according to plan. Rotoluncia openly attacks you with spells after some bitching around, Gustacio defends you, Frigidazzi is interested in you and to make the disaster complete, Pothos comes in right then and tells the MageLord Filbercio, that the stock of Blood Moss has dried up, causing Filbercio to end the banquet.

Well, now that Pothos is back, have a chat with him and you get the feeling he's hiding something. So talk with Bucia about him and she tells you how much he looks like the mad mage Erstam. Confront Pothos and he offers a deal: give him blood moss and he in turn for your silence tells you how to reach Erstam, who could be helpful. Since you already have it, finsih the deal and Pothos tells you how to call a giant turtle that gets you to the island. But again, fate has other plans, when all of a sudden, while you are on the way, Iolo just disappears.

Go to Filberco, who suspects Rotoluncia and allows you to raid her manor. She however isn't home and you destroy her automaton guards. The most important item is your first serpent tooth and you read letters that speak of a love hovel. Report to Filberco and he allows you usage of his boat to reach the hovel. Once there, go into the basement, confront and kill Rotoluncia and free your companion. Now, finally you can ring the bell at the docks north of the city, to call the turtle that brings you to the Isles of the Mad Mage.

The Secret of Teleportation and the Spellbook

Now, entering Erstam's lab you see why he's called mad, judging by the body parts strewn around. Talking to the man himself doesn't get much of a result, as he's of the unfriendly sort, but he mentions teleportation. So talk to his assistant Vasel and learn about Erstam's Serpent Jawbone. First have a talk with Boydon, who currently is just a head, before confronting Erstam that you now know. However, Erstam offers a deal: he wants to create a Frankenstein-like person, and needs a phoenix egg. Get him one and help in the creation, and in turn he'll give you the jawbone. Accept and get teleport to another island.

The objective is simple. Reach the lava poll with the dead body of Skyrise and pull the lever to set the lava ablaze, reviving her. As thanks, you get the egg. Then find the teleporter back. Report to Erstam of your success, then put the egg, Boydon's head, torso, arms and legs into the combinator to revive him. Erstam is pleased and gives you a toon and the key to his shed, where you find the jawbone. Talk to Boydon, then to Erstam to get two more teeth and the permission to have Boydon in the party (you have to do this now). Let Boydon join and put all four of your serpent teeth into the jawbone, then enter the Dark Path with the Serpent Gate.

Find the gate to Monk Isle On the island, there are five different monks to talk to: Thoxa (who you've already met), Karnax (ditto), Braccus, Draxta and Miggim. You finally get mor information what you have to do, namely preventing the end of the world, although the prophecies (as you can read) are pretty strangely written. Karnax also gives you the Amulet of Balance (if you didn't already get it from dying) while Braccus says the tides are not yet right for Mandrake oot harvest. So try to get time move by until Braccus says its time, then pick up three roots in the northern swamps.

Now, first enter the Furnace gate. You can enter the city yet, but there's good loot. Then return to Moonshade and give Fedabiblio the Mandrake Roots. Some copy protection later you have your replacement spellbook.

However, wait! You by now should have gathered lots of reagents and spell scrolls. However, only transcribe Unlock Magic. Now is the perfect time to accept the challenge of the Silver Seed. Make sure you have lots of food and potions ready, before using the Amulet of Balance while standing on a Serpent Gate.

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

There are three houses in the western forest that hold loot in form of spell scrolls. However, you can't enter Stefano's house (the most southernmost one) until much later. Note that one of them originally belonged to Vasculio.


 * Loot

North of the city is a chasm where you fall in the first time you try to go by it. At the bottom you find, among other things, a magic bow.

The Silver Seed
Arrival in Serpent's Fang

After some trouble, you have arrived several centuries in the past. Make sure you're wearing the Amulet of Balance all the time while you're here. Note that until you've solved the problem, you're stuck here.

First thing, go to the main hall and talk to the commander, Isstanar. He's very mistrustful of you, but finally releases the Keyring to you - no more key clutter, so put all your keys onto it. Next go talk to the healer Surok, who's resonsible for identifying magical objects and reviving you if you died. He also can give you lots of information. In the lower level, you find the mage Elissa, who's the only mage trainer to be found and a spell seller as well. Last but not least, you find sub-commander Tsandar in the torture chamber, and besides telling you more about the forces of Order, he's responsible for training (very importantlater on).

Now that this is done and you've picked the keep dry, lower the drawbridge and accept the challenge.

The Maze This is by far the easiest of the challenges. After meeting the monk Drusilla at the entrance, put your gear into the hollow tree (otherwise it becomes a mess), then enter the maze.

The rules are simple. Entering a room opens or closes the passages and you need to get to the teleporter that leads to the next level, of which there are four. If you are locked in, kill yourself in one of the fires in the corners. As for a solution, follow the path that is marked on the map, and dont forget to take the cheese from the body at 2. On the forth level, you reach Yurel at 3. Give him the cheese and you get the orb (of course you can also just kill him). Then follow the path to 4, where you find Issik's dead body, which holds the powerful Helm of Light.

Once you are done, go through the illusiornary wall to 5 and exit, get your gear back from the tree. 

The Abandoned Outpost After getting some false advice from the monk Rieya, enter the outpost.

Descend stars A and find the secret passage in the west then flip switch at 2. Follow the new passage east, then at 5 press first the NE button, then the W button and finally the SW button to free the way. At 6 you find the remains of Commander Ardiniss's forces, search them all and especially take the Lightning Whip. Go east through the illusionary doors, then south. Go to the torture chamber at 8 (loot along the way) and take the scroll from Commander Ardiniss's body, then use the right iron maiden to enter the powder magazine and take some powder kegs.

One the way back, Unlock Magic come in handy. Now, find a key in the room with the green things that opens the path to B, that you have to free with the powder kegs. Take the rope from the body at 11, then go to 7 and put the Lightning Whip on the pedestal. After some back and forth between levels, go through the sleep fields at 9 and then take the orb at 10. Now backtrack to 4 and use the rope on the well. Descend and once you meet force fields, read Ardiniss's scroll to free the way to H, where you find at 12 the guarded Belt of Strength and more loot.

You now can leave the outpost. 

Liar of the Fiend ... 

Aram-Dol's Realm ... 

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
...

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
...

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

...

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
...

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
...