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 (although this can change).

UNDER CONSTRUCTION - for now working on the structure

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 coversation 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 bloody muder 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 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 will tell 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. Let him join you, as he's a most useful companion. Enter the second floor of the tower and open the chest with the key. Take all thee items (gold, scroll, medallion).


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


 * Gargan the shipwright will confirm seeing the man with the hook and that the ship left for Britain

Now you have all the needed information to give your report to the mayor. Give him your report, stating that the human victim with 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 aswer a geography quiz that serves as copy protection before you can leave town.

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 at the evening to listen to what Klog peaches to the masses about the event. You sadly can't find out what he knows until much later.

Developments in Britain


Once in Britain, go straight to Lord British, who gives you his Orb of the Moons. 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 spell book (magic is absolutely needed in the game). 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 get out more about the Followship, 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 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 sawmill. Talk to mayor Burnside to learn that there had been a double-murder in the sawmill, two of the local gypsies. Entering, you're confronted with a familiar scene. Take the serpentine dagger and look at the candelabra. You can 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. However, the local Fellowship leader Elynor will deny any knowledge about the issue, so you can solve the mystery for now.

When you give the box to Elynor, there are two outcomes:


 * Should the seal be intact, she'll give you a reward.


 * 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 and she'll in return reveal some interesting things to you. You learn that there is a dark power that threatens Britannia, but that she doesn't know what exactly it is, since said power tries to block her. You however now know that you'll need the help of the Wisps in order to solve this riddle, so this should be done soon.

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

Entering the Fellowship
Once you return to Britain, again talk to Batlin and, if you opened the box, be honest to him. Batlin will be pleased and sends you off to recover some funds from 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 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) 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 will try to stop you from joining, but you should ignore their complaints and Batlin will ask some questions from the Book of Fellowship as 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 one time later in the game.

Quest for the Wisp


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 now, meaning that you'll need to find a way to attract their attention. 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 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 on a quest. She in turn won't give permission until their leader Salamon would be OK with it. 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. Go all the way back to Yew and find Ben the logger, who's unhappy when 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, but suggests him making a whistle that can emulate the call. Ask Trellek and he'll make it for you.

Now, finally go back to the fortress and use the Wisp Whistle to attract its attention. Negotiations however turn out to be difficult. The Time Lord wants something from us, but before the wisp releases the information to you, it wants the notebook of Alagner, who lives in New Magincia.

Since you have no choice, 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 prove your worth by finding the answers to life and death in Skara Brae from the tortured one. 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 the Seance if you haven't done so already, before leaving for Skara Brae.



...

Destroying the first two Generators
...

Destroying the Cube Generator
...

Buccaneer's Den
...

The Isle of the Avatar
...

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 so 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. Also talk with Arcadion, a daemon trapped in a mirror, 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. 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. Just follow the path and avoid the middle of the big room that follows, as it is trapped. 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, gaining 30 INT as reward.

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

Right from the start, take the bucket, then enter the western mine to take the pick. Afterwards talk to Bollux and promise the golem that you'd help to heal his brother Adjhar, so that he gives you the important ritual book. Afterwards go into the eastern caves and find a small clearing in the south that takes 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. Once done right, you get a bucket full of special blood.

Return to Bollux and put blood on the five stones around the broken golem, then read the book first, then the scroll that falls out. 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, but finally finds a solution in the book (you still need to have it).

Return to the Stone of Castambre one repeat the process. The first time produces a new golem heart, the second the needed blood. Put Bollux's body in the middle of the stone circle, put the heart into him, put blood on the stones and read the scroll. Afterward talk to Adjhar to gain the talisman of Love.

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

The Test of Courage
Talk to the statue of the corageous Fighter, before entering the southeaster moongate.

This test is brutal. Right away, you have to clear out a room of mages, skeletons and golems in order to get the key to the eastern gate. In the next room you first have to flip two switches while 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 constantly attacked by slimes and gazers.

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

Show the gem to Arcadion, then equip it and smash the mirror. Arcadion gets disappointed but you now have a portable daemon. Next go the Erethian and ask for advice about the dragon. Accept the offer of creating a magical weapon and he'll create a forge in the castle. First put the sword blank on the forge, then use the bucket to fill the through 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 lost most of the glow, put it into the water, then repeat 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 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. The key you get opens up the northern teleporter and you can get the talisman of Courage.

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

The Talisman of Infinity
Now that this is done, you need to deal with Exodus.

First ask Erethian for help regarding the problem, then get the scroll from his room and ask him again. However, he realizes you want to banish the Dark Core and won't help you. Instead, ask Arcadion and you get instructions 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. Of course Erethian wants to stop you from banishing the core, but his spell backfires and kills himself, while the core vanishes into the void.

Get the lenses back into the museum and then talk to Lord British for the final reward; getting your STR risen 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

...

Lovebirds

...

Britain
Imprisoned for an Apple

...

The Lock Lake Law

...

Your cheating Heart

...

Relationships galore

...

Name, Job, Bye

...

The unhappy Innkeeper

...

Cove
Love for Nastassia

...

Yew and Empath Abbey
The false Monk

...

Flowers for a Grave

...

Back to Nature

...

Minoc
The "great" Owen

...

Vesper
Bigotry and Racism

...

Moonglow
The Love Triangle

...

The three Brothers

...

A Crystal for the Orrery

...

Terfin
Conspiracy

...

Serpent's Hold
The defaced Statue

...

Lady Tory's Baby

...

Jhelom
Duel to the Death

...

The Serpentine Dagger

...

New Magincia
Three stranded Pirates and a Locket

...

Buccaneer's Den
Two old Friends

...

The fake Avatar

...

Dungeons
The two Sisters and the Cyclops

...

Garok Al-Mat

...

A Band of Terrorists

...

Unicorns and Virgins

...

(More eventually to come)