Ultima VII: The Black Gate/Trinsic

Main quest

 * Iolo
 * Petre
 * Finnigan
 * Spark
 * Gilberto
 * Johnson
 * Gargan
 * Klog

When you arrive you'll talk to Iolo about the murders. The mayor arrives shortly after and explains some more about the murders. Agree to investigate, but say you haven't looked at the stables yet (which you likely haven't). Go into the stable and grab the key by the body. Also be sure to get the bag of golden goodies in the upper room. Be sure to talk to Petre about the events.

Pocket the bucket of blood if you want to have some fun later.

Talk to mayor Finnigan about the key and he'll send you to Spark, the victim's son (in the north-east of town). Ask about his nightmares and the people that appeared in them (a man with a hook and a wingless gargoyle). Agree to let him join the party. Use the key you found in the chest upstairs and grab the contents.

Now go to the healer's (in the east of town) and talk to Gilberto, the guard standing there. Ask about the attack and the Crown Jewel ship, then talk to the other guard Johnson for more info. Gilberto tells you to ask Gargan about the ship, so go do that.

Gargan reveals it sailed to Britain but he doesn't know who was aboard. Go to the Fellowship Hall (town center) and talk to Klog about the murders and about Abraham and Elizabeth. Now talk to Gargan again and this time he will also mention Hook and the wingless gargoyle.

Now go and report to the mayor. He will ask a series of copy-protection questions:

Once he's satisfied he'll give you the password that will allow you to leave Trinsic.

Services

 * Apollonia (food & rest)
 * Dell (weapons dealer)
 * Chantu (healer)
 * Markus (trainer)

Instead of buying a sextant from Gargan, you can get one in the next town for a fraction of the price.

Before you leave you can go get some equipment. If you have the money you could buy Petre's carriage (parked just north of Trinsic), or you might want to go buy some swamp boots. You don't really need them (even though Iolo says you do when you arrive), but if a party member steps on any green part of the swamp without them on he or she will get poisoned.

Side quests
If you hit the parrot in Spark's home (or any parrot in Britannia) with the gavel you'll be told of a secret treasure trove (169S, 28E). According to the map, these coordinates are at sea near Serpent's Hold.

In the weapons dealer shop, look for an almost hidden switch behind the black buckler to open the otherwise inaccessible northern room. Nothing honest can be done there, though.

Ellen and Caroline have no significant dialogue.

Cheating
NOTE: you are NOT supposed to steal; if you keep doing it, your companions will eventually leave the party! Stealing is anyway unnecessary. You can find plenty of free equipment in Castle Britannia.

If you want role-play an un-virtuous "Avatar" unworthy of the name, head to the weapons shop and steal things when the shopkeeper's back is turned (or at nighttime). Look for an almost hidden switch behind the black buckler to open the otherwise inaccessible upper room. This is loaded with armour, arrows, and various weapons. You can steal the Sextant from Gargan's crates.

All these thefts are worse than optional, they should be avoided: your companions could even decide to leave the party.

Before you leave

 * Paul, Meryl & Dustin

South of Trinsic is an "invisible" chest crammed full of magic gear. If you want to make the early stages of the game a little easier, go find it.

When you're ready head towards any gate and leave the town. Either tell the guard the password or just activate the chain to give it automatically. After this first time you can open or close any of Trinsic's gates without a guard challenging you. If you bought the carriage head NE from the gate to find it. Anyway, head northwest.

On the way you'll come across a stage where some actors offer to perform a play for you in exchange for some small change. You can watch the play if you wish (it's optional); if you do you'll learn more about the Fellowship's teachings. Anyway, continue north to the swamp.

The next town you'll come to is ../Paws/. You can solve some lesser mysteries there if you wish, but if you're intent on catching up with the murderers continue north until you reach ../Britain/.