One known problem in Ultima 7 is the management of the many keys. Note that each key is specific for one lock, as in real life.
- Suggestion: after using a key, leave it next to the lock (door or chest) that it opened.
It is useless to carry around keys that serve no purpose anymore.
- This section is a stub. Help us expand it, and you get a cookie.
- The list is currently incomplete.
Hotel room keys are omitted from this list.
|Trinsic, on Christopher's corpse.
|It opens the chest in Christopher's home. If Spark is in your party, you can take all items.
|Trinsic area, south-west of the city, under a stone.
|It opens the chest under a nearby tree. Feel free to take any item.
|Paws. Talk to people during the theft investigation.
|It opens Garrett's chest. Make sure nobody is around!
|Paws. Andrew tells you where to find it.
|It opens a door inside Morfin's butchery. Whatever you do there, it is considered illegal!
|Castle Britannia. Lord British tells you where it is.
|It opens the door of the north-west tower room. Lord British authorized you to take all items.
|Britain, inside drawers in Sentri's house
|It opens the other door in Sentri's home. If he is in your party, you can take all items.
|Cove area. Mack says he lost it in Lock Lake. It is found inside a half-hidden dead green fish on the north-west shore.
|It opens Mack's shed in Britain. If you spoke to Mack, you can take the magic weapon.