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A field guide to reconciliation

Ultima VI Interactive Guide

The False Prophet · Origin Systems 1990

Ultima VI The False Prophet original box artwork

Britannian briefing · A prophecy misunderstood

The enemy knows you as the False Prophet.

Gargoyles have seized Britannia's shrines because their dying world names the Avatar as its destroyer. Recover the stolen Codex, learn the truth behind the invasion, and end a war that cannot be solved by conquest alone.

Begin the Grand Quest
Ordered peace campaign Surface-to-realm atlas Contextual Seer counsel
The Avatar and a dignified Gargoyle face one another across the luminous Codex of Ultimate Wisdom
Two peoples read the same prophecy from opposite sides.

The situation

Two peoples, one crisis

Gargoyles occupy the shrines while Britannia answers them with fear and steel. Behind the invasion lies the stolen Codex, a collapsing homeland, and a conflict that cannot be solved by conquest alone.

Seek first to understand the enemy named by prophecy.

The theatre

Britannia, surface to depths

Plan routes across the surface, four dungeon levels, and the Gargoyle Realm using locations and residents recovered from the original game data.

The road ahead

Four movements toward peace

Your Grand Quest progress will appear here.

Before you depart

Avatar readiness

Understand how your virtues shape starting attributes and later advancement.

The Gypsy's Prophecy

The seven questions determine your starting attributes. The chart compares the potential bonuses attached to each virtue.

Path to Enlightenment

Experience alone does not grant levels. Meditate at cleansed shrines for permanent attribute growth.

    Personal record

    The Avatar's Chronicle

    Select up to three defining virtues and let Britannia's bards compose your chronicle.

    The Avatar's living journal

    The Grand Quest

    Follow the required journey in order, Act by Act, then explore Britannia's optional stories without mixing them into the path to the finale.

    Main quest progress 0/19
    0% complete
    Your next objective

    Begin the journey

    Open the first act and follow Lord British's summons.

    Show route
    Critical path

    Main Quest Checklist

    Complete objectives from top to bottom. Later steps unlock only when every requirement before them is finished.

    Follow in order

    Dialogue keyword badges reveal compact conversation prompts. Hint opens Seer counsel already attached to that objective.

    Britannian Almanac

    A successful Avatar relies on loyal companions, powerful equipment, and mastery of the arcane. This almanac serves as your quick reference to the essential resources available throughout the realm.

    The Fellowship

    You may recruit up to eight members to your party. Click on the table headers to sort companions by their strengths and find the perfect allies for your quest.

    The cartographer's field guide

    Britannia, mapped

    Follow the quest from its first shrine to the Gargoyle realm. Every place, character, and hidden passage is traced from the original game.

    World layers
    06
    Named residents
    186
    Quest threads
    19
    Select a marker to reveal its quest connections.

    Routes beneath Britannia

    Dungeon expeditions

    Choose an expedition to locate its entrance on the atlas.

    Cheat Codex & Exploits

    Sometimes the forces of Britannia require a helping hand (or a little humbug). These sanctioned notes document the secret menus, exploits, and platform-specific tricks gathered from veteran Avatars. Use them wisely if virtue permits.

    Words of Passage: Copy Protection

    Certain individuals in Britannia will test your knowledge to verify your identity. Use this searchable archive to find the answers you seek. Simply type a keyword from the question (e.g., "Trolls" or "Jux") into the box below.