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Ultima 6 False Prophet

Description

English (en) — by dalu

Ultima VI: The False Prophet - the 1991 role-playing adventure for
Commodore 64 from Origin Systems.

As the Avatar, return once more to Britannia—now under siege by gargoyles
who claim the Codex of Ultimate Wisdom as their sacred relic—and uncover
the truth behind the conflict.

Core loop
- explore a unified, seamless world of towns, dungeons, and wilderness
- converse with NPCs using keyword dialogue to gather information
- engage in tactical turn-based combat with ranged and melee weapons
- solve quests through diplomacy, exploration, and virtue

Systems and items
- full-world map - no separate dungeon screens or transitions
- keyword dialogue - type or click terms to unlock story threads
- inventory system - manage items for each companion individually
- spell reagents - mix components for custom magic
- morality tracking - actions affect reactions and narrative tone

Level design and feel
A continuous, richly detailed world with visible interiors and smoother
movement than prior Ultimas. Exploration blends smoothly with story, as
the Avatar learns empathy for both humans and gargoyles.

Why it is notable
- first Ultima with seamless tile integration and unified overworld
- moral complexity deepens the series’ virtue themes
- closing major entry on 8-bit platforms before the 16-bit transition

Tips
- talk to every NPC—vital clues often hide in secondary dialogue
- carry reagents and torches; caves are darker than ever
- avoid killing gargoyles early—peaceful outcomes depend on restraint

At a glance
Year - 1991
Developer - Origin Systems
Design and programming - Richard Garriott (Lord British)
Graphics - Denis Loubet
Music - David Watson - Herman Miller
Publisher - Origin Systems
Genre - Role-playing adventure
Players - 1
Controls - Keyboard - optional joystick in port 2 for movement

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