Ultima VI: The False Prophet

Tangled Tales

Once upon a time, in a strange land far away, there was a wizard's apprentice. His master, Eldritch, sent him on three quests, knowing he would learn his lessons best with the real world as his classroom. He encountered many strange and wonderful things. Ghouls and griffins stood in his way, and ghosts and giants as well. But he also found new friends, and brave adventurers to help him. He rode on a flying carpet, and on the back of a giant turtle. Finally, after exploring an abandoned mine, a pyramid, and a castle in the clouds, he finished his third quest. He had learned so much on his journeys that his master rewarded him well, and declared him a wizard in his own right. He soon opened a school of his own, and as the years passed, and students came and went, his beard grew long with years.

   

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Ultima VI: The False Prophet

Some years after Lord British has returned to power, the Avatar is captured and tied on a sacrificial altar, about to be sacrificed by red demon-like creatures, the gargoyles. Three of the Avatar's companions, Shamino, Dupre and Iolo, suddenly appear, save the Avatar and collect the sacred text the gargoyle priest was holding.

The Avatar's party flees through a moongate to Castle Britannia, and three of the gargoyles follow. The game begins with the player fighting the gargoyles in Lord British's throne room. After the battle, the Avatar learns that the shrines of Virtue were captured by the gargoyles and he embarks on a quest to rescue Britannia from the invaders.

It is only later in the game that the Avatar learns that the whole situation looks rather different from the point of view of the gargoyles – indeed, they even have their own system of virtues.[1] The quest for victory over the gargoyles now turns into a quest for peace with them.

Launch Year: 1990
Ultima VI: The False Prophet Cover

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