Ultima VI: The False Prophet/Versions

This guide is mostly written using the MS-DOS version. As a rule everything covered within should apply to all other versions of the game.

The SNES version, called simply Ultima: The False Prophet, has some fairly significant changes.


 * Difference due to the hardware (less memory, joypad instead of keyboard):
 * No fortune-teller character creation, so all Avatars start with identical attributes.
 * No character portraits.
 * Sherry the mouse is an item rather than a party member.
 * Slain monsters vanish (no corpses) and so drop their loot automatically.
 * Fallen companions follow you as a ghost (no corpses, again) still carrying all their gear, meaning the game doesn't have to save their location.
 * No text entry; this prevents discussing topics that haven't appeared onscreen yet, and also removes the item creation cheat.
 * All topics listed after the person stops talking (as in Ultima VII: The Black Gate and later games).
 * About 30% of spells were removed; this includes mostly spells difficult to implement, but also some violent-sounding spells, such as Mass Death and Armageddon.
 * Walking characters have one sprite less than in the DOS version.


 * Differences in gameplay
 * It seems the game was translated into Japanese and back again. While the resulting text is similar to the original, it is never as well worded and doesn't always convey as much information.
 * You can use the Orb of the Moons without first being told how to use it.
 * Useful new "take it?" choice added to look command.
 * Open doors simply by walking into them (unless they need a key).
 * No "combat mode"; your party attacks automatically making fleeing from enemies very difficult, and non-playable characters can't be attacked.
 * A new auto-attack feature during battles, which lets the Avatar attack based on the same artificial intelligence (AI) that his companions use.


 * Graphical differences
 * The field of view of the Avatar is the full screen, instead of a quarter only.
 * All menus are accessed when "pausing" the game.

Overall the game plays very similarly to the other version, but keep these changes in mind as things in the walkthrough may not always make sense. Feel free to add SNES notes to the walkthrough text where appropriate.