Ultima VI: The False Prophet/PC-SNES differences

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. 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.
 * Judging by the beta version (which featured a Japanese menu screen and shockingly bad Engrish text) it seems the game was translated into Japanese and back again. While the resulting text is surprisingly similar to the original it is never as well worded and doesn't always convey as much information.
 * no fortune-teller character creation, so all avatars start with identical stats.
 * slain monsters vanish (no corpses) and so drop their loot automatically.
 * violent-sounding spells such as Mass Death and Armageddon are removed.
 * all topics listed after the person stops talking (as in Ultima VII: The Black Gate and later games)
 * no text entry. This prevents discussing topics that haven't appeared onscreen yet, and also removes the item creation cheat.
 * you can use the Orb of the Moons without first being told how to use it.
 * open doors simply by walking into them (unless they need a key).
 * useful new "take it?" choice added to look command.
 * no "combat mode"; your party attacks automatically making fleeing from enemies very difficult, and NPCs can't be attacked.
 * a new auto-attack feature during battles, which lets the Avatar attack based on the same AI logic that his companions use.
 * fallen companions follow you as a ghost still carrying all their gear, meaning you don't have to carry their corpses with you.
 * Sherry the mouse is an item rather than a party member.