Ultima VI: The False Prophet, released by Origin Systems in 1990, is the sixth part in the role-playing video game series of Ultima. It is the third and final game in the "Age of Enlightenment" trilogy. Ultima VI sees the player return to Britannia, at war with a race of gargoyles from another land, struggling to stop a prophecy from ending their race. The player must help defend Britannia against these gargoyles, and ultimately discover the secrets about both lands and its peoples. Ultima VI continues to advance the technology of the Ultima series. The game world is larger, with a 1024x1024 tile map seamlessly connected and to scale. World interactivity is further increased with object manipulation, movement, and crafting. Graphics and sound are likewise advanced with the use of new sound card technology and VGA graphics cards, and the user interface is streamlined with the use of point-and-click icons. Ultima VI was followed by Ultima VII: The Black Gate in 1992. Plot 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. The quest for victory over the gargoyles now turns into a quest for peace with them. Gameplay This game ended the use of multiple scales; in earlier games a town, castle, or dungeon would be represented as a single symbol on the world map, which then expanded into a full sub-map when entering the structure. In Ultima VI, the whole game uses a single scale, with towns and other places seamlessly integrated into the main map; dungeons are now also viewed from the same perspective as the rest of the