The Avatar
The player-controlled champion and central protagonist of the later Ultima games, known as the Stranger or hero in earlier entries.
How it plays
Each entry uses an overhead view for travel through towns, wilderness, and combat areas, with dungeon sections presented through a separate first-person-style perspective. Players explore, recruit or manage party members, purchase equipment, gather information, and complete quests tied to the current game’s conflict.
Progression differs by installment. Early games emphasize statistics, equipment, and defeating major enemies, while Ultima IV-VI place greater weight on dialogue, moral choices, factional conflicts, and world-state changes. The compilation contains separate games rather than one continuous campaign, so characters, interfaces, and objectives must be learned anew in each title.
Plan your run
Save frequently, especially before entering dungeons, beginning major conversations, or attempting difficult battles. Keep healing, food, and equipment available, and learn the differences in commands and progression between installments.
In Ultima IV-VI, speak with townspeople repeatedly and record useful information. Treat dialogue, virtues, companions, and world events as part of progression rather than relying only on combat.
Meet the cast
The player-controlled champion and central protagonist of the later Ultima games, known as the Stranger or hero in earlier entries.
Before you begin
The six games use different interfaces and rule sets; consult each game’s manual or command reference before playing.
Dungeon navigation and resource management are important in the earlier entries.
Ultima IV, V, and VI reward careful conversation and exploration as much as combat.
Ultima I-VI Series is a DOS compilation of six foundational computer role-playing games developed by Origin Systems: Ultima I, II, III, IV, V, and VI. Together, they follow the Avatar’s efforts to oppose supernatural threats and build a more morally focused fantasy world across Britannia. The games combine overhead exploration, towns, wilderness travel, dungeon expeditions, conversations, equipment management, and turn-based combat. Their interfaces and systems vary substantially between entries, reflecting more than a decade of design changes. The collection is historically important for documenting the evolution of the Ultima series and its influence on computer RPGs, although the early games can feel austere and technically dated to modern players.
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