The Avatar
The player character and champion of Britannia, drawn into the Guardian’s interdimensional prison plot.
How it plays
The game uses a first-person viewpoint across a network of distinct worlds, including Britannia and other dimensions. The main objective is to free the imprisoned leaders, investigate each world, solve local problems, and stop the Guardian’s plan.
Players explore connected areas, search containers, read books, speak with inhabitants, fight in real time, cast spells, and manage equipment. Progress depends on finding objects, learning information, completing quests, and improving the Avatar’s skills. Several solutions can involve combat, conversation, stealth, or experimentation.
Plan your run
Explore methodically and keep notes about unusual doors, clues, passwords, and unfinished requests. Important objects are often found away from the most direct route, so search rooms and containers carefully.
Conserve reagents and equipment, raise skills that support your preferred approach, and save before major conversations or unfamiliar puzzles. The game often rewards testing objects and revisiting locations after learning new information.
Meet the cast
The player character and champion of Britannia, drawn into the Guardian’s interdimensional prison plot.
The principal antagonist, who imprisons Britannia’s leaders and manipulates events across the connected worlds.
The ruler of Britannia and one of the leaders trapped by the Guardian.
Before you begin
Keep a written record of clues, names, and locations; the game expects players to remember information.
Search thoroughly and revisit areas after obtaining new keys, spells, or quest information.
Save frequently before combat, conversations, and experiments with important objects.
Ultima Underworld II: Labyrinth of Worlds is a first-person role-playing and dungeon-crawling game developed by Looking Glass Technologies and published by Origin Systems for DOS. The player again controls the Avatar, who must travel through several connected worlds after the Guardian traps Britannia’s leaders in a magical prison. The game combines real-time combat, exploration, inventory management, conversation, spellcasting, and environmental problem solving. Its continuous 3D spaces support a flexible play style rather than a fixed route through conventional levels. Critics and players generally praised its atmosphere, simulation-like interaction, writing, and ambitious world design, although its complexity and interface could be demanding.
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