What do you need help on? Cancel X
FAQ/Walkthrough by ASchultz
Version: 1.0.0 | Updated: 12/20/01
Phantasie II FAQ(Commodore 64 game) Version 1.0.0 copyright 2001 by Andrew Schultz firstname.lastname@example.org with notes on the Apple version(no PC version) Please do not reproduce for profit without permission. This game is part of my effort to help preserve the memory of old classic games. If you send me a polite note addressing me by name and asking specifically for this FAQ, it will probably be accepted. Maps should be coming soon for the entire Phantasie series. http://members.fortunecity.com/cartographics ****AD SPACE**** If you feel this FAQ was a waste of 100K, wait 'til you see how I wasted 10 MB: http://www.geocities.com/SoHo/Exhibit/2762 More games I wouldn't have wasted so much time on if I'd had emulators way back when: http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm (OK, so much time PER GAME :) ) ================================ OUTLINE INTRODUCTION AND QUIRKS STATISTICS ABOUT THIS DOCUMENT AND HOW IT WAS WRITTEN ITEM MANIFEST MONSTER MANIFEST SCROLLS WALKTHROUGH GETTING BETTER GETTING AROUND GETTING THROUGH OVERWORLD MAP WITH SECTORS NETHERWORLD MAP WITH SECTORS DUNGEONS DUNGEON 1: KOBOLD VILLAGE DUNGEON 2: SENOG'S LABORATORY DUNGEON 3 DUNGEON 4 DUNGEON 5 DUNGEON 6 DUNGEON 7 DUNGEON 8 CHEATING ERRATA ================================ INTRODUCTION AND QUIRKS I actually like the Apple's interface and gameplay a bit better much as the Commodore, but as the Apple conks out with the current disk images on Asimov, it's a good bet to go with the Commodore. You can work through the dungeons on that. The graphics are a bit simpler on the Apple, and you can see the whole dungeon at once, but the Commodore has superior monster drawings and uses color-coding pretty effectively. It also allows you to set combat options which are, confusingly, reset when you go back inside or outside. The Commodore also doesn't allow you to type in player numbers directly, which is maddening for a quick typer like me. STATISTICS CHART OF TOTAL SQUARES |PHANTASIE |PHANTASIE II |PHANTASIE III | ------------+--------------+--------------+--------------+ OVERWORLD |26*20*16 |26*20*9 |75*50 | | =8320 | =4680 | =3750 | OTHERWORLD |26*20*2 |26*20*8 |18*9*2+30*15 | | =1040 | =4160 | =774 | DUNGEONS |39*34*10 |39*34*8 |30*24*10 | | =14260 | =10608 | =7200 | TOWNS |11 |10 |17 |* INNS |12 |7 |8 |* SCROLLS |20 |14 |15 |* ------------+--------------+--------------+--------------+ TOTAL |23620 |19448 |11724 | ABOUT THIS DOCUMENT AND HOW IT WAS WRITTEN This document will not attempt to explain basic rules. You can find manuals at project64.c64.org, www.theunderdogs.org, and likely many other places I don't know about. I am largely concerned with details, i.e. if you do X, Y happens, or the best/most convenient way to solve puzzle Z is to do W. Sadly there was no PC version of Phantasie, so I had to make do with the Apple for data extraction. I mentioned the, err, quirk above and every effort has been made to ensure that traces of it are ironed out in this FAQ. The text map is actually originally derived from the Apple, where it is easier and more logical to extract sectors than the Commodore. Yes, the rotations made things a bit tough, but with appropriate fudging of variables(they'd send my HS computer-science teacher into a tizzy. Oh well!) I changed the Apple maps to look like Commodore ones. The dungeon maps are for the Apple but when I ran through the game they equated over 99.99% with the Commodore. This document tries to explore the details of the game, so it may be light on overall improving your characters. A brief run-through showed that the Phantasie series is really rather moderate, and it is relatively easy to improve without getting squashed. ITEM MANIFEST Although theunderdogs.org and project64.c64.org have more comprehensive lists of what items do and who can use them, this is the full list-- treasures and everything--and is useful for the curious or for those who want to hex-edit. Begin shields. 1(hex 0x01).GLOVE 2(hex 0x02).WOOD SHLD 3(hex 0x03).WOOD SH+1 4(hex 0x04).SM SHIELD 5(hex 0x05).SM SHLD+1 6(hex 0x06).SM SHLD+2 7(hex 0x07).SM SHLD+3 8(hex 0x08).MD SHIELD 9(hex 0x09).MD SHLD+1 10(hex 0x0a).MD SHLD+2 11(hex 0x0b).MD SHLD+3 12(hex 0x0c).LR SHIELD 13(hex 0x0d).LR SHLD+1 14(hex 0x0e).LR SHLD+2 15(hex 0x0f).LR SHLD+3 16(hex 0x10).GIANT SH 17(hex 0x11).GNT SH +1 18(hex 0x12).GNT SH +2 19(hex 0x13).GNT SH +3 20(hex 0x14).GOD SHLD Begin armor. 21(hex 0x15).CLOTHING 22(hex 0x16).ROBES 23(hex 0x17).LEATHER 24(hex 0x18).H LEATHER 25(hex 0x19).RING MAIL 26(hex 0x1a).SCALE ML 27(hex 0x1b).CHAIN ML 28(hex 0x1c).SPLINT ML 29(hex 0x1d).BANDED ML 30(hex 0x1e).PLATE ML 31(hex 0x1f).CLOTH +1 32(hex 0x20).ROBES +1 33(hex 0x21).LEATHER+1 34(hex 0x22).LEATHER+2 35(hex 0x23).RING ML+1 36(hex 0x24).RING ML+2 37(hex 0x25).CHAIN +1 38(hex 0x26).CHAIN +2 39(hex 0x27).GOD ROBES Begin weapons(magic.) 40(hex 0x28).GOD ARMOR 41(hex 0x29).STICK 42(hex 0x2a).KNIFE 43(hex 0x2b).SM CLUB 44(hex 0x2c).SM STAFF 45(hex 0x2d).SM MACE 46(hex 0x2e).DAGGER 47(hex 0x2f).SM FLAIL 48(hex 0x30).CLUB 49(hex 0x31).MACE 50(hex 0x32).SM HAMMER 51(hex 0x33).SM AXE 52(hex 0x34).STAFF 53(hex 0x35).SH SWORD 54(hex 0x36).FLAIL 55(hex 0x37).HAMMER 56(hex 0x38).PTCH FORK 57(hex 0x39).SPEAR 58(hex 0x3a).AXE 59(hex 0x3b).SWORD 60(hex 0x3c).HVY MACE 61(hex 0x3d).MAUL 62(hex 0x3e).TRIDENT 63(hex 0x3f).LRG SPEAR 64(hex 0x40).LRG AXE 65(hex 0x41).MORN.STAR 66(hex 0x42).PIKE 67(hex 0x43).LNG SWORD 68(hex 0x44).SPETUM 69(hex 0x45).BARDICHE Begin weapons(magic.) Note that the lower magic weapons are not as powerful as the higher non-magic ones. 70(hex 0x46).HALBERD 71(hex 0x47).SM MACE+1 72(hex 0x48).DAGGER+1 73(hex 0x49).SM MACE+2 74(hex 0x4a).DAGGER+2 75(hex 0x4b).DAGGER+3 76(hex 0x4c).STAFF +1 77(hex 0x4d).DAGGER+4 78(hex 0x4e).FLAIL +1 79(hex 0x4f).SPEAR +1 80(hex 0x50).AXE +1 81(hex 0x51).SWORD +1 82(hex 0x52).SWORD +2 83(hex 0x53).SWORD +3 84(hex 0x54).LRG AXE+1 85(hex 0x55).SWORD +4 86(hex 0x56).SWORD +5 87(hex 0x57).SWORD +6 88(hex 0x58).HALBERD+1 89(hex 0x59).SWORD +7 90(hex 0x5a).HALBERD+2 91(hex 0x5b).HALBERD+3 92(hex 0x5c).SWORD +10 93(hex 0x5d).HALBERD+4 94(hex 0x5e).HALBERD+5 95(hex 0x5f).HALBERD+6 96(hex 0x60).HALBERD+7 97(hex 0x61).GOD KNIFE 98(hex 0x62).GOD MACE 99(hex 0x63).GOD AXE 100(hex 0x64).GOD SWORD Heal potion X heals X^2 points. 101(hex 0x65).HEAL POT1 102(hex 0x66).HEAL POT2 103(hex 0x67).HEAL POT3 104(hex 0x68).HEAL POT4 105(hex 0x69).HEAL POT5 106(hex 0x6a).HEAL POT6 107(hex 0x6b).HEAL POT7 108(hex 0x6c).HEAL POT8 109(hex 0x6d).HEAL POT9 110(hex 0x6e).HEALING10 Magic potions heal three times their point value in magic points. 111(hex 0x6f).MAGIC 1 112(hex 0x70).MAGIC 2 113(hex 0x71).MAGIC 3 114(hex 0x72).MAGIC 4 115(hex 0x73).MAGIC 5 116(hex 0x74).MAGIC 6 117(hex 0x75).MAGIC 7 118(hex 0x76).MAGIC 8 119(hex 0x77).MAGIC 9 The items below are scrolls and give hints about solving the game. 120(hex 0x78).MAGIC 10 121(hex 0x79).SCROLL A 122(hex 0x7a).SCROLL 123(hex 0x7b).SCROLL 124(hex 0x7c).SCROLL B 125(hex 0x7d).SCROLL C 126(hex 0x7e).SCROLL D 127(hex 0x7f).SCROLL E 128(hex 0x80).SCROLL F 129(hex 0x81).SCROLL G 130(hex 0x82).SCROLL H 131(hex 0x83).SCROLL I 132(hex 0x84).SCROLL J 133(hex 0x85).SCROLL 134(hex 0x86).SCROLL K 135(hex 0x87).SCROLL 136(hex 0x88).SCROLL 137(hex 0x89).SCROLL 138(hex 0x8a).SCROLL L 139(hex 0x8b).SCROLL M 140(hex 0x8c).SCROLL N 141(hex 0x8d).AMULET 1 142(hex 0x8e).AMULET 2 143(hex 0x8f).AMULET 3 144(hex 0x90).AMULET 4 145(hex 0x91).AMULET 5 146(hex 0x92).AMULET 6 147(hex 0x93).AMULET 7 148(hex 0x94).AMULET 8 149(hex 0x95).FLMN WAND 150(hex 0x96).---ORB--- The items below are treasures. Your best bet to find them is to kill powerful monsters. Of course if you can do that, you probably won't need the cash, but it's always fun to pick up more doohickeys. 151(hex 0x97).QUARTZ 152(hex 0x98).CRYSTAL 153(hex 0x99).KEY 154(hex 0x9a).BRONZE 155(hex 0x9b).COPPER 156(hex 0x9c).SAPPHIRE 157(hex 0x9d).JADE 158(hex 0x9e).SILVER 159(hex 0x9f).EMERALD 160(hex 0xa0).RING 161(hex 0xa1).RUBY 162(hex 0xa2).GOLD 163(hex 0xa3).NECKLACE 164(hex 0xa4).BRASS 165(hex 0xa5).PAINTING 166(hex 0xa6).GOLD CUP 167(hex 0xa7).BRACELET 168(hex 0xa8).STATUETTE 169(hex 0xa9).CROWN 170(hex 0xaa).EAR RINGS 171(hex 0xab).GOLD BALL 172(hex 0xac).GOLD KEY 173(hex 0xad).PLATINUM 174(hex 0xae).STATUE 175(hex 0xaf).GOLD RING 176(hex 0xb0).DIAMOND 177(hex 0xb1).GOLD BOOK 178(hex 0xb2).SILVER OX 179(hex 0xb3).GOLD FORK 180(hex 0xb4).GOD RING There are a few differences between Phantasie and Phantasie II. First of all there are the scrolls--some blank. That is because some scrolls take more than one page to explain things. If you put an invalid item in the scroll will just start in the middle. Then you have eight amulets and a wand instead of the nine rings. The orb replaces the wand, and at 165 a painting replaces an orb as treasure to avoid confusion. Then 177-179 are also changed, from BOX to BOOK, GOLDEN to SILVER, and FOX to FORK. MONSTER MANIFEST This information was taken directly from the disk info so it should be good although I have my suspicion about the skeleton. There are also a lot of variables I couldn't figure out so if anyone thinks they can help drop me a line at email@example.com and I can send you the data. I think I have the very biggest stuff here though. MONSTER NAME |MAX|SZ |EXP PTS|HP |TREAS | ---------------------+---+---+-------+---+------+ SKELETON|20 | 0 | 1| 0| -75| BANTIR| 5 | 1 | 147| 10| 35| DRIP SLIME| 6 | 1 | 90| 1| 0| GREEN MUCK| 2 | 1 | 409| 15| 90| GIANT ANT| 6 | 1 | 107| 4| 0| GIANT BEE| 6 | 1 | 71| 3| 0| VIPER| 1 | 2 | 732| 20| 200| WILD DOG| 3 | 1 | 167| 11| 0| ORC| 6 | 1 | 90| 6| 25| KOBOLD| 6 | 1 | 50| 5| 15| RANGER| 3 | 1 | 235| 12| 65| SCRIBE| 6 | 1 | 86| 3| 30| APPRENTICE DEVIL| 4 | 1 | 388| 20| 200| ZOMBIE| 4 | 1 | 280| 12| 111| GHOUL| 3 | 1 | 154| 5| 70| CENTIPEDE| 6 | 1 | 325| 10| 0| STING BEETLE| 5 | 1 | 227| 10| 0| PLUTO'S GIANT CONSTR.| 1 | 4 | 9000| 30| 0| PANTHER| 3 | 1 | 381| 8| 0| TRIBESMAN| 4 | 1 | 150| 5| 70| GOBLIN| 2 | 1 | 850| 20| 350| BARBARIAN| 4 | 1 | 220| 9| 100| ILLUSIONIST| 2 | 1 | 367| 6| 150| LESSER WIZARD| 4 | 1 | 465| 7| 200| LARGE SKELETON| 2 | 1 | 1792| 22| 600| WIGHT| 2 | 1 | 1820| 20| 200| DEATH FLY| 2 | 1 | 3342| 56| 0| BEEPING BLOBS| 3 | 1 | 1186| 14| 0| KILLER BEE| 4 | 1 | 815| 8| 0| COBRA| 3 | 2 | 1018| 12| 0| BABY DRAGON| 3 | 2 | 2075| 16| 300| WOLF| 3 | 1 | 1130| 14| 0| GREMLIN| 6 | 1 | 654| 8| 225| TROLKIN| 6 | 1 | 941| 13| 325| IMPLING| 4 | 1 | 1200| 12| 250| PRIEST| 6 | 1 | 976| 10| 350| DEVIL| 2 | 2 | 6639| 30| 500| WRAITH| 2 | 2 | 5411| 32| 800| GIANT WASP| 2 | 1 | 7794| 63| 0| HISSING SKUZ| 5 | 1 | 2215| 14| 0| VIPER MOTH| 4 | 1 | 2628| 10| 0| ASP| 1 | 3 | 5939| 56| 0| GREEN DRAGON| 2 | 2 | 5330| 37| 325| PLUTO'S WINGED DEVIL| 1 | 1 | 30000|100| 0| OGRE| 2 | 1 | 5064| 34| 500| DARK DWARF| 4 | 1 | 8214| 72| 1600| NECROMANCER| 4 | 1 | 5736| 22| 550| LORD| 3 | 1 | 5078| 23| 775| DEMON| 2 | 2 | 15603| 39| 1200| VAMPIRE| 1 | 3 | 23324| 70| 1800| GHOST| 4 | 1 | 7749| 18| 700| PURPLE SKUM| 2 | 1 | 7675| 38| 800| KING COBRA| 1 | 2 | 15403| 77| 0| FIRE ELEMENTAL| 1 | 4 | 15354| 77| 0| ORANGE DRAGON| 1 | 2 | 30607| 87| 2200| FOREST ELF| 3 | 1 | 5085| 18| 500| TROLL| 2 | 1 | 11658| 42| 1300| IMP| 3 | 1 | 18000| 20| 700| MASTER ILLUSIONIST| 2 | 2 | 17622| 24| 1000| HIGH RANGER| 3 | 1 | 12547| 27| 800| HIGH DEMON| 1 | 2 | 41671| 96| 1800| HIGH DEVIL| 1 | 2 | 45692|110| 2000| CREEPING MOLD| 1 | 1 | 24839| 83| 0| VORPAL BEETLE| 2 | 1 | 29291| 97| 0| SPIRIT| 3 | 2 | 12747| 25| 0| WATER ELEMENTAL| 1 | 2 | 29095|101| 0| DRAGON KING| 1 | 4 | 53091|133| 2200| STORM GIANT| 1 | 4 | 32560|115| 1800| CLOUD GIANT| 1 | 4 | 44464|122| 2000| GREAT TROLL| 1 | 2 | 24258| 98| 1300| WIZARD| 3 | 2 | 24979| 24| 700| OVERLORD| 3 | 2 | 26099| 37| 1000| PLUTO'S UNDEAD SNAKE| 1 | 3 | 25000| 90| 0| PLUTO'S DEMON FLY| 1 | 1 | 36000|150| 0| PLUTO'S WYVERN| 1 | 1 | 60000|200| 0| PLUTO'S SNAKE DRAGON| 1 | 4 | 150000|400| 0| PLUTO'S GIANT WYWERN| 1 | 2 | 100000|300| 0| PLUTO'S DRAGON DEMON| 1 | 4 | 200000|400| 0| PLUTO'S ICE DRAGON| 1 | 4 | 300000|450| 0| PLUTO| 1 | 4 | 500000|550| 0| There aren't many differences between the Commodore and Apple version in terms of monster attributes. However, the Commodore has a 21 character limit(see the giant constrictor) and Pluto's compound beasts are not hyphenated(Demon Fly, Snake Dragon, Dragon Demon.) Also the Beeping Blobs don't beep :). Interestingly WYWERN is spelled incorrectly even though there are two WYVERNS on the scroll about his beasts. I'm also not sure how to fight Pluto's Ice Dragon as all the conversations seem to end up with it brushing your challenges off. SCROLLS These scrolls contain some serious spoilers, but they also help round the story out. You can pretty much learn everything you need to do in the game from them, so proceed carefully reading them. Note that these scrolls are also for the Apple. I have placed modifiers for the Commodore underneath as with the world rotated the directions in the scrolls need to be changed as well. SCROLL A +-------------------------------------+ THE HISTORY OF FERRONRAH * SEVERAL YEARS AGO THE EVIL WIZ- * ARD NIKADEMUS TOOK HIS TERRIBLE ARMY * OF MEN AND BEASTS THROUGH THE SOUTH- * ERN ISLANDS OF THE LAND INCLUDING * GELNOR, FERRONRAH, AND THE LESSER * ISLANDS. IN A MATTER OF MONTHS * HE HAD COMPLETELY OVERTAKEN THE * CAPITAL. NIKADEMUS ALSO HAD THE * KING AND QUEEN AND THE REST OF THE * ROYAL FAMILY EXECUTED. * IN FERRONRAH HE COMPLETELY OBLIT-* ERATED THE CAPITAL CITY LEAVING NOT * A SINGLE BUILDING STANDING. THE CAP- * ITAL HAS SINCE BEEN MOVED TO FERRON, * A SMALL CITY TO THE NORTH OF THE OLD * ISLANDS. * BEFORE HE LEFT FERRONRAH, NIK- * ADEMUS DECIDED TO MAKE SURE THAT * NO ARMY WILL BE SENT AFTER HIM FROM * FERRONRAH. * HE CAST A TERRIBLE CURSE UPON THE * ISLAND WHICH CAUSES ALL MORTALS * ENTERING OR LEAVING FERRONRAH TO BE * GREATLY REDUCED IN MENTAL AND * PHYSICAL CAPABILITIES. * THUS ANY NORMAL MAN SAILING TO * OR FROM THE ISLAND IS RENDERED CLOSE * TO THE POINT OF DEATH. EVEN THE * GREATEST OF WARRIORS WILL BECOME * ORDINARY MEN. NIKADEMUS THEREFORE * CAN COLLECT TAXES FROM THE DENIZENS * OF THE ISLAND AND FEEL SAFE THAT * NONE OF THE DENIZENS OF THE ISLAND * WOULD EVER TAKE VENGENCE ON HIM. * NIKADEMUS CAST THE TERRIBLE * CURSE WITH THE AID OF THE EVIL GOD * PLUTO. THE CURSE WAS PLACED IN * AN ANCIENT ORB MADE OF VERY STRANGE * MATERIAL NOT KNOWN TO MAN. THE ORB * WAS KEPT IN THE ROYAL PALACE OF * FERRONRAH, BUT SEVERAL YEARS AGO * LORD WOOD OF GELNOR LAUNCHED AN * ASSAULT ON THE PALACE AND OBTAINED * THE ORB. LORD WOOD AND HIS BEST * MEN WERE NOT ABLE TO DESTROY THE * ORB WITH THEIR COMBINED MAGICAL * POWERS. * NIKADEMUS, UPON HEARING OF THE * ASSAULT CAME BACK TO FERRONRAH WITH * HIS ARMY AND RETRIEVED THE ORB, AND * LORD WOOD BARELY ESCAPED WITH HIS * LIFE. THE ORB HAS SINCE BEEN MOVED * TO AN UNKNOWN LOCATION. * THE CURSE REMAINS ON FERRONRAH * TO THIS DAY. THE SITUAITON IS SEEM- * INGLY HOPELESS, BUT IT IS RUMORED * THAT A WISE OLD MAN WHO WANDERS THE * ISLANDS IS TRYING TO DO SOMETHING. * +-------------------------------------+ [Commodore: Ferron, a small city to the east] SCROLL B +-----------------------------------+ THE KOBOLD VILLAGE * IN THE NORTHERN PART OF * FERRONRAH THERE IS A SMALL KOBOLD * VILLAGE WHICH IS FORTIFIED BY A * SMALL STONE WALL. THE VILLAGE IS * SITUATED ABOUT 60 MILES SOUTH OF * PIPPACOTT ON THE SHORES OF PIPP- * ACOTT BAY. * THE KOBOLDS HAVE PRESENTED * LITTLE TROUBLE TO THE SURROUNDING * AREA THOUGH THEY HAVE OCCASIONALLY* AMBUSHED UNWARY TRAVELERS. IT * IS RUMORED THAT SOMEWHERE IN THE * VILLAGE THERE IS AN ANCIENT KOBOLD* ORACLE WHICH GIVES STRANGE ADVICE * TO THOSE WHO ARE WILLING TO SACRI-* FICE FOR IT. THE PRICE IS SAID TO* BE HIGH FOR ADVICE OF LITTLE VALUE* +-----------------------------------+ [Commodore: In the eastern part...60 miles west] SCROLL C +------------------------------------+ SENOG'S LABORATORY * ABOUT FIVE HUNDRED YEARS * AGO THERE LIVED ON FERRONRAH A * GREAT AND POWERFUL WIZARD NAMED * SENOG. HIS LABORATORY WAS LO- * CATED ON A SMALL ISLAND NEAR THE * TOWN OF SAXLINGHAM. IN HIS DAY * HE WAS RESPECTED AND FEARED BY * THE CITIZENS OF FERRONRAH. * LEGEND HAS IT THAT SENOG * ONCE CAPTURED AN IMP FROM THE * NETHERWORLD. THE IMP TAUGHT HIM * THE SECRET OF TRAVELING TO THE * NETHERWORLD. SENOG OFTEN VISITED * THE NETHERWORLD OR "PLACE OF DE- * PARTED SOULS", IT WAS THERE THAT * HE MET HIS DEMISE SOME YEARS * LATER. * +------------------------------------+ SCROLL D +-------------------------------------+ THE IMPLING HATCHERY * DIRECTLY BELOW THE MATERIAL PLANE,* WHERE ORDINARY MORTALS LIVE, LIES * THE NETHERWORLD, OR "THE PLACE OF * DEPARTED SOULS". UNLIKE THE MATERIAL* PLANE, THE NETHERWORLD IS DIVIDED * INTO MANY LEVELS. THE FIRST LEVEL, * WHICH IS CLOSEST TO THE MATERIAL * PLANE, IS OCCUPIED BY IMPS. * IT IS ON THIS LEVEL OF THE NETHER-* WORLD THAT THE IMPLING HATCHERY CAN * BE FOUND, FAR TO THE SOUTH OF BLACK * MOOR. IMPLINGS, WHICH ARE SIMPLY * YOUNG IMPS, ARE RELATIVELY HELPLESS * CREATURES. THEY ARE, HOWEVER, WELL * GUARDED BY TRAINED SNAKES AND HUMAN * PRIESTS WHO HAVE BEEN BRAINWASHED * BY THE IMPS. * +-------------------------------------+ SCROLL E +-----------------------------------+ FILMON THE SAGE * IT IS RUMORED THAT THERE IS AN * OLD BUT POWERFUL SAGE WHO ROAMS * THESE ISLANDS. HIS NAME IS * FILMON. IT IS SAID THAT FILMON * IS STUDYING THE PROBLEM OF RECOV- * ERING AND DESTROYING THE ORB. HE * WAS LAST SEEN SOUTH OF FERRON * NEAR THE OLD CAPITAL CITY. * +-----------------------------------+ [Commodore: west of Ferron] SCROLL F +----------------------------------+ THE IMP CAVES * ON THE FIRST LEVEL OF THE * NETHERWORLD, TO THE NORTH OF * DEATHPORT, LAY THE IMP CAVES. * THE IMPS HAVE DEVISED A * SECRET TRANSPORTATION METHOD FOR * GETTING AROUND IN THE CAVES AND * ONLY THEY KNOW HOW TO USE IT. * SINCE THE IMPS ARE FORMIDABLE * WITH HAND WEAPONS AND EXCELLENT * SPELL CASTERS, VISITING THE CAVES* COULD BE EXTREMELY HAZARDOUS. * +----------------------------------+ [Commodore: to the east of Deathport] SCROLL G +-------------------------------------+ THE SUMMER PALACE * WHEN NIKADEMUS INVADED FERRON- * RAH HE DESTROYED THE CAPITAL CITY, * THE ROYAL PALACE, AND HAD THE * ROYAL FAMILY EXECUTED. THERE WAS, * HOWEVER, A MUCH SMALLER PALACE WHERE * THE ROYAL FAMILY USED TO SPEND THE * SUMMERS. IT WAS AT THIS SUMMER * PALACE WHERE NIKADEMUS FIRST KEPT * THE ORB. * IT IS RUMORED THAT THE PRINCESS * WAS NOT EXECUTED, AND IS BEING HELD * IN THE SUMMER PALACE. SHE WAS IN THE * PALACE WHEN LORD WOOD OCCUPIED IT, * BUT DID NOT ESCAPE WHEN NIKADEMUS RE-* TURNED. IF THIS IS TRUE SHE MAY * KNOW SOMETHING OF LORD WOOD'S * EFFORTS TO DESTROY THE ORB. * THE PALACE IS WEST OF LLITHFAEN. * +-------------------------------------+ [Commodore: the palace is north of Llithfaen] SCROLL H +-----------------------------------+ PLUTO'S SMALLEST CASTLE * ON THE SECOND LEVEL OF THE * NETHERWORLD LIES THE SMALLEST * CASTLE OF THE GREATEST OF THE * EVIL GODS, PLUTO. THOUGH THE * CASTLE COVERS MANY SQUARE MILES * AND IS ENORMOUS BY MORTALS STAN- * DARDS, IT IS MERELY A RUNDOWN * STONE SHACK TO ITS OWNER WHO * VISITS ABOUT ONCE EVERY THOUSAND * YEARS OR SO. * THE CASTLE IS OCCUPIED BY * DEMONS, DEVILS, SPIRITS AND * THE LIKE. IN FACT, ONLY THE UN- * DEAD SERVANTS OF PLUTO ARE SAID * TO BE ABLE TO GET IN. * PLUTO'S MANY OTHER CASTLES * ARE ALL SAID TO LIE IN THE DEEPER * LEVELS OF THE NETHERWORLD. * +-----------------------------------+ SCROLL I +------------------------------------+ PLUTO'S MENAGERIE * ON THE SECOND LEVEL OF HADES * IS LOCATED THE FAMOUS MENAGERIE * OF THE EVIL GOD PLUTO. IT IS * SAID TO BE FULL OF SOME OF THE * MOST TERRIBLE BEASTS IMAGINABLE * INCLUDING PLUTO'S TWO MOST FAVOR- * ITE BEASTS. NO MORTAL HAS EVER * VISITED THE MENAGERIE BECAUSE IT * IS SURROUNDED BY LAVA FOR HUN- * DREDS OF MILES ON ALL SIDES. * THE BEST WAY TO GET THERE IS TO * START AT DEMONAIC AND GO 210 * MILES WEST, 90 NORTH, 50 WEST, * 60 NORTH, 60 WEST, 100 NORTH, 70 * EAST, 70 NORTH, 80 WEST, 70 NORTH,* AND 90 EAST. * +------------------------------------+ [Okay, I actually put the Commodore instructions above since this is tricky and necessary. For the Apple it is 210 S, 80 W, 50 S, 60 W, 60 S, 100 W, 70 N, 70 W, 80 S, 70 W, 90 N] SCROLL J +------------------------------------+ IMPS AND IMPLINGS * IMPS ARE A VERY DEVIOUS AND * VERY INTELLIGENT RACE OF HUMANOID * CREATURES WHO OCCUPY THE FIRST * LEVEL OF THE NETHERWORLD. THEIR * YOUNG ARE KNOWN AS IMPLINGS AND * TEND TO BE LESS DEVIOUS THAN THE * ADULTS. UNLIKE MOST OTHER OCCU- * PANTS OF THE NETHERWORLD IMPS ARE * MORTAL CREATURES OF FLESH AND * BLOOD. THE IMPLINGS ARE HATCHED * FROM EGGS. * IT IS BELIEVED THAT THE IMPS * ONCE RESIDED IN THE MATERIAL PLANE * AND THEY WERE BANISHED INTO THE * NETHERWORLD EONS AGO. THERE THEY * DEVELOPED THEIR GROTESQUE FORM. * SHORTLY AFTER THEY WERE BAN- * ISHED TO THE NETHERWORLD, THE IMPS * DISCOVERED THE SECRET OF TRAVEL- * LING BETWEEN THE PLANES. THEY * BEGAN TO MAKE FREQUENT RAIDS ON * THE MATERAIL PLANE, KNOWING THAT * FEW OF ITS CITIZENS COULD FOLLOW * THEM BACK TO THE NETHERWORLD. * THE IMPS HAVE LEARNED TO USE * THE POWERS OF BLACK MAGIC AND HAVE * PERFECTED VARIOUS BRAINWASHING * TECHNIQUES. * +------------------------------------+ SCROLL K +-------------------------------------+ THE BOOK OF BEASTS * MANY EONS AGO WHEN PLUTO FIRST * BECAME THE RULER OF THE NETHERWORLD * HE CREATED NINE UNIQUE BEASTS. HE * USED SOME OF HIS OWN BLOOD TO CREATE * THE BEASTS AND THUS EACH BEAST IS * IMMORTAL AND POSESSES MAGIC AS * GREAT AS PLUTO DOES. PLUTO ALSO * GAVE EACH BEAST A VERY SPECIAL AMULET* TO HELP PROTECT IT AGAINST ALL TYPES * OF ATTACK. * PLUTO THEN PLACED MOST OF THE * BEASTS IN VARIOUS DIFFERENT PLANES * AND LET THEM ROAM ABOUT. EACH BEAST * COMES TO VISIT PLUTO EVERY FEW YEARS.* THE MAIN PURPOSE OF THE BEASTS IS TO * DEMONSTRATE PLUTO'S GREAT POWER. * +--------------------+ * +--------------------+ * BEAST I IS THE GIANT CONSTRICTOR, * AN ENOURMOUS GREEN SNAKE, AND BEAST * II IS THE WINGED DEVIL, A SMALL RED * IMPISH CHARACTER WITH LARGE WINGS. * THESE BEASTS CAN BE FOUND IN ANY OF * THEY PLANES AT ANY TIME AND PLACE. * BEAST III IS THE TERRIFYING UNDEAD * SNAKE WHICH IS BLUE IN COLOR, AND * BEAST IV IS THE HORRIBLE DEMON-FLY * A SMALL BLUE BEAST SIMILAR TO THE * WINGED DEVIL. THESE TWO BEASTS * STICK TO THE MATERIAL PLANE AND STAY * MAINLY ON SMALL DESERT ISLANDS. * BEAST V IS THE MYSTERIOUS WYVERN, * A SMALL RED DRAGON-LIKE CREATURE, AND* BEAST VI IS THE GREEN SNAKE-DRAGON * WHICH CAN ASSUME THE SHAPE OF A DRA- * GON OR A SNAKE. THESE TWO ROAM THE * ASTRAL PLANE AND CAN BE SUMMONED BY * A POWERFUL MAGIC SPELL. * BEAST VII IS THE GIANT WYVERN * WHICH IS A LARGE RED DRAGON-LIKE * CREATURE, AND BEAST VIII IS THE * DREADED DRAGON-DEMON A HIDEOUS WHITE * CREATURE WHICH CAN ASSUME THE SHAPE * OF A DRAGON OR A DEMON. PLUTO KEEPS * THESE TWO BEASTS AS PETS SOMEWHERE * SOMEWHERE IN THE NETHERWORLD ALSO. * BEAST IX, THE ICE DRAGON, IS * PERHAPS THE MOST SPECTACTULAR ANIMAL * ALIVE. NO MORTAL CAN POSSIBLY AP- * PROACH IT. IF FACT, ONLY PLUTO AND * THE OTHER BEASTS HAVE EVER SEEN IT. * IT IS BELIEVED THAT PLUTO KEEPS IT * IN THE NETHERWORLD. * +-------------------------------------+ SCROLL L +----------------------------------+ SENOG'S TRAVELS * MANY YEARS AGO THE GREAT WIZ- * ARD SENOG TRICKED AN IMP INTO * TELLING HIM THE SECRET OF TRAVEL- * LING INTO THE NETHERWORLD. FOR * OVER TWELVE YEARS SENOG WANDERED * THROUGH THE NETHERWORLD UNTIL HE * BECAME OBSESSED WITH IT. * IN HIS TRAVELS, SENOG VISITED * MANY STRANGE AND MYSTERIOUS * PLACES, INCLUDING THE IMPLING * HATCHERY AND THE FORGOTTEN TEMPLE.* HE USED HIS POWERFUL MAGIC TO * KEEP HIM ALIVE. HIS MOST DARING * ADVENTURE WAS WHEN HE EXPLORED * PLUTO'S CASTLE ON THE SECOND LEVEL* OF THE NETHERWORLD. HE ENTERED, * THROUGH THE MIDDLE DOOR ON THE * WEST SIDE AND SNUCK PAST THE * GUARD, BUT HE NEVER RETURNED. * +----------------------------------+ [note: this is still correct on the Commodore even with rotation] SCROLL M +-------------------------------------+ ---DEPARTED SOULS--- * WHENEVER A MORTAL FROM THE MATER- * IAL PLANE DIES, HIS SOUL BEGINS THE * JOURNEY TO THE ASTRAL PLANE FOR * JUDGEMENT. THE JOURNEY CAN TAKE * YEARS AND A RESURRECTION SPELL CAST * DURING THIS TIME MAY RECALL THE SOUL * TO THE BODY. IF THE SOUL ARRIVES * AT THE ASTRAL PLANE IT WILL BE * JUDGED, AND IF DEEMED UNWORTHY OF * EXISTANCE, IT WILL BE DESTROYED. * THE SOUL MAY BE JUDGED AS PREMATURE * AND BE RETURNED TO ITS RESURRECTED * BODY. IT THE SOUL BELONGED TO AN * OUTSTANDING BEING IT MAY BE ACCEPTED * INTO THE HEAVENS IF GOOD, OR DEEP * INTO THE NETHERWORLD IF EVIL. * THOSE SOULS THAT ARE LEFT ARE * RETURNED TO THEIR BODIES AS 'UNDEAD' * AND LEFT TO ROAM THE MATERIAL PLANE * OR LOWER LEVELS OF THE NETHERWORLD. * +-------------------------------------+ SCROLL N +-------------------------------------+ THE FORGOTTEN TEMPLE * THERE IS A VERY ANCIENT TEMPLE ON * THE SECOND LEVEL OF THE NETHERWORLD * WHOSE PURPOSE HAS LONG BEEN FORGOT- * TEN. THE TEMPLE IS SURROUNDED BY * LAVA AND, THEREFORE, NOT EASY TO * WALK TO. * THE BEST WAY TO GET TO THE TEMPLE * IS VIA THE ASTRAL PLANE. THE ASTRAL * PLANE IS A STRANGE LIGHT-FILLED VOID * WHICH INTERCONNECTS ALL THE OTHER * PLANES. * THERE IS A VORTEX IN THE WATER * WEST OF THE IMPLING HATCHERY WHICH * LEADS FROM THE FIRST LEVEL OF THE * NETHERWORLD TO THE ASTRAL PLANE. * A SIMILAR VORTEX LEADS FROM THE * ASTRAL PLANE TO THE SECOND LEVEL OF * THE NETHERWORLD, NOT FAR FROM THE * TEMPLE. * +-------------------------------------+ [On the commodore: north of the Impling hatchery] WALKTHROUGH GETTING BETTER GETTING AROUND Due to the relative lack of dungeons or distance to travel to get to them, it's pretty clear which town goes where. "Only from" means you can only get to one place from another town. LOCATION | TOWN + INSTRUCTIONS -------------------+---------------------------------------------------- - KOBOLD VILLAGE | PIPPACOTT(1)--west SENOG'S LABORATORY | SAXLINGHAM(3)--southwest IMPLING HATCHERY | DEATHPORT(7)--one sector west(can't leave Deathport) ORB DUNGEON | BLACK MOOR(8)--E, only from DEATHPORT(7) STRAW HUT | FERRON(6)--west SUMMER CASTLE | LLITHFAEN(4)--north PLUTO'S SMALLEST | BLACK ABYSS(10)--SE, only from DEMONIAC(9) CASTLE | OVERWORLD TOWNS Pippacott(1) at (2,2) Haslemere(2) at (2,3) Saxlingham(3) at (1,2) Llithfaen(4) at (2,1) Ipswich(5) at (1,1) Ferron(6) at (0,0) UNDERWORLD TOWNS DEATHPORT(7) at (3,2) Underworld(L1) BLACK MOOR(8) at (3,3) Underworld(L1) DEMONIAC(9) at (1,1) Underworld(L2) BLACK ABYSS(10) at (1,0) Underworld(L2) Note that leaving Demoniac kicks you to (3,2) Underworld(i.e. the first level,) and leaving Deathport kicks you to (1,2) overworld, east of Saxlingham. GETTING THROUGH Well, once you know what to do the game is really rather simple, except for the waiting for random encounters bit. Monster 1, Pluto's Giant Constrictor, seems to be found at random in the overworld. I combed it(i.e. move all the way left, down one, all the way right, etc.) and eventually got the sucka. It was actually the last one I found before I went to the second level of the underworld. If you cannot find it after combing the continent you probably do not want to save the game, especially if you have humans in your party. The continent has 20*26*9=4680 squares(well, a few less for water, etc.) and that can add up to quite a few years for your characters. It makes up for its relative ease by being incredibly tough to find. Monster 2, Pluto's Winged Devil, seems to be found at random in a dungeon. I found it in the straw hut, and you are well advised to continue resetting dungeons until things work out--or at least to have a backup disk you can reset to. Monster 3, Pluto's Undead Snake, is really rather easy to find. It's on the desert isle southeast of Gelnor. Monster 4, Pluto's Demon Fly, is in the upper left, on the isle with the inn. Monsters 5 and 6 are in the astral plane. Once you've figured out how to get there, cast spell 57 a whole bunch. It's not terribly exciting, but eventually you'll hook your fish. It seems to take longer the second time. Maybe that's because at first there's a 10% chance of getting 5 or a 10% chance of 6 when the computer calculates, and with one monster down one of these cases is invalid. Be warned of potential tedium. Monster 7, Pluto's Giant Wyvern, is in Pluto's Smallest Castle and easy to find if you know the right way to get in. Monster 8, Pluto's Dragon Demon, is in Pluto's Menagerie in the lower left. You'll have random setbacks getting there but again you may want to save the dungeon along the way; there are several encounters you have to face before you can get close, and with the draining trek you also have to make, you will need as little margin for error as possible. Monster 9, Pluto's Ice Dragon, is in Pluto's Menagerie in the lower right, only you do not kill it. You give it the orb. In order to approach it you need to have used the eight amulets that you got from the first eight monsters. Then everyone in your party should have all eight beast runes. That is the game in a nutshell. However, finding out how to go about this is a bit more difficult. In the Kobold Village an oracle can help you, and you can build up your characters. Nothing critical though yet except for the code to get to the first level of the underworld. In the straw hut Filmon gives you even more information including the scroll about the monsters. In the Summer Castle, if you rescue the Princess she tells you how to destroy the orb. In the laboratory on the island, you find a teleporter and use the code you got in the Kobold village. On the first level of the underworld, one dungeon(north-a-ways) contains the orb, and the other contains the divine spell as well as the code for the second level of the underworld. Go to the astral plane and visit the forgotten temple on the second underworld level(poke around in the water for a vortex both times,) which gives you another number clue. This will help you get to monster 9. Go to the second level of the underworld through the island lab. Visit Pluto's smallest castle but be sure to enter the right way. Visit the final dungeon. You'll have to trace back to use the final amulet, but once you do you can go back and face the ice dragon. Hey voila and presto! You're done. OVERWORLD MAP WITH SECTORS OVERWORLD LEDGER * = forest ^ = hills/mountains + = path I = inn T = town D = dungeon . = grassland : = desert ! = important encounter X = absolute border ~ = water OVERWORLD (0,0) X~~~~^^^^^*********+****** X~~~~^^^^^*********+****** X~~~^^^^***********++***** X~~~^^**************+***** X~~~****************+***** X~~****~~HHH********++**** X~~****~~~~H*********+**** X~~***~~~~~~*********+**** X~~***~~~~~~*********+++++ X~~**~~~~~~~*********+**** X~~*D~~~~~***********+**** X~~~~~~~~~***********T**** ~~~~~~~~h**********~~~**** ~~~~~~~~********~~~~~~~~** ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~..~~~~~~~~~~~~~~~~:~~~~~ ~~~~~~~~~~~~~~~~~~~~~:~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ XXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXX H = ruined city h = lighthouse The dungeon in the corner is not particularly critical. I think you can sneak through the game without it. The dungeon is the Straw Hut where you find Filmon. Town number 6, Ferron, is in the south. There's not much else to see here except for the ruins, which seem to be here for Local Flavor. OVERWORLD (0,1) XXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXX X~~~~~~.~~.~~~~~~~~~~~~~~~ X~~~~~~......~~~~~~~~~~~~~ X~~~~...~~~~~~~~~~~~~~~~~~ X~~~...~~~~*~~~~~~~...~~~~ X~~..~~~~~~**~~~~~~.....~~ X~~..~~~~~****~~~~......** X~~.~~~~~~****~~~~**....** X~~..~~~~******~~I**....** X~~.~~~~~********+******** X~..~~~~*********+******** ~~~~~~~~*********+******** ~~~~~~~^*********+******** ~~~~~~~^*********+++++++++ ~~~~~~~^^**********+****** ~~~~~~^^^**********+****** ~~~~~~^^^**********+****** ~~~~~^^^^^*********+****** ~~~~~^^^^^*********+****** This is a non-critical sector. The inn here is called "The Salty Tavern." If you want to explore all the towns, going this way is as good as going through (1,0), although I would really recommend learning transport. OVERWORLD (1,0) **********+*********~~~~XX **********+*********~~~~XX **********+*********~~~~XX **********+*********~~~~XX *****++++++++++I*****~~~XX *****+***************~~~XX *****+***************~~~XX *****+****....********~~XX ++++++***.......******~~XX ********...::...******~~XX ********..:::::.******~~XX *******...:::::...****~~XX *******...:::::...*****~XX ****~~~~~~~~~~~...*****~XX ~~~~~~~~~~~~~~~~~~~~***~XX ~~~~~~~~~~~~~~~~~~~~~~~~XX ~~~~~~~~~~~~~~~~~~~~~~~~XX ~~~~~~~~~~~~~~~~~~~~~~~~XX XXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXX The inn is called the Black Elf Tavern. Other than that, not a lot happening in this sector. Not even any islands. OVERWORLD (1,1) X~~~~~~~........+......... X~~~~~~~........+......... ~~~~~~~^........+......... ~~~~~~~^^^......+......... ~~~~~~^^^^......+......... ~~~~~^^^^^^^....+......... ~~~^^^^^^^^^^^..I......... *^^^^^^^^^^~~~~~~~~....... *^^^^^^^^^~~^^^...~....... ****^^^^^^~^^^^...~~~~~~~~ ******^^^^^^^^^^^.~....... ********^^^^^^^^^.~....... ********^^^^^^^^^^~....... **********^^^^^^^^~^^..... +++++++++T^^^^^^^~~^^^^... *********+***^^^^~^^^^^~~~ *********+*****^^^^^^~~~~~ *********++******^^^~~~~~~ **********+********^~~~~XX **********+*********~~~~XX A neat little mountain range divides this sector, and the continent, in half. The town is Ipswich(5) and the inn is "The Mountain View Inn." OVERWORLD (1,2) X~~~^^^^^^................ X~~~^^^^^^...........+++++ X~~~^^^^^^......++++++.... X~~~^^^^^.......+......... X~~~~^^^^.......+......... X~~~~.......***.+......... X~~~~.......****+..******* X~~~~......*****+********* X~~~~~T++++++++++********* X~~~~~.....*****+********* X~~~~~**********+********* X~~~~~**********+********* ~~~..~~*********+********* ~~~..~~*********+********* ~~~..~~*********+********* ~~.D.~~***....**+********* ~~~..~~~........+***...... ~~~~~~~~........+......... ~~~~~~~~........+......... ~~~~~~~~........+......... The town here is Saxlingham(3) with the dungeon being the Castle. It is the most useful of all the dungeons in the game. OVERWORLD (1,3) XXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXX X~~.~~~~~~~~~~~~~~~~.~~~~~ X~~..~~~~~~~~~~~~+++~~~~~~ X~~~~~~~....~~~~~~~~~~~~~~ X~~~~~~~........~~~~~::::: X~~~~:~~~.......:::::::::: X~~~:::~~.......:::::::::: X~~~:I:~~........::::::::: X~~~::~~..........:::::::: X~~!:~~~..........:::::::: X~~::~~..........:::::.... ~~~~~~~...........:....... ~~^~~^^^.................. ~~^~^^^^^^^............... ~~^~^^^^^^^............... ~~^~^^^^^^^............... ~~^~^^^^^^................ ~~^~^^^^^^................ ~~~~^^^^^^................ One of Pluto's monsters(number four) can be found on the island with the inn("The Smuggler's Inn.") OVERWORLD (2,1) ..............^^^^^^^^^~XX ......~.......^^^^^^^^^~XX ......~.......^^^^^^^^^~XX ......~~.......^^^^^^^~~XX .......~.......^^^^^^^~~XX .......~.......^^^^^^^~~XX .......~........^^^^^~~~XX .......~~.......^^^^^~~~XX ........~......I.^^^^~~~XX ~~~.....~........^^^^^~~XX ..~~~~.D~.........^^^^~~XX .....~~~~.........^^^^^~XX .......~~..........^^^^~XX .......~~...........^^^~XX .......~~...~.......^^~~XX ~~~....~~T.~~........~~~XX ~~~~~~~~~~~~~~.....~~~~~XX ~~~~~~~~~~~~~~~~~~~~~~~~XX XXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXX The Summer Palace is here, where you try to rescue the princess. You also have the town of Llithfaen(4) and the inn is called "The Purple Gnome." OVERWORLD (2,2) .+..........I+........~~XX ++...........++++.....~~XX ..........D.....+.....~~XX ........~~~~~~..T......~XX ........~~~~~~~~~......~XX .......~~~~~~~~~~~~~...~XX ***...~~~~~~~~~~~~~~~~~~XX ******~~~~~~~~~~~~~~~~~~XX ******~~~~~~~~~~~~~~:::~XX ******~~~~~~~~~~~~::::::XX ******~~~~~~~~~~~~::!~::XX ******~~~~~~~~~~~~~~~~~~XX *****~~~~~~~~~~~~~~~~~~~XX *****~~~~~~~~~~~~^^^^~~~XX *****~~~~~~~~^^^^^^^^^~~XX ***..~~~.....^^^^^^^^^~~XX .............^^^^^^^^^~~XX .............^^^^^^^^^~~XX ..............^^^^^^^^^~XX ..............^^^^^^^^^~XX This is, of course, the first scene your party will see when you leave Pippacott(1). To the southeast you'll find Pluto's Monster number three, but you probably don't want to mess with it yet when starting out. The Kobold Village is a good place to go to start, but once you get better the meager experience points won't be worth the constant hassle of the trivial fights. The inn here is called "The Albatross," and all squares are visible as you walk around. OVERWORLD (2,3) XXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXX ~~~~~~~~..~~~~~~~~~~~~~~XX ~~~~~~...~~~~~~~~~~~~~~~XX ~~~~~~...~~~~~~~~~~~~~~~XX :~~~~~~~~~~~~:::::~~~~~~XX ::::::~~~~I::::::::~~~~~XX ::::::::::+::::::::~~~~~XX ::::::::::+:::::::::~~~~XX ::::::::::+:::::::::~~~~XX ::::::::::+:::::::::~~~~XX ..::::::::+::::::::::~~~XX .......:::+::::::::::~~~XX ***.......+....::::::~~~XX *****.....+........::~~~XX *****....+++++........~~XX ******...+T..+........~~XX ...***..++...+........~~XX +++++++++....+........~~XX ++...........+........~~XX The inn to the far north is called "The Oasis." The town is called Haslemere(2). UNDERWORLD MAP WITH SECTORS UNDERWORLD LEDGER . = mist [space] = darkness V = vortex in the water ~ = Styx river(impenetrable) D = dungeon l = lava(less damage) * = lava(more damage) % = lava(safe) ^ = hills T = town t = forgotten temple Incidentally, there are no inns in the underworld. ASTRAL PLANE (U1,2) ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~.~~~~.....~~~~ VVV ~~~~.......... ~~~ ~~~~.......... ~~~ ~~~~........... ~~~ ~~~~~~~........ ~~~~ ~~~~~~~~~~~~ . ~~~~ VVVVVVV~~~~ ~~~~~ ~~~~~~V~~~ ~~~~~~ ~~~~~~V~~ ~~~~~~~ ~~~~~~V~ ..... ~~~~~~ ~~~~~~ ...~........~~~~ ~~~~ ..~~~~~.......~~ ~~~~ ..~~~~~~......~~ ~~~~ ~~ .~~~~~~~~~~...~~ ~~~~~~~ ~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ There is relatively little to explore here. You learn a spell which you need to cast repeatedly. It's a bit annoying waiting for the correct encounter and, in fact, you have to do so twice. In order to get here you needed to find a vortex, and that is the same method you need to get out of here, although the entrance to the vortex is smaller. Skirting the shores and jumping in the water generally works. Be sure to heal up before entering the second level of the underworld, which has some nasty lava. FIRST LEVEL(0,0) (U2,2) ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~^^^~~~~~~~~~~ VVVVVVVV~~~^^^^^^^l~~~~~~~ ~~~~~~VVV..^^^^^^^ll ~~~ ~~~~~~V.....^^^^^^ll ~~~~~~......^^^^^^ll ~~~~~~.......^^^^^ll ~~~~~........^^^^^^ll ~~~~~.......^^^^^^^ll ~~~~~......^^^^^^^^ll ~~~~.....~~^^^^^^ ll ~~~~....~~~^^^^ ll ~~~~....~~~^^^ ll ~~~~...~~~~^^^ ll ~~~....~~~~~~~ ll ~~~...~~~~.~~~ ~~ ~~~...~~~....~~~ ~~~~~~ ~~~D.~~~~....~~~~~~~~~~~~~ ~~~~~~~~~~~..~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ Yeegh. You'll have to take a little damage walking across the lava to get to the good parts, and you may have to come back later. You can't access the island since you're not allowed to swim in the Styx. The dungeon, the cold wet cavern, has some important information as well as a special ability that you will need to win. FIRST LEVEL(1,0) (U3,2) ~~~~~~ ^^^^^^^^^~~~~ ~~~~~~ ^^^^^^^^~~~~ ~~~~ T ^^^^^^^~~~~ ~ ^^^^^^^~~~~ ^^^^^^~~~~ ^^^^^~~~~ ^^^~~~~~~ ^^^~~~~~~ ..~~~~~~~ ..~~~~~~~ ...~~~~~~~ ....~~~~~~ .....~~~~~~ ........~~~~~ ......+..~~~~~ ~~~~~..........~~~~ ~~~~~~~~~~~~~......~~~~ ~~~~~~~~~~~~~~~~~~~..~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ Once transported here you land on the +. Deathport(7) is the town to the northwest. Note that if you enter it, you will be kicked back to the overworld on exiting unless you cast town transport. You can only move to the other town on the first level, and if you don't, you are kicked out to the path east of Saxlingham. It's actually not a bad idea to use town transport, as you avoid some nasty lava that way. There's stuff to do in each direction--a dungeon each way. FIRST LEVEL(1,1) (U3,3) ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~..... ~~~~~~ ~~~~~~~~~..T..... D~~~~~ ~~~~~~~~~........ ~~~~~ ~~~~~~~~~...... ~~~~~ ~~~l~~~~~.... ~~~~~ ~~~ll~~~ ~~~~~ ~~~ll~~~ ~~~~~ ~~llll~~ lllllllll~~~~ ~~lll~~~ lllllllllll~~~~ ~~lll~~~lllll ~~~~~ ~~~l~~~llll ~~~~~ ~~~~~~~ ^^~~~~~~ ~~~~~~~ ^^^^~~~~~~ ~~~~~~~ ^^^^^^^~~~~~ ~~~~~~ ^^^^^^^^~~~~~ ~~~~~~ ^^^^^^^^^~~~~ Black Moor(8) is the town in the upper left. The lava isn't the terribly nasty sort but will still do damage. The dungeon contains a very valuable item. You can't reach the island as the game doesn't allow you to swim the Styx. SECOND LEVEL(0,1) ~~~~~**%l%%%%%%%**~~~~~~~~ ~~~~~**%**********~~~~~~~~ ~~~~~**%**********l ~~~~~ ~~~~~**%**********l ~~~ ~~~~~**%**********l ~~~~***%*********ll ~~~~***%*********l ~~~~***%*********l ~~~~***%*****%***l ~~~****l*****%**ll ~~~*%%%%%%%%l%**l ~~~**********%**l ~~~**********%*ll ~~~**********%*l ~~~~*********%*l ~~~~~~*******%*l ~~ ~~~~~~~~~****%ll ~~~~~ ~~~~~~~~~~~~***l ~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ Here's where the major lava begins. You'll notice a path through it. You'll need to go through it multiple times, but a trace will be left from the first time you walk through; this is an example of how the terrain being invisible until you walk over it benefits you. In case you forgot the rules for going to the final dungeon, you can just guess the way. Remember that you see the areas around you, so you'll want to stay in the center of the path of vision carved out. Note two rather nasty tricks in the lava patterns: 1. If you go a bit too far in the direction you're supposed to, the game lets you slide until you make a turn. Then you're exposed to the deadlier lava. 2. You're always hit up for a little damage whenever you change direction. Be sure to check up on your damage a few times along the way, and remember to save some heal spells after you leave the dungeon, as the return trip may be costly as well. SECOND LEVEL(0,2) ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~**~~~~~~~~~~ ~~~~~~~~~**********~~~~~~~ ~~~~~**************l~~~~~~ ~~~~**%************l~~~~~~ ~~~~**%********D***ll~~~~~ ~~~***%l%%%%%%%%lllll~~~~~ ~~~***%*********llllll~~~~ ~~****%*********llllll~~VV ~~****%*********lllllll~V~ ~~****%*********llllltlVV~ ~~****%*******%*lllllll~~~ ~~~***l*******%***llll~~~~ ~~~**%%%%%%%%l%*******~~~~ ~~~***********%******~~~~~ ~~~~**********%******~~~~~ ~~~~**********%*****~~~~~~ ~~~~**********%*****~~~~~~ ~~~~~*********%****~~~~~~~ ~~~~~*********l****~~~~~~~ The final dungeon, with Pluto's last two monsters, is here. You'll need to visit it twice. The Forgotten Temple is where you will wind up after going through the vortex that started in the Astral Plane. While it is technically possible to reach the final dungeon from the Forgotten Temple, your party will be very beaten up by the time they get there. I suppose if you go on a direct diagonal WNW, etc. you will make it, but it will be very costly. As you need to visit Pluto's Smallest Castle anyway you might as well figure the other way to get to the second level. SECOND LEVEL (1,0) ~~~~llll ~~~ ~~~~llll ~~~ ~~~~T llll ~~~~ ~~~~ ll ~~~~ ~~~~ ll ~~~~~ ~~~~~ ~~~~~ ~~~~~s ~~~~~~ ~~~~~ ~~~~~~ ~~~~~ ~~~~~~~ ~~~~~ ~~~~~~~ ~~~~~ ......~~~~~~ ~~~~~~ ........+...+~~~~~ ~~~~~~...........DDD..~~~~ ~~~~~~...........DDD...~~~ ~~~~~~~..........DDD...~~~ ~~~~~~~.........+...+.~~~~ ~~~~~~~...............~~~~ ~~~~~~~~~~......~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ s = where you start after teleporting here Pluto's Smallest Castle is the dungeon to the southeast of the town. You'll need to watch out a bit for the lava bed as this level is largely invisible until you start walking around. The town, Dark Abyss, is a good place to rest, and since you will have to return to a town after the final dungeon, you'll wind up visiting it(see (1,1) for the problems with Demoniac.) The best way to enter the dungeon, Pluto's Smallest Castle, is from the center west. Any other way and you will have to fight Pluto, who is very tough to beat. SECOND LEVEL (1,1) ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~ T ~~~~~~~ ~~~~~~~ .~~~~~~ ..~~~~~~ .....~~~~~ ......~~~~~ ......~~~~~ ll .......~~~~ ~~ ll .....~~~~ ~~~lllllll .....~~~~ ~~~lllllll ....~~~ ~~~~llll ~~~ ~~~~llll ~~~ There's not much to do here. Entering and leaving Demoniac, the town, is not recommended unless you wish to be transported back to the first level of the underworld. You can however cast transport to town number ten, Dark Abyss. If you are returning from a dungeon and want to play it safe, that is the best time to enter this town. Again visibility is bad, so watch out for any lava you stumble onto. The instructions for the walk to the final dungeon also begin at Demoniac. DUNGEONS GENERAL LEGEND x = exit ~ = secret passage | = door(need lock-pick skill) - = door(need lock-pick skill) ! = encounter : = trap ; = you hear monsters, go back? [door or open space, but probably door] $ = treasure. If there is any specifically valuable treasure not in the descriptions I will try to note it. ^ = stairs. While nothing happens to your party on these squares I may as well be complete. The more detailed descriptions of the room may be described qualitatively. In general we assume a corridor is one unit wide in these descriptions, and a room is anything that isn't, although most of the time it will be rectangular in shape. Rooms will have a description in some corner; on that square, nothing special happens. In general the text, extracted from the Apple version, will be in ALL CAPS. My comments, including various sic's, will not be shouted quite so loudly. DUNGEON 1: KOBOLD VILLAGE X X x X X X X X X X X X X ~ X X X X X X X X X X X X X X X X XXXXXX X X X X X X XK X X X X X X K X X X K L X XXXXXXLXXXXXX X X X X XXXXXXXXXeeXXXXXfXXX X |K X X X X X X X X X X X X XXmXXX X X XX-XXXXXXXXXX XQ X | X X X PX X X X XO X X X $ X XXXXXX XXXXXXXX k X X X X | | $X (scrolls) XXXXXX XXXXXXXXXXXX X X X X X X X X XXXXXXXX | X X X X X X XXXXKXXXX X X X XXXXXX X L M ~N $X (items + gold) X X X X X X X K| X X X X X X X XXXXXXXXXXXX X X XXXXXXXXX-XX X X X X X 1X X X X X | X X X O X XXXXXX-XX X X-XX XX-XX X XX XX XXXX | XM A AXX X XX-XXX XX X >KL XXXXX 2 | X P X X-XXXXX~XXXXXXXXXXXXX X X X 3 X-XXXXXAXXXXXXXXXXXXX XXXX-XXXXXXXXX-XXXXXAXXXXXXXXXXXXX XXX XXXXXXX ~~~~AXXXXXXXXXXXXX XXX 4 XXXXXXX 5 XXXXXXXXXXXXXXXXXX XXX XXXXXXX XXXXXXXXXXXXXXXXXX OVERVIEW: You'll have a lot of combats with kobolds and orcs as you work your way through here. The oracle is the key thing to see here. It gives you some advice although not very detailed. There's a nice treasure room in the east although you're better off finding the secret door. If you want to pile up cash you can reset the dungeon continually and go to the dwarf at (4). Overall this is a pleasant introduction to Phantasie II dungeons with nothing actually critical to solving the game. The quick walkthrough is to blast straight south and visit every jail cell except 1 for information and gold. Visit the oracle and then hit the secret door to find the treasure stash. Also check the chief's house above it for scrolls. Leave. "Outside in Kobold Village" is the default although you have four rooms of guard quarters in the northwest, a mess hall in the northeast, and "a simple kitchen" south of that. The chief's house, then the treasure room, is below that. There are also guard quarters to the west and also near the entrance. Closets are behind the chief's house and the mess hall with treasure in the second. A garbage pit is in the center, as well as general living quarters. An armory with wooden items is below the guard's quarters, with captains' houses below that. The detention area with many cell blocks is beolw that, although the oracle room is just west of the cell block with the secret door. A : a trap, arrows or boiling oil. K : encounter with Kobolds/Orcs L : encounter with Orcs M : encounter with Scribes N : encounter with Ranger/Wild Dog O : encounter with Drip Slimes P : encounter with Drip Slime/Green Muck Q : encounter with Giant Ants > : THERE IS A LARGE IRON GATE HERE. 1-LEAVE 2-OPEN IT [choose 2:] YOU HAVE SET OFF AN ALARM. YOU HERE GUARDS APPROACHING. [this puts encounters several squares around where you stand] 1 : A VICOUS IMP IN THIS CELL SAYS, "FOR A THOUSAND GOLD I'LL GIVE YOU SOME ADVICE." 1-ATTACK HIM 2-PAY HIM [choose 2:] HE TAKES YOUR GOLD AND SPEAKS, "THEERRE ISA SECRET DOOR ON THE SOUTHERN WALL OF TH THIS VILLAGE BUT BE CAREFUL SUCKERS." HE RUNS OFF LAUGHING WILDLY. 2 : A DAZED GNOME IS RUNNING AROUND THE CELL BANGING HIS HEAD AGAINST THE WALL AND SCREAMING, "FOURTY SEVEN!"[sic] EVENTUALLY HE RUNS OUT OF THE CELL. 3 : THERE IS A GREAT DEAL OF SMAOKE EMANATING FROM THE AREA IN FRONT OF YOU, A VOICE FROM WITHIN THE SMOKE SPEAKS , "DROP YOUR GOLD AND WALK FORTH INTO THE SMOKE." 1-DO AS IT SAYS 2-DO NOTHING [choose 1, take some damage and get the following advice:] --THE ORACLE ADVISES: "LEAVE FERRONRAH AN AND SEEK OUT NEW ADVENTURES IN OTHER PLACES, DO NOT COME BACK" --THE ORACLE ADVISES: "GO TO THE NETHER- WORLD, FIND THE 'BOOK OF BEASTS' AND BRING IT BACK TO FILMON THE SAGE, WHEN YOU HAVE DONE WHAT FILMON WANTS COME BACK TO THIS ORACLE" --THE ORACLE ADVISES: "TAKE THE ORB WHICHYOU HAVE FOUND AND DESTROY IT BY FEEDING IT TO PLUTO'S ICE DRAGON, THEN RETURN HERE" --THE ORACLE ADVISES: "THOSE OF YOU WHO WERE GIVEN THE WAND OF FILMON SHOULD USE IT ON YOURSELVES, THEN COME BACK TO THIS ORACLE" 4 : A DWARF HERE SAYS, "IN GRATITUDE FOR MY RELEASE I GIVE THEE 1000 GOLD PIECES." HE HANDS YOU FOUR SMALL SACKS. 5 : AN ELF HERE SAYS, "THANKS FOR FREEING ME I TELL YOU THERE IS A SECRET DOOR SOUTH OF THE CHIEF'S HOUSE." The following happen if you return to the village and enter the cells: --AN UNDGRATEFUL SPRITE WALKS OUT OF THE CELL. --THERE IS ONLY A SKELETON CHAINED TO THE WALL HERE. DUNGEON 2: SENOG'S LABORATORY XXXXXXXXXXXXXXXX x XXXXXXXXXXXXXXX XXXX XXXXXXXXX XXXXXXXXX XXX XXX XXXXXXXX XXXXXXXX XX XX X~X XXXXXXX XXXXXXX X~X X XX X$X XXXXXXXX-XXXXXXXX X:X X XX XXX XXX X XXX XXXXXXXX XXXXXXXX XX XXXX XX X X X X XX XXX XXXXXX X X X X X X XXXXX XXXXXX X XX-XXX-XXX-XX X XXXXX XXXXXX XX-XXX XXX-XX XXXXX XXXXXX XX XX XXXXX XXXXXX XX-XXX XXX-XX XXXXX XXXXXX X X X X XXXXX XXXXXX X X X X XXXXX XXXX XX X X XX XXX XXX XXXXX X X XXXXX XX XX X-X X X X X X X X-X X XX XUX | X X X X | XSX X XX XXX X X-XXX~XXX-X X XXX X XXX XXXXX XX $ XX XXXXX XX XXXX XX ~ ~ XX XXX XXXXXX XX-XXXX-X~X~X-XXXX-XX XXXXX XXXXXX XR X X X 1 X XXXXX XXXXXX X X X X2 X XXXXX XXXXXX XXXXXXX-XXXXXX-XXXXXX XXXXX XXXXXX | X X X X$ ~ XXXXX XXXXXX X X$ X X X X XXXXX XXXXXX X X X X X X XXXXX XXXX XX X$ X X X XX XXX XXX XXX-XXXXX-XXXXX=XXX XX XX X-X X-X X XX X:X XXXXXXXXXXXXXXXXX XTX X XX XXX XXXXXXXXXXXXXXXXX XXX X XXX XXXXXXXXXXXXXXXXXXX XX XXXX XXXXXXXXXXXXXXXXXXXXX XXX XXXXXXXXXXX XX XX XXXXXXXXXX XXXXXXXXXXX 3 XX 4 XX 5 XXXXXXXXXX OVERVIEW: well, this dungeon is pretty orderly and logical. Once you've mapped out all the basic places you may notice some spots that are unexplored. There are probably secret doors to them. The main thing to find here is the transporter which will allow you to get to the first or second level of the underworld--or just kick you out if you made a bad choice. This one is pretty easy as well. Bust through south until you can't go any more; you'll hit a secret door. Then go east and south and dial in the correct code(47 or 66) to get to the underworld. Outside the castle is where you start. The next room is Castle Entrance where you can use "Plain Stone Hallway" to visit the six circular "under a tower" locations. Then there is the Great Hal with the fireplace to the south. To the west are two messed up rooms smelling of goblins, with a food storage room above the kitchen to the east. South of the fireplace is a secret library which leads out to two marble hallways. There are also guard rooms on each side. The rooms below are the torture chamber, a messed-up wizard's lab, a goblin room with elfskin bed, and a machine room. At the bottom you have an empty stone room, chemical storage room, and unused bedroom, empty stone room, and a captain's room with a door you can't get open. The very bottom holds strange interdimensional rooms which house the teleportals. R : encounter with kobold/goblin S : encounter with apprentice devils T : encounter with zombies U : encounter with ???? Traps are rocks or a pit. 1 : THERE IS A STRANGE MACHINE WITH MANY BUTTONS SITTING IN THE CORNER OF THIS ROOM,. 2 : THE MACHINE HAS TWO SETS OF BUTTONS, THE FIRST SET IS LABLELED 1-9. PUSH WHICH BUTTON? THE SECOND SET OF BUTTONS IS LABELED 1-9 PUSH WHICH BUTTON? [note: you can't get out of this.] [47 : 1st] [66 : 2nd] [others : 1-way to exit] 3 : exit to first level of underworld 4 : exit to overworld 5 : exit to second level of underworld Leftovers: "THERE IS A SCROLL IN THE CAPTAIN'S ROOM ROOM." DUNGEON 3: IMPLING HATCHERY XXXxXXXX X XXXXXXXXXX XXXXXXXXXXX XXX XXXX:X XX XXXXXXX XXXXXXXXXXX XX XX XXX XXXX XX XXXXXXX XXXT X U XXXXXXYXXX XXXXXXX X XXXXX XX X XXXXXX XXX XXXXXXX X :XXXXXXXX:XX T X U XXXX XXX XXXXXXX XXXX X XXXXXX XXX XXXXXXXXXXXXXX XXX XXXX XXXXXX XXX XXX ~ XXX XXXX XXXXXX XXX XXX XXXXXXXXX ~ XXXXXX XXX : TU XXXXXXXXX XXX XXXXXX XXX XXX X XXXXX XXX XXXXXX XXX XXX :U XXXXX XXX3XXXXXX XXX XXXXXXXXXXX $XXXXX XXX XXXXXX XXX XXXXXXXXXXXXXXX XXX XXX XXXXXX XXX: :XXX X ~ XXXXXX XXX XXXXXX XXX XXX XXXXX XXXXXX YXT XXX Y X XX XXXXX XXXXXX XXX XX T XXXX XXXXXX X XX : XXX XX X XXXXX XXXXXX X XXXX XX XX XXXXXXXX XXXXXX XX XXXXX XXX XXX XXX XXX XXXXXXXXXXXXXXUXXXXXXXX XXXXXX XXX XXXXXXXX XXX XXXXXXXX XXXXXX XXX XXXXXXX XX XXXXXXXX XXXXXX XXX XXXXXX T TXXXXXXXX-XXXXXX-XXX XXXXXXX X U XX XXX XX XX X XXXXXXXXXX XXX XX X XX X XXXXXXXXXXfXXX XX XX X XXXXXXXXXX XXXX XXYXX $ XX $ X XXXXXXXXXX1XXXXXXX XXXXXXXXXXXXXX XXXXX X XXXXXXXXXXXXXXX XXXXX $ $ * * XXVXXXXXXXXXXXXXXX XXXXX X XXXXXXXXXXXXXXX XXXXX $ $ * * X:XXXXXXXXXXXXXXXX XXXXX X XXXXXXXXXXXXXX XXXXX * * + ? XWX XXXX XXXXXXXXX XXXXX X X 2 : XXXXXXXX OVERVIEW: Lots of traps and encounters with implings in this dungeon. You may wish to save the pools for last as if you step in a wrong one you may be toast. There are also some scrolls here if you can navigate secret doors. The quick walkthrough is to head for the pool room and pick up the spell in the pool marked ?. Then go back up, find the secret doors to get around the gate at 3, and get the two scrolls. Then leave. Room of pools in the southwest, with a cold wet cavern in the north and south thirds and a carved stone passage in between. You also have four irregularly shaped rooms(impling hatcheries) off to the side. There are the assistant imp keeper's and imp keeper's rooms as well in the lower right. Extra space going around the gate does not appear on the Apple. The benefit is that you can see something kitty-corner and figure out something's there. T : encounter with implings U : encounter with priests/scribes V : encounter with death fly/bantir W : encounter with BEEPING BLOBS!!!! Y : encounter with cobras Rocks and a large pit are the trap. + = everyone gets 88 hit points. Not necessarily a good thing. You don't GAIN 88 hit points, and if you had 200, tough. * = pool to avoid. The lower ones can drain magic. You've been warned! Some may even render spells, shields and armor useless. ? = pool gives you a divine spell. 1 : rubbish poetry alert. A SIGN READS: 'THERE BE TWELVE POOLS SOME BAD AND SOME GOOD, FOR THE YOUNG IMPLINGS TO DRINK AS THEY WOULD. THIS ONE FACT THEY MUST NOT NEGLECT, THE POOLS TO THE SOUTH HAVE THE GREATEST EFFECT.' 2 : WRITTEN IN BLOOD ON THE WALL HERE IS THE NUMBER 66. [useful on a machine, maybe?] 3 : WHEN YOU OPEN THE GATE AN ALARM SOUNDS AND GAS BEGINS TO FILL THE CORRIDOR. THE GAS IS AT YOUR (ANKLES/KNEES/WAIST/NECK) is followed by THE GAS IS OVER YOUR HEAD. At that point you take damage. Miscellany: "TRY TO VISIT THE ENTIRE HATCHERY." DUNGEON 4: STRAW HUT XXXXXXXXXXXXXXXXxXXXXXXX Z X XXXXXXXXXXXX | 0 X1 XXX XXXXXXX X XXXX XXXXX X X XX$ X XX X XXXX XXXXX X X XXXXXX XXYX XXXX a| ~ X | ~ |a XX X XXXXX~XXXXXXXXXXXXXXXXXXXXXX~XXX X XXXXX XX: d :XX XXX X XXXXX XX XXXXXXX XXXXXXXX XX XXX X XXXXX XX XXXXXXX XXXXXXXX XX XXX X XXXXX XXXXXXXcXX XX XXXeX XXXXXXXX-XXXXXXX XX XX XX-XXXXXX X XXXXXXXX XXXX::~ ~ XX XX XXXXXX X XXXXXXXX XXXX XX XXXXX XX XXXXXX X XXXXXXXX-XXXX XXbXXXXX XX-XXXXXX:X XXXX X W XX XXXXX XX XX X XXXX X XXXXX XXXXXVXX XX X XXXX$ X XXXXX-XXXXX XX tXX X XXXXXX-XXX XXXX XXXX XXXXXXXXX X XXXXXX XX XXXX XXXX W X XXX: XXVXX | | XXXXXXXXXXXXX XXX XXXXX XX XXXXXXX XXXXXXXXXXXXX XXX XXXXX XX | |ll XXXXXXXXXXXXX XXX Z | XX XXXX7lXCXXXXXXXXXXXXX XXXXXXXXXXXX XXXXXXX8XXXXXXXXXXXXX XXXXXXXXXXXXA B | 9XXXXX XrXXXXX XXXXXXXX8XXXXXXXXXXXXX X XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXX X XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXX X X 3 XXXXXXXXXXXXXX6XXXXXXXXXXXXX X | XXXXXXX4 XXXXX XXXXXXXXXXXXX XXX XXXXXXX XXXXX XXXXXXXXXXXXX XXXX XXXXXXXX X XXXXXXXXXXXX XXXXeXXXX XXXXXXX XXXXXXXXXXXX XXXX d// a X 2XXXXXXXXXXXX XXXXXXXXX XXXXXXX XXXXXXXXXXXX XXXXXXXXXXXXX X XXXXXXXXXXXX XXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXX5 XXXXXXXXXXXXXXXXXXX OVERVIEW: There are obviously secret doors to find right out of the gate. The need to find them continues as you go on. Other than that this dungeon is pretty smooth sailing. The quick way through is as follows: pull the lever at 7, then go to 9 and pull that lever. Now you can go south, so do so. Push the button at 2 which toggles which door you can go through. Push all the button in each of the three rooms beyond and the center room will open up to a further passage. Fight Filmon's King Cobra and get a valuable scroll. Get out. Like the Kobold Village there's nothing necessary here for the actual game. There are stone rooms on each side beneath the smelly animal cages as well as one in the bottom center. There's an emergency valve in the small stone room but you'll want to wait to pull that one. You'll want to reach the room full of books and scrolls where you'll meet Filmon. Traps are acid and poison gas. V : encounter with giant ant, giant bee, biant wasp W : encounter with dripping slime, hissing skuz Y : encounter with viper moths, giant bees, killer bees Z : encounter with centipedes, asp a : encounter with green dragons b : encounter with kobold/orc/ogre c : encounter with kobolds, dark dwarves, orcs d : encounter with priests/necromancers/scribes or lesser wizards / : opens up with the right sequence of button pushes 0 : YOU HAVE JUST ENTERED A VERY SMALL, DINGY STRAW HUT THAT IS APPARENTLY EMPTY. 1 : A SCROLL ON A TABLE HERE READS: "WELCOME GOOD ADVENTURERS TO THE HUMBLE HOME OF FILMON THE SAGE. IF YOU CAN FIND OUYOUR WAY THROUGH TO ME THERE WILL BE GREAT REWARDS." 2 : there is a button here. 3 : this is Filmon. FILMON THE SAGE IS SITTING HERE IN A CHAIR. CHAIR. "IF YOU CAN FIGHT MY BEAST WITH STICKS ONLY," HE SAYS, "I WILL GIVE YOU SOME ADVICE." 1-"YES WE WILL" 2-"CAN WE THINK ABOUT IT SOME MORE?" [say 1:] FILMON SAYS, "TO REMOVE THE CURSE OF NIKADEMUS YOU MUST DESTROY THE ORB UPON WHICH THE CURSE IS CAST. THE ORB HAS BEEN TAKEN INTO THE NETHERWORLD BY THE IMPS, SO YOU MUST GO THERE." HE CONTINUES, "I HAVE SENT THE HALFLING PEDALOE AND THE GNOME PELZER INTO THE NETHERWORLD WITH NO LUCK, SO BE CAREFUL, IF YOU FIND THE ORB THEN PERHAPS THE PRINCESS CAN HELP YOU TO DESTROY IT... IF SHE IS STILL ALIVE." [characters were in P1:] "BY THE WAY," HE ADDS, "CONGRATULATIONS ON DEFEATING THE BLACK LORD MY OLD FRIENDS." [he actually already congratulated you in Phantasie.] [solved:] [unsolved:] "I HOPE YOU DON'T BLOW THIS MISSION THE WAY YOYUU DID ON GELNOR." HE CONCLUDES, "THE 'BOOK OF BEASTS' MAY BE HELPFUL TO YOU ON YOUR MISSION, BEFORE YOU GO SEEKING THE ORB YOU MUST PROVE YOUR WORTHINESS BY FIGHTING WITH ONLY WOODEN STICKS." [the 'book' is a scroll] 4 : button to push here. I think it opens up one / square. 5 : button to push here. I think it opens up one / square. 6 : 7 : THERE IS A LEVER HERE MARKED: "SOUTHERN GATE" 1-LEAVE 2-PULL LEVER [Push it before (9)] 8 : pit. The southern one gets filled in after you push 7 then 9, and the game mentions you are swimming in water. 9 : THERE IS A LEVER HERE MARKED : "EMERGENCY VALVE ONLY!" 1-LEAVE 2- PULL LEVER [Once you leave to the left you can't come back. At the door it says THE PASSAGE AHEAD IS COMPLETELY FILLED WITH WATER. YOU CAN NOT GO ANY FURTHER.] A : THERE IS A LARGE GATE HERE, YOU CAN HEAR WATER SPLASHING ON THE OTHER SIDE. [no way to walk there, but the water fills a pit in] B : THE PASSAGE SLOPES DOWNWARD TO THE SOUTH VERY STEEPLY. C : IF YOU CONTINUE TO THE SOUTH YOU WILL FALL INTO A DEEP EAST-WEST CHASM. Miscellany: "DO NOT FLOOD THE PASSAGE TOO SOON." DUNGEON 5: NETHERWORLD CAVERN(ORB) XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X XXXXXXX XXdXXX IX X XX XX :X XX XXX XX X XXJX XXX XXXXX XXSXXX X X XX XXMXXXXXX XXRRRXXXXSSSXX X XX X XXX XX XX XRRRXX |SSSSX X XXXX XX XXXXXX :XXRXX 3 XXSSSX X X M XXX XX XWX XXXXXSSX X X XX X X X X XX X XX X XXXX X XXXXXXX XO XXXXXIXX X XXX X XXX XX XX XX XX X N XX X XXXXX XX XX XXX X XXX XX X XXX X XXXXOXXXXX XXJXX X X XXXX XX X XXX XX: X X XX XX X X XX XXXX XXX XXXXXX XX XX XX XX XXXXXXXXX X XX X4XX X XX XXXJXXXXXXXXX XX X LXXX X X XX XXX XXa XXXX XX XX XXX XX b XX6 XXX XXXX XXX XX XXX XX XXXX XXXXXXXX XXXXX X XX XXX~~~~ IK XXXXXX XX XXXXX XXX XXX~~XXXXXXIL XX XX XXX M X X~~~XX5XXXXX M N XXX: XX X XXX X~XX I XXX IXXXXX XXX XXXX XXX X~X XXXX XXXXXXXXXXX XXXX X X~~ XXXXKXXXXX XXX XXXX X XXXX XXXX I XXc XX XXe X X XXXXX XXXXXX XXX XX XX X1X XXXXX XXXXXX L XXX XX2 X XXX XXXXX-XXX XXXXX XXX XXX XX d XX XX X b XXXX XX XXXXXXX XX XXX XX XXXX XXX XXXX X X XXX XXX XXXXX XXX-XX X X XXXX K XXXX7XX I XXXX |J XX XX XXXXX XXX XXXX+XXXX XXXXXX XX XXXXX-XXX | XXXXX | 9X X XXX XXXXXXX X XXX X XXXL XX | XX XX XXXXXXX XX XX X XXXX XXXXX8XXXXXXXXX XX OVERVIEW: The object here is to get the orb and get out. I actually found it in the yellow area instead of what you are told in the green area. There's nothing in the red/blue areas anyway. Jumping around in the pools seems to be at random. You may want to check out the green area as there are prisoners there with advice. The quick walkthrough is to push south to the orange pool. Dive in it until you're at the purple or yellow. If at the purple, hit the secret door to the left. Now you're in the yellow caverns. Barrel down and to the right until you get the door. Dive in pools to get out, and leave. Don't worry about the caverns you can't visit. They seem to be off- limits and are unimportant. BLUE CAVERN walled off to the upper right. The coffin room and funeral service room are adjoined to it. I actually have no clue how to get in here, but it's not important to win the game. ORANGE CAVERN connected to natural cavern, in the southeast. GREEN CAVERN spreads through the bottom center. PURPLE CAVERN covers a narrow room near the west wall in the center. YELLOW CAVERN covers the center to lower part of the map. "CAVERN WITH REDISH TINT"(sic) in the lower right, just above the armory. LIVING AREA in lower left. + : the orb I : encounter with imps, implings J : encounter with orcs, kobolds, trolls K : encounter with master illusionists L : encounter with scribe, priest, high ranger M : encounter with sting beetles, purple skum N : encounter with fire elemental O : encounter with implings 1 : THERE IS A TROLL SITTING IN A CHAIR HERE SHARPENING A SWORD. WHEN YOU WALK IN HE SAYS, "HELLO". 1-LEAVE 2-ATTACK 3-TALK TO HIM [1:] HE SAYS, "IF YOU ARE PLANNING ON GOING INTO THE IMP CAVES REMEMBER THE YELLOW AREA IS UNKNOWN AND THE BLUE AREA IS ONLY FOR DEATH CEREMONIES." 2 : orange pool (->purple) 3 : A NOTICE POSTED HERE READS: "THE SECRET DOOR NEAR THE PURPLE POOL IS NOW IN SERVICE." 4 : blue pool 5 : purple pool 6 : yellow pool 7 : Pelzer. A GNOME TIED TO THE WALL PROCLAIMS, "I AM PELZER, PLEASE FREE ME OH KIND ONES."1-LEAVE HIM 2-FREE HIM 3-KILL HIM [1:] HE DIES A SLOW AGONIZING DEATH. [2:] HE SAYS, "THANK YOU BRAVE ONES, I AM PELZER, SENT BY FILMON, I CAN NOT TELL YOU WHERE THE ORB IS BUT IT MUST BE ACCESSABLE ONLY BY SECRET DOOR." HE CONTINUES TO SPEAK AS HE REMOVES A SCROLL FROM HIS CLOAK AND HANDS IT TO YOU YOU, "I STOLE THIS FROM THE IMPS, IT MAY BE OF USE TO YOU ON YOUR QUEST." 8 : green pool 9 : THERE IS A DEAD TROLL CHAINED TO THE WAL WALL WITH SEVERAL ITEMS SITTING ON A BENCH NEARBY. [some nice treasure] a : A SIGN ON THE WALL READS: "THOSE IMPS LIVING IN THE PURPLE AREA PLEASE USE ONLY THE PURPLE, ORANGE AND BLUE POOLS. REMEMBER, ONLY UNARMED IMPS IN THE BLUE AREA. THANK YOU." b : THERE IS A TROLL SITTING IN A CHAIR HERE SHARPENING A SWORD. WHEN YOU WALK IN HE SAYS, "HELLO". 1-LEAVE 2-ATTACK 3-TALK TO HIM [1:] HE SAYS, "IF YOU ARE GOING INTO IMPTHE IMP CAVERNS REMEMBER, THE RED AREA IS FOR THIEVES ONLY AND THEY KEEP PRISONERS IN THE GREEN AREA." c : A HALFLING IS TIED TO THE WALL SCREAMING"LET ME DOWN, LET ME DOWN!" 1-LEAVE HIM 2-FREE HIM 3-KILL HIM [1:] HE DIES A SLOW AGONIZING DEATH. [2:] "THANKS," HESAYS, "THE ORB IS HIDDEN INTHE RED AREA IN A SECRET DOOR AND THE SECRET WORDS ARE 'NAIMON SHAIMON'". d : A SIGN READS: "THE SECRET DOOR NEAR THE PURPLE POOL IS NOW IN SERVICE." DUNGEON 6: SUMMER PALACE XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXxXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXX XXX X3 XXXXX1XXXXX X XXXX XXX X 2 | | : X XXXX XXX X XXX XXX X XXXX XXXXhXXXXXXXXX XXXXXXXXX-XXXXX XXX | | XXXX XXX XXXXXXXXXXX-X-XXXXXXXXXXX XXXX XXX X O| I G X I H |J X XXXX XXX X XXX XXXXX XXX X XXXX XXX X XXX HX XG XXX X XXXX XXX XXX-XXXXX~X X~XXXXX-XXX XXXX XXX XXX ~ ~ XXX XXXX X XXX XXXXX X X XXXXX XXX X X | XXX-XXXXXHXXXXXIXXXXX XXX |: X X X5 X X X X XXX X X XXX X X X |6 X XXX XXXX XXX X X | X X XXX XXXX XXX X$ | X X X XX XXXX X XXXXX-XXXXXXX-XXXX~XXX XX X X | X X X X X | XX | X X X X | X ~ X XX X X XXX X | X XXXXXXXXXXXXXX XX XXXX XXX X3 X~X XKXLXMXNXXX XX XXXX XXX-XXXXX X | XXXwXXX4XXXX XX 7 X XXXXXXXXXXXXX JX X XX X X 8 9 XXXX X X XX ~ |I XXXX X 3 $ X XX XXX XX XXXXXXXX XX XXX a 8 X XX XXXXXXXX XX XX XXXXXXXXXXXX XXXXXXdXXXXXX XX XX XXXXXXXXXXXX XXXXXX XXXXXX XX-XXX~XXXXXX XXX cX XXXXXX XX XXX J $XXXXXXXXXX XXXXXX XX XXXXXXXXXX XXXXXXXXXX XXXXXX XX XXXXXXXXXXXXXXXX bXXXXX XXXXXX XXG G G G XXXXXXXXXXXX OVERVIEW: lots of traps to be aware of here if you are too curious. Shut off the gas if it gets turned on. You'll want to try to rescue the princess although there is an illusory one; be warned! The quick walkthrough is to head south, say you'll rescue the princess, and take a left at the entry hall. Head south and when you get to the temple find the secret door on the right wall. The princess is behind the door and if you go east you can get out quickly. Lots of guard's barracks here too by the outer hallways until you get to the bottom doors. The armory is on the right and a large temple on the left with dark dingy passages beyond. Secret meeting room is above the dining room and flanked by guard rooms. There's a closet to the southwest of the dining room and lots of small elegant bedrooms around it otherwise. Food storage is behind the kitchen to the west. Beast room is east of the closet. A large extravagant bedroom is east of the torture chamber behind the dark dingy passages the priests in the temple run into. There are also a storage room and a plain stone room with a decoy(behind the door) beyond the temple. Traps = acid or pit with spikes. G : encounter with master illusionist H : encounter with high ranger, priest I : encounter with kobold, troll J : encounter with priest, lesser wizard K : encounter with vampire L : encounter with king cobra M : encounter with forest elf N : encounter with demon, bantir O : encounter with orange dragon 1 : A GUARD HERE SAYS , "STATE THE NATURE OF YOUR BUSINESS." 1-ATTACK 2- "TO DELIVER GOODS" 3-"TO RESCUE THE PRINCESS" [choose 1: combat] [choose 2:] HE SAYS, "WE ARE NOT EXPECTING ANY GOODS" AND SOUNDS AN ALARM. [choose 3:] HE LAUGHS AND SAYS, "GO ON IN." 2 : THERE IS A STRANGE OBJECT IN THE CORNER 3 : YOU SET OFF A TRAP. A GATE CLOSES T TRAPPING YOW IN THIS ROOM. POISON GAS IS GUSHING INTO THE ROOM. 1-HOLD [BREATH] 2-BREAK [THE GATE] 3-STOP [STUFF UP THE GAS SOURCE] 4-PRAY [TO YOUR GODS] (extra Apple stuff in parentheses) 4 : THERE IS A GUARD HERE ASLEEP. 1-KILL HIM 2-TORTURE HIM 3-LEAVE QUIETLY [apple has subdue and torture, slit his throat] [choose 2:] HE SAYS, "THERE IS A SECRET DOOR IN THE DINING ROOM THAT LEADS TO THE TREASURE"(lie)/HE SAYS, "THERE IS A SECRET DOOR IN THE TEMPLE WHICH LEADS TO THE TORTURE CHAMBER WHERE THE PRINCESS IS HELD." 5 : transports you to west of secret meeting room 6 : unlike guard at 4, if you torture him he dies. 7 : YOU ARE IN A LARGE TEMPLE, SOME PRIESTS IN THE FAR CORNER DISAPPEAR BEHIND AN ALTAR. 8 : HERE IS A SKELETON CHAINED TO THE WALL. 9 : A DEAD ELF IS HANGING UPSIDE-DOWN HERE. a : THERE IS A YOUNG LADY CHAINED TO THE WALL HERE. 1-TORTURE HER TO MAKE HER TALK 2-FREE HER AND QUESTION HER [choice 1:] SHE DIES. [choice 2:] SHE TELLS YOU THAT THE ORB CAN ONLY BE DESTROYED BY FEEDING IT TO PLUTO'S ICE DRAGON, WHICH CAN ONLY BE APPROACHED BY MORTALS IF THEY HAVE STUDIED THE AMULETS OF PLUTO'S OTHER BEASTS AND THUS GAINED THE EIGHT BEAST RUNES. AN ALARM GOES OFF SOMEWHERE IN THE PALACE. THE PRINCESS SAYS, "WE CAN ESCAPE THROUGH THE EASTERN DOOR." b : THERE IS A YOUNG LADY HERE GAGGED AND TIED TO A CHAIR. 1-LEAVE 2- FREE HER [choice 2:] AS YOU APPROACH THE ILLUSION OF A YOUNG LADY FADES AND POISON GAS FILLS THE AIR. DUNGEON 7: PLUTO'S SMALLEST CASTLE XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXkXXXXXXXXXXXXkXX X XXXkXXzX XX X XX X X X X X XX X X XX I X XX X N X X X X X O X X XXX-XX$ XX XX-XX X^X XX XX-XX X XXXpXX XX XXpX LX X X LXpX X XXXXXXXeXXXXfXXXXX XX^XX XX XXX XX XXXXXXX XX: XJ X XX P XX XXXX X XXXXXgXX XXX XX XXXXXXXXXX X X P| XX XN X X/ X X L X X5 X X |I X ~ XXXXX XX XXXXXX X XgXXXXXgXX X X: L X X: OX X X X X N XXXXXXX XXXXXXX XX XX X X X |4 X XX X XXXz J X1 zX X X X XXXXXXXXX-XXXX: XXXXXXXXXXX XNX X XXXX XX X L X X X h K 3XXX XXXXXXXXXXXXXXX X XX XXX LMK XX: L X XX~XXXMLKML XXXXXXXXXXXXXXXXXXXX k J pXXXFXXXXXXX X K X Xp P lX XXXXXXXX-XXXXXXX X X X XXXXXXX XXN X$ $ $ X X K XKXX X /XX X X $ X X X XX X^XXXXX XXX XXXXXXX I| XK K X XX X^XXXXX X MX $ X |EK X XX X XXXXX X X X$ $ $ X XK X XX : XX X X XXXXXXXXXXX X K X XX XXXXXXX X X: X | X K XX X:::::X X XXXXXMXXXXXXX XXXXXXXXX X:::::X zX O zX MXXXX X X:::::X XXXXXXXXX X C XXXXXXXXX:::::X X XJ XMXXXXXXXX X | |H::::X X X X X :M zXGX7 X XX-XXXXX-X PXXXOX XXX XX XXX-XXXX X XXX :X XXpX0X X XpX X XqX X XX-XXXXXXXXX XX-XXX^XXXXX-XX-XXXX X P Xz J MX I XX^XX X N XXX X XXXXXXXX X XX XX X XXX zXXmXXz N XXmXX6 XXmXXXX OVERVIEW: This is very nasty. Be sure you've entered the right way(read one of the scrolls) or that your party is very strong. Otherwise you'll have to fight Pluto. Apparently there's some way to become a servant of Pluto, but I'm not sure how to do that. To get through quickly, you need to enter through the middle west door when you're outside unless you fancy fighting Pluto, who sulks amusingly if you win. There's a secret door north of the initial encounter. The door to the left(NOT the passage) holds beast number seven. If you want to infiltrate the castle then you can try following the great troll north of there. Following him one turn will put you north of the spirit maze, following twice will put you east of the pit(go up, right, up, left to find a nice stash) and following three times gets you a scroll and four encounters in a row along a narrow hallway. Whatever you do don't go right and up if you follow only once--Pluto is at the end there. If you want to get a couple of scrolls find teleporter zero in the spirit maze, teleporter 1 in the devil maze, and ransack the two rooms to the north. There's a secret door to the east below them. Spirit maze in southwest(starts at C,) Devil maze in northeast. Below the devil maze in the northeast you have the demon room with lots of combats with a closet to the right. Below that are a room with traps, Pluto's Dinning[sic] room, and a weird kitchen. There's a strange armory to the west which is most profitable. There's a huge library above the spirit maze(treasures fourth from left on top and second from left on bottom should be avoided) with a temple above that(it has a storage area in back.) Entrances are weird black rooms. In the northwest, beast keeper's room is left of the assistant beast keeper's room at the top, with beast rooms below. A solid black room where you find a troll is in the corner. Most other places you have black eerie hall with smooth walls. I : encounter with storm giant/centipede J : encounter with cloud giant K : encounter with high demon, drip slimes L : encounter with high devil M : encounter with spirits N : encounter with dragon king O : encounter with priests/wizards P : encounter with water elemental p : teleport to center of maze, and Pluto is here. Uh-oh. [If you manage to defeat Pluto:] You hear a booming voice: "Mortals, I must congratulate you on defeating me, Pluto, in my material form. I must admit that I am now powerless against you, but alas I am luckily immortal. I will now travel back to my true home, deep in the Netherworld. There I will generate a new material form and regain my magical powers. I will be back to my old form in a matter of days." "I tell you all this so that you will not gloat over your victory, and so that you will know that we may someday meet again if I happen to decide want[sic] my items back before your tiny lifespans have expired. Next time I may not be so low in power. Again I feel I must congratulate you on your luck." "Good bye, skums" z : teleport to start of maze(east of C) 0 : teleport to devil maze, left side E : THE ROOM IS FULL OF LAUGHING DEMONS WHO APPROACH AS YOU COME IN. F : YOU HAVE INTERRUPTED A STRANGE CEREMONY OF DEMONS, DEVILS, GHOUSTS, GHOULS, ETC. G : A SIGN READS: "WARNING: NO SERVANTS BEYOND THIS POINT." H : THERE IS A STATUE OF PLUTO ON THE FAR WA WALL OF THIS ROOM, IT'S[sic] EYES SEEM TO BE STARING AT YOU. 3 : THERE IS A SACRIFICIAL ALTAR HERE WITH A DEAD HUMAN ON IT. 4 : THERE IS A HUGE TERRIFYING ANIMAL HERE. THE PARTY MEMBERS ARE MOMENTARILY AWESTRUCK. [beast # 7 if you don't have the amulet, priests/scribes otherwise] 5 : THERE IS A GREAT TROLL SITTING HERE. 1-ATTACK 2-TALK TO HIM 3-LEAVE [1: fight great troll] [2:] HE SAYS, "FOLLOW ME PLEASE." 1-FOLLOW HIM 2-DON'T FOLLOW HIM [1:] HE LEADS YOU THROUGH THE CASTLE A LONG DISTANCE, SKILLFULLY AVOIDING MONSTERS AND PICKING LOCKS, EVENTUALLY YOU FORGET EXACTLY HOW TO GET BACK. 1-FOLLOW HIM FURTHER 2-STOP FOLLOWING HIM [2:] dumped out N of Spirit Maze [1:] YOU ARE SPOTTED BY DEMONS WHO CHASE YOU FOR A WHILE. THE TROLL SAYS YOU HAVE TWO CHOICES: 1-ESCAPE THROUGH SECRET EXIT 2-FOLLOW HIM FURTHER [2:] dumped out east of pit in the south [1:] HE LEADS YOU INTO A SMALL CLOSET AND HAN HANDS YOU A SCROLL. THEN HE TAKES A WAND HE HAD HIDDEN HERE AND WAVES IT ANDDISAPEARS. YOU HEAR HORDES OF MONSTERS COMING. 6 : THERE IS A PIT TO THE WEST. 1-JUMP INTOTHE PIT 2-LEAVE [1:] YOU HIT THE SIDE OF THE PIT AND BEGIN SLIDING THROUGH A SERIES OF PIPES UNTIL YOU COME OUT INTO A BLACK ROOM. Miscellaneous: "TRUST THE GREAT TROLL." DUNGEON 8: PLUTO'S MENAGERIE XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXWXXXXXXXXXXXXXX XXXXXXXH : G XXXXX XXXXXXXXXXXXXX XXXXXXX XXXXX:XXXXX1XXXXXXaXXXXXXX XXXXXX3 XXXXX XXXXX XXXXXX XXXXXXX XXXXXXX XXXXXFXXXXX:XXXXXX:XXXXXXX XXXXXXXIXXXXX XXXXX XXXXXX XXXXXXX XXXXXXX XXXXX: 2 : EXXXXXX XXXXXXX XXXXXXX:XXXXXXXXXXXXXXXXXXEXXXXXXX XXXXXXX XXXXXXXXXXXXXXXXXX XXXXXXX XXXXXXX E : F : G : H : I :XXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXaXXXXXXXXXXaXXXXXXXXXXaXXXXXX XXXXXFXXXXXXXXXXHXXXXXXXXXXEXXXXXX XXXXX XXXXXXXXXX XXXXXXXXXXFXXXXXX XXXXX XXXXXXXXXXIXXXXXXXXXX XXXXXX XXXXXGXXXXXXXXXX XXXXXXXXXX XXXXXX X X X XX X X XX X X XX X | |K XX M| |M XX L| |L XX XXXX XXXXXXXX XXXXXXXX XXXXX X K| | XX | |N XX L| |: XX X X X XX X X XX X X XX XXXXX-XXXXXXXXXX-XXXXXXXXXX-XXXXXX XXXX K XXXXXXXX N XXXXXXXX XXXXX XXXX XXXXXXXX XXXXXXXX XXXXX XXXXXXXXXXaXXXXXXXXGH|HXXXXXXXXXXX XXXXXXXXXXGXXXXXXXX-XXIXXXXXXX XX XXXXXX XXHXXXXXXXXFXXEXXX XX XXX XXXXXX XXXIXXXXXXXXEXX-XX XXX XX X XXAXXXXXXXX-XXFX XX XX X X-XXXXXXXXIXXGX XX X XXXXXXaXX-XX X XXX XXXXXXXXHXXX X X XX X XX XXXXXXXXIXXX X6X X XXX XXXXXX X X7XX XX X XXX X XXXX 4 X XXXX XXXX 5XX XXXXX X XXX XXXXXXX XXXXXXXXXX XXXXX X XX OVERVIEW: What a tough place. You have two side caverns to visit and a bunch of tough fights to go through to get there. Then you have to get back to a town after that! This is probably the best dungeon to save if you can't conquer it the first time. There are eleven forced combats in the "stone passage through volcanic rock" before you get to the transporters. With the transporters you'll be forced into a lot of random stuff. Quick tip: there's nothing in the three large smelly rooms in the center, except for fights in the small cages around. The places at the bottom, left and right, are a cavern and an ice cavern respectively. You have something important to do in each one. a : transporter where you can choose a number 1-6. If you choose one you are randomly transported, perhaps back to where you started. If you go somewhere you haven't been before, it says "YOU ARE SWARMED BY GUARDS." Random combat follows. E : encounter with high devil F : encounter with storm giants/centipede G : encounter with cloud giants H : encounter with overlords I : encounter with wizard/lesser wizards 1 : A SIGN READS: "PLUTO'S MENAGERIE - OFF LIMITS TO ALL UNAUTHORIZED MORTALS." 2 : A SIGN READS: "HE WHO ENTERS THE MENAGERIE WITHOUT PERMISSION BEWARE THE WRATH OF PLUTO" 3 : WRITTEN ON THE WALL HERE IN LARGE FLAMING LETTERS IS THIS MESSAGE: "I HAVE BEEN EXPECTING YOU MORTALS, TURN BACK NOW AND YOU MAY LIVE"/"YOU COULD NOT DEFEAT THE BLACK LORD AND YOU WILL NOT HARM MY BEASTS"/"YOU WERE LUCKY TO DEFEAT THE BLACK LORDBUT YOU MAY FIND YOUR LUCK HAS RUN OUT! SIGNED PLUTO!" 4 : YOU ARE IN A COMPLETELY WHITE, ICY CAVERN WITH ICICLES GROWING FROM THE CEILING. YOU SMELL DEATH IN THE AIR. 5 : Pluto's beast number eight. 6 : Pluto's beast number nine. Script: THERE IS A HUGE WHITE DRAGON HERE WATCH-ING YOU AS YOU APPROACH. 1- LEAVE 2-APPROACH [if you don't have the 8 runes:] THE PARTY IS TOO TERRIFIED TO APPROACH. [if you do:] YOU ARE NOW ABOUT FIVE FEET FROM THE DRAGON. 1-ATTACK 2- TALK 3-FEED IT [choose 1:] THE DRAGON SAYS, "I HAVE BEEN ALIVE FOR NEARLY TWO THOUSAND YEARS, DO YOU THINK YOU COULD HARM ME?"/THE DRAGON SAYS, "I COULD DEVOUR HALF OF YOUR PARTY IN ONE BITE." [choose 2:] THE DRAGON SAYS, "I HAVE ONLY ALLOWED YOU TO COME THIS CLOSE BECAUSE I DETECT A STRANGE PRESENCE AMONGST YOU."/THE DRAGON SAYS, "YOU ARE THE ONLY MORTALS WHO HAVE EVER SEEN ME BUT WILL YOU LIVE TO TELL THE TALE?" [choose 3:] THE DRAGON SAYS, "I AM VERY HUNGRY MY FRIENDS, WHAT HAVE YOU TO EAT OTHER THAN YOUR MEASLY BODIES?" FEED THE DRAGON: 1-GOLD 2-THE ORB 3-YOUR WEAKEST PARTY MEMBER [choose 1:] THE DRAGON SAYS, "I AM NOT INTERESTED IN THAT." [choose 3:] THE DRAGON SAYS, "THAT WRETCH IS NOT EVEN EVEN ONE MOUTHFUL." [choose 2:] THE DRAGON APPROACHES THE ORB WITH GREAT EFFORT. HE TAKES THE ORB IN HIS MOUTH AND GRINDS IT UP WITH HIS POWERFUL JAWS. THE GROUND BEGINS TO TREMBLE AND CRACK AND GREAT ENERGY IS RELEASED FROM THE DRAGON'S MOUTH. THE DRAGON SPITS OUT A MANGLED PEICE OF METAL AND SAYS, "THANK YOU, BY DESTROYING THE ORB I HAVE DESTROYED THE EVIL THAT HAS POSESSED ME." HE FLIES AWAY. 7 : door which requires a code. That code is 83. If you mis-type, THE PARTY IS TELEPORTED HIGH INTO THE AIR THEN FALLS TO THE GROUND. Other unused miscellany: --THE DRAGON SAYS, "THE ORB HAS BEEN DESTROYED ALREADY, WHY DO YOU BOTHER ME NOW MORTALS?" --"PRESS THE NUMBERS OF THE BEASTS AND YOUWILL COME TO THE ICE DRAGONS CAVE , BUT IT MAY TAKE YOU A WHILE." CHEATING Tsk, tsk. This section contains spoilers so please be careful. First of all I should mention that cheating attributes up to a ridiculous level can backfire. You may not be able to learn spells, and training may cost 15000 gold for the first level; cost of training varies with the abilities you've acquired. Improving attributes to 99 and skills to 255 also frequently caused the Apple version to flip out when I went into encounters. I recommend 40 across the board and giving one person 255 skills. Even though the Apple does not work, understanding it will help you to capture a wrinkle with the Commodore. I consider the starting offset for each character to be at the place where the name starts. This makes it easier to search for the character's name in a hex dump as the names appear on the hex dump. I suspect that the information for the character starts at 0x83 before the name itself. Each character takes up 170(0xaa) bytes and the characters are often(about 170/256 of the time) spread out over different sectors. On the Apple, sectors cycle as follows: start at y000 -> y700 -> ye00 -> y600 -> yd00 -> y500 -> yc00 -> y400 -> yb00 -> y300 -> ya00 -> y200 -> y900 -> z000 (this is standard for BASIC and also assisted my text-mapping of the game's various areas.) If a character is broken in two sectors and you can't figure it out just see where the previous/next slot's sector is and change the hex value accordingly. For instance if a character's name starts at x36f0 and you want to change something x14 bytes ahead, d is the sector after 6 so you'd look in 0x3d04. However if the name started at 0x3610 and you wanted to change something 0x62 behind, then e is the sector before 6. 0x3eae would be the byte to edit. For the Commodore it is a bit trickier. If going back would cause you to skip a boundary you have to, in addition to changing sectors, move backwards another two bytes. That is because in each 256-byte block the Commodore has two initializing bytes at the beginning. Alternatively you can just move up from the start. In any case numbers appear to be ac/54 away from each other instead of aa/56 away. In addition, the sectors jump around a bit more randomly with the Commodore. I created a bunch of characters named "AA01" through "AA21" and was able to produce the byte values. On the Apple, for characters 38-40 you have fire, water and earth elementals. These characters are 22-24 on the Commodore. Here's where to start the hacking if you can remember the slot names. COMMODORE CHEATS # | NAME | START ---+------+------ 1 | fd87 | fd04 2 |10f33 | fdae 3 |10fdd |10f5a 4 | 8c89 | 8c06 5 | 8135 | 8cb0 6 | 81df | 815c 7 | 8e8b | 8e08 8 | 8237 | 8eb2 9 | 82e1 | 825e 10 | 838d | 830a 11 | 8439 | 83b4 12 | 84e3 | 8460 13 | 108f | 100c 14 | 43b | 10b6 15 | 4e5 | 462 16 | e91 | e0e 17 | 73d | eb8 18 | 7e7d | 7f8 19 | 1193 | 1110 20 | 83f | 11ba 21 | 8e9 | 866 22 |1f395 | 1f312 23 |28b41 | 1f3bc 24 |28beb | 28b68 APPLE CHEATS | NAME | SLOT | START | START ---+-------+------- 1 | 13483 | 13400 2 | 13b2d | 134aa 3 | 13bd7 | 13b54 4 | 13381 | 13bfe 5 | 13a2b | 133a8 6 | 13ad5 | 13a52 7 | 1327f | 13afc 8 | 13929 | 132a6 9 | 139d3 | 13950 10 | 1407d | 139fa 11 | 14727 | 140a4 12 | 147d1 | 1474e 13 | 14e7b | 147f8 14 | 14625 | 14ea2 15 | 146cf | 1464c 16 | 14d79 | 146f6 17 | 14523 | 14da0 18 | 145cd | 1454a 19 | 14c77 | 145f4 20 | 14421 | 14c9e 21 | 144cb | 14448 22 | 14b75 | 144f2 23 | 1431f | 14b9c 24 | 143c9 | 14346 25 | 14a73 | 143f0 26 | 1421d | 14a9a 27 | 142c7 | 14244 28 | 14971 | 142ee 29 | 1501b | 14998 30 | 150c5 | 15042 31 | 1576f | 150ec 32 | 15e19 | 15796 33 | 15ec3 | 15e40 34 | 1566d | 15eea 35 | 15d17 | 15694 36 | 15dc1 | 15d3e 37 | 1556b | 15de8 38 | 15c15 | 15592 39 | 15cbf | 15c3c 40 | 15469 | 15ce6 Here are the bytes to hack in a hex editor. Search for the name if you forget the slot. Note the "from name start" negative values. I've sometimes put notes there but if there aren't any just change the hex byte to the desired value. I'd generally advise not giving more than 99(x63) as three-digit numbers could goof up the display slightly. | FROM | FROM | NAME | SLOT ATTRIBUTE | START| START ------------+------+--------------------------------------- Strength |-0x82 | 0x01 Intelligence|-0x81 | 0x02 Dexterity |-0x80 | 0x03 Constitution|-0x7f | 0x04 Charisma |-0x7e | 0x05 Luck |-0x7d | 0x06 Age |-0x7c | 0x07 This is actually Age - 17. Max SP |-0x7b | 0x0a Cur SP |-0x7a | 0x0b Max HP |-0x79 | 0x0c Cur SP |-0x78 | 0x0d Gold |-0x77 | 0x0e [this is 2 bytes, high/low] Attack cur |-0x6f | 0x14 Attack pos |-0x6e | 0x15 Score |-0x49 | 0x2a [on 1...100 scale] Experience |-0x50 | 0x33 [this is 3 bytes, high->low] Race | 0x20 | 0xa3 (see below for values) Item 1 | 0x15 | 0x98 [NOTE: The C64 has a convention Item 2 | 0x16 | 0x99 [where 0's(no item) are first, then Item 3 | 0x17 | 0x9a [item number appears in Item 4 | 0x18 | 0x9b [increasing order. This doesn't seem Item 5 | 0x19 | 0x9c [to upset game play but you should Item 6 | 0x1a | 0x9d [probably abide by the rules.] Item 7 | 0x1b | 0x9e [see item section of FAQ for which Item 8 | 0x1c | 0x9f [value gives which item. Values over Item 9 | 0x1d | 0xa0 [0xb4 may cause an array overflow.] RACE: A value from 0x00 to 0x0f defines the race. Here's the table. 0 = HUMAN 1 = DWARF 2 = ELF 3 = HALFLING 4 = GNOME 5 = PIXIE 6 = SPRITE 7 = OGRE 8 = GNOLL 9 = TROLL a = KOBOLD b = ORC c = GOBLIN d = LIZARD MAN e = MINOTAUR f = UNDEAD You can save a game, change to a certain race, and back, which may help for certain puzzles. To change a special item(less risky than outright editing) you can do the following: 1) buy scroll 1(easy to find) 2) open up the image in a hex editor. Just after your character's name there should be the number x79 with descending numbers after it. That is scroll 1. 3) add to that number. To see scroll 14, add 0xd, i.e. put 0x86. Save the game. You can now read scroll x86. See my section on special items to get any other item you want. Of course you can do this to more than one item at a time and even get ring nine this way. There is also a less technical process for duplicating items. Shay Addams's "Quest for Clues" describes the process as follows, although first you will need to make a backup "dummy" disk. If you have an emulator, this is not hard, and in fact you can try this trick with two backups first so you don't ruin your main game if something goes wrong: 1. enter town A 2. sell off the items you want to duplicate 3. teleport to town B 4. remove main disk, insert dummy 5. teleport to town C 6. remove dummy, insert main disk 7. teleport to town A 8. buy the new items that have mysteriously appeared in the town armory's inventory! ERRATA You can bring a fighter over to the underworld and back with only a penalty of two months if you add him to your party at an inn. The world of Phantasie is very modern. Not only do you have roads well in advance of other RPG's, but there are banks. And they even have bank fees! That's right. Every time you distribute the gold(which you must do when you enter a town) the gold gets rounded down to the nearest multiple of the total number of shares. In fact you may even find that, if you try to split up 6000 gold equally among 6 people, you wind up with 999 gold each. Too bad society isn't advanced enough to have consumer advocacy! END OF FAQ PROPER ================================ VERSIONS/CREDITS 1.0.0 submitted to GameFAQs.com on 12/20/2001. I believe this is a very adequate first draft although I imagine errors always seem to leak through. Thanks to theunderdogs.org for the manual images, project64.c64.org, ftp://arnold.c64.org, ftp://ftp.apple.asimov.net, Evin's Apple Emulator Page(which is sadly part down now) and Delorie GPP freeware that allowed me to extract information from the files. Also kahei's hex editor(www.kahei.com) helped me to locate lots of data. Shay Addams's _Quest for Clues_ book was invaluable when it came to checking my work. I frequently referred to it and although I have not directly quoted anything from it besides the duplication cheat, it has still been a huge help and has probably influenced my solution in ways unimaginable. At the very least it saved me a lot of time as a great reference guide.