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Title

Phantasie 2

For C64
 
Description
Phantasie II FAQ(Commodore 64 game)
Version 1.0.0
copyright 2001 by Andrew Schultz schultza@earthlink.net
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/Exhib it/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/Exh ibit/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 schultza@earthlink.net 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******** **~~~****
~~~~~~~~********~~~~~~~~**
~ ~~~~~~~~~~~~~~~~~~~~~~~~~
~~..~~~~~~~~~ ~~~~~~~:~~~~~
~~~~~~~~~~~~~~~~~~~~~:~~~ ~
~~~~~~~~~~~~~~~~~~~~~~~~~~
XXXXXXXXX XXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXX XXXXX

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
XXXXX XXXXXXXXXXXXXXXXXXXXX
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
*****+***************~~~X X
*****+****....********~~XX
++++++*** .......******~~XX
********...::...***** *~~XX
********..:::::.******~~XX
***** **...:::::...****~~XX
*******...:::::.. .*****~XX
****~~~~~~~~~~~...*****~XX
~ ~~~~~~~~~~~~~~~~~~~***~XX
~~~~~~~~~~~~~ ~~~~~~~~~~~XX
~~~~~~~~~~~~~~~~~~~~~~~~X X
~~~~~~~~~~~~~~~~~~~~~~~~XX
XXXXXXXXX XXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXX XXXXX

  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
XXXXX XXXXXXXXXXXXXXXXXXXXX
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
.......~........^^^^^~~~X X
.......~~.......^^^^^~~~XX
........~ ......I.^^^^~~~XX
~~~.....~........^^^^ ^~~XX
..~~~~.D~.........^^^^~~XX
..... ~~~~.........^^^^^~XX
.......~~........ ..^^^^~XX
.......~~...........^^^~XX
. ......~~...~.......^^~~XX
~~~....~~T.~~ ........~~~XX
~~~~~~~~~~~~~~.....~~~~~X X
~~~~~~~~~~~~~~~~~~~~~~~~XX
XXXXXXXXX XXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXX XXXXX

  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
***...~~~~~~~~~~~~~~~~~~X X
******~~~~~~~~~~~~~~~~~~XX
******~~~ ~~~~~~~~~~~:::~XX
******~~~~~~~~~~~~::: :::XX
******~~~~~~~~~~~~::!~::XX
***** *~~~~~~~~~~~~~~~~~~XX
*****~~~~~~~~~~~~ ~~~~~~~XX
*****~~~~~~~~~~~~^^^^~~~XX
* ****~~~~~~~~^^^^^^^^^~~XX
***..~~~..... ^^^^^^^^^~~XX
.............^^^^^^^^^~~X X
.............^^^^^^^^^~~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
XXXXX XXXXXXXXXXXXXXXXXXXXX
~~~~~~~~..~~~~~~~ ~~~~~~~XX
~~~~~~...~~~~~~~~~~~~~~~XX
~ ~~~~~...~~~~~~~~~~~~~~~XX
:~~~~~~~~~~~~ :::::~~~~~~XX
::::::~~~~I::::::::~~~~~X X
::::::::::+::::::::~~~~~XX
::::::::: :+:::::::::~~~~XX
::::::::::+:::::::::~ ~~~XX
::::::::::+:::::::::~~~~XX
..::: :::::+::::::::::~~~XX
.......:::+:::::: ::::~~~XX
***.......+....::::::~~~XX
* ****.....+........::~~~XX
*****....++++ +........~~XX
******...+T..+........~~X X
...***..++...+........~~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%%%%%%%%llll l~~~~~
~~~***%*********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-XX XXXAXXXXXXXXXXXXX
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)

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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

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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

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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

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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.