<=> PHANTASIE SOLVE <=>
<=> Written by: <=>
<=> THE PSYCHOTIC AND SIRE MERLYN <=>
Phantasie is a fantasy game from SSI which combines the elements
of Ultima and Wizardry. The object of the game is to defeat the Black
Lord and end the reign of terror of the Black Knights on Gelnor. In
order to destroy, the black Knight, you must obtain 9 rings and 4
runes from the dungeons and towns of Gelnor.
THE TOWNS: OBJECTS
Town 01: Pelnor
Town 02: Pineville
Town 03: Greenville
Town 04: Hobbiton
Town 05: Appleton
Town 06: Splitwater
Town 07: Trollport
Town 08: Phantasia Location of ring IX- must teleport here
Town 09: Dragonor
Town 10: Northford
Town 11: Starville
Town 99: Olympia
Dungeon 01: Door in Hillside Near Pelnor
Dungeon 02: Cathedral Near Pineville
Dungeon 03: Cave Near Greenville
Dungeon 04: Woodville South of Greenville
Dungeon 05: Lord Wood's castle Near Hobbiton
Dungeon 06: J.R. Trolkin's castle West of Dragonor
Dungeon 07: Donesbian temple West of Northford
Dungeon 08: Island Dungeon North of Northford
Dungeon 09: Mt. Olympus East of Olympia
Dungeon 10: Gateway into mountain West of Starville
NOTE: Complete these dungeons in the order that they are listed.
Magic Pools are pools that enable you to eventually get the Water
Rune from dungeon 05. They are located in different places of Gelnor,
and you must immerse all of your characters in each one.
MAGIC POOLS LOCATIONS
01 Near Pineville
02 Near Trollport
03 Near Phantasia. This is the trickiest pool to find.
It is in the water and you must look for a discrepancy
in the waves to find it. It is on the same screen, but
is NW in the lake surrounding Phantasia.
Scrolls: are items you will find in some dungeons which will be very
helpful in the game. They give hints, and general history of the
object. You read the scrolls by U)sing them at a town. There are a
few scrolls which you don't find in the dungeons. They are: Scroll 8
(buy at Pelnor in the beginning of the game), and Scroll 18 (which is
the scroll given to you by Filmon the Sage at the end).
The Runes: are items you need to complete the game. You need all 4
runes (Air, Earth, Fire, Water) to pass the tests of the gods at
Mt. Olympus and obtain the God Rune which will enable you to enter
The Rings are also items that you need to complete the game. You need
all 9 rings to pass the test of rings at Mt. Olympus to obtain the
01 Air Rune, scrolls 1-3, 9
02 Earth Rune, scrolls 10, 11, 20
03 Fire Rune, scroll 5
04 scrolls 4-5, 12, 14, 19
05 Water Rune, scrolls 6, 7, 13, 15
06 Rings I-III, scroll 17
07 Rings VII-VIII, scroll 16
08 Scroll 1, rings IV-VI
09 God Rune
10 Wand of Nikademus, Black Lord, Dragon Kings, Divine spell
There is a library in the South-East in which Scrolls 1,2, and 3
can be found. To the South West lies Kilmor's room, in which Scroll
#9 and a cache of weapons lie. Etched on the wall of this room are
the words 'NIFLE SCRO'... They will be needed later. The most
important item to be found in this dungeon is the Air rune. To get
this, you must do two things. The first is to press a button in
mid-west portion of the screen...(Note: there are 2 buttons, one of
which sets off an alarm). This button opens the gate to the Air rune.
Then, travel down to the Southernmost part of the screen and follow a
corridor along the bottom and up the west side... At the end of the
corridor you will find a lever... Pull it to open the way to the
exit... Then, in the North-west part of the screen, you will find an
old man... Talk to him, and he will give you the Air rune.
You find the Earth rune in this dungeon and quite a few scrolls.
When you encounter the old man, ignore him and he will reveal a
secret passage to the south. Buy the secret from the orcs for it
enables you to get a scroll from the trolkins. None of the coffins
along the walls are important. When you encounter the dwarf, say
"NIFLE SCRO". The key at the bottom of the dungeon enables you to
open the door that has the lock that no one can pick. In the room with
the impassable monks, there is a secret door on the east wall leading
to the high priest which you must talk to and obtain scrolls from.
This is one of the hardest dungeons to map because of the many
twists and turns in it. A little bit South and East of the entrance
lies the Fire Rune. After slaying 2 Fire Elementals, it is yours. It
will now allow you to travel to Dungeon 2 and burn the box to get the
Earth rune. In the North East portion of the maze can be found a
warrior. You have to go through a secret door and a small portion of
water to reach him. He carries some good weapons and Scroll #20. In
the South west portion, there is another warrior, and he carries
Scroll #5. At the Southern part of the maze, you will find two people
who need to be rescued. Rescue the man, not the woman. He is the
uncle of Lord Wood and he gives you the phrase 'Straticon Uble and
48'. This will be used later. When mapping this dungeon, it is
important to remember that whenever it seems as if you are trapped
without an exit (such as in the Arena) you should search for secret
doors to make your egress...
It is in the form of a town. In the North west, you can find a
Scroll shop... When asked if you want to buy 3 scrolls, say yes (they
are only scrolls 1,2,3, but if you don't buy them, the man won't let
you into his shop)... There is a secret storage room that lies
through a secret door. In it is a chest holding Scrolls 4,5, and 14.
In the South west portion of Woodville lies an inn. In Room 1, Kilmor
can be found. Tell him 'Niscottan says hello', and he will give you
the Sacred number 79. Another Sacred number,45, can be found in the
hall of records in the middle of Woodville. Now we go to the temple
in thE mid-West portion of the town. Go west until asked to press a
button. Press 7, and then go west again. Press 9 to finish entering
the number 79... Do this again for the number 45, and also for the
number 48 that Lord Wood's uncle gave us in the phrase 'Straticon
Uble and 48'. Then go to the priest to the west and say 'Straticon
Uble'. He will give you Scroll 12. The two other Sacred numbers
opened up a normal door in the top of the fountain by the entrance,
and a secret door in the bottom of the fountain... The top door leads
to a few tough battles and a God Knife, while the bottom door leads
to Scroll 19.
In the dark closet, there is a secret door in the NW corner.
To pass the tiles, go the directions given to you in the closet:
SWWSSESSWWWSSEEEEENEEE. To enter the room of the Pools, you must have
entered all three pools. Within this room, is the water rune.
Search for the secret door on the west of the great hall leading to
the key that opens the jail cell in the bottom of the dungeon.
Almost as soon as you enter, you will be teleported to a jail
cell... There is a secret door in the south wall of the cell, and a
few steps south of that, there is another secret door in the west
wall. Follow this corridor to the west until it comes to the Secret
Control room to the South. You will find 3 levers to pull. Lever 1
opens your Jail cell. Lever 2 opens a door out of the arena. Lever 3
opens the magic door in J.R. Trolkin's room that guards Rings 1,2,
and 3. (J.R. Trolkin's room is to the east of the Control Room)...
Return to your Jail cell and go through the newly opened door. You
will find a guard room. A corridor to the North will lead to a room
with a key that will let you out of the castle. There is a library
with battle maps to the South East of the Entrance, and it holds
Scroll 17. The door blocking the exit can be opened by the
To enter this town, you must have a Minotaur character in your
party. This can be obtained by generating Random Characters until
a Minotaur comes up. Then, just replace your weakest character with
the Minotaur. (Note: The Minotaur does NOT have to be alive, so don't
worry if he dies, because he certainly will...). You will come to a
priest who will ask you what the password is. You merely reply 'REVEN
TONEM' (which was obtained from Scroll 19) and enter. If you don't
want to talk to him, there is a secret door on the East wall just
before you come to him. You will be in the main temple. Take the 3rd
corridor on the East wall of the temple. Deface the statue you find
in there. Then go South into the Hall of Caskets. Open the 3rd door
on the West wall, and get the key. Go to the South West corner of the
main temple then and go South through the secret door (which was
opened by defacing the statue). You will find a library with Scroll
16. Then go back to the 2nd corridor on the East wall of the Main
Temple. Open the door with your key. From here, you can go to the
jail cell at the bottom of the screen. You can get a key from Kilmor,
who is in the second cell. Go back near where you opened the door
with the key, and you will find another door. Open this door with
Kilmor's key, and enter the room. Get Rings 7 and 8, and go North
through a secret passage to exit, or else battle your way through
many monsters if you'd rather.
This dungeon contains multi-colored bleebs which give
you information to eventually find the rings. The blue bleebs
always tell the truth, the red bleebs always lie, and the green
bleebs sometimes lie and sometimes tell the truth. The blue pools
do damage, the green pools teleport, and the red pools enable you
to access the lower part of the dungeon. You must enter all 3 of the
red pools, however. After entering all of them, you enter the green
pool in the center of the screen (a little to the left), and it will
teleport you to the bottom of the dungeon where there are many doors.
Don't enter the green door because it's a dead end. The blue door is
an exit, and the red door leads to the rings and the king bleeb. When
you get to the unidentified bleebs talking, push the green button.
The answers to the 3 questions to get the rings are: green, red or
Mt. Olympus is a fairly simple dungeon. All you need to do, is
enter all of the rooms carrying all 9 rings and all 4 runes, and
pass the tests of combat, rings, and runes (air, earth, fire water).
After passing all the tests, go to the south passageway and
get the God rune from Zeus by kneeling before him.
You need the God Rune obtained in Mt. Olympus to enter here.
In this dungeon, you must go the lower left to find a teleporter
that will teleport you near the black lord. You must destroy the gems
in the throne room, and not sit in the throne. There is a secret door
behind the throne. Attack the black lord and get his wand. Wave it,
and talk to Filmon the sage. Kill the black lord and gain the divine
spell. HINT: Use a confusion spell so he can't cast spells!
This is the end of the game! The divine spell is a mass resurrection
spell. You use the wand, the rings, and the divine spell in:
Phantasie // (according to a person at SSI).
This solve written by:
THE PSYCHOTIC SIRE MERLYN
------------------------ ---------------------------------------- -------------------------
Phantasie FAQ(Commodore 64)
Copyright 2001 by Andrew Schultz firstname.lastname@example.org
With notes on the Apple and PC versions
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.
If you think this FAQ is a rusty tin can on the side of the Information
Superhighway, this web page is a wrecked car that fell off the shoulder
into a ditch:
More on games some people possibly vaguely remember:
INTRODUCTION AND QUIRKS
APPLE VS. COMMODORE
OVERWORLD MAP WITH SECTORS
ORDER OF TRAVERSAL(EXPECTED)
DUNGEON 1 : JUST OUTSIDE PELNOR
DUNGEON 2 : CATHEDRAL
DUNGEON 3 : LIZARD MEN'S CAVES
DUNGEON 4 : WOODVILLE
DUNGEON 5 : LORD WOOD'S CASTLE
DUNGEON 6 : J. R. TROLKIN'S CASTLE
DUNGEON 7 : BLEEBS' DUNGEON
DUNGEON 8 : DOSNEBIAN CLERICS' TEMPLE
DUNGEON 9 : GODS' FLOATING CASTLE
DUNGEON 10 : NIKADEMUS'S CASTLE
INTRODUCTION AND QUIRKS
I actually would prefer the Apple version to the PC counterpart if
it did not turn out all buggy. The Commodore version which you can find
on Arnold works better, and I've been able to solve the game with that.
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 |
APPLE VS. COMMODORE
Shay Addams's QUEST FOR CLUES tipped me off that the Phantasie map
is rotated 90 degrees on the Commodore from the original Apple. It's
the same on the PC as on the Commodore. The monster attributes and
items all seem the same, however.
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
The text map is actually for 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
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.
Theunderdogs.org and project64.c64.org have more detailed info as to
which items can be used. This list was extracted from the disk image.
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
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
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
40(hex 0x28).GOD ARMOR
43(hex 0x2b).SM CLUB
44(hex 0x2c).SM STAFF
45(hex 0x2d).SM MACE
47(hex 0x2f).SM FLAIL
50(hex 0x32).SM HAMMER
51(hex 0x33).SM AXE
53(hex 0x35).SH SWORD
56(hex 0x38).PTCH FORK
60(hex 0x3c).HVY MACE
63(hex 0x3f).LRG SPEAR
64(hex 0x40).LRG AXE
67(hex 0x43).LNG SWORD
Begin weapons(magic.) Note that the lower magic weapons are not as
powerful as the higher non-magic ones.
71(hex 0x47).SM MACE+1
73(hex 0x49).SM MACE+2
76(hex 0x4c).STAFF +1
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
89(hex 0x59).SWORD +7
92(hex 0x5c).SWORD +10
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
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
120(hex 0x78).MAGIC 10
The items below are scrolls and give hints about solving the game.
121(hex 0x79).SCROLL 1
122(hex 0x7a).SCROLL 2
123(hex 0x7b).SCROLL 3
124(hex 0x7c).SCROLL 4
125(hex 0x7d).SCROLL 5
126(hex 0x7e).SCROLL 6
127(hex 0x7f).SCROLL 7
128(hex 0x80).SCROLL 8
129(hex 0x81).SCROLL 9
130(hex 0x82).SCROLL 10
131(hex 0x83).SCROLL 11
132(hex 0x84).SCROLL 12
133(hex 0x85).SCROLL 13
134(hex 0x86).SCROLL 14
135(hex 0x87).SCROLL 15
136(hex 0x88).SCROLL 16
137(hex 0x89).SCROLL 17
138(hex 0x8a).SCROLL 18
139(hex 0x8b).SCROLL 19
140(hex 0x8c).SCROLL 20
The items below help you to solve the game.
141(hex 0x8d).RING I
142(hex 0x8e).RING II
143(hex 0x8f).RING III
144(hex 0x90).RING IV
145(hex 0x91).RING V
146(hex 0x92).RING VI
147(hex 0x93).RING VII
148(hex 0x94).RING VIII
149(hex 0x95).RING IX
The items below are treasures. Your best bet to find them is to kill
Black Knights. Of course if you can do that, you probably won't need
the cash, but it's always fun to pick up more doohickeys.
166(hex 0xa6).GOLD CUP
170(hex 0xaa).EAR RINGS
171(hex 0xab).GOLD BALL
172(hex 0xac).GOLD KEY
175(hex 0xaf).GOLD RING
177(hex 0xb1).GOLD BOX
178(hex 0xb2).GOLDEN OX
179(hex 0xb3).GOLD FOX
180(hex 0xb4).GOD RING
In future versions of Phantasie, the attributes are coded as bytes,
but in this one they are still encoded as text. Therefore there is the
possibility for attributes above 65535. I've got a partial list of
monster attributes below.
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|
SKUM| 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|
COYOTE| 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| 6 | 1 | 154| 5| 70|
CENTIPEDE| 6 | 1 | 325| 10| 0|
STING BEETLE| 5 | 1 | 227| 10| 0|
BEAR| 2 | 1 | 507| 15| 0|
BADGER| 3 | 1 | 381| 8| 0|
BABOON| 4 | 1 | 150| 5| 70|
GOBLIN| 2 | 1 | 850| 20| 350|
BARBARIAN| 4 | 1 | 220| 9| 100|
ILLUSIONIST| 2 | 1 | 367| 6| 150|
MAGIC USER| 4 | 1 | 465| 7| 200|
LARGE SKELETON| 2 | 1 | 1792| 22| 600|
WIGHT| 2 | 1 | 1820| 20| 200|
DEATH FLY| 1 | 1 | 3342| 56| 0|
SQUISHY GUNK| 3 | 1 | 1186| 14| 0|
KILLER BEE| 4 | 1 | 815| 8| 0|
SNAKE| 3 | 2 | 1018| 12| 0|
BABY DRAGON| 2 | 2 | 2075| 16| 300|
TIGER| 3 | 1 | 1130| 14| 0|
LIZARD MAN| 6 | 1 | 654| 8| 225|
TROLKIN| 6 | 1 | 941| 13| 325|
WITCH DOCTOR| 6 | 1 | 1081| 10| 375|
PRIEST| 6 | 1 | 976| 10| 350|
DEVIL| 2 | 2 | 6639| 30| 500|
WRAITH| 2 | 2 | 5411| 32| 800|
GIANT HORNET| 1 | 1 | 7794| 63| 0|
HISSING SKUZ| 5 | 1 | 2215| 14| 0|
DEATH BEETLE| 4 | 1 | 2628| 10| 0|
ASP| 1 | 3 | 5939| 56| 0|
GREEN DRAGON| 2 | 2 | 5330| 37| 325|
WERE BEAR| 6 | 1 | 2012| 13| 400|
OGRE| 2 | 1 | 5064| 34| 500|
HILL GIANT| 1 | 4 | 8214| 72| 1600|
SORCERER| 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|
BLUE OOZE| 2 | 1 | 7675| 38| 800|
PYTHON| 1 | 4 | 15403| 77| 0|
FIRE ELEMENTAL| 1 | 4 | 15354| 77| 1|
ORANGE DRAGON| 1 | 2 | 30607| 87| 2200|
WERE WOLF| 3 | 1 | 5085| 18| 500|
TROLL| 2 | 1 | 11658| 42| 1300|
WARRIOR| 4 | 1 | 4301| 19| 500|
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|
KILLER CRUD| 1 | 1 | 24839| 83| 0|
KILLER WASP| 1 | 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|
TITAN| 1 | 4 | 44614|122| 2000|
GREAT TROLL| 1 | 2 | 24258| 98| 1300|
WIZARD| 4 | 2 | 24979| 24| 700|
OVERLORD| 3 | 2 | 26099| 37| 1000|
BLACK LORD| 1 | 2 | 252003|375| 99999|
MINOR DEITY| 1 | 3 | 197319|333| 60000|
ZEUS| 1 | 4 |1191676|666|999999|
J. R. TROLKIN| 1 | 2 | 21381|125| 3000|
BLACK KNIGHT| 2 | 4 | 7892| 85| 2500|
OLD MAN| 1 | 1 | 220| 24| 300|
SPLAT BEAST| 4 | 1 | 1424| 19| 321|
ORANGE DRAGON| 1 | 2 | 80| 1| 0|
Apple and Commodore statistics appear identical in Phantasie although I
may have overlooked typos--the major monsters, however, are equivalent.
As you go through the game, you will encounter several scrolls that
will give you hints as to what to do in the game. I've listed them in
their entirety but of course they can be major spoilers.
****NOTE: THESE SCROLLS ARE EXTRACTED FROM THE APPLE. THE
DIRECTIONS WILL BE INCORRECT. ROTATE THEM FOR THE COMMODORE.****
Scroll 1:(1st dungeon)
THE HISTORY OF GELNOR *
PART I *
FOR MANY YEARS THE ISLAND OF *
GELNOR REMAINED ISOLATED FROM THE *
REST OF THE WORLD. ITS PEOPLE WERE *
BUSY WITH THEIR OWN PROBLEMS AND *
PAID LITTLE ATTENTION TO OTHER *
PLACES. THIS ISOLATION ENDED NEARLY *
ONE HUNDRED YEARS AGO. *
THE EVIL SORCERER NIKADEMUS *
BROUGHT HIS GREAT ARMY OF MEN AND *
BEASTS DOWN UPON GELNOR. THIS GREAT *
FORCE LAID WASTE TO THE LAND AND *
IT'S PEOPLE. IN A FEW SHORT DAYS IT *
SEEMED THAT THE BATTLE WAS ALMOST *
OVER. IN THE LAST DAYS BEFORE THE *
FALL OF GELNOR A BOLD PLAN WAS *
FORMED BY ITS CITIZENS. *
Scroll 2:(1st dungeon)
THE HISTORY OF GELNOR *
PART 2 *
IN THE LAST DAYS BEFORE THE *
FALL OF GELNOR THE GREATEST WIZARDS *
OF THE LAND GATHERED TOGETHER AND *
DEVELOPED A PLAN TO STOP THE FORCES *
OF NIKADEMUS. WITH THE AID OF THE *
GODS THESE NINE WIZARDS FORGED NINE *
MAGICAL RINGS. THEY PLANNED TO CON-*
FRONT NIKADEMUS HIMSELF WITH THEIR *
COMBINED POWER. *
NIKADEMUS, HOWEVER, LEARNED OF *
THEIR PLANS AND SENT HIS ARMY TO *
THEIR HIDEOUT. ALL OF THE WIZARDS *
WERE CAPTURED AND ALL OF THE RINGS *
WERE TAKEN. NIKADEMUS AND HIS ARMY *
THEN FINISHED DEVASTATING GELNOR. *
Scroll 3:(1st dungeon)
THE HISTORY OF GELNOR *
PART 3 *
AFTER THE SORCERER NIKADEMUS *
HAD CONQUERED GELNOR HE DECIDED TO *
TAKE HIS GREAT ARMY ONWARD TO CON- *
QUER OTHER LANDS. *
BEFORE HE LEFT, HOWEVER, HE *
PUNISHED THOSE WHO HAD DARED *
TO OPPOSE HIM. HE CAST A POWERFUL *
CURSE UPON THE NINE WIZARDS WHO HAD *
PLOTTED AGAINST HIM. THEIR BODIES *
BECAME SHRIVELED AND BLACK, THEIR *
MINDS WERE ROTTED AND FILLED WITH *
EVIL. THEY NOW RIDE THROUGH THE *
LAND AS BLACK KNIGHTS TERRORIZING *
THE CITIZENS. ALL WHO MEET THEM *
MUST SURRENDER ALL THEIR MONEY OR *
DIE. THE BLACK KNIGHTS CONTINUE TO *
RULE THE LAND AND COLLECT MONEY FOR *
NIKADEMUS TO THIS DAY. *
THE GELNOR TIMES *
WHATS INSIDE? *
TROUBLE FOR LORD WOOD..........PAGE 3*
GNOME HUNT TOMORROW............PAGE 4*
MAMA TROLL'S ELF SOUP RECIPE...PAGE 7*
DRAGON ISLAND DISCOVERED.......PAGE 8*
WEATHER SUMMONED FOR TODAY.....PAGE 9*
TROLKIN CASTLE TO GET MAGIC DOORS *
FILMON THE SAGE REPORTED TODAY *
THAT THE CASTLE OF J. R. TROLKIN WAS *
TO RECEIVE THREE MAGICAL DOORS. ONE *
FOR THE FIGHTING ARENA, ONE FOR A *
DETENTION CELL, AND ONE TO HELP *
GUARD THREE MAGICAL RINGS. HE DID NOT*
COMMENT ON HOW THE DOORS WORKED. *
THE MAGIC POOLS *
MANY, MANY YEARS AGO, IN THE *
DAYS BEFORE NIKADEMUS INVADED, *
THE GODS CREATED THREE MAGICAL *
POOLS. THE POOLS BRING GOOD *
FORTUNE TO THOSE WHO VISIT THEM. *
THE FIRST POOL CAN BE FOUND IN *
THE NORTHWEST PART OF GELNOR. THE *
SECOND LIES SOMEWHERE IN THE EAST.*
THE THIRD POOL LIES EAST OF THE *
STAR BY THE MYTHICAL TOWN OF *
PHANTASIA. IT IS PROTECTED BY *
MAGIC AND IS NEARLY AS DIFFICULT *
TO GET TO AS IT IS TO LEAVE. *
[Commodore: first pool in northeast, second in south, third north of
J. R. TROLKIN *
MANY YEARS AGO WHEN NIKADEMUS *
WAS INVADING GELNOR THE MEN AND *
BEASTS PUT ASIDE THEIR DIFFERNECES*
AND JOINED TOGETHER TO FIGHT HIM. *
NINE GREAT WIZARDS DEVELOPED A *
BRILLIANT PLAN TO STOP HIM. *
A LOWLY TROLKIN, WHO WAS AN *
OFFICER IN THE COMBINED ARMY OF *
GELNOR, TOLD NIKADEMUS OF THE *
PLAN, THUS IT FAILED. *
AS A REWARD FOR THIS ACTION *
THE TROLKIN WAS GIVEN A GREAT *
CASTLE AND DUBBED J. R. TROLKIN *
BY NIKADEMUS. J. R. TROLKIN AND *
HIS MEN HELP THE BLACK KNIGHTS TO *
THIS DAY. *
THE NINE RINGS *
WHEN NIKADEMUS OVERTOOK THE *
ISLAND OF GELNOR, MANY YEARS AGO, *
HE CONFISCATED NINE MAGICAL RINGS.*
THE MAKERS OF THESE RINGS WERE *
GREAT WIZARDS WHO INTENDED TO USE *
THEM TO DESTROY HIM. *
SINCE HE COULD NOT HARM THE *
RINGS, NIKADEMUS PUT THEM WHERE *
THEY COULD BE KEPT SAFELY. THREE *
HE LEFT AT THE CASTLE OF J. R. *
TROLKIN AND THREE HE GAVE TO THE *
CLERICS OF DOSNEBIA. THE OTHER *
THREE HE LOST IN A GREAT BATTLE *
WITH LORD WOOD. THEY REMAIN LOST *
SOMEWHERE ON GELNOR. *
Scroll 8(1st town):
THE DWARVEN DUNGEON *
IN THE HILLS SOUTHWEST OF THE *
CITY OF PELNOR THE DWARVEN DUNGEON *
CAN BE FOUND. IT WAS ONCE THE *
CENTER OF A SMALL COMMUNITY OF *
ABOUT FIFTEEN YEARS AGO ORCS *
INVADED THE COMMUNITY AND DEFEATED *
THE DWARVES. THEY STILL OCCUPY THE *
DUNGEON AND THE SURROUNDING AREA. *
IT IS SAID THAT ONLY THE LEADER*
OF THE DWARVES, KILMOR, AND A FEW *
OTHERS ESCAPED FROM THE ORCS. *
[On Commodore: the dungeon is northwest.]
Scroll 9(1st dungeon:)
THE TEMPLE OF THE GELNOR PRIESTS *
ABOUT 140 MILES SOUTHEAST OF *
PINEVILLE, ALONG THE SHORES OF THE *
GREAT BAY, LIES THE TEMPLE OF THE *
GELNOR PRIESTS. *
IT IS RUMORED THAT THE HIGH *
PRIEST OF THE TEMPLE HAS THE POWER *
OF PROPHECY, BUT FEW HAVE BEEN *
ALLOWED TO SEE HIM. *
THE GELNOR PRIESTS ARE VERY *
PEACEFUL AND KIND. MANY WEARY *
TRAVELERS HAVE TAKEN REFUGE AT THE *
TEMPLE OVER THE YEARS. *
[On Commodore: the dungeon is southwest.]
CAVES OF THE LIZARD MEN *
AT THE EDGE OF THE GREAT WEST-*
ERN FOREST, ABOUT 60 MILES EAST *
OF GREENVILLE, LIE THE CAVES *
OF THE LIZARD MEN. THE LIZARD *
MEN ARE VERY HOSTILE AND PRIM- *
ITIVE. THEY OFTEN RAID NEIGH- *
BORING COMMUNITIES OF HOBBITS *
AND ELVES, TAKING LOOT AND *
OTHER EVIL CREATURES LIVE IN *
THE CAVES AS WELL AS THE LIZARD *
[On Commodore: Great Northern forest, south of Greenville]
ON THE OCEAN, IN THE SOUTH-*
ERN PART OF GELNOR, THE GREAT *
CITY OF WOODVILLE CAN BE FOUND.*
IT IS A LARGE WALLED CITY *
NAMED AFTER LORD WOOD WHOSE *
DESCENDENTS STILL LIVE IN GEL- *
IT WAS ONCE AN IMPORTANT *
CITY OF GELNOR, BUT HAS RECENT-*
LY FALLEN TO NEGLECT. THIEVES *
AND DERELICTS ROAM THE STREETS *
OF WOODVILLE NOW. *
[On Commodore: In the Western part of Gelnor]
CASTLE OF LORD WOOD *
IN THE MOUNTAINS IN THE CENTRAL *
PART OF GELNOR LIES THE CASTLE OF *
LORD WOOD. IT IS AN ORNATE MARBLE *
CASTLE WITH THE SMALL TOWN OF *
HOBBITON 80 MILES TO THE NORTHWEST. *
LORD WOOD IS A PROTECTOR OF *
GOOD AND THE CASTLE HAS BEEN A PLACE*
OF SAFETY FOR MANY YEARS. RECENTLY,*
HOWEVER, EVIL CREATURES FROM THE *
EAST HAVE BEEN CROSSING THE MOUN- *
TAINS AND ATTACKING THE CASTLE AND *
THE SURROUNDING AREA. *
THESE CREATURES, SUCH AS TROLLS,*
GIANTS AND UNDEAD HAVE BEEN ORGAN- *
IZED BY THE BLACK KNIGHTS TO TERROR-*
IZE THE CITIZENS OF GELNOR. *
[On Commodore: should say "Halflingor 80 miles to the northeast" but
CASTLE OF J. R. TROLKIN *
THE TROLLS AND TROLKIN WHO *
MAKE UP THE ARMY OF J. R. TROL- *
KIN ARE VERY HOSTILE AND WELL *
TRAINED. FEW UNINVITED GUESTS *
RETURN FROM THE CASTLE. *
THE CASTLE OF J. R. TROLKIN *
LIES IN THE SOUTHERN PART OF *
GELNOR, NEAR THE GREAT RIVER. *
IT IS A LARGE STONE CASTLE THAT *
IS VERY WELL GUARDED. *
[On Commodore: Western part of... the river]
DUNGEON OF THE BLEEBS *
ACCORDING TO LEGEND THE *
BLEEBS ARE FUN LOVING LITTLE *
CREATURES WHO LIKE PUZZLES AND *
JOKES. THEY COME IN THREE *
COLORS, BLUE, RED, AND GREEN. *
THE MYTHICAL DUNGEON OF THE *
BLEEBS IS SAID TO LIE ON AN *
ISLAND SOMEWHERE NEAR GELNOR. *
SOME BLEEBS ARE ALWAYS HONEST,*
SOME ARE NOT. THE KING BLEEB *
IS A VERY POWERFUL CREATURE. *
TEMPLE OF THE *
EVIL DOSNEBIAN CLERICS *
FAR TO THE SOUTH OF STAR- *
VILLE, ON THE SHORES OF THE *
GREAT BAY, THE TEMPLE OF THE *
EVIL DOSNEBIAN CLERICS CAN BE *
FOUND. LITTLE IS KNOWN OF *
THESE POWERFUL CLERICS EXCEPT *
THAT THEY ARE ALLIED WITH THE *
THE ONLY INTRUDER EVER TO *
RETURN FROM THE TEMPLE SAID, *
"ENRAGE THE SMALL ONE." *
[Commodore: To the west of Starville]
THE FORTRESS OF THE BLACK *
KNIGHTS IS LOCATED ON A LARGE *
ISLAND IN NORTHERN GELNOR. IT *
IS THE PLACE FROM WHICH THE *
BLACK KNIGHTS MAINTAIN THEIR *
REIGN OF TERROR. *
IT IS SAID THAT NIKADEMUS CAN *
CREATE NEW BLACK KNIGHTS AND *
SEND THEM TO THE FORTRESS. *
FORTRESS OF THE BLACK KNIGHTS *
THE LEADER OF THE BLACK *
KNIGHTS IS THE BLACK LORD WHO *
ALWAYS STAYS WITHIN THE FOR- *
TRESS. HE CARRIES THE WAND OF *
NIKADEMUS AND OTHER ARTIFACTS OF*
POWER. NO MORTAL HAS EVER SEEN *
HIM AND LIVED TO TELL OF IT. *
[Commodore: Eastern Gelnor]
FILMON THE SAGE *
CONGRATULATIONS MY FRIENDS, *
FOR YOU HAVE RECOVERED THE WAND *
OF NIKADEMUS. THIS IS THE FIRST *
STEP IN THE BATTLE TO REMOVE THE *
BLACK KNIGHTS FROM GELNOR. *
BUT NIKADEMUS AND HIS TERRIBLE*
ARMY ARE STILL IN FULL FORCE IN *
OTHER PLACES. FOR GELNOR IS BUT *
A TINY ISLAND IN THIS GREAT LAND. *
THE STRUGGLE BETWEEN GOOD AND *
EVIL WILL CONTINUE IN OTHER PLACES*
AND OTHER TIMES. YOU BRAVE ADVEN-*
TURERS MUST KEEP ON FIGHTING FOR *
THE RIGHTS OF ALL GOOD MEN AND *
REPORT NUMBER THREE *
FROM FILMON THE SAGE *
THE BLACK LORD SEEMS TO DRAW*
HIS POWER FROM HIS HOARD OF *
MAGIC GEMS AND THE WAND OF *
NIKADEMUS. IF THESE WERE DES-*
TROYED HE WOULD PROBABLY BE *
MUCH LESS POWERFUL. HOWEVER, *
THE WAND CAN BE USED BY MOR- *
TALS AS A VERY POWERFUL WEA- *
PON AGAINST EVIL, SO IT SHOULD*
NOT BE DESTROYED IF POSSIBLE. *
REPORT NUMBER TWO *
FROM FILMON THE SAGE *
THE TEMPLE OF THE EVIL DOS- *
NEBIAN CLERICS IS A VERY DANGER-*
OUS PLACE. TO ENTER WITHOUT *
SUSPICION YOU MUST KNOW THE *
SECRET WORDS: "REVEN TONEM" THE *
TEMPLE IS GUARDED BY THE MINO- *
TAUR GOD. HE WILL ONLY LET YOU *
ENTER IF HE FINDS ONE OF YOUR *
PARTY MEMBERS ACCEPTABLE. *
IF YOU MOVE THE SMALLEST *
STATUE IN THE TEMPLE A SECRET *
DOOR WILL OPEN. IT LEADS TO *
THE LIBRARY. *
REPORT NUMBER ONE *
FROM FILMON THE SAGE *
IN J. R. TROLKIN'S CASTLE *
THERE IS A SECRET CONTROL ROOM *
WHICH CAN BE ACCESSED FROM ONE *
OF TWO SECRET PASSAGES. THE *
FIRST STARTS IN J. R. TROLKIN'S *
THE OTHER STARTS BETWEEN THE *
ARENA AND THE JAIL CELL. FROM *
THIS ROOM VARIOUS GATES AROUND *
THE CASTLE CAN BE OPERATED. *
The introductory strategy where you create characters, pool gold, and
destroy them works pretty well. Of course with pooling, etc. they will
have some gold left over, but you can always withdraw their money from
the bank and split it up again. You'll lose some gold in rounding down,
but you won't need much to start.
If you can visit the pools quickly, do so. Each one doubles a random
statistic for each party member, then subtracts ten. At first you will
probably spend a lot of time shuttling between the first dungeon and
Pelnor or, alternatively, Pineville and the Cathedral(the first pool is
on the way there.) Give your wizard the lion's share of the experience
points so that he can get the transport spell. This will enable you to
zap around the country to important locations quickly. Remember to
check with the mystic for your score. It seems to be based on levels
attained as well as runes and rings found.
Running through dungeons quickly, resetting them, and trying over is a
good way to improve as well. It takes less internal game time, and you
will figure out where the forced and tough combats are. In addition
special items can be re-duplicated as you pass through again.
My blanket starting party for Phantasie is: 2 dwarf fighters, 2 elf
priests, and 2 elf wizards. Obviously in Phantasie I you will need a
character of a different race, but that is off in the future and only
temporary anyway. Remember clerics can develop offensive spells too, so
if they get low on learning, wait a bit until they can learn fireflash
3/4. The spell attacking every monster is not always useful as often it
does much less damage than the concentrated one.
Inns are usually a waste of gold, but later when you get rich and are
trying to get through a dungeon they're easier to walk back to than
towns. However, you won't be able to identify and/or sell your items to
improve your party.
Age probably should not be a serious problem in Phantasie, but it is a
nagging one, especially for people like me who get the creeps thinking
about mortality in general. I've included some tips on how to move
around the continent of Gelnor quickly so you spend minimal time on a
quest. It seems that time passes quickly in dungeons but each unit of
movement costs one day. Given this, it's pretty clear that you can save
a lot of time with the Town Transport spell. I've included a list of
important locations and the nearest towns with their numbers below to
help you if you wish to get somewhere quickly.
Important location | Closest/best town
"Beginner" dungeon | northwest of Gelnor(1)
Cathedral | southwest of Pineville(2)
Lizard Men's Caves | south of Greenville(3)
Woodville | west of Greenville(3)--in different sector
Lord Wood's Castle | south of Halflingor(5)
JR Trolkin's Castle| west of Splitwater(6)--in different sector
Bleebs' dungeon | east of Northford(10)--in different sector
Dosnebian Clerics | east of Splitwater(6)--in different sector
Zeus's castle | 1 east then south of Olympia(99)--in different
final dungeon | south of Pelnor(1)--swim to get there
Pool # 1 | southwest of Pineville(2)
Pool # 2 | southwest of Trollport(7)
Pool # 3 | east of Phantasia(8)
[these directions are for the Commodore/PC]
Here's a list of which towns to find where.
Coordinates are standard (x,y) with Pelnor in the far northeast.
Olympi a(99)-Astral plane, north side.
Here come the spoilers. They completely ignore the information you
need to figure all this out, so be warned this solution cuts stuff out.
The first dungeon you face will be relatively simple. Off to the west
you have a pair of rooms with a button and a lever. Pull the lever in
the west room, and that will unlock the unmovable door leading to the
room above. Talk to the old man, and he will give you the earth rune.
To the south there will be some information which will help you along in
In general you will be given multiple-choice puzzles which, if you
answer incorrectly, can be redone if you reset the dungeon. Better yet,
if you have save states on the emulator, you can check what each option
does(incidentally, this method helps when writing FAQs.) It cuts down
on the challenge of the game, but it also adds a different, powerful
magic to it. I guess.
The second dungeon may actually need to be saved for later. The
transporters behind the secret doors(experiment a lot by running into
walls) are annoying to deal with, but one will push you to the bottom
center. Just to the west is the air rune room. If you can burn the box
you will get it, but if you're not strong enough, go find the pools and
the other runes. To leave go to the end of the hallway.
The third rune is found in the Lizard Men's cave. It's right near
the entrance(south, east, south,) but you'll need to defeat two tough
fire elementals, each in a separate battle, to reach the person holding
The fourth rune is the water rune. It's in Lord Wood's castle and
is rather tricky to pick up. You need to have visited the other three
pools aboveground first. For one you'll have needed to cast town
transport to Phantasia(8) and then stepped on the square which looked
different from the rest of the sea. If you can, look in the Phantasia
armory while you're there. You should notice a very interesting item.
In the meantime we've skipped over Woodville, which has some useful
and interesting clues. It's the weirdest of the dungeons, with a lot of
town-like activity going on, and you can even fight a deity if you are
silly or strong enough to.
Now that you've got the runes you can start hunting for the
dungeons. JR Trolkin's place is first. You'll get thrown in a cell,
but be on the lookout for secret doors(at some places there are several
in a row) and if you can get to JR's room in the bottom, there's a nice
treasure hoard behind. Rings 1-3 are there.
Now go visit the Bleebs. These guys throw tricky little logic
puzzles at you. Remember that the blue pools damage you, the red ones
activate green pools, and the green ones teleport you. Write down all
the advice you get and examine it for contradictions. You can eliminate
an assumption by saying "If bleebs of color X tell the truth, then Y,
then Z which is impossible." At the end you get multiple choice
questions. If you don't pass them, you're kicked to a one-way exit, but
you can just go back and try again having saved the dungeon. But you'll
feel better if you figure the puzzle out. Three rings here.
The Dosnebian Clerics--oh those tricky Dosnebians--are next. Here
you'll need a minotaur in your party. Don't worry if he gets killed.
Even having a dead minotaur will get you in the front door. The object
here is to find Lord Wood. There's a prison cell with three prisoners
at the bottom of the screen, and that's where you'll find him. You'll
get two rings from him, which makes eight from the dungeons, plus the
one you bought in Phantasia.
Now you have to go to the castle of the Gods. This is actually the
easiest dungeon in the game. No secret doors, nothing. There are six
small rooms adjacent to a circular hallway. In five of them, you walk
to the back and are told you passed the test, or you should be if you've
gotten all nine rings and four runes. In the sixth, there are two
undead monsters you need to fight. Get by them and you will have passed
the test of battle. After passing all tests you'll see a passage open
to the south. Zeus is there; pray to him, and he will reward your
party. You will now be able to enter the final dungeon without being
overcome by fear.
The final dungeon has some combats and some multiple choice, but it
is not so bad. You basically want to destroy Nikademus's wealth when
you come across it, and you'll need to fight through some black knights.
When asked, run after Nikademus. You'll need to defeat the Black Lord,
his henchman, at the end of it all to win. Filmon congratulates you
OVERWORLD MAP WITH SECTORS
The world map in Phantasie is divided into several sectors. Each
sector is 26x20, and you can usually see it all at once, unless there
are areas you haven't explored. There is no scrolling. The text maps
below will attempt to show what each square does. On the commodore many
important places have widths of two icons, like your party, but nothing
happens until you step smack in the center. The maps below point out
where "smack in the center" is.
In general, as you progress in a counterclockwise spiral, you
approach more important sectors. Of course you can cut across the water
when your players get to be good swimmers as well.
[space] indicates a void[Olympia] or a road[normal overworld]
. = minor vegetation
D = dungeon
T = town
^ = hills
| = magic barrier
: = desert
; = deep desert
P = magic pool
~~ T ~~
Well, there's not a whole lot to do here except go south from Olympia.
It seems that you always run into an encounter after moving a couple of
squares, with some trolls, goblins and orcs. If you want, you can flee,
but if you can't win that sort of fight you probably can't pass the
dungeon to the south.
You need a special spell to get here and to leave.
~~~ ~~~~ ~~
~~~ ~~~~~ ~~
~~~ ~!~~~ ~~
~~~ ~~~~~~ ~~
~~ D ~~
! = Charon's boat to cross the river Styx
Not much to do here. You can't swim across the river Styx so you have
to grope your way around for a passage. It's actually one east of
Olympia and directly south. The dungeon is east-south-east. Given that
you can't see the terrain until you walk near it, finding the dungeon is
not quite as trivial as it seems.
Woodville, purportedly a town in the lore but actually a dungeon by
the game's definition, rests on the west bank. There is also an inn
which doubles as a town; however, the only way to get here is to use
town transportation. The town name is Appleton, and it is town number
The dungeon has some useful stuff but you can't accomplish its main
purpose until you have explored other parts over land.
There may be a nasty combat in the hills but the monsters are still
manageable. Woodville, however, is much tougher.
t = town of Phantasia(#8)
You've probably noticed that a certain part of this sector is
barricaded off. Phantasia like Appleton in (0,3) can only be found by
use of a special spell. You'll want to stop in at the pool before
leaving to the south. The pool is pretty well disguised with all the
water around it, but it helps to know that it's against the edge of the
north boundary. The programmers cheat to let you out; once you leave
to the south you are standing on a barricade, making the de facto one-
way door work.
That dungeon on the west coast is J. R. Trolkin's. It's not an easy
one to go through. The inn is called "The Silver Star." This is also
where you get kicked after exploring the restricted area in (0,2).
The town here, Dragonor(9) is nice and all, and being by the sea it's
probably more beautiful than Trollport, a better place to walk to the
second pool from. I mean, I'm sure the residents are fine people. It's
just not a particularly useful place for determined adventurers to be,
that's all. The inn is called "The Lonely Inn."
"The Green Dragon Inn" sits at the three-way intersection, with the
lizard men's caves a few squares away. Greenville is in the northern
area just off the path.
This is a useful sector. The town, Halflingor/Hobbiton(depending on
the version you have. It's Halflingor on the C64/PC, which is
appropriate as there is no Hobbit character) is good to transport to.
It's very close to the dungeon, Lord Wood's Castle. The inn is called
"The Greenleaf Inn."
Splitwater(6), the town, is a useful hub for visiting dungeons
including one across the water. "The Eagle" is the inn here.
Trollport(7) is a good place to visit once. Be sure to dive into that
magic pool. Lots of scenic variety here.
p = signpost
Probably the second sector you'll visit in the game and a good one. The
town, Pineville, is a good place to stop off while you visit the pool
and the cathedral, which is the dungeon. "The Conley Inn" rests to the
Lots of desert here, and there is an anonymous inn on an island(no
name is given on the PC or in the data, either.) This sector can be
safely ignored. Even if used as a shortcut it is probably less time-
efficient than a transport spell.
"The Star" is the name of the inn. The very nasty Dosnebian Temple is
the dungeon here. Swim west for the closest town to it.
.....I .......~***** *****
Northford(10) is the town here. The inn is "The Stone Plow Inn."
Monsters are significantly tougher here, and at this point you are
entering the large peninsula where all monsters are significantly
tougher, curving around Gelnor's northern inlet.
By the way, Northford isn't very north, is it? That's what happens
when you rotate the map without changing names. Ah well, they caught
# = temple where you are resurrected/return as undead
I = "The Red Pony"
The town is of course Pelnor(1). The dungeon is the first one, the
generic underground cavern that seems to start so many games out. The
temple is a cool place to visit although there are a lot of undead in
the area. If you have dispell that is not a bad thing.
The final dungeon is here--once your party's good enough they can just
pop on over from Pelnor. Taking the possible water damage is safer than
walking, not to mention less time-consuming. There seem to be many
Black Knights in the area, and the other monsters are nasty as well.
............. ... T~~~~
This sector is not totally pointless, as the town here, Starville(11),
is somewhat close to a couple of dungeons. However it is not one of the
more happening places on the map, so I will let it pass with little
The dungeon of the Bleebs is tucked away in the south. You'll want to
become a better swimmer before you venture there.
The Inn is called "The Golden Unicorn."
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
$ = treasure. If there is any specifically valuable treasure not in
the descriptions I will try to note it.
^ = stairs up/down. Not really a special location in terms of solving
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 : JUST OUTSIDE PELNOR
XXXXa XXX XXXXXf $XXXXX
XXXX XXXXXXXXX XXX XXXXX XXXXX
XXXX 6X:XXXXXXX XXi XX ; XXXXX
XXXX XXX X XXX XX XX X XXXXXX
XXXX XXX X7 8 XXX XXX XXXX!XXXX
XXXX X XXX XXX XXX XXXXf XX
XXXX XXXXXXXXXXX XXX XXX XXXX XX
XXXX XXXXXXXXXXX XXX XXX XXXX XX
XXXX | |! : XX
XXXX XXXXX XXXXXXXXX-XXXXXXXXX-XXX
XXXX Xa X Xi XXXXX XXXXXXXXX XXX
XXXX X9 AXXXXX XXXXXXXXX XXX
XXXX X X X XXXe XXXXXXX XXX
XXXX XXXXX XXXXXXX XXXXXXX XXX
XXXX-XXXXX XXXXXXX X X XXXXXXX XXX
XXXX XX: XXX
XXXX XX XXXXXXX XXXXXXXCXXX
XXXXE o Xc XXX X X XXX ~ XXX
XXXXXXXXXX X XXX XXXDXXXuXXX
XXXXXXXXXX!X XXX XXX ~h XX
XXXXXXXXXX XXX;XXXXX XXXXXXX XX
XXXXXXXXXX XXXd XXX XXXXXXXXXXXXX
XXXXXXXXXX!XXX XXX XXf XXXXXXXX
XX1 XXXXX XXX ; XX XXXa XX
XXXX XXXXX!XXXXXXXXX ; XX
XX3X XXXXX XXXXXXXXX-XXXXXXXX XX
XX X XXXXBXXXXXXXXf XXXXXXXX XXX
XX XX ? XXX XXXXb X XXX
XX XXXXXXX ~XXX XXX-XXXXX$ | XXX
XX XXXXXXX XXXXX XXBXXXXX X-XXX
XX XXXXXXX XXXXXX0 XXXXXXX XXX
XX XXXXXXX-XXXXXXXXX X XXXXXXXX
XX XXXXXXg4 XXXXXXXX XXXX XXXXXXX
XX XXXXXX55 XXXXXXXX XXXXX XXXX
XX XXXXXX $ XXXXXXXX XXXXXXXX 2X
XX XXXXXXXXXXXXXXXXX XXXXXXXXXXXXX
XX ; XXXXXXXXXXXXX
OVERVIEW: This first dungeon is not a bad introduction. It contains
secret doors, traps, and doors to pick. There are also some treasures
and the originations of part of the story line. The general run-around-
and-touch-everything-to-sol ve paradigm is in evidence here, although all
you strictly need to do is to pick up the Earth Rune in the locked room,
so if you want to walk through quickly, you can do so. Later on you may
see some information in Kilmor's room if you don't want to cheat and
look in this FAQ. It leads to an information trail.
To get through quickly, go south, west, and south. The room to the west
has a button you should push. Now retreat but go north before you reach
the door. To the left you'll find the earth rune. Now you can return
south through the large hall and visit Kilmor's after shutting off the
valve at the end of the bottom hallway--if washed downstream just look
for a secret door to the south. You'll get items and the words "NIFLE
a : A PLAIN, EMPTY STONE ROOM
b : A LIBRARY FILLED WITH SCROLLS, with the treasure reading THERE ARE
THREE SCROLLS HERE, IN A LANGUAGE YOU CAN READ.
c : STORAGE ROOM WITH ROTTEN FOOD
d : A KITCHEN WITH CRUDE UTENSILS
e : A LARGE HALL WITH GREAT COLUMNS
f : A MESSY BEDROOM WITH OLD COTS
g : KILMOR'S ROOM. The treasure here says ON A TABLE ARE SOME ITEMS.
h : A STORAGE ROOM WITH LITTLE OF VALUE
i : AN ABANDONED GUARD ROOM
? : will be washed downstream to 0 until you have pulled the lever(THE
BRIDGE COLLAPSES AND THE PARTY PLUNGES INTO THE COLD MURKY WATER. AND IS
AFTER YOU GO THROUGH THE DOOR IT CLOSES AND LOCKS.
** A DAMP, DARK STONE TUNNEL occurs in the lower left narrow corridor.
** A NATURAL CAVERN WITH MURKY WATER starts at 1 and ends at 2.
** AN OLD CRUMBLING STONE HALLWAY occurs everywhere except above and
right of this room, where you instead see A PASSAGE WITH TORCHES ON THE
0 : A SMALL ROTTING BRIDGE AHEAD LEADS OVER A MURKY STREAM. -- where you
get washed downstream
1 : THE CAVERN STOPS HERE. THE WATER IS BUBBLING UP THROUGH A SMALL HOLE
IN THE FLOOR.
2 : THE CAVERN STOPS HERE EXCEPT FOR A THIN CRACK THROUGH WHICH THE
3 : THERE IS A LEVER HERE. A SIGN READS: "USE ONLY IN EMERGENCIES" 1-
PULL LEVER 2-LEAVE
4 : THIS ROOM CONTAINS A SET OF ARMOR AND A WEAPON WITH "KILMOR" WRITTEN
5 : ON THE WALL HERE IS WRITTEN: "NIFLE SCRO" [backwards of ELFIN ORCS]
6 : THERE ARE ABOUT 250 GOLD PIECES HERE THAT APPEAR TO BE COATED WITH
LIQUID. 1-TAKE THEM 2-LEAVE
7 : THERE IS AN OLD MAN SITTING HERE. 1-ATTACK HIM 2-TALK TO HIM 3-LEAVE
(choose 2:) HE SAYS, "THERE ARE FOUR KINDS OF RUNES, EARTH, AIR,
WATER AND FIRE. THE RUNES REPRESENT GREAT POWER. I AM THE KEEPER OF THE
AIR RUNE WHICH I NOW PRESENT TO YOU." HE CASTS A STRANGE SPELL.
8 : HERE IS A GATE WHICH YOU CAN NOT OPEN NO MATTER WHAT YOU TRY. until
you push the button
(choose 1:) AS YOU APPROACH THE GOLD IT FADES AND YOU ARE ATTACKED.
9 : There is a button on the wall. 1-Push it 2-Leave
(choose 1:) You hear a noise in the distance.
A : THERE IS A LEVER ON THE WALL. 1-PULL THE LEVER 2-LEAVE SELECT 1 OR 2
(choose 1:) A LOUD ALARM BEGINS RINGING AND YOU HEAR SOMEONE
B : THE PASSAGE CROSSES A CAVERN WHICH CONTAINS A SMALL MURKY STREAM.
C : TO THE SOUTHWEST YOU HEAR ORC VOICES.
D : YOU SEE SOME VERY SURPRISED ORCS.
E : THERE IS A SCROLL HERE ON A TABLE. 1-READ IT 2-BURN IT 3-LEAVE
(choose 1:) IT SAYS SOMETHING IN ORCISH ABOUT A VALVE.
--THERE IS A CHEST HERE. 1-OPEN ITTHE CHEST 2-LEAVE IT
--THERE IS A HUGE IRON DOOR HERE. 1-OPEN IT 2-LEAVE
--THE PARTY IS WASHED DOWNSTREAM BY THE HEAVY CURRENT.
DUNGEON 2 : CATHEDRAL
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OVERVIEW: This dungeon has a few teleports and starts using secret
doors more heavily. It's not too hard to keep track of what teleport
goes where, and you also have the introduction of in-dungeon items(keys
to open certain doors.) You may even have to reset this dungeon, and
you may want to to pick up the treasures again. The main point is to
get the Earth Rune, but it's not quite clear to me how to. Once you
know how to get it it is easy to check if your party is good enough to
get in and out.
An Elegant Marble Hallway is where you begin. It's also seen behind
the secret doors by the transporters and leading to the stone room
preceding the High Priest's room. The big room on top is the small
elegant temple of marble with "priest's room with little of value" off
to the sides. Other passages are "hallway carved from stone."
On the right side is an empty stone room past the secret door, with
the teleportation room to the lower left and a small stone cell
In the northwest a coffin room is below the transport room, with a
small crypt at the bottom.
In the south you have a strange misty room, the maid's bedroom(with
three scrolls,) janitor's room, storage room with little of value, small
neat kitchen, and finally the bathroom.
In the far south is the natural cavern(after you let the old man
To get through quickly, go to the directly-south teleporter. The
first door to the left has the earth rune--check if you're ready for it.
The next door to the left has a secret passage where you should wait and
watch the man. There's a key behind that. Get the key and then circle
around to the right--a gnome is there and tell him "nifle scro" as you
found in the first dungeon. Hit the teleporter back and go to
teleporter C. You can unlock the door and go to the right to avoid the
priests and visit the high priest.
! : Orc/kobold combat
= : need key to enter here--orcs' opens the top one, the key in the
southeast open the priests' door. THE DOOR IS LOCKED [AND CANNOT BE
OPENED/BUT YOUR KEY OPENS IT]
A : transports you back to center of transport hub(a)
B : transports you to the northwest(b)
C : transports you to the southwest(c)
D : transports you to the northeast(d)
E : transports you to the south(e)
F : transports you to the south(f)
. : empty coffin
1 : A PRIEST SITTING HERE SAYS , "WOULD YOU GIVE A SMALL OFFERING?" 1-NO
[choose 2:] HE TAKES YOUR MONEY AND SAYS "YOU MUST BE CLEAN TO SEE THE
2 : A PRIEST HERE SAYS TO YOU, "WELCOME TO THE TEMPLE OF THE GELNOR
PRIESTS, USE THE TELEPORTERS TO LOOK AROUND IF YOU WISH."
3 : A PRIEST SITTING HERE SAYS, "THE HIGH PRIEST DOES NOT SPEAK TO
4 : A PRIEST SITTING HERE SAYS, "WE HAVE VERY FEW SECRETS"
5 : SOME SLY LOOKING ORCS SAY , "WOULD YOU LIKE TO BUY A SECRET?" 1-
ATTACK THEM 2-"YES" 3-LEAVE THEM
[choose 2:] THEY TAKE YOUR MONEY AND HAND YOU A KEY.
6 : THE PASSAGES AHEAD CONTAIN MANY BLACK DOORWAYS.
7 : TO THE SOUTH IS A LARGE ROOM WITH MANY COFFINS ALONG THE WALLS.
8 : THE ROOM IS EMPTY EXCEPT FOR A LOCKED BOX. 1-PICK LOCK 2-BURN BOX 3-
NO ONE IN THE PARTY CAN PICK THE LOCK.
[not good enough:] THE BOX WILL NOT BURN.
[good enough:] THE BOX BURNS BRIGHTLY, A MAN STEPS OUT OF THE SMOKE
AND SAYS, "YOU ARE NOW WORTHY TO HAVE THE EARTH RUNE." THEN HE CASTS A
SPELL AND DISAPPEARS.
9 : A SIGN ON THE DOOR READS, "KEEPER OF THE EARTH RUNE"
@ : AN OLD MAN IS SWEEPING WITH A BROOM. 1-ATTACK HIM 2-IGNORE HIM
[choose 2:] HE UNLOCKS A SECRET DOOR ON THE SOUTHERN WALL AND WALKS
# : AN OLD GNOME COOKING HERE SAYS "I LIKE ADVENTURERS, DO YOU KNOW THE
GREAT KILMOR ?" 1-"NO" 2-"YES" 3=-"IFLIN ROCS" 4-"NIFLE SCRO" 5-"FINLE
CORS" 6-"FLINI SCRO"
[choose 1:] "YOU SHOULD MEET HIM", HE SAYS.
[choose 2:] "ISN'T HE WONDERFUL?", THE GNOME ASKS.
[choose 3, 5, 6:] THE GNOME IGNORES YOU.
[choose 4:] THE GNOME REPLIES, "TELL HIM THAT NISCOSNAT SAID HELLO"
% : SOME TROLKINS SAY, "IF YOU LET US GO WE WILL SELL YOU A VALUABLE
SCROLL." 1-BUY THE SCROLL 2-LEAVE 3-ATTACK
^ : A KEY HANGS ON THE WALL HERE. [you get treasure]
& : THE DOOR IS GUARDED BY ROBED MEN. 1-BRIBE THEM 2-ATTACK THEM 3-LEAVE
[best to take the secret door around them]
* : A DISTINGUISHED PRIEST IS SITTING HERE. 1-ATTACK 2-TALK TO HIM
[choose 2:] THE HIGH PRIEST SPEAKS: "I HAVE A MISSION FOR YOU MY
FRIENDS. THE UNCLE OF THE GREAT LORD WOOD HAS BEEN CAPTURED. YOU MUST
RESCUE HIM AND TAKE HIM TO THE TEMPLE IN WOODVILLE. THESE TWO SCROLLS
WILL AID YOU." HE HANDS YOU TWO SCROLLS
DUNGEON 3 : LIZARD MEN'S CAVES
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OVERVIEW: The main item in here is shockingly easy to get and to leave
if your party is strong enough. The item is the fire rune, and you may
want to have learned fireflash 4 before going in. Once you've learned
it, this is the sort of combat where you should use it mercilessly. The
information trail continues here, and there is some nice treasure behind
a secret door or two.
In southwest there is a twisty maze of rock and rubble below (2). Below
(Y) combat and the secret door is a passage carved from stone with a
fighting arena you can look into, followed by small bedrooms with old
cots, a training area with a glass case containing mostly wooden items,
and a sloppy, dirty kitchen. Then the northeast part, not including the
traps, is a passage carved from stone. In the southeast you have a
storage room with tasty food accessible by secret door and a small
torture chamber where you can get some info. There's a meeting room
with a large table far to the south. In the northeast there is also an
underwater passage leading to a warrior's skeleton.
To get through this quickly, go south to a wall, east, north, east and
south. Nail the fire elementals and get the rune. Towards the
southeast you can find a torture chamber where you should rescue the
man, who will give you information on what to do in Woodville.
Traps: rocks and gravel fall from the ceiling, floor caves.
! : fire elemental combat
0 : IN THE PASSAGE TO THE SOUTH YOU SEE A HUGE FIERY MASS AND A DEEP,
EERIE VOICE WHISPERS, "GO AWAY WEAK ONES."
Y : encounter with lizard men(multiple groups)
Z : encounter with death fly/bantir
a : encounter with squishy gunk
1 : keeper of the fire rune. AN OLD MAN WITH AN ORANGE ROBE IS SITTING
HERE. HE SAYS, "YOU ARE NOW WORTHY TO BEAR THE FIRE RUNE." HE STARTS
CHANTING AND WAVING HIS ARMS AND CASTS A SPELL.
2 : A SMALL CREVICE, WHICH YOU COULD FIT THROUGH, LEADS SOUTH.
3 : THE CEILING CAVES IN. YOU ARE TRAPPED. [pushed south, one-way
4 : THROUGH A CRACK YOU CAN SEE DOWN INTO A FIGHTING ARENA.
5 : AS YOU ENTER THIS ROOM AN ALARM SOUNDS AND LAVA BEGINS POURING IN. A
DISTINGUISHED MAN AND A BEAUTIFUL MAIDEN ARE CHAINED TO THE WALLS BUT
YOU CAN NOT SAVE BOTH. 1-RESCUE THE MAN 2-RESCUE THE MAIDEN 3-LEAVE
[1:] THE MAN SAYS, "THANK YOU, I AM THE UNCLE OF LORD WOOD, REMEMBER
THIS: 'STRATICON UBLE AND 48'" THEN HE COLLAPSES AND DIES.
[2:] THE MAIDEN SAYS, "THANK YOU, I AM CHARISTA, AS A REWARD I GIVE
YOU THIS." SHE HANDS YOU AN ITEM WRAPPED IN CLOTH. [you get treasure]
[if you try to go back:] THE ROOM IS FULL OF LAVA.
6 : THROUGH A CRACK IN THE WALL YOU CAN SEE THE SKELETON OF A WARRIOR.
7 : AS YOU APPROACH THE POOL THE PARTY MEMBERS COLLASPE. YOU AWAKEN IN A
8 : A STRANGE POOL LIES TO THE WEST AND THE PARTY MEMBERS FEEL VERY
9 : THE PARTY CHOKES AON THE COLD, SLIMY WATER. [everyone takes minimal
damage even with swimming skills]
@ : THE PASSAGE TO THE WEST GOES UNDER WATER
Unused: THE BODY OF AN ELFIN FIGHTER LIES HERE.
DUNGEON 4: WOODVILLE
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OVERVIEW: Ah, Woodville. Once a great place, now it merely boasts many
ways to get thrown in jail or be attacked by deities. There are even
seedy alleys. Even the beautiful fountain is infested with monsters.
But there are a lot of scrolls here if you look around. This is one of
the more lively and detailed dungeons in the game. The rough alley in
back of the tavern is a great place to test your abilities. The
fountain actually has two entrances. An information trail started in
the original dungeon ends here with a mission to rescue Lord Wood. This
is probably the first dungeon you'll stumble on that doesn't have a
rune. In fact, the game can be solved without ever visiting it, but you
have important scrolls you need to read along the way.
In the southwest are two private homes with the inn. It has rooms 1,
2 and 3--Kilmor's in room 1 but 3 throws you in jail. In the southeast
is a jewelry store below a tavern--know what to steal and you'e ok. If
not you get thrown in the jail to the east. To the west there is the
Gelnor temple and above it Filmon's Pet Shoppe. In the northeast there
is a scroll shop with a storage room you can see and a secret one to
The Woodville Records Office is south of the fountain in the town
There are three different codes for the buttons. They are 79, 45 and
48. The third lets you talk to the priest, the other two open up secret
doors in the fountains. No critical items to find here but some good
a : encounter with orc, kobold, ogre
b : encounter with illusionist, sorcerer, magic user
c : encounter with lord
d : encounter with giant hornet
f : encounter with encounter with green dragon
g : encounter with bear, werebears
h : encounter with high demon, skeleton
i : encounter with high devil
j : encounter with spirits
. : dark alley
' : near the fountain
% : A TITAN SAYS, "YOU HAVE SERVED LONG ENOUGH." HE OPENS THE DOOR,
TAKES YOU OUT, FINES YOU 500 GOLD, AND LETS YOU GO.
1 : FOUR HILL GIANTS PLAYING CARDS SNEER AT YOU. 1-ASK TO JOIN 2-SNEER
[1:] THEY LAUGH AND THROW THE CARDS IN YOUR FACE.
[cards thrown at you, minimal damage. I've heard of card sharpers
so maybe these are sharp cards or something.]
[2: encounter with hill giants]
2 : FOUR CUTE ELVES AT THE TABLE SMILE AT YOU. 1-ATTACK 2-SMILE BACK 3-
[1:] A KNIGHT FROM THE BAR PROTECTS THEM.
[encounter with lord/rangers]
[2:] THEY SAY, "WE ARE STAYING AT THE INN IN ROOM THREE." THEN THEY
3 : WHEN YOU ENTER YOU ARE ARRESTED BY A TITAN FOR TRESPASSING.
[thrown in jail]
4 : A DWARF HERE SAYS, "I AM KILMOR, MAY I HELP YOU?" 1-"NISCOTTAN
SIAID HELLO" 2-"SINTANCOS SIAID HELLO" 3-"NISCOSNAT SAID HELLO"
[1:] HE SAYS, "YOU CAN ENTER THE FOUNTAIN IF YOU FIRST GO TO THE
TEMPLE AND PUSH 75."
[2:] 23 instead of 75.
[3:] 79 instead of 75. See Lizard Men's dungeon for the right one.
[did you notice? Sine/Cosine/Tangent spelled backwards?]
5 : THERE IS A NICE LOOKING ITEM HERE. 1-STEAL IT 2-LEAVE
[1: you get a nice treasure]
6 : THERE IS A NICE LOOKING ITEM HERE. 1-STEAL IT 2-LEAVE
[1: you get thrown in jail]
7 : THERE IS A STATUE OF A GOD HERE. 1-BREAK IT 2-LEAVE
[break it, conflict with minor deity]
8 : THERE IS A STATUE OF A GOD HERE. 1-BREAK IT 2-LEAVE
[break it, thrown in jail]
9 : THREE DWARVES THANK YOU FOR THEIR FREEDOM.
A : WRITTEN ON THE WALL HERE ARE THESE WORDS "THE SACRED NUMBER IS 45"
B : A LARGE TAVERN WITH FOUR TABLES. SOME ROWDY HILL GIANTS ARE SEATED
TO THE NORTHWEST AND ELVES TO THE SOUTHEAST.
C : A HALFLING[hobbit on the Apple] AT THE BAR SAYS, "ANOTHER BRANDY
D : A GNOME AT THE BAR SAYS, "THIS IS A SPOOKY TAVERN."
E : A TROLKIN AT THE BAR SAYS, "DID YOU HEAR WHAT HAPPENED TO LORD
F : A DWARF AT THIS TABLE SAYS, "WATCH OUT FOR THOSE ELVES."
G : ON THE WALL IS WRITTEN: "ONLY THE FOOLHARDY WILL GO FARTHER"
H : AN OLD MAN SAYS ,"WOULD YOU LIKE TO BUY SOME HISTORY SCROLLS FOR 250
GOLD?" 1-"NO" 2-"YES"
I : A PRIEST STANDING HERE SAYS, "IF YOU PUSH THE WRONG NUMBERS YOU
J : THERE ARE NINE BUTTONS ON THE WALL. A PRIEST SAYS, "SELECT THE FIRST
DIGIT 1-9 THROUGH 9"
K : THE PREIST SAYS, "SELECT THE SECOND DIGIT."
[if you get it wrong, you are hit with two KICKIN' spells, and Zeus
[there are three right answers; the first one, that Kilmor gives you,
unlocks the upper fountain. The second, found in the town records,
opens a secret wall to the right fountain. The third is found if you
rescue the old man, when he also tells you what to say to the priest.]
L : AN OLD PRIEST STANDING HERE SAYS, "GOOD WORK MY FRIENDS, WHAT DID
LORD WOOD'S UNCLE SAY?" 1-"WE DIDN'T RESCUE HIM" 2-"STRATICON UBLE" 3-
[2:] HE SAYS, "THIS INFORMATION WILL BE OF GREAT VALUE, NOW YOU MUST
GO INTO UNKNOWN LANDS TO FIGHT THE BLACK KNIGHTS, THIS SCROLL WILL GUIDE
YOU TO LORD WOOD WHO WILL HELP YOU. BE CAREFUL OF J. R. TROLKIN."
[1:] (well go and rescue him you idiots)
M : teleport to N. A secret door appears one square to the west of N.
DUNGEON 5: LORD WOOD'S CASTLE
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OVERVIEW: This is pretty simply laid out. You have a cute little maze
on the left with an important clue behind it. Of course it's convenient
that JR Trolkin has taken over the castle; those encounters you run
into make more sense that way. The final rune is here.
Traps: Boiling oil, pit with spikes.
On the left side of the elegant marble hallway you have Lord Wood's
Room above two master bedrooms. In back there's a large dark closet
leading to a clue and some scrolls.
On the right side is a messy library with scrolls everywhere, a
storage room, the magic pool keeper's room, and barracks with double
On the south side is a room filled with smelly animals and a dark
closet(lots of 'em here.)
Below the main entrance is a great hall and an ordinary kitchen, with
a secret door to
There's a secret door through a simple stone hallway down to an
At the south is a detention area with four small cells; one has a
special lock. East of it you have a garbage pit with some fights. West
of it is a bit of a maze where you need to find the path to a storage
room with an important clue.
If you want to walk through quickly, the water rune is on the right-
hand side. If you wish to rescue the old man, go south from the
entrance and hit a secret door to the west. At the bottom you'll find
the key as treasure. You can also take a chance on the maze in the
corner, but there is only information with some gold there.
L : encounter with asp
M : encounter with giant hornet
N : encounter with drip slime, squishy gunk, hissing skuz
O : encounter with lords
P : encounter with ogre, kobold, orc
Q : encounter with bantirs/devil
R : encounters with wraith/skeleton
^ : stairs
+ : safe square in corner puzzle
= : damage square in corner puzzle. THE FLOOR OPENS AND YOU FALL TO A
STONE SURFACE AND SLIDE TO A SMALL ROOM. [to the small cell at .]
. : where you fall from =
! : DOWN THE HALL YOU SEE SEVERAL OGRES HAVING A MEETING. THEY SEE YOU
AND RUN UP THE HALL. [orc/ogre encounter]
1 : THERE ARE SEVERAL BAGS OF GOLD HERE AND THESE WORDS ARE ETCHED INTO
THE WALL: "TO VISIT THE GODS TELEPORT TO TOWN 99"
2 : AN OLD MAN STANDING HERE SAYS, "I GIVE THEE THE WATER RUNE, THE MOST
SACRED OF THE ELEMENTAL RUNES."
3 : TO THE SOUTH IS AN ENORMOUS ROOM WITH SEV SEVERAL LARGE TILES
COVERING THE FLOOR.
4 : [if you haven't been to all three pools] AS YOU ENTER THIS ROOM A
LARGE WAVE SUDDENLY WASHES YOU BACK INTO THE HALL.
5 : AN OLD MAN SITTING HERE TELLS YOU, "ALL IS NOT WEELL WITHIN."
6 : A BUTLER GREETS YOU SAYING, "WELCOME TO THE CASTLE OF LORD WOOD, HIS
LORDSHIP ISNOT IN BUT YOU MAY WANDER AROUND AND MAKE YOURSELVES AT
7 : YOU ARE IN A LARGE ROOM CONTAINING FOUR JAIL CELLS.
8 : TWO ELVES IN THIS CELL TELL YOU , "THE KEY TO THE OTHER CELL IS WEST
OF THE GREAT HALL."
9 : A GOBLIN GRATEFULLY THANKS YOU FOR HIS FREEDOM.
* : YOU CAN NOT FIND ANY WAY TO OPEN THIS CELL DOOR. THERE IS AN OLD MAN
y : A BUNCH OF ROWDY SOLDIERS YELL, "GO AWAY PUNKS." 1-LEAVE 2-STAY
[2: encounter with ...]
z : A GROUP OF MEN IN ROBES SAY, "YOU ARE IN THE WRONG ROOM." 1-LEAVE 2-
STAY [iffy grammar here]
[2: encounter with illusionist/sorcerer]
a : AN INSCRIPTION ON SOME ARMOR HERE READS: "JRT"
b : A PLAQUE ON THE WALL READS: "WELCOME TO OUR HUMBLE CASTLE"
c : THIS MESSAGE IS ENGRAVED ON THE WALL: "SWWSSESSWWWSSEEEEENEEE" [how
to get through the maze in the lower left]
d : A MEAN LOOKING OLD MAN SAYS, "LEAVE!" 1-LEAVE 2-STAY AND TALK
[2 : encounter with old man]
e : A SIGN ABOVE THE PASSAGE TO THE EAST READS: "KEEPER OF THE MAGIC
f : THE OLD MAN AWAKENS AND SAYS, "THANK YOU BRAVE ADVENTURERS, I AM
LORD WOOD'S AIDE AND HAVE BEEN IMPRISONED HERE SINCE THE CASTLE WAS
OVERTAKEN BY J. R. TROLKIN."
"LORD WOOD", HE CONTINUES, "HAS GONE TO THE TEMPLE OF THE EVIL
DOSNEBIAN CLERICS, TRYING TO OBTAIN THREE OF THE NINE RINGS NEEDED TO
"YOU SHOULD GO TO THE CASTLE OF J. R. TROLKIN TO GET THREE OTHER
RINGS. TO AIDYOU I GIVE YOU THESE." HE SAYS HANDING YOU FOUR SCROLLS.
"REMEMBER," HE WARNS, "THE CASTLE IS WELL GUARDED."
DUNGEON 6: J.R. TROLKIN'S CASTLE
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OVERVIEW: JR Trolkin's castle, once you are thrown in and trapped, is
more winding than it looks. There will be a lot of doors you can't open
and several you'll need to open remotely. Your main purpose is to get
to his treasure room where you can find three rings. Remember to look
for secret doors constantly. The JR Trolkin combat shouldn't be too bad
and overall this dungeon is pretty moderate and a good source for
treasure too. Just don't get too annoyed with the doors whose locks you
You start outside a large stone castle. There's nothing you can do to
avoid getting gassed and dumped in the jail cell. Secret doors are the
way to go here. A bunch of dirty stone hallways with secret doors may
lead you to some intriguing places. Generally if you feel trapped start
walking into walls and eventually you'll miss. Sorta like flying in the
_Hitch-Hiker's Guide_. Past the bloody fighting arena south of the
cells you have a monster storage area with dirty smelly barracks in each
direction. You can also see the arena viewing areas if you go off to
the side, but off to the south is J. R. Trolkin's room, with a trphy
room with human and elven heads for the un-squeamish to visit. Beyond
the trophy room is a weapons room--that shouldn't make you
uncomfortable, but the torture room beyond it may. There's also a
secret passage below leading to an encounter in a damp cavern.
Below Trolkin's there is some treasure you can't access until you've
been to the secret control room to the left. There's a large key in the
storage room to the northwest if you leave your cell and pass the
guardroom, which has a storage room with trapped barrels to the south.
To get through the dungeon quickly, after you're thrown in the cell,
find the secret door to the south, then push west as you go south. In
the secret control room, flip all three levers. Go east to fight JR,
south to get the rings, then push up. You'll need to go through the
arena, right, up and back left to the main gate.
/ : cannot be opened at all.
: cannot be opened at all.
G : encounter with blue ooze
H : encounter with warrior, barbarians
I : encounter with trolls, kobolds
J : encounter with J. R. Trolkin
K : encounter with giant ant, giant bees, pythons
1 : A STRANGE GAS FILLS THE AIR. EVERYONE FAINTS AND YOU WAKE UP IN A
2 : YOU ARE IN A FIGHTING ARENA WITH MENACING MONSTERS TO THE SOUTH.
3 : YOU SEE A CROWD OF NASTY MONSTERS WATCHING YOU FROM ABOVE. SOMEONE
SHOUTS, "LET THE FIGHT BEGIN."
4 : YOU ARE IN A SECRET PASSAGE. YOU HEAR GUARDS CHASING YOU.
5 : THERE ARE THREE LEVERS HERE. PULL #1/PULL #2/PULL #3/LEAVE
[throw lever 1: open up door at %]
[throw lever 2: open up door at ^]
[throw lever 3: open up door at &]
[all three levers are safe to throw, so do it all at once.]
6 : THERE IS A LARGE OAK BARREL IN THIS CORNER.
[open it: smoke damage]
7 : [have key:] YOUR LARGE KEY OPENS THE DOOR.
[don't have key:] HERE IS A LARGE OAK DOOR WHICH YOU CAN NOT OPEN BY
8 : Rings I-III are on A SMALL GLOWING PEDESTAL in the MESSY CLOSET.
DUNGEON 7: THE BLEEBS
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OVERVIEW: This is one of the most interesting dungeons in the entire
series. The logic puzzle is really quite nice although I feel it may
have small flaws. There's relatively little danger here once you learn
which pool does what. There are green, blue and red bleebs, and I've
put a solution with full reasoning at the end of this. If you miss a
puzzle you are kicked to the square room not connected with the rest of
the place; however, you can reset and walk in again and take another
multiple choice. You won't feel as accomplished, and if you do so, I
encourage you to go through the reasoning that leads to the correct
answer. Or what should be the correct answer. Or consider why this
puzzle is a bit iffy, so if you missed the answer in the first place, it
won't bug you any more.
All in all, Bleebs are cool, and since we're never given pictures of
them, they feel that much more mysterious.
Red smoke and green smoke are the traps, even when you jump into pools.
The rooms are tricky to annotate here because they are so small.
Therefore I needed to settle on a new convention instead of a paragraph-
style description. I decided to annotate hallways directly in the map.
A capital letter below denotes the start of a certain colored hallway.
If there's a huge intersection the hallway will be fully labeled. In
addition the rooms have a marking in the upper left corner, or as close
as I could get. This corresponds with the key below. Lots of
If nothing else works, jump in all the green and red pools and
eventually you will wind up at the room in the lower left. Enter
through the left door and face the king bleeb. See below for the
solution to the puzzles which I don't want to spoil here. However the
right pool order is t, 6, w, y, u, 7 and z.
B : start BRIGHT RED HALLWAY
C : start BRIGHT BLUE HALLWAY
D : start BRIGHT GREEN HALLWAY
g : RED ROOM
h : BLUE ROOM
i : GREEN ROOM
j : LARGE ROOM WITH MANY DOORS
k : RED, GREEN AND BLUE THRONE ROOM
l : PLAIN STONE ROOM
" : blue pool(damage)
V : encounter with bantir/demons
W : encounter with Vampire
Y : encounter with Ghosts/ghouls
Z : encounter with sting beetles/blue oozes
a : encounter with giant ant/python
b : encounter with fire elemental
c : encounter with orange dragons
d : encounter with were wolf/were bear
e : encounter with master illusionist
f : encounter with high rangers
H : A RED BLEEB SAYS, "GREEN BLEEBS ALWAYS LIE."
I : A BLUE BLEEB SAYS, "GREEN BLEEBS TELL LIES AND TRUTHS."
J : A BLUE BLEEB SAYS, "ALWAYS LISTEN TO RED BLEEBS BUT DON'T TRUST
K : A GREEN BLEEB SAYS, "RED BLEEBS SOMETIMES LIE."
L : A GREEN BLEEB SAYS, "BLUE BLEEBS TELL LIES AND TRUTHS."
M : A BLUE BLEEB SAYS, "BLUE POOLS ARE HARMFUL."
N : A RED BLEEB SAYS, "RED POOLS SOMETIMES TELEPLORT."
O : A GREEN BLEEB SAYS, "GREEN POOLS TELEPORT."
S : IN THE ROOM AHEAD YOU CAN HEAR, BUT NOT SEE, TWO BLEEBS OF DIFFERENT
T : THE FIRST BLEEB SAYS, "PUSH THE BUTTON WITH MY COLOR, WHICH IS RED."
U : THE SECOND BLEEB SAYS, "IF I WERE RED I WOULD TELL YOU TO PUSH THE
0 : teleport to exit room.
! : A RED DOOR.
@ : A BLUE DOOR.
# : A GREEN DOOR.
% : A RED BLEEB SAYS, "USE THE GREEN DOOR."
^ : A BLUE BLEEB SAYS, "AVOID THE BLUE DOOR."
& : A GREEN BLEEB SAYS, "AVOID THE RED DOOR."
2 : A LARGE BLEEB SITTING ON A THRONE HERE SAYS , "HELLO ADVENTURERS, WE
BLEEBS ARE THE GUARDIANS OF THREE OF THE RINGS,YOU MUST ANSWER THREE
QUESTIONS BEFORE YOU CAN HAVE THEM."
3 : A RED BLEEB SAYS, "WHAT TYPE OF BLEEB SOMETIMES LIES AND SOMETIMES
DOESN'T." 1-"BLUE" 2-"GREEN" 3-"RED"
4 : A GREEN BLEEB SAYS, "IF TWO BLEEBS OF THE THE SAME COLOR DISAGREE
THEY ARE WHICH COLOR." 1-"GREEN OR BLUE" 2-"RED" 3-"BLUE" 4-"RED OR
5 : [APPLE:]A GREEN BLEEB SAYS, "WHAT TYPE OF BLEEB WOULD NEVER SAY THAT
I SOMETIMES LIE." 1-"RED OR BLUE" 2-"RED" 3-"BLUE OR GREEN" 4-"GREEN" 5-
"BLUE" The answer is 2 here.
[COMMODORE:] A blue bleeb says, What kind of bleeb would never say
that it sometimes lies? red/blue, red, blue/green, green, blue. The
answer is #5(blue) here as well, really, but the Commodore accepts 2.
WTF?!?! Obviously red bleebs could lie and say that. Green bleebs
could tell the truth.
Let's look at statements H-O. Even removing M, N and O from
consideration we can figure who does what. Assume each of red, green,
blue maps to truth, liars, and truth/liars. If not then you can always
assume someone may be a truth/liar unless a liar pins them as such.
** STATEMENT L with STATEMENT K means green bleebs can't tell the truth.
** Assume red bleebs tell the truth. Then green bleebs are liars from
statement H. Consequently blue bleebs must tell lies some of the time.
** Look at statement L. The green bleeb is telling the truth here, and
we have a contradiction.
** Therefore blue bleebs are the truth-tellers, statement J pins red
bleebs as liars, and green bleebs are "moderates."
Of course you could tell this from M, N and O(truth, lie and truth,
pinning reds as liars and using statement H) but this way is more
abstract and challenging.
Now for the puzzle of %/ ^/&. The red bleeb, a liar, says use the green
door. The blue bleeb, a truth teller, says avoid the blue door. So you
use the red door. On this occasion the durn two-faced green bleeb told
you a stinkin' LIE!!
Now for the first puzzle I disagree with. See T and U for the
-->The first bleeb is green. He can't be red or he'd be telling the
truth about his color. Similarly he can't be blue or he'd be lying. I
think you can also assume that you shouldn't push red since the whole
statement must be taken as a lie, but that's a fuzzy area. It's not the
-->The second bleeb is red. If he were blue, he'd be lying because
there are two wrong answers; "If I were red I would tell you to push
the blue button." However reds might tell you to push the red if the
green were correct or green if the red were correct. So reds wouldn't
necessarily tell you to push the blue. You're supposed to eliminate the
red and blue but the logic isn't at all clear.
Now "If I were red, I would tell you to push the blue button" is tough
to figure out. Is he giving instructions or just stating a fact? It
seems like the second, and if it is, then the blue button may be the
right one to push. It still works out. Remember, he's lying about what
he'd tell you to do--which would be lying. The double negatives kick in
here but we can't eliminate the green button from consideration either.
The last puzzle is relatively easy. See 3, 4, and 5 for the text.
**The first question you should know. We've established that it's 2.
**The second is a bit tougher. Obviously green works, but you may not
have noticed that red works as well. For instance you went through the
red door to get here. Red bleeb # 1 says "Go through the green door."
Red bleeb # 2 says "Go through the blue door." Both are lying, and they
**The third is not too bad either. "What type of bleeb would never tell
the truth?" The red. 2. But it seems that this answer was not
corrected in the translation to the Commodore, even though the bit about
putting a blue bleeb instead of a green one in the blue room was.
u < - > v
t = red pool that enables the pool at 6.
x = red pool that enables the pool at 7.
w = red pool that changes z's destination.
6 < - > y once the pools are activated.
7 < - > z once 7 is activated.
z - > large room with many doors(SW) once you've jumped in pool w.
(Note: dashing around into all the non-blue pools you find will
usually work. The general guideline is that blue pools damage you, red
pools activate green pools, and green pools may teleport.)
If pools aren't activated, YOU JUST GET WET.
DUNGEON 8 : THE DOSNEBIAN CLERICS
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"All right, you Dosnebians! Let's break it up in there!" Them
Dosnebians are tough customers--a surly bunch--and you'll need to bust
out the mad skillz to get past 'em.
OVERVIEW: This one is pretty nasty. First of all, the temple won't
allow you in without a minotaur. You probably haven't developed a
minotaur, so you'll need a new one, and he should probably be a fighter.
This effectively cuts your party down by one unless you want to spend
time building him up--on the bright side he can get killed on the way
here and they'll still let you in. There are a lot of red herrings, and
you may want to go through it twice. Figuring out which statue to
break(it's not obvious) or finding the short way to the cells is tough.
You need to poke around a bit to find a key. Then you may get in
trouble when you do pick up the two rings. This is the first dungeon
with black knights in evidence.
Guard rooms in upper left and lower right. Ordinary marble hallways at
the entrance and by the jail cells. Small stone hallways in the
southeast and past the secret door. There are four side chapels with
statues to the side of the main temple and a chapel with wall painting
to the south. The casket room can be entered through the southeast. A
secret door in the temple leads to a small neat library and a cold damp
stone hallway which continues past the prison above. The cell block
there has three small jail cells. Way east of the temple you have the
storage room, meeting room and guest bedroom on the left of the corridor
with priests' rooms on the right. A large dining room and kitchen face
each other at the bottom. There's a display room above them.
To get through, say "reven tonem" at the front door(if you goof, find
the secret door to the right) and circle around. Break the minotaur
statue and go to the lower left secret door. Follow the passage around
and go north after the secret door. Rescue Lord Wood(lowest cell) first
and then everyone else. Go up and the second door on the right has what
you want. You can leave through a door in the upper right.
Traps: spirit tries to take life energy
/ : you need a special key to open this
: won't open until the first door is opened
} : secret door created after you rescue woman at (4).
o : YOU ARE ON A PULPIT. THERE IS A SMALL CORD HERE. 1-PULL IT 2-LEAVE
[1:] A GONG SOUNDS AND FIGURES BEGIN TO ENTER THE TEMPLE. [encounter
with scribes] [encounter 1 square after with overlords]
p : Large statue of a god. 1-deface it 2-leave
[1: encounter with minor deity]
q : A SMALL STATUE OF A MINOTAUR. 1-DEFACE IT 2-LEAVE
[1: You hear a noise in the distance] [secret door in lower left of
r : A ENORMOUS STATUE OF A GOD. 1-DEFACE IT 2-LEAVE
[1: encounter with Zeus]
s : A LARGE STATUE OF A BLACK KNIGHT 1-DEFACE IT 2-LEAVE
[1: damage from smoke]
H : encounter with asp, priest, magic user
I : encounter with wizard
J : encounter with overlords
K : encounter with high demon
L : encounter with high devil
M : encounter with spirits
N : encounter with titan, giant ants
O : encounter with orc and great troll
1 : [no minotaur in party] THE DEEP RESOUNDING VOICE OF A MINOTAUR
SPEAKS FROM ABOVE: "YOU ARE NOT WORTHY TO ENTER THIS TEMPLE"
[minotaur in party] THE MINOTAUR GOD SPEAKS, "YOU ARE ALLOWED TO ENTER
THIS GREAT TEMPLE."
2 : THERE IS A LARGE GATE HERE. A VOICE DEMANDS, "SPEAK THE SACRED WORDS
AND ENTER." 1-"STRATICON UBLE" 2-"REVEN TONEM" 3-"TIMON PROTUN" 4-"SULP
3 : golden key is here
4 : A DAMSEL IS CHAINED TO THE WALL AND THE WATER IS UP TO NECK LEVEL.
1-LEAVE 2-SAVE HER
[2:] SHE THANKS YOU AND SAYS, "AFTER YOU FIND THE RINGS YOU MAY LEAVE
THROUGH A SECRET DOOR." [secret door opens in northeast]
5 : THERE IS A DWARF TIED UP HERE. 1-LEAVE 2-FREE HIM
[2:] HE SAYS, "THANK YOU, I AM KILMOR." HE HANDS YOU A KEY AND SAYS,
"USE IT WELL." [find the ring room with this]
6 : THERE IS A MAN HERE, GAGGED AND TIED. 1-LEAVE 2-FREE HIM
[2:] HE SAYS, "THANK YOU, I AM LORD WOOD." HE HANDS YOU A SCROLL AND
SAYS, "PLEASE RESCUE THE DWARF IN THE NEXT CELL.", THEN HE DISAPPEARS.
7 : AN ALARM SOUNDS AND WATER BEGINS FILLING
THE CELL BLOCK, YOU HEAR MUFFLED SCREAMSFROM THE THIRD CELL.
8 : once you take the treasure, AN ALARM SOUNDS AND MANY GUARDS ENTER
DUNGEON 9 : GODS' FLOATING CASTLE
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OVERVIEW: Zeus's castle is not terribly hard to get through. All the
rooms are easily visible, and your progress is pretty much determined
before you've even entered. There are six rooms, each with a test your
party must pass; only one of these is an active test. Once you pass
them all, the door will open to visit Zeus in the bottom part. Pray to
him(attacking is a bad idea) and you will receive the God Rune. This
allows you to enter the final dungeon without fear.
You have a throne room of gold and silver below the strange misty
It should be clear what to do from the legend, but if not, make sure you
have all four runes and nine rings. These will help you pass five
tests. The dispell undead test should help you pass the combat test.
** LEGEND **
1 - room with heavy winds, where you pass if you got the air rune
2 - room with dirt floor, where you pass if you got the earth rune
3 - room of flame, where you pass if you got the fire rune
4 - small room full of mist, where you pass if you have all nine rings
5 - room of water, where you pass if you got the water rune
6 - small room full of mist, where you pass if you manage to defeat the
! - high devil.
@ - spirit.
Z - Zeus. You will have an option of discourse with him but it's best
DUNGEON 10 : BLACK LORD'S FORTRESS
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OVERVIEW: there aren't a lot of dead ends or pitfalls, but your party
had better be good because there are lots of demons hanging around.
Without the God Rune they won't get through the first door but then they
need to search around for the teleporter to the right side where they
must chase the Black Lord. If they rip up enough stuff they'll get to
him, after which they can attack him. Filmon the sage may help out if
you make a wrong turn.
Until the very end you walk through a bunch of dark eerie stone passages
connecting guard rooms. The far east has "inside a fissure in the
earth" and below it is a simple throne room. You are sent to a strange
misty room after you accomplish your mission. There's a teleport in one
of the lower passages that leads to a very linear endgame.
To get through this level, hang a left when you hit the wall. Keep
pushing down and left until you can't any more. The passages down and
to the right will lead to a teleporter. Fight through some more
combats, destroy the gems, gold and throne, and keep pushing up. At the
intersection you want to attack the Black Lord. You can go north to
recover the wand.
C : encounter with black knights
D : encounter with water elementals
E : encounter with spirits
F : encounter with high devil
G : encounter with high demon/bantirs
S and Y teleport back to one square above each other.
d : An old man sitting in the corner says "My friends I am Filmon the
sage. You have three options:" 1-leave cave 2-fight lord 3-think over
[1 or 2:] ' A WISE DECISION MY FRIENDS ' SAYS FILMON AS HE
MOTIONS WITH HIS HANDS AND HE CASTS A SPELL. PARTY IS TELEPORTATED [1:
south of fissure, 2: south of entrance]
1 : WHEN YOU ENTER THIS LARGE ROOM YOU ARE ATTACKED BY BLACK KNIGHTS. A
LARGE FIGURE IN THE BACK OF THE ROOM GETS UP OFF A THRONE AND RUNS OUT
[encounter with black knights]
2 : THERE IS A GREAT DEAL OF GOLD HERE. 1-TAKE IT 2-DESTROY IT
[2:] IT IS DESTROYED.
3 : THERE ARE MANY GEMS HERE. 1-TAKE THEM 2-DESTROY THEM
[2:] IT IS DESTROYED.
4 : THERE IS A LARGE EMPTY THRONE HERE. 1-SIT IN IT 2-DESTROY IT 3-LEAVE
[1: party takes damage]
[2:] IT IS DESTROYED.
5 : You see the black lord several feet ahead of you. He waves his wand
and a lightning bolt comes forth toward you. [party takes damage]
6 : THE BLACK LORD IS STANDING HERE AT THE END OF THE PASSAGE WAITING
FOR YOU. 1: ATTACK HIM 2: WAIT 3: BRIBE HIM
[1, having destroyed gold and gems:] THE BLACK LORD WAVES HIS WAND
AND CASTS A SPELL. THE EARTH TREMBLES AND SPLITS INTO A NORTH-SOUTH
FISSURE. HE TOSSES HIS WAND TO THE NORTH AND RUNS SOUTH.
7 : The wand is here. 1-destroy it 2-wave it 3-think
[1: party takes mega damage]
[2: sent to Filmon's in the center]
[2 or 3, or without destroying gold/gems:] HE CASTS A SPELL WITH HIS
WAND AND DISAPPEARS.
l : After defeating the Black Lord, you are transported to Olympus and
read Zeus saying "WELL DONE, MY SMALL FRIENDS. YOU HAVE REMOVED A GREAT
EVIL FROM GELNOR. YOUR QUEST IS OVER, NOW GO AND REST TO PREPARE YOU FOR
THE NEXT ADVENTURE. I GRANT YOU YOUR FIRST DIVINE SPELL. YOU WILL LEARN
LATER HOW TO USE IT PROPERLY." [PC version has "in Phantasie II" tacked
on to it. This is a bit ironic, as there never was a Phantasie II for
the PC, only for the Commodore, which doesn't have this.]
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
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 in case you can't remember the slot
# | NAME | START
1 | f787 | f704
2 | f833 | f7ae
3 | f8dd | f85a
4 | f989 | f906
5 | fa35 | f9b0
6 | fadf | fa5c
7 | d98b | d908
8 | e337 | d9b2
9 | e3e1 | e35e
10 | d78d | d70a
11 | e139 | d7b4
12 | e1e3 | e160
13 | d58f | d50c
14 | df3b | d5b6
15 | dfe5 | df62
16 | d391 | d30e
17 | dd3d | d3b8
18 | dde7 | dd74
19 | d293 | d210
20 | dc3f | d2ba
21 | dce9 | dc66
22 | e695 | e612
23 | da41 | e6bc
24 | daeb | da68
# | NAME | START
1 | 4283 | 4200
2 | 492d | 42aa
3 | 49d7 | 4954
4 | 5081 | 49fe
5 | 572b | 50a8
6 | 57d5 | 5752
7 | 5e7f | 57fc
8 | 5629 | 5ea6
9 | 56d3 | 5650
10 | 5d7d | 56fa
11 | 5527 | 5da4
12 | 55d1 | 554e
13 | 5c7b | 55f8
14 | 5425 | 5ca2
15 | 54cf | 544c
16 | 5b79 | 54f6
17 | 5323 | 5ba0
18 | 53cd | 534a
19 | 5a77 | 53f4
20 | 5221 | 5a9e
21 | 52cb | 5248
22 | 5975 | 52f2
23 | 601f | 599c
24 | 60c9 | 6046
25 | 6773 | 60f0
26 | 6e1d | 679a
27 | 6ec7 | 6e44
28 | 6671 | 6eee
29 | 6d1b | 6698
30 | 6dc5 | 6d42
31 | 656f | 6dec
32 | 6c19 | 6596
33 | 6cc3 | 6c40
34 | 646d | 6cea
35 | 6b17 | 6494
36 | 6bc1 | 6b3e
37 | 636b | 6be8
38 | 6a15 | 6392
39 | 6abf | 6a3c
40 | 6269 | 6ae6
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
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
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
You can bring a fighter over from, say, Olympia to Pelnor with just
the two month delay--never mind that he couldn't make it by himself!
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
I've mentioned the Northford bug(when rotated, it's on the south
shore) and there's also a flaky scroll with a slight misdirection. But
overall they do a good job of porting everything over.
(End of FAQ proper)
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
Thanks to theunderdogs.org for the manual and PC 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