phantasie walkthrough
Part 1
PHANTASIE is a multiple-character role playing game which
incorporates many of
the elements from ULTIMA and WIZARDRY, while at the same
time offering some new
ideas. It is a very slow running game, and gets away with
astoundingly
primitive graphics. But the story here is enjoyable, and
the game play is
solid enough to maintain interest and even become addictive.
What follows here
are key points to successfully completing the game.
First, spell-casters make all the difference. The heavies
in the game can
only be destroyed by blasts from the "fireflash"
spell. Spellcasters will last
long to progress only if they have high strength and dexterity
ratings: only
strong characters can wear the better armor. At the same
time, fighters are of
best use if they have a high intelligence level, and can
learn to throw some
spells. Remember this is not a "real time" game
-- it's safe for you to leave
the keyboard for a minute without coming back to find
that your party has been
wiped out by the Julliard String Quartet.
Your primary goal, of course, is to defeat the evil one.
To do this you must
search the dungeons in order to obtain five runes titled
earth, air, fire,
water and gods. Nine rings must also be uncovered, one
of which can be
purchased at a town.
It may be a good idea to create a minotaur shortly after
the beginning of the
game. There is one important dungeon to which a party
will be denied access
unless a minotaur is a member. Minotaurs are good fighters,
but their life
span is shorter than that of other creatures. So it may
also be a good idea to
wait until other characters have aged a bit before putting
the minotaur to
work.
PHANTASIE
Part 2
The first dungeon, just south of Pelnor, contains the
air rune. It can be
obtained in a room in the upper left quadrant of the dungeon,
after first
opening the gate by throwing a switch located in a nearby
room.
South of Pelnor is the second town, Pineville. To the
southeast of this town
is the first of three lakes in which your party must swim
in order to receive
the water rune. South of the lake is the second dungeon
which is really a
chapel. In the middle of the southern half of the dungeon
is the earth rune.
The southeast corner contains a key necessary to get in
to see the high priest,
who is in the southwest. He gives you important orders
regarding Lord Wood.
South of Pineville is town number 3, Greensville. Directly
to the east is the
dungeon belonging to the lizard men. Within the dungeon,
in the middle of the
northern half, is the fire rune. In the southeastern quadrant
you can find a
close relative of Lord Wood. Ignore the girl and rescue
the old man.
South of Pineville is a coastline, along which is a dungeon
-- really the city
of Woodville. Within, halfway down the west side is the
high priest of Gelnor.
Enter 79 on his set of buttons (anything else will end
the game real fast).
This will allow entrance to the town's fountains from
the south. In the
fountain is only a scroll.
To the east of Woodville are some islands and an invisible
town which cannot
be reached by non-magical means. Travel north to town
number 4, Hobbiton. To
the east of Hobbiton is the castle of Lord Wood. Within
the castle, about half
way down on the west, is Lord Wood's room. In a closet
is scrawled directions
on navigating a series of trap-door tiles found in the
southwest corner. At
the end of these are the instructions for reaching the
gods. Along the east
half of the dungeon, also about half way down, is the
water rune. However,
this rune can't be obtained until the party has entered
all three magic pools
found in Gelnor.
Town 5, Appleton, is really just an inn. You can only
look around inside by
casting a transport spell from another town. There's nothing
else special
about the inn/town, and it's located north of Woodville
City.
Traveling east of Hobbiton finds town 6, Splitwater.
South of Splitwater is a
dungeon which is the home of J. R. Trolkin. This is a
nasty place to visit
because you will be immediately sedated and locked in
prison. Pushing south
from inside the prison, you'll find yourself walkij'towards
an arena. If you
push west about two steps after you enter the southern
hall, you will work your
way to a control room (there's one other way to get here).
You should push all
three buttons in the control room in order make an escape
route for yourself.
South of the arena is J. R. Trolkin's room. Once you defeat
him, most of the
fighting in that dungeon is over. South of Trolkin's room
is a closet which
contains rings I, II and III (the important rings are
numbered -- if there's no
number then it's not a ring you need to defeat the evil
one). If you push west
from Trolkin's room, you'll also find the door control
room. Make sure to push
all three buttons if you haven't already done so.
PHANTASIE
Part 3
To the east of J. R. Trolkin's home is town 9, Dragonor.
North of Dragonor is
town 7, Trollport. Just southeast of Trollport is the
second magic pool in
which your party must swim. To get to town 8, use the
transport spell from any
other town, and you'll be in Phantasia. In that town you'll
be able to
purchase ring IX at the armory. Outside of Phantasia,
in the islands, go to
the southwest and swim until you find the third magic
pool. You can then exit
the area by working down towards the southeast of the
screen. Once you've been
in all three pools you may then go back to Lord Wood's
home and obtain the
water rune, as described above.
North of Trollport is town 10, Northford. West of Northford
is the temple of
the Desnebian Clerics. You will not be allowed to enter
unless a minotaur is
in your party. You must also give the password REVEN TONEM
when asked. In the
southeast portion of the dungeon is the statue of the
minotaur god. Deface it
to reveal a passage from that room going south. This leads
to the casket room.
The second door on the west contains a key which will
unlock a door located
about 1/2 way down the eastern side of the main temple.
Beyond this door,
follow the hallway to a second locked door. Go south,
make a slight detour to
the west, then continue south and follow the hallway to
some prison cells.
Rescue everyone there in all three cells. You'll earn
a scroll, the key to the
second door and some advice. Go back and open that second
locked door. Inside
are rings VII and VIII. Pushing north from the northeast
corner of the room is
a quick way out of the dungeon.
North of Trollport, then east across a lake, is the dungeon
of the bleebs.
This nasty race must be ancestors of modern day S.A.T.
question-writers. Visit
every room in the dungeon. Enter every pool except the
blue ones. Take note
on what each bleeb has to say. Eventually you'll need
to answer a series of
questions based on statements given by the various bleebs.
At the first door
the answer is <green>. The answer to the first question
beyond is also
<green>. The answer to the second question is <red
or green>. The answer to
the final question is <red>.
West from the bleeb dungeon is the last town, Starville.
From here, if you
have all four runes, all nine rings and a lot of experience
points, pushing 'M'
should inform you that it is time for you to visit the
gods. Transport to town
99, Olympia. Leaving Olympia is a depressing process --
there's simply nothing
outside. Move east to the next screen. Explore the east
coast carefully; the
river man Charon is almost directly east of your starting
point. With his help
you'll be able to find the home of the gods. In this dungeon
you'll be
examined for your experience and your battle power. If
you are approved,
you'll be sent after the evil one, with the addition of
the rune of the gods.
Transport back to Starville (town 11) from Olympia and
move west until you
reach the dungeon of the evil one. Some swimming is necessary.
Make sure you've come well equipped with healing and
magic potions. This
dungeon contains several passages which lead south. You
want to enter the
second one from the west. At the southern end you'll be
transported to the
throne room of the evil one. If you've done your scroll-work,
you'll know that
that his wealth is an important part of his power -- destroy
it or be
destroyed. You'll be able to follow him north and get
hold of the magic wand.
Don't destroy it -- wave it when you have the option.
When you meet the sage,
don't hesitate to continue chasing the evil one. When
you reach the evil one
just keep throwing "fireflashes."
What is the meaning of your mysterious reward? Where
do you go from your
sudden change in scenery? Did someone say the magic word
"sequel?"