Phantasie III Documentation by Crackers in Action (CIA)
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+------------------------------------------------------------------------+
Phantasie III Documentation
Brought to you by: The Huntsman & The -CIA-
+------------------------------------------------------------------------+
I, Kilmor, am writing this account of my last days for posterity.
Months ago I led my Dwarven people in battle against the great army of
the evil Nikademus with little success. In our final battle, we were
defeated and I was captured and imprisoned here in the Hall of Giants,
far to the south where no one would suspect.
Nikademus himself then came and took me to a dark and evil place,
the exact location of which I cannot guess. There, I was tortured and
he attempted to brainwash me. I was told of the great power I would re-
ceive if I betrayed my people and joined Nikademus. Proudly, I never
gave in, so I was returned here and left to starve.
+------------------------------------------------------------------------+
The History of Scandor
Scandor is known to be the center of the civilized world. It is
also the largest known land mass. To the south of Scandor lie the much
smaller islands of Gelnor and Ferronrah and the Pookney Islands. These
areas are generally inhabited by the more intelligent humanoids which
include Humans, Dwarves, Elves, Gnomes, Orcs, and to a lesser extent,
Halflings, Kobold, Ogres, etc. To the north of Scandor lies the great
northern continent which is generally occupied by Trolls and Giants.
They have occasionaly been known to invade Scandor in crude boats
or to cross ice bridges which form between the two continents during
the winter. Other lands are rumored to exist but little is known about
them. Though there have been small skirmishes between the different
races in the Scandor area, for many thousands of years, nothing could
prepare the citizens for the most terrifying period in their history
which began just a few years ago and continues today. A great army of
men, beasts and even undead creatures invaded the island of Gelnor.
They came in thousands and thousands of ships from lands unknown
and waged war upon the better trained but hopelesly outnumbered troops
of the Gelnorians. Though Gelnor is said to have the most powerful
mortal wizards alive, and its citizens fought heroically, the island
fell. Nikademus, leader of the terrible army, then moved his troops on
to the smaller island of Ferronrah. Within a matter of days Ferronrah
too fell to Nikademus who cast a great curse on the entire island which
prevented anyone from easily leaving. This feat established him as the
greatest mortal wizard of all time. Nikademus then moved to invade
Scandor. He was joined by thousands of its citizens who were tempted
by bribes or were simply afraid to oppose his evil army. He has taken
the north, including the mountains of the Dwarves who made a fierce
charge at him led by the great Kilmor, but they made no real progress.
Everyday now the evil army makes more progress and the future of Scan-
dor seems more in doubt.
+------------------------------------------------------------------------+
Departed Souls
Whenever a mortal from the Material Plane dies, his soul begins
the journey to the Astral Plane for judgement. The journey can take
many years and a resurrection spell cast during this time may recall
the soul to the body. If the soul arrives at the Astral Plane it will
be judged, and if deemed unworthy of existence, it will be destroyed.
The soul may be judged as premature and be returned to its resurrected
body. If the soul belonged to an outstanding being, it may be accepted
into the Olympic Planes if good, or deep into the Netherworld if evil.
Those souls that are left are returned to their bodies as 'undead' and
left to roam the Material Plane or lower levels of the Netherworld.
+-----------------------------------------------------------------------+
The Wand of Nikademus
The origin of the infamous wand is uncertain, but it is believed
to have been created by Pluto or another evil god and given to the evil
Nikademus. Some say that it is the wand itself which turned Nikademus
to evil by corrupting him with power. The wand is so powerful and com-
pelling that no person or group of people could willingly part with it.
Once Pluto had to take it from Nikademus so he would not become over-
powered by it. The wand can only be used with the aid of Pluto. Thus
if it did fall into the hands of good beings, it would be useless to
them. Nikademus would locate the wand and eventually, a confrontation
would occur.
+------------------------------------------------------------------------+
The Great Gnome Bowmakers
It is said that many years ago the gods in Olympus looked down
upon the Material Plane and saw that the Gnomes were not equal to the
other humanoid races. They decided that to help the Gnomes they would
send the god Aries to teach them the art of making bows. The gods will
rarely interfiere in mortal affairs. Aries taught the Gnomes how to
make bows with magical qualities. It takes an elder Gnome many months
of work to make a good bow. It is rumored that Gnomes will give these
bows to great warriors who can prove themselves.
+------------------------------------------------------------------------+
The Universe
/---------------/
/ Olympic Plane / <- level 2
/---------------/
/ Olympic Plane / <- level 1
/---------/---------------/---------/
<-Astral-> / Plane / Material / Plane /
Plane /of Light / Plane /of Dark /
/---------/---------------/---------/
/ Netherworld / <- level 1
/---------------/
/ Netherworld / <- level 2
/---------------/
The universe is divided up into many planes. The Material Plane is
that upon which mortal creatures dwell. Occasionally mortal creatures
can leave the Prime Material Plane or other creatures can visit it. The
Planes of Olympus are the homes of those gods and minor dieties who are
bent towards goodness. These planes lie above the Material Plane. The
exact number and extent of the planes are not known. The first plane is
the closest to the Material Plane, the second is the one above that and
so on. The planes of the Netherworld are the homes of the evil gods and
other immortals bent toward chaos. These planes lie below the Material
Plane.
The river Styx is a magical river which surrounds and connects many
of the planes. It was created many ages ago during the Age of Harmony,
as a means of transportation between the planes. It is not accessible
by mortals and does not connect with the Material Plane. Powerful magic
is the only other means of transportation between planes. The Astral
Plane consists of all the empty space not used by the other planes. It
is filled with light from the other planes. The Plane of Light lies ad-
jacent to the Material Plane. It provides light, warmth and other energy
to the Material Plane. It is a place of extreme goodness. The Olympic
gods select only the purest of mortals to live there and watch over it.
The Plane of Darkness lies opposite to the Plane of Light and it is
the antithesis of it in every way. It is inhabited by some of the most
evil mortal beings.
+-------------------------------------------------------------------------+
The Pendragon Town Archives
The Town of Pendragon is known throughout Scandor for its scholars
who contribute so much to the current knowledge of nature, history, etc.
Most of the work of these men has been collected at the town archives
which are said to be among the most extensive in the world. The organ-
izer of the archives is the wise old sage Filmon. Some say he is the
most learned man alive, others say he is an old fool who knows only of
flowers and trees. Some areas of the archive are said to contain sacred
items and are so heavily guarded, that it would take a small army to
reach them.
+------------------------------------------------------------------------+
The Hall of Giants
The Hall of Giants lies in the southern part of Scandor. The Giants
who live there are said to be very unfriendly and some people even say
that they have sided with Nikademus. This is probably just a rumor.
It is true, however, that many of the visitors to the hall have been
thrown into the dungeons and left to rot. The dungeons are not well
guarded but they are solidly locked.
+-------------------------------------------------------------------------+
The Dwarven Burial Grounds
Whenever a great Dwarven leader dies, a big funeral is held at the
Dwarven Burial Grounds. Such events are traditionally attended by the
greatest leaders or worthy representatives of all the races in Scandor,
Gelnor, and Ferronrah. Even the Elves have been known to send represent-
atives in the past. Being invited to a Dwarven burial held there is con-
sidered to be one of the greatest of honors and attending is a somber
but unforgettable experience.
+-------------------------------------------------------------------------+
The Gnomes of Eastern Scandor
There is a large section of eastern Scandor which is covered with
rock strewn hills. This is where most of the Gnomes on the continent
make their home. The capital of the Gnome community is the town Rocky
Hills. The Gnomes are a peaceful and jolly people. They are content
and safe in the hills. They are very seldom invaded because there is a
general agreement that the Gnomes have nothing of great value. The most
sacred place of the Gnomes is a series of catacombs dug into the rocks
thousands of years ago by the Gnomes. It is here that the most respec-
ted elder Gnomes go for deep undisturbed meditation.
+------------------------------------------------------------------------+
The Chambers of Chronos
Chronos is the keeper of all time and dimensions. He is perhaps
the oldest being alive except for the gods. He keeps extensive records
on the history of the entire universe. His records are kept in a large
set of chambers. They are all made in magical writing which only he
can read. Chronos has the ability to move the chambers around through
magic to any plane. He is equally welcome in all places from the Neth-
erworld to the Olympic planes. He will help those who have what he
deems to be a worthy cause, but since his chambers can be anywhere, he
might be difficult to find.
+-------------------------------------------------------------------------+
The Plane of Light
When the gods created the Material Plane, they also created the
Plane of Light next to it. It provides light and heat for the mortal
beings who live on the Material Plane. The most pure and innocent of
mortals are selected by the gods to watch over the Plane of Light. The
Castle of Light was placed in the Plane of Light for its occupants to
stay in. The castle contains many very precious items and is watched
over by the gods. In spite of this it is often invaded by evil beings.
The Light Fairy, the most pure of mortal beings, watches over the cas-
tle while her servants are sent out to inspect the Plane of Light.
+-------------------------------------------------------------------------+
The Plane of Darkness
When the gods created the Material Plane and the Plane of Light,
they instantly saw the need for another plane to balance the other two
and created the Plane of Darkness. At first, the Plane of Darkness was
empty but it was soon used as a place of exile for the most evil and
vile mortal creatures. After thousands of years, a community of great
power grew there. The greatest wizards of the plane created a Castle
of Darkness and there they created the most evil and powerful mortal
imaginable, Nikademus. His power was great enough to open a portal to
the Material Plane and the entire community went through, led by the
evil Nikademus on a campaign for bloody vengence.
+-------------------------------------------------------------------------+
News About the Great War
When Nikademus brought his army to Scandor he surprised everyone
by landing on the northern shores. With the element of surprise behind
him, he was able to take the entire northern part of the continent all
the way down to the Great Forest, in a few months. Nikademus then took
a break to reorganize his troops and set up military rule in his newly
gained territory. When Nikademus finally began to move further south,
he was disturbed to learn that Lord Wood was leading a counter attack
against him on the northern shores near Lansing. This move has slowed
Nikademus considerably since he has had to divert troops to the north
where the fighting is still heavy to this day.
+-------------------------------------------------------------------------+
The Fortress of Nikademus
Nikademus is one of the very few mortal beings ever to achieve
the power to freely teleport between any of the planes. When Nikademus
first perfected this power, he frequently visited his favorite place,
the Netherworld. Though most gods do not care to dwell near mortals
the gods of the Netherworld found Nikademus so delightfully evil they
made an exception and gave him a small plot of land on the third level
of the Netherworld. He constructed a fortress there and now uses it as
a conference place to meet with his highest ranking officers and dis-
cuss plans of his assault on the Material Plane. Nikademus was also
given undead servants and guards for his fortress.
+-------------------------------------------------------------------------+
Hints For Solving Phantasie III
+-------------------------------------------------------------------------+
Dungeons:
When you enter a dungeon, you will start with a blank page. As you
proceed through the maze of corridors, more of the map will be revealed
to you. Be sure to save the dungeon map when you leave so that you may
refer to it in the future. Be sure to train one of your party members in
the art of picking locks and disarming traps as traps and locked doors
often separate you from valuable treasure and weapons. Secret passages
also exist and what seems to be a wall sometimes is not, so be sure to
check every corner. Ablue diamond on the map indicates either a person
or a treisure, or a trap.
Encounters:
When an enounter takes place, you have the option to fight or run.
if you try to run, you risk losing your attack for the first round. The
information to the right of the map shows party health. Be sure to move
injured members to the rear rank and if they are badly hurt, set them
to parry for the next combat round. If you win a battle, you will get
gold, experience points and/or weapons & armor.
Casting Spells:
All characters have a certain amount of magical ability but monks,
wizards and preists are used primarily for this purpose. Preists are an
asset to a party as they can awaken the party if it is attacked while
sleeping, or heal a party member during combat. Wizards can learn many
powerful offensive spells and are a must for a successful campaign. A
monk has spells similar to those of wizards and preists and can also use
weapons fairly well. A character may only learn new spells following a
training session. Once a character runs out of magic points, he cannot
cast until he gets more points.
Training:
Once a character has aquired sufficient experience points and gold,
he mat increase his level. To train you must enter a town and go to the
Guild. Here you can train party members in the desired skills. If one of
your members has turned undead, he may no longer gain levels. If a party
member dies, discard and replace him at the guild.
Regaining Hit-Points/Magic-Points:
Hit points may be recovered through preist magic or by consuming a
healing potion. Magic points may be restored by drinking a magic potion.
Potions are available in the Armory in any town.
Distributing Items:
Be sure to "distribute" found items to members who can use them and
sell any undesired items as there is a limit to how much the party can
carry.
Saving the Game:
Remember to save your game every time you enter a town as you will
die often and will not want to lose too much of your progress.
+----------------------------GOOD-LUCK-!----------------------------------+
(c) CopyWrong 1988 -CIA-
Copyright Infiltration Agency
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