Phantasie (Logical Design Works) (Tales of Wonder - witness accounts of The Rescue of Gelnor) Tale of the Trader As I left the inn to give in to one of Mother Nature's most frequent urges (I could have used the men's room but there are certain limits to what my nose will cope with) a strange spectacle caught my attention. Out in the street, just leaving the Guild next door, a colorful gathering of humanoids, men and women, made their way to the bank on the other side of City Square. Anyone could see at once that they did not belong in the town of Pelnor; their actions much too loud and uncontrolled. No born Pelnorian (or Gelnorian for that matter) would talk with so little humility or walk the streets with such defiant absence of fear. They just had to be strangers; and if my eyes did not betray me I was witnessing the formation of yet another band of adventurers, all too eager to accept the threat posed by Nikademus' Black Knights and all the other usurpers of Gelnor. Experience told me it was useless to interfere with their business, or to warn them of their dangers. I knew right away that if they ever left town the chances of their return were slim at best. So if I had any sense, I told myself, I would do what I set out to do, ignore the strangers completely and get back into my bargaining session with Jerry "Hard-nickel" Josephson. Times are rough for all of us; no sense getting mixed up in rebellions; however just they may be. Now I have this problem. My father, a no-good lazy sod who never earned an honest copper in his whole life, spent much of his time (of the little time he spent home with his family, that is) with me, and he always talked of his adventures. Between you and me, and not meaning any disrespect to his dear memory, I doubt if he ever had the nerve to even lift a dagger, let alone partake in mighty fights and battles. But I was a kid, and his stories impressed me. And there was one thing that sustained their credibility. My father, only the Gods know how, had a magic potion that he showed me every couple of months, to bring back my belief and awe when these had diminished beyond the point of reverence he expected of me. He would then disappear for a while, and come back with a small vial that held a greenish liquid of great viscosity. It's the only thing of any value I inherited from my old man. When I returned to the inn, I saw the party of adventurers standing out in the street, and it looked like they were pondering what equipment to buy with the little gold they had to start their travels with. I made a decision then, walked past the inn, went to get that magic potion my old man was so proud of, and secretly brought it to the armory where I put it on one of the shelves. I know Furry; he never asks where anything comes from. None of us Pelnorians have a great love for the forces of Nikademus. I figured it was the least I could do to help. After all, they were here to help us. So that's how I lost the one heirloom my father left to the family. When I visited the armory later that afternoon, the vial was gone. I sure do hope that's a real magic potion. Kerlin Battings SSI's PHANTASIE is reviewed (actually, the game is Phantasie I and forms the first part of a trilogy). Using a somewhat different approach within the same set up, I will try to give a general idea of the game in short descriptive accounts larded with hints and tips on how to use magic, weapons, menu options and so forth. For those new to the game, Phantasie is a Dungeons and Dragons¿ type game where magic spells, enchanted swords, healing potions and many other Tolkienish accesories serve you to survive the many battles that stand between you and the completion of your quest - the destruction of the Black Lord. At the end of this article, I will give a short explanation of the mechanics of the game, and I'll give you the information you need to start a group of six adventurers on their quest. But Lo! here's another excerpt. Diary of the Miller's Daughter Today when I went to the forest to gather mushrooms I saw the strangest thing. Just before I entered the edge of the pinewoods, I heard loud voices approaching. Knowing that many evil and dangerous things roam our country, I quickly hid behind the first trees. There I waited, and after a few moments, coming from the east, I saw an unusual company make its way toward me. At first I was too scared to keep looking, but when I was sure no-one had seen me, I peeked from under a large branch and tried to see who it was, speaking with such bravour and eloquence. "I don't know about the rest of you", said a short, fat, sturdy dwarf with a long black beard tucked into his belt - next to a large hammer - "but I could sure use a bath. We've been travelling for a long time and my beard has gathered more dust than all the floors in the Endless Caves of Jaro. I hope we find a town before long." "Well Ranp, I don't think you'll need to worry," came the light voice of an Elf, "if my nose doesn't play tricks on me there's a pond of some sort nearby. I smell fresh water." "All hail the elfin nose. Lead the way, Sly, we're right behind you." When I saw who they were, my eyes opened in wonder. Not only was it strange to see such a mingled company of races, but their outfits! One of them, a halfling, was wearing a large pointed hat and a woollen cloak adorned with many mystic symbols. Another one, a strange creature with two horns growing from over his ears, wore grey armor and a large shield. There were four others, among them the elf and the dwarf who had spoken of water, and all were riding on horseback. Alone in my hiding place, I felt safe, but worried. The elf had smelled water, and there was only one place where it could come from. A few miles ahead, there was a forbidden pond. Its water crystal clear, it seemed an innocent place to rest - but those who drank would all be changed. Although the change that comes upon humanoids (my father says only thinking races profit from its exotic effects, because animals do not know how to understand the magic gift) is benificiary, none of us Gelnorians ever drink - the Black Knights mercilessly execute those who ignore their commands. For a moment, I wanted to shout, but then they had disappeared. I wondered if they would bathe? If they did, some of them would be stronger, others smarter, still others would have more vigor in their veins. Somehow I was glad I hadn't warned them. They looked like one of the rare bands of adventurous travellers that sometimes ride in our country, until they are defeated by Black Knights or slain by some strange monster from far east. It is rumored that many powerful beings live there, and that there are two more magical ponds where none dare drink these days. I hope some day a hero will be strong enough to enter the Black Lord's Palace and remove his dark reign from Gelnor - but it is said that it takes great courage to enter his domain, and that it can only be done with the help of the Gods. May Zeus be with that hero, whenever he comes. .........taken from Josella Kreylers diary. The Vicar's Sermon ...and saw how this servant of Satan stalked the party of warriors, and how the minotaur knight who was standing guard was surprised by the presence of the devil and failed to wake his companions in time. The devil, merely playing with his victims, clawed at one of the sleeping forms while the minotaur drew a long, shining sword. As the enchanted metal of the fighter cut the substance of the devil great flames burst forth. I could just see how on the other side of the fire the figure of a man, a priest of an order unknown to me, started a prayer; and how this prayer was answered by a great sound as of a gong reverberating, waking all those whose lives were now threatened by the presence of Satans vile subject. Now the devil was no longer playing, and while a number of warriors took their weapons and shields and attacked him, and while another started mystic signs to tap his magic resources, the devil started his most powerful incantation. As metal cut flesh, the evil creature brought down a powerful blast of negative force on his attacker, slaying the brave warrior with one mighty stroke of the evil power bestowed upon him. And yet, victory was not his, for only seconds later the magician finished his great spell and an enormous flamebolt struck the devil and scattered him about in a thousand pieces of horrid black flesh... ...almost decided to stop following them when my patience was finally rewarded. The party had come upon another band of servants of Nikademus, but this time they were not surprised by the foul beings. While both sides started their preparations for battle, I tried to discern the identity of the party's adversaries. Again they were forces of evil, two mighty high demons assisted by a large number of skeletons. I saw how the magic man of the party, a hobbit wearing a strange blue outfit, broke off an incantation as if he suddenly realised that the monsters were too near to be affected by his spell. The priest, however, took out his holy symbol and softly vocalised his God's help to turn away the undead creatures that threatened them. I also saw how a sparsely clothed sinewy individual brought an incantation down on himself, and started to glow brightly. The new fighter in the party, realising it was no use trying to hit a demon with steel, tried to hit the skeletons; just as another woman, a slender pixie who, according to her stealth, had been trained in the abilities of thieves, who tried to walk around the demons to attack one of the lesser undead in the back. The other fighter, a ranger by the looks of him, seemed to trust in the magical force of his sword and attacked one of the demons. Of all these strategies the last one was the least successful; for no enchantment of steel can ever be sufficient to hurt a being of such devastating power as a high demon. And more went awry, for the presence of these dark beings was so overwhelming that the priest's attempts to turn their minor disciples was to no avail. The magician, incapable of anything but defensive manoeuvres, was hit time and again, and only one of his parries was successful. When the second high demon used his dark force, the magician was struck dead. Now it seemed that none of the party members would escape with their lives, for the ranks of their opponents had paid only the toll of two demolished skeletons - a mere token. While the priest beseeched his God to restore life to the dead wizard, both the fighter and the thief took defensive positions. Now, the demons were further away, too far to claw, but close enough to emit their dark forces. The skeletons, coming closer, were hewn down by the monk, whose powerful lithe body fought like a dervish, killing four skeletons in a matter of seconds. This brought new energy and faith to the party, and while the fighters finished off the remaining skeletons, and the resurrectured wizard and the monk started casting their most effective spells, the priest called upon his deity to confuse Satan's vicious helpers, so that they would no longer be able to tap their black magic resources. This turned the battle in the party's favor, for both High Demons were felled by the fierce raw force of the flames drawn hither by the magicians." Part of Vicar McMurray's Sermon #381 The Druid's Tale In the Course of Time a Keeper of Nature will see many things strange and wondrous. Some of these things will be good and beautiful and enhance Nature's quality, other things vile and dark will cause pain and chaos. In these last years, a true storm of darkness has wounded our Gelnor, and it is no secret that he who causes these wounds is none other than Nikademus, the Dark Lord. For many years now the inhabitants of our Islands await the coming of a party of adventurers, heroes strong enough to waylay the evil that Nikademus plans for the Universe. Many parties have already attempted the near-impossible task, but none have succeeded. Today I have been witness to the coming of a party, and from their conversations I have learned that here, at last, our country has a chance for its liberation. This is what I've heard them speak; read, and hope, and maybe soon we'll all rejoice. "I think this last fight was it," spoke the fighter of the party, "we should go to town and see if we've gained enough experience to be trained." "Experience we have enough, Rob, but what with the looks of you I doubt if we've got enough money to afford training." "Will you listen to him? If you're such a handsome, Mr. Elf, why don't you charm our ememies instead of us having to fight them all the time? Who knows, you might even make a useful contribution." "Come on, boys, enough of that," warned a pixie, "we've got to make up our minds." "About what?" asked the wizard, who had been reading. "About whether or not we're ready to confront the Black Lord. If so, we should go to town, train, see about more spells; then rest and distribute our belongings." "And look at that last scroll we found," added the priest. "And buy all the damn potions we can, magic and healing," completed the ranger. "True," said the monk, "and the way I see it, we might as well try now. Cause I'm not getting any younger, that's for sure." There was a short silence; then the wizard spoke. "Okay then, let's see. We needed nine rings. These we have." "Aye, we sure do. Nine rings," confirmed the dwarf. "Further, we had to gather the four runes. We did so, and together with our experience in combat and the rings, this finally enabled us to get that most precious of runes, the fifth or God Rune, bestowed upon us by Zeus, on Olympus." "Correct." "Now, the way I see it, the God Rune is supposed to ward off the evil that surrounds the fortress of the black knights. Once within, we need nothing but our health, strength and magic." "Not to mention luck, that is," added the thief. "And maybe the aid of a summoned elemental," said the monk. "Of course. The question is: do we have enough experience to confront the Black Lord on his own territory?" Thus spoke a party strange and wondrous in appearance, and before long, I saw them make their way to town, no doubt on their way for the last training, needed to confront the Black Lord himself. May the arcane help of the elementals go with them for strength and protection. An account of Tanger Idon, druid of Gelnor Island. So far for the playing hints, tips and guidelines. I will now explain, concisely, the mechanics of starting a new game; which is what you do if you've just bought Phantasie, or when you've used the UTILIES program on your disk for STARTING A NEW GAME FROM SCRATCH. From now on, words or sentences in CAPITALS are taken literally from the dialog or menu options in the game. First of all, if you have an adequate copying program, make backups of both your disks. Disk 1 is protected, disk 2 isn't (and if you make a protected backup of disk two you may find yourself in trouble). Now write protect your disk 1 (do not write protect disk 2 as the program keeps score of which parts of the island have been discovered - also you will probably want to save your game at several occasions). To start play, insert disk 1 and double click either START.PRG (with music etc.) or PHANT.PRG (without intro). After loading, exchange disk 1 for disk 2. Press a key. Put disk 1 away, you won't need it again for as long as you continue play. Now, you are ready to form a party. You're in Pelnor, one of the towns/cities on the Island Gelnor, and before you can go on your way you need to find, select and equip a party of adventurers. To do this, you enter the GUILD. Entering buildings is done by clicking on their respective doors (but remember, you need to assemble a party before you can do anything else). Inside the GUILD, the city menu changes. As you see, only ADD MEMBER, NEW MEMBER and INSPECT MEMBER can be chosen. Choose NEW MEMBER. Now, pick a race. Then pick a character class. Keep the rulebook in mind: it's no use making illogic combinations (like an Ogre Thief (bad dexterity) or a Halfling Fighter (insufficient strength). For a good party, all scores should be 10+ and prime requisites (strength for a fighter, intelligence for a wizard, dexterity for a thief etc) 15+, preferably 18+. For a Great Party you must have patience and get low scores around 15, highest scores over twenty. This may take several hours of constantly picking a race (remember RANDOM races often occur only once; i.e. if you have stored a pixie you will not get another one until you PURGE it), then a class, and then PURGING if the statistics aren't up to your standard. If the scores are alright, KEEP your adventurer, NAME it and thus store it. You can store something over thirty characters in your GUILD. Once you have an adequate set of characters, you put them in a party by choosing ADD MEMBER from the GUILD OPTIONS. A complete party for a fresh game will consist of six adventurers. It is up to you to select their respective professions (or CLASSES). Remember you will need at least one PRIEST (for HEALING and PROTECTION purposes), one WIZARD (for aggressive magic such as FIREBALLS and MINDBLASTS) and one THIEF (for DISARMING TRAPS and OPENING LOCKS). Now that you have your party (you can always INSPECT MEMBER in the guild to see how their abilities, skills, equipment etc. are developing) you should get them the best equipment you can. Go to the BANK, WITHDRAW a couple hundred GOLD, and subsequently enter the armory. Here you can buy lots of things (you should try to get all the POTIONS and different SCROLLS available) to equip your characters with. HEALING POTIONS restore hit points, the higher the number, the more effective they are. The same goes for MAGIC POTIONS, but these restore magic points. MAGIC 1 restores 3 mp, MAGIC 2 restores 6 mp and so on. As the maximum number of magic points you'll ever achieve is 20, anything over MAGIC 7 potions is wasted (minor game bug, I presume). W(eapons), A(rmor) & S(hields): When you generate new characters, they are usually outfitted with a Club, Clothes and a Small Shield. The notation for a club is, for instance, CLUB W 4. This means that a CLUB is a W(eapon) and has a point value of 4. The higher the point values for W, A & S, the more effective they are. When an item is followed by the word "UNUSABLE" this normally means that the character who is purchasing cannot use it due to lack of strength. If you wish to protect your weaker party members (wizards, thieves) you should make sure that they have sufficient strength to wear heavy armor and use good shields. Okay, you bought your equipment. Maybe each bought the right items at once, but let's distribute anyway. Enter the INN. Click on DISTRIBUTE. You see your party, followed by 0 values for W(eapon), A(rmor) and S(hield). Underneath is a list of items (starting off with weapons), followed by numbers 1 to 6, of which some may be invisible. The clue is, these numbers refer to your party members, and UNUSABLE items will cause the relevant party member number to disappear behind the items' values. (i.e. if a SWORD+1 W 7 is followed by 12 4 6, this means that party members 3 and 5 are unable to use the weapon due to strength limitations). If you click on one of the party members, the top (highlighted) item in the stack will be given to the character in question, and the item's name will disappear from the stack; moving all other items one place up. In this way, you can distribute all your equipment. Anytime you encounter an item you don't need, click on SELL ITEM. Part of the item's gold value will be added to your account, furthermore it will be available in the town's armory for some time. Equipment ready - now you can pay a visit to see how the local Old Mystic estimates your progress; otherwise all there's left to do is read the scrolls you bought. Do this with the USE ITEM menu option. Okay, you're ready to leave town - click on the exit road and move around with either mouse (a drag) or arrow keys (much easier). Using the menu options available, I'm sure you'll find your way around the game. Just one fighting tip: to start, first click on a character, then select an action. When all characters perform their required actions, click on fight - and earn those sorely needed experience points. Have a good time in PHANTASIE, and when you're near the Black Lord, remember (this is the voice of your conscience speaking) this: Honesty is a Virtue; Wealth & Riches are unacceptable Perversions of the Mind. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *