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Читы для Phantasie

Чит-файл для Phantasie


 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчики:Winston Douglas Wood и Logical Design Works
Издатель:Strategic Simulationc, Inc.
Модель распространения:розничная продажа

Даты выхода игры

вышла в 1987 г.

Solution [ENG]

Информация актуальна для
Phantasie I (SSI) Solution

  Part 1

 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.

  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
 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
walking 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.

  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
.  The answer to the first question beyond is also .  The
answer to the second question is .  The answer to the
final question is .
 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?"

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