                     PHANTASIE 3, THE WRATH OF NIKADEMUS



SPELL TABLE
SPELL     MAGIC     NAME                      TYPE*
  #        PTS

  1         1       HEALING 1                   E
  2         2       HEALING 2                   E
  3         3       HEALING 3                   E
  4         4       HEALING 4                   E
  5         1       FIREFLASH 1                C/A
  6         2       FIREFLASH 2                C/A
  7         3       FIREFLASH 3                C/A
  8         4       FIREFLASH 4                C/A
  9         1       QUICKNESS 1                C/P
 10         2       QUICKNESS 2                C/P
 11         3       QUICKNESS 3                C/P
 12         4       QUICKNESS 4                C/P
 13         1       ARROW FLAME 1              C/P
 14         2       PARTY ARROW FLAME 1        C/P
 15         3       ARROW FLAME 2              C/P
 16         4       PARTY ARROW FLAME 2        C/P
 17         1       PROTECTION 1               C/P
 18         2       PROTECTION 2               C/P
 19         3       PROTECTION 3               C/P
 20         4       PROTECTION 4               C/P
 21         1       CONFUSION 1                C/A
 22         2       CONFUSION 2                C/A
 23         3       CONFUSION 3                C/A
 24         4       CONFUSION 4                C/A
 25         1       WEAKNESS 1                 C/A
 26         2       WEAKNESS 2                 C/A
 27         3       WEAKNESS 3                 C/A
 28         4       WEAKNESS 4                 C/A
 29         1       BINDING 1                  C/A
 30         2       BINDING 2                  C/A
 31         3       BINDING 3                  C/A
 32         4       BINDING 4                  C/A
 33         1       MINDBLAST 1                C/A
 34         2       MINDBLAST 2                C/A
 35         3       MINDBLAST 3                C/A
 36         4       MINDBLAST 4                C/A
 37         1       FLAMEBOLT 1                C/A
 38         2       FLAMEBOLT 2                C/A
 39         3       FLAMEBOLT 3                C/A
 40         4       FLAMEBOLT 4                C/A
 41         1       CHARM                      C/A
 42         2       SLEEP                      C/A
 43         3       TELEPORTATION              C/A
 44         4       RESURRECTION                E
 45         1       NINJA 2                    C/P
 46         2       FEAR                       C/A
 47         3       DISSOLVE                   C/A
 48         4       SUMMON ELEMENTAL           C/P
 49         1       DISPEL UNDEAD              C/A
 50         2       NINJA 1                    C/P
 51         3       AWAKEN                     C/A
 52         4       MONSTER EVALUATION         N/WD
 54         2       TRANSPORTATION             N/T
 55         3       ACCURACY                   C/P
 56         4       PARTY ACCURACY             C/P

* SPELL TYPES INCLUDE:
E=Everywhere
W=Wilderness
D=Dungeon
T=Town
C=Combat
N=Non-combat
P=Passive (not cumulative)
A=Active (cumulative)

   Spells Available at Different Levels by Class

Level     1  2  3  4  5  6  7  8  9 10 11 12 13 14 15

WIZARD    5 13  6  7 21 25  8 34 11 35 15 36 12 16 47
          9 41 10 14 54 33 37 45 38  - 39 48  - 40  -
          - 55  -  -  - 50 46 51  -  -  -  -  -  -  -
          -  -  -  -  -  - 56  -  -  -  -  -  -  -  -

PRIEST    1 21  2 25  3 18 23  4  7  8 31 24 32 20 48
         51 29 17 42 22 30 26 43 19 37 34 27 39 28  -
          -  - 49  -  -  -  -  - 44  -  -  -  -  -  -

RANGER    1 17 25  2 29  3 18  4  6 30 26 22 33 37 23
          5  - 49  - 52  - 51  - 21  - 42  - 44  -  -

MONK      5 50  6 45 56  7 13  8 33  9 34 14 35 10 36
         55  - 54  -  -  - 48  -  -  -  -  -  -  -  -

FIGHTER   -  - 52 55  -  9  -  - 13 56  - 11  -  - 15

THIEF     -  -  - 41  -  - 42  -  - 18  -  -  8  -  -

INTRODUCTION
The adventurer strode in through the front gate,  past the  giant
cracked doors,  and up to a merchant who leaned against an  empty
pickle barrel.  "Merchant,  where am I,  anyway?" he  asked.  The
merchant  perked  up at the  question.  "Why,  you're  in  lovely
Pendragon," he cried,  "Crossroads of Scandor,  hub of  commerce,
and jewel of civilization."
      The adventurer looked around at the crumbling mortar on the
high towers and the slump-shouldered tread of the citizenry.  "Is
this a jewel or a piece of glass?" he asked.  "What has  befallen
this metropolis?"
      "You are sharp," the merchant replied.  "Pendragon, nay all
of  Scandor,  is  but a shadow of its  former  glory.  Travel  is
dangerous,  the populace is fearful,  and even the cows no longer
give  milk.  The  monsters rise from the hills and  the  pounding
boots of the conqueror are not far from our ancient gates."
      "Monsters? A conqueror?" questioned the adventurer. "Who is
it that threatens the entire continent of Scandor?"
      The  merchant  glanced  one  way,  then  the  other.  In  a
whispered voice he said, "The evil sorcerer Nikademus has finally
come to these shores."
      "But  Nikademus's  plans  on  the  islands  of  Gelnor  and
Ferronrah were thwarted!" the adventurer cried,  "and his crystal
on the Pookney Islands has been shattered!"
      "Ah,  a historian!" mused the merchant. "Those were but the
first  two  acts of Nikademus's foul play.  The finale is  to  be
enacted here on Scandor. Nikademus has learned from these losses.
His  power is now such that he can sway even the purest to  evil.
His  army has swelled to far larger than  Scandor's  disorganized
forces. If only there was a force to stop Nikademus. Even a small
group,  with sufficient courage,  might do it. But, alas, none of
sufficient  calibre  have  appeared."  The  merchant  sighed,  "I
suppose Scandor is doomed!"
      "Never!" roared the adventurer.  "I myself have the courage
of a lion!  With some stout fellows I am sure we could rout  this
pretender Nikademus!"
      "How bold you are," said the merchant,  "perhaps you  could
find other bold fellows at the Guild Hall."
      "I  shall  go  there at once!" cried  the  adventurer  with
determination.  He moved to stride off toward the Guild Hall  but
then stopped and turned.  "But Scandor is a great continent and I
am a newcomer here. How am I to find Nikademus?"
      "The  Pendragon  Archives just to the south were  once  the
finest  collection  of  scroll and  knowledge  in  the  civilized
world," said the merchant. "Though they say that the scribes have
gone  mad and the archives overrun,  perhaps you could find  more
information  there.  Try to find a wise man named Filmon;  he  is
almost a legend in these parts."
      "I   thank  you  for  your  information,   merchant,"   the
adventurer  said.  "I  am  off to gather a hearty  band  to  free
Scandor!"

      "Luck  be with you!" the merchant yelled as the  adventurer
squared  his  massive shoulders and  strode  away.  The  merchant
smiled  to  himself;  another crazy soul off  on  the  impossible
quest.  But someone,  someday,  had to defeat Nikademus or all of
Scandor would fall.  Who was to say that this adventurer wouldn't
be the one?


Welcome to PHANTASIE III,  the third adventure in the epic battle
against  the evil sorcerer Nikademus.  You need not  have  played
either  PHANTASIE  I or II to get full enjoyment  from  PHANTASIE
III.

      In   PHANTASIE  III  you  will  control  a  party  of   six
adventurers.  They  will  start as raw  beginners,  but  as  they
adventure through the wilderness and into the dungeons they  will
grow  in power,  skill,  and wealth.  During the course of  their
adventures the party will gather scrolls and meet beings who  can
give clues to the source of the calamity befalling the  continent
of Scandor.  The adventurers can use their knowledge and power to
bring about a resolution to Scandor's plight.
      This rule book will be your guide to using PHANTASIE III on
your computer. If you've already played a number of fantasy/quest
games in the past then you can turn to the Quick Start Section in
Appendix I.  If you've already played PHANTASIE I or II then just
turn  to the Differences Between PHANTASIE III and PHANTASIE I  &
II  Section  in Appendix II to catch the changes that  have  been
made  in the new game.  If you haven't played any of these  games
before,  don't  worry!  This  rule book will  give  you  complete
instructions  on how to play the game,  and some hints on how  to
win it!
      The  rules  begin  with the General  Rules  that  apply  to
PHANTASIE   III   on  all  computers.   The   Computer   Specific
Instructions  refer  to changes in the game that help  take  best
advantage of each different computer.  Finally,  the Quick  Start
and Differences Sections will help old hands get into playing the
game  as quickly as possible.  So let's get started -  there  are
quests to be completed and great deeds to be done!

ADVENTURERS
The  basic unit in PHANTASIE III is a party of  six  adventurers.
The party will move together, fight together, and gain experience
and  treasure together.  Adventurers who have been badly  injured
can be dropped from the party and new,  inexperienced adventurers
added  whenever the party is in a town.  The capabilities of  the
party will depend on the powers and skills of the adventurers  it
contains.
      Each  adventurer  is  defined by his  race,  his  class  or
profession, his individual attributes, and his skill percentages.
These allow great individualization among the  adventurers.  Many
of  these factors interact;  high attributes lead to  high  skill
percentages and Dwarf Fighters tend to be stronger than  Halfling
Wizards.  The  descriptions and effects of the  different  races,
classes, attributes, and skills follow.

RACES
An   adventurer's   race  refers  to  his   biological   species.
Adventurers  in  PHANTASIE  III can be selected  from  among  the
following major races:

Humans:  medium  sized  humanoids  who look like you  do  in  the
mirror. They tend to be equally good at all professions.

Dwarves: shorter than humans, but tougher. They make up for their
lack of speed and charm with muscle and grit.

Elves:  lithe,  thin,  beautiful creatures who make up for  their
lack of muscle with grace and intelligence.

Gnomes:  like dwarves, only shorter. Not quite so clumsy, but not
quite so strong either.

Halflings:   very  short,  fast,  and  tougher  than  they  look.
Halflings are surprisingly intelligent and worthy adventurers.

Random Creatures
Some  adventurers  come from the less civilized  humanoid  races,
referred to here as random creatures.  Nobody actually likes  the
members of this motley crew so they must pay much larger training
fees and stay in the back rooms at the inn.

Random creatures tend to have low Charisma scores,  and can  only
be Fighters and Thieves.  I  f you select a random creature  your
adventurer's race will be chosen from among the following:

Gnolls:  dog faced humanoids,  and proud of it. Gnolls are strong
and tough, but ugly and not very bright.

Goblins: loathsome little guys; short like gnomes but with few of
their advantages.

Kobolds:  very short,  quick,  and tough little monsters. Kobolds
aren't very bright or beautiful, but they can be survivors.

Lizard  Men:  7  foot,  scaly hunks of  muscle.  Lizard  men  are
humanoid ...  barely ...  with great tails,  claws,  and a forked
tongue. They eat like pigs but swim like lizards.

Minotaurs: powerful humanoids with the head of a bull, or is that
powerful humanoids who are bull headed? Either way, Minotaurs are
tough, but not quick, strong, but not smart.
Ogres:  huge,  ugly  humanoids who are very strong,  but  not  as
strong  as trolls,  and tough,  but not as tough  as  trolls.  Of
course  they  are also smarter,  more agile,  and  prettier  than
trolls ... which isn't saying much.

Orcs:  like  a  gnoll,  but  not  as tough  or  strong  but  more
intelligent and prettier.

Pixies:  small fairy creatures with pointed ears and  transparent
wings.  Pixies are physically puny,  but they are very quick  and
intelligent.

Sprites:  fairy-like creatures who are even quicker than  pixies.
Their high dexterity makes them effective thieves.

Trolls:  just about the biggest,  strongest, toughest, stupidest,
clumsiest, and ugliest creature around. What more can I say?

CLASSES
Each   adventurer  specializes  into  one  of  six   classes   or
professions.   These   classes  define  what  the  character   is
especially  good at and what he specializes in.  The six  classes
are:

Fighters:  the  sword and shield of the party.  Fighters are  the
masters of melee combat. Humans, Dwarves, Gnomes, and some random
creatures make the best fighters.

Monks: jacks of all trades and masters of none. Monks are average
fighters,  know  some  thieving skills,  and have  a  few  combat
spells.  Because of the low number of spells they can learn, they
must pick their spells carefully.  Humans,  elves,  and halflings
make good monks.

Priests:  medic!  Priests  are  average in combat but  have  many
defensive  and,  most important,  healing spells.  Make sure  the
party priest is on your side! Humans make the best priests.

Rangers:  have sword,  will travel. Rangers are almost as good in
combat as fighters,  and know a number of priestly spells. Humans
and Dwarves make good Rangers.

Thieves:  masters of the five-finger discount!  Thieves are  poor
melee fighters,  but excellent bowmen and skilled  professionals.
With  their stealth they can sneak into the second rank  and  hit
monsters  fighters can't easily get to.  They are also  great  at
spotting and dealing with traps and treasure.  Humans, Halflings,
Gnomes, and some of the random creatures make good thieves.

Wizards:  "nothing  up my sleeve ..." Wizards are the masters  of
magic.  They get the most spells and Magic Points.  They are poor
in melee combat, but are masters of offensive spells and are very
important in encounters with monsters. Humans and elves make good
wizards.

ATTRIBUTES
Each adventurer has 5 main attributes that are based on his  race
and class.  The value of each attribute ranges from 3 to 22. Each
attribute  determines  a different  capability.  The  attribute's
common abbreviation is listed after the attribute's name.

Strength (STR):  physical strength,  ability to use heavy weapons
and equipment,  and damage in melee combat. Fighters need as much
Strength as they can get.

Intelligence (INT):  mental prowess and the basis of the  ability
to  cast spells.  Wizards,  Priests,  and Monks need a very  high
Intelligence.

Dexterity  (DEX):  physical agility and a basis of  hitting  and,
more important,  not getting hit by melee attacks. Dexterity also
helps determine what weapons an adventurer can use, how good some
of his skills are, and how well he can conjure a spell. Everybody
needs Dexterity.

Constitution (CON): endurance, physical toughness, and a modifier
on  the number of Hit Points an adventurer has.  The  higher  the
adventurer's Constitution,  the more hit points he has,  and  the
longer that he might live!

Charisma (CHA):  good looks,  charm,  and how to win friends  and
influence  people.  Charisma  affects the cost of  a  character's
training and learning new spells. Another reason why yucky random
creatures pay more for training.

HOW ATTRIBUTES ARE DETERMINED
When a new adventurer is created,  his attributes are equal to  a
random  value modified by the adventurer's class  and  race.  The
following  charts give the Attribute Modifiers by Class  and  the
Maximum Attributes by Race.

         Attribute Modifiers by Class

            STR     INT     DEX     CON     CHA
Fighter     +2      -2      +1       0      -1
Monk         0       0      +1       0       0
Priest       0      +2       0       0       0
Ranger       0      +1       0       0      +1
Thief       -2       0      +2       0      -1
Wizard      -4      +3      -2       0      +1

          Maximum Attributes by Race

            STR     INT     DEX     CON     CHA
Human       18      18      18      18      18
Dwarf       20      17      17      19      17
Elf         17      19      19      17      18
Gnome       19      17      18      19      17
Halfling    16      18      20      18      17
Gnoll       20      13      17      21      11
Goblin      17      14      18      17      11
Kobold      17      15      19      19      13
Lizard      19      14      17      18      13
Minotaur    20      14      16      19      12
Ogre        21      14      16      19      13
Orc         19      16      17      18      14
Pixie       16      18      21      16      17
Sprite      16      18      22      16      17
Troll       22      13      15      20      12

SKILLS
Each  adventurer has nine skills,  each rated with  a  percentage
chance.  Situations  and  opponents can reduce  these  percentage
chances  so that the actual probabilities can vary  widely.  Each
time  an adventurer goes up a level he can increase his  training
in three of his skills. The skills are:

Attack:  the adventurer's chance to hit an opponent in melee.  An
enemy  may  have  a defence which subtracts from  this  and  some
maneuvers may reduce the chance,  so high-level adventurers  will
often have Attack skill over 100.

Parry:  the adventurer's chance to get his shield in the way when
he does a parry maneuver.  It also makes the character harder  to
hit even when not parrying.

Swim:  the  adventurer's chance to cross a water  square  without
taking damage from drowning.

Listen:  the adventurer's chance to hear monsters coming.  If the
party  hears  the monsters,  it can attempt to flee or  be  fully
prepared when the encounter comes.

Spot Trap:  the adventurer's chance to spot a trap that has  been
set for the party.  Once a trap has been spotted the party can do
something about it.

Disarm Trap: the adventurer's chance to disarm a trap once it has
been  spotted.  Only one adventurer will attempt the disarm at  a
time.

Find Item:  the adventurer's chance to spot treasure and  goodies
after  a  battle.  Monsters who surrender give their  items  over
freely, but dead monsters tell no tales.

Pick Lock:  the adventurer's chance to pick the lock on a door in
the dungeon.  The locks on some doors can not be picked and  must
be opened in some other way.

Fire Bow: the adventurer's chance to hit his target when firing a
bow. Some monsters have defences that reduce this chance.

SOCIAL CLASS
Each  adventurer  has a social class which denotes his  place  in
society.   The  four  social  classes  are:   Peasant,   Laborer,
Craftsman,and Noble.  Humans, Elves and Dwarves tend to be in the
higher classes.  The adventurer's class determines how much  gold
he gets to start and how much he gets for going up a  level;  the
higher the social class the more gold the adventurer receives.

TOWNS

Starting and Ending
Each  session  of PHANTASIE III begins and ends in  a  town.  The
party  will  begin in town number  1,  Pendragon.  Each  town  is
identified  by  a  name and number.  Towns provide  a  number  of
facilities for the party and serve as havens from monsters.
      Each  town  operates  exactly the same  way.  In  each  the
adventurers will find the same facilities: a Guild where they can
train  and find fellow adventurers;  a Bank where they  can  keep
their money;  an Armoury where they can buy equipment;  a  Mystic
from  whom they can find out how far along on the  quest  they've
come;  and an Inn where they can rest and heal.  Adventurers  can
also  perform  several  maintenance functions in  towns  such  as
Casting  a spell,  Using an item,  Distributing items  among  the
party, Inspecting an adventurer in detail, or Saving the game.
      Actions in town are controlled by the Town Menu.  The  Town
Menu is divided into two sections: places to go and things to do.

Town Menu: Go To
The  top  menu  gives the commands that take  the  party  to  the
various locations in town:  The Guild, The Bank, The Armoury, The
Mystic, The Inn, and Leave town. New players must go to The Guild
to gather the adventurers for a party.

The Guild
The  Guild  is where adventurers are generated  and  formed  into
parties.  Dozens of different adventurers can be recorded in  the
guild, but only six will be in a party at a time.
      The  Guild  Menu  contains two  kinds  of  commands:  Guild
Commands  and  Party Commands.  The Guild  Commands  provide  the
following options:

Guild Commands
* Create a New member of the Guild
* List the members of the Guild
* Purge an adventurer from the Guild
* Add a member of the Guild to the party.

New Member: this option creates new members of the guild one at a
time.  New members should be carefully chosen.  You must find the
optimal  mix  of classes and races to survive  and  complete  the
quest.  A  reasonable beginning party has been pre-generated  and
pre-equipped  and is listed as the first 6 members of the  Guild.
You may choose to use these adventurers or create your own.
      Once  the  race  and  class of  the  adventurer  have  been
selected his attributes will be displayed.  If the attributes are
acceptable  the adventurer will be assigned a name and listed  on
the Guild roster.  Then the adventurer's full list of  statistics
will  be shown along with his starting equipment (See Town  Menu:
Inspect for a full explanation of the display).

List:  this  option  shows  all  of the  Guild  members  and  the
following  information:  Their number in the Guild (Apple  only),
their name,  their class,  and the number of the town where  they
are now. The last three names on the list: Mud, Mist, and Air are
not adventurers at all.  They are the ELEMENTALS that a wizard or
monk  summons with the Summon Elemental Spell.  Notice that  they
are fighters,  that they have guild numbers, and that they reside
in town 0 which is not found on the material plane. One Elemental
can  be  added to the party.  It does not count as a  member  and
simply defines which elemental will come when the summoning spell
is cast.

Purge:  this option drops an adventurer from the guild list, from
the party,  and out of the game, never to be seen again. Use with
caution.

Add to Party:  this option will add an adventurer from the  Guild
list  to the party.  The adventurer will still be listed  on  the
Guild List.

Party Commands
* Spells
* Training
* Drop From Party
* Rename a Party Member

Spells:  this option allows an adventurer to attempt to learn new
spells.  The number of spells the adventurer can learn,  the cost
of  each  attempt  to learn the spell,  and  the  specific  spell
numbers the adventurer can choose from will be listed.  The  cost
of  learning  the spell comes from the party  treasury,  not  the
adventurer's  bank  account.   If  there  are  no  numbers  after
"POSSIBLE SPELLS:",  then the adventurer can learn no new  spells
at this time.

Training:  this option allows an adventurer who has gained enough
Experience  Points  to  go  up a level  and  increase  his  skill
percentages.  When training the adventurer will be told how  many
experience points he needs to go up a level; or, if he has enough
experience points,  then how many gold pieces will be required to
pay for the training.  Gold to pay for the training comes out  of
the party treasury and not the adventurer's bank account.
      When the adventurer has enough experience points and  gold,
the training can begin.  The adventurer will gain additional  Hit
Points for going up a level.  He will also get to train up  three
of his skills.  Each skill will be listed along with its  current
value and its new value after training.  The adventurer may train
in  the same skill more than once,  but the advantage  gained  is
decreased each time.  After all training the party should get out
of  the  Guild and into the Inn to rest up their  Hit  Points  to
their new maximum.

Drop  From  Party:  this option takes the adventurer off  of  the
party roster.  The adventurer is still on the Guild List and  can
be  put  back into the party any time the party is  in  the  same
town.

Rename:  this  option allows the player to change the name  of  a
member of the party.

Exit Guild: this option returns the Adventurers to the Town Menu.

THE BANK
The Bank has an account for each adventurer,  and there are  Bank
branches  in every Scandorian town.  Adventurers can withdraw  or
deposit money at any branch.
      When  each adventurer is created he is given an  amount  of
gold  in his account.  Before an adventurer can buy equipment  at
the Armoury or Spells at the Guild his gold needs to be withdrawn
from his account and put into the party treasury.  A party in the
wilderness should carry enough gold to cover stays at independent
inns,  bribes,  or purchases in the dungeon.  Each of these costs
about 250 gold.      When adventurers first enter the  Bank,  the
amount of Gold the party is carrying is displayed along with  the
following options:

* Withdraw Gold Pieces
* Deposit Carried Gold
* Exit Bank

Withdraw  Gold  Pieces:  this option allows  each  adventurer  to
withdraw  gold  from  his  account and  put  it  into  the  party
treasury.  From there on only the total gold carried by the party
will be shown. A party can carry up to 65,000 Gold Pieces.

Deposit  Carried  Gold:  this option allows  the  adventurers  to
divide  the  party's gold into shares and deposit it  into  their
bank accounts.  Each adventurer will get either 1,2,  or 3 shares
of  the  party's  gold  and  the value  of  each  share  will  be
displayed.  An  adventurer's bank account can hold a  maximum  of
65,000 Gold Pieces.  A small banking fee will be charged at every
deposit.

Exit Bank: this option returns the adventurers to the Town Menu.

THE ARMOURY
The  armoury  is  actually a general purpose  store  that  stocks
weapons,  armour, shields, scrolls, potions, and other treasures.
The  armourer buys his inventory from crazy adventurers who  come
into  town  to sell the treasures they found on  their  journeys.
Other  adventurers can then purchase the treasures and  equipment
from the armourer (at a profit to the armourer, of course).
      The  stocks of scrolls and other treasures in  the  armoury
remain  for future visits.  However,  the stocks of  weapons  and
potions can change each time the party enters.
      When  the  party  enters the  Armoury,  one  adventurer  is
defined  as  the buyer.  A list of the Armoury Commands  will  be
displayed. To make purchases list the Armoury inventory. The list
will show the item Number (used to buy the item),  the item Name,
the  Cost (in gold pieces),  and the Point Value of  Weapons  and
Equipment.  If  the  buyer does not have  the  necessary  minimum
attributes to use an item, the item will be listed as Unusable.
      The  Equipment Section gives the description of  the  items
available in the Armoury.  To complete a purchase, choose the Buy
Item  option and the Item Number.  The Item will be added to  the
adventurer's inventory and the money will be subtracted from  the
party treasury.
      Remember  that an adventurer can only use one  weapon,  one
shield,  one suit of armour, and one bow. This equipment is never
lost,  stolen,  or destroyed.  Armour and Shields have a  minimum
Strength Requirement. Bows and Weapons have a minimum Combination
of  Strength and Dexterity.  Magic Armour and Weapons have  lower
requirements.
      A complete list of the options at the Armoury include:
* List Items                * Another Shopper
* Continue List             * Exit Armoury
* Buy Item

List  Items:  this  option  lists the first dozen  items  in  the
Armoury's inventory.

Continue  List:  this  option lists the next dozen items  in  the
Armoury's  inventory.  If the Armoury has a lot of items  in  its
inventory  the  adventurers  may need to use  the  Continue  List
option several times to see all of the items.
Buy  Item:  this  option purchases the item and puts  it  in  the
adventurer's  inventory.  If  the adventurer gets  a  "You  can't
Afford That" message, the price is higher than the amount of gold
in the party treasury.

Another  Shopper:  this  option allows the party  to  change  the
adventurer who is shopping.

Exit Armoury: this option takes the party to the Town Menu.

THE MYSTIC
The  mystic will give the party an overall score that  represents
how  far  they have proceeded on the quest and a  rating  of  how
experienced the adventurers are.

THE INN
Adventurers who stay at the Inn have all of their Hit Points  and
Magic Points restored to their maximum. Inns located in towns are
free,  while independent inns in the wilderness cost 250 Gold per
stay. Characters who have cast spells while in the wilderness may
have their maximum number of Magic Points increased.

LEAVE TOWN
The Leave Town Option takes the party into the wilderness.

TOWN MENU: OTHER OPTIONS
Adventurers  can perform a number of other actions in  town.  The
actions we can talk about include Casting a Spell, Using an Item,
Distributing  Items  among  adventurers,   Trading  Items   among
adventurers, Inspecting an adventurer, and Saving the Game.

Cast  a Spell:  this option allows an adventurer to  throw  those
spells that can be used in town such as healing or transportation
(see list of Magic Spells for details).

Use an Item:  this option allows an adventurer to read a  scroll,
quaff a potion,  or find the unusual properties of an item.  Some
items,  like scrolls,  can only be used in town.  The  adventurer
carrying  the item to be used is specified.  An inventory of  the
items  that the adventurer is carrying is  displayed.  Input  the
number of the appropriate item to use it.

Distribute and Sell Items: this option allows the party to gather
all  of its equipment into one big pile and distribute  it  among
the  party.  Anything the party doesn't want can be sold  to  the
Armoury.
      The items carried by the party will be listed,  along  with
which adventurers have the necessary attributes to use the  item.
Items  are  listed from best to worst  in  each  category,  first
magical items and then non-magical items.
      It  is  a good idea to have all six of  the  party  members
together before you redistribute items. It is also a good idea to
redistribute items to their proper owner before saving the  game.
Remember  that  each adventurer can only carry nine  items  at  a
time.

Trade Items:  this option allows an adventurer to give one of his
items to someone else in the party,  or to sell one of his  items
to the Armoury. If only a few items are involved, it is faster to
trade items than to redistribute them.
      First define the adventurer with the item to be  traded.  A
list  of all of the items in his inventory will be  listed.  Then
specify the item number to be traded and the party number of  who
the  item will be traded to.  An adventurer may sell the item  to
the Armoury by trading it to adventurer 7.

Inspect  Party Member:  this option gives the statistics  for  an
adventurer  in the party.  Define the adventurer to be  inspected
and his statistics will be displayed.
      The  display  includes  the  adventurer's  full  name,  his
continent of origin, his level, race, class, physical status, and
social   class.   The  display  also  includes  a  list  of   the
adventurer's  attributes,   skill  percentages,  spells,  general
statistics,  and equipment. After the display of the adventurer's
statistics, a display of the state of the adventurer's body parts
is listed.

Attributes:  these  are listed in the first column along  with  a
LUCK score (randomly determined from 8 to 13).  These  attributes
are  the basis of how many tasks are performed  (See  description
under Individual Attributes).

Skills: these are listed in two columns under the attributes. The
nine skills include:  Attack,  Parry,  Swim,  Listen,  Spot Trap,
Disarm Trap, Find Item, Pick Lock, and Fire Bow. The numbers list
the percentage chance to perform a task based on the skill,  such
as SWIM 45 means a 45% chance to swim without taking damage  (see
description under Skills).

Spells:  the number representing the spells the adventurer  knows
are  listed  under the skills.  SPELLS 1 5 means  the  adventurer
knows Healing 1 and Fireflash 1.

Age:  the age of the adventurer in years.  Age adversely  affects
the adventurer's attributes after he reaches his declining years.
Each race has a different life span; elves live about 3000 years,
dwarves  and gnomes live about 200 years,  humans live  about  80
years, and most others croak off after only 40 to 50 years.

Hit Points:  two numbers:  the adventurer's current hit points  /
the  adventurer's total hit points.  The current hit points  will
fall  when  the  adventurer is damaged and rise  again  when  the
adventurer  is  healed  or  completes a  stay  in  the  Inn  (See
Mortality and Hit Points in the Encounters Section).
Magic: two numbers again: the adventurer's current Magic Points /
the  adventurer's total Magic Points.  The current  Magic  Points
will fall as the adventurer throws spells and rise again when the
adventurer takes a magic potion or completes a stay in the Inn.

Gold in Bank: the number of Gold Pieces the adventurer has in his
bank  account.  This  does  not include any  Gold  the  party  is
carrying.

Experience Points: the number of Experience Points the adventurer
has  accumulated by killing monsters.  The number  of  Experience
Points an adventurer needs to go up a level depends on his  race,
attributes,  and  class.  The adventurer's level  determines  his
maximum hit points, maximum number of spells that can be learned,
etc.

Score: how far the adventurer has progressed along the quest.

Equipment:  this  lists  the  weapon,  armour,  shield,  bow  and
equipment  that  an adventurer carries.  The point value  of  the
combat  equipment is listed in brackets - the higher the  number,
the more effective the equipment. An adventurer can carry a total
of nine items.

Body Parts:  the state of the adventurer's Head, Torso, Arms, and
legs is listed.  Each area can be Okay, Injured, Broken, or Gone.
Injured  Body  Areas  can be cured with rest  in  the  Inn.  More
drastic  problems can be cured with high level Healing Spells  or
powerful Healing Potions.

SAVE GAME
The  Save Game option can only be accomplished in a  town.  Every
time the party leaves a town the game is saved automatically.  If
you're  playing  on an Apple,  make sure you remember  the  Guild
Number  of  the adventurers in your party;  you'll need  them  to
restart a saved game.

BEGINNING THE ADVENTURE
Once  the  adventurers  leave town they will  embark  upon  their
quest.  They will wander through the untamed  wilderness,  inside
horrid dungeons, and even into alternate planes of good and evil.
      When  not  in  town  the adventurers will  be  shown  on  a
complete display that is split into several different areas.  The
upper area shows the adventurers themselves.  This area  includes
the adventurer's name,  class,  current:  maximum number of Magic
Points, current: maximum number of Hit Points, and a stick figure
representation of the adventurer showing the status of his  Head,
Torso, Arms, and Legs.
Each body area can be: Okay (O), Injured (I), Broken (B), or Gone
(G)(See  Melee for a full description of the effects of  injuries
on  body  areas).  The adventurer's status is  also  listed;  the
adventurer  can  be:   Okay,   Down,   Sleeping,   Dead,  or  Out
(unconscious).
      The  center  of  the screen is  split  into  two  different
windows.   The   left  window  includes  messages   and   terrain
descriptions.  The right window will show the Rank and Status  of
monsters when the adventurers are in combat.
      The lower part of the screen is split into three  different
windows. The left window shows a map of the area of wilderness or
dungeon  the adventurers are in.  The adventurers are assumed  to
have maps of the wilderness, so all terrain in the area is shown.
The  map  of  the dungeon will be  blank  until  the  adventurers
explore  it.  The  center window shows the menu  of  options  the
adventurers have at this time. The right window shows the figures
of  the  adventurers and the monsters that  they  encounter  (See
Melee for more information on Combat).

THE WILDERNESS
The area outside of towns and dungeons is called the  wilderness.
The  Wilderness  display  always  shows a map  of  the  area  the
adventurers are in along with the regular party information.  The
Wilderness menu includes the following options:

Wilderness Menu
* Cast
* Inspect
* Use
* Time Lag
* Move North
* Move South
* Move East
* Move West

Cast:  this  option  allows an adventurer to cast  non-combat  or
wilderness spells (See Magic section for details).

Inspect:  this option displays the time the party has been out of
town,  the Experience Points earned since the last time in  town,
the  number of Gold Pieces the party is carrying,  and the  items
the party has acquired since the last time in town.  It will also
display an individual adventurer's basic stats, including Hit and
Magic Points,  Spells known,  usable Potions carried, and Attack,
Parry, Swim, Listen, and Fire percentages.

Use:  this  option  allows an adventurer to use a  potion  he  is
carrying,  either  on  himself or on another  party  member.  The
adventurer  with  the item is specified and then a  list  of  his
potions  is  displayed.  The adventurer selects  the  appropriate
potion  from  his list and then selects the  recipient  (See  the
items section for the effects of potions).

Time Lag: this option changes the speed of melee action: 0 speeds
it  up and 9 slows it down.  The sound may also be turned on  and
off at this time.

Move North,  South, East, West: Moves the party one square. North
is at the top of the map.
      The  map  of Scandor is divided into 25 sections  that  are
identified by A-E (West to East) and I-V (North to South). As the
party moves off the map, a new map will be displayed.
      The adventurers must attempt to swim any water obstacles on
the map,  be they lakes, seas, or rivers. If any adventurer fails
his  swimming  percentage,  then he flounders and  takes  damage.
Adventurers  with few hit points are in real danger  of  drowning
when crossing water.
      Independent Inns are scattered about Scandor. These provide
the same rest and healing as the Inns in towns,  but they  charge
250 Gold Pieces (plus tax).

DUNGEONS
When the party enters the square with a dungeon, the dungeon will
be  identified and the party asked if it wants to  enter.  A  Yes
answer puts the party in the dungeon. You will have to put in the
dungeon  disk  if you are playing an 8-bit version  of  PHANTASIE
III.  Once in the dungeon the party is given a chance to leave. A
No answer keeps the party in the dungeon.
      In  the dungeon the Wilderness map is replaced by  a  blank
dungeon  map.  Only  those areas that the  party  has  previously
explored  will be shown on the map.  As the party  explores,  the
layout of the dungeon will be revealed.

Dungeon Menu
The  dungeon  menu has the same features as the  wilderness  menu
plus a new option: Look. All of the options function just as they
do in the wilderness menu.

Look:  this option reveals the layout of the dungeon for  several
squares in each direction.  It will not see through  walls.  Some
rooms  are so big that a Look option will not reveal  the  entire
area.

SKILLS IN THE DUNGEON
Listen: adventurers automatically listen at doors in the dungeon.
If  the  adventurers hear anything they will give the  option  to
turn back.

Pick  Lock,   Spot  Item,   and  Spot  Trap:   these  skills  are
automatically attempted at the appropriate times. Success depends
on the adventurer's percentages in these skills.

Disarm Trap:  whenever a trap is spotted,  the party is given the
option of trying to disarm the trap or leave. Only one adventurer
will  get the chance to disarm a trap (normally a Thief  or  Monk
who has a high Disarm percentage).

Leaving the Dungeon:  the party may only leave the dungeon at  an
exit.Whenever  the party gets to an exit,  it will be  given  the
opportunity  to leave.  A Yes answer puts the party back  in  the
wilderness.  When the party leaves the dungeon, you will be given
the choice of saving the dungeon status or not.
      When adventurers enter a dungeon for the second  time,  the
monsters may be ready for them;  new traps may be set,  new locks
on the doors,  and new monsters may be in the  dungeon.  Monsters
can only do so much redecorating in a short time, however, and if
the party returns shortly after it left, then the monsters it has
killed might still be dead.

ENCOUNTERS
Your  party will inevitably encounter monsters in the  wilderness
or in the dungeon.  While some monsters may not be hostile,  they
will  never  be  helpful.  The  risk is  high  --  death  to  the
unprepared and inexperienced.
      When the party encounters monsters you will  see:  MONSTERS
APPROACH on the screen.  Then the picture of the monsters,  their
name,  rank,  and  status  will appear.  Monsters in rank  1  are
closest to the party. Finally the Encounter Menu will appear. The
Encounter Menu includes the following options:

Encounter Menu
* Fight
* Accept Monster's Surrender
* Greet Monsters
* Beg for Mercy from Monsters
* Flee

Fight:  this option takes the adventurers directly into melee, no
quarter is asked for or given (See Melee rules).

Accept Surrender:  this option demands surrender from a  depleted
group of the enemy.  If the enemy surrenders,  the party gets all
of their items and gold.

Greet:  this option greets the monsters in the hopes of  avoiding
combat. If the monsters don't respond, then the battle is on!

Beg  for Mercy:  this option puts the adventurers down  on  their
knees, begging the monsters not to hurt them (not a bad idea when
a party of first levelers run into a hoard of Vampires or  Devils
or ...).  If the monsters accept the party's surrender they  take
all of the party's gold, some of its new items, and then leave.

Flee:  this option puts "Fleet" in the adventurer's feet.  If the
adventurers are successful in fleeing, they will avoid combat; if
they are unsuccessful the monsters get free shots.

MELEE
If  the party or the monsters decide to  fight,  each  adventurer
will choose his tactics from the combat menu. Each adventurer has
the following options:

Combat Menu
* Thrust
* Attack
* Slash
* Lunge
* Aim
* Spell
* Parry
* Fire
* Other
* Front
* Middle
* Back
* Time Lag
* Redo

Thrust:  this option lets the adventurer take one hard,  accurate
swing  at a monster.  It has the greatest chance of  hitting  and
does 1-2 points more damage than normal.

Attack: this option lets the adventurer take two normal swings at
the  monsters.  If  an  adventurer does not have  a  high  enough
percentage to Attack, he will Thrust instead.

Slash:  this option lets the adventurer take three or four  quick
swings  at the monsters.  Each individual blow is less likely  to
hit and does 1-2 points less damage than normal. If an adventurer
does  not have a high enough attack percentage to Slash  he  will
Attack instead.

Lunge:  this option is only for fighters;  it lets a fighter take
one  normal  swing at a monster in the second  rank.  If  a  non-
fighter attempts a Lunge he will Thrust instead.

Aim:  this option lets the adventurer take one swing aimed at the
monster's head or torso. An aimed blow has less chance of hitting
than  a  normal attack.  If the adventurer does not have  a  high
enough attack percentage to Aim his blow, he will Thrust instead.

Spell:  this  option  allows  an adventurer to cast  any  of  his
everywhere or combat spells.  The adventurer will have to specify
the spell number, and target when necessary.

Parry:  this option lets the adventurer attempt to parry with his
shield.  A  successful parry will be displayed by the  adventurer
raising  his  shield  on screen.  A successful  parry  makes  the
adventurer  harder  to  hit  and reduces  the  effects  of  enemy
attacks.

Fire:  this option lets the adventurer fire his bow.  If there is
more than one rank of monsters, then the rank to be attacked must
be specified.

Other:  this option opens up a mini-menu of movement and  utility
options.  After  moving the adventurer may still assign a  combat
option from the Combat Menu. These options include:

Back:  this  option puts the adventurer at the back of the  party
where  he is the least likely to hit with,  or be hit  by,  melee
attacks. Being at the back does not affect spells or bows.

Middle:  this  option  puts the adventurer in the middle  of  the
party's  fighting ranks where his chances to hit and be  hit  are
normal.

Front:  this  option  puts  the adventurer at the  front  of  the
party's  ranks where he has the greatest chance to hit or be  hit
by melee weapons.

Time Lag:  this utility function defines how long combat messages
will  remain  on  screen.  The time lag can  range  from  0  (the
fastest) to 9 (the slowest). The sound may also be toggled on and
off at this point.

Redo:  the "Woops" option.  This option allows the whole  party's
combat  options  to  be reset.  When the  entire  party's  combat
options have been assigned, the Redo option will be given again.
      Thieves,  because  of their stealth and trickery,  have  an
advantage in melee; they can thrust, attack, or slash at monsters
in any rank, not just the first.
      After  all of the adventurers' options have been  recorded,
this  round of combat begins.  Each figure will act as  his  turn
comes  around.  The  effects of the  adventurer's  and  monster's
actions  will be displayed in the center-right hand  window.  The
effects  on  the character's hit points and body  areas  will  be
displayed at the top of the screen.
      At  the  end  of  every  combat  round  the  monsters  will
reorganize.  If they are losing badly,  they may attempt to flee.
If  the  fight continues,  the Encounter Menu will  be  displayed
again  and an additional round of combat may occur.  Combat  will
continue until all the monsters are dead,  the party is dead, the
party  accepts  the monsters surrender  successfully,  the  party
flees successfully, or the party begs for mercy successfully.

AFTER THE BATTLE
After each battle,  the amount of experience points and gold  the
adventurers earned is displayed.  The gold is put into the  party
treasury and the experience will be divided among the adventurers
when they reach a town.
      If  the fight took place in the  wilderness,  the  monsters
surrendered, or the adventurers make their Spot Item percentages,
the  party  might find some treasure (monsters  defeated  in  the
wilderness  or who surrendered in the dungeon automatically  give
up  all of their treasure).  A general description of  each  item
found  is displayed and the party may decide to keep  or  discard
the item.  Items can not be used until they are distributed in  a
town.  The  party can carry up to 90 items that they  find  while
exploring.
      Some fights occur at night while the party is  asleep.  The
party  is  assumed to mount a watch.  If the character  on  watch
makes  his Listen percentage,  then he can wake the party  before
the monsters attack. Otherwise the sleeping adventurers will have
to  wake up during the melee.  A priest or high level ranger  can
speed up the process by casting spell 51, Awaken (See Magic).

MORTALITY: HIT POINTS AND BODY AREAS
Everything  can  die;  it's a part of the  adventuring  business.
Whenever a monster or adventurer sustains damage,  he loses  some
of his hit points. When his hit points reach 0 he is dead (though
a  high level Priest might bring him back to life with spell  44,
Resurrection).
      The number of hit points an adventurer has is based on  his
level,  class,  and constitution.  The hit point chart shows  the
number  of  Hit Points an adventurer with a  constitution  of  10
would have at any given class and level.

Hit Points by Class and Level for Adventurers with 10 Constitution
Level    1  2  3  4  5  6  7  8  9   10  11  12  13  14  15

FIGHTER 10 20 32 44 56 70 82 94 106 120 130 140 150 160 170
RANGER   8 18 28 40 50 60 72 84  96 110 120 130 140 150 160
PRIEST   8 12 20 30 40 50 60 70  80  90  98 106 114 122 130
MONK     8 10 18 22 32 44 54 62  70  80  88  96 104 112 120
THIEF    6 10 18 22 32 40 48 54  60  70  78  86  94 102 110
WIZARD   6  8 12 16 22 28 34 38  44  50  56  62  68  74  80

An  adventurer's hit points can be restored to maximum in  several
different ways.  First,  any stay at an Inn in town or an indepen-
dent  Inn in the wilderness will heal all of an  adventurer's  hit
points.  Second,  spells 1-4, Healing 1-4, can be cast by a Priest
or  Ranger.  Each spell heals a random number of points  with  the
higher  numbered  spells healing many more points than  the  lower
numbered versions.  Finally, a Healing Potion (rated from strength
1-10) will restore a given number of hit points per dose.  Any  of
these methods may be used in combination.
      Each  character  and monster has  6  Body  Locations:  Head,
Torso, Left and Right Arm, and Left and Right Leg. These Locations
may be Okay (O),  Injured (I),  Broken (B),  or Gone (G).  In  the
wilderness,  the condition of each part of the body is shown in  a
stick figure diagram under the character's status.
      Healing  spells and potions can Heal Body Areas as  well  as
Hit Points.  Each healing spell or Potion will heal the most vital
area it can.  Each area Gone counts as 1 Broken and 1 Injured area
or  3 Injured areas.  Each broken area counts as 2 Injured  areas.
The  following  chart  lists the  effects  of  different  strength
Healing spells and potions.

HEALING POTION    HEALING SPELL     AREAS INJURED
     1-3               I            1 Injury
     4-6               II           1 Break or 2 Injuries
     7-9               III          1 Gone, 1 Break & 1 Injury etc
     10                IV           More than 1 Gone

      Hit Points are used separately from Body Areas.  A character
can die from having his Head or Torso removed,  or from enough hit
points to an arm to kill him.  It is possible for an adventurer to
have  all  of his hit points,  but have a  limb  Gone.  It's  also
possible to have no damaged limbs, but be low on hit points.
      Staying  at an Inn cures all of an adventurer's hit  points,
and will cure 1 Break or 2 Injuries.  A visit to the Inn of a town
is still free. A visit to an independent Inn costs 250 Gold.
      Spells  5-8  (Fireflash)  and  37-40  (Flamebolt)  attack  a
specific  body  area.  Spells 33-36 (Mindblast)  only  affect  the
monster's hit points.
      Different  weapons have different chances to  hit  different
body  areas.  Bows have the best chance to hit the vital  Head  or
Torso  areas.  Spells have an equal chance to hit all body  areas.
Hand  held  weapons  have the worst chance to hit  a  vital  area,
especially against very tall monsters.  The Aim Blow combat option
allows an adventurer with a hand weapon to aim at a vital location
at the cost of only taking one blow and a reduced chance to hit.
      When  a body area is Broken,  it restricts  an  adventurer's
choice of actions.  An adventurer may not fire a bow if any of his
Arms  or Legs are Broken.  An adventurer may not cast a  spell  or
swing  a weapon if his Right Arm is Broken or Gone.  Parry is  the
only combat option for an adventurer with a broken right arm.

MONSTERS
The  land of Scandor is filled with monsters of  all  types.  Most
would happily lunch on ground Wizard any day! Each monster has its
own   unique  personality  and  set  of   characteristics.   These
characteristics include how big a pack the monsters run around in,
their attack, damage, defence, armour, hit points, and any special
powers and spells the monsters know.  Also, each monster can carry
different  amounts  of gold and treasure and  is  worth  different
amounts  of  experience.  Finally,  different monsters  will  have
different reactions when interacting with adventurers.
      Beginning  adventurers  should be careful of  very  powerful
monsters.  But,  don't worry, there are a number of creatures that
your party can take on with a reasonable chance of survival.
      Monsters  are  the stuff of legend and rumour so  a  Monster
Reputation   Table   is  included  to  represent   knowledge   the
adventurers  have before the quest.  Of course,  not all  monsters
have been mentioned in the legends, and not all rumours are true!

Monster Reputation Table
MONSTER NAME               FIGHTING SKILL           REPUTATION

Skeleton                      Low                    Bad
Barbarian                     Med                    Neutral
Drip Slime                    Med                    Bad
Giant Bee                     Med                    Bad
Kobold                        Med                    Neutral
Lesser Wizard                 Med                    Good
Orcs  Med                     Neutral
Scribe                        Med                    Good
Sniverling                    Med                    Neutral
Troll Baby                    Med                    Good
Any Undead                    High                   Bad
Baby Dragon                   High                   Good
Cobra                         High                   Neutral
Constrictor                   High                   Bad
Dwarf                         High                   Good
Ghoul                         High                   Bad
Goblin                        High                   Bad
Gremlin                       High                   Neutral
Illusionist                   High                   Neutral
Killer Bee                    High                   Neutral
Panther                       High                   Good
Priest                        High                   Good
Ranger                        High                   Neutral
Small Devil                   High                   Bad
Sting Beetle                  High                   Neutral
Viper                         High                   Neutral
Viper Moth                    High                   Neutral
Wight                         High                   Bad
Wild Cat                      High                   Neutral
Wild Dog                      High                   Neutral
Zombie                        High                   Bad
Gnome Mage                    High                   Neutral
All Beasts                    V High                 Bad
All Dark Things               V High                 Neutral
All Dragons                   V High                 Neutral
All Giants                    V High                 Neutral
All Lords                     V High                 Neutral
Asp                           V High                 Neutral
Death Fly                     V High                 Neutral
Demon                         V High                 Bad
Devil                         V High                 Bad
Forest Elf                    V High                 Neutral
Giant Wasp                    V High                 Neutral
Great Troll                   V High                 Neutral
High Demon                    V High                 Bad
High Devil                    V High                 Bad
High Ranger                   V High                 Good
King Cobra                    V High                 Neutral
Leopard                       V High                 Neutral
Spirit                        V High                 Bad
Vampire                       V High                 Bad
Wizard                        V High                 Good
Wolf                          V High                 Neutral
Wraith                        V High                 Bad

The  fighting proficiency ratings relate to low level  adventurers
(it  doesn't  actually matter if beginners run into a Demon  or  a
High  Demon,  they're chutney either way)!  A beginning party  can
take  on  low  and medium (Med) quality  monsters  in  about  even
numbers and expect to win.  A party can only expect to win against
high proficiency monsters if the party heavily outnumbers them.  A
beginning  party should do everything in their power to not  fight
the very high (V High) proficiency monsters.  When the adventurers
have all gained several levels,  they can come back and try to mop
up a gaggle of giants (fat chance)!

MAGIC
Magic is the fertilizer that makes PHANTASIE III bloom.  It is  an
important   weapon   against  monsters  and  the  basis   of   the
heroes'power in the latter parts of the game.  There are deeds  to
be  done  and  battles to be won that can only  be  achieved  with
magic.  The proper combination of melee,  bowfire,  and spells  in
combat is the basis of success in PHANTASIE III.
      Every  class  of  adventurers has  some  capacity  to  throw
spells.  Spells  can  be thrown in town,  in  the  wilderness,  in
dungeons,  and  in combat.  Magic spells are identified  by  their
Spell  Number,  Magic Point Cost,  Name,  and Type.  Each time  an
adventurer casts a spell,  it costs him between one and four Magic
Points depending on the spell.  The adventurer's Magic Points  are
restored by resting in an Inn or by drinking a Magic Potion.
      Each  adventurer gets a number of Magic Points based on  his
class and attributes. Whenever an adventurer rests in an Inn after
using  Magic  Points,  he  has a chance for his  Magic  Points  to
increase.  The  maximum number of Magic Points an  adventurer  can
have  depends on his class and level and is given in  the  Maximum
Magic Points Chart.

Maximum Magic Points at Different Levels by Class
LEVEL    1  2  3  4  5  6  7  8  9 10 11 12 13 14 15

WIZARD  10 11 11 12 13 14 14 15 16 16 17 17 18 19 20
PRIEST  10 11 12 13 14 15 16 17 18 19 20 20 20 20 20
RANGER   8  9 10 11 12 13 14 15 16 17 18 18 18 18 19
MONK    10 10 10 11 11 11 12 12 12 13 13 14 16 18 20
FIGHTER  7  7  8  8  9  9 10 10 11 12 13 14 15 16 18
THIEF    6  6  7  7  8  8  9 10 11 12 13 13 14 14 15

All adventurers can eventually learn some spells, but some classes
require  a high level before any spells are available.  The  total
number of spells an adventurer can learn is limited by his  class,
level and intelligence.  Thus, classes that may have many possible
spells  but who can only learn a few,  such as Rangers and  Monks,
should be very choosy about which spells they learn.
      Spells  are  divided into a number of  different  categories
depending on whether the spells can be used and how they interact.
The different types of spells are:

Combat  Spells:  these spells can only be used during  melee  with
monsters. They last only for the duration of the combat. There are
two types of combat spells:
    Passive:  these spells always work, and whenever possible they
    counter  act  any previously cast spells.  Thus  if  an  enemy
    wizard  casts  a Slow spell at the party then a  party  wizard
    could override it with a Quickness spell.

    Active:  the  effectiveness of active spells depends upon  the
    spellcaster's magic power and experience level as well as  the
    strength  of the target.  Active spells may have a  cumulative
    effect. A second Fear spell, for example, can cause the victim
    to be more afraid than the first spell.  A second Sleep  spell
    will not deepen a sleeping target's trance, however.

Non-Combat  Spells:  these spells can be used only out of  combat.
There are four types of non-combat spells:

    Town: these spells can only be cast in a town.

    Wilderness: these spells can only be cast in the wilderness.

    Dungeon: these spells can only be cast in the dungeon.

    Everywhere  Spells:  these  spells  can be  cast  anywhere  at
    anytime.

The  Spells Available Table lists the spell numbers an  adventurer
can  learn  at each level.  The Spell Table lists the  spells  and
their details in spell number order.  Finally,  the Spell List  is
organized alphabetically and describes each spell in detail.

   Spells Available at Different Levels by Class
LEVEL     1  2  3  4  5  6  7  8  9 10 11 12 13 14 15

WIZARD    5 13  6  7 21 25  8 34 11 35 15 36 12 16 47
          9 41 10 14 54 33 37 45 38 -- 39 48 -- 40 --
         -- 55 -- -- -- 50 46 51 -- -- -- -- -- -- --
         -- -- -- -- -- -- 56 -- -- -- -- -- -- -- --

PRIEST    1 21  2 25  3 18 23  4  7  8 31 24 32 20 48
         51 29 17 42 22 30 26 43 19 37 34 27 39 28 --
         -- -- 49 -- -- -- -- -- 44 -- -- -- -- -- --

RANGER    1 17 25  2 29  3 18  4  6 30 26 22 33 37 23
          5 -- 49 -- 52 -- 51 -- 21 -- 42 -- 44 -- --

MONK      5 50  6 45 56  7 13  8 33  9 34 14 35 10 36
         55 -- 54 -- -- -- 48 -- -- -- -- -- -- -- --

FIGHTER  -- -- 52 55 --  9 -- -- 13 56 -- 11 -- -- 15

THIEF    -- -- -- 41 -- -- 42 -- -- 18 -- --  8 -- --

SPELL TABLE

SPELL   MAGIC  NAME                     TYPE*
  #      PTS

  1       1    HEALING 1                  E
  2       2    HEALING 2                  E
  3       3    HEALING 3                  E
  4       4    HEALING 4                  E
  5       1    FIREFLASH 1               C/A
  6       2    FIREFLASH 2               C/A
  7       3    FIREFLASH 3               C/A
  8       4    FIREFLASH 4               C/A
  9       1    QUICKNESS 1               C/P
 10       2    QUICKNESS 2               C/P
 11       3    QUICKNESS 3               C/P
 12       4    QUICKNESS 4               C/P
 13       1    ARROW FLAME 1             C/P
 14       2    PARTY ARROW FLAME 1       C/P
 15       3    ARROW FLAME 2             C/P
 16       4    PARTY ARROW FLAME 2       C/P
 17       1    PROTECTION 1              C/P
 18       2    PROTECTION 2              C/P
 19       3    PROTECTION 3              C/P
 20       4    PROTECTION 4              C/P
 21       1    CONFUSION 1               C/A
 22       2    CONFUSION 2               C/A
 23       3    CONFUSION 3               C/A
 24       4    CONFUSION 4               C/A
 25       1    WEAKNESS 1                C/A
 26       2    WEAKNESS 2                C/A
 27       3    WEAKNESS 3                C/A
 28       4    WEAKNESS 4                C/A
 29       1    BINDING 1                 C/A
 30       2    BINDING 2                 C/A
 31       3    BINDING 3                 C/A
 32       4    BINDING 4                 C/A
 33       1    MINDBLAST 1               C/A
 34       2    MINDBLAST 2               C/A
 35       3    MINDBLAST 3               C/A
 36       4    MINDBLAST 4               C/A
 37       1    FLAMEBOLT 1               C/A
 38       2    FLAMEBOLT 2               C/A
 39       3    FLAMEBOLT 3               C/A
 40       4    FLAMEBOLT 4               C/A
 41       1    CHARM                     C/A
 42       2    SLEEP                     C/A
 43       3    TELEPORTATION             C/A
 44       4    RESURRECTION               E
 45       1    NINJA 2                   C/P
 46       2    FEAR                      C/A
 47       3    DISSOLVE                  C/A
 48       4    SUMMON ELEMENTAL          C/P
 49       1    DISPEL UNDEAD             C/A
 50       2    NINJA 1                   C/P
 51       3    AWAKEN                    C/A
 52       4    MONSTER EVALUATION        N/WD
 54       2    TRANSPORTATION            N/T
 55       3    ACCURACY                  C/P
 56       4    PARTY ACCURACY            C/P

* SPELL TYPES INCLUDE:  E = EVERYWHERE, W = WILDERNESS, D=DUNGEON,
T  =  TOWN,  C  =  COMBAT,  N =  NON-COMBAT,  P  =  PASSIVE  (NON-
CUMULATIVE), A = ACTIVE (CUMULATIVE).

SPELL LIST
Accuracy  and  Party Accuracy (#55,56):  these  spells  raise  one
adventurer's, or the whole party's Fire Bow percentage to 250.

Arrow Flame and Party Arrow Flame (#13-16):  these spells increase
the  accuracy and damage of bow fire for one  adventurer,  or  the
whole party.  Arrow Flame 1 increases accuracy by +50 percent  and
Bow Point Values by +15.  Arrow Flame 2 increases accuracy by +100
percent and Bow Point values by +25.

Awaken  (#51):  this  spell  rouses all  sleeping  adventurers  or
neutralizes a sleep spell.

Binding (#29-32):  these spells inhibit the movement of  monsters,
making  them easier to hit.  The spells are progressive so that  a
Binding  3  is stronger than a Binding 1 and Binding  2  combined.
Binding spells are particularly effective against flying creatures
and monsters that are difficult to see.

Charm  (#41):  this  spell makes monsters so  friendly  that  they
forget that they are in combat, until they are attacked.

Confusion (#21-24): these spells make it difficult for monsters to
use their magic.  The spells are progressive so that a Confusion 3
is stronger than a Confusion 1 and a Confusion 2 combined.

Dispel Undead (#49): this spell causes skeletons, zombies, ghosts,
and other creatures back from the dead to flee or simply dissolve.

Dissolve (#47): this spell causes monsters to simply dissolve away
to nothing.

Fear  (#46):  this spell frightens monsters into running  away  in
terror.

Fireflash  (#5-8):these  spells  shoot a blast  of  flame  at  one
monster.  The  spell causes the following damage according to  the
level of the spell:

Fireflash 1    1-10 points of damage
Fireflash 2    1-30 points of damage
Fireflash 3    1-60 points of damage
Fireflash 4    1-100 points of damage

Flamebolt  (#37-40):  these  spells shoot a sheet  of  flame  that
attacks every monster in the combat.  The attack is reduced by the
monster's armor,  however.  The spell causes the following  damage
according to the level of the spell:

Flamebolt 1    1-7 points of damage
Flamebolt 2    1-15 points of damage
Flamebolt 3    1-31 points of damage
Flamebolt 4    1-66 points of damage

Healing  (#1-4):  this  spell restores hit points and  cures  Body
areas  for one adventurer.  The spell restores the hit points  and
cures body areas according to the level of the spell:

Healing 1      1-9 hit points       Cure 1 injury
Healing 2      1-27 hit points      Cure 1 break or 2 injuries
Healing 3      1-57 hit points      Cure 1 gone, 1 Break & Injury
Healing 4      1-99 hit points      Cure more than 1 Gone

Mindblast  (#33-36):  this  spell transmits a  powerful  blast  of
psychic  energy at the monsters.  The spell causes  the  following
damage according to the level of the spell:

Mindblast 1    1-5 points of damage
Mindblast 2    1-11 points of damage
Mindblast 3    1-41 points of damage
Mindblast 4    1-81 points of damage

Monster  Evaluation (#52):  this spell determines the  approximate
experience  level  of nearby monsters.  Although  it  occasionally
yields  inaccurate results,  it is a good idea to cast this  spell
immediately  upon  entering  a dungeon  and  occasionally  in  the
wilderness.

Ninja  (#45 & 50):  this spell transforms the spellcaster  into  a
fighter  of super-human ability.  The spell gives the caster  high
attack,  defense,  and  damage abilities regardless of his  actual
armor  or weapons.  Ninja 2 is more powerful than  Ninja  1,  even
though Ninja 1 costs more magic points.

Protection  (#17-20):  this spell increases the  effectiveness  of
each party member's armor.  The amount of additional armor depends
on the level of the spell:

Protection 1   +1 point of armor
Protection 2   +3 points of armor
Protection 3   +6 points of armor
Protection 4   +10 points of armor

Quickness (#9-12):  this spell makes the party members move faster
so  that  they can swing more times during an  attack.  The  speed
increase depends on the level of the spell:

Quickness 1    +10% speed increase
Quickness 2    +25% speed increase
Quickness 3    +45% speed increase
Quickness 4    +70% speed increase

Resurrection  (#44):  this spell attempts to raise  an  adventurer
from  the  dead.  The shock of dying will  permanently  lower  the
victim's Constitution one or two points, however.

Sleep (#42): this spell causes opponents to fall into a daze where
they cannot attack, parry, or cast spells.

Summon  Elemental (#48):  this spell summons up an elemental  that
the party has previously loaded in at a guild.  The elementals are
listed  on the guild roster and one of them must be loaded in at a
guild before he can be summoned in combat.

Teleportation (#43):  this spell will teleport the party out of  a
combat.

Transportation (#54):  this spell will transport the party  inter-
dimensionally from one town to another.

Weakness  (#25-28):  these spells cause monsters to lose  strength
and  so  do less damage when they hit adventurers.  The  spell  is
progressive  so that Weakness 3 is more powerful  than Weakness  1
and Weakness 2.

Divine Spells (#57+): these spells may only be acquired during the
course of the game for special purposes.

TREASURE
Treasure is one of the great rewards for the hearty adventurer  in
PHANTASIE III. Treasures such as magic weapons, precious gems, and
ancient  scrolls  with  clues to Scandor's plight  abound  in  the
wilderness  and dungeons.  Unfortunately,  the party will have  to
fight  for treasure,  as almost all of these items are guarded  by
monsters.  There  are  four types of treasure  in  PHANTASIE  III:
Combat Equipment,  Potions,  Scrolls,  and Other  Valuables.  Some
items will help the adventurers on their quest.  Other items  will
be  sold at Armories in towns for gold.  Each type of treasure  is
its own reward.

COMBAT EQUIPMENT
Combat equipment in PHANTASIE III  includes shields,  armor, melee
weapons,  and bows. Each item has a set of attribute requirements,
normally based on Strength.  Only adventurers with high attributes
can  use heavy equipment.  Note that magical equipment  has  lower
attribute requirements than normal equipment of equal point value.
Each type of equipment is listed with its item number,  its  point
value, its attribute requirements, and its name.

Shields
Item   Point   Strength     Type
 #     Value   Required

  1      1        1         Glove
  2      2        2         Wooden Shield
  3      3        3         Wooden Shield +1
  4      4        4         Small Shield
  5      5        5         Small Shield +1
  6      6        6         Small Shield +2
  7      7        7         Small Shield +3
  8      8        8         Medium Shield
  9      9        9         Medium Shield +1
 10     10       10         Medium Shield +2
 11     11       11         Medium Shield +3
 12     12       12         Large Shield
 13     13       13         Large Shield +1
 14     14       14         Large Shield +2
 15     15       15         Large Shield +3
 16     16       16         Giant Shield
 17     17       17         Giant Shield +1
 18     18       18         Giant Shield +2
 19     19       19         Giant Shield +3
 20     20       20         God Shield (Magic)

Armor
Item  Point    Strength     Type
  #   Value    Required

 21      1        2         Clothing
 22      2        4         Robes
 23      3        6         Leather
 24      4        8         Hard Leather
 25      5       10         Ring Mail
 26      6       12         Scale Mail
 27      7       14         Chain Mail
 28      8       16         Splint Mail
 29      9       18         Banded Mail
 30     10       20         Plate Mail
 31      2        0         Cloth +1
 32      3        0         Robes +1
 33      4        2         Leather +1
 34      5        4         Leather +2
 35      6        6         Ring Mail +1
 36      7        8         Ring Mail +2
 37      8       10         Chain Mail +1
 38      9       12         Chain Mail +2
 39     10       14         God Robes (Magic)
 40     11       16         God Armor (Magic)

Bows
 41      1        0         Self Bow
 42      2        2         Self Bow +1
 43      3        4         Self Bow +2
 44      4        6         Short Bow
 45      5        8         Short Bow +1
 46      6       10         Short Bow +2
 47      7       12         Medium Bow
 48      8       14         Medium Bow +1
 49      9       16         Medium Bow +2
 50     10       18         Compound Bow
 51     11       20         Compound Bow +1
 52     12       22         Compound Bow +2
 53     13       24         Gnome Bow
 54     14       26         Long Bow
 55     15       28         Long Bow +1
 56     16       30         Long Bow +2
 57     17       32         Crossbow
 58     18       34         Old Bow
 59     19       36         Crossbow +2
 60     20       38         God Bow
*Attributes required is based on Strength + Dexterity.

Melee Weapons
 61      1        3         Knife
 62      2        6         Dagger
 63      3        9         Club
 64      4       12         Mace
 65      4       15         Small Axe
 66      5       18         Staff
 67      6       21         Short Sword
 68      6       24         Flail
 69      7       27         Hammer
 70      8       30         Spear
 71      9       33         Axe
 72      9       36         Sword
 73     10       39         Heavy Mace
 74     11       42         Trident
 75     12       45         Large Spear
 76     12       48         Large Axe
 77     13       51         Pike
 78     14       54         Long Sword
 79     15       57         Bardiche
 80     15       60         Halbred
 81      2        3         Knife +1
 82      3        6         Knife +2
 83      4        9         Club +1
 84      5       12         Club +2
 85      7       15         Flail +1
 86      8       18         Flail +2
 87      9       21         Spear +1
 88     10       24         Sword +1
 89     11       27         Sword +2
 90     13       30         Sword +4
 91     14       33         Sword +5
 92     15       36         Sword +6
 93     16       39         Halbred +1
 94     17       42         Halbred +2
 95     19       45         Sword +10
 96     20       48         Halbred +5
 97     21       51         Halbred +6
 98     22       54         God Knife (Magic)
 99     23       57         God Mace (Magic)
100     25       60         God Sword (Magic)
*Attributes required is based on 2 x Strength + Dexterity.

POTIONS
Potions  are magic concoctions that adventurers drink  to  restore
hit points,  damaged body areas,  or spent magic points. There are
two different kinds of potions: Healing Potions & Magic Potions.

Healing Potions (#101-110): these potions will restore a number of
hit  points  to an adventurer and help heal  damaged  body  areas.
Healing  Potions come in ten different strengths;  the higher  the
level the greater the power of the healing:

Healing 1        1 pt. healed       1 injury healed
Healing 2        4 pts. healed      1 injury healed
Healing 3        9 pts. healed      1 injury healed
Healing 4        16 pts. healed     1 break or 2 injuries healed
Healing 5        25 pts. healed     1 break or 2 injuries healed
Healing 6        36 pts. healed     1 break or 2 injuries healed
Healing 7        49 pts. healed     1 gone, 1 break & injury, etc.
Healing 8        64 pts. healed     1 gone, 1 break & injury, etc.
Healing 9        81 pts. healed     1 gone, 1 break & injury, etc.
Healing 10       100 pts. healed    More than 1 gone healed

Magic  Potions  (#111-120):  these potions will  restore  a  spell
caster's magic points.  They also come in ten different strengths;
the  higher  the  level the greater the  number  of  magic  points
restored.

Magic 1          3 pts. restored
Magic 2          6 pts. restored
Magic 3          9 pts. restored
Magic 4         12 pts. restored
Magic 5         15 pts. restored
Magic 6         18 pts. restored
Magic 7         21 pts. restored
Magic 8         24 pts. restored
Magic 9         27 pts. restored
Magic 10        30 pts. restored

SCROLLS
A number of people have recorded important information on  scrolls
that  are scattered throughout Scandor.  Some of the  scrolls  are
available  at  Armories in towns;  others are closely  guarded  by
monsters.  All together these scrolls hold many of the secrets  of
the  enemy and how he may be defeated.  Remember that  adventurers
may only read scrolls by using the Use Item command in a city.

OTHER VALUABLES
Many other valuable treasures exist in the PHANTASIE III universe.
These  treasures include gems,  objects d'art,  and  one-of-a-kind
masterpieces.

APPENDIX I: QUICK START
For  those that want to jump right in and "Test  Drive"  PHANTASIE
III you can use these quick start instructions.

1)  Before you can begin play you must create 2  disks:  a  Player
disk and a Dungeon disk.  Check the machine specific  instructions
for  your  computer for information on creating  the  disks.  (Use
Utilities Menu from PHANTASIE III game to create disks)

2) After you have made the disks,  get back to the Starting  Menu.
Choose "Start in Pendragon" to begin the game.

3)  Once in the town go to the Guild to get adventurers to form  a
party.  In  the Guild the List Members command will show  you  six
adventurers that are already in the guild.  These adventurers  are
beginning  characters,  but  are already  pre-generated  and  pre-
equipped. They also form a reasonably balanced party to start. Hit
the  space bar to return to the Guild Menu.  Use the  Add  Members
command to add the Adventurers from the Guild to your  party.  Now
exit the Guild.

4)  Go to the bank and withdraw about 500 gold to  cover  expenses
while you travel. Exit the bank.

5) Next go to the Armory.  Choose a character to be the buyer  and
then List the items available. Continue the list until the scrolls
appear.  Buy a couple of scrolls.  Exit the Armory. Choose the Use
Item command and the character who bought the scrolls. Then choose
the scrolls from the list.  The information on the scrolls  should
give  you an idea on what is going on in Scandor and a clue as  to
where  you  might  want to go.  You are now ready  to  begin  your
adventure. Leave the town and good luck.

HOW TO ANSWER QUESTIONS
Many  questions in the game have a menu of different  options.  If
the menu is numbered,  then input the number to make your  choice.
If  the names on the menu include a ")" then input the  letter  to
the left of the bracket to make your choice.  If a question  gives
you a choice such as "Disarm or Leave" then input the first letter
of your choice. Many questions want a Yes or No answer; simply hit
"Y" or "N" to make a choice.  If a screen does not ask a question,
but leaves a blinking cursor, hit RETURN to continue.
   Whenever you refer to an adventurer outside of the Guild lists,
you use the adventurer's number in the party.  So,  after you  say
you want to disarm the trap you will specify the adventurer  (1-6)
that attempts the disarm.
   When you are outside a town you can you can move four different
directions on the map. Use the mouse to select.
    This should be enough to get you started into the  world  with
the  sample  party.  When  you  run into  a  situation  you  don't
understand look up the rule covering that specific situation. When
you feel you understand the game and how it works you can go back,
make up your own party, and go for the gusto.

APPENDIX II: DIFFERENCES BETWEEN PHANTASIE III & PHANTASIE I & II
Players who have already gone through PHANTASIE I or PHANTASIE  II
will recognize most of the rules for PHANTASIE III.  But,  several
new rules have been added to PHANTASIE III,  including an expanded
combat system, additional spells, and revised screen layouts. What
follows is a summary of these changes.

Going  Up  Levels:  each time a character goes up a level  he  can
receive  training in three skills.  A chart lists the  character's
current  level in each skill,  and the effect of training in  that
skill.  The  character  will also receive an amount of  Gold  that
depends on his social class.

Social  Class:   each  character  has  a  social  class:  Peasant,
Labourer, Craftsman, or Noble. Humans, Elves, Dwarves, Gnomes, and
Halflings tend to be of the higher classes.  Social Class  affects
starting money and money received for advancing a level.

Trading:  while in town adventurers may trade items without having
to redistribute them using the Trading option.

Bows:  bows  have  replaced  thrown rocks as  every  man's  ranged
weapon.  It is easier to hit an opponent with a bow,  and Armor is
less effective vs.  them. Thieves get a free +30 to their Fire Bow
Skill, Elves receive a +15 to Fire Bow Skill.

Body Locations:  each character and monster has 6 Body  Locations:
Head,  Torso,  Left and Right Arm,  and Left and Right Leg.  These
locations may be Okay (O),  Injured (I),  Broken (B), or Gone (G).
In the Wilderness the condition of each part of the body is  shown
in a stick figure diagram under the character's status.

Healing: healing spells and potions can Heal Body Areas as well as
Hit Points.  Each Healing Spell or Potion will heal the most vital
area it can.  Each area Gone counts as 1 Broken and 1 Injured area
or  3 Injured areas.  Each Broken area counts as 2 Injured  areas.
The  following  chart  lists the  effects  of  different  strength
Healing spells and potions.

Healing   Healing   Areas Healed
 Potion    Spell
  1-3        I      1 Injury
  4-6        II     1 Break or 2 Injuries
  7-9        III    1 Gone, 1 Break & 1 Injury, etc.
   10        IV     More than 1 Gone

Hit  points are used separately from Body Areas.  A character  can
die  from  having his Head or Torso removed,  or from  enough  hit
points to an arm to kill him.  It is possible for an adventurer to
have  all  of his Hit Points,  but have a  limb  Gone.  It's  also
possible to have no damaged limbs, but be low on Hit Points.
   Staying at an Inn cures all of an adventurer's Hit Points,  and
will cure 1 Break or 2 Injuries.  A visit to the Inn of a town  is
still free. A visit to an independant Inn costs 250 Gold.
    Spells 5-8 (Fireflash) and 37-40 (Flamebolt) attack a specific
Body Area.  Spells 33-36 (Mindblast) only affect the monster's Hit
Points.
   Different weapons have different chances to hit different  Body
Areas.  Bows  have the best chance to hit the vital Head or  Torso
Areas.  Spells  have an equal chance to hit all Body  Areas.  Hand
Held weapons have the worst chance to hit a vital area, especially
against  very tall monsters.  The Aim Bow combat option allows  an
adventurer  with a hand weapon to aim at a vital location  at  the
cost of only taking one blow and a reduced chance to hit.
   When a body area is Broken, it restricts an adventurer's choice
of actions. An adventurer may not fire a bow if any of his Arms or
Legs  are Broken.  An adventurer may not cast a spell or  swing  a
weapon  if  his Right Arm is Broken or Gone.  Parry  is  the  only
combat option for an adventurer with a Broken Right Arm.

Monster  Status:  during combat three things will be listed  about
enemy monsters:  their Rank,  their Name,  and their  Status.  The
Status of a monster can be:  Unconscious (U),  Sleeping (S),  Down
(D),  and Okay (K). As an example 3 Gnomes in the 2nd rank who are
Sleeping, Unconscious, and Down would be listed as:
        2       Gnome(S)    S U D

Sleeping adventurers and monsters are automatically hit in combat.
Down  adventurers  and monsters are much easier to hit  than  Okay
targets, but can still dodge.

Adventurer  Positions in Combat:  during combat an adventurer  can
assume  one of three  positions:  Back,  Middle,  or  Foreward.  A
character who is Foreward has an increased chance to hit with hand
weapons,  but an even greater chance to be hit by the monsters.  A
character who is Back is harder for the monsters to hit,  but  has
an even harder time hitting the monsters with a hand weapon.
    An adventurer's position has no effect on his chances  to  hit
with  a  bow.  An adventurer's combat modifiers for  position  are
calculated  relative  to  the rest of the party.  If  all  of  the
adventurers  are  Back,  then  none of them  get  any  bonuses  or
penalties.

Mapping:  Scandor is divided into a 5x5 area referenced by a  grid
labeled  A  -  E West to East and I to V  North  to  South.  Other
planes,  dimensions,  have their own labels. All areas are already
mapped so spell 53 (Vision) is unnecessary.

APPENDIX III: TIPS & HINTS
Playing PHANTASIE III is a big job;  there are hundreds of details
to keep track of. This section includes a few hints on "good" ways
to handle some of those details. You'll have to experiment to find
your own personal "best" solution to the game.

FORMING A PARTY
The  right  combination  of  adventurers is  half  the  battle  in
PHANTASIE III.  When you choose an adventurer's race and class you
define  the  chance  of getting  particular  attributes,  not  the
attributes   themselves.   High  attributes  make  surviving   and
advancing levels much easier.

Strength:  fighting types need every point they can get. Often the
only advantage of random creatures is a chance for high STR. Don't
take a random creature though unless its other Attributes are okay
too.

Intelligence: all spellcasters need INT; limited spellcasters like
Monks  and Rangers need every point they can get.  Limited  spell-
casters  receive very few Spells Available,  they shouldn't  waste
them on middle level junk like FIREFLASH 2 or HEALING 2 when  very
powerful 3 and 4 point spells are just a couple of levels away.

Dexterity:  great  for everyone but especially for low  Hit  Point
types like Thieves and Wizards. Try high DEX wizards with no armor
in the back rank. They are very difficult for the enemy to hit.

Constitution:  again everybody needs CON,  but low Hit Point types
need it the most. Don't get seduced by a high INT and a low CON.

Charisma:   random  creatures  with  very  low  Charisma  can  get
prohibitively expensive to train;  watch out! High CHA is a secret
advantage of Humans, Elves, and Wizards.

   The next thing you have to worry about is equipping the  party.
You  always  want  the biggest weapons  your  fighting  types  can
handle.  Grab any bow of 4 points or better for Thieves and  Monks
who  are out of magic points.  Buy the heaviest armor you can  get
for  fighters  in the front ranks,  none for Wizards in  the  back
ranks.

Buy all the low point healing potions you can find. After a couple
of  levels you'll need all the medium power Magic Potions you  can
grab.  Magic Weapons are normally too expensive to buy;  find them
instead.  Finally,  buy,  read, and keep track of every scroll you
can  get  your hands on;  they're the key to the whole  puzzle  in
Scandor.

FIGHTING
Your party will be doing lots of fighting in PHANTASIE III, so you
had  better find good strategies from the start.  There are  three
things   to  worry  about  when  fighting:   Encounter   Strategy,
Adventurer Position, and Melee Tactics.
    At  the Encounter Menu you have to figure out  your  Encounter
Strategy.  Use the Monster Reputation Table to decide if you  want
to  fight  or  not.  Trying to greet  possibly  friendly  monsters
doesn't cost you anything, even if they decide to fight. Don't try
to Accept Surrender right away,  it only works after you've killed
a percentage of the enemy.  And don't be afraid to Beg for  Mercy,
especially if you're not currently carrying much gold.  The  party
should  only try to flee if it is out-matched and  heavily  loaded
with gold and goodies.
   Remember,  if you flee and fail the monsters get free shots  at
your characters.  If you're going to fight, then you need to worry
about  everyone's  position.  Fighters  should be  placed  in  the
foreward  rank  where they have the highest  chance  of  striking.
Spell casters and bowmen can be in the back rank,  where they  are
less likely to be hit. Note that the ranks are relative positions.
If  everyone  occupies  the  back rank,  then  no  one  gains  any
protection.
    When battle starts,  each adventurer has a choice of  tactics.
Fighters  can  choose  between 1  and  3  swings.  Against  normal
monsters take as many swings as you can.  Against flying  monsters
or  ones that are hard to see take only a few.  Thieves with  good
bows (4+ points) can do as much damage as they can in melee;  keep
them in the back rank with the Wizards.  Wizards should be careful
not to overkill the enemy and waste Magic Points;  sometimes  it's
best to parry and let the Fighters take care of a few monsters.

THE QUEST
No  matter where the party goes on its quest it always comes  back
to its base, Pendragon. Begin by going into the Pendragon Archives
just south of the town.  Work your way through the archives  until
you find the wise man Filmon.  He will direct you on how to  begin
your quest.  After each adventure go back and consult Filmon again
for directions to the next part of the quest.
    While  you're  on your quest be careful  about  exploring  the
dungeons you find. Be ready to retreat if your party gets too beat
up,  but  explore  enough  so that you're  sure  you  didn't  miss
anything.  Try to go through the adventure in something resembling
the  proper  sequence;  if you try to take low  level  adventurers
through some of the later dungeons they'll get eaten alive!
   Finally,  don't take the program too literally.  A limb  that's
"Gone"  is probably just so broken that normal rest won't fix  it.
Monsters that are "Unconscious" are just so groggy that they can't
fight.  PHANTASIE III is packed with flavorful details; enjoy them
for the color they add and don't pick too many nits. And remember:
The  race  is  not  always to the swift,  or  the  battle  to  the
strong...but God fights on the side with the most artillery.

End.............
