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Phantasie 3: The wrath of Nikademus manual



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


 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 .............................................. [1.0]

ADVENTURERS ............................................... [2.0]
      Races * Classes * Attributes
      How Attributes Are Determined * Skills
      Social Class

TOWNS ..................................................... [3.0]
      Starting and Ending * Town Menu: Go To
      The Guild * The Bank * The Armoury
      The Mystic * The Inn * Leave Town
      Town Menu: Other Options * Save Game

BEGINNING THE ADVENTURE ................................... [4.0]
      The Wilderness * Dungeons
      Dungeon Menu * Skills in the Dungeon

ENCOUNTERS ................................................ [5.0]
      Melee * After the Battle
      Mortality: Hit Points and Body Areas

MAGIC ..................................................... [6.0]
      Spell List

TREASURE .................................................. [7.0]
      Combat Equipment * Potions
      Scrolls * Other Valuables

APPLE SPECIFIC INFORMATION ................................ [omitted]
      Loading the Game * Utilities Menu
      Disk Making Utility Menu
      Other Utilities Menu * Playing the Game
      Town Menu: Go To * Armoury Menu
      Guild Menu * Bank Menu
      Town Menu: Other Options
      Adventure Menu * Encounter Menu
      Melee Menu * Other Options Menu
      Terrain * Saving the Game
      Backup Disks

APPENDIX I: Quick Start ................................... [9.0]
      How to Answer Questions

APPENDIX II: Difference between Phantasie III
and Phantasie I & II ...................................... [10.0]

APPENDIX III: Tips and Hints .............................. [11.0]
      Forming a Party * Fighting
      The Quest

[1.0] 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

"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

"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

"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

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


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


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?


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.


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

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

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.


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


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.


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.

[3.0] 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 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 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
 * Continue List
 * Buy Item
 * Another Shopper
 * Exit Armoury

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

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 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.


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.


The Leave Town Option takes the party into the wilderness.


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

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

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


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.


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 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

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).


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

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.


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


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

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.


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

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

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 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).


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


     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.


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


 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

[6.0] 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

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

T  =  TOWN,  C  =  COMBAT,  N =  NON-COMBAT,  P  =  PASSIVE  (NON-


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

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

 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

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 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 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.


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)

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)

 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 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


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.


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


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


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.


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

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.


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.


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

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.


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.


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! Good luck!
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