Into the Dungeons!
It's been a long time since I last wrote about Phantasie. No, I haven’t given up and run away scared! Things have just been a bit hectic lately at Crypt Towers, what with us now having DOOM (grin). But I’m back, sword in hand, and ready for possibly the most important part of any adventure game - the dungeon.
Since the last post, my progress has exploded, and I’ve explored huge chunks of the western island. The game feels like it properly opens up after all that early grinding in and around Pelnor. We're now rocking decent gear and are highly trained. That said, it's more of the same with a battle around every corner, and the difficulty keeps creeping up. But thanks to all that early farming (as the kids say), I find my party handles it.
Let’s rewind a bit and talk about that first dungeon close to Pelnor. Unlike many crawlers, these aren't procedurally generated; the physical layout stays the same, but your experience is different. For me, the dungeons are where Phantasie excels. Outside is fun, but it’s "just" the road between towns, loot, and trouble. The dungeons are enticing, as you must examine everything and question each move. There are several dungeons packed with puzzles, traps, weapons, and of course, runes. Their appearance reminds me a little of Rogue, a view of overhead corridors and rooms that slowly reveal themselves as you explore.
Encounters work in two ways: some are random, and others appear tied to specific tiles. Step on the wrong one and it's battle time - even when returning to that tile, which makes it tricky to avoid (yet another) conflict in a doorway or corridor!! That said, Phantasie gives you a range of options, so try greeting your would-be attackers. It doesn’t always work, but it’s worth a shot - especially since it doesn’t cost you a turn.
One of the best features is the mapping system. Because the dungeons don’t change, you can rely on each map for reference as you poke around. Yes, the game offers to record your exploration! It’s surprisingly helpful and saves a lot of faffing about, especially when you need to return. Each dungeon contains a special rune reward, but you’ll need to survive traps, puzzles, and the usual monster mayhem to get it.
This is the fifth post, wrapping up my run through the basics of Phantasie. I shall hack & slash a bit more before my final conclusion. Until then, grab a sword, light a torch, and get inside that dungeon!!
This post is dedicated to my mate Tom for his support since day one. Talking of days, if you missed the earlier posts then I have the links here: Day One, Day Two, Day Three, and Day Four.

The green marker at the top is always the dungeon's entrance (and exit)
As you walk, the dungeon is revealed; watch out for traps and encounters.
The yellow markers are doors, and the green blobs can be interacted with.

The red/yellow marker is me, and I'm in the Storage Room.
The southwestern part of this dungeon is a minefield that took many attempts!!
Scroll down for the correct route...

I had to look twice when I entered this room!
I see a locked door and something curious in the east of the room.
This is actually a deceptively difficult dungeon with many battles.
The quests are interesting, but the user interface begins to show its age.
Phantasie needed a better way to check on quests, items, and more.
Phantasie needed a better way to check on quests, items, and more.
The game saves mapping progress for when you get back. Fantastic!!
2 left
2 down
1 right
2 down
3 left
2 down
5 right
1 up
3 right
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