Phoebus

map

Home of Mystalvision, the High Priest of the Temple of the Sun and chief Sun Mage.

This is one of the odd examples of a map whose size is inexplicably larger than it needs to be. Yes, there’s technically ocean to the north and west, but you can’t see it (D:Soften Stone doesn’t work here). And the “exiting the map” code will stop you as soon as you move south from (08,01).

You’ll find random encounters (1 in 100) with Stosstrupen, Soldiers, and Sullen Citizens.

Exits

The southern exit (08,01) from the city drops you back on the Isle of the Sun (05,10).

There aren’t any other proper exits, although the fight with Mystalvision will dump you into the Phoeban Dungeon, and eventually you’ll come back up from the dungeon at (02,14). (Technically, you come up at 02,13, read a paragraph, and then are pushed to 02,14, but that’s all transparent to the player.)

Places of Interest

Buck Ironhead’s Enlistment Office (14,02): Buck tries to enlist you in the Kingshome army that’s currently sieging the city of Byzanople on King’s Isle. If you agree, you’re sent to the Siege Camp. If you refuse, he charges you a draft-dodging fee of $50 per party member. You can use this as a route to travel from Phoebus to the Siege Camp as often as you want, even once the War of Byzanople has been resolved.

The Barracks (06,09): A nasty fight with ten Stosstrupen. Don’t go in here unless you really know what you’re doing.

The Chest of Scrolls (01,10): Fight off a bunch of Thieves at (01,11), then open this chest (difficulty 2) for scrolls of H:Poog’s Vortex, S:Sun Stroke, D:Death Curse, D:Create Wall, and S:Mithras’ Bless.

The Armor Cache (01,15): Fight your way through some guards at (02,15), then open this chest (difficulty 1) for a suit of Plate Mail (+10 AC, -5 AV), a Magic Shield (+4 AC, STR 10), the Tri-Cross (+1 AV, 30’, burst fire) and some Bolts (1d4), and seven Dragon Stones.

The Ominous Fellow (03,14): Completely harmless; he delivers a message from Mystalvision and then runs away. And he’s got 255 DEX (no that’s not a typo) so he’s gonna go first. His message doesn’t make any sense until you come back up from the Dungeon below, but there’s no reason you wouldn’t explore this corner of the map before that.

The Other Armor Cache (11,15): Fight your way through some Dirty Rats at (13,15) and then some Mad Dogs at (14,15), then open this chest (difficulty 2) for a suit of Magic Plate (+10 AC, -2 AV), a suit of Mage Cloth (+3 AC, L:Mage Light, requires Low Magic 1), and the Fire Spear (1d12, +2 AV, 50’, DEX 14).

The Icarian Triumph Tavern (15,15): Ulrik is here to be recruited. If you’re coming back after going through the Dungeon, Berengaria isn’t actually here but the barkeep tells you to meet him at the Cavern Tavern in Yellow Mud Toad instead.

Mystalvision’s Temple (08,13): First, fight off a few Stosstrupen. Then circle around to the N and fight off some Soldiers. Enter the temple and meet Mystalvision, who eventually attacks with a bunch more Stosstrupen. Regardless of whether you win or lose this battle, you’re knocked out and dragged down into the Dungeon (12,03).

If you’ve already been to the Nisir and killed Mystalvision there, he’s not here, which means you can’t get into the Dungeon. Otherwise you can repeat this as often as you like.

Bestiary

STR DEX INT SPR HP AV DV Speed XP
Dirty Rats 08 19 03 03 1–6 +2 +0 30' 50
4d4, flee
Mad Dogs 12 22 03 05 7–27 +2 +0 30' 70
3d8, 3d8 health, flee
Ominous Fellow 10 255 10 10 1–4 +2 +0 10' 1
flee
Soldiers 15 15 09 10 7–27 +2 +0 10' 180
4d8, 6d8 stun, 3d8, call for help — awards gold
Stosstrupen 20 22 20 02 13–48 +2 +0 50' 200
8d8 stun, call for help
Sullen Citizens 10 10 10 30 5–15 +2 +0 10' 130
flee
Thieves 05 11 05 05 2–7 +2 +0 10' 30
3d6, call for help, flee
Thieves 10 18 12 14 7–16 +2 +0 20' 100
5d4, 1d4 x ¼, flee

While it is possible to defeat Mystalvision (and his Stosstrupen friends), the game cheats and throws you in the dungeon anyway.

STR DEX INT SPR HP AV DV Speed XP
Mystalvision 10 20 30 100 16–100 +4 +0 10' 400
S:Inferno@4, flee