420 lines
17 KiB
Plaintext
420 lines
17 KiB
Plaintext
LEGACY OF THE ANCIENTS
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GETTING STARTED
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Make sure you have a disk to make into a character disk. Put
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your game disk in drive 1, with side 1 facing up.
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Turn on your computer to boot the disk.
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When the title screen appears, press the joystick button or any
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key to continue. The opening menu offers four options. Select
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SOME SIMPLE INSTRUCTIONS for instructions on how to use the
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keyboard, joystick, and menus. Select SCENES FROM LEGACY for a
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demonstration of the game. The COLOR TEST option lets you
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adjust your monitor's color.
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Apple users can select the COMPUTER SETUP option which lets you
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adjust your monitor's color, toggle the sound on and off, set
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the number of drives (1 or 2), and change the direction keys.
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Apple //GS users: Make sure that the Display is set to 40
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columns and that the System Speed is set to normal.
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Apple //e users: The Open Apple key will function the same way
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as button 0 on the joystick. The Closed Apple key will function
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the same way as button 1.
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Select PLAY A GAME when you are ready to start a game. A new
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menu will appear on the screen. Choose START A NEW GAME. If you
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don't already have a character disk, the screen will prompt you
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with instructions about how to make one. You will then be asked
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to enter your new character's name and your adventure will
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begin. You can store up to eight characters on one disk. To
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restart a game in progress or to erase a character, select the
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appropriate menu option and follow the prompts.
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MANUAL (C) 1986 ELECTRONIC ARTS. THIS MANUAL AND THE SOFTWARE
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DESCRIBED IN THIS MANUAL, IS COPYRIGHTED. ALL RIGHTS ARE
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RESERVED. NO PART OF THIS MANUAL OR THE DESCRIBED SOFTWARE MAY
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BE COPIED, REPRODUCED OR TRANSLATED. ALL RIGHTS RESERVED.
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KEYBOARD PLAY
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The movement keys are grouped together on the keyboard. In the
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museum and dungeons, you can move forward, backward, or TURN IN
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PLACE. In all other places you can move up, down, right or left.
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RETURN forward (or up)
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< left
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> right
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/ backwards (or down)
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(Apple //e and later use the arrow keys to walk or turn.)
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To enter a command, press the key for the first letter of the
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desired command (e.g. C for Climb). Use the same principle for
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all menu choices.
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JOYSTICK PLAY
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Make sure your joystick is plugged in. In the museum and
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dungeons you can walk forward, backward, or TURN IN PLACE. In
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all other places, use the joystick to move up, down, right or
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left.
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To enter a command that is already highlighted, press joystick
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button #0. To enter a new command, press button #1, which will
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turn the command yellow. Use the joystick to highlight the
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desired command, then press button #0. Any time you are
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presented with a list of choices, use the joystick to highlight
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the desired command, then press button #0.
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REMARKS FROM THE CARETAKER
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Although I've worked and studied in the Tarmalon Galactic
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Museum for many years, I've never actually seen an Ancient. It
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is said that they began constructing museums like this one over
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50,000 generations ago, and that now museums dot the civilized
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portions of the universe. I know there is one on my home planet
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of Thagan. It is possible that the Ancients are still building
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museums somewhere in the far reaches of space.
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The museums were built to provide both education and
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entertainment for their creators -- to act as windows revealing
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the history, legends and cultures of each host planet. The
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Ancients viewed this system of museums as their legacy to the
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budding civilizations of the universe.
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Although employees occasionally venture forth into the host
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world to engage in research and collect specimens, they are not
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permitted to directly interfere in planetary events. Likewise,
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the museum is generally off-limits to planet natives. Only
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holders of the Access Disk are permitted to enter. This
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principle of non-interference is intended to preserve the
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unique culture and customs of each host planet. Many times I
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have been tempted to use the museum's power to benefit
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Tarmalon, but I dare not risk the wrath of the Ancients.
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So I am forced to leave you with a warning. Once you leave the
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museum's friendly confines you will be on your own in the
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primitive and dangerous world of Tarmalon.
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LETTER TO THE CARETAKER
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I pray this message reaches you. As you know, one of the
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museum's most precious artifacts was stolen ten years ago.
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Reputed by Tarmalon lore to be magical, this ancient leather
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scroll was thought by museum personnel to be nothing more than
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a beautiful relic of primitive superstition. Nevertheless,
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because of its cultural value, I was assigned to retrieve it.
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I spent many months tracking the scroll across the length of
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Tarmalon. Over the years it has passed from person to person;
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frequently by sale, more often by theft. After a time I noticed
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a strange pattern developing. Murder and strife seemed to
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accompany the scroll wherever it went.
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I have learned that the scroll once was known as the Wizard's
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Compendium. Legend holds that many lifespans ago, 12 powerful
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Tarmalon wizards gathered in Kelfor Forest to trade knowledge.
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They compiled their spells into one scroll, little suspecting
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that the resulting magic would be more powerful than the sum of
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its parts. According to legend, the wizards fought a terrible
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battle among themselves to control the Compendium. Many died,
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and the scroll disappeared.
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Yesterday, I finally caught up with the Compendium, now owned
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by the Baron of Kent. I offered to buy it, but the Baron just
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laughed and threw me out -- keeping my little finger as
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punishment for my "insolence." Later that night I broke into
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the castle and managed to steal the scroll, but as I made my
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escape a guard sent an arrow through my shoulder. Now I face
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the long journey back to the museum. I fear I won't live to see
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it. My shoulder throbs and swells with each beat of my heart,
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and a fever is growing.
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I am convinced that the scroll is a force of terrible evil. I
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can feel it reaching into my mind, trying to twist and distort
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my thoughts. It is an immensely powerful thing, seeking an
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equally powerful master. It must be destroyed before it is
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unleashed. I have tried. Fire will not burn it, and my blade
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will not cut it. The answer must lie outside the realm of
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science. I fear that unless we find the answer, the museum and
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all of Tarmalon will be consumed.
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THE MENUS
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The following is a description of the various menu commands.
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ARMOR: Put your armor on your body, where it provides
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protection.
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CLIMB: Climb up or down holes in dungeons.
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DISEMBARK: Leave your transportation and start walking.
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END: Stop the action and activate the option to save the game.
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You can resume the game after saving it. Save often to
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avoid problems. This option is available only while in
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dungeons or wilderness.
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FIGHT: Attack a target with your ready weapons.
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GAMESPEED: Control how long messages are listed on the screen.
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HOLD: Access items in your inventory and indicate which item
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(other than weapons and armor) you hold ready to use.
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INVENTORY: List your characteristics, armor, weapons, magic,
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other possessions, and the duration of your adventure.
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The weapon, armor, and items you have ready to use are
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highlighted. This option is a handy way to pause the
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game.
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LEAVE: Leave town without having to walk out. If you attack or
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rob someone in town, and are discovered, you will have to
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leave the hard way.
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MAGIC: Cast one of the spells you have purchased. Each spell is
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used up when it is cast.
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OPEN: Open things that are closed.
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PASS: Take no action for one turn.
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ROB: Steal money and equipment.
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SPEAK: Greet the person standing next to you. This is how you
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interact with merchants in towns and with friendly creatures
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in the wilderness.
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TAKE: Take items that are within reach.
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USE: Use the item you are holding.
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WEAPON: Ready one of your weapons for battle.
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XAMINE: Gives you additional information about your immediate
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surroundings. In the wilderness, Xamine tells you about
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the terrain you're in, your food use, and your travel speed.
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In the dungeon, Xamine helps you avoid hidden traps. In the
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castle, Xamine provides details about the things you see.
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THE GALACTIC MUSEUM
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The Galactic Museum is the center of your quest. The museum
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exhibits provide clues and information, useful items and gold,
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and transportation to different locations within the game. The
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museum is large and complex; you will find it useful to map it
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as you explore. Exits are available through doors -- and
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through some exhibits. To view a museum display you must have
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the proper jeweled coin, therefore, collecting these coins is a
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crucial part of your quest. You start the game with two jade
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coins. As the game progresses and your abilities increase, new
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coins, exhibits, and challenges become available to you. Hint:
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Don't hoard your coins. Use them to view exhibits whenever
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possible.
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TOWNS
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There are twelve towns on Tarmalon. Each has its own
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personality, services, and prices. These include:
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THE BANK: You may deposit your gold in any branch and withdraw
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it at any other. A prudent safeguard against misfortune.
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THE LENDING ASSOCIATION: Useful when you're down on your luck
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or need a gambling stake. You may have only one loan at a time.
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THE FOODSTORE: Food can be purchased here: Storekeepers may
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also offer you jobs that can help you earn extra gold.
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THE WEAPONS SHOP: These shops buy and sell weapons for fixed
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amounts. Powerful weapons are usually more expensive.
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Increasingly powerful weapons becomes available as the game
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progresses.
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THE ARMOR SHOP: These shops buy and sell armor for fixed
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amounts. More effective armor is generally more expensive.
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Increasingly effective armor becomes available as the game
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progresses.
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BUY-BACK SHOPS: These shops will purchase used armor or
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weapons. A skillful bargainer can often get a better deal here
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than from an Armor or Weapons Shop.
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THE GENERAL STORE: Sells Rafts and Climbing Gear.
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BLACKJACK TABLES AND FLIP FLOP TABLES: The guards will come
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after you if you win too much at these lucrative gambling games.
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TRAINING SCHOOLS: An opportunity to increase your Endurance and
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Dexterity characteristics (see Characteristics).
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THE HOUSE OF HEALING: These healers sell cures and healing
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herbs which can restore your hit points in the field.
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MAGIC SHOPS: Magic shops sell six different spells: Magic
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Flame, Firebolt, Befuddle, Psycho Strength, Kill Flash, and
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Seek. (See Magic for a full description of the spells).
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FORTUNE TELLER: Rumors, tips, and clues are available from
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these mystics.
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To interact with town characters, stand next to them (or their
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counters) and select Speak from the menu. Hint: You may only
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purchase healing herbs once you have accomplished a special
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task in the Museum.
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THE ACCESS CODE WHEEL
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Whenever you attempt to enter the museum from the fields of
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Tarmalon, a screen prompt will give you a planet name, gem
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name, and ring number. Line these up on your code wheel. Type
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in the number you see in the box above the ring number and
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you'll be permitted into the museum.
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GOLD
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Gold is the currency of exchange on Tarmalon; you'll need a lot
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of it to complete the game. There are many ways to get it --
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the four most common are gambling, killing monsters, robbing
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merchants, and raiding castles and dungeons. Gambling is the
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safest. Smart play can tip the Blackjack odds in your favor.
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Flip Flop can be a gold mine for a player with a sharp eye.
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Killing wilderness creatures lets you collect the gold in their
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hoards. Proper planning is the key to robbing merchants. Attack
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merchants who are alone so that no one raises the alarm, and be
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prepared to leave town fast. Only the powerful should attempt
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to rob a bank or mint. The deeper you go into a castle or
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dungeon the more gold you'll find. Stock up on magic spells,
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hit points, and healing herbs before you enter, and make maps
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as you go.
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MONSTERS
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There are 32 kinds of creatures that can be encountered in the
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wilderness, and 12 in the dungeons. Sometimes, traveling
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creatures such as Farmers, Bandits, Pixies, Striders, Eaton
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Warriors, and Huggyns will talk if approached politely. Other
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times they may attack. The 24 non-traveling wilderness monsters
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live only in one kind of terrain, and have individual traits
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and abilities. Sometimes monsters can destroy equipment, drain
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characteristics points, or suppress magic spells. A specific
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type of weapon is most effective against some creatures, so
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carry several different weapons when you can. The fortune
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teller can give clues as to which weapon is most effective
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against each monster. Many creatures can be used for food. The
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following monsters are very dangerous and should be avoided in
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the beginning of the game: Ocean Sprayfish and Sea Swallows,
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Desert Scrabblers, and Mountain Rock Beetles.
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COMBAT
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Choose the Fight option to attack an adjacent opponent. If you
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have a ready ranged weapon (bow) you'll attack the first target
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along the line of fire. In towns or a castle you must specify
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the direction of attack. You may also try to run from combat by
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moving away. Magic is your most powerful weapon, and often the
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only practical way to kill powerful adversaries. HINT: GUARDS
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CAN BE FORMIDABLE OPPONENTS, SO TRY TO USE BLOCKING TERRAIN TO
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FORCE THEM TO ATTACK YOU ONE AT A TIME -- AND MAKE SURE YOU
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HAVE A SHORT ESCAPE ROUTE.
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MAGIC
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Six different magic spells are available from Magic Shops.
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Spells are used up as they are cast. The spells include:
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MAGIC FLAME: A ranged magical attack useful for taking out
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weaker monsters and guards. Affects one target at a time.
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FIREBOLT: A more powerful ranged magical attack that affects
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one target.
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BEFUDDLE SPELL: Confuses and disables a target for 25-35 turns.
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Usable only in dungeons.
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PSYCHO STRENGTH: Gives you super human strength for 20-30
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attacks. Usable only in dungeons.
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KILL FLASH: The ultimate killing spell. Eliminates anyone
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you're fighting and many of the monsters nearby. Usable only in
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dungeons.
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SEEK SPELL: Transports you to the front doors of the Museum.
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Usable only in the wilderness.
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CHARACTERISTICS
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Your character has five basic characteristics which define
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physical and mental prowess. Each characteristic starts at 15,
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and can be increased in training schools and through special
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tests and treasures encountered while adventuring. The
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characteristics are:
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STRENGTH: A character with high Strength does more damage in combat.
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ENDURANCE: A character with high Endurance takes less damage when hit.
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DEXTERITY: A character with high Dexterity hits opponents and
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dodges blows more frequently.
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INTELLIGENCE: A character with high Intelligence has more
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success with magic.
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CHARM: A character with high Charm has more success when
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dealing with merchants.
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HIT POINTS: Your Hit Points measure the amount of damage you
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can take before you are killed. As the level of your character
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increases, so will the hit points you can achieve.
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LEVEL: A measurement that defines your power, fame, and how
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much of the quest has been completed. Every character begins at
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Level 1. The museum caretaker will increase your level as your
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exploits warrant.
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DUNGEONS AND CASTLES
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Much of the action in Legacy of the Ancients takes place in the
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24 dungeon levels and in the castles. The deeper you venture
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into these strongholds, the tougher the challenges and the
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greater the rewards -- in gold, clues, and items important to
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your quest. Stock up on magic spells, healing herbs and hit
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points before you enter. Make maps as you explore the dungeons.
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Hint: The Pirates Lair dungeon measures 15 by 15. There is a
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sapphire coin at the bottom.
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Hint: Revisit castles and dungeons to pick up more gold and
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gain access to new areas.
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Hint: You have mastered the first part of the castle when you
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have collected two keys, magic seeds, magic ice, and have
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seen "The Temptress."
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Hint: Use magic ice and magic seeds to reach the castle's
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second level.
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Hint: If you have trouble with the gas trap, look for a hidden
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way through.
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Hint: If the spiral disappears when you walk on it, try again
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while watching your step closely.
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STONES OF WISDOM
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The Stones of Wisdom is a game of skill and cunning that can
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increase your INTELLIGENCE. Although it seems difficult at
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first, it is really quite simple. To begin the game, both you
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and the dealer roll five dice. You can't see the dealer's dice,
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and the dealer can't see yours. You and the dealer take turns
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bidding on the dice. If you bid three fives, for example, you
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are betting that BETWEEN THE TWO OF YOU there are at least
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three fives. If you bid two sixes, you are betting that between
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the two of you there are at least two sixes. Obviously there is
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some guesswork involved, since you can't see your opponent's
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dice. As the players take turns bidding, each bid must be
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higher than the last. Two fours is a higher bid than two
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threes, and four ones is a higher bid than three sixes. Bidding
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continues until one player "challenges" the other. A challenge
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occurs when one player thinks the other player has bid too
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high -- that the dice won't show as many as the bid. After a
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challenge has been declared, all the dice are shown. If the
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bidder was correct in his bid, he wins. If he was incorrect in
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his bid, the challenger wins. The loser then loses one of his
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dice, and play starts again. The last player with any dice left
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wins the match.
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