_____________________________________________________________________ | | | [L]egacy [O]f [T]he [A]ncients : The Manual (Part One) | | | | Constructed into text file by: King Lear (10/18/87)! | | | |___________________________________________________________________| | | | Getting Started | | | | Note: These are the loading instructions for the Apple // series. | | If you have another kind of computer then get lost. | | | | Make sure you have a disk to make into a character disk. Put | | your game disk in drive 1, with side 1 facing up, turn on your | | computer to boot the disk. | | | | When the title screen appears, press the joystick button or any | | key to continue. The opening menu offers four options. Select | | SOME SIMPLE INSTRUCTIONS for instructions on how to use the key- | | board, joystick and menus. Select SCENES FROM LEGACY for a demo | | of the game. The COLOR TEST option lets you adjust your mon- | | itors color. | | | | Select PLAY A GAME when you are ready to start a game. A new | | menu will appear on the screen. Choose START A NEW GAME. If | | you don't already have a character disk, the screen will prompt | | you with instructions about how to make one. You will then be | | asked to enter your character's name and the adventure will begin | | | | KEYBOARD PLAY | | | | RETURN Forward or up. | | <- Left | | -> Right | | / Backwards or down. | | | | To enter a command, press the key for the first letter of the | | desired command (eg: C for Climb). Use the same principle for | | all menu choices. | | | | JOYSTICK PLAY | | | | Make sure your joystick is plugged in or it won't work!! In the | | museum and dungeons you can walk forward, backward, or TURN IN | | PLACE. In all other places, use the joystick to move up, down, | | left or right. SIMPLE! | | | | To enter a command that is already highlighted, press the joy- | | stick button #0. To enter a new command, press button #1, which | | will turn the command menu yellow. Use the joystick to highlight | | the desired command, the press button #0. Anytime you are pres- | | ented with a list of choices, use the joystick to highlight the | | command, then press button #0! | |___________________________________________________________________| | | | REMARKS FROM THE CARETAKER | | | | Although I've worked and studied in the Tarmalon Galactic Museum | | for many years, I've never actually seen an Ancient. It is said | | that they began constructing museums like this one over 50,000 | | generations ago, and that now museums dot the civilized portions | | of the universe. I know there is one on my home planet of Thagan | | It is possible that the Ancients are still building museums some- | | where in the far reaches of space. | | | | The museums were built to provide both educational and entertain- | | ment for their creators - to act as windows revealing the history | | legends and cultures of each host planet. The Ancients viewed | | this system of museums as their legacy to the budding civilations | | of the universe. | | | | Although employees occasionally venture forth into the host world | | to engage in research and collect specimens, they are not permit- | | ted to directly interfere with planetary events. Likewise, the | | museum is generally off-limits to planet natives. Only holders | | of the OBSIDIAN ACCESS CODE DISK are permitted to enter. The | | principle of non-interference is intended to preserve the unique | | culture and customs of each host planet. Many times I have been | | tempted to use the museum's power to benefit Tarmalon, but I dare | | not risk the wrath of the Ancients. | | | | So I am forced to leave you with a warning. Once you leave the | | museum's friendly and safe confines you will be on your own in | | the primitive and dangerous world of Tarmalon. | | | | LETTER TO THE CARETAKER | | | | I pray this message reaches you. As you know, one of the museums | | most precious artifacts was stolen ten years ago. Reputed by | | Tarmalon lore to be magical, this ancient leather scroll was | | thought by the museum personnel to be nothing more than a beaut- | | iful relic of primitive superstition. Nevertheless, because of | | its cultural value, I was assigned to retrieve it. | | | | I spent many months tracking the scroll across the length of | | Tarmalon. Over the years it has passed from person to person; | | frequently by sale, more often by theft. After a time I noticed | | a strange pattern developing. Murder and strife seemed to accom- | | pany the scroll wherever it went. | | | | I have learned that the scroll once was known as the Wizard's | | Compendium. Legend holds that many lifespans ago, 12 powerful | | Tarmalon wizards gathered in Kelfor Forest to trade knowledge. | | The compiled their spelss into one scroll, little suspecting that | | the resulting magic would be more powerful than the sum of its | | parts. According to legend, the wizards fought a terrible battle | | amonth themselves to control the Compendium. Many died, and the | | scroll disappeared. | | | | Yesterday, I finally caught up with the Compendium, now owned by | | the Baron of Kent. I offered to buy it, but the Baron laughed in | | my face and threw me out -- keeping my little finger as punish- | | ment for my "insolence." Later that night, I broke into the | | castle and managed to steal the scroll, but as I made my escape a | | guard sent an arrow through my shoulder. Now I face the long | | journey back to the museum. I fear I won't live to see it. My | | shoulder throbs and swells with each heartbeat, and a fever is | | swelling inside of my dying body. | | | | I am convinced that the scroll is a force of terrible evil. I | | can feel is reaching into my mind, trying to twist and distort my | | thoughts. It is an immensely powerful thing, seeking an equally | | powerful master. It must be destroyed before is is unleashed. I | | have tried. Fire will not burn it, and my blade will not cut it. | | The answer must lie outside the realm of science. I fear that | | unless we find the answer, the museum and all of Tarmalon will be | | consumed. | |___________________________________________________________________| | | | THE MENUS | | | | The following is a description of various menu commands. | | ARMOR: Put your armore on your body, where it provides protection | | CLIMB: Climb up or down holes in dungeons. | | DISEMBARK: Leave your transportation and start walking. | | END: Stop action and save the game. Save often to avoid problems | | FIGHT: Attack at a target with your ready weapon. | | GAMESPEED: Control how long messages stay on the screen. | | HOLD: Access items in your inventory and indicate which item you | | hold and are ready to use. | | INVENTORY: List of equipment, and character status. | | LEAVE: Leave a town w/o walking out. If you cause a problem, you | | have to get out by yourself, the hard way. | | MAGIC: Cast one of the spells you have purchased. | | OPEN: Open things that are closed. (eg: doors, chests...) | | PASS: Take no action for a turn. | | ROB: Steal money and/or equipment. | | SPEAK: Greet the person standing next to you. | | TAKE: Take items that are within reach. | | USE: Use the item you are HOLDing. | | WEAPON: Ready one of your weapons for battle. | | XAMINE: Gives you additional info about your surroundings. | |___________________________________________________________________| | | | THE GALACTIC MUSEUM | | | | The museum is the center of your quest. It's exhibits provide | | clues and information, useful items and gold, and transportation | | to different locations within the game. The museum is large and | | complex; you will find it useful to map it as you explore. Exits | | are available through doors -- and through some exhibits. To | | view a museum display you must have the proper jeweled coin, | | therefore, collecting these coins is a crucial part of your quest | | You start the game with two Jade coins. As the game progresses | | and your ablilites increase, new coins, exhibits, and challenges | | become available to you. (Hint: Don't hoard your coins. Use the | | damn things whenever possible.) | |___________________________________________________________________| | | | TOWNS | | | | There are twelve towns on Tarmalon. Each has its own personality | | services, and prices. These include: | | THE BANK: You may deposit and withdraw your gold here. | | THE LENDING ASSOCIATION: Especially useful when you are down on | | your luck. Only one loan at a time is allowed. | | THE FOORSTORE: Food can be purchased here. Storekeepers may also | | offer jobs to help increase your wealth. | | THE WEAPONS SHOP: These shops sell weapons for fixed amounts. Not | | all weapons are available at the start of the game. | | THE ARMOR SHOP: These shops sell armor for fixed amounts. Etc.. | | BUY-BACK SHOPS: These shops will purchase your used equipment for | | usually a better price than at a regular shop. | | THE GENERAL STORE: Sells rafts and climbing gear. | | GAMBLING TABLES: The guards will come after you if you win to | | much at these lucrative games. | | TRAINING SCHOOLS: An opportunity to increase your endurance and | | dexterity characteristics. | | THE HOUSE OF HEALING: These healers sell cures and healing herbs | | which can restore your HP in the field. | | MAGIC SHOPS: These shops sell six different spells. (SEE MAGIC) | | FORTUNE TELLER: Rumors, tips, and clues to help you out. | | | | To interact with town characters, stand next to them (or their | | counters) and select SPEAK fromt he menu. | | | | Hint: You may only purchase healing herbs after you have compl- | | eted a special task in the museum. | |___________________________________________________________________| | | | THE ACCESS CODE WHEEL | | | | Whenever you attempt to enter the museum from the fields of | | Tarmalon, a screen prompt will give you a planet name, gem name, | | and a ring number. Line these up on your code wheel. Type in | | the number you see in the box above the ring number and you'll be | | permitted to enter. | |___________________________________________________________________| | | | GOLD | | | | Gold is the currency of exchange on Tarmalon; you'll need a lot | | of it to complete the game. There are many ways to get it - the | | 4 most common ways are gambling, killing monsters, robbing places | | and raiding castles and dungeons. | |___________________________________________________________________| | | | MONSTERS | | | | There are 32 kinds of creatures that can be encountered in the | | wilderness, and 12 in the dungeons. Sometimes, traveling creat- | | ures such as farmers, bandits, pixies, striders, eaton warriors, | | and huggyns will talk if approached politely. Other times they | | may attack. A specific type of of weapon is more effective on | | certain monsters. Fortune tellers give clues on which weapons | | work best. The following creature are very dangerous and should | | be avoided until your character is pretty huge: Sprayfish, Sea | | Swallows, Scrabblers, Rock Beatles, and Mammoth Screachers. | |___________________________________________________________________| | | | COMBAT | | | | Choose the FIGHT option to attack an adjacent opponent. If you | | have a ready ranged weapon (bow) you'll attack the first target | | along the line of fire. In towns or a castle you must specify | | the direction of attack. Magic is your most powerful weapon, and | | is needed to kill more formidable opponents. | |___________________________________________________________________| | | | MAGIC | | | | Six different spells are available from Magic Shops: | | | | MAGIC FLAME: A ranged magical attack. Affects one target at a | | time. | | FIREBOLT: A more powerful magical attack that affect one target. | | BEFUDDLE: Confuses opponent for 25-35 attack rounds. DUNGEON's | | only. | | PSYCHO STRENGTH: Superhuman strenght for 20-30 attack turns. | | DUNGEON's only. | | KILL FLASH: Eliminates anyone your fighting, plus some others | | near by. DUNGEON's only. | | SEEK SPELL: Teleports you to the Galactic Museum. WILDERNESS | | only. | |___________________________________________________________________| | | | CHARACTERISTICS | | | | Your character has five characteristics, they start at 15, and | | can be increased in training schools, special tests, and special | | treasures encountered while traveling. | | | | Strength: High strenght enables greater damage in combat. | | Endurance: High endurance reduces damage when hit. | | Dexterity: High dexterity enables you to hit and dodge more. | | Intelligence: High intelligence has moer success with magic. | | Charm: High charm increases sucess with merchants. | | | | Hit Points: As the level of your character increases, so will | | this. | | | | Level: A measurement that defines your power, fame, and how much | | of the quest has been completed. The museum caretaker will | | increase your level as your exploits warrant. | |___________________________________________________________________| End of part one.