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|      [L]egacy [O]f [T]he [A]ncients : The Manual  (Part One)      |
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|       Constructed into text file by: King Lear  (10/18/87)!       |
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|                        Getting Started                            |
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| Note: These are the loading instructions for the Apple // series. |
|       If you have another kind of computer then get lost.         |
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| 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.                                        |
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| 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 |
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| KEYBOARD PLAY                                                     |
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| RETURN                 Forward or up.                             |
| <-                     Left                                       |
| ->                     Right                                      |
| /                      Backwards or down.                         |
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| 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.                                                 |
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| JOYSTICK PLAY                                                     |
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| 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!                                           |
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| 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!                                    |
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|                     REMARKS FROM THE CARETAKER                    |
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| 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.                                |
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| 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.                               |
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| 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.                    |
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|                     LETTER TO THE CARETAKER                       |
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| 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.                |
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| 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.                                 |
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| 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.                                 |
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| 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.                                                         |
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|                           THE MENUS                               |
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| 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.        |
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|                       THE GALACTIC MUSEUM                         |
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| 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.)                                   |
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|                              TOWNS                                |
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| 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.          |
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| To interact with town characters, stand next to them (or their    |
| counters) and select SPEAK fromt he menu.                         |
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| Hint:  You may only purchase healing herbs after you have compl-  |
|  eted a special 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       |
| 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.                                               |
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|                               GOLD                                |
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| 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.                                 |
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|                             MONSTERS                              |
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| 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.       |
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|                             COMBAT                                |
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| 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.                      |
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|                              MAGIC                                |
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| Six different spells are available from Magic Shops:              |
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| 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.                                                            |
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|                          CHARACTERISTICS                          |
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| Your character has five characteristics, they start at 15, and    |
| can be increased in training schools, special tests, and special  |
| treasures encountered while traveling.                            |
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| 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.               |
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| Hit Points:  As the level of your character increases, so will    |
|  this.                                                            |
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| 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.                    |
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End of part one.