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|      [L]egacy [O]f [T]he [A]ncients : The Manual  (Part two)      |
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|       Constructed into text file by: King Lear  (10/18/87)!       |
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|                 DUNGEONS AND CASTLE HINTS/CLUES                   |
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| The Pirates Lair dungeon is 15x15.  Their is SAPPHIRE in it.      |
| Revisit castles for more gold and new areas.                      |
| You have mastered the first part of the castle when you have      |
|  collected two keys, magic seeds, magic ice, and have seen the    |
| "Temptress".                                                      |
| Use the magic ice and seeds to reach the castles second level.    |
| If you have gas trap troubles, look for a hidden way out.         |
| If the spiral disappears when you walk on it, try it again.       |
| Lie to master the STONES OF WISDOM.                               |
| The pirates cave is west of Eagle's Hollow.                       |
| Only the 4 jewels can thwart the compendium.                      |
| Castle doors require 4 different keys.                            |
| In the right places, magic seeds make you invisible.              |
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| Note: The latter five clues did not come with the manual, I put   |
|  them in for help.                                                |
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|                        STONES OF WISDOM                           |
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| The Stone Of Wisdom is a game of skill and cunning that can       |
| increase your INTELLIGENCE.  Although is seems difficult at first |
| it is really quite simple.  To begin the game, both you and the   |
| dealer roll five dice.  You can't see the dealer's dice, and the  |
| dealer can't see yours.                                           |
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| You and the dealer take turns bidding on the dice.  If you bid 3  |
| five's, you are saying that between the two of you, there are     |
| atleast 3 five's.                                                 |
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| As the players take turns, each bid must be higher then the one   |
| before it.  Two fours is higher than 2 threes, and so on...       |
| Bidding continues until one player challenges the other, a chall- |
| enge occures when one player think the other player had bid too   |
| high (kinda like BS).  After a challenge has been declared, all   |
| dice are shown.  If the bidder gave a correct bid, he wins.  If   |
| he lied his ass off, then one of his dice is removed.  The last   |
| player with any dice left wins the match.                         |
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| Call these kick ass boards for the latest in everything!!:        |
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| Trade Center   --  201/256-4202  (A Digital Gang Network.......)  |
| Red-Sector A   --  313/591-1024  (A First Class System.........)  |
| Halifax II     --  301/445-5897  (20 megs of the latest!!......)  |
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End of part 2.