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LEGACY.SAM
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INI File
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1993-10-01
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112KB
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0
0
[frm]
8
1638596
6074
4431
10543
5012
1
1
1
1 0 0 0 0 0 0
0
16777215
23
0
0
0 0
[frmlay]
9361
4469
1
10
10
1
4441
10
0
2
0
0
0
0
1
936
5054
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,><+!>KEY OF THE SHADOW LORD<-!>
<:f80,,>THE SHADOW LORD MAY WALK WHERE OTHERS ARE FORBIDDEN TO TREAD. HIS
<:f80,,>POWER OPENS PORTALS THAT ARE FASTLY SEALED BY LOCK OR HEX.
<:f80,,>
>
[e]
[tble]
[frm]
8
1638596
6074
3754
10543
4335
1
1
1
1 0 0 0 0 0 0
0
16777215
24
1
0
0 0
[frmlay]
9361
4469
1
10
10
1
3764
10
0
2
0
0
0
0
1
936
5054
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,><+!>SWORD OF THE SHADOW<-!>
<:f80,,>FROM THE REALM OF THE SHADOW TO THE SPHERE OF THE LIGHT, THIS
<:f80,,>CONJURATION BRINGS FORTH A RUNIC BLADE OF GREAT POWER.
>
[e]
[tble]
[frm]
8
1638596
6074
3077
10543
3658
1
1
1
1 0 0 0 0 0 0
0
16777215
25
2
0
0 0
[frmlay]
9361
4469
1
10
10
1
3087
10
0
2
0
0
0
0
1
936
5054
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,><+!>DIMENSIONAL RIFT<-!>
<:f80,,>WHEN CAST UPON A GLOWING RUNE THIS SORCEROUS ENCHANTMENT OPENS
<:f80,,>GATES TO DARK DIMENSIONS WHERE VILE CREATURES SLITHER AND CRAWL.
<:f80,,>
>
[e]
[tble]
[frm]
8
1638596
6074
2400
10543
2981
1
1
1
1 0 0 0 0 0 0
0
16777215
26
3
0
0 0
[frmlay]
9361
4469
1
10
10
1
2410
10
0
2
0
0
0
0
1
936
5054
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,><+!>ELIXIR OF HEALTH<-!>
<:f80,,>DOTH RESTORETH FLUIDS AND TISSUES VITAL THAT MAKETH THE BODY WHOLE
<:f80,,>AND FILLED WITH LIFE
<:f80,,>
>
[e]
[tble]
[frm]
7
1638596
432
11277
4858
11858
1
1
3
1 0 0 0 0 0 0
0
16777215
3
4
0
0 4864
[frmlay]
6941
4426
1
10
10
1
11287
10
0
2
0
0
0
0
1
576
4694
0
[tbl]
1 1 1080 86 4320 86 0 43 43
[h]
0 432 86 2 0 0 0
[e]
[w]
0 4277 86 2 0
[e]
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:R1,0,><:f120,,><:f80,,> <+!>BELGORS MENTAL VIOLATION<-!>
<:R1,0,><:f80,,> THIS HEX UNLEASHES DARK FORCES THAT ASSAIL THE MIND OF WHOSOEVER THE
<:R1,0,><:f80,,> CASTER DESIRES. ITS POWERS ARE GREAT AND ALL WILL LEARN TO FEAR THE WRATH
<:R1,0,><:f80,,> OF BELGOR.
>
[e]
[tble]
[frm]
7
1638596
432
11954
4901
12535
1
1
3
1 0 0 0 0 0 0
0
16777215
4
5
0
0 0
[frmlay]
6970
4469
1
10
10
1
11964
10
0
2
0
0
0
0
1
576
4694
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 2048 0 0 0 0 1 0 0 0 0
<:f80,,> <+!>FLAMES OF DESOLATION<-!>
<:f80,,> THE FLAMES FRYETH THE HAIRS FROM THE NOSTRILS AND LEAVE THE AIR HEAVY
<:f80,,> WITH THE STENCH OF BRIMSTONE, BUT CAUSETH CALAMITOUS INJURY TO THOSE
<:f80,,> OVER WHICH IT PASSETH.
<:f80,,>
>
[e]
[tble]
[frm]
7
1638596
432
12631
4901
13212
1
1
3
1 0 0 0 0 0 0
0
16777215
5
6
0
0 0
[frmlay]
7647
4469
1
10
10
1
12641
10
0
2
0
0
0
0
1
576
4694
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 2048 0 0 0 0 1 0 0 0 0
<:f80,,> <+!> OBSIDIAN SHARDS OF ANNIHILATION<-!>
<:f80,,> DARK IS THE POWER
<:f80,,> DARK IS THE NIGHT
<:f80,,> DARK ARE THE DAEMONS WHICH PROVIDE ITS MIGHT.
<:f80,,>
>
[e]
[tble]
[frm]
7
1638596
432
13308
4901
13889
1
1
3
1 0 0 0 0 0 0
0
16777215
6
7
0
0 0
[frmlay]
8324
4469
1
10
10
1
13318
10
0
2
0
0
84
10798
1
576
4694
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,> <+!>MALEVOLENT COMPRESSION<-!>
<:f80,,> THIS ANCIENT ARABIC SPELL WAS USED TO PLACE EFREETI INTO BOTTLES. IT WILL
<:f80,,> ALSO CONSIDERABLY REDUCE OTHER FOES.
<:f80,,>
>
[e]
[tble]
[frm]
7
1638596
432
13985
4901
14566
1
1
1
1 0 0 0 0 0 0
0
16777215
7
8
0
0 0
[frmlay]
9001
4469
1
10
10
1
13995
10
0
2
0
0
0
0
1
576
4694
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 2048 0 0 0 0 1 0 0 0 0
<:f80,,> <+!> MAELSTROM OF THE MIND<-!>
<:f80,,> THIS HEX DOTH BEFUDDLE THE EYES AND CONFUSETH THE SENSES. IT CAUSETH
<:f80,,> LURID VISIONS OF MADNESS AND LUNACY WHICH SOME FIND PLEASURABLE TO
<:f80,,> BEHOLD.
<:f80,,>
>
[e]
[tble]
[frm]
7
1638596
6074
10917
10543
11498
1
1
1
1 0 0 0 0 0 0
0
16777215
22
9
0
0 0
[frmlay]
9181
4469
1
10
10
1
10927
10
0
2
0
0
0
0
1
756
4874
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,><:f><:f80,,><+!>WINDS OF DESTRUCTION<-!>
<:f80,,><:f><:f80,,>THE WIND RIPS WITH EXPLOSIVE FORCE. LESSER MORTALS QUAKE IN TERROR AT
<:f80,,><:f><:f80,,>THE MENTION OF ITS NAME. LEAVES A VILE STENCH IN THE NOSTRILS.
<:f80,,>
>
[e]
[tble]
[frm]
7
1638596
6074
11882
10543
12463
1
1
1
1 0 0 0 0 0 0
0
16777215
21
10
0
0 0
[frmlay]
9181
4469
1
10
10
1
11892
10
0
2
0
0
0
0
1
756
4874
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,><:f><:f80,,><+!>ARCANE TOWER OF REASON<-!>
<:f80,,><:f><:f80,,>THE IVORY TOWER SUSTAINETH THE MIND FROM THE SIGHT OF FIENDS AND]
<:f80,,><:f><:f80,,>DEVILLS.
>
[e]
[tble]
[frm]
7
1638596
6074
12559
10543
13140
1
1
1
1 0 0 0 0 0 0
0
16777215
20
11
0
0 0
[frmlay]
9181
4469
1
10
10
1
12569
10
0
2
0
0
0
0
1
756
4874
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,><+!>CRIMSON MISTS OF MYAMOTO<:f><:f80,,> <-!>
<:f80,,>THE POWER OF THE CRIMSON MISTS SERVES TO PROTECT ITS CASTER.
<:f80,,><:f><:f80,,>THE MISTS SWIRL AND FLUCTUATE PHYSICAL HARM IS REDUCED.
<:f80,,>
>
[e]
[tble]
[frm]
7
1638596
6074
13236
10543
13817
1
1
1
1 0 0 0 0 0 0
0
16777215
19
12
0
0 0
[frmlay]
9181
4469
1
10
10
1
13246
10
0
2
0
0
0
0
1
756
4874
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,><+!>AURA OF MYSTIC DEFENCE<-!>
<:f80,,>THOUGH DARK MAGIKS BE HIRLED AGAINST YOU, THE AURA GUARDS THE
<:f80,,>MORTAL FRAME FROM MYRIAD HURTS AND ABUSES
<:f80,,>
>
[e]
[tble]
[frm]
7
1638596
6074
13913
10543
14566
1
1
1
1 0 0 0 0 0 0
0
16777215
18
13
0
0 0
[frmlay]
9181
4469
1
10
10
1
13923
10
0
2
0
0
0
0
1
756
4874
0
[tbl]
1 1 432 86 4320 86 0 43 43
[h]
0 504 86 2 0 0 0
[e]
[w]
0 4320 86 2 0
[e]
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,>SHROUD OF THE DARK WALKER
<:f80,,>WRAPPED WITHIN THE SHROUD OF THE DARK WALKER THE BODY IS SHIELDED
<:f80,,>BY THE SHADOWS FROM PHYSICAL HARM. THIS HEX DOTH BEFUDDLE THE EYES
<:f80,,>AND CONFUSETH THE SENSES. IT CAUSETH LURID VISIONS OF MADNESS AND
<:f80,,>LUNACY WHICH SOME FIND PLEASURABLE TO BEHOLD.
>
[e]
[tble]
[frm]
7
1638596
432
2208
4901
2789
1
1
1
1 0 0 0 0 0 0
0
16777215
17
14
0
0 0
[frmlay]
9181
4469
1
10
10
1
2218
10
0
2
0
0
0
0
1
756
4874
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,><+!>GUIDING EYE OF XYTHON<-!>
<:f80,,>EVOLVED BY ANCIENT XYTHON, THIS CANTRIP WAS USED TO IMPROVE
<:f80,,>ACCURACY WITH THROWN WEAPONS, BUT HAS ALSO PROVED EQUALLY EFFECTIVE
<:f80,,>WITH FIREARMS.
>
[e]
[tble]
[frm]
7
1638596
432
2885
4901
3466
1
1
1
1 0 0 0 0 0 0
0
16777215
16
15
0
0 0
[frmlay]
9181
4469
1
10
10
1
2895
10
0
2
0
0
0
0
1
756
4874
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,><+!>MANTLE OF ENDURANCE<-!>
<:f80,,>WHEN MADE TANGIBLE THROUGH DEVIOUS CONJURATION THE MANTLE
<:f80,,>PROVIDES VIGOUR, FORTIFIES THE BODY, AND IMPROVES THE HEALTH.
>
[e]
[tble]
[frm]
7
1638596
432
3562
4901
4143
1
1
1
1 0 0 0 0 0 0
0
16777215
15
16
0
0 0
[frmlay]
9181
4469
1
10
10
1
3572
10
0
2
0
0
0
0
1
756
4874
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,><+!>SWIFT LIMBS OF MERCURY<-!>
<:f80,,>WHEN INFUSED BY THE SWIFT LIMBS OF MERCURY THE APPENDAGES AND
<:f80,,>SENSES ARE QUICKENED, AND THE BLOOD IS FILLED WITH GREAT ENERGY.
<:f80,,>
>
[e]
[tble]
[frm]
7
1638596
432
4239
4901
4820
1
1
1
1 0 0 0 0 0 0
0
16777215
14
17
0
0 0
[frmlay]
9181
4469
1
10
10
1
4249
10
0
2
0
0
0
0
1
756
4874
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,><+!>IRON FIST OF AGATTA<-!>
<:f80,,>GREAT MIGHT IS BESTOWED UPON THE RECIPIENT OF THIS ENCHANTMENT. THE
<:f80,,>DARK GLOW OF THE HAND POWERS A WEAPON GRASPED WITHIN IT.
<:f80,,>
>
[e]
[tble]
[frm]
7
1638596
432
4916
4901
5497
1
1
1
1 0 0 0 0 0 0
0
16777215
13
18
0
0 0
[frmlay]
9181
4469
1
10
10
1
4926
10
0
2
0
0
0
0
1
756
4874
0
[tbl]
1 1 432 86 4320 86 0 43 43
[data]
0 0 0 0 0 0 0 1 0 0 0 0
<:f80,,><+!>SIGHT OF THE DARK WALKER<-!>
<:f80,,>THE SIGHT OF THE DARK WALKER IS BESTOWED ON ALL MORTALS WHO CALL
<:f80,,>UPON HIS NAME AND POWER. IMPERFECT BEINGS MAY SEE THROUGH THE
<:f80,,>LIGHT OF THE SHADOW.
>
[e]
[tble]
[lay]
Standard
516
[rght]
16833
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432
1440
1
1440
432
2
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2
2
432
5834
12
1
720
1
1440
1
2160
1
2880
1
3600
1
4320
1
5040
1
5760
1
6480
1
7200
1
7920
1
8640
6074
11476
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[hrght]
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[frmlay]
1440
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1
1440
72
1
792
1440
0
1
0
1
1
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1
1440
10465
2
2
4680
3
9360
[txt]
>
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15393
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16833
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1440
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9360
[txt]
>
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[edoc]
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<:#144,5402><:f120,,>PAGE 3
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<:#183,5402><:f160,,><+!>CONTENTS<:f><-!>
<:#96,5402><:f80,,>
<:#96,5402><+!><:f80,,>PREFACE <:f><:f80,,> 5<-!>
<:#96,5402><+!><:f80,,>YOUR QUESTIONS ANSWERED 6<-!>
<:#96,5402><:f80,,>
<:#96,5402><+!><:f80,,>GAMEPLAY <-!>
<:#96,5402><+!><:f80,,>GAME CONTROLS <-!> 12
<:#96,5402><:f80,,>THE POINTER 12
<:#96,5402><:f80,,>THE MOUSE 12
<:#96,5402><:f80,,>LEFT MOUSE BUTTON 12
<:#96,5402><:f80,,>RIGHT MOUSE BUTTON 12
<:#96,5402><:f80,,>KEYBOARD MOUSE EMULATION 12
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>GETTING STARTED 14<-!>
<:#96,5402><:f80,,>
<:#96,5402><+!><:f80,,>EXPLORING WINTHROP HOUSE<-!> 15
<:#96,5402><:f80,,>MOVING AROUND 15
<:#96,5402><:f80,,>DIRECTION ARROWS 15
<:#96,5402><:f80,,>THE MAP 15
<:#96,5402><:f80,,>OPENING DOORS 16
<:#96,5402><:f80,,><+!>OBJECTS<-!> 17
<:#96,5402><:f80,,>PICKING UP OBJECTS 17
<:#96,5402><:f80,,>INVENTORY 17
<:#96,5402><:f80,,>USING OBJECTS 17
<:#96,5402><:f80,,><+!>MEETING OTHER BEINGS 18<-!>
<:#96,5402><+!><:f80,,>TALKING TO HUMAN CHARACTERS 19<-!>
<:#96,5402><:f80,,>
<:#96,5402><+!><:f80,,>GUIDELINES FOR PLAYERS NEW TO RPG'S 19<-!>
<:#96,5402><:f80,,>
<:#96,5402><+!><:f80,,>REFERENCE SECTION<-!>
<:#96,5402><+!><:f80,,>THE MAIN MENU <-!> 22
<:#96,5402><:f80,,>CREATE A CHARACTER 23
<:#96,5402><:f80,,>VIEW CHARACTER 23
<:#96,5402><:f80,,>ATTRIBUTE POIBTS 24
<:#96,5402><:f80,,>PRIMARY SKILLS 24
<:#96,5402><:f80,,>SECONDARY SKILLS 24
<:#96,5402><:f80,,>STAMINA 25
<:#96,5402><:f80,,>WILLPOWER 26
<:#96,5402><:f80,,>HEALTH 26<:f>
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<:#144,5402><:f120,,>
<:#144,5402><:f120,,>PAGE 5
<:#144,5402><:f120,,>
<:#240,5402><:f200,,> PREFACE
<:#144,5402><:f120,,>
<:#144,5402><:f120,,> SOMEBODY'S LEFT YOU A NIGHTMARE
<:#96,5402><:f80,,>IT'S LIKE A DREAM COME TRUE. YOU HAVE INHERITED A VAST MANSION IN NEW ENGLAND FROM
<:#96,5402><:f80,,>LONG-LOST RELATIVES YOU DID NOT KNOW YOU HAD. TREMBLING WITH EXCITEMENT YOU WALK INTO<:f>
<:#96,5402><:f80,,>THE HOUSE - YOUR LEGACY. OMINOUSLY THE DOOR SLAMS SHUT BEHIND YOU
<:#96,5402><:f80,,>
<:#96,5402><:f80,,> YOUR DREAM HAS NOW BECOME A NIGHTMARE!
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THE LEGACY IS A ROLE PLAYING GAME SET FIRMLY IN MODERN TIMES AND INCLUDES
<:#96,5402><:f80,,>A HOST OF MALIGNANT ZOMBIES, GHOULS AND TERRIFYING ENTITIES.
<:f><:f80,,>YOU MUST EXPLORE HUNDREDS
<:#96,5402><:f80,,>OF ROOMS USING THE 'POINT-AND-CLICK' WINDOWUING INTERFACE, AND SOLVE NUMEROUS ESOTERIC
<:#96,5402><:f80,,>PUZZLES TO REVEAL THE SECRETS OF WINTHROP HOUSE. THE HOUSE IS FILLED WITH HIDDEN PLACES,
<:#96,5402><:f80,,>MYSTERIOUS TELEPORTS AND UNNATURAL DEVICES.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>WHAT EVIL LURKS BEHIND THE FIRST CLOSED DOOR? COME INSIDE AND YOU'LL UNDERSTAND WHAT
<:#96,5402><:f80,,>MAKES A DREAM BECOME A NIGHTMARE!
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THIS MANUAL PROVIDES YOU WITH ALL THE INFORMATION YOU WILL NEED TO GET THE BEST OUT OF
<:#96,5402><:f80,,>THE LEGACY. YOU DON'T HAVE TO READ IT ALL THE WAY THROUGH. YOU DON'T HAVE TO READ IT AT ALL
<:#96,5402><:f80,,>IF YOU DON'T FEEL LIKE IT!YOU CAN JUMP STRAIGHT IN AND WALK AROUND THE HOUSE
<:#96,5402><:f80,,>UNPREPARED... IT'S YOUR FUNERAL. EVENTUALLY YOU'LL CONSULT THE MANUAL. YOU MIGHT WANT TO
<:#96,5402><:f80,,>FIND OUT WHAT THOSE FUNNY SHAPES IN THE SPELL BOOK MEAN, HOW TO AIM AND FIRE THAT PISTOL
<:#96,5402><:f80,,>AT THE ZOMBIES, HOW TO WORK THE VIDEO RECORDER OR HOW TO REV UP THE CHAINSAW!
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>TO HELP THOSE OF YOU WHO WANT SOME INSTANT INFORMATION WE'VE PROVIDED SOME ANSWERS
<:#96,5402><:f80,,>IN THE FIRST SECTION TO TYPICAL QUESTIONS ASKED BY OUR GAME TESTERS (THEY'RE NOT GIVEN ANY
<:#96,5402><:f80,,>HELP EITHER!).
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THEN WE'VE PUT IN THE REFERENCE STUFF: EVERYTHING FROM LEFT-HAND MOUSE BUTTON TO CASTING
<:#96,5402><:f80,,>SPELLS. KEY WORDS AND PHRASES ARE FEATURED IN A GLOSSARY AT THE BACK OF THE MANUAL. IN
<:#96,5402><:f80,,>ADDITION, YOU'LL FIND PART OF THE WINTHROP FAMILY TREE, PLANS AND ELEVATIONS OF THE MANSION
<:#96,5402><:f80,,>AND AN EXTRACT FROM A LEARNED JOURNAL IN CASE YOU WANT TO SOAK UP SOME MORE ATMOSPHERE.
<:#96,5402><:f80,,>
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<:#144,5402><:f120,,>PAGE 7
<:#144,5402><:f120,,>
<:#96,5402><:f80,,>CLICKED-ON. THE SELECTED OPTION HAS TO BE HIGHLIGHTED.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THE POINTER IS AN ARROW SHAPE THAT CAN BE MOVED AROUND THE SCREEN USING A MOUSE
<:#96,5402><:f80,,>(OR EQUIVALENT).
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>CAN I PLAY THE LEGACY WITHOUT A MOUSE?<-!>
<:#96,5402><:f80,,>YES. THERE ARE KEYBOARD EQUIVALENTS FOR EMULATING A MOUSE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>HOW MUCH OF THE DOCUMENTATION DO I HAVE TO READ BEFORE GETTING ON<-!>
<:#96,5402><+!><:f80,,>WITH THE GAME?<-!>
<:#96,5402><:f80,,>YOU MUST READ THE TECHNICAL SUPPLEMENT TO HELP YOU INSTALL/LOAD THE GAME BUT THE
<:#96,5402><:f80,,>LEGACY HAS BEEN DESIGNED TO BE PLAYED WITH MINIMAL USE OF THE MANUAL. ONCE THE
<:#96,5402><:f80,,>GAME IS INSTALLED/LOADED, JUMP IN AND WALK AROUND THE HOUSE. SEE WHAT HAPPENS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>HOW CAN I CUSTOMIZE THE CHARACTER'S ABILITIES?<-!>
<:#96,5402><:f80,,>CHOOSE 'CREATE A CHARACTER' FROM THE MAIN MENU THE CHOOSE THE 'RE-DESIGN'
<:#96,5402><:f80,,>OPTION. CONSULT THE RELEVANT SECTION IN THE MANUAL.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>HOW DO I MOVE THE CHARACTER AROUND THE HOUSE?<-!>
<:#96,5402><:f80,,>SIMPLY PLACE THE POINTER ON A RED ARROW IN THE DIRECTION WINDOW AND CLICK THE LEFT
<:#96,5402><:f80,,>MOUSE BUTTON (LMB).
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>WHAT DO I DO WHEN I SEE MY FIRST MONSTER?<-!>
<:#96,5402><:f80,,>RUN AND HIDE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>HOW DO I TALK TO OTHER CHARACTERS IN THE GAME?<-!>
<:#96,5402><:f80,,>IF YOU SEE ANYONE YOU WANT TO TALK TO JUST MOVE CLOSE TO THEM AND A DIALOGUE WINDOW
<:#96,5402><:f80,,>WILL APPEAR. SELECT THE 'TALK' OPTION AND THEN CLICK ON APPROPRIATE RESPONSES.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>WHAT'S THE BEST WAY TO ORGANIZE THE 'WINDOWS'?<-!>
<:#96,5402><:f80,,>CHOOSE THE LAYOUT YOU FEEL MOST COMFORTABLE WITH BUT YOU'LL HAVE TO 'MANAGE' THE
<:#96,5402><:f80,,>WINDOWS THROUGHOUT THE GAME.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>HOW DO I SAVE A GAME?<-!>
<:#96,5402><:f80,,>PLACE THE POINTER OVER THE BLUE BACKGROUND SCREEN (AVOIDING ANY WINDOWS) AND CLICK
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<:#144,5402><:f120,,>PAGE 4
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<:#96,5402><:f80,,>SKILL AND SPELL POINTS 26 CASTING SPELLS 41
<:#96,5402><:f80,,>THE SPELL WINDOW 26 LEARNING NEW SPELLS 42
<:#96,5402><:f80,,>MAGIC 27
<:#96,5402><:f80,,> <+!>THE SPELLS <-!> 43
<:#96,5402><:f80,,><+!>RE-DESIGN A CHARACTER<-!> 27 THE DESTRUCTORS 43
<:#96,5402><:f80,,>ASSIGNING ATTRIBUTES 28 THE PROTECTORS 44
<:#96,5402><:f80,,>ASSIGNING SKILL AND SPELL POINTS 28 THE ENHANCERS 45
<:#96,5402><:f80,,>IMPROVING SLIKKS 29 THE MYSTICS 46
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>THE WINDOWS INTERFACE<-!> 30 <+!>CHARACTER DEVELOPMENT <-!> 47
<:#96,5402><:f80,,>THE POINTER 30 THE CHARACTER WINDOW 47
<:#96,5402><:f80,,>RE-POSITIONING THE WINDOWS 30 EXPERIENCE 48
<:#96,5402><:f80,,>RE-SIZING THE VIEWING WINDOW 32 REST 48
<:#96,5402><:f80,,>RE-SIZING OTHER WINDOWS 32 MEDITATION AND POWER CRYSTALS 49
<:#96,5402><:f80,,>THE CHARACTER WINDOW 33 FOOD 49
<:#96,5402><:f80,,>WINDOWS CONTROL SUMMARY 34 SHOCK, INSANITY AND REASON 49
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>POP-UP WINDOWS <-!> 35 <+!>THE WINTHROP FAMILY TREE<-!> 52
<:#96,5402><:f80,,>ACCESSING POP-UP MENUS 35
<:#96,5402><:f80,,>THE GAME OPTIONS POP-UP MENU 35 <+!>THE WINTHROP MANSION <-!> 53
<:#96,5402><:f80,,>EXAMINING OBJECTS 36
<:#96,5402><:f80,,>POP-UP MENUS WITHIN POP-UP MENUS 36<:f><:f80,,> <+!>EXTRACT FROM THE JOURNAL OF AMERICAN GOTHIC<-!>
<:#96,5402><:f80,,> <+!>WRITERS<-!> 56
<:#96,5402><:f80,,><+!>COMBAT <-!> 37
<:#96,5402><:f80,,>DODGING AND RUNNING AWAY 37 <+!>GLOSSARY<-!> 63
<:#96,5402><:f80,,>FIGHTING BACK 37
<:#96,5402><:f80,,>THE HIT BOXES 38 <+!>DESIGNERS AND PROGRAMMERS NOTE<-!> 65
<:#96,5402><:f80,,>THE AIM BOXES 38
<:#96,5402><:f80,,>THE ACCURACY BAR 38
<:#96,5402><:f80,,>HEALTH BAR AND DAMAGE 38
<:#96,5402><:f80,,>ARMOUR 38
<:#96,5402><:f80,,>RELOADING FIREARMS 39
<:#96,5402><:f80,,>FIREARMS MALFUNCTIONS 39
<:#96,5402><:f80,,>FIRST AID 39
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>CASTING SPELLS AND MAGIC 40<-!>
<:#96,5402><+!><:f80,,>SPELLCASTING <-!> 40
<:#96,5402><:f80,,>THE SPELL BOOK 40
<:#96,5402><:f80,,>THE SPELL ICON 41
<:#96,5402><:f80,,>THE MAGIC BAR 41
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<:#144,5402><:f120,,>page 6
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<:#240,5402><:f200,,>YOUR QUESTIONS ANSWERED
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!><++>How do I install the Legacy?<-!><-+>
<:#96,5402><++><:f80,,>Consult the Technical Supplement in your Legacy package. This will give you specific<-+>
<:#96,5402><++><:f80,,>loading/installation information for your type of computer.<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,><+!>What is an adventure role-playing game?<-!><-+>
<:#96,5402><++><:f80,,>A computer game in which you control a defined character and have to explore a
<-+>
<:#96,5402><++><:f80,,>given world, solving the problems that are thrown at you.<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,><+!>Why do I have to answer a question about a word in the manual?<-!><-+>
<:#96,5402><++><:f80,,>This is a device that we've chosen to 'protect' the game from organised and casual<-+>
<:#96,5402><++><:f80,,>software piracy. If you can't answer the question about the manual, then you're<-+>
<:#96,5402><++><:f80,,>locked out of Winthrop Mansion<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,><+!>Where and at what date is the game set?<-!><-+>
<:#96,5402><++><:f80,,>The Legacy is set in the present day in New England. It's not just another sword<-+>
<:#96,5402><++><:f80,,>cloak and potion adventure and you're likely to come across everyday objects such as<-+>
<:#96,5402><++><:f80,,>video recorders, chainsaws, and shotguns.<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,><+!>Can I create my own characters?<-!><-+>
<:#96,5402><++><:f80,,>From an initial choice of eight very different types of character, you can customize<-+>
<:#96,5402><++><:f80,,>you own adventurer with his/her own specific levels of skills.<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,><+!>What is a 'windowing interface'?<-!><-+>
<:#96,5402><++><:f80,,>A system that many computer users are familiar with. It uses Windows, Icons, pop-<-+>
<:#96,5402><++><:f80,,>op Menus and a Pointer (WIMPS).<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,>Windows are individual areas of the screen that can be moved around, re-sized,<-+>
<:#96,5402><++><:f80,,>opened and closed. They allow you to customize the screen to a layout you feel<-+>
<:#96,5402><++><:f80,,>comfortable with.<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,>Icons are small pictures that can be clicked-on with the Pointer to perform certain tasks.<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,>Pop-up Manus are lists of options that appear when an 'action'area of the screen is<-+>
<:#96,5402><:f80,,>
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<:#144,5402><++><:f120,,>Page 8<-+>
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<:#96,5402><++><:f80,,>the right mouse button (RMB). A pop-up menu will appear to give you the option<-+>
<:#96,5402><++><:f80,,>to load/save a game at that point. Highlight 'Save' and type in a file name and the<-+>
<:#96,5402><++><:f80,,>drive you want to save to..<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,><+!>When should I save the game?<-!><-+>
<:#96,5402><++><:f80,,>As often as possible. You never know what's around the next corner.<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,><+!>How do I load a pre-saved game?<-!><-+>
<:#96,5402><++><:f80,,>From the Main Menu or within the game (see 'How do I save a game?' above).<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,><+!>Unlike most gamesof this type, I can't seem to carry too many things,<-!><-+>
<:#96,5402><++><+!><:f80,,>are there any tips for carrying things?<-!><-+>
<:#96,5402><++><:f80,,>Find something large to put things in and carry that around.<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,><+!>How many levels are there in The Legacy?<-!><-+>
<:#96,5402><++><:f80,,>The Legacy is a multi-level games. The rest you'll have to find out for yourself.<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,><+!>How do I pick up objects?<-!><-+>
<:#96,5402><++><:f80,,>Position the pointer over the object, click the left mouse button (LMB), keep it<-+>
<:#96,5402><++><:f80,,>pressed and drag the object to the hand of your character then release the LMB.<-+>
<:#96,5402><++><:f80,,>Alternatively, position the Pointer over the object, click the right mouse button<-+>
<:#96,5402><++><:f80,,>(RMB) on the object and highlight 'get' on the pop-up menu.<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,><+!>What's the best way to fight off a creature?<-!><-+>
<:#96,5402><++><:f80,,>Use whatever you've got to hand (see the section on combat) or a magic spell (see the<-+>
<:#96,5402><++><:f80,,>section on Spellcasting), If all else fails give up and run. Don't get yourself trapped.<-+>
<:#96,5402><:f80,,>
<:#96,5402><++><:f80,,><+!>How do I cast spells?<-!><-+>
<:#96,5402><++><:f80,,>You must have a spell book in your hand and it should have a number of spell icons<-+>
<:#96,5402><++><:f80,,>;it up. Place the Pointer over a spell icon and click the left Mouse button (LMB). You<-+>
<:#96,5402><++><:f80,,>can also pick up spell books, learn spells from them and prepare the spells for future<-+>
<:#96,5402><++><:f80,,>use. See the section on Magic for more details.<-+>
<:#96,5402><:f80,,>
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<:#144,5402><:f120,,>Page 9
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<:#96,5402><:f80,,><+!>WHAT DO THE COLOURED BARS ABOVE AND BELOW THE PORTRAIT OF MY
<-!>
<:#96,5402><+!><:f80,,>CHARACTER MEAN?<-!>
<:#96,5402><:f80,,>THE RED BAR IS THE HEALTH LEVEL.
<:#96,5402><:f80,,>THE GOLD BAR IS THE MAGIC LEVEL.
<:#96,5402><:f80,,>THE BLUE BAR IS THE COMBAT ACCURACY LEVEL.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>CAN MY CHARACTER DIE?<-!>
<:#96,5402><:f80,,>VERY EASILY, IF YOU'RE NOT CAREFUL. WHEN THIS HAPPENS YOUR ADVENTURE IS OVER. USE
<:#96,5402><:f80,,>WHATEVER INFORMATION YOU'VE GLEANED IN PLAYING <+">THE LEGACY
<-">TO BEGIN THE GAME
<:#96,5402><:f80,,>AGAIN AND THIS TIME SUCCEED.
<:#96,5402><:f80,,>
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<:#144,5402><:f120,,>PAGE 11
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<:#183,5402><:f160,,><+!>IN THIS SECTION<-!>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,><+!>GAMEPLAY<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>GAME CONTROLS 12<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><+!><:f80,,>THE POINTER <-!> 12
<:#96,5402><:f80,,>THE MOUSE 12
<:#96,5402><:f80,,>LEFT MOUSE BUTTON 12
<:#96,5402><:f80,,>RIGHT MOUSE BUTTON 12
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>KEYBOARD MOUSE EMULATION 13<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><+!><:f80,,>GETTING STARTED 14<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><+!><:f80,,>EXPLORING WINTHROP HOUSE <-!> 15
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>MOVING AROUND <-!> 15
<:#96,5402><:f80,,>DIRECTION ARROWS 15
<:#96,5402><:f80,,>THE MAP 15
<:#96,5402><:f80,,>OPENING DOORS 16
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>OBJECTS` <-!>17
<:#96,5402><:f80,,>PICKING UP OBJECTS 17
<:#96,5402><:f80,,>INVENTORY 17
<:#96,5402><:f80,,>USING OBJECTS 17
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>MEETING OTHER BEINGS 18<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><+!><:f80,,>TALKING TO HUMAN CHARACTERS <-!> 18
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<:#144,5402><:f120,,>PAGE 13
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<:#144,5402><:f120,,><+!>KEYBOARD MOUSE EMULATION<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IF YOU DO NOT HAVE A MOUSE FITTED TO YOUR
<:#96,5402><:f80,,>COMPUTER, THE KEYBOARD PROVIDES FULL
<:#96,5402><:f80,,>MOUSE EMULATION CONTROL.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>REMEMBER THAT THIS MANUAL WILL REFER TO
<:#96,5402><:f80,,>LMB OR RMB ONLY; IF YOU HAVE NO
<:#96,5402><:f80,,>MOUSE INSTALLED ON YOUR COMPUTER, REFER
<:#96,5402><:f80,,>TO THE MOUSE EMULATION KEYS (RIGHT AND
<:#96,5402><:f80,,>BELOW)
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THE CURSOR KEYS (LEFT/RIGHT/UP/DOWN)
<:#96,5402><:f80,,>WILL MOVE THE POINTER ALL AROUND THE
<:#96,5402><:f80,,>SCREEN.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THE HOME KEY IS THE EQUIVALENT OF THE
<:#96,5402><:f80,,>LEFT MOUSE BUTTON (LMB).
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THE PGUP KEY IS THE EQUIVALENT OF THE
<:#96,5402><:f80,,>RIGHT MOUSE BUTTON (RMB)
<:#96,5402><:f80,,>
<:#398,5402><:f360,BKeystroke,>
<:#96,5402><:f80,,>
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<:#144,5402><:f120,,>PAGE 10
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<:#144,5402><:f120,,>PAGE 12
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<:#144,5402><:f120,,><+!>POINTER<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THE POINTER IS AN ARROW SHAPED DEVICE THAT
<:#96,5402><:f80,,>CAN BE POSITIONED OVER OBJECTS BEFORE
<:#96,5402><:f80,,>SELECTING A SERIES OF OPTIONS. IT CAN BE
<:#96,5402><:f80,,>MOVED AROUND USING EITHER ONE
<:#96,5402><:f80,,>OF TWO METHODS: A MOUSE OR KEYBOARD.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f80,,> <:f120,,><+!>THE LMB<-!>
<:#96,5402><:f80,,> IN GENERAL THE LMB IS THE QUICKEST
<:#96,5402><:f80,,> METHOD OF CONTROL:
<:#96,5402><:f80,,> TO CLICK ON AN ICON, POSITION THE POINTER
<:#96,5402><:f80,,> OVER AN ACTION AREA AND PRESS THE LMB
<:#96,5402><:f80,,>
<:#96,5402><:f80,,> YOU CAN ALSO PICK UP OBJECTS AND DRAG
<:#96,5402><:f80,,> THEM TO POCKETS, HANDS OR OTHER
<:#96,5402><:f80,,> CONTAINERS BY POSITIONING THE POINTER
<:#96,5402><:f80,,> OVER AN OBJECT AND HOLDING DOWN THE
<:#96,5402><:f80,,> LMB WHILE YOU DRAG THE OBJECT.
<:#96,5402><:f80,,>
<:#144,5402><:f80,,> <:f120,,><+!>THE RMB<-!>
<:#144,5402><:f120,,><+!>MOUSE<-!><:f80,,> IF YOU PRESS THE RMB WHEN THE POINTER IS
<:#96,5402><:f80,,><+">THE LEGACY <:f80,,><-">WAS DESIGNED TO BE USED WITH OVER AN OBJECT, A POP-UP MENU OF<+"><:f80,,> <-">
<:#96,5402><:f80,,>A MOUSE. THIS IS THE RECOMMENDED OPTIONS WILL APPEAR. TO SELECT AN OPTION,
<:#96,5402><:f80,,>MODE OF CONTROL AND THIS MANUAL WILL HOLD DOWN THE RMB AND MOVE THE
<:#96,5402><:f80,,>REFER TO THE LEFT MOUSE BUTTON (LMB) OR POINTER TO HIGHLIGHT YOUR CHOICE, THEN
<:#96,5402><:f80,,>RIGHT MOUSE BUTTON (RMB). RELEASE THE BUTTON.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
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<:#144,5402><:f120,,>PAGE 14
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<:#144,5402><:f120,,><+!>GETTING STARTED<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>INSTALL AND LOAD THE GAME<-!>
<:#96,5402><:f80,,>DETAILS OF INSTALLATION AND LOADING THE GAME ARE INCLUDED IN THE TECHNICAL
<:#96,5402><:f80,,>SUPPLEMENT IN <+">THE LEGACY <-">PACKAGE FOR YOUR TYPE OF COMPUTER. THIS MANUAL IS
<:#96,5402><:f80,,>APPROPRIATE FOR ALL MAKES OF COMPUTER
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>COPY PROTECTION<-!>
<:#96,5402><:f80,,>AT SOME POINT DURING THE GAME YOU WILL BE ASKED A MANUAL-RELATED QUESTION AND IF
<:#96,5402><:f80,,>YOU CAN'T ANSWER IT... THE DOOR WILL NOT OPEN, YOU WON'T EVEN GET INTO THE WINTHROP
<:#96,5402><:f80,,>MANSION LOBBY.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>MAIN MENU<-!>
<:#96,5402><:f80,,>AFTER THE ANIMATED INTRODUCTION, YOU WILL SEE THE MAIN MENU. IF THIS IS THE FIRST TIME
<:#96,5402><:f80,,>YOU HAVE PLAYED <+">THE LEGACY<-">, SELECT 'CREATE A CHARACTER'.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>CHOOSE A CHARACTER<-!>
<:#96,5402><:f80,,>CLICK ON PREVIOUS/NEXT BUTTONS TO VIEW THE EIGHT NEWSPAPER STORIES AND CHOOSE A
<:#96,5402><:f80,,>CHARACTER. SELECT 'VIEW CHARACTER'.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>ACCEPT CHARACTER<-!>
<:#96,5402><:f80,,>EXAMINE YOUR CHARACTER'S DETAILS, THEN
<:#96,5402><:f80,,>SELECT 'ACCEPT CHARACTER'.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>ENTER THE GAME<-!>
<:#96,5402><:f80,,>YOU WILL NOW ENTER WINTHROP HOUSE.
<:#96,5402><:f80,,>YOU WILL BE STANDING IN THE LOBBY AREA
<:#96,5402><:f80,,>LOOKING AT A STAIRCASE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>BEGIN THE ADVENTURE<-!>
<:#96,5402><:f80,,>YOU CAN NOW BEGIN TO EXPLORE WINTHROP
<:#96,5402><:f80,,>HOUSE. GOOD LUCK, YOU'LL NEED IT!
<:#96,5402><:f80,,>
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<:#144,5402><:f120,,>PAGE 15
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<:#240,5402><:f200,,><+!>EXPLORING WINTHROP HOUSE<-!><:f>
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<:#144,5402><:f120,,><+!>MOVING AROUND<-!>
<:#96,5402><:f80,,>
<:#96,5402><+!><:f80,,>DIRECTION ARROWS<-!>
<:#96,5402><:f80,,>THE MOVEMENT WINDOW CONTAINS SIX DIRECTION ARROWS; FORWARD, BACK, LEFT, RIGHT,
<:#96,5402><:f80,,>ROTATE LEFT, ROTATE RIGHT.
<:#96,5402><:f80,,>IF A DIRECTION IS AVAILABLE, IT WILL BE HIGHLIGHTED IN RED. IF A DIRECTION IS NOT AVAILABLE IT
<:#96,5402><:f80,,>WILL BE GREYED-OUT.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>YOU CAN MOVE AROUND THE HOUSE BY POSITIONING THE POINTER OVER THE ARROW
<:#96,5402><:f80,,>INDICATIONG THE DESIRED DIRECTION AND CLICKING THE LEFT-HAND MOUSE BUTTON.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>THE MAP<-!>
<:#96,5402><:f80,,><+">THE LEGACY<-"> PROVIDES YOU WITH A READY-MADE MAPPING FACILITY. THIS IS FEATURED ON THE
<:#96,5402><:f80,,>PARCHMENT-LIKE WINDOW.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>WHEN YOU ARE IN THE LOBBY, YOU WILL SEE A GREY BOX WITH AN 'X' IN IT. THE GREY BOX
<:#96,5402><:f80,,>SHOW A TOP-DOWN PLAN VIEW OF THE LOBY. THE 'X' MARKS YOUR POSITION. WHEN YOU
<:#96,5402><:f80,,>MOVE IN A PARTICULAR DIRECTION, THE 'X' WILL ALSO MOVE. IF YOU OPEN A DOOR AND ENTER
<:#96,5402><:f80,,>
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<:#144,5402><:f120,,>PAGE 17
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<:#144,5402><:f120,,><+!>OBJECTS<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>PICKING UP OBJECTS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>OBJECTS FOUND IN THE HOUSE CAN BE PICKED
<:#96,5402><:f80,,>UP BY PLACING THE POINTER OVER THEM,
<:#96,5402><:f80,,>CLICKING AND HOLDING DOWN THE LMB. THE
<:#96,5402><:f80,,>OBJECT CAN THEN BE LIFTED AND CARRIED
<:#96,5402><:f80,,>TOWARDS THE CHARACTER BY MOVING THE
<:#96,5402><:f80,,>MOUSE (THE 'CLICK AND DRAG' METHOD).
<:#96,5402><:f80,,>PLACE THE OBJECT OVER EITHER HAND (IF
<:#96,5402><:f80,,>NOTHING IS BEING CARRIED), IN A POCKET
<:#96,5402><:f80,,>COMPARTMENT, OR A CONTAINER COMPARTMENT. THE OBJECT IS THEN SAID TO BE IN THE
<:#96,5402><:f80,,>CHARACTERS INVENTORY.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>YOU CAN USE THE RMB WITH THE POP-UP MENU OPTION 'GET' TO COLLECT AN OBJECT.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>INVENTORY
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>A CHARACTER CAN CARRY AN OBJECT IN EACH HAND AND FOUR SMALL OBJECTS IN HIS/HER
<:#96,5402><:f80,,>POCKETS. IF THE OBJECT IS TOO BIG IT WILL HAVE TO BE HELD IN THE HAND OR SUITABLE
<:#96,5402><:f80,,>CONTAINER. BT DOUBLE-CLICKING WITH THE LMB (TWICE IN RAPID SUCCESSION) ON THE
<:#96,5402><:f80,,>CHARACTERS, YOU WILL BE ABLE TO SEE WHAT IS HELD INSIDE HIS/HER POCKETS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>YOU CAN ALSO SEE THE INVENTORY BY PLACING THE POINTER ON THE CHARACTER, HOLDING DOWN
<:#96,5402><:f80,,>THE RMB TO REVEAL A POP-UP MENU, THEN HIGHLIGHTING 'INVENTORY' FROM THE OPTIONS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>OBJECTS FOUND IN <+">THE LEGACY<-"> ARE SCALED ACCORDING TO THEIR REAL SIZE. TO CARRY AN
<:#96,5402><:f80,,>ADEQUATE NUMBER OF OBJECTS YOU WILL NEED TO FIND A SUITABLE CONTAINER AND CARRY THAT
<:#96,5402><:f80,,>AROUND WITH YOU. BY DOUBLE-CLICKING (TWICE IN RAPID SUCCESSION) ON THE CONTAINER
<:#96,5402><:f80,,>WITH THE LMB, YOU WILL BE ABLE TO SEE WHAT IS INSIDE THE CONTAINER.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>USING OBJECTS
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>EACH OBJECT CAN BE MOVED USING THE lmb (POINT-CLICK-DRAG) OR BY USING THE RMB
<:#96,5402><:f80,,>POP-UP MENU. OBJECTS CAN ALSO BE REPOSITIONED FROM, FOR EXAMPLE, HANDS TO POCKETS
<:#96,5402><:f80,,>OR THEY CAN BE DROPPED OR THROWN.
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<:#144,5402><:f120,,>PAGE 19
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<:#96,5402><:f80,,>
<:#240,5402><:f200,,><+!> GUIDELINES FOR PLAYERS<-!>
<:#240,5402><+!><:f200,,> NEW TO RPGs<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IF YOU'RE NEW TO ROLE-PLAYING GAMESM THE FOLLOWING LIST WILL HELP YOU THROUGH THE
<:#96,5402><:f80,,>ADVENTURE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>SAVE CURRENT GAME POSITION<-!>
<:#96,5402><:f80,,>SAVE YOUR GAME POSITION IF YOU THINK YOU ARE UNDERTAKING SOMETHING DANGEROUS. IF
<:#96,5402><:f80,,>YOUR COURSE OF ACTION IS NOT SUCCESSFUL, YOU CAN THEN LOAD THAT POSITION AND TRY AGAIN.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>SAVE BY CLICKING THE RMB ON THE BLUE GAME SCREEN BACKGROUND (AWAY FROM THE
<:#96,5402><:f80,,>WINDOWS) AND HIGHLIGHTING 'SAVE'. TYPE IN A FILE NAME (MAXIMUN EIGHT CHARACTERS)
<:#96,5402><:f80,,>AND A DRIVE TO SAVE TO.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>DODGE OR RUN AWAY FROM MONSTERS<-!>
<:#96,5402><:f80,,><+">'HE WHO DODGES AND RUNS AWAY, LIVES TO RUN AWAY ANOTHER DAY.'
<:f80,,><-">DON'T FEEL YOU HAVE <:f><:f80,,> TO
<:#96,5402><:f80,,>FACE EVERY DANGER HEAD-ON, IF YOU CAN AVOID COMBAT BY HIDING, DO SO.
<+">ONLY UNDERTAKE<-">
<:#96,5402><+"><:f80,,>COMBAT IF THE ODDS ARE ON YOUR SIDE.<-">
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>EXAMINE EACH ROOM VERY CAREFULLY<-!>
<:#96,5402><:f80,,>SOME OF THE OBJECTS IN <+">THE LEGACY <:f80,,><-">WILL BE OBVIOUS<:f><:f80,,> AND CLEARLY IN VIEW, BUT OTHERS WILL
<:#96,5402><:f80,,>BE HIDDEN. REMEMBER TO EXAMINE EVERYTHING YOU COME ACCROSS. DON'T JUST RUSH
<:#96,5402><:f80,,>THROUGH ROOMS AND CORRIDORS. USE ALL THE AVAILABLE VIES, TRY TURNING AROUND AND
<:#96,5402><:f80,,>LOOKING BEHIND YOU. LOOK FOR SECRET PANELS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>TALK TO OTHER CHARACTERS<-!>
<:#96,5402><:f80,,>GET AS MUCH INFORMATION AS POSSIBLE FROM OTHER CHARACTERS YOU MEET. THEY MAY
<:#96,5402><:f80,,>PROVIDE VERY USEFUL INFORMATION ABOUT THE HOUSE, BUT REMEMBER NOT TO TRUST
<:#96,5402><:f80,,>EVERYONE YOU MEET.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>RE-THINK THE PROBLEM<-!>
<:#96,5402><:f80,,>IF YOU GET STUCK ON A PARTICULAR PROBLEM, YOU MIGHT TRY SAVING THE GAME, DOING
<:#96,5402><:f80,,>SOMETHING ELSE THEN RETURNING TO THE PROBLEM WITH A FRESH MIND.
<:#96,5402><:f80,,>
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<:#144,5402><:f120,,>PAGE 16
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<:#96,5402><:f80,,>
<:#96,5402><:f80,,>ANOTHER ROOM, ANOTHER GREY BOX WILL APPEAR REPRESENTING THE NEW ROOM. IN THIS
<:#96,5402><:f80,,>FASHION YOU CAN EXPLORE AND 'AUTO-MAP' MOST LEVELS <+">IN THE LEGACY.<-">
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>AT SOME POINT THROUGH THE GAME YOU WILL LOSE THE AUTO-MAPPING FACILITY. BE PREPARED
<:#96,5402><:f80,,>FOR SUCH AN EVENT! <+">AFTER ALL THE ONE THING YOU CAN GUARANTEE IN WINTHROP HOUSE IS THAT
<-">
<:#96,5402><+"><:f80,,>THE UNEXPECTED WILL HAPPEN.<-">
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>OPENING DOORS<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>WINTHROP HOUSE HAS A MYRIAD OF DOORS FOR YOU TO OPEN. SOME ARE LOCKED AND NEED
<:#96,5402><:f80,,>SOME FORM OF KEY, OTHERS WILL OPEN QUITE EASILY. OPENING A DOOR WILL PROBABLY BE ONE
<:#96,5402><:f80,,>OF YOUR FIRST TASKS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>POINT AND CLICK
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>ONE OF THE EASIEST WAYS TO OPEN A DOOR IS TO POSITION YOUR POINTER ON ANY PART OF THE
<:#96,5402><:f80,,>DOOR AND CLICK ON THE LMB.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>POP-UP MENU
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THE ALTERNATIVE METHOD IS TO POSITION THE POINTER OVER THE DOOR , PRESS THE RMB, TO
<:#96,5402><:f80,,>REVEAL THE POP-UP MENU, THEN HIGHLIGHT THE'OPEN' OPTION.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>KEYS
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>SOME DOORS ARE LOCKED AND REQUIRE A KEY TO OPEN THEM. YOU WILL FIND KEYS IN VARIOUS
<:#96,5402><:f80,,>LOCATIONS. WHEN YOU FIND A KEY YOU CAN CARRY IT IN THE CHARACTERS INVENTORY (HAND,
<:#96,5402><:f80,,>POCKET OR OTHER CONTAINER - SEE BELOW) FOR LATER USE. IF YOU THINK YOU HAVE THE CORRECT
<:#96,5402><:f80,,>KEY SELECT IT (POINT AND CLICK LMB) FROM YOUR INVENTORY AND PLACE THE KEY OVER THE
<:#96,5402><:f80,,>LOCK. IF IT IS THE CORRECT KEY, THE DOOR WILL OPEN.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>FINDING A KEYRING WILL HELP YOU WHEN YOU HAVE A NUMBER OF KEYS IN YOUR POSSESION.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>DOORS CAN ALSO BE CLOSED BY CLICKING ON THEM WITH THE LMB.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>PAGE 18
<:#144,5402><:f120,,>
<:#96,5402><-!><:f80,,><+!>MEETING OTHER BEINGS<-!>
<:#96,5402><:f80,,><-!>DURING YOUR EXPLORATION OF WINTHROP HOUSE YOU WILL MEET MANY WEIRD AN<:f80,,>D<:f>
<:#96,5402><:f80,,>WONDERFUL CREATURES. SOME WILL APPEAR IN HUMAN FORM, OTHERS WILL BE GROTESQUE
<:#96,5402><:f80,,>MUTATIONS OR MONSTERS. MOST 'HUMAN' CHARACTERS CAN BE ENGAGED IN CONVERSATION.
<:#96,5402><:f80,,>MONSTERS, GHOULS AND ZOMBIES WILL HAVE OTHER THINGS ON THEIR DEMENTED MINDS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>TALKING TO HUMAN CHARACTERS<-!>
<:#96,5402><:f80,,><-!>WHEN YOU APPROACH A HUMAN CHARACTER A DIALOGUE WINDOW WILL OPEN OVER THE<:f>
<:#96,5402><:f80,,>VIEWING WINDOW. YOU CAN CHOOSE TO TALK TO THEM BY SELECTING THE 'TALK' OPTION FROM
<:#96,5402><:f80,,>THE MENU AT THE BASE OF THE BOX.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>STUDY THE CHARACTER'S APPEARANCE. POINT AND CLICK YOUR LMB ON THE 'TALK' BUTTON. YOU
<:#96,5402><:f80,,>WILL BE GIVEN A LIST OF RESPONSES. SELECT A RESPONSE BY CLICKING THE LMB IN AN
<:#96,5402><:f80,,>APPROPRIATE SQUARE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
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<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
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<:#96,5402><:f80,,>
<:#144,5402><:f120,,>PAGE 20
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#518,5402><:f440,,><+!>2 <:f240,,>REFERENCE<:f80,,><-!>
<:#96,5402><:f80,,>
<:#144,5402><+!><:f120,,>REFERENCE SECTION<-!>
<:#96,5402><+!><:f80,,>THE MAIN MENU 22<-!>
<:#96,5402><:f80,,><+!>CREATE A CHARACTER 23<-!>
<:#96,5402><+!><:f80,,>VIEW A CHARACTER 23<-!>
<:#96,5402><:f80,,>ATTRIBUTE POINTS 24
<:#96,5402><:f80,,>PRIMARY SKILLS 24
<:#96,5402><:f80,,>SECONDARY SKILLS 24
<:#96,5402><:f80,,>STAMINA 25
<:#96,5402><:f80,,>WILLPOWER 26
<:#96,5402><:f80,,>HEALTH 26
<:#96,5402><:f80,,>SKILL AND SPELL POINTS 26
<:#96,5402><:f80,,>THE SPELL WINDOW 26
<:#96,5402><:f80,,>MAGIC 27
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>
<:#96,5402><+!><:f80,,>RE-DESIGN A CHARACTER 27<-!>
<:#96,5402><:f80,,>ASSIGNING ATTRIBUTES 28
<:#96,5402><:f80,,>ASSIGNING SKILL AND SPELL POINTS 28
<:#96,5402><:f80,,>IMPROVING SKILLS 29
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>THE WINDOWS INTERFACE 30<-!>
<:#96,5402><:f80,,>THE POINTER 30
<:#96,5402><:f80,,>RE-POSITIONING THE WINDOWS 30
<:#96,5402><:f80,,>RE-SIZING THE VIEWING WINDOW 32
<:#96,5402><:f80,,>RE-SIZING OTHER WINDOWS 32
<:#96,5402><:f80,,>THE CHARACTER WINDOW 33
<:#96,5402><:f80,,>WINDOWS CONTROL SUMMARY 34
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
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<:#96,5402><:f80,,>
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<:#96,5402><:f80,,>
<:#144,5402><:f120,,>PAGE 21
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>POP-UP MENUS <-!> 35
<:#96,5402><:f80,,>ACCESSING POP-UP MENUS 35
<:#96,5402><:f80,,>THE GAME OPTIONS POP-UP MENU 35
<:#96,5402><:f80,,>EXAMINING OBJECTS 36
<:#96,5402><:f80,,>POP-UP MENUS WITHIN POP-UP MENUS 36
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>COMBAT <-!> 37
<:#96,5402><:f80,,>DODGING AND RUNNING AWAY 37
<:#96,5402><:f80,,>FIGHTING BACK 37
<:#96,5402><:f80,,>THE HIT BOXES 38
<:#96,5402><:f80,,>THE AIM BOXES 38
<:#96,5402><:f80,,>THE ACCURACY BAR 38
<:#96,5402><:f80,,>HEALTH BAR AND DAMAGE 38
<:#96,5402><:f80,,>ARMOUR 38
<:#96,5402><:f80,,>RELOADING FIREARMS 39
<:#96,5402><:f80,,>FIREARMS MALFUNCTIONS 39
<:#96,5402><:f80,,>FIRST AID 39
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>CASTING SPELLS AND MAGIC <-!> 40
<:#96,5402><:f80,,><+!>SPELLCASTING 40<-!>
<:#96,5402><:f80,,>THE SPELL BOOK 40
<:#96,5402><:f80,,>THE SPELL ICON 41
<:#96,5402><:f80,,><+!>THE MAGIC BAR 41<-!>
<:#96,5402><+!><:f80,,>CASTING SPELLS 41<-!>
<:#96,5402><+!><:f80,,>LEARNING NEW SPELLS 42<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>THE SPELLS<-!> 43
<:#96,5402><:f80,,>THE DESTRUCTORS 43
<:#96,5402><:f80,,>THE PROTECTORS 44
<:#96,5402><:f80,,>THE ENHANCERS 45
<:#96,5402><:f80,,>THE MYSTICS 46
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>CHARACTER DEVELOPMENT<-!> 47
<:#96,5402><:f80,,>THE CHARACTER WINDOW 47
<:#96,5402><:f80,,>EXPERIENCE 48
<:#96,5402><:f80,,>REST 48
<:#96,5402><:f80,,>MEDICATION AND POWER CRYSTAL 49
<:#96,5402><:f80,,>FOOD 49
<:#96,5402><:f80,,>SHOCK, INSANITY AND REASON 49
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
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<:#144,5402><:f120,,>PAGE 23
<:#144,5402><:f120,,>
<:#96,5402><:f80,,><+!>GAME OPTIONS<-!>
<:#96,5402><:f80,,>SELECT THIS OPTION TO TURN SOUND AND MUSIC ON/OFF.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>QUIT<-!>
<:#96,5402><:f80,,>QUIT TO YOUR COMPUTER'S OPERATING SYSTEM.
<:#96,5402><:f80,,>
<:#144,5402><:f120,,><+!>CREATE A CHARACTER<-!><:f>
<:#96,5402><:f80,,>WHEN YOU SELECT THIS OPTION WITH THE LMB, YOU'LL SEE THE FRONT PAGE OF A NEWSPAPER
<:#96,5402><:f80,,>SHOWING THE STORY OF A CHARACTER; THE WINTHROP HOUSE HEIR. YOU CAN CHOOSE ANOTHER
<:#96,5402><:f80,,>CHARACTER BY SELECTING THE <+!>PREVIOUS/NEXT<-!> BUTTONS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>READ THE REPORTS CAREFULLY AND, WHEN YOU HAVE DECIDED ON THE CHARACTER YOU WANT TO
<:#96,5402><:f80,,>CONTROL, SELECT <+!>VIEW CHARACTER.<-!>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,><+!>VIEW CHARACTER<-!><:f>
<:#96,5402><:f80,,><+">THE LEGACY<-"> IS A ROLE-PLAYING GAME IN WHICH YOU CONTROL
<:#96,5402><:f80,,>A CHARACTER ON HIS/HER ADVENTURES. HOW THE CHARACTER
<:#96,5402><:f80,,>BEHAVES AND REACTS IN CERTAIN SITUATIONS IS GOVERNED BY
<:#96,5402><:f80,,>HIS/HER RATING IN SEVEN GENERAL AREAS: KNOWLEDGE,
<:#96,5402><:f80,,>STRENGTH, DEXTERITY, STAMINA, WILLPOWER, HEALTH AND
<:#96,5402><:f80,,>MAGIC ABILITY.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>EACH SELECTABLE CHARACTER HAS ALREADY HAD HIS/HER SKILL
<:#96,5402><:f80,,>LEVELS SET. YOU CAN EITHER USE A PRE-SET CHARACTER OR
<:#96,5402><:f80,,>CREATE A NEW ONE. IF YOU ARE UNFAMILIAR WITH ROLE-
<:#96,5402><:f80,,>PLAYING GAMES, YOU SHOULD PLAY <+">THE LEGACY <:f80,,><-">WITH ONE<:f><:f80,,> OF
<:#96,5402><:f80,,>THE CHARACTERS PROVIDED. IF YOU HAVE EXPERIENCE OF THIS
<:#96,5402><:f80,,>TYPE OF GAME, YOU WILL PROBABLY WANT TO 'CREATE' YOUR
<:#96,5402><:f80,,>OWN CHARACTER
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
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<:#144,5402><:f120,,>PAGE 25
<:#144,5402><:f120,,>
<:#96,5402><:f80,,>VARIOUS OPERATIONS REQUIRING SPECIAL TRAINING.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>SECONDARY SKILLS:KNOWLEDGE<-!>
<:#96,5402><:f80,,>ELECTRONICS - ABILITY TO DEAL WITH ELECTRONIC OBJECTS, OPEN ELECTRONIC LOCKS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>FIRST AID - ABILITY TO RESTORE COMBAT POTENTIAL AND HEALTH USING FIRST AID KITS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>MEDITATION - ABILITY TO RESTORE MAGIC POINTS THROUGH THE USE OF POWER CRYSTALS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>MECHANICS - ABILITY TO FIX/BREAK MECHANICAL OBJECTS AND OPEN MECHANICAL LOCKS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>PRIMARY SKILL: STRENGTH<-!>
<:#96,5402><:f80,,>THE STRENGTH SKILL (THE BRIGHT RED LINE) DETERMINES COMBAT ABILITY AND AFFECTS THE
<:#96,5402><:f80,,>AMOUNT OF DAMAGE THE CHARACTER DOES WITH HAND HELD WEAPONS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>SECONDARY SKILLS: STRENGTH<-!>
<:#96,5402><:f80,,>BRAWLING - ABILITY TO USE FISTS IN ATTACK/DEFENCE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>CLUB - ABILITY TO USE CLUB-TYPE WEAPONS IN ATTACK/DEFENCE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>FORCE - ABILITY TO FORCE OPEN DOORS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>LIFT - ABILITY TO PICK UP HEAVY OBJECTS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>PRIMARY SKILLS: DEXTERITY<-!>
<:#96,5402><:f80,,>DEXTERITY (PURPLE LINE) IS A VALUE FOR BASIC AGILITY.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>SECONDARY SKILLS: DEXTERITY<-!>
<:#96,5402><:f80,,>BLADE - USE OF ANY BLADED WEAPON FOR ATTACK/DEFENCE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>DODGE - ABILITY TO AVOID ANY RANGED WEAPON ATTACK, FOR INSTANCE A RIFLE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>FIREARMS - USE OF FIREARMS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THROW - ABILITY TO THROW OBJECTS OR WEAPONS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>STAMINA<-!>
<:#96,5402><:f80,,>AN ORANGE- COLOURED BAR INDICATING A VALUE FOR THE CHARACTER'S STAMINA. A HIGH VALUE
<:#96,5402><:f80,,>IN STAMINA MAINTAINS HEALTH AND HELPS TO RESIST POISONS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
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<:#144,5402><:f120,,>PAGE 22
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#289,5402><:f240,,> <+!>THE MAIN MENU<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
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<:#96,5402><:f80,,>
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<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>AFTER THE ANIMATED INTRODUCTION, <+">THE LEGACY <-">WILL TAKE YOU TO THE MAIN MENU. THIS
<:#96,5402><:f80,,>WILL GIVE YOU A NUMBER OF OPTIONS.
<:#96,5402><:f80,,>
<:#144,5402><:f120,,><+!>MAIN MENU SUMMARY<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>CREATE A CHARACTER<-!>
<:#96,5402><:f80,,>CHOOSE A CHARACTER YOU WANT TO GUIDE THROUGH THE ADVENTURE, EXAMINING HIS/HER
<:#96,5402><:f80,,>VARIOUS ATTRIBUTES AND RE-DESIGN THEM IF NECESSARY.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>CONTINUE A CURRENT GAME<-!><:f>
<:#96,5402><:f80,,>CHOOSE THIS OPTION IF YOU WISH TO RETURN TO THE CURRENT GAME IN PROGRESS. THE LAST
<:#96,5402><:f80,,>SAVED GAME WILL BE LOADED AND YOU WILL BE TAKEN DIRECTLY INTO THE GAME.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>LOAD A SAVED GAME<-!>
<:#96,5402><:f80,,>CHOOSE THIS OPTION IF YOU WISH TO RETURN TO A PRE-SAVED GAME. YOU WILL BE SHOWN A
<:#96,5402><:f80,,>FILE NAME, THE DRIVE AND THE DIRECTORY.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
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<:#144,5402><:f120,,>PAGE 24
<:#144,5402><:f120,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>ATTRIBUTE POINTS<-!>
<:#96,5402><:f80,,>EACH CHARACTER HAS A NUMBER OF 'ATTRIBUTE POINTS' WHICH CAN BE ASSIGNED TO DEVELOP
<:#96,5402><:f80,,>HIS/HER SKILLS. INITIALLY, THIS BAR WILL BE EMPTY BECAUSE ALL YOUR CHARACTER'S ATTRIBUTE
<:#96,5402><:f80,,>POINTS HAVE ALREADY BEEN ASSIGNED. IF YOU WISH TO RE-DESIGN THE CHARACTER, SELECT THE
<:#96,5402><:f80,,>RE-DESIGN OPTION. THIS ATTRIBUTE POINTS BAR WILL FILL WITH A BRIGHT RED LINE
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+">THE LEFT WINDOW SHOWS YOU FIVE SPECIFIC PRINARY SKILLS FOR YOUR CHOSEN CHARACTER. EACH<-">
<:#96,5402><+"><:f80,,>PRIMARY SKILL HAS A NUMBER OF SECONDARY SKILLS ASSOCIATED WITH THEM.<-">
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>PRIMARY SKILLS<-!>
<:#96,5402><:f80,,>PRIMARY SKILLS ARE YOUR CHARACTERS FIVE BASIC ATTRIBUTES. THESE ARE: STRENGTH
<:#96,5402><:f80,,>KNOWLEDGE, DEXTERITY, STAMINA AND WILLPOWER. THEY SHOW THE CHANCE OF THE
<:#96,5402><:f80,,>CHARACTER PERFORMING ANY ACTION IN THE GAME SUCCESSFULLY. THEY ALSO DETERMINE THE
<:#96,5402><:f80,,>CHARACTER'S COMBAT ABILITY, RESISTANCE TO POISONS AND OTHER GAME-RELATED FUNCTIONS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>SECONDARY SKILLS<-!>
<:#96,5402><:f80,,>EACH PRIMARY SKILL HAS FOUR RELATED SECONDARY SKILLS. THESE ARE USED TO INCREASE A
<:#96,5402><:f80,,>CHARACTER'S CHANCE OF PERFORMING A SPECIALISED SKILL RELATED ACTION SUCCESSFULLY.
<:#96,5402><:f80,,><-!>
<:#96,5402><+!><:f80,,>PRIMARY SKILL: KNOWLEDG<-!><+!>E<-!>
<:#96,5402><:f80,,>THE KNOWLEDGE: SKILL (THE BLUE LINE) DETERMINES YOUR CHARACTER'S ABILITY TO PERFORM
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
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<:#144,5402><:f120,,>PAGE 26
<:#144,5402><:f120,,>
<:#96,5402><:f80,,><+!>WILLPOWER<-!>
<:#96,5402><:f80,,>A GREEN=COLOURED BAR INDICATING THE VALUE FOR THE CHARACTER'S WILLPOWER. BY INCREASING
<:#96,5402><:f80,,>WILLPOWER YOU WILL ALSO INCREASE A CHARCATER'SMAGIC ABILITY. A HIGH VALUE ALSO HELPS TO
<:#96,5402><:f80,,>RESIST MAGICAL ATTACKS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>HEALTH<-!>
<:#96,5402><:f80,,>A DARK RED-COLOURED BAR APPEARS AT THE BOTTOM-LEFT OF THE SCREEN ALONG WITH A HEART
<:#96,5402><:f80,,>ICON. THIS SHOWS THE STATE OF YOUR CHARACTER'S HEALTH. HEALTH IS AFFECTED BY STAMINA
<:#96,5402><:f80,,>AND STRENGTH.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+">ON THE RIGHT-HAND SIDE OF THE CHARACTER SCREEN YOU WILL SEE THE FOLLOWING INFORMATION.<-">
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>SKILL AND SPELL POINTS<-!><:f>
<:#96,5402><:f80,,>INITIALLY THIS BAR WILL BE EMPTY BECAUSE ALL YOUR CHARACTER'S SKILL AND SPELL POINTS HAVE<:f>
<:#96,5402><:f80,,>ALREADY BEEN ASSIGNED. IF YOU SELECT TO RE-DESIGN THE CHARCTER, THIS BAR WILL FILL WITH A
<:#96,5402><:f80,,>GOLD LINE REPRESENTING SKILL AND SPELL POINTS TO BE ALLOCATED.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>SPELL WINDOW<-!>
<:#96,5402><:f80,,>THE SPELL WINDOW SHOW THE FOLLOWING INFORMATION:
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>PAGE 27
<:#144,5402><:f120,,>
<:#96,5402><:f80,,><+">SPELL ICON<-">
<:#96,5402><:f80,,>EACH SPELL IN <+">THE LEGACY<-"> HAS ITS OWN DISTINCTIVE NAME AND ICON.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+">SPELL BAR<-">
<:#96,5402><:f80,,>THE HIGHER THE VALUE ON THE BAR, THE BETTER THE CHARACTER'S KNOWLEDGE OF THAT
<:#96,5402><:f80,,>PARTICULAR SPELL. THE SPELL BAR IS GOVERNED BY THE VALUE OF THE CHARACTER'S WILLPOWER.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+">SPELL DESCRIPTION<-">
<:#96,5402><:f80,,>AN EXPLANATION OF THE EFFECTS OF THAT PARTICULAR SPELL.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+">SPELL CASTING REQUIREMENTS<-">
<:#96,5402><:f80,,>ONE, TWO OR THREE GOLDEN STARS TO SHOW APPROXIMATELY HOW MUCH MAGIC POWER IS
<:#96,5402><:f80,,>NEEDED TO SUCCESSFULLY CAST THAT PARTICULAR SPELL..
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IF ARROWS ARE HIGHLIGHTED ON THE LEFT/RIGHT SCROLL BARS, YOU CAN CLICK ON THE LEFT/RIGHT
<:#96,5402><:f80,,>ARROWS TO VIEW SIMILAR DETAILS OF OTHER SPELLS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>MAGIC<-!>
<:#96,5402><:f80,,>A GOLD MAGIC BAR APPEARS AT THE LOWER LEFT OF THE SCREEN. THE MORE MAGIC POINTS (SEE
<:#96,5402><:f80,,>BELOW) HELD BY YOUR CHARACTER, THE MORE SPELLS HE CAN CAST AND THE MORE EFFECTIVE THE
<:#96,5402><:f80,,>SPELL.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IF YOU WANT TO COMPARE THE EIGHT PRE-SET CHARACTER'S ATTRIBUTES AND SKILLS, SELECT THE
<:#96,5402><:f80,,><+!>PREVIOUS/NEXT<-!> BUTTONS TO CYCLE THROUGH THEM.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IF YOU ARE HAPPY WITH ONE OF <+">THE LEGACY<-"> PRE-DEFINED CHARACTERS, SELECT
<+!>ACCEPT<-!>
<:#96,5402><:f80,,><+!>CHARACTER<-!>. IF NOT, THEN CLICK ON <+!>RE-DESIGN<-!> WITH LMB.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>RE-DESIGN CHARACTER<-!>
<:#96,5402><:f80,,>AFTER CHOOSING THIS OPTION YOU WILL BE ASKED TO ENTER A PLAYER NAME. IF YOU DO NOT
<:#96,5402><:f80,,>WANT TO ACCEPT THE PRE-SET CHARACTER NAME, DELETE IT USING THE BACKSPACE KEY AND TYPE
<:#96,5402><:f80,,>IN YOUR CHOICE OF CHARACTER NAME.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>WHEN YOU HAVE SELECTED OK, YOUR CHOICE OF PLAYER NAME WILL APPEAR AT THE TOP OF THE
<:#96,5402><:f80,,>SCREEN.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>PAGE 29
<:#144,5402><:f120,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+">IN GENERAL, IF THERE ARE POINTS AVAILABLE TO THE PLAYER, THE PLUS (+) ICONS WILL BE<-">
<:#96,5402><+"><:f80,,>HIGHLIGHTED TO INDICATE WHERE THE POINTS CAN BE ASSIGNED. IF THERE ARE NO POINTS AVAILABLE,<-">
<:#96,5402><+"><:f80,,>ONLU MINUS ICONS WILL BE HIGHLIGHTED.<-">
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IF YOU HAVE NOT ASSIGNED ALL THE SKILL POINTS WHEN YOU EXIT CHARACTER RE-
<:#96,5402><:f80,,>DESIGN YOU WILL BE WARNED AND BE GIVEN THE OPTION TO RETURN.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>WHEN YOU HAVE COMPLETED ALLOCATION OF POINTS YOU CAN EITHER ACCEPT THE CHARACTER,
<:#96,5402><:f80,,>CANCEL AND RE-ALLOCATE THE SAME CHARACTER, OR CHOOSE ONE OF THE OTHER LEGACY
<:#96,5402><:f80,,>CHARACTERS USING THE PREVIOUS/NEXT BUTTONS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>IMPROVING SKILLS<-!>
<:#96,5402><:f80,,>SKILLS CAN BE IMPROVED AS THE CHARACTER PROGRESSES IN THE GAME, EXPERIENCE COUNTS FOR
<:#96,5402><:f80,,>A LOT, SO ALWAYS TRY THINGS OUT. EVEN IF YOU ARE NOT SUCCESSFUL THE FIRST TIME, YOU MIGHT
<:#96,5402><:f80,,>IMPROVE, OR HONE, YOUR SKILLS AT PERFORMING A PARTICULAR ACTION.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>PAGE 31
<:#144,5402><:f120,,>
<:#96,5402><:f80,,>PLACE THE CURSOR ON THE GREY DRAG BAR AT THE TOP OF THE BOX THEN HOLD DOWN THE LEFT-
<:#96,5402><:f80,,>HAND MOUSE BUTTON (LMB). KEEPING THE LMB PRESSED, MOVE THE POINTER SLIGHTLY. THE
<:#96,5402><:f80,,>WHOLE WINDOW WILL MOVE. THIS IS KNOWN AS 'CLICK AND DRAG'. RELEASE THE LMB AND THE
<:#96,5402><:f80,,>WINDOW WILL RE-POSITION WHERE YOU MOVED IT. YOU CAN USE THE 'CLICK AND DRAG' FEATURE
<:#96,5402><:f80,,>TO RE-ARRANGE THE POSITIONS OF ALL THE WINDOWS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>LOOK AT ALL THE OTHER WINDOWS. EACH ONE HAS A NARROW GREY DRAG BAR AT THE TOP. EACH
<:#96,5402><:f80,,>ONE OF THESE WINDOWS CAN BE PICKED-UP AND MOVED AROUND. TRY MOVING ONE ON TOP
<:#96,5402><:f80,,>OF ANOTHER.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>NOW, CLICK ON ANY PART OF THE GREY BAR ABOVE A PARTIALLY COVERED WINDOW AND SEE WHAT
<:#96,5402><:f80,,>HAPPENS! IT SHOULD MOVE IN FRONT OF THE ONE WHICH WAS COVERING IT.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>A WINDOWING INTERFACE ALLOWS YOU TO CUSTOMIZE THE GAME SCREEN TO SUIT YOUR NEEDS.
<:#96,5402><:f80,,>THERE IS NO RIGHT OR WRONG WAY TO SET UP THE WINDOWS IN <+">THE LEGACY<-"> AND AT DIFFERENT
<:#96,5402><:f80,,>TIMES DURING THE GAME, YOU WILL WANT TO RE-ARRANGE THE WINDOWS TO GIVE YOU A BETTER
<:#96,5402><:f80,,>VIEW OF WHAT IS IMPORTANT AT THAT TIME.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>PAGE 28
<:#144,5402><:f120,,>
<:#96,5402><:f80,,><+!>ASSIGNING ATTRIBUTES<-!>
<:#96,5402><:f80,,>THE RED ATTRIBUTE POINTS BAR CHART WILL BE SET AT 100%. THIS MEANS YOU CAN ASSIGN
<:#96,5402><:f80,,>THESE ATTRIBUTES TO GIVE YOUR CHARACTER A VARYING LEVEL OF KNOWLEDGE, STRENGTH,
<:#96,5402><:f80,,>DEXTERITY, STAMINA AND WILLPOWER BY CLICKING</`>ON THE PLUS/MINUS SYMBOLS. IF A
<:#96,5402><:f80,,>PLUS/MINUS SIGN IS 'GREYED-OUT' IT CANNOT BE CHANGED.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>FOR EXAMPLE, CLICK AND HOLD DOWN YOUR LMB ON THE STRENGTH PLUS (+) ICON. THE RED
<:#96,5402><:f80,,>STRENGTH BAR LINE WILL INCREASE IN LENGTH. THE FOUR STRENGTH SECONDARY SKILLS (BRAWLING,
<:#96,5402><:f80,,>CLUB,FORCE,LIFT) WILL INCREASE EQUALLY IN VALUE AS THE ATTRIBUTE POINTS DECREASE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IF YOU HAVE NOT ASSIGNED SUFFICIENT ATTRIBUTE POINTS TO, FOR EXAMPLE, STRENGTH AND
<:#96,5402><:f80,,>WISH TO INCREASE THE SECONDARY SKILL OF BRAWLING THE POINTS CAN BE DEDUCTED FROM THE
<:#96,5402><:f80,,> SKILL AND SPELL POINTS BAR (SEE BELOW). THESE WILL APPEAR ON THE BRAWLING BAR CHART IN
<:#96,5402><:f80,,>A GOLD COLOUR.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>SELECTING KNOWLEDGE (BLUE LINE) AND DEXTERITY (PURPLE LINE) PRIMARY SKILLS WILL HAVE A
<:#96,5402><:f80,,>SIMILAR EFFECT TO THAT DESCRIBED ABOVE FOR STRENGTH.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>ADDING ATTRIBUTE POINTS TO STAMINA WILL INCREASE HEALTH (DARK RED) AND MAGIC (GOLD)
<:#96,5402><:f80,,>VALUES EQUALLY.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>ADDING ATTRIBUTE POINTS TO WILLPOWER (GREEN LINE) WILL INCREASE THE MAGIC POINTS
<:#96,5402><:f80,,>VALUE AND POSSIBLY AFFECT THE CHARACTERS ABILITY TO CAST SPELLS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IMPROVING ESTABLISHED SKILLS IS HARDER THAN DEVELOPING POOR ONES. YOU'LL FIND IT EASIER
<:#96,5402><:f80,,>TO DEVELOP A RANGE OF SKILLS TO A BSIC LEVEL THAN TO EXCEL IN ONE PARTICULAR SKILL.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>ASSIGNING SKILL AND SPELL POINTS<-!>
<:#96,5402><:f80,,>THE GOLD-COLOURED SKILL AND SPELL POINTS BAR IS LOCATED AT THE TOP RIGHT OF THE SCREEN.
<:#96,5402><:f80,,>YOU CAN ASSIGN POINTS TO THE INDIVIDUAL SECONDARY SKILLS BY CLICKING ON THE PLUS (+)
<:#96,5402><:f80,,>ICON WHEN IT IS HIGHLIGHTED IN RED. THE POINTS WILL BE ADDED TO THE INDIVIDUAL
<:#96,5402><:f80,,>SECONDARY SKILLS BAR BUT IN A GOLD COLOUR.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IF YOUR CHARACTER HAS THE ABILITY TO CAST A PARTICULAR SPELL, AS SHOWN IN THE SPELL
<:#96,5402><:f80,,>WINDOW ON THE RIGHT OF THE SCREEN, YOU MAY ADD TO HIS/HER POWER OF CASTING BY
<:#96,5402><:f80,,>ASSIGNING SPELL POINTS TO HIS/HER INDIVIDUAL BAR CHART BY CLICKING YOUR LMB ON THE
<:#96,5402><:f80,,>PLUS (+) ICON.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>PAGE 30
<:#144,5402><:f120,,>
<:#337,5402><:f280,,> <+!> THE WINDOWS INTERFACE<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IF YOU'VE NEVER COME ACROSS THIS TERM, HERE'S A BRIEF GUIDE TO THE WINDOWS INTERFACE.
<:#96,5402><:f80,,>WHEN THE GAME BEGINS, YOU'LL BE IN THE LOBBY OF THE WINTHROP MANSION. YOU'LL SEE A
<:#96,5402><:f80,,>PICTURE OF THE LOBBY ON THE RIGHT OF YOUR COMPUTER SCREEN, A PICTURE OF YOUR SELECTED
<:#96,5402><:f80,,>CHARACTER ON THE LEFT AND VARIOUS OTHER BOXES BELOW.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>THE POINTER<-!>
<:#96,5402><:f80,,>THE ARROW SHAPED POINTER CAN BE
<:#96,5402><:f80,,>MOVED ACROSS THE SCREEN WINDOWS USING
<:#96,5402><:f80,,>A MOUSE OR KEYBOARD CURSOR KEYS. THIS
<:#96,5402><:f80,,>IS WHAT YOU USE TO CONTROL THE GAME
<:#96,5402><:f80,,>WORLD OBJECTS, CAST SPELLS, UNDERTAKE
<:#96,5402><:f80,,>COMBAT ETC.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>RE-POSITIONING THE WINDOWS<-!>
<:#96,5402><:f80,,>MOVE YOUR POINTER AROUND THE SCREEN BY USING YOUR MOUSE (OR KEYBOARD CURSOR
<:#96,5402><:f80,,>KEYS). GET THE FEEL OF THE MOVEMENT. NOW MOVE THE POINTER TO THE BOTTOM RIGHT OF
<:#96,5402><:f80,,>THE SCREEN. THERE'S A BOX HERE WITH RED ARROWS INDICATING VARIOUS DIRECTIONS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>PAGE 32
<:#144,5402><:f120,,>
<:#96,5402><:f80,,><+!>RE-SIZING THE VIEWING WINDOW<-!>
<:#96,5402><:f80,,>POSITION YOUR POINTER ON THE SMALL GREY SQUARE ON THE BOTTOM RIGHT OF THE VIEW<:f>
<:#96,5402><:f80,,>WINDOW (THE RE-SIZING GADGET). HOLD DOWN THE LMB AND MOVE THE MOUSE
<:#96,5402><:f80,,>DIAGONALLY TO THE BOTTOM RIGHT CORNER OF THE SCREEN. THE VIEW WINDOW WILL GET
<:#96,5402><:f80,,>BIGGER! IF YOU CONTINUE TO HOLD DOWN YOUR LMB AND MOVE THE MOUSE IN AGAIN THE
<:#96,5402><:f80,,>VIEWING WINDOW WILL ADJUST ACCORDINGLY.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>RE-SIZING OTHER WINDOWS<-!>
<:#96,5402><:f80,,>THERE ARE TWO OTHER WINDOWS THAT CAN BE RE-SIZED: THE MAPPING WINDOW AND THE
<:#96,5402><:f80,,>MESSAGE WINDOW. EACH HAS A SMALL GREY RE-SIZING GADGET ON ITS EXTREME LOWER RIGHT
<:#96,5402><:f80,,>POINT. BY CLICKING ON THIS GADGET AND HOLDING DOWN THE LMB YOU CAN DRAG THE LOWER
<:#96,5402><:f80,,>RIGHT HAND CORNER IN AND OUT. YOU WILL NEED TO RESIZE THESE WINDOWS REGULARLY DURING
<:#96,5402><:f80,,>THE GAME TO MAKE THEM EASIER TO READ. THE FUNCTION OF THE MAPPING WINDOW IS
<:#96,5402><:f80,,>EXPLAINED IN THE MOVEMENT SECTION (SEE PAGE 15).
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THE MESSAGE WINDOW HAS A SCROLL BAR ON ITS RIGHT-HAND SIDE WHICH ALLOWS YOU TO
<:#96,5402><:f80,,>SCROLL VERTICALLY THROUGH THE CONTENTS OF THE WINDOW. YOU CAN CLICK ON THE UP/DOWN
<:#96,5402><:f80,,>ARROWS TO MOVE UP/DOWN ONE LINE, OR CLICK AND DRAG THE MOVING BAR UP/DOWN TO
<:#96,5402><:f80,,>MOVE FASTER THROUGH THE MESSAGE. IN ADDITION, THE POSITION OF THE BAR REFLECTS THE
<:#96,5402><:f80,,>POSITION OF THE CURRENTLY VISIBLE PORTION OF THE CONTENTS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>PAGE 33
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>OBSCURING OTHER WINDOWS<-!>
<:#96,5402><:f80,,>REMEMBER THAT YOU CAN PLACE ONE WINDOW OVER ANOTHER AND YOU MAY FIND THAT YOU
<:#96,5402><:f80,,>HAVE LOST ONE OF THE SMALLER WINDOWS. DON'T DESPAIR! PICK UP THE VISIBLE WINDOW BY
<:#96,5402><:f80,,>THE GREY DRAG BAR AND MOVE IT AWAY.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IF THE LOWER WINDOW IS STILL PARTIALLY OBSCURED, CLICK ON ANY PART OF ITS TOP GREY DRAG
<:#96,5402><:f80,,>BAR AND IT WILL JUMP IN FRONT OF THE OBSCURING WINDOW.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>PAGE 35
<:#144,5402><:f120,,>
<:#144,5402><:f120,,><+!>POP-UP MENUS<-!><:f>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>ACCESSING POP-UP MENUS<-!>
<:#96,5402><:f80,,>THERE ARE A LARGE NUMBER OF POP-UP MENUS IN <+">THE LEGACY<-">. THEY ARE ACCESSED BY
<:#96,5402><:f80,,>POSITIONING YOUR POINTER OVER AN OBJECT AND HOLDING DOWN THE RMB. AS LONG AS YOU
<:#96,5402><:f80,,>KEEP THE RMB HELD DOWN THE POP-UP MENU WILL REMAIN IN VUEW. KEEPING YOUR RMB
<:#96,5402><:f80,,>PRESSED, YOU CAN THEN MOVE YOUR MOUSE UP OR DOWN TO HIGHLIGHT VARIOUS OPTIONS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>FOR EXAMPLE, IF YOU SEE A LETTER ON THE FLOOR YOU CAN POINT TO IT THEN CLICK ON IT WITH
<:#96,5402><:f80,,>YOUR RMB. A POP-UP MENU WILL SHOW A NUMBER OF OPTIONS: THINGS YOU CAN DO WITH
<:#96,5402><:f80,,>THE LETTER - SUCH AS EXAMINE IT, TAKE IT, READ IT. BY HIGHLIGHTING ONE OF THESE OBJECTS
<:#96,5402><:f80,,>AND RELEASING YOUR RMB, YOUR CHOICE OF ACTION WILL BE CARRIED OUT.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>THE GAME OPTIONS POP-UP MENU<-!>
<:#96,5402><:f80,,>BY CLICKING THE RMB ON THE BLUE BACKGROUND GAME SCREEN (TAKE CARE TO AVOID ALL
<:#96,5402><:f80,,>WINDOWS), YOU WILL SEE ONE OF THE GAME OPTIONS POP-UP MENUS. IT WILL GIVE YOU THE
<:#96,5402><:f80,,>OPTION TO:
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>REFRESH
<:#96,5402><:f80,,>REFRESH THE GAME SCREEN
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>PAGE 37
<:#96,5402><:f80,,>
<:#216,5402><:f180,,><+!> COMBAT<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IT WON'T BE LONG BEFORE A CREATURE, OR MONSTER WHO AIMS TO DO YOU HARM, CROSSES
<:#96,5402><:f80,,>YOUR CHARACTERS PATH. YOU WILL HAVE TO KNOW HOW TO DEAL WITH IT
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>DODGING AND RUNNING AWAY<-!>
<:#96,5402><:f80,,>IF YOU ARE NEW TO THE GAME YOU ARE ADVISED TO RUN OR DODGE AWAY FROM MONSTERS
<:#96,5402><:f80,,>WHEN YOU FIRST SEE THEM. FIND SOMEWHERE TO HIDE UNTIL THEY HAVE PASSED BY. YOUR
<:#96,5402><:f80,,>CHARACTER WILL NOT BE PREPARED TO FIGHT THEM PROPERLY UNTIL HE/SHE HAS STUDIED THE
<:#96,5402><:f80,,>LAYOUT OF THE HOUSE AND ACQUIRED THE CORRECT WEAPONS, ARMOUR AND SPELLS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>FIGHTING BACK<-!>
<:#96,5402><:f80,,>IN <+">THE LEGACY<-"> COMBAT CAN VARY FROM FIGHTING WITH FISTS TO USING SHOTGUNS, BUT THE
<:#96,5402><:f80,,>BASIC PROCEDURE FOR FIGHTING REMAINS THE SAME.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>TO USE A WEAPON, YOU MUST FIRST PUT IT IN YOUR HAND. IF THE WEAPON IS BEING CARRIED IN<:f>
<:#96,5402><:f80,,>A POCKET OR IN A CONTAINER, MOVE THE POINTER OVER IT, HOLD DOWN THE LMB AND DRAG IT
<:#96,5402><:f80,,>TO AN EMPTY HAND.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>LOOK AT THE CHARACTER WINDOW
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>PAGE 34
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THIS SHOWS A PICTURE OF YOUR CHOSEN CHARACTER WITH A HEALTH BAR (HEART ICON), A
<:#96,5402><:f80,,>MAGIC BAR (STAR ICON), 2 SETS OF HIT/AIM BOXES (LEFT/RIGHT HANDS) AND AN ACCURACY
<:#96,5402><:f80,,>BAR (FOR COMBAT.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>CLICKING ON THE ARROW AT THE LOWER RIGHT-HAND CORNER OF THE CHARACTER WINDOW WILL
<:#96,5402><:f80,,>SHOW DETAILS OF PRIMARY/SECONDARY SKILLS AND EXPERIENCE. CLICKING ON THE ARROW
<:#96,5402><:f80,,>AGAIN WILL SHOW SPELL BOOK PAGES AND SPELLS AVAILABLE TO YOUR CHARACTER. YOU CAN SCROLL
<:#96,5402><:f80,,>THROUGH THE SPELLS BY CLICKING ON THE RED LEFT/RIGHT SCROLL ARROWS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>WINDOWS CONTROL SUMMARY<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>CLICK AND DRAG ALL OF THEM AROUND THE SCREEN BY THEIR UPPER BORDER.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>GROW AND SHRINK VIEWING WINDOW, MESSAGE WINDOW AND THE MAPPING WINDOW BY
<:#96,5402><:f80,,>USING THE RE-SIZING GADGET.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>SCROLL THE CONTENTS OF THE MESSAGE WINDOW BY USING SCROLL BARS/ARROWS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>PAGE 36
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>SAVE
<:#96,5402><:f80,,>SAVE THE GAME AT THAT POINT TO ANY DRIVE UNDER AN EIGHT CHARACTER FILE NAME
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>LOAD
<:#96,5402><:f80,,>LOAD A PREVIOUSLY SAVED GAME.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>QUIT
<:#96,5402><:f80,,>QUIT TO YOUR COMPUTER'S OPERATING SYSTEM.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>EXAMINING OBJECTS.<-!>
<:#96,5402><:f80,,>IT'S ALWAYS WOTH EXAMINING ANY ROOMS/OBJECTS AND HOLD DOWN THE RMB. OFTEN, YOU WILL BE
<:#96,5402><:f80,,>GIVEN INFORMATION ABOUT THE OBJECT IN THE MESSAGE WINDOW.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IF YOU DO NOT WISH TO SELECT AN OPTION, MOVE THE POINTER AWAY FROM THE MENU AND
<:#96,5402><:f80,,>RELEASE THE RMB. NOTHING WILL HAPPEN UNLESS YOU HIGHLIGHT AN ACTION AND RELEASE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>POP-UP MENUS WITHIN POP-UP MENUS (HIERARCHICAL)<-!>
<:#96,5402><:f80,,>HIERARCHICAL MENUS ARE DISTINGUISHED BY A SMALL ARROW SYMBOL
<:#96,5402><:f80,,>TO THE RIGHT OF THEM. IF YOU SEE SUCH A SYMBOL WITHIN A POP-UP MENU (FOR EXAMPLE
<:#96,5402><:f80,,>THE SPELL WINDOW), KEEP THE RMB PRESSED, MOVE YOUR POINTER TOWARDS THE ARROW AND
<:#96,5402><:f80,,>ANOTHER MENU WILL POP-UP. HIGHLIGHT YOUR CHOSEN ACTION BY MOVING YOUR MOUSE UP
<:#96,5402><:f80,,>AND DOWN AND RELEASE IN THE SAME MANNER AS ABOVE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>PAGE 38
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>THE HIT BOXES<-!>
<:#96,5402><:f80,,>THE TWO HIT BOXES REPRESENT LEFT AND RIGHT ARM ATTACKS AGAINST THE ENEMY.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>POSITION THE POINTER OVER A HIT BOX AND CLICK WITH THE LMB. YOU WILL STRIKE OUT AT THE
<:#96,5402><:f80,,>NEAREST MONSTER WITH WHATEVER WEAPON (IF ANY) IS IN YOUR HAND. IF YOU HAVE NO
<:#96,5402><:f80,,>WEAPON IN YOUR HAND , YOU WILL STRIKE OUT WITH YOUR FIST.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>THE AIM BOXES<-!>
<:#96,5402><:f80,,>CLICK ON THE AIM BOX. YOUR POINTER WILL CHANGE TO A CROSS-HAIR SIGHT WHEN IT IS MOVED
<:#96,5402><:f80,,>TO THE VIEWING WINDOW.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>WITH THE AIM FUNCTION YOU CAN CHOOSE A TARGET TO HIT (THIS IS USEFUL IF THERE ARE TWO
<:#96,5402><:f80,,>OR MORE MONSTERS ATTACKING YOU). THE LEFT/RIGHT AIM BOXES WORK IN THE SAME WAY AS
<:#96,5402><:f80,,>THE HIT BOXES. IF YOU ARE CARRYING A GUN IN YOUR LEFT HAND, YOU CAN AIM IT AT A SPECIFIC
<:#96,5402><:f80,,>TARGET, THEN CLICK WITH LMB TO FIRE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>THE ACCURACY BAR<-!>
<:#96,5402><:f80,,>THE BLUE BAR AT THE BASE OF THE CHARACTER PICTURE IS THE ACCURACY BAR. THIS WILL REDUCE
<:#96,5402><:f80,,>IN VALUE AS AN ATTACK IS MADE. THE ACCURACY BAR VALUE WILL THEN RECOVER OVER A PERIOD
<:#96,5402><:f80,,>OF TIME. THE GREATER THE LENGTH OF THE BAR WHEN AN ATTACK IS MADE, THE GREATER THE
<:#96,5402><:f80,,>CHANCE OF SCORING A SUCCESSFUL HIT.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>HEALTH BAR AND DAMAGE<-!>
<:#96,5402><:f80,,>THE RED BAR ABOVE THE CHARACTER, MARKED WITH THE HEART ICON, IS THE HEALTH BAR. WHEN
<:#96,5402><:f80,,>THE BAR FALLS TO ZERO, THE CHARACTER IS DEAD. HITS TAKEN BY YOUR CHARACTER SHOW UP AS
<:#96,5402><:f80,,>SPLASHES OF BLOOD ON HIS/HER BODY AND REDUCE THE VALUE OF THE HEALTH BAR. THE BIGGER
<:#96,5402><:f80,,>THE SPLASH OF BLOOD, THE GREATER THE DAMAGE TO YOUR CHARACTER.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>ARMOUR<-!>
<:#96,5402><:f80,,>IF YOU FIND ANY ARMOUR, MAKE SURE YOU TAKE IT. YOU'LL FIND IT USEFULL IN PROLONGING YOUR
<:#96,5402><:f80,,>HEALTH AND RESTRICTING DAMAGE. ARMOUR MUST BE WORN AND ANY SHIELD MUST BE HELD TO
<:#96,5402><:f80,,>BE EFFECTIVE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>BE AWARE OF THE LIMITATION OF CERTAIN TYPES OF ARMOUR: A SAMURAI SUIT WILL PROTECT
<:#96,5402><:f80,,>AGAINST SWORDS BUT YOU'LL NEED KEVLAR ARMOUR TO STOP BULLETS! A CHARACTER CAN WEAR A
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>PAGE 39
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>COMBINATION OF ARMOUR TYPES.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>RELOADING FIREARMS<-!>
<:#96,5402><:f80,,>ALL FIREARMS NEED TO BE LOADED WITH THE CORRECT TYPE OF AMMUNITION AND, ONCE THAT
<:#96,5402><:f80,,>AMMO IS USED UP, MUST BE RELOADED. AMMUNITION APPEARS IN THE FORM OF CLIPS (FOR
<:#96,5402><:f80,,>AUTOMATIC WEAPONS AND REVOLVER-TYPE GUNS) OR DOUBLE ROUNDS (FOR SHOTGUNS).
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>TO RELOAD A FIREARM, YOU MUST OPEN THE INVENTORY (DOUBLE-CLICK LMB OR CLICK RMB
<:#96,5402><:f80,,>ON THE CHARACTER PORTRAIT), PICK UP A CLIP OR ROUND AND PLACE IT OVER THE WEAPON. YOU
<:#96,5402><:f80,,>CAN USE LMB (POINT-CLICK-DRAG) OR RMB (POP-UP MENU OPTIONS) TO PICK UP AND USE
<:#96,5402><:f80,,>AMMO WHICH APPEARS IN THE VIEWING WINDOW.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>FIREARM MALFUNCTIONS<-!>
<:#96,5402><:f80,,>FIREARMS DO NOT ALWAYS WORK PERFECTLY. EACH TIME A SHOT IS FIRED THERE IS A CHANCE THAT
<:#96,5402><:f80,,>THE WEAPON WILL JAM. IT MAY BE FIXED BY THE PLAYER USING MECHANICAL SKILL AND A TOOL KIT.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>WEAPONS ARE ALSO CAPABLE OF BREAKING AND BECOMING TOTALLY USELESS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>FIRST AID<-!>
<:#96,5402><:f80,,>FIRST AID CAN BE USED TO RESTORE YOUR CHARACTER'S HEALTH
<:#96,5402><:f80,,>AND ABILITY. THE CHARACTER MUST HAVE A FIRST AID KIT IN
<:#96,5402><:f80,,>HIS/HER POSSESSION. THE KIT HAS A LIMITED NUMBER OF
<:#96,5402><:f80,,>ITEMS FOR USE. APPLY FIRST AID BY USING THE RMB, A
<:#96,5402><:f80,,>POP-UP MENU WILL GIVE YOU THE 'HEAL' OPTION. YOUR
<:#96,5402><:f80,,>FIRST AID SKILL GOVERNS THE LIKELIHOOD OF SUCCESS IN
<:#96,5402><:f80,,>HEALING YOURSELF.
<:#284,5402>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>PAGE 41
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THE SPELL ICON
<:#96,5402><:f80,,>EACH SPELL HAS ITS OWN DISTINCTIVE ICON (SMALL PICTURE). AS YOU GET DEEPER INTO
<+">THE<-">
<:#96,5402><+"><:f80,,>LEGACY<-"> AND USE<:f80,,>.MAGIC MORE AND MORE, YOU WILL BEGINTO RECOGNISE THE SPELLS BY THEIR<:f>
<:#96,5402><:f80,,>ICONS WITHOUTHAVING TO LOOK UP THEIR EFFECTS IN THE SPELL PAGES
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>A GREYED-OUT ICON IN THE SPELL BOOK MEANS THAT THE CHARACTER DOES NOT POSSESS
<:#96,5402><:f80,,>ENOUGH MAGIC POINTS TO POWER THE SPELL. ICONS WILL 'RE-ILLUMINATE' WHEN THE CHARACTER
<:#96,5402><:f80,,>HAS GAINED THE REQUIRED NUMBER OF MAGIC POINTS TO CAST A PARTICULAR SPELL.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>MAGIC BAR<-!>
<:#96,5402><:f80,,>THE MAGIC BAR SHOWS YOUR REMAINING MAGIC POINTS, AS A GOLD BAR SITUATED BENEATH
<:#96,5402><:f80,,>THE HEALTH BAR AND MARKED WITH A STAR ICON. AS THE BAR DECREASES IN LENGTH, THE
<:#96,5402><:f80,,>ABILITY TO CAST CERTAIN SPELLS WILL DISAPPEAR AND THE UNAVAILABLE SPELLS WILL 'GREY-OUT'
<:#96,5402><:f80,,>YOU WILL BE ABLE TO GAIN ADDITIONAL MAGIC POINTS WITHIN THE GAME BY PICKING UP
<:#96,5402><:f80,,>CERTAIN OBJECTS WITH MAGIC PROPERTIES.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>CASTING SPELLS<-!>
<:#96,5402><:f80,,>THERE ARE TWO WAYS TO CAST A SPELL:
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>CLICK ON THE SPELL ICON WITH THE LMB. THE SPELL WILL BE CAST IMMEDIATELY (IF
<:#96,5402><:f80,,>AVAILABLE TO YOU).
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>CLICK ON THE SPELL ICON WITH THE RMB TO OPEN THE POP-UP MENU WHICH WILL SHOW
<:#96,5402><:f80,,>OPTIONS TO CAST, VIEW OR PREPARE THE SPELL.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THE CAST OPTION
<:#101,5402><:f80,,>THE CAST OPTION ALSO HAS A SUB-MENU. BY MOVING THE HIGH LIGHT TO THE
<:f80,2Times New Roman,>------<:f80,BCommonBullets,>A
<:#96,5402><:f80,,>ARROW SIGN, YOU ARE GIVEN A FURTHER CHOICE: STRENGTH OF CAST. REMEMBER, THE STRONGER
<:#96,5402><:f80,,>YOU MAKE THE SPELL, THE MORE MAGIC POINTS ARE USED UP AND THE HARDER IT IS TO CAST.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>HIGHLIGHT THE CAST OPTION AND THE SPELL WILL BE IMPLEMENTED.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>VIEW OPTION
<:#96,5402><:f80,,>THE SPELL VIEW OPTION SHOWS THE FULL SPELL PAGE WITH ICON, NAME, A SPELLCASTING SKILL
<:#96,5402><:f80,,>BAR, A DESCRIPTION OF THE SPELL AND THE NUMBER OF MAGIC POINTS THAT WILL BE EXPENDED
<:#96,5402><:f80,,>ON CASTING THE SPELL.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>PAGE 43
<:#96,5402><:f80,,>
<:#284,5402><:f240,,><+!>THE SPELLS<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>THE DESTRUCTORS<-!>
<:f80,,><:f><:f80,,><:t4>
<:f80,,><:f><:f80,,><:t5>
<:#96,5402><:f80,,>
<:f80,,><:t6>
<:#96,5402><:f80,,>
<:f80,,><:t7>
<:#96,5402><:f80,,>
<:f80,,><:t8>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,><:f><:f120,,><:f><:f120,,><:f><:f120,,><:f120,,>PAGE 40
<:#96,5402><:f80,,>
<:#221,5402><:f180,,> <+!>CASTING SPELLS AND MAGIC<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>YOU WILL NOT GET VERY FAR IN <+">THE LEGACY<-"> WITHOUT USING SPELLS AND MAGIC. YOU MUST
<:#96,5402><:f80,,>HAVE A SPELL BOOK IN YOUR POSSESSION AND SPELLS ITEMISED IN ITS PAGES THAT CAN BE CAST.
<:#96,5402><:f80,,>SPELLS CAN BE FOUND IN THE HOUSE AND ANY THAT YOU PICK UP MUST BE 'LEARNT' BEFORE
<:#96,5402><:f80,,>THEY CAN BE CAST. SUCCESSFUL CASTING OF SPELLS WILL DEPEND ON A CHARACTER'S
<:#96,5402><:f80,,>KNOWLEDGE AND SKILL WITH REGARD TO THAT SPELL. TRY TO GET TO KNOW ALL THE SPELLS SO THAT
<:#96,5402><:f80,,>YOU CAN USE THEM QUICKLY AND EFFICIENTLY. THEY ARE LISTED IN THE NEXT SECTION IN THIS
<:#96,5402><:f80,,>MANUAL
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>SPELLS<-!>
<:#96,5402><:f80,,>THE SPELL BOOK
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IF YOUR CHARACTER DOESN'T HAVE A SPELL BOOK WITH HIM/HER YOU ARE ADVISED TO FIND ONE
<:#96,5402><:f80,,>AS SOON AS POSSIBLE. IN GENERAL, SPELLCASTING IS NOT ALWAYS SUCCESSFUL. A CHARACTER HAS TO
<:#96,5402><:f80,,>GAIN SUFFICIENT SKILL IN A SPELL TO GUARANTEE A SUCCESSFUL CAST. THE CHARACTER
<+">MUST HAVE A <-">
<:#96,5402><:f80,,><+">SPELL BOOK IN HAND, <:f80,,><-">OTHERWISE THE SPELL WINDOW WILL NOT OPEN. IN ADDITION, HE MUST
<:#96,5402><:f80,,>HAVE A SPELL BOOK PAGE WITH A SPELL ICON IN IT AND ENOUGH MAGIC POINTS TO CAST IT
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>
<:#284,5402><:f80,,><:f>
<:#144,5402><:f120,,><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,>
<:#144,5402><:f120,,><:f><:f120,,><:f120,,>PAGE 42
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>PREPARE OPTION
<:#96,5402><:f80,,>YOU MAY ALSO PREPARE A SPELL BEFORE YOU WISH TO CAST IT. THIS IS USEFUL IF YOU THINK YOU
<:#96,5402><:f80,,>MIGHT NEED A PARTICULAR SPELL TO HAND FOR IMMEDIATE CASTING. THE PREPARE OPTION ALSO HAS
<:#96,5402><:f80,,>A SUB-MENU, ACCESSED BY HIGHLIGHTING THE ARROW SIGN,
<:#96,5402><:f80,,>TO CHOOSE STRENGTH OF CAST.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>PREPARING A SPELL WILL USE UP MAGIC POINTS AT THE TIME OF PREPARATION. ONLY ONE SPELL
<:#96,5402><:f80,,>CAN BE PREPARED AT ANY ONE TIME. YOU MUST REMEMBER WHICH SPELL YOU HAVE PREPARED.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>LEARNING NEW SPELLS<-!>
<:#96,5402><:f80,,>NEW SPELLS CAN BE PICKED UP IN THE GAME. THEY ARE USUALLY FOUND IN BOOKS OR SCROLLS.
<:#96,5402><:f80,,>YOU MUST LEARN THE SPELL IN ORDER TO ADD IT TO YOUR SPELL WINDOW.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>TO LEARN A SPELL, YOU MUST CHOOSE THE LEARN OPTION FROM THE SPELL ICON POP-UP MENU
<:#96,5402><:f80,,>(CLICK ON ICON WITH RMB). THE OPTION TO LEARN IS ONLY AVAILABLE WHEN YOU HAVE
<:#96,5402><:f80,,>SUFFICIENT MAGIC POINTS TO LEARN THE SPELL. IF SUCCESSFUL, YOU WILL RECEIVE A MESSAGE THAT<:f>
<:#96,5402><:f80,,>YOU HAVE LEARNT A PARTICULAR SPELL AND THE ICON WILL BE ADDED TO YOUR SPELL BOOK
<:#96,5402><:f80,,>WINDOW. IF UNSUCCESSFUL, YOU MAY TRY AGAIN (IF YOU HAVE
<:#96,5402><:f80,,>ENOUGH MAGIC POINTS).
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<:#144,5402><:f120,,>PAGE 44
<:#96,5402><:f120,,><:f><:f120,,><+!><-!><:f><:f120,,><:f><:f80,,><:f><:f80,,>
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<:f80,,><:t9>
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<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>THE PROTECTORS<-!>
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<:#144,5402><:f120,,>PAGE 44
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<:#144,5402><:f120,,><+!>THE ENHANCERS<-!><:f80,,>
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<:#144,5402><:f80,,><:f120,,>PAGE 47
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<:#183,5402><:f80,,><:f160,,><+!>CHARACTER DEVELOPMENT<-!>
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+">THE LEGACY<-"> ALLOWS YOUR CHOSEN CHARACTER TO DEVELOP OVER TIME. HE/SHE WILL GAIN
<:#96,5402><:f80,,><:f><:f80,,>EXPERIENCE OF CERTAIN SKILLS, USE OF SPELLS AND SOLVING PUZZLES. THE CHARACTER WILL HAVE
<:#96,5402><:f80,,>IN-BUILT STRENGTHS AND WEAKNESSES DEPENDING ON YOUR ORIGINAL CHOICE, BUT YOU CAN
<:#96,5402><:f80,,>ALTER THESE TO A CERTAIN EXTENT BY EXPERIENCE. THIS IS AN IMPORTANT POINT TO GRASP
<:#96,5402><:f80,,>BECAUSE CHARACTER DEVELOPMENT IS VITAL TO ULTIMATE SUCCESS IN THE GAME. TO
<:#96,5402><:f80,,>UNDERSTAND YOUR CHARACTER YOU MUST BE FAMILIAR WITH HIS/HER DETAILS IN THE CHARACTER
<:#96,5402><:f80,,>WINDOW.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>CHARACTER WINDOW<-!>
<:#96,5402><:f80,,>THE CHARACTER WINDOW CONTAINS ALL DETAILS OF YOUR SELECTED CHARACTER IN
<+">THE LEGACY<-"><:f><:f80,,><:f><:f80,,>
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<:#96,5402><:f80,,>BY DOUBLE CLICKING ON THE CHARACTER WITH YOUR LMB YOU WILL BE ABLE TO SEE THE
<:#96,5402><:f80,,>INVENTORY OF OBJECTS CARRIED. CLICKING THE RMB ON THE CHARACTER WILL SHOW THE
<:#96,5402><:f80,,>INVENTORY VIA A POP-UP MENU AND ALSO ALLOW YOU TO SELECT THE REST OPTION.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>THE TOP PAGE SHOWS A PICTURE OF YOUR CHOSEN CHARACTER WITH:
<:#96,5402><:f80,,>A HEALTH BAR (HEART ICON)
<:#96,5402><:f80,,>A MAGIC BAR (STAR ICON)
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<:#144,5402><:f80,,><:f120,,>PAGE 49
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<:#96,5402><:f80,,><+!>MEDITATION AND POWER CRYSTALS<-!>
<:#96,5402><:f80,,>MEDITATION IS USED TO DRAW MAGICAL ENERGY STORED IN POWER CRYSTALS, ALLOWING THE
<:#96,5402><:f80,,>CHARACTER YO REPLENISH MAGIC POINTS. MAGIC IS ALSO REPLENISHED WHEN THE CHARACTER RESTS,
<:#96,5402><:f80,,>BUT MEDITATION SHOULD ONLY BE ATTEMPTED IF THE CHARACTER HAS FOUND A POWER CRYSTAL.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>POWER CRYSTALS ARE FOUND IN THE HOUSE AND HAVE A LIMITED EFFECT. WHEN THEY HAVE LOST
<:#96,5402><:f80,,>THEIR POWER OTHERS MUST BE FOUND TO ALLOW MEDITATION. BE AWARE OF THE FACT THAT YOUR
<:#96,5402><:f80,,>CHARACTER WILL NOT AUTOMATICALLY BE ABLE TO REAP THE BENEFITS OF THE CRYSTALS POWER.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>FOOD<-!>
<:#96,5402><:f80,,>LACK OF ADEQUATE FOOD RESULTS IN A DROP IN THE CHARACTERS ABILITY TO USE SKILLS AND
<:#96,5402><:f80,,>MAGIC EFFECTIVELY. HE/SHE WILL ALSO BECOME MORE VULNERABLE TO FEAR AND SHOCK. IF YOU
<:#96,5402><:f80,,>KEEP YOUR CHARACTER STARVING FOR LONG ENOUGH HE/SHE WILL DIE!
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>YOU WILL RECEIVE A MESSAGE IF YOUR CHARACTER NEEDS TO EAT. REMEMBER THAT HE/SHE MAY
<:#96,5402><:f80,,>NEED TO EAT AFTER A REST PERIOD.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>SHOCK, INSANITY AND REASON
<:#96,5402><:f80,,>CHARACTERS WHO ENCOUNTER MONSTERS WILL SUFFER SOME DEGREE OF FRIGHT, THE MORE
<:#96,5402><:f80,,>TERRIFYING THE MONSTER THE GREATER THE EFFECT OF THE SHOCK. THE CHARACTER PORTRAIT WILL
<:#96,5402><:f80,,>CHANGE TO REFLECT ANY SUDDEN SHOCK. A SEVERE SHOCK WILL AFFECT THE CHARACTER'S REASON
<:#96,5402><:f80,,>AND HE/SHE MAY GO TEMPORAILY INSANE. AN INSANE CHARACTER IS MORE LIKELY TO PANIC
<:#96,5402><:f80,,>AND RUN AWAY FOR A SHORT PERIOD OF TIME. HOWEVER, IF A MONSTER IS DEFEATED, YOUR
<:#96,5402><:f80,,>CHARACTER WILL BENEFIT WITH AN INCREASE IN HIS/HER REASON.
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<:#144,5402><:f80,,><:f120,,>PAGE 46<:f80,,>
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<:#144,5402><:f80,,><:f120,,><+!>THE MYSTICS<-!>
<:#96,5402><+!><:f80,,><-!>
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<:f80,,><:t3>
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<:#144,5402><:f80,,><:f120,,>PAGE 48
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<:#96,5402><:f80,,>TWO HIT BUTTONS (LEFT/RIGHT)
<:#96,5402><:f80,,><:f><:f80,,><:f80,,>TWO AIM BUTTONS (LEFT/RIGHT)<:f>
<:#96,5402><:f80,,>AN ACCURACY BAR (FOR COMBAT
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><:f><:f80,,>CLICK THE ARROW AT THE LOWER RIGHT-HAND CORNER TO SHOW THE NEXT PAGE WHICH
<:#96,5402><:f80,,>SHOWS:
<:#96,5402><:f80,,>A CLOSE-UP CHARACTER PORTRAIT
<:#96,5402><:f80,,>DETAILS OF PRIMARY/SECONDARY SKILL LEVELS
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>EXPERIENCE POITS (SEE BELOW)
<:#96,5402><:f80,,>CLICKING ON THE ARROW AGAIN WILL SHOW SPELL BOOK PAGES AND SPELLS AVAILABLE TO THAT
<:#96,5402><:f80,,>CHARACTER. YOU CAN SCROLL THROUGH SPELLS BY CLICKING ON THE LEFT/RIGHT SCROLL ARROWS.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>EXPERIENCE<-!>
<:#96,5402><:f80,,>PERFORMING CERTAIN IMPORTANT ACTIONS WILL EARN THE CHARACTER EXPERIENCE POINTS. MOST
<:#96,5402><:f80,,>SUCCESSFUL ACTIONS WILL GAIN THE CHARACTER EXPERIENCE POINTS BUT THE HIGH VALUE POINTS
<:#96,5402><:f80,,>ARE RESERVED FRO KEY EVENTS IN THE GAME.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>REMEMBER TO CHECK YOUR EXPERIENCE BAR ON YOUR CHARACTER SCREEN FROM TIME TO
<:#96,5402><:f80,,>TIME. YOU CAN ALLOCATE THESE EXPERIENCE POINTS TO ANY SKILL OR ATTRIBUTE AS SOON AS YOU
<:#96,5402><:f80,,>GAIN THEM, OR SAVE THEM FOR LATER USE.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,><+!>REST<-!>
<:#96,5402><:f80,,>YOUR CHARACTER MUST SPEND PART OF EACH GAME 'DAY' RESTING. IF THE CHARACTER NEEDS
<:#96,5402><:f80,,>REST MOVE THE POINTER OVER THE CHARACTER PORTRAIT AND PRESS THE RMB. A POP-UP
<:#96,5402><:f80,,>MENU WILL APPEAR. HIGHLIGHT 'REST'. IF REST IS INAPPROPRIATE YOU WILL RECEIVE A MESSAGE
<:#96,5402><:f80,,>TO THAT EFFECT.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>IN <+">THE LEGACY<-">, YOU CAN ONLY REST IN SANCTUARY ROOMS. THESE ARE DISTINGUISHED BY A
<:#96,5402><:f80,,>TRIANGULAR SYMBOL ON THE WALL NEXT TO THE DOOR.
<:#96,5402><:f80,,>
<:#96,5402><:f80,,>LACK OF ADEQUATE REST RESULTS IN A DROP IN THA CHARACTERS ABILITY TO USE SKILLS AND
<:#96,5402><:f80,,>MAGIC EFFECTIVELY. HE/SHE WILL ALSO BECOME MORE VULNERABLE TO FEAR AND SHOCK. IF THE
<:#96,5402><:f80,,>CHARACTER FAILS TO REST, HE/SHE WILL EVENTUALLY FALL UNCONSCIOUS, BECOMING EASY PREY FOR
<:#96,5402><:f80,,>MONSTERS.
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