The Four Crystals of Trazere other
Legend: Quick Reference & Installation Guide L E G E N D Quick Reference and Installation Guide Please read the following computer specific information carefully before installing or playing LEGEND. Playing Legend from floppy disk (Amiga/ST/PC) Before playing LEGEND you will need to format a blank disk and label it 'GAMESAVE'. You will use this disk to save your game during play. Consult the manual supplied with your computer if you need any information on this procedure. Playing Legend from hard disk (PC only) There is no need to format a disk as saved games will be stored on your hard disk in the default LEGEND directory. Amiga/Atari ST Loading instructions To load LEGEND put the disk labelled 'Boot disk' into the internal drive of your computer. Switch your machine on and the game will load automatically. During the introduction press any key to quit the introduction and start the game. If you are playing LEGEND for the first time press any key to start a new game. If you wish to restore a saved game press the Fl function key. Follow any on screen instructions and insert disks when prompted. LEGEND does not support a hard disk on the Amiga or Atari ST. Docs converted by Rygar! Saving a game During the quest you may wish to save your progress to disk. Select the 'Disk' Icon on the inventory screen which will display the disk menu. Insert your blank formatted disk before commencing the game save procedure. IBM PC and 100% compatibles Mouse users If you intend to use a mouse when playing LEGEND, you must install a Microsoft compatible mouse driver prior to loading the game. Please consult the information supplied with your mouse on how to do this. Installation instructions You must install LEGEND to play the game. The disks supplied in the box contain compressed files and will not function without running the installation program. If you are intending to install the game onto floppy disks you will need some blank formatted disks to complete the procedure. For example if you are intending to install on to 3.5'"1.44MB floppy disks you will need 2 disks. To install LEGEND, place the disk labelled 'Install disk' into your floppy drive. Log yourself to that drive ( for example A:) then type INSTALL and press the ENTER key. Follow any on screen instructions, changing disks when prompted. Users installing to floppy disk please note that they should label the installed disks when prompted by the install program. PC floppy disk starting a new game Place the disk labelled 'Play Disk #1' into the internal drive of your machine. At the DOS prompt ( for example A:) type LEGEND and press ENTER to start the game. Once the introduction has started press any key to start the game. Saving a game During the quest you may wish to save your progress to disk. Select the 'Disk' Icon within the inventory screen, this will display the save game menu. Insert your 'GAMESAVE' disk before commencing the save procedure. Loading a saved game To load a saved game choose the Restore Old Game option, by pressing the F1 function key, whilst on the title screen. Hard drive systems Starting a new game Log yourself to the directory which contains the LEGEND program (for example C: \LEGEND). Type LEGEND and press ENTER to start the program. During the introduction press any key to start a new game or restore an old game using the F1 function key. Saving a game During the quest you may wish to save your progress to hard disk. Select the 'Disk Icon' within the inventory screen to display the Save menu. Loading a saved game Log yourself to the directory which contains the LEGEND program. Type LEGEND to execute the program. Once the introduction has started press any key. You will get an option to restore a saved game, the F1 function key. Technical Support Should you experience loading difficulties with this product, please put the disks ONLY (retain the packaging and documentation) into sturdy packaging and send it to: Department LEGEND, PO BOX 51 BURGESS HlLL WEST SUSSEX RH15 9FH Please include details of your computer and a brief description of the problem. We will endeavour to provide you with a replacement within 28 days of receiving the disk. This in no way affects your statutory rights. Control summary Atari ST/Commodore Amiga/IBM PC Within the dungeons Keyboard controls Fl Select Berserker F2 Select Troubadour F3 Select Assassin F4 Select Runemaster F5 Push F6 Take F7 Lvok F8 Open F9 Shut F10 Special character ability or Spacebar Special character abi1ity 1 to O Cast Spell (Runemaster only) Enter Rally Numeric 2 On screen pointer DOWN (IBM PC) Numeric 4 On screen pointer LEFT (IBM PC) Numeric 6 On screen pointer RIGHT (IBM PC) Numeric 8 On screen pointer UP (IBM PC) Numeric 5 SelectButton (IBM PC) Control Select Button Escape Flee/Run away/Chicken mode! Numeric * PauseGame (ST/Amiga) Numeric - Pause Game (IBM PC) Any key Unpause Game Out of the dungeons S Display Spell screen (Runemaster MUST be leader) Mouse control Left button Select button Quick Start and Beginners' Tips Quick Start The term 'click on' is used throughout these instructions. To click on something you must move the on screen cursor (via either mouse or keyboard) over the object/item/option that you require and then press your select button to complete the move. We assume that you have loaded the game and are on the loading screen with the options 'F1 to load save game' or 'Press any key for new game'. You should press any key to start a new game. You will be presented with the character selection screen. You must first select your band of four characters. lust click on 'OK' to accept the four on offer. Having selected a New Game, you will first see a map showing the land of Trazere. In the middle of the map is a lightly coloured banner with five small crosses on it. This banner represents your party. Don't worry about any other banners that you might see appear on the map, although you should try to avoid crossing paths with a red (evil) banner when yourparty is on the move. Send your party of four adventurers to the town of Treihadwyl, (this town is immediately south from your banners starting position on the map. You will see its name appear in the scroll at the bottom of the screen as the cursor is positioned over it). Treihadwyl is where your first 'initiation' quest will be completed. To move to a town on the land map, position the on screen cursor over the town and click on the desired destination. The party banner will move to Treihadwyl. To complete the quest in Treihadwyl, you must explore the dungeon and locate the permit. This will allow your adventurers to visit Klng Necrlx 111 in his castle (which is NW from Trelhadwyl on the land map) You are now presented with a list of places to visit within Treihadwyl. Try visiting the Guild, (press 4 on your keyboard or move the on screen pointer over 4 and press the select button). Once in the Guild, you should enter the Cellar, (i.e select option 4). You are now in the Treihadwyl Dungeon. This is where most of the action takes place! Firstly, you should read the sign that is fixed to the pillar near the entrance that you just came through. Select LOOK from the menu bar displayed in the lower half of the screen, (the LOOK option will change colour to show you that it is ready and waiting for something to look at). Now select the floor tile that the pillar stands on. The sign will be displayed in the middle of the screen for you to read. When you're ready, click anywhere to remove it. Note that to manipulate any objects or furniture, you must select the relevant option from the menu, then click on the floor tile that the target stands on, not the target itself. Select OPEN from the menu then select the chest on the south-west side of the room. The Berserker will walk across and open the chest. Select LOOK and click on the chest again. If you find 'treasure' select TAKE from the menu then click on the chest again to take the item. A message in the lower half of the screen will tell you what you 've taken if anything was there. Repeat the process with the clock in the NW corner of the room, except that this time you don't need to open it first. Note that all of these actions have been performed by the Berserker as he is the current party leader. You can get each party member to do a different action by selecting a different character. To do this, click on the figurines in the bottom left hand corner of the screen. The base plinth of each character will highlight to show that they are now selected. You can get one to look at the sign, then another to open the chest and another to look at the clock if you wish. To leave the room, click on the dark floor tile on the very edge of the location to the W (behind the door). The whole party will attempt to march out of the room. Unfortunately this particular door won't open. Select OPEN then click on the dark exit tile behind the door. The message 'The door will not budge' will be displayed, and it will remain closed. Hopefully you have noticed a few strange symbols on the floor in this room. In the NW corner is the magical rune which represents DAMAGE, and in the NE corner opposite is the magical HEALING rune. Runes are used extensively by the Runemaster whenever he wants to mix or cast a spell. These runes are clues to what you must do to be able to get out of this first room. Select the Runemaster (either click on the base plinth of the figurine in the bottom left hand corner, or press F4 on your keyboard). You will notice that he has a bowl on one of his plinths in the bottom right hand corner of the screen. Click on this bowl. A different screen will load in. This is the Runemasters spell mixing screen. In the top right hand side you can see sixteen icons. Three of them are occupied by runes. The top rune (shaped like a arrow) is the MISSILE rune. The next rune down is the DAMAGE rune (which looks a bit like a Z), and the last one (which looks like a lop sided X) is the HEALING rune. The top middle of the screen shows the Runemaster holding the bowl and a mixing implement in his hands. This is known as the mixing window. Beneath this you can see eight different ingredients, and the number of each displayed underneath. There are also a few icons on the left hand side (a scroll and an eye) and two bowl icons on the right. Don't worry about these for now. You need to mix a MISSILE DAMAGE and a MISSILE HEALING spell which the Runemaster can use in the first room to open the doors. To do this, follow these instructions: Select the MISSILE Rune. You will see the Rune appear in the left hand side of the mixing window and its name appear in the bottom left hand corner of the screen. Now select a WING OF BAT (the first ingredient in the ingredients). The ingredient will appear on the right hand side of the mixing window and the name will be displayed beneath the name of the rune in the bottom left hand corner of the screen. Click on the MISSILE Rune in the mixing window and the MISSILE Rune will now appear in the bottom left hand corner of the screen. You will see the hand mix the two together in the bowl. You have now made a MISSILE. This isn't a finished spell. You have only created the first component. The same process applies to making the HEALING component. Select the HEALINC Rune, then select the Hedjog Venom ingredient to go with it, (this is the fifth ingredient which looks like a bottle). Follow the same process as described for MISSILE. i.e select RUNE (will appear left hand side of window). Select INGREDENT (will appear on right hand side of window). Click on RUNE in window (Symbol now appears in bottom left-hand of screen). You now need to mix MISSILE and HEALING together. Select the top mixing bowl icon on the right of the screen to mix them. The spell has now been added to the 'Spells in Use' list. (You will notice that since spell 1 is now complete, the title in the mixing window now reads 'spell 2') (To make a MISSILE DAMAGE spell, just substitute the DAMAGE rune and its ingredient (Brimstone) in place of HEALING and its ingredient. This will be spell number 2.) How do you know which ingredient goes with which rune? Well, if you click on the eye on the left hand side of the screen another screen will be displayed which shows you what you need to know for the runes that your Runemaster currently possesses. (He can buy others from the Ancient in the mountains later on in the game). Click anywhere to return to the spell mixing screen. To see the MISSILE HEALING spell, click 011 the scroll 011 the left hand side of the screen. The 'Spells in Use' screen will be overlaid on the screen. The spell is in the number 1 slot. The number 2 slot should have the MISSILE DAMAGE spell. Click on the number 1 then on the little scroll icon on the right to see its name and a list of the ingredients you used. Click anywhere to remove this. Do the same with spell 2 if you wish. You will want to use these spells more than once, so click on the spell number then click on the little bowl icon on the right. This re-mixes that spell. You will see the number of casts increase each time you click. When you've got 3 casts of MISSILE HEALING, click on number 2 and do the same with MISSILE DAMAGE. Note that the ingredients are also automatically taken off for you. Now click outside of the 'Spells in Use' to make it disappear. To cast the spell, select the 'leave spell screen' icon. Select the Runemaster in the Dungeon and either select his special ability (i.e. CAST SPELL) by clicking on the Action menu or press F10. The 'Spells in Use' list will appear 011 screen. Now click on number 2 (the MISSILE DAMAGE spell) and the list will disappear. Note that the Runemaster has put his hands in the air, ready to cast the spell. Move the on screen cursor so that it points to the DAMAGE rune which is on the floor. Click on that floor tile and the Runemaster will fire a missile at the rune. If the path was clear, the missile will hit the name. The W door has now opened! Cast the MISSILE HEALING spell (number 1) at the heal rune in the NE corner and the E door will open too, if the path that the spell took was clear. If it wasn't, move the Runemaster closer and try again. Now you can click on the dark exit floor tile behind the now open W door. The party will march out of the room and enter a corridor. When in the corridor, click on the Dragon who sits in the top left hand comer of the screen. This will put up on screen a game map, showing you that you're now in a corridor. It will also tell you where you are and what Dungeon level you are on. Here you will be in Treihadwyl - Level 1. The game is also 'paused' whilst the map is on screen. Click anywhere on the map to make it disappear. Now click on the backpack which is next to the Dragon. This will bring up an Inventory screen showing you all of the objects that your current character has as well as all of his strengths and weaknesses. Click on the X shaped icon to leave this screen and return to the Dungeon view. Select the Assassin and get him to walk to just outside the W door. Now select the exit square behind the door to get the party to leave. You will find your party in a room with one solitary path leading around the middle of the room. There are also monsters here! (If you like, press Pause now, then read the following section so you are prepared for what you must do to survive the monsters here.) Immediately Press F1 to select your Berserker, press F10 or Spacebar to send him into 'Berserker Rage' then hit the Rally key (ENTER) to throw everyone into combat mode. With the Berserker at the Front of the party he ù Keep the Runemaster out of fights in the early stages until he has a few good damaging spells to use. Later on when he becomes more powerful, he could turn into the most important member of the party! * If anyone dies in the early stages, take the bones back to a Temple to resurrect them. Having died won't affect your adventurers performance once he's brought back to life! You should boost their Luck scores back up before you re-enter a Dungeon by praying at a Holy Temple. * After about a month has passed in the game, keep your eyes on the state of Keeps and how well they are defended. If they become lightly or barely defended then they are in need of a cash donation. * SAVE regularly. If you're particularly paranoid, save after every few battles. * There is a regeneration chamber in Treihadwyl if you can find it, where dead adventurers can be resurrected. The nearest Holy Temple to Treihadwyl is at Martindale if you can't! * If you find a Golden Helm in Treihadwyl, give it to the Berserker and get him to equip it. Every time a battle is in progress put him in Berserker Rage as normal and then select the helm on his arcane plinth for magical intervention! * Despite the fact that a map is drawn for you (by Elliott the Dragon), you will still need to make a note of where entrances and exits are and where you found particular keys etc. It is best to map the game on graph paper. Try and ensure that your party go up in levels at about the same rate. Don't let just one member do all of the fighting. Share the responsibility around else you will end up with an unbalanced party of very weak and very strong adventurers. Avoid banner encounters early on until your party has battled through a few dungeon levels. There are some banners who are easier to fight than others, (the hawk banner being the easiest and the skull being the hardest). You can get lots of experience points quickly if you win a banner encounter, but your party can also get massacred if they wade in without much battle experience! If a friend is also playing LEGEND on his computer, he may well have mixed some different spells from the ones you have. It is always a good idea to try out useful spells that other people have created and found useful in the game.
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