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Timequest manual

The following text originally appeared in the pages of the TIMEQUEST. *
game manual.  

		What Is A LEGEND Adventure Game?

In a Legend adventure game, you become the main character in an 
evolving story that takes place in a world populated with interesting people, 
places, and things.  You see this world through your main character's eyes, 
and you play the game by directing his actions.

Like a book or a movie, the story unfolds as you travel from location to 
location, encountering situations which require action on your part.  
You can think of each of these situations as a puzzle.  The key to solving 
these puzzles will often be creative thinking and clever use of objects you 
have picked up in your travels.  You will get points as you solve puzzles, 
and your score will help you monitor your progress.

Throughout the game the richly textured graphics, prose, sound effects 
and music will draw you into a spellbinding adventure that could only be 
brought to you by the master storytellers of Legend Entertainment Company.  

Technical Support
How to reach us on-line
	Game Publisher's Forum                  type GO GAMEPUB, Section 7
	E-Mail                                  72662.1021

America On-Line                                 Legend Entr

Internet E-Mail                                 7266.1021@CompuServe.COM

How to reach us by phone

From the continental U.S. call toll free
9:00 a.m. - 5:00 p.m. weekdays EST/EDT          1-800-658-8891

From Canada, and other locations                703-222-8515
9:00 a.m. - 5:00 p.m. weekdays EST/EDT

Hint Information
24-Hour Hint Line                                               
From the continental U.S.                       1-900-PRO-KLUE
(1-900-776-5583 $.75 for the first minute, 
$.50 for each minute thereafter)

Hint books are available - call 1-800-658-8891 or 703-222-8515 to order 
($9.95 + shipping/handling)

Executive Offices                                       

Legend Entertainment Company
P.O. Box 10810   
14200 Park Meadow Drive
Chantilly, Virginia 22021


	Table of Contents                                          SECTION

Introduction to TIMEQUEST ............................................ 1
Quick Start:  Installation ........................................... 2
Quick Start:  Playing the Game ....................................... 3
Configuration ........................................................ 4
        Configuration Defaults ....................................... 4a
        Configuration Options ........................................ 4b
Music and Sound ...................................................... 5
Introduction to the Game Interface ................................... 6
Playing the Game With a Mouse ........................................ 7
Playing Without a Mouse .............................................. 8
Save, Restore, and Quit .............................................. 9
Talking to the Game .................................................. 10
Navigating Through Time .............................................. 11
Helpful Hints ........................................................ 12
Game Commands and their Abbreviations ................................ 13                       
Sample Transcript .................................................... 14
About the Author ..................................................... 15
Credits .............................................................. 16
Help! Troubleshooting and Technical Assistance ....................... 17
Author's Notes ....................................................... 18
Legal Stuff .......................................................... 19

SECTION 1 - Introduction to TIMEQUEST
The Temporal Corps was established in the early part of the 21st century 
to control the technology and science of temporal displacement, or time 
travel.  Time machines (called "interkrons") are used by Temporal Corps 
officers to travel into the future and learn of potential wars, disasters, 
and social upheavals so that conditions in the present can be changed before 
those events come to pass.  There is a strict prohibition against travel into 
the past, however, because of its potentially disastrous effects on the 
timestream and the catastrophic consequences for current civilization. 

Zeke S. Vettenmyer, a Lieutenant in the Temporal Corps, has turned his back 
on the Time Travel Code.  Vettenmyer has stolen an interkron, traveled back 
into the past, and subtly altered historical situations so that the outcomes 
of these events will be changed.  The world as we know it will be destroyed 
as the effects of these changes ripple forward towards the present and cause 
massive disruptions in the timestream. Vettenmyer remains in the past, but 
he sent his empty interkron back to Temporal Corps headquarters as a 
bitter challenge to anyone bold enough to try and stop his plan. 

You are a private in the Temporal Corps.  You have been selected to travel 
into the past and untangle Vettenmyer's twisted plot.  You must pursue 
Vettenmyer across 3,000 years of history, going to the times and places that 
he has visited and reversing the changes that he has made which are 
currently threatening the future that defines your very existence.

Inside your package you should find a disk pack made up of ten 5.25" disks or 
five 3.5" disks, this manual, a set of Mission Briefing Papers, an Interkron 
Troubleshooting Guide, and a warranty card (which you should send back as 
soon as possible).  The Mission Briefing Papers contain specific information 
about your mission and details about those historical events that Vettenmyer 
has altered.  If you fail in your mission, Vettenmyer will succeed in 
destroying the modern world in the most devastating and complete way 
possible - by ensuring that it never even exists! 

SECTION 2 - Quick Start:  Installation
If you are new to DOS and game playing on the PC, then skip this page (and 
the next one) and move to the section entitled Installation and Start-up.  
If you are an experienced gamer using a hard disk, and if you are wise 
in the ways of DOS, hard disks, and music cards, then these "Quick 
Start" sections will get you up and running in no time.  To install the 
game on your hard drive, do the following:

	1. Make backup copies of the disks.
	2. Make sure you have at least 4,700,000 bytes of free space on 
	   your hard drive.
	3. Insert Disk #1 from your TIMEQUEST package in Drive A and 
	   type A: to set the default drive.  Then type INSTALL to 
	   start the installation program and follow the directions 
	   on the screen. 
	4. If you have a mouse, be sure you have loaded the mouse driver.
	5. Start the game by typing TQ.  
The game will automatically detect what kind of graphics card you have (CGA, 
EGA, VGA, etc.) and it will default to the highest standard that it finds.  

If you have a Roland MT-32 (or compatible) sound module with an MPU-401 
compatible MIDI interface, start the game with the command TQ MT32.

If you have an AdLib Music Synthesizer Card or Sound Blaster, the game will 
automatically detect its presence and will default to it upon start-up.  
To hear digitized sound effects through your AdLib or Sound Blaster, type 

If the above makes no sense to you, or if it doesn't work, or if you do 
not have a hard drive, or if you just like to read manuals, then 
please see the Installation and Start-up section starting on Page 8 for 
detailed installation and start-up instructions.  

SECTION 3 - Quick Start:  Playing The Game
Like other Legend adventure game products, TIMEQUEST is easy to play without 
ever touching the keyboard.  Using the mouse you can:

	1. Move from place to place by clicking on the compass rose.

	2. Single-click on objects in a picture to look at them.

	3. Double-click on objects in a picture to take them, open or 
	   close them, greet them, etc.

	4. Select a verb from the verb menu and then click on an object in 
	   a picture to apply that verb to that object.

	5. Build complex commands quickly from the verb, object, and 
	   preposition menus.  (Single-click selects the word, double-click 
	   finishes the command.)

	6. Avoid pesky typing and parser errors.

If you don't have a mouse, you can simulate one by pressing .  This 
puts a mouse cursor on the screen which you can move around using the 
arrow keys.  "Click" by pressing  and "double-click" 
by pressing  .  

Again, if you don't have a mouse, there is yet another fast way to build 
commands by selecting verbs, objects, and prepositions from the menus.  
Press  again to begin using this feature.  Then use the arrow keys to 
move the highlight bar back and forth between the menus, press the space 
bar to select a word, and press  to execute your command.  

And of course you can still enter commands the old-fashioned way - by 
typing them.

SECTION 4 - Configuration

TIMEQUEST will automatically detect the type of graphics adapter you have 
and will default to the highest standard that it finds.  

If you have a mouse, the game expects you to be using a Microsoft compatible 
mouse driver.  If your mouse is behaving strangely or wreaking havoc with 
the graphics in the game, it is probably not Microsoft mouse compatible.  
Try quitting the game and starting again by typing TQ XMOUSE.  

If you have an AdLib Music Synthesizer Card or a Sound Blaster, the game 
will automatically detect its presence and will default to playing music 
through it.

If you have a Roland MT-32 (or compatible) sound module, start the game by 
typing TQ MT32.  For more options regarding MIDI sound modules, consult the 
Configuration Options section below.

If you are playing TIMEQUEST from a hard disk, the game will play sound 
effects through the speaker in your computer using RealSound.  If you wish 
to hear the RealSound sound effects through your AdLib board or Sound 
Blaster (which makes the sound effects sound considerably better), 
you need to tell the game which sound board you have by typing 
TQ ADLIB or TQ BLASTER at the MS-DOS prompt.  If you are playing from floppy 
disks, you will not hear any sound effects.  

If you have an AdLib card and a Roland sound module, you must start the 
game by typing TQ MT32 to override the AdLib music default.  

If you have a monochrome VGA monitor, you may considerably improve the 
quality of graphics displayed in the game by starting the game by 
typing TQ MONO.  

As described above, TIMEQUEST defaults to high resolution EGA 16-color 
graphics with AdLib music and RealSound sound effects played through 
the PC speaker. 

If you wish to override any of these defaults, you may type one or 
more of the following options, separated by spaces, after typing TQ 
on the MS-DOS command line:

	CGA     Forces the game into black and white CGA graphics on 
		computers with an EGA or VGA graphics adapter.  

	MONO    May improve graphics on computers with VGA adapters and 
		monochrome monitors.

	XMOUSE  Overrides the default Microsoft mouse driver.

	ADLIB   Causes RealSound sound effects to be played through an 
		AdLib Music Synthesizer Card, if present.

	BLASTER Causes RealSound sound effects to be played through a 
		Sound Blaster card, if present.  You may set the IRQ number 
		and I/O address for your Sound Blaster card by typing: 

		     TQ BLASTER    .
	MT32    Causes music to be played on a Roland MT-32 (or compatible) 
		sound module, if present.  You may set the IRQ number and 
		I/O address for your MIDI sound module by typing:  

		     TQ MT32    .

	NOCYCLE Disables color cycling animation for computers with EGA and 
		VGA adapters and color monitors.  

	REAL    Disables AdLib, Sound Blaster, and Roland music and plays 
		RealSound only.  

	NOREAL  Disables RealSound sound effects and music.  

So, for example, if you have an EGA adapter, a Sound Blaster on IRQ 7, 
and you want to see CGA pictures and play RealSound sound effects through 
your sound card, you would type TQ CGA BLASTER 7  at the MS-DOS 
system prompt.

Refer to the next section, Music And Sound, for more information on 
music card and sound module configuration.

SECTION 5 - Music And Sound

TIMEQUEST supports the following music and sound effect technologies:

-   RealSound (TM)
-   AdLib Music Synthesizer Card
-   Creative Labs' Sound Blaster
-   Roland MT-32 and compatible MIDI sound modules including Roland's 
    MT-100, CM-32L, and LAPC-1

The game defaults to playing music through an AdLib card, if present, 
and sound effects through the PC speaker using RealSound.  These 
defaults may be overridden using the options described in the 
Configuration section.  

If you have an AdLib card or Sound Blaster, you DO NOT need to run 
SOUND.COM or SB-SOUND.COM (a requirement of previous Legend games).  The 
game will automatically detect the presence of an AdLib or Sound Blaster 
card and will default to it on start-up.

If you have a Roland MT-32 or compatible sound module, start the game 
with the command TQ MT32.  

RealSound sound effects will be played through the PC's internal speaker 
if you are playing off an installed copy of the game on a hard disk.  
See the Hard Disk Installation section for instructions for 
proper installation of the game to a hard disk. 

RealSound (TM)

RealSound is used throughout the game to play sound effects on the PC's 
internal speaker.  No additional hardware or software is required for you 
to hear RealSound effects in TIMEQUEST.  If you do not have an AdLib card, 
Sound Blaster, or MIDI sound module, you will hear the RealSound title track 
and sound effects on your PC speaker.  RealSound will be enabled only if you 
are running from a hard disk.  

RealSound is a Patent Pending technological breakthrough that works with 
any IBM compatible computer with a built-in speaker.  If your machine beeps 
when you turn it on, then it is compatible with RealSound.  

Roland MT-32, MT-100, CM-32L, and LAPC-1 Owners

To use your MIDI sound module, make sure your equipment is configured 
as shown in the MIDI wiring diagram on the next page.  If you have 
problems, check that the following steps have been taken in configuring 
your equipment:

Note:   LAPC-1 owners may ignore items 1, 2, and 3.

      1. A PC to MIDI Interface card is installed in your PC.

      2. The PC to MIDI Interface card is connected to an MPU-401 
	 or compatible MIDI Interface or MIDI Processing Unit.

      3. A MIDI cable is connected from a MIDI OUT connector on the MIDI 
	 Interface to the MIDI IN connector on your sound module.

      4. The audio output jacks on your sound module are connected to 
	 the audio input jacks on your amplifier or stereo.

      5. One or two speakers are attached to the speaker connectors on your 
	 amplifier or stereo.


Do not attempt to use this software with any other attached MIDI devices. 
This software transmits System Exclusive MIDI data which may destroy 
system and patch data on MIDI synthesizers not supported by this product. 

If you are having trouble getting your Roland sound module to operate, 
the difficulty can probably be traced to one of two sources:  

The first is that you may have two cards in your computer that are set to 
the same IRQ.  If this is the case, you can change the IRQ value for one 
of the cards by using the card's jumpers or switches (although some cards 
do not allow this).  

The second possibility is that your MIDI interface may be set to an IRQ 
other than the default value of 2 and/or an I/O address other than 330.  
In this case, you must specify the appropriate IRQ value and/or I/O address 
in the command line when you start the game.  For example, to use a 
MIDI interface card set to operate on IRQ 5 and I/O address 300, you 
should start the game by typing: TQ MT32 5 300.          

SECTION 6 - Introduction to the Game Interface

To install and start up the game, see the Installation and Start-up 
section on Page 8.  

When the game begins, you will see the title screen, followed by the 
credits and some introductory text.  If you wish to skip to the 
beginning of the story, you can hit any key during this sequence 
to abort it.  The game will then ask you if you wish to restore to a 
previously saved position.  

After this sequence, the main interface screen will appear:
This window can contain:

	A picture of your location
	A map of the surrounding area
	Your inventory (what you are wearing and carrying)
	Your status (score, number of turns taken, etc.)
	A verbal description of your surroundings

Many of these buttons have function key equivalents.  See the information on 
function keys on Page 26 for more details.  

	HELP    Displays a help screen
	HALF    Removes the menus and makes more room for text
	ERASE   Removes the last word from the command line
	DO      Executes the command on the command line
	PICT    Displays a picture in the graphics window
	MAP     Displays a map in the graphics window
	INV     Displays your inventory in the graphics window
	LOOK    Puts a verbal description of your surroundings in the 
		graphics window

If you have a mouse, you can move around by clicking on the various 
points of the compass rose and the IN, OUT, UP, and DOWN buttons.  
Legitimate exits from your current location are always highlighted.

The verb menu contains every verb you need to play the game.  There 
are other verbs you can use, but you will have to type them in.  The 
most commonly used verbs are grouped at the top of the list.  The rest 
of them are in alphabetical order.  

After you select a verb, the verb menu is replaced with a preposition menu.  
The amazing thing is that the game will display only those prepositions 
that you can use with the verb you have selected.  Voila!  No more pesky 
parser errors.

This menu contains all the things that you see from your current location.  
If you want to refer to other objects in the game, you must type them in.  

This is a highlighted bar you can move around to select the next word 
you want to place on the command line.  

Clicking on these boxes and dragging them down is a fast way to navigate 
through the menus.  Watch the index letter at the bottom of the column 
as you drag the box, when the first letter of the word you are looking 
for is displayed, release the mouse button and the highlight bar will jump 
to the first word in the list that starts with that letter.  Clicking in 
the column above or below the box will cause rapid movement up or down the 
menu.  Clicking on the arrows at the top or bottom of the column will move 
the highlight bar up or down one entry in the menu.  (Note:  Elevator boxes 
are only displayed when there are more menu entries than there is room to 
display at once.)

This is the window where all that wonderful prose we've been telling you 
about appears.  If the window fills with words and you see "MORE" at the 
bottom, press any key or click the mouse button and the rest of the 
message will appear.  If you would like to expand the size of the window 
and you don't mind sacrificing the menus, press  for a half-screen 
or  for a full screen of text.  If you would like to see the text 
displayed before the picture is updated, then type the command TEXTFIRST.  
To switch back to the default of pictures first, type PICFIRST. 
All your commands will appear on this line, whether you enter them by 
typing, selecting from the menu, or clicking on the compass rose or 
graphics window.  

This line lists your location and the local time of day.

SECTION 8 - Playing The Game With A Mouse
If you have a mouse, playing this game is simplicity itself.  Merely by 
pointing and clicking you can do all of the following:

Move around from place to place by single-clicking on the compass rose 
or the directional buttons next to it.  Legitimate exits from your current 
location are always highlighted.  Double-clicking on an exit that is 
pictured in the graphics window will move you through that exit.  
If you are playing with the map in the graphics window, you can 
also move to adjacent rooms by double-clicking on them.

Examine objects by single-clicking on them in the graphics window.
Take objects by double-clicking on them in the graphics window.

Open/close doors and windows by double-clicking on them in the graphics 

Greet characters you meet in the game by double-clicking on them in the 
graphics window.

Customize the interface by clicking on the command buttons.

In addition to the above, you can use the mouse to build commands.  
A single-click on a word in the verb menu will place that word on the  
command line.  The verb menu will then be replaced by a preposition menu 
that lists the prepositions you may legitimately use with the verb you 
have just selected.  At this point you can select one of those prepositions, 
or select a word from the object menu, or execute your command by clicking 
on the DO button.

Naturally, we've built in some short-cuts.  For example, if you know 
prior to clicking on a word that it will be the last word in your command, 
you can double-click on it and your command will be executed.  Or, if you've 
already clicked on the last word in your command and you don't want to 
move the mouse up to the DO button, just double-click on the last word 
and the command will be executed.  Another short-cut is to select a 
verb from the menu and then single-click on an object in the picture in 
the graphics window.

Because the menus sometimes contain many words, we've also included a few 
short-cuts for getting to words that are far down in the menu.  You can 
click in the grey area to the right of each menu to rapidly move up or 
down in that menu.  (If there is no grey area, the entire menu is visible.)  
Or you can click on the "elevator box" in the column to the right of each 
menu and drag the box down while keeping the mouse button depressed.  
As you do so, you will see the index letter at the bottom of the column 
change.  When it gets to the letter that is the first letter of the word 
you want, release the mouse button, and the highlight bar will jump to 
the first word that begins with that letter.

An even faster method is to hold down the  key on the keyboard and 
then press the first letter of the word you want.  The highlight bar will 
then jump to the first word that begins with that letter.  You can also 
use the  and  keys on the keyboard to jump to the top or the 
bottom of the list, or the  and  keys to move up or down 
the list quickly.    

To remove the last word from the command line, click on ERASE.  

Double-clicking on an object in the graphics window is intended 
to "do the obvious thing" with that object.  For example, climb stairs, 
eat food, turn off lamp, etc.  

If you are using the mouse and you want to begin to type, go ahead.  
However, once you have begun typing on the command line, you cannot go 
back to using the mouse until that command has been executed or erased.

If you select a noun as the first word in your sentence, the game assumes 
you are trying to speak to that person or thing, and therefore it adds a 
comma after the word. (For example, SAILOR, GIVE ME THE ROPE.)  If your 
mouse is destroying the picture, then the mouse driver is probably not 
Microsoft compatible.  Try returning to DOS and starting the game by 
typing TQ XMOUSE.  

SECTION 8 - Playing Without A Mouse

If you don't have a mouse, there are still quick and easy ways to build 
commands from the menus without typing.  

To do this, first you need to press the  key.  When you do so, a mouse 
cursor will appear on your screen.  You can move this cursor around by 
using the arrow keys on your keyboard.  Then you can "click" by hitting 
, and "double-click" by hitting .  This will let you do 
all the things mentioned in the previous section, Playing the Game 
With a Mouse.

If you don't want to use the method outlined above, pressing the 
 key again will give you yet another alternative.  This system puts 
a highlight bar over the first word in the verbs menu.  You can move this 
bar back and forth between menus (and up and down within them) by using 
the arrow keys on your keyboard.  Once you have highlighted the word you 
wish to select, hitting the space bar will place that word on the command 
line.  After you have finished building your command, hitting  
will execute it.   

If you like to type, go ahead.  No matter what method you have been 
using to place words on the command line, you can always begin to type.  
The cursor will magically appear on the command line, as it did in days 
of old when adventure games were young.

If you definitely don't want to use the menus, press  and they 
will go away, creating more room for text.  If you really want to 
return to the golden years of adventuring, press  for the all-text look.

You can use function keys to customize the interface as follows:
	          Displays the help screen
	          Returns the menus to the screen if they are not there
	          Removes the menus and creates more room for text
	          Puts you into full-screen text mode
	          Displays the picture in the graphics window
	          Displays the map in the graphics window
	          Puts your inventory in the graphics window
	          Puts a verbal description of your surroundings in 
		      the graphics window
	         Repeats the last input on the command line
Many of these function keys have command button equivalents.  See the 
information on command buttons on Page 19 for more details.  

SECTION 9 - Save, Restore, and Quit

Once you have begun the game, you can use the SAVE command whenever you 
want to capture and store everything you have done so far.  SAVE allows 
you to define a point you can return to if you are "killed" or if you 
just want to turn off the machine for awhile.  

When you type SAVE (or when you select it from the verb menu), you will 
be asked to name the SAVE file.  Choose a name that will remind you of 
where you are, like Inside Interkron or Solved Fire Lance Puzzle.  
The description of the saved game can have up to 33 characters in it.  

In the course of playing this game, you may create up to 128 simultaneous 
SAVE files.  You can delete SAVE files by pressing  when the 
highlight bar is over the description of the saved game.  If you pick the 
name of an already-existing file when you SAVE, the original file will 
be erased and the new file of that name will take its place.  You can edit 
an existing description by moving the highlight bar to the appropriate 
line and pressing the space bar or single-clicking on the description if 
you have a mouse.   or a double-click will SAVE your current game 
with the new description over the previous SAVE file. 

When you are ready to return to a place you have saved, type RESTORE 
(or select it from the verb menu).  As a reminder, a list of your previous 
SAVE files will appear in the RESTORE window.  When the game asks you for 
a SAVE file description, move the highlight bar to the description you want 
and press  or type in the description.  If you type in the beginning 
of a valid description and hit , the game will automatically match 
it and fill in the rest of the characters.  Once you have entered a valid 
description, you will be returned to the spot you left as if you had never 
been away.  You will have the same score, inventory, status, etc. that you 
had when you left.  If you want to stop playing, use the QUIT command.  
However, if you quit without making a SAVE file, you'll have to start 
from the beginning of the game the next time you play.

SECTION 10 - Talking To The Game
You "talk" to TIMEQUEST by telling the game what you want the main character 
in the game to do at each turn.  You do this by typing your input on the 
keyboard, or by clicking the mouse on the menus, the compass rose, or the 
pictures [See Introduction to the Game Interface and Playing the Game With 
a Mouse.]

Your simplest inputs will be directions -- moving around from place to 


Equally simple are inputs which are just verbs:


Let's get a bit more complicated, and add some nouns (or, if you combine 
them with adjectives, noun-phrases).


(Note that you can use articles like "the" or "a" if you wish; most people 
just omit them to save time.)

Shall we add a dash of prepositions?


Take a deep breath.  So far, the noun-phrases we've looked at have all 
been the direct object of the sentence.  Now we're going to throw in 
a second noun-phrase, the indirect object! 


Sorry, it's time to introduce some mind-bogglingly complicated concepts.  
You can include several inputs after a single prompt, as long as 
you separate them by a period or by the word "then":


You can also use pronouns:


You can use multiple objects with certain verbs (like TAKE and DROP) 
as long as you separate the noun-phrases with a comma or the word 
"and."  You can even use the amazingly useful word "all":


It pays to talk to the characters that you run across in TIMEQUEST.  
If you want information about something or someone, then you should ask!  

or if you would like to ask a character to do something for you:


SECTION 11 - Navigating Through Time

The interkron you will be using in the game is the same machine that 
Lieutenant Vettenmyer stole from Temporal Corps Headquarters.  After he 
sent it back, the Corps technicians reprogrammed it to limit your travel 
to the same places Vettenmyer went.  

Because there are six places and nine years that Vettenmyer visited, 
there should be 54 potential 'timeplaces' you can explore.  However, the 
technicians discovered 5 timeplaces on the grid that Vettenmyer missed, 
so you will never be able to get to Cairo or Baghdad in 1940; or Mexico 
in 1588, 1798, or 1940.  

There are three ways to make the interkron work.  

	1. When you enter the interkron, a world map will be displayed in 
	   the picture/map window.  If you have a mouse, click on the city 
	   you want to go to, then click on the 'thermometer' to select a 
	   year, then click on the GO button.  

	2. To use the map from the keyboard, use the arrow keys to 
	   highlight a place and the plus and minus keys to highlight 
	   a year.  Then press .  

	3. Type TIMESET (or TS) followed by the name of a place and a 
	   year.  For example:  TIMESET ROME 44 or TS MEXICO 1519.  

SECTION 12 - Helpful Hints

TIMEQUEST is a large game that can be a little overwhelming at first.  We 
recommend that you start in Rome in 44 BC, and then make sure you explore 
each of the 49 possible timeplaces.  While some puzzles are self-contained 
and can be solved no matter where else in the game you've been, others 
should only be tackled after you've collected the proper equipment from 
other eras.  

Our testers have found it invaluable to make a grid on a sheet of 
paper with the 6 places you can go across the top and the 9 possible 
years down the side.  In each of the boxes, make notes about the events, 
objects, and characters of interest you find in each timeplace.  

Remember to read the Mission Briefing Papers.  All the major puzzles are 
based on actual historical events, and the briefing papers contain 
everything you need to know about these events to solve the puzzles.  

You will find it a big help to talk to the characters in the game.  The 
most effective way to do this is to ASK CHARACTER ABOUT THING.  To make 
this even easier, we've built ask-about menus that list all the 
items that each character knows about.  To use these menus, click on the 
ASK verb, then select the character from the object menu, and finally 
select the preposition ABOUT.  A menu of topics that you can ask the 
character about will be displayed in the column usually reserved for 
the object menu.  

In addition, don't forget the 10 basic rules of adventure gaming:

	 1. Take everything that isn't nailed down.  

	 2. Examine everything that you come across.  

	 3. Save early, save often.  

	 4. Draw a map.

	 5. Read all the documentation, especially the briefing papers 
	    and the sample transcript.  

	 6. Read all the text in the game carefully.  

	 7. Try weird stuff.  

	 8. Play with a friend for a different perspective.  

	 9. If you are stuck on a puzzle, go to another part of the 
	    game, or leave the game for awhile and come back with a 
	    fresh mind.  

	10. Talk with other gamers.  Many computer magazines and bulletin 
	    boards will run tips and hints for TIMEQUEST.  

If all else fails, you can call our automated 24-hour hint line at 
1-900-PRO-KLUE, or call our customer support line (1-800-658-8891) to order 
the official TIMEQUEST hint book.  

SECTION 13 - Game Commands And Their Abbreviations

Many of the game commands below have function key or command button 
equivalents.  These are listed in parentheses after the description of 
the command.  In addition, many game commands have single key equivalents.  

AGAIN (G)       Repeats your last input.

CREDITS         Displays a list of everyone who worked on TIMEQUEST and 
		what they did.  

FULL MODE       Removes the menus, compass rose, and graphics window, 
		leaving you with a full screen of text.

HALF MODE       Removes the menus, but still displays the compass rose and 
		the graphics window.  ( key) (HALF button)

HINT            Will print a message telling you that hints 
		aren't available in the game.  The message will go on to 
		recommend that you call an on-line service such as  GEnie, 
		CompuServe, PRODIGY, or PC-Link and ask their gamers for 
		hints.  Or, it will tell you, you could simply dial our 
		24-hour hint line, which is 1-900-PRO-KLUE (1-900-776-5583), 
		but which will cost you $.75 for the first minute, and 
		$.50 for each subsequent minute.

INVENTORY (I)   Tells you what your character is carrying.

LOOK (L)        Will give you a full description of your current location. 
		This is always a good thing to try if you don't know what 
		else to do.

LOOK MODE       Displays a verbal description of your surroundings in 
		the graphics window.  ( key) (LOOK button)

MAP MODE        Displays the map in the graphics window.  ( key) 
(MAP button)

MENU MODE       Restores the menus to the screen if you have removed them 
		previously.  ( key) (MENU button)

MUSIC OFF       Turns off the music.  (To turn off the sound effects, 
		however, use SOUND OFF.)

MUSIC ON        Turns the music on.

NOTIFY          Normally, the game will tell you when your 
		score changes.  If you don't want to be bothered, NOTIFY 
		will turn off this feature.  And, if you change your mind, 
		NOTIFY will turn it back on!   

OOPS (O)        If you mistype a word, use OOPS instead of retyping the 
		entire input.  For example, you type >TAKE BRIEFING 
		PAPRS, and the game responds, "I don't know the word 
		'PAPRS'"  You would simply type OOPS PAPERS.  Naturally, 
		you menu users will never need to use OOPS.

PICFIRST        Displays room pictures before room descriptions.  

PICTURE MODE    Restores the picture to the graphics window.  ( key) 
		(PICT button)

QUIT (Q)        Tells the game "Hey, I'm outta here!"  You 
		might want to SAVE first.

RESTART         Starts the game over.  Again, you might want to SAVE 

RESTORE         Brings you back to any point in the game where you've 
		previously saved.

SAVE            Creates a file which the RESTORE command 
		can use to return you to this point in the story.  
		You should SAVE now and then, and especially before 
		trying dangerous things like >ATTACK KNIGHT WITH BARE HANDS.

SCRIPT          Sends all the text output of the game into the specified 
		file, which you can then read, print, edit, delete, etc.

SOUND OFF       Turns off the sound effects.  (To turn off the music, 
		however, type MUSIC OFF.)

SOUND ON        Turns the sound effects back on.

STATUS          Gives you a brief report of your score and the 
		number of turns you've taken.

STATUS MODE     Displays your status in the graphics window.  ( key) 

TERSE           Tells the game to give you the normal level of 
		descriptiveness, in which you see a full description 
		of a place only the first time you go there.  On subsequent 
		visits to the location, you won't get a description, 
		although you can always get one by saying >LOOK (or by 
		playing with the graphics screen in "LOOK" mode).  
		(See also VERBOSE).  

TEXTFIRST       Displays room descriptions before room pictures.  

TIMESET (TS)    Use this command to operate the interkron.  
		When you are inside the interkron (and you see the world 
		map in the graphics window), enter TIMESET followed by the 
		name of a place and a year (e.g., >TIMESET PEKING 1940) 
		and the interkron will attempt to travel to that time 
		and place.

UNDO            Probably the single most useful thing ever 
		conceived in all of recorded human history.  UNDO simply 
		takes you back one turn, undoing the effects of your last 

UNSCRIPT        Stops sending the text output to a file.

VERBOSE         Puts you in the level of maximum location descriptions; 
		you'll get a full description of your location every 
		single time you enter it.  (See also TERSE).

VERSION         Gives you the release number of your copy of 
		TIMEQUEST, as well as some legal stuff.

VOLUME #        If you have a sound card or sound module, the 
		VOLUME command, followed by a number from 1-10, allows 
		you to control the volume of the game's music.  This 
		command has no effect on the volume level of the RealSound 
		sound effects.  

WAIT (Z)        Your character will just stand around while time passes 
		in the story.  You can also say things like WAIT 45 


A    -  You would think this would be the abbreviation for AGAIN, 
	wouldn't you.  Well, you would be wrong.  If that were the case, 
	then a simple input like >GIVE A DOG A BONE would turn into the 
	nightmarish GIVE (AGAIN) DOG (AGAIN) BONE.  Consequently, we 
	treat "a" as an article rather than an abbreviation, and shorten 
	AGAIN to "G". 

D    -  down    
O    -  oops    
X    -  examine
E    -  east    
Q    -  quit    
Y    -  yes
G    -  again   
S    -  south   
Z    -  wait
I    -  inventory      
T    -  time    
NE   -  Northeast
L    -  look    
U    -  up      
SE   -  Southeast
N    -  north   
W    -  west    
SW   -  Southwest
NW   -  Northwest
TS   -  Timeset

SECTION 14 - Sample Transcript

The following sample transcript shows a typical interaction with a game like 
TIMEQUEST.  It's not a part of TIMEQUEST; we just made it up for the manual.  
However, it shows how you "talk" to the game, and it may give you some ideas.

The time machine is a cramped space full of dials and switches.  The video 
screen shows the grid of times and places that you've been authorized to 
travel to.

You hear a low humming that slowly crescendos into a full-fledged roar.  
After a few moments you realize you are now in Athens in the year 447 BC.  

You emerge from the Interkron into the dry, sweet air of a stonemason's shed.  
The only exit is to the west.  A fine layer of white dust covers everything
in the room, including the chisel you see resting on the workbench.  

You take the chisel.  

[Terse descriptions.]

You are standing under a clear blue sky on a hilltop overlooking the 
ancient city of Athens.  To the north, workmen are crawling over the 
half-completed temple of the goddess Athena.  From inside you hear 
someone bellowing, "Where in the name of Zeus is that chisel?"

You pick your way through the massive stone blocks that are scattered around 
the construction site and enter the temple.  Inside, you see Phidias the 
sculptor standing in front of an unfinished block of marble.  

Phidias takes the chisel and mutters, "Thanks."  Then he gives you a 
closer look and continues, "Say, you've got a pretty good profile 
- stand still for a moment."  He starts hacking at the marble with the 

You twist around to see what Phidias is doing.  The sculptor shouts, 
"I can't work if you keep moving around.  Stop squirming!"  

The artist pounds at the marble for a few more minutes.  Then he steps 
back and says, "Perfect."  He calls some workmen over and they hoist 
the statue up onto the eastern pediment of the temple.  




You are now in Athens, in the year 1990 AD.  

You step out into a darkened maintenance shed.  Two sets of coveralls hang 
on the wall here.  One pair is brown and the other is blue.  

The afternoon sun is barely struggling through the polluted haze that 
shrouds the city of Athens and the ruins of the famed Parthenon.  The 
temple is roped off from the public, and there is a fat security 
guard dozing next to the entrance.  An alert watchdog sits by his side.  

The guard is wearing blue coveralls.  He is dozing fitfully.  

The dog barks at you.  The guard lurches awake and snaps, "We're 
closed today. They're filming a movie.  No one can go inside."

"He's been trained to bark at anyone who isn't on the security staff."  
The guard pats the dog on the head and settles back into his nap.  
Moments later you hear him start to snore.  


[Taking the coveralls first]
You put on the coveralls.


The dog growls as you sneak past, but the guard keeps snoring.  

You are standing amidst the ruins of the temple of Athena.  Perched on the 
eastern pediment you see the statue that Phidias carved over 2,000 years 
An agitated producer paces back and forth.  "Actors!" he cries.  
"I can't believe that jerk walked out on me.  Where am I going to find 
another Greek god on such short notice?"

The producer stops in his tracks and looks first at you, and then 
at the statue.  He whips a contract out of his pocket and says, "Fifty K 
for signing, plus 3 points off the adjusted gross.  Less my expenses, of 
course.  Sign here."  

You sign the contract.  The producer pats you on the back and says, "Luv ya, 
babe.  Don't ever change.  Well, gotta thing.  Gotta go.  Ciao."  An 
assistant comes out, puts sun glasses on you, and says, "Congratulations.  
You're the new star of 'Heracles Takes A Holiday'..."

SECTION 15 - About The Author

In 1536, Henry VIII ordered the dissolution of the monasteries in England.  
After that, things settled down and stayed pretty quiet for awhile.  
Then, in 1989, Mediagenic ordered the dissolution of Infocom.  Both events 
had sacrilegious overtones, and both cast legions of faithful followers 
adrift on seas of uncertainty. 

Bob Bates had written three games for Infocom prior to its demise.  The 
first two were Sherlock!  The Riddle Of The Crown Jewels, and Arthur:  
The Quest For Excalibur.  The third game expired with the death of 
the company and sank into an abyss from which it will never emerge.  

Hoping to win the 'Henry VIII Memorial Defender Of The Faith' award, 
Bob co-founded Legend Entertainment Company in 1989 to continue the 
tradition of puzzle-based adventure games.  Steve Meretzky signed up 
to do a game (providing definitive proof that he truly IS crazy) 
and the company is finally off and running.  Bob likes to think he lives 
with his wife Peggy Oriani and their son Alex.  They have a different 
opinion, however, and make him wear a name tag on the few occasions when 
he actually does come home.  Nevertheless, he dedicates this game to them in 
recognition of the sacrifices they made so that it could be written.  

SECTION 16 - Credits
Writing and Programming ......................................  Bob Bates

System Architecture ...........................  Duane Beck and Bob Bates

System Programming ..........  Duane Beck, Mark Poesch, and Glen Dahlgren

Graphics System Development ................................  Mark Poesch

Additional Game Programming ...............  Glen Dahlgren and Duane Beck

Additional Programming Support ..........................  James E. Bates

Screen Art .. Tanya Isaacson, Paul Mock, Donald Langosy, and Jim Sullivan

Cover Art .................................................. Craig Nelson

Music Composition ............................................ Arfing Dog

Music Production .......................................  Michael Lindner

AdLib Transcriptions ...................................  Michael Lindner 

Sound Effects ............................................  Glen Dahlgren

Testing Coordination ..................... Alyssa Verdu and Glen Dahlgren

Additional Testing:  

Rick Aguas, James E. Bates, Peggy Bates, Raff Brooks, Bobby Cambridge, 
Jun Choi, Joel Corley, Erik Falls, John Hopkins, Tommy Lee, 
Michael Lindner, John J. McGovern, Glenn McPhee, Mark Meeker, Keven Mehio, 
Steven Meretzky, Jon Palace, Josh Schriftman, Christopher Stanley, and 
Matt Stiltner

Art Direction and Production Coordination ................... Peggy Oriani

Produced by ..................................... Mike Verdu and Bob Bates

SECTION 17 - Help! Troubleshooting and Technical Assistance

Some common problems and their solutions are described in this section.  
If your problem is not addressed, please call our toll-free customer 
support line (1-800-658-8891) between 9:00 a.m. and 5:00 p.m. EDT/EST.  
If you live outside the United States, call 703-222-8500 and ask for 
customer support.  For game hints, call 1-900-PRO-KLUE (1-900-776-5583) or 
try dialing into one of the on-line services (with a modem) where you can 
talk to real live gamers who have probably been stuck at the same place 
you are.

I can't call the hint line for hints! How do I get hints?
You may not have access to the 900 hint line if you live in a country 
that is not the United States or reside in certain U. S. counties and 
municipalities that have not upgraded their phone equipment to handle 900 
service.  You can get game hints by purchasing a hint book from the same 
store you bought the game.  If this is not possible or the store does not 
carry hint books, you can call us at 1-800-658-8891 or 703-222-8500 and 
order a hint book using a major credit card.  

-I can't play the game from the floppies that came in the box
The disks that came in your package (the "distribution diskettes") contain 
compressed game programs, game data, picture files, and music files.  You 
cannot play the game using the distribution diskettes.  You must follow 
the procedures in Installation and Start-up to install the game on your 
hard drive or on a set of high density floppy disks.

-I've got an MT-32 and I don't hear any music
If you have a Roland MT-32 (or compatible) sound module and you are not 
hearing any music, start the game with the command TQ MT32.  If you are 
still not hearing any music, the difficulty can probably be traced to one 
of two sources:

	1. You may have two cards in your computer that are set to the 
	   same IRQ.  If this is the case, change the IRQ value for one 
	   of the cards by using the card's jumpers or switches.  Some 
	   cards may not allow this.  Consult the manual for 
	   the card for more details.

	2. Your MIDI interface may be set to an IRQ or an I/O address 
	   other than the default values of 2 and 330, respectively.  In 
	   this case, you must specify the appropriate IRQ value or I/O 
	   address in the command line when you start up the game.  For 
	   example, to use a MIDI interface card set to operate on IRQ 5 
	   and address 300, you should start the game by typing 
	   TQ MT32 5 300.

- I'm not hearing sound effects through my AdLib or Sound Blaster
The game will automatically detect the presence of an AdLib Music Synthesizer 
Card or Sound Blaster for the purposes of playing music.  The game isn't so 
smart when it comes to playing the digitized RealSound sound effects, 
however, and you need to tell it what kind of card you have if you want 
to hear the sound effects through the speaker hooked up to your music card.  
If you own an Adlib Music Synthesizer Card, you need to start up the game 
by typing TQ ADLIB.  If you have a Sound Blaster, type TQ BLASTER.

- The mouse cursor is eating the graphics!
If moving your mouse cursor over the picture destroys it, then the mouse 
you are using is probably not Microsoft compatible.  If this happens, try 
exiting to DOS and starting the game again by typing TQ XMOUSE.

-The mouse cursor isn't anywhere to be seen
If the mouse doesn't seem to be working, make sure you install the 
mouse driver before you start up the game.  You can usually accomplish 
this by typing MOUSE  from the MS-DOS prompt.  If you get a 
"Bad command or file name" error, find out where the mouse driver 
lives on the disk or consult the documentation that came with your mouse 
and its driver software.

-I'm getting a low memory warning
If you get a low memory warning when you start up the game, make sure you 
have taken all of your TSR (terminate & stay resident) programs out of RAM.  

If on a 512K machine this still does not free up enough memory, you may 
wish to reboot your machine without your mouse driver.  You can then play 
the game without using your mouse or hearing music.  You can also save 
memory by specifying CGA graphics instead of EGA (type TQ CGA to 
force CGA graphics).

- This game is a disk space hog!
TIMEQUEST takes up approximately 4,700,000 bytes on your hard disk.  If you 
don't have that much space to spare, you may consider deleting some of the 
following files from the hard disk after they have been installed:

	*.MUS       If you don't have a sound board 
	*.RS        If you don't want to hear sound effects
	TQ_E?.PIC   If you don't want to see EGA graphics
	TQ_C?.PIC   If you don't want to see CGA graphics

- I have a color monitor and I'm seeing pictures in black and white
If you have a CGA, MCGA, or TGA (Tandy Graphics Adapter) compatible graphics 
interface card, then the pictures will appear in black and white, 640x200 
resolution mode.  If you have an EGA card and you are seeing CGA black 
and white pictures, then your EGA card may not have enough "on board" 
memory or it might not be register compatible.  You may be able to 
solve the latter problem by obtaining an upgrade to the Video ROM BIOS 
from the manufacturer of the card. 

-I have a black and white (monochrome) EGA or VGA Monitor
On some gray-scale monitors, the graphics may look dark or fuzzy.  To get 
pictures with improved contrast and resolution, try starting the game by 
typing TQ MONO.

-None of this has helped me!
If you have a hard drive and are suffering from problems that you can't 
explain, then there is one step to take before calling us: Try booting 
your machine from a clean "system boot floppy" uncluttered with autoloading 
TSRs, device drivers, and complicated CONFIG.SYS files.  Then run the game 
and see if the problems go away.  To create a boot floppy, put an 
(expendable) floppy disk in Drive A.  Make sure you don't have anything 
on the disk that you aren't willing to lose.  From the MS-DOS prompt, type 
FORMAT A:/S  to format the disk.  When the computer finishes 
with formatting, exit the format program (Format Another (Y/N)? N ) 
and then type A:  to switch the default drive to Drive A.  

Then type the following sequence of commands:  

Press  and  at the same time to stop adding to the CONFIG.SYS file. 
To boot off of your new system floppy, place it in Drive A: (if it isn't 
there already), then press  at the same time to re-boot 
your computer.  Change the directory (CD) to the appropriate hard disk 
directory and run the game.  If you still have problems, it might be time 
to call us.  Remember that our hours are 9:00 a.m. to 5:00 p.m. Eastern Time.

SECTION 18 - Author's Notes

Truth, they say, is stranger than fiction.  That's certainly the case with 
TIMEQUEST, where many of the puzzles are based on historical anomalies 
that remain unexplained to this day.  

No one knows, for example, how Pope Leo talked Attila the Hun out of sacking 
Rome.  Or why Hitler ordered the three-day cease-fire that allowed the 
British to evacuate their troops at Dunkirk.  Or how Cortez defeated the 
entire Aztec nation with just a handful of men - even if he did 
have the help of the Quetzlcoatl myth.  Nevertheless, these things actually 
happened - and I've taken the liberty of filling in the gaps in the 
historical record with the solutions to the puzzles in TIMEQUEST.  

Throughout the game, I have used actual quotations wherever possible.  For 
example, Montezuma is speaking with his own voice when he instructs his 
ambassador to Cortez, "If by chance he does not want the food offered to 
him and prefers instead human flesh, let him eat you."  Then he generously 
adds, "For I vow to care for your wives and children and all your 
relatives."  In the same vein, the poems on the tablets in the Shang 
emperor's burial cave are actual excerpts from the Tao-Te-Ching 
(The Way of Life).  I also had no difficulty finding a wealth of 
interesting things that Winston Churchill had to say about Adolf Hitler.  

Some parts of the game are almost true, or could have been true - or are 
at least plausible.  For example, the Old Testament does not record the 
name of the pharaoh whose daughter pulled Moses from the Nile.  Accepted 
chronologies, however, put the year of the Exodus at around 1290 BC and 
state that Moses was around 80 years old at the time.  Working backwards, 
I conclude that he was born sometime between 1360 and 1370 BC.  King Tut 
was nine years old at the start of his reign in 1361 BC, so it doesn't 
seem unreasonable to put Tut and his sister in the scene where Moses and 
his cradle come floating down the river.  

Speaking of 1361 BC, while there was an eclipse that year (the first 
in recorded history), purists will note that it took place in China 
rather than Mexico, and that it was a lunar rather than solar eclipse.  

In another example of wishful thinking, I've placed Shakespeare in Dover 
alongside Sir Francis Drake in 1588.  No one knows where Shakespeare was 
from 1587 to 1589.  But there was an Armada Muster in Stratford in 1588, 
and there is evidence in Shakespeare's plays that he spent some 
time at sea.  He also chose Dover as the setting for King Lear.  With 
all this, it's not too fanciful (although almost certainly false) to 
speculate that Shakespeare might have sailed with Drake against the 

Descending into complete falsehood, I have put some people in places 
where it is certain that they were not.  Napoleon left Rome 
at the end of 1797, rather than the beginning of 1798.  Hitler wasn't 
in Rome on May 24th, 1940.  Michelangelo was in Florence for virtually the 
entire year of 1519.  And I am not certain where Queen Elizabeth was on 
August 7, 1588, but I'm fairly confident she wasn't in the upstairs bedroom 
of a tavern in Dover.  

All the buildings in the game had actually been erected by the time you see 
them, except the Hanging Gardens of Babylon and the Tower of Babel.  These 
you visit in 1361 BC, even though Nebuchadrezzar didn't build them until 
around 600 BC.  

I've also taken a few liberties with geography for the sake of smooth 
gameplay.  It's actually 82 miles from Dover to Runnymede and 135 miles 
from Dover to Stonehenge.  The nearest the Great Wall comes to Peking is 
40 miles, and the distance between Baghdad and the site of ancient 
Babylon is 50 miles.  These and other distances are collapsed in the 
game to make traveling easier.  

The desire not to give away puzzles prevents me from going into more detail 
on the background of the game.  If you're interested, give us a call at 
1-800-658-8891 and order the TIMEQUEST Hint Book.  The book contains hints 
and solutions to all the game puzzles, a complete discussion of the game's 
historical background, and more details on the places I've cheated in order 
to pull the whole thing off.  

Thank you for buying the game.  I hope you enjoy it.  

Bob Bates

SECTION 19 - Legal Stuff
We appreciate your purchasing a license to use our product, and we want you 
to feel good about that purchase.  Unfortunately, our lawyers have forced 
us to put some rather obnoxious verbiage here.  Fortunately, all of our 
competition puts the same stuff in their manuals.  Some of the things written 
below may appear to be outrageous and unconscionable.  But then, so are our 
lawyers.  (What do you call 100 lawyers with their feet in concrete at the 
bottom of the ocean?  A good start.)  
1. Limited Warranty.  This manual and the related software product are sold 
"AS IS," without warranty as to their performance.  Wait a minute!  You mean 
that if the program doesn't have a happy ending, I don't get my money 
back? ... Yes.  We have probably already spent your money to keep our 
programmers in pizza anyway.  Here comes some more legalese to try to nail 
down that concept.
The entire risk as to the quality and performance of the computer software 
program is assumed by the user.  However, Legend Entertainment Company 
warrants for a period of 90 days to the original purchaser that the medium 
on which the software is recorded is free from defects in material and 
workmanship.  If during that period ending 90 days from purchase a defect 
should become apparent, return the disk to Legend or your dealer and Legend 
will replace the disk without charge to you.  Your sole and exclusive remedy 
in the event of a defect is expressly limited to replacement of the disk as 
provided above.  This warranty gives you specific legal rights and you may 
also have other rights which vary from state to state.  (NOTE: After the 
warranty period, a defective disk may be returned to us with a check or 
money order for $7.50 U. S. and we will replace it.)
LIMITATION MAY NOT APPLY TO YOU.  For example, you may be playing our game 
when a friend passing by is distracted by some of the graphics.  He walks 
into a floor lamp. The lamp falls over, scaring your cat.  The cat 
streaks from the room, upsetting a heater which sets some curtains afire.  
Unfortunately, it is a windy day and the fire is soon out of control.  
Three days later Chicago is still ablaze.  If we took out an insurance 
policy against such remote contingencies, we'd have to charge 
$1599.99 for the game, and you wouldn't be reading this lame copy.  Anyway, 
we do not assume liability for things like this, even if the city is a 
small one like Muleshoe, Texas.  
2. Copyright.  This manual and the related software product are 
copyright (C), 1991, by Legend Entertainment Company.  
All rights are reserved.  This document may not, in whole or part, 
be copied, reproduced, plagiarized, or otherwise ripped off 
without our express consent (which we are not going to give).  
The money you spent on this product purchased a license to use it 
(check your other software; almost no software is sold these days).  
The scope of the license is to make such copies as are reasonably 
necessary for your personal use.  You do not have the right to give 
copies to your friends (or enemies).  Unreasonable copying and/or 
distributing of this product is a violation of law. The U. S. Copyright Act 
provides for statutory damages of up to $50,000 for willful infringement of 
a copyright.  Giving copies of our software to your friends is an 
infringement.  GOTCHA!  Now that you know that unauthorized copying is 
an infringement, if you do so it will be willful, and you can be 
nailed for some big bucks if we catch you.

3. Other Copyright and Trademark Notices.
"Legend Entertainment" and "TIMEQUEST" are trademarks of Legend Entertainment 
"AdLib Music Synthesizer Card" is a trademark of AdLib Inc.
"Sound Blaster" is a trademark of Creative Labs, Inc.
"RealSound" is a trademark of RealSound, Incorporated.  Part of the 
software on your disks which implements the RealSound music is 
Copyright (C), 1990, by RealSound, Incorporated.  
All rights reserved by RealSound.
MIDI Interface Toolkit Copyright (C), 1987 and 1989, by MusicQuest, Inc.  
All rights reserved by MusicQuest.  
"MT-32," "MT-100," "CM-32L," and "LAPC-1" are trademarks of Roland 
"Arthur: The Quest for Excaliber" and "Sherlock: The Riddle of the 
Crown Jewels" are trademarks of Infocom, Incorporated.  
"CompuServe" is a trademark of CompuServe Incorporated.  
"GEnie" is a trademark of General Electric Information Services Company.  
"PRODIGY" is a trademark of Prodigy Services Company.  
"IBM" is a trademark of IBM Corporation.  
"Microsoft" is a trademark of Microsoft Corporation.                                   
Portions of the game code are Copyright (C), 1988-1990 by Genus 
Microprogramming, Incorporated.   

(C) 1991 Legend Entertainment Company
    All Rights Reserved      


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