Legacy of the Ancients
role playing game for Commodore 64, 1987

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KEYBOARD PLAY
The movement keys are grouped together on the keyboard. In the museum
and dungeons, you can move forward, backward, or TURN IN PLACE. In all
other places you can move up, down, right or left.
RETURN forward (or up)
< left
> right
/ backwards (or down)
To enter a command, press the key for the first letter of the desired
command (e.g. C for Climb). Use the same principle for all menu
choices.
JOYSTICK PLAY
Make sure your joystick is plugged in. In the museum and dungeons you
can walk forward, backward, or TURN IN PLACE. In all other places, use
the joystick to move up, down, right or left.
To enter a command that is already highlighted, press joystick button
#0. To enter a new command, press button #1, which will turn the
command yellow. Use the joystick to highlight the desired command,
then press button #0. Any time you are presented with a list of
choices, use the joystick to highlight the desired command, then press
button #0.
REMARKS FROM THE CARETAKER
Although I've worked and studied in the Tarmalon Galactic Museum for
many years, I've never actually seen an Ancient. It is said that they
began constructing museums like this one over 50,000 generations ago,
and that now museums dot the civilized portions of the universe. I
know there is one on my home planet of Thagan. It is possible that the
Ancients are still building museums somewhere in the far reaches of
space.
The museums were built to provide both education and entertainment for
their creators -- to act as windows revealing the history, legends and
cultures of each host planet. The Ancients viewed this system of
museums as their legacy to the budding civilizations of the universe.
Although employees occasionally venture forth into the host world to
engage in research and collect specimens, they are not permitted to
directly interfere in planetary events. Likewise, the museum is
generally off-limits to planet natives. Only holders of the Access
Disk are permitted to enter. This principle of non-interference is
intended to preserve the unique culture and customs of each host
planet. Many times I have been tempted to use the museum's power to
benefit Tarmalon, but I dare not risk the wrath of the Ancients.
So I am forced to leave you with a warning. Once you leave the
museum's friendly confines you will be on your own in the primitive
and dangerous world of Tarmalon.
LETTER TO THE CARETAKER
I pray this message reaches you. As you know, one of the museum's most
precious artifacts was stolen ten years ago. Reputed by Tarmalon lore
to be magical, this ancient leather scroll was thought by museum
personnel to be nothing more than a beautiful relic of primitive
superstition. Nevertheless, because of its cultural value, I was
assigned to retrieve it.
I spent many months tracking the scroll across the length of Tarmalon.
Over the years it has passed from person to person; frequently by sale,
more often by theft. After a time I noticed a strange pattern
developing. Murder and strife seemed to accompany the scroll wherever
it went.
I have learned that the scroll once was known as the Wizard's
Compendium. Legend holds that many lifespans ago, 12 powerful Tarmalon
wizards gathered in Kelfor Forest to trade knowledge. They compiled
their spells into one scroll, little suspecting that the resulting
magic would be more powerful than the sum of its parts. According to
legend, the wizards fought a terrible battle among themselves to
control the Compendium. Many died, and the scroll disappeared.
Yesterday, I finally caught up with the Compendium, now owned by the
Baron of Kent. I offered to buy it, but the Baron just laughed and
threw me out -- keeping my little finger as punishment for my
"insolence." Later that night I broke into the castle and managed to
steal the scroll, but as I made my escape a guard sent an arrow
through my shoulder. Now I face the long journey back to the museum. I
fear I won't live to see it. My shoulder throbs and swells with each
beat of my heart, and a fever is growing.
I am convinced that the scroll is a force of terrible evil. I can feel
it reaching into my mind, trying to twist and distort my thoughts. It
is an immensely powerful thing, seeking an equally powerful master. It
must be destroyed before it is unleashed. I have tried. Fire will not
burn it, and my blade will not cut it. The answer must lie outside the
realm of science. I fear that unless we find the answer, the museum
and all of Tarmalon will be consumed.
THE MENUS
The following is a description of the various menu commands.
ARMOR: Put your armor on your body, where it provides protection.
CLIMB: Climb up or down holes in dungeons.
DISEMBARK: Leave your transportation and start walking.
END: Stop the action and activate the option to save the game. You can
resume the game after saving it. Save often to avoid problems. This
option is available only while in dungeons or wilderness.
FIGHT: Attack a target with your ready weapons.
GAMESPEED: Control how long messages are listed on the screen.
HOLD: Access items in your inventory and indicate which item (other
than weapons and armor) you hold ready to use.
INVENTORY: List your characteristics, armor, weapons, magic, other
possessions, and the duration of your adventure. The weapon, armor,
and items you have ready to use are highlighted. This option is a
handy way to pause the game.
LEAVE: Leave town without having to walk out. If you attack or rob
someone in town, and are discovered, you will have to leave the hard
way.
MAGIC: Cast one of the spells you have purchased. Each spell is used
up when it is cast.
OPEN: Open things that are closed.
PASS: Take no action for one turn.
ROB: Steal money and equipment.
SPEAK: Greet the person standing next to you. This is how you interact
with merchants in towns and with friendly creatures in the wilderness.
TAKE: Take items that are within reach.
USE: Use the item you are holding.
WEAPON: Ready one of your weapons for battle.
XAMINE: Gives you additional information about your immediate
surroundings. In the wilderness, Xamine tells you about the terrain
you're in, your food use, and your travel speed. In the dungeon,
Xamine helps you avoid hidden traps. In the castle, Xamine provides
details about the things you see.
THE GALACTIC MUSEUM
The Galactic Museum is the center of your quest. The museum exhibits
provide clues and information, useful items and gold, and
transportation to different locations within the game. The museum is
large and complex; you will find it useful to map it as you explore.
Exits are available through doors -- and through some exhibits. To
view a museum display you must have the proper jeweled coin, therefore,
collecting these coins is a crucial part of your quest. You start the
game with two jade coins. As the game progresses and your abilities
increase, new coins, exhibits, and challenges become available to you.
Hint: Don't hoard your coins. Use them to view exhibits whenever
possible.
TOWNS
There are twelve towns on Tarmalon. Each has its own personality,
services, and prices. These include:
THE BANK: You may deposit your gold in any branch and withdraw it at
any other. A prudent safeguard against misfortune.
THE LENDING ASSOCIATION: Useful when you're down on your luck or need
a gambling stake. You may have only one loan at a time.
THE FOODSTORE: Food can be purchased here: Storekeepers may also offer
you jobs that can help you earn extra gold.
THE WEAPONS SHOP: These shops buy and sell weapons for fixed amounts.
Powerful weapons are usually more expensive. Increasingly powerful
weapons becomes available as the game progresses.
THE ARMOR SHOP: These shops buy and sell armor for fixed amounts. More
effective armor is generally more expensive. Increasingly effective
armor becomes available as the game progresses.
BUY-BACK SHOPS: These shops will purchase used armor or weapons. A
skillful bargainer can often get a better deal here than from an Armor
or Weapons Shop.
THE GENERAL STORE: Sells Rafts and Climbing Gear.
BLACKJACK TABLES AND FLIP FLOP TABLES: The guards will come after you
if you win too much at these lucrative gambling games.
TRAINING SCHOOLS: An opportunity to increase your Endurance and
Dexterity characteristics (see Characteristics).
THE HOUSE OF HEALING: These healers sell cures and healing herbs which
can restore your hit points in the field.
MAGIC SHOPS: Magic shops sell six different spells: Magic Flame,
Firebolt, Befuddle, Psycho Strength, Kill Flash, and Seek. (See Magic
for a full description of the spells).
FORTUNE TELLER: Rumors, tips, and clues are available from these
mystics.
To interact with town characters, stand next to them (or their
counters) and select Speak from the menu. Hint: You may only purchase
healing herbs once you have accomplished a special task in the Museum.
THE ACCESS CODE WHEEL
Whenever you attempt to enter the museum from the fields of Tarmalon,
a screen prompt will give you a planet name, gem name, and ring number.
Line these up on your code wheel. Type in the number you see in the
box above the ring number and you'll be permitted into the museum.
GOLD
Gold is the currency of exchange on Tarmalon; you'll need a lot of it
to complete the game. There are many ways to get it -- the four most
common are gambling, killing monsters, robbing merchants, and raiding
castles and dungeons. Gambling is the safest. Smart play can tip the
Blackjack odds in your favor. Flip Flop can be a gold mine for a
player with a sharp eye. Killing wilderness creatures lets you collect
the gold in their hoards. Proper planning is the key to robbing
merchants. Attack merchants who are alone so that no one raises the
alarm, and be prepared to leave town fast. Only the powerful should
attempt to rob a bank or mint. The deeper you go into a castle or
dungeon the more gold you'll find. Stock up on magic spells, hit
points, and healing herbs before you enter, and make maps as you go.
MONSTERS
There are 32 kinds of creatures that can be encountered in the
wilderness, and 12 in the dungeons. Sometimes, traveling creatures
such as Farmers, Bandits, Pixies, Striders, Eaton Warriors, and
Huggyns will talk if approached politely. Other times they may attack.
The 24 non-traveling wilderness monsters live only in one kind of
terrain, and have individual traits and abilities. Sometimes monsters
can destroy equipment, drain characteristics points, or suppress magic
spells. A specific type of weapon is most effective against some
creatures, so carry several different weapons when you can. The
fortune teller can give clues as to which weapon is most effective
against each monster. Many creatures can be used for food. The
following monsters are very dangerous and should be avoided in the
beginning of the game: Ocean Sprayfish and Sea Swallows, Desert
Scrabblers, and Mountain Rock Beetles.
COMBAT
Choose the Fight option to attack an adjacent opponent. If you have a
ready ranged weapon (bow) you'll attack the first target along the
line of fire. In towns or a castle you must specify the direction of
attack. You may also try to run from combat by moving away. Magic is
your most powerful weapon, and often the only practical way to kill
powerful adversaries. HINT: GUARDS CAN BE FORMIDABLE OPPONENTS, SO TRY
TO USE BLOCKING TERRAIN TO FORCE THEM TO ATTACK YOU ONE AT A TIME --
AND MAKE SURE YOU HAVE A SHORT ESCAPE ROUTE.
MAGIC
Six different magic spells are available from Magic Shops. Spells are
used up as they are cast. The spells include:
MAGIC FLAME: A ranged magical attack useful for taking out weaker
monsters and guards. Affects one target at a time.
FIREBOLT: A more powerful ranged magical attack that affects one
target.
BEFUDDLE SPELL: Confuses and disables a target for 25-35 turns. Usable
only in dungeons.
PSYCHO STRENGTH: Gives you super human strength for 20-30 attacks.
Usable only in dungeons.
KILL FLASH: The ultimate killing spell. Eliminates anyone you're
fighting and many of the monsters nearby. Usable only in dungeons.
SEEK SPELL: Transports you to the front doors of the Museum. Usable
only in the wilderness.
CHARACTERISTICS
Your character has five basic characteristics which define physical
and mental prowess. Each characteristic starts at 15, and can be
increased in training schools and through special tests and treasures
encountered while adventuring. The characteristics are:
STRENGTH: A character with high Strength does more damage in combat.
ENDURANCE: A character with high Endurance takes less damage when hit.
DEXTERITY: A character with high Dexterity hits opponents and dodges
blows more frequently.
INTELLIGENCE: A character with high Intelligence has more success with
magic.
CHARM: A character with high Charm has more success when dealing with
merchants.
HIT POINTS: Your Hit Points measure the amount of damage you can take
before you are killed. As the level of your character increases, so
will the hit points you can achieve.
LEVEL: A measurement that defines your power, fame, and how much of
the quest has been completed. Every character begins at Level 1. The
museum caretaker will increase your level as your exploits warrant.
DUNGEONS AND CASTLES
Much of the action in Legacy of the Ancients takes place in the 24
dungeon levels and in the castles. The deeper you venture into these
strongholds, the tougher the challenges and the greater the rewards --
in gold, clues, and items important to your quest. Stock up on magic
spells, healing herbs and hit points before you enter. Make maps as
you explore the dungeons.
Hint: The Pirates Lair dungeon measures 15 by 15. There is a sapphire
coin at the bottom.
Hint: Revisit castles and dungeons to pick up more gold and gain
access to new areas.
Hint: You have mastered the first part of the castle when you have
collected two keys, magic seeds, magic ice, and have seen "The
Temptress."
Hint: Use magic ice and magic seeds to reach the castle's second level.
Hint: If you have trouble with the gas trap, look for a hidden way
through.
Hint: If the spiral disappears when you walk on it, try again while
watching your step closely.
STONES OF WISDOM
The Stones of Wisdom is a game of skill and cunning that can increase
your INTELLIGENCE. Although it seems difficult at first, it is really
quite simple. To begin the game, both you and the dealer roll five
dice. You can't see the dealer's dice, and the dealer can't see yours.
You and the dealer take turns bidding on the dice. If you bid three
fives, for example, you are betting that BETWEEN THE TWO OF YOU there
are at least three fives. If you bid two sixes, you are betting that
between the two of you there are at least two sixes. Obviously there
is some guesswork involved, since you can't see your opponent's dice.
As the players take turns bidding, each bid must be higher than the
last. Two fours is a higher bid than two threes, and four ones is a
higher bid than three sixes. Bidding continues until one player
"challenges" the other. A challenge occurs when one player thinks the
other player has bid too high -- that the dice won't show as many as
the bid. After a challenge has been declared, all the dice are shown.
If the bidder was correct in his bid, he wins. If he was incorrect in
his bid, the challenger wins. The loser then loses one of his dice,
and play starts again. The last player with any dice left wins the
match.
The following tables represent a compact version of the code wheel for
the Electronic Arts(TM) game Legacy of the Ancients, based on the
original code wheel and, in part, by a similar e-text named
"LACODE10.TXT" and written by "the Basic Bombardier" of Project 64.
This version is intended to be easier to use and smaller (less than
half the size of the P64 counterpart). Before printing, it is
recommended that you add form feeds between each table (ASCII #12) to
make sure that tables aren't split up (each table is short enough to
fit on a standard printed page. I have not added them myself, because
they may interfere with some plain-text viewing programs.
How to use:
Whenever you try to re-enter the Museum from the wilderness, you are
prompted to enter a number in response to three pieces of information:
A planet name, a gemstone name, and a ring number.
1.) Look up the planet by the first three letters of its name (all have
unique intial letter combinations) across the top of Table 1A or
Table 1B (it will only be in one of these two tables).
2.) Look down the side for the gemstone name (each name is spelled out).
Read off the letter at the intersection of the planet and gemstone
names.
3.) Look at Table 2. Go down to the row that corresponds to the letter
found in step 2. The number you should enter is the one under the
column that has the same number as the ring number you were given.
For reference, the full planet names are as follows:
Aft=Afton Gle=Glenmore Ple=Plensars
Arc=Archolon Hil=Hilncrost Rog=Rogan
Ari=Arivus Ign=Ignizt Sat=Sathaln
Ban=Bantross Jal=Jalfron Tar=Tarmalon
Cam=Camerun Lor=Lornar Tel=Telgar
Dem=Demtratzi Mer=Merrill Tha=Thagan
Est=Estern Moz=Mozariq Tri=Trillaman
Fra=Frandor Pha=Pharsteln Zar=Zaryl
Example: You are given Tarmalon, Opal, and Ring 5 as the key to
re-enter the Museum. Tarmalon's abbreviation is Tar, which is in
Table 1B. If you look down the left side for Opal, then across to
"Tar", you find the letter "E". In Table 2, look across row E to
column #5. You will see the number 41629. This is your passcode to
get into the Museum.
Notes and Disclaimers:
This code wheel interpretation by Scott Earnest (currently available
at sinykal@cyberspace.org). I have cross-checked my cross-reference
tables (Tables 1A and 1B) to make sure they are accurate, and I have
tried to verify all 216 passcodes by inspection. I cannot guarantee
accuracy of this information. The passcode table (Table 2) is a
modified version of the table given in the Project 64 file
LACODE10.TXT. Note that I found one discrepancy between the code
wheel I have and the text in the Project 64's version.
Make sure that if the number has leading zeroes, YOU TYPE IN THE
ENTIRE NUMBER INCLUDING THE ZEROES. The code will NOT work if the
leading zeroes are not typed in.
If you find any mistakes or have a problem with a particular code, jot
down the information you were prompted with, and I'll check it for an
error.
Legacy of the Ancients, code wheel, and documentation are copyright
1987 by Electronic Arts(TM) and Quest Software, Inc. (Wheel part
#129207)
There is at least one cracked versions of Legacy of the Ancients
floating around that do not require the code wheel. Rather, each
number you enter gets replaced by a "9". So, if you're using the
cracked version of the game, ignore the planet and gemstone names, and
use this short table to get your passcode:
Ring Code
----+------+
1 |999999|
2 |999999|
3 |999999|
4 | 99999|
5 | 99999|
6 | 99999|
7 | 99999|
8 | 9999|
9 | 9999|
----+------+
The cracked version I've seen has two messages on the title screen.
On the picture of the entry to the museum is the text "CRACKED BY
SEVERIAN", and beneath the picture is "A ROCKY MOUNTAIN PIRATES GUILD
PRODUCTION".
Extra thanks to all those who have donated to the Apple // and Apple
// emulation world!
Table 1A
--------
Aft Arc Ari Ban Cam Dem Est Fra Gle Hil Ign Jal
-----------+---+---+---+---+---+---+---+---+---+---+---+---+
Agate | A | X | D | W | T | R | Q | H | B | P | O | C |
Amethyst | N | M | Q | L | I | G | F | U | O | E | D | P |
Aquamarine | M | L | P | K | H | F | E | T | N | D | C | O |
Beryl | W | V | B | U | R | P | O | F | X | N | M | A |
Blood Stone| B | A | E | X | U | S | R | I | C | Q | P | D |
Brilliant | L | K | O | J | G | E | D | S | M | C | B | N |
Carnelian | U | T | X | S | P | N | M | D | V | L | K | W |
Chrysolite | F | E | I | D | A | W | V | M | G | U | T | H |
Chrysoprase| X | W | C | V | S | Q | P | G | A | O | N | B |
Coral | G | F | J | E | B | X | W | N | H | V | U | I |
Diamond | H | G | K | F | C | A | X | O | I | W | V | J |
Emerald | I | H | L | G | D | B | A | P | J | X | W | K |
Garnet | T | S | W | R | O | M | L | C | U | K | J | V |
Jacinth | V | U | A | T | Q | O | N | E | W | M | L | X |
Jade | Q | P | T | O | L | J | I | X | R | H | G | S |
Lapis | E | D | H | C | X | V | U | L | F | T | S | G |
Moon Stone | C | B | F | A | V | T | S | J | D | R | Q | E |
Onyx | D | C | G | B | W | U | T | K | E | S | R | F |
Opal | R | Q | U | P | M | K | J | A | S | I | H | T |
Pearl | K | J | N | I | F | D | C | R | L | B | A | M |
Ruby | J | I | M | H | E | C | B | Q | K | A | X | L |
Sapphire | S | R | V | Q | N | L | K | B | T | J | I | U |
Topaz | O | N | R | M | J | H | G | V | P | F | E | Q |
Turquoise | P | O | S | N | K | I | H | W | Q | G | F | R |
-----------+---+---+---+---+---+---+---+---+---+---+---+---+
Table 1B
--------
Lor Mer Moz Pha Ple Rog Sat Tar Tel Tha Tri Zar
-----------+---+---+---+---+---+---+---+---+---+---+---+---+
Agate | E | K | U | S | V | G | N | L | J | F | I | M |
Amethyst | R | X | J | H | K | T | C | A | W | S | V | B |
Aquamarine | Q | W | I | G | J | S | B | X | V | R | U | A |
Beryl | C | I | S | Q | T | E | L | J | H | D | G | K |
Blood Stone| F | L | V | T | W | H | O | M | K | G | J | N |
Brilliant | P | V | H | F | I | R | A | W | U | Q | T | X |
Carnelian | A | G | Q | O | R | C | J | H | F | B | E | I |
Chrysolite | J | P | B | X | C | L | S | Q | O | K | N | R |
Chrysoprase| D | J | T | R | U | F | M | K | I | E | H | L |
Coral | K | Q | C | A | D | M | T | R | P | L | O | S |
Diamond | L | R | D | B | E | N | U | S | Q | M | P | T |
Emerald | M | S | E | C | F | O | V | T | R | N | Q | U |
Garnet | X | F | P | N | Q | B | I | G | E | A | D | H |
Jacinth | B | H | R | P | S | D | K | I | G | C | F | J |
Jade | U | C | M | K | N | W | F | D | B | V | A | E |
Lapis | I | O | A | W | B | K | R | P | N | J | M | Q |
Moon Stone | G | M | W | U | X | I | P | N | L | H | K | O |
Onyx | H | N | X | V | A | J | Q | O | M | I | L | P |
Opal | V | D | N | L | O | X | G | E | C | W | B | F |
Pearl | O | U | G | E | H | Q | X | V | T | P | S | W |
Ruby | N | T | F | D | G | P | W | U | S | O | R | V |
Sapphire | W | E | O | M | P | A | H | F | D | X | C | G |
Topaz | S | A | K | I | L | U | D | B | X | T | W | C |
Turquoise | T | B | L | J | M | V | E | C | A | U | X | D |
-----------+---+---+---+---+---+---+---+---+---+---+---+---+
Table 2
-------
# 1 2 3 4 5 6 7 8 9
--+-------+------+------+-----+-----+-----+-----+----+----+
A | 634847 919358 919358 19358 70439 54434 54434 5372 1935|
B | 917234 680193 917234 91723 03112 15439 61734 6173 9193|
C | 019358 201259 806340 20125 20125 68019 36939 3693 3693|
D | 600967 600967 698526 26945 69852 69852 63484 6348 0193|
E | 992875 411900 411900 37385 41629 37385 37385 2694 3729|
F | 764660 166484 287514 28751 15635 76466 15635 1563 8798|
G | 643595 480240 556350 84458 84458 78810 02875 7881 7881|
H | 182090 820903 820903 11980 51964 19647 36164 6217 3012|
I | 829041 958617 958617 95861 83487 34873 35859 4049 6780|
J | 014895 859037 859037 47780 88290 48431 04386 5501 0987|
K | 537020 932352 758630 12523 25230 68923 50148 1862 1862|
L | 617466 174668 118898 97319 45145 51458 36219 1504 5370|
M | 741830 462129 621293 91733 49037 63393 33937 9496 3769|
N | 000902 710754 865949 86594 16470 88145 64704 7470 8108|
O | 206581 065813 704448 19805 98057 64881 73324 5075 9586|
P | 175262 941732 145858 67095 49206 92063 62118 2503 2206|
Q | 098793 680190 801907 47881 92848 16272 55866 5438 9985|
R | 780562 261564 056209 56209 22349 76353 43876 0448 7356|
S | 168056 904234 609390 58273 41980 19803 19803 6678 6780|
T | 403764 037643 376435 17585 64353 57487 85378 4876 4168|
U | 950984 688922 688922 62950 29668 62950 62950 6112 6112|
V | 843950 916219 499509 49950 36173 49563 36173 3617 2966|
W | 708750 501146 920677 37219 37219 15090 50114 1509 1509|
X | 537292 537292 417323 53564 87931 87931 70875 0376 7087|
--+-------+------+------+-----+-----+-----+-----+----+----+
------------------------------------------------------------------------------
Some useful keyboard shortcuts
------------------------------------------------------------------------------
[PAUSE] - stop/continue game
[F9] - quick load game state
[F12] - quick save game state (still stored after leaving the site)
[F11] - toggle fullscreen mode
[ScrollLock] - quick switch control ports
[PageDown] - make a screenshot (320x200)