Legacy Manual
Legacy Manual
Darklands: MicroProse's state-of-the-art fantasy role-playing game, is set in the fascinating world of
medieval Germany - presented as Europeans at the time thought it to be.
"Darklands has all of the things which make an RGP enjojable, but throws in elements which make it unique."
- Computer Game Review
Rex Nebular and the Cosmic Gender Bender: MicroProse's critically acclaimed interactive graphic
adventure features interstellar adventurer and outer space super stud, Rex Nebular. In this episode, Rex
crash lands on a planet populated only by women . Can he escape? More importantly, does he want to?
"Rex Nebular is an exceptional .... . animated adventure [and] will offer hours of entertainment value ."
- Video Games & Computer Entertainment
MegaTraveller 2: Quest For The Ancients: You and your crew must discover the secret behind the
destruction of an advanced race of aliens -- a race that vanished 300,000 years ago. MegaTraveller 2
retains the great features of its predecessor, but adds enhanced, streamlined combat; advanced charac-
ter generation; and the innovative PAL role-playing engine that lets characters act on their own motiva-
tions and personalities!
"a victory for role-playing gamers ... a winner ... rich and enjoyable ... always interesting ... highly recommended."
- Game Player's PC Strategy Guide
Twilight: 2000: You and a handful of other "fortunates" survived the global holocaust that was World
War Ill. Now other dangers surface: a mad, megalomaniacal military genius is arming his legions of fanat-
ic supporters in a desperate attempt to win a war the world lost. Twilight 2000 features modern-day
weaponry and military armament in addition to sophisticated role-playing opportunities and charac-
ter generation .
"RPGers who like plenty of combat should find Twilight 2000 an excellent choice."
- Computer Gaming World
Challenge of the Five Realms: Does the "dark side" of Adventure Gaming have you feeling down? ....
Then Challenge of the Five Realms: Spellbound in the World of Nhagardia™ will shine a bright light on
computer role-playing games! This original scenario role-playing adventure by Marc Miller, Adventure
Gaming Hall-of Farner envelops you in a multi-dimensional fantasy of brilliant color schemes, unlike
most RPG's .
-.....PROSE®
-~Y
ENTERTAINMENT • SOFTWARE
REALM OF TERROR™
SOMEBODY'S LEFT
YOU A NIGHTMARE
Ga me characteri sti cs desc ri bed in th e documentation may vary
o n some co mputers. Copyright © 1993 MicroPro e Ltd.
This documentation and accompan)'ing manual and noppy di3ks are copyrighted. The owner of
this produd is entitled 10 use this product for hb or her pcrsonlll use. Except IOr back-up copies of
the disks for personal use, no one may tramfcr, copy, back-up or give or sell any part of the manua l
or the information on the disk!., or transmit in any form or by any means, electronic, mechanical,
photocopying, recording or Olherwise without the prior permission of the publisher. Any persons
reproducing an)' part of this program, in any media, for any reason, shall be guihy of copyright
\•iolation and shall be ~ubjcct to civil liability .11 the discretion of the copyright holder .
~~==~==================~I
CREDITS
RPG System Design ............................. Jim Bambra
Magnetic Scrolls
Windowing System ............................. Magnetic Scro Us
Plot Design ........................................... Stephen Hand
Adventure Design ................................ Stephen Hand
Jim Bambra
Magnetic Scrolls
Matt Innes
Jon Oldham
Programming.......................................Magnetic Scrolls
Matt lrn1es
Neil McGrath
Andrew Walrond
3D Models and Aninlations ............... Nick Cook
Character and Object Visuals ............ Kevin Ayre
Panoramic Sequences ......................... Theo Pantazi
Sound Effects and Programming ......Andrew Parton
Paul Tonge
Soundtrack ........................................... John Broomhall
Development Manager ....................... Jon Oldham
Publishers ............................................. Paul Hibbard
Pete Moreland
Quality Assurance ... ............................ Peter Woods
Richard Bakewell
Andrew Luckett
Phil McDonnell
Nick Stokes
Documentation ...................................Alkis Alkiviades
Editor .................................................... Rob Davies
Manual Design .................................... Julie Burness
Joe Morel
Packaging ............................................. Julie Burness
Joanna Smith
lliustrations ......................... ................. lsabelle Bishop
Thanks to ............................ ................. Scott Johnson
Alison Fennah
Yvette Weir
Edgar Allan Poe
CONTENTS
Preface ...............................................5
Your Questions Answered ....•.•.•.....6
Gameplay
Gaine Controls .•..••......................... 12
The Pointer...................................... 12
The Mouse ....................................... 12
Left Mouse Button ........................... 12
Right Mouse Button ......................... 12
Keyboard Mouse Emulation .......... 13
Reference Section
The Main Menu ............•••••••.••........ 22
Create a Character .......................... 23
View Character ............................... 23
Attribute Points ................................ 24
Primary Ski lls .................................... 24
Secondary Skills ................................24
Stamina ............................................ 25
Willpower ......................................... 26
Health ................................................26
Ski ll and Spell Poi nts ...................................... 26 Casting Spells ................................................. 41
The Spell Window .......................................... 26 Learning New Spells ...................................... 42
Magic ......................... ...................................... 27
The Spells .•••..•..••.••••.•...•..•••.•.•............•........••.43
Re-Design a Character .................................. 27 The Destructors ............................................... 43
Assigning Atlributes ........................................ 28 The Protectors ................................................. 44
Assigning Skill and Spell Points ..................... 28 The Enhancers ................................................. 45
Improving Skills .............................................. 29 The Mystics ...................................................... 46
It's like a dream come true. You have inherited a vast mansion in New England from
long-lost relatives you did not know you had. Trembling with excitement, you walk into
the house - your Legacy. Ominously, the door slams shut behind you.
Your dream has now become a nightmare!
The Legacy is an Adventure Role-Playing Game set firmly in modern times and includes
a host of malignant zombies, ghouls and terrifying entities. You must explore hundreds
of rooms using the 'point-and-click' windowing interface, and solve numerous esoteric
puzzles to reveal the secrets of Winthrop House. The House is filled with hidden places,
mysterious teleports and unnatural devices.
What evil lurks behind the first closed door? Come inside and you'll understand what
makes a dream become a nightmare!
This manual provides you with all the information you will need to get the best out of
The Legacy. You don't have to read it all the way through. You don't have to read it at all
ifyou don't feel like it! You can jump straight in and walk around the house
unprepared... it's your funeral. Eventually, you'll consult the manual. You might want to
find out what those funny shapes in the spell book mean, how to aim and fire that pistol
at the zombies, how to work the video recorder or how to rev up the chainsaw!
To help those ofyou who want some instant information we've provided some answers
in the first section to typical questions asked by our game testers (they're not given any
help either!) .
Then we've put in the reference stuff: everything from left-hand mouse button to casting
spells. Key words and phrases are featured in a Glossary at the back of the manual. In
addition, you'll find part of the Winthrop Family Tree, plans and elevations of the Mansion
and an extract from a learned journal in case you want to soak up some more atmosphere.
YOUR QUESTIONS ANSWERED
How do I install The Legacy?
Consult the Technical Supplement in your Legacy package. This will give you specific
loading/installation information for your type of computer.
Unlike most games of this type, I can't seem to carry too many things,
are there any tips for carrying things?
Find something large to put things in and carry that around.
~1 0 ~
=====]£~"=====
! =~>-
REALM OF TERROR '"
IN THIS SECTION
Gameplay
Game Controls ............................................................ 12
Getting Started............................................................ 14
Objects ......................................................................... 17
Picking Up Objects .............................. ......................... 17
Inventory ........................................................ ............... 17
Using Objects ................................................................ 17
~, , ~
~~==============:==J'
GAME CONTROLS
Pointer
The Pointer is an arrow shaped device that
can be positioned over objects before
selecting a series of options. It can be
moved around the screen using either one
of two methods: a mouse or keyboard.
TheLMB
In general the LMB is the quickest
method of control:
To click on an icon, position the Pointer
over an action area and press the LMB.
You can also pick up objects and drag
them to pockets, hands or other
containers by positioning the Pointer
over an object and holding down the
LMB LMB while you drag the object.
The RMB
Mouse If you press the RMB when the Pointer is
The Legacy was designed to be used with over an object, a pop-up menu of
a mouse. This is the recommended options will appear. To select an option,
mode of control and this manual will hold down the RMB and move the
refer to the Left Mouse Button (LMB) or Pointer to highlight your choice, then
Right Mouse Button (RMB). release the button.
f::::::::'91 2f::::::::'9
I~==================~r
Keyboard Mouse Emulation
If you do not have a mouse fitted to your Mouse emulation keys
computer, the keyboard provides full Cursor Keys (left/right/up/down)
mouse emulation control.
Remember that this manual will refer to
LMB or RMB only; if you have no
mouse installed on your computer,
refer to the mouse emulation keys
(Right and below).
The Cursor Keys (left/right/up/down) will
move the Pointer all around the screen.
The Home Key is the equivalent of the
left mouse button (LMB). Direction
Control
The PgUp Key is the equivalent of the
right mouse button (RMB).
RMB
~13~
GETTING STARTED
• Install and Load the Gaine
Details of installation and loading the game are included in the Technical
Supplement in The Legacy package for your type of computer. This manual is
appropriate for all makes of computer.
• Copy Protection
At some point during the game you will be asked a manual-related question and if
you can't answer it... the door will not open, you won't even get into the Winthrop
Mansion lobby.
·Main Menu
After the animated introduction, you will see the Main Menu. If this is the first time
you have played The Legacy, select 'Create a Character'.
• Choose a Character
Click on Previous/Next buttons to view the eight newspaper stories and choose a
character. Select 'View Character'.
Message Window
Moving Around
Direction Arrows
The Movement Window contains six direction arrows: forward, back, left, right,
rotate left, rotate right.
If a direction is available, it will be highlighted in red. If a direction is not available it
will be greyed-out.
You can move around the house by positioning the Pointer over the arrow
indicating the desired direction and clicking the left-hand mouse button.
The Map
The Legacy provides you with a ready-made mapping facility. This is featured on the
parchment-like window.
When you are in the lobby, you will see a grey box with an 'x' in it. The grey box
shows a top-down plan view of the lobby. The 'x' marks your position. When you
move in a particular direction, the 'x' will also move. If you open a door and enter
another room, another grey box will appear representing the new room. In this
fashion you can explore and 'auto-map' most levels in The Legacy.
At some point during the game you will lose the auto-mapping facility. Be prepared
for such an event! After all, the one thing you can guarantee in Winthrop House is that
the unexpected will happen.
Opening Doors
Winthrop House has a myriad of doors for you to open. Some are locked and need
some form of key, others will open quite easily. Opening a door will probably be one
of your first tasks.
Point and Click
One of the easiest ways to open a door is to position your Pointer on any part of the
door and click on the LMB.
Pop-Up Menu
The alternative method is to position the Pointer over the door, press the RMB, to
reveal the pop-up menu, then highlight the 'Open' option.
Keys
Some doors are locked and require a key to open them. You will find keys in various
locations. When you find a key you can carry it in your character's Inventory hand,
pocket or other container - see below) for later use. If you think you have the correct
key, select it (point and click LMB) from your Inventory and place the key over the
lock. If it is the correct key, the door will open.
Finding a Keyring will help you when you have a number of keys in your possession.
Doors can also be closed by clicking on them with the LMB.
~16~
~
· ===========================~~
Objects
Picking Up Objects
Objects found in the house can be picked
up by placing the Pointer over them,
clicking and holding down the LMB. The
object can then be lifted and carried
towards the character by moving the
mouse (the 'click and drag' method).
Place the object over either hand (if
nothing is being carried), in a pocket
compartment or a container compartment. The object is then said to be in the
character's Inventory.
You can also use the RMB with the pop-up menu option 'Get' to collect an object.
Inventory
A character can carry an object in each hand and four small objects in his/her
pockets. If the object is too big it will have to be held in the hand or suitable
container. By double-clicking with the LMB (twice in rapid succession) on the
character, you will be able to see what is held inside his/her pockets.
You can also see the Inventory by placing the Pointer on the character, holding down
the RMB to reveal a pop-up menu, then highlighting 'Inventory' from the options.
Objects found in The Legacy are scaled according to their real size. To carry an
adequate number of objects you will need to find a suitable container and carry that
around with you. By double-clicking (twice in rapid succession) on the container
with the LMB, you will be able to see what is inside the container.
Using Objects
Each object can be moved using the LMB (point-click-drag) or by using the RMB
pop-up menu. Objects can also be re-positioned from, for example, hands to pockets
or they can be dropped or thrown.
~1 7 ~
~~=====================~"
Meeting Other Beings
During your exploration of Winthrop House you will meet many weird and
wonderful creatures. Some will appear in human form, others will be grotesque
mutations or monsters. Most 'human' characters can be engaged in conversation.
Monsters, ghouls and zombies will have other things on their demented minds.
Study the character's appearance. Point and click your LMB on the 'Talk' button. You
will be given a list of responses. Select a response by clicking the LMB in an
appropriate square.
~1 8 ~
GUIDELINES FOR PLAYERS
NEW TO RPGs
If you're new to role-playing games, the following list will help you through the adventure.
e:::::::=yl9e:::::::=y
~~~~i[E~~
I ======~L REALM OF TERROR '"
REFERENCE
Reference Section
The Main Menu ..............................................22
Create a Character .......................................... 23
View Character ............................................... 23
Attribute Points ................................................ 24
Primary Skills .................................................... 24
Secondary Skills ................................................ 24
Stamina ............................................................ 25
WiJlpower .........................................................26
Health ................................................................ 26
SkiU and SpeU Points .......................................26
The Spell Window ........................................... 26
Magic ................................................................27
t:::::9 20 t:::::9
~====~le~~
I ==~~
REALM OF TERROR 'u
Combat•.....•....•..••••..••••••••••••••••••••••••...•.....•....••37
Dodging and Running Away ........................... 37
Fighting Back .................................................... 37
The Hit Boxes .............................................. ..... 38
The Aim Boxes .................... ............................. 38
The Accuracy Bar ............................................. 38
Health Bar and Darnage ................................... 38
Armour ................................................ ............. 38
Reloading Firearms .......................................... 39
Firearms Malfunctions ..................................... 39
First Aid ............................................................. 39
Character Development..........•............•...•....47
The Character Window .................................. .47
Experience .........................................................48
Rest .................................................................... 48
Meditation and Power Crystal ....................... .49
Food ...................................................................49
Shock, Insanity and Reason ............................ .49
~ 21 ~
THE MAIN MENU
Select this
option to view
details of all 8
characters
After the animated introduction, The Legacy will take you to the Main Menu. This
will give you a number of options.
t;:::::9 22 t;:::::9
~====================~r
•
Grune Options
Select this option to turn Sound and Music on/off.
Quit
Quit to your computer's Operating System.
Create a Character
When you select this option with the LMB, you'll see the front page of a newspaper
showing the story of a character: the Winthrop House heir. You can choose another
character by selecting the Previous/Next buttons.
Read the reports carefully and, when you have decided on the character you want to
control, select View Character.
View Character
The Legacy is a role-playing game in which you control
a character on his/her adventures. How the character
behaves and reacts in certain situations is governed by
his/her rating in seven general areas: Knowledge,
Strength, Dexterity, Stamina, Willpower, Health and
Magic ability.
Each selectable character has already had his/her skill
levels set. You can either use a pre-set character or
create a new one. If you are unfamiliar with role-
playing games, you should play The Legacy with one of
the characters provided. If you have experience of this
type of game, you will probably want to 'create' your
own character.
t:::::::::=r23 t:::::::::=r
~~======~~======~[
Selected Character
Portrait
Attribute Points
Each character has a number of 'Attribute Points' which can be assigned to develop
his/her skills. Initially, this bar will be empty because all your character's attribute
points have already been assigned. If you wish to Re-design the character, select the
Re-design option. This Attribute Points bar will fill with a bright red line.
The left window shows you five specific Primary Skills for your chosen character. Each
Primary Skill has a number of Secondary Skills associated with them.
Primary Skills
Primary skills are your character's five basic attributes. These are: Strength,
Knowledge, Dexterity, Stamina and Willpower. They show the chance of the
character performing any action in the game successfully. They also determine the
character's combat ability, resistance to poisons and other game-related functions.
Secondary Skills
Each Primary skill has four related Secondary skills. These are used to increase a
character's chance of performing a specialized skill-related action successfully.
Stamina
An orange-colored bar indicating a value for the character's Stamina. A high value in
Stamina maintains health and helps to resist poisons.
Willpower
A green-colored bar indicating a value for the character's Willpower. By increasing
Willpower you will also increase a character's Magic ability. A high value also helps to
resist magical attacks.
Health
A dark red-colored bar appears at the bottom-left of the screen along with a heart
icon. This shows the state of your character's health. Health is affected by Stamina
and Strength.
On the right-half of the character screen you will see the following information:
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Spell Window
The Spell Window shows the following information:
~'=============================~~
Spell Icon and Name
Each spell in The Legacy has its own distinctive name and icon.
Spell Bar
The higher the value on the bar, the better the character's knowledge of that
particular spell. The Spell bar is governed by the value of the character's Willpower.
I
Spell Description
An explanation of the effects of that particular spell.
Magic
A gold Magic bar appears at the lower left of the screen. The more Magic points
(see below) held by your character, the more Spells he can cast and the more
effective the spell.
If you want to compare the eight pre-set characters' attributes and skills, select the
Previous/Next buttons to cycle through them.
If you are happy with one of The Legacy pre-defined characters, select Accept
Character. If not, then click on Re-Design with LMB.
Re-Design Character
After choosing this option you will be asked to enter a Player Name. If you do not
want to accept the pre-set character name, delete it using the Backspace key and type
in your choice of character name.
When you have selected OK, your choice of player name will appear at the top of
the screen.
Assigning Attributes
The red Attribute Points bar chart will be set at 100%. This means you can assign
these attributes to give your character a varying level of Knowledge, Strength,
Dexterity, Stamina and Willpower by clicking on the plus/minus symbols. If a
plus/minus sign is 'greyed-out' it cannot be changed.
For example, click and hold down your LMB on the Strength Plus (+) icon. The red
Strength bar line will increase in length. The four Strength Secondary Skills (Brawling,
Club, Force, Lift) will increase equally in value as the Attribute Points decrease.
If you have not assigned sufficient Attribute Points to, for example, Strength and
wish to increase the secondary skill of Brawling the points can be deducted from the
Skill and Spell Points bar (see below). These will appear on the Brawling bar chart in
a gold colour.
Selecting Knowledge (blue line) and Dexterity (purple line) Primary skills will have a
similar effect to that described above for Strength.
Adding Attribute points to Stamina will increase Health (dark red) and Magic (gold)
values equally.
Adding Attribute points to Willpower (green line) will increase the Magic points
value and possibly affect the character's ability to cast Spells.
Improving established skills is harder than developing poor ones. You'll find it easier
to develop a range of skills to a basic level than to excel in one particular skill.
t:;::::==9 zg t:;::::==9
D========================~~
Select highlighted --,..,....--~---- Spell Icon
plus (+) symbol to Spell Name
increase value of skill.
Attribute points level
will reduce. ---f~~~~~E~ Select highlighted
plus (+) symbol to
increase ability to
cast this particular
Spell. Spell points
level will reduce.
In general, if there are points available to the player, the plus (+) icons will be
highlighted to indicate where the points can be assigned. If there are no points available,
only minus icons will be highlighted.
If you have not assigned all the skill points available when you exit Character Re-
Design you will be warned and be given the option to return.
When you have completed allocation of points you can either Accept the Character,
Cancel and re-allocate the same character, or choose one of the other Legacy
characters using the Previous/Next buttons.
Improving Skills
Skills can be improved as the character progresses in the game. Experience counts for
a lot, so always try things out. Even if you are not successful the first time, you might
improve, or hone, your skill at performing a particular action.
~ 29~
~~=======================L
THE WINDOWS INTERFACE
Viewing Window
Character Window
Message Window
Mapping Window
If you've never come across this term, here's a brief guide to the Windows Interface.
When the game begins, you'll be in the lobby of Winthrop Mansion. You'll see a
picture of the lobby on the right of your computer screen, a picture of your selected
character on the left and various other boxes below.
The Pointer
The arrow shaped Pointer can be
moved across the screen windows using
a mouse or keyboard cursor keys. This
is what you use to control the game
world objects, cast spells, undertake
combat etc.
t:;;::::130 t:;:::::1
. ;- .- !!I!
[ ===========!./).
Place the cursor on the grey drag bar at the top of the box then hold down the left-
hand mouse button (LMB). Keeping the LMB pressed, move the Pointer slightly. The
whole window will move. This is known as 'click and drag'. Release the LMB and the
window will re-position where you moved it. You can use the 'click and drag' feature
to re-arrange the positions of all the windows.
Message Window
Scroll bar
Look at all the other windows. Each one has a narrow grey drag bar at the top. Each
one of these windows can be picked-up and moved around. Try moving one on top
of another.
Now, click on any part of the grey bar above a partially covered window and see what
happens! It should move in front of the one which was covering it.
A Windowing Interface allows you to customize the game screen to suit your needs.
There is no right or wrong way to set up the Windows in The Legacy and at different
times during the gan1e, you will want to re-arrange the windows to give you a better
view of what is important at that time.
~ 3 1~
Re-sizing the Viewing Wmdow
Position your Pointer on the small grey square on the bottom right of the view
window (the Re-sizing Gadget). Hold down your LMB and move the mouse
diagonally to the bottom right corner of the screen. The View Window will get
bigger! If you continue to hold down your LMB and move the mouse in again the
Viewing Window will adjust accordingly.
The Re-sizing
_ _ _ _ Gadget
\ - - -.-, ll
The effect of
'clicking and
dragging' the
Viewing Window
over other
Windows
Magic Bar
Selected
Character
For example, if you see a letter on the floor you can point to it then click on it with
your RMB. A pop-up menu will show a number of options: things you can do with
the letter- such as Examine it, Take it, Read it. By highlighting one of these objects
and releasing your RMB, your choice of action will be carried out.
Examining Objects
It's always worth examining any rooms/objects you come across in The Legacy very
carefully. Move the Pointer over objects and hold down the RMB. Often, you will be
given information about the object in the Message Window.
If you do not wish to select an option, move the Pointer away from the menu and
release the RMB. Nothing will happen unless you highlight an action and release.
~36~
~D======~===========~}
COMBAT
It won't be long before a creature, or monster who aims to do you harm, crosses
your character's path. You will have to know how to deal with it.
Fighting Back
In The Legacy combat can vary from fighting with fists to using shotguns, but the
basic procedure for fighting remains the same.
To use a weapon, you must first put it in your hand. If the weapon is being carried in
a pocket or in a container, move the Pointer over it, hold down the LMB and drag it
to an empty hand.
Look at the Character Window.
Hit Box
~ 37~
-
:'I - .
-
-
The Hit Boxes
The two Hit boxes represent left and right arm attacks against the enemy.
Position the Pointer over a Hit box and click with the LMB. You will strike out at the
nearest monster with whatever weapon (if any) is in your hand. If you have no
weapon in your hand, you will strike out with your fist.
Armour
If you find any armour, make sure you take it. You'll find it useful in prolonging your
health and restricting damage. Armour must be worn and any shield must be held to
be effective.
Be aware of the limitation of certain types of armour: a Samurai suit will protect
against swords but you'll need Kevlar armour to stop bullets! A character can wear a
~38~
D~=====================~r
combination of armour types.
Reloading Firearms
All firearms need to be loaded with the correct type of ammunition and, once that
ammo is used up, must be reloaded. Ammunition appears in the form of dips (for
automatic weapons and revolver-type guns) or double rounds (for shotguns).
To reload a firearm, you must open the Inventory (double-dick LMB or click RMB
on the character portrait), pick up a dip or round and place it over the weapon. You
can use LMB (point-click-drag) or RMB (pop-up menu options) to pick up and use
ammo which appears in the Viewing Window.
Firearm Malfunctions
Firearms do not always work perfectly. Each time a shot is fired there is a chance that
the weapon will jam. It may be fixed by the player using mechanical skill and a tool kit.
Weapons are also capable of breaking and becoming totally useless.
First Aid
First Aid can be used to restore your character's health
and ability. The character must have a First Aid Kit in
his/her possession. The Kit has a limited number of
items for use. Apply First Aid by using the RMB. A
pop-up menu will give you the 'Heal' option. Your
First Aid skill governs the likelihood of success in
healing yourself.
t::;::::==y 39 t::;::::==y
~~=================]
CASTING SPELLS AND MAGIC
You will not get very far in The Legacy without using spells and magic. You must
have a spell book in your possession and spells itemized in its pages that can be
cast. Spells can be found in the house and any that you pick up must be 'learnt'
before they can be cast. Successful casting of spells will depend on a the character's
knowledge and skill with regard to that spell. Try to get to know all the spells so
that you can use them quickly and effectively. They are listed in the next section in
this manual.
Spells
The Spell book
If your character doesn't have a Spell book with him/her you are advised to find one
as soon as possible. In general, spellcasting is not always successful. A character has to
gain sufficient skill in a spell to guarantee a successful cast. The character must have a
spell book in hand, otherwise the Spell Window will not open. In addition, he must
have a Spell Book Page with a Spell Icon in it and enough magic points to cast it.
Magic Bar
Spell Book in
Character's hand
Spell Window
f::::::::94of::::::::9
U~====================~~
The Spell Icon
Each Spell has its own distinctive icon (small picture) . As you get deeper into The
Legacy and use magic more and more, you will begin to recognize the Spells by their
icons without having to look up their effects in the Spell pages.
A greyed-out icon in the Spell book means that the character does not possess
enough magic points to power the spell. Icons will 're-illuminate' when the character
has gained the required number of magic points to cast a particular spell
Magic Bar
The Magic Bar shows your remaining magic points, as a gold bar situated beneath
the Health Bar and marked with a star icon. As the bar decreases in length, the
ability to cast certain spells will disappear and the unavailable spells will 'grey-out'.
You will be able to gain additional magic points within the game by picking up
certain objects with magic properties.
Casting Spells
There are two ways to cast a spell:
• Click on the Spell icon with the LMB. The spell will be cast immediately (if
available to you).
·Click on the Spell icon with the RMB to open the pop-up menu which will show
options to Cast, View or Prepare the spell.
The Cast Option
The Cast option also has a sub-menu. By moving the highlight to the ..
arrow sign, you are given a further choice: Strength of Cast. Remember, the stronger
you make the Spell, the more magic points are used up and the harder it is to cast.
Highlight the Cast option and the spell will be implemented.
View Option
The spell view option shows the full spell page with icon, name, a spellcasting skill
bar, a description of the spell and the number of magic points that will be expended
on casting the spell.
t:;:::::9 4 I t:;:::::9
~~================~~
Prepare Option
You may also prepare a spell before you wish to cast it. This is useful if you think you
might need a particular spell to hand for immediate casting. The Prepare option also has
a sub-menu, accessed by highlighting the arrow sign, ..
to choose strength of cast.
Preparing a spell will use up magic points at the time of preparation. Only one spell
can be prepared at any one time. You must remember which spell you have prepared.
f:::;::::;::::;4z f:::;::::;::::;
' ================~~
~
THE SPELLS
The Destructors
Flames of Desolation
The flames fryeth the hairs from the nostrils and leave the air heavy
with the stench of brimstone, but causeth calamitous injury to those
over which it passeth.
Malevolent Compression
This ancient Arabic spell was used to place efreeti into bottles. It will
also considerably reduce other foes.
The Protectors
Mantle of Endurance
When made tangible through devious conjuration the Mantle
provides vigour, fortifies the body, and improves the health.
~45~
~i===========9~
The Mystics
Elixir of Health
Doth restoreth fluids and tissues vital that maketh the body whole
and filled with life.
Dimensional Rift
When cast upon a glowing rune this sorcerous enchantment opens
gates to dark dimensions where vile creatures slither and crawl.
Character Window
The Character Window contains all details of your selected character in The Legacy.
11 Ildg?i's
Violation
Mmt..l - - - - - Spell page
Select arrows to
view
next/previous
Spells
View ----~- Experience Bar
next
page Select to view
next page
By double-clicking on the character with your LMB you will be able to see the
Inventory of objects carried. Clicking the RMB on the character will show the
inventory via a pop-up menu and also allow you to select the Rest option.
The top page shows a picture of your chosen character with:
A Health Bar (Heart Icon)
A Magic Bar(Star Icon)
Two Hit Buttons (Left/Right)
Two Aim Buttons (Left/Right)
An Accuracy Bar (for Combat)
Click on the arrow at the lower right-hand corner to show the next page which shows:
A close-up character portrait
Details of Primary/Secondary skill levels
Experience Points (see below)
Clicking on the arrow again will show Spell book pages and Spells available to that
character. You can scroll through the spells by clicking on the left/right scroll arrows.
Experience
Performing certain important actions earn the character Experience points. Most
successful actions will gain the character Experience points but the high value points
are reserved for key events in the game.
Remember to check your Experience bar on your Character screen from time to
time. You can allocate these Experience points to any Skill or Attribute as soon as you
gain them, or save them for later use.
Rest
Your character must spend part of each game 'day' resting. If the character needs
Rest move the Pointer over the Character portrait and press the RMB. A pop-up
menu will appear. Highlight 'Rest'. If Rest is inappropriate you will receive a message
to that effect.
In The Legacy, you can only Rest in Sanctuary Rooms. These are distinguished by a
triangular symbol on the wall next to the door.
Lack of adequate Rest results in a drop in the character's ability to use Skills and
Magic effectively. He/she will also become more vulnerable to fear and shock. If
the character fails to rest, he/she will eventually fall unconscious, becoming easy
prey for monsters.
~48~
Meditation and Power Crystals
Meditation is used to draw magical energy stored in Power Crystals, allowing the
character to replenish Magic points. Magic is also replenished when the character rests,
but Meditation can only be attempted if the character has found a Power Crystal.
Power Crystals are found in the house and have a limited effect. When they have lost
their power others must be found to allow Meditation. Be aware of the fact that your
character will not automatically be able to reap the benefits of the Crystal's power.
Food
Lack of adequate Food results in a drop in the character's ability to use Skills and
Magic effectively. He/she will also become more vulnerable to fear and shock. If you
keep your character starving for long enough he/she will die!
You will receive a message if your character needs to eat. Remember that he/she may
need to eat after a Rest period.
~49 ~
-< 1 1£~~li=====~
REALM OF TERROR ™
z
0
The Winthrop Family Tree ....................................................52
Glossary ....••.•...•.............................................................•..••••••••63
~ S I~
~ll==========91
WinthroB Fa01ily Tree
1599-1662 Elias Winthrop= Ann Puttnam 1620-1641
I
Hildebrand Winthrop 1641-1699
I
1721-1762 I
Martha Goode = Josiah Winthrop
(Maitland)
1693-1760
Alaric Winthrop = Margaret Osborne
(Mayhew)
1694-1758
1701-1748
Candice Maitland
17 44-1792 Lawrence Mayhew= Grace Alton
1738-1792 11741-1793
1915-1992 I
Karen Daniels = Nathan Prentiss
1900-1964
Sarah Prentiss = Alexander Cowley
1902-1970 . 1899-1958
~ {-----~
1
1940- Ellen Prentiss Robert Prentiss =Catherine:......
1942-1992 Rosemonde YOUR GAME
19 50-1992 CHARACTER
~ 52 ~
WINTHROP MANSION FLOOR PLAN
Key
Original House 1630
Part Rebuilt After Fire 1726
Extension 184 l
• Extension 1865
t:;::::::::=y 53 t:;::::::::=y
~~==================='
WINTHROP MANSION
EAST ELEVATION
The Winthrop Mansion in 1878. The house has changed substantially over its
300 year history.
WINTHROP MANSION
SOUTH ELEVATION
f::::;:1 55 f::::;:1
EXTRACT FROM THE JOURNAL
OF AMERICAN GOTHIC WRITERS
VOL XXVI MARCH 1993. P. 432-447.
Edgar Allan Poe's journey through New England and its influence on his Later Work.
by
James Bartlemas Locke
dgar Allan Poe (1809-1849) poet and short story writer was born in Boston but
E when his mother died in 1811 he was adopted by John Allan who sent him to
school in England and then to the University of Virginia. He became editor of a
newspaper in Richmond, Virginia and in 1836 he married his 13 year-old cousin
Virginia Clemm. He moved to New York and Philadelphia and in the 1840's he published
Tales of the Grotesque and Arabesque and he edited Graham's Magazine whose
readership he helped boost with his own detective story The Murders in the Rue Morgue.
After the death of his wife in 1847 he had a nervous breakdown and died two years later
just before his proposed second marriage to childhood sweetheart Sarah Elmira Royster.
Edgar Allan Poe was not a drug addict or an alcoholic as commonly believed and few
writers have matched him in the presentation of the macabre, mystery and horror in
stories such as The Fall of the House of Usher, The Pit and The Pendulum, the Tomb of
Ligeia and The Masque of the Red Death.
He is known to have undertaken a two-month journey across New England, in 1841 just
before he began to write his most terrifying stories. This manuscript was discovered in
1992 in the vandalized tomb of his literary executor Rufus W Griswold. That it was
written by Poe himself is still in doubt but when read in conjunction with his later stories,
it bears a remarkable resemblance in style and content. Poe must have been greatly
affected by his experiences at 'The House' and it is from 1841 that his well-documented
horrifying nightmares, that plagued the rest of his short life, began. There is still no clue to
'The House' or where it was situated. From the sparse descriptions in the text, it could be
any one of many old New England houses.
t::;::::==156t::;::::==1
'~=====================~r
A ... on horseback. I had been passing alone during the whole of a dull, dark
I• W soundless day in the autumn of the year. At length, as the shades of evening
drew on, I found myself in sight of that melancholy house. I know not how
it was- but, with the first glimpse of the building, a sense of insufferable gloom
pervaded my spirit. I looked upon the scene before me- upon the mere house, the
bleak walls, the vacant eye-like windows- upon a few white trunks of decayed trees-
with an utter depression of soul, which I can compare to no earthly sensation. There
was an iciness, a sinking of the heart. What was it that so unnerved me in the
contemplation of the House? I reined my horse to the precipitous brink of a black
and lurid tarn that lay in unruffled lustre by the dwernng, and gazed down with a
shudder even more thrilling than before.
Despite all, I proposed a sojourn of some weeks in this mansion of gloom. Its
proprietor, Miles, had been one of my boyhood companions; but many years had
passed since our last meeting. A letter had arrived from him- which in its wild nature
had admitted of no other than a personal reply. The writer spoke of acute bodily
illness- of a mental disorder which oppressed him and an earnest desire to see me. I
was allowed no room for hesitation and obeyed forthwith what I considered a most
singular summons.
Although, when I was a boy, we had been good friends, yet I knew little of my friend.
I was aware, however, of his very ancient family and the remarkable fact the entire
family lay in the direct line of descent, and had always, with very trilling and very
temporary variations, so lain.
Shaking off from my spirit what must have been a dream, I scanned more narrowly
the real aspect of the building. Its principal feature seemed to be that of excessive
II
antiquity. The discoloration of ages had been great. Minute fungi over spread the
whole exterior, hanging in a fine tangled web-work from the eaves.
I rode over a short causeway to the house and entered the Gothic archway of the hall.
A servant took my horse and a valet appeared who, in utter silence, conducted me
through many dark and intricate passages to the studio of his master. Much that I
encountered contributed to heighten the feelings of which I have already spoken. The
~ 57 ~
•
~~================~'
carvings on the ceilings, the sombre tapestries of the walls, the ebon blackness of the
floors, and the phantasmagoric armorial trophies which rattled as I strode instilled in
me feelings of empty blackness and doom.
he valet now threw open a door and ushered me into the presence of his
T master. The room was large and lofty with long narrow, pointed windows at
such a distance from the oaken floor as to be inaccessible from within. Faint
gleams oflight battled through the trellised panes but my eye struggled in vain to
reach the furthest angles of the chamber, or the recesses of the vaulted and fretted
ceiling. Dark draperies hung from the walls and the furniture was sparse,
comfortless, antique with an air of well-preservedness. Books lay scattered about but
failed to give vital substance to the scene. I know not why but I felt I was breathing an
air of melancholic terror. An atmosphere of stern, irredeemable gloom hung over all
and seeped into my skin.
At my entrance, Miles rose up from a sofa and greeted me with great and vivacious
warmth. We sat down and, for a few moments, neither spoke. I looked at my
companion with a feeling half of pity, half of awe. Miles had greatly altered in the
intervening years! This was not a mere matter of time's gradual change; the wan
being before me was difficult to envisage as my boyhood companion. A
cadaverousness of complexion; an eye large, fluid and luminous and lips somewhat
slight and pallid. The change was such that I doubted to whom I spoke. The silk like
hair seemed to have grown untended and in its wild white gossamer texture, it
floated rather than fell about the face.
At last he spoke, with an abrupt, weighty, unhurried and hollow-sounding
enunciation, of the object of my visit and the solace he expected me to afford hin1.
The nature of his malady, he explained, was a constitutional and a family evil and
one from which he despaired of ever finding a conclusion save Death itself.
'I shall perish in this deplorable folly' he said, 'I dread the events of the future. In
this unnerved, pitiable condition I feel that the period will sooner or later arrive
when I must abandon life and reason together, in some struggle with the grim
phantasm, FEAR!'
~ 58 ~
~'=================~~
soon learnt in his brief moments of uncluttered speech that he was enchained by
~ 59 ~
occupant. I still reel in blood draining horror of that moment! The face was
contorted in a permanent and hideous scream and the long fingernailed hands held
up as though in preparation for tearing the flesh from our faces. I knew not by
what physical means such a deformation came to occur but stood back as the
loving son wept long trails of tears over the coffin. Suddenly he let loose a scream
of rage and torment.
iles turned to me. He said nothing but his eyes told all. He wept for the
M tormented soul of his mother, a plague that he believed was affecting his
wife and daughter.
It was in the following days that an observable change came over the features of the
mental disorder of my friend. His ordinary manner had vanished and his ordinary
occupations were neglected or forgotten. He roamed from chamber to chamber with
hurried, unequal and objectless step. The pallor of his countenance had assumed a
more ghastly hue and the luminousness of his eye had utterly extinguished. His voice
was a tremulous quaver, as if of extreme terror. I beheld him gazing upon vacancy for
long hours, in an attitude of the profoundest attention, as if listening to some
imaginary sound. It was no wonder that his condition terrified and that it affected
me. I felt a sense of doom creeping upon me, by slow yet uncertain degrees, the wild
influence of his own fantastic yet impressive superstitions.
It was upon retiring to bed late in the night of the fifth day after the visit to the tomb
that I experienced the full power of such feelings. Sleep would not overtake me-
while the hours waned and waned away. My efforts to reason away the nervousness
which now dominated me, but my efforts were fruitless. An irrepressible tremor
gradually pervaded my frame and, at length, there sat upon my very heart an
incubus of utterly causeless alarm. Shaking this off with a gasp and a struggle, I
uplifted myself upon the pillows, and peering earnestly within the intense darkness
of the chamber, listened to certain low and indefinable sounds, which came, through
the pauses of a storm, at long intervals, I knew not whence. Overpowered by an
intense sentiment of horror, I threw on my clothes with haste for I felt that I should
sleep no more that night.
f:::::::'9 6of:::::::'9
~'==================~~
paced to and fro through the apartment for some moments, then there was a
~61~
~~========================~'
f Yes, I hear it, and have heard it. Long- many minutes, many hours, many days,
have I heard it- yet I dared not speak. My mother: she had been put living in the
tomb! Oh, wither shall I fly? Will she not upbraid me for their haste? Have I not
heard her footstep on the stair? Do I not distinguish that heavy and horrible beating
of her heart. Madman! I tell you that she now stands without the door!'
As if by the energy of his utterance, the huge antique panels to which he pointed
drew slowly back upon the instant, their ponderous and ebony jaws. It was the work
of the rushing gust-but then outside the doors there did stand the lofty and
enshrouded figure of Grace, his mother! There was blood on her ragged white robes
and evidence of some bitter struggle on her emaciated frame.
'Melchior!' screamed the apparition, 'free me, free me! Perform the rite!'
Both figures collapsed in front of me in violent agonies as I fled from that chamber,
from that house. The storm was still abroad in all its wrath as I found myself crossing
the old causeway I turned to look at the mansion gleaming with a wild light, for the
last time but for ever in my nightmares.
It is now possible to draw a parallel between this newly-discovered manuscript and the
story that came to be known as The Fall of the House of Usher. It is almost certainly
true that Poe's best and most horrific stories date directly from this period and that The
House had a permanent effect on him, is beyond question.
f:::::::16 2 f:::::::1
---=-----
Drag Bar
GLOSSARY OF TERMS
The grey bar at the top of a Window that
Attributes can be clicked on and dragged.
Character attributes Strength, Knowledge,
File Selector
Dexterity, Stamina and Willpower will be pre-
A dialog box that appears when you choose
set for each character or can be assigned by the
the Save/Load options. It allows you to name
player in the Re-Design Character screen.
a saved game file (maxinmm eight
Arrow Keys characters), choose a drive to save to and load
Left/right/up down. The cursor key cluster a pre-saved game from a particular drive.
that can emulate the mouse movement.
Icon
Click A small graphical device to represent a
To press and release a button on the mouse concept (such as a spell) or object.
quickly. The mouse should be kept still until
LMB
the button is released.
The Left Mouse Button or Keyboard Home Key
DialogBox
Magic Points
A special window that appears when the
Characters will begin the game with a level
game requires confirmation or extra
of magic points which will indicate ability
information from the player. The game will
to cast certain spells. If spells are cast,
not continue until the player has clicked on
magic points will diminish but they can be
an appropriate response.
added to by picking up certain objects with
Drag magic properties.
To hold down the left mouse button and
Menu
move the pointer to a new position before
A list of items or commands which can be
releasing the button. Often used to re-position
chosen using the Pointer. See Pop-up menus.
windows on the screen and move objects.
Double-click
Two clicks in rapid succession (usually with
the left mouse button) . See Click.
t:::::::::::r63t:::::::::::r
~===1'9 _ __
Mouse Scroll Bar
A device for moving the Pointer around the Attached to the right-hand edge of the
screen. A mouse has buttons that are clicked Message Window, the Scroll Bar allows the
to indicate a required action. contents to be scrolled up/down to a chosen
area. The bar can also be 'clicked and
RMB
dragged' up/down for speedy access.
The Right Mouse Button or Keyboard Pg
Up Key. Select
Items are said to be selected when they are
RPG
highlighted in some way; for instance
A Role-Playing Game.
moving the Pointer over the options in a
Room pop-up menu.
A distinct game area to be explored by the
Skill Points
player. There are hundreds of rooms in
Pre-defined characters will have Skill Point
The Legacy.
already allocated but if you are Re-
Pointer Designing a Character, you can assign Skill
An arrow-shaped cursor controlled by the Points to individual Secondary Skills. Skill
movement of the Mouse. points can be gained as the game progresses
Pop-Up Menu through experience and success in
A specific window that appears when the performing certain actions.
pointer is positioned over an action area and Wmdow
the right mouse button is pressed. A defined area of the screen to show specific
Primary Skills information such as graphical 3-D view,
Your character's five basic attributes: Messages etc.
Strength, Knowledge, Dexterity, Stamina
and Willpower.
Secondary Skills
Skill related sub-divisions of Primary Skills
Knowledge, Strength and Dexterity. Used to
increase a character's chance of performing
a specialized skill-related action successfully.
~'================~~
DESIGNER'S NOTES
The Legacy has been a nightmare. There've been many sleepless nights involved. The
programmers and artists now look far worse than any monsters in the game. If only this
had been known sooner the guys could have been digitised and put into the game instead
of using rendered 3D monsters.
When people dial the Tetbury code of 0666 they do so with a shudder. Tetbury has been
transformed from a sleepy Cotswold village into a scene from a horror movie. Villagers
securely lock their doors at night, nail up crucifixes, and smear garlic around the window
frames of their homes.
Only when the sun rises do the villagers dare venture forth, for the night belongs to the
designers, programmers, and artists. These depraved creatures sit huddled over dimly
glowing screens concocting ways of unleashing the legacy of their disturbed minds on an
unsuspecting world. Just before the sun creeps its way above the horizon, these lost souls
slink back to their fetid dens, to lie in coffins of earth until the night calls them forth again.
Sharpened stakes and holy water have been stockpiled in the haunted offices of
MicroProse. There's work yet to be done, but when this project is over the undead
creatures responsible will be laid to rest. The villagers can then sleep peacefully, free of
the terrors of the night.
Yet the living dead never truly rest. When their services are required again, necromantic
conjurations will bring them fresh from the grave to work once more on the midnight shift.
s the nightmare draws to a close, it's good to look back upon our
~65~
hallways and rooms are also something else, as is the weird landscape featured on the
ethereal plane.
he idea of having a party of characters instead of a single character was
T bandied around for some time. The single character was finally decided on, to
allow a player to identify firmly with his or her alter-ego in the game. Multiple
character parties are fine for fantasy games, but the horror genre demands a feeling
of isolation -- one character facing the forces of darkness alone.
With only one character to depict on-screen, attention could be paid to such details
as the fright graphics and those neat items of clothing that you find in the game.
Sure, having only one character has its drawbacks. You can't carry nearly as many
items as you could with multiple characters, and any monster attacks are directed
entirely at one target. Then again, we'd prefer you ran away when the going gets
tough instead of trying to slug it out with guns and magic.
It took a while to get the fright system worked out. The problem was how to add
uncertainty over the character's actions, while avoiding situations where control was
taken out of the player's hands for lengthy periods. This was achieved by negating
certain actions for short periods of tin1e, and by forcing the character to back off
after a really bad fright.
Quality control took an unusual turn in the development of The Legacy. If anyone
commented on how good a monster or room was, we took another look at it. We didn't
want things to look good, we wanted them to look horrible. Only when the initiated
glanced at the latest graphics and said, "Yuk!': did we know that we'd succeeded.
Telling when the horror element was right was easy -- the programmers began to
scream and their eyes rolled around their heads. This was followed by long periods
where they sat drooling mindlessly over their keyboards. When they had recovered
sufficiently, the next nasty surprise was sprung on them.
C::;::9 66 C::;::9
Yeah, The Legacy has been a nightmare, but we'd have been mad to expect a horror
game to be a dream. We hope that you have as many sleepless nights playing it as we
had developing it.
JimBambra
t;:::::::==1 67t;:::::::==1
Notes:
t::;:::9 68 t::;:::9
COPYRIGHT NOTICE
Copyright © 1993 by MicroProse Software, Inc., all rights reserved.
This manual and the computer programs and audiovisuals on the accompanying floppy disks, which are described
by this manual, are copyrighted and contain proprietary information belonging to MicroProse Software, Inc. No one
may give or sell copies of this manual or the accompanying disks or of listings of the programs on the disks to any
person or institution, except as provided for by written agreement with MicroProse Software, Inc. No one may copy,
photocopy, reproduce, translate this manual or reduce it to machine readable form, in whole or in part, without the
prior written consent of Micro Prose Software, Inc. Any person/persons reproducing any portion of this program, in
any media, for any reason, shall be guilty of Copyright Violation, and shall be subject to civil liability at the discretion
of the copyright holder.
LIMITED WARRANTY
Neither MICROPROSE SOFTWARE, INC., nor any dealer or distributor makes any warranty, express or implied,
with respect to this manual, the disk or any related item, their quality, performance, merchantability, or fitness for any
purpose. It is the responsibility solely of the purchaser to determine the suitability of the products for any purpose.
Some states do not allow limitations on in1plied warranties or how long an implied warranty lasts, so the above limita-
tion may not apply to you.
As a condition precedent to the warranty coverage provided below and to ensure identification, the original purchaser
must complete and mail to MicroProse Software, Inc., 180 Lakefront Drive, Hunt Valley, Maryland 21030, within 30
days after purchase, the Registration/Warranty card enclosed in this product. To the original purchaser only,
MicroProse Software, Inc. warrants the media to be free from defects in material for 90 days. If during the first 90 days
after purchase a defect in media should occur, the software may be returned to MicroProse Software, Inc., who will
replace the media at no charge. If at any time after the initial 90 day period your media becomes defective, the media
may be returned to MicroProse Software for replacement at a reasonable service charge.
In no case will MicroProse Software, Inc. be held liable for direct, indirect or incidental damages resulting from any
defect or omission in the manual, or other related items and processes, including, but not limited to, any interruption of
service, loss of business, anticipated profit, or other consequential damages. Some states do not allow the exclusion or
limitation of incidental or consequential damages, so the above limitation or exclusion may not apply to you.
This warranty gives you specific legal rights, and you may also have other rights which vary from state to state.
IMPORTANT: The above warranty does not apply if you make any unauthorized attempt to modify or duplicate the
product, or if the product has been damaged by accident or abuse.
MICRO PROSE
Entertainment • Software
180 Lakefront Drive, Hunt Valley, Maryland, 21030 (4 10) 77 1-1151