____________________________ ____ ____ ___________ ________________________ \ ____________________ //___ \/ //______ //_____________________ / \/____ ______ ______ /___/____ \ /______ /___/_______ ____ _______ \/ / //_ // __/____ / / / // __/____ \___ \ / / \___ \ / /__/ // /__/ // / / // /__/ /_____/ // /_____/ / \ /______/ \ /______//___/ /___/ \ /______//________/ \ //________/ \/ \/ \/ \/ THE DOX FOR `FINAL BATTLE` TYPED IN BY SCOOTER-GENESIS ------------------------------------------------------ THE BEGINNING OF THE END: THE FIRELIGHT FLICKERED AT THE DARK CABALISTIC SYMBOLS THAT COVERED THE WALLS OF THE CHAMBER, A CORNER OF THE TABLE, WHICH WAS CLUTTERED WITH ALCHEMICAL APPARATUS-POTS,TEST TUBES,A PESTLE AND MORTAR. CRUCIBLES FULL OF FOUL SMELLING SLUDGE--HAD BEEN CLEARED AWAY TO LEAVE JUST ENOUGH ROOM FOR A MAN TO SET DOWN HIS PLATE AND EAT. IN ONE OF THE TWO STIFF MAHOGANY CHAIRS BY FIRE, SAT AN OLD MAN. BOWED OVER A CHESS SET. NICODEMUS CLEARED AWAY THE GREASY REMNANTS OF HIS MEALS. THE OLD MAN MOTIONED TOWARDS THE OTHER CHAIR. `SIT` HE GROWLED. NICODEMUS SAT. `READ TO ME!`. NICODEMUS WAITED. HE`D BEEN SUZARS SERVANT FOR DECADES--LONG ENOUGH TO BE BORED SENSELESS BY THE OLD BUZZARDS CHEAP MELODRAMATIC MAGIC TRICKS AND MORE THAN LONG ENOUGH TO KNOW WHAT WOULD HAPPEN TO HIM IF HE DIDNT COMPLY. A MOMENT LATER THE BOOK AS HE KNEW IT WOULD, MATERIALISED ON HIS LAP. A HISTORY OF ANAR. NICODEMUS WATCHED IT FALL OPEN AT THE REQUIRED PAGE, THEN HE BEGAN TO READ. OF THE LEGEND OF THESWORD. AS RECOUNTED BY JERUB, SCRIBE AND CLERIC OF ANAR. IT IS WRITTEN THAT MANY CENTURIES AGO, THE ANCIENT CORSARIANS FORGED A MAGICAL SWORD AND SHEILD IN THE HOPE THAT THEIR COMBINED POWER WOULD PROTECT THE LAND OF ANAR FROM EVIL. OTHER SOURCES CLAIM THAT AS THE METAL OF THESE MIGHTY WEAPONS WAS FORGED AND BEATEN OUT, SIX CRYSTALS WERE FORMED, EACH OF WHICH CONTAINED ONE OF OUR WORLDS VITAL POWERS:LAND.WARMTH.WATER,GOOD, UNIVERSE AND LIFE, ALL THIS WAS A LEGEND LIKE ANY OTHER, UNTIL THE MACHINATIONS OF A CERTAIN WIZARD, ONE SUZAR,AND ALCHEMIST AND DABBLER IN THE BLACK ARTS,THREATENED TO OVERTHROW THE PROSPERITY OF OUR WORLD. HIS STUDY OF MAGIC ENABLED HIM TO TRANSFORM THE ENEMIES WHO FELL AGAINST HIM--AND THERE WERE MANY--INTO MUTANT HUMANOIDS, A PITIFUL HALF HUMAN ARMY OF MINDLESS VIOLENT CREATURES, USING THIS UNHOLY ARMY HE THREATENED TO OVERTHROW THE KING. BUT IN HIS WISDOM, KING DARIUS SENT OUT A PARTY OF FIVE ADVENTURERS ON A QUEST TO RECOVER THE LEGENDARY SWORD AND SHIELD. ALL ANAR IS FAMILIAR WITH THE ADVENTURES OF THIS DETERMINED PARTY OF MEN, HOW THEY SUCCEEDED IN RECOVERING THE ANCIENT ARTIFACTS, AND FINALLY OVERTHREW THE WIZARD BY CONFINING HIM IN THE SMALLEST IMAGINABLE PRISON- A TINY TEARDROP, SO ARE THE MIGHTY FALLEN. `FOOLS` SHOUTED THE OLD MAN, HE JUMPED UP AND SENT THE CHESS SET SCATTERING ACROSS THE CHAMBER WITH HIS FIST. NICODEMUS SNAPPED THE BOOK SHUT, THE VEINS ON THE WIZARDS NECK WAS SWOLLEN WITH RAGE. THESE IDIOTS CAN`T EVEN GET THEIR FACTS RIGHT. THOSE CRYSTALS ARE A MERE NOTHING. THE SWORD AND THE SHIELD WEILD THE ULTIMATE POWER-WHOEVER POSSESSES THEM CAN DO WHAT THEY LIKE. AS FOR THE TEARDROP, SUZAR SNEERED,~DID THEY REALLY THINK` I THE GREAT SUZAR WHO HAS THE POWER OF THE WINDS AT HIS BECK ND CALL,WHO CAN STRIKE DOWN ARMIES WITH ONE BLOW, WHO HAS SWEATED FOR YEARS TO BECOME A MASTER OF THE BLACK ARTS, WOULD BE DEFEATED BY AN ELEMENTARY DEVICE LIKE THAT?. THEY HAVE UNDER ESTIMATED YOUR POWERS MASTER, NICODEMUS FAWNED. HE FOREBORE TO MENTION THAT IT HAD TAKEN THE WIZARD MONTHS TO GET OUT. SUZAR SUDDENLY TALL AND YOUTHFUL UNABLE TO CONTAIN HIS RAGE. WAS STRIDING ABOUT THE ROOM, THE FIRELIGHT GAVE HIS COAL BLACK EYES A SUPERNATURAL GLOW--AS IF THEY WERE BURNING A HOLE IN HIS GAUNT ANGULAR FACE. SO NICODEMUS. YOU`VE KNOWN ME FOR A LONG TIME. WHAT PLAN OF ACTION WOULD YOU ADVISE?. NOT FOR THE FIRST TIME. NICODEMUS WONDERED WHY HIS MASTER, BOTHERED ASKING. HE WAS WEARY OF BEING USED AS A SOUNDING BOARD. WHATEVER HE SAID WOULD JUST BE THE CUE FOR SUZAR TO RAM HIS OWN THEORIES DOWN HIS SERVANTS THROAT. WELL MASTER, SINCE AS YOU SAY. THE CRYSTALS ARE OF NO SIGNIFICANCE, PERHAPS WE SHOULD SEEK OUT THE ALL POWERED SWORD AND SHIELD AND USE THEM TO ENSURE THAT GOOD KING DARIUS WILL NEVER SPEAK ILL OF THE GREAT WIZARD SUZAR AGAIN. NOT BAD BOOMED THE WIZARD AT LAST. NICODEMUS BREATHED A SIGH OF RELIEF, BUT NOT GOOD EITHER, NICODEMUS STIFFENED WITH A FLOURISH THE WIZARD FISHED INSIDE HIS LONG BLACK CLOAK TO REVEAL, LIKE A COURT MAGICIAN PRODUCING A RABBIT FROM A HAT, A HEAVY SWORD AND A COMPANION METAL SHIELD. NICODEMUS GASPED. THE WORKMANSHIP WAS FINER THAN ANY HE`D EVER SEEN. POWER SEEMED TO RADIATE FROM THE METAL LIKE AN INVISIBLE LIGHT. MORE THAN ANYTHING HE WANTED TO TOUCH IT. "YOU ALREADY HAVE THEM" HE WHISPERED. WHAT DID YOU EXPECT?. THAT I`D SPENT SEVERAL MONTHS IN A TEARDROP TWIDDLING MY THUMBS?,I`VE PLANNED HUNDREDS OF YEARS FOR THIS MOMENT-YEARS IN WHICH GENERATION UPON GENERATION OF PASTY FACED KINGS GREW FAT LIVING OFF MY LAND. TOADYING TO THW ILL OF THE PEOPLE AND PUSSY FOOTING AROUND THE ISSUES OF POWER. NOW MY TURN HAS COME. LETS SEE THE GOOD PEOPLE OF ANAR FIGHT AGAINST THE CHILLING BLAST OF A WIZARDS INCOMPARABLE WRATH. SUZAR WAS LOOKING AT HIM EXPECTANTLY, OBVIOUSLY ANOTHER QUESTION WAS REQUIRED. NICODEMUS RACKED HIS BRAIN....BUT MASTER,PERMIT ME TO ENQUIRE.WHAT ABOUT THOSE WHO ATTEMPTED TO DESTROY YOU?. HOW WILL YOU WREAK YOUR REVENGE?. SUZARS LIP CURLED INTO A DEMONIC SMILE. I`M COMING TO THAT. HE GESTURED AT THE FIREPLACE WHERE IN THE SMOKE IT WAS JUST POSSIBLE TO MAKE OUT THE IMAGE OF A FOREST SCENE. NICODEMUS WATCHED AS A GROUP OF HUMANOIDS AMBUSHED A PARTY OF ADVENTURERS--HE REGONISED THEM AS THE FOOLISH TRAVELLERS WHO HAD SUCCEEDED IN TEMPORARILY TRAPPING SUZAR IN THE TEARDROP. THE HUMANOID ATTACK WAS SWIFT,EFECIENT AND BLOODY NICODEMUS GAGGED AS THEY THREW THE DEAD INTO THE PIT,THREE SURVIVORS,BRUISED AND BOUND IN CHAINS WERE BEING MARCHED IN THE DIRECTION OF A RUINED FORTRESS. A DUNGEON SUZAR OFTEN USED. NICODEMUS FROWNED. SOMETHING DIDNT FIT. YOU LOOK PUZZLED,NICODEMUS,SUZAR WAS OBVIOUSLY ENJOYING HIMSELF. BEGGING YOUR PARDON. MASTER.YOU HAVE THE SWORD AND THE SHIELD BUT EVEN IF THE POWER OF THE CRYSTALS IS A FALLACY.SOME MEN MAY BELIEVE IN IT. THESE ADVENTURERS WILL SURELY ATTEMPT TO ESCAPE AND THWART YOU AGAIN. WHY DID YOU LET THEM LIVE? BECAUSE MY DEAR NICODEMUS..SAID THE WIZARD,LICKING HIS THIN DRY LIPS AND MOTIONING TO THE CHESS BOARD ON WHICH ALL THE PIECES WERE NOW BACK IN PLACE. "I ENJOY A GOOD GAME". THE FINAL BATTLE..THE LEGEND CONTINUES: ITS BEEN SOME MONTH`S SINCE YOU AND YOUR 4 COLLEAGUES DISCOVERED THE WHERE ABOUTS OF THE LEGENDARY SWORD AND SHIELD OF ANAR AND MANAGED TO IMPRISON THE EVIL WIZARD SUZAR IN A TEAR DROP. NOW SUZAR HAS ESCAPED AND MURDERED ALL BUT TWO OF YOUR FRIENDS AND MADE OFF WITH THE SWORD AND SHIELD. YOU AND THE OTHER SURVIVORS WERE CAPTURED BY SUZAR`S HUMANOIDS AND DRAGGED OFF TOWARDS A DUNGEON. YOU SUFFERED A BUMP ON THE HEAD AND EVRYTHING SUDDENLY WENT BLACK. WHEN YOU WAKE UP,YOUR HEADS SORE AND THERES NO SIGN OF YOUR TWO COMPANIONS. YOU`RE ALONE IN THE MIDLE OF A DANK,DARK RUBBLE STREWN CELL. A HUBMBLE STARTING POINTFOR WHAT WILL BE THE MOST CRUCIAL BATTLE ANAR HAS EVER FOUGHT. THE ULTIMATE CONFRONTATION BETWEEN THE POWERFUL BLACK ARTS AND THE WEAKENED FORCES OF GOOD. TO PREVENT SUZARS MAGIC SWALLOWING UP YOUR WORLD. YOU`LL HAVE TO FIND A WAY OUT OF PRISON.RESCUE YOUR TWO COMPANIONS, AND SEEK OUT AND RECOVER THE 6 POWER CRYSTALS WHICH ALONE HAVE THE POWER TO BRING SUZAR TO HIS KNEES. THE FINAL BATTLE IS DIVIDED INTO TWO DISTINCT SECTIONS. PART 1 OF THE GAME YOU TRAVEL THROUGH THE LANDSCAPE ADMIRING THE SCENERY AND SOLVING THE PUZZLES ENTIRELY AT YOUR OWN PACE. FROM THIS LANDSCAPE.PART 2. IS ACCESSED BY A ONE WAY PASSAGE(ITS ONLY SAFE TO PASS THROUGH AT NIGHT) WHICH TAKES YOU DIRECTLY TO THE FORTESS OF ANAR. THERE YOU HAVE UNTIL DAWN TO ACHIEVE YOUR QUEST. DESTROY SUZAR THEN ESCAPE FROM THE CASTLE BEFORE IT COLLAPSES WITH HIM STRAIGHT TO HELL. WELCOME TO THE FINAL BATTLE..THE FUTURE OF ANAR LIES IN YOUR HANDS. SECTION 1: TECHNICALITIES: DISK FUNCTIONS,....CLICKING ON THE DISK FUNCTIONS FROM THE MAIN SCREEN BRINGS UP A FURTHER SELECTION OF ICONS. 1. SAVE GAME .4 RAMLOAD 2. LOAD GAME .5 QUIT 3. RAMSAVE .6 RESTART 7. RETURN TO GAME SAVING A GAME: THERE ARE 2 WAYS TO SAVE A GAME IN THE FINAL BATTLE, TEMPORARILY TO RAM, OR TO DISK. RAMSAVE...SAVES YOUR PARTY`S POSITION TO MEMORY. THIS MEMORY IS LOST WHEN YOU SWITCH OFF THE COMPUTER OR LOAD ANOTHER GAME.TO SAVE A GAME TO DISK AND KEEP A PERMANENT RECORD OF YOUR SAVED GAME YOU`LL NEED A SEPERATE FORMATTED DISK. FOR EITHER OPTION CLICK ON THE RELEVANT ICON AND FOLLOW THE SCRREN PROMPTS. LOADING A GAME: TO LOAD A GAME FROM RAM.CLICK ON THE RELEVANT ICON AND FOLLOW THE SCREEN PROMPTS. QUIT: CLICK ON THIS ICON TO LEAVE THE GAME AND RESET THE COMPUTER. RESTART: CLICK ON THIS ICON TO ABANDON THHE CURRENT GAME AND START AGAIN FROM THE BEGINNING. (IT SHOULD BE NOTED, WHILE THE DISK FUNCTIONS MENU IS ON SCREEN, GAME TIME IS FROZEN) SECTION 2. HOW TO PLAY: THE FINAL BATTLE IS AN ADVENTURE, BUT THERES NO NEED TO USE THE KEYBOARD TO TYPE IN LABORIUOS COMMANDS. EVERY ACTION PERFORMED BY YOUR PARTY IS COMPLETELY ICON CONTROLLED. ALL YOU NEED IS A MOUSE THE MAIN SCREEN: 1) LOCATION WINDOW 2) TEXT WINDOW (BOTTOM OF SCREEN) 3) SCROLL ARROWS 4) MAIN CHARACTER PORTRAIT 5) 2ND CHARACTER PORTRAIT 6) PARTY SHIELDS 7) LOOK 8) LISTEN 9) MOVE IN/OUT 10) MOVE UP/DOWN 11)COMPASS 12) MAP 13)WAIT 14) WEATHER UPDATE 15)OPERATE 16) THROW 17)CONSUME 18) ATTACK 19)DISK FUNCTIONS 1. LOCATION WINDOW: GIVES 1 3D VIEW OF EACH LOCATION, THE CHARACTERS AND THE OBJECTS IN IT. TO EXAMINE ANY VISIBLE OBJECT, POSITION THE CURSOR OVER IT AND PRESS THE LEFT MOUSE BUTTON ONCE. ITS DESCRIPTION APPEARS IN THE TEXT WINDOW. 2. TEXT WINDOW: GIVES A TEXTUAL DESCRIPTION OF LOCATIONS AND CHARACTERS IN YOUR PARTY,INTERACTS WITH THEM. ANY ACTIONS CARRIED OUT ARE REGISTERED HERE. 3. SCROLL ARROWS: CLICK ON THE ARROWS TO SCROLL THE TEXT IN THE `TEXT WINDOW` UP AND DOWN, THE ARROWS WILL HIGHLIGHT IF THERE IS MORE TEXT WAITING TO BE READ. EITHER CLICK ON THE RELEVANT ARROW WITH THE LEFT HAND MOUSE BUTTON OR CLICK ANYWERE ON SCREEN TO CONTINUE. 4.MAIN CHARACTER PORTRAIT: THE MAIN CHARACTER PORTRAIT ALWAYS DISPLAYS THE CHARACTER CURRENTLY UNDER YOUR CONTROL,MOVE OVER THE PORTRAIT AND CLICK THE LEFT MOUSE BUTTON FOR ACCESS TO THE INVENTRY SCREEN(SECT 3):CLICKING THE RIGHT MOUSE BUTTON TAKES YOU DIRECTLY INTO THAT CHARACTER`S STATISTICS SCREEN(SECT 4) IF YOU WANT ONE OF YOUR PARTY CLICK ON THE CHARACTERS PARTY SHIELD. THEIR PICTURE THEN APPEARS IN THE PORTRAIT FRAME. 5.SECOND CHARACTER PORTRAIT: DISPALYS CHARACTERS,OTHER THAN MEMBERS OF YOUR TEAM WHO ARE PRESENT AT ANY LOCATION, WHEN THERE IS MORE THAN ONE NON-PARTY CHARACTER. THE GAME SELECTS A TARGET INDIVIDUAL AT WHICH ALL ACTIONS LIKE GIVING AND FIGHTING ARE AUTOMATICALLY DIRECTED. TO TARGET THEM AT SOMEBODY ELSE, CLICK ON THAT CHARACTERS IMAGE IN THE LOCATION WINDOW(SECT 1). IF YOU WANT YOUR OWN PARTY MEMBERS TO BECOME THE SECOND CHARACTER. CLICK ON THAT PERSONS SHIELD AND,KEEPING THE LEFT MOUSE BUTTON DEPRESED DRAG IT INTO THE PORTRAIT. 6.PARTY SHIELDS: EACH MEMBER OF YOUR GROUP HIS REPRESENTED BY A PERSONAL SHIELD. WHEN TWO OR MORE PARTY MEMBERS ARE IN YOUR CURRENT LOCATION, THIER SHIELDS ARE HIGHLIGHTED, SHOULD A RECRUITED MEMBER DIE, A SKULL AND CROSS BONES REPLACES THEIR FLAG, AS AN ALTERNATIVE TO USING THE COMPASS DIRECTINAL ICON, YOU CAN MOVE A CHARACTER TO EXIT, BY CLICKING THE LEFT MOUSE BUTTON ON HIS SHIELD, KEEPING THE MOUSE BUTON DEPRESSED AND DRAGGING THE SHIELD TO THE EXIT. 7.LOOK: CLICK ON THIS ICON WITH THE LEFT MOUSE BUTTON FOR A BRIEF RECAP OF THE CURRENT LOCATION DESCRIPTION. CLICK ON THIS ICON WITH THE RIGHT HAND MOUSE BUTTON THEN SELECT A DIRECTION FROM THE COMPASS OR OTHER DIRECTION ICONS TO LOOK AHEAD. TRHIS OFTEN GIVES CLUES AS TO WHAT LIES NEARBY BEFORE YOU ENTER AN ADJACENT LOCATION. 8.LISTEN: SELECT THIS ICON TO PICK UP A LOCATIONS SOUNDS, THIS IS OFTEN USEFUL WHEN STANDING OUTSIDE A CLOSED DOOR BEFORE ENTERING!. 9.10. MOVE IN/OUT AND UP/DOWN: ACCESSIBLE EXITS IN ANY OF THESE DIRECTIONS ARE HIGHLIGHTED, CLICK ON THE DIRECTION IN WHICH YOU WANT TO MOVE. 11.COMPASS: AVAILABLE EXITS IN UP TO 8 DIRECTIONS ARE HIGHLIGHTED. TO MOVE,CLICK ON THE ICON WHICH REPRESENTS THE DIRECTION YOU WANT TO GO. HIDEN EXITS ARE ONLY HIGHLIGHTED ON THE `COMPASS` ONCE A MEMBER OF YOUR PARTY HAS DISCOVERED THEM. 12.MAP; SELECTING THIS ICON BRINGS UP A FULL SCREEN MAP. FOR MORE INFORMATION ON HOW TO USE IT..SEE SECT 5 13.WAIT; SOMETIMES YOU MAY WISH TO REST YOUR PARTY OR WAIT FOR A SPECIFIC TIME. CLICKING ONCE ON WAIT ICON, RESTS YOUR PARTY FOR ONE MOVE. 14.WEATHER UPDATE: A GRAPHIC REPRESENATION OF CURRENT WEATHER CONDITIONS AND THE TIME OF DAY,CLICKING ON EACH ITEM WITHIN THE WINDOW GIVES A VERBAL DESCRIPTION OF THE CLIMATE. 15.OPERATE: TO OPERATE OR USE AN ITEM CLICK ON THE `OPERATE` ICON. IF YOU WANT TO USE 2 OBJECTS TOGETHER. BY TYING A ROPE TO A ROCK FOR EXAMPLE. CLICK ONCE ON THE OPERATE ICON, ONCE ON THE FIRST ITEM AND ONCE ON THE 2ND.BOTH OBJECTS IN THE LOCATION SCREEN AND IN A CHARACTERS INVENTORY CAN BE USED IN THIS WAY. NOTE: TO OPERATE SINGLE ITEMS LIKE A DOOR AR A WINDOW, THERES NO NEED TO USE THE OPERATE ICON, SIMPLY DOUBLE CLICK ON THE OBJECT ITSELF. IF A DOOR IS LOCKED, THE KEY INVENTORY IS AUTOMATICALLY DISPLAYED.(ASSUMING YOU ARE CARRYING KEYS AT THE TIME!)..CLICK ON THE KEY YOU WANT TO USE. CLICKING THE RIGHT HAND BUTTON ON THE OPERATE ICON MIGHT GIVE YOU SOME CRYPTIC HELP AT CERTAIN POINTS IN THE GAME. 16.THROW: TO THROW AN ITEM, CLICK ONCE ON THE `THROW` ICON AND ONCE ON THE TARGET YOU WANT TO HIT. THE INVENTORY IS THEN AUTOMATICALLY DISPLAYED CHOOSE THE OBJECT YOU WANT TO THROW. IF YOU HAVE CHOSEN TO THROW AN ITEM AT A PERSON,. A DIAGRAM OF THAT INDIVIDUALS BODY IS DISPLAYED. SELECT THE PART OF THE BODY THAT YOUR AIMING FOR. 17.CONSUME: FOOD AND DRINK ARE AN IMPORTANT SOURCE OF HEALTH.CLICK FIRST ON THE ICON,THEN ON THE ITEM YOU WANT TO CONSUME. 18.ATTACK: TO ATTACK A PERSON OR OBJECT,CLICK FIRST ON THE `ATTACK`ICON AND ONCE ON THE TARGET.THIS BRINGS UP THE CHARACTERS INVENTORY OF WEAPONS PLUS THE OPTIONS TO PUNCH OR KICK. ATTACKING AN OBJECT USUALLY MEANS THAT YOU WANT TO BREAK THAT OBJECT IN SOME WAY. TARGET OBJECTS CAN BE SELECTED FROM THE LOCATION SCREEN OR YOUR INVENTORY. TO ATTACK A PERSON,CLICK EITHER ON THE INDIVIDUALS GRAPHIC IN THE LOCATION WINDOW, OR WHERE RELEVANT,DIRECTLY ON THE `2ND CHARACTER` ICON AT THE TOP RIGHT OF THE SCREEN. ONCE A HUMAN HAS BEEN SELECTED, A DIAGRAM OF THEIR BODY FLASHES UP, CLICK ,ON THE AREA YOU WANT TO DAMAGE MOST. THERE IS ANOTHER FORM OF ATTACK. IF YOU WANT YOU CAN TRY BITING CHARACTERS AND OBJECTS BY SELECTING `CONSUME` ICON WITH THE LEFT MOUSE BUTTON THEN SELECTING THE DESIRED TARGET. A PLAYER CAN USE A RANGE WEAPON(EG A SLING) IF IT IS IN THEIR INCEVTRY AND THEY ALSO HAVE THE REQUIRED AMMUNITION(EG STONE). JUST SELECT THE WEAPON AND IT WILL BE LOADED WITH THE AMMO AUTOMATICALLY. IT SHOULD BE NOTED THAT MAGIC USERS ARE NOT PROFICIENT IN ATTACKING PEOPLE. INSTEAD OF AN `ATTACK` ICON THEY HAVE A `CAST SPELL` ICON. IF YOU SELECT THIS ICON WITH THE LEFT MOUSE BUTTON THEN YOU WILL BE PRESENTED WITH A LIST OF SPELLS.SELECT THE SPELL TO CAST.A TARGET IS NOT REQUIRED. 19.DISK FUNCTIONS: SELECT THIS ICON FOR ACCESS TO THE `DISK FUNCIONS`MENU, FOR MORE DETAILS ON HOW TO USE IT TO SAVE AND LOAD GAMES,CONSULT SECTION 1--TECHNICIANS. SECTION 3. THE INVENTORY: CLICKING ON THE `MAIN CHARACTER` ICON WITH THE LEFT MOUSE BUTTON BRINGS UP THE CHARACTERS INVENTORY. ALL OBJECTS PLACED IN YOU INVENTORY ARE AUTOMATICALLY CLASIFIED INTO FOUR DIFFERENT CATEGORIES:FOOD;WEAPONS;KEYS AND MISCELLANEOUS. CLICK ON THE RELEVANT ICON TO VIEW THE OBJECTS CONTAINED IN EACH. THE INVENTRY SCREEN: 1. LEFT ARROW SCROLL 2. RIGHT ARROW SCROLL 3. CLOSE ICON 4. RETURN TO TEXT WINDOW 5. FOOD 6. WEAPONS 7. KEYS 8. MISCELLANEOUS TO PLACE AN OBJECT IN THE INVENTORY: BRING UP THE INVENTORY WINDOW. POSITION YOUR CURSOR OVER THE ITEM IN THE LOCATION SCREEN, THAT YOU WANT TO PICK UP. PRESS THE MOUSE BUTTON AND KEEPING THE BUTTON DEPRESSED DRAG THE OBJECT INTO AN EMPTY INVENTORY WINDOW. THE OBJECT IS AUTOMATICALLY PLACED IN THE CORRECT INVENTORY CATEGORY. IF THERE ARE MORE THAN 4 OBJECTS IN A CATEGORY. THE LEFT AND RIGHT SCROLL ARROW KEYS CAN BE USED TO SCROLL THEM THROUGH. TO REMOVE AN OBJECT FROM THE INVENTORY: BRING UP THE OBJECT IN THE INVENTORY.CLICK OVER THE OBJECT YOU WANT TO MOVE.PRESS THE MOUSE BUTTON AND,KEEPING IT DEPRESSED.DRAG THE OBJECT INTO THE LOCATION SCREEN. CONTAINERS: THERE ARE A NUMBER OF OBJECTS WHICH CONTAIN OTHER ITEMS(EG A POUCH,CHEST OF DRAWERS ECT..)PRESS THE RIGHT HAND MOUSE BUTON TO `OPEN` THE CONTAINER AND REVEAL ITS CONTENTS. TO RETURN TO THE TEXT WINDOW SELECT THE `RETURN TO TEXT` ICON.OBJECTS IN YOUR INVENTORY WHICH ARE CONTAINERS WILL HAVE TO MARK IN THE TOP RIGHT HAND CORNER OF THE INVENTORY OF THE INVENTORY BOX TO INDICATE THIS. TO LEAVE THE INVENTORY CLICK ON THE `RETURN TO TEXT1 ICON. SECTION 4. THE STATISTICS SCREEN: CLICKING ON THE `MAIN CHARACTER` OR `SECOND CHARACTER` ICON WITH THE RIGHT MOUSE BUTTON BRINGS UP THAT `CHARACTERS` STATISTICS SCREEN. THIS PROVIDES A BRIEF DESCRIPTION OF THE INDIVIDUAL PLUS VITAL INFORMATION ON THEIR STRENGTH,BRAVERY,INTELLIGENCE,WEIGHT AND SO ON. IF A CHARACTER IS INJURED IN ANY WAY, THIS IS SHOWN ON THE DIAGRAM OF THEIR BODY. YOU CAN CLICK ON ANY PART TO GET A TEXTUAL DESCRIPTION OF THAT AREAS CURRENT STATE. GROUP: YOUR PARTY IS CAPABLE OF MOVING AS A GROUP OR AS SEVERAL INDIVIDUALS. CLICK ON THE `GROUP` ICON TO TOGGLE BETWEEN GROUP OR INDIVIDUAL MOVEMENT. RUN/WALK: TOGGLES BETWEEN WALKING AND RUNNING MODE. CLOCK: SHOWS THE CURRENT TIME AND DAY GREETINGS: IN CERTAIN SITUATIONS YOU MAY THINK IT USEFUL TO GREET ANOTHER PLAYER WITH A QUICK HELLO, WHERE SOMEONE HAS INFORMATION TO IMPART THIS MAY INITIATE A CONVERSATION. TO DO THIS, MAKE SURE THE PERSON YOU WANT TO SPEAK TO IS DISPLAYED IN THE `2ND CHARACTER` PORTRAIT AND CLICK ON IT WITH THE RIGHT MOUSE BUTTON TO BRING UP THEIR `STATISTICS SCREEN`. CLICK ON THEIR `GRETINGS` ICON TO SAY HI. SECTION 5. THE MAP: CLICK ONCE ON THE `MAP` ICON ON THE MAIN SCREEN TO ACCYSS THE FULL SCREEN MAP. IT ONLY DISPLAYS LOCATIONS THAT HAVE ACTUALLY BEEN VISITED BY MEMBERS OF YOUR PARTY. WHEN YOU FIRST ENTER THE MAP SCREEN, THE MAIN CHARACTERS CURRENT POSITION IS ALWAYS IN THE CENRE OF THE SCREEN AND MARKED WITH A CROSS. PARTY SHIELDS: CLICKING ON ANY OTHER PARTY MEMBERS SHIELDS DISPLAYED ON THELEFT OF THE SCREEN,TAKES YOU TO THAT PARTY MEMBERS POSITION ON THE MAP. REGION SELECTOR ICONS: THE FINAL BATTLE CONTAINS THRE DIFFERENT MAPPABLE REGIONS: THE RUINS,THE KEEP AND THE WILDERNESS.CLICK ON THE APPROPIATE ICONS TO TOGGLE BETWEEN THEM. THE GOTO ICON: THIS IS A QUICK WAY OF TRANSPORTING CHARACTERS BETWEEN LOCATIONS. CLICK ONCE ON THE SHIELD RYPRYSY TING THE CHARACTER YOU WANT TO MOVE,ONCE ON THE AREA YOU WANT THEM TO MOVE TO AND FINALLY ON THE `GOTO` ICON ITSELF. THE CHARACTER STARTS TO MOVE ATUOMATICALLY THROUGH THE NECYSSARY LOCATIONS TO GET TO THE DESIGNATED AREA. THE LOCATIONS ARE SHOWN IN THE `LOCATION WINDOW` AS YOU MOVE NTHROUGH THEM. IF ANY PROBLEMS ARE ENCOUNTERED ON THE WAY, YOU AUTOMATICALLY REGAIN CONTROL AND THE `GOTO IC0N` FUNCTION IS BROKEN. SECTION 6. THE WEATHER: CLIMATIC CONDITIONS IN THE LAND OF ANAR ARE HIGHLY CHANGEABLE AND ITS IMPORTANT TO TAKE INTO CONSIDERATION THE WEATHER AND THE TIME OF DAY BEFORE CARRYING OUT CERTAIN ACTIONS. IF ITS RAINING.FOR EXAMPLE, OR HAS RECY TLY BEEN WET. CLIMBING A TREE WITH WET BARK IS ALMOST IMPOSSIBLE. TIME: ALL ACTIONS IN THE FINAL BATTLE ARE CARRIED OUT ON THE BASIS OF REAL TIME SYSTEM. BODIES DECAY,CANDLES BURN OUT AND FIRES DIE AS THEY WOULD IN REAL WORLD HOW LONG A JOURNEY TAKES DEPENDS ON THE WEATHER,THE CONDITIONS OF THE GROUND AND A CHARACTERS STRENGTH. A WALKING DISTANCE OF THREE MILES ACROSS A PIECE OF WASTELAND TAKES ABOUT AN HOUR. THE SAME DISTANCE CAN TAKE BETWEEN AN HOUR AND A HALF TO TWO HOURS DEPENDING ON WETHER YOUR FOLLOWING A WINDING FOREST PATH OR CLIMBING A HILL. IF YOU DECIDE TO RUN RATHER THAN WALK A PARTICULAR DISTANCE, A THIRD OF THE TIME IS LOST, BUT THE AMOUNT OF ENERGY USED IS DOUBLED. SPLIT SECOND DECISIONS: IN CERTAIN SITUATIONS YOU WONT HAVE MUCH TIME TO REACT. IF YOUR UNDER SURPRISE ATTACK FROM AN ENEMY OR SURPRISED BY A NATURAL DISASTER LIKE A ROCKFALL. YOU`LL HAVE A LIMITED NUMBER OF SECONDS TO REACT BEFORE THE ATTACK IS CARRIED OUT OR THE DISASTER OCCURS. LEAVE IT TO LATE AND YOU`VE FORFEITED YOUR CHANCE TO MAKE A MOVE. PLAYER STATISTICS: ALL A CHARACTERS STATISTICS ARE TAKEN INTO CONSIDERATION WHEN YOU ASK THEM TO PERFORM A SPECIFIC ACTION, FOR EXAMPLE EVEN THOUGH HE MIGHT BE AT 80% STRENGTH, THE BOY JACK MIGHT STILL FIND IT DIFFICULT TO BREAK DOWN A DOOR BECAUSE HIS OVERALL WEIGHT ISNT THAT HIGH. MAKE SURE YOU CHOOSE CHARACTERS PHYSICALLY APPROPRIATE TO A PARTICULAR TASK. SECTION 7. THE CHARACTERS: STEROFF--WARRIOR--AGED 28 KING DARIUS APPOINTED STEROFF LEADER OF THE OFFICIAL EXPEDITION TO RECOVER THE ANCIENT SWORD AND SHIELD OF ANAR. HIS SUCCESS IN THAT VENTURE MAKES HIM AN OBVIOUS CHOICE FOR PARTY LEADER THE SECOND TIME ROUND. STEROFF IS EXCEPTIONALLY STRONG AND MANY YEARS OF PRACTISE HAVE TURNED HIM INTO A SKILLFUL ARCHER AND SWORDSMAN. PAGAN--WARRIOR--AGED 34 PAGAN AND STEROFF ARE THE ONLY SURVIVING MEMBERS OF THE ORIGINAL PARTY,WHO WENT IN SEARCH OF THE LEGEND OF THE SWORD. A ROUGH AND STRONG ADVENTURER WHO BEARS THE SCARS OF MANY OLD BATTLES. PAGAN IS PARTICULARY ADEPT AT USING THE SWORD. CRYSELLA--WARRIOR--AGED 18 CRYSELLA HAS GOOD CAUSE TO BEAR A GRUDGE AGAINST SUZAR. ON STEROFFS LAST QUEST, SHE WAS RESCUED FROM HIS CLUTCHES IN THE NICK OF TIME AND WONT BAULK AT THE CHANCE OF USING HER SKILLS AS A THIEF.OR ARCHER OR A SWORDSWOMAN TO WREAK HER REVENGE. HUMANOIDS--CREATURES OF DESTRUCTION--AGE INDETERMINATE CREATED BY SUZAR FROM THE BODIES OF HIS FALLEN ENEMIES, HUMANOIDS ARE SAVAGE MACHINES OF DESTRUCTION DIRECTLY UNDER THE WIZARDS MAGICAL CONTROL. THEY KNOW NO MERCY AND HAVE ABSOLUTELY NO WILL OF THEIR OWN. WHOEVER ENCOUNTERS THEM SHOULD BE PREPARED TO FIGHT. ......................THE END.................TYPED BY SCOOTER................