                                FINAL BATTLE

Typed in by SCOOTER of GENESIS. Edited by PARASITE.


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 THE SWORD.
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 ACCESS 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 REPRESENTING 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 NECESSARY 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  RECENTLY 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.
