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                               Legend/MicroProse

                                   TIMEQUEST

                                  Game Manual

What Is a LEGEND Adventure Game?

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

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

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

Legend Entertainment Company
14200 Park Meadow Drive
Chantilly, Virginia 22021
703-222-8500

CompuServe E-Mail        76226,2356

Prodigy ID:              MXRV51A

24-Hour Hint Line:       1-900-PRO-KLUE (1-900-776-5583)
$.75 For the first minute,
$.50 for each minute thereafter

Hint books are available - call 1-800-658-8891 to order
-----------------------------------------------------------------------------




                     Introduction to TIMEQUEST

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

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

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

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

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

2.  Make sure you have at least 4,700,000 bytes of free space on your hard
    drive.
3.  Insert Disk #1 from your TIMEQUEST package in Drive A and type A: to
    set the default drive.  Then type INSTALL to start the installation
    program and follow the directions on the screen.
4.  If you have a mouse, be sure you have loaded the mouse driver.

5.  Start the game by typing TQ.


The game will automatically detect what kind of graphics card you have (CGA,
EGA, VGA, etc.) and it will default to the highest standard that it finds.

If you have a Roland MT-32 (or compatible) sound module with an MPU-401
compatible MIDI interface, start the game with the command TQ NIT32.

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

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

Like other Legend adventure game products, TIMEQUEST is easy to play without
ever touching the keyboard.  Using the mouse you can:

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

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

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

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

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

6. Avoid pesky typing and parser errors.

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

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

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

                         Installation and Start-up

INSTALLATION OPTIONS
TIMEQUEST may be installed directly to your hard disk or to a set of floppy
disks. The game can be run from floppy disks only if you have two floppy disk
drives capable of storing at least 720K bytes each.  Any combination of
3.5"
or 5.25" disk drives will work as long as they can hold at least 720K
bytes
each.

HARD DISK INSTALLATION
In order to install TIMEQUEST onto your hard disk you will need approximately
4,700,000 bytes of free space.  The game must be installed using the following
procedures in order for you to properly hear all of the sound effects when you
play the game.  To proceed with the installation:

1 . Put Disk #1 from your TIMEQUEST package in a floppy drive.

2.  Type the letter of the floppy drive followed by a colon and press
    <ENTER>.  For instance, if you put Disk #1 in Drive A, you would type
    A: <ENTER>

3.  Determine which hard disk you want to install TIMEQUEST onto and type
    INSTALL <disk id>: <ENTER> where <disk id> is the letter
of  the  target
    disk.  For instance, to install the game onto Drive D, you would type
    INSTALL D:<ENTER>

4. Follow the instructions presented by the installation program.  When
   installation is complete you may start the game using the instructions
   presented in the Hard Disk Start-up section that follows.

HARD DISK START-UP
To start an installed copy of TIMEQUEST from a hard disk, follow the
instructions in the Hard Disk Installation section above and then:

1. Change to the directory in which the game was installed (The default
   directory that the installation program puts TIMEQUEST in is \TQ).  For
   example, if you installed TIMEQUEST in D:\GAMES\TIME, you would
   type: D: <ENTER> followed by CD\GAMES\TIME <ENTER>.


2. Start the game by typing TQ <ENTER>.

For additional information concerning configuration options and defaults,
refer to the Configuration and Music and Sound sections.


FLOPPY DISK INSTALLATION
We strongly recommend that you install TIMEQUEST on a hard disk if you have
one.  Doing so will significantly reduce the time it takes to load each
picture and will allow you to hear the game's RealSound (TM) music and
sound effects.
You also won't wear out your arm and patience) swapping diskettes while
playing the game.  If you do have a hard disk and want to follow this
recommendation, please refer to the Hard Disk Installation section above.

TIMEQUEST may be installed onto a set of floppy disks only if you have two
floppy disk drives and both of them can store at least 720K of data (this
includes 720K, 1.2M, and 1.44M disk drives).

TIMEQUEST cannot be run from the distribution diskettes.

To proceed with installation of TIMEQUEST to floppy diskettes, you must:

1 . Prepare twelve (12) blank formatted 720K or 1.2M floppy diskettes.
    Label three of the diskettes Program Disk 1 thru 3. Label the remaining
    diskettes Picture/Music Disk 1 thru 9.

2.  Put Disk #1 from your TIMEQUEST package in a floppy drive.

3.  Type the letter of the floppy drive you put Disk #1 in followed by a colon
    and type <ENTER>.  For instance, if you put Disk #1 in Drive A, you
    would type A: <ENTER>

4.  Determine the source and target drive letters.  The disk drive you put
    Disk #1 in is the source drive.  The target drive is another floppy drive
    for which prepared 12 blank diskettes in Step 1.

5.  Type FLOPPY <source>: <target>: <ENTER> where
<source> and <target> are
    the drive letters you determined in Step 4. For example, if you put
    Disk #1 in Drive A, you would type FLOPPY  A: B: <ENTER> and the game
    will be installed to blank floppy diskettes in Drive B.

6.  Follow the instructions presented by the installation program.

7.  When you run TIMEQUEST from floppies, you are going to put the
    Picture/Music disks you just created in the disk drive used when creating
    them.  The data on the Program Disks needs to  be  copied  to  the  disk
    format of the other disk drive you're going to use. if you have two
720K
    or 1.2M disk drives, the disks created in Step 6 are already  usable  and
    you can skip. this step.

Consult documentation  for  the  MS-DOS  COPY  command  if  you  need
information about copying files between floppies and copy each of
Program Disks 1-3 to corresponding Program Disks  in  the  other  drive's
format.

For example, if you installed the distribution diskettes to 720K diskettes in
Drive B (Step 6) and you have a 1.2M 5.25"  Drive  A.  you  would  format
three (3) 1.2M floppy disks and copy the contents of each  of  the  720K
Program Disks to  the  1.2M  Program  Disks  using  the  DOS  command:
COPY B:*.* A: <ENTER>

You may start the game using the instructions presented in  the  Floppy  Disk
Start-up section below.



FLOPPY DISK START-UP
To start the game from the floppy diskettes you created in the Floppy Disk
Installation section above:

1. Put Program Disk 1 in one floppy drive.

2. Put Picture/Music Disk 9 in the other floppy drive.

3  Change the DOS default to the program disk drive where you have
   inserted Program Disk 1. For example, if you have Program Disk 1 in
   Drive A on your computer, you would type A: <ENTER>

4. Start the game by typing TQ <ENTER> and then following instructions as
   they appear.  During play, the game will periodically prompt you to
   change diskettes.  All Program Disks should be inserted in the disk drive
   you put Program Disk 1. All Picture/Music disks should be inserted in the
   disk drive you put Picture/Music Disk 9.

For additional information concerning configuration options and defaults,
refer to the Configuration and Music and Sound sections.
-----------------------------------------------------------------------------
                             Configuration
CONFIGURATION DEFAULTS
TIMEQUEST will automatically detect the type of  graphics  adapter  you  have
and will default to the highest standard that it finds.

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

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

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

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

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

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



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

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

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

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

XMOUSE    Overrides the default Microsoft mouse driver.

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

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

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

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

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

NOREAL    Disables RealSound sound effects and music.

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

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

Music And Sound

TIMEQUEST supports the following music card sound effect technologies:

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

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

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

If you have a Roland MT-32 or compatible sound module, start the  game  with
the command TQ l\lT32.

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

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


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

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

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

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

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

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

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

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

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

WARNING

do not attempt to use this software with any other attached MIDI

devices.  This software transmits System Exclusive MIDI data. which

May destroy system and patch data on MIDI synthesizers not

supported by this product.


    ######                          SPEAKERS---->###
    IBM PC                                   \   #@#
    ######                                  ###  ###..........
...========                                 #@#              :
: PC MIDI                                   ###............. :
: INTERFACE                                                : :
: CABLE                                                    : :
:                 MIDI CABLE        AUDIO CABLES           : :
:.........######....../......######......./........######..: :
          ######             ######................######....:
          MPU-401          ROLAND SOUND           AMPLIFIER
       (OR COMPATIBLE)       MODULE               OR STEREO

MIDI Wiring Diagram for Roland NIT-32, MT-100,  and  CM-32L
-----------------------------------------------------------------------------

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

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

The second possibility is that your MIDI interlace may be set to an IRO other
than the default value of 2 and/or an 1/0 address other than 330.  In this
case, you must specify the appropriate IRO value and/or 1/0 address in the
command line when you start the game.  For example, to use a MIDI interface
card set to operate on IRQ 5 and 1/0 address 300, you should start the game
by typing: TQ MT32 5 300.
-----------------------------------------------------------------------------
                   Introduction to the Game  Interface

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

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

After this sequence, the main interlace screen will appear:

   ......................................................................
   :           :                   :                                    :
   : COMPASS   :  COMMAND          :         GRAPHICS WINDOW            :
   :   ROSE    :     BUTTONS       :                                 
:...........:...................:                                    :
   :          #:                  #:                                    :
   :          #:                  #:....................................:
   :VERB OR   #:   OBJECT         #:         STATUS LINE                :
   :PROPOSITION:   MENU           #:....................................:
   :MENU      #:                  #:                                    :
   :          #:                  #:         STORY WINDOW               :
   :          #:                  #:                                    :
   :          #:                  #:
   :...........:...................:....................................:

GRAPHICS WINDOW
This window can contain:

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

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

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

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


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

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

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

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


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

STORY WINDOW
This is the window where all that wonderful prose we've been telling you
about
appears.  If the window fills with words and you see 'MORE' at the
bottom,
press any key or click the mouse button and the rest of the message will
appear.  If you would like to expand the size of the window and you don't
mind sacrificing the menus, press <F3> for a half-screen or <F4> for
a full
screen of text.  If you would like to see the text displayed before the
picture is updated, then type the command TEXTFIRST.  To switch back to the
default of pictures first, type PICFIRST.

COMMAND LINE
All your commands will appear on this line, whether you enter them by typing,
selecting from the menu, or clicking on the compass rose or graphics window.

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

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

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

Examine       objects by single-clicking on them in the graphics window.
Take          objects by double-clicking on them in the graphics window.
Open/close    doors and windows by double-clicking on them in the graphics
              window.
Greet         characters you meet in the game by double-clicking on them in
              the graphics window.
Customize     the interface by clicking on the command buttons.


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

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

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

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

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

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

If you are using the mouse and you want to begin to type, go ahead. However,
once you have begun typing on the command line, you cannot go back to using
the mouse until that command has been executed or erased.
if you select a noun as the first word in your sentence, the game assumes you
are trying to speak to that person or thing, and therefore it adds a comma
after the word. (For example, SAILOR, GIVE ME THE ROPE.) If your mouse is
destroying the picture, then the mouse driver is probably not Microsoft
compatible.  Try returning to DOS and starting the game by typing TQ
XMOUSE.

Playing Without A Mouse

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

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


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


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

If you definitely don't want to use the menus, press <F3> and they
will go
away, creating more room for text.  If you really want to return to the
golden years of adventuring, press <F4> for the all-text look.

FUNCTION KEYS
You  can use function keys to customize the interface as follows:

<F1>      Displays the help screen
<F2>      Returns the menus to the screen if they are not there
<F3>      Removes the menus and creates more room for text
<F4>      Puts you into full-screen text mode
<F5>      Displays the picture in the graphics window
<F6>      Displays the map in the graphics window
<F7>      Puts your inventory in the graphics window
<F8>      Puts a verbal description of your surroundings in the graphics
window
<F9>      Displays your status in the graphics window
<F10>     Repeats the last input on the command line

Many of these function keys have command button equivalents.  See the
information on command buttons for more details.

Save, Restore, and Quit

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

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

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

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

Talking To The Game

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

Your simplest inputs will be directions -- moving around from place to place:
>NORTH
>DOWN
>SW
Equally simple are inputs which are just verbs:
>JUMP
>SCREAM


Let's get a bit more complicated, and add some nouns (or, if you combine
them
with adjectives, noun-phrases).
>TAKE THE COIN
>READ BOOK
>EAT THE JUICY POMEGRANATE
>SLICE THE HOT RED PEPPER
>KISS THE TALL BLOND WAITRESS

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

Shall we add a dash of prepositions?
>TURN AROUND
>SIT DOWN
>LOOK OUT WINDOW
>HIDE BEHIND BROWN CURTAIN

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

>GIVE APPLE TO BOY
>TAKE SCROLL FROM OLD WOMAN
>BUY VASE FROM STREET VENDOR

Sorry, it's time to introduce some mind-bogglingly complicated concepts. 
You
can include several inputs after a single prompt, as long as you separate them
by a period or by the word "then":
>GET IN BOAT THEN START ENGINE
>LOOK THROUGH KEYHOLE.  SLIDE NOTE UNDERDOOR.

You can also use pronouns:
>TAKE TOASTER OVEN.  TURN IT ON.  PUT PIZZA IN IT
>TAKE HAT FROM JOAN OF ARC.  PUT IT ON HER.

You can use multiple objects with certain verbs (like TAKE and DROP) as long
as you separate the noun-phrases with a comma or the word 'and.' You
can
even use the amazingly useful word "all":
>TAKE CLOAK AND VEST
>DROP CLOAK, VEST, GOWN
>TAKE ALL
>GIVE ALL THE VEILS TO PERSIAN MERCHANT

It pays to talk to the characters that you run across in TIMEQUEST. If you
want information about something or someone, then you should ask!
>GENERAL RAMSEY, TELL ME ABOUT THE INTERKRON
>ASK RAMSEY ABOUT INTERKRON
>ASK SOLDIER ABOUT MONTGOMERY
>SOLDIER, WHERE IS MONTGOMERY?


or if you would like ask a character to do something for you:
>DRAKE, GIVE ME THE COAT
>TELL DRAKE TO GIVE ME THE COAT
>ASK DRAKE TO GIVE ME THE COAT
>ASK DRAKE FOR COAT

Navigating Through Time

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

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

There are three ways to make the interkron work.

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

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

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


Helpful Hints

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

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

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



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

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

1. Take everything that isn't nailed down.

2. Examine everything that you come across.

3. Save early, save often.

4. Draw a map.

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

6. Read all the text in the game carefully.

7. Try weird stuff.

B. Play with a friend for a different perspective.

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

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

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


Game Commands And Their Abbreviations

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

AGAIN (G)           Repeats your last input.

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

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

HALF MODE           Removes the menus, but still displays the compass rose
                    and the graphics window. (<F3>  key)  (HALF  button)

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

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

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

LOOK MODE           Displays a verbal description of your surroundings in the
                    graphics window. (<F8> key) (LOOK button)

MAP MODE            Displays the map in-the graphics window. (<F6>  key)
                    (MAP button)

MENU MOD            Restores the menus to the screen if you have removed
                    them previously. (<F2> key) (MENU button)

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

MUSIC ON            Turns the music on.

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

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

PICFIRST            Displays room pictures before room descriptions.

PICTURE MODE        Restores the picture to the graphics window.  (<F5>
key)
                    (PICT button)

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

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

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

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

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

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

SOUND ON            Turns the sound effects back on.

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

STATUS MODE         Displays your status in the graphics window. (<F9>
key)

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

TEXTFIRST           Displays room descriptions before room pictures.


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

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

UNSCRIPT            Stops sending the text output to a file.

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

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

VOLUME              If you have a sound card or sound module, the VOLUME
                    command, followed by a number from 1 -1 0, allows you to
                    control the volume of the game's music.  This command
                    has no effect on the volume level of the RealSound sound
                    effects.

WAIT (Z)            Your character will just stand around while time passes in
                    the story.  You can also say things like WAIT 45
                    MINUTES    or    WAIT    3    HOURS.

ABBREVIATIONS

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

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


Sample Transcript

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

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


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

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

>TAKE CHISEL
You take the chisel.

>TERSE
[Terse descriptions.]

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

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

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

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

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

>LEAVE TEMPLE
Acropolis.

>ENTER SHED
Shed


>IN
lnterkron

>TS ATHENS 1990
You are now in Athens, in the year 1990 AD.

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

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

>EXAMINE GUARD
The guard is wearing blue coveralls.  He is dozing fitfully.

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

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

>ENTER SHED
Shed

>WEAR BLUE COVERALLS
[Taking the coveralls first]
You put on the coveralls.

>OUT
Acropolis

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

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

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

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

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