The Legacy – Part 2

I didn’t get all that far into The Legacy in part 1. The wealth of options on how to approach the game kept sending me off in directions my character wasn’t able to cope with. I’d eventually decided to work my way up the house and was making steady progress exploring the second floor.

Today starts off with a simple door puzzle where I have to go through several numbered doors in ascending order to unlock another door in the middle of the level that has a knocking sound coming from it. Behind the locked door is another NPC is the shape of PI Dee Kirby who isn’t all that helpful in truth not telling me anything I haven’t already figured out. She leaves me when we are done talking with the intention to somehow leave the mansion.

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That just about finishes off the second floor so I head up to floor 3. Just when you think the house can’t get any stranger, this whole level is an asylum complete with my last remaining relative who tries to butcher me with an axe. This encounter is my abiding memory of playing the game from years back as it truly creeped me out at the time. It’s mainly the laughing my aunt is doing while trying to run that axe through me. The effect is considerably lessened with the passing of time but it’s still not what you would call pleasant. She leaves behind her axe and blood stained straight jacket which I’ll be needing later in the level to pretend to be her so I can get through an invisible barrier.

I’ll later learn that the asylum was used to provide victims for the dark gods in the lower levels of the house which at least partially explains its presence.

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The exit to level 4 is guarded by one of the uglier monsters ever to grace an RPG and these guys are all over the asylum. They don’t chase after me at least and don’t have a range attack but I’m really not up to fighting them at close range yet.

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While exploring the asylum, I happen across a green gem which is just what I need for a puzzle right back in the entrance hallway where a painting had a conspicuous hole where the jewel in a pendant should have been. Sure enough placing the gem destroys the painting (begging the question how anyone ever used this in the past) revealing a door behind it. That takes me through to a room that could be straight out of Hellraiser with swinging chains and body parts everywhere. I can walk through the portal in the middle to get teleported elsewhere but have to time this to avoid the chains.

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This takes me to an Egyptian temple level. I fail to get very far here running into lots of locked doors. I do learn that a dark cult were doing something nefarious here and run into one of them in his natty suit. Since I’m not getting anywhere here I decide to come back later.

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I still don’t fancy fighting my way past the two headed thing on level 3 so instead I try one more set of steps from the ground floor of the house which lead to a tomb level. The first thing I run into here is a gun toting zombie who I defeat with hit and run attacks dodging out of the way of his formidable shotgun blasts each time. The main foe down here after him are skeletons which spring back to life every time you walk over them. They are reasonably easy to defeat but do start to grind my health down after a bit.

I don’t find much else of interest other than a temple complete with organ. Using some sheet music I found near the start of the game, the window smashes revealing a swirling portal. Foolishly I head into this.

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This leads to the ethereal plane which looks a whole lot different to Ultima Underworld but isn’t any easier to navigate. This one is a swirling blue vortex with invisible boundaries and precious little in the way of landmarks. It is absolutely swarming with monsters including the jellyfish on the right who I’ll learn later is one of the dark triumvirate of gods round these parts. It throws endless spells at me and I run away as quick as possible. The cubes are teleporters to various parts of the house and this level could be used at a shortcut if you can manage to learn where everything is I suppose. Most of the portals need opening up on the other side before they will work though.

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Once again, I’m unsure where to go next so I head for level 3 and find a load of rooms that I missed first time around. The place is populated with fire spawn who are invulnerable to any conventional weapons I’m carrying around right now but can be dispatched with one or two blasts from a fire extinguisher.

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I manage to get some more of the locked doors open and explore the rest of the level. The most notable encounter is with a face bulging out of the wall in a padded cell. Whoever it is wants me to rescue them from the ethereal plane. I didn’t enjoy my first trip there much so I’ll hold off on that particular request for now.

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Instead, I head for the top floor which is the museum, kind of like the top floor of my house now I think about it although on slightly different scales. Nearly all the best items in the game will be found up here although not necessarily on this first visit. I also get to meet the bad guys as there are paintings of the dark gods starting with Belthegor on the bottom left. I’ll need to defeat this particular god at the end of the game. Right now, I’m having enough trouble with the crawling green slimes and pink crawling frog like things on this level.

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The museum has lots of plinths with all sorts of goodies on that will help when fighting the denizens of the Winthrop estate. Unfortunately for me most of them aren’t immediately grabbable and I have to replace the missing plaque on each plinth before I can pick them up. The only plaque I’ve found so far is a for a shuriken so I grab that while I’m here and then fail to use it throughout the rest of the game so I’m not so sure how effective it would have been.

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I find paintings of the rest of the triumvirate with Alberoth on the left and the nameless master of the void on the right. Alberoth hangs around in 3 locations simultaneously on one of the basement levels blocking access until I complete a puzzle much, much later on in the game.

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I run into another relative which is becoming a common experience considering I’m the last surviving member of the family. This time its Carl Winthrop who wants me to summon the Karcist in the temple. This probably isn’t a good idea as near enough every word this guy tells me is a lie. I’ll learn much later that the Karcist is the relative that started this whole mess 300 years ago but giving their soul to the dark gods. Carl Winthrop vanishes as soon as we are done talking.

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I find a room with plinths for 3 statues and I know from various scraps of paper that I can banish all the pink frog-things from the level by placing the appropriate statues on each plinth and casting a fireball spell at them. Casting the fireball spell proves to be the trickiest part of this and I have to devote a load of experience to the spell before casting starts to work.

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At the northeast corner of the level is another entrance to the void. I decide to take the plunge and this time find Charles Wenlock (or at least his astral projection) walking around. He is a magician of sorts who was trying to banish the evil from the house and is by far the most helpful person in this whole game. He gives me some crystal glasses to help me find a path through the void (another item I never used now I think about it), teaches me a new spell and also give me the advice that I’ll need to fashion a talisman from a meteorite fragment in the room of skulls in order to defeat Belthegor.

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My only choice at this point appears to be to head down into the basement of the house again. When I attempt to go to the second basement level, sure enough Alberoth is waiting for me looking even less welcoming than in his picture. I’m completely unable to dodge round him but I have found clues about him disappearing at a certain star alignment.

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It’s fair to say I made a whole lot more progress in part 2 although playing this game does feel like stumbling around in the dark at times. I kept going back and forth trying to figure out which direction to strike out in. The story in the game is extremely sparse with only a minimum of guidance. Near enough every little clue you do find is needed to figure out the puzzles. Keeping all the screenshots for blogging has certainly proved extremely useful.

Part 3 will see me to the end of the game and should be coming around a whole lot more quickly than part 2. It’s not the way I usually do things but I was enjoying playing this enough that I ended up finishing the game instead of writing up this post.

The Legacy – Part 1

The Legacy (aka The Legacy – Realm of Terror) is a highly unusual RPG developed by Magnetic Scrolls and published by Mindscape in 1993. Magnetic Scrolls were known for text adventure games and were regarded by many as the British Infocom throughout the 80’s. The Legacy was therefore something of a departure for them and despite a largely positive reaction from the press, it didn’t get the success it possibly deserved and would be their last creation.

This is a game I bought and played on first release but returning to it 20 years down the line, I can’t say I remember a whole lot of the detail. I do recall it being quite tricky and it was quite possible to get into unwinnable states but I’ll do my best to get through to the end once again.

The copy I have now isn’t my original as I sold/traded that one a long time back. I rectified that mistake eventually and bought another one. This is a game that comes in a particularly large and good looking box even if mine could do with gluing back together on one side.

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I’m sure the contents here aren’t complete but I do have 7 floppies, a technical leaflet and the manual itself which goes into all sorts of detail considering how intuitive the game is to play. The manual contains a brief section allegedly written by Edgar Allen Poe about a particularly scary house he was unfortunate enough to visit. It’s hinted to be the same house as in the game but the influences once you start playing are much more Lovecraftian the way I remember it.

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The game has an impressive intro for the time in which some hapless idiot draws up to the extremely sinister looking house, and only manages to make it up the steps before something emerges out of the floor dragging him to his doom.

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It’s at this point that the game hung on me and I had to spend a while figuring out that it will always crash after the intro with SoundBlaster/Roland combo selected for audio. Either on their own worked fine but didn’t sound anything like as good. The readme file came to my rescue – basically select Soundblaster for sound and then start the game with “legacy -roland” and it works fine during the game. The snag here is that the intro and presumably outro if I make it that far still only have SoundBlaster music. I’ll worry about the ending if I make it that far.

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The story of The Legacy is a nice simple one allowing anyone to jump straight in without reading the manual. You the player have inherited a house and at the start of the game arrive to take a look around. Before starting the game, you have a choice of 8 characters to play all with their own stats which will affect how you play the game. If you don’t like those stats, you can redesign the character as you please. Something I recall from playing this years ago is that all of these characters are stored in text files so if you want to make the game much easier you can simply edit the text file to beef them up. Tempting as that is, I stuck to playing it properly and chose the ex-military Robert Kowalski.

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And with that it’s straight into the mansion. The setting is very different but the game is effectively a dungeon crawler in the style of Dungeon Master and Eye Of The Beholder. The interface is interesting in that it’s all point and click with context sensitive menus. All of the windows are resizable meaning that if you want to play full screen you can. You won’t be able to see your automap without clicking on it to bring it to the front but it’s entirely possible. This may seem unremarkable now but this was cutting edge stuff for a DOS game back in 93. The system was previously used in Magnetic Scrolls earlier game Wonderland back in 1990.

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Using this sort of interface is second nature these days at any rate. The first task at hand is to get my bearings and the game wastes no time in setting the scene as the note immediately in front of me says that the house is possessed by an evil entity. Apparently there are strange goings on every 20 years and I happen to have arrived at just the wrong time. It’s too late to get out now as the door is being held shut by a magical force that laughs at me every time I step on that square.

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I’ve no choice but to explore and it doesn’t take long before I come across my first zombie. All the creatures in the game are pre-rendered in 3D studio but move around quite smoothly despite this. The animation puts the likes of Doom to shame but there were only four possible camera angles here. There are loads of these zombies on this level and they tend to chase me around as soon as they spot me but won’t come through doors provided I don’t hold them open. It’s something of a theme throughout this game that whenever you run into a new monster, you aren’t equipped to deal with it so there is a lot of running away even with the character I’ve chosen to play. I do find a poker fairly quickly which becomes my weapon of choice for these early sections.

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Further exploration reveals a spiky green floating thingy that doesn’t actually attack me but does terrify the player enough that they are rooted to the spot until it’s gone out of sight. This sort of fear reaction is used throughout the game and the willpower stat can be raised to overcome it.

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Near enough the whole house is open to explore right from the start of The Legacy. This is not a game that holds your hand through each section one by one and it’s entirely up to the player to decide what to do next which does make starting out tricky. I venture down into the cellar when I come across a set of steps but don’t last more than a couple of seconds so decide to carry on exploring upstairs instead. legship_036

Most of the locations in the game are rendered as corridors. They aren’t entirely bare with sofas, chairs and the like but are largely generic on each floor. There are however, some specific locations such as the room above which have a pre-rendered screen and the player can search within that for things to do in the same manner as a point and click adventure game. I.e. here I can open the curtain to discover a hanging corpse, or more usefully open up the dumb waiter to find a severed head which I can carry around with me. I assume it will be useful at any rate.

The inventory space is extremely limited in this game. I have found a suitcase at this point which I can use to store about a dozen items but I’ve ended up using the entrance hall as a stash room to store all those things that I expect will come in handy much later in the game.

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I decide to venture up to the second floor and have much the same experience I did in the basement only with a ghost this time around. All the fuses have now blown because of the storm so the house is quite dark and makes life trickier still. I do find a fusebox on the ground floor but it needs repairing and I haven’t found the appropriate equipment yet.

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I eventually locate my first spell which is used for avoiding getting hit by enemies. The game’s magic system works by equipping a spell book in one hand and then selecting the spell and power level from a window of icons which pops up. Each spell has its own skill level which you can spend experience points on if you wish to improve your chances of casting successfully. The stat system in this game is quite complex with a lot of options on where to spend your experience. I’m tending to concentrate on combat skills and hope this won’t come back to hurt me late in the game.

The experience system is unusual in that it appears to be about exploring rather than combat and I’m unconvinced I gain any experience at all from combat. The Legacy definitely doesn’t have the usual RPG mechanics in this sense. There are no levels either and experience is just gained gradually and can be spent at any time.

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I’ve run out of places to explore on the ground floor so decide to do my best a floor up and run away from anything dangerous. There are some imp-like creatures who throw spells at me but I do find out I can destroy these with holy water which I have a small supply of. I spot another human but she just walks back and forth across some trapped areas and ignores me if I try to talk to her so I leave her well alone.

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I do come across my first NPC shortly after in the form of a friendly ghost who tells me how he is chained to the house by a particular painting which I must find and destroy.

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That painting is practically around the corner. I drag my matches onto it and can now explore the level without being hassled by ghosts any more.

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This leads me to a fusebox which I switch to get the lights back on for this floor. This doesn’t really appear to help in any way except the screenshots look much clearer.

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Level 2 looks to be the guest quarters with loads of bedrooms and bathrooms all of which are more or less identical. Opening the toilets is not recommended as a blue worm will attack on suspicion.

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I learned early on in this game that triangular symbols meant safety and I’ve been desperately looking for one so that I can rest up and regain health ever since. When I do finally find one, I’m not tired enough to rest so it was wasted effort. The only way I’ve got to regain health is the first aid kits I’ve run across which don’t last long and are in short supply. I’m definitely going to have to be more careful about not getting hurt from here on out. Presumably if I run out of first aid kits it will be game over as this game doesn’t strike me as being exactly forgiving in that sense.

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I figure a baseball bat ought to help me out in fending off monsters than a poker so I grab this for my weapon of choice at this point. There are firearms in the game also but I can’t honestly say that I found them all that effective and ammo is in extremely short supply so I’m tending to stick to melee weapons. There isn’t anything to say it’s a +2 weapon or the like so I simply have to try it out and see how it goes.

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Before I call it a day, I get to meet some of the family using a VHS I found earlier in the TV room. Not surprisingly since they owned this place this isn’t your run of the mill family video. The man is just saying how Ellen has escaped and how he doesn’t know what to do when she turns up and gives him the axe.

I can’t say I’m a whole lot wiser as to exactly what is going on in this house at the end of this first session but it definitely isn’t good. The Legacy is everything I remembered it to be though and is holding up extremely well. The graphics have barely aged as far as I’m concerned. I’ll admit the monsters are a little clunky when moving around and they do tend to face the wrong way at times (not that it dampens their ability to hit you any). It doesn’t do anything to reduce the air of dread that is hanging over me while playing these early sections. The constant threat of a quick death certainly adds to the tension as does the atmospheric music and sound throughout.

We’ll see if I can’t shift the balance a little more in my favour next time anyway and speed up progress a little. Either way, the floors on this house are unrealistically enormous so I expect there will be a good number of posts before I make it to the end.