LEGACY Sierra Charlie Spectrum 48 This is an interesting, challenging game. It was obviously written with respect to those who fought in the Second World War. It has good descriptions. The story line is excellent. The puzzles are challenging, however with sometimes no understanding why you need to perform a certain action. I am not sure whether this lessens my overall rating of the game. While HELP is available, in Part 1 it is useless, and in Part 2, not much more helpful. However, parts you cannot visit in Part 1, you can visit in Part 2. This is a nice touch – linking the two parts together. There are some problems with the exact wording: take the case, not the suitcase; Hints: There are several places to die so SAVE, and RESTORE often. Wear the lavender. It's needed eventually in Part 2. The pliers are needed more than once. Other objects as well. HELP offers suggestions. If you wish to help a person, use ASSIST. MOVE is the operative verb here. Type REDSCRIBE (R) or LOOK to see what there is. Remember to take things as they are not automatically given to you when you see them. Even though you do not have a ticket for the train, only the platform ticket, BOARD TRAIN. Make sure you have the suitcase when you are sinking in the pond. Remember, you need to use CASE, not SUITCASE. After you get past Oswald, and you appear to be stuck, say TICKET PLEASE. EXAMINE RACK once you reach London. You can get out of the desert once you have the gems; map the area carefully. In the bathroom at Uncle Angus' house, take the mirror even though you don't actually see it. It's on the cabinet. A needy person could use the medallions. Your key is broken or stuck in the door? Check out what you see. Where would you hide a key? Once at your Uncle's home, you will see several shops. Those you cannot visit now, you will visit in Part 2. This is a nice touch. What Platform to take? Platform 4 is your destination. You will encounter a messenger in the cellar: drop the torch (still lit) and throw the logs; Finish Part 1 with a torch, passport, a matchbox, lavender, key, credit card, foam, mirror, wellies, letter, paper, pliers (though you probably cannot take them all). Part 2: There are places you can visit where torch is needed, don't panic, you don't need to go there. Several items are needed more than once. At the beginning, pick up something you dropped. To get past the door, use the credit card. Show the spider to the Vicar. In Part 2, if it seems you need a torch in a particular location because it is dark, don't panic – it's not needed. Just avoid this area. You don't need the torch in Part 2. Haggle with the antique dealer. Refuse his first offer. You need a truck to explore the desert; forget about a car. You will encounter spiders twice: the first time, the can of foam is needed; the second, trap the spiders in one of your objects after standing still. You need something to provide traction: use the pliers on an object you see. Take them with you, you will need them again. Someone needs it. A bayonet is useful for another purpose than stabbing people. Don't use the knife here as it breaks. It is needed elsewhere. To get past the urchins and thugs, drop some baksheesh. You will encounter three more messengers here. To finish them off: second messenger: shine the mirror; third messenger: throw the shovel (drop the medallions first); fourth messenger: trap a deadly object in the matchbox and throw it. Don't leave the airport without changing your money.Make sure you have two kinds. Terri Sheehan 2007-10-02 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com