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***************************************
* *
* Legacy of Llylgamyn *
* *
* a walk-thru *
* *
* presented by *
* *
* Alien Advark *
* *
***************************************
Warning: this walk-thru shows how to solve this adventure step by step,
these are not hints!
---------------------------------------
The Legacy of Llylgamyn -- Wizardry III
I will try to develop it from the bottom up, so if you just want to see
early stuff, and solve the rest yourself, then just make sure you abort
this message in time! if you don't want any giveaways, you shouldn't
have been reading this far.
1. Starting out. As with the knight of diamonds, you cannot create new
characters in L of L; they must be transferred in. There are no posted
"minimum level" suggestions, however there is a reason for this. When
you first transfer a character over, you will find that you cannot use
him/her in a party; the character is "only a memory". To be used in L of
L, each character must undergo the "rite of passage" which will turn
him/her into a Legacy. To do this, enter the training grounds, call up
the character by name, then enter "r".
Whoops! now you've done it! you see, putting a character through the
rite of passage does the following to him/her: if it had more than 500
g.p., it now has exactly 500. All equipment is taken away. It is now 1st
level, with appropriate hit points, spells, etc. (you do get to keep
stats close to what you had, with random variations). This would make it
ideal to create a new character in mad overlord, then transfer it,
right? wrong. A character with beginning stats, and less than 500 g.p.
Is going to have it <very rough> in L of L. At least give him some
money; that may be enough to survive.
The ideal party composition when first starting out in L of L is three
fighter types and three bishops! you will need all the katino's and
dios's you can muster to survive your first few expeditions. Once you
have a few characters up around third level, the rest will have a
chance.
Some cheats to speed things up: L of L does not prevent you from
transferring characters in and out; just new ones need to undergo the
rite of passage. Magic items are not transferrable (different coding),
but gold is. This means that you can have a character undergo the rite
of passage, transfer it to Wizardry I or II, get bundles of gold, and
transfer it back. There's not as much to buy, but it's a start. Also, if
the character is a bishop, you can turn it into a superbishop in
wizardry 1, then send him/her back to L of L with full abilities!
Let's see, you've got your party with three fighter types (fighters,
lords, samurai, or ninja -- or conceivably a thief) and three bishops. A
quick, but dangerous, way to get experience is to take on the moat
monsters at the dark fortress. By all means, use katino (one per round)
on them, and be ready to heal during melee; they hit hard!
Interesting features of level 1: the room you start out in has two
obvious doors. There are also two secret doors (next to the obvious
ones); each opens on a sandy beach with an island visible in the
distance. The island is in the ne corner of the 8-square lake
(6e-7e,6n-7n), but that's about all you can do about it at the moment,
since there's a lake in your way ("you're at the water's edge; go back
or you'll drown!"; you are automatically pushed back when you see this
message).
Until you're ready for the island, your best bet is to initially go
east. You find a 20' long corridor, ending in a door on the south. When
you get to it, you see a sign reading "barracks"; irrelevant, except to
tell you you're going the right way. Kick the door, turn east, kick the
door, turn south, kick the door, turn west, kick, kick. Ah ha! another
message! this time, you're at a dark fortress; "beware of moat
monsters", sayeth the sign. Indeed, beware. You are about to have two
or three encounters with moat monsters, the toughest (and best
experience) critters on level 1. This is a good way to build up initial
experience; you don't want to try level 2 until you're at least 3rd, and
preferably 4th or 5th, level (be at least 3rd even if you bring a
superbishop -- lots of spellcasting creatures on the upper levels, not
to mention dragons). Turn right, proceed as far as you can, turn left
(west), proceed, (your first moat monster encounter will take place in
the 4th square after you turn the corner (17e, 19n) -- kill 'em!), bump
into the west wall, and turn south. On your fourth square (8e, 15n) you
will meet some more moaties; trash 'em! walk one more south, then turn
left (east); the doors to the fortress! walk forward, then kick.
O.K., you've just kicked in the northern door to the fortress, and are
at (10e,14n,1u) (incidentally, except for your final destination, the
fortress is totally symmetrical, so you could reverse my n-s direction
and use the south door (13n) if you preferred). Turn left (n), kick,
walk two squares, turn right (e), kick, forward 2, kick, forward 1, turn
right, kick, turn right, walk 2, kick... Gird yourself for combat, then
kick -- you are in a guardroom with some garian guards. Don't waste
spells on them. Just fight, and most of them will run away. <<leave the
chest behind!!>> it will not contain any magic, and the traps tend to be
vicious.
Turn left, kick, walk 1, turn left, prepare, kick (another fixed
encounter with garian guards -- <<leave the chest>>). Kick, fight some
more garian guards and <<leave the chest>>, walk two squares, take a
deep breath, make sure everyone's healed, then... Kick! you are now
face-to-face with the high corsair and a variable number (3-5) of garian
captains. O.K., remember all those spells you weren't wasting on the
previous encounters? A time will come when your characters will sneer
at this encounter, but it's not yet! Put the captains to sleep, and
concentrate all the fighters on the high corsair. Once he's dead, you
can take on the captains (those which don't run away in panic when their
leader dies). This chest will be trapped with "alarm"; disarm it and
open it; it will always contain equipment, sometimes magical -- the only
magic you will be likely to find on level 1.
Go to the door on the south end of the east wall, and kick. Lo and
behold, yet another message! this time, it's "l'kbreth" telling you
that neither good nor evil alone can so live the dungeon. This is quite
true. There are four doors ahead of you. The rightmost is an empty 10x10
room; the leftmost is a teleport back to the castle (good quick exit;
you may need this later!), the middle ones are stairs. The catch is that
only a good party (at least one good-aligned character) can use the
stairs directly opposite where you are now standing (19e,13n), while
only an evil party can use the stairs at (19e, 14n). If you pick the
wrong stairway, you will be teleported back to the castle. So pick the
right one, and go on up.
The stairs up from level 1 are at (19e,13n) -- good parties only, and
(19e,14n) -- evil parties only (i haven't tried a straight neutral party
-- if anyone has, let us know what happens). The good stairs take you up
to level 2, while the evil stairs go up to level 3 -- the levels are
approximately the same in difficulty.
You will need to run some evils to solve this dungeon, but put it off as
long as possible -- it heavily discriminates against them! level 4
(good parties only) has all the magic; level 5 (evil only) is almost
bare. Same with level 2 vs. Level 3. So, take your good party, proceed
up the good stairs; you are now at (19e,0n,2u). Turn west (180 degrees)
and walk down the hall -- 4 steps, turn right, 4 steps, turn left, 4
steps, turn right, one step, left, one step, left (now facing south) --
kick the door, walk forward one, turn left, walk 4, turn right, walk
one, turn right (now facing west), kick the door. In case you haven't
guessed by now, you will be heartily sick of the fortress and this route
by the time you are able to use the shortcut (via the island -- you
guessed it). If you have a superbishop along, just malor up to level 2
(i don't recommend attacking level 4, despite the greater rewards, until
everybody has enough hit points and fighting ability to survive a tough
magic or dragon breath battle).
Let's see, you should now be at (13e, 2n, 2u). Walk one square, turn
left, walk one square, kick, turn right, kick (don't look back -- that
was a one-way door you just kicked through!! to get back, you will use
the door in the north -- currently to your right). Walk one square, turn
right, walk two squares, turn left . Blank wall here, even if you have a
light spell going. So kick the wall anyway -- it's an "invisible" door
like the ones you may remember from knight of diamonds. Turn right, and
kick another invisible door in. Whew! that was the tough part; (took me
about six expeditions up here to isolate this as the only way into the
rest of level 2).
From your current location (9e,2n, 2u) to the stairs up, you walk:
forward,kick,forward,left,forward, kick, right,kick,left,kick,forward,
right,forward,kick,right,forward, right, forward,left,forward,kick,
left, forward,right,kick,forward, left, forward ,right,kick,forward,
forward, left, forward,left,kick, right, kick, left,forward,right,
forward,forward,kick, right,forward 4,kick,right,right,kick - - wait a
sec -- isn't that where I just came from?? nope -- you just teleported
to (3e,18n,2u)!!
O.K., you are now at (2e,18n,2u), facing west. Kick the door, then:
forward,left,forward,kick,left, forward, right,forward,kick, left,kick,
left,kick,forward,right, forward,kick (but remember that door you just
passed on your right -- you'll need to go that way to get out!). You're
now in a north-south hallway, facing east. Turn left (n), walk 3
squares, and "bingo"! "I am around you always, but you have never seen
me. You would never leave me, but were I gone, you would not cry out for
me. What am I?" the answer is, of course, elementary (the elements play
an important part in this dungeon), namely "air". Turn left, walk 4
squares, and you're on the stairs up to level 4.
If you've detoured (as you should have, as you want to have characters
of around 6th-8th level before going up to level 4), you may notice that
you've only been able to map about half of the second level. Don't worry
about it; there's another way down from 4th into the other part. If you
got lost, your stairs up from level 2 were at (0e, 19n,2u), and you are
now at (10e,2n,4u). Other important locations on level 4 are:
(3e,1n,4u) -- stairs down to the island on level 1. (13e,13n,4u) --
stairs down to the other half of level 2. (12e,13n,4u) -- chute down to
same (comes out at (2e,11n,2u). (19e,14n,4u) -- stairs up to level 6 --
but you can't go yet. (17e,11n,4u) -- a puzzle to get you to
aforementioned stairs most safely. (7e,17n,4u) -- lair of the greater
demon delf -- guardian of the crystal of evil -- an artifact you must
have to solve this dungeon. The whole area south of (17e,10n,4u) -- is
full of squares that say "look out!" each time you walk on one of these,
you will have an encounter on your <<next>> move. All of these
encounters will be pretty tough, and decent experience; all will have
chests; all chests will contain magic items. Jackpot! bonanza! here's
where you go to stock everybody -- good and evil! in particular, you
need to find some glass bottles -- they're "ships in bottles", and
enable you to walk across the lake to the island (and shortcut stairs)
on the first level. Get several, if you can. (they're quite common in
this section).
-- to be continued....