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