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 AARDVARK *
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* *
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***************************************
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WARNING: THIS WALK-THRU SHOWS HOW TO
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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
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TO SEE EARLY STUFF, AND SOLVE THE REST YOURSELF, THEN JUST MAKE
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SURE YOU ABORT THIS MESSAGE IN TIME! IF YOU DON'T WANT ANY
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GIVEAWAYS, YOU SHOULDN'T EVEN BE READING THIS FAR.
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1. STARTING OUT. AS WITH THE KNIGHT OF DIAMONDS, YOU CANNOT
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CREATE NEW CHARACTERS IN L OF L; THEY MUST BE TRANSFERRED IN.
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THERE ARE NO POSTED "MINIMUM LEVEL" SUGGESTIONS, HOWEVER THERE IS
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A REASON FOR THIS. WHEN YOU FIRST TRANSFER A CHARACTER OVER, YOU
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WILL FIND THAT YOU CANNOT USE HIM/HER IN A PARTY; THE CHARACTER A
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IS "ONLY A MEMORY". TO BE USED IN L OF L, EACH CHARACTER MUST
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UNDERGO THE "RITE OF PASSAGE" WHICH WILL TURN HIM/HER INTO A
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LEGACY. TO DO THIS, ENTER THE TRAINING GROUNDS, CALL UP THE
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CHARACTER BY NAME, THEN ENTER "R".
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WHOOPS! NOW YOU'VE DONE IT! YOU SEE, PUTTING A CHARACTER THROUGH
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THE RITE OF PASSAGE DOES THE FOLLOWING TO HIM/HER: IF IT HAD MORE
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THAN 500 G.P., IT NOW HAS EXACTLY 500. ALL EQUIPMENT IS TAKEN
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AWAY. IT IS NOW 1ST LEVEL, WITH APPROPRIATE HIT POINTS, SPELLS,
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ETC. (YOU DO GET TO KEEP STATS CLOSE TO WHAT YOU HAD, WITH RANDOM
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VARIATIONS). THIS WOULD MAKE IT IDEAL TO CREATE A NEW CHARACTER
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IN MAD OVERLORD, THEN TRANSFER IT, RIGHT? WRONG. A CHARACTER WITH
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BEGINNING STATS, AND LESS THAN 500 G.P. IS GOING TO HAVE IT <VERY
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ROUGH> IN L OF L. AT LEAST GIVE HIM SOME MONEY; THAT MAY BE
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ENOUGH TO SURVIVE.
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THE IDEAL PARTY COMPOSITION WHEN FIRST STARTING OUT IN L OF L IS
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THREE FIGHTER TYPES AND THREE BISHOPS! YOU WILL NEED ALL THE
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KATINO'S AND DIOS'S YOU CAN MUSTER TO SURVIVE YOUR FIRST FEW
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EXPEDITIONS. ONCE YOU HAVE A FEW CHARACTERS UP AROUND THIRD
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LEVEL, THE REST WILL HAVE A 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
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THE RITE OF PASSAGE. MAGIC ITEMS ARE NOT TRANSFERRABLE (DIFFERENT
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CODING), BUT GOLD IS. THIS MEANS THAT YOU CAN HAVE A CHARACTER
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UNDERGO THE RITE OF PASSAGE, TRANSFER IT TO WIZARDRY I OR II, GET
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BUNDLES OF GOLD, AND TRANSFER IT BACK. THERE'S NOT AS MUCH TO
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BUY, BUT IT'S A START. ALSO, IF THE CHARACTER IS A BISHOP, YOU
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CAN TURN IT INTO A SUPERBISHOP IN WIZARDRY 1, THEN SEND HIM/HER
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BACK TO L OF L WITH FULL ABILITIES!
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LET'S SEE, YOU'VE GOT YOUR PARTY WITH THREE FIGHTER TYPES
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(FIGHTERS, LORDS, SAMURAI, OR NINJA -- OR CONCEIVABLY A THIEF)
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AND THREE BISHOPS. A QUICK, BUT DANGEROUS, WAY TO GET EXPERIENCE
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IS TO TAKE ON THE MOAT MONSTERS AT THE DARK FORTRESS. BY ALL
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MEANS, USE KATINO (ONE PER ROUND) ON THEM, AND BE READY TO HEAL
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DURING MELEE; THEY HIT HARD!
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INTERESTING FEATURES OF LEVEL 1: THE ROOM YOU START OUT IN HAS
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TWO OBVIOUS DOORS. THERE ARE ALSO TWO SECRET DOORS (NEXT TO THE
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OBVIOUS ONES); EACH OPENS ON A SANDY BEACH WITH AN ISLAND VISIBLE
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IN THE DISTANCE. THE ISLAND IS IN THE NE CORNER OF THE 8-SQUARE
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LAKE (6E-7E,6N-7N), BUT THAT'S ABOUT ALL YOU CAN DO ABOUT IT AT
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THE MOMENT, SINCE THERE'S A LAKE IN YOUR WAY ("YOU'RE AT THE
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WATER'S EDGE; GO BACK OR YOU'LL DROWN!"; YOU ARE AUTOMATICALLY
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PUSHED BACK WHEN YOU SEE THIS MESSAGE).
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UNTIL YOU'RE READY FOR THE ISLAND, YOUR BEST BET IS TO INITIALLY
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GO EAST. YOU FIND A 20' LONG CORRIDOR, ENDING IN A DOOR ON THE
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SOUTH. WHEN YOU GET TO IT, YOU SEE A SIGN READING "BARRACKS";
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IRRELEVANT, EXCEPT TO TELL YOU YOU'RE GOING THE RIGHT WAY. KICK
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THE DOOR, TURN EAST, KICK THE DOOR, TURN SOUTH, KICK THE DOOR,
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TURN WEST, KICK, KICK. AH HA! ANOTHER MESSAGE! THIS TIME, YOU'RE
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AT A DARK FORTRESS; "BEWARE OF MOAT MONSTERS", SAYETH THE SIGN.
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INDEED, BEWARE. YOU ARE ABOUT TO HAVE TWO OR THREE ENCOUNTERS
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WITH MOAT MONSTERS, THE TOUGHEST (AND BEST EXPERIENCE) CRITTERS
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ON LEVEL 1. THIS IS A GOOD WAY TO BUILD UP INITIAL EXPERIENCE;
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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
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LEVELS, NOT TO MENTION DRAGONS). TURN RIGHT, PROCEED AS FAR AS
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YOU CAN, TURN LEFT (WEST), PROCEED, (YOUR FIRST MOAT MONSTER
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ENCOUNTER WILL TAKE PLACE IN THE 4TH SQUARE AFTER YOU TURN THE
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CORNER (17E, 19N) -- KILL 'EM!), BUMP INTO THE WEST WALL, AND
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TURN SOUTH. ON YOUR FOURTH SQUARE (8E, 15N) YOU WILL MEET SOME
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MORE MOATIES; TRASH 'EM! WALK ONE MORE SOUTH, THEN TURN LEFT
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(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,
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AND ARE AT (10E,14N,1U) (INCIDENTALLY, EXCEPT FOR YOUR FINAL
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DESTINATION, THE FORTRESS IS TOTALLY SYMMETRICAL, SO YOU COULD
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REVERSE MY N-S DIRECTION AND USE THE SOUTH DOOR (13N) IF YOU
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PREFERRED). TURN LEFT (N), KICK, WALK TWO SQUARES, TURN RIGHT
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(E), KICK, FORWARD 2, KICK, FORWARD 1, TURN RIGHT, KICK, TURN
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RIGHT, WALK 2, KICK... GIRD YOURSELF FOR COMBAT, THEN KICK -- YOU
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ARE IN A GUARDROOM WITH SOME GARIAN GUARDS. DON'T WASTE SPELLS
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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
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TEND TO BE 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
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SOME MORE GARIAN GUARDS AND <<LEAVE THE CHEST>>, WALK TWO
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SQUARES, TAKE A DEEP BREATH, MAKE SURE EVERYONE'S HEALED, THEN...
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KICK! YOU ARE NOW FACE-TO-FACE WITH THE HIGH CORSAIR AND A
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VARIABLE NUMBER (3-5) OF GARIAN CAPTAINS. O.K., REMEMBER ALL
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THOSE SPELLS YOU WEREN'T WASTING ON THE PREVIOUS ENCOUNTERS? A
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TIME WILL COME WHEN YOUR CHARACTERS WILL SNEER AT THIS ENCOUNTER,
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BUT IT'S NOT YET! PUT THE CAPTAINS TO SLEEP, AND CONCENTRATE ALL
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THE FIGHTERS ON THE HIGH CORSAIR. ONCE HE'S DEAD, YOU CAN TAKE ON
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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
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AND OPEN IT; IT WILL ALWAYS CONTAIN EQUIPMENT, SOMETIMES MAGICAL
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-- THE ONLY 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
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AND BEHOLD, YET ANOTHER MESSAGE! THIS TIME, IT'S "L'KBRETH"
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TELLING YOU THAT NEITHER GOOD NOR EVIL ALONE CAN SO LIVE THE
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DUNGEON. THIS IS QUITE TRUE. THERE ARE FOUR DOORS AHEAD OF YOU.
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THE RIGHTMOST IS AN EMPTY 10X10 ROOM; THE LEFTMOST IS A TELEPORT
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BACK TO THE CASTLE (GOOD QUICK EXIT; YOU MAY NEED THIS LATER!),
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THE MIDDLE ONES ARE STAIRS. THE CATCH IS THAT ONLY A GOOD PARTY
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(AT LEAST ONE GOOD-ALIGNED CHARACTER) CAN USE THE STAIRS DIRECTLY
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OPPOSITE WHERE YOU ARE NOW STANDING (19E,13N), WHILE ONLY AN EVIL
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PARTY CAN USE THE STAIRS AT (19E, 14N). IF YOU PICK THE WRONG
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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,
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AND (19E,14N) -- EVIL PARTIES ONLY (I HAVEN'T TRIED A STRAIGHT
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NEUTRAL PARTY -- IF ANYONE HAS, LET US KNOW WHAT HAPPENS). THE
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GOOD STAIRS TAKE YOU UP TO LEVEL 2, WHILE THE EVIL STAIRS GO UP
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TO LEVEL 3 -- THE LEVELS ARE APPROXIMATELY THE SAME IN
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DIFFICULTY.
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YOU WILL NEED TO RUN SOME EVILS TO SOLVE THIS DUNGEON, BUT PUT IT
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OFF AS LONG AS POSSIBLE -- IT HEAVILY DISCRIMINATES AGAINST THEM!
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LEVEL 4 (GOOD PARTIES ONLY) HAS ALL THE MAGIC; LEVEL 5 (EVIL
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ONLY) IS ALMOST BARE. SAME WITH LEVEL 2 VS. LEVEL 3. SO, TAKE
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YOUR GOOD PARTY, PROCEED UP THE GOOD STAIRS; YOU ARE NOW AT
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(19E,0N,2U). TURN WEST (180 DEGREES) AND WALK DOWN THE HALL -- 4
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STEPS, TURN RIGHT, 4 STEPS, TURN LEFT, 4 STEPS, TURN RIGHT, ONE
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STEP, LEFT, ONE STEP, LEFT (NOW FACING SOUTH) -- KICK THE DOOR,
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WALK FORWARD ONE, TURN LEFT, WALK 4, TURN RIGHT, WALK ONE, TURN
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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
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THIS ROUTE BY THE TIME YOU ARE ABLE TO USE THE SHORTCUT (VIA THE
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ISLAND -- YOU GUESSED IT). IF YOU HAVE A SUPERBISHOP ALONG, JUST
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MALOR UP TO LEVEL 2 (I DON'T RECOMMEND ATTACKING LEVEL 4, DESPITE
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THE GREATER REWARDS, UNTIL EVERYBODY HAS ENOUGH HIT POINTS AND
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FIGHTING ABILITY TO SURVIVE A TOUGH MAGIC OR DRAGON BREATH
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BATTLE).
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LET'S SEE, YOU SHOULD NOW BE AT (13E , 2N, 2U). WALK ONE SQUARE,
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TURN LEFT, WALK ONE SQUARE, KICK, TURN RIGHT, KICK (DON'T LOOK
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BACK -- THAT WAS A ONE-WAY DOOR YOU JUST KICKED THROUGH!! TO GET
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BACK, YOU WILL USE THE DOOR IN THE NORTH -- CURRENTLY TO YOUR
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RIGHT). WALK ONE SQUARE, TURN RIGHT, WALK TWO SQUARES, TURN LEFT.
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BLANK WALL HERE, EVEN IF YOU HAVE A LIGHT SPELL GOING. SO KICK
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THE WALL ANYWAY -- IT'S AN "INVISIBLE" DOOR LIKE THE ONES YOU MAY
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REMEMBER FROM KNIGHT OF DIAMONDS. TURN RIGHT, AND KICK ANOTHER
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INVISIBLE DOOR IN. WHEW! THAT WAS THE TOUGH PART; (TOOK ME ABOUT
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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
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WALK: FORWARD,KICK,FORWARD,LEFT,FORWARD, KICK,
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RIGHT,KICK,LEFT,KICK,FORWARD, RIGHT,FORWARD,KICK,RIGHT,FORWARD,
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RIGHT, FORWARD,LEFT,FORWARD,KICK, LEFT,
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FORWARD,RIGHT,KICK,FORWARD, LEFT, FORWARD ,RIGHT,KICK,FORWARD,
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FORWARD, LEFT, FORWARD,LEFT,KICK, RIGHT, KICK,
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LEFT,FORWARD,RIGHT, FORWARD,FORWARD,KICK, RIGHT,FORWARD
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4,KICK,RIGHT,RIGHT,KICK - - WAIT A SEC -- ISN'T THAT WHERE I JUST
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CAME FROM?? NOPE -- YOU JUST TELEPORTED TO (3E,18N,2U)!!
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O.K., YOU ARE NOW AT (2E,18N,2U), FACING WEST. KICK THE DOOR,
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THEN: FORWARD,LEFT,FORWARD,KICK,LEFT, FORWARD,
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RIGHT,FORWARD,KICK, LEFT,KICK, LEFT,KICK,FORWARD,RIGHT,
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FORWARD,KICK (BUT REMEMBER THAT DOOR YOU JUST PASSED ON YOUR
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RIGHT -- YOU'LL NEED TO GO THAT WAY TO GET OUT!). YOU'RE NOW IN A
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NORTH-SOUTH HALLWAY, FACING EAST. TURN LEFT (N), WALK 3 SQUARES,
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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
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OUT FOR ME. WHAT AM I?" THE ANSWER IS, OF COURSE, ELEMENTARY (THE
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ELEMENTS PLAY AN IMPORTANT PART IN THIS DUNGEON), NAMELY "AIR".
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TURN LEFT, WALK 4 SQUARES, AND YOU'RE ON THE STAIRS UP TO LEVEL
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4.
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IF YOU'VE DETOURED (AS YOU SHOULD HAVE, AS YOU WANT TO HAVE
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CHARACTERS OF AROUND 6TH-8TH LEVEL BEFORE GOING UP TO LEVEL 4),
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YOU MAY NOTICE THAT YOU'VE ONLY BEEN ABLE TO MAP ABOUT HALF OF
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THE SECOND LEVEL. DON'T WORRY ABOUT IT; THERE'S ANOTHER WAY DOWN
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FROM 4TH INTO THE OTHER PART. IF YOU GOT LOST, YOUR STAIRS UP
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FROM LEVEL 2 WERE AT (0E, 19N,2U), AND YOU ARE NOW AT
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(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) --
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CHUTE DOWN TO SAME (COMES OUT AT (2E,11N,2U). (19E,14N,4U) --
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STAIRS UP TO LEVEL 6 -- BUT YOU CAN'T GO YET. (17E,11N,4U) -- A
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PUZZLE TO GET YOU TO AFOREMENTIONED STAIRS MOST SAFELY.
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(7E,17N,4U) -- LAIR OF THE GREATER DEMON DELF -- GUARDIAN OF THE
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CRYSTAL OF EVIL -- AN ARTIFACT YOU MUST HAVE TO SOLVE THIS
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DUNGEON. THE WHOLE AREA SOUTH OF (17E,10N,4U) -- IS FULL OF
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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
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HAVE CHESTS; ALL CHESTS WILL CONTAIN MAGIC ITEMS. JACKPOT!
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BONANZA! HERE'S WHERE YOU GO TO STOCK EVERYBODY -- GOOD AND
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EVIL! IN PARTICULAR, YOU NEED TO FIND SOME GLASS BOTTLES --
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THEY'RE "SHIPS IN BOTTLES", AND ENABLE YOU TO WALK ACROSS THE
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LAKE TO THE ISLAND (AND SHORTCUT STAIRS) ON THE FIRST LEVEL. GET
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SEVERAL, IF YOU CAN. (THEY'RE QUITE COMMON IN THIS SECTION).
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-- TO BE CONTINUED....
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