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               *                                     *
               *        LEGACY OF LLYLGAMYN          *
               *                                     *
               *            A WALK-THRU              *
               *                                     *
               *            PRESENTED BY             *
               *                                     *
               *           ALIEN AARDVARK            *
               *                                     *
               ***************************************


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 EVEN BE 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 A
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....