Legacy of the Ancients (e)

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This is the Legacy of the Ancients Walkthrough. For the most part
this walk through was written by the efforts Perry Eidelbus. Thanks
to Perry for his time and effort!

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(**Joel Logan and I have had problems with  the  Caretaker  giving  us  the
iron key, and asking us to help find the sceptor and crown. The  only  time
I've completed the game, the Caretaker asked me upon  returning  the  tulip
to the display. To verify my walkthrough, I started a new game;  after  100
days, I made level 2 just from training schools and obtaining weapons.  Yet
the Caretaker never asked me, though  I  duplicated  all  I  could:  train,
magic and weapons, stone key, tulip and seeds, Casandra,  return  tulip  to
display, see Caretaker for iron key.

I started another game, visiting the Caretaker at the very start,  but  not
again until I returned the tulip; he promoted but still didn't  ask  me  to
help! It was the same  when  I  tried  a  third  time,  seeing  him  before
returning the tulip to the display. I even tried visiting  all  the  towns,
including Eagle Hollow, but Joel hasn't had luck  even  after  finding  the
crown in the dungeon. It doesn't seem  to  matter  if  you've  visited  the
castle again, or bumped against and fought the iron-key door. I  even  made
sure to view the "Healing Herbs" exhibit and buy some. The only  difference
I can see is time: when I first finished the  game  I  returned  the  tulip
after 1300 days. My first failed attempt was after only  a  thousand  days,
and the second and third were less than 200 days. All I  can  think  of  is
the need to be patient and spend time exploring.**)

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In my walkthrough, you must build a bankroll at the start,  at  least  5000
gold. Your immediate goal is to buy magic spells for  storming  the  castle
near Alanville; you'll also need  money  for  weapons/armor,  coins,  food,
healers and healing herbs. The manual suggests acquiring gold  by  robbing,
killing monsters, odd  jobs  (mail)  and  visiting  castles  and  dungeons.
Additionally, the "Fountain" exhibit (jade coins) gives you  100  gold  per
view until you return the tulip; going to  Thornberry  nets  300,  and  the
"Native Currency" exhibit gives 700-1500 per topaz coin.

Robbing towns is impractical until bows appear late in the plot; you're  no
match for the guards in close-quarters. Using magic  against  them  is  too
expensive; the "take" from any town is never  worth  it.  Killing  monsters
takes time, and you spend a lot of money on healing. Delivering mail  isn't
sufficiently frequent to be serious  income,  and  you  can't  even  afford
magic to conquer castles and dungeons!  Gambling  is  best:  flip-flop  has
terrible odds, so I  do  blackjack.  I  prefer  playing  in  Alanville  and
Thompson Crossing since the dealers and  banks  are  close.  Regardless  of
your starting gold, having more than 2500 tends to  "break  the  bank"  and
get the guards after you. When I reach 2500, I deposit 2000 and return  for
more. Be very  careful  of  "natural"  blackjacks  around  2000  if  you're
betting 300-500 at a time.

1. Magic is cheapest in Mazelton. It has no bank, so bring your money  with
you; 5700 gold buys the max of 100 flames and  100  firebolts  (19  and  38
gold, respectively).  Explore  the  continent:  improve  your  weapons  and
armor, buy food, more magic and coins. Expect bandits  to  ambush  you  and
steal the Compendium within your first few hundred days.  With  your  first
topaz coin, view the "Healing Herbs" exhibit so you can buy  them;  they're
useful in the castle and necessary in dungeons and the fortress.  Once  you
have 100 each of flames and bolts, and at least ten healing herbs, you  can
storm the castle. Your first two visits will use a lot of magic (bows  will
make it easy later); the guards are even  stronger  there,  but  the  items
within are worth it.

2. Castle guards will ignore you until you open a chest.  The  one  in  the
very upper-left has the stone key; open it  before  any  others.  When  the
guards attack, kill them with magic as you open the  other  chests.  Flames
kill guards next to you; a bolt, guards  two  steps  away.  Hopefully  your
spells will be lucky and won't fizzle out (common with  low  intelligence).
Use the key to unlock the door on the left side,  then  speak  to  Casandra
inside. Choose charm (+15), not gold  (5000).  There's  6000  gold  in  the
chests anyway; in the locked room near the exit is a chest with  1200  gold
alone. On the right side look for two secret passages marked by  breaks  in
the double-lines. The top one leads to the "Fountain"  tulip  in  a  chest.
The bottom one leads to another locked door; inside is a  bush  with  magic
seeds that make you invisible in the castle. You can take  only  five  this
one time; this first visit, use none. Just kill guards  as  you  need;  the
seeds will be for later.

3. Return to the "Fountain" exhibit for  the  reward  of  charm  +15.  Then
speak to the Caretaker; he'll congratulate you, then ask if you'd  like  to
help find a scepter and crown. He'll give you  an  iron  key  (for  another
castle door). Also, any time you return to the Museum, see  the  Caretaker;
the worst he can say is "Exhibit closed" or "You must do more..."  He  will
promote you, update you on the Compendium and  give  you  hints.  Sometimes
for me I needed to re-examine the display immediately, then he'd say more.

4. Double-mail should now be  available;  wait  for  some,  then  raid  the
castle again. Don't fight through this time. The door is in the  middle  of
a passage running along the far-left edge. Kill  the  guards  in  the  room
first, open the chests for the scepter and gold, then  eat  a  magic  seed;
there's nothing else to take. If you eat a seed immediately,  guards  won't
get in your way, so you can escape without  fighting  (try  speaking  to  a
guard, hehe). When you return to the Museum, the Caretaker will  hint  that
the crown is deep underground, i.e. in the pirates' dungeon.

5. Before using the "Pirate Treasure" exhibit, stock up on food and  magic,
including dungeon spells. Bring also three of each weapon and armor  piece;
I've sadly noted how dungeon monsters break or eat your weapons and  armor.
Also before any dungeons, improve your magic abilities by  playing  "Stones
of Wisdom" in the museum. It requires an amethyst coin, plus  50  gold  per
extra play (you may want to bring at least 1000). Aim for  an  intelligence
of 30; it takes time, and the dealer seems to play with  loaded  dice,  but
the difference is that more spells will succeed.

6. Go to the pirates' lair; buy a raft in Eagle Hollow, then sail due  west
for the dungeon. You'll find hit  points  and  gold  throughout,  but  only
occasional weapons and armor; you'll be glad that you  brought  backups  --
and herbs. The crown and first sapphire coin are at the bottom. You'll  get
strength +15 after climbing out; return to the museum,  and  the  Caretaker
will give you magic ice. It freezes  water,  including  the  river  at  the
north edge of the castle (that's later). Use the sapphire coin to open  the
inner, "dangerous" section of the dungeon; these exhibits are the  last  of
the quest but are the most challenging.

7. Bill Howland kindly mentioned bow weapons after I asked on  comp.sys.cbm
what better weapons await. Before returning to the castle I  waited  for  a
"bow and arrow." Also, I recommend waiting  for  plated-mail,  and  another
sapphire coin to do the "Knight's Test." Contrary to  the  fortune-tellers'
warning, I found it the easiest of the three; you only have  to  climb  up,
not down and back up. The strength +10 it gives is useful  for  any  castle
visit, and in fighting creatures outside (most will now die in  two  blows,
some in just one).

8. Return to the castle and  freeze  the  river  with  magic  ice.  On  the
private level the guards will immediately attack, but a bow lets  you  pick
them off from far away. Get the gold, then walk the "spiral  staircase"  to
find the brass key. As the fortune-tellers said, there's a  secret  passage
around the gas trap (sparkling in a corner of a room). The copper key is  a
little hard to find, but with it you can get the  turquoise  coin.  There's
also a "Wizard of Potions" who, for 2500 gold, puts your  dexterity  at  36
and gives you endurance +5. There's one door you  still  can't  open;  just
return to the museum. Before returning to the  first  level,  eat  a  magic
seed so you can escape through the guards.

9. The Guardian exhibit hints that a Tarmalon wizard is  behind  that  last
door. Return to the castle and eat once you reach the second level;  go  to
the door and  "speak",  which  gives  the  password  you  were  given.  The
Guardian will explain that only the Guardians of the Scroll can  help  you;
they've spread out to many towns. He will give you a mark on  your  forearm
to bring you into their sect, but he can't help you more. They turn out  to
be the healers, and the particular one you seek is  in  Eagle  Hollow;  the
fortune-tellers said that healers are more than what they seem to be.

10. In Eagle Hollow, the healer will recognize your mark and  welcome  you.
After telling you that only the Four Jewels can stop the Compendium,  he'll
give you a ruby coin for the exhibit. It's the third, last and  most  awful
dungeon. It is by far the worst; it was so difficult that in the middle  of
it, I stopped until I learned how to at least  increase  my  spells  beyond
normal limits. I used something like 80 kill-flashes to get through.

11. When you return, see the Caretaker for  promotion;  you  should  be  at
level 7. The last display is of  Pegasus,  who  can  take  you  across  the
stormy sea to the warlord's fortress; have plenty of food,  and  40  herbs,
before leaving. A diamond coin should be an easy  find  in  the  towns.  By
this time the Caretaker will have told you three different  times  of  evil
news: "marauders from  across  the  sea"  killed  a  Big  Rapids  merchant,
Laingsburg is under attack, and a healer in  Holy  Point  is  missing.  The
healers there have been killed.

12. The fortress' entrance drops you off next to a trap room  with  no  way
around. Either side gets you gassed, even if you examine the  room.  You'll
wake up in a cell with all possessions, except for any weapons  and  armor.
I lost my compound bow and Mythan plate. Examining the  room  suggests  the
guard is within hearing distance. Speak to him so he'll come over and  tell
you to be quiet, then fight him. You'll kill him, allowing  you  to  escape
at least with a broadaxe (but no armor). Freeze the water to cross; as  you
go north-west you'll see guards moving for you. Go into the room, open  the
chest and take the yellow guard armor. They'll think you're  one  of  them,
at least until you find them blocking  your  way;  you'll  also  be  warned
they're eyeing you "warily."

13. Here starts the hardest fighting of the game. Unlike  town  and  castle
guards, fortress guards stay in a pattern, so it's nigh impossible  to  get
them coming one by one. You'll have to kill them all, fighting  several  at
once. If that weren't bad enough, magic delivers blows  under  ten  points,
and they return 60-80. Luckily most of them die in two or three blows,  and
you have 2200 max hit points at  level  7.  Before  fighting,  "hold"  your
herbs if you should get down to around 200 points. When you reach the  room
with the Compendium, the warlord will appear and immobilize  you,  laughing
at your attempt. He will leave with the Compendium via a secret passage  on
the right, ready to cast a global-death spell. Use a healing herb  to  move
again, then follow that secret passage to more  guards,  then  more  below.
Fight them off, then freeze the water patch. Before crossing,  refresh  all
your hit points, then "hold" the Four Jewels.

14. The Compendium is in the room ahead; it will start attacking  you  when
you reach the entrance. At this point  I  was  cheating  with  250  healing
herbs, but the Compendium destroyed 18 at a time! Be brave and ignore  that
and disappearing hit points; get next to the Compendium, "use"  the  Jewels
to stop it, then take it. Quickly "hold"  the  healing  herbs  because  the
warlord will appear again -- his attacks are 150 hit points each! Go  left,
then down to be next to him, and just fight; when you're down to about  200
hit points, use an herb (he'll pummel you), then another  herb  (he'll  hit
you again). But that should refresh you enough to kill him. When  he  dies,
a guard's voice announces auto-destruct in  five  minutes;  I  don't  think
there is an actual time limit, but it's still  a  hard  fight  out.  You'll
have to use a few  more  herbs  in  searching  out  the  escape  path.  The
fortress will explode as you escape, then you and Pegasus can to return  to
the museum.

15. I won't spoil the ending here. However,  when  the  Caretaker  promotes
you to level 10 (3000 hit points!), instead of taking a  look  at  the  new
display, next time I'm going to explore outside. Abilities after  the  Four
Jewels dungeon are enough that most countryside monsters die in  one  blow;
at the very end, it ought to be really fun!

                                                             Perry