Last Legacy Chapter 1 rc1 Complete Walkthrough

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Last Legacy Chapter 1 rc1 Complete Walkthrough

Postby Zunar » Fri Feb 27, 2015 6:56 pm

The Seaside Village: Valtameri

Head to the right. The houses have some Squares in them if you want them and the last one has a bit of plotline you can read.

As you continue to the right, the controls will be explained to you. As you near the edge of the area, climb up and to the left to find the first Large Square.

In this area, push the boulders through the passageways to proceed. The third boulder you'll need to push around to make a stepping stone to reach a high ledge. Up further is the second Large Square, but you can't quite get to it yet. Enter the building first.

This old man will explain how to use Delta. Make a platform to access the switch, which will open an elevator to the left. Ride it up and go to the right to find a switch that will activate the second Delta Orb. Backtrack to the newly activated Orb and use Delta to climb higher. Don't forget that you can use Delta to go through walls as well as make platforms, and you should have little trouble making it to the top.

Back outside, a lift will activate and you'll be introduced to rolling Delta Orbs. If you want the second Large Square, push the Orb back to the left and delta through the wall. To continue further, push the orb to the right and use it to delta through obstacles as necessary.

Two more areas in, you'll come upon the End Portal. It's sealed off, so you can't quite get to it. Jump over it and continue to the right. You'll be forced into a fight with a knight. WARNING: There is a glitch with this fight. If you beat the knight and then hit Backspace to respawn, the fight will glitch and prevent you from progressing, forcing you to restart the whole stage. You have been warned. A good tactic to beat this knight is to run out of his reach and Eagle Kick him (jump into the air and press Down+Attack). Rinse and repeat until he falls, after which a platform will rise out of the ground, granting you access to a rolling Delta Orb. Release it from its prison and roll it back to the End Portal. Don't forget to use it to grab the third Large Square, if you want it.


Tech Oasis of the Desert: Aavikko Castle

As with the previous level, head right. There's a whopping total of FOUR hearts in just this first area, as if you would need them. I can understand giving the player some health recovery because of the spikes, but a total recovery of 8 hearts is a little overkill, especially considering the only threat in this area are spikes, which aren't terribly hard to avoid.

In this next area, take note of the four inactive Delta Orbs. Once you reach a certain point, a cutscene will ensue and you will not be allowed to progress. Go back a bit and the Delta Orbs will activate. Climb each of the four structures and press all four switches, and the way forward will open.

It's dark in here... Watch your step. Ride the circle platform to right, avoiding the spikes. Drop down near the edge of the next area to find the first Large Square.

The next room has a platform you'll ride down. You'll be attacked by two knights and spinning spikes; I'd recommend staying out of the way, those things hurt. It doesn't help that it's darker in here than in the previous rooms, so you need to be extra careful. Watch for a spinning spike platform that's on a rail and spikes that come out of the floor and ceiling. This level's just full of spikes, isn't it? The second Large Square is off to the left above the respawn point, so don't miss it. Try to avoid the spikes as you climb up to the next room.

Whoa, what is that? I don't remember that being here... Let's go Solid Snake mode and spy on them. Climb into the narrow passage above and make your way across. Eventually a cutscene will play. If you want the third Large Square, resist the temptation to enter the wooden door and delta down through the floor below the door. Down in the darkness is the final Large Square, as well as a bunch of bookcases with Lab Journals, if you want to read them. When you're done, head back up and through the door.

As you walk further, the room will progressively get lighter, until finally you emerge outside. Behold, the End Portal!


Mechanical Fortress: Fort Syzygy

Do I even have to tell you to head right? Surely you'll have learned to do that on your own by now. But this time, you'll run into a slight problem; you'll be captured and thrown in jail before you even know what hit you. But wait, what's that outside the bars? A Delta Orb! You know what to do. The first Large Square is deep down in the floor if you wish to get it. Bypass the guard and escape outside.

Nothing special here, just a look at the outside of the fortress. When you're done admiring, continue onward.

In this area, there are two doors. The higher one takes a bit of tricky platforming to get to, but rewards you with the second Large Square; the lower door is the way forward. Inside the fortress, it's really dark. I would caution you to watch your step, but I'm pretty sure you know that by now. The areas ahead are pretty simple, just head to the right.

Eventually you'll come to a room with the last Large Square in the wall to your left and a door below you. I remember having a lot of trouble with this room, especially regarding the Large Square. Sigh, let's get this over with. First off, you'll get introduced to Negative Delta Orbs. As their name implies, they don't allow you to use Delta; fortunately their radius is smaller than a normal Delta Orb. Use Delta to climb up the wall and go through it. Cross the pit and push the Negative Orb off the cliff to access the elevator. Up here, you'll need a bit of tricky delta placement to go further upward. After you get to the top, hop across the platforms to the left and you'll find a switch which will deactivate a Negate Orb below.

Drop down and delta through to get to the rolling Delta Orb. Don't push it straight off to the floor below! Here's where it can get a bit difficult. You'll need to slowly and tediously push the orb across Delta blocks that you create. If it falls and lands on the lower ground and you want the Large Square, you'll have to morph a block on the orb to reset it and try again. Keep going until you can see the wall on the left side and then push the orb down to the ground. Grab the final Large Square and enter the bottom door.

Pretty standard room here, just avoid the spikes and the pit of death below. At the end, press the blue switch to activate the circle platform, which you can then use to reach the next door.

Dramatic camera, activate! Energetic music, play! ...What are you waiting for? Do you think that camera pan was just for show? Past a few more doors, the End Portal awaits!


Forest of Wavering Dimension: Syzygy Forest

Wavering dimension is right, this forest is more than a little disorienting. Just see for yourself; the second area has a small gravity field encircling the circle platforms that angles gravity to the right, twisting more as you go further. This will be no easy ride, trust me. Soldier on through into the next area.

Here, you'll find a box-like structure with switches on the bottom. These switches cause the box to move; red moves it left, green moves it right. Move it left a bit to open the way forward. Watch out for the wolf that will attack you, he's small and can catch you off-guard. Another box awaits; move it to the right to grab the first Large Square. Drop back down and move the box left to continue forth. However, once you pass the branch with a purple tint, gravity will flip upside-down! It flips your arrow keys too, so it's all the more disorienting. To the left is a small bonus room that's half upside-down; I wouldn't recommend it unless you're low on health or OCD about collecting Squares.

Ooh, dark spooky cave. This isn't so ba-OH GOD THE GRAVITY FLIPPED WHATAMIGONNADO- Ahem. Well, this is just peachy. Not only is it dark, but gravity is twisted 90 degrees! Talk about disorienting. Once you reach the purple switch, gravity will change back to normal, but it's only a momentary reprieve; the switch reverses the gravity you just went through, and now you have to backtrack through that mess again, but upside-down.

Once you reach the red and green switches, gravity changes back to normal. Hit the red switch and get ready to backtrack through the weird gravity one last time. Fortunately for you though, gravity is on your side this time, so you shouldn't have much trouble. Drop down and squeeze through the new opening.

This next area introduces the blue and pink switches. Blue goes down, pink goes up. Jump through and move the second box to the left a bit, then push the first box down. Now you have a platform with all four switches to deal with. Move the platform up and to the right a bit, then climb to the next platform and move it up. Backtrack to the previous platform and move it left. Climb up, push the platform back down, and move the next platform up. Backtrack down and around to reach the next area.

The rotating spheres here have gravitational pulls; be careful not to get too disoriented and fall to your doom. The second Large Square taunts you at the halfway point, being just out of reach. Drop down below the sphere to find an attached platform that will move both it and the sphere. Push it to the right and climb back up. If you want the second Large Square, keep climbing up. Drop the orb down and push it into the sphere's gravity. Move the whole shebang back to the left and claim yourself another Large Square. Reset the orb by creating a block inside it and head back to the right, using delta to go through the wall to the next area.

As tempting as the End Portal and Large Square are, you can't quite reach them yet. Continue through this area; you'l be coming back shortly.

Climb up and push the boulder off the ledge. Use it to climb the wall just off to the right. Watch out for gravity changes; they're pretty sporadic. Persevere and you'll get through. At the end, you'll be back in the area with the End Portal and Large Square, only on a high ledge with a Delta Orb. Push it off onto the makeshift conveyor belt and let it drop down to give you access to the third and final Large Square in this level. Once it comes back up, delta through to the End Portal and you're finally done with this disorienting hell of a level. Thank goodness.


Mount Zeugma

Watch out for ledges that break off and fall. Eventually you'll reach a gatehouse; push the switch to lower the gate and enter Lumisade, the Snowpeak Village. Go into the second house and into the middle door. Inside this room is the first Large Square; it's hidden in the darkness past the right wall. There's a couple bookcases scattered around that you can read for plotline, but otherwise there's not much to the town. Just past the village, you'll meet the chief, who will show you a cave. Head inside.

Watch out for Shadow Creatures, they can be difficult to see and tricky to deal with. Start off by going left and retrieving the rolling Delta Orb. Use it to progress forward. Once outside, the platforming starts to get tricky. The second Large Square is near the edge of the area, over a pit. The wall has a few handholds for you to climb back up if you drop down to grab it. The next area leads to another cave.

Just inside, you can see the door to go forward, but that rolling Negative Orb is JUST close enough to prevent you from getting to it. What a troll. There's several Shadow Creatures in here; watch and tread carefully, as most of the floor is icy. At the top, delta through the wall on the right and drop down through the narrow passage. Push the Negative Orb off and delta through the right wall again. Climb upward to reach the final Large Square, then drop down to the Negative Orb below. Stand on the platform and it will move downward; the Negative Orb will obey physics and roll to the right, allowing you access to the opening encased in ice.

Inside this cave, there are a lot of icy platforms. Careful not to slip up. There's also a bunch of spikes. Icy platforms plus spikes equals double trouble. A couple more doors and you'll end up outside. The game will show you (albeit dramatically) the End Portal. But as you jump to the next platform, the mountain shakes and starts collapsing! Put some fire into your fingers and climb that mountain as fast as you can! Depending on how fast you are, you might have to do some tricky wall jumping to climb up. The End Portal patiently awaits at the top.


Mount Zeugma Shrine

No fancy title this time, unfortunately. First off, there's spikes. As if there weren't enough in the previous levels. Maneuver around them (some platforms will tip like seesaws, watch out) and you'll come face-to-face with a tall blue knight. Defeat him and make your way up to the next door.

Welcome to what I shall call "the foyer" of this level. See that door that the game oh-so-dramatically shows you? Behind there is your mission. The reason your journey began. The evil you were enlisted to vanquish. But first you have to fight your way through a few trials. First one's down the stairs to the right.

Jeez, can this place be any darker? Carefully jump from block to block, making your way to the right as usual. In the next area is a Shadow Creature; be sure to take care of him, as he can dispel your Delta blocks. Above the triangle-shaped formation of the Delta Orbs is a switch, which will move the formation to the right, just reaching the right wall. The first Large Square is down below the next door, grab it if you wish. Just be warned, it is a bit tough to reach.

The door leads to a switch, which will change one of the Negative Orbs into a Delta Orb. Pretty clever way to mark progress, if I do say so myself. You're back in the foyer by the way, if you hadn't figured that out already. Jump out to a ledge above the newly created Delta Orb to find the second trial door.

Right inside the second door is a little platform ride. Just don't expect it to be a fun one, this ain't no amusement park. There'll be a couple spots you'll need to delta through walls to stay on the platform, but they shouldn't be a problem.

Inside the next room is another ride, this time complete with a platform full of enemies while the platform goes in a totally unnecessary wave pattern just so you have to wait and deal with the monsters first. Shadow Temple boat ride, anyone? Next up is the return of the puzzle platforms from the Syzygy Forest. Move it aside a bit to clear the path. Just afterward is a small platforming segment that you'll need to clear somewhat fast to keep up with the platform. The final stretch is an oh-so-easy puzzle involving a Negative Orb you need to push off the ledge so you can delta through an overhang that's conveniently in the path of the platform.

Two more doors in, you'll be back in the foyer, with another switch to mark your progress and open the way forward. Make your way up to the third door.

At least it's not dark in here. The downside: spikes. Lots of them. Sigh. Fortunately this section isn't too long, mainly because there's no slow platforms to ride. Don't forget to grab the second Large Square in the second room. Press the switch and hoof it to the final trial door.

Almost there, this is the last trial. But boy, is it the hardest. You'll be introduced to turrets; a whole lot of them. Fortunately your Delta powers can block them, so use that whenever possible to make it easier on yourself. In the next room, prepare to face a bunch of firing cannons. The last Large Square is at the top-right, right in front of the last set of turrets; good luck getting to it.

Just past the next door lies the final switch, and with that pressed, you can finally reach the boss's lair! Dang, that door is huge. Go in and grab the respawn point, then proceed through the final door. Walk up those stairs in the darkness, as the sound of the wind blowing is the only sound to be heard. In true Shadow Temple fashion, drop down the hole into the blackness that awaits...



This is it; the final battle (of this version at least). This battle can be pretty confusing at first, but it's actually really simple. The boss (who looks suspiciously similar to Dracula from Simon's Quest) is surrounded by a red negative aura, which protects it from being damaged and takes out any Delta blocks near it. It will release Shadow Creatures occasionally, but those shouldn't be too tough to take out. It will also spawn some fireballs, which you can use Delta to block.

The fight is ultimately a waiting game. After a while the boss's aura will disappear. When this happens, he'll float to the center of the arena and start drawing energy from the purple-colored orb in the middle of the room. When he does this, create a Delta block as close as possible and attack him as many times as you can. Rinse and repeat until he goes down.
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