Gauntlet: Dark Legacy Online Strategy
Guide
First things
first -- item and monster placement in this game is randomized.
Bet that got your attention. Although quest items (stuff to
finish the game) do not change location, other items and
monsters like Death, locked doors, moving walls, secret walls,
and even switches occasionally get swapped in and out when more
and more players join the Gauntlet. Keep this in mind before you
e-mail death threats because you cannot find something I said
was there. For the FAQ, I need to be thorough and therefore went
through the Gauntlet by myself in my
Unagamer-style-detached-two-floor-house-with-attached-double-car-hold-and-three-housekeepers.
So if you don't like how things are, take a hike.
Gauntlet plays like a free
roaming shoot 'em up like Sinistar, but without a hyper-fast,
indestructible alien space station chasing after your puny
pinprick of a ship. This means moving your game character away
from enemies and shooting them from afar. Anyone who wants to do
hand-to-hand combat had better damn well know what they're doing
and have their Speed, Attack, and Armor values rank above 800.
If you don't do that, you'll just wind up paying another $5 to
Blockbuster as your character is reduced to a blood spot on the
cold, cold ground.
Your goal in each stage is to
make it to the purple portal properly labeled, "Exit". If you
don't, you languish in the stage wondering, "Is this it? Is this
the whole damn GAME!?!" The exit is always clearly labeled and
ALWAYS accessible by throwing a switch or by finding secret
walls that lead to it or by a locked door, gate or some other
reasonable facsimile. For the record, exiting a stage is the
easiest thing you'll be doing. The reason why this is so easy?
Two words: Turbo Attack. Your other goals include getting items
(see GOODIES), getting experience, getting extra goodies, and
staying alive to enjoy them.
You have several ways of
dispatching monsters:
Quick Shot - This is the old "chup,
chup, chup" shot of Gauntlet fame. Firing the quick shot will
cause your character to stand in place unless you are engaging
strafe or using the double joystick control scheme.
Strong Shot - The strong shot is
the old level one turbo attack from Gauntlet Legends. It is
basically a stronger version of the quick shot delivered at a
reduced firing rate, although the shot travel speed is the same.
Using the Default controls, the Strong shot is the only attack
(other than the Turbo shield) that allows your character to
move. While strafing or using double joystick controls, your
character will fire quick shots but will revert to strong shots
when you stop moving.
Turbo Attack - A Turbo attack is
a "special" move that is dependent on the Turbo meter on the
character heads up display (H.U.D.; not to be mistaken for
Housing and Urban Development). When the Turbo meter is red (no
matter how slight) you may execute the lesser Turbo attack. The
lesser Turbo attack drains the Turbo meter by a small amount.
When the meter is full, you may execute the greater Turbo
attack. The greater Turbo attack drains the entire Turbo meter.
For nitpickers, you may execute two lesser Turbo attacks in
succession if the Turbo meter is nearly filled to maximum, but
NOT YET AT MAXIMUM -- otherwise you will trigger the greater
Turbo attack and drain the meter completely. Turbo regenerates
slowly if you do not use it, making sniping and camping the
tactics of the day.
Two player Turbo Attack -
Requires at least another player. The Turbo attack can be
executed when the Turbo meter is half-way red. The trigger for
this attack is on a separate button. To use it, the initiating
player must face another player (any one will do). The Turbo
attack depends on the character initiating the Turbo attack.
That character also has their Turbo meter drained by the
appropriate amount.
Magic Potion - Magic is vital in
Gauntlet. It acts as a smart bomb, damaging every enemy on the
screen. It is also the only weapon that is capable of driving
off Death. Magic can be used in three different ways: Numero-Uno
is the old fashioned mega smart bomb blast. This will kill/hurt
every monster in range. Numero-Two-O is to throw the potion
forward. May help in some areas where a gap separates you and
the monsters. Numero-Three-O is to use the potion as a moving
shield. The prime advantage of this maneuver is to move the
potion's damaging effects where you need it the most. Lastly,
potions can be shot by quick or strong shots, or by a Turbo
attack. By accident or by purpose, shot potions have half the
effective range of a properly used potion. But sometimes, even
the best pitchers need to fire their guns. It'd make baseball a
lot more interestin'.
Quick shot, ten damage.
Strong shot, twenty damage.
Knowing what attack to use and
where, priceless.
For everything else, there's the
instruction booklet.
Movement - Movement is handled by
the control pad or control stick. You have your choice of flavor
so pick one. Full analog control is supported so your character
can walk around traps, etc. when the situation requires. As a
note, there are no bottomless pits in this game (unlike Maxxximo
- AAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHH . . .) so you should feel
comfortable enough to run up to the precipice in order to escape
monsters or to come to a better spot to do "artillery work".
Sprinting - As opposed to just
plain running with the joystick, characters may perform a
sprinting maneuver by expending some of their Turbo meter. This
will allow players to cross fast-setting traps, or as a way of
using a small amount of Turbo to do two lesser Turbo attacks in
quick succession.
Guarding - Something seldom used
unless players are encountering a Boss, a Warlord (General), or
a Dragon (Gargoyle). Guarding will stop the character from
moving or shooting so long it is held, but prevents characters
from knockdowns and reduces damage taken. Naturally useless
against most monsters, including Death. Guarding becomes
important during boss fights however. Why? In addition to
reducing damage, the very act of preventing knockdown is
important since being knocked-down allows the Boss to fire on
the player as he or she is getting back up. The time to get back
up is longer than dropping one's guard. From here on out, you do
the math.
Options. Now we're gonna
customize your game, then mebbe your car. Listen up, fatso --
before you run the Gauntlet, you'll need to adjust the options
to dictate how you play the game. You can hit Pause any time you
are in the Tower to access the options screen, as well as the
Shop, Character Management, and Saving and Loading.
Controls - Depending on your
platform, you'll have a variety of control schema to choose
from. Most people say, "Pick what's best for you". Those are the
sensible people who don't know shin from shinola. Luckily for
you, I'm insensible to your feelings and I'm ordering you to
pick the control scheme that allows you to move and fire. This
is the double joystick scheme. It will allow you to move and
fire like a pro and yet, still allow you the option of having
the "default" controls available when you need them. If you do
not have that option, don't worry. I beat this game the first
time with the DEFAULT controls. Just load up on patience as you
Turbo attack everything to death.
Difficulty - Normal suits me
fine. What are you a glutton for punishment?
Multiplayer - Default choice has
player shots have no affect on other players. You may change
this option to hinder or hurt, depending on the type of S&M
you're into.
Compass - On or off, up to you.
When I refer to NORTH, SOUTH, EAST, WEST, it'll mostly be screen
up, screen down, screen right, screen left, since I am a visual
person.
Auto Aim - Keep on. Auto aim not
only aims left and right, but UP AND DOWN. Bet they didn't tell
you this in Instruction Book School did they?
Auto Fight - Keep on. You can not
only fight automatically by pressing the joystick towards a
monster, but you can also use your manual Attack Combos anytime
you want. Who doesn't want more options?
That covers the options I need to
cover. Next, the characters. Although eventually all characters
can attain 999 in ALL stats (making them all alike), players
need to be aware of the class' deficiencies in the beginning.
Not doing so will make you the laughing stock of the Gauntlet
World Community, of which I am member #00000000001. Characters
noted with the * can only be played when the appropriate secret
maze has been successfully navigated with all the resident 25
coins collected. More on that in SECRETS.
The fighter-class includes the
Warrior, Dwarf, Minotaur, and Ogre.
|
Warrior |
Dwarf |
Minotaur* |
Ogre* |
Strength |
600 |
600 |
650 |
650 |
Speed |
350 |
300 |
400 |
350 |
Armor |
300 |
350 |
350 |
400 |
Magic |
100 |
100 |
150 |
150 |
The knight-class includes the
Valkerie, Knight, Falconess, and Unicorn.
|
Valkerie |
Knight |
Falconess* |
Unicorn* |
Strength |
300 |
350 |
350 |
400 |
Speed |
300 |
300 |
350 |
350 |
Armor |
450 |
450 |
500 |
500 |
Magic |
300 |
250 |
350 |
300 |
The Archer-class includes the
Archer (Elf), Jester, Tigress, and Hyena.
|
Archer (Elf) |
Jester |
Tigress* |
Hyena* |
Strength |
250 |
200 |
300 |
250 |
Speed |
600 |
600 |
650 |
650 |
Armor |
200 |
200 |
250 |
250 |
Magic |
300 |
350 |
350 |
400 |
The magician-class includes the
Wizard, Sorceress, Jackal, and Medusa.
|
Wizard |
Sorceress |
Jackal* |
Medusa* |
Strength |
250 |
200 |
300 |
250 |
Speed |
350 |
400 |
400 |
450 |
Armor |
150 |
150 |
200 |
200 |
Magic |
600 |
600 |
650 |
650 |
Newbies should pick either the
Warrior or the Dwarf since they will make going through enemies
the easiest. Magic use with the fighter-class is limited to
driving off Death and very little else.
Intermediate gamers may want to
play the Valkerie or Knight. They are more balanced, with high
initial armor to run past areas and survive. If you need to play
the well-rounded characters that don't do anything, this
couple's for you. Hell, they're so normal, they make Lucy and
Desi look like a coupla crack smoking porn freaks.
Veteran gamers will want to play
the Wizard or Sorceress. Besides the hubba-hubba factor, the
elite abilities of this class will make the later portions of
the game much easier, provided you survive.
Advanced Gauntlet runners will
want to fool with the Archer babe or the freaky Jester. Besides
"hearing her talk" - huhuhuhuhu - the speed allows this class of
character to get the coins in the secret mazes with more ease
(but not by much). There's no reason to pick the Archer (Elf) or
the Jester unless you want a challenge.
It's very important to save your
game after each stage, no matter how slight. 100% of the time,
you will have gained experience sue to fighting monsters. Save,
because the next stage may have a black Death that will drain
your experience. Get the picture? Either be prepared with a
potion, or be prepared to reeeeeeeee-load the game.
Character Management. This is a
tricky option, mostly because of the convoluted data management
system involved. If you have a character who is advanced in
experience and you choose to fool around with a new
character-class, you will start anew with a new Level 1
character while your old character is put in storage. When you
opt to go back to the experienced character, you will continue
where you left off -- at the last experience level you gained
for the first character. Pretty nifty, until you have too many
characters. Here's the situation: I have, no HAD, two Level 99
characters with 999 (or 9999) in all stats when I started to
"POWER UP" a third character (I have an obvious God Complex).
When I checked up on my other veterans, I saw that their stats
had been reduced to the minimum allowed by their level which is
still high, but quite low compared to that magic number 9-9-9. I
am working my third character up to Level 99 and repeating what
I'm doing to acquire scientific proof that there's something
right/wrong about this system.
Experienced Abilities
At higher experience levels,
Gauntlet heroes exhibit elite abilities just like the dweebs in
Dungeons and Dragons except this time, those abilities
immediately come into play and have the added bonus of doing
something useful.
Level 25 - Special ability
triggered, dependent on character class:
Fighter-class Ability #1 - Magic turns junk to silver.
Knight-class Ability #2 - Magic destroys visible traps.
Archer-class Ability #2 - Magic destroys secret walls.
Magician-class Ability #1 - Magic makes poisoned fruit edible.
Level 30 - Character gains a
familiar (or fammillar, depending or not if you're Fdd-ish). The
familiar fires when the character fires, effectively doubling
your firepower.
Level 50 - Special ability
triggered, dependent on character class:
Fighter-class Ability #2 - Magic turns junk to gold.
Knight-class Ability #1 - Magic stops visible traps temporarily.
Archer-class Ability #1 - Magic displays secret walls (they
briefly flash white).
Magician-class Ability #2 - Magic makes poisoned meat edible.
Level 75 - Use of magic potion
randomly restores 20 to 200 life to the player. To use this
ability correctly, the potion must damage or destroy any monster
(Bosses inclusive) or the healing will not take place. I don't
care if you see the hearts or not -- did your health increase
ya'moron? No? Then you didn't do as Simalcrum said
Level 80 - Character's familiar
becomes Big.
Level 99 - Character becomes Big.
Seriously. Great for checking out "details" on your characters.
Huhuhuhuhuhuhuhu.
Tactical
Tenets
ALWAYS shoot monsters from a
distance. From the biggest Dragon to the lowliest grunt. This
not only reduces your chance of injury, you're actually killing
something while you're avoiding being hit.
ALWAYS work your way to the
monster generator. This is the sucker making new monsters every
half-second. Not doing so will ensure you will be swamped by
monsters.
ALWAYS Turbo attack first, ask
questions later. Your Turbo meter is always building, but never
goes beyond maximum. Not using Turbo is like asking the local
government to use your tax money as kindling for the furnace
after you paid it.
ALWAYS shoot the wall. You never
know what you can find.
ALWAYS have up to four to six
keys. Sometimes you just can't find enough after a chest opening
spree.
ALWAYS have two potions. There is
a usual minimum of one Death per stage. Sometimes more.
ALWAYS attempt to defend against
a boss. Conversely, you can also trigger a Turbo attack to
render your character invincible for a moment. Obviously, the
best thing to do is a lesser Turbo attack. It not only drains
less Turbo, but will allow you to pull off two successive Turbo
attacks if the boss decides he likes you more than your cellmate
-- I mean, adventuring buddy.
ALWAYS trigger every switch you
see, unless you were specifically warned NOT TO by a hint scroll
and/or me.
ALWAYS use fences, walls, pits,
or doors to separate you and the monsters. This barrier will
allow you to pelt them to death while you remain relatively
healthy.
Finally, ALWAYS grab/kill/smash
everything to mark where you've been. If you cleared out an
area, you can loiter there to recharge your Turbo meter without
fear of attack. You may also gauge your progress and see where
you've explored. Unexplored areas will be populated with
monsters and items. Explored areas won't.
NEVER open every chest you see.
Sometimes you just need keys to progress to the exit. The
trapped chest and new junk rules make this rule even more
important.
NEVER use magic potions on masses
of enemies unless you got a helluva lot of 'em, like nine (the
maximum) and you want to grab the potion you just found. Death
is not funny once it starts draining your hard earned levels.
NEVER open every locked door you
see until you've found a way around it. Sometimes those doors
are just there to waste your keys.
NEVER charge in without
"inspecting" the area with a greater Turbo attack. Unless you
know what's up ahead, let a Turbo attack clear the new area of
enemies before you go exploring. The destroyed monster
generators you see will let you know what you would've been
facing. The unusable junk shows what you destroyed. Next time,
you'll know what NOT to do.
NEVER ignore the hint scrolls.
Unlike the false hint scrolls from the Gauntlet of yore, all
hint scrolls hold true clues. In fact, I'll be using hint
scrolls as markers of where you are on a stage.
NEVER fight up close unless you
think you can handle it. Gauntlet old school always had you
losing life whenever you fight melee; it's no different in
Gauntlet Dark Legacy UNLESS you are strong and fast (and
beautiful like Juri from Galaxy Fight, but who am I kidding? I
can never date a woman like her). If you have to fight up close,
make sure you're Speed and Attack are over 500. And use combos:
Quick Shot - Strong Shot
Quick Shot - Quick Shot
Quick Shot - Quick Shot - Strong Shot
Quick Shot - Quick Shot - Quick Shot
Quick Shot - Quick Shot - Quick Shot - Strong Shot
Quick Shot - Quick Shot - Quick Shot - Strong Shot - Strong Shot
Seem easy? Try it on a friend.
Switches
Switches are essential to the
Gauntlet runner as much as food or keys. There are basically
four types of switches and you will need to learn how they all
behave if you want to live to see your children. Switches,
specifically lever-type switches have an arrow that points
towards the direction of the effect of its cause. Take a minute
to gawk at the details, it's what separates the best Gauntlet
runners from the rest.
Another thing to look for is the
cut-scene. Once a switch is thrown, there is usually a cut-scene
involved to show you where the switch's effects are. If there is
no cutscene, just some squeaking sounds after a switch is hit,
the switch's effects are localized in the area and the results
usually can be seen on the screen. Remember that, and live.
Re-usable Red/Green switch -
These switches are commonly used to operate lift platforms (or
'elevators' for big fat Americans). Whether they are floor
switches or wall switches, they all share one thing in common:
they can all be turned on (or off) when their opposite switch is
thrown off (or on).
One-time Red/Green switch -
Unlike the re-usable switch, these guys are not recycle-able.
Once is all they're good for, just like what my cousin says
about all her ex-boyfriends. These switches are often tied in
with traps and nasty monsters that the programmers don't want
you turning on or off after you activated them.
Bullseye switch - Can be a
re-usable or a one time switch, but this switch is activated
only if shot by a player. Usually, they are placed far to the
edge of the game field so you won't see them if you casually
stroll by. Only by actively searching for one will you find the
Bullseye switch to activate it correctly. They are always placed
on the wall, never the floor.
One-time floor switch - These are
iridescent (rainbow-colored) crossed switches on the floor that
are prevalent on the later stages. They are almost always one
way (meaning not always, just usually) and ensure that players
cannot back track once they realize that they are past key quest
items or switches. Whenever you see a one-time
iridescent crossed floor switch, you'd better stop, explore and
be sure you are not missing anything in the area you are in or
you'll be sorry.
Lastly, I should mention the
invisible switches. Yeah, they're invisible. Just like I said.
They're rare and always linked to puzzles. They are placed to
insure that certain things occur without you noticing the very
obvious switch on the floor. Players will not be actively
searching for these switches, but be aware that they exist as a
form of Gauntlet torment. |