Copyright 2000 Megacosm. All rights reserved.
Author: A.C.
Email:
[email protected]
Title: Gauntlet: Legends (Dreamcast) Secrets
FAQ Version: 0.60
Last Revision: June 24, 2000
------------------------------------------------------------
Table of Contents
A. Revision History
B. Author's Notes
C. Secret Characters
1. The Alter Egos
2. Other Hidden Characters
D. Hidden Levels
1. Mausoleum
E. Secret Levels (Treasure Rooms)
1. Warrior's Mountain
2. Valkyrie's Castle
3. The Desert Land
4. The Forest Realm
5. The Battlefield
F. Legendary Weapons
1. Ice Axe of Untar (aka Legendary Ice Axe)
2. Scimitar of Rasha (aka Scimitar of Decapitation)
3. Poisonous Bellows (aka Poison/Toxic Bellows)
4. Magic Lamp (aka Lamp of Dark Obscurement)
5. Soul Savior (aka Soul Stealer)
G. A Bag of Tricks
1. Health
a. Gaining Health
b. Conserving Health
2. Experience Points
a. Deaths in the Volcanic Cavern (Level 5)
b. The Homemade Method - Infinite Enemy Generator
3. Magic
a. Throw Magic Like an All-American
b. Shield From the Storm?
4. Character Quirks
a. Dwarf - The Smallest Bodyguard in the World
b. Jester - Explosive Persona
c. Archer - Munitions Expert
H. Stuff You Should Know
1. Familiars (Those Lovable Flying Companions)
2. Pojo Da Chicken
3. Tag: You Are Now IT
4. Wings of Levitation (aka Limited Levitation)
5. Faster Way to Fire
I. Rumors and Lies
1. Lies
a. Missing: Sorceress
b. No Alter Egos?
c. No Secrets?
d. Better Stats = Nothing?
2. Rumors
a. Dream World
b. Ice World
c. Playable Sumner
d. The Appearance of Garm
e. Buy Some Grub
J. Credits
K. Legal
------------------------------------------------------------
A. Revision History
------------------------------------------------------------
Updates have been disjointed as of late due to my current
schedule. I am in the process of moving, so updates may
not appear as regularly as before. Please bear with me. I
will, however, update 3-4 times a week.
- June 24, 2000: "Stuff You Should Know" updated. Also,
the locations of Desert Land's Treasure Room and
Poisonous Bellows (Toxic/Poison Bellows) added. (v.60)
- June 21, 2000: First update of the week. "A Bag of
Tricks" updated. "Stuff You Should Know" section added.
(v.55)
- June 15, 2000: Treasure Room of Valkyrie's Castle
added. "A Bag of Tricks" updated. Remember, this FAQ
will NOT be updated between June 16-19. Lastly, I am
pleased to announce that this FAQ is at its halfway
point. Thank you to all the readers for your continuing
support. (v.50)
- June 14, 2000: Location of "Scimitar of Rasha"
(Decapitation) added. "A Bag of Tricks" updated. MUCH
MORE tomorrow. (v.45) (Remember, no updates between
June 16-19)
- June 13, 2000: Added "A Bag of Tricks section. Also,
Ice Axe of Untar location has been augmented. "Rumor and
Lies" updated. (v.40)
- June 12, 2000: I added a "Hidden Levels" section to
quell the confusion between unlockable levels and
treasure rooms. In the instruction manual, the treasure
rooms are called "Secret Levels," which is rather
confusing to some arcade veterans. Also, look for a Rune
Stone section by the end of the week. I know all of the
Rune Stone, Obelisk, Legendary Weapon locations -- but it
will take awhile to write. (v.35)
- June 11, 2000: HUGE CORRECTION on obtaining the ALTER
EGOS (see "Secret Characters") Legendary Weapons still in
progress. I apologize for the initial error. This FAQ
is under R&D, and is subject to change. (v.30)
- June 10, 2000: The Birth of this FAQ. Legendary Weapons
section to be added in the next update. (v.25)
------------------------------------------------------------
B. Author's Notes
------------------------------------------------------------
This FAQ is not an in-depth walkthrough. Rather, it is a
conglomeration of character statistics and secrets, hidden
levels, and strange easter eggs and tricks. Megacosm
Magazine is the owner and holder of this FAQ's copyright.
Do not distribute, copy, or modify without a written
consent from the author, Alfred Charles N or Megacosm.
Currently, only two sites house the "Gauntlet Legends
(Dreamcast) Secrets" FAQ with the author's approval:
GameFAQs
http://www.gamefaqs.com
Megacosm
http://www.megacosm.com
------------------------------------------------------------
C. Secret Characters
------------------------------------------------------------
In the Dreamcast incarnation of Midway's "Gauntlet Legends"
there are eight main characters to select, including:
1. Warrior
2. Dwarf
3. Valkyrie
4. Knight
5. Wizard
6. Sorceress
7. Archer
8. Jester
In addition to these characters, there are four alter-egos
(see "The Alter Egos"), which seem to be the four hidden
characters Midway referenced on its game package. There is
a slim possibility other characters exist (see the
incomplete "Other Hidden Characters").
1. THE ALTER EGOS
Embodying mythical creatures and animals, the four alter
egos (the alter egos of the extension characters have
yet to be uncovered -- read more below) are better equipped
than their "regular" counterparts; the reason being that
their starting/maximum stats (attributes) are significantly
higher. For example, the Warrior has a starting speed of
350, while his alter ego, the Minotaur, has a starting
speed of 400. In addition, the Minotaur's maximum speed
of 850 is more than the Warrior's maximum speed of 750.
<Selecting the Alter Egos>
In order to select the respective alter egos (of the
Warrior, Valkyrie, Wizard, or Archer) your main character
must be at level 25. After reaching the milestone, save
it under the "Character Management" option (press "start"
in the Tower).
Return to the "Character Management" option after saving
the game; this time select "New". A small popup should
appear, warning you about losing your current character.
Confirm your selection with a "yes." An initial input box
should then appear (the 3-character initial box). Enter
your initials (according to Albert Chung, it does not have
to be the same initial as your original character). Then,
holding the TURBO button, select the character you gained
level 25 with. There should be a portrait of an alter ego
in the character select box. Press A or start. Voila!
Please note that you must reach level 25 with the specific
character in order to select his alter ego. Therefore, if
you want to select the Minotaur, reach level 25 with the
Warrior, etc. If you are uncertain which alter ego belongs
to what character, use the chart provided below:
Warrior -----> Minotaur
Valkyrie ----> Falconess
Wizard ------> Jackal
Archer ------> Tigress
IMPORTANT NOTE: This alter ego trick DOES NOT WORK with the
Dwarf, Knight, Sorceress, or Jester. After testing a
variation of things, including passing the game twice, we
could not obtain their respective alter egos. Our
investigation continues.
For reference, the remaining "unlocked" alter egos are:
Dwarf -------> Ogre
Knight ------> Unicorn
Sorceress ---> Medusa
Jester ------> Hyena
2. OTHER HIDDEN CHARACTERS
So far, the hidden characters within the game are just
speculations and rumors, talk that have spun throughout DC
forums. Sumner, the good wizard, is one of the characters
frequently mentioned (he is playable in the PSX and N64
versions -- confirmed by Darrell W.). Another possible
hidden character is Pojo the Chicken, which was easily
accessible in the Arcade version. In the Dreamcast version,
however, the EGG code does not work (neither does the
Armored Warrior code RAT).
The other possible characters are the remaining alter egos
(Ogre, Unicorn, Medusa, and Hyena). Since the Level 25
method (above) only works for the original four characters
(we tested all eight of them), the other alter egos could
possibly be obtained by special codes or items.
The guys at the office really doubt this to be true,
however. We tried a barrage of different things, but
nothing seems to work thus far.
------------------------------------------------------------
D. Hidden Levels
------------------------------------------------------------
Not to be confused with Secret Levels, which are treasure
rooms, Hidden Levels are extra levels found within the
different worlds. Thus far, only one hidden level has been
uncovered.
1. MAUSOLEUM (Mirror) - The words "Mirror" appear in
parentheses because the hidden Mausoleum stage in the
Dreamcast is the inversion of Gauntlet: Dark Legacy's
Mausoleum (arcade) -- the Dreamcast Mausoleum starts where
the arcade Mausoleum ends.
The hidden Mausoleum (Mirror) level is in the Castle
Treasury level (fourth level) of the Valkyrie's Castle
(BLUE World). To find the Mausoleum (Mirror), locate the
Castle Treasury exit portal (it should be situated on the
higher grounds after a flight of stairs). Do not exit.
Instead, walk down the flight of stairs (to avoid
confusion, the full flight of stairs is two adjoining
stairways). You will immediately reach a southeastern
corner wall (with a burning torch). Walk to the NORTHWEST
until you see a red tapestry hanging against a wall
(between two wall torches). Walk towards the left wall
torch (next to a switch). There should be a dead end to
the left of the left wall torch. Shoot the wall (adjacent
to the left wall torch). The wall should flash. Hit the
wall several more times until it breaks. Behind the wall
is the exit portal to the Mausoleum (Mirror).
NOTE: The Mausoleum (Mirror) stage is a hidden level,
which is accessible through another stage (not the Tower).
Therefore, you will not return to the Tower when you exit
from the Castle Treasury to the Mausoleum (Mirror). You
will go straight to the Mausoleum (Mirror) level. After
completing the Mausoleum (Mirror) level, however, you will
safely return to the Tower.
Also note the Mausoleum contains neither a Rune Stone nor
an obelisk. There is not any object to collect, etc. (at
least to the best of my exploration). The level,
nevertheless, is a blast to play, partly due to its killer
soundtrack and massive amount of enemies (try the stage
with the highest difficulty).
------------------------------------------------------------
E. Secret Levels (Treasure Rooms)
------------------------------------------------------------
Secret Levels are, in actuality, treasure rooms filled with
bronze, silver, and gold coins, as well as power-ups. The
object of these levels (rooms) is to collect as many items
as possible within the set time limit (hour glass
indicator).
1. Warrior's Mountain (Red World)
The Treasure Room of the Mountain World can be found in
the fifth level, The Volcanic Cavern.
In order to access the Treasure Room, first locate the
exit. From the exit portal, walk to the left until you
see a fire geyser near a dead-end corner. Shoot the
walls in front of the fire geyser; the walls should
blink/flash. Keep shooting the wall until it
disappears (it should take only 3 or 4 shots). Hit the
switch that appears behind the obliterated wall.
From there, walk to your RIGHT (not south) and follow
the path between the exit portal and ANOTHER fire
geyser. There should be a red switch in front of an
archer and a few scorpions. Hit the switch. Near that
switch there should be a fire geyser (north). And,
NORTHWEST from that geyser there should be a light
purple platform (with dark cracks) . Stand on the light
purple platform. When the platform fully descends, walk
all the way to the right and touch a wooden trap door.
The trap door will lead you to a fairly easy Secret
Level (Treasure Room).
2. Valkyrie's Castle (Blue World)
The Secret Level (Treasure Room) of the Valkyrie's
Castle is in the Tower Armory (Third Level).
First, locate the exit. It should be up several flights
high. From there, walk down a single stairway (it should
be to your left). Walk down the next stairway. You
will see a corner if you are on the right track.
Continue down the stairway until you see a green
floor switch. Next to the switch, there should be a
safety rail running along the platform's side. Follow
the rail towards the EASTERN direction. You may see
poultry. Once you have reached the end of the rail (you
will see a corner) hit the wall in front of you (the wall
is part of the stairway). It should flash. Break the
wall and grab the Thunder Hammer behind it. Next to the
Thunder Hammer, you should see a wooden trap door.
Touch it; it will lead you to a space-age Treasure Room,
accompanied by a Blur-inspired soundtrack.
3. The Desert Land (Yellow World)
The Desert Land's Secret Level (Treasure Room) is
located in the Mystic Pyramid (3rd Level).
Locate the exit. The trap door to the treasure room
should be slightly below (southeastern from) the exit
portal, next to a switch. Touch the trap door. The
trap door should lead you to a laboratory-like Treasure
Room.
4. The Forest Realm (Green World)
5. The Battlefield
------------------------------------------------------------
F. Legendary Weapons
------------------------------------------------------------
There are five Legendary Weapons in Gauntlet Legends. They
help you defeat the world bosses when activated
(automatic). The descriptions below reveal the locations
of the Legendary Weapons, NOT the Rune Stone, Obelisk, etc.
that may be found on the same level. Also, there are some
treasure chests we purposely skipped to make the directions
shorter. Seek them out yourself; I do not want to spoil
all the fun for you.
MORE LOCATIONS COMING SOON
NOTE: I know the locations of all of the Legendary Weapons,
I just have not had the time to finish writing them out.
They should be finished by June 21, 2000.
1. Ice Axe of Untar (aka Legendary Ice Axe)
The Ice Axe of Untar is found in the fifth level of the
Valkyrie's Castle, the Dungeon of Torment.
Make your way down several flights of stairs and follow
through the level, hitting appropriate switches, etc.
When you reach the poison sewage area (the area where
the ground is made up of gray stones), you will be
greeted by a ground trap (two circular saws). Move
pass them. You should immediately see a sewage drain
(it looks like a fire pit) on the ground, center of the
area. Move north in that direction. You will see a
wooden plank to the left, acting as a bridge to the
adjacent island. Before crossing it, note the
out-of-reach red switch to the northeast (next to an
anchored iron chain). Cross the plank and destroy the
grunts.
On this island, you will see two juxtaposed red barrels.
Shoot the wall between the LEFT barrel and an enemy
generator. It should flash. Shoot the walls until it
is destroyed. There should be a red switch behind that
demolished wall. Hit the switch. From that corner,
move further left along the wall until you see a
stairway. Climb up the first stairway, which should
split in two directions: south and north. Take the
stairs leading south. Beware of a ground trap in front
of the last step down (two circular saws). Destroy the
horde of grunts. Walk to the right until you see a
red ground switch. Hit the switch.
The switch will elevate an island full of rats. Kill
them and walk in a NORTHEASTERN direction. You will
see the sewage drain again (storm drain). Continue in
the northeastern direction until you see the once
inaccessible red switch (the one next to the anchored
iron chain). Hit that switch. The platform the switch
is situated on will rise. Hit the wall in front of you
when the platform comes to a halt (to the left of the
red wall insignia of Skorne). It should flash.
Continue shooting the wall until it disappears. You
will find two switches (one red, the other green) and a
three-way shot. Activate the red switch. Wait there
until you see a rotating blue axe descend in the
northeast corner of your screen.
Before getting the Ice Axe of Untar, you should note
that once you obtain the legendary weapon, the green
acid level will begin to rise, flooding the bottom-most
platforms and walkways with poison. This poison can and
will drain your health points. So, when you get the Ice
Axe of Untar, go back on the platform and push the red
switch. This should lower the platform. Move towards
the left and climb the stairway that splits. This time,
take the northern stairway.
2. Scimitar of Rasha (aka Scimitar of Decapitation)
The Scimitar of Rasha is in the fourth level of the
Warrior's Mountain (RED World).
Start moving to the left when you first enter the level.
You will soon notice that the path splits: one continues
left and the other north, which is a dead-end guarded by
an archer. Kill the enemies up the north, including the
red fire demons to the left of the archer. Continue to
the left. You will then see a small border between two
fire geysers, forking the road. When you pass the
border, turn left. Continue forward.
You will be greeted by a group of blue monsters, and an
archer. You will also see part of a large rocky border
in flames. Kill the monsters and follow the path
towards the flames. Immediately, you should see a pesky
archer and a red barrel to your right. Note the fire
geyser in the corner. Shoot the walls at that corner
and take the treasure behind them.
From the corner fire geyser, follow the path to the
right. Towards the end of the path you will be welcomed
by a nest of red fire monsters and scorpions. You
should also see a mound of gold adjacent to a fire
geyser. Destroy the light purple boulders in front of
the fire geyser, which is blocking your entrance to a
small room. Enter the room and destroy the bomber.
Grab the treasure and head out.
From the fire geyser, continue to the right (the right
of the screen). You should see a bridge across a bed of
molten lava. Cross the bridge. Continue right until
you hit a corner. From the corner, move south. You
will soon hit a dead end (with a piece of the border in
flames). To the left of the dead end you will notice
light purple boulders, guarding a bomber and a red
switch. Destroy the light purple boulders and the
bomber. Hit the switch and watch a bridge descend and
another ascend.
Move left from that switch. Grab the "Reflective Shot"
if you desire. Continue down a southern path. Towards
the end of the path (only a few steps away from the
"Reflective Shot") you will see a fire geyser. Be
careful. The path should split two ways at the fire
geyser's location: left and right. Take the LEFT path.
The left path is a dead end. But note the borders that
cover the dead end. One side has a horde of hungry blue
monsters, the opposite side is the source of incoming
arrows. Examine the border opposite to the blue
monsters. You will notice, again, light purple boulders
concealing itself as part of the border. Destroy the
boulders. But before entering the path you uncovered,
heed the fire geyser in front of the opening.
Moving up the path, you should be able to see the
Scimitar of Rasha (Decapitation) to your right. Keep
moving up the path until you reach a corner. You should
see a red ground switch to the right of the corner. Hit
the switch. It should open a gate. Pass through the
gate. You will then see a bridge (the one you
resurrected). Before crossing it, you should note that
a Golem is guarding the other side of the bridge.
Defeating him should be easy -- a Level 3 Turbo Attack
should suffice (or melee attack him or use a magic
shield if your character is extremely weak).
After defeating the Golem, you should see the Scimitar
of Rasha towards the left of the screen. Grab it.
Return from whence you came -- the fire geyser
point of the splitted path. Take the right path this
time. Locate the exit.
3. Poisonous Bellows (aka Poison/Toxic Bellows)
The Poisonous Bellows is located in the fourth level of
the Desert Land, Tombs of the Undead.
Locate the exit. From there, go down a ramp towards a
steam geyser (southeast of the screen). Next to the end
of the ramp, you will see a wall torch. From the torch,
move towards the southwestern point of your screen until
you see another wall torch. Left from that wall torch
is an entrance to another room. Enter the room.
When you enter the room, move south until you see a
large floor medallion (with a shining centerpiece).
Stand on the centerpiece until the camera fully
repositions itself. If a large violet staircase is to
your south (slightly southwest), the camera is correctly
positioned. From the shining centerpiece, move to the
left through a small opening between the medallion's
wall and the stairway's hand rail.
From the opening, move north. You should then see a
red switch slightly below a purple-tinged border. Hit
the switch. An opening (towards the left of the switch)
should appear. Walk through the opening. From the
opening, walk in a northeastern direction (pass three
torches). Keep walking until you see a large opening.
Beyond the large opening, you will immediately see a
floor trap (spikes) in the northeastern region of your
screen. Move close to it until the camera, once again,
repositions itself. After the camera rotation, the
floor trap should be in the northern position (again) of
your screen. Move in the opposite direction of the
spikes (yes, that means south) towards a wall torch and
phony ramp. Keep moving south until you see a purple
ramp (yes, it is purple, not blue) and another set of
floor traps (spikes). Safely advance through the spikes
(preferably, walk around them). You will immediately
see two adjacent wall torches. Between the wall torches
shoot the wall until it disappears (behind the curtain of
cobwebs). Behind the obliterated wall is the Poisonous
Bellows.
4. Magic Lamp (aka Lamp of Dark Obscurement)
5. Soul Savior (aka Soul Stealer)
------------------------------------------------------------
G. A Bag of Tricks
------------------------------------------------------------
Tricks are not secrets. Rather, they are strategies for
benefits and gains.
1. HEALTH
The most efficient way to gain health is to repeat/cycle
through the Warrior's Mountain levels (RED), especially
the Valley of Fire (Level 1) and The Volcanic Cavern
(Level 5). The work vs. health gain ratio is better in
Warrior's Mountain than in any other world.
The Valley of Fire (Level 1) has 450 health points worth of
food (when playing solo). It is a very short and easy
level. In addition, recollecting the Rune Stone in this
stage adds 500 gold to your bank (solo game value). Also,
there are eight keys in the Valley of Fire, one shy from a
full key ring. Unfortunately, there is only one magic
potion on this level.
The Volcanic Cavern (Level 5) has approximately 450 health
points in food as well (solo), but it is much longer and
much more difficult. However, the bonus here is the
ability to gain massive experience points, using the
anti-Death aura power-up (the halo). There are two Deaths
with a maximum of three (the third being RANDOM) on this
stage (see "Experience" under the "Bag of Tricks"
section... yes, directly below).
2. EXPERIENCE
a. Death in the Volcanic Cavern
The Volcanic Cavern (Level 5) will ultimately become
the most frequented level next to the Valley of
Fire (Level 1) because it is an attractive level for fast
experience seekers. Three words: Anti-Death Aura Power-Up
(hyphen makes words singular, do not argue).
<How the Anti-Death Aura Power-up Works>
When Death touches you, he drains not your health, but
your experience points. Anti-Death aura power-up (halo)
reverses this effect. That means if you have the halo and
you contact Death, you will earn experience points. For
each Death that you touch (with an Anti-Death Aura
power-up), you gain a single level! This is vital to
players with characters at level 70+, levels that seem to
take forever to gain another.
Note About Death: He can not drain your experience points
once you reach level 99.
Tip: Before grabbing the anti-Death aura power-up (halo)
destroy the enemies blocking the paths. This will save you
time, which you can invest in your hunt for the Deaths.
Also, avoid using magic near the second treasure chest of
the level (it contains Death), that is, before opening that
chest. Magic will change a trapped Death into a fruit (50
health points) -- not exactly a fair tradeoff, especially
with the anti-Death aura available. Opening the chest
before using magic will prevent you from losing Death.
Just keep away from the opened Death until you decide to
pick up the anti-Death aura. The other Death and the random
Death are in barrels, unaffected by the effects of magic.
When you obtain the anti-Death aura, simply walk up to
Death. You will see green contact rays emanating from him
to you -- that means you are gaining experience. Death
will and can run away, so try your best to trap him in a
corner. Also, if you are playing a multiplayer game, have
the remainder of your party stand back -- Death can still
drain their experience points (maximum of one whole
level).
b. The Homemade Method - The Infinite Enemy Generator
This method is a bit pathetic; and depletes the joy of
earning experience points. I do not recommend using this
method, for friends, neighbors, and family members will
mock you.
The Homemade Method is actually only good for beginning
characters because it requires only missile attacks, which
give you less experience points than melee attacks. Aside
from that, it will take you hours just to gain levels
through this method after you have reached level 30.
This trick requires you to position yourself far away from
from a large enemy generator (meaning small monster
generators will not work, especially small grunts and
scorpions). The generator should be barely visible on
screen, but needs to be slightly visible. Then, position
yourself so that your missile shots will miss the generator
but hit incoming enemies. Hold down the fire button (the A
button) -- do not press the fire button repeatedly. Button
smashing actually has a faster fire rate than holding it
down. Just hold down the button. For every monster you
kill a new one should emerge from the generator. If you
destroy the generator, that means you are not positioned
properly.
If you prefer, you can tape down your A button and make
yourself a nice sandwich. By the time you come back, you
should have reached level 5.
They call this the "Homemade Method" for several reasons.
It is shabby and does not work in the arcades.
WARNING: Taping the A button and leaving it overnight may
cause the game to freeze. This is a fair warning.
3. MAGIC
a. Throw Magic Like an All-American
Note: Throwing Magic = Magic + Attack
Throwing magic is an art. It can even be the determining
factor of life or death, especially for weak magic users.
Since starting Warriors and Dwarves are ultra weak in
magic, they should preserve their magic for protection, the
magic sheild. If they must use it for offensive purposes,
they should toss magic (instead of casting it) since their
magic radius is minute. Tossing magic will give you a
better aim at your enemies. Unfortunately, not many
players know how to toss magic (the instruction booklet
does not explain it adequately). They just toss it,
missing nearly half the time.
<The Art of Magic Throwing>
To improve your magic tossing ability, you need to
understand that it has ranges: short, medium, and long.
Most players will toss it towards bosses without knowing
anything about the ranges.
What affects ranges? The attack button. The longer you
hold it down with the magic button button, the farther the
potion will go. It is quite simple.
Short is directly in front of you, which is very similar
to casting magic. Avoid tossing it short. Short is only
effective when you want to launch a potion from the higher
grounds to the lower grounds. (Tap Magic+Attack)
Medium is half-way across the screen. The most common and
effective way to toss magic. (Press Magic+Attack, do not
hold)
Long is beyond the screen, away from view. This is very
useful against the Dragon boss and the genie boss, Djinn,
which require players to stand very far from during
combat. (Hold Magic+Attack until it launches)
b. Shield From the Storm?
Ah, yes, the magic shield. It is the ultimate protection
against melee attackers, especially colossal Golems, pesky
grunts, and the Black Widow boss. Unfortunately, not many
players use the shield to their advantage. And, when they
do, it is always to the minimum of the shield's potential.
To maximize your magic shield, there is one thing you must
know: its limit.
<Using the Magic Shield>
By pressing Turbo + Magic (X + B), a wall of pure power
engulfs your character, protecting you from physical
attacks. When you activate this shield, your character
freezes for a brief moment, but you can (and should) move
shortly after its activation. Many players believe they
are frozen under this shield, but that is far from the
truth. You can move. And, in order to burn distant
enemies with this shield, you must move up to them. Try
moving through a horde of enemies with the magic shield --
the shield cuts through it like a warm knife against a
stick of soft butter.
Unfortunately, you are not invulnerable under this shield
of magic. Traps, fireballs, and explosives can still very
much affect you; and, they will if you are none too
careful. When you move through a pack of monsters with the
magic shield, be wary of any green or red barrel. Your
shield will set them off. Be equally watchful for Suicide
Bombers, you must shoot them from a distance or outrun them
to escape their wraith.
Note: A higher level Wizard or Sorceress (level 50+) can
escape damage from barrels or suicide bombers with the
magic shield due to their larger shield radii. Their
shields will destroy the barrels far enough to escape
damage, but be cautious of the lingering aura or cloud
after the barrels explode.
4. CHARACTER QUIRKS
a. Dwarf - The Smallest Bodyguard in the World
Beware of the Dwarf, my son.
He may be diminutive, but the Dwarf packs a strong punch.
Where his Level 3 Turbo Attack, Fire Fissure, lacks in
control (once you launch the Fire Fissure, it stays in
that direction), it makes up for it in width and range.
His strength is nothing to laugh at either; he will hack
most enemies down to size (pun noted) with his superior
hand-to-hand fighting prowess. The Dwarf is not just a
little mean terror, he IS terror.
<Dwarven Protection>
The most interesting thing about the Dwarf, however, is his
unique team-up attack (aka Combo Attack and Team Turbo
Attack). His team-up attack has him piggy-backing on
another character, enabling the Dwarf full control over the
carrier. While in this combo, he and the carrier are 100%
invincible. Traps, fireballs, and explosives do not
phase them. Though other characters may not appreciate
this fact, they will thank him when he bails them out of
tight spots and heated situations.
For instance, through several parts of the game there are
traps (fire geysers, etc.) lined up in one narrow path.
The dwarf can bring safe passage to himself and the carrier
via the team-up attack. This is also good for areas with
multiple suicide bombers (the Mausoleum has a bridge lined
up with three bombers). And, yes, you can use this combo
to escape from the poison sewage when you disturb the Ice
Axe of Untar.
<Greedy Dwarf>
In addition to protection, the combo attack can be used for
selfish reasons. When you open treasure chests in this
combo, you use keys from the carrier's key ring, not
yours. Therefore, if you do not have a single key
remaining and your buddy has a full key ring, go ahead and
combo him. The trade off here is that any item you take
while under the combo attack goes to the carrier's
inventory. So, if you want a specific item, wait until the
combo attack wears out and then grab the item.
NOTE: This "Greedy Dwarf" trick is only tolerable when done
to your friends, etc. I do not condone using this trick
against some stranger at the arcades (unless you want to
pick a fight). It does not fall under proper gaming
etiquette.
NOTE 2: Unlike the other combo attacks, the Dwarf's combo
depletes only two turbo levels, even when he is at level 3!
While some characters can perform their team-up attacks at
level 2 and 3, their entire turbo bar depletes after the
combo.
b. Jester - Explosive Persona
I occasionally visit the arcades. Okay, I visit the
arcades alot. Alright, so I live there; I have been living
in a video arcade since I was five. Is that what you
wanted to hear!? My point is, whenever, I see a Gauntlet:
Dark Legacy player choose the Jester, I laugh
uncontrollably. Admit it, you probably do too. The way the
Jester skips reminds me how uncomfortable tights must be,
and how the Jester would not make it in the modern world of
image. But under this fool's fascade, the Jester is one of
the most effective regular attackers in the twelve character
roster. Not convinced? Let his bombs do the talking.
(possible jokes noted)
<Firewall of Protection>
The Jester, unlike any other character, has the ability to
toss explosives, particularly comic bombs, which yield
explosive damage. What is explosive damage? Simply, it is
when a projectile contacts an enemy and creates an aura or
field of energy that can damage other enemies. So, in
other words, one of the Jester's projectile can damage two
or more enemies at a time (without a familiar).
Explosive damage, commonly referred to as "Splash Damage"
(water analogy found in many games), is important because it
can cut work required for combat, especially when up against
a cluster of enemies.
In addition, the explosive damage of the Jester, can be used
as a shield in multiplayer games, which will come in handy
against Suicide Bombers on narrow paths. To set up a shield
in a multiplayer game, have the Jester stand behind everyone
else; have him toss bombs over the other character(s)
incessantly. The other character(s) should advance and
attack. Should an enemy come close to any of the frontline
characters, they will be stunned by the explosion for a
split second. And, should any suicide bomber come their
way, the frontline characters can easily run behind the
explosion towards the Jester. The suicide bomber will be
stunned when he attempts to pass the explosion, and killed
when the second bomb drops. Below is a practical formation
for the Jester.
Legend: J = Jester; P = Party Member; X = Bomb Explosion;
E = Enemies.
Formation for shield (in a narrow path)
________
| |
------------- E E |
J X P E |
------------- E E |
|________|
It is not as complex as it looks; it will come to you like
second nature. Also, it is NOT a requirement for the Jester
to take this formation all the time. Only take this
formation on occasions, especially when you sense Suicide
Bombers (they are not exactly stealth creatures -- they
scream like banshees before they attack).
NOTE: Try the Jester with a three or five-way shot for the
ultimate firewall of protection. (possible jokes noted)
c. Archer - Munitions Expert
Virtually all Gauntlet Legends FAQs, guides, etc. will give
you a generic statement about the Archer's attributes.
They will convince you that she is "fast, but weak", or
words to that effect. But like a Jerry Bruckheimer film,
do not believe the hype. The Archer weilds tremendous
power, especially through her magnificent turbo attack,
BFG.
<Do Wanna See My BFG?>
The Archer's Level 2 (Double Bow) and Level 3 (BFG) turbo
attacks are powerful because they are wide, consisting of a
multitude of arrows in one shot. Though this will come
handy for gangs of smaller enemies, the Archer's turbo
attacks are also well-suited for single large opponents.
To attack larger enemies with the Double Bow or BFG, move
up close to them and launch the turbo attack (preferably,
the BFG). Launching the turbo attack at close range will
ensure that all/most of the arrows inflict damage against
the giant beast. If done correctly, the BFG will kill a
Golem in one shot, at any difficulty level with any amount
of players (with a 30+ Archer)! It will also take nearly
a tenth of most bosses' energy (in 2-player mode).
<Super Turbo Attack: Damn BFG>
And, as if her turbo attack was not powerful enough, the
Archer is the only character with the ability to vary the
turbo attack's strength via special items/power-ups. In
other words, power-ups (such as five-way shots and weapon
amulets) affect her turbo attacks (both Level 2 and
Level 3), increasing their effectiveness to the 10th
degree. Not convinced? Try the "Damn BFG" experiment.
Buy or obtain the "reflect shot" and a multi-shot
(i.e. three-way shot) with a weapon amulet (light, acid,
fire, or lightning -- NOT a breath attack). Try the BFG.
The BFG should harbor elemental arrows of the amulet you've
obtained. In addition, there should be 3x or 5x the amount
of arrows on screen (depending on the multi-shot
power-up), bouncing off any wall they touch (via reflect
shot). Oh, and also, there should not be anyone left
standing.
Final Verdict: The Archer is definitely not weak.
------------------------------------------------------------
H. Stuff You Should Know
------------------------------------------------------------
This section was originally titled, "Stuff You Should Know
(But Since the Instruction Booklet was Poorly Written You
Did Not Have a Chance to Find Out)," but we felt that it
was utterly inappropriate and bitter.
Regardless of title, this section is here to provide you
with commonly requested information we believe Midway
should have included in the manual.
1. FAMILIARS
Familiars are flying drones that permanently accompany
you on your quest. They first emerge when you reach
level 30, helping you shoot enemies. When you fire a
missile (shoot not melee), it will also fire a
projectile. Though their projectiles are half the
strength of your missile strength, their power will
increase as you level up. When you reach level 70,
your familiar will begin to "auto-aim" (as arcade
dwellers commonly say), converging with and diverging
away from your character's shots, depending on the
number of enemies it sees.
Each character has a different familiar (though they do
the same thing and function the same way):
Warrior -----> Dragonfly
Valkyrie ----> Falcon
Wizard ------> Green Dragon
Archer ------> Butterfly
Dwarf -------> Owl
Knight ------> White Dragon
Sorceress ---> Bat
Jester ------> Flying Rat --- changes to ---> Flying Pig
NOTE: All of the familiars will change from their
initial color and size as you reach higher levels. The
Jester's original familiar, however, changes into a
completely different animal. The alter egos' familiars
are similar to their original character's.
2. POJO DA CHICKEN
Throughout the game, you will encounter a strange item
resembling an egg. Upon touching it, you will transform
into Pojo the Chicken (temporarily). As Pojo, you are
able to spit powerful fireballs and attack with your
sharp beak (melee). In addition, you only have one
turbo attack level (Level 1), which is equivelent to a
fire breath attack. The effects of Pojo last for
approximately 45 seconds.
NOTE: As Pojo the Chicken you are unable to cast magic,
though shooting magic is possible. Also, poultry is
toxic to Pojo -- it will deplete Pojo's health if he
consumes it.
3. TAG: You Are Now IT
In multiplayer games, your party will occassionally
encounter a gold floating sphere in several levels.
When someone in your party touches it, a game of tag
initiates and he/she becomes IT.
When you are IT, enemies focus their attacks on you.
That means Death, Golems, and grunts will come after
you, IT. Though they can and will attack others in your
party, 75% of enemy attacks will be targeted towards
your direction.
In order to remove the IT status bump into another party
member. Your IT status should transfer to the character
you touched.
Though IT may seem to be a negative condition, it does
have a couple of advantages: (1) It presents an
opportunity for you to kill more enemies, enabling you
to earn more experience points. (2) It gives you a
condition for strategic fighting. One form of strategic
fighting is having IT encircle the Golem (forcing him to
chase after IT), while another player shoots the Golem.
Another strategy is to give IT to the person wearing
the anti-Death power-up (the Halo). Though Death will
still run away from the bearer of the Halo, he will
not target a specific player because IT is wearing the
Halo.
Other strategies include having IT round up a large
group of enemies for a nasty turbo attack (by IT or
another player).
4. WINGS OF LEVITATION (aka Limited Levitation)
Pairs of Wings of Levitation appear throughout the game.
When a player touches a pair (it should make a strange
noise), his/her character floats above ground. Floating
above ground allows your character to escape the effects
of ground traps: circular saws, small flames, acid
puddles, and spikes. More importantly, small ground
creatures (rats, scorpions, spiders, and snakes) can not
hinder or harm you. However, geysers, pools (tar, acid,
etc.), suspended traps (pendulum saw) and ground
explosions still can hurt you.
5. FASTER WAY TO FIRE
------------------------------------------------------------
I. Rumors and Lies
------------------------------------------------------------
A lot of lies are circulating around the gaming community
about the Dreamcast version of Gauntlet Legends. The
purpose of this section is to eradicate / clarify the cloud
of misconception surrounding this cheap thrill of a game.
THE LIES
Lie 1 - MISSING: SORCERESS
Not only is the sorceress in this game, she fires it up!
In fact, Midway increased her Turbo (Level 3) attack
radius from the arcade version, which suffered heavily
from its fixed position and inability to stun bosses.
Lie 2 - NO ALTER EGOS
The ALTER EGOS ARE IN THE GAME! The guys over at the
Megacosm office are playing a level 72 Jackal and a level
99 Minotaur. However, we have yet to obtain the elusive
alter egos of the Dwarf, Knight, Sorceress, and Jester.
To the dismay of many, I honestly do not believe their
alter egos exist.
In order to get the other alter egos, however, read
"Secret Characters" above. Remember to save the alter
ego files in a separate character slot for it will erase
your existing characters (similar to when you start a new
character).
Lie 3 - NO SECRETS
Midway not only confirmed four hidden characters (alter
egos), but it also printed that fact on the package art.
In addition, Midway has included secret levels (Mausoleum
in reverse is an example) in their Dreamcast
translation.
Lie 4 - BETTER STATS = NOTHING?
Not true. The fallacy of this belief can be demonstrated
through the ability of magic. We tested two characters
side by side. One Warrior had a magic rating of 200, the
other had 450. When we used the magic shield (press
turbo + magic) on the 200-magic Warrior, it yielded a
puny result. The shield was narrow with a small radius,
filling less than 1/8 of the screen. On the other hand,
the 450-magic Warrior's shield was adequate, yielding a
circumference of 1/5 the screen.
THE RUMORS
Rumor 1 - UNLOCKABLE DREAM WORLD.
Most likely false, considering the Dream World was one of
the last worlds to be completed in the development stage
of the arcade game, Gauntlet: Dark Legacy. Since the
Dreamcast conversion of Gauntlet: Legends and development
of the arcade sequel overlapped, to fit Dream World in the
Dreamcast conversion of Legends would have been
difficult.
Rumor 2 - UNLOCKABLE ICE WORLD
More likely than Rumor 1. The Ice World was complete
in a three-month old beta version of Gauntlet: Dark
Legacy.
Rumor 3 - PLAYABLE SUMNER
Sumner (the holographic wizard) is playable in the PSX
or N64. Therefore, this rumor may hold water. A strike
against this rumor, however, is the fact that Midway
wanted the Dreamcast version to be more like the arcade
than its N64 and PSX counterparts, which included item
storage, etc.
Rumor 4 - THE APPEARANCE OF GARM
Some are speculating that Garm is the true final boss of
the Dreamcast translation. Though it may be possible due
to the end computer graphics sequence, which is a carbon
copy of Dark Legacy's false ending, this is not Dark
Legacy. It is Gauntlet Legends. It is possible that the
end sequence was added as a teaser for the upcoming
home sequel (announced for the PS2 thus far). With or
without Garm, the Dreamcast version of Gauntlet Legends
manages to propell itself beyond the confines of the
other Gauntlet Legends incarnations.
Ah, quit yer whinin'. There's more to be done.
Rumor 5 - BUY SOME GRUB
False. You can not purchase health. This is a typo in
the instruction manual.
The closest thing to buying health is purchasing the Gold
Invulnerability cube. When gold, you are impervious to
attacks; and any damage attempted against you adds to
your health. In other words, it reverses the effects of
enemy attacks. Instead of depleting health, enemy
attacks generate health.
Due to its steep price, you should only purchase the Gold
Invulnerability cube when you are up against a world
boss. To gain more health, cycle through the levels of
Warrior's Mountain (RED): The Valley of Fire (Level 1)
and the Volcanic Cavern (Level 5). (see "A Bag of
Tricks")
------------------------------------------------------------
J. Credits
------------------------------------------------------------
Author: Alfred Charles N - "A.C."
Any finds, corrections, etc. can be submitted to
[email protected].
Special Thanks:
* GameFAQs -
http://www.gamefaqs.com - No site has a higher
information density.
* Megacosm - A proud crew of artists and talents. It is
always a privelege to work there.
* US Marine Corps - For giving me motivation each day. I
can not wait to join the ranks after bootcamp next
summer!
* Pascal Vellet - My business buddy in crime.
* Wayne Ma - My good buddy, thanks for the massive Gauntlet
information.
* Polar Bear - Haa!?
* Chan Chin Shan - Hard working and always confident.
* Twenty One (Tuan) - My second brother.
* Jorge V. - The Sega tester.
* My Family - The strangest, lovable megamix you will ever
find.
* Razorclaw X - Thank you for the Alter Ego feedback.
* Tredain Doe and Jason Fabisch - For reminding me about the
fifth Legendary Weapon: Soul Savior.
* Kevin Lightburn, Darrell Wong, Jon E. Theys, and Chad
Grill - For the cool insights and interesting feedback.
* Marc Louradour, Albert Chung, and Aaron Mitschelen for
their support.
* To all those who gave me feedback, helpful or
supportive.
------------------------------------------------------------
K. Legal
------------------------------------------------------------
Do not distribute, copy, or modify this FAQ by any mean
without written consent from Megacosm or the author.
------------------------------------------------------------