| 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 ShotQuick 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. |