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{{Header Nav|game=Gauntlet}}
{{Header Nav|game=Gauntlet}}
==Generators==
==Generators==
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! level 1 !! level 2 !! level 3
! level 1 !! level 2 !! level 3
|-
|-
| colspan="3" | [[Image:Gauntlet_ARC_generators.png]]
| colspan="3" | [[File:Gauntlet_ARC_generators.png]]
|}
|}
Generators are the primary threat to your survival. While some monsters already exist in each level, most appear from these. Enemies are generated out of the 8 directions around the generator.
Generators are the primary threat to your survival. While some monsters already exist in each level, most appear from these. Enemies are generated out of the 8 directions around the generator.
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There are two types: ''bones'' and ''blocks''. [[#Ghosts|Ghosts]] spawn from ''bones'', while everything else spawns from blocks. There are a couple of differences between the two types. One is that ''bones'' can be destroyed by enemy fire from [[#Lobbers|Lobbers]] or [[#Demons|Demons]], while ''blocks'' can only be weakened by them. The other difference is that bones are slightly more resistant to the [[Gauntlet/Characters#Valkyrie.28Thyra.29|Valkyrie]]'s magic than blocks are.
There are two types: ''bones'' and ''blocks''. [[#Ghosts|Ghosts]] spawn from ''bones'', while everything else spawns from blocks. There are a couple of differences between the two types. One is that ''bones'' can be destroyed by enemy fire from [[#Lobbers|Lobbers]] or [[#Demons|Demons]], while ''blocks'' can only be weakened by them. The other difference is that bones are slightly more resistant to the [[Gauntlet/Characters#Valkyrie.28Thyra.29|Valkyrie]]'s magic than blocks are.


Generators come in 3 levels: 1, 2, and 3. The level of the generator dictates the level of the monster that will be spawned from it. The level of the generator also dictates how many HPs it has: 1, 2, or 3. A shot that does 1 HP of damage, such as that of the [[Gauntlet/Characters#Elf_.28Questor.29|Elf]], will have to hit a level 3 generator 3 times to destroy it, each hit decreasing it by one level. A shot that does 2 HP of damage, such as that of the [[Gauntlet/Characters#Warrior_.28Thor.29|Warrior]], will reduce a level 3 generator to level 1. And so on.
Generators come in 3 levels: 1, 2, and 3. The level of the generator dictates the level and strength of the monsters spawned from it. The hitpoints of a generator are equal to its level; the level of the generator (and its spawn) will be reduced as its HP is reduced by attacks.


Since generators continually make new enemies, and since the enemies will head for you, you'll find yourself having trouble hitting the generator. You'll need to employ certain tactics to hit the generator.
You can usually melee a generator, but shots are far more effective.
 
One method is to simply hold down the shot button, and utilize the auto-fire in an attempt to overpower the enemy stream. You'll have to inch yourself closer and closer so that the rate of fire stays high as you destroy the waves of monsters pouring out. This will only work well if the enemies aren't zig-zagging as they come toward you.
 
Another method is to scroll the generator off the screen. If the generator isn't on the screen, it can't make any enemies. By firing a shot, and walking it onto the generator, you can score a hit from a distance the instant it appears on the screen, effectively depriving it of the chance to make an enemy to "chaff" your shot. If you time it right, you should only have to move a few pixels toward the generator to land the hit. Beware of the swarm of enemies that will spawn if you mess up.
 
If the enemies aren't [[#Ghosts]], you can try melee attacks to kill enemies while stunting the reproduction of them by causing a traffic jam. This is only really a good idea if you can kill the enemies in one melee attack each.
 
You can melee a generator, but shots are far more effective.


==Enemies==
==Enemies==
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Like generators, enemies come in 3 levels, with the level being equivalent to that of the generator that made them. The higher the level, the more HP they have and the more damage they'll deal out.
Like generators, enemies come in 3 levels, with the level being equivalent to that of the generator that made them. The higher the level, the more HP they have and the more damage they'll deal out.


Enemies will zig-zag as they walk toward you, provided there is enough room to do so. This can make it difficult to land a hit, and a missed shot can leave you defenseless for a few precious milliseconds. Make use of choke-points or hug walls to prevent this if you can. Otherwise, consider tapping the fire button instead of holding it to control it more precisely.
Enemies will zig-zag as they walk toward you if you aren't completely squared with a given row or column of tiles. This can make it difficult to land a hit, and a missed shot can leave you defenseless for a few precious milliseconds. Make use of choke-points or hug walls to prevent this if you can. Otherwise, consider tapping the fire button instead of holding it to control it more precisely.


===Ghosts===
===Ghosts===
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! level 1 !! level 2 !! level 3
! level 1 !! level 2 !! level 3
|-
|-
| colspan="3" | [[Image:Gauntlet_ARC_ghosts.png]]
| colspan="3" | [[File:Gauntlet_ARC_ghosts.png]]
|-
! 10 dmg !! 20 dmg !! 30 dmg
|}
|}
Ghosts don't use melee attacks like other enemies. Instead, they kamikaze into you. This is a far more dangerous motif. By destroying themselves, they permit instant access to the next Ghost in line. Worse, they deal much more damage on contact than a melee attack: 10, 20, and 30 base damage respective to their level. The result is a very high rate of damage.
Unlike other enemies, Ghosts can't fight - they just kamikaze into you, which is far more dangerous. By destroying themselves, they permit instant access to the next Ghost in line. Worse, they deal much more damage on contact than a melee attack: 10, 20, and 30 base damage respective to their level. The result is a very high rate of damage.


Ghosts are arguably the hardest to deal with. You will need to be extra cautious in dealing with them, lest they slip past your defenses and sap your health.
Ghosts are arguably the hardest to deal with. You will need to be extra cautious in dealing with them, lest they slip past your defenses and sap your health.
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! level 1 !! level 2 !! level 3
! level 1 !! level 2 !! level 3
|-
|-
| colspan="3" | [[Image:Gauntlet_ARC_orcs.PNG]]
| colspan="3" | [[File:Gauntlet ARC Orcs Sprite.png]]
|-
! 5 dmg !! 8 dmg !! 10 dmg
|}
|}
Grunts simply attack repeatedly with their club when standing next to you. They are a low tiered enemy, although definitely threatening.
Grunts are low tier enemies who simply attack repeatedly with their clubs when standing next to you. If surrounded, a fighter may be better off using melee attacks to cut a path to freedom, since aiming at each manually is difficult.
 
They do 5, 8, and 10 base damage.


===Demons===
===Demons===
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! level 1 !! level 2 !! level 3
! level 1 !! level 2 !! level 3
|-
|-
| colspan="3" | [[Image:Gauntlet_ARC_demons.PNG]]
| colspan="3" | [[File:Gauntlet ARC Demons Sprite.png]]
|-
! 5 dmg !! 8 dmg !! 10 dmg
|}
|}
Once within a certain range of a Demon, they will shoot fireballs at you, which do 10 damage regardless of the level of the Demon. If you get close, they will use bite attacks that have equal strength to Grunt club attacks.
Demons are basically grunts that can also shoot fireballs across great distances. Demon shots, however, do 10 damage regardless of their level. Up close, they bite as hard as Grunts' clubs hit.
 
Demon fireballs will damage anything. They will also open fire if they are in range, no matter what is in the way. If one hits a breakable piece of food or blue potion, it will destroy it (potions won't activate). You must be careful not to accidentally train their shots onto such items. In contrast, you can also train their shots onto enemies and generators to damage or destroy them. Look for opportunities to use this to your advantage.


Their bites do 5, 8, and 10 base damage. Their fireballs do 10 base damage no matter their level.
Demon fireballs will damage anything. They will also open fire if they are in range, no matter what is in the way. Take care not to accidentally train their shots onto breakable jugs of food or blue potions; their shots destroy such items (and their shots don't activate potions either). Instead, train their shots onto enemies and generators to damage or destroy them.


===Sorcerers===
===Sorcerers===
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! level 1 !! level 2 !! level 3
! level 1 !! level 2 !! level 3
|-
|-
| colspan="3" | [[Image:Gauntlet_ARC_sorcerers.PNG]]
| colspan="3" | [[File:Gauntlet ARC Sorcerers Sprite.png]]
|-
! 5 dmg !! 8 dmg !! 10 dmg
|}
|}
These magic users make use of a blink spell, and flash invisible constantly. Shots will pass through them when they turn invisible, making them more difficult to hit. This can be annoying, and allow them to get in range for their melee attack, but it also leaves their generator less well defended.
These enemies blink in and out of existence at will. Shots will pass through them while invisible, making individuals more difficult to hit. Although this can be annoying, as it allows some of them to get in melee range, it also leaves their generator less well defended, as well as allowing other sorcerers to get hit by your shots.
 
Melee attacks can hit them when they turn invisible.
 
They do 5, 8, and 10 base damage.


===Lobbers===
===Lobbers===
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! level 1 !! level 2 !! level 3
! level 1 !! level 2 !! level 3
|-
|-
| colspan="3" | [[Image:Gauntlet_ARC_lobbers.PNG]]
| colspan="3" | [[File:Gauntlet ARC Lobbers Sprite.png]]
|-
!! 3 dmg !! 3 dmg !! 3 dmg
|}
|}
These enemies can throw rocks quite a distance, even over walls. They have no melee attack however, so once you get within about three tiles of them they will start running.
These cowardly enemies can throw rocks quite a distance, even over walls. They have no melee attack however, so once you get within about three tiles of them they will stop lobbing and start running.


Their rocks only do 3 base damage, making them one of the weaker enemies offensively. However, they are often situated behind barriers, meaning you'll have to deal with them for a while. The damage does add up fairly quickly if they can get a bead on you.
Their rocks only do 3 base damage, regardless of level, making them one of the weaker enemies offensively. However, they are often situated behind barriers, meaning you'll have to deal with them for a while. The damage does add up fairly quickly if several can get a bead on you at once.


Lobber rocks can also destroy potions, food, and other enemies. Because they can be thrown over walls, it's possible to hit almost anything if you can train them. The Lobbers have a strange lead-off AI that doesn't consider walls, and can't predict erratic movements. It takes some getting used to, but would be wise to learn since you can take out threats that would otherwise cause you much grief.
Lobber rocks can also destroy potions, food, and other enemies. Because they can be thrown over walls, it's possible to hit almost anything if you can train them. The Lobbers have a strange lead-off AI that doesn't consider walls, and can't predict erratic movements. It takes some getting used to, but would be wise to learn since you can take out threats that would otherwise cause you much grief.


This monster rarely has a generator that makes them.
Luckily, Lobber generators are not as common as other generators.
 
Lobbers do 3 base damage with their rocks, no matter what level they are.


===Death===
===Death===
[[Image:Gauntlet_ARC_death.PNG|left]]
[[File:Gauntlet ARC Death Sprite.png|left]]
Death is a special enemy. You can't kill it normally. Any type of potion attack will kill it instantly, no matter how weak.
Death, a special enemy that is never generated, cannot be slowed by fighting or shooting it. However, any type of potion attack will kill it instantly, no matter how weak.
 
When it comes into contact with the player, it begins to drain HP at a rapid rate. It will drain up to 200 HP if permitted to do so. If it reaches the limit of 200 health, it will disappear. Since this is a considerable amount of your health, make sure it doesn't happen. Either use a potion or, if you can get a sufficiently open space, dodge around it.
 
If you shoot Death, it will give you a single point for every hit. This isn't very lucrative, even if you can do this from behind a pair of blocks - you'd be far better off camping over a corridor leading to a generator.


However, what is very lucrative for scoring is using a potion on Death. By default, you score 1000 points. There is actually a variable points value for killing Death with a potion. Every time you hit Death with a shot, you cycle the value. By default, it is 1000 points. If you shoot Death, the value changes to 2000, then back to 1000, then to 4000, 2000, 6000, 2000, 8000, and then back to 1000 (the default 1000 that you started with).
When it makes any contact with a player, regardless of that character's armor, it saps HP rapidly until either contact is broken, or it reaches the limit of 200 health and disappears. As this is a considerable amount of health, either use a potion or, if you can get a sufficiently open space, dodge around it (obviously easier said than done for Thor).


Some levels have around 30-50 Deaths in a single location. Suffice it to say, setting them to 8000 points, and using a potion will increase your score by a LOT. This is such a treasure trove of points, that you should try to set your level order up so that you'll get these Death filled levels when the ranking system has stolen most of the food spawns.
Shooting Death only gives a single point for every hit. In and of itself, not very lucrative, even if you can do this from safety. However, what is very lucrative for scoring is using a potion on Death. By default, you score 1000 points. There is actually a variable points value for killing Death with a potion. Every time you hit Death with a shot, you cycle the value. By default, it is 1000 points. The full cycle is, starting from default: 1000, 2000, 1000, 4000, 2000, 6000, 8000, and then back to the default 1000. If you want to get the most points, shoot death exactly 6 times.


Death is not generated.
Some levels have around 30-50 Deaths in a single location. Suffice to say, setting them to 8000 points and using a potion on the lot of them is such a treasure trove of points, that you should try to set your level order up so that you'll get these Death filled levels when most of the food has disappeared due to an already high score.


===Thieves===
===Thieves===
[[Image:Gauntlet_ARC_thief.PNG|left]]
[[File:Gauntlet ARC Thief Sprite.png|left]]
The Thief is a very fast enemy that appears in some levels later on in the game. He does 10 points of damage, and also steals something from you. The item he steals depends on what you have. If you have any upgrade potions, he will go for those first. Otherwise, he might nick your potions, keys, score, or multiplayer bonus multiplier.
The Thief is a very fast enemy that appears in some levels later on in the game. He does 10 points of damage, and also steals something from you, depending on what you have. If you have any upgrade potions, you will lose those first. If you don't have any of those, he might nick your potions, keys, score, or multiplayer bonus multiplier.


The Thief spawns at the beginning of the level, and runs toward you. If you hear the Thief tone, get into a choke-point and turn around to start shooting. He will run right into your shot, and leave behind a treasure bag worth 500 points.
The Thief spawns at the beginning of the level, and follows the path of the 'richest' character. If you hear the Thief tone, get into a choke-point, turn around, and start shooting, he will run right into your shot, and leave behind a treasure bag worth 500 points.


If you get robbed, you can kill the Thief right away to recover what he stole. If he exits safely, you can find your stolen item on the next level. Unfortunately, upgrade potions become regular potions when stolen.
If you get robbed, you can kill the Thief right away to recover what he stole. If he exits safely, you can find your stolen item on the next level. Unfortunately, upgrade potions get downgraded to mere regular potions when stolen (although, in the late-game phase, this can actually be helpful to obtain another regular potion to clear an area).


Thieves are not generated, they just spawn once every few levels.
Thieves are not generated, they just spawn once every few levels.


{{Footer Nav|game=Gauntlet|prevpage=Characters|nextpage=Items and dungeon mechanisms}}
{{Footer Nav|game=Gauntlet|prevpage=Characters|nextpage=Items and dungeon parts}}

Latest revision as of 02:49, 18 December 2022

Generators[edit]

level 1 level 2 level 3
Gauntlet ARC generators.png

Generators are the primary threat to your survival. While some monsters already exist in each level, most appear from these. Enemies are generated out of the 8 directions around the generator.

There are two types: bones and blocks. Ghosts spawn from bones, while everything else spawns from blocks. There are a couple of differences between the two types. One is that bones can be destroyed by enemy fire from Lobbers or Demons, while blocks can only be weakened by them. The other difference is that bones are slightly more resistant to the Valkyrie's magic than blocks are.

Generators come in 3 levels: 1, 2, and 3. The level of the generator dictates the level and strength of the monsters spawned from it. The hitpoints of a generator are equal to its level; the level of the generator (and its spawn) will be reduced as its HP is reduced by attacks.

You can usually melee a generator, but shots are far more effective.

Enemies[edit]

A single enemy usually isn't too dangerous, but a pack can be deadly.

Like generators, enemies come in 3 levels, with the level being equivalent to that of the generator that made them. The higher the level, the more HP they have and the more damage they'll deal out.

Enemies will zig-zag as they walk toward you if you aren't completely squared with a given row or column of tiles. This can make it difficult to land a hit, and a missed shot can leave you defenseless for a few precious milliseconds. Make use of choke-points or hug walls to prevent this if you can. Otherwise, consider tapping the fire button instead of holding it to control it more precisely.

Ghosts[edit]

level 1 level 2 level 3
Gauntlet ARC ghosts.png
10 dmg 20 dmg 30 dmg

Unlike other enemies, Ghosts can't fight - they just kamikaze into you, which is far more dangerous. By destroying themselves, they permit instant access to the next Ghost in line. Worse, they deal much more damage on contact than a melee attack: 10, 20, and 30 base damage respective to their level. The result is a very high rate of damage.

Ghosts are arguably the hardest to deal with. You will need to be extra cautious in dealing with them, lest they slip past your defenses and sap your health.

Grunts[edit]

level 1 level 2 level 3
Gauntlet ARC Orcs Sprite.png
5 dmg 8 dmg 10 dmg

Grunts are low tier enemies who simply attack repeatedly with their clubs when standing next to you. If surrounded, a fighter may be better off using melee attacks to cut a path to freedom, since aiming at each manually is difficult.

Demons[edit]

level 1 level 2 level 3
Gauntlet ARC Demons Sprite.png
5 dmg 8 dmg 10 dmg

Demons are basically grunts that can also shoot fireballs across great distances. Demon shots, however, do 10 damage regardless of their level. Up close, they bite as hard as Grunts' clubs hit.

Demon fireballs will damage anything. They will also open fire if they are in range, no matter what is in the way. Take care not to accidentally train their shots onto breakable jugs of food or blue potions; their shots destroy such items (and their shots don't activate potions either). Instead, train their shots onto enemies and generators to damage or destroy them.

Sorcerers[edit]

level 1 level 2 level 3
Gauntlet ARC Sorcerers Sprite.png
5 dmg 8 dmg 10 dmg

These enemies blink in and out of existence at will. Shots will pass through them while invisible, making individuals more difficult to hit. Although this can be annoying, as it allows some of them to get in melee range, it also leaves their generator less well defended, as well as allowing other sorcerers to get hit by your shots.

Lobbers[edit]

level 1 level 2 level 3
Gauntlet ARC Lobbers Sprite.png
! 3 dmg 3 dmg 3 dmg

These cowardly enemies can throw rocks quite a distance, even over walls. They have no melee attack however, so once you get within about three tiles of them they will stop lobbing and start running.

Their rocks only do 3 base damage, regardless of level, making them one of the weaker enemies offensively. However, they are often situated behind barriers, meaning you'll have to deal with them for a while. The damage does add up fairly quickly if several can get a bead on you at once.

Lobber rocks can also destroy potions, food, and other enemies. Because they can be thrown over walls, it's possible to hit almost anything if you can train them. The Lobbers have a strange lead-off AI that doesn't consider walls, and can't predict erratic movements. It takes some getting used to, but would be wise to learn since you can take out threats that would otherwise cause you much grief.

Luckily, Lobber generators are not as common as other generators.

Death[edit]

Gauntlet ARC Death Sprite.png

Death, a special enemy that is never generated, cannot be slowed by fighting or shooting it. However, any type of potion attack will kill it instantly, no matter how weak.

When it makes any contact with a player, regardless of that character's armor, it saps HP rapidly until either contact is broken, or it reaches the limit of 200 health and disappears. As this is a considerable amount of health, either use a potion or, if you can get a sufficiently open space, dodge around it (obviously easier said than done for Thor).

Shooting Death only gives a single point for every hit. In and of itself, not very lucrative, even if you can do this from safety. However, what is very lucrative for scoring is using a potion on Death. By default, you score 1000 points. There is actually a variable points value for killing Death with a potion. Every time you hit Death with a shot, you cycle the value. By default, it is 1000 points. The full cycle is, starting from default: 1000, 2000, 1000, 4000, 2000, 6000, 8000, and then back to the default 1000. If you want to get the most points, shoot death exactly 6 times.

Some levels have around 30-50 Deaths in a single location. Suffice to say, setting them to 8000 points and using a potion on the lot of them is such a treasure trove of points, that you should try to set your level order up so that you'll get these Death filled levels when most of the food has disappeared due to an already high score.

Thieves[edit]

Gauntlet ARC Thief Sprite.png

The Thief is a very fast enemy that appears in some levels later on in the game. He does 10 points of damage, and also steals something from you, depending on what you have. If you have any upgrade potions, you will lose those first. If you don't have any of those, he might nick your potions, keys, score, or multiplayer bonus multiplier.

The Thief spawns at the beginning of the level, and follows the path of the 'richest' character. If you hear the Thief tone, get into a choke-point, turn around, and start shooting, he will run right into your shot, and leave behind a treasure bag worth 500 points.

If you get robbed, you can kill the Thief right away to recover what he stole. If he exits safely, you can find your stolen item on the next level. Unfortunately, upgrade potions get downgraded to mere regular potions when stolen (although, in the late-game phase, this can actually be helpful to obtain another regular potion to clear an area).

Thieves are not generated, they just spawn once every few levels.