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(Added the Upgrades to show character's progress.)
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Weapon upgrades are available around NAJU.  The higher the upgrade, the more powerful and useful the weapon can be, but more chip consumption, requiring Red Landers to expand the chips.  Weapons can be upgraded to Level 3.
Weapon upgrades are available around NAJU.  The higher the upgrade, the more powerful and useful the weapon can be, but more chip consumption, requiring Red Landers to expand the chips.  Weapons can be upgraded to Level 3.


If you have 5 Shields in your inventory (including your default 1 shield), your walking speed in the labyrinth will increase.  With the increased speed, you can also walk through the indestructable pyramids by moving diagonally in between.  This trick can be used against yellow pyramids and item capsules as well.
If you have 5 Shields in your inventory (including your default 1 shield), your walking speed and ship speed in the labyrinth will increase.  With the increased speed, you can also walk through the indestructable pyramids by moving diagonally in between.  This trick can be used against yellow pyramids and item capsules as well.


Red Landers not only expand your chip count, but also improves your normal gun.  Red Lander Upgrades:
Red Landers not only expand your chip count, but also improves your normal gun.  Red Lander Upgrades:

Revision as of 05:35, 20 April 2012

Game flow

To complete the game, the player must alternate between flying through corridors to defeat bosses posted at the ends and possibly obtain new labyrinth keys, and exploring the labyrinth to obtain new power-ups and locate more corridors to clear. The game begins by having the player fly through Corridor 0. When the boss is defeated, the player will arrive in the center of the labyrinth, in a section known as Template:~. In all areas but Template:~, there are two corridors for the player to visit.

For area n, there is corridors n and n + 10. For example, Template:~ contains Corridor 2 and Corridor 12. The gate to corridor n + 10 is always open and available to the player as soon as he or she finds it. It is also typically the easier of the two corridors. Corridor n on the other hand is locked and usually a little more difficult. To unlock these corridors, the player must find a hint somewhere in the area that reveals the secret to unlocking the gate. Two of the hints are found in Area 0 rather than their respective areas.

The Guardian Legend is fairly non-linear. You are not required to play through the areas or corridors in a particular sequence. That being said, it is highly recommended that you attempt to follow the path through each area in numerical sequence to ensure that you are sufficiently powered up to survive each section. Advancing to a difficult area too soon can result in a quick demise. The game is complete when all of the areas have been explored, and all of the corridors have been cleared. When this occurs, the final corridor, Template:~ becomes available for players to access.

Labyrinth features

Blue Lander checkpoints

The Guardian Legend NES Blue Lander checkpoint.png

Throughout the game, you will find rooms that contain large Blue Landers who will speak with you. They offer to provide you with a password that will allow you to continue your game. To receive a password, you must set your special weapon selection to "NO USE" on the sub-screen, and press A button. However, you do not need to obtain a password to get the benefit of visiting these rooms. If the Guardian loses all of her health and dies in a corridor or in the labyrinth, and you choose to continue, you will continue from the last Blue Lander checkpoint that you visited. If you never visit a checkpoint, you will resume in the center of the labyrinth, where you appeared after completing Corridor 0. You will always return with all of your items and upgrades in tact.

Labyrinth blocks

Each room in the labyrinth may contain different blocks arranged throughout the room. This table presents a guide to those blocks.

Blue pyramid Yellow pyramid
The Guardian Legend NES item pyramid blue.png
Blue pyramids serve as doors throughout the labyrinth. When shot, they leave behind a small black gate. If the black gate is empty, you are free to travel through the door. If the black gate contains a symbol, you must possess the key with the corresponding symbol in order to pass through.
The Guardian Legend NES item pyramid yellow.png
Yellow pyramids are destructible objects that may be scattered throughout a room. They are destroyed with one shot, and unlike item capsules, never contain items. They will typically replace any unexplored item capsule if you leave a room and return.
Green pyramid Red pyramid
The Guardian Legend NES item pyramid green.png
A green pyramid is a door that is locked until you accomplish some task in the room. In a majority of cases, the task is usually to collect an item that is obtained by clearing a corridor, or defeating an area mini-boss. Once the item is collected, green pyramids will become blue.
The Guardian Legend NES item pyramid red.png
A red pyramid is simply an indestructible barrier designed to keep you to one side of a path or another. There is no way to remove them, and one portion of a path that they divide typically leads to a dead-end.

Upgrades

Upgrades are available throughout the game as you search for them throughout the labyrinth or by defeating mini-bosses and bosses.

Weapon upgrades are available around NAJU. The higher the upgrade, the more powerful and useful the weapon can be, but more chip consumption, requiring Red Landers to expand the chips. Weapons can be upgraded to Level 3.

If you have 5 Shields in your inventory (including your default 1 shield), your walking speed and ship speed in the labyrinth will increase. With the increased speed, you can also walk through the indestructable pyramids by moving diagonally in between. This trick can be used against yellow pyramids and item capsules as well.

Red Landers not only expand your chip count, but also improves your normal gun. Red Lander Upgrades: Default (50): Normal Gun shoots 1 row; 3 MAX bullets per screen.

  1. 100: Normal Gun (above 100) shoots 3 rows; spreads 0.75 block wide; 12 MAX bullets per screen.
  2. 150
  3. 200: Normal Gun (above 200) spreads 1.25 blocks wide.
  4. 400
  5. 800
  6. 1600
  7. 2400: Normal Gun (above 2050) shoots 4 rows; spreads 2.5 blocks wide; 16 MAX Bullets per screen.
  8. 4000: MAXIMUM Chips for Normal Walkthrough.
  9. 6000: MAXIMUM Chips ONLY for TGL Mode.