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    Secrets FAQ by Megacosm

    Version: 0.60 | Updated: 06/24/00 | Printable Version | Search Guide | Bookmark Guide

    Copyright 2000 Megacosm.  All rights reserved.
    Author: A.C.
    Email: devildog@megacosm.com
    
    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 
    DevilDog@megacosm.com.  
    
    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.  
    
    ------------------------------------------------------------