
Contents:
Section 1: Game Style
Section 2: The Bosses
Section 3: The Weapons
The above messages are, in essence, the opening scenes of The Guardian
Legend. This game captured my heart first with music, then with a unique form of
challenge. Then came the ultimate catastrophe:
I had to give the game back.
Years later, I have bought another copy and now have both forms in ROM to
share with you today.
The game was produced by the company Broderbund, known for such classics as
Myst and Riven, and also for an abundance of horrors such as the Carmen Sandiego
series. I'm sure we all remember these. As it turns out, however, this company
was only the producer, and the game was developed by another company. The game
itself, long withstanding the test of time.
The game's challenge is of a unique sort.
Rather than resolving puzzles, this game slowly gives you an array of weapons to
choose from, each working differently, and throws a series of bosses toward you.
Using this arsenal, your task is to defeat them all and learn how to break the
10 seals and bring destruction to Naju.

Section 1: Game Style
The game actually combines two types: an overland battle reminiscent of Zelda
(Labyrinths), and a shooter-style delightfully similar to games such as Aero
Fighters (Corridors). There are a series of secondary weapons available
throughout the game, one of which is only usable within the Corridors. Most you
will find useful, and I encourage you to memorize their functions. You never
know when you may need it!
Another interesting feature of the game's terrain are Blue and Red Landers. A
Blue Lander is a creature which sells items to your character. The functions and
appearances of these items will be explained later. A Red Lander serves as a
save point operator, allowing you to save and exit the game.
Each area of the Labyrinth is called an "Area." Areas are numbered,
and you will only have access to Area 0, at first. This area is the hub for
every other area in the game, and all other areas require keys. Keys are gained
through destroying the bosses in Corridors 1 through 10. As an added bonus, you
also get a power-up from any boss you destroy!
ContentsSection 2: Bosses
Bosses are found at the end of Corridors, each having a strategic weakness,
of sorts. However, there is no single weapon useful for every boss, nor is there
any one way to fight any one. In a shrine below, each and every boss is
described and destroyed in detail. Sadly, the two of us do not agree, and we may
well have the only two Guardian Legend Shrines in existence. I plan to be the
more exact of the two of them. ;)
As explained above, 10 of the bosses you will face will have keys. This makes
almost every other boss you meet "optional." However, attempting to
play all the way through the game without defeating any "optional"
bosses is a very bad idea, as each boss presents you with a power-up. All of
these power-ups are permanent additions to your arsenal, including new weapons.
Planetary Defense System: No screenshot available
Naju Defense System: My usual strategy for this boss is to destroy one
side of it before the other, concentrating at the beginning on destroying those
annoying mini-turrets on the sides. They do the same damage, but they're harder
to hit.
Concentrating on one side may be painful, but it makes the last half
so easy as you counter each bullet coming at you, landing a few shots on
the turrets firing them before they close.
Always pick up power-up
boxes. They may contain life, which you'll probably need. There is some chance
of levelling up to Level 9 on your hit points, during this battle.
Blue Fleepa: The enemy faced in Corridor 1, this boss is a giant fish.
A good strategy, one which I employ, is a stick-and-move pattern in which you
fire as long as you can with the Wave Cannon straight into the Fleepa's mouth,
then dodge to the side when it comes back down. The longer you can sustain this
fire, the better. However, try not to get hit. It doesn't kill you, but it also
doesn't feel very good.
Over the next few years, I hope to have all bosses posted on my subsequent
pages. As of right now, this page is all I've got.
ContentsSection 3: Weapons
The primary weapon is one which will serve you throughout the entire game. It
consumes no fuel, and becomes very powerful. This is, of course, your nose cannon. However, sometimes a strategic and well-placed strike is required. For
this, other weapons come into play.
An Explanation of Weapons:
Each weapon consumes, per turn of use, a
certain number of energy counts. The amount of energy you have changes the power
of your nose cannon, and this energy is also what your character uses to
purchase new items from a Blue Lander.
Another key point is that, once you
have a weapon, it does not mean you should never purchase or pick up another
weapon just like it. Picking up two Laser Sabres powers up your existing on to
level 2, a process which can be repeated until you have Level 3 on all weapons.
A higher-level weapon may require more power to use, but it becomes inevitably
better at what it does.
Laser Sabre: A short-range weapon, maybe as long as you are tall, which deals
devastating damage to a small region of an opponent. Particularly nice for
countering enemy fire, which can often be destroyed. Perfect for the head-on
assault through heavy fire.
Twin Sabre: Much the same as the Laser Sabre, the Twin Sabre is a little more
limited in use. However, while it is not as good for a head-on attack, it is
perfect for matching course with enemies whose fire tends to come at you from
the sides, such as the teleporting bosses who use missile fire. It's strong on
firepower and good for prolonged blows.
Wave Cannon: Occasionally, you are attacking a boss who moves, fires, and is
not easily deterred. If you need quick blasts to put them down, this is a
wonderful stick-and-move weapon of maneuverability and accuracy. Although low on
strength, those waves are cheap and build up massive damage. This is,
ironically, a wonderful weapon against the fish!
Double Wave: This weapon is at the same time less limited, and yet more, than
the original Wave Cannon. It fires off to each side in diagonal lines, it fits
well with the later technique of avoiding large and overpowering bosses. This
weapon allows you to strike their sides, while still maintaining your distance
from their weapons fire. As a matter of fact, it's the perfect weapon for the
final boss!!!
Laser Cannon: Amusingly, the Wave Cannon is a more effective stick-and-move
weapon. However, the Laser Cannon is a fast, powerful tracking weapon for
quick-moving opponents, particularly those who give you space to maneuver.
Falling into a pattern of constant striking, as you track the enemy along the
bottom of the screen, lends itself well to this weapon. As a defensive weapon,
it is fairly useful for blocking enemy fire.
Fireball: The ultimate weapon for slow-moving bosses. As the game progresses,
this weapon becomes more powerful. It is an expensive weapon which can only be
fired straight up. From there, it is independent and slow-moving. However, it
plows through almost everything in its path, including those hard-to-kill lesser
enemies and mini-bosses. As the shot becomes more powerful, it will decimate
even the best tight-packed clusters of foes. And woe to an enemy shot which
lands on it, for that shot is not more.
Fast Orb: Thus far, this weapon seems to take back seat to the Wave Cannon.
The Fast Orb is much like the wave cannon, except that it will fire directly in
the direction you are moving or pointing. In a corridor, it's default direction
is straight ahead, and will then fire in any direction you move... until you
stop moving. In the Labyrinths, however, it is useful in the same way as the
Wave Cannon, and with about the same effect. However, it doesn't stretch out as
far on the sides. Thus, accuracy suffers.
Twin Orbs: I regret that I have not had ample opportunity to experiment with
this weapon. It is well worth the defensive power it gives... if you can afford
it. Each of the orbs goes forth to destroy the surrounding enemies, carving a
path of destruction a little like the one belonging to the Fireball. However,
regenerating the balls once they are spent is a little troublesome, and you
cannot determine where the orbs will go next. This has certain strategic
disadvantages.
Spin Orb: This weapon is an expensive and reasonably powerful member of your
arsenal, a fast defensive weapon which generates high torque in a circle around
you when fired. A single, fast, ugly-looking ball of death. Once again, I have
not properly experimented with this weapon. Please send advice in regards to it,
including the boss best handled using the Spin Orb or the corridors which best
apply to it.
Contents
Download: English or Japanese
ROMs
Manual for The Guardian Legend (tgl.txt)
Links:
Home Page
Classic
Gaming Guardian Legend Shrine