Magikrab's Gauntlet

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Magikrab's Gauntlet is a series of randomised combat encounters aboard one of the Mer-Line's interdimensional trains. It was added to the game on 20 November 2024 as part of Version 1.7.

The Gauntlet is unlocked after the player has defeated Aleph Null and completed Part 4 of Take Me On. To enter the Gauntlet, speak to Magikrab in Platform B of Night's Bridge Station. The side quest The Midnight Train starts after Magikrab introduces the Gauntlet to the player.

Overview

Magikrab's Gauntlet is an infinite battle mode where the aim is to go through as many carriages—or rooms—as possible, facing a series of battles that get progressively harder. It is divided into trains that consist of 50 carriages each. The last carriage of each train contains a boss fight.

Throughout the Gauntlet, items are limited in use, though the player can encounter café carriages where they can heal, access the tape storage, claim rewards, or buy items. The deeper the run, the further cafés are spaced apart, and the more expensive the items get. These café carriages also serve as checkpoints that the player can resume from in the future if they lose in battle, or choose to leave the Gauntlet.

In the Gauntlet, battles will feature modifiers in the form of infinite-duration status effects that are present throughout a given battle. The upcoming enemy's level, type (regular encounter, miniboss, or boss), and modifiers are shown to the player.

Taking part in the Gauntlet rewards a substantial amount of  Fused Material and  Metal which the player can claim at a café. Upon winning a battle, you increase the potential reward by a number that depends on the current streak, the carriage number, and the Gauntlet's difficulty. Losing in battle, exiting the Gauntlet, or quitting the game, however, removes all unclaimed rewards[1].

If the speedrun timer is enabled, the player can input a seed, which affects the carriages as well as the encounters in the Gauntlet.

Streaks

Streaks keep track of the number of battles the player has won since entering the Gauntlet. Streaks end from claiming rewards, losing a battle, or exiting the Gauntlet. This means that getting a high streak requires going through the game in one sitting, as leaving the Gauntlet by any means will reset the streak back to zero[1]. The game keeps track of the longest streak for a given difficulty.

It is unrelated to the farthest carriage reached by the player, and it is not necessary to begin at at the first carriage to start a streak.

Difficulties

The Gauntlet offers seven difficulty levels:

  • Normal
  • Hard
  • Harder
  • Even Harder
  • BRUTAL
  • Hardest
  • Impossible

The selected difficulty only sets the starting difficulty of the Gauntlet, however. As you clear trains, the total difficulty increases. This makes several things, such as the number of status effect modifiers, enemy tape count, overspill, or café carriage interval, more disadvantageous for the player. The enemy AI and levels are not affected by this.

The total difficulty level for any carriage can be calculated using the formula below. It starts at the selected difficulty (Normal = 0; Impossible = 6), and increases by 1 for every cleared train, i.e. for every 50 carriages. Boss carriages and, starting at Hard difficulty or carriage #51 on Normal, miniboss carriages have their difficulty level increased by 1. This increase only applies to that carriage.

Difficultytotal={⌊Carriage Number−150⌋+Difficultyselected+1if boss or applicable miniboss⌊Carriage Number−150⌋+Difficultyselectedotherwise

For example, carriage #148 on BRUTAL difficulty (level 4) has a total difficulty level of 6:

⌊148−150⌋+4=⌊2.94⌋+4=2+4=6

This section is incomplete. Feel free to add the missing information by editing it.

Status Effect Modifiers

Status effects with infinite duration can be inflicted at the start of battles. These status effects are displayed just before entering the next carriage. Any displayed debuff is applied to the player team, while any displayed buff is applied to the enemy team.

These status effects can still be removed via standard means, though infinite duration status effects are completely canceled out and replaced by the opposing status. For example, acquiring Multitarget gets rid of the user's infinite Unitarget and replaces it with a finite amount of Multitarget.

These infinite statuses can also be removed by using New Leaf, Royal Flush, Bear Hug, Neutralise, or consumables like Cure-All.

The following lists all possible infinite status effects that can occur in a carriage. The number of statuses is equal to the total difficulty of a carriage.

Player Debuffs Enemy Buffs
Accuracy Down Accuracy Up
AP Drain AP Boost
Burned Contact Dmg Beast
Conductive Contact Dmg Glitter
Confused Deflated
Evasion Down Double Speed
Evasion Nullified Evasion Up
Flammable Gambit
Fog Ghostly
Glass Bonds Healing Leaf
Leeched Healing Steam
Melee Attack Down Inflated
Melee Defence Down Locked On
Poisoned Melee Attack Up
Ranged Attack Down Melee Defence Up
Ranged Defence Down Mind-Meld
Shrapnel Multistrike
Snowed In Multitarget
Speed Down Ranged Attack Up
Tape Jam Ranged Defence Up
Unitarget Speed Up
Window

Rewards

For each battle carriage you clear, you obtain potential rewards as described by the below formula.

Rewards=(Streak+⌊Carriage Number−110⌋)*(Difficultyselected+1)

For example, winning a fight in carriage #148 on difficulty BRUTAL with a previous streak of 40 yields 275 potential rewards.

(41+⌊148−110⌋)*(4+1)=(41+⌊14.7⌋)*5=(41+14)*5=275

Café Carriages

Item base prices
Item
Rewind 2
Respool 2
Pear Fusilli 4
Berserk Cure 1
Burn Cure 1
Coating Cure 1
Conductive Cure 1
Confusion Cure 1
Leech Cure 1
Petrification Cure 1
Poison Cure 1
Resonance Cure 1
Sleep Cure 1
Stat Cure 1
Cure-All 2
Canned Ice Latte 1
Americano-To-Go 2
Espresso Express 3
Double Espresso 4
Basic Tape 1
Chrome Tape 2

The interval between café carriages is dependent on the difficulty of the first carriage of the current train, and calculated using the below formula. The maximum interval is 25 carriages, leading to a café carriage in carriages #1 and #26 of the train. Carriage #49 of each train is always a café carriage.

Interval=min⁡(5+2*(Train Number+Difficultyselected−1),25)

For example, in train #3 on difficulty BRUTAL, the interval of café carriages is 17 carriages (#1, #18, #35).

min⁡(5+2*(3+4−1),25)=min⁡(17,25)=17

In addition to the interval, café carriages also change item prices based on the carriage number and selected difficulty, which is determined by the below formula. See the "Item base prices" table on the side for the base price referred to in the formula.

Value=⌊Base Price +a*(Carriage Number−1)+b*Difficultyselected +c*(Carriage Number−1)*Difficultyselected⌋

The values a, b, and c stand for the price increase per carriage, the price increase per difficulty level, and the price increase per carriage and difficulty level. In general, a=Base Price10, b=1.0, and c=0.1[2].

For example, in carriage #148 on difficulty BRUTAL, a Rewind costs ×94.

⌊2+210*(148−1)+1*4+0.1*(148−1)*4⌋=⌊2+29.4+4+58.8⌋=⌊94.2⌋=94

Other

  • Starting with total difficulty 1, overspill is disabled, i.e. NPC characters do not take health damage.
  • Starting with total difficulty 1, all enemy tapes receive the Machine Curse sticker.
  • Starting with total difficulty 2, all NPC enemies can fuse.

Summary

Note: This summary only applies to the first 50 carriages in the respective difficulties.

Difficulty Café Rewards Other effects
Normal Every 5th carriage
(starting with #1)
Per combat carriage:
  • ×Streak
  • ×Carriage number, divided by 10, rounded down
  • Overspill enabled
  • No modifiers
  • +1 modifier against bosses (not minibosses)
Hard Every 7th carriage
(starting with #1)
Per combat carriage:
  • Same as Normal, but times 2
  • Overspill disabled
  • All tapes have Machine Curse
  • 1 modifier
  • +1 modifier against minibosses and bosses
Harder Every 9th carriage
(starting with #1)
Per combat carriage:
  • Same as Normal, but times 3
  • Overspill disabled
  • All tapes have Machine Curse
  • NPC enemies can fuse
  • 2 modifiers
  • +1 modifier against minibosses and bosses
Even Harder Every 11th carriage
(starting with #1)
Per combat carriage:
  • Same as Normal, but times 4
  • Overspill disabled
  • All tapes have Machine Curse
  • NPC enemies can fuse
  • 3 modifiers
  • +1 modifier against minibosses and bosses
BRUTAL Every 13th carriage
(starting with #1)
Per combat carriage:
  • Same as Normal, but times 5
  • Overspill disabled
  • All tapes have Machine Curse
  • NPC enemies can fuse
  • 4 modifiers
  • +1 modifier against minibosses and bosses
Hardest Every 15th carriage
(starting with #1)
Per combat carriage:
  • Same as Normal, but times 6
  • Overspill disabled
  • All tapes have Machine Curse
  • NPC enemies can fuse
  • 5 modifiers
  • +1 modifier against minibosses and bosses
Impossible Every 17th carriage
(starting with #1)
Per combat carriage:
  • Same as Normal, but times 7
  • Overspill disabled
  • All tapes have Machine Curse
  • NPC enemies can fuse
  • 6 modifiers
  • +1 modifier against minibosses and bosses

Encounters

This section is incomplete. Feel free to add the missing information by editing it.

There are a various number of encounters that can happen in the trains carriages, that vary from Base Battles (Monsters, Trainers, Characters and Partners), Minibosses (Ranger Captains, Rogue Fusions and Archangels) and Bosses. If the encounter consists of an enemy with game relevance (like Partners, Captains and Archangels), a special title will appear at the start of the battle close to the carriage number (if two important enemies are fighting together, the title of the carriage corresponds to the character in the first team position, the one on the top).

Base Battles

Monsters

Monsters can appear in almost every battle (except for trainer, archangel and boss battles) and are the base creatures found in-game.

Monster Type Special Carriage Title

Ripterra


Jormungold


Gumbaal


Decibelle


Tokusect


Manispear


Cat-5


Southpaw


Artillerex


Gearyu


Scubalrus


Apocrowlypse


Fortiwinx


Ratcousel


Coaldron


Mascotorn


Binterloper


Jellyton


Regensea


Beanstalker


Cryoshear


Fountess


Sharktanker


Kuneko


Shining Kuneko


Khepri

Nuclear Scarab

Adeptile


Auriclaw


Minosteam

Brazen Bull of Industrialisation

Umbrahella

Bad Omen

Trainers

Trainers are the base character encounters that can be found in-game, consisting of mainly not-story-relevant characters. Trainers can battle alongside almost every other character as a team member (with some exceptions, like Ianthe), but they can't fight alongside monsters, fusions, archangels and bosses. The ones that have exclusive names and monsters are shown in the table below:

Name Monster Options
Karl
Decartes
Darwin
Socrates
Plato
Aristotle
Diogenes
Epicurus
Zhuangzi

Characters

The Characters group consists of mainly NPCs that can't be battled normally in-game, having teams never seen beforehand. Characters work very similar to Trainers, in a sense that they can be team members with almost every adversary character in the game.

Name Monster Options Special Carriage Title
Dorian Cult Leader
Jacqueline Commune Leader
Hoylake Data Analyst
Kirby Hoylake's Assistant
Clémence Barista Extraordinare
Vin Mourningtown Avenger
Doctor Pensby Town Doctor
Frankie Profilic Fanfic Writer
Traveling Merchant Shirtless Ronin
Delvin Antihero of Another Dimension

Partners

Partners are the main companions of the player in game, working similarly to Trainers and Characters. A Partner character can appear even if the same Partner is on your party, making two of the same character appear at the same time.

Name Monster Options Special Carriage Title
Kayleigh Neighbourhood Ranger
Eugene Defender of Harbourtown
Meredith Sardonic Electrician
Felix Inspiration Seeker
Viola Lady of Messaline
Barkley Man's Best Friend
Sunny Recovering Capitalist

Minibosses

Minibosses are the stronger enemies that can be fought in the story, consisting mainly of Ranger Captains, Rogue Fusions and Archangels. A miniboss more commonly appear every 5 carriages (starting from carriange #10).

Ranger Captains

Ranger Captains are the elite Trainers of the game. Ranger Captains appear alongside another Trainers (most commonly appearing with their signature Ranger seen in their in-game fights), Characters and Partners (except for Ianthe, who always appears alongside Wilma). Ranger Captains can also appear alongside other captains.

Name Monster Options Special Carriage Title
Wallace Construction Worker
Skip Questionable Treasure Seeker
Zedd "Meditator"
Judas Survivalist
Clee-0 Casino Mechanoid
Lodestein Electrician
Penny Dreadful Death Cheater
Gladiola Mistress of Blades
Heather Weather Reporter
Buffy Bodybuilder
Cybil Radio Presenter
Codey Tape Hacker
Ianthe Head Ranger
Wilma -

Rogue Fusions

Rogue Fusions are big enemies that can fought in the overworld. In the gauntlet, they can appear as Wild Fusions or Unstable Fusions.

Name Monster #1 Monster #2
Aeroshear

Aeroboros


Cryoshear

Arkentonic

Arkidd


Djinn Entonic

Auriwoods

Auriclaw


Flapwoods

Coalentonic

Coaldron


Djinn Entonic

Fountsea

Fountess


Regensea

Gramp-5

Grampus


Cat-5

Anathediusa

Anathema


Mardiusa

Anathegator

Anathema


Liligator

Anathepaw

Anathema


Southpaw

Archangels

Archangels are the main game antagonists. Some archangels have received some changes (like getting new moves).

Spoiler Warning!
Name Special Carriage Title
Mourningstar Serpent God
Heckahedron Neoplatonic Solid
Nowhere Monarch King of Nothing
Lamento Mori Dreams of Death
Babelith Tower of Ignorance
Alice Wonderland's Exiled Queen
Robin Goodfellow Midsummer Night's Dream
Aleph Red King of Conquest
Lenna Hero of Another Dimension
Shadow Lenna Antihero of Another Dimension
Morgante Spirit of Rebellion
Infernal Engine Pearl Feral Machine
Infernal Engine Rose Chaos Machine
Infernal Engine Raven Void Machine
Gwenivar Ringmistress of Illusion

Bosses

Bosses are extra powerful beings that only appear on Magikrab's Gauntlet, appearing on every 50th carriage.

Spoiler Warning!
Name Carriage Number Special Carriage Title
Magikrab 50 Train Conductor
Traffikrab 100 Vengeful Beast
Bytten Studio 150 Dev Team

References

  1. ↑ 1.0 1.1 There are exceptions. For example, when dropping out of a multiplayer session due to network issues, or if the host closes the connection, the current streak and unclaimed rewards will be preserved.
  2. ↑ These values can differ, especially for items added by mods, but as of version 1.7, all Vanilla items available in the Café Magicrabe use the aforementioned values.
Locations
New Wirral Harbourtown • Harbourtown Beach • Harbourtown Outskirts • Upper Path • New Wirral Park
The Deadlands • New London • Dino Quarry • Southern Isles • Autumn Hill • Mourningtown
Eastham Woods • Mire Sea • Lakeside • Ham • Thirstaton Lake • Cherry Meadow • The Marshes
Marshland Caves • New Landkeeper Hideout • Piper Farm • Lost Hearts Graveyard • Cast Iron Shore
The Titania Shipwreck • Mt. Wirral • Brokenhead
Harbourtown Gramophone Café • Town Hall • Harbourtown Hospital • Sticker Merchants • Chemists' Store
Heritage Centre
Mer-Line Stations Harbourtown Station • Glowcester Road Station • Mournington Crescent Station • Falldown Mall
Waterloop Station • Cherry Cross Station • Landkeeper HQ • Aldgrave Tomb Station
Bard Street Station • Icelington Station • Night's Bridge Station • Power Station
Others Dead World • Magikrab's Gauntlet
Pier of the Unknown Brightside Pier • The Witch House • Cosmic Zone • Funworld