Downwell: A Guide to Power-Ups and Unlockables By: Alice Kojiro (MotherKojiro(AT)gmail(DOT)com) Note: This work is mine exclusively. I've spent several hours writing it. If you don't believe me, try writing one yourself. Anyway, if you need to contact me, just send me an e-mail. E-mails have 3 main criteria. First of all, they need a subject line that tells me that the message is about my walkthrough. Another important criterion is that it needs to be suggestions about the walkthrough. I don't appreciate invitations to blogs, invites to chat rooms, flaming, or anything like that. Your suggestions can be anything from spelling and grammatical errors to new sections you think I should add. The only other reason you should be writing to me is to ask me to use this guide on your website. You cannot do so without my consent, as it is illegal. All you need to do is ask and it is highly unlikely that I will deny you the use of this guide. You also have to give me credit for writing this. Failure to do so is plagiarism. I appreciate your cooperation. Thanks for choosing this guide. ~Kojiro ======= History ======= Version 1.0 - A guide to unlockables and basic functions. ================= Table of Contents ================= I. Intro II. Thanks III. Power-Ups A. Weapons B. Upgrades C. Combos IV. Unlockables A. Styles B. Palettes ======== I. Intro ======== I got this game pretty cheap, because it looked interesting, but I wasn't completely sure about it at first. Playing this for a while, I came to realize that it is a GLORIOUS tribute to the Game Boy. The music, the sounds, the visuals, and even certain subtleties in the design all make this something that could almost have come out on the original or possibly Super Game Boy. Even beneath that, the game is fast-paced and addictive; I found myself constantly going back for more, even though I'm not the biggest fan of Roguelikes, which this partially is. It's kind of a Roguelike... Fall-and-Gun? Anyway, there weren't any real guides for this or complete information on the unlockables and when you get them, so here we are. ========== II. Thanks ========== Devolver Digital for making this game. My lady for putting up with me. Nintendo for making the Game Boy. GameFAQs for hosting this guide. You, the reader. ============== III. Power-Ups ============== Surviving a run of Downwell is difficult at first, as the game is brutal and relentless. Fortunately, there are a number of different power-ups along the way to help you out. Everything is random, of course, but knowing what you're getting makes a huge difference in how well you're going to do. It's important to establish some favorites early on, but even more important to realize which ones are actually detrimental to your playstyle. Also important to know is that whenever you recover health while at full HP, one segment of a gauge at the top of the screen will light up. Once all 4 segments light up, they all go out, and your maximum HP will increase by one. A lot is going to be left to chance, but the more you master, the easier it will be to make it to the bottom. It seemed impossible to me at first, but now, I can consistently blow through Normal Mode, regardless of what it throws at me. ---------- A. Weapons ---------- There are a number of different weapons to be found in Downwell, and you keep them until you grab another, or until you die. As these are modules to your gunboots, they shoot in a generally downward direction. Each module is shaped either like a heart or a battery; the heart will restore 1 HP, whereas a battery will increase your maximum charge by 2. This can make things a bit complicated, as you may have to choose between keeping a weapon that you like and taking one that you don't, because you're desperate for some healing. The format for the weapons is as follows: (the letter that appears on the module) Weapon Name [the charge cost per shot] (B) Burst [3] - Burst of several shots. (L) Laser [4] - Powerful beam that cuts through everything. (M) Machine Gun [1] - Single shots straight down. (N) Noppy [1] - Single shots straight down; angles with your lateral movement. (P) Puncher [2] - 3 straight shots grouped closely together. (S) Shotgun [5] - Spray of shots. (T) Triple Shot [2] - 3-way shot. ----------- B. Upgrades ----------- Between rounds, you will have a choice of upgrades that last for the entirety of your run. As expected, these vary in terms of usefulness, and even that will vary, depending upon your playstyle. Under normal circumstances, you can choose one out of three possible options, but there is a style that reduces your choices by one, and the Youth upgrade will increase them by one for the remainder of your run, so this can vary from 2-4. These are here not only to let you know what might become available, but also because the in-game descriptions do not always adequately describe what they do. The only unsolicited advice that I will give about these is that Knife and Fork is very helpful for building up your maximum HP - especially early on - and that Rest in Pieces is counterproductive to that. Apple - Restores 4 HP; overflow fills up your gauge. Blast Module - Stomping enemies causes a downward explosion. Candle - Longer post-hit invincibility. Drone - Shoots in tandem with you; cannot fire if you're out of charge. Gem Attractor - Gems magnetize toward you. Gem Powered - Restore 1 point of charge per 2 gems collected. Little gems restore 1 charge; big gems restore 5. Gem Sick - Gem High lasts longer. Gunpowder Blocks - Destroyed blocks shoot one bullet straight upward. Heart Balloon - Gives you a balloon for every level; if touched, it explodes. Hot Casing - Bullet casings cause damage. Knife and Fork - Eat dead bodies to restore HP (10 per HP); will fill gauge. Laser Sight - Line of fire is shown; shots go further. Member's Card - Shop at the start of every level; 10% discount on all items. Popping Gems - Collecting a gem shoots a bullet straight upward; larger gems fire "Gem High" bullets. Rest in Pieces - Shooting dead bodies causes them to explode. Reverse Engineering - Shooting a gun power-up will change its contents one time; can also change heart to battery and vice versa. Rocket Jump - Jumps cause explosions. Safety Jetpack - Use a jetpack when firing while charge is zero to slow descent. Timeout - Creates time bubble when damaged. Youth - One additional choice of upgrade at the end of each level. Restores 1 HP when chosen; not 1 HP at the end of each round. --------- C. Combos --------- While not exactly a power-up, combos are extremely useful not only for increasing your score, which is helpful for unlocking features more quickly, but also for increasing your stats. The number of the combo is determined by how many enemies you kill without touching solid ground; stomping enemies does not end this. The best way to do this is by stomping enemies, since that will fully refill your charge, so that you can keep shooting the ones that you cannot touch. Naturally, this is easiest to do in the fourth area, since you're in free-fall for most of it (landing on the trash also does not end a combo), but I've gotten high combos even in the first area. You also will not end a combo by touching the ground in the side rooms that exist in a time bubble, so you can still shop and pick up gun modules. The payout occurs once the combo ends, i.e. when you touch solid ground. Once the combo hits 8, you will receive a bonus of 100 gems. At 15, you will add 1 to your maximum charge. Finally, 25 kills in a combo will restore 1 HP. Your bonuses will stack, too, so you don't have to make the choice; just go for the gold! The amount of kills in a combo is technically limited only to the number of enemies in the well, since your total carries over between stages, but unless you care about achievements, there is absolutely no reason to go above 25; one 50 combo gives you only half the payout of two 25 combos. To simplify, the rewards are as follows: 8 - 100 gems 15 - 100 gems and +1 max charge 25 - 100 gems, +1 max charge, and +1 HP =============== IV. Unlockables =============== Aside from the inherent goal of reaching the bottom of the well to get your well-deserved ending, the over-arching goal is to earn gems to unlock cool stuff. As you earn gems, a bar will fill, telling you how close you are to your next reward. Keep in mind that this is your gem total for that run; not how many you have at the end, so buying items at a shop will not count against you. The vast majority of these are just different palettes, which usually aren't extremely helpful, but there are different styles to unlock, as well. Hard as it can be, the best way to earn gems is by beating a run, as you receive a large sum upon completion; I wasn't able to nail down the exact amount. There is no difference in the number of gems you receive for anything between Normal and Hard Mode, but Hard Mode generally throws more enemies at you, so if you are adept at it, it may be faster to unlock everything there. Personally, though I did beat Hard Mode, I didn't reach that level of skill before I'd unlocked everything, but your mileage may vary. --------- A. Styles --------- Styles are almost like warrior classes; they affect various parameters of gameplay, often both positively and negatively. It is wise to experiment with different playstyles, and frequently; as you become more skilled and unravel different techniques during play, you might find that a different style now suits you better. Originally, I'd assumed Boulder Style to be the best, due to the higher HP to start, but once I'd gotten better at increasing my maximum HP by other methods, I came to prefer Arm Spin Style. I had a friend swear by Levitate Style, but I didn't see much of a difference. The only one with which I have very little experience is Handstand Style. Usual Style - 0 As you'd expect, given that this is your only option at the start, this is the normal way to play. Not bad, but to do your best, it's usually beneficial to take advantage of pros and overcome cons that come with a different style. Arm Spin Style - 3000 All side caverns have gun modules in them, but shops are rare. This means no gem piles, but you will be drowning in gun modules, and that means lots of stat boosts. I was consistently finishing runs with my charge over 40 and my HP in double digits. The lack of shops can be a problem before you get good at avoiding damage, but the Member's Card upgrade takes care of that. Boulder Style - 10000 You start out with 6 HP, rather than the usual 4, making this great for beginners... well, beginners that have earned 10,000 gems. The drawback is that you only have 2 choices for upgrades at the end of each round, but that's not always a problem, since sometimes, you get as many as 4 crap choices, and others, you'll find something to like with just 2. You can also bump this back up to the standard 3 choices, if you get the Youth upgrade. Levitate Style - 20000 This makes your jumps floatier, which can be both a pro and a con. The pro should be obvious for a game in which you're always fighting gravity (it's in the title!), but the con is that you have to retrain your muscle memory to new mechanics, and for something like this, that's harder than it sounds. I actually didn't notice any difference with this until someone told me what it did; I was only able to tell once I was looking for it, so it's subtle. Handstand Style - 30000 Shop items are cheaper, but you will not receive any upgrades. The lack of upgrades can be a huge problem, especially for building your HP; you will have to rely very heavily on combos and purchases. I didn't find this style to be worth the benefits, since the shop prices aren't brought low enough to compensate for the lack of upgrades. ----------- B. Palettes ----------- There isn't much to be said about these, aside from the obvious. Some can help in that they're easier on the eyes (some will make them bleed), but not much beyond that. Here, I've laid out the gem total at which they're unlocked, as well as the RGB values for each. The values are in this order: Palette Name - Gem Total Character and "Safe" Color Background Gems and "Danger" Color Water Downwell - 0 249-249-249 5- 5- 5 249- 0- 0 0-126-249 Matcha - 1000 249-249-249 5- 5- 5 102-180- 0 0-126-249 Aqua - 2000 254-254-254 0- 0- 0 0-126-255 254- 0- 0 GBoy - 4000 156-173-135 50- 59- 39 98-114- 78 109-127- 86 VBoy - 5000 254- 17- 17 0- 0- 0 171- 0- 0 254-107-107 Pastel - 7500 254-254-254 29- 80-194 254-113- 96 0-126-254 Umekobcha - 12500 249-238-209 146-164- 95 254- 53- 99 193-239-110 Nuclear - 15000 221-254-217 15- 58- 0 143-204- 62 0- 0- 0 Grandma - 17500 254-254-254 99- 14- 52 83-159- 62 254-177-126 Grayscale - 25000 254-254-254 0- 0- 0 110-110-110 189-189-189 1Bit - 35000 255-255-255 0- 0- 0 255-255-255 255-255-255 Mars - 40000 228-220-173 97- 0- 29 234- 69- 86 0-126-255 Bokju - 45000 132-132-132 70- 70- 70 0- 0- 0 152-152-152 Purply - 50000 70-200-254 52- 26- 18 137-100-180 177-167-154 Vivid - 55000 254-246-254 0- 48- 70 201- 0- 0 73-106-180 Oldncold - 60000 254-233-169 4- 30- 55 105-204-239 0-126-225 Mossy - 65000 116-245-150 85- 47- 0 83-133-254 0-126-255 Glow - 70000 255- 0- 0 0- 0- 0 255-255-255 254-166-166 Lavender - 75000 201-231-184 96- 93-107 145-154-233 80-177-241 Forest - 80000 126-103- 49 0- 0- 52 45- 93- 53 0-126-255 Winter - 85000 210-254-254 60- 08-124 101-254-253 0- 0- 0 Antique - 90000 166- 90- 53 49- 41- 22 239-139- 85 210-126- 42 Dirtsnow - 95000 164-164-164 75- 75- 75 196- 59- 59 94-127-161 Jungle - 100000 254-198-169 0- 57- 38 155- 52- 76 86-148- 50 Sleepy - 110000 210-233-218 27- 49- 77 225- 79-127 0-126-255 Zennyan - 120000 84-182- 55 254-254-254 234- 11-197 0-126-255 Rhenium - 130000 225-150-192 36- 44- 66 224-246-216 254- 76- 67 Sewers - 140000 254-254-254 4- 30- 55 1-252-254 198-198-198 Mad - 150000 34- 31- 59 238-154- 51 26-224-184 242- 38-234 Nikaido - 175000 254-254-254 26- 26- 12 254-147- 0 0-126-255 Molybdenum - 200000 183-238-126 30- 57- 69 11- 7- 10 108-109-106 Sepia - 225000 221-170-106 85- 30- 0 112-167-150 43- 75-111 Wetland - 250000 254-199-169 14- 84- 63 169-125- 57 43- 75-111 RGB - 300000 86-228-123 22- 43-157 222- 0- 48 0- 0-111 Nostalgia - 350000 242-163-163 52- 90-121 100-135-201 193-150-254 Charcoal - 400000 140-140-140 37- 38- 39 254-254-254 0- 0- 0 Aerial - 450000 118- 54- 58 220-214-153 254-254-254 220-214-152 Hell - 500000 207-207-207 211- 0- 0 0- 0- 0 254-124- 1