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Forums → Game Walkthroughs → GemCraft Labyrinth walkthrough
Partially based on Einfach's Gemcraft chapter 0 walkthrough.
Also thanks to Kongregate players: LordBucket (main quest strategy), pongi01 (orange\lime+orange tables, frostlion(grade scaling)
Updated 12 July 2014 - fixing broken formatting.
Basic tips can be found in strategic guide and in game on tutorial pages, even about target priority!.
Part I. First steps
Our target of this part - blazing through storyline to get decent level and obtaining trait (for premium).
When you reach first pylon, make a stop.
Use these videos as a guide.
Main idea behind this trick - formula for summoning multiplier, which is equal to (summoned/(killed-summoned)+1)^0.53. Pylon levels let you do (killed-summoned)=1, thus provide insane multipliers. Since version 1.12 it is capped on 50, nonetheless it is still best gain of exp for time invested.
Cap will be reached with 1606 monsters summoned (you need 1607 killed), bear in mind that there are amulets which require 2k kills and 120 shrine kills.
Summoning. You summon by gem bombing the sidebar. It causes an increase in the number of monsters, monster health(7+3*grade), and the monster armor(125%). Beware! Summoning can easily kill you. Even though the monster health increases slowly, the armor level increases rapidly when summoning with grade 1s. The armor level shields creatures from damage equal to their armor level of hit points every hit (so if a tower fires a shot with a damage of 10 that hits a creature with an armor level of 2, the creature will only take 8 damage). A high armor level can make creatures almost invulnerable to damage. Summoning with grade 1s causes 4 (5 with violent explosion skills) more monsters to be summoned in the next wave.
Pulling this trick would level up you to level 90+.
Skills used (took screenshot after win)
Gems obtained during play. Green for poison traps and cyan/blue duals for pylon charging.
Leveled from 18 till 34 level. Failed at summoning exact amount.
After getting decent result on D10 max wild gem, support skills, lime/yellow/orange masteries.
Part 2: Tricks.
Gem building strategy.
1.Grade1 lime+grade 1 yellow[orange for manatrap]
3.(dual +pure yellow [orange])+(dual+pure lime)
4.repeat from step 2
When your gems would be around grade 10, make gem ((purple G1 + lime G1) + lime G2)...+lime G9.
Use this gem in step 3 instead of pure lime.
Resulting gem would have triple gem bonus without diluting Yellow and Lime by weaker colour*.
*Don't spend skillpoints in Purple
If you would follow this path, you will get notably stronger gems.(for example, x2 crit multiplication at 7 grade)
Premium only leveling
Part 3. Tips.
If You don't have premium:
Better to start with highest base exp fields - they have decent number of waves, so you can get more amulets. Then it will be easier to get more exp with lowest exp fields(with higher level you can manage more summons).
Using random wave composition + restarts would give you early giant waves. Summon the hell out of them, then use high grade yellow gem in shrines. Result is individual, with high resonance grade 7 gem in shrine could kill 120k hp monsters.
If you have premium:
Endurance is easier to start with highest settings on lowest exp fields (less hp for starting monsters=more angers=easier to build defence).
Example of endurance
Part 4. FAQ:
1. Unlocking hidden levels.
A1 : L9 Challenge Amulet (Kill 7000 monsters)
A13: Kill 12 Apparitions Amulet
M1 : Kill 200,000 monsters Amulet
M13: K9 Challenge Amulet (Beat 100 waves) Yes, impossible without premium.
2. Changing target priority. Shift-click on gem
3. Breaking tomb. Set target priority to "structures"
4. I replayed field and didn't get exp!?!
You get as exp difference between you current attempt and you previous best attempt, obviously if you scored better.
5. How to kill *spoiler* at *spoiler*?
Grade 7 yellow gem in shrine.
6. Crystal ball near A13. Horizontal bars over the stages.
It shows your performance on fields.
For every 5x multiplier you get on field it shows 1 bar, with maximum being 4.
Endurance based on waves beaten and isn't related with amount of summoned monsters
- 87 Replies
Can anyone help me on field H-10
Shynjaxel and Goran, what are your total skill points? I'll try to work on something for ya. My strategy would be to open Chain and Multi and go from there, but i'll assume you can't do taht, so what are your total skill points?
In the meantime, go back to earlier levels and do them on a 'harder difficulty' (more multipliers) and level more so you have more points.
Stupid question ,but meh.
You say to use Y/L gems for towers ,but I always see R inside too. So the question is - do you use Y/L/R for endurance or Y/L all the way?
For endurance, mostly yellow/some lime/1 part something for triple gem bonus. For every option endurance (75.76x battle settings), gem grade in the upper 20s usually needed.
Yellow/lime/red is handy around level 80ish for having a gem that grows in power while you can spend money on your mana trap in non-premium (premium skills make the game stupid easy). Red is nice lower level than that for plop and forget getting through levels, but for endurance, power curve is way too low to compare to yellow. (a grade 28 yellow in a tower on its own is ~1500x damage while a red is like 8x number kills go to damage, there's no comparison even if you killed a million creeps with the gem).
Pretty much what Ug said; Red isn't too good later in both the game and at higher levels. Enemies get stronger at later stages so they're harder to kill and you might end up leaking some. L/Y has a consistent damage and multiplies itself, not gives a bit of extra percent to its damage.
I'll have to correct myself there; Red, if used properly, can be very good. what I do is, and this is by no means my strategy, I'll make a R/Y early, give it three amps, the after it has about 1000 not-combined kills I'll move it into a trap and add L to it. that, along with 1-4 mana traps before it somewhere along the route is preeeeeetty beastly. DISCLAIMER: The R/Y/L strategy works better on Armor Only enemies.
On that note, is there much chance that GCL would crash due to the amount of critters on screen? I mean, my comp can definitely handle it (it can run L4D's, TF2, WoW all very well on high settings), but it just seems to lag when there's 350+ guys on screen at the same time. Maybe that's just what happens to flash games?
It's partly flash, partly game design choices that stress flash in certain ways. So mostly flash
I can handle a few hundred on screen + a total of ~800 chains across various traps. Kill creeps before or as soon as they enter the screen and don't have a lot of path decisions for them to make, and it should be fine.
Im stuck at these levels and can't seem to find a way to beat them: K9, L10, and M8. I don't have premium, and I'm LV 34. What skills should I use and how do I beat them
I consider this the best GC Labyrinth handbook. It's more of a handbook than a walk-through, though, I think. Still, the best GCL resource I've found so far.
Interesting guide, a question though, does anyone know if it is possible to get the two 'giant monster only' amulets on non premium through the use of random waves?
^I'm fairly certain the first 8 or so waves are guaranteed to be normal monsters on random, so I don't think so.
I almost finished the game, but I got stuck on G7 . does anyone know how two pass it? I think I'm LV 97.
Keyon: Try redoing some of the first maps and get some more experience, should in turn give you more levels, and a greater chance of completing a later map.
I've completed every level except G7, and unlocked all but A1, M1, and M13. Have a 23x multiplier on G13, 7k XP. 18x multiplier on M11, 21k XP. 15x multiplier on 4th pylon, 21K xp. stuck on G7 non premium. help
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