# Firefight: Gauntlet

<figure><img src="/files/kFsqDSFNa3XnlNitRwNU" alt="Cover image"><figcaption></figcaption></figure>

Firefight: Gauntlet is a high-intensity cooperative mode where four players must navigate a series of five battle arena simulations. Players progress through these arenas by defeating waves of enemies and arena champions, managing their resources and attributes to survive increasing difficulty.

## Arena Survival and Progression

In each match, players face five battle arenas in a randomized order. Each arena is defended by endless waves of enemy forces that can only be stopped by defeating the arena's champions. Waves within a battle arena become more intense over time, and if players take too long to defeat the champions, the Harbinger will enter the combat. As players progress through the map's five battle arenas, the difficulty level of the enemy AI also increases.

### Player Attribute Upgrades

Between arena simulations, players have 30 seconds in a hub area to restock weapons and equipment. During this period, players can redeem points at designated terminals to upgrade four specific player attributes:

* **Damage**: Increases the damage dealt by weapons and melee attacks.
* **Recovery**: Reduces the time required for shields and health to begin restoring after taking damage.
* **Resistance**: Increases the amount of damage shields and health can withstand before a player is downed.
* **Speed**: Increases the speed of all player actions, including player movement, reload speed, and recovery from performing melee attacks.

Each attribute features four upgrade tiers that alternate between weak and strong improvements. Players begin with one upgrade point, and additional points are earned by completing rounds or achieving specific objectives.

<figure><img src="/files/xxndss8qNEU6H7Ro32GK" alt="Upgrade terminals and armory"><figcaption><p>Players can use upgrade terminals in the hub to improve their attributes and access the armory.</p></figcaption></figure>

### AI Aggro and Reviving

The mode utilizes an "AI Aggro" system to track how enemy attention is distributed among the team. Eliminating enemies attracts attention, while standing within a Shroud Screen can reduce it. The player with the most enemy attention is marked by VIP visual effects and becomes the primary target for arena champions. This attention distribution can be viewed using the on-screen Custom Input prompt.

{% hint style="info" %}
A player's enemy attention level is reset immediately upon respawning.
{% endhint %}

If a player is downed, they drop a revive orb. Teammates can use the interaction button on the orb or deploy a Repair Field to revive them. If no revival occurs, downed players will automatically respawn after 30 seconds. A match is a victory if all five arenas are completed, but results in defeat if all four players are downed simultaneously.

<figure><img src="/files/8b7LPiAJ25SC1xCPff17" alt="Player in combat"><figcaption><p>Combat involves fighting through waves of enemy AI units within the arenas.</p></figcaption></figure>

## Armory and Equipment

The hub area contains a weapon cache that restocks after champions are defeated.

<figure><img src="/files/V8lxa0FqSlBpFsPZTKhZ" alt="Weapon cache"><figcaption><p>The hub area features a weapon cache area for restocking equipment between arenas.</p></figcaption></figure>

While power weapons are randomized and restocked in the armory, power equipment is equipped from the armory but does not restock between arenas.

### Power Equipment

Different types of power equipment provide unique tactical advantages and drawbacks:

* **Active Camo**: Removes all current enemy AI attention from the player.
* **Overshields**: Instantly refills health and shields and provides 15 seconds of invincibility, though activating them draws all enemy attention to the player.
* **Repulsors**: Stun non-champion enemies, though arena champions are immune to this effect.

<figure><img src="/files/KHJJ5GJ2vkTArcn3n6Y1" alt="Armory radial menu"><figcaption><p>The armory radial menu can be accessed via a Custom Input prompt when standing in the designated zone.</p></figcaption></figure>

#### Randomization Elements

To ensure varied gameplay, several elements are randomized each match:

* The order of the five battle arenas.
* The types of enemy waves encountered.
* The specific champions present in each arena (champions may use Active Camo to remain hidden).
* The power weapons available in the armory restock slots.
* The weapons of defeated champions, which become available in the next armory restock.

## Supported Forge Maps

Two Forge maps are specifically designed for compatibility with the Gauntlet mode:

* **Munera Platform H6**: Features arenas including a Banished train car, a volcanic UNSC base, and a Flood-infested Forerunner facility.
* **Munera Platform W4**: Features arenas including a pristine Forerunner chamber, a UNSC hanger, and a Banished excavation site.

<figure><img src="/files/iRK0vyiHj2EizVKTQPS2" alt="Munera Platform H6"><figcaption><p>The Munera Platform H6 map features a battle arena set within a Flood-infested Forerunner facility.</p></figcaption></figure>

<figure><img src="/files/pCyzluCDhnJ8kGvDbVK7" alt="Munera Platform W4"><figcaption><p>The Munera Platform W4 map includes a battle arena located in a UNSC hanger.</p></figcaption></figure>

<figure><img src="/files/LBNfniwRs2mR0S5f4fXP" alt="Gauntlet playlist artwork"><figcaption><p>The Gauntlet playlist artwork depicts a team of Spartans defending a ramp against various forces.</p></figcaption></figure>

## Known Issues

### Menus

* Certain stats in the Post-Game Carnage Report (PGCR) scoreboard, such as Rounds Won, Max Killing Spree, Grenade Kills, Headshot Kills, Melee Kills, and Power Weapon Kills, may display a value of “0” after a match.

### Gameplay

* Players joining a match already in progress will start with only 1 upgrade point.
* Long Gamertags may overlap when viewing the “Enemy AI Aggro” status.
* Players may occasionally become temporarily stuck in place; movement typically restores after a few seconds.
* Players downed at the end of a round may rarely fail to transition back to the hub area. In these cases, they are moved to the next arena once the restock period ends.

***

## Source Data

* Discord thread: [Firefight: Gauntlet](https://discord.com/channels/220766496635224065/1503098103102832803/1503098103102832803)

#### <mark style="color:green;">Contributors</mark>

Okom


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