GunGriffon Blaze

GunGriffon Blaze

14.10.2013 08:46:28
~B

GUN GRIFFON BLAZE FAQ V1.01 - By Bakkufu
Contact: bakkufu@yahoo.com

Contents
1. Introduction
2. Hud and systems
3. Weapons
4. Components
5. Missions
6. Advancement
7. Pickups



1.Introduction

Gungriffon Blaze is a first person tactical shoot-em-up. In order to control your AWG fully
you will need to fully understand your environment, weapons, mission outline and your AWG
itself.

2.Hud and Systems

Each AWG will layout your hud differently, but all of them have the same readouts,
rangefinders and guages. The easiest way to learn these guages is by looking at the High
Macs III display.

Left hand Display Console
The left hand display console on the High Macs III is the energy indicator. When you recieve
damage, this indiactor will deplete. There are actually two guages here, the yellow one in
front, is main energy which can be replenished by picking up green and red fuel tanks. The
bar behind it ( orange is your reserve power. This also can be replenished by picking up
fuel tanks.
Reserve power can keep you in a fight long enought to repair your High Macs III. When the
yellow energy bar is gone, the orange bar behind it will slowly deplete as well, indicating
that your energy reserves are draining to keep your High Macs III moving and fighting.

Centre Display Console
The centre display console contains two main parts, the Pickup detector and linear radar.
The Pickup detector is the circular dial to the very left of the centre display console.
There is a green indicator that sweeps round the circle. When you point your High Macs III
in the direction of a pickup, the indicator will increase in speed. The closer you get, the
faster it goes. This helps to detect direction and distance.
The Linear radar is the long horizontal bar across the Centre Display Console. Like the
Pickup detector, the orange bar fills up, when you point the High Macs III in the direction
of an enemy target. This bar will increase again as you get closer to your target.

Right hand Display Console
The right hand display console contains the jump regulator energy bar, the motion indicator,
the threat / speed detector and the jump capacity. The Jump regulator energy bar moves
across the top of the right hand display console. This bar is empty until you jump / glide.
Then this bar will start to fill again, replenishing the energy stored for jumping and
gliding. This is linked to the...

Jump Capicity indicator. This is the three bars at the bottom of the right hand display
console. Each one represents a stored jump ability. Once all three have been used, you must
wait for the Jump regulator energy bar to fill up, so you can jump again. Using this wisely
will mean you wont be tapping the jump key and wondering why you aren't jumping. Note that
not all AWG's have a jump or glide capability.
The motion indicator is located below the tJump regulator energy bar. Its is the left hand
dial of the two. When you press up, the upper quadrant fills, and the same with reverse.
There is also a yellow light that indicates you are not moving forward or backward.
The Threat / speed detector is to the right of the Motion indicator. The circular bar
indicates speed in any direction. As you strafe and move forward or backward, this
indicator fills up green. This displays how fast you are currently moving. Note that the
bar does not fill up completely for the High Macs III, indicating that there are faster
AWG's availiable later in the game. The threat detactor is the green square within the c
ircle. If this turns red, that means that an enemy has locked and fired a missile in your
direction. This only works with missiles and does not indicate direction or range.

Hud Screen Guages.
As well as the guages, there is information displayed on the play area of the screen. The
main dials are the compass, located at the top of the screen in transparent red writing and
the rangefinder at the very right hand side of the aiming reticle. The number displayed
here, is the distance in metres when your aiming reticle is pointed at an object, it can
also distance terrain, uselful for aiming the fuel air bomb and for distancing targets for
use with specific weapons, such as the effective range of the shotgun.

Finally there is the target display. There are four numbers here. The top row are your ally
AWG's remaining, in the Greece mission this displays how many are remaining and how many
must survice. The numbers below in red are your enemies remaining. The number on the left
shows how many primary targets are left ( such as the 3 knight designated AWG's and the
shuttle designated Duck on the Cape Caneveral mission ) and the number on the right shows
how many total targets are remaining.

3.Weapons

MG1 30mm gattling cannon, shots scatter and are not very powerful or fast. Useful in
training missions or against light helicopters.
MG2 Shots scatter less and are more powerful than the MG1. Useful against helicopters
and as a support weapon for taking down buildings.
MG3 Shots are focused and more powerful than the MG2. Can be used for tanks and
aircraft at close range as well as AWG's...
PMG Shots do NOT scatter and are the fastest and most powerful of all the MG weapons.
This can be used for almost any target and will strip away armour quickly. Do not
use against the elephant class AWG unless 2 hyper reloads are equipped.
GC Primary weapon of the Type-13 AWG. Not to accurate or powerful, but comes with lots
of ammunition. Fast rate of fire, can be increased to a ridiculious rate to provide
super rapid fire. When at maimum fire rate, gun is very effective against most
targets. Specialises in tanks and helicopters though.
STG Simple shotgun, useful on buildings and enemies within 100m. Aircraft are
susceptible to this weapon. Best selected for the Greece mission where you can hit
helicopters at close range and take em out quickly.
GUN Larger version of the SSG. Reload time is longer but shots are more powerful.
Useful at snipering enemy helicopters and tanks.
SSG Standard issue weapon of the High Macs III. Can be used for any situation. Make
sure your aim is good though.
NPG The New Penetrate gun is a very nice weapon. Standard issue on the Type-9 AWG. When
fired at a building, the shot goes through and hits buildings or target behind it.
Useful at demolishing buildings or snipering AWG's. The second best weapon
availiable to destroy the Elephant class AWG's on the Egypt mission.
RP Secondary issue on the High Macs III, this weapon scatters up to nine missiles when
fired. Used up close, you can demolish and AWG in one volley, or use it to level
groups of buildings or tanks by turning across multiple targets as you fire.
Excellent weapon for clearing hot spots in the conflict. Nothing can stop these!
SRG Secondary weapon for the JagdPanther. Fires a single RP class rocket when fired.
Can rapid fire to destroy AWG's or tanks rapidly. Best used for buildings and
stationary targets.
ATM Anti Tank missiles actually work better as a multiple hit weapon. Fire one at a
target and just before the missile hits, switch to and fire another weapon such as
the NPG to destroy the enemy without him getting a chance to return fire.
HHM High-perfromance homing missile. Can fire two missiles separately, unlike the ATM.
Missiles pursue their targets better, although will not go around terrain or
buildings. These missiles are best used in the open against fast AWG's and
helicopters.
KEM Secondary weapon if the Type-13 AWG. Fires 8 high performance, high impact
missiles. Takes out any AWG in one salvo including the Elephant class. Best weapon
availiable to an AWG in my opinion.
GR1 The Granade v1 is a basic ricochet type granade. Not very powerful. Best used to
fire into closed areas like the ruins in the Tibet mission to destroy buildings to
get the pickups. Does not explode on contact and will bounce off targets, this can
bounce them back and damage your AWG! Not advised for moving targets.
GR2 More powerful version of the v1 Granade. Used for the same demolitions work as the
v1 grenade. Also can be bounced long range into groups of enemies, but more often
than not, misses or dentonates before it hits.
HGR Most Damaging of all the grenade weapons. Used this one for big targets with a high
success rate.
MSB Motion sensor bombs are proximity based mines. Will stick to target AWG's,
buildings, anywhere really. Most successfully used attatched to an enemy, then shot
to detonate it. Damages and AWG by appprox 50% when one is used in this way.
Deploy two, stand well back and boom! Success rate is limited as a land mine,
you cant always rely on the enemy going over them.
CHM Cluster Homing Missiles fire a single missile, which explodes at the desired range.
I have never got this weapon to cluster or home in on targets. Not very powerful
either. Use this when your other missiles have been depleted. The range guage at
the right fills up with green, and a number appears beside it. The number refers to
the distance in metres that the missile will fly before detonation.
FAE Fuel Air Explosion. The daddy of all missiles. Uses the same guage as the CHM for
range, except that the FAE will fly upwards and away, when the missile reaches the
desired range the rocket engine will shut off and the missile will drop onto the
target. Use the range-finder built into your hud to target building groups
accurately. The blast radius is well over 500 metres, so fire at extreme range and
back away as the missile is in flight. If you want to fire it down the tunnel in
the Egypt mission, you need to look down at the floor slightly and back away to the
bottom of the dune to do it. If fired correctly, the base and the mercenaries
should be destroyed in two hits ( bear in mind that the base will be destroyed in
the first hit.

4. Components

FP1 Increases firepower by one, two can be equipped for cumulative effect.
FP2 Increases firepower by two, two can be equipped for cumulative effect.
FPM Increases firepower to maximum, two can be equipped for cumulative effect.
QR Quick reload increases rate of fire for all weapons. Two can be equipped for
cumulative effect.
SR Super reload increases rate of fire greater than the QR will. Again use two for
cumulative effect.
HR Hyper reload. Maximum fire rate can be achieved by equipping two of these. Best
used with the PMG in my opinion.
AA1 Advance Armor 1. Increases internal armour, keeps you alive longer. Equip two to
keep your favourite AWG in the battle much longer.
AA2 Advance Armor 2. Better protection than the AA1. Two can be equipped together.
AAM Advance Armor Massive. Best of all armor types, equip two for maximum armor
performance.
FR Flash Roll increases turning speed, equip two to turn extremely fast.
WA Wheel adapter, use on slow AWG's to be able to cruise at higher speeds. Pointless
to equip the High-Macs III or Jagd Panther with this as it is built into these
AWG's. Best used on the Type-9 or 13 AWG. Effect of two equipped is not cumulative.
JR Jump regulator, recharges jumping ability quicker than normal. Only equip on AWG's
with jump function installed. Effect of two is not cumulative.
SZ Super zoom allows you to zoom in further than normal. Only one can be equipped at
a time as the effect of two is not cumulative.
HZ Hyper zoom. Zooms in further than SZ and again, equipping two does not give twice
the zoom.
IG Increases the number of pickups that appear from destroying things. Also allows you
to select one extra box at the end of the mission ( see advancement section )

5. Missions

Guam
Training mission in Guam, destroy all enemies to complete this mission. Note that there are
enemies behind the Air traffic control tower and on the hill to the north. Only when all
enemies are destroyed will the mission end. Make sure you use this opportunity to get to
grips with the radar ( handy for finding the last couple of enemies - see hud description
for information on linear radar use ) and combat against most enemy types. As well as the
AWG's, tanks and helicopters, make sure you destroy the Plane in the hanger to the south of
the runway and the parked trucks on the northern side of the runway.

Cape Canevaral
Your first real mission involves destroying one High-Macs III AWG in each of the three
small bases, followed by destroying the shuttle. Note that destroying the tower next to the
shuttle and the grey walls to each side of the shuttle pad yields powerups. Make sure you
watch the notes on reinforcements as destroying these as well really bumps up your score.
Note that reinforcements come from all directions as well.

Tibet
The Tibet mission requires you to proceed past the fortifications and detstroy the long
range weapons turrets designated pancake, taking out four crab configuration AWG's and
four Type-13's. The best approach is to head through the canyon as opposed to the waterfall
head immediately up the hill. Stop under the wall mounted guns ( if you are under them they
cannot hit you ) and take out the crab AWG's using your zoom. Then you can destroy the guns
above you and respupply by destroying the ruins you passed on the exit from the canyon.
Then head to the mountain top, destroy the four Type-13's and level the buildings.

Greece
The mission in Greece has one objective. Make sure you and at least one ally survives 11
minutes. Your best bet is the Jagd-Panther ( you will need to accumulate loads of points to
be allocated this AWG ) and the PMG weapon. Use 2 HR units as well. Then destroy the enemy
before they attack your allies, to do this you will need to monitor the reinforcement
messages and use your radar to track the enemy down and estroy them. Pre-epmt the attacks
and you should survive with at least two of your allies after the 11 minutes. There are
supplies located at the base of the brisge, in the dug in areas along the lenght of the map
and at the colliseum type building at the top of the mountain ( you need to level the
coloumns to get them thought ) Survive 11 minutes and victory is yours.

Ukraine
This one is awkward, to start with, destroy as many of the enemies as you can ( again,
watch the reinforcement messages and use the radar to find them ) then head to the landing
zone in the city. Destroy the bridge to make the tanks have to go the long way and keep an
eye on the four chinook helicopters that arrive. Pre-empt the attacks by watching the
reinforcement messages and then once the chinooks take off, follow them and destroy all the
enemies along their flight path. Again, you will need to survive the entire duraction of
the mission and make sure at least one Chinook helicopter make it out of there.

Egypt
The final mission starts out in a sand storm. Youll need to head east, but before you do,
destroy the 6 Large AWG's patrolling the start point. Watch out for the spider drones that
burrow underground in this area. Once the 6 AWG's are down, head east destroying AwG's
along the way ( best choice is to zoom in and sniper them with a weapon like the NPG ) when
you reach the rock to the north of the map, or rocky dunes to the south, you will be able
to resupply. At this point head north and pick your way round the two rocky outcrops to be
able to zoom in and sniper the elephant class AWG's from cover. Keep moving as the cannons
on the Elephants are massively damaging. After all four ( two in the north, two in the
south ) are destroyed, head for the metal doors in the wall. After these are destroyed,
you will have a small resupply and one last fight to get through. There are several fast
moving High-Macs III to destroy and the control tower to the north to demolish. The AWG's
here are mercenaries brought in to stop you, you will need to take them out with a homing
weapon or high damage radius weapon like the SRG. If using the Type-9, fire all the
grenades down the tunnel, a few of them will damage or destroy the Mercenary AWG's.

6. Advancement

Advancement in Gun Griffon Blaze is achieved by accumulation points, pickups and medals.

The difficulty setting in the menu applies a multiplier to your score at the end of the
mission. The more difficult you make the game, the higher the score you can achieve. As the
game adds up all your scores cumulatively, you will gain extra AWG's and the advanced
missions much faster than by playing on a low difficulty level. Each time you break a score
barrier as well, you will be given a medal. These are recorded cumulatively as well.
Achieving certain numbers of medals also unlocks extra Missions and AWG's. Yoou dont need
to complete a mission to add that missions score to your total. If you want to, spend the
mission time destroying as much as possible to increase yor score even faster.

Crates that are picked up in missions are stored until the end of the mission. If you last
5 minutes or longer, or finish the mission, you will be asked to choose a number of crates
out of the ones you picked up during the mission. This is how you add weapons and
components to your inventory.

7. Pickups

Crates come in three types and three colours.

The crate with the picture of the High-Macs III on the side is an entry for the weapons
system pages ( the one that looks like a model kit )

The Crates with the spanner on the side are components. The white ones are the most common
parts, the blue are uncommon parts and the red ones are rare parts like the Hyper reload
and Hyper Zoom.
The Crates with the machine gun on the side are weapon pickups and follow the same color
scheme as the component crates. E.G the FAE can only be found in red weapons crates.
Icon pickups are not as common as crates and effect the current mission as opposed to being
selectable at the end of a mission.

The Red fan pickup will instantly recahrge your jumping capacity and all 3 recaharges of
the jumping ability.
The Stars with ribbons below are points pickups, get these to get to the new AWG's quicker.
The bullets are ammunition for your weapons ( bullets in boxes almost completely refill
your weapons ) note that the FAE CANNOT be reloaded during a mission.
The AMD disc makes your enemies a bit dumber ( doesnt mean they cant kill you or start
walking into each other )
The Red and green fuel cans add to your armor / energy bar ( health pickups )
Grenades are booby traps, back away and shoot them, useful for destroying surrounding
objects.



-------------------------------------------------------
Acknowledgements & Miscellaneous
-------------------------------------------------------
Acknowledgements:
Thanks to GameArts and Swing Entertainment for releasing Gun Griffon Blaze!
Thanks to Sony Computer Entertainment for allowing the realese of Gun Griffon Blaze and for
the whole Playstation in general!!!!
Thanks to rOnIn for recommending Gun Griffon Blaze to me in the first place!!!


Newest versions of this walkthrough can be found at
http://www.gamefaqs.com/











 
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