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Lunabean's Mace Griffin: Bounty Hunter Walkthrough and Strategy Guide
1. General Notes, Hold Position, Back in Business

Mace Griffin: Bounty Hunter
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Mace Griffin: Bounty Hunter >
1. General Notes, Hold Position, Back in Business

This guide has been broken into chapters. Please click the appropriate link to find your answers. Because this is the free version, you will be served a few ads in the process.

1. General Notes, Hold Position, Back in Business
2. Trouble at the Temple
3. Sharp Shooter
4. The Rustlers
5. Gun for Hire
6. Clear and Present Ranger
7. Genetics Lab
8. Rescue Krugo
9. Whistle Blower
10. Infiltrate Tannan Corp.
11. Face Off
"Mace Griffin: Bounty Hunter" Review
"Mace Griffin: Bounty Hunter" Ad-Free and Printer-Friendly Walkthrough and Strategy Guide

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"Mace Griffin: Bounty Hunter"
Walkthrough and Strategy Guide

(US and International)

1. General Notes, Hold Position, Back in Business

General Notes and FAQs

This walkthrough was written based on the Xbox version of the game. It will work for the PS2 and GCN versions of the game.

You may wonder what the various "badges" (profiles) are when you start the game. You can choose from various profiles like, "Kessler," "Osprey," etc. There is nothing special about any one of these. They are simply the various save files that you can create. There is no difference between one or another.

You can choose from various control configurations. Here's what I recommend:
Space: Action - Saff. Movement - Connor.
Ground: Action - Schmidt. Movement - Ranger.

In general, if you are stuck, look for various buttons that may open a door, explosive barrels that may open a wall or a duct grate. Speaking of duct grates, often you need to use something explosive like a grenade or a remote mine to blow a grate open.


Hold Position

01 - Find the control room and re-open the airlock

Start by going through various green lit doors until you get somebody shooting at you. Take him out. Destroy the wooden crates for some ammo. Go through the next door. You'll be in a large room with a lot of crates. There are about 6 baddies in here. Take them out then go across the room and up the ramp to the next door. Go through green lit doors, killing as you go, until you get to another large crate room. Take out the guys in here. Once the room is clear, you'll have to do your first jumping puzzle. Go to the door you came in and find the railing overlooking the room that is broken. See the series of 3 crates in front of you? Jump across them and up onto the middle catwalk. If you're having trouble getting from the last crate to the catwalk try jumping toward the crate that is on the catwalk itself.


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Once you're on the catwalk go through the green lit door. Take out the two baddies and find the vent in the wall that you can crouch down and go into. Follow the duct. When you drop down be ready for a lot of bad guys. The left green lit door is a dead end, so go through the right one. Keep going through green lit doors until you get to a smaller door on your left with a green panel next to it. Keep going through the doors until you get to another large crate room. Kill the guys and go up the ramp and through a few doors until you get to the control room. Go through the door on your right, opposite the glass windows. You'll be in another control room. On the control panel find the red button. Go up to it and use your "action" button. This opens the airlock and objective complete.


02 - Return to Ranger ship

Backtrack out to the previous/smaller control room and go through the door we didn't go through before. You are now back in the large crate room...on the other side. Take out any enemies and go through the green lit door on your right. Keep going through green lit doors until you get to a reddish lit room with central structure with computer displays and a large pipe. Look around this room for the hole in the wall, it's a vent, that you can crouch and enter. Follow the duct until you drop down. There are some wood crates with Health and Ammo here. Go through the next green lit door and you'll be in yet another large crate room. Take out the baddies and go up the ramp on the other side. AT the top of the ramp, on the left, you'll see a red duct that you crouch and then jump into. Follow the duct and then, find the hole in the blown out floor and crouch and drop down. Follow this duct until you can pop up in a large crate room. Go up the ramp and take out the baddies. Jump the gap in the catwalk. If you miss the jump, you can use the crates next to the fallen catwalk to get up. Once you're up, get ready for an onslaught of dudes. Take them out, then, go to your right through the green lit door. When you get to the dark red room with a center cutout in the floor with smoke coming up, look for the handy ramp that you can use to get up to the little balcony and go through the next green lit door. Drop down into the next room and take out guys as you proceed through green lit doors. Soon, you'll get to the door that leads to your ship. Explosion and cut scene.


Back in Business

01 - Meet Dawson

You start on a transport ship. Just wait for it to land. You have no weapons at this point. Exit out and approach the guy in the orange suit.


02 - Go to Moscone's Office

Go through the large door with "Hangar 6" above it. Go down the hall and into the circular room with the blue hologram in the middle. Look around at all of the doors and find the door with "Moscone" written above it.


03 - Launch and jump to the Temple station

Backtrack out to your ship and enter it. Explore it a little and then go up the stairs to the cockpit. On the ground up to the cockpit is a gun and your club. Hit the "action" button to take control of the ship. This is also a good time to learn that the "Secondary Weapon Button" operates your ship's machine gun. This is a useful weapon to clear out hangars and break boxes so that you don't waste ammo and health. Also, know that you can zoom in with your D-pad.

Anyway, once in space get a feel for you ship. When you're ready, jump (warp) using the "action button".


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