GUNLOK
FAQ, Guide and General Strategy
By Arindam S. Roy; November 2017
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System Requirements
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Minimum:
Intel Pentium II 266 MMX PC (or 100% compatible CPU)
Direct X 7a
Direct 3D Compatible 3D accelerator card
Direct X Compatible Sound Card
4 x CD-ROM Drive
64 Mb RAM
10 Mb free hard drive space
Windows® 98/95
Recommended:
Intel Pentium III 500 PC
Direct X 7a
nVidia GeForce 3D accelerator card
Creative Labs SoundBlaster Live! Sound card
24 x CD-ROM
128 Mb RAM
150 Mb free hard drive space
Windows® 95/98/2000
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Background
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Gunlok was among the first PC games that I played in my life. I still remember
the first time I played it back in 2007, when a friend shared his game with me.
I played it extensively for the next one year, and then again between 2012 and
2013. I initially wanted to publish the guide back in May 2013, but I kept
procrastinating, and look where we are now- it’s October 2017. This evening, I
made a resolution that I am going to start writing this guide, no matter what.
It is my way of giving back to the gaming community for all the help and tips I
got online over the years. Gunlok still is, to this day, one of my favourite PC
games, and I feel that the game is vastly underrated. I concede that there is a
bit of repetition, but for a game released in 2000, when developers were
releasing polygonal structures in the name of 3D, this game was really well
made. I hope that this guide will be helpful to anyone still playing the game,
and will bring good memories to those who have played it before.
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Introduction
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At the end of the 21st century, machines ran the world and mankind enjoyed an
age of leisure. Our every whim catered for by sophisticated robots. Finally, we
relinquished control of the machines. It took them scant days to discover that
their power was now absolute. The world was plunged into darkness.
Unrestrained, the machines waged war against themselves and mankind. Humanity
desperately gathered its forces but lost the initiative. In a last ditch
attempt to turn the tide of war, a crash program was instigated to create a
breakthrough weapons development- a combination of power armour and a radical
new energy technology which tapped into a resonance at the Earth’s core- the
Earth Power. An advanced special forces group had just started testing the
battle armour prototypes, when the machines resolved their differences and
turned all their attention to mankind. The earth’s surface was bombarded with
neutron bombs. There were few survivors. We lost the war. Some years after the
bombardment, mankind is almost extinct. The machines have consolidated into
corporations, driven by imperatives programmed into them by the business
empires of the early-21st century. The corporations rule the earth, while a few
isolated pockets of resistance fight on. There is one man coming who will lead
the fight back. His name- Gunlok.
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Controls
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Left Click – Selects character, target enemy, place to go, item to pick up,
item to select, and so on
Right Click – Opens the Wheel interface with lots of useful options
U – Opens the Upgrade screen, from where you manage your weapons, ammo and
upgrades, as well as give or drop items.
R- Sets up a Remote mine
D – Demolishes all Remote mines
T – Sets up a Timed mine
P – Sets up a Proximity mine
O – Enables the option to drop an Audio Decoy
C – Crouch or get up
S – Selected character(s) stops doing whatever they were doing
Tab – Switches between characters
Caps Lock – Fix camera on a camera and follow it
F1-F12 – Activates the Audio Decoys
Space Bar – Active Pause
Enter – Confirm selection
Shift – Used for multiple purposes, like selecting multiple targets to hit one
by one, or junkpiles to search, or to lob a grenade over an obstacle
Esc – Exiting or pausing an ongoing game. Character commands won’t work here
~ - Opens the cheat code entering field
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Stage-wise Guide
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Mission 1: Crossing the Border
Mission Briefing:
The journey of a thousand miles begins with just one step. Enter the arena of
the corporation to seek the hidden entrance to the recycling plant. Scavenge
the wasteland for junk piles that may hide equipment hidden by the resistance.
Tread stealthily for you may hide in the junk piles to avoid the enemy.
The frontier is protected by laser fences. To get past them you must locate
their control boxes and disable or destroy them.
Search the junk piles to gather briefing.
Mission Objectives:
1. Disable or destroy the laser control boxes.
2. Locate the sewer entrance to the recycling plant.
Guide:
This is the start of a long and grueling journey. It is a very straightforward
stage and serves to acquaint you to the game’s working. Use your ammunition
wisely and search every junk pile for weapons, ammunitions and upgrades. This
is very important and you should remember this throughout the course of the
game. Use Elint’s Interface Arm for the Laser generators, so as to save some
extra ammo. In situations where it seems like the enemy is too strong and ammo
is scarce, use Gunlok’s EPW attack from Recon mode. Disable the laser fences
and get to the recycling plant’s entrance at the farthest point of the left
side. You will meet a mystery character named Maskelyn, who will help you at
different points throughout your missions.
Mission 2: Recycling Plant
Enter into the bowels of the sewer system, for it leads onto a recycling
facility deeper in corporation territory where decommissioned war robots are
melted down into vast pools of molten metal, glowing orange among the blackened
machinery. Explore the area carefully as powerful weapons may be salvaged from
their remains.
Objectives:
1. Find a more powerful weapon.
2. Locate the door leading to the main elevator.
3. Take the elevator to the top level.
4. Escape through the exit on the top level.
Once again, search each and every junk pile and use their contents to your
advantage. You will be travelling in the bridges for the most part, and won’t
necessarily have to come face-to-face with any imposing enemies. Finish off all
the enemies, because you will obtain an IFF passcard, for instance, from one of
them, which you will require to operate a lever. There is a challenging part
towards the end of the stage, when you use a circular elevator to go up, and
self-destruct spider robots come from all sides to get you. Select any
character and press the Caps Lock button a couple of times to move the camera
away and give you a better view around you. Then use the Active Pause mode
wisely to target the enemies one by one.
Mission 3: Storm Drain
This is the end of the beginning. The land here is dominated by a huge storm
drain. The shattered concrete pillars of a long forgotten city stand tall like
rusted bones on an iron carcass. This is all that remains of a once proud
heritage.
There is another here who you need. He will join with you and guide you to a
turbojet.
Objectives:
1. Find and activate Hark.
2. Lower the flood barrier.
3. Locate the Turbojet.
You will unlock the third member of your team, Hark, in this stage. He is very
useful for getting through narrow spaces and taking care of slower enemies. Use
your ammunition wisely in this stage and the next, because they often run out
if you don’t. Elint’s Repair Arm might also come in handy. For the final part,
drop a couple of Plasma Flares using your Plasma Pistol to light up the area
beyond the lasers, then use Gunlok’s grenade launcher from afar to take care of
the strong enemies without putting yourself in the line of fire. Grenades cause
splash damage, so they really come in handy. But they also destroy any ammo or
upgrade inside crates, so be careful about that in this game. The stage ends
when all your characters get on Hark’s Turbojet. Keep a Self Repair Kit in the
arsenal of every member; it will come in very handy during emergency situations.
Mission 4: Crash Land
A pre-war bunker buried deep in the landscape, like a rustflea on a robot’s
armour, holds vital data we need. The way is not obvious, but needs to be found.
Objectives:
1. Find the key card to gain access to the bunker.
2. Gain access to the bunker.
The difficulty will increase a bit from here on. Generally, the enemies on this
stage aren’t too strong and can be taken out without much trouble. However,
there are a few - like the giant spider robot on the bridge, and another spider
robot at an extreme right corner, on whom you should ideally use the EPW. There
is also a vantage point, from where you can see a number of strong enemies
(facing the other side) on the ground below. I’d suggest using grenades to take
as many of them out as you can, because attacking them head-on towards the end
of the stage will be very difficult, especially with low health. You will
encounter a huge missile shooting robot and a spider robot in the final parts
of the stage. Take them out with the EPW, because trying to shoot them down
isn’t viable and you will just end up playing ping-pong with bullets for a long
time, taking a lot of damage. A rule of the thumb I follow for these earlier
stages is that if an enemy’s Armour Rating is 200 or more (can be seen by going
into Recon Mode and clicking on the enemy), I don’t bother going head-to-head,
and just use the EPW instead. You will end up needing to use the Repair Arm
regardless.
Mission 5: Rescue
A bloated corporation device nearby is probing for sources of earth power,
leaching energy for unknown reasons. Locate and rescue a heavy works robot that
may assist you.
Objective:
1. Rescue the heavy robot.
Rescue Frend, the fifth and toughest member of your team. That’s your mission.
Easier than the last one, you will need to use Elint’s Interface Arm
extensively in this stage. Use Gunlok and Hark to shoot down the enemies, and
Elint to disable the laser controllers above you. There are loads of goodies in
the area where Frend is lying, so make sure you collect them all. There is a
part in this stage with lots of mines, and enemies tend to surprise you. So be
a little careful and advance slowly throughout the stage.
Mission 6: Satellite Park
Once proud minds craned their faces upward into the heavens here in their
search for truth. This place of ghosts was once a satellite park, seeking out
new life. Now the corporation uses it for its own twisted ends, to destroy what
it was once designed to discover.
Objectives:
1. Penetrate the heavy defences to reach the main earth power node.
2. Use two of your team to trigger the draw bridge to gain access to the heart
of the earth power node.
3. Activate the main earth power node to release the stored energy.
A challenging, yet fun stage. You will have to walk around a lot - on one side,
then another, and then yet another, layer by layer… That’s how a battle is
fought!! Once you get close to the satellite park, the laser fence will be
guarded by lots of laser-shooting cannons. They have a weakness though. If you
can get behind them, they can’t shoot you. Use Gunlok or Frend for this
purpose. Take cover, run behind them, and use the Flamethrower to finish them
off. In the next part, position your characters on the green spots in the dark
area, collect the resources from the junk piles on the lower level, and send
Gunlok to the top of the earth power node. The stage will end shortly
thereafter.
Mission 7: Docks
The spirits of great battles stalk this place. Corporation forces are being
gathered here and there are rumours of advanced weapons being dispatched to
unknown destinations. Sabotage or destroy the main fuel stores and the dormant
robot force to prevent them being used against us. Gather information on the
shipping of advanced weapons from this facility.
Objectives:
1. Destroy fuel stockpile.
2. Destroy the dormant robot army.
3. Locate the shipping container with information on the advanced weapons.
I personally find this to be the toughest stage in the game. You are in a weird
position- you don’t have too many strong weapons, and the enemies are really
fast and offensive. They are also very good at tracking and following you, so
be VERY careful. Use Remote and Timed mines (even Proximity mines in
combination) against stationary enemies like the fuel canisters, bulldozer
obstacles and initial silos. Thereafter, you will reach an area that is
insanely difficult. For this, I found the best method to be using Gunlok only
and equipping the Hologram Generator. Enemies think you are one of them when
you use this upgrade. While the upgrade is still active, run into the middle of
the entire mess and use EPW on the three Silos (round robot-producing
machines). Those are the main causes of trouble. Don’t shoot anyone else, and
run back to the safety of your teammates, back behind the shipping crates.
Also, destroy the dormant army (on the left side below) while you are still on
the platform that’s above and behind them. You may use Frend’s Missile Launcher
for the same. Missiles are still scarce, so use them wisely. Once the dormant
army gets activated, it is very difficult to tackle them. Finally, once the
explosions start happening (after Elint detects the nukes), you will feel an
urgency to rush things. You don’t have to, as the bombs will never fall on you.
Mission 8: Oil Rig
This mighty platform to draw out black oil from the earth has another purpose.
Channeled nuclear explosions are being used to drive fissures deep into the
earth’s crust and release the earth power locked up in its core. Search the
area thoroughly to find the one remaining nuclear device and disarm it to
prevent its use. Some of the original machines here may still be working and
useful.
Objectives:
1. Locate and disarm the remaining nuclear device, then extract its warhead.
Lots of lava in this stage. Thankfully, they are only for show and won’t hurt
you. Difficulty is medium, but lots of wandering around. Play wisely and
safely, and this stage shouldn’t be too difficult. Hark will have to take a
different route than the rest of the team twice in this stage. Once to activate
an elevator, and then to send the other three in a culvert to another part of
the stage. For the former, Hark himself will run through a makeshift metal
bridge. Once on the ship, use Elint’s Interface Arm to disable the nukes.
Mission 9: Supertanker
Once the symbol of man’s greatest achievement and of his greatest folly, a
giant carrier of the black oil is beached like a dying whale and is slowly
rusting away to dust. Now the corporation is Supertanker’s carcass for their
own purposes. Skaran, the corporation leader, is here… Somewhere.
Objectives:
1. Find and confront Skaran.
The entire setting of this stage is atop a giant supertanker. Not a very
difficult stage, just keep doing what you are doing. You are likely to have
excess ammo at this point. If so, it would be a good idea to drop the weaker
plasma rounds (except the Autolock ones; those are really good). Also, lobbing
the grenades at the enemies using Shift+click will come in handy here.
Mission 10: Industrial Complex
The evil Skaran was expecting you. He has followed your every move using
trackers implanted deep inside the heart of every corporation robot. But here,
amongst the remains of human industry, there is a device that can destroy the
trackers- a Nuclear Synchrotron. Take Elint, Hark and Frend to the synchrotron.
Objectives:
1. Locate IFF Passcard.
2. Get to the synchrotron and remove trackers.
Lots of different types of enemies and obstacles in this stage. It’s a rather
long one too. First you will go along the ground, then on the platform above,
then along the ground again. There is one giant robot surrounded by laser; take
him out before the laser is deactivated. I believe this one will have the IFF
Passcard that you need. Further ahead beyond the laser fence, there is a part
where you will see lots of junk piles, but be careful because you will suddenly
be ambushed by lots of self-destruct spiders. Once you climb down the incline,
the nuclear synchrotron will be a circular platform visible. Take your team
members to its centre one by one.
Mission 11: Junkyard
Here is a wasteland full of the remains of the great wars of man. A graveyard
of discarded military hardware, a warriors’ corpsefield. This is the place to
scavenge for a detonator to activate the nuclear device and create a weapon of
awesome power. Strange to think that man’s discarded waste might turn out to be
his salvation.
Objectives:
1. Locate the Nuclear Detonator.
I like playing this stage. The ground has been textured well and junk piles are
harder to spot. You will have to cross a pond, then a maze-like area with lots
of opportunities for ambush. Finally, Hark will find himself in a struggle
between life and death, and you will have to hasten up in order to save him.
Equip your lasers and heavy weapons, for you will need them. Give Hark a couple
of Heavy Shield Generators and Self Repair Kits for the later part; he will be
a sitting duck for a lot of the attacks. Use Elint’s Interface Arm to shut down
the laser control boxes.
Mission 12: City Wall
Forgotten, hidden, below ground, yet again the ancient sewer system is proving
to be a chink in the corporation’s armour. The way into the city is through the
old sewer entrance. But reaching it is not that easy.
On the way expect to find an old friend.
Objectives:
1. Find the laser cutter to open the sewer entrance to the city.
2. Get to the sewer entrance.
Tread carefully in the earlier parts of this stage, because the enemies can be
a real menace. Don’t bring Elint into the frontlines in this part, because he
will be an easy target. Gunlok and Hark with laser weapons are very effective.
Then you will reach a brown part of the stage laden with junk piles and smaller
enemies. You will go through them easily. To the left side, however, there is a
part with a few very strong big spider robots. Use missiles or the EPW to get
rid of them, while being very careful that they don’t spot you first. Finish
this part, meet Maskelyn, go back into the concrete floored area, kill the
enemies and collect the laser cutter. Then climb down to the part below the
brown bridges and keep going left. You will see a few human skeletons and
abandoned weapons and tanks. Maybe they were part of the failed resistance
against the robots, totally outclassed and overpowered. The stage ends with you
cutting down a sewer entrance and entering the next stage.
Mission 13: Earth Power Amplifier
Skaran’s evil earth power experiments continue apace. Here lies his Earth Power
Amplifier. A great force field generator, it is a product of his product to
harness the power of the earth and direct it to his own nefarious ends.
Objectives:
1. Find and destroy the Earth Power Amplifier.
You have reached the final few stages of the game, and the enemies will be very
strong from here on. However, your weapons are good too, and there is no dearth
of ammo. If you play sensibly, you should be able to make it through them
without too much difficulty. Use the strengths of each member to your
advantage, and there is often strength in numbers. You will have to make it to
the huge circular Earth Power Amplifier, from where Skaran draws his power. Use
your members to deactivate it and watch it crumble.
Mission 14: City Ruins
This is Skaran’s power base. From here he rules the corporation and extends his
evil hand over all the land he surveys, driving his enemies before him and
reveling in their lamentation. His power is controlled through the gateway
nodes. They must be destroyed.
Objectives:
1. Destroy the 5 gateway nodes.
Another difficult stage with loads of enemies and a vast geography to cover.
You will have to destroy all the power nodes which appear mostly alike and are
each denoted by a green circle on the map. Use your mines to destroy the
control boxes powering the power nodes, so as to save your ammunition. By now,
you should be aware of the weaknesses of most of the units, so use them to your
advantage as well. The stage ends once all the power nodes are destroyed. Avoid
using your EMP Grenades and Missiles, because you will need them in the last
stage.
Mission 15: Skaran’s Stronghold
This is Skaran’s lair. His great stronghold, and the seat of all his power.
This vast structure channels energy from the very core of the earth itself; at
its centre a seething cauldron from which Skaran would make the power of the
earth his own. If Skaran succeeds in his task, the union of the earth power and
the power of the atom, he will attain almost god like power.
You must strike before it’s too late and use the very power that he covets to
defeat him. Perhaps the very weapon that destroyed humanity can now prove to be
its saviour?
Objectives:
1. Shut-down the power nodes to gain safe access to the lower level.
2. Defeat Skaran before he succeeds in attaining the ultimate power.
It’s power vs power here, and there is no holding back! And look who’s joined
your team! Your fifth member, Maskelyn is on board to fight the final chapter
alongside you. He doesn’t have an upgrade slot though, so make sure Elint stays
close to him once you reach the part where you have to send three members on
one side and two on another. I suggest sending Gunlok and Hark together, and
the other three in another team. Replenish your stock of weapons one final time
before you head to war against your toughest opponents yet. Watch the blocks of
land flowing to and fro across the lava, because you will have to travel in
them and find your way. Occasionally, you won’t be unable to get on or off a
block, but this is just a glitch. Saving the game there and loading it will fix
the issue.
Don’t bother getting into the underground stage (which was earlier filled with
lava), since you won’t gain much by entering there; just a few weapons and
ammo, which you already have. Go to the other side of the stage and get all of
your members in the circular platform (remember the circular elevator from the
second stage?). If it doesn’t move up, move the characters around, send someone
out and then back in. Then it should start moving upwards.
You will then reach the final part of the stage where you will meet Skaran.
Don’t try killing him, because he is immune to your meager weapons. You will
have to deactivate the laser fence, and you will have a short time for doing
so. For this, send Hark on one side guarded by Frend with his EMP (or Medium at
least) Missiles equipped. Send Gunlok (with Maskelyn) on the other side with
his EMP Grenades equipped. If not, be ready to use the EPW multiple times on
the huge spiders that appear. The Hologram Generator upgrades can also come in
very handy at this part of the stage, preventing you from getting attacked.
The characters operating the deactivating machines should also have Heavy
Shield and Self Repair Kits, because they will be attacked by very powerful
enemies. Once the laser fence has been deactivated, all your members should
reach the core where Skaran is, within a few seconds. This is where it is
useful to have your slower members standing not too far.
Gunlok intercepts Skaran while he is powering up, and using the improvised
weapon handed by Maskelyn, he finishes off the evil tyrant once and for all.
The rule of the corporation and its robots come to an end, and power is
restored among the surviving people. Gunlok fades back into the wastelands,
uninterested in power or fame.
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General Pointers to keep in mind
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• Use the Active Pause feature extensively and to your advantage.
• Avoid going head-to-head in a game of bullets against any enemy with Armour
rating over 200.
• Check every junk pile you find, because that’s the main source for all your
firepower and shield.
• Don’t shy away from using the EPW or attacking from behind. Anything goes
when you are fighting a war with such odds.
• Don’t install the official patch, because I found that one of your players
get stuck at the very beginning of a stage (stage 7 I believe).
• Don’t let Gunlok die. If he dies, it’s game over.
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Characters
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• Gunlok: Unknown manufacturer and model number. Male organic humanoid, age 32
years, military rank commander with advanced special forces training. Wears
auto-sensing reactive power armour of unknown type, retro-fitted with
externally mounted upgrade slots. Organic vision systems sensitive to visible
spectrum of light but adapts to a wide range of light levels. Armed with
built-in Energy Pulse Weapon, used via recon mode, a devastating beam causing
heavy drain on Gunlok’s biological and mechanical systems.
Weapons capability: Unknown. Armour: Unknown. Maximum speed: 30 mph for limited
periods. Height: 184 cm. Weight: 100 kg with armour. CPU: Water/Organic neural
network known as a “Brain.”
Gunlok is the most versatile and useful member of your team. He has the most
perfect combination of speed, armour and weapons capability. He can take carry
out entire missions on his own if backed up by Elint’s Repair Arm.
• Elint: Self-assembled android constructed from various recycled mechanical
parts and built around a damaged bomb-disposal robot core.
Interface Arm micro-manipulator is equipped with logic probes and
micro-endoscope for superior mechanical and electrical systems repair,
modification and deactivation ability.
Self-upgraded heavy weapons ability but limited armour.
Weapons capability: Most heavy infantry. Maximum speed: 20 mph standard.
Height: 199 cm. Weight: 149 kg CPU: 1.5 THZ Twin Neutral Network
• Hark: Grubertech GTSA3H Light Scout/Recon droid with advanced imaging vision
system. Compact design enables it to go places that larger and heavier androids
cannot.
Weapons capability: Light plasma weapons (in actuality, all light plasma and
laser weapons). Inventory slots: 6. Upgrade slots: 3 slots. Max armour: 8 cm
composite. Max speed: 70 mph sustained. Height: 150 cm. Weight: 45 kg. CPU: 1.4
THZ Neural Net
• Frend: Morger Heavy Plant MHP01F military specification heavy construction
robot with CPU roll-bar. The F-variant has been upgraded with heavy weapons
capability by sacrificing the CPU size. The limited processing power is also
compensated by the hydraulic heavy-lifting system and thick composite armour.
Weapons capability: All heavy infantry. Max speed: 20 mph standard. Height: 225
cm. Weight: 250 kg. CPU: 100 GHZ RISC CPU
• Maskelyn: Unknown manufacturer and model number. Unknown genetic structure
and age. Unknown armour and weapons capability. Strong energy field prevents
remote scan.
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Weapons
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• Plasma Pistol: Morger MMP18X single shot 18 watt semi-automatic Plasma Pistol
takes short 5.56 mm caseless plasma rounds. The X variant has a plasma chamber
that can accept plasma flare rounds.
Ammo: All plasma rounds, including Plasma Flares. Recharge time: 1.5 s. Weight:
1.25 kg. Length: 39 cm. Barrel: 16.8 cm. Magazine capacity: 10-20 rounds
The most basic weapon and the one you start the game with. After the initial
stages, it is only useful for firing Plasma Flares and nothing else.
• Plasma Carbine: Morger MMP32C short Plasma Carbine rated at 32 watts. Accepts
both short and long 5.56 mm caseless plasma rounds in any combination. Operates
in burst fire mode for maximum firepower in confined spaces.
Ammo: All plasma rounds. Recharge time: 1 s. Weight: 2.85 kg. Length: 52.5 cm.
Barrel: 25.5 cm. Magazine capacity: 10-20 rounds
An upgrade to the Plasma Pistol, the carbine fires faster and is more useful.
• Plasma Rifle: Morger MMP4 or 40 watt Plasma assault rifle. This is a full
military specification infantry weapon that accepts all plasma rounds,
including Autolock Plasma Rounds due to a modified plasma chamber.
Ammo: All plasma ammo. Recharge time: 1 s (between 2 shot bursts).. Weight: 3.1
kg. Length: 76 cm. Barrel: 37 cm. Magazine capacity: 10-20 rounds
The strongest plasma weapon. Fires five shots at a time and is useful for
disposing off enemies quickly.
• Laser Pistol: Grubertech GLB10 compact 10 mega watt Laser Pistol. A deuterium
fluoride laser gain medium generates a sequence of pulsed laser beams at a
wavelength of 3.8 micrometres in the infrared region.
Power source: CP1 Power Pack, CP2 Power Pack. Recharge time: 2 s. Damage:
12-18. Weight: 2.4 kg. Length: 58 cm
Small but formidable, the laser pistol fires single shots of laser beams and
cause moderate damage.
• Medium Laser Rifle: Grubertech GLM25 Medium energy 25 mega watt X-ray Laser
Rifle. A fast discharge plasma generates coherent X-ray radiation at 15.98 nm;
using a strontium laser gain medium.
Power source: CP1 Power Pack, CP2 Power Pack. Recharge time: 2 s (between 0.25
s pulses). Damage: 12-18 per pulse. Weight: 3.1 kg. Length: 62 cm
It has a faster discharge than the Laser Pistol, and is the best weapon that
you can equip Hark with. It fires a beautiful green beam.
• Heavy Laser Rifle: Grubertech GLR50 Heavy Assault Rifle operates at 50 mega
watts. A free electron laser gain medium provides a tuneable wavelength from
248 nm to 8 mm.
Power source: CP1 Power Pack, CP2 Power Pack. Recharge time: 2 s (between 0.3 s
quad pulses). Damage: 12-18. Weight: 7.6 kg. Length: 85 cm
Arguably the best weapon in the game. Can be used by most of the characters,
and does heavy damage to enemies. It is the ultimate laser weapon. It fires a
powerful purple beam.
• Interface Arm: Morger MIA2 Universal Interface Arm. Equipped with stereo
imaging microscope, quadrupole mass specometer and multipurpose manipulators
with built-in logic pulses. The MIA2 is optimized for deactivation of
electronic circuitry and defusing of small explosive devices. Complex circuitry
limits use to Elint unit.
Weight: 3.9 kg. Length: 75 cm
One of Elint’s specialties. The Interface Arm is very helpful for disabling
laser control boxes and mines, causing less sound, and even incapacitating
enemies for a short time.
• Repair Arm: Cytox CRA10 Repair Arm. Heavy weight repair attachment requires
extreme power supplies to energise the repair nanobots.
Power Source: CEC45 Energy Cell. Full technical data unavailable.
Another one of Elint’s exclusives. The Repair Arm is something you just cannot
do without, in the harder stages. Powered by the Energy Cell, it can heal all
your units and bring them to full health. It forms a great combination with
Gunlok’s EPW against strong opponents.
• Grenade Launcher: Morger MG404 Grenade Launcher takes 40 mm standard-issue
grenades and can act like a mortar with a high arc trajectory. This is a
reliable heavy infantry support weapon that is proven in battle.
Ammo: All grenades. Reload time: 2-3 s. Weight: 8.9 kg. Length: 77 cm. Barrel:
39 cm
Here come the big boys! The Grenade Launcher is available in the first stage
itself, and packs a major punch! One of the most useful weapons in the game and
one that Gunlok and Frend should carry in their arsenal at all times.
• Missile Launcher: Morger MMM105 Missile Launcher with auto loader. The
“Triple-M” is a heavy infantry missile system that can take all M3 series 105
mm missiles for very effective anti-armour capability.
Ammo: All missiles. Reload time: 4 s. Weight: 16.7 kg. Length: 177 cm. Barrel:
151 cm. Diameter: 105 mm.
This weapon is so heavy in weight and force that only Frend can operate it.
Very helpful against opponents with strong armour. It has the longest range and
does the maximum damage among all your conventional weapons.
• Flame Thrower: Cytox CFT7 standard-issue flame thrower takes a range of
liquid fuels in quick-change fuel tanks. A long-life diamond-lined combustion
chamber ignites the electrically pumped fuel.
Fuel: CFF1 Flame Thrower Fuel, CFF2G Flame Thrower Gelled Fuel. Weight: 15.9
kg. Length: 145 cm. Barrel: 70 cm
This weapon is the messenger of death. Although it has a short range, it
compensates with firepower and brings down even big robots to ruins with is
superb damage.
• E-Pulsar: Cytox E1A E-Pulsar experimental high energy particle beam weapon is
commonly known as a lightning gun due to the bright electrical discharge it
produces. A devastating weapon especially against electronic systems.
Power source: CEC45 Energy Cell. Damage: 120 per second. Length: 2 m. Weight:
24 kg
The largest weapon in the game, and one of the best. This lightning gun
destroys enemies in seconds. This should be in the hands of your heavy
characters for the most part during the later stages. It is so good that even
Skaran uses it!
• Nanofragmenter: Cytox CN4 Nanofragmenter sprays energized nanobots that
dismantle targets at the atomic scale. It is a very high tech, lethal weapon
but needs an energy cell power to effectively energise nanobots.
Power source: CEC45 Energy Cell. Power drain: Data N/A. Recharge time: N/A.
Damage: N/A. Weight: N/A. Length: 70 cm
The rarest weapon in the game, the Nanofragmenter causes devastating damage to
anyone near its burst, including the shooter. Very effective in causing a chain
reaction of burning everyone down to a crisp, but it can very well come towards
you as well and when it does, there is no escape. I personally would suggest
avoiding using this weapon.
• Energy Pulse Wave (EPW): Gunlok’s signature weapon. Used via Recon mode, it
is a devastating weapon that is capable of destroying almost every enemy in the
game with one hit. It also causes a heavy drain on Gunlok’s biological and
mechanical systems, so it is needed to be used wisely.
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Ammunitions
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• PL5 Standard Plasma Rounds: Standard-issue 5.56 mm diameter light weight
plasma rounds, the half-length ‘short’ cartridge is a compromise between weight
and stopping power. Can pierce up to 5 cm of composite armour.
Damage: 5. Compatible with: All Plasma Weapons. Diameter: 5.56 mm. Length: 24mm
• PL5E Enhanced Plasma Rounds: Medium weight 5.56 mm plasma rounds in the short
cartridge have a high density plasma core for improved armour piercing
capability up to 7 cm of composite armour.
Damage: 7. Compatible with: All Plasma Weapons. Diameter: 5.56 mm. Length: 24 mm
• PL5H Heavy Plasma Rounds: Military grade 5.56 mm plasma rounds in a long
cartridge. Optimised for use in carbines and assault rifles for superior armour
piercing capability up to 10 cm of composite armour.
Damage: 10. Compatible with: All Plasma Weapons. Diameter: 5.56 mm. Length: 48
mm
• PL5H-AL Autolock Plasma Rounds: Assault grade 5.56 mm long cartridge plasma
rounds, micro guidance mechanism coupled with high frequency plasma field
provides an optimal armour-piercing capability.
Damage: 11. Compatible with: All Plasma Weapons. Diameter: 5.56 mm. Length: 48
mm
• PF5 Plasma Flares: Plasma Flares in 5.56 mm short cartridge. S
phase-decoupled plasma generator provides over 10K candelas of white light up
to 6 seconds to illuminate even the darkest areas effectively.
Damage: 0. Clip size: 20. Compatible with: All Plasma Weapons (in reality, only
with the Plasma Pistol). Diameter: 5.56 mm. Length: 24 mm
• CP1 Power Pack: Cytox CP1 640V Medium drain power pack is a compact power
source designed to power most laser weapons.
Capacity: 60 shots. Compatible with: All Laser Weapons. Dimensions: 12x12x4 cm
• CP2 Power Pack: Cytox CP2 640V High drain power pack is a full military
specification power source. The power pack has been optimized to power medium
and heavy laser rifles and can generate pulses 1.5 times more than CP1.
Capacity: 40 shots. Compatible with: All Laser Weapons. Dimensions: 12x12x4 cm
• G40 Grenades: Standard-issue military grade 40 mm grenades for use in MG404
Grenade Launchers. The high explosive warhead is launched by a small propellant
charge.
Damage: 17. Compatible with: MG404 Grenade Launcher. Diameter: 40 mm. Length:
105 mm
• G40H Heavy Grenades: Heavy 40 mm Grenades have a double warhead for improved
armour-piercing capability. Primary HESH (High-Explosive Squash-Head) warhead
is backed by a shaped charge secondary warhead.
Damage: 22. Compatible with: MG404 Grenade Launcher. Diameter: 40 mm. Length:
112 mm
• G40E EMP Grenade: EMP 40 mm Grenades carry a compact electro magnetic pulse
payload that is lethal to all unshielded electrical systems.
Damage: Lethal. Compatible with: MG404 Grenade Launcher. Diameter: 40 mm.
Length: 111 mm
• Light Missile: Morger M3A 105 mm standard-issue Light Missile has a general
purpose high explosive proximity warhead. An imaging infra red seeker provides
a very high target hit probability.
Damage: 23. Compatible with: MMM105 Missile Launcher. Diameter: 105 mm. Length:
149 cm.
• Medium Missile: Morger M3X105 Medium Missile has an impact or proximity
warhead that fires an armour-piercing hardened titanium kinetic energy
flechette. A multi-spectrum imaging seeker guides the missile.
Damage: 27. Compatible with: MMM105 Missile Launcher. Diameter: 105 mm. Length:
150 cm
• M3E EMP Missile: Morger EMP Missile is a high speed missile with a silent and
deadly electro magnetic pulse warhead that overloads and burns out all
electronic systems and neutral networks in close proximity.
Damage: Lethal. Compatible with: MMM105 Missile Launcher. Diameter: 105 mm.
Length: 151 cm
• Flame Thrower Fuel: Standard CFF1 standard-issue Flame thrower hydrocarbon
fuel has additives for free flow and stabilizers for increased storage life.
Compatible with: CFT7 Flame Thrower. Damage: 6-12 per second. Capacity: 45 s.
Tank volume: 20 l.
• Flame Thrower Gelled Fuel: Cytox CFF2G Gelled Flame thrower fuel. An improved
fuel with greater target adhesion and thermite micro-particles for increased
burn temperature.
Compatible with: CFT7 Flame Thrower. Damage: 12-24 per second. Capacity: 45 s.
Tank volume: 20 l.
• CEC45 Energy Cell: (No Data Available)
This is the best ammo in the game. It powers the E-Pulsar as well as Elint’s
Repair Arm. Very scarce in the initial stages, but widely available in the
later ones.
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Upgrades
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• Remote Mine: Morger M9R Remotely operated demolition charge is a lightweight
infantry charge with a 1.75 kg high explosive warhead detonated by radio
control. Each mine has a unique detonation code sequence and anti-jamming
control.
Damage: 112. Control range: 5 km. Dimensions: 16x16x8.5 cm. Weight: 1.95 kg
• Timed Mine: Morger M9T Demolition charge with short fuse designed for close
combat demolition, the present electronic fuse has a digital countdown display,
and detonates the 1.5 kg high explosive charge at 0.
Fuse time: Up to 10 s. Damage: 112. Dimensions: 16x16x7.5 cm. Weight: 2.0 kg
• Proximity Mine: Morger M9P Proximity mine with 1.7 kg high explosive warhead
and 360 degree motion and vibration detection with IFF capability. Designed
principally for light infantry perimeter protection, it also has a multi-role
capability. Detection range: 10 m. Damage: 112. Dimensions: 12x12x8 cm. Weight:
2.1 kg
• EMP Mine: Morger M9E Demolition charge has an almost silent warhead that is
lethal to all unshielded electrical systems. On activation, the warhead creates
an intense localized electro magnetic pulse which overloads and burns out all
electronics systems and neutral nets in close proximity.
Control range: 5 km. Damage: Lethal. Dimensions: 16x16x8 cm. Weight: 1.97 kg
• Audio Decoy: Grubertech GAD1 Remotely triggered Audio Decoy generates
mechanical sounds across a broad frequency. Each audio decoy has a unique
remote activation code sequence, the effective range depends on the target
audio sensitivity.
Size: 12x12x5 cm. Weight: 1.1 kg
• Self Repair Kit: Cytox CRK1 Single use emergency armour and electrical
systems repair kit contains micro robots that realign damaged atomic structure
of tissue, steel and composite armour.
Repair: +35. Size: 12x12x4 cm. Weight: 0.83 kg
• Vision System Upgrade: Grubertech GVS1 Vision System Upgrade. Rapid charge
enhanced optical subsystem plugs into standard optical upgrade slot and is more
suitable for use in reconnaissance robots; combining more than one GVS1
increases total vision range.
Range increase: +2. Size: 12x12x4 cm. Weight: 0.4 kg
• Enhanced Vision System Upgrade: Grubertech GVS2 Enhanced Vision System
Upgrade has an improved diamond-based imaging matrix for greater sensitivity
and resolving power. Plugs into standard optical upgrade slot; combining more
than one GVS2 increases total vision range.
Range increase: +4. Size: 12x12x4 cm. Weight: 0.42 kg
• Shield Generator: Cytox CSG6 self-powered electronic Shield Generator is
effective at neutralizing most plasma, laser and projectile weapons. Each
impact reduces shield efficiency. The impact energy is dispersed in the near
infrared region so can create a red halo effect.
Shield rating: 10. Size: 12x12x4 cm. Weight: 0.75 kg
• Heavy Shield Generator: Cytox CSG9H Heavy Shield Generator provides limited
protection in a compact and disposable form. Non-explosive additives give a
wide range of capabilities against a range of plasma, laser and other weapon
systems.
Shield rating: 20. Size: 12x12x4 cm. Weight: 3.4 kg
• IFF Passcard: Morger IFF1 proximity passcard provides remote access
authorization and identification at ranges up to 20 m. Passcards can be keyed
individually or in groups.
• Audio Suppressor: Grubertech GA26 Audio Suppressor is based around a
Grubertech DS10 digital signal processor core. Input waveforms from a 4x4
matrix of microphones is fed to the DSP10 and processed in real time. Output of
anti-sound is through a 3D matrix of loudspeakers. Output is suboptimal at
close range. The GA26 cannot effectively suppress weapons fire.
Size: 12x12x4 cm. Weight: 1.6 kg
• Hologram Generator: Grubertech GHG9 Hologram field generator generates
localized 3D holographic images of enemy units that can fool laser scan vision
systems. Self-powered with limited operation time. Weapons fire disrupts
hologram field.
Size: 12x12x4 cm. Weight: 1.37 kg
• Terrain Scanner: Morger MRS3 “Lone Eye” centimeter band radar terrain scanner
is an infantry-portable local terrain radar. It is optimized for static terrain
analysis and cannot track moving objects. Can be upgraded with MDM1 Mine
Detector module and MMN2 Magnetometer module.
Range: 10 m. Size: 12x12x4 cm. Weight: 1.75 kg
• Tracking Terrain Scanner: Morger MRS5T “Strong Eye” millimeter band radar
terrain scanner. Self-powered imaging fourier transform radar has doppler
filtering for improved target detection and fits in a standard upgrade slot.
The recently introduced T-variant has IFF capability. Can be upgraded with MDM1
Mine Detector module and MMN2 Magnetometer module.
Range: 100m. Size: 12x12x4 cm. Weight: 2 kg
• Omni Scanner: MorgerMRS9Z “Zeus” Omni Scanner combines the functions of the
MRS5T “Strong Eye” Tracking Terrain Scanner with the MDM1 Wotan Mine Detector
and MMN2 Polestar Magnetometer in one compact package that fits in a standard
upgrade slot.
Range: 100m. Size: 12x12x4 cm. Weight: 2.5 kg
• Target Imager: Grubertech GTI20 Target Imager has increased processing power
and anti-jamming filters for improved target-tracking stability and lock-on.
The result is greater weapon accuracy. Interfaces with all known weapon types.
Size: 12x12x4 cm. Weight: 2kg
• Laser Cutter: Cytox CLC6 Precision Laser Cutter is optimized for rapid close
cutting of metal and composite materials in rod, pipe and sheet forms up to a
depth of 50 cm.
• Nuclear Warhead: Compact 500 KT nuclear device in a lightweight portable
container. Plutonium warhead consists of two hemispherical sections, each less
than critical mass. Warhead requires suitable detonator to achieve critical
mass, and operates by nuclear fission process when critical mass achieved.
• Nuclear Detonator: Detonator for compact plutonium nuclear devices operated
by controlled detonation of spherical explosive charges placed around two
hemispheres of fissile material such as plutonium.
• Beacon Tracker: (No information available)
• Lock Decoder: (No information available)
Available only via cheat codes, the Beacon Tracker and Lock Decoder are two
buggy upgrades that load a green terrain screen in the corner but don’t display
anything in them. If clicked on the terrain screen, the game immediately
crashes.
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Contact information
***********************
If you have any questions or doubts regarding this game, or wish to publish
this FAQ on your site, feel free to mail me at
[email protected]. I’ll try my
best to help you out.
***********
Copyright
***********
Gunlok®
®&© Rebellion 2000. All rights reserved. Gunlok and the Rebellion Logo are
registered trademarks.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
This FAQ/Strategy Guide is Copyright 2017 Arindam Sharma Roy.
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site (other than GameFAQs and
NeoSeeker) or otherwise distributed publicly without advance written
permission. Use of this guide on any other web site or as a part of any public
display is strictly prohibited, and a violation of copyright.
If you wish to publish this FAQ or a part of it in your website or blog, get a
written permission from me via the aforementioned e-mail ID. I typically reply
within a day, and will most likely grant you permission if you ask. You will
have to provide due credits to this work.
END