“Big enough. Bigger than anything on this planet. Never hunted anything like ‘em. Challenge of a lifetime, right there.” — griffin
They make horror movies about the things mounted on Griffin’s wall. This veteran Trapper relies on deployable Sound Spikes to keep tabs on the Monster’s movements. But when it’s time to face off with his prey, he breaks out his Harpoon Gun to pin it down, like shooting a giant, angry fish in a space barrel.
Skins
| Skin | How to Unlock |
|---|---|
| Default | Unlocked with Griffin. |
| Griffin Elite Skin | Earn 3 stars in all items in Character Mastery. |
Loadout
Character Mastery
| Tier 1 Requirements | Tier 2 Requirements | Tier 3 Requirements | ||||
|---|---|---|---|---|---|---|
| Requirement | Buff | Requirement | Buff | Requirement | Buff | |
| Gauss SMG | Do 10,000 damage | Damage increase | Do 14,000 damage to the Monster | Damage increase | Do 8,000 headshot damage to the Monster | Damage increase |
| Harpoon Gun | Hold Monster for one second 14 times | Range increase | Hold Monster for 115 seconds | Range increase | Harpoon the Monster in mid-air 80 times | Range increase |
| Sound Spikes | Plant 15 spikes at least 50 meters apart | Range increase | Reveal Monster 120 times | Range increase | Reveal a Stage 1 Monster 20 times | Range increase |
Mastery Unlocks
You must complete all mastery challenges within the same tier set before moving on to the next set. Progress toward the next challenges will not be accrued before being unlocked.
- Tier 1: Abe
- Tier 2: Badge Foreground
- Tier 3: Badge Foreground, Griffin Elite Skin
Awards
| Award | Description | XP Earned |
|---|---|---|
| Close Quarters | Deal 2,000 damage to the Monster with the Gauss SMG. | 50 |
| Tug O’ War | Harpoon the Monster three times with the Harpoon Gun. It must hold the Monster. | 50 |
| Uncovered | Reveal the Monster two times with Sound Spikes. | 50 |
| Thunderdome! | Trap the Monster in a Mobile Arena two times. | 100 |
Loadout
Griffin’s biggest strength is with his Harpoon Gun, which has the ability to hold the Monster in place. His tracking device, the Sound Spikes, takes some getting used to, but once you figure out where to place them, they become invaluable. The Gauss SMG is best used to deal with the weaker creatures, but it can also contribute when taking on your main target.
“Just do your job, communicate with your teammates, and if things go wrong, improvise.” — Griffin
Gauss SMG
Mastery Reward: Increased Damage
Damage per Bullet: 21
Fire Rate: 450 Rounds per Minute
Ammo Capacity: 36
The Gauss SMG is best saved for Shear’s weaker wildlife, but it can do some damage against all foes. Press the Primary button to equip the gun, and squeeze the Fire trigger. A clip holds 36 bullets, though you can top it off at any time with the Reload button.
You can use the submachine gun to deal with the wildlife, but when in combat with the Monster, you should only use it as a last resort. After capturing the beast in the Mobile Arena and placing a Sound Spike, you should use the Harpoon Gun to slow it down. When this is not an option, then pull out the SMG.
Harpoon Gun
Mastery Reward: Increased Range
Damage: 150
Maximum Range: 41 Meters
Ammo Capacity: 1
The Harpoon Gun is a powerful weapon against the giant Monster. After equipping it with the Secondary button, aim at the foe, and hold the Fire button to shoot the harpoon and immobilize the Monster. The harpoon is released from the beast when it hits the device with a melee attack, or when you let go of the button.
The Harpoon Gun has a lengthy reload time, so use it efficiently. If you release the trigger just before the Monster breaks it, you can save valuable time and be ready sooner with your next harpoon.
This weapon is best used in the giant’s back so that it must spin around first. Keep the Monster in between you and the rest of the team so you can bring it to a stop as it charges your allies. Note that the Harpoon Gun has a longer range than Harpoon Traps.
The Harpoon Gun should always be your weapon of choice when fighting the Monster. Switch to the Gauss SMG only when the Harpoon Gun is unavailable or when you are the last man standing.
Sound Spikes
Mastery Reward: Increased Range
Monster Detection Radius: 50 Meters
Maximum Allowed in World:5
Sound Spikes are Griffin’s means of tracking the Monster down. Once planted in the ground, it alerts you to the Monster’s position when within range. Tap the Equipment button to ready the spike, and hold the Fire button to deploy it into the ground. Be sure to hold the trigger until the red bar fully fills up. Once the Monster is spotted near one of the spikes, an icon appears on your HUD.
You can only place five Sound Spikes at a time, as the blue dashes along the bottom of the reticle indicate. Place them wisely to get as much coverage as possible. Planting a sixth spike causes the first to be removed. The Monster and wildlife can destroy these devices, so try hiding them where they cannot be found.
Once spikes are placed, pull up your map to see their locations. Plant them at choke points, along paths, or simply at a location where you expect the Monster to go (such as feeding zones). Avoid overlapping them much to get as much coverage as possible. An icon also appears on the map when the Monster is detected.
Placement of the Sound Spikes depends somewhat on the shape of the map and where popular locations are found. On Dam, place them along the river to be alerted when the Monster crosses. If the map is narrow in the middle, fully cover that section with two or three spikes, and plant the remaining ones on each side.
Be alert, as a Monster can move near the Sound Spikes and not be detected. They do not work with a sneaking Monster. This isn’t too bad, since the Monster is moving much slower, but you could end up on the opposite side from the beast if you fully trust the sensors.
When the Mobile Arena is thrown and the Monster is trapped, immediately set down a Sound Spike so that your team can easily find the enemy and close in for the kill.