Gun Force Walkthrought

Gun Force

Time for the good stuff: a level-by-level walkthrough for Gun Force. Depending on the cart or menu you might see “Gan Force,” the edgier “Fire Power,” or even “Island of Terror” as a subtitle. Call it whatever—this is a straight shot with plenty of gotchas: every screen throws a new curve. Below is a clean, no-fluff “how to beat it” route packed with tips that work.

Zone 1: beach landing

Spawn on sand against a fortified shore. First priority: shave off the upper machine-gun nest—climb the nearest ladder and dump a short burst while the turret “wakes up.” Pop beach crates as you go: they spit out weapon icons and grenades. On the boardwalks, advance in short dashes; shooters love perches above, and the water hides the odd mine. Midway you’ll spot a cage with a prisoner—touch to free for points and sometimes ammo. In tight corridors, don’t rush: stationary turrets have a windup before a volley, plenty of time to crouch-aim and delete the crew. Final stretch is an open run to the bunker; hug the lower lip of the terrain to duck those diagonal tracers.

Boss: a helicopter hovers over the surf, swapping fan spreads with single rockets. Keep moving—tag the fuselage as it passes overhead, then slip under between salvos. If you’ve got a launcher, save it for a center-screen hover: two or three clean tubes speed things up a ton. Don’t get greedy—maintain the dodge rhythm.

Zone 2: warehouses and factory floor

Inside the base you’ll run two tiers almost the whole way. Up top: long catwalks with gaps and occasional turrets. Down low: heavier enemy traffic, but way more power-up crates. If you stick high, watch the cranes—hooks like to drop troops right behind you. One shop floor has a short “promenade” ride; stand near the edge so you can pick gunners off the beams. At the fork, the right corridor pays better—container bonuses spawn more often. Before the boss room, clear the trickle of adds from behind or they’ll catch up at the worst time.

Boss: a heavy tank hogging half the screen. Two phases: the low turret rakes you with bursts, then an upper module throws big-caliber shells. During the spray, hop short over tracers and keep chipping the barrel; during big-gun shots, tuck in by a tread and fire at an angle so the shell sails overhead. Grenades slap here—they chunk big pieces of HP. When the hatch cracks open, that’s your cue to dump damage.

Zone 3: canyon and hanging bridges

Right off the start, clock the ropes—they’re perfect for swapping height and bypassing dense pockets. Under the bridges, turrets often aim upward; before leaping to the next platform, dip the muzzle and “feel out” the underside. You’ll hit a light jeep with an MG in a narrow split—use it, but don’t linger: it’s paper-thin and pops in two or three hits. On straightaways, pre-clear with grenades—angled throws erase the squad waiting on the next ledge.

Boss: twin gun emplacements on a cliff. Left gun throws a spread, right gun snaps precise shots at you. Delete the “sniper” on the right first: tuck into its dead zone almost at the base and pepper the slit. With the left gun solo, hold mid-range and fire between volleys. Got the laser? It melts here, but a basic AR does the job too.

Zone 4: harbor and piers

Wooden planks, fuel drums, and “pockets” where enemies hug crates. Treat drums like mines: let two or three stack up, then pop them. One platform lets you mount a fixed MG—great window to sweep the far pontoon without eating crossfire. The water isn’t your friend: don’t fall in or you’ll lose tempo and a chunk of health. Right before the dock, enemies start dropping in two waves—pre-fire the top edge of the screen to clip the landing party mid-air.

Boss: a patrol boat with an armored cabin. It sweeps back and forth, poking a gun out of a hatch. Plant on the middle platform; when it surfaces, dump a quick burst and take a half step back to avoid the return shot. When the boat tucks under the edge, don’t chase—top up on side-pier crates instead. Grenades into the hatch are peak DPS.

Zone 5: airfield

Runway and hangars mean wide-open space and straight sightlines. Move in a “zigzag”: two steps—crouch—two steps—jump. In the tanker hangar, only shoot the upper vats when enemies are beneath—blasts reach where your spray won’t. On the taxiway they like to roll in an APC—its front plate soaks shots, so bait a diagonal and hit the side. Right before the boss there’s a nice loot buffet: pop every crate on the left—usually at least one solid long-range weapon drops.

Boss: a heavy chopper with rocket pods. Pattern: hover—fan spread—slide—long burst. Trim your position near center so you’ve always got left/right dodge room. When it drifts to the edge, don’t bother firing—prep for the return pass and aim at the cockpit. If you pulled a launcher, bank it for a center hover so the whole volley lands.

Zone 6: inner corridors

The densest meat grinder. Doors open with a delay—stand slightly off-center to greet spawns on a diagonal. Don’t blind-jump elevator shafts: there’s often a turret below; inch forward a step and a half to scout, then descend. Red-alarm rooms spawn extra waves—dash through them, don’t stall mid-lane. More hostages here—best to pick them up at room exits when your back is clear. Before the main hall, grab something that shreds armor—pea shooters just drag out the fight.

Boss: a mobile platform packing a big gun and side sponsons. Take the sides first to thin the bullet soup. Best spot is nearly flush with the right hull, micro-stepping back and forth to throw off its aim. Arc grenades onto the main cannon between its shots. Once the sponsons drop, the platform slows—finish the job.

Finale: central complex

The last push in Gun Force punishes rushing. The lift rides you through three waves: riflemen, shield heavies, and wall turrets. Clear in order—top threats first, then bottom. On the platform with blinking pylons, stay near center—the edges hide traps. The main target is a big gun emplacement with a “core” in the middle. It’s got three mouths: two small side guns and the center. Break the sides first to cut the projectile spam. Then sit just below the core’s height and fire up diagonally, threading shots between bursts. On SNES co-op, split wide: one melts side guns while the other holds center—co-op makes a no-miss push to the end way more manageable.

A few evergreen tips across the whole “Island of Terror.” Don’t snap up every pickup—sometimes keeping your current piece beats grabbing a random roll before a boss. In any vehicle, watch the smoke: once it starts, prep to bail—explosions tag hard. In tight spots, lean on crouch and diagonal fire—half the nasty moments vanish if you do. And don’t forget hostages: besides score, they often drop ammo or medkits, clutch on long stretches. Run this “Gan Force” route and it’s rock-solid: less chaos, more chances to clear it in one clean attempt.

Gun Force Walkthrought Video


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