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Griffon 1 (M9)

This battle can be skipped, but I'll write a full guide to it anyway. If it's a "fresh" game, then you must collect the Ifrit gauntlets before you can continue, which means you can't avoid seeing Griffon when you go back out into the field. You can, however, skip the fight by lighting up the unlit torch and exiting. If you are using a character from a previous game, then you don't need to even see Griffon - you can just head straight for the torch and light it.  However, the gigantic red orb worth 1000 red orbs where Ifrit originally was may tempt you into returning to the courtyard... 

Boss Attacks

Griffon is one of the few bosses with new attacks on Hard/DMD mode, so I'll include those in this section. Also, I'll divide Griffon's attacks into Grounded and Aerial, since he spends some of the time on the ground and some of the time in the air - and he has different attacks accordingly.  

[Ground] 

V-Bolts – Griffon will flap his wings, send out a gust of wind (which, if it hits you, will blow you backwards and make you invulnerable to the first bolt), then send out a horizontal bolt. After that, he will send out 5 V-Bolts – bolts which start out as a ‘V’-shape, then converge together to form a jagged line. Jump over the side of the 'V's or roll through them as they converge.  

Horizontal Bolts – The start-up is identical to the above, except Griffon’s opening bolt will be a V-bolt this time. After that, he will send out 7 horizontal bolts. They track height - so if you jump straight up over a low bolt, the next one which comes will be a high one. If you let the high one pass harmlessly over your head, the next bolt will be a low one - and so on.  

Divebomb – Griffon rises up into the air out of sight, then, accompanied by a shriek, divebombs the ground. It's pretty hard to get hit by this, trust me - just jump away.  

Charge/Peck – Griffon will charge across the battlefield at you, then swing his head to his left to take a peck. Easy to evade – just jump or roll away as Griffon swings his head.  

Electrocution Attack (rare) – Griffon will stand still and the screen will go dark as Griffon surrounds himself with a shield of electricity bolts – when the attack is fully charged, scattered bolts will make their way towards you. Jump or roll to the side to evade the bolts. This attack usually only happens if you go into the far-flung corners of the field. 

[Aerial]

V-Bolt (Normal mode only) – Griffon will shriek, then send out a single V-bolt, identical to the ones in his ground attack. That’s it? That’s it. 

Web of Lightning (Hard/DMD mode only) – Griffon will shriek, send out a V-bolt, then follow it with yellow traces of lightning everywhere. A short while later, the yellow traces will solidify into harmful red/white bolts. To evade, just keep on jumping away from the yellow traces as they appear close to you. There are actually two variations of this attack – one has the yellow traces lying flat on the ground and the other has them jutting out in all directions – but just evade both variations in the same way.  

“Carpet Bomb” Attack (All modes) – Griffon will glide low across the battlefield, “carpet bombing” it with red/white energy balls as he does so. If you don’t have Air Hike, then roll 2-3 times to the side as Griffon approaches, or jump away just as he reaches you. If you do have Air Hike, then just bound away to the side or over Griffon as he approaches you.

The Battle

To begin with, you should re-enter and exit the courtyard. Why? Well, this way you will begin with Griffon on the ground in front of you, instead of up in the air. This won't make a huge amount of difference on Normal mode, but will give you a decent head start on Hard/DMD mode. 

Griffon 1 can be fought both long range with guns and with short-range melee attacks, though the latter works much better if you have Ifrit abilities such as Inferno and Rolling Blaze. Incidentally, if you have red orbs to burn, you can run all the way back to the divinity statue in the pillars area - Griffon will still be waiting for you upon your return to the field. 

To fight Griffon at long-range is pretty straightforward - you can plug away with either E&I or the grenade gun. I favour the grenade gun personally, but E&I does have one advantage which the GG doesn't - you can make Griffon fall down from the sky with E&I. It takes a while, but if you plug away for long enough, eventually he will drop down from the sky like a stone, where he will lie on the ground and be vulnerable for a long time. Plug away like mad with DTed E&I and/or charged DTed Roundtrips during this time. 

You can't make Griffon drop down from the sky with the GG (actually, technically you can, but you can't do so with the GG alone), but the shots do more damage than E&I. For such a big creature, Griffon is surprisingly easy to miss - hold R1 and make sure that the gun is pointing straight at Griffon. If it isn't, then keep jumping backwards until it is.  

Grenade-rolling - cancelling the lag of a grenade shot with a roll - is a helpful technique to know for this fight, as is DT-cancelling. If you fire a grenade at Griffon in DT mode, then quickly de-DT before the grenade hits Griffon, you'll get 2 runes of DT back upon impact. Not too shabby. Being in DT mode as much as possible is recommended, because a) DTed grenades do more damage and b) you can cover more ground at a faster rate, which is useful. 

Incidentally, don't use Air Raid - at the very least, don't use it when Griffon is up in the air. If you do so, you'll incur a *horrible* camera angle change, whereby the camera zooms in upon Dante and Griffon disappears from view - his counterattack attack become impossible to avoid when you're floating around in mid-air. Even on the ground, using Air Raid is a bit dodgy, but still better than when Griffon is up in the air. 

To fight Griffon at short-range with Ifrit, you'll need Inferno and Rolling Blaze - and preferably Meteor Lvl 2. You can knock down Griffon on the ground in a similar way to knocking him out of the sky. It doesn't even take that much - 4/5 Infernoes, combined with a few Rolling-Blazed jumps through Griffon, will topple him over. Try to preserve some DT for this part, as, at such close range, you can do enormous damage. Either fully charge up a PPKK combo  or as many Meteor 2s as your DT will allow you to. 

It's much harder to knock down Griffon on the ground with Alastor - hacking away at his legs for long enough will do it, but it's a lengthy process and probably not worth the effort. If you have Stinger Lvl 2, then feel free to use Stingers against Griffon whenever he hops in close to you. 

If you possess Roundtrip/Meteor Lvl 2, then you can attack Griffon 1 at long range on the ground. You can safely charge up either attack immediately after any one of Griffon's attacks has finished.  

Griffon's lightning attacks on the ground shouldn't give you too much trouble, but if they do, there's a couple of ways you can bring them to an early end. One way is to use Vortex Lvl 2 - simply burrow your way towards Griffon to stop the attack in its tracks. Another way is to get very close to Griffon - once you get close enough, Griffon will do 1-2 "wind-up" V-bolts and finish the attack - the V-bolts are usually easy enough to jump away from or roll under.  

No matter what you do, you can't stop Griffon rising into the air after a certain amount of time has passed. On Normal mode, this is no problem really, but on Hard/DMD mode, his chained web of lightning attacks can be hair-raising. I've found that if you refrain from attacking Griffon at all when he is up in the air, he will usually come down a lot sooner than if you keep on plugging away with grenades - however, being the l33t player I am, I just keep on attacking :p 

If you've done a certain amount of melee damage on the ground, then E&I should knock Griffon down from the sky quite quickly - even the GG will bring him down if you brought him very close to the point of being knocked over before he rose into the air.  

Finally, always make sure to get the last hit of the battle from a distance, as Griffon will surround himself with a shield of electricity bolts upon defeat which will hurt you if you're too close.

One last note: ignore the pink discs which Griffon lays about the battlefield on a regular basis. You can jump on them, and that's about it - I've yet to discover any useful purpose for these discs.  


DMD mode
- Joch's 0-damage video demo

Difficulty ratings

First timer: *
DMD mode: ****
Camera angle: **


DMC1 bosses

» Mission 3 - Phantom 1
» Mission 4 - Nelo Angelo 1
» Mission 8 - Phantom 2
» Mission 9 - Griffon 1
» Mission 11 - Nelo Angelo 2
» Mission 12 - Griffon 2
» Mission 15 - Griffon 3
» Mission 16 - Nightmare 1
» Mission 17 - Nelo Angelo 3
» Mission 18 - Nightmare 2
» Mission 20 - Nightmare 3
» Mission 22 - Mundus 1
» Mission 22 - Mundus 2
» Mission 23 - Mundus 3


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