Ghost Squad
Producer: Sega
Guns FAQ
Version 2.56F
22nd October 2005
Author: ShadowMasterM16
Contact:
[email protected]
===============================================================================
*FOR USE ON VERSION A MACHINES ONLY*
Language: English (British)
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{X-Reference his Guides, v1.0, v1.01 and v1.1}
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*Contents*
1: Version History
2: Introduction and Acknowledgements
3: Machineguns
4: Handguns/Pistols/Revolvers
5: Sniper Rifles
6: Shotguns
7: Other Weapons
8: Boss Stage Weapons
9: Reference Alpha, Gun Comparison Charts
10: Reference Bravo, Ranks in GS
11: Reference Charlie, Double Damage vs Double Penetration
12: Reference Delta, My Score Route for NOOBS
14: Reference Echo, Gun Comparisons (GS vs. Reality), MGs
15: Reference Foxtrot, Handgun Comparisons vs. Reality
16: Reference Golf, Sniper Rifle Comparisons vs. Reality
17: Reference Hotel, Shotgun Comparisons vs. Reality
18: Reference India, Other Weapons Comparisons vs. Reality
19: Reference Juliet, Boss Stage Weapons Comparison vs. Reality
20: Reference Kilo, 100% Mission Completion Rate
21: Reference Lima, New Unlockables at WHAT LEVEL?
22: Reference Mike, Typical Bonuses and their Explanations
23: Reference November, Scoring
24: Reference Oscar, Arrows for the Statistical Data, Part 1
25: Reference Papa, Arrows for the Statistical Data, Part 2
26: End Statement
1:*Version History*
v0.75------28th March 2005
Written almost everything here.
v0.82------7th June 2005
Updated information on the M45R and the TM9V.
Updated and confirmed promotion levels.
v0.86------22nd June 2005
Updated missing information and changed the CPG7's ranking after playing
with it :P
v0.90------23rd June 2005
Updated the Summary List and added my personal route of play
v0.95------1st July 2005
Added tips on the SAW24.
v1.02------6th July 2005
Added some real gun information which is similar to the guns is GS
(Machineguns Only)
v1.08------7th July 2005
Corrected information regarding the CPG7's penetration (thx Shadow wiz)
v1.18------12th July 2005
Added information to allevate confusion between DOUBLE DAMAGE and DOUBLE
PENETRATION.
v1.27------6th August 2005
Changed info on the MP10 after an experiment which netted me 579k......
Added Reference Echo.
v1.36------9th August 2005
Added the Content Page and more Acknowledgements. Added Reference Kilo.
v1.44------12th August 2005
Done Reference Mike.
v1.72------28th August 2005
Finished Scoring and the Graphical Arrangement of Data.
v2.04------30th August 2005
Done Reference Papa and Reference Foxtrot.
v2.12------11th September 2005
Completed the References of Hotel, India and Juliet... and did you notice
the Specific Summary below every gun?
v2.42------24th September 2005
Changed my Recommended Playing Route to suit players who are weak at H2H.
v2.56------19th October 2005
Finished Section 15 (Reference Foxtrot)
v2.56------21st October 2005
Finished Section 16 (Reference Golf)
Will not update till sometime in March 2006.
v2.56F-----22nd October 2005
Just renembered the version number to denote that this guide is almost
certainly, completed.
2:Introduction and Acknowledgements
Kudos to all the people at the GameFAQs Ghost Squad Board (board 924225)
Thx (not in any order of merit) Shadow Wiz, HZH, numbah_T, gs_yoda,
mash_zeroforce, subaruchan and everyone else
This is basically a guide that is useful for replacing the Japanese version of
the guns guide found on
http://www.sega-ghostsquad.com.
110% thanks to Google's Translator for translating Japanese.Beta into English
(though its not really gramatically correct) but hey thanks!
THE REAL THING
Format of information is as follows:
Class
Clip Capacity/with HCM
Possible Add-ons
Recoil
Penetration
Reload Time
Bonus Item
Shooting Modes
Rate of Fire
Level Obtained
Background Information
3:*Machineguns/Light Automatic Rifles*
-XMW21-
Machinegun
100/150
Compensator, HCM, FREE Dot Sight
High Recoil
2.5x Penetration
VERY Long Reload Time
Grenades x1
Full Automatic/Grenade
Medium-Slow Rate of Fire
Obtained at Level 99
It has 100 bullets. It has a powerful penetration ability similar to the
TK1B. When the GS meter is maxxed out, a grenade becomes available. Its most
severe drawback is its VERY long reload time (2 clips). I once saw a noob
marshal use it and an enemy shot him twice :P. It is obtained at Level
99(Marshal), it can have a high capacity magazine and compensator, and a dot
sight is complementary. The clips are at the front (metal) and the back
(black plastic).
-MP10-
Machinegun
30/60
HCM, Dot Sight
No Recoil
1.0x Penetration
Long Reload Time
HCM
Single/Full Automatic
Very Fast Rate of Fire
Obtained at Level 77
30 bullets. The reload time is quite long, and the rate of fire is very
fast. It can have a high capacity magazine and a dot sight. Obatined at
level 77. A high cap magazine is your GS meter maxing reward. No recoil,
therefore this gun needs not a compensator. Anyway this is one great gun
to use and demonstrate to everyone that you are a god of GS.
-G50-
Machinegun
30/60
Compensator, HCM, Dot Sight
Medium Recoil Present
1.0x Penetration
Long Reload Time
HCM
Single/ Full Automatic
Medium-High Rate of Fire
Obtained at Level 54
Similar to the MP10 in all aspects, but this is realistically heavier and
this is an assault rifle. It needs a compensator due to the recoil, though.
It can be obtained in level 54.
-CPG7-
Machinegun
20/40
Compensator, HCM, Dot Sight
Medium Recoil
2.5x Penetration
Medium Reload Time
HCM
Single/Full automatic
Very Fast Rate of Fire
Obtained at Level 50
20 bullets. High penetration similar to the TR14. It has some recoil and
inaccuracy to an extent, but it is still manageable. It can use a dot sight,
high cap mag and a compensator. The GS gift is a high cap magazine.
Obtainable at Level 50 (Lieutenant General).
-TK1B-
Machinegun
30/60
Compensator, HCM, Dot Sight
High Recoil
2.0x Penetration
Long Reload Time
HCM
Single/ Full Automatic
Medium-Fast Rate of Fire
Obtained at Level 46
The terrorist's standard issue assault rifle. It has a capacity of 30
bullets and penetrates to some extent. It has a low accuracy due to its
strong destructive power. It can use a dot sight and a high cap mag. The
GS reward is a high cap mag. Received at Level 46. Needs a compensator very
badly.
-TR14-
Machinegun
20/40
Compensator, HCM, Dot Sight
High Recoil
3.0x Penetration
Medium Reload Time
HCM
Single/Full Automatic
Medium-Fast Rate of Fire
Obtained at Level 38
The most-widely abused rifle. It's penetration is extreme (3.0 times that
of the normal bullet), has a small clip of 20 but it is manageable. Its
reload time is somewhat lengthy (also manageable) and it has 2 modes of
firing. You know, single and full auto. However, single is better as there
can be no stray shots arising from recoil and of course, a higher accuracy
score ;). The same 3 items can be used, compensator, the HCM and the dot
sight. HCMs replace your current item when the GS Bar is maxxed out so this
sucks. Try the SPR11 instead!!! Received at Level 38 (Brigader General)
-AR4A-
Machinegun
28/56
HCM, Dot Sight
No Recoil
1.0x Penetration
Medium Reload Time
HCM
Single/Full Automatic
Very Fast Rate of Fire
Obtained at Level 32
My dream carbine. I'd wish that every gun can have a different model for
the controller, and every player has to bring his own controller to the
arcade. It has 28 bullets when fully loaded, no penetration *aww:(* has
a reload time similar to the TR14 and its rate of fire is very fast.
(like the SAW25). US soldiers, no burst fire! It can hold a dot sight and a
high capacity magazine and the bonus item is duh, you know! High cap Mag!
Level 32 bonus.
-M94R-
Machinegun
25/50
HCM, Dot Sight
No Recoil
1.0x Penetration
Short Reload Time
HCM
Single/Full Automatic
Medium-Fast Rate of Fire
Obtained at Level 30
The improved version of the XM-2119. It has a capacity of 25 rounds, but no
more burst fire. Its reload time is slightly longer than the XM-2119, and
it can hold the usual 2 items, dot sight and the HCM. Bonus item as usual,
and it is attained at Level 30. (Lieutenant Colonel)
-SAW24-
Machinegun
Infinite Bullets
No Bonus Items Obtainable
No Recoil
1.0x Penetration
Controlled by Heat---Long Cooling Time
No Bonus Item
Medium-Slow Rate of Fire
Full Automatic Only
Obtained at Level 15
The revolutionary machinegun is here! *Applause*. This gun has an infinite
bullet capacity, and it can hold no items and has no bonus items. It has
no semi-automatic fire mode due to its lack of internal parts, and it can
overheat is fired too rapidly. Penetration is existent, and if you cause
it to overheat in the helicopter attack on mission 3, you DIE!!! Level 15
attainment (Chief Warrant Officer)
-XM-2119-
Machinegun
24/48
HCM, Dot Sight
No Recoil
1.0x Penetration
Very Short Reload Time
Bonus: 50 Rounds of Full Automatic Fire
Medium-Slow Rate of Fire
Single/3 Round Burst/Full Automatic
Basic Weapon
The basic sub-machinegun. It has 3 modes of fire, semi, burst of 3 and
full auto. It can hold 2 items, the dot sight and the HCM, and it has
limited rounds of fully automatic fire *:(*. The bonus item is 50 rounds
of fully automatic fire, and you start with 100 on each stage. It has no
recoil and no penetration. There is no need to reload when fired fully
automatic.
4:*Handguns/Pistols/Revolvers*
Format of information is as follows:
Class
Clip Capacity/with HCM
Possible Add-on Items
Damage Rate
Reload Time
Bonus Item
Shooting Modes
Level Obtained
Background Information on Guns
-M209-
Handgun
10/20
HCM, Dot Sight
1.0x Damage
Instantaneous Reload
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 61
10 bullets of small calibre. Semi-Automatic fire unless otherwise stated,
and it can have a dotsight and a high cap mag. 2 Shot Bursts for
completing a GS Meter. Obtained at Level 61.
-Guardian VCG-1.0-
Handgun
6/No HCM Possible
Dot Sight
1.0x Damage
Instantaneous Reload
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 60
This must be the most challenging weapon to use. 6 bullets in a tiny
magazine, no high cap mag allowed, semi shots only, 2 shot bursts for GS
reward. Poor efficiency, I'd NEVER recommend you use it unless you have
got a death wish. The Internet Ranking highscore is 700k+, but dun be
like him! Level 60 crap Christmas present. Don't open it! (It's better
used in Virtua Cop 1 and 2).
-P4512-
Handgun
12/24
HCM, Dot Sight
2.0x Damage
Instantaneous Reload
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 40
Clip of 12. It seems to be the replica of the USP-45 ACP. 2 shot burst
for the GS reward, a dot sight and high cap mag. Never seen anyone use
it, though. However, it has a firepower twice that of the other
handguns (rumoured). Level 40 reward.
-Guardian VCG-2.0-
Handgun
10/20
HCM, Dot Sight
1.0x Damage
Instantaneous Reload
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 34
The famed Virtua Cop 3 handgun. In Ghost Squad, it has a very low
efficiency, and packing those 10 bullets per clip it is not a good
choice. Like the other handguns, it has a semi shot mode and a 2 shot
burst for maxxing the GS bar. The Japanese website states that this is
for the upper class player, and this is the very first statement of theirs'
that I agree with. Level 34 promotion allowance (Colonel).
-PM6-
Handgun
6/No HCM
Dot Sight
1.0x Damage
Medium Reload Time
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 26
6 fuckin' sour bullets of .357 calibre. A long reload time follows this
saggy f***. Difficult handling causes all users to think twice before using
this "weapon". For cowboys only. No penetration and HCM allowed, only dot
sight. You will be better off not touching its 2 shot burst, then again,
the reload is long only when it is compared to other handguns. Its reload
is similar to that of the XM-2119. Not strange... And no offence to
cowboys......
-M45R-
Handgun
15/30
HCM, Dot Sight included
2.0x Damage
Instantaneous Reload
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 19
15 runningly fast bullets. Semi and 2 shot bursts with the former as its
norm, and it has a cool double firepower! Its superior handling makes it
the choice for handgun lovers. A dot sight is attached (Yay!) and it can
use a HCM! Highly recommended . Level 19 provisional reward. Its reload
speed is instantaneous.
-TM9V-
Handgun
15/30
HCM, Dot Sight included
1.0x Damage
Instantaneous Reload
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 11
Weapon of distinction. It is basically a Beretta 92 with a large infrared
scope. Comes with laser sighting and a clip of 15. Its firepower is lower
than that of the M45R (also rumoured), but it has the same reload speed.
2 modes of firing, and HCM allowed. Level 11 reward. Its reload is
instantaneous.
-P44M-
Handgun
6/No HCM
Dot Sight only
2.0x Penetration
Instantaneous Reload
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 5
This is basically a 21st Century revolver. Due to its barrel rotary
reload, no HCM can be used. Dot sight not prohibited (allowed), and
6 lickin' bullets. Quick reload and easy handling makes it the
beginner's choice. 2 modes of fire but I think the first mode is
sufficient. Level 5 provisional gift.
5:*Rifles/Sniper Rifles*
Format of information is as follows:
Class
Clip Capacity/with HCM
Possible Add-on Items
Penetration Rate
Reload Time
Bonus Item
Shooting Modes
Level Obtained
Background Information on Guns
-SR308-
Sniper Rifle
8/16
HCM, Dot Sight
3.0x Penetration
Very Fast Reload Time
Bonus: 50 Rounds of 3 Round Burst Fire
Single/3 Shot Burst
Obtained at Level 85
This is a sophisicated sniper rifle which seems to be an anachronism.
It has a clip capacity of 8, has a whopping penetration of 3 times the
normal bullet and it can kill a red suit guy in 1 hit I suppose. Dot sight
and HCM allowed to be used, and there are 2 modes of fire, the single round
shot and the 3 round burst. The former will be sufficient. Level 85 reward.
-SPR3-
Sniper Rifle
10/20
HCM, Dot Sight
2.0x Penetration
Very Fast Reload Time
Bonus: 50 Rounds of 3 Round Burst Fire
Single/3 Shot Burst
Obtained at Level 69
A sniper rifle with poor compactness due to its lengthy flash suppressor.
10 shots in a clip may seem inviting, but its attack power and penetration
is only 2 times that of a normal bullet. 3 modes of fire, single and burst
of 3, and the dot sight and HCM can be used. Level 69 reward.
-SPR11-
Sniper Rifle
10/20
HCM, Dot Sight
3.0x Penetration
Very Fast Reload Time
Bonus: 50 Rounds of 3 Round Burst Fire
Single/3 Shot Burst
Obtained at Level 23
The most powerful sniper rifle. It has the largest sniper rifle clip of
10, and it has an attack power and penetration ability of 3.0 times (Woot!)
that of a normal bullet. The best alternative to the TR14 for a high score
game. 2 items, dot sight and HCM possible. Captain promotion gift (Level 23).
3 round bursts are not recommended here.
-CAC82-
Sniper Rifle
6/12
HCM, Dot Sight
2.0x Penetration
Very Fast Reload Time
Bonus: 50 Rounds of 3 Round Burst Fire
Single/3 Shot Burst
Obtained at Level 7
The standard and the first ever sniper rifle you can use for the main game.
6 bullets and a measly penetration of 2 times the normal bullet, it is a
average performance sniper rifle. I once used this and I didn't even survive
a mission, either I suck or the gun sucks. Its firing characteristic sucks
to the core and I'd never recommend it unless you'd hate the XM-2119. Btw,
the XM-2119 is a VERY good Sub-Machinegun for everyone. Dot sight and HCM
open for grabs. There is a 3 round burst, but you can only fire 2 bursts
before reloading. So, don't use the burst fire mode. Level 7 provisional
item.
6:*Shotguns/Fully-Automatic Shotguns*
Format of information is as follows:
Class
Clip Capacity/with HCM
Possible Add-on Items
Splash Radius
Reload Time
Bonus Item
Shooting Modes
Level Obtained
Background Information on Guns
-SG112-
Shotgun
6/12
HCM, Dot Sight
Small Splash Radius
Fast Reload Time
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 93
This is quite a good weapon. But, it is obtain very late in the game.
It has a clip of 6, but all the shots start to fire when the trigger is
held down. Its spread radius is quite small, yet it still causes accidential
shots from even the pros. Semi and 2 shot bursts, and 2 items, the dot sight
and the HCM are open for grabs. This is a Level 93 provisional item. Sorry
for any inaccurate grammar here, edited without revising the whole paragraph.
-M4E-
Shotgun
6/12
HCM, Dot Sight
Large Splash Radius
Fast Reload Time
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 2
The user-friendly and unfriendly shotgun. Its reload time is short, but the
shots spread out in a wide radius, so accidential shots are COMMON. Be
prepared to lose a lot of life in the game if you use this weapon due to
ASs(Accidential Shots). 2 items, the good old dot sight and the HCM. 2 firing
modes avaliable, Single and 2 shot burst. Level 2 provisional item. My advice:
Don't play any hostage routes of you'll be SORRY......
7:*Other Weapons*
Format of information is as follows:
Class
Clip Capacity/with HCM
Possible Add-on Items
Delay in Shooting and Hitting
Reload Time
Bonus Item
Shooting Modes
Level Obtained
Background Information on Gun
-ABG1-
Other/Crossbow
6/12
HCM, Dot Sight
Delay in Shooting and Hitting Present
Short Reload Time
Bonus: 50 Rounds of Fully Automatic Fire
Single/3 Shot Burst/Full Automatic
Obtained at Level 43
This is the crossbow of the 21st century. It holds 6 bolts, and it can use
the same old 2 items.Single shots and 3 shot bursts are avaliable, but the
latter is NOT recommended. There is alsoa FULL AUTO option when the GS meter
maxxes out, but it should NEVER be used. There is a little difference in time
when fired and when it hits the target, so take note of this. It has no
penetration whatsoever. This gun is obtained at Level 43 (Major General).
8:*Boss Stage Weapons*
Format of information is as follows:
Class
Clip Capacity
Penetration
Reload Time
Shooting Modes
Background Information on Gun
-CAC80-
Other/Sniper Rifle for Special Events
1 Shot per Magazine
Built-in Dot Sight
1.5x Penetration
Instantaneous Reload
Single Shot Only
This is a poor performance sniper rifle. It has 1 shot, and it is used in
SNIPE events and the MISSION 2 Boss event. It has very little penetration
(tapestry, glass, plates only), and it is madness to reload every shot.
We can't complain, as we have to use it at least twice per full game. It
has a built in Dot Sight, which is good. However, the screen bobs up and
down, so CONCENTRATE.
-SAN92-
Other/Rocket Launcher for M1 Boss Event
1 Shot per Magazine
Rocket
Very Long Reload Time
Single Shot Only
This is a rocket launcher. You can fire it by sighting it on the target
continuously, then fire when it locks on. Reload after every shot, and
don't waste time. Its reload time is very long, but you can lock on to
an enemy while it is reloading. Beware of noobs who do not know how to
operate this hefty weapon, you may lose MISSION 1 altogether. If that
happens, hit him on the head with the gun. Your sight is indicated by
your colour, BLUE for PLAYER 1 and RED for PLAYER 2. Don't confuse
yourself. And, don't fire till you see the lock on sight or the
missile will just stray away. CONCENTRATE.
Was experimenting with this boss event weapon, and I realised that it
can be fired without prior locking on. And, if Havoc is too close to the
ground (i.e. he is hiding behind the trees), the locked-on-or-not rocket
will hit the trees and miss him. It is best to fire when he is in the air.
-SAW25-
Other/Machinegun for M3 Boss Event
50 Rounds per Magazine/1 Grenade Available every 2.5 to 3 seconds
1.0x Penetration/Grenade can splash
Very Short Reload Time
Full Automatic/Grenades (use by hitting the action button)
This is basically a portable light machinegun, similar to the GPMG.
It has 50 bullets, and unlimited grenades. The grenades can be used
every 2.5 seconds or so. There is only a full auto fire mode, and its
rate of fire is EXTREMELY FAST! RReload after exhausting the clip, or
you will lose your MISSION 3 BOSS event. Try to use grenades, as the
bullets don't seem to affect the armour of the boss, ship and hoverpod
much. When killing the exposed Dingo, aim for the head.
9:Reference Alpha
Weapon Comparison Charts
Here I shall compare weapons with other weapons in all subcategories.
However, judgement schemes have been moderated to eliminate the bias
between handguns and machineguns. All guns have the single shot option
(except the SAW24, SAW25 and the XMW21) so I will just name their other
shooting modes. A reload score of A-E is being added, with E being the
slowest reload and A being the fastest reload.
RF= Rate of Fire, DS= Dot Sight, COMP= Compensator,
PENETN= Penetration Depth/Damage
Shooting modes:
F: Full Auto
G: Grenades
2: 2 Shot Burst
3: 3 Shot Bursts
S: Single (for the CAC80 and SAN92 only)
F (no/r): No need to reload while firing fully automatic
(no S): No single shot mode (SAW24, SAW25 and XMW21)
Reload Grades(all relative to other guns of the same type):
A- Very Fast/Instantaneous
B- Good
C- Average
D- Below Average
E- Slow and Irritating
Weapon Type Reload RF CLIP(HCM) DS COMP
XMW21 MG E Medium 100(150) Default Need
MP10 MG D Very Fast 30(60) Yes No
G50 MG D Fast 30(60) Yes Need
CPG7 MG B Very Fast 20(40) Yes Need
TK1B MG C-D Medium 30(60) Yes Need
TR14 MG C Medium 20(40) Yes Need
AR4A MG B-C Very Fast 28(56) Yes No
M94R MG B Med-High 25(50) Yes No
SAW24 MG C-D Medium Infinite No No
XM-2119 MG A Medium 24(48) Yes No
M209 HG C Medium 10(20) Yes No
Guard-1 HG C Slow 06 Yes No
P4512 HG B Fast 12(24) Yes No
Guard-2 HG B Slow 10(20) Yes No
PM6 HG D Slow 06 Yes No
M45R HG A Fast 15(30) Default No
TM9V HG A Fast 15(30) Default No
P44M HG A Med-Low 06 Yes No
SR308 SR B Fast 08(16) Yes No
SPR3 SR B Medium 10(20) Yes No
SPR11 SR A Very Fast 10(20) Yes No
CAC82 SR B Med-Low 06(12) Yes No
SG112 SG A Fast 06(12) Yes No
M4E SG A Fast 06(12) Yes No
ABG1 Cbow B Med/Diff 06(12) Yes No
CAC80 Spec A Single 01 Default No
SAN92 Spec E Slow 01 No No
SAW25 Spec A Very Fast 50 No No
Weapon PENETN Shot Level Rank Bonus Item
XMW21 2.5x F/G(no S) 99 12 Grenades
MP10 1.0x F 77 16 HCM
G50 1.0x F 54 18 HCM
CPG7 3.0x F 50 1 HCM
TK1B 2.0x F 46 13 HCM
TR14 3.0x F 38 3 HCM
AR4A 1.0x F 32 7 HCM
M94R 1.0x F 30 14 HCM
SAW24 1.0x F (no S) 15 23 ----------------
XM-2119 1.0x 3/F(no/r) 01 15 Full Auto x50
M209 1x Damage 2 61 21 2 Shot Burst x50
Guard-1 1x Damage 2 60 24 2 Shot Burst x50
P4512 2x Damage 2 40 17 2 Shot Burst x50
Guard-2 1x Damage 2 34 22 2 Shot Burst x50
PM6 1x Damage 2 26 25 2 Shot Burst x50
M45R 2x Damage 2 19 4 2 Shot Burst x50
TM9V 1x Damage 2 11 9 2 Shot Burst x50
P44M 2.0x 2 05 8 2 Shot Burst x50
SR308 3.0x 3 85 6 3 Shot Burst x50
SPR3 2.0x 3 69 11 3 Shot Burst x50
SPR11 3.0x 3 23 2 3 Shot Burst x50
CAC82 2.0x 3 07 20 3 Shot Burst x50
SG112 Small Rad 2 93 5 2 Shot Burst x50
M4E Large Rad 2 02 10 2 Shot Burst x50
ABG1 1.0x 3/F 43 19 Full Auto x50
CAC80 1.5x S 01 - ----------------
SAN92 Rocket S 01 - ----------------
SAW25 1.0x F/G 01 - ----------------
For the SAW24, I have decided to separately explain its reload
grade. It is around C-D. The gun takes around 6 seconds to cool
from RED to BLUE or less. If it overheats, 9 beeps will sound
before the heat level is reset to COOL.
You may think that it deserves an E. However, if you shoot wisely,
it can cool quite well. Besides, when you choose your path at the
options screen during the game, the gun will cool. Same goes when
a movie is played.
I ranked the guns without prejudice to class, taking RELOAD
DURATION into consideration. Looking at a Marshal get hit two
times due to his XMW21's lengthy reload time, I decided to
drop the "big-ass kicker's" rating. Penetration is important
as you need to achieve those bonuses quickly. As you can
observe, the best guns come early in the game. (CPG7, TR14,
SPR11, SG112 and the M45R).
You can only hold ONE item at a time. If your gun has a auto
HCM install, you will lose your compensator, dot sight, armour
etc. Try to use items wisely. And for medals and first aid
boxes, you will get them the minute you reveal them.
The loss of current items does not apply to the dot sight in guns
with a built-in dot sight. That means if a dot sight is your
default item, and you have a HCM, you will lose the HCM but not
the dot sight.
There are bonuses for events and accuracy. You will need a gun
that has a very high penetration and a moderate reload time.
The SPR11 and the TR14 are suitable weapons for high-score gaming.
Should you want to play for the Internet Ranking, it is very
recommended that you play at Levels 8-10.
Accuracy will decrease if you fire bursts of more than 3 rounds
for certain guns, and it decreases most rapidly when you use
full automatic weapons. Try to avoid playing with a person using
a TR14 and you are holding a crappy gun like the XM-2119, as he
WILL and HE WILL reap the points. Furthermore, the punk may not
give you enough time to take down the Internet Ranking Password.
(which you won't be needing, because your score is a mere 100k±.
Whatever you do, don't play at the machines with no card slots.
They have incomplete game experiences and are only avaliable up to
Level 4. Don't get addicted to this game either, it can sap the
social life outta you real quick. And the dough too.
10:Reference Bravo
Ranks in GS
99---Marshal(Field, 5 stars) FM
60---General (4 Stars) Gen
50---Lieutenant General (3 stars) LG
43---Major General (2 stars) MG
38---Brigader General (1 star) BG
34---Colonel Col
30---Lieutenant Colonel LtC
27---Major Maj
23---Captain Cpt
20---1st Lieutenant LTA
18---2nd Lieutenant 2LT
15---Chief Warrant Officer 1WO
13---Warrant Officer WOI
10---Master Sergeant MSG
07---Sergeant SGT
04---Private First Class PFC
01---Private PTE
11:Reference Charlie
Double Damage vs. Double Penetration
Here I must explain Double Damage. Double Damage is NOT Double
Penetration. Double Damage Handguns (The M45R and the P4512) will
negate the 2-hits-to-kill-a-normal-enemy requirements at the higher
levels. It will also make it easier to destroy the barrels. Somehow,
the bullet cannot go through solid objects, but it has more punch.
Hitting a red guy with this gun will do 40 damage to him (single shot).
The XM-2119's 3 Shot Burst will only do about 65 damage to the same
enemy. Therefore, the damage difference can be seen here. (Average of
the shot's damage is around 22 per shot if ya failed math).
Plus, the M45R's rate of fire is dependent on your trigger finger.
If you are fast, and you have a HCM, combining 2 Shot Bursts with
the fast trigger finger will allow this gun to function, literally,
as a machinegun.
All in all, I think that a machinegun is good as you need not have
a very fast trigger finger. The only drawback with using machineguns
is that HCMs REPLACE YOUR CURRENT ITEM.
12:Reference Delta
My Personal Score Route for a noob's reference:
M1-L8: Entry----->Time Bomb (most of the time)-------->Basement
----->Snipe----->Detain Hostages 2------>Chase---->Havoc
M2-L4: Stealth--->H2H---------->Passenger Seats (Detain Hostages)
---------->Go Down---------->Left Door------------>
Laccard Sniping
M3-L6: Attack------>Thermo Snipe------>H2H or Attack------>
Enter Jungle-------->Knife Grapple--------->Deeper Jungle
---------->Mine Defusal----------->Exiting Jungle Ambush
------------->Boat Chase--------->Armoured Boat-------->
Dingo Attack
Aim for at least 30k accuracy in M1. All the routes, if successful,
will give you 80k. Add on the 130k obtained through the successful
completion of tasks and killing of enemies creatively.
For M2, make sure that you do the Stealth part well. It is really
easy. Then, for the hostages, it is worth getting hit once just to
save one extra hostage. You need to memorise their positions and
appearance timing VERY well. Laccard is very easy, just stay calm.
M3 is challenging. You need to memorise the number of medals you have
gotten just before the H2H hut selections.
(by Promethus)
9 medals---Left of hut with smoke
8 medals---Right of hut with smoke
7 medals---Left of hut with smoke
6 medals---Left of hut with smoke
5 medals---Right of hut with smoke
4 medals---Left of hut with smoke
For the Thermo Snipe, you have plenty of time. Take out the centre
guy, then the left, then the right. DO NOT screw up. Knife Grapple
is tough but not so bad on L6. For the mines, remember that unlike
hostages, you have to push the Action button multiple times in order
to defuse them. For Dingo, after his shield is down, he can be harmed
buy the grenades' shockwaves.
Good luck in your quest for a high score that you fancy.
14:Reference Echo
List is incomplete.
Gun Comparisons---GS and the Real Ones
Machineguns
XMW21---Futuristic, but it is really exotic. Just hit Marshal
Rank, try the gun and you'll know why! This gun uses 7.62mm
Ammunition in GS.
MP10----Universal Machine Pistol (H&K,Germany)
In the real world, this gun has 25 rounds of holding capacity.
Here in GS, it can hold 30 rounds. The reload time is long, true,
the penetration is low, yes thats true also...
This gun seems to be better if the GS model is imported into the
real world.
Point to note...there is NO penetration for the MP10 in GS. And
UMPs in the real world have little stopping power against metals
and armour. But they can "knock down" a lump of saturated fat.
This gun uses .45 Calibre Ammunition in both GS and the real world.
G50-----Heckler & Koch G36
In GS, this is quite a useless rifle. Many features match the real
world rifle, but this gun in GS does not penetrate. I don't know
why either. Its power seems to be better harnessed if used in
Special Forces rather than GS. Why? Cos' GS has been overrun by
noobs and spammers!!!!!! This gun uses 5.56mm Ammunition in the
Real World Model and some crappy 7.5mm(?) Ammunition in GS.
CPG7----Israeli Army Uzi
In the real world, the magazine of the Uzi can hold 25, 32 or even
40 rounds. GS sucks, the CPG7 can only hold 20 rounds. But, the
heavy penetration more than makes up for the lack of ammunition
holding capacity. In GS, this gun is used by TR14 boycotters (like
me), as its reload is slightly faster, and its rate of fire is way
beyond that of the TR14. It also has low accuracy. This gun uses
9mm Parabellum Ammunition in the Uzi Model, but it uses 7.62mm(!)
in Ghost Squad.
TK1B----Avtomat Kalashnikov Model 47
In the real world, this is the most widely issued assault rifle,
with more than 50 million or so in distribution. Accuracy is low
but the firepower is devastating. In GS, it is somewhat less used
other than on the cardless machines. This gun uses 7.62mm Full Metal
Jacket Ammunition in the AK47 Model, but it uses 7.62mm Hollow Tip
Ammunition in GS, with half the penetrating power.
TR14----US Army M14
The M14 was issued in the late 1950's and phased out during the
Vietnam War. This gun is inferior to the M16 in accuracy, but its
firepower is stronger due to the heavier 7.62mm bullet. In the real
world, perhaps it will be hardly used as only spammers (most of the
TR14 users spam) use it without considering about ammunition. This
devastating gun uses 7.62mm Full Metal Jacket in both GS and the M14.
AR4A----US Armalite AR15/Colt M4A1 Carbine/Colt M16A2 Rifle
Ah. In GS, this would be the BEST weapon if it could penetrate just
half as well as the TR14. Sadly, in GS it doesn't. But its phenominal
rate of fire makes up for its lower firepower. Thats why I appreciate
this gun. Just don't play higher than Mission Level 9 when using this
gun. This gun uses 5.56mm Hollow Tip Ammunition in GS, but it uses
either: 5.56mm NATO OR .223 Remington OR 5.56mmx45 Ammo in the real
models.
M94R----Heckler & Koch MP5 Kompact
I have never used this weapon. All I know that both the real and GS
makes of this gun don't have penetrating power, and the real world
model can hold 30 rounds, not 25. Nuff said. This is a 9mm Parabellum
Entry Submachinegun.
SAW24---Fabrique Nationale M249 Para Machine Gun
In the real world, this gun has a belt fed magazine. In GS, there are
infinite bullets to a clip, but it is controlled by heat. Heat limits
the trigger happy player's potential to spam. All in all, this gun is
a bad choice for single player play. Really bad. Perhaps this gun uses
the damned Czech 7.63mm(!?) Ammunition which causes it to lack in
firepower. Damn Czechs, if you can't make a gun, then import guns from
Russia!
XM-2119-Cross between a UMP45 and an MP5
I don't know about the real life origin of this gun. But, even in real
life, do you think this gun is accurate? Yes. Do you think that its
bullets can penetrate? No, I don't think so. But it's reputed weight,
2380g (2.38kg or 5.33 lb) is quite light for a submachine gun. This is
its plus point. This gun uses EITHER .45 or 9mmx19 Parabellum Ammo.
15:Reference Foxtrot
Handgun Comparisons vs. Reality
M209-Colt .45 Handgun
The real one has 7-8 rounds to a magazine. This has 10, but ultimately
whether you are in GS or in the real world, this gun really isn't good
for a raid. It is better used for self-defence. And the .45 rounds are
subsonic, which means that they have a better "knock-down" power than
9mm Parabellum Rounds. But they really ain't good. Trust me.
Guardian II VCG 1.0-Futuristic
I haven't seen anything quite close to this, but it is best used as
an arcade game gun controller. Period. This gun may use 9mm rounds.
P4512-Browning High Power
I don't really know much about the Browning High Power but it sure is
powerful, just like it's name implies. In GS, it does 2x the normal
damage of a handgun bullet, and its clip of 12 is quite, well not very
but quite pleasant. A good gun only for the pros. Maybe .45 rounds will
fit this hefty item.
Guardian VCG 2.0-Glock 17/18
This gun is really better off for arcade use as a controller, but it
should be implemented into the Police Forces' weapons as it is a
lightweight and durable handgun, capable of disarming (not killing)
a suspect. 9mm rounds are for the police officer using this.
PM6-German Luger P08
They say that this is a very fine war pistol. I think that this should
be collected and never fired both in GS and the real world because it
doesn't even function like a modern pistol. A true generation gap
spanner. It uses 9mm rounds or whatever *shit* that came from the
pre-modern era.
M45R-Sig Sauer P226
This gun fits the P226 in clip capacity and reliability. It uses 9mm
Hollow Tip rounds for heavier damage. It comes with a handy Dot Sight
and a 2 Shot Burst Option on maxxing out the GS Meter.
TM9V-Beretta 92F
A reliable gun that has found its way into the United States' Police
Force. With a scope, but simply known as a dot sight in GS, this gun
is the choice for beginners to do low damage to the enemy. Naturally,
this gun uses 9mm rounds.
P44M-Smith & Wesson .38
You want a traditional revolver remade? Here's the P44M! It penetrates
well, does Double Damage, and it accepts either .357 Magnum rounds or
41 Action Express or .38 rounds if properly modified.
16:Reference Golf
Sniper Rifle Comparisons vs. Reality
SR308---Futuristic
I have never seen this weapon in action before, but it really looks
cool. It can handle .308 Winchester Rounds or .300 Winmag Rounds I
think.
SPR3----Heckler & Koch PSG-1
Real world model can either have a 5-round rotary clip or a 20 round
box magazine. In GS, the sniper rifle clip capacity limit is a mere
10. This round is capable of doing much stopping power but it has a
limited penetration punch. 7.62 x 51mm NATO or .308 Winchester rounds
are the norm here.
SPR11---SG 550 Commando
This kinda looks like the SG 550 Commando version of the
automatic sniper rifle with a much smaller clip, higher penetration
rate and without the full automatic firing, but it is easily replaced
by a 3 Round Burst. It uses either .338 Lapua Magnum rounds (which
kinda led me to think about its power) or .308 Winchester or .300
Winmag rounds.
CAC82---.50 Calibre Anti-Vehicular Sniper Rifles
This gun shouldn't be used in GS for 2 reasons: One, it has too small
a clip, and two, its penetration power and damaging capability is not
that great. To use this in the real world could also spell some minor
disaster. It uses .308 Winchester or .300 Winmag rounds in GS, but
50 Calibre Rounds in the real world, capable of annihilating a car!
Cool, huh?
17:Reference Hotel
Shotgun Comparisons vs. Reality
SG112---Self-Made Shotgun
There is no conformation on the origins of this weapon, as there are
hundreds, maybe thousands of Shotgun models on sale in the market. But,
this model of "SG112" featured on the Japanese Ghost Squad Website,
features a factory-built pump action shotgun which looks cumbersome.
Shotguns kill by their pellet impact velocity, and this shotgun has the
power to defeat even metal by means of shockwaves from speeding pellets.
M4E-----Benelli XM1014 Auto Shotgun
In CS, this is a fully-automatic shotgun with no pump-action. In GS,
this shotgun is too simple in construction, for the trigger has to be
individually pulled to fire a round off it. Its clip capacity in CS is 7,
but the clip capacity in GS is 6. Weird...
18:Reference India
Other Weapons Comparisons vs. Reality
ABG1----Futuristic Crossbow
Most crossbows available now utilise single-shot technology. This doesn't.
Its clip capacity of 6 outshines all other crossbows in the market. Plus,
its slender make really shows how GS is truly an anachronism compared to
TC3 and other games.
19:Reference Juliet
Boss Stage Weapons Comparison vs. Reality
CAC80---Air Rifle: Feinwerkbau 603 MODIFIED
This seems to be a greatly modified sniper rifle using air rifle
technology. Its specifics match those of a range-grade air rifle, but
the bullet has been made very powerful but still has a hollow point
to prevent excessive penetration and a dot sight has been added. If
this is used at a range, the results would be disastrous. It will
penetrate the target and maybe the wall behind it.
SAN92---SPIKE Rocket Launcher
SPIKE is a portable 3rd Generation electro-optical anti-tank missile
system with auto-homing system capabilities. The missile provides
exceptionally high-target destruction. SAN92 in GS is basically a very
portable version of SPIKE, but the SAN92's destructive power is very low
compared to other rocket launchers.
(Text adapted
http://www.mindef.gov.sg/army/infantry_weapons_spike.htm)
SAW25---SAW Ultimax 100
The SAW Ultimax 100 is a fully automatic para-machinegun that fires the
5.56mm ball and tracer ammunition. It is equipped with a foldable,
adjustable bipod and a detachable barrel (MK III, MK IIIA ONLY) that
allows quick barrel changing. It is gas-operated and magazine-fed
(30 rds mag or 100 rds drum mag) with an open bolt system. The SAW
Ultimax 100 is capable of delivering a high volume of fire on the enemy.
Actually SAW25 in GS comes with a grenade launcher (built-in) and 50
round mags. But it also seems to be much heavier. The SAW Ultimax 100's
Rate of Fire is roughly 600 RPM but the SAW25's Rate of Fire is around
850 RPM. Thus, the SAW25 is better utilised in close range battles.
SAW25 is also surprisingly accurate as the shots never stray due to the
influence of recoil. That is so....unrealistic.
(Text adapted
http://www.mindef.gov.sg/army/infantry_weapons_saw.htm)
20:Reference Kilo
100% Mission Completion Rate
In GS, there are many routes to take and many mission levels to
unlock. 100% Mission Completion Rate means that all Missions have
been unlocked up to Level 16, the highest level, and that all the paths
have been successfully completed.
When you look at the Mission Summary Route, you will notice that there
are many boxes. Each box has a certain colour code which has a
significant meaning.
Red boxes mean that that path is actually a selection (the Power Room in
M2), whereby both options can either be selected or deselected
individually.
Blue Tic-Tac-Toe boxes denote a path that has been attempted, but failed.
They do not count towards Mission Completion.
Green boxes indicate completed paths.
Grey boxes denote paths that have been unlocked due to the mission level
increment, but have not been attempted.
Boxes with question marks in them denote paths which will be unlocked in
future unlockable level(s).
When you successfully complete a path, you will see the mission
completion rate increase steadily. This shows how far you are to 100%
Mission Completion.
(Adapted from HZH) Many players have not received their 100% Mission
Completion Rate due to their missing out of a Level 16 playable option
as they have not completed Level 15 for that Mission, or in M1 Levels
1-5, they have not completed "Releasing Hostages". You should watch for
these areas when you are striving to complete your card.
And if you have difficulty completing a path, play it at the lowest level
possible (i.e. the level at which the path was unlocked).
Good Luck.
21:Reference Lima
New unlockables at WHAT LEVEL?
Here goes: List in order of level unlocking, costumes and weapons combined.
Please refer to 10:Reference Bravo for the Ranks Promotion Guide.
1: Ghost Squad Costume
1: Jungle Costume
1: XM-2119
2: M4E
5: P44M
7: CAC82
10: Desert Costume
11: TM9V
13: Tough Guy Costume
15: Policeman Costume
15: SAW24
18: Sky Costume
19: M45R
23: SPR11
23: Cowboy Costume
26: PM6
27: WW2 Costume
30: M94R
30: Urban Costume
32: AR4A
34: Guardian VCG 2.0
34: Virtua Cop Costume
38: TR14
38: Future Warrior Costume
40: P4512
43: ABG1
46: TK1B
50: CPG7
50: Ninja Costume
54: G50
60: Panda Costume
60: Guardian VCG 1.0
61: M209
69: SPR3
77: MP10
85: SR308
93: SG112
99: Gold Costume
99: XMW21
Please put up a thread titled "Mistakes in Unlockables List,
Attention ShadowFalconM16" if there are any errors. I will
make changes if there really are errors.
22:Reference Mike
Typical Bonuses and their Explanation
There are many bonuses in GS which will add on to your GS meter,
netting you HUGE quantities of experience. Plus, they are also
great for earning more points.
Here we go~
Good Shot: Enemy is hit on the head instantly. He dies immediately
and cannot be further damaged. Can be combined with a
Quick Shot.
Quick Shot: Enemy is engaged and hit, usually with a penetrating
weapon, very soon after spawning or appearing. Can be
combined with a Good Shot.
Double Down: Two, up to 3 enemies are hit at once and they are downed
together. Up to 3 of this bonuses on 2 enemies stacked up
can be achieved at once.
2 Body 1 Head: Sega has got some mix-up here. 2 Body 1 Head, or 2B1H
in board 924225's lingo, is actually a bonus whereby
the player hits the enemy 2 times in the torso, but
the bullet CANNOT touch either his arms or head. It is
easier to achieve on armoured enemies. Aim for the
chest or abdomen and fire 2 shots.
2 Body: This is a follow-up move to the 2B1H. When paired with the
2B1H, this is known as 2B1H+2B. This bonus involves hitting
the head of the enemy just 1 second or less after you get a
2B1H bonus. This bonus nets 12.5 times more points than a
Good Shot (will be emphasised on later). Its base score is
added on to the 2B1H, which will be emphasised on later.
I think thats all to this chapter.
23:Reference November
Scoring
Credits:
mash_zeroforce
HZH
Shadow wiz
subaruchan
1st Shot: 200
Subsequent 2 Shots: 100 each
Shot to the head after 1st shot: 200
Good Shot: 400
Quick Shot: 800
Double Down: 400 each up to a maximum of 3
Quick Shot+Good Shot: 1200
2 Body (2Body1Head): 2000/refer to Reference Mike
2 Body 1 Head (2Body): 5000/refer to Reference Mike
2B1H+2B: 7000 combined
Completion of GS bar: 1000
Item obtainment(all): 1000
No points for rescuing hostages, cutting wires, defusing mines,
hitting stealth meter at SAFETY, switting off power etc.
Stages
Failed: 0
OK: 2000
Good: 5000
Excellent: 10000
Laccard event(bug), fire before his 3rd shot: 10000 regardless of
a hit or a miss
Accuracy where percentage is 0=x<50,
x*0.1k
Accuracy whereby percentage is x=50,
10k+(x-50)*1k (thx mash and maniwaita)
Continues
1 point per continue capped at 9 continues
Post mission bonuses (thx Shadow wiz)
(quoted from Shadow wiz, 1st paragraph)
Event bonus: 5k*(n-1)^2, where n is the number of events succeeded
(count the SUCCESS icons in the route map.) The possible values are
0k, 5k, 10k, 20k, 40k and 80k, indicating 0 - 5 events successfully
completed. Note that "success" here is irrespective of how well you
did (ie. OK, GOOD or EXCELLENT)
This is my paragraph:
For those of you who failed math, 5k*(n-1)^2 where n is the number
of events succeeded regardless of how well you succeeded means that
we take the number of events we succeeded in, subtract 1, square the
difference (i.e. multiply it by itself) and multiply it by 5k to get
our score. Simple, huh?
Enemy neutralise bonus: 10k (totally irrespective of performance,
just get through the mission), i.e. that means you have to at least
attempt the boss event, and its okay even if you fail it. You can
crunch more credits than two 5-year-old kids playing Time Crisis 3
and still get it.
24:Reference Oscar
Arrows for the Statistical Data (Part 1)
This section and the next are devoted to those illeterate freaks
who are, sadly, allergic to ASCII text.
Levels at which the guns are obtained:
CAC82
P44M TK1B SPR3
M4E PM6 ABG1 M209
XM-2119 SPR11 P4512 Gd.1 SR308
1------------------------------------------------------------>99
TM9V M94R GPG7 MP10 SG112
SAW24 AR4A G50 XMW21
M45R Gd.2
TR14
Gun Ranking:
</pre><pre id="faqspan-2">
SAW24 P4512 SPR3 SG112
Gd.1 G50 XMW21 SR308 CPG7
PM6 ABG1 TK1B AR4A SPR11
Worst------------------------------------------------>Best
Gd.2 MP10 M4E M45R
M209 XM-2119 TM9V TR14
CAC82 M94R P44M
Clip Capacity:
SAW24
P44M Gd.2 XM-2119
Gd.1 M209 TR14 G50
PM6 SR308 CPG7 TK1B XMW21
Low----------------------------------------------->High
SG112 P4512 M94R MP10
M4E M45R AR4A
CAC82 TM9V
ABG1
25:Reference Papa
Arrows for the Statistical Data (Part 2)
Reload Time:
M209
M45R SG112 SAW24
TM9V M4E ABG1
CAC82 XM-2119 M94R TR14 XMW21
Short---------------------------------------->Long
Gd.1 SR308 PM6 TK1B
Gd.2 SPR11 AR4A G50
P4512 SPR3 CPG7 MP10
P44M
Penetration Power:
PM6 MP10 M4E
M94R G50 SPR3 SPR11
XM-2119 AR4A CAC82 SR308 TR14
Low------------------------------------------>High
M209 TM9V P44M XMW21
P4512 M45R TK1B CPG7
SAW24 Gd.1 SG112
ABG1 Gd.2
26:End Statement
Thats it guys!
*This is NOT a walkthrough. Please do not send information
regarding how to get pass x, get item y or choose path z. If any
incoming emails have such a title, I will PERSONALLY DELETE YOUR
MAIL.*
I take NO AND ABSOLUTELY NO responsibility for any loss, damage
or death related to this walkthrough. Read this at your own risk,
I take NO RESPONSIBILITY whatsoever for incorrect information. I
will be most welcome to credit contributors if you spot any
mistakes or spelling errors, and DO NOT EXPECT A REWARD. I will
only credit you here.
This FAQ CAN be used on these websites only:
http://www.gamefaqs.com
http://www.gamespot.com
This FAQ MAY NOT AND MUST NOT be used on these websites:
ALL OTHER WEBSITES UNLESS OTHERWISE STATED.
Post all questions on either the stated email or the GameFaqs
forum. I will view it every now and then.
Thats all guys!
Thanks to all:
Sega, for creating the game
Everyone at the GS Forum @ gamefaqs.com
You, for reading.
Shadow wiz, for the invaluable information.
All those who have helped in the making of this guide in one way
or another.
Google Search for the free Japanese.Beta translation service, and
that helped make this guide possible.