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              @ B A L L @@@@@@@  @@  @ B U L L E T @@@  @@

              S U R V I V A L  G A M E  S I M U L A T I O N

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                                  .....

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@@@@@@@@@@@@@@@   F A Q / W A L K T H R O U G H  V 1 . 0   @@@@@@@@@@@@@@@@
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@@@@@@@@@@@@@@@               February 2005                @@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@                                            @@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@       Copyright 2005 Brian Smithson        @@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@         [email protected]          @@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@                                            @@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@       Game copyright 1995 I'MAX/BE-TOP     @@@@@@@@@@@@@@@@
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===========================================================================
Disclaimer
===========================================================================

This guide is for personal use only. It may be distributed for any reason,
provided it is not altered, sold, or used for illegal purposes.

===========================================================================
Table of Contents
===========================================================================

1. FAQ History
2. Introduction
3. Controls
3.1. Menu Controls
3.2. Battle Controls
3.3. Game Menus
4. Frequently Asked Questions
4.1. General Questions
4.2. Questions about Units
4.3. Questions about Missions
4.4. Questions about Weapons
5. Unit Stats
5.1. HP
5.2. AP
5.3. HIT and EVASION
5.4. SEARCH
6. Weapon Stats
6.1. AP
6.2. 1SHOT
6.3. CAPACITY and CHARGE AP
6.4. WEIGHT
6.5. Range
7. Team Make
7.1. Leader
7.2. Attacker
7.3. Task Force
7.4. Defender
7.5. Sniper
8. Missions
8.1. Easy Missions
8.2. Normal Missions
8.3. Hard Missions
9. Weapon List
9.1. Knives
9.2. Handguns
9.3. Submachine Guns
9.4. Shotguns
9.5. Assault Rifles
9.6. Semiautomatic Rifles
9.7. Light Machine Guns
10. Terrain List
11. Enemy Teams
11.1. Little Apple
11.2. Green Army
11.3. Bandits
11.4. Orange Shot
11.5. Bulldog
11.6. Knight Force
11.7. Jokers
11.8. The Monsters
11.9. Dark Angel
12. Score
12.1. Mission Scores
12.2. Final Score
13. Codes and Secrets
13.1. Hidden Weapons
13.2. Emulator Cheat
14. Acknowledgments

===========================================================================
1. FAQ History
===========================================================================

[ v1.00 ] 09 Dec 2004 - Initial release
[ v1.11 ] 08 Feb 2005 - Corrected various spelling and typographical errors
                     - Made "History" section look nicer
                     - Added question to FAQ on fielding fewer than the
                       maximum number of troops allowed for a mission
                     - Changed gun recommendations to include the FN P90
                       and M134 Vulcan
                     - Changed questions regarding the various guns that I
                       thought were only available to the enemy teams
                     - Added question on finding hidden guns but failing
                       the mission
                     - Inserted locations of the FN P90 and M134 Vulcan to
                       the relevant missions
                     - Provided stats for the FN P90 and the M134 Vulcan
                     - Updated Section 13.1: Hidden Weapons with the
                       locations of the FN P90 and the M134 Vulcan
                     - Updated scoring section to include information on
                       fielding fewer units than the maximum allowed
                     - Added Section 14: Acknowledgments
[ v1.21 ] 08 Jul 2005 - Corrected spelling of "Acknowledgments" throughout
                     - Include location of Walther WA2000 in Section 4:
                       Frequently Asked Questions
                     - Corrected warning about AP in Section 7: Team Make
                     - Corrected AP values for units in Section 7
                     - Changed character recommendations where AP values
                       were incorrect
                     - Inserted location of the Walther WA2000 to Mission 21
                       walkthrough
                     - Provided stats for the WA 2000
                     - Updated Section 13.1: Hidden Weapons with the
                       location of the Walther WA2000.
                     - Removed Section 9.8: Enemy-only Weapons
                     - Updated Section 14: Acknowledgments

===========================================================================
2. Introduction
===========================================================================

Ball Bullet Gun (BBG) is a pseudo-strategy role-playing game (SRPG), which was
released in 1995 by I'MAX and BE-TOP. The game never officially reached North
American or European shores, but in 2004, ROM hacking group extraordinaire Aeon
Genesis released a patch that renders it into English. This FAQ is based on
their translation.

BBG is a fairly standard SRPG in many ways. It is divided into 24 different
missions, eight each of three difficulty levels. Each mission pits two to six
player-controlled characters against a computer-controlled enemy team. The
player and the computer take turns moving their units. Victory conditions vary
from mission to mission, and may be anything from "kill the leader" to "free
the prisoner and return to the escape point".

The game differs from other SRPGs in several important ways. First, the
characters have fields of view, meaning that they can see only a predetermined
number of spaces in front of them at any given time, and objects such as rocks
and trees obstruct their line of sight. This adds a challenging new element to
the SRPG environment, as finding the enemy (and avoiding being found) become
just as important as closing with the enemy and beating him about the head. BBG
is also noteworthy for its modern setting. Your characters fight with rifles
and machine guns, not with swords and axes (though there are some melee weapons
to be had). This makes ranged combat much more common, as rushing at your enemy
with a knife is a good way to get yourself killed. Perhaps most importantly,
Ball Bullet Gun never takes itself too seriously. Battles can take place
anywhere from desert islands to office buildings or shopping malls. When
characters "die", stars spin around their heads and they go all google-eyed.
Enemies run around in Darth Vader helmets. In short, this is not the game to
play if you want an engrossing storyline and vivid, dynamic characters. BBG
knows it's a game, and it's a better game for it.

I hope you find this FAQ of some use. BBG can be downright hard at times, and I
hope my insights can help you through the tougher spots. Please don't hesitate
to send email with any questions, comments, criticisms, or corrections (there
are no doubt at least a few errors in this document).

And in the meantime, happy shooting.

===========================================================================
3. Controls
===========================================================================

Most of you probably don't have the instruction manual for BBG. Here, then, is
an overview of the game controls and the in-game menus.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.1. Menu Controls
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

D-PAD: Move cursor
 D-PAD UP/DOWN: Move up or down unit list (Unit Selection Menu and Team
                Make Mode only)
 D-PAD LEFT/RIGHT: Move left or right among SELECT, MAP, OUTFIT, and START
                   (Unit Selection Menu and Team Make Mode only)
A: Select
B: Cancel (except from Mission Select Menu)
X: Not used
Y: Cancel from Mission Select Menu
L: Not used
R: Not used
START: Start game (Title Screens only)
SELECT: Not used

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.2. Battle Controls
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

D-PAD: Move cursor
A: Activate unit and see stats (when cursor is on a friendly unit)
  See stats (when cursor is on a hostile unit)
  Select (on Turn Menu and Unit Action Menu)
  Act (e.g., fire, move, set trap, etc., after one of those actions has
      been chosen on the Unit Action Menu)
B: Cancel
X: Open Turn Menu
  See terrain data
Y: Not used
L: Move cursor to next unit
R: Move cursor to next unit
START: Not used
SELECT: Not used

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3.3. Game Menus
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------------------------------------------------------
3.3.1. Mode Select Menu
---------------------------------------------------------------------------

The Mode Select Menu is the first screen you see after the title. The options
are:

1 Player: Enters 1-Player Mode.

2 Players: Enters 2-Player Mode.

Team Make: Enters Team Make Mode. This is what you should choose if this is
your first time playing BBG. See Section 7.

---------------------------------------------------------------------------
3.3.2. File Select Menu
---------------------------------------------------------------------------

After choosing 1 Player from the Mode Select Menu, you are shown the File
Select Menu. Here you choose which file (and thus which team) you wish to play
the game with this session. The files tell the team name and number of missions
cleared (CLR).

---------------------------------------------------------------------------
3.3.3. Mission Select Menu
---------------------------------------------------------------------------

After choosing a team, you must next select the mission you will face on the
Mission Select Menu. The first missions listed are the eight Easy missions.
After these have been completed, an arrow will flash in the upper-right corner.
Pressing right on the D-PAD while the cursor is in the right column will then
move you to the eight Normal missions. There are eight Difficult missions to
take on after these have been completed.

The information at the bottom of the screen shows specific information for the
mission that is currently highlighted. This information is:

Place & Rule: The mission's name. Usually a general idea of the location and
the mission objectives.

Enemy Team: Whom you're up against. For a list of enemy teams, see Section 11.

Player Vs. Enemy: How many units each side may field.

Clear Point: Your current best score for the mission.

Challenge: How many times you have played the mission. Both successful and
unsuccessful attempts are included in this number. If you turn off or reset the
game in the middle of a mission, however, that attempt will not be logged.

After you have successfully completed a mission, one of several symbols will
appear next to it on this menu. For a discussion of what these symbols mean,
see Section 8.

---------------------------------------------------------------------------
3.3.4. Unit Select Menu
---------------------------------------------------------------------------

The Unit Select Menu opens after you have chosen your team (or both players
have chosen teams in 2-Player Mode) and the mission you will face.

Here you may select the units you will send into combat. Your Leader unit is
already selected (you cannot deselect the Leader). A graphical representation
of the number of units you may choose appears to the right of the unit list.

Below the unit list are several other options (pressing left or right on the
D-PAD will highlight these choices):

SELECT: Chooses the currently highlighted unit for use in the mission.

MAP: Brings up a scaled-down mission map. Units' starting locations flash on
the map. The mission number, the Place & Rule, the maximum number of turns
allowed, and each team's mission objectives appear below the map.

OUTFIT: Opens the Unit Data Menu. See Section 3.3.5. for more information.

START: Begins the mission. Be careful; you can begin a mission before you have
selected the maximum number of units!

---------------------------------------------------------------------------
3.3.5. Unit Data and Gun Select Menus
---------------------------------------------------------------------------

This menu is accessible both from the Unit Select and the Unit Action Menus. It
divides the screen into two halves. The top shows the character's statistics
(see Section 5 for more information on what this all means). The bottom shows
the weapons the unit is currently equipped with. Pressing right on the D-PAD
moves from the soldier's Main Arms to their Side Arms.

If you accessed the Unit Data Menu from the Unit Select Menu (i.e., before
starting the mission), pressing the A button opens the Gun Select Menu. This
shows a list of weapons the character can use, grouped according to weapon
type. The statistics for the currently highlighted arms are shown at the bottom
of the screen. See Section 9 for a complete list of weapons and a discussion of
weapon stats.

---------------------------------------------------------------------------
3.3.6. VS and VS Select Menus
---------------------------------------------------------------------------

If you chose 2-Player Mode, you first see the VS Menu. This screen lists the
missions available for 2-Player Mode. The missions available are those that are
accessible by the various teams listed on the File Select Menu. Even if only
one team has access to a particular set of missions, those missions are
unlocked on the VS Menu for play by anyone. For a discussion of the missions
and mission information, see Section 3.3.3.

After choosing a mission, the VS Select Menu opens. Here, you choose two teams,
one for Player 1 and one for Player 2. Both players may field the same team if
they wish (it will be as if the teams are facing clones of themselves). Another
option is Auto Team, which allows a player to field a team of randomly
generated units.

After players have selected teams, they are in turn brought to their teams'
Unit Select Menu. See Section 3.3.4 for more information.

---------------------------------------------------------------------------
3.3.7. Unit Action Menu
---------------------------------------------------------------------------

The Unit Action Menu gives commands to the currently selected unit. In all
cases, the A button executes the command. The options are:

Move: Highlights all the tiles the unit may move to given its present AP.

Attack: Brings up two choices: Main Arms and Side Arms. After one or the other
is selected, four arrows appear over the unit's head, which you may use to
choose the direction in which the soldier will attack. Next, all tiles that the
weapon can hit from the unit's current position are highlighted. Pressing A
executes the attack on the currently highlighted tile. Be careful; the game
will let you fire on empty squares.

Search: Executes an Active Search (see Section 5.4). As with Attack, the arrows
indicate the direction in which the unit will perform the action.

Charge: Allows the unit to reload either his Main Arms or Side Arms. See
Section 9 for a list of weapons and the AP needed to reload them.

Special: Shows a description of the unit's Special technique and a Yes/No menu
to choose whether you will execute the move. See Section 7 for a list of unit
types and their Special techniques.

Unit Data: Opens the Unit Data Menu. See Section 3.3.5.

Unit End: Ends the unit's turn and allows no further actions for that character
until the next turn.

While the Unit Action Menu is displayed, data for the selected character is
shown to the right. See Section 5 for a discussion of these stats.

---------------------------------------------------------------------------
3.3.8. Turn Menu
---------------------------------------------------------------------------

This menu has only three options:

Map: Brings up the reduced map screen you had access to in the Unit Select
Menu. Now, however, the enemy units' locations are not shown.

Turn End: Ends the current turn and allows no further actions by any of your
troops.

Save End: Ends the current turn (and the mission, for now) and saves your
position in an empty file slot on the File Select Menu.

While the Turn Menu is displayed, data for the piece of terrain currently under
the cursor is also displayed. See Section 10 for a complete list of terrains
and their statistics.

===========================================================================
4. Frequently Asked Questions
===========================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.1. General Questions
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Q. Where can I find this game?

I have no idea. And, no, I won't email it to you or send it any other way.
---------------------------------------------------------------------------
Q. Where can I find the translation patch?

It's on the AGTP website: http://agtp.romhack.net .
---------------------------------------------------------------------------
Q. Is there any storyline to this game?

There may be some thin premise that was on the back of the box or in the
manual, but there's nothing in the game itself.
---------------------------------------------------------------------------
Q. Why doesn't this game have (insert favorite weapon, soldier type, feature
from some other SRPG, etc.)?

I had nothing to do with the game's development, so I have no idea.
---------------------------------------------------------------------------
Q. What was your score the first time you beat the game?

I had 83,000 points (Colonel rank).

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.2. Questions about Units
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Q: Which unit type is best?

They're all good. No, really; read the Team Make section below. That said, the
Leaders are probably the most versatile unit type, followed by the Attacker,
then the Task Force, then the Defender, and finally the Sniper. That doesn't
mean that the Attacker is better than the Defender and so on, mind you. It
simply means that if you have an extra slot to fill for a generic mission and
all other things are equal, an Attacker might be better to choose than a
Defender.

Personally, I like the Task Force, simply because it has such a great AP rating
on average. If you're careful with them, they can be some of the best units in
the game. Then again, so can a Sniper or Defender or whatever.
---------------------------------------------------------------------------
Q: What types of units should I create at the beginning of the game?

The sad truth is that most of the units you create in the beginning will see
little active duty. This is because as enemy units defect to you, they eclipse
pretty much all of your self-created troops. You still need the created units,
though, because you don't get your full contingent of defectors until the
Normal Missions.

My suggestion, then is to create one of each unit type and then fill the extra
slots with whatever you want. I prefer an extra Sniper and Task Force, since
you don't get new ones until the Normal missions. So my recommendation is to
create one Attacker, one Defender, two Snipers, and two Task Forces. Then make
whatever in the 7th slot; you'll probably never use it anyway.
---------------------------------------------------------------------------
Q. Do your units ever get better?

Yes, but not often. When you complete a mission with a score of 3500 or more,
one of the surviving units gets a boost to one of its stats. You can't
choose who gets this bonus or which stat is raised, but you can stack the deck.
If you are about to undertake a mission where you can only use a small number
of units, using the unit that you would like to see improved gives that unit a
higher chance of getting some sort of bonus. It has to survive, first, of
course.
---------------------------------------------------------------------------
Q. Do you ever get new units?

Yes. Enemy units will join you after you complete Missions 5 (Acheron), 7
(Apache), 10 (Trick), and 15 (Wink). These units are usually much better than
anything you currently have, so you may want to tackle these missions first and
gain access to them.
---------------------------------------------------------------------------
Q. What happens if I kill a unit that's supposed to defect to me?

Nothing. Apache and the gang do not have to be alive at the ends of their
missions to defect to you.
---------------------------------------------------------------------------
Q. Should I get Acheron or Apache first?

That's difficult. On the whole, though, Apache's probably a bit more useful,
and getting him first will make Acheron's mission that much easier.
---------------------------------------------------------------------------
Q. Should I get Trick or Wink first?

Trick's mission is much easier than Wink's, so I'd go after him first. Then you
can use him on the much harder mission where you get Wink.
---------------------------------------------------------------------------
Q. Do your units defect?

Fortunately, no. Your units are completely loyal and will never defect, no
matter how poorly you do in battle.
---------------------------------------------------------------------------
Q: Can you rename the units that join you?

You can rename any of your units, not just those that join you. Go to TEAM MAKE
mode, choose MAKE, and choose your team. On the next screen, highlight NAME and
move down to the newly joined unit. Press B, and you are taken to the CODE NAME
screen.
---------------------------------------------------------------------------
Q. Can you somehow get rid of units?

Later in the game, you'll probably have a surplus of units, many of whom you
may have never used. But, no, I haven't found a way to delete units.
---------------------------------------------------------------------------
Q. Can units die?

Well, yes, but not permanently. If a unit dies in battle, he will be available
for the next mission you play.
---------------------------------------------------------------------------
Q. What the heck do the units say when they get hit?

It sounds like "Hito!", which I can only assume is the Japanese equivalent of
"Hit!"

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.3. Questions about Missions
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Q: What's the best party to send into battle?

This depends on the mission. For those missions where the types of units will
have a significant impact, I've given the recommended party in the walkthrough.
However, for most missions, your Leader plus one of each of the other unit
types is usually good. Once you get some defectors (Apache, Acheron, etc.),
it's usually smart to use them as much as possible.

This means that by the Hard difficulty level, you'll have your Leader, Acheron,
Apache, Trick, and Wink, and that will probably be your party for most
missions. For those rare times when you get to use a sixth unit, the choice is
up to you. But it might be a good idea to use any character that has received a
bonus or two during the previous difficulty levels. Use the same person
consistently in the sixth position, so if they gets more bonuses, it won't
be a total waste. I personally prefer my sixth man to be a Task Force, but
anything can be useful.
---------------------------------------------------------------------------
Q. Is there any reason to not field the maximum number of units allowed for a
mission?

You get a bonus to your score. The bonus is 250 points per unit you opted not to
field. This is a handy trick later in the game after you've gotten all the
enemy-
defector units, especially for missions that allow you to field six troops. That
sixth unit will probably be one you created at the beginning of the game, and
thus
fairly useless anyway. By leaving it behind, you can dramatically increase your
chances of obtaining a score of 3500+ on the mission.
---------------------------------------------------------------------------
Q. Is there any way to control your units' starting locations?

Yes, to an extent. As you're choosing your units for a mission, consult the
map. Your troops' starting positions will be flashing, along with their
numbers. So if you want a Sniper to be positioned far to the left, for example,
pick your Sniper so that they are numbered the same as the number on the
far left of the map.
---------------------------------------------------------------------------
Q. This game is hard! Any tips for how to keep from getting killed?

Sure. It's easy to approach this game as a more traditional sword-and-sorcery
SRPG, but due to the game's emphasis on ranged weapons and its inclusion of
fields of view, you have to play it differently. Some general advice:

¥ You might be tempted to go after an enemy the instant you spot him. Don't! If
you don't have enough AP left or some other units in the vicinity who do, you
may overextend yourself and leave your unit wide open to enemy counterattack
next turn. If you're not over 50% sure your nearest unit can take out the enemy
(75% sure is better), make a note of where you saw the enemy and wait until
later to take him out.

¥ When moving a character, don't use up all of its remaining AP in one go.
Instead, move the unit forward a space or two, stop, and let it look (possibly
in a direction you are not currently running). Then continue like this, little
by little, until you reach your destination and you can set the unit to looking
in the direction you want. You'll get to scan a fairly large area, and it costs
no extra AP.

¥ Don't end your turn with all of your units' facing the same direction (unless
you expect an imminent enemy attack from that direction). Instead, have units
face various directions. This will increase the field of view your team has in
sight and thus their chances of spotting an enemy.

¥ As you play through a mission, take note of where you find the enemy. If you
decide to play through the mission again, there's a good chance that they'll be
in roughly the same area as before. If you fail a mission, this "intelligence"
is even better -- you get to see a map with the enemy's location flashing on
it. Be extra careful in those areas next time.

¥ Defense doesn't pay. You can win many of the missions by playing defense,
mind you, but you'll increase your score considerably if you take an aggressive
strategy. That means, for example, that you shouldn't worry about leaving
anyone behind as a guardian on "capture the flag" or "shoot the cans" missions.
---------------------------------------------------------------------------
Q. Is there any way to know where the enemy is?

There are some things you can do to help you guess. The first is to listen when
the enemy takes its turn. While its units are moving, you can hear the sound of
their footsteps on whatever terrain they're crossing. Different terrains make
different sounds, so if you hear an enemy walking through Mud, for example, you
can narrow down their current location.

Another trick is to have a Task Force lay traps. These show up on the in-game
overview map (accessed from the Turn Menu) as skulls. When an enemy trips one
of these traps, you will know exactly where it is, since that trap will no
longer appear on the overview map.
---------------------------------------------------------------------------
Q: What's with all the annoying comments your units make during the enemy's
turn? Is there any way to turn this off?

You can't turn it off. It can be annoying sometimes, but it's often quite
helpful. They will tell you if a unit passes through their field of vision or
if they think there's an enemy nearby (which means that there is). "Huh? What
was that noise?!"
---------------------------------------------------------------------------
Q. How do I heal my units?

Only Defenders can heal. Use their Recover technique (takes 4 AP), and the
Defender and any friendly unit in an adjacent space will recover 1 HP. Your
units will heal automatically between missions.
---------------------------------------------------------------------------
Q. Do you lose points when the enemy shoots one of your cans?

Nope. Your score will be the same (though if the enemy shoots all of your cans,
you will, of course, lose).
---------------------------------------------------------------------------
Q: What's up with all the uncontrolled text scrolling when an enemy shoots a
can?

I'm assuming that this is merely a bug with the translation patch from AGTP. It
will probably be fixed in a future patch release.
---------------------------------------------------------------------------
Q. Your strategy for Mission (X) is horrible!

That's not a question.
---------------------------------------------------------------------------
Q. Okay, why is your strategy for Mission (X) so bad?

Write your own dang FAQ, why don't you? Or better yet, send me your ingenious
strategy, and I'll incorporate it into the FAQ (and give you credit, of course).

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.4. Questions about Weapons
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Q: What's the best (knife, handgun, semiautomatic rifle, etc.)?

This depends on the situation. That said, there are definitely better and worse
weapons in the game. I prefer the following:

Knives: The kunai is very nice, since it can hit three times for only one AP.
The spetznaz knife is also good, but it trades an extra point of Weight for its
better Hit Rating.

Handguns: The WEIGHT-4 handguns are generally better than the WEIGHT-3 ones,
but I often give my units WEIGHT-3 sidearms to give them a boost to their AP.
So, of the WEIGHT-3 guns, I like the Walther PPK/S (it has the best range), and
of the WEIGHT-4 ones, I like pretty much any of them that offers an A-rating in
the range.

Submachine Guns: The H&K MP5A5 offers the best range, and its other stats are
on par with the other SMGs.

Shotguns: It's gotta be the Franki SPAS 12.

Assault Rifles: The FN P90 (a secret gun found on Mission 7) is the best, since
it
requires no reloading and it takes one fewer AP to fire than the other guns in
its
class. Of the non-hidden weapons, the L85A1 is nice, though the XM177E2 isn't
bad
(the only Assault Rifle to offer an A-rating in its range). I tend not to use
Assault Rifles, though, since (with the exception of the FN P90) they're
outclassed by the Light Machine Guns for the same AP and comparable WEIGHT.

Semiautomatic Rifles: The H&K PSG-1 is a dream come true, since it only takes 1
AP to use. Before getting this, I prefer the H&K G3 SG-1 for its ability to
fire multiple shots.

Light Machine Guns: The M134 Vulcan (hidden on mission 14) is an incredible
killing machine, though its 9 WEIGHT is a downer. As for the regular LMGs,
they're
all good, though I give the edge to the U.S. M60. The MG34 outclasses it in some
stats, but the M60 is lighter, and this late in the game, AP is a big deal.
---------------------------------------------------------------------------
Q. Why don't I have any Light Machine Guns?

You don't win your first LMG until Mission 11, so don't worry about not having
any in the beginning.
---------------------------------------------------------------------------
Q. Is it just me or are the CZ 75 and Beretta M92F the same gun?

Well, their pictures are different. But, yes, the stats are exactly the same.
---------------------------------------------------------------------------
Q. Why does the Remington XP-100 suck so bad?

At first glance, the XP-100 seems like a worthless weapon. A handgun that only
fires one bullet before it needs reloading? It's important to recognize,
however, where this gun is really useful: sniping. Since most sniper rifles
take 2 AP per shot, the 2 AP needed to shoot and reload the XP-100 isn't out of
line. It's a good weapon for your Snipers in missions with crowded maps with
lots of obstacles.
---------------------------------------------------------------------------
Q: Why do you win a weapon for the final mission? What's the point?

You don't have to play the missions in order. So if you want that weapon for
use in other Hard-difficulty missions, tackle Mission 24 first. You'll also
have access to the weapon for 2-Player Mode. Finally, you might want to play
through a mission you've already completed in order to improve your score.
---------------------------------------------------------------------------
Q. What are the secret guns you can win? How do you get them?

The hidden weapons are in hidden chests on various missions. To obtain them, you
must move a unit onto a specific location, which will then cause a chest to
appear. Moving a unit onto the chest gives you the gun inside.

I know of four hidden guns. The first is the FN P90, which you get on mission 7.
Its chest will appear if you move a unit onto coordinates (5, 23), in the
bottom-
left room of the map. Next is the M134 Vulcan, on Mission 14, and located at
(60, 21), the bottom-right corner of the map. Next is the Walther WA2000, which
is located at (4, 20) on Mission 20. Then there's the the Peacemaker, which you
can get on Mission 23 when you move a unit onto the far top-right corner of the
map (35, 1).

It would seem likely that there are more secret weapons like this, but as of
this
writing, I have not found them.
---------------------------------------------------------------------------
Q. What happens if you fail the mission after finding a hidden weapon?

You still get to keep any weapons you find, even if you ultimately fail the
mission.

---------------------------------------------------------------------------
Q. Can you get the hidden weapons on 2-Player Mode?

Unfortunately, no.
---------------------------------------------------------------------------
Q. What happens if you find a hidden gun but then fail the mission?

You get to . . .
---------------------------------------------------------------------------
Q. How do you get the Walther WA20?

It's probably hidden on one of the maps (like the Peacemaker, M134 Vulcan, and
FN
P90), and there may be a Game Genie code, but I don't know it.
So, sadly, Dark Angel gets exclusive use of this weapon for now.

===========================================================================
5. Unit Stats
===========================================================================

Now it's time for a little nitty-gritty. What do all those letters and numbers
mean for each of your units?

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.1. HP
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

HP stands for "Hit Points", and as the name suggests, the number of HP a unit
has represents the number of times it can be hit by the enemy before dying. A
higher number is always better.

A unit's HP is listed like this: X/Y. Here, X (the number on the left)
represents the unit's current HP. Y is the number of maximum HP the unit can
have. So, if a troop with 5 HP is hit once, its HP of 5/5 changes to 4/5. If it
takes another hit, it will change to 3/5, etc. The unit's current Hit Points do
not go back up unless a Defender uses the Recover ability or until the mission
is completed (or failed).

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.2. AP
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Without a manual, I'm not exactly sure what AP is supposed to stand for, but
it's probably something like "Action Points" or "Act Points". Why? Because AP
represents the number of actions a unit may perform each turn. Like HP, AP is
listed as X/Y, where X is the unit's remaining AP this turn and Y is the
maximum AP. AP replenishes completely after each turn.

Not all actions are created equal. Movement, for example, usually only costs 1
AP per space moved, but some terrain carries a higher cost. Also, weapons have
an AP rating that represents the number of AP the character must expend to use
them.

Here is a basic breakdown of AP costs for various tasks:

Attack: 1-3 (varies by weapon)
Charge Weapon: 2-5 (varies by weapon)
Movement: 1-4 (varies with terrain)
Search (Active): 1
Special: 0-4 (varies by unit type)

The weight of a unit's weapons directly impact its AP. See section 6 for more
information.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.3. HIT and EVASION
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

A unit's HIT score represents its ability to hit the enemy in combat, and
EVASION represents the unit's chances of dodging enemy fire. Both stats are
measured on an A-E scale with A being the best and E being the worst.

The chances of a unit hitting a target in combat follow the following formula:

(unit's HIT + unit's arm's HIT - target's EVASION) x topography x direction

"Unit's arm's HIT" is the rating of the attacker's current weapon at the range
where the target is located. See Section 9 for a complete list of weapons and
their ranges.

"Topography" is the EFFECT rating of the terrain type that the TARGET is
standing on. This rating favors the target, so an E here is good for the
attacker while an A is good for the target. See Section 10 for a complete list
of terrains and their effects.

"Direction" is the direction the target is currently facing. This score favors
the target, so A is good for the target but bad for the attacker. The ratings
are:

A - facing the attacker
B - side to the attacker
C - back to the attacker

The main point, however, is that you want your HIT to be high and your enemy's
EVASION to be low and vice-versa.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.4. SEARCH
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This is perhaps the most complicated statistic to get a handle on. Every unit
has a combined SEARCH score, something like 6 (9) or 7 (10). This represents
the two different ways to search: passive and active.

The first number (the one not in parentheses) is passive SEARCH. This is your
character's normal field of view when just walking around, etc. The number in
parentheses is your unit's active SEARCH; that is, the unit's field of view
when you use the SEARCH command from the Unit Menu. Actively searching takes
one AP.

In both cases, the unit can see a number of tiles straight ahead equal to his
or her SEARCH score (or SEARCH + 1 if you include the space the unit is
standing on) and a number from left to right equal to SEARCH + 1 for evenly
numbered scores and SEARCH + 2 for oddly numbered ones. So, if your Attacker
has a passive SEARCH of 6, it can see six spaces straight ahead (without
actively searching) and seven spaces from side to side. The field of view is
roughly diamond-shaped.

This chart represents the differences in fields of view for different SEARCH
scores (X represents the unit and O the field of view):
---------------------------------------------------------------------------
                                    |                   O
                 O                  |                 O O O
               O O O                |               O O O O O
             O O O O O              |             O O O O O O O
           O O O O O O O            |             O O O O O O O
             O O O O O              |               O O O O O
SEARCH 5        O X O                | SEARCH 6        O X O
---------------------------------------------------------------------------
                                    |                   O
                 O                  |                 O O O
               O O O                |               O O O O O
             O O O O O              |             O O O O O O O
           O O O O O O O            |           O O O O O O O O O
         O O O O O O O O O          |           O O O O O O O O O
           O O O O O O O            |             O O O O O O O
             O O O O O              |               O O O O O
SEARCH 7        O X O                | SEARCH 8        O X O
-------------------------------------|-------------------------------------
                                    |                   O
                 O                  |                 O O O
               O O O                |               O O O O O
             O O O O O              |             O O O O O O O
           O O O O O O O            |           O O O O O O O O O
         O O O O O O O O O          |         O O O O O O O O O O O
       O O O O O O O O O O O        |         O O O O O O O O O O O
         O O O O O O O O O          |           O O O O O O O O O
           O O O O O O O            |             O O O O O O O
             O O O O O              |               O O O O O
SEARCH 9        O X O                | SEARCH 10       O X O
-------------------------------------|-------------------------------------
                                    |                   O
                 O                  |                 O O O
               O O O                |               O O O O O
             O O O O O              |             O O O O O O O
           O O O O O O O            |           O O O O O O O O O
         O O O O O O O O O          |         O O O O O O O O O O O
       O O O O O O O O O O O        |       O O O O O O O O O O O O O
     O O O O O O O O O O O O O      |       O O O O O O O O O O O O O
       O O O O O O O O O O O        |         O O O O O O O O O O O
         O O O O O O O O O          |           O O O O O O O O O
           O O O O O O O            |             O O O O O O O
             O O O O O              |               O O O O O
SEARCH 11       O X O                | SEARCH 12       O X O
-------------------------------------|-------------------------------------
                                    |                   O
                 O                  |                 O O O
               O O O                |               O O O O O
             O O O O O              |             O O O O O O O
           O O O O O O O            |           O O O O O O O O O
         O O O O O O O O O          |         O O O O O O O O O O O
       O O O O O O O O O O O        |       O O O O O O O O O O O O O
     O O O O O O O O O O O O O      |     O O O O O O O O O O O O O O O
   O O O O O O O O O O O O O O O    |     O O O O O O O O O O O O O O O
     O O O O O O O O O O O O O      |       O O O O O O O O O O O O O
       O O O O O O O O O O O        |         O O O O O O O O O O O
         O O O O O O O O O          |           O O O O O O O O O
           O O O O O O O            |             O O O O O O O
             O O O O O              |               O O O O O
SEARCH 13       O X O                | SEARCH 14       O X O
===========================================================================
6. Weapon Stats
===========================================================================

The weapons your units fight with are almost as important as the units
themselves. To this end, BBG provides over 50 different arms for your
characters to kill each other with. Each of these weapons has its own
statistics, giving each individual weapon its own unique strengths and
weaknesses. This section provides a basic overview of weapon statistics. See
Section 9 for a complete list of weapons and a more detailed discussion of
weapon types.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6.1. AP
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This number represents the amount of AP required to use the arm in combat. This
number is subtracted from a unit's available AP whenever the weapon is employed
during a turn.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6.2. 1SHOT
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This number represents how many shots the weapon fires each time it is used
(for knives, this is how many swings the attacker can make per use). If this is
a single number, it means that the weapon fires exactly that number for the
listed AP. If this is a range (e.g., 01-03), the weapon fires a number of
rounds randomly selected from within that range.

For shotguns, two numbers are listed here. The first is the number of times the
weapon fires per use, and the second is the number of shots that fire with each
use. So a 1SHOT of 01 (04) means that the weapon fires once for the listed AP,
but each use sends out four individual shots, any or all of which may hit the
target.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6.3. CAPACITY and CHARGE AP
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

CAPACITY is the amount of ammo the weapon can hold. In battle, this number is
listed as X/Y, where X is the number of shots remaining in the weapon and Y is
the arm's maximum ammo rating. Once a weapon has used up all of its ammunition,
it must be reloaded before it can be used again.

CHARGE AP represents the amount of AP expended to reload the weapon.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6.4. WEIGHT
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This is how heavy the arm is. The combined weight of a unit's primary and
secondary weapons has a direct impact on that unit's AP (see chart below). In
general, the heavier a unit's weaponry, the less it can do in one turn.
Therefore, pay attention when outfitting your troops. If you equip a unit with
a heavy primary weapon, you may have to sacrifice a better secondary weapon for
something lighter.

The following chart summarizes the effect of weight on unit AP:

---------------------------------------------------------------------------
UNIT'S  |                          WEIGHT CARRIED
BASE AP | 04 | 05 | 06 | 07 | 08 | 09 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
--------|----|----|----|----|----|----|----|----|----|----|----|----|----|-
 8-9   | 14 | 13 | 12 | 11 | 10 | 09 | 08 | 07 | 06 | 05 | 04 | 03 | 02 |
10-11  | 15 | 14 | 13 | 12 | 11 | 10 | 09 | 08 | 07 | 06 | 05 | 04 | 03 |
12-13  | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 09 | 08 | 07 | 06 | 05 | 04 |
14-15  | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 09 | 08 | 07 | 06 | 05 |
---------------------------------------------------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6.5. Range
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Weapons also have a range. This is displayed graphically to the right of the
weapon's statistics on the Unit Data and Gun Select Menus.

A typical range is a diamond shape centered              -
on the character at the bottom. The spaces             - - -
the weapon can hit are shown in different            - - - - -
colors, which represent the arm's accuracy         - - - C - - -
at various distances. A is the highest level     - - - C C C - - -
of accuracy, and E is the lowest. A typical      - - C C B C C - -
range looks something like the figure to the       C C B C B C C
right (where the letters correspond to the           B C - C B
colors displayed in the game).                         - X -

===========================================================================
7. Team Make
===========================================================================

Your first step before you begin fighting is to create your team. You have
eight slots to fill, and there are five types of unit you can incorporate into
your squadron. This section covers the options and offers some advice on who
you might want to choose.

Note that the names given here are merely the game's defaults (and you can
rename your troops during the Team Make stage). You can even choose more than
one of the exact same unit (except for Leaders). The names will change the
second time around, however, so the unit here labeled "Harold" may also be
called "Flieger" or "Trap" or something else. Hopefully, the following physical
descriptions will circumvent any confusion.

NOTE: The AP given for each unit in the Team Make phase of the game is higher
than what it will be in the actual game. The number given in Team Make mode is
the unit's AP WITHOUT WEAPONS. When you see these units again, their AP scores
will be lower to compensate for their arms. In the statistics given below, the
first number represents the unit's raw AP (without weapons). The number in
parentheses indicates the unit's AP with the weapons it comes equipped with by
default. See Section 6.4 for more information on weapon weight's effect on AP.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7.1. Leader
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Your choice of leader is one of the most important decisions in the game. This
character will take part in every mission from here on out; you have no choice
in the matter. Fortunately, the Leader units are fairly well balanced, and any
of them makes a good addition to your team. But there are differences, so
choose wisely.

Leaders can use any weapon.

---------------------------------------------------------------------------
7.1.1. Garrack
---------------------------------------------------------------------------

He has brown hair and yellow goggles.

HP: 5   AP: 19 (10)
HIT: C  EVASION: C
SEARCH: 7 (10)

A good, all-around choice for leader. His averageness is both his greatest
strength and greatest weakness.

---------------------------------------------------------------------------
7.1.2. Cliburn
---------------------------------------------------------------------------

He's the guy with black hair, a Rambo bandanna, and a smirk on his face.

HP: 5   AP: 19 (9)
HIT: D  EVASION: C
SEARCH: 8 (11)

He can see farther than the other two choices, but his HIT is pretty bad. Not
recommended.

---------------------------------------------------------------------------
7.1.3. Rouge
---------------------------------------------------------------------------

The only female leader. She's got blue hair.

HP: 4   AP: 20 (12)
HIT: C  EVASION: B
SEARCH: 7 (10)

Her low HP is her main liability, but it's balanced by her high AP and EVASION
rate. A good choice for leader, just don't let her get too far ahead of the
rest of the team.

---------------------------------------------------------------------------
7.1.4. SPECIAL: Team Data
---------------------------------------------------------------------------

AP: 0   Uses per battle: Unlimited

Lets you see all your units' HP and "special status" on one menu. By selecting
the number of a particular unit, you are taken to it, a handy trick if you
can't remember where you left someone.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7.2. Attacker
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

"Attack-based, and the most balanced of the four!! Get ready for head-on
battles!!"

Like the blurb says, Attackers are good all-purpose units. They have a higher
average HIT score than any other unit but Snipers. Their EVASION scores leave a
bit to be desired, though, which can be a liability. All in all, it's a good
idea to have one or two on your team.

Attackers can use Knives, Handguns, Shotguns, and Assault Rifles.

---------------------------------------------------------------------------
7.2.1. Harold
---------------------------------------------------------------------------

His backwards ballcap, squinty bespectacled eyes, and curly, blond hair belie
his determination to destroy.

HP: 5   AP: 18 (8)
HIT: C  EVASION: D
SEARCH: 6 (9)

Probably the most balanced of the Attackers.

---------------------------------------------------------------------------
7.2.2. Talos
---------------------------------------------------------------------------

An angry-looking, mullet-sporting miscreant.

HP: 5   AP: 18 (9)
HIT: D  EVASION: D
SEARCH: 7 (10)

A slightly higher SEARCH score somewhat compensates for his poor HIT and
EVASION.

---------------------------------------------------------------------------
7.2.3. Diana
---------------------------------------------------------------------------

A brunette in a red bandanna.

HP: 4   AP: 19 (10)
HIT: C  EVASION: C
SEARCH: 6 (9)

Another female character who trades one fewer HP for higher scores in several
other categories. Not a bad choice, though you may curse yourself when her 4 HP
disappear in a few seconds.

---------------------------------------------------------------------------
7.2.4. SPECIAL: Pineapple
---------------------------------------------------------------------------

AP: 2   Uses per battle: 5

Throws a grenade that affects the square where it hits and all adjoining
squares. Any hostile unit caught in the blast takes one point of damage (though
they can evade).

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7.3. Task Force
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

"Movement-based with tons of AP! Continue ahead and locate the enemy first!"

Unfortunately, the Task Force is all-around a weak unit. Their HP is low, their
HIT and EVASION leave much to be desired, and their SEARCH is merely average.
They do have an average of 3 or 4 AP over other unit types, however, which does
come in handy. The Task Force's main saving grace is its SPECIAL, Trap. If you
can lure the enemy through a Task Force-created minefield, you may be able to
weaken a hostile unit just enough to take him out. Traps also show up on the
in-mission Map Screen, so when an enemy trips one, its absence on the map
screen gives you a big clue as the enemy's location.

Task Forces can use Knives, Handguns, Submachine Guns, and Assault Rifles.

---------------------------------------------------------------------------
7.3.1. Flieger
---------------------------------------------------------------------------

Black mask and yellow goggles.

HP: 4   AP: 20 (13)
HIT: D  EVASION: D
SEARCH: 6 (9)

The most "average" of the three Task Forces.

---------------------------------------------------------------------------
7.3.2. Guy
---------------------------------------------------------------------------

He's a ninja!

HP: 4   AP: 20 (13)
HIT: D  EVASION: E
SEARCH: 7 (10)

The Task Force to choose if you actually do want someone to "locate the enemy
first". With his HP and EVASION rate, however, he'll be toast as soon as he
does find them.

---------------------------------------------------------------------------
7.3.3. Candy
---------------------------------------------------------------------------

She looks kind of like Betty Boop the morning after. She's got reddish-brown
hair with a green feather in it.

HP: 3   AP: 21 (14)
HIT: D  EVASION: C
SEARCH: 6 (9)

Her EVASION is decent and an extra AP is handy, but with her low HP, it's
little compensation. Still, not a bad choice if you want someone who can move
in, take a few pot shots, then move back out of range.

---------------------------------------------------------------------------
7.3.4. SPECIAL: Trap
---------------------------------------------------------------------------

AP: 3   Uses per battle: 5

Places an invisible booby trap on the tile where the unit is currently standing
(though if one of your units set the trap, it will appear as a flashing skull
on the Map Screen). Traps cause one point of damage to the first hostile unit
to step on them, then they are useless. Traps do not affect friendly troops.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7.4. Defender
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

"Defense-based, with high HP and evasion rates! Tighten up your defense with
this!"

The game designers probably intended you to use Defenders for, well, defense.
And, yes, they are well suited to it. They use weapons that fire many shots for
only a few AP, they have excellent EVASION rates, and their HP are high. Their
HIT scores are dismal, however, but I guess the idea is that if you leave a
Defender behind your other forces (to guard the flag or whatnot), the enemy
will be sufficiently weakened that the Defender can finish him off with a few
lucky shots.

Forget that. Defenders are tanks. They're perfect for sending full-speed toward
the enemy, guns blazing. Even if they miss most of the time (due to their
abysmal HIT rates), they can often score just enough hits to allow a weaker
unit to finish the enemy off. So what if they can't always kill the enemy
themselves? Let the bad guys try to take them out; they'll miss more often than
they hit!

Defenders can use Handguns, Submachine Guns, Assault Rifles, and Light Machine
Guns.

---------------------------------------------------------------------------
7.4.1. Anderson
---------------------------------------------------------------------------

He's the guy wearing the gas mask and the green helmet.

HP: 6   AP: 18 (9)
HIT: E  EVASION: A
SEARCH: 5 (8)

So he can't hit the broad side of a barn. The barn couldn't hit him, either,
with that EVASION rate. A good choice if you want someone to charge in and
weaken the enemy without having to worry too much that he'll get toasted
himself.

---------------------------------------------------------------------------
7.4.2. Cain
---------------------------------------------------------------------------

He looks like he just smelled something really foul (maybe HE should wear the
gas mask). He's got squinty eyes and yellow goggles.

HP: 6   AP: 18 (9)
HIT: E  EVASION: B
SEARCH: 6 (9)

Like Anderson, his HIT is poor, but his EVASION is good (though less than
Anderson's). He has an average SEARCH score, though, meaning that he might have
a slight edge if you like sending Defenders well ahead of other troops.

---------------------------------------------------------------------------
7.4.3. Betty
---------------------------------------------------------------------------

Yellow goggles and long, badly permed brown hair.

HP: 5   AP: 19 (9)
HIT: D  EVASION: A
SEARCH: 5 (8)

Another good choice. Her low SEARCH is balanced by her better HIT and one more
AP. Just be careful; she's also slightly weaker than the other two.

---------------------------------------------------------------------------
7.4.4. SPECIAL: Recover
---------------------------------------------------------------------------

AP: 4   Uses per battle: 5

Heals one HP for the Defender and any friendly units in adjacent squares. As
the only means of recovery during a battle, this is a very useful ability
indeed.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7.5. Sniper
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

"Recon-based, accuracy is high and eyesight is great! Take 'em out from far
away!"

The Sniper's a good choice on any mission. You have to be careful to keep them
in the back, though; their HP and EVASION rates are typically very low. They
more than make up for it with their HIT, however. The Sniper's main weakness is
that most sniper rifles take 2 AP for only one shot. This means that they can
rarely finish off an enemy in one turn. They're good for guerilla strikes,
however; running in, taking a few shots, then running back to safety.

Snipers can use Handguns and Semiautomatic Rifles.

---------------------------------------------------------------------------
7.5.1. Thomas
---------------------------------------------------------------------------

His blue ballcap and black goggles make him look like he might belong on the
FBI's most-wanted list.

HP: 4   AP: 18 (9)
HIT: A  EVASION: E
SEARCH: 9 (12)

Thomas is the "average" Sniper. His strength is a high HIT and good SEARCH, but
his weakness is his low HP and EVASION. Keep him away from the enemy, and he
can get in a few shots before your stronger troops move in for the kill.

---------------------------------------------------------------------------
7.5.2. J.J.
---------------------------------------------------------------------------

The dark sunglasses are cool, and the Indiana Jones-style fedora adds an extra
level of chic.

HP: 4   AP: 18 (9)
HIT: B  EVASION: E
SEARCH: 9 (13)

His HIT is still good, but it's lower than the other two Snipers'. Still, he
has a better active SEARCH score. It's your choice.

---------------------------------------------------------------------------
7.5.3. Celes
---------------------------------------------------------------------------

With long, blond hair and a green beret, she does kind of favor her Final
Fantasy VI namesake.

HP: 3   AP: 19 (10)
HIT: A  EVASION: D
SEARCH: 9 (12)

Her one extra AP can sometimes make the difference between killing an enemy
troop or just weakening it. Her EVASION is a bit better than her male
counterparts', but her low HP is a severe tradeoff.

---------------------------------------------------------------------------
7.5.4. SPECIAL: Point Shot
---------------------------------------------------------------------------

AP: 1   Uses per battle: Unlimited

Your shot has a Hit Percentage of 99% regardless of where your target is within
your weapon's range. In other words, if your target is in E range, you still
have a 99% chance to hit. Ditto if he's in A range. Not a bad skill, especially
if you've got an already weakened enemy in your sights and just have to take him
out this turn. Note that you are still charged your weapon's normal AP cost in
addition to the extra point to use Point Shot.

===========================================================================
8. Missions
===========================================================================

Missions form the heart of Ball Bullet Gun. This is where you test your mettle
and see if your troops are up to snuff. There are 24 missions in the game,
eight in the "Easy" category, eight "Normal", and eight "Hard". Despite the
difficulty ratings, however, all of these missions are winnable, and with luck
and skill, you should be able to achieve high scores on all of them.

After you complete a mission for the first time, you win a new weapon for your
troops to use. These weapons and their stats are listed in the following
mission walkthroughs. In addition, enemy troops defect to your side after
certain predetermined missions (these enemies do not have to be alive at the
end of the mission in order for you to get them). These missions are noted, and
the converts' stats are given below.

Some missions have more than one objective (but no more than two), each of
which carries a different score for achieving. You can only win the mission via
one or the other of these goals, not both. In the following walkthrough, these
scores are given in parentheses after the mission objectives. In addition, you
are awarded some sort of decoration for winning a mission. The award varies
depending on your score according to the following chart:

0-1950 (?): Cat Medal
2000-2450: Bronze Medal
2500-2950: Silver Medal
3000-3450: Gold Medal
3500+: Gold Star

The first time you win a Gold Star for a particular mission, you get an extra
bonus: One of your participating units receives a boost to one of its stats.
So, for example, the unit's HIT may go up a notch, or its SEARCH radius may
widen by one. The unit who receives the bonus is selected at random, and only
those troops who survived the mission are eligible.

One caveat about the following mission walkthroughs: Enemy behavior in BBG is
often random and, therefore, unpredictable. I have made every effort to give
the best possible advice, but I offer no guarantee that my tactics will work
for you, nor that they are the best possible way to approach any particular
mission. There are too many variables in the game for a one-size-fits-all
approach. So, try these tactics out, but don't be afraid to innovate and expand
on what I've written here. Who knows, maybe you'll end up writing your own FAQ.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.1 Easy Missions
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The game's Easy missions start out mind-numbingly simple but quickly progress
to offer a significant challenge. Missions 7 and 8 in particular can give you
quite a headache if you don't know what you're doing.

New units join your force after Missions 5 (Acheron) and 7 (Apache). You may
want to tackle those first so you can make more use of these powerful turncoats.

---------------------------------------------------------------------------
8.1.1. Mission 1
---------------------------------------------------------------------------

"Don't leave a single man standing!!"

Place & Rule: Grassy Plain: Battle Royale
Enemy Team: Little Apple
Player 2 vs. Enemy 2
Maximum Turns: 10
Prize: Desert Eagle
Recommended Team: 1 Leader; 1 Attacker or Sniper
Player Objective: Defeat Enemy Team (2650)
Enemy Objective: Defeat Enemy Team
Enemy Units: 1 Leader, 1 Attacker
Terrain: Grassy Plain, Ground, River
---------------------------------------------------------------------------
Strategy

This one's not that bad, but you can still get your rear end handed to you if
you don't know what you're doing. On your first turn, move both of your units
so that they're against the rock to the north. Listen closely when the enemy
takes its turn. Hear that "plopping" noise? One of the enemy troops is in the
river north of you. Jump out of hiding with whoever has a lower Search score.
Find the enemy by taking one step at a time until he's within in sight. Blast
him.

Now you need to take out the other enemy. Move your other soldier out from
behind the rock and face north. Now move forward one step at a time or do an
active Search. You should be able to find the enemy without too much trouble;
he's usually running around the rock to the north of the river. Now move up and
kill the guy. It may be hard to do so on Turn 2, so if necessary, move your men
out of striking distance and wait for the next turn.
---------------------------------------------------------------------------
                                                 -
Desert Eagle                                    - - -
                                             - - - - -
AP: 1                                       - - - C - - -
1SHOT: 01                                 - - - C C C - - -
CAPACITY: 06                              - - C C C C C - -
CHARGE AP: 2                                C C C C C C C
WEIGHT: 04                                    C C - C C
                                               - X -
---------------------------------------------------------------------------
8.1.2. Mission 2
---------------------------------------------------------------------------

"Move all units toward the arrival point!"

Place & Rule: Office: Corridor Battle
Enemy Team: Little Apple
Player 2 vs. Enemy 3
Maximum Turns: 14
Prize: Ingram M10A1
Recommended Team: 1 Leader; 1 Attacker
Player Objective: Arrival at Arrival Point (2750), Defeat Enemy Team (650)
Enemy Objective: Keep Enemy from Arrival Point
Enemy Units: 1 Leader, 1 Attacker, 1 Sniper
Terrain: Carpet, Hallway
---------------------------------------------------------------------------
Strategy

You can move both your units as far north as possible the first turn. The
enemies' footsteps should tell you which ones are on Carpet terrain and which
are still on Hallway; chances are it'll be the Sniper somewhere around the
northeastern potted plant and the Leader north of the central partition (the
Attacker is probably in the far-right narrow hallway). So, Turn 2, send one of
your units around the right side and take out the Sniper. End the turn with one
unit in each of the two southern corners of the central room. On the enemy's
turn, Kid will circle around and fire on one of your two cornered units. You
should have enough HP to survive the attack. Then, kill Kid at the beginning of
Turn 3. Finish the turn with your units standing south of the flag a number of
spaces equal to their AP plus one. So if you've got a unit with 12 maximum AP,
it should be 13 spaces away from the flag. At the beginning of Turn 4, go up to
the flag.
---------------------------------------------------------------------------
                                                 -
Ingram M10A1                                    - - -
                                             - - - - -
AP: 2                                       - - - C - - -
1SHOT: 03-07                              - - - C D C - - -
CAPACITY: 30                              - - C D E D C - -
CHARGE AP: 4                                C D E - E D C
WEIGHT: 05                                    E - - - E
                                               - X -
---------------------------------------------------------------------------
8.1.3. Mission 3
---------------------------------------------------------------------------

"The first to knock down all the cans wins the mission!!"

Place & Rule: Maze: Can Battle
Enemy Team: Little Apple
Player 4 vs. Enemy 4
Maximum Turns: 14
Prize: XM177E2
Recommended Team:
Player Objective: Capture all Cans/Defeat Enemy Team
Enemy Objective: Capture all Cans (2300), Defeat Enemy Team (1000)
Enemy Units: 1 Leader, 1 Defender, 2 other units of your choice
Terrain: Floor, Rocky Terrain, Stairs (stone)
---------------------------------------------------------------------------
Strategy

First off, before you even begin the mission, select your units in order that
the Defender will be on the far right when the mission starts (consult the
mission map from the Unit Select Screen). Then, on Turn 1, send the Defender
north and east as far toward and into the east-leading hallway above the two
skulls as possible (at 9 on the Y-coordinate). Send whomever starts to the far
left toward the western hallway directly across from where you sent the
Defender. Your other two units should just move as far north into the central
portion of the maze as possible.

On Turn 2, move the Defender north toward the previously mentioned hallway if
necessary and kill the Task Force who is there. Do the same thing with your
unit at the other side of the map and kill the Sniper. Your other two units can
then move in and kill the Attacker who is hiding out somewhere around (9, 9).

Ignore Kid; hopefully he'll head south and try to take out your cans. Send your
Defender and the western counterpart toward the cans north of them and send
your other two units after the two central cans (be sure to have your Defender
heal if it dips below 3 HP, since it'll likely hit a couple of traps). You
should be able to finish by Turn 3 or 4.
---------------------------------------------------------------------------
                                                 -
XM177E2                                         - D -
                                             - D C D -
AP: 3                                       - D C A C D -
1SHOT: 02-06                              - D C A C A C D -
CAPACITY: 30                              D C A C - C A C D
CHARGE AP: 4                                A C - - - C A
WEIGHT: 06                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
8.1.4. Mission 4
---------------------------------------------------------------------------

"Don't leave a single man standing!!"

Place & Rule: R&D Dept: Battle Royale
Enemy Team: Green Army
Player 3 vs. Enemy 3
Maximum Turns: 16
Prize: Beretta M84
Recommended Team: 1 Leader; 1 Task Force; 1 Sniper
Player Objective: Defeat Enemy Team (2050)
Enemy Objective: Defeat Enemy Team
Enemy Units: 1 Leader, 2 Snipers; or 1 Leader, 1 Task Force, 1 Sniper
Terrain: Carpet, Hallway, Stairs (stone)
---------------------------------------------------------------------------
Strategy

On your first turn, move everyone as far northeast as possible. The enemy likes
the eastern side of the map (the area around the two clusters of desks on the
right side). So on Turn 2, move everyone toward this quadrant. You may even
find and kill an enemy unit. On Turn 3, move units one at a time until you sight
a unit. Continue to explore like this, moving toward the northwest corner,
being careful to stop every few steps to check for enemies.
---------------------------------------------------------------------------
                                                 -
Beretta M84                                     - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - - - - - -
CAPACITY: 13                              - - - - D - - - -
CHARGE AP: 3                                - - D B D - -
WEIGHT: 03                                    D B - B D
                                               - X -
---------------------------------------------------------------------------
8.1.5. Mission 5
---------------------------------------------------------------------------

"The first one to knock down all the cans wins the mission!!"

Place & Rule: Desert Island: Can Battle
Enemy Team: Green Army
Player 5 vs. Enemy 6
Maximum Turns: 16
Prize: Acheron (Defender), H&K MP5KA4
Recommended Team: 1 Leader, 1 Defender, 2 Snipers, 2 units of your choosing
Player Objective: Capture all Cans (1800), Defeat Enemy Team (300)
Enemy Objective: Capture all Cans/Defeat Enemy Team
Enemy Units: 1 Leader, 1 Attacker, 1 Defender, 2 Snipers, 1 Task Force
Terrain: Bush (type 2), Grassy Plain, Ground, River, Tall Bush
---------------------------------------------------------------------------
Strategy

First turn, send each of your Snipers toward your side's north and south cans.
Your Defender (or someone with a good HP and EVASION) should go south with the
Sniper you sent that way. Send the other two troops toward the tree straight
ahead. On Turn 2, continue to move your Snipers toward the enemy's top and
bottom cans. Keep the high-EVASION person in front of the southern Sniper,
though. The two other units should next move to hide behind the rocks ahead of
the tree where they were.

By Turn 3, you should have at least one enemy within striking distance. Still,
play it conservatively. If you can take someone out, fine, but don't leave
yourself exposed to enemy reprisal from the Attacker, Sniper, or Task Force you
didn't notice. But between your central or southern troop groups, you should
have killed the enemy's Snipers, Attacker, and Task Force by the end of Turn 5.
Be sure you're using any extra AP at the end of each turn to do active Searches.

Now your Snipers should be close to the top and bottom cans. Shoot them from a
distance (use the Point Shot ability if you can spare the extra AP). In the
meantime, move your other units up from the south toward the center can.

Octopus, the enemy Leader, likes to hang out in the Tall Bush to the northeast.
Just ignore him. Your only concern now is the center can and the Defender
guarding it. He's difficult, mainly because he likes to hide behind the two
Short Trees beside the can. Still, try to reach him from the south, and do it
with as many units as possible. This means you may need to hide out the turn
before you move in to attack, since approaching too quickly or disunified will
let the Defender take you out one by one. If you can knock down the final can
by Turn 5, do so without worrying about the Defender. If not, you'll need to
kill him to maximize your score. If all goes well, you should finish the
mission by Turn 6.
---------------------------------------------------------------------------
Acheron

TYPE: Defender
HP: 7   AP: 10
HIT: C  EVASION: A
SEARCH: 6 (9)

Acheron joins you the first time you successfully complete Mission 5. He looks
like starting Defender Anderson with his goggles and gas mask, but with 7 HP,
HIT C, and SEARCH 6 (9), he's head and shoulders above any Defenders you might
have up to this point. Use him like an Attacker or a Defender; his stats are
good enough for either job. (Incidentally, if you replay Mission 5 after
getting Acheron, Iguana takes his position in the Green Army.)
---------------------------------------------------------------------------
                                                 -
H&K MP5KA4                                      - - -
                                             - - D - -
AP: 2                                       - - D C D - -
1SHOT: 03-07                              - - D C C C D - -
CAPACITY: 20                              - D C C C C C D -
CHARGE AP: 4                                C C C - C C C
WEIGHT: 05                                    C - - - C
                                               - X -
---------------------------------------------------------------------------
8.1.6. Mission 6
---------------------------------------------------------------------------

"Don't Leave a Single Man Standing!!"

Place & Rule: Battlefield: Battle Royale
Enemy Team: Green Army
Player 6 vs. Enemy 6
Maximum Turns: 18
Prize: L96A1
Recommended Team: 1 Leader; 1 Attacker; 1 Defender; 2 Snipers; 1 Task Force
Player Objective: Defeat Enemy Team (1200)
Enemy Objective: Defeat Enemy Team
Enemy Units: 1 Leader; 1 Attacker; 1 Defender; 1 Sniper; 2 Task Forces
Terrain: Bush (type 1), Ditch, Ground, Mud
---------------------------------------------------------------------------
Strategy

On the first turn, you want to send three troops toward the northwestern group
of three trees and a group of three toward the northeastern ditch surrounded by
four trees.

After the enemy moves, the Leader and a Task Force should be standing in the
northeastern ditch. Take them out with the three troops you moved toward that
area. At the other end of the map, there should be an Attacker, a Task Force,
and a Sniper among the northwestern trees. Take them out with your troops that
are nearby. The enemy Defender should be in the ditch north of these trees;
take him out if you have the firepower to spare, otherwise keep south of the
trees. He'll run to the ditch directly to your west, so turn left and kill him
on the next turn.
---------------------------------------------------------------------------
                                                 B
L96A1                                           B A B
                                             B A A A B
AP: 2                                       B A A B A A B
1SHOT: 01                                 B A A B - B A A B
CAPACITY: 10                              A A B - - - B A A
CHARGE AP: 4                                B - - - - - B
WEIGHT: 08                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
8.1.7. Mission 7
---------------------------------------------------------------------------

"We're more likely to win if we get the leader first!!"

Place & Rule: Dept. Store: Target Battle
Enemy Team: Bandits
Player 6 vs. Enemy 6
Maximum Turns: 22
Prize: Apache (Attacker), FN P90, Maverick M88
Player Objective: Subjugate Enemy Leader (1500)
Enemy Objective: Subjugate Enemy Leader/Defeat Enemy Team
Enemy Units: 1 Leader, 1 Attacker, 1 Defender, 1 Sniper, 2 Task Forces
Terrain: Floor, Flooring
---------------------------------------------------------------------------
Strategy

This is one of the most annoying missions in the game. The simple fact is that
the enemy's behavior shows little continuity from one fight to a next on this
stage. So you might find the Leader on turn four, or you might kill everyone
but the Leader by that turn and then spend the next ten turns trying to find
the little punk. To add to the annoyance, the computer takes forever to take
its turn. It will sometimes cycle through its units without even moving them,
and each time, one of YOUR units will have to make a comment.

Your best tactic is to listen to the enemy units' footsteps. The Floor tile
makes a different sound from the Flooring tile, so you can tell if a particular
unit is either in one of the two big hallway areas or in one of the smaller
rooms to the side.

It's also a good idea to split up your troops into two groups of three. Send
one of them south to enter the main area from that direction, and send the
other north. If you have one group enter through the first door they come to,
send the other to the second door (otherwise, you'll just have everyone meet
back up in the center before you've encountered any enemies). The enemy units
tend to move in groups of two or three, but this too is random. You could run
into all the enemy units in one big group just as easily.

Still, it's really a matter of dumb luck if you're able to find enough enemy
units to kill (and thus maximize your score) before you find and kill the
Leader. The earliest you'll meet an enemy troop is Turn 3 or 4, so be careful
as you position your troops at the end of Turn 3 (especially with your Leader).

One added note: The FN P90 is hidden on this level. To get it, send someone to
the
bottom-left room on the map and have them stand at coordinate 5, 25. A chest
with
the gun in it will appear directly north of this location. Move someone onto the
chest to claim the gun.
---------------------------------------------------------------------------
Apache

TYPE: Attacker
HP: 5   AP: 12
HIT: B  EVASION: C
SEARCH: 7 (10)

Apache defects to your team after Mission 7. Never mind that he looks nothing
like a Native American (he's got the same sprite as the Attacker Harold --
backwards ballcap, blond hair). His high AP, HIT, and SEARCH scores make him
better than the starting Attackers, so Apache should quickly become an integral
part of your squad. (From here on out, Apache's place on the Bandits team is
taken by Truck.)
---------------------------------------------------------------------------
                                                 -
FN P90                                          - - -
                                             - - D - -
AP: 2                                       - - D C D - -
1SHOT: 03-07                              - - D C B C D - -
CAPACITY: °                               - D C B B B C D -
CHARGE AP: N/A                              C B B - B B C
WEIGHT: 07                                    B - - - B
                                               - X -
---------------------------------------------------------------------------
                                                 -
Maverick M88                                    - - -
                                             - - - - -
AP: 2                                       - - - C - - -
1SHOT: 01 (04)                            - - - C C C - - -
CAPACITY: 06                              - - C C B C C - -
CHARGE AP: 3                                C C B C B C C
WEIGHT: 06                                    B C - C B
                                               - X -
---------------------------------------------------------------------------
8.1.8. Mission 8
---------------------------------------------------------------------------

"Bust out the prisoners and get 'em to the escape point!"

Place & Rule: Factory: Prisoner Rescue
Enemy Team: Bandits
Player 5 vs. Enemy 6 (once you start the mission, you have 6 units, the 6th
being the Prisoner)
Maximum Turns: 20
Prize: Browning HP
Recommended Team: 1 Leader, 1 Defender, 1 Task Force, 2 other units
Player Objective: Rescue of Prisoner to Arrival Point (1800), Defeat Enemy Team
(300)
Enemy Objective: Prevent Prisoner Escape in turn limit
Enemy Units: 1 Leader, 1 Attacker, 1 Defender, 1 Sniper, 2 Task Forces
Terrain: Pipe, Plate, Soil, Stairs (metal)
---------------------------------------------------------------------------
Strategy

Consult the mission map while you're choosing units for this mission. You want
a good all-around character (such as Apache) to be standing to the far right,
you want a Task Force and a Defender (preferably Acheron) to be near the
center, and you want a high-EVASION high-HP unit toward the left.

This level can be fiendishly difficult or fairly easy. The key is to split up
into three groups. Group 1 should consist of a Defender (preferably Acheron)
and a Task Force or some other unit with high AP. Send these two up the middle
flight of stairs on Turn 1. "Group" 2 should be one person, your toughest,
baddest unit (I like to put Apache up to the task). Send this unit up the
eastern staircase. Group 3 should be whoever is left, but they should have high
EVASION and HP. Send them toward the western staircase, but stop at about the
level of the barrels to the right of the stairs.

On the next turn, send your Task Force to stand just right or left of the space
directly below the prisoner, (14, 15). The Defender should follow behind,
ending up somewhere around (17, 15) and ending the turn facing east. Move your
lone eastern unit further north as far as possible. Leave the two units in the
southwest where they are.

At the start of Turn 3, there should be a Sniper and a Task Force at the foot
of the northeastern set of stairs. Take them out with your lone wolf over
there. Meanwhile, your Task Force/Defender pair in the center should be ready
to kill whomever they see to their north in front of the prisoner and then run
up and free the poor guy. Usually it's best to let the Defender kill whomever
is there (that's why I prefer Acheron, since he can hit decently), and to let
the Task Force run up to the Prisoner and then fire with whatever AP is left.
Now that you have control of him, move the Prisoner onto the southern catwalk
as far as he can go. Leave the southwesterners where they are again.

Unfortunately, whoever freed the Prisoner is probably toast by the next turn.
For the next few turns, keep moving the Prisoner toward the flag, keep moving
the Defender (and the Task Force, if it's still alive) to end up just behind
him (forget about whichever of the two center enemies you didn't kill last
turn). Do whatever you want with the lone eastern troop; its purpose has been
served. Also listen for the sound of enemy troops going down stairs or until
your two southeastern troops start saying they think they hear something.
That's their cue to kill the enemies that are now at the stairwell.

Once you reach the flag with the prisoner, you win. You should be able to get
there by Turn 8 at the latest.
---------------------------------------------------------------------------
Prisoner

TYPE: Prisoner
HP: 1   AP: 8
HIT: E  EVASION: E
SEARCH: 6 (6)

He looks like Play (or is it Kid?), and the Bandits have no doubt taken him
hostage until his rapper partner forks over some of his royalties from the
"House Party" movies. As you can see, his stats aren't much. As soon as you
free the poor sot, have him do what he does best: run for it!
---------------------------------------------------------------------------
                                                 -
Browning HP                                     - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - A - - - -
CAPACITY: 13                              - - - A B A - - -
CHARGE AP: 3                                - A B B B A -
WEIGHT: 03                                    B B - B B
                                               - X -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.2 Normal Missions
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

BBG's Normal missions build on concepts you learned at the easy difficulty.
Here you'll find more "capture the flag" scenarios, more "shoot the cans"
stages, and a devilishly difficult "kill the leader" mission. There are also
some new surprises in store, such as the "rabbit chase", Mission 14. But you've
passed eight stages already. You're up to the challenge, right? In the
following walkthroughs, I assume you are using Acheron and Apache unless I tell
you not to.

You get new units after Missions 10 (Trick) and 15 (Wink). Both of these
characters are excellent additions to your squadron, so you may want to finish
their missions first.

---------------------------------------------------------------------------
8.2.1. Mission 9
---------------------------------------------------------------------------

"The first one to reach the flag wins!!"

Place & Rule: Snow Plain: Flag Battle
Enemy Team: Orange Shot
Player 5 vs. Enemy 6
Maximum Turns: 20
Prize: L85A1
Player Objective: Capture Enemy Flag (1500), Defeat Enemy Team (500)
Enemy Objective: Capture Enemy Flag/Defeat Enemy Team
Enemy Units: 1 Leader, 1 Attacker, 1 Defender, 1 Sniper, 2 Task Forces
Terrain: Bush (type 2), Grassy Plain, Ground
---------------------------------------------------------------------------
Strategy

The most difficult thing about this mission is that the snow removes one of
your most potent weapons for finding the enemy: all the terrain sounds the same
sound! Nonetheless, the mission is winnable.

Begin by moving two units as far west as they can go. Move the remaining three
as far south as you can. On the next turn, move the western pair south along
the road-type terrain. Split the eastern trio up, moving one west and onto the
large central road and the other two farther south along the eastern road.

At the beginning of Turn 3, you may have a unit far enough southwest to kill
the Sniper that should be there, as well as any other unit that may have
wandered up there. If not, move south to about the level of the parallel rows
of four bushes. In the southeast, you may have someone far enough south to move
in and kill some of the two or three units that should be there (hopefully you
can take out all of them). Meanwhile, let your lone central unit move further
south (this unit, too, might be able to help take out the Sniper or any of the
three eastern units you fail to kill). If you can't take the Sniper out,
however, don't worry. She shouldn't have enough AP to kill any of your units
outright.

On the next turn, finish off any of the five units who survived the last turn.
Then position someone on the eastern end of the map so that they can begin to
make a run for the flag using the path that runs along the bottom edge of the
map. Move the two northwestern units far enough down to see all of the rocks
that form an inverted L (don't forget the active Search ability). Move your
other two units to the patch of Bush directly across the road from the L-shaped
rock formation.

Your objective now is to kill whichever enemy sticks its head out (usually the
Defender to the north of the rocks) and to move your high-AP unit south to the
flag. If you have to, use a high-HP, high-EVASION unit to draw the Leader's or
Defender's fire.
---------------------------------------------------------------------------
                                                 -
L85A1                                           - C -
                                             - C B C -
AP: 3                                       - C B B B C -
1SHOT: 03-05                              - C B B B B B C -
CAPACITY: 30                              C B B B - B B B C
CHARGE AP: 4                                B B - - - B B
WEIGHT: 07                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
8.2.2. Mission 10
---------------------------------------------------------------------------

"The first one to knock down all the cans wins the mission!!"

Place & Rule: Dept. Store: Can Battle
Enemy Team: Orange Shot
Player 4 vs. Enemy 5
Maximum Turns: 20
Prize: Trick (Task Force); Kunai
Player Objective: Capture All Cans (2000), Defeat Enemy Team (500)
Enemy Objective: Capture All Cans/Defeat Enemy Team
Enemy Units: 1 Leader, 1 Defender, 1 Sniper, 1 Task Force
Terrain: Floor, Flooring
---------------------------------------------------------------------------
Strategy

This mission's not all that hard, mostly because the enemy units never come
after your cans. They all just kind of stand around in predetermined locations,
making it fairly simple to find and kill them.

Begin by splitting your troops into two pairs. Send one north toward the
closest northern can and the other south toward the closest southern one.
Continue to move toward these goals until both these cans have been felled
(probably Turn 3). There should be a Defender patrolling to the east of the
long line of benches at the center of the map. Take him out with either of the
two groups (if you can't make it from the can room to the Defender with enough
AP to kill him, hide north or south of the stairwell and do it next turn).

Now move your northern pair of units toward the can at the center of the
eastern wall. Move in slowly so that you can kill the Task Force who's guarding
it. Your southern troops should then move into the southeastern room and kill
the Sniper there. Next turn, knock over both of these cans.

Now move up into the northeastern area. The enemy Leader and Attacker should be
here, the Leader straight ahead and the Attacker by the can. Ignore the Leader
and move on the Attacker en masse. Kill him and his can the same turn.
---------------------------------------------------------------------------
Trick

TYPE: Task Force
HP: 4   AP: 15
HIT: C  EVASION: C
SEARCH: 6 (9)

You finally get a Task Force who's worth something after Mission 10. Trick's
the spitting image of the starting Task Force Flieger, but he's got more AP and
better HIT and EVASION scores. Too bad his HP is still so low. (Reeling from
Trick's traitorous, er, tricks, Orange Shot henceforth employs the talents of
De Kock.)
---------------------------------------------------------------------------
                                                 -
Kunai                                           - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01-03                              - - - - - - - - -
CAPACITY: °                               - - - - - - - - -
CHARGE AP: N/A                              - - - - - - -
WEIGHT: 02                                    - - C - -
                                               C X C
---------------------------------------------------------------------------
8.2.3. Mission 11
---------------------------------------------------------------------------

"The first to knock down all the cans wins the mission!!"

Place & Rule: Battlefield: Can Battle
Enemy Team: Orange Shot
Player 5 vs. Enemy 6
Maximum Turns: 18
Prize: FN M249 Minimi
Player Objective: Capture All Cans (1800), Defeat Enemy Team (300)
Enemy Objective: Capture All Cans/Defeat Enemy Team
Enemy Units: 1 Leader, 1 Attacker, 1 Defender, 1 Sniper, 2 Task Forces
Terrain: Bush (type 1), Ground, Mud
---------------------------------------------------------------------------
Strategy

Begin by sending all but two units toward the closest enemy can, straight ahead
in the center of the maze. Send the others toward the southern entrance to the
wall maze. On the next turn, Knock down the can. Send someone north (preferably
a Sniper), careful to stay south of the top wall. Send someone to accompany
whoever shoots down the can. Finally, send your southern contingent further
east.

You should run into the enemy Task Forces on Turn 3 or 4. They tend to
congregate to the south of the wall maze, so be careful to position the
southern group carefully at the end of Turn 2. Then on Turn 3, take them both
out. You may be able to take out the Sniper and Attacker, as well; they tend to
either be at the northern edge of the map or else toward the northern edge of
the wall maze. Wipe them out with the northern or central units. Be careful
toward the central-eastern enemy can; the Leader guards it, and if you end a
unit's turn in the area directly west of him, he will likely find your unit and
kill it.

On Turn 4, finish taking out any of the Attacker, Sniper, and Task Forces you
failed to kill on Turn 3. Then move forward and take out as many cans as
possible. The enemy Leader and Defender are your only remaining threats; the
Defender is by the southeastern can. By Turn 5, you should be able to kill one
of them and take out the remaining cans.
---------------------------------------------------------------------------
                                                 -
FN M249 Minimi                                  - E -
                                             - E D E -
AP: 3                                       - E D C D E -
1SHOT: 04-09                              - E D C B C D E -
CAPACITY: °                               E D C B A B C D E
CHARGE AP: N/A                              C B A - A B C
WEIGHT: 08                                    A - - - A
                                               - X -
---------------------------------------------------------------------------
8.2.4. Mission 12
---------------------------------------------------------------------------

"We're more likely to win if we get the leader first!!"

Place & Rule: Maze: Target Battle
Enemy Team: Bulldog
Player 6 vs. Enemy 6
Maximum Turns: 22
Prize: H&K MP5A5
Player Objective: Subjugate Enemy Leader (1000)
Enemy Objective: Subjugate Enemy Leader/Defeat Enemy Team
Enemy Units: 1 Leader, 1 Attacker, 1 Defender, 1 Sniper, 2 Task Forces
Terrain: Bones, Floor, Puddle, Rocky Terrain, Stairs (stone)
---------------------------------------------------------------------------
Strategy

This is another annoying "kill the leader" mission. There's really no way to
predict where the enemy troops will go, so finding and killing enough enemy
units in order to maximize your score is really just a matter of luck. To make
matters worse, you have to find and kill all six enemies (with no casualties)
by the end of Turn 6 for a score of 3500 or higher.

That said, there are a few patterns that you can maybe exploit. The enemy tends
to send units to three basic locations: above the northeastern building, into
the southwestern building via the westernmost staircase, and to the central
crossroads. So the best strategy is to split up to cover these areas and then
quickly regroup once the enemy has been found.

At the top of the stairs, split up into two groups of three. Send one west and
south and the other east and then north. When the west/south group reaches the
intersection, send one up and into the building and the other two north through
the corridor. Meanwhile, when the east/north group reaches its intersection,
send one unit north through the bone field, another west through the corridor,
and the third up into the building.

Turn 4 is the earliest you're likely to encounter an enemy. Move the two units
who took the corridors toward the place where their corridors cross. Save one
AP, though, and have each of them do a Search to complete their turns.
Meanwhile, move the two units through their respective buildings carefully,
looking out for enemies. Move the other two units north through the bone
corridor and west past the southern building. If at any point you encounter an
enemy, try to kill it, but don't overextend yourself. Ignore the preceding
directions should you find an enemy that one of your units alone can't deal
with; it's more important to take out enemy units and save your own units than
it is to cover a wide territory on the map.

From here on, it's just a matter of luck. Continue to move your units toward a
rendezvous at the central crossroads. If you haven't found any enemies by now,
you're unlikely to complete the mission in time for a decent score, but keep
searching. Also, don't forget to listen during the enemy's turn for clues as to
what type of terrain they are traversing. This will also tell you which units
are indoors and which are out.
---------------------------------------------------------------------------
                                                 -
H&K MP5A5                                       - - -
                                             - - C - -
AP: 2                                       - - C C C - -
1SHOT: 04-07                              - - C C C C C - -
CAPACITY: 30                              - C C C C C C C -
CHARGE AP: 4                                C C C - C C C
WEIGHT: 06                                    C - - - C
                                               - X -
---------------------------------------------------------------------------
8.2.5. Mission 13
---------------------------------------------------------------------------

"The first one to reach the flag wins!!"

Place & Rule: River: Flag Battle
Enemy Team: Bulldog
Player 5 vs. Enemy 6
Maximum Turns: 22
Prize: Spetznaz Knife
Player Objective: Capture Enemy Flag (1500), Defeat Enemy Team (300)
Enemy Objective: Capture Enemy Flag/Defeat Enemy Team
Enemy Units: 1 Leader, 1 Attacker, 1 Defender, 2 Snipers, 1 Task Force
Terrain: Bush (type 2), Grassy Plain, Ground, River, Tall Bush
---------------------------------------------------------------------------
Strategy

Send everyone rushing toward the river. Try to spread out a bit to maximize
visibility, but move everyone to the central island. Try to end your turns on
dry land whenever possible.

Once you get to the far side or the river (around Turn 3), end your turn west
of the rocks that lie just across the river. You're in range for the enemy's
Attacker, Task Force, and Snipers. The Task Force tends to stay in the Bush
field to the north, whereas the first Sniper stays near the southern Bush with
his mate on the opposite side of the rocks to the east. Advance on all these
positions carefully and take out the units there.

This leaves only the enemy Attacker, Leader, and Defender. The Attacker likes
to hide in the Tall Bush to the north of the map. He's more trouble than it's
worth, so leave him alone. Instead, move east past the long wall of rocks or to
the east-west road-like structure. Just make sure you have enough AP to kill
the Defender (toward the south) or Leader (near the center) when you do, since
this is their territory. After these two units have been terminated, touch the
flag.
---------------------------------------------------------------------------
                                                 -
Spetznaz Knife                                  - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01-03                              - - - - - - - - -
CAPACITY: °                               - - - - - - - - -
CHARGE AP: N/A                              - - - - - - -
WEIGHT: 03                                    - - B - -
                                               B X B
---------------------------------------------------------------------------
8.2.6. Mission 14
---------------------------------------------------------------------------

"Run, run, run as fast as you can within the turn limit!"

Place & Rule: Factory: Rabbit Hunt
Enemy Team: Bulldog
Player 3 vs. Enemy 8
Maximum Turns: 25
Prize: M134 Vulcan, FA MAS
Player Objective: Survive for Turn Limit (2650), Defeat Enemy Team (0)
Enemy Objective: Defeat Enemy Team
Enemy Units: 1 Leader, 2 Attackers, 1 Defender, 2 Snipers, 2 Task Forces
Terrain: Pipe, Plate, Soil, Stairs (metal)
---------------------------------------------------------------------------
Strategy

This is the first of the two "rabbit hunt" maps, where the goal is to simply
survive the full turn limit. That said, you still need to take out 6 enemies
(with no casualties) in order to get a score of 3500 points.

The secret to this map is to simply move everyone to an area with few entrances
and to stay there. You've got a few choices. I prefer the sand pit area at the
bottom of the map; station one unit at the bottom of each of the two
westernmost ladders and send a third to guard the two eastern ladders (I prefer
a Task Force, since he can set traps at the bottom of each ladder, hide out
west of the barrels, and move in as soon as one of the traps is sprung). Just
have each unit do an active Search each turn and blast any enemies who wander
into their field of view. You may also want to send one unit (whoever has the
highest AP) up the stairs every turn and have them do a quick look right and
left.

A better place to hide is in the area between the conveyer belts east of your
starting point. To get there, simply run up the stairs east of your starting
point and then run down the next set of stairs right of there. This area is
easier to guard (there's only one entrance), but you're also less likely to get
to pick off the enemies and increase your score.

A third option is the area toward the top of the map between the two "D1"
walls. There are six barrels, one of which is only one space away from the wall
to its left, thus giving you an easily guarded entrance. This area is also
perhaps more easily reached by the enemy, meaning you'll get to kill a few of
them before time runs out.

No matter where you hide, you may wish to send someone to the bottom-right
corner
of the map. At (60,21) you'll get an awesome hidden gun, the M134 Vulcan. Still,
this is near where the enemy starts, so you may want to go for the Vulcan on a
second run-through rather than your first attempt at the mission.
---------------------------------------------------------------------------
                                                 -
M134 Vulcan                                     - C -
                                             - C B C -
AP: 3                                       - C B A B C -
1SHOT: 07-12                              - C B A A A B C -
CAPACITY: °                               C B A A A A A B C
CHARGE AP: N/A                              A A A - A A A
WEIGHT: 09                                    A - - - A
                                               - X -
---------------------------------------------------------------------------
                                                 C
FA MAS                                          C B C
                                             C B B B C
AP: 3                                       C B B C B B C
1SHOT: 02-06                              C B B C - C B B C
CAPACITY: 25                              B B C - - - C B B
CHARGE AP: 3                                C - - - - - C
WEIGHT: 06                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
8.2.7. Mission 15
---------------------------------------------------------------------------

"The first one to reach the flag wins!!"

Place & Rule: Office: Flag Battle
Enemy Team: Knight Force
Player 5 vs. Enemy 7
Maximum Turns: 23
Prize: Wink (Sniper), H&K G3 SG-1
Player Objective: Capture Enemy Flag (1150), Defeat Enemy Team (350)
Enemy Objective: Capture Enemy Flag/Defeat Enemy Team
Enemy Units: 1 Leader, 1 Defender, 1 Sniper, 2 Task Forces
Terrain: Carpet, Hallway, Plate, Stairs (metal)
---------------------------------------------------------------------------
Strategy

Spend Turns 1 and 2 moving everyone north toward the central staircase. On Turn
3, split the squad up, sending three units into the east room and two west. On
Turn 4, there may be a Task Force to the left of the eastern metal staircase.
You might have someone with enough AP to move up and kill her, but don't do it
yet. Instead, move your eastern contingent up the stairs and as far toward the
eastern wall as possible. Meanwhile, move the two western units up their metal
staircase.

Turn 5 is when the action should start. Move your units up from the top of the
western stairs and over to the doorway. There will probably be an enemy unit or
two they can fire on. Your eastern units can now jump out of hiding and take
out as many enemies as they can from the other side. There's likely to be such
a large conglomeration of units here that you may not be able to take them all
out. Hopefully you won't lose anyone and can finish the job on Turn 6 if it
comes to that.

Once you've finished the massacre, move toward the two northern rooms. Once you
think you have enough AP to do it, run up to the doorway to the eastern room
and waste Techno. Make sure whoever does the dirty deed ends its turn closer to
Techno's room than the flag room. Meanwhile, move someone with high AP into the
left-hand room and around the north end of the room toward the flag. Don't move
in if you can't have them end their turn past the path to the right of the
partition; the Defender is lurking at the bottom of it. As soon as you get the
chance, touch the flag.
---------------------------------------------------------------------------
Wink

TYPE: Sniper
HP: 4   AP: 11
HIT: A  EVASION: D
SEARCH: 11 (14)

Wink ditches Knight Force for your squadron after you successfully complete
Mission 15. She looks like the starting Sniper Celes, but she's got higher AP
and SEARCH scores than any starters. Her HP and EVASION are still low, however.
Use her often, but keep her out of enemy range. (Knight Force fields the Sniper
Fernandez in Wink's place from this point on.)
---------------------------------------------------------------------------
                                                 -
H&K G3 SG-1                                     - C -
                                             - C B C -
AP: 3                                       - C B C B C -
1SHOT: 01-03                              - C B C D C B C -
CAPACITY: 20                              C B C D - D C B C
CHARGE AP: 5                                C D - - - D C
WEIGHT: 07                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
8.2.8. Mission 16
---------------------------------------------------------------------------

"Head for the escape point!"

Place & Rule: Maze: Escape Battle
Enemy Team: Knight Force
Player 5 vs. Enemy 8
Maximum Turns: 26
Prize: U.S. M60
Player Objective: Arrival at Escape Point (900), Defeat Enemy Team (200)
Enemy Objective: Keep Enemy from Reaching Escape Point
Enemy Units: 1 Leader, 2 Attackers, 2 Defenders, 2 Task Forces, 1 Sniper
Terrain: Bones, Floor, Puddle, Stairs (stone), Rocky Terrain
---------------------------------------------------------------------------
Strategy

First of all, ignore all the buildings except the one directly south of the one
you start in. That building will actually shave a little time off if you go
through it. Just move en masse down the central corridor toward the flag. Try
to end your turn with units in the alcoves to either side of the main central
hallway. Once you reach the bottom of the hallway, split up into two groups,
sending one east and one west. Kill the enemies you encounter, and hide out at
the top of the steps. Then, on a fresh turn, descend the steps on one side of
the map only and kill the unit waiting there (either a Defender of Techno, the
enemy Leader). Then run for the flag; the other unit will remain ignorant of
your approach.

If you can kill all but one enemy and reach the flag by Turn 9 without losing
more than one of your own units, you'll earn a Gold Star.
---------------------------------------------------------------------------
                                                 -
U.S. M60                                        - E -
                                             - E C E -
AP: 3                                       - E C B C E -
1SHOT: 04-09                              - E C B B B C E -
CAPACITY: °                               E C B B B B B C E
CHARGE AP: N/A                              B B B - B B B
WEIGHT: 08                                    B - - - B
                                               - X -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.3 Hard Missions
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The Hard Missions are where you finally see what you're made of. The concepts
are all familiar (capture the flag, shoot the cans, etc.), but the teams you
face are much tougher, and the maps you must fight on are much more difficult
to navigate. Most of these missions also present you with a severe numerical
disadvantage, as well. To make matters worse, no enemy forces join you this
late in the game.

But never fear; read on for strategies to conquer these last levels.

---------------------------------------------------------------------------
8.3.1. Mission 17
---------------------------------------------------------------------------

"Move all units toward the arrival point!"

Place & Rule: Battlefield: Hamburger Hill
Enemy Team: Jokers
Player 5 vs. Enemy 9
Maximum Turns: 25
Prize: Remington XP-100
Player Objective: Arrival at Arrival Point (850), Defeat Enemy Team (50)
Enemy Objective: Keep Enemy from Arrival Point
Enemy Units: 1 Leader, 2 Attackers, 2 Defenders, 2 Snipers, 2 Task Forces
Terrain: Bush (type 1), Ditch, Ground, Mud
---------------------------------------------------------------------------
Strategy

You've got a long way to go and a whole lot of enemies to kill before you get
there. The enemies mostly hide out behind the sandbags, marching back and forth
each turn. It's only when you get into range that they fire. The idea is,
therefore, to find them first and pick them off one by one. To that end, move
everyone up, careful to cover the whole map.

You'll probably find Bishop, a Sniper first, in the ditch northwest of your
starting point, so be careful about moving up too far even on the first turn.
Lizard, a Task Force, is opposite him to the left of the map. Moving north,
you'll next find Spike, an Attacker, toward the center of the map and Wizard,
the other Sniper, west of him (though he sometimes runs over to the patch of
Bush on the other side of the map). The Defender Scorpion patrols the large
ditch north of them, and Border, an Attacker, guards the small ditch. Careful,
Trump, the other Task Force, hides out north of the western patch of Bush.
Shark, the second Defender, patrols the small ditch directly northeast of him.

This should leave you with only King, the enemy Leader, between you and the
flag. You can kill him if you want, but you'll get more points for letting him
live and touching the flag instead. To accomplish this, move your highest-AP
unit just south of the Bush terrain to the southeast of the flag. On the next
turn, you should have enough AP to run up to the flag.
---------------------------------------------------------------------------
                                                 -
Remington XP-100                                - - -
                                             - - C - -
AP: 1                                       - - C A C - -
1SHOT: 01                                 - - C A A A C - -
CAPACITY: 01                              - C A A B A A C -
CHARGE AP: 1                                A A B C B A A
WEIGHT: 04                                    B C - C B
                                               - X -
---------------------------------------------------------------------------
8.3.2. Mission 18
---------------------------------------------------------------------------

"Bust out the prisoners and get 'em to the escape point!"

Place & Rule: Maze: Prisoner Rescue
Enemy Team: Jokers
Player 5 vs. Enemy 7
Maximum Turns: 30
Prize: S&W M29
Player Objective: Rescue of Prisoners to Arrival Point (2000), Defeat Enemy
Team  (350)
Enemy Objective: Prevent Prisoner Escape in turn limit
Enemy Units: 1 Leader, 2 Attackers, 2 Defenders, 2 Task Forces
Terrain: Bones, Floor, Puddle, Rocky Terrain, Stairs (stone)
---------------------------------------------------------------------------
Strategy

Your first objective should be to take out the two Attackers and two Task
Forces the enemy sends toward your starting point (the Leader and two Defenders
stay behind to guard the prisoner). The Task Forces are the greatest threat due
to their high AP. Unfortunately, the enemy seems to prefer to play defense,
taking a few steps each turn then leaving its units to lie in wait. But don't
let the ease of the approach fool you; it is important to kill these four
units! If you don't, they'll hole up outside the flag room and make your
arrival there with the prisoner a nightmare.

To increase your chances of intercepting these units, split your forces in two,
sending one group south and around past the southern entrance of the
south-central building and sending another north through the bone-strewn
passage and then back south and west past the north-central building (the
groups will have to be uneven, since you've only got five troops). Neither of
these buildings will shorten your journey any, so you don't need to enter
either unless the footsteps of the Attackers or Task Forces tell you that
they're walking on Floor rather than Rocky Terrain. Be careful about the
north-central building, by the way; you can't enter it from the top-right due
to the skulls blocking the entrance.

The room with the prisoner has three entrances. Defenders guard the top two, so
it's easiest to enter through the bottom. Your best bet is to mount the stairs
with two high-HP, high-EVASION units, and have them end their turn as far into
the bottom corner of the room as possible. King will attack, but he'll use his
secondary weapon, which makes him waste a bunch of AP to get into range.
Hopefully it'll be enough, and you can kill him the next turn.

While you're disposing of King, you might want to send a unit or two around the
north of the hostage building to take out one of the Defenders and maximize
your score, though this is a very iffy proposition (don't take both out, since
you get more points for getting the prisoner to the flag than you do for
killing the whole enemy team). You'll have to wait until only one of the
Defenders is within striking distance, otherwise, the other one will just blast
whomever you sent up on the next enemy turn. Also be careful inside the
building; the Defenders can and do look down into the prisoner room. If you
leave units too close to the north side of the room, they'll shoot at you from
the doorways.

There are many routes back to the flag, but the two quickest are both via the
southern staircase out of the hostage room. The first option is to take the
eastern partition in the southern wall, then east past the northern entrance to
the south-central building, then up and around to the flag. Alternatively, you
can take the western partition in the wall, then south of the south-central
building and up and into the flag room. Your choice or route will probably
depend on whether any enemy Attackers or Task Forces are still roaming about
and where audible clues tell you they might be lurking (you'll get more points
for killing them, but it's dangerous to have the defenseless prisoner in the
midst of a firefight). And either way you go, it's a long trek; with the
prisoner's low AP, it'll take at least 12 turns! Plan accordingly; if you don't
have that many turns left, go ahead and kill everyone at the prison room.
---------------------------------------------------------------------------
Prisoner

TYPE: Prisoner
HP: 1   AP: 8
HIT: E  EVASION: E
SEARCH: 6 (6)

In case you forgot how useless the prisoner is, here are his stats once again.
---------------------------------------------------------------------------
                                                 -
S&W M29                                         - - -
                                             - - - - -
AP: 1                                       - - - D - - -
1SHOT: 01                                 - - - D B D - - -
CAPACITY: 06                              - - D B B B D - -
CHARGE AP: 2                                D B B C B B D
WEIGHT: 04                                    B C - C B
                                               - X -
---------------------------------------------------------------------------
8.3.3. Mission 19
---------------------------------------------------------------------------

"The first to knock down all the cans wins the mission!!"

Place & Rule: Office: Can Battle
Enemy Team: Jokers
Player 6 vs. Enemy 7
Maximum Turns: 25
Prize: H&K G3A4
Player Objective: Capture All Cans (1500), Defeat Enemy Team (450)
Enemy Objective: Capture All Cans/Defeat Enemy Team
Enemy Units: 1 Leader, 1 Attacker, 1 Defender, 2 Snipers, 2 Task Forces
Terrain: Carpet, Hallway, Plate, Stairs (gray linoleum), Stairs (metal)
---------------------------------------------------------------------------
Strategy

The difficulty with this mission is that the map is very big, and there are a
lot of doors. It is therefore very tempting to split your team up into several
small groups in order to cover all the exits. Don't. There are far too many,
and you'll just end up with several team members caught in dangerous
situations. Instead, move everyone together to the hallway directly to your
north, then split up into two groups of three. Send one group into the central
room via the western entryway, and send the other group north through the
eastern hallway and then into the central room via the door there.

The Snipers and Task Forces move down in pairs, one down the metal western
staircase and the other down the eastern linoleum one. By the time you're
within striking distance of the two southernmost cans, they'll be within
striking distance of you. Kill them and take out the southern can.

Send someone with high EVASION and HP up the western staircase, since the
Defender guards it. It's also likely to have been trapped when the Task Force
climbed down it. The northeasternmost can is guarded by King (the Jokers'
Leader), and he won't see you if you approach from the left and stop eight or
more spaces away from the can. The Attacker stations himself at the bend in the
right-hand partition. If you approach from the right, he'll jump out and attack.
---------------------------------------------------------------------------
                                                 -
H&K G3A4                                        - C -
                                             - C C C -
AP: 3                                       - C C B C C -
1SHOT: 03-07                              - C C B C B C C -
CAPACITY: 20                              C C B C D C B C C
CHARGE AP: 3                                B C D - D C B
WEIGHT: 06                                    D - - - D
                                               - X -
---------------------------------------------------------------------------
8.3.4. Mission 20
---------------------------------------------------------------------------

"Head for the escape point!"

Place & Rule: Factory: Escape Battle
Enemy Team: The Monsters
Player 5 vs. Enemy 7
Maximum Turns: 25
Prize: Franki SPAS 12
Player Objective: Arrival at Escape Point (1150), Defeat Enemy Team (350)
Enemy Objective: Prevent Enemy from reaching Escape Point
Enemy Units: 1 Leader, 1 Attacker, 2 Defenders, 1 Sniper, 1 Task Force
Terrain: Pipe, Plate, Soil, Stairs (metal)
---------------------------------------------------------------------------
Strategy

Wow. A big, confusing map and another numerical disadvantage. There are many
paths to the flag, and none is particularly shorter than any other. Split up
into two groups, one of three and one of two. One group should take the far
left path down to the far left stairs. This entails zigzagging among the
barrels and crossing over the Pipe terrain in a couple of places. Play defense
once you get down to 16-23 on the Y-axis, since you should encounter an enemy
Attacker and Task Force around then. Take them out and proceed down the
far-left stairs. Move carefully toward the flag, and take out Dragon, the enemy
Leader, who should wander into view.

Meanwhile, move your other group toward the far-right stairs, then zigzag
between the tanks and barrels, aiming for the bottom-right set of stairs. This
group should meet resistance from a Sniper and Task Force around Turn 6 or 7,
so be prepared (though these units sometimes remain south of the stairs).
Afterward, move toward the far-right staircase, and take out the Defender who
patrols that ladder and the one to its left.

Leave the other enemy Defender be (he patrols just north of the flag).
Whichever group can touch the flag first should.
---------------------------------------------------------------------------
                                                 -
Franki SPAS 12                                  - - -
                                             - - - - -
AP: 2                                       - - - C - - -
1SHOT: 01 (05)                            - - - C B C - - -
CAPACITY: 07                              - - C B B B C - -
CHARGE AP: 3                                C B B C B B C
WEIGHT: 07                                    B C - C B
                                               - X -
---------------------------------------------------------------------------
8.3.5. Mission 21
---------------------------------------------------------------------------

"The first one to reach the flag wins!!"

Place & Rule: Maze: Flag Battle
Enemy Team: The Monsters
Player 6 vs. Enemy 7
Maximum Turns: 28
Prize: Walther WA2000, Walther MPK
Player Objective: Capture Enemy Flag (700), Defeat Enemy Team (450)
Enemy Objective: Capture Enemy Flag/Defeat Enemy Team
Enemy Units: 1 Leader, 1 Attacker, 2 Defenders, 1 Sniper, 2 Task Forces
Terrain: Bones, Floor, Puddle, Rocky Terrain, Stairs (stone)
---------------------------------------------------------------------------
Strategy

[NOTE: I have not been able to break a score of 3300 on this mission (touching
the flag on turn 11, killing all but one enemy, and having no casualties). If
you know a strategy to win 3500 points or more, please email me!]

Your chances will be better if you ignore your own flag and send everyone
toward the enemy's. Unfortunately, the starting position of your Leader and
whomever you selected for position 2 will put them a turn or so behind everyone
else. Therefore, you might want to put someone with high AP in position 2 so
they can catch up.

Lead everyone up to the first large, central staircase. If you really feel like
playing defense, you can send a Sniper up into the tiny room to the east of the
stairs (have it stand so it can see down the steps and the corridor). I'd
rather have an extra unit moving toward the goal, however.

If you run full speed ahead, you'll reach the top of the second large staircase
by turn 5 or 6. The enemy Attacker, Sniper, and Task Forces make this area by
turn 4-6, as well, so this will probably be the first resistance you encounter.
There are a lot of oddly shaped walls here, so position your units for best
visibility without leaving them too exposed from the north. Be careful! The
third staircase is positioned so that you won't be able to see any enemies who
might be hiding atop it and to the west. (This is also a good place to let any
stragglers catch up to the rest of the squad.)

The key to getting a higher score on this mission is to leave one of these
first four enemy troops alive (preferably the Attacker). This is tricky, but
possible. If you kill the other three and continue running as fast as possible
north, the fourth enemy should eventually lose interest in pursuing you. (This
is also a good point to send a unit to the small western room to get the
Walther WA2000, hidden at (4, 20)). You can either head east or west to reach
the flag (don't worry about the small room to the left of the stairs; it's
unlikely the enemy will cache a unit there). Getting to the flag is going to be
difficult. Two Defenders guard the entrance to the flag room, and the enemy
Leader carefully watches the stairs themselves. To make matters worse, reaching
the flag room takes a lot of AP, so it's difficult to walk up and kill the
Defenders in one turn.

You need to approach carefully. Position a number of units to the side of the
partition. Then next turn, storm the Leader and the two Defenders who are
guarding the flag room. If you still have all six units, you should be able to
take them all out. Then the next turn, touch the flag.
---------------------------------------------------------------------------
                                                 A
Walther WA2000                                  A A A
                                             A A A A A
AP: 2                                       A A A A A A A
1SHOT: 01                                 A A A A C A A A A
CAPACITY: 06                              A A A C - C A A A
CHARGE AP: 2                                A C - - - C A
WEIGHT: 07                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
                                                 -
Walther MPK                                     - - -
                                             - - - - -
AP: 2                                       - - - D - - -
1SHOT: 03-06                              - - - D C D - - -
CAPACITY: 48                              - - D C D C D - -
CHARGE AP: 4                                D C D - D C D
WEIGHT: 05                                    D - - - D
                                               - X -
---------------------------------------------------------------------------
8.3.6. Mission 22
---------------------------------------------------------------------------

"Don't leave a single man standing!!"

Place & Rule: Forest: Battle Royale
Enemy Team: The Monsters
Player 5 vs. Enemy 6
Maximum Turns: 25
Prize: H&K PSG-1
Player Objective: Defeat Enemy Team (1150)
Enemy Objective: Defeat Enemy Team
Enemy Units: 1 Leader, 1 Attackers, 2 Snipers, 2 Task Forces
Terrain: Bush (type 2), Grassy Plain, Ground, Tall Bush
---------------------------------------------------------------------------
Strategy

Run, Bambi! Man is in the forest! The challenge on this mission is that 90% of
the terrain requires AP 2 or more to pass. That means you'll run into hostiles
fairly often but lack the AP necessary to kill them. It's very important to
travel as a group. Space your troops out for maximum visibility, but keep them
fairly close, and make sure to duck behind a tree at the end of each turn (the
tall bushes are the second best form of cover; the enemy can see over them but
not shoot through them).

Move all troops north toward the large patch of Bush (approaching from the
road-like structure to the south is not a good idea, as it leaves you too
exposed). By Turn 4, you should be just south of the Bush. The enemy will
probably have several units directly to your west, probably an Attacker, a
Sniper, a Task Force, and the Leader. Play it cautiously. Stand your troops so
that they're to the east and south of trees and just hang out. The enemy will
come to you.

That leaves another Sniper and Task Force. Chances are they're in the southwest
quadrant, on the Grassy Plain or Ground. Again, be very careful as you approach
the road of Ground.
---------------------------------------------------------------------------
                                                 A
H&K PSG-1                                       A A A
                                             A A B A A
AP: 1                                       A A B B B A A
1SHOT: 01                                 A A B B - B B A A
CAPACITY: 05                              A B B - - - B B A
CHARGE AP: 5                                B - - - - - B
WEIGHT: 07                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
8.3.7. Mission 23
---------------------------------------------------------------------------

"Run, run, run as fast as you can within the turn limit!"

Place & Rule: Battlefield: Rabbit Hunt
Enemy Team: Dark Angel
Player 3 vs. Enemy 8
Maximum Turns: 25
Prize: Peacemaker, MG34
Player Objective: Survive for turn limit (2500), Defeat Enemy Team (0)
Enemy Objective: Defeat Enemy Team
Enemy Units: 3 Leaders, 2 Attackers, 1 Sniper, 2 Task Forces
Terrain: Bush (type 1), Ditch, Ground, Mud
---------------------------------------------------------------------------
Strategy

Finally, another chance to play defense. There are several good hiding spots,
so really all you have to do is find one and stay there. Keep having your units
actively Search each turn, and when you see an enemy unit wander into range,
blast it. Be careful if there are more than one or two units in sight, though;
you don't want to overextend yourself and die the next turn.

As for where to hide, your options are really three: There's the northwest Mud
field, there's the northeast Bush field, and there's the southwest bombed-out
buildings. I prefer the Mud, since there are some nice islands of Ground you
can station yourself on, and the enemy will be severely slowed down by the
2-AP-per-step Mud terrain. You've also got good visibility there. The Bush is
also good for these reasons, but it's difficult to reach since the enemy starts
there.

However, there is an incentive to hide out in the northeastern corner of the
map: the Peacemaker. If you manage to make it to the top-rightmost square on
the map, you'll cause a chest to appear. Move onto the chest, and you win a new
weapon, the Peacemaker! The problem is that the enemy starts out in this area,
so
you'll have to be careful as you approach.
---------------------------------------------------------------------------
                                                 -
Peacemaker                                      - - -
                                             - - - - -
AP: 2                                       - - - D - - -
1SHOT: 06                                 - - - D B D - - -
CAPACITY: 06                              - - D B B B D - -
CHARGE AP: 02                               D B B C B B D
WEIGHT: 04                                    B C - C B
                                               - X -
---------------------------------------------------------------------------
                                                 -
MG34                                            - C -
                                             - C B C -
AP: 3                                       - C B B B C -
1SHOT: 05-10                              - C B B B B B C -
CAPACITY: °                               C B B B C B B B C
CHARGE AP: N/A                              B B C - C B B
WEIGHT: 09                                    C - - - C
                                               - X -
---------------------------------------------------------------------------
8.3.8. Mission 24
---------------------------------------------------------------------------

"Move all units toward the arrival point!!"

Place & Rule: Dept. Store: On the Roof
Enemy Team: Dark Angel
Player 5 vs. Enemy 8
Maximum Turns: 25
Prize: Automag
Player Objective: Arrival at Arrival Point (1850), Defeat Enemy Team (700)
Enemy Objective: Keep Enemy from Arrival Point
Enemy Units: 3 Leaders, 1 Attacker, 1 Defender, 1 Sniper, 2 Task Forces
Terrain: Block, Escalator, Floor, Flooring, Stairs (lavender linoleum)
---------------------------------------------------------------------------
Strategy

See that big escalator right in front of you? Don't go up it! The enemy's
starting location is right on the other side, so unless you want to lose half
your squadron on Turn 2, it's not a wise choice to ascend. Instead, split your
forces in two. The first group should head for the small staircase to the far
left of your starting position. They should reach it by Turn 2, but don't send
them up yet. Stay along the southern wall directly in front of the stairs or to
the right and in the shop-type area there. An enemy Task Force should climb
down, using up much of his AP, and you can finish him off next turn.

Meanwhile, send the other group to the area to the right of the escalator. Have
them wait there; the enemy will probably send a Task Force down the escalator,
where this smaller group can finish him off (Axe may descend, too, in which
case you should kill him; he'll probably just take a few steps onto the
escalator and then retreat, though).

Now, send one member of the western party up to the stairs (but not up the
stairs). This should be someone with high EVASION and HP. This will lure out
the enemy Defender, who will attack. Now finish the guy off. Another unit is
often right behind him. Meanwhile, the enemy will hopefully send Axe down the
escalator as you're moving upstairs en masse. Leave him; it'll be easier to
finish the mission with full points if you leave someone behind way back on the
first floor.

(NOTE: Unfortunately, the above is the best-case scenario. Often, the enemy
just plays defense, hiding a bunch of units in the room between the stairs and
the escalator, and waits around for you to climb the stairs. This makes  the
mission much more difficult. Send your highest-EVASION and highest-HP units up
the stairs to lure the enemy out of hiding. Still, you may have to play through
several times to get a good outcome.)

Once you've made it to the second floor, move as far into the alcove north of
the stairs as possible (not the alcove with the stairs, the one north of that).
Professor is likely to be hiding in one of the two rooms north of this, so
hopefully you can avoid him. If not, kill him the next turn with whomever he
didn't kill last turn.

Ascend the third set of stairs to reach the roof, but don't move out onto the
Block terrain unless you've got enough AP among your units to kill Techno, who
should be standing to the north. After he's dead, move toward the flag. The
Sniper patrols five or six tiles in front of the flag, so he can see you when
you get within 14 tiles or so of the goal. If you left Axe (or some other
enemy) behind, you can kill the Sniper and reach the flag. Otherwise, try to
keep him alive so you can maximize your points.
---------------------------------------------------------------------------
                                                 -
Automag                                         - - -
                                             - - E - -
AP: 1                                       - - E D E - -
1SHOT: 01                                 - - E D C D E - -
CAPACITY: 07                              - E D C B C D E -
CHARGE AP: 2                                D C B C B C D
WEIGHT: 04                                    B C - C B
                                               - X -
===========================================================================
9. Weapon List
===========================================================================

For definitions of the weapons' various stats, see Section 6.

Note: * denotes a secret weapon (one that you neither start with nor
automatically receive after completing a mission).

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
9.1. Knives
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------------------------------------------------------
                                                 -
Butterfly Knife                                 - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01-02                              - - - - - - - - -
CAPACITY: °                               - - - - - - - - -
CHARGE AP: N/A                              - - - - - - -
WEIGHT: 02                                    - - C - -
                                               C X C
---------------------------------------------------------------------------
                                                 -
Gurkha Knife                                    - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - - - - - -
CAPACITY: °                               - - - - - - - - -
CHARGE AP: N/A                              - - - - - - -
WEIGHT: 03                                    - - A - -
                                               A X A
---------------------------------------------------------------------------
                                                 -
Kunai                                           - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01-03                              - - - - - - - - -
CAPACITY: °                               - - - - - - - - -
CHARGE AP: N/A                              - - - - - - -
WEIGHT: 02                                    - - C - -
                                               C X C
---------------------------------------------------------------------------
                                                 -
Rambo Knife                                     - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - - - - - -
CAPACITY: °                               - - - - - - - - -
CHARGE AP: N/A                              - - - - - - -
WEIGHT: 02                                    - - B - -
                                               B X B
---------------------------------------------------------------------------
                                                 -
Spetznaz Knife                                  - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01-03                              - - - - - - - - -
CAPACITY: °                               - - - - - - - - -
CHARGE AP: N/A                              - - - - - - -
WEIGHT: 03                                    - - B - -
                                               B X B
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
9.2. Handguns
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------------------------------------------------------
                                                 -
Automag                                         - - -
                                             - - E - -
AP: 1                                       - - E D E - -
1SHOT: 01                                 - - E D C D E - -
CAPACITY: 07                              - E D C B C D E -
CHARGE AP: 2                                D C B C B C D
WEIGHT: 04                                    B C - C B
                                               - X -
---------------------------------------------------------------------------
                                                 -
Beretta M84                                     - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - - - - - -
CAPACITY: 13                              - - - - D - - - -
CHARGE AP: 3                                - - D B D - -
WEIGHT: 03                                    D B - B D
                                               - X -
---------------------------------------------------------------------------
                                                 -
Beretta M92FS                                   - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - B - - - -
CAPACITY: 15                              - - - B A B - - -
CHARGE AP: 3                                - B A B A B -
WEIGHT: 04                                    A B - B A
                                               - X -
---------------------------------------------------------------------------
                                                 -
Browning HP                                     - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - A - - - -
CAPACITY: 13                              - - - A B A - - -
CHARGE AP: 3                                - A B B B A -
WEIGHT: 03                                    B B - B B
                                               - X -
---------------------------------------------------------------------------
                                                 -
Browning M1910                                  - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - - - - - -
CAPACITY: 07                              - - - - E - - - -
CHARGE AP: 2                                - - E C E - -
WEIGHT: 03                                    E C - C E
                                               - X -
---------------------------------------------------------------------------
                                                 -
Colt Govt. Issue                                - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - B - - - -
CAPACITY: 07                              - - - B B B - - -
CHARGE AP: 2                                - B B A B B -
WEIGHT: 04                                    B A - A B
                                               - X -
---------------------------------------------------------------------------
                                                 -
Colt Python                                     - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - B - - - -
CAPACITY: 06                              - - - B A B - - -
CHARGE AP: 2                                - B A C A B -
WEIGHT: 04                                    A C - C A
                                               - X -
---------------------------------------------------------------------------
                                                 -
CZ 75                                           - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - B - - - -
CAPACITY: 15                              - - - B A B - - -
CHARGE AP: 3                                - B A B A B -
WEIGHT: 04                                    A B - B A
                                               - X -
---------------------------------------------------------------------------
                                                 -
Desert Eagle                                    - - -
                                             - - - - -
AP: 1                                       - - - C - - -
1SHOT: 01                                 - - - C C C - - -
CAPACITY: 06                              - - C C C C C - -
CHARGE AP: 2                                C C C C C C C
WEIGHT: 04                                    C C - C C
                                               - X -
---------------------------------------------------------------------------
                                                 -
Glock 17                                        - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - C - - - -
CAPACITY: 17                              - - - C B C - - -
CHARGE AP: 3                                - C B A B C -
WEIGHT: 04                                    B A - A B
                                               - X -
---------------------------------------------------------------------------
                                                 -
H&K P7                                          - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - C - - - -
CAPACITY: 08                              - - - C B C - - -
CHARGE AP: 2                                - C B B B C -
WEIGHT: 04                                    B B - B B
                                               - X -
---------------------------------------------------------------------------
                                                 -
H&K USP                                         - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - B - - - -
CAPACITY: 12                              - - - B B B - - -
CHARGE AP: 3                                - B B B B B -
WEIGHT: 04                                    B B - B B
                                               - X -
---------------------------------------------------------------------------
                                                 -
Luger P08                                       - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - B - - - -
CAPACITY: 08                              - - - B B B - - -
CHARGE AP: 2                                - B B C B B -
WEIGHT: 04                                    B C - C B
                                               - X -
---------------------------------------------------------------------------
                                                 -
Peacemaker*                                     - - -
                                             - - - - -
AP: 2                                       - - - D - - -
1SHOT: 06                                 - - - D B D - - -
CAPACITY: 06                              - - D B B B D - -
CHARGE AP: 02                               D B B C B B D
WEIGHT: 04                                    B C - C B
                                               - X -
---------------------------------------------------------------------------
                                                 -
Remington XP-100                                - - -
                                             - - C - -
AP: 1                                       - - C A C - -
1SHOT: 01                                 - - C A A A C - -
CAPACITY: 01                              - C A A B A A C -
CHARGE AP: 1                                A A B C B A A
WEIGHT: 04                                    B C - C B
                                               - X -
---------------------------------------------------------------------------
                                                 -
S&W M29                                         - - -
                                             - - - - -
AP: 1                                       - - - D - - -
1SHOT: 01                                 - - - D B D - - -
CAPACITY: 06                              - - D B B B D - -
CHARGE AP: 2                                D B B C B B D
WEIGHT: 04                                    B C - C B
                                               - X -
---------------------------------------------------------------------------
                                                 -
S&W M4504                                       - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - B - - - -
CAPACITY: 08                              - - - B A B - - -
CHARGE AP: 2                                - B A C A B -
WEIGHT: 04                                    A C - C A
                                               - X -
---------------------------------------------------------------------------
                                                 -
S&W M646                                        - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - B - - - -
CAPACITY: 08                              - - - B B B - - -
CHARGE AP: 2                                - B B A B B -
WEIGHT: 04                                    B A - A B
                                               - X -
---------------------------------------------------------------------------
                                                 -
S&W M66                                         - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - - - - - -
CAPACITY: 06                              - - - - B - - - -
CHARGE AP: 2                                - - B A B - -
WEIGHT: 04                                    B A - A B
                                               - X -
---------------------------------------------------------------------------
                                                 -
SIG Zauer P220                                  - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - C - - - -
CAPACITY: 09                              - - - C B C - - -
CHARGE AP: 2                                - C B B B C -
WEIGHT: 04                                    B B - B B
                                               - X -
---------------------------------------------------------------------------
                                                 -
Walther P38                                     - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - C - - - -
CAPACITY: 08                              - - - C B C - - -
CHARGE AP: 2                                - C B B B C -
WEIGHT: 04                                    B B - B B
                                               - X -
---------------------------------------------------------------------------
                                                 -
Walther PPK/S                                   - - -
                                             - - - - -
AP: 1                                       - - - - - - -
1SHOT: 01                                 - - - - - - - - -
CAPACITY: 07                              - - - - E - - - -
CHARGE AP: 2                                - - E B E - -
WEIGHT: 03                                    E B - B E
                                               - X -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
9.3. Submachine Guns
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------------------------------------------------------
                                                 -
Beretta M93R                                    - - -
                                             - - - - -
AP: 2                                       - - - D - - -
1SHOT: 03                                 - - - D C D - - -
CAPACITY: 20                              - - D C D C D - -
CHARGE AP: 2                                D C D - D C D
WEIGHT: 04                                    D - - - D
                                               - X -
---------------------------------------------------------------------------
                                                 -
H&K MP5A5                                       - - -
                                             - - C - -
AP: 2                                       - - C C C - -
1SHOT: 04-07                              - - C C C C C - -
CAPACITY: 30                              - C C C C C C C -
CHARGE AP: 4                                C C C - C C C
WEIGHT: 06                                    C - - - C
                                               - X -
---------------------------------------------------------------------------
                                                 -
H&K MP5KA4                                      - - -
                                             - - D - -
AP: 2                                       - - D C D - -
1SHOT: 03-07                              - - D C C C D - -
CAPACITY: 20                              - D C C C C C D -
CHARGE AP: 4                                C C C - C C C
WEIGHT: 05                                    C - - - C
                                               - X -
---------------------------------------------------------------------------
                                                 -
Ingram M10A1                                    - - -
                                             - - - - -
AP: 2                                       - - - C - - -
1SHOT: 03-07                              - - - C D C - - -
CAPACITY: 30                              - - C D E D C - -
CHARGE AP: 4                                C D E - E D C
WEIGHT: 05                                    E - - - E
                                               - X -
---------------------------------------------------------------------------
                                                 -
KG9                                             - - -
                                             - - E - -
AP: 2                                       - - E E E - -
1SHOT: 03-06                              - - E E D E E - -
CAPACITY: 40                              - E E D D D E E -
CHARGE AP: 5                                E D D - D D E
WEIGHT: 05                                    D - - - D
                                               - X -
---------------------------------------------------------------------------
                                                 -
Mauser M712                                     - - -
                                             - - - - -
AP: 2                                       - - - C - - -
1SHOT: 01-03                              - - - C C C - - -
CAPACITY: 20                              - - C C B C C - -
CHARGE AP: 1                                C C B - B C C
WEIGHT: 04                                    B - - - B
                                               - X -
---------------------------------------------------------------------------
                                                 -
Sterling SMG                                    - - -
                                             - - - - -
AP: 2                                       - - - E - - -
1SHOT: 03-06                              - - - E D E - - -
CAPACITY: 34                              - - E D C D E - -
CHARGE AP: 4                                E D C - C D E
WEIGHT: 05                                    C - - - C
                                               - X -
---------------------------------------------------------------------------
                                                 -
UZI SMG                                         - - -
                                             - - - - -
AP: 2                                       - - - E - - -
1SHOT: 03-06                              - - - E C E - - -
CAPACITY: 25                              - - E C D C E - -
CHARGE AP: 3                                E C D - D C E
WEIGHT: 05                                    D - - - D
                                               - X -
---------------------------------------------------------------------------
                                                 -
Walther MPK                                     - - -
                                             - - - - -
AP: 2                                       - - - D - - -
1SHOT: 03-06                              - - - D C D - - -
CAPACITY: 48                              - - D C D C D - -
CHARGE AP: 4                                D C D - D C D
WEIGHT: 05                                    D - - - D
                                               - X -
---------------------------------------------------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
9.4. Shotguns
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------------------------------------------------------
                                                 -
Franki SPAS 12                                  - - -
                                             - - - - -
AP: 2                                       - - - C - - -
1SHOT: 01 (05)                            - - - C B C - - -
CAPACITY: 07                              - - C B B B C - -
CHARGE AP: 3                                C B B C B B C
WEIGHT: 07                                    B C - C B
                                               - X -
---------------------------------------------------------------------------
                                                 -
Maverick M88                                    - - -
                                             - - - - -
AP: 2                                       - - - C - - -
1SHOT: 01 (04)                            - - - C C C - - -
CAPACITY: 06                              - - C C B C C - -
CHARGE AP: 3                                C C B C B C C
WEIGHT: 06                                    B C - C B
                                               - X -
---------------------------------------------------------------------------
                                                 -
Mossberg M500                                   - - -
                                             - - - -  -
AP: 2                                       - - - - - - -
1SHOT: 01 (04)                            - - - - D - - - -
CAPACITY: 06                              - - - D C D - - -
CHARGE AP: 3                                - D C D C D -
WEIGHT: 06                                    C D - D C
                                               - X -
---------------------------------------------------------------------------
                                                 -
Remington M870                                  - - -
                                             - - - -  -
AP: 2                                       - - - - - - -
1SHOT: 01 (04)                            - - - - D - - - -
CAPACITY: 04                              - - - D D D - - -
CHARGE AP: 3                                - D D C D D -
WEIGHT: 06                                    D C - C D
                                               - X -
---------------------------------------------------------------------------
                                                 -
W. Barrel Shotgun                               - - -
                                             - - - -  -
AP: 1                                       - - - - - - -
1SHOT: 01 (03)                            - - - - C - - - -
CAPACITY: 02                              - - - C C C - - -
CHARGE AP: 2                                - C C C C C -
WEIGHT: 05                                    C C - C C
                                               - X -
---------------------------------------------------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
9.5. Assault Rifles
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------------------------------------------------------
                                                 -
AK47S                                           - D -
                                             - D C D  -
AP: 3                                       - D C C C D -
1SHOT: 02-05                              - D C C C C C D -
CAPACITY: 30                              D C C C E C C C D
CHARGE AP: 4                                C C E - E C C
WEIGHT: 06                                    E - - - E
                                               - X -
---------------------------------------------------------------------------
                                                 C
FA MAS                                          C B C
                                             C B B B C
AP: 3                                       C B B C B B C
1SHOT: 02-06                              C B B C - C B B C
CAPACITY: 25                              B B C - - - C B B
CHARGE AP: 3                                C - - - - - C
WEIGHT: 06                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
                                                 -
FNC                                             - D -
                                             - D C D  -
AP: 3                                       - D C B C D -
1SHOT: 02-05                              - D C B C B C D -
CAPACITY: 30                              D C B C - C B C D
CHARGE AP: 4                                B C - - - C B
WEIGHT: 06                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
                                                 -
FN P90*                                         - - -
                                             - - D - -
AP: 2                                       - - D C D - -
1SHOT: 03-07                              - - D C B C D - -
CAPACITY: °                               - D C B B B C D -
CHARGE AP: N/A                              C B B - B B C
WEIGHT: 07                                    B - - - B
                                               - X -
---------------------------------------------------------------------------
                                                 -
Galil SAR                                       - D -
                                             - D C D  -
AP: 3                                       - D C C C D -
1SHOT: 02-05                              - D C C B C C D -
CAPACITY: 35                              D C C B - B C C D
CHARGE AP: 4                                C B - - - B C
WEIGHT: 06                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
                                                 -
H&K G3A4                                        - C -
                                             - C C C -
AP: 3                                       - C C B C C -
1SHOT: 03-07                              - C C B C B C C -
CAPACITY: 20                              C C B C D C B C C
CHARGE AP: 3                                B C D - D C B
WEIGHT: 06                                    D - - - D
                                               - X -
---------------------------------------------------------------------------
                                                 -
L85A1                                           - C -
                                             - C B C -
AP: 3                                       - C B B B C -
1SHOT: 03-05                              - C B B B B B C -
CAPACITY: 30                              C B B B - B B B C
CHARGE AP: 4                                B B - - - B B
WEIGHT: 07                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
                                                 -
M16A1                                           - D -
                                             - D D D  -
AP: 3                                       - D D B D D -
1SHOT: 02-05                              - D D B B B D D -
CAPACITY: 30                              D D B B - B B D D
CHARGE AP: 4                                B B - - - B B
WEIGHT: 06                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
                                                 -
Steyr AUG                                       - C -
                                             - C C C  -
AP: 3                                       - C C C C C -
1SHOT: 02-06                              - C C C C C C C -
CAPACITY: 30                              C C C C - C C C C
CHARGE AP: 4                                C C - - - C C
WEIGHT: 06                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
                                                 -
XM177E2                                         - D -
                                             - D C D  -
AP: 3                                       - D C A C D -
1SHOT: 02-06                              - D C A C A C D -
CAPACITY: 30                              D C A C - C A C D
CHARGE AP: 4                                A C - - - C A
WEIGHT: 06                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
9.6. Semiautomatic Rifles
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------------------------------------------------------
                                                 C
H&K G3 SG-1                                     C B C
                                             C B B B C
AP: 3                                       C B B C B B C
1SHOT: 01-03                              C B B C - C B B C
CAPACITY: 20                              B B C - - - C B B
CHARGE AP: 5                                C - - - - - C
WEIGHT: 07                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
                                                 A
H&K PSG-1                                       A A A
                                             A A B A A
AP: 1                                       A A B B B A A
1SHOT: 01                                 A A B B - B B A A
CAPACITY: 05                              A B B - - - B B A
CHARGE AP: 5                                B - - - - - B
WEIGHT: 07                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
                                                 B
L96A1                                           B A B
                                             B A A A B
AP: 2                                       B A A B A A B
1SHOT: 01                                 B A A B - B A A B
CAPACITY: 10                              A A B - - - B A A
CHARGE AP: 4                                B - - - - - B
WEIGHT: 08                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
                                                 D
M16A2 Sniper                                    D C D
                                             D C A C D
AP: 2                                       D C A B A C D
1SHOT: 01                                 D C A B D B A C D
CAPACITY: 20                              C A B D - D B A C
CHARGE AP: 5                                B D - - - D B
WEIGHT: 06                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
                                                 C
M1-Carbine                                      C C C
                                             C C B C C
AP: 2                                       C C B A B C C
1SHOT: 01                                 C C B A - A B C C
CAPACITY: 15                              C B A - - - A B C
CHARGE AP: 4                                A - - - - - A
WEIGHT: 06                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
                                                 C
Remington M700                                  C A C
                                             C A B A C
AP: 2                                       C A B C B A C
1SHOT: 01                                 C A B C - C B A C
CAPACITY: 5                               A B C - - - C B A
CHARGE AP: 3                                C - - - - - C
WEIGHT: 06                                    - - - - -
                                               - X -
---------------------------------------------------------------------------
                                                 A
Walther WA2000                                  A A A
                                             A A A A A
AP: 2                                       A A A A A A A
1SHOT: 01                                 A A A A C A A A A
CAPACITY: 06                              A A A C - C A A A
CHARGE AP: 2                                A C - - - C A
WEIGHT: 07                                    - - - - -
                                               - X -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
9.7. Light Machine Guns
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------------------------------------------------------
                                                 -
FN M249 Minimi                                  - E -
                                             - E D E -
AP: 3                                       - E D C D E -
1SHOT: 04-09                              - E D C B C D E -
CAPACITY: °                               E D C B A B C D E
CHARGE AP: N/A                              C B A - A B C
WEIGHT: 08                                    A - - - A
                                               - X -
---------------------------------------------------------------------------
                                                 -
M134 Vulcan*                                    - C -
                                             - C B C -
AP: 3                                       - C B A B C -
1SHOT: 07-12                              - C B A A A B C -
CAPACITY: °                               C B A A A A A B C
CHARGE AP: N/A                              A A A - A A A
WEIGHT: 09                                    A - - - A
                                               - X -
---------------------------------------------------------------------------
                                                 -
MG34                                            - C -
                                             - C B C -
AP: 3                                       - C B B B C -
1SHOT: 05-10                              - C B B B B B C -
CAPACITY: °                               C B B B C B B B C
CHARGE AP: N/A                              B B C - C B B
WEIGHT: 09                                    C - - - C
                                               - X -
---------------------------------------------------------------------------
                                                 -
U.S. M60                                        - E -
                                             - E C E -
AP: 3                                       - E C B C E -
1SHOT: 04-09                              - E C B B B C E -
CAPACITY: °                               E C B B B B B C E
CHARGE AP: N/A                              B B B - B B B
WEIGHT: 08                                    B - - - B
                                               - X -
===========================================================================
10. Terrain List
===========================================================================

The game has a wide variety of terrain. Listed below are only those terrain
types your units may walk on. There are several other "terrains" that are
impassible, such as walls, trees, vending machines, etc.

Each type of terrain has the following stats:

AP: The number of AP a unit must expend to move onto a tile of the terrain.

EFFECT: This rating (from A to E) is figured into the equation for hitting a
target (see Section 5.3). The rating favors the target, so A is good terrain to
stand on but bad terrain to shoot at.

SHOT PASS: For all passable terrain (those listed here), this is O. For
impassible terrain (rocks, trees, etc.), it can be either O or X. An O means
that weapons may be fired past tiles of the terrain type, whereas an X
indicates that shots cannot pass spaces of the terrain.

SEARCH: Like SHOT PASS, this may be either O or X. If the rating is O, it means
that units standing on the terrain can be seen by the enemy if within their
SEARCH range (see Section 5.4). X, on the other hand, means that units standing
on or behind the terrain are invisible to enemy detection.

---------------------------------------------------------------------------
Block

AP: 2      SHOT PASS: O
EFFECT: E  SEARCH: O
---------------------------------------------------------------------------
Bones

AP: 2      SHOT PASS: O
EFFECT: C  SEARCH: O
---------------------------------------------------------------------------
Bush (type 1)

AP: 2      SHOT PASS: O
EFFECT: C  SEARCH: O

---------------------------------------------------------------------------
Bush (type 2)

AP: 3      SHOT PASS: O
EFFECT: C  SEARCH: O

---------------------------------------------------------------------------
Carpet

AP: 1      SHOT PASS: O
EFFECT: E  SEARCH: O
---------------------------------------------------------------------------
Ditch

AP: 1      SHOT PASS: O
EFFECT: A  SEARCH: O
---------------------------------------------------------------------------
Escalator

AP: 2      SHOT PASS: O
EFFECT: D  SEARCH: O
---------------------------------------------------------------------------
Floor

AP: 1      SHOT PASS: O
EFFECT: E  SEARCH: O
---------------------------------------------------------------------------
Flooring

AP: 1      SHOT PASS: O
EFFECT: E  SEARCH: O
---------------------------------------------------------------------------
Grassy Plain

AP: 2      SHOT PASS: O
EFFECT: D  SEARCH: O
---------------------------------------------------------------------------
Ground

AP: 1      SHOT PASS: O
EFFECT: E  SEARCH: O
---------------------------------------------------------------------------
Hallway

AP: 1      SHOT PASS: O
EFFECT: E  SEARCH: O
---------------------------------------------------------------------------
Mud

AP: 2      SHOT PASS: O
EFFECT: D  SEARCH: O
---------------------------------------------------------------------------
Pipe

AP: 3      SHOT PASS: O
EFFECT: B  SEARCH: O
---------------------------------------------------------------------------
Plate
                          NOTE: There are two types of Plate terrain.
AP: 1      SHOT PASS: O    They have the same stats, but the tiles look
EFFECT: E  SEARCH: O       different, and the make different sounds.
---------------------------------------------------------------------------
Puddle

AP: 2      SHOT PASS: O
EFFECT: C  SEARCH: O
---------------------------------------------------------------------------
River

AP: 3      SHOT PASS: O
EFFECT: E  SEARCH: O
---------------------------------------------------------------------------
Rocky Terrain

AP: 1      SHOT PASS: O
EFFECT: D  SEARCH: O
---------------------------------------------------------------------------
Soil

AP: 1      SHOT PASS: O
EFFECT: E  SEARCH: O
---------------------------------------------------------------------------
Stairs (metal or gray linoleum)

AP: 2      SHOT PASS: O
EFFECT: D  SEARCH: O
---------------------------------------------------------------------------
Stairs (stone or lavender linoleum)

AP: 2      SHOT PASS: O
EFFECT: C  SEARCH: O
---------------------------------------------------------------------------
Tall Bush

AP: 4      SHOT PASS: O
EFFECT: A  SEARCH: X
---------------------------------------------------------------------------
===========================================================================
11. Enemy Teams
===========================================================================

"Knoweth thine enemy, so that you mayst sneaketh up upon him as the thief and
whacketh him about the head."

Shanendoa 7:12-13

What follows is a list of all the enemy teams you will face over the course of
the game and the members of each one.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11.1. Little Apple
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Little Apple is the first enemy team you meet, and as befits their status as
the beginning opponents, they aren't much to fear (it's kind of like your kid
brother gathered some friends together to try to kill you). You face the
miniature militia in Missions 1 through 3.

---------------------------------------------------------------------------
11.1.1. Leader
---------------------------------------------------------------------------

Kid
HP: 4   AP: 10
HIT: B  EVASION: C
SEARCH: 7 (10)
MAIN ARMS: FNC
SIDE ARMS: CZ 75

---------------------------------------------------------------------------
11.1.2. Attacker
---------------------------------------------------------------------------

Jack
HP: 3   AP: 9
HIT: C  EVASION: D
SEARCH: 6 (9)
MAIN ARMS: Galil SAR
SIDE ARMS: Walther PPK/

---------------------------------------------------------------------------
11.1.3. Sniper
---------------------------------------------------------------------------

Blues
HP: 3   AP: 10
HIT: A  EVASION: E
SEARCH: 8 (11)
MAIN ARMS: Remington M7
SIDE ARMS: Glock 17

---------------------------------------------------------------------------
11.1.4. Task Force
---------------------------------------------------------------------------

Rap
HP: 3   AP: 12
HIT: C  EVASION: D
SEARCH: 6 (9)
MAIN ARMS: Ingram M10A1
SIDE ARMS: Butterfly Knife

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11.2. Green Army
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The Green Army challenges you in the mid-level Easy Missions (Missions 5-7). As
their name would suggest, the Green Army wears, what else?, green army
fatigues. Whereas you could often blunder your way to victory against Little
Apple, it's not quite so easy when you're up against the Green Army. For one
thing, their stats are a bit better. For another, they tend to field a larger
number of units per mission. They also employ the formidable Acheron, but
luckily he defects after Mission 5.

---------------------------------------------------------------------------
11.2.1. Leader
---------------------------------------------------------------------------

Octopus
HP: 5   AP: 10
HIT: B  EVASION: C
SEARCH: 7 (10)
MAIN ARMS: Steyr AUG
SIDE ARMS: Beretta M93R

---------------------------------------------------------------------------
11.2.2. Attacker
---------------------------------------------------------------------------

Crab
HP: 4   AP: 10
HIT: C  EVASION: C
SEARCH: 6 (9)
MAIN ARMS: M16A1
SIDE ARMS: S&W M645

---------------------------------------------------------------------------
11.2.3. Defenders
---------------------------------------------------------------------------

Acheron                         Iguana
HP: 7   AP: 10                  HP: 5   AP: 9
HIT: C  EVASION: A              HIT: E  EVASION: A
SEARCH: 6 (9)                   SEARCH: 6 (9)
MAIN ARMS: H&K MP5KA4           MAIN ARMS: XM177E2
SIDE ARMS: Colt Govt. Issue     SIDE ARMS: Desert Eagle

---------------------------------------------------------------------------
11.2.4. Snipers
---------------------------------------------------------------------------

Snake                           Spider
HP: 3   AP: 11                  HP: 4   AP: 10
HIT: B  EVASION: D              HIT: A  EVASION: E
SEARCH: 8 (11)                  SEARCH: 8 (11)
MAIN ARMS: M-1 Carbine          MAIN ARMS: M16A2 Sniper
SIDE ARMS: Luger P08            SIDE ARMS: Beretta M84

---------------------------------------------------------------------------
11.2.5. Task Forces
---------------------------------------------------------------------------

Chameleon                       Frog
HP: 4   AP: 12                  HP: 3   AP: 13
HIT: C  EVASION: D              HIT: C  EVASION: C
SEARCH: 6 (9)                   SEARCH: 7 (10)
MAIN ARMS: Ingram M10A1         MAIN ARMS: UZI SMG
SIDE ARMS: Gurkha Knife         SIDE ARMS: Rambo Knife

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11.3. Bandits
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

It isn't really until you move on to Missions 7 and 8 and face the Bandits that
you wish BBG had more of a storyline. Who are these people? Why are they taking
over shopping malls and factories? Who is that prisoner they've taken hostage?
And is their leader going for more of a Duke Nukem or Max Headroom? My
hypothesis is that the Bandits are anarcho-syndicalists, bent on destroying the
evil capitalist system. Whatever their aims, the Bandits are nothing to scoff
at; their stats and weapons are sufficiently advanced to give you a good
challenge. Now get out there and consume them.

---------------------------------------------------------------------------
11.3.1. Leader
---------------------------------------------------------------------------

Axe
HP: 7   AP: 12
HIT: B  EVASION: A
SEARCH: 8 (11)
MAIN ARMS: H&K MP5KA4
SIDE ARMS: Mauser M712

---------------------------------------------------------------------------
11.3.2. Attackers
---------------------------------------------------------------------------

Apache                         Truck
HP: 5   AP: 12                 HP: 4   AP: 10
HIT: B  EVASION: C             HIT: C  EVASION: C
SEARCH: 7 (10)                 SEARCH: 6 (9)
MAIN ARMS: Maverick M88        MAIN ARMS: Steyr AUG
SIDE ARMS: Rambo Knife         SIDE ARMS: H&K USP

---------------------------------------------------------------------------
11.3.3. Defender
---------------------------------------------------------------------------

Caterpillar
HP: 5   AP: 10
HIT: D  EVASION: A
SEARCH: 6 (9)
MAIN ARMS: FNC
SIDE ARMS: Desert Eagle

---------------------------------------------------------------------------
11.3.4. Sniper
---------------------------------------------------------------------------

Arrow
HP: 4   AP: 11
HIT: A  EVASION: D
SEARCH: 8 (11)
MAIN ARMS: L96A1
SIDE ARMS: Walther P38

---------------------------------------------------------------------------
11.3.5. Task Forces
---------------------------------------------------------------------------

Jeep                           Porcupine
HP: 4   AP: 13                 HP: 4   AP: 13
HIT: C  EVASION: B             HIT: B  EVASION: C
SEARCH: 6 (9)                  SEARCH: 7 (10)
MAIN ARMS: H&K MP5KA4          MAIN ARMS: Ingram M10A1
SIDE ARMS: Butterfly Knife     SIDE ARMS: Gurkha Knife

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11.4. Orange Shot
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

We've apparently jumped ahead to the 24 1/2th century. Either that, or we've
gone back to the 1950s, because the members of Orange Shot (Missions 9-11) look
like they just beamed down from an old-school sci-fi serial. The leader of
these interplanetary pirates is Trigger, a man in an oversized Darth Vader
helmet (Space Balls, anyone?). Fortunately, Orange Shot isn't much advanced
over their Easy-difficulty predecessors, though they do possess some more
advanced weaponry. Trick, a Task Force, joins your team after Mission 9
(evidently upset that he didn't get the memo about the dress code).

---------------------------------------------------------------------------
11.4.1. Leader
---------------------------------------------------------------------------

Trigger
HP: 5   AP: 11
HIT: B  EVASION: B
SEARCH: 8 (11)
MAIN ARMS: XM177E2
SIDE ARMS: Browning HP

---------------------------------------------------------------------------
11.4.2. Attacker
---------------------------------------------------------------------------

Guts
HP: 4   AP: 10
HIT: B  EVASION: C
SEARCH: 6 (9)
MAIN ARMS: Maverick M88
SIDE ARMS: Glock 17

---------------------------------------------------------------------------
11.4.3. Defender
---------------------------------------------------------------------------

Dank
HP: 6   AP: 10
HIT: D  EVASION: A
SEARCH: 6 (9)
MAIN ARMS: M16A1
SIDE ARMS: Desert Eagle

---------------------------------------------------------------------------
11.4.4. Sniper
---------------------------------------------------------------------------

Rip
HP: 4   AP: 11
HIT: A  EVASION: D
SEARCH: 9 (12)
MAIN ARMS: Remington M7
SIDE ARMS: Colt Govt. Issue

---------------------------------------------------------------------------
11.5.5. Task Forces
---------------------------------------------------------------------------

Trick                          De Kock
HP: 4   AP: 15                 HP: 4   AP: 13
HIT: C  EVASION: C             HIT: C  EVASION: B
SEARCH: 6 (9)                  SEARCH: 7 (10)
MAIN ARMS: H&K MP5KA4          MAIN ARMS: H&K MP5KA4
SIDE ARMS: Kunai               SIDE ARMS: Butterfly Knife

Walker
HP: 4   AP: 14
HIT: B  EVASION: C
SEARCH: 6 (9)
MAIN ARMS: Ingram M10A1
SIDE ARMS: Rambo Knife

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11.5. Bulldog
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Bulldog is perhaps the most nefarious of the various enemy teams you will face
in the course of the game. They are evil beyond imagination, and it is good
that you have been sent to destroy them. What did they do to warrant this
negative criticism? Well, look at how they're dressed. And what is their name?
You see? You see?! Their uniforms are made out of . . . puppy fur! Yes, like
Cruella DeVil, Bulldog slaughtered 101 bulldogs to make those snappy uniforms.
Get revenge on them in Missions 12-14. Do it for the puppies.

---------------------------------------------------------------------------
11.5.1. Leader
---------------------------------------------------------------------------

Bear
HP: 6   AP: 9
HIT: B  EVASION: A
SEARCH: 7 (10)
MAIN ARMS: FN M249 Minimi
SIDE ARMS: Rambo Knife

---------------------------------------------------------------------------
11.5.2. Attackers
---------------------------------------------------------------------------

Monkey                         Armadillo
HP: 4   AP: 10                 HP: 4   AP: 11
HIT: C  EVASION: B             HIT: C  EVASION: B
SEARCH: 6 (9)                  SEARCH: 6 (9)
MAIN ARMS: Maverick M88        MAIN ARMS: Mossberg M50
SIDE ARMS: H&K P7              SIDE ARMS: H&K P7

---------------------------------------------------------------------------
11.5.3. Defenders
---------------------------------------------------------------------------

Buffalo
HP: 6   AP: 9
HIT: C  EVASION: A
SEARCH: 6 (9)
MAIN ARMS: L85A1
SIDE ARMS: Colt Python

---------------------------------------------------------------------------
11.5.4. Snipers
---------------------------------------------------------------------------

Owl                            Crow
HP: 4   AP: 12                 HP: 3   AP: 11
HIT: B  EVASION: D             HIT: A  EVASION: C
SEARCH: 8 (11)                 SEARCH: 9 (12)
MAIN ARMS: Remington M7        MAIN ARMS: L96A1
SIDE ARMS: Colt Govt. Issue    SIDE ARMS: CZ 75

---------------------------------------------------------------------------
11.5.5. Task Forces
---------------------------------------------------------------------------

Panther                        Fox
HP: 4   AP: 13                 HP: 4   AP: 14
HIT: B  EVASION: C             HIT: C  EVASION: B
SEARCH: 6 (9)                  SEARCH: 7 (10)
MAIN ARMS: Sterling SMG        MAIN ARMS: H&K MP5A5
SIDE ARMS: Gurkha Knife        SIDE ARMS: Rambo Knife

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11.6. Knight Force
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Your final test in Normal mode is to go against Techno and his house full of
Knight Force underlings (Trigger's Darth Vader helmet seems to have become
quite the fashion trend, though Techno seems entranced with his football
helmet). The team is a worthy final challenge, as they use some
industrial-strength weaponry and their units are easily a match for your own.
Break and beat them in Missions 15 and 16.

---------------------------------------------------------------------------
11.6.1. Leader
---------------------------------------------------------------------------

Techno
HP: 8   AP: 11
HIT: A  EVASION: B
SEARCH: 10 (13)
MAIN ARMS: H&K G3 SG-1
SIDE ARMS: Browning HP

---------------------------------------------------------------------------
11.6.2. Attackers
---------------------------------------------------------------------------

Slash                          Rock
HP: 4   AP: 10                 HP: 4   AP: 10
HIT: C  EVASION: B             HIT: C  EVASION: C
SEARCH: 6 (9)                  SEARCH: 6 (9)
MAIN ARMS: Maverick M88        MAIN ARMS: Maverick M88
SIDE ARMS: Glock 17            SIDE ARMS: H&K USP

---------------------------------------------------------------------------
11.6.3. Defenders
---------------------------------------------------------------------------

Duo                            Gospel
HP: 5   AP: 10                 HP: 6   AP: 9
HIT: C  EVASION: B             HIT: D  EVASION: A
SEARCH: 7 (10)                 SEARCH: 6 (9)
MAIN ARMS: L85A1               MAIN ARMS: FN M249 Minimi
SIDE ARMS: H&K USP             SIDE ARMS: Rambo Knife

---------------------------------------------------------------------------
11.6.4. Snipers
---------------------------------------------------------------------------

Wink                           Fernandez
HP: 4   AP: 11                 HP: 3   AP: 11
HIT: A  EVASION: D             HIT: A  EVASION: D
SEARCH: 11 (14)                SEARCH: 9 (12)
MAIN ARMS: H&K G3 SG-1         MAIN ARMS: H&K G3 SG-1
SIDE ARMS: S&W M66             SIDE ARMS: Beretta M84

---------------------------------------------------------------------------
11.6.5. Task Forces
---------------------------------------------------------------------------

Beat                           Chopper
HP: 4   AP: 14                 HP: 4   AP: 15
HIT: B  EVASION: C             HIT: C  EVASION: B
SEARCH: 6 (9)                  SEARCH: 7 (10)
MAIN ARMS: H&K MP5KA4          MAIN ARMS: Ingram M10A1
SIDE ARMS: Rambo Knife         SIDE ARMS: Ingram M10A1

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11.7. Jokers
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Meet King. Some people call him "Space Cowboy". Others call him "the Gangster
of Love". Whatever you call him, what's sure is that he and his team of Jokers
have leapt ahead a good decade or two past their Normal-difficulty
counterparts. Unfortunately, they've jumped no further than the longhaired
hippy days of the 1970s anti-war movement.

But keeping with the difficulty level, the Jokers aren't to be underestimated.
Their stats aren't too different from Knight Force or even Bulldog, but their
weapons are definitely next-generation. Gone are the days of sending a Defender
out pell-mell without fear; with a weapon like the FA MAS or U.S. M60 that can
fire up to 9 shots, an enemy attacker can afford to miss a few times.

War? Let's show these draft dodgers what it's good for. The Jokers burn their
bras until mission 19.

---------------------------------------------------------------------------
11.7.1. Leader
---------------------------------------------------------------------------

King
HP: 7   AP: 10
HIT: B  EVASION: A
SEARCH: 7 (10)
MAIN ARMS: FA MAS
SIDE ARMS: Beretta M93R

---------------------------------------------------------------------------
11.7.2. Attackers
---------------------------------------------------------------------------

Border                         Spike
HP: 4   AP: 11                 HP: 4   AP: 11
HIT: B  EVASION: C             HIT: B  EVASION: C
SEARCH: 6 (9)                  SEARCH: 6 (9)
MAIN ARMS: FNC                 MAIN ARMS: Maverick M88
SIDE ARMS: H&K P7              SIDE ARMS: Gurkha Knife

---------------------------------------------------------------------------
11.7.3. Defenders
---------------------------------------------------------------------------

Scorpion                       Shark
HP: 6   AP: 9                  HP: 6   AP: 10
HIT: C  EVASION: A             HIT: C  EVASION: B
SEARCH: 7 (10)                 SEARCH: 6 (9)
MAIN ARMS: XM177E2             MAIN ARMS: U.S. M60
SIDE ARMS: XM177E2             SIDE ARMS: Colt Python

---------------------------------------------------------------------------
11.7.4. Snipers
---------------------------------------------------------------------------

Bishop                         Wizard
HP: 4   AP: 12                 HP: 5   AP: 11
HIT: A  EVASION: C             HIT: A  EVASION: D
SEARCH: 9 (12)                 SEARCH: 10 (13)
MAIN ARMS: Remington XP        MAIN ARMS: H&K G3 SG-1
SIDE ARMS: Remington XP        SIDE ARMS: Luger P08

---------------------------------------------------------------------------
11.7.5. Task Forces
---------------------------------------------------------------------------

Lizard                         Trump
HP: 5   AP: 14                 HP: 5   AP: 14
HIT: C  EVASION: B             HIT: C  EVASION: B
SEARCH: 7 (10)                 SEARCH: 7 (10)
MAIN ARMS: H&K MP5A5           MAIN ARMS: H&K MP5A5
SIDE ARMS: Spetznaz Knife      SIDE ARMS: Spetznaz Knife

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11.8. The Monsters
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

They're creepy and they're kooky, mysterious and spooky. They're altogether . .
unoriginal. The Monsters (Missions 20-22), though a bit tougher than the
Jokers, haven't advanced much in other areas. Their leader's still got a
permanent, and the rank-and-file are still sporting beatnik bobs. At least they
did away with those hideous fuchsia jumpers.

---------------------------------------------------------------------------
11.8.1. Leader
---------------------------------------------------------------------------

Dragon
HP: 7   AP: 11
HIT: A  EVASION: B
SEARCH: 7 (10)
MAIN ARMS: H&K G3A4
SIDE ARMS: S&W M29

---------------------------------------------------------------------------
11.8.2. Attacker
---------------------------------------------------------------------------

Cerberus
HP: 5   AP: 11
HIT: B  EVASION: B
SEARCH: 6 (9)
MAIN ARMS: Franci SPAS
SIDE ARMS: Colt Govt. Issue

---------------------------------------------------------------------------
11.8.3. Defenders
---------------------------------------------------------------------------

Golem                          Minotaur
HP: 6   AP: 10                 HP: 6   AP: 10
HIT: C  EVASION: A             HIT: B  EVASION: B
SEARCH: 6 (9)                  SEARCH: 6 (9)
MAIN ARMS: U.S. M60            MAIN ARMS: FN M249 Minimi
SIDE ARMS: Desert Eagle        SIDE ARMS: H&K USP

---------------------------------------------------------------------------
11.8.4. Snipers
---------------------------------------------------------------------------

Balrog                         Gargoyle
HP: 4   AP: 11                 HP: 4   AP: 11
HIT: A  EVASION: C             HIT: A  EVASION: C
SEARCH: 10 (13)                SEARCH: 10 (13)
MAIN ARMS: H&K PSG-1           MAIN ARMS: H&K G3 SG-1
SIDE ARMS: Glock 17            SIDE ARMS: Beretta M92F

---------------------------------------------------------------------------
11.8.5. Task Forces
---------------------------------------------------------------------------

Hellhound                      Salamander
HP: 5   AP: 14                 HP: 5   AP: 13
HIT: B  EVASION: C             HIT: B  EVASION: B
SEARCH: 7 (10)                 SEARCH: 7 (10)
MAIN ARMS: H&K MP5A5           MAIN ARMS: H&K G3A4
SIDE ARMS: Spetznaz Knife      SIDE ARMS: Browning HP

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11.9. Dark Angel
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Dark Angel is the biggest and baddest group of criminals you'll come across in
BBG. And for the first time ever, you'll face a team with multiple Leaders! One
of these goes by the code name of Professor and looks like Frankenstein's
monster, and most other members of the team aren't much prettier. And watch out
for Professor's M134 Vulcan, a gun more powerful than any other in the game.
You will run across some old "friends", as well, such as Axe, formally Leader
of the Bandits, and Techno, the former leader of Knight Force.

Your pain begins on Missions 23 and lasts through Mission 24.

---------------------------------------------------------------------------
11.9.1. Leaders
---------------------------------------------------------------------------

Axe                            Professor
HP: 7   AP: 12                 HP: 9   AP: 13
HIT: B  EVASION: A             HIT: A  EVASION: A
SEARCH: 8 (11)                 SEARCH: 9 (12)
MAIN ARMS: FN P90              MAIN ARMS: M134 Vulcan
SIDE ARMS: Mauser M712         SIDE ARMS: Automag

Techno
HP: 8   AP: 11
HIT: A  EVASION: B
SEARCH: 10 (13)
MAIN ARMS: Walther WA20
SIDE ARMS: CZ 75

---------------------------------------------------------------------------
11.9.2. Attackers
---------------------------------------------------------------------------

Blood                          Linda
HP: 5   AP: 11                 HP: 5   AP: 11
HIT: B  EVASION: B             HIT: B  EVASION: B
SEARCH: 7 (10)                 SEARCH: 7 (10)
MAIN ARMS: Franki SPAS 12      MAIN ARMS: Franki SPAS 12
SIDE ARMS: S&W M29             SIDE ARMS: S&W M29

---------------------------------------------------------------------------
11.9.3. Defender
---------------------------------------------------------------------------

Diver
HP: 7   AP: 10
HIT: B  EVASION: A
SEARCH: 7 (10)
MAIN ARMS: MG34
SIDE ARMS: Mauser M712

---------------------------------------------------------------------------
11.9.4. Sniper
---------------------------------------------------------------------------

Bible
HP: 5   AP: 12
HIT: A  EVASION: B
SEARCH: 11 (14)
MAIN ARMS: H&K PSG-1
SIDE ARMS: Browning HP

---------------------------------------------------------------------------
11.9.5. Task Forces
---------------------------------------------------------------------------

Doctor                         Edge
HP: 5   AP: 14                 HP: 5   AP: 17
HIT: C  EVASION: A             HIT: C  EVASION: A
SEARCH: 7 (10)                 SEARCH: 7 (10)
MAIN ARMS: Spetznaz Knife      MAIN ARMS: Spetznaz Knife
SIDE ARMS: FN P90              SIDE ARMS: Beretta M93R

===========================================================================
12. Score
===========================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
12.1. Mission Scores
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The score for achieving the objectives of a mission vary; see the Mission
walkthroughs for details. However, there are some things that are held
consistent from mission to mission. The following chart summarizes how the game
scores your performance after a mission:

         Scorable Item         |  Points
--------------------------------|----------
Turns before turn limit expires |  100/turn
Enemy units killed              |  150/unit
Player units killed             | -100/unit
Player units fielded under      |
  maximum allowed              |  250/unit

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
12.2. Final Score
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

After you complete all 24 missions, the game totals your scores from each and
assigns you an overall rank. The ranks are as follows:

Grade |       Rank      |     Points
----- |-----------------|-----------------
 A   |         Admiral | 92,000 -
 B   |         General | 88,000 - 91,999
 C   |   Major General | 84,000 - 87,999
 D   |         Colonel | 80,000 - 83,999
 E   |           Major | 76,000 - 79,999
 F   |         Captain | 72,000 - 75,999
 G   |      Lieutenant | 68,000 - 71,999
 H   | Warrant Officer | 64,000 - 67,999
I5   |        Corporal | 60,000 - 63,999
J2   |         Private | 00,000 - 59,999

Congratulations for finishing Ball Bullet Gun!

===========================================================================
13. Codes and Secrets
===========================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
13.1. Hidden Weapons
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Some levels have weapons hidden on them. To get these weapons, you have to move
a unit to the correct location and have them stand there (i.e., you can't just
walk over the right spot; you have to stop there at least temporarily). This
makes a chest appear nearby, and moving a unit to stand on the chest gives you
the weapon inside.

The hidden weapons I know of are the following missions:

Mission 7, where you get the FNP90. The secret spot is at coordinates (5, 25),
in
the bottom-left room.

Mission 14, where you get the M134 Vulcan. It's located at (60,21), the bottom,
right-hand corner of the map.

Mission 20, where you find the Walther WA2000. The chest appears at (4, 20)
when you move a unit to the space to the left.

Mission 23, where you can get the Peacemaker. The secret spot is at coordinates
(35, 1) -- the upper right-hand corner of the map.

If you know of any other hidden weapons, please let me know.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
13.2. Emulator Cheat
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

If you're using an emulator (likely), one of the easiest ways to cheat is with
save states. They don't affect the game in any way, so you can use them with
wild abandon. That way, you can cover more territory to find the enemy more
quickly (if one of your units doesn't find an enemy unit on its turn, you can
simply load your saved state and search somewhere else).

Best of all, the game determines random seeds at the moment of execution. This
means that you can save your state as one of your units is about to attack an
enemy. If the attack is unsuccessful, you can load the saved state and try
again. Repeat until you get the outcome you want. This also works when the
enemy attacks you, of course; save the state, and if you die, reload.

===========================================================================
14. Acknowledgments
===========================================================================

Special thanks are due to a few individuals who helped me improve this guide by,
well, telling me things I didn't know or was too lazy to find out. These people
are:


CIDblue - for the location of the WA 2000
Cpt. D - for the location of the WA 2000
Cheveyo - for the location of the FN P90 and for correcting me on the Team Make
         AP values
James Turner - for the location of the M134 Vulcan
Xanathis - for the location of the Peacemaker