Ghost Squad
Producer: Sega
Guns FAQ
Version 2.56F
22nd October 2005
Author: ShadowMasterM16
Contact: externalgaming@gmail.com
===============================================================================

*FOR USE ON VERSION A MACHINES ONLY*
Language: English (British)

----------------------------Disclaimer----------------------------

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Ghost Squad(TM) is copyright by Sega, 2004. 
This guide is NOT for sale. 
DO NOT copy and reproduce the information in this guide without
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for intellectual property infringement reasons.
{X-Reference his Guides, v1.0, v1.01 and v1.1}

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------------------------------------------------------------------

*Contents*

1:  Version History
2:  Introduction and Acknowledgements
3:  Machineguns
4:  Handguns/Pistols/Revolvers
5:  Sniper Rifles
6:  Shotguns
7:  Other Weapons
8:  Boss Stage Weapons
9:  Reference Alpha, Gun Comparison Charts
10: Reference Bravo, Ranks in GS
11: Reference Charlie, Double Damage vs Double Penetration
12: Reference Delta, My Score Route for NOOBS
14: Reference Echo, Gun Comparisons (GS vs. Reality), MGs
15: Reference Foxtrot, Handgun Comparisons vs. Reality 
16: Reference Golf, Sniper Rifle Comparisons vs. Reality 
17: Reference Hotel, Shotgun Comparisons vs. Reality 
18: Reference India, Other Weapons Comparisons vs. Reality 
19: Reference Juliet, Boss Stage Weapons Comparison vs. Reality
20: Reference Kilo, 100% Mission Completion Rate 
21: Reference Lima, New Unlockables at WHAT LEVEL? 
22: Reference Mike, Typical Bonuses and their Explanations  
23: Reference November, Scoring 
24: Reference Oscar, Arrows for the Statistical Data, Part 1
25: Reference Papa, Arrows for the Statistical Data, Part 2
26: End Statement 

1:*Version History*

v0.75------28th March 2005
Written almost everything here.

v0.82------7th June 2005 
Updated information on the M45R and the TM9V.
Updated and confirmed promotion levels.

v0.86------22nd June 2005
Updated missing information and changed the CPG7's ranking after playing
with it :P

v0.90------23rd June 2005
Updated the Summary List and added my personal route of play

v0.95------1st July 2005
Added tips on the SAW24.

v1.02------6th July 2005
Added some real gun information which is similar to the guns is GS
(Machineguns Only)

v1.08------7th July 2005
Corrected information regarding the CPG7's penetration (thx Shadow wiz)

v1.18------12th July 2005
Added information to allevate confusion between DOUBLE DAMAGE and DOUBLE
PENETRATION.

v1.27------6th August 2005
Changed info on the MP10 after an experiment which netted me 579k......
Added Reference Echo.

v1.36------9th August 2005
Added the Content Page and more Acknowledgements. Added Reference Kilo.

v1.44------12th August 2005
Done Reference Mike.

v1.72------28th August 2005
Finished Scoring and the Graphical Arrangement of Data. 

v2.04------30th August 2005
Done Reference Papa and Reference Foxtrot.

v2.12------11th September 2005
Completed the References of Hotel, India and Juliet... and did you notice
the Specific Summary below every gun?

v2.42------24th September 2005
Changed my Recommended Playing Route to suit players who are weak at H2H.

v2.56------19th October 2005
Finished Section 15 (Reference Foxtrot)

v2.56------21st October 2005
Finished Section 16 (Reference Golf)
Will not update till sometime in March 2006.

v2.56F-----22nd October 2005
Just renembered the version number to denote that this guide is almost
certainly, completed.

2:Introduction and Acknowledgements

Kudos to all the people at the GameFAQs Ghost Squad Board (board 924225)
Thx (not in any order of merit) Shadow Wiz, HZH, numbah_T, gs_yoda, 
mash_zeroforce, subaruchan and everyone else

This is basically a guide that is useful for replacing the Japanese version of 
the guns guide found on http://www.sega-ghostsquad.com.

110% thanks to Google's Translator for translating Japanese.Beta into English
(though its not really gramatically correct) but hey thanks!

THE REAL THING

Format of information is as follows:

Class
Clip Capacity/with HCM
Possible Add-ons
Recoil
Penetration
Reload Time
Bonus Item
Shooting Modes
Rate of Fire
Level Obtained

Background Information


3:*Machineguns/Light Automatic Rifles*

-XMW21-

Machinegun
100/150
Compensator, HCM, FREE Dot Sight
High Recoil
2.5x Penetration
VERY Long Reload Time
Grenades x1
Full Automatic/Grenade
Medium-Slow Rate of Fire
Obtained at Level 99


It has 100 bullets. It has a powerful penetration ability similar to the 
TK1B. When the GS meter is maxxed out, a grenade becomes available. Its most
severe drawback is its VERY long reload time (2 clips). I once saw a noob 
marshal use it and an enemy shot him twice :P. It is obtained at Level 
99(Marshal), it can have a high capacity magazine and compensator, and a dot
sight is complementary. The clips are at the front (metal) and the back 
(black plastic).

-MP10-

Machinegun
30/60
HCM, Dot Sight
No Recoil
1.0x Penetration
Long Reload Time
HCM
Single/Full Automatic
Very Fast Rate of Fire
Obtained at Level 77

30 bullets. The reload time is quite long, and the rate of fire is very 
fast. It can have a high capacity magazine and a dot sight. Obatined at 
level 77. A high cap magazine is your GS meter maxing reward. No recoil, 
therefore this gun needs not a compensator. Anyway this is one great gun
to use and demonstrate to everyone that you are a god of GS.

-G50-

Machinegun
30/60
Compensator, HCM, Dot Sight
Medium Recoil Present
1.0x Penetration
Long Reload Time
HCM
Single/ Full Automatic
Medium-High Rate of Fire
Obtained at Level 54
 
Similar to the MP10 in all aspects, but this is realistically heavier and 
this is an assault rifle. It needs a compensator due to the recoil, though.
It can be obtained in level 54.

-CPG7-

Machinegun
20/40
Compensator, HCM, Dot Sight
Medium Recoil
2.5x Penetration
Medium Reload Time
HCM
Single/Full automatic
Very Fast Rate of Fire
Obtained at Level 50

20 bullets. High penetration similar to the TR14. It has some recoil and
inaccuracy to an extent, but it is still manageable. It can use a dot sight,
high cap mag and a compensator. The GS gift is a high cap magazine. 
Obtainable at Level 50 (Lieutenant General).

-TK1B-

Machinegun
30/60
Compensator, HCM, Dot Sight
High Recoil
2.0x Penetration
Long Reload Time
HCM
Single/ Full Automatic
Medium-Fast Rate of Fire
Obtained at Level 46

The terrorist's standard issue assault rifle. It has a capacity of 30 
bullets and penetrates to some extent. It has a low accuracy due to its 
strong destructive power. It can use a dot sight and a high cap mag. The 
GS reward is a high cap mag. Received at Level 46. Needs a compensator very 
badly.

-TR14-

Machinegun
20/40
Compensator, HCM, Dot Sight
High Recoil
3.0x Penetration
Medium Reload Time
HCM
Single/Full Automatic
Medium-Fast Rate of Fire
Obtained at Level 38

The most-widely abused rifle. It's penetration is extreme (3.0 times that 
of the normal bullet), has a small clip of 20 but it is manageable. Its 
reload time is somewhat lengthy (also manageable) and it has 2 modes of 
firing. You know, single and full auto. However, single is better as there 
can be no stray shots arising from recoil and of course, a higher accuracy 
score ;). The same 3 items can be used, compensator, the HCM and the dot 
sight. HCMs replace your current item when the GS Bar is maxxed out so this 
sucks. Try the SPR11 instead!!! Received at Level 38 (Brigader General)

-AR4A-

Machinegun
28/56
HCM, Dot Sight
No Recoil
1.0x Penetration
Medium Reload Time
HCM
Single/Full Automatic
Very Fast Rate of Fire
Obtained at Level 32

My dream carbine. I'd wish that every gun can have a different model for 
the controller, and every player has to bring his own controller to the 
arcade. It has 28 bullets when fully loaded, no penetration *aww:(* has 
a reload time similar to the TR14 and its rate of fire is very fast. 
(like the SAW25). US soldiers, no burst fire! It can hold a dot sight and a 
high capacity magazine and the bonus item is duh, you know! High cap Mag!
Level 32 bonus.

-M94R-

Machinegun
25/50
HCM, Dot Sight
No Recoil
1.0x Penetration
Short Reload Time
HCM
Single/Full Automatic
Medium-Fast Rate of Fire
Obtained at Level 30

The improved version of the XM-2119. It has a capacity of 25 rounds, but no 
more burst fire. Its reload time is slightly longer than the XM-2119, and 
it can hold the usual 2 items, dot sight and the HCM. Bonus item as usual, 
and it is attained at Level 30. (Lieutenant Colonel)

-SAW24-

Machinegun
Infinite Bullets
No Bonus Items Obtainable
No Recoil
1.0x Penetration
Controlled by Heat---Long Cooling Time
No Bonus Item
Medium-Slow Rate of Fire
Full Automatic Only
Obtained at Level 15

The revolutionary machinegun is here! *Applause*. This gun has an infinite 
bullet capacity, and it can hold no items and has no bonus items. It has 
no semi-automatic fire mode due to its lack of internal parts, and it can 
overheat is fired too rapidly. Penetration is existent, and if you cause 
it to overheat in the helicopter attack on mission 3, you DIE!!! Level 15 
attainment (Chief Warrant Officer)

-XM-2119-

Machinegun
24/48
HCM, Dot Sight
No Recoil
1.0x Penetration
Very Short Reload Time
Bonus: 50 Rounds of Full Automatic Fire
Medium-Slow Rate of Fire
Single/3 Round Burst/Full Automatic
Basic Weapon 

The basic sub-machinegun. It has 3 modes of fire, semi, burst of 3 and 
full auto. It can hold 2 items, the dot sight and the HCM, and it has 
limited rounds of fully automatic fire *:(*. The bonus item is 50 rounds 
of fully automatic fire, and you start with 100 on each stage. It has no 
recoil and no penetration. There is no need to reload when fired fully 
automatic.

4:*Handguns/Pistols/Revolvers*

Format of information is as follows:

Class
Clip Capacity/with HCM
Possible Add-on Items
Damage Rate
Reload Time
Bonus Item
Shooting Modes
Level Obtained
Background Information on Guns

-M209-

Handgun
10/20
HCM, Dot Sight
1.0x Damage
Instantaneous Reload
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 61 

10 bullets of small calibre. Semi-Automatic fire unless otherwise stated, 
and it can have a dotsight and a high cap mag. 2 Shot Bursts for 
completing a GS Meter. Obtained at Level 61.

-Guardian VCG-1.0-

Handgun
6/No HCM Possible
Dot Sight
1.0x Damage
Instantaneous Reload
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 60 

This must be the most challenging weapon to use. 6 bullets in a tiny 
magazine, no high cap mag allowed, semi shots only, 2 shot bursts for GS 
reward. Poor efficiency, I'd NEVER recommend you use it unless you have 
got a death wish. The Internet Ranking highscore is 700k+, but dun be 
like him! Level 60 crap Christmas present. Don't open it! (It's better 
used in Virtua Cop 1 and 2).

-P4512-

Handgun
12/24
HCM, Dot Sight
2.0x Damage
Instantaneous Reload
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 40 

Clip of 12. It seems to be the replica of the USP-45 ACP. 2 shot burst 
for the GS reward, a dot sight and high cap mag. Never seen anyone use 
it, though. However, it has a firepower twice that of the other 
handguns (rumoured). Level 40 reward. 

-Guardian VCG-2.0-

Handgun
10/20
HCM, Dot Sight
1.0x Damage
Instantaneous Reload
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 34 

The famed Virtua Cop 3 handgun. In Ghost Squad, it has a very low 
efficiency, and packing those 10 bullets per clip it is not a good 
choice. Like the other handguns, it has a semi shot mode and a 2 shot 
burst for maxxing the GS bar. The Japanese website states that this is 
for the upper class player, and this is the very first statement of theirs' 
that I agree with. Level 34 promotion allowance (Colonel).

-PM6-

Handgun
6/No HCM
Dot Sight
1.0x Damage
Medium Reload Time
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 26 

6 fuckin' sour bullets of .357 calibre. A long reload time follows this 
saggy f***. Difficult handling causes all users to think twice before using 
this "weapon". For cowboys only. No penetration and HCM allowed, only dot 
sight. You will be better off not touching its 2 shot burst, then again, 
the reload is long only when it is compared to other handguns. Its reload
is similar to that of the XM-2119. Not strange... And no offence to 
cowboys......

-M45R-

Handgun
15/30
HCM, Dot Sight included
2.0x Damage
Instantaneous Reload
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 19 

15 runningly fast bullets. Semi and 2 shot bursts with the former as its 
norm, and it has a cool double firepower! Its superior handling makes it 
the choice for handgun lovers. A dot sight is attached (Yay!) and it can 
use a HCM! Highly recommended . Level 19 provisional reward. Its reload 
speed is instantaneous.

-TM9V-

Handgun
15/30
HCM, Dot Sight included
1.0x Damage
Instantaneous Reload
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 11

Weapon of distinction. It is basically a Beretta 92 with a large infrared 
scope. Comes with laser sighting and a clip of 15. Its firepower is lower 
than that of the M45R (also rumoured), but it has the same reload speed. 
2 modes of firing, and HCM allowed. Level 11 reward. Its reload is
instantaneous.

-P44M-

Handgun
6/No HCM
Dot Sight only
2.0x Penetration
Instantaneous Reload
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 5

This is basically a 21st Century revolver. Due to its barrel rotary 
reload, no HCM can be used. Dot sight not prohibited (allowed), and 
6 lickin' bullets. Quick reload and easy handling makes it the 
beginner's choice. 2 modes of fire but I think the first mode is 
sufficient. Level 5 provisional gift.

5:*Rifles/Sniper Rifles*

Format of information is as follows:

Class
Clip Capacity/with HCM
Possible Add-on Items
Penetration Rate
Reload Time
Bonus Item
Shooting Modes
Level Obtained
Background Information on Guns

-SR308-

Sniper Rifle
8/16
HCM, Dot Sight
3.0x Penetration
Very Fast Reload Time
Bonus: 50 Rounds of 3 Round Burst Fire
Single/3 Shot Burst
Obtained at Level 85

This is a sophisicated sniper rifle which seems to be an anachronism. 
It has a clip capacity of 8, has a whopping penetration of 3 times the 
normal bullet and it can kill a red suit guy in 1 hit I suppose. Dot sight 
and HCM allowed to be used, and there are 2 modes of fire, the single round 
shot and the 3 round burst. The former will be sufficient. Level 85 reward.

-SPR3-

Sniper Rifle
10/20
HCM, Dot Sight
2.0x Penetration
Very Fast Reload Time
Bonus: 50 Rounds of 3 Round Burst Fire
Single/3 Shot Burst
Obtained at Level 69

A sniper rifle with poor compactness due to its lengthy flash suppressor. 
10 shots in a clip may seem inviting, but its attack power and penetration 
is only 2 times that of a normal bullet. 3 modes of fire, single and burst 
of 3, and the dot sight and HCM can be used. Level 69 reward.

-SPR11-

Sniper Rifle
10/20
HCM, Dot Sight
3.0x Penetration
Very Fast Reload Time
Bonus: 50 Rounds of 3 Round Burst Fire
Single/3 Shot Burst
Obtained at Level 23

The most powerful sniper rifle. It has the largest sniper rifle clip of 
10, and it has an attack power and penetration ability of 3.0 times (Woot!) 
that of a normal bullet. The best alternative to the TR14 for a high score 
game. 2 items, dot sight and HCM possible. Captain promotion gift (Level 23). 
3 round bursts are not recommended here.

-CAC82-

Sniper Rifle
6/12
HCM, Dot Sight
2.0x Penetration
Very Fast Reload Time
Bonus: 50 Rounds of 3 Round Burst Fire
Single/3 Shot Burst
Obtained at Level 7

The standard and the first ever sniper rifle you can use for the main game. 
6 bullets and a measly penetration of 2 times the normal bullet, it is a 
average performance sniper rifle. I once used this and I didn't even survive 
a mission, either I suck or the gun sucks. Its firing characteristic sucks 
to the core and I'd never recommend it unless you'd hate the XM-2119. Btw, 
the XM-2119 is a VERY good Sub-Machinegun for everyone. Dot sight and HCM 
open for grabs. There is a 3 round burst, but you can only fire 2 bursts 
before reloading. So, don't use the burst fire mode. Level 7 provisional 
item.

6:*Shotguns/Fully-Automatic Shotguns*

Format of information is as follows:

Class
Clip Capacity/with HCM
Possible Add-on Items
Splash Radius
Reload Time
Bonus Item
Shooting Modes
Level Obtained
Background Information on Guns

-SG112-

Shotgun
6/12
HCM, Dot Sight
Small Splash Radius
Fast Reload Time
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 93

This is quite a good weapon. But, it is obtain very late in the game. 
It has a clip of 6, but all the shots start to fire when the trigger is 
held down. Its spread radius is quite small, yet it still causes accidential 
shots from even the pros. Semi and 2 shot bursts, and 2 items, the dot sight 
and the HCM are open for grabs. This is a Level 93 provisional item. Sorry 
for any inaccurate grammar here, edited without revising the whole paragraph.

-M4E-

Shotgun
6/12
HCM, Dot Sight
Large Splash Radius
Fast Reload Time
Bonus: 50 Rounds of 2 Round Burst Fire
Single/2 Shot Burst
Obtained at Level 2

The user-friendly and unfriendly shotgun. Its reload time is short, but the 
shots spread out in a wide radius, so accidential shots are COMMON. Be 
prepared to lose a lot of life in the game if you use this weapon due to 
ASs(Accidential Shots). 2 items, the good old dot sight and the HCM. 2 firing 
modes avaliable, Single and 2 shot burst. Level 2 provisional item. My advice: 
Don't play any hostage routes of you'll be SORRY......

7:*Other Weapons*

Format of information is as follows:

Class
Clip Capacity/with HCM
Possible Add-on Items
Delay in Shooting and Hitting
Reload Time
Bonus Item
Shooting Modes
Level Obtained
Background Information on Gun

-ABG1-

Other/Crossbow
6/12
HCM, Dot Sight
Delay in Shooting and Hitting Present
Short Reload Time
Bonus: 50 Rounds of Fully Automatic Fire
Single/3 Shot Burst/Full Automatic
Obtained at Level 43

This is the crossbow of the 21st century. It holds 6 bolts, and it can use 
the same old 2 items.Single shots and 3 shot bursts are avaliable, but the 
latter is NOT recommended. There is alsoa FULL AUTO option when the GS meter 
maxxes out, but it should NEVER be used. There is a little difference in time 
when fired and when it hits the target, so take note of this. It has no 
penetration whatsoever. This gun is obtained at Level 43 (Major General).

8:*Boss Stage Weapons*

Format of information is as follows:

Class
Clip Capacity
Penetration
Reload Time
Shooting Modes
Background Information on Gun

-CAC80-

Other/Sniper Rifle for Special Events
1 Shot per Magazine
Built-in Dot Sight
1.5x Penetration
Instantaneous Reload
Single Shot Only

This is a poor performance sniper rifle. It has 1 shot, and it is used in 
SNIPE events and the MISSION 2 Boss event. It has very little penetration 
(tapestry, glass, plates only), and it is madness to reload every shot. 
We can't complain, as we have to use it at least twice per full game. It 
has a built in Dot Sight, which is good. However, the screen bobs up and 
down, so CONCENTRATE.

-SAN92-

Other/Rocket Launcher for M1 Boss Event
1 Shot per Magazine
Rocket
Very Long Reload Time
Single Shot Only

This is a rocket launcher. You can fire it by sighting it on the target 
continuously, then fire when it locks on. Reload after every shot, and 
don't waste time. Its reload time is very long, but you can lock on to 
an enemy while it is reloading. Beware of noobs who do not know how to 
operate this hefty weapon, you may lose MISSION 1 altogether. If that 
happens, hit him on the head with the gun. Your sight is indicated by 
your colour, BLUE for PLAYER 1 and RED for PLAYER  2. Don't confuse 
yourself. And, don't fire till you see the lock on sight or the 
missile will just stray away. CONCENTRATE.

Was experimenting with this boss event weapon, and I realised that it
can be fired without prior locking on. And, if Havoc is too close to the
ground (i.e. he is hiding behind the trees), the locked-on-or-not rocket
will hit the trees and miss him. It is best to fire when he is in the air. 

-SAW25-

Other/Machinegun for M3 Boss Event
50 Rounds per Magazine/1 Grenade Available every 2.5 to 3 seconds
1.0x Penetration/Grenade can splash
Very Short Reload Time
Full Automatic/Grenades (use by hitting the action button)

This is basically a portable light machinegun, similar to the GPMG. 
It has 50 bullets, and unlimited grenades. The grenades can be used 
every 2.5 seconds or so. There is only a full auto fire mode, and its 
rate of fire is EXTREMELY FAST! RReload after exhausting the clip, or 
you will lose your MISSION 3 BOSS event. Try to use grenades, as the 
bullets don't seem to affect the armour of the boss, ship and hoverpod 
much. When killing the exposed Dingo, aim for the head.

9:Reference Alpha

Weapon Comparison Charts

Here I shall compare weapons with other weapons in all subcategories. 
However, judgement schemes have been moderated to eliminate the bias 
between handguns and machineguns. All guns have the single shot option
(except the SAW24, SAW25 and the XMW21) so I will just name their other 
shooting modes. A reload score of A-E is being added, with E being the 
slowest reload and A being the fastest reload.

RF= Rate of Fire, DS= Dot Sight, COMP= Compensator, 
PENETN= Penetration Depth/Damage

Shooting modes:
F: Full Auto
G: Grenades
2: 2 Shot Burst
3: 3 Shot Bursts
S: Single (for the CAC80 and SAN92 only)
F (no/r): No need to reload while firing fully automatic
(no S): No single shot mode (SAW24, SAW25 and XMW21)

Reload Grades(all relative to other guns of the same type):
A- Very Fast/Instantaneous 
B- Good 
C- Average 
D- Below Average 
E- Slow and Irritating

Weapon     Type    Reload   RF        CLIP(HCM)   DS       COMP     
XMW21      MG      E        Medium    100(150)    Default  Need     
MP10	   MG	   D        Very Fast 30(60)	  Yes      No	    
G50        MG      D        Fast      30(60)      Yes      Need     
CPG7       MG      B        Very Fast 20(40)      Yes      Need     
TK1B       MG      C-D      Medium    30(60)      Yes      Need     
TR14       MG      C        Medium    20(40)      Yes      Need     
AR4A       MG      B-C      Very Fast 28(56)      Yes      No       
M94R       MG      B        Med-High  25(50)      Yes      No       
SAW24      MG      C-D      Medium    Infinite    No       No       
XM-2119    MG      A        Medium    24(48)      Yes      No       
M209       HG      C        Medium    10(20)      Yes      No       
Guard-1    HG      C        Slow      06          Yes      No       
P4512      HG      B        Fast      12(24)      Yes      No       
Guard-2    HG      B        Slow      10(20)      Yes      No       
PM6        HG      D        Slow      06          Yes      No       
M45R	   HG      A        Fast      15(30)      Default  No       
TM9V       HG      A        Fast      15(30)      Default  No       
P44M       HG      A        Med-Low   06          Yes      No       
SR308      SR      B        Fast      08(16)      Yes      No       
SPR3       SR      B        Medium    10(20)      Yes      No       
SPR11      SR      A        Very Fast 10(20)      Yes      No       
CAC82      SR      B        Med-Low   06(12)      Yes      No        
SG112      SG      A        Fast      06(12)      Yes      No       
M4E        SG      A        Fast      06(12)      Yes      No       
ABG1       Cbow    B        Med/Diff  06(12)      Yes      No       
CAC80      Spec    A        Single    01          Default  No       
SAN92      Spec    E        Slow      01          No       No       
SAW25      Spec    A        Very Fast 50          No       No       

Weapon      PENETN      Shot      Level Rank    Bonus Item   
XMW21	    2.5x	F/G(no S) 99	12	Grenades
MP10	    1.0x	F	  77	16	HCM
G50	    1.0x	F	  54	18	HCM
CPG7	    3.0x	F	  50	1	HCM
TK1B	    2.0x	F	  46	13	HCM
TR14	    3.0x	F	  38	3	HCM
AR4A	    1.0x	F	  32	7	HCM
M94R	    1.0x	F	  30	14	HCM
SAW24	    1.0x	F (no S)  15	23	----------------
XM-2119	    1.0x	3/F(no/r) 01	15	Full Auto x50
M209	    1x Damage   2	  61	21	2 Shot Burst x50
Guard-1	    1x Damage   2	  60	24	2 Shot Burst x50
P4512	    2x Damage   2	  40	17	2 Shot Burst x50
Guard-2	    1x Damage   2	  34	22	2 Shot Burst x50
PM6	    1x Damage   2	  26	25	2 Shot Burst x50
M45R	    2x Damage   2	  19	4	2 Shot Burst x50
TM9V	    1x Damage   2	  11	9	2 Shot Burst x50
P44M	    2.0x	2	  05	8	2 Shot Burst x50
SR308	    3.0x	3	  85	6	3 Shot Burst x50
SPR3	    2.0x	3	  69	11	3 Shot Burst x50
SPR11	    3.0x	3	  23	2	3 Shot Burst x50
CAC82	    2.0x	3	  07	20	3 Shot Burst x50
SG112	    Small Rad	2	  93	5	2 Shot Burst x50
M4E	    Large Rad	2	  02	10	2 Shot Burst x50
ABG1	    1.0x	3/F	  43	19	Full Auto x50
CAC80	    1.5x	S	  01	-	----------------
SAN92	    Rocket	S	  01	-	----------------
SAW25	    1.0x	F/G	  01	-	----------------

For the SAW24, I have decided to separately explain its reload 
grade. It is around C-D. The gun takes around 6 seconds to cool 
from RED to BLUE or less. If it overheats, 9 beeps will sound 
before the heat level is reset to COOL.

You may think that it deserves an E. However, if you shoot wisely,
it can cool quite well. Besides, when you choose your path at the 
options screen during the game, the gun will cool. Same goes when 
a movie is played.

I ranked the guns without prejudice to class, taking RELOAD 
DURATION into consideration. Looking at a Marshal get hit two 
times due to his XMW21's lengthy reload time, I decided to 
drop the "big-ass kicker's" rating. Penetration is important 
as you need to achieve those bonuses quickly. As you can 
observe, the best guns come early in the game. (CPG7, TR14, 
SPR11, SG112 and the M45R).

You can only hold ONE item at a time. If your gun has a auto 
HCM install, you will lose your compensator, dot sight, armour 
etc. Try to use items wisely. And for medals and first aid 
boxes, you will get them the minute you reveal them.

The loss of current items does not apply to the dot sight in guns 
with a built-in dot sight. That means if a dot sight is your 
default item, and you have a HCM, you will lose the HCM but not
the dot sight.

There are bonuses for events and accuracy. You will need a gun 
that has a very high penetration and a moderate reload time. 
The SPR11 and the TR14 are suitable weapons for high-score gaming. 
Should you want to play for the Internet Ranking, it is very 
recommended that you play at Levels 8-10.

Accuracy will decrease if you fire bursts of more than 3 rounds 
for certain guns, and it decreases most rapidly when you use 
full automatic weapons. Try to avoid playing with a person using 
a TR14 and you are holding a crappy gun like the XM-2119, as he 
WILL and HE WILL reap the points. Furthermore, the punk may not 
give you enough time to take down the Internet Ranking Password.
(which you won't be needing, because your score is a mere 100k±.

Whatever you do, don't play at the machines with no card slots. 
They have incomplete game experiences and are only avaliable up to 
Level 4. Don't get addicted to this game either, it can sap the 
social life outta you real quick. And the dough too.

10:Reference Bravo

Ranks in GS

99---Marshal(Field, 5 stars)	      FM
60---General (4 Stars)		      Gen
50---Lieutenant General (3 stars)     LG
43---Major General (2 stars)	      MG
38---Brigader General (1 star)	      BG
34---Colonel			      Col
30---Lieutenant Colonel		      LtC
27---Major			      Maj
23---Captain			      Cpt
20---1st Lieutenant     	      LTA
18---2nd Lieutenant		      2LT
15---Chief Warrant Officer	      1WO
13---Warrant Officer		      WOI
10---Master Sergeant		      MSG
07---Sergeant			      SGT
04---Private First Class	      PFC
01---Private			      PTE

11:Reference Charlie

Double Damage vs. Double Penetration

Here I must explain Double Damage. Double Damage is NOT Double 
Penetration. Double Damage Handguns (The M45R and the P4512) will 
negate the 2-hits-to-kill-a-normal-enemy requirements at the higher 
levels. It will also make it easier to destroy the barrels. Somehow, 
the bullet cannot go through solid objects, but it has more punch. 

Hitting a red guy with this gun will do 40 damage to him (single shot).

The XM-2119's 3 Shot Burst will only do about 65 damage to the same 
enemy. Therefore, the damage difference can be seen here. (Average of
the shot's damage is around 22 per shot if ya failed math).

Plus, the M45R's rate of fire is dependent on your trigger finger. 
If you are fast, and you have a HCM, combining 2 Shot Bursts with 
the fast trigger finger will allow this gun to function, literally, 
as a machinegun.

All in all, I think that a machinegun is good as you need not have 
a very fast trigger finger. The only drawback with using machineguns 
is that HCMs REPLACE YOUR CURRENT ITEM.


12:Reference Delta

My Personal Score Route for a noob's reference:

M1-L8: Entry----->Time Bomb (most of the time)-------->Basement
	----->Snipe----->Detain Hostages 2------>Chase---->Havoc

M2-L4:	Stealth--->H2H---------->Passenger Seats (Detain Hostages)
	---------->Go Down---------->Left Door------------>
	Laccard Sniping

M3-L6:	Attack------>Thermo Snipe------>H2H or Attack------>
	Enter Jungle-------->Knife Grapple--------->Deeper Jungle
	---------->Mine Defusal----------->Exiting Jungle Ambush
	------------->Boat Chase--------->Armoured Boat-------->
	Dingo Attack

Aim for at least 30k accuracy in M1. All the routes, if successful,
will give you 80k. Add on the 130k obtained through the successful
completion of tasks and killing of enemies creatively.

For M2, make sure that you do the Stealth part well. It is really 
easy. Then, for the hostages, it is worth getting hit once just to 
save one extra hostage. You need to memorise their positions and
appearance timing VERY well. Laccard is very easy, just stay calm.

M3 is challenging. You need to memorise the number of medals you have
gotten just before the H2H hut selections.

(by Promethus)
9 medals---Left of hut with smoke
8 medals---Right of hut with smoke
7 medals---Left of hut with smoke
6 medals---Left of hut with smoke
5 medals---Right of hut with smoke
4 medals---Left of hut with smoke

For the Thermo Snipe, you have plenty of time. Take out the centre 
guy, then the left, then the right. DO NOT screw up. Knife Grapple
is tough but not so bad on L6. For the mines, remember that unlike
hostages, you have to push the Action button multiple times in order
to defuse them. For Dingo, after his shield is down, he can be harmed
buy the grenades' shockwaves.

Good luck in your quest for a high score that you fancy.
 
14:Reference Echo

List is incomplete.

Gun Comparisons---GS and the Real Ones
Machineguns

XMW21---Futuristic, but it is really exotic. Just hit Marshal
Rank, try the gun and you'll know why! This gun uses 7.62mm 
Ammunition in GS.

MP10----Universal Machine Pistol (H&K,Germany)
In the real world, this gun has 25 rounds of holding capacity.
Here in GS, it can hold 30 rounds. The reload time is long, true,
the penetration is low, yes thats true also...
This gun seems to be better if the GS model is imported into the
real world.
Point to note...there is NO penetration for the MP10 in GS. And
UMPs in the real world have little stopping power against metals 
and armour. But they can "knock down" a lump of saturated fat.
This gun uses .45 Calibre Ammunition in both GS and the real world.

G50-----Heckler & Koch G36
In GS, this is quite a useless rifle. Many features match the real
world rifle, but this gun in GS does not penetrate. I don't know 
why either. Its power seems to be better harnessed if used in 
Special Forces rather than GS. Why? Cos' GS has been overrun by 
noobs and spammers!!!!!! This gun uses 5.56mm Ammunition in the
Real World Model and some crappy 7.5mm(?) Ammunition in GS.

CPG7----Israeli Army Uzi
In the real world, the magazine of the Uzi can hold 25, 32 or even 
40 rounds. GS sucks, the CPG7 can only hold 20 rounds. But, the 
heavy penetration more than makes up for the lack of ammunition
holding capacity. In GS, this gun is used by TR14 boycotters (like
me), as its reload is slightly faster, and its rate of fire is way
beyond that of the TR14. It also has low accuracy. This gun uses
9mm Parabellum Ammunition in the Uzi Model, but it uses 7.62mm(!)
in Ghost Squad.

TK1B----Avtomat Kalashnikov Model 47
In the real world, this is the most widely issued assault rifle,
with more than 50 million or so in distribution. Accuracy is low
but the firepower is devastating. In GS, it is somewhat less used
other than on the cardless machines. This gun uses 7.62mm Full Metal
Jacket Ammunition in the AK47 Model, but it uses 7.62mm Hollow Tip
Ammunition in GS, with half the penetrating power.

TR14----US Army M14
The M14 was issued in the late 1950's and phased out during the 
Vietnam War. This gun is inferior to the M16 in accuracy, but its
firepower is stronger due to the heavier 7.62mm bullet. In the real
world, perhaps it will be hardly used as only spammers (most of the
TR14 users spam) use it without considering about ammunition. This
devastating gun uses 7.62mm Full Metal Jacket in both GS and the M14.

AR4A----US Armalite AR15/Colt M4A1 Carbine/Colt M16A2 Rifle
Ah. In GS, this would be the BEST weapon if it could penetrate just 
half as well as the TR14. Sadly, in GS it doesn't. But its phenominal
rate of fire makes up for its lower firepower. Thats why I appreciate
this gun. Just don't play higher than Mission Level 9 when using this
gun. This gun uses 5.56mm Hollow Tip Ammunition in GS, but it uses
either: 5.56mm NATO OR .223 Remington OR 5.56mmx45 Ammo in the real
models.

M94R----Heckler & Koch MP5 Kompact
I have never used this weapon. All I know that both the real and GS 
makes of this gun don't have penetrating power, and the real world 
model can hold 30 rounds, not 25. Nuff said. This is a 9mm Parabellum
Entry Submachinegun.

SAW24---Fabrique Nationale M249 Para Machine Gun
In the real world, this gun has a belt fed magazine. In GS, there are
infinite bullets to a clip, but it is controlled by heat. Heat limits
the trigger happy player's potential to spam. All in all, this gun is
a bad choice for single player play. Really bad. Perhaps this gun uses
the damned Czech 7.63mm(!?) Ammunition which causes it to lack in
firepower. Damn Czechs, if you can't make a gun, then import guns from
Russia!

XM-2119-Cross between a UMP45 and an MP5
I don't know about the real life origin of this gun. But, even in real
life, do you think this gun is accurate? Yes. Do you think that its 
bullets can penetrate? No, I don't think so. But it's reputed weight,
2380g (2.38kg or 5.33 lb) is quite light for a submachine gun. This is
its plus point. This gun uses EITHER .45 or 9mmx19 Parabellum Ammo.

15:Reference Foxtrot

Handgun Comparisons vs. Reality

M209-Colt .45 Handgun
The real one has 7-8 rounds to a magazine. This has 10, but ultimately
whether you are in GS or in the real world, this gun really isn't good
for a raid. It is better used for self-defence. And the .45 rounds are
subsonic, which means that they have a better "knock-down" power than
9mm Parabellum Rounds. But they really ain't good. Trust me.

Guardian II VCG 1.0-Futuristic
I haven't seen anything quite close to this, but it is best used as
an arcade game gun controller. Period. This gun may use 9mm rounds.

P4512-Browning High Power
I don't really know much about the Browning High Power but it sure is
powerful, just like it's name implies. In GS, it does 2x the normal
damage of a handgun bullet, and its clip of 12 is quite, well not very
but quite pleasant. A good gun only for the pros. Maybe .45 rounds will
fit this hefty item.

Guardian VCG 2.0-Glock 17/18
This gun is really better off for arcade use as a controller, but it
should be implemented into the Police Forces' weapons as it is a
lightweight and durable handgun, capable of disarming (not killing)
a suspect. 9mm rounds are for the police officer using this.

PM6-German Luger P08
They say that this is a very fine war pistol. I think that this should
be collected and never fired both in GS and the real world because it
doesn't even function like a modern pistol. A true generation gap 
spanner. It uses 9mm rounds or whatever *shit* that came from the 
pre-modern era.

M45R-Sig Sauer P226
This gun fits the P226 in clip capacity and reliability. It uses 9mm
Hollow Tip rounds for heavier damage. It comes with a handy Dot Sight
and a 2 Shot Burst Option on maxxing out the GS Meter. 

TM9V-Beretta 92F
A reliable gun that has found its way into the United States' Police
Force. With a scope, but simply known as a dot sight in GS, this gun
is the choice for beginners to do low damage to the enemy. Naturally,
this gun uses 9mm rounds.

P44M-Smith & Wesson .38
You want a traditional revolver remade? Here's the P44M! It penetrates
well, does Double Damage, and it accepts either .357 Magnum rounds or
.41 Action Express or .38 rounds if properly modified.

16:Reference Golf

Sniper Rifle Comparisons vs. Reality

SR308---Futuristic
I have never seen this weapon in action before, but it really looks
cool. It can handle .308 Winchester Rounds or .300 Winmag Rounds I 
think.

SPR3----Heckler & Koch PSG-1 
Real world model can either have a 5-round rotary clip or a 20 round
box magazine. In GS, the sniper rifle clip capacity limit is a mere
10. This round is capable of doing much stopping power but it has a
limited penetration punch. 7.62 x 51mm NATO or .308 Winchester rounds
are the norm here.

SPR11---SG 550 Commando
This kinda looks like the SG 550 Commando version of the 
automatic sniper rifle with a much smaller clip, higher penetration 
rate and without the full automatic firing, but it is easily replaced
by a 3 Round Burst. It uses either .338 Lapua Magnum rounds (which
kinda led me to think about its power) or .308 Winchester or .300
Winmag rounds.

CAC82---.50 Calibre Anti-Vehicular Sniper Rifles
This gun shouldn't be used in GS for 2 reasons: One, it has too small
a clip, and two, its penetration power and damaging capability is not
that great. To use this in the real world could also spell some minor
disaster. It uses .308 Winchester or .300 Winmag rounds in GS, but
.50 Calibre Rounds in the real world, capable of annihilating a car!
Cool, huh?

17:Reference Hotel

Shotgun Comparisons vs. Reality

SG112---Self-Made Shotgun
There is no conformation on the origins of this weapon, as there are 
hundreds, maybe thousands of Shotgun models on sale in the market. But,
this model of "SG112" featured on the Japanese Ghost Squad Website, 
features a factory-built pump action shotgun which looks cumbersome.
Shotguns kill by their pellet impact velocity, and this shotgun has the
power to defeat even metal by means of shockwaves from speeding pellets.

M4E-----Benelli XM1014 Auto Shotgun
In CS, this is a fully-automatic shotgun with no pump-action. In GS, 
this shotgun is too simple in construction, for the trigger has to be 
individually pulled to fire a round off it. Its clip capacity in CS is 7,
but the clip capacity in GS is 6. Weird...

18:Reference India

Other Weapons Comparisons vs. Reality

ABG1----Futuristic Crossbow
Most crossbows available now utilise single-shot technology. This doesn't.
Its clip capacity of 6 outshines all other crossbows in the market. Plus,
its slender make really shows how GS is truly an anachronism compared to 
TC3 and other games.

19:Reference Juliet

Boss Stage Weapons Comparison vs. Reality

CAC80---Air Rifle: Feinwerkbau 603 MODIFIED
This seems to be a greatly modified sniper rifle using air rifle 
technology. Its specifics match those of a range-grade air rifle, but 
the bullet has been made very powerful but still has a hollow point 
to prevent excessive penetration and a dot sight has been added. If
this is used at a range, the results would be disastrous. It will
penetrate the target and maybe the wall behind it.

SAN92---SPIKE Rocket Launcher
SPIKE is a portable 3rd Generation electro-optical anti-tank missile 
system with auto-homing system capabilities. The missile provides 
exceptionally high-target destruction. SAN92 in GS is basically a very
portable version of SPIKE, but the SAN92's destructive power is very low
compared to other rocket launchers.
(Text adapted http://www.mindef.gov.sg/army/infantry_weapons_spike.htm)

SAW25---SAW Ultimax 100
The SAW Ultimax 100 is a fully automatic para-machinegun that fires the 
5.56mm ball and tracer ammunition. It is equipped with a foldable, 
adjustable bipod and a detachable barrel (MK III, MK IIIA ONLY) that 
allows quick barrel changing. It is gas-operated and magazine-fed 
(30 rds mag or 100 rds drum mag) with an open bolt system. The SAW 
Ultimax 100 is capable of delivering a high volume of fire on the enemy.
Actually SAW25 in GS comes with a grenade launcher (built-in) and 50
round mags. But it also seems to be much heavier. The SAW Ultimax 100's 
Rate of Fire is roughly 600 RPM but the SAW25's Rate of Fire is around
850 RPM. Thus, the SAW25 is better utilised in close range battles.
SAW25 is also surprisingly accurate as the shots never stray due to the
influence of recoil. That is so....unrealistic.
(Text adapted http://www.mindef.gov.sg/army/infantry_weapons_saw.htm)


20:Reference Kilo

100% Mission Completion Rate

In GS, there are many routes to take and many mission levels to 
unlock. 100% Mission Completion Rate means that all Missions have
been unlocked up to Level 16, the highest level, and that all the paths
have been successfully completed.

When you look at the Mission Summary Route, you will notice that there 
are many boxes. Each box has a certain colour code which has a 
significant meaning.

Red boxes mean that that path is actually a selection (the Power Room in
M2), whereby both options can either be selected or deselected 
individually.

Blue Tic-Tac-Toe boxes denote a path that has been attempted, but failed.
They do not count towards Mission Completion.

Green boxes indicate completed paths.

Grey boxes denote paths that have been unlocked due to the mission level
increment, but have not been attempted.

Boxes with question marks in them denote paths which will be unlocked in 
future unlockable level(s).

When you successfully complete a path, you will see the mission 
completion rate increase steadily. This shows how far you are to 100% 
Mission Completion.

(Adapted from HZH) Many players have not received their 100% Mission
Completion Rate due to their missing out of a Level 16 playable option
as they have not completed Level 15 for that Mission, or in M1 Levels 
1-5, they have not completed "Releasing Hostages". You should watch for
these areas when you are striving to complete your card.

And if you have difficulty completing a path, play it at the lowest level
possible (i.e. the level at which the path was unlocked).

Good Luck. 

21:Reference Lima

New unlockables at WHAT LEVEL?

Here goes: List in order of level unlocking, costumes and weapons combined.
Please refer to 10:Reference Bravo for the Ranks Promotion Guide.

1:  Ghost Squad Costume 
1:  Jungle Costume
1:  XM-2119
2:  M4E
5:  P44M
7:  CAC82
10: Desert Costume
11: TM9V
13: Tough Guy Costume
15: Policeman Costume
15: SAW24
18: Sky Costume
19: M45R
23: SPR11
23: Cowboy Costume
26: PM6
27: WW2 Costume 
30: M94R
30: Urban Costume
32: AR4A
34: Guardian VCG 2.0
34: Virtua Cop Costume
38: TR14
38: Future Warrior Costume
40: P4512
43: ABG1
46: TK1B
50: CPG7
50: Ninja Costume
54: G50
60: Panda Costume
60: Guardian VCG 1.0
61: M209
69: SPR3
77: MP10
85: SR308
93: SG112
99: Gold Costume
99: XMW21

Please put up a thread titled "Mistakes in Unlockables List,
Attention ShadowFalconM16" if there are any errors. I will 
make changes if there really are errors.

22:Reference Mike

Typical Bonuses and their Explanation

There are many bonuses in GS which will add on to your GS meter,
netting you HUGE quantities of experience. Plus, they are also 
great for earning more points.

Here we go~

Good Shot: Enemy is hit on the head instantly. He dies immediately
	   and cannot be further damaged. Can be combined with a
	   Quick Shot.

Quick Shot: Enemy is engaged and hit, usually with a penetrating
	    weapon, very soon after spawning or appearing. Can be
	    combined with a Good Shot.

Double Down: Two, up to 3 enemies are hit at once and they are downed
	     together. Up to 3 of this bonuses on 2 enemies stacked up 
	     can be achieved at once.

2 Body 1 Head: Sega has got some mix-up here. 2 Body 1 Head, or 2B1H 
	       in board 924225's lingo, is actually a bonus whereby 
	       the player hits the enemy 2 times in the torso, but
	       the bullet CANNOT touch either his arms or head. It is
	       easier to achieve on armoured enemies. Aim for the 
	       chest or abdomen and fire 2 shots.

2 Body: This is a follow-up move to the 2B1H. When paired with the 
	2B1H, this is known as 2B1H+2B. This bonus involves hitting
	the head of the enemy just 1 second or less after you get a 
	2B1H bonus. This bonus nets 12.5 times more points than a 
	Good Shot (will be emphasised on later). Its base score is 
	added on to the 2B1H, which will be emphasised on later.

I think thats all to this chapter.

23:Reference November

Scoring

Credits:
mash_zeroforce
HZH
Shadow wiz
subaruchan

1st Shot: 200
Subsequent 2 Shots: 100 each
Shot to the head after 1st shot: 200

Good Shot: 400
Quick Shot: 800
Double Down: 400 each up to a maximum of 3
Quick Shot+Good Shot: 1200

2 Body (2Body1Head): 2000/refer to Reference Mike
2 Body 1 Head (2Body): 5000/refer to Reference Mike
2B1H+2B: 7000 combined

Completion of GS bar: 1000
Item obtainment(all): 1000

No points for rescuing hostages, cutting wires, defusing mines,
hitting stealth meter at SAFETY, switting off power etc.

Stages
Failed: 0
OK: 2000
Good: 5000
Excellent: 10000

Laccard event(bug), fire before his 3rd shot: 10000 regardless of 
a hit or a miss

Accuracy where percentage is 0=x<50,
x*0.1k

Accuracy whereby percentage is x=50,
10k+(x-50)*1k (thx mash and maniwaita)

Continues
1 point per continue capped at 9 continues

Post mission bonuses (thx Shadow wiz)
(quoted from Shadow wiz, 1st paragraph)

Event bonus: 5k*(n-1)^2, where n is the number of events succeeded 
(count the SUCCESS icons in the route map.) The possible values are 
0k, 5k, 10k, 20k, 40k and 80k, indicating 0 - 5 events successfully 
completed. Note that "success" here is irrespective of how well you 
did (ie. OK, GOOD or EXCELLENT)

This is my paragraph:

For those of you who failed math, 5k*(n-1)^2 where n is the number
of events succeeded regardless of how well you succeeded means that
we take the number of events we succeeded in, subtract 1, square the
difference (i.e. multiply it by itself) and multiply it by 5k to get 
our score. Simple, huh?

Enemy neutralise bonus: 10k (totally irrespective of performance, 
just get through the mission), i.e. that means you have to at least
attempt the boss event, and its okay even if you fail it. You can 
crunch more credits than two 5-year-old kids playing Time Crisis 3
and still get it.

24:Reference Oscar

Arrows for the Statistical Data (Part 1)

This section and the next are devoted to those illeterate freaks 
who are, sadly, allergic to ASCII text.


Levels at which the guns are obtained:




CAC82
P44M		      TK1B	SPR3
M4E	    PM6	      ABG1	M209
XM-2119	    SPR11     P4512	Gd.1		SR308

1------------------------------------------------------------>99
	
	TM9V	 M94R	   GPG7		MP10		SG112
	SAW24	 AR4A	   G50				XMW21
	M45R	 Gd.2
		 TR14


Gun Ranking:






SAW24	      P4512	  SPR3	     SG112
Gd.1	      G50	  XMW21	     SR308	CPG7
PM6	      ABG1	  TK1B	     AR4A	SPR11

Worst------------------------------------------------>Best
	
	Gd.2	   MP10		M4E	  M45R
	M209	   XM-2119	TM9V	  TR14
	CAC82	   M94R		P44M


Clip Capacity:



			 SAW24
P44M	     Gd.2	 XM-2119
Gd.1	     M209	 TR14	     G50
PM6	     SR308	 CPG7	     TK1B    XMW21

Low----------------------------------------------->High
	
	SG112	  P4512		M94R	 MP10
	M4E	  M45R		AR4A
	CAC82	  TM9V
	ABG1


25:Reference Papa


Arrows for the Statistical Data (Part 2)



Reload Time:






M209
M45R	SG112	  SAW24
TM9V	M4E	  ABG1	
CAC82	XM-2119	  M94R	    TR14	XMW21

Short---------------------------------------->Long

Gd.1	SR308		PM6	TK1B
Gd.2	SPR11	 	AR4A	G50
P4512	SPR3		CPG7	MP10
P44M






Penetration Power:





PM6	   MP10	   M4E
M94R	   G50	   SPR3		    	SPR11
XM-2119	   AR4A	   CAC82   SR308	TR14

Low------------------------------------------>High

M209	   TM9V	   P44M	   XMW21		 
P4512	   M45R	   TK1B	   CPG7
SAW24	   Gd.1	   SG112	   
ABG1	   Gd.2




26:End Statement
 
Thats it guys!

*This is NOT a walkthrough. Please do not send information 
regarding how to get pass x, get item y or choose path z. If any 
incoming emails have such a title, I will PERSONALLY DELETE YOUR 
MAIL.*

I take NO AND ABSOLUTELY NO responsibility for any loss, damage 
or death related to this walkthrough. Read this at your own risk, 
I take NO RESPONSIBILITY whatsoever for incorrect information. I 
will be most welcome to credit contributors if you spot any 
mistakes or spelling errors, and DO NOT EXPECT A REWARD. I will 
only credit you here.

This FAQ CAN be used on these websites only:

http://www.gamefaqs.com
http://www.gamespot.com 

This FAQ MAY NOT AND MUST NOT be used on these websites:

ALL OTHER WEBSITES UNLESS OTHERWISE STATED.

Post all questions on either the stated email or the GameFaqs 
forum. I will view it every now and then.

Thats all guys!

Thanks to all:

Sega, for creating the game

Everyone at the GS Forum @ gamefaqs.com

You, for reading.

Shadow wiz, for the invaluable information.

All those who have helped in the making of this guide in one way
or another.

Google Search for the free Japanese.Beta translation service, and
that helped make this guide possible.