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---------------------------- Important Notice: Nobody is allowed to reproduce or copy any text from this guide, be it word-by-word or contextual wise without my prior written consent. Failure to abide by these rules will result in strict civil penalties and the maximum criminal prosecution possible. 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 my prior written permission. This Guide is not allowed to be used by Baby Bonnie Hood (Full Name: Jason Algarme, E-mail: bbhood217yahoo.com and GameFaqs Contributor Recognition Page 40670 [http://www.gamefaqs.com/features/recognition/40670.html]) for intellectual property infringement reasons. {X-Reference his Guides, v1.0, v1.01 and v1.1} ©2005-2006 ShadowMasterM16. No part of this document may be reproduced, stored in a retrival system,or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior permission of the Copyright owner. The contents of this version of the FAQ is supposedly correct at the time of publication on GameFAQs and GameSpot. Nevertheless, the Copyright owner can accept NO responsibility for errors or omissions, or for changes in details given. The Copyright Owner will not be liable for any loss, injury, death or other unfortuanate sufferences incurred by any person using this FAQ whatsoever. Use at your own risk. Get your insurance company to settle these little pittances you have so very sorrily obtained, don't bother me! USE OF THIS WALKTHROUGH IS RESTRICTED UNDER THE COPYRIGHT LAWS OF ALL COUNTRIES. ANY MISUSE OF THIS DOCUMENT IN ANY COUNTRY FOR ANY MEANS, E.G.(REPRODUCTION, PLAGARISM, UNAUTHORISED DISTRIBUTION AND ISSUE) WILL BE SUBJECTED TO THE LAWS OF THE ABOVEMENTIONED COUNTRIE(S) AND THE AUTHOR HAS FULL AUTHORITY TO TAKE LEGAL ACTION AGAINST THOSE WHO BREACH THIS AGREEMENT. ------------------------------------------------------------------ *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.

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Post all questions on either the stated email or the GameFaqs 
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Thats all guys!

Thanks to all:

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You, for reading.

Shadow wiz, for the invaluable information.

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