Ball Bullet Gun FAQ v1.01 Last Updated: February 3, 2005 By: Xanathis (Xanathis@gmail.com) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Table of Contents: ================== I. Introduction II. Updates III. Gameplay IV. Tips V. Missions VI. Weapons VII. Rankings VIII. Links IX. Copyright ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ I. Introduction: ================ Ball Bullet Gun: Survival Game Simulation Produced by: IMAX Year: 1995 System: Super Famicom (SNES) Time Needed to Complete Game: 10-12 hours Difficulty Level: Moderate Ball Bullet Gun (BB Gun) is an odd turn-based strategy game for the SNES. Rather than being like other turn-based strategy games that focus heavily on story, this game has no storyline, little in the way of levelling up, and is limited to simply weapons for equipment. Thanks to Gideon Zhi (Aeon Genesis), this is yet another game that has been translated to english for us to enjoy. Being that there's no story and you can do missions in most any order, there's really not a need for a walkthrough. This FAQ goes over gameplay details, some general tips for playing, details on the missions and some suggestions on how to complete them, weapon data, and rankings you get at the end of the game. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ II. Updates: ============ 2/3/05 - Thanks to information from MKendora, added in another hidden weapon (see Mission 14 entry in the Missions section and the weapon data in the Weapons section for info on the M134 Vulcan). 9/13/04 - Initial FAQ released ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ III. Gameplay: ============= The Main Menu has the options of 1 player, 2 player, and team make. 1 player - Play through the 24 missions of the game against the CPU 2 player - Pit your team against a friend's team in one of the missions Team Make - Here is where you create your team that will be used to play Team Make: Before you can play, you need to visit the Team Make option and choose to make a new team in one of the 4 save file spots. After you name your team, you'll be taken to a screen where you will have to select your units. Along the bottom of the screen you'll see 4 options: Type - Select your unit from a choice of classes and characters Name - Rename a unit Outfit - Change the weapons equipped on a unit End - Finish team creation A team initially consists of 8 characters. The first unit of the eight is always the Leader. After that, you may choose each of the other seven characters from one of four classes. Attacker - The most balanced of the classes with average stats and AP Task Force - These have the most action points of the classes and are designed for movement to scout out areas Defender - This class has higher HP and evasion than the other classes Sniper - This class has the best accuracy for hitting targets Each class also has a special ability unique to them: Team Dat (Leader) - 0 AP - Shows a list of team members and data on them Pineapple (Attacker) - 2 AP (5 uses/mission) - Throw a grenade to hit a 3x3 square for a possible 1 HP damage each Trap (Task Force) - 3 AP (5 uses/mission) - Set a trap on the ground to damage units when they walk over it Recover (Defender) - 4 AP (5 uses/mission) - Restore HP to nearby units Point Shot (Sniper) - 1 AP - Attack an enemy with 99% accuracy Back to choosing the characters for your team. Each of the choices will show a variety of information on the bottom of the screen when you highlight their names. The information displayed includes their name, unit type, special, and others such as: HP (hit points) - how much damage a unit can take in battle AP (action points) - Points used to perform any sort of action (movement, attacks, specials) Search - How many spaces a unit may see (important when seeking out enemies) Hit - How well they can hit a target Evasion - How well they can dodge attacks You'll notice that for Hit and Evasion, it displays a letter. Letters range from A to E with A being the best and E being the worst. So an average unit would have Hit and Evasion rankings of C. Snipers will have A or B for hit since they can target enemies better while Defenders will have A or B for evasion since they are primarily for defending. After you've chosen all your units, pick the End option to complete team creation. 1 Player: When you choose 1 Player mode, you will then have to select your team from those saved. After selecting the team, you will be taken to the Mission select screen. Along the bottom of the screen is information on the highlighted mission: Place & Rule - The type of mission location (Grassy Plain, Factory, Maze, Office, Battlefield, etc) and the type of mission (Flag Battle, Can Battle, Battle Royale, etc) Enemy Team - The name of the opposing team Player VS Enemy - How many units the player and enemy each get Clear Point - Your high score in points for completing the mission Challenge - How many times you've played the mission After selecting your mission, you will be taken to a screen where you must select your units. On the left hand side is the list of units in your team. To the right shows the max number of units you may have in the mission as well as icons that highlight as you choose units to let you know how many slots you've filled and how many are still available. Note that the Leader is required to be in every mission. At the bottom is 4 options: Select - Use this to select which units from your team to use in battle. Map - This shows a miniature version of the map you will be fighting on along with starting unit placement, the goals of each team, and the max turns that may be played before you lose (most types of missions) or win (survival missions). Outfit - Just like in Team Make mode, this allows you to swap weapons. Start - Start the battle Once you start a mission, you will have the first turn. You must complete your objective in the turn limit. Start by selecting a unit with the A button. This will show you the unit stats and pull up their menu with a list of options: Move - (AP costs increases with the number of squares moved) Move a unit Attack - (AP cost based on weapon) Perform an attack on an enemy unit Search - (1 AP) Allows you to change which way the unit is facing to search for enemies Charge - (AP cost based on weapon) This is used to reload a weapon when it runs out of ammo Special - (AP cost based on skill) Use the unit's special skill Unit Data - View the information on the unit Unit End - End that unit's turn When you finish moving a unit, a number of squares near the unit will light up in yellow. These constitute your team's viewing area. Enemy units are hidden unless they fall into one of the yellow squares which makes them visible to your party. That is where Search comes in so that you may turn units to change the visible area. When ready to end a turn, press the X button. This pulls up a second menu that has a variety of information and 3 options. Topography - This tells you the info on the land under the selector box. AP - how much AP it costs to move over that square Effect - What type of effect the ground has on attacks/defense Shot Pass - If bullets can fly through (circle) that land or not (an X) Search - If units can see past (circle) that land or not (an X) Units on each team designated by little men. When they get eliminated from battle they get X'd out. The options are Map (to view the Map like you can prior to battle except that it doesn't display invisible enemy units), Turn End (ends your team's turn), and Save End (Makes a Save and then Ends the game). When you finish your turn, the screen changes and the enemy team moves. As they make their moves, your units will make comments on whether they detect enemies or not and if they get attacked. Then it returns to your turn. Repeat until mission complete. Upon finishing a mission, you get taken to a Mission Clear Data screen which shows the rank of difficulty for the mission, mission number, and the points you got for finishing the mission. You get a certain number of points for finishing the mission with bonuses for how many turns it took you (fewer turns earn more points) and how many enemy units were left and deductions for any units you lost. If the total point score is over 3500, one of your characters get a random stat upgrade. After each new mission, you will gain a new weapon for your arsenal and occasionally a new teammate from an opposing team. You may rechallenge the mission at anytime to try and improve your score. Now face the 24 missions of the game and fight your way to victory. 2 Player: Much like 1 Player mode except that each player chooses a team and then play a mission against each other. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ IV. Tips: ========== * Try to make a balanced team at the start so that you have units of varying skills and stats. This will give you a better selection when preparing for battles. * Make good use of your view area. Don't position a bunch of troops in the same area facing the same way when you can turn them and see all around you. * Pay close attention to what your units say during the enemy's turn. It gives you an idea of whether enemy units are nearby or not, if they were spotted by your unit while moving, if they are circling around, and when your unit is being attacked it tells you which direction from your unit it is being attacked. Their comments will help you find the enemy much easier than blind searching. * Move slowly. Each time you finish a move, you can face your character. It's basically like getting a free search so take advantage of it. Since you may take as many actions with a unit as you want as long as they have remaining AP, there's no reason to rush forward straight into an ambush of multiple enemy units. * Because of the turn limits, you'll need to focus on the offensive most of the time. Keep your units together and work your way towards your target. * This links with the tip above. The enemy tends to focus on defensive positioning for the bulk of the missions. Therefore, you may only want to leave one (perhaps none) to defend your cans/flags so that you have msot of your force on the attack. * Choose weapons wisely. A weapon may have a good hit stat, but it may only hold two rounds of shots and need to be reloaded often. Look at ranges, shots fired, AP usage, and the rest. Weapons are listed further down in this FAQ. * Also take into consideration the hit percentage calculation: (Unit Hit + Arms Hit - Unit Evasion) x Topography x Direction = Hit % This is calculated when you go to attack an enemy so pay attention to topography and the enemy unit's evasion when you can. Direction can play a big part if you're aiming straight at an opponent as opposed to at an angle. * Use the terrain to your advantage. Force the enemy to go through bottle necks and into areas where you can gang up on them. * Try to score 3500+ points in each mission so that you can get a unit a random stat boost. Keep in mind though that once you've gotten 3500+ in a mission once, doing so again won't net you anything more. * When aiming for the 3500+ scores, be sure to take units into battle that you want to get a stat boost. * If you're having difficulty finishing a mission that involves something like rescuing a prisoner, capturing a flag, and destroying cans, you may end a mission by defeating all of the enemy team's units rather than doing the primary objective. * If you want to get a high score in battles that don't require the elimination of all enemy units, the way to do this is to leave one enemy unit alive and then complete the primary objective (capturing the flag, destroying all the cans, etc). * When you complete some missions, a unit from an enemy team will join you. They appear to have better stats than others of the same class that you chose when making your team so don't disregard them as just another unit. * Don't be afraid to lose a mission as you can always try it again. It may take a mission or two to get a feel for how the enemy is going to act towards your tactics so that you can beat the mission. * If you get frustrated with a mission, try another mission and come back to it. It's not necessary to play each of the missions in order. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ V: Missions: ============= Missions come in several varieties: Battle Royale - Defeat all of the enemy team's units Corridor Battle/Escape Battle - Reach the Arrival Point (flag) Can Battle - Destroy all of the enemy's cans while protecting your own Target Battle - Eliminate the enemy team's Leader unit Prisoner Rescue - Untie the prisoner and escort him back to the flag Flag Battle - Capture the enemy team's flag Rabbit Hunt - Survive the turn limit To capture a flag or reach the arrival point, you just need to have one unit move to a square next to the flag and end their move there. To destroy cans, you attack them like you do an enemy unit. Missions come in three difficulties: Easy, Normal, and Hard. Each difficulty has 8 missions. In order to move up in difficulty, you must complete all 8 missions in the previous difficulty. For each of the missions, I've made some comments on enemy movement that I've seen and a method to complete each mission. Do remember that there's a multitude of ways to finish each mission as well as various ways for the enemy to move so these are merely suggestions on my part. Easy ---- Mission 01 - Grassy Plain: Battle Royale Enemy Team: Little Apple Turns: 10 Units: 2 Player vs 2 Enemy Comments: An easy enough mission for your first battle. Move your two units up slowly until you find the two enemy units and plug away at them until they fall. Mission 02 - Office: Corridor Battle Enemy Team: Little Apple Turns: 14 Units: 2 Player vs 3 Enemy Comments: As you move your two up, the enemy tends to move two down into the desks area in the center of the map and catch you around corners. Watch out for them and make sure they don't circle around behind you. After you get rid of them, either head for the flag to complete the primary objective for a high score, or get the enemy that tends to get held back up near the flag. Mission 03 - Maze: Can Battle Enemy Team: Little Apple Turns: 14 Units: 4 Player vs 4 Enemy Comments: Make your way up slowly to take out the 4 cans of the enemy. Watch out for the center area as they can sneak up on you around the corners. This being the first of a number of missions based in an underground maze, note that you can not walk over the skulls. Mission 04 - R&D Dept: Battle Royale Enemy Team: Green Army Turns: 16 Units: 3 Player vs 3 Enemy Comments: Head towards the upper right of the map to take out the three enemy units. One of them likes to slip down the far right side of the map so keep an eye out for that one. This is the first time that you'll encounter a new team that's a little more skilled. Mission 05 - Desert Island: Can Battle Enemy Team: Green Army Turns: 16 Units: 5 Player vs 6 Enemy Comments: The first battle where you'll be controlling 5 or more units. Send your troops through the upper and lower center of the map and get rid of enemy troops along the way. Get rid of the top and lower cans once you arrive on the right side and then move in for the kill on the center can. The enemy may try to sneak a unit or two past you so you'll probably want to hold one unit back in the center area. Acheron will join you from the Green Army. Mission 06 - Battlefield: Battle Royale Enemy Team: Green Army Turns: 18 Units: 6 Player vs 6 Enemy Comments: Use the terrain to your advantage and make sure none of your units gets caught out by itself without any others nearby to provide support. Mission 07 - Dept. Store: Target Battle Enemy Team: Bandits Turns: 22 Units: 6 Player vs 6 Enemy Comments: This is a pretty tough mission for the Easy rank. Their Leader that you have to eliminate to win is a tough one. Send a few troops army up and then to the far left as sometimes the Leader and some of his goons head for the upper-left of the map. The rest of your troops send down and then around left and up into the center area since the Leader likes to move downwards and into the center as well. You'll find some of the enemy troops hiding out in the bottom left room usually. Apache will join you from the Bandits. Mission 08 - Factory: Prisoner Rescue Enemy Team: Bandits Turns: 20 Units: 5 Player vs 6 Enemy Comments: Keep one unit back in case any enemy troops come down to guard your flag. Move slowly up and pick off any enemy units near to the prisoner before rescuing him. Once you move next to him and untie him, get him out of there quick. Prisoners only have 1 HP, so one shot can end his life easily. Guard him as you run him down to the flag to win you the mission. Normal ------ Mission 09 - Snow Plain: Flag Battle Enemy Team: Orange Shot Turns: 20 Units: 5 Player vs 6 Enemy Comments: Welcome to Normal difficulty, now things get a bit harder. You've got to try to capture the enemy's flag in the bottom left corner. Move a couple of troops to the far left then down. The enemy likes to move a sniper and task force unit up the far left side of the map. The rest of the enemy units tend to be near the flag or move right of it, so send a couple troops down the center area to catch any moving your way. Be careful when heading for the flag to make sure you have enough AP to reach it, the enemy tends to hide a unit down in that corner. Mission 10 - Dept. Store: Can Battle Enemy Team: Orange Shot Turns: 20 Units: 4 Player vs 5 Enemy Comments: Split your troops into pairs and have one pair go up and right while the other goes down and right. Get each of the cans along the way to the right side of the map. You may encounter one or two enemies along the way but keep an eye out for them sticking a couple in the upper right or middle right rooms to protect their cans. Trick will join you from Orange Shot upon completing the mission. Mission 11 - Battlefield: Can Battle Enemy Team: Orange Shot Turns: 18 Units: 5 Player vs 6 Enemy Comments: Move your army through the center of the map to get the enemy can in that area. Split up your troops so that the bulk go for the right center can and a couple head for the bottom right can as that is where the bulk of enemy units tend to be. Then make your way up to get the last can. Mission 12 - Maze: Target Battle Enemy Team: Bulldog Turns: 22 Units: 6 Player vs 6 Enemy Comments: This is a real pain of a map. It's huge and the topography forces you to move slow by costing more than 1 AP for many of the squares to move. It's rather difficult to find the enemy units as they spread out from the room they start at in a hurry. Focus on finding the enemy Leader otherwise you may run out of turns before completing your mission. I tend to finding their Leader hiding in the top left corner of the map behind the room there or wandering around in the center of the map. He has a high evasion so use the most accurate shots you can. Mission 13 - River: Flag Battle Enemy Team: Bulldog Turns: 22 Units: 5 Player vs 6 Enemy Comments: The water down the center of the map causes some slow movement for your troops. Charge straight across in the center and head directly for the enemy flag, taking out units along the way. There's not all that much terrain to use to your advantage, so it's more of a rush game than anything else. Try not to get trapped out in the water under enemy fire. Mission 14 - Factory: Rabbit Hunt Enemy Team: Bulldog Turns: 25 Units: 3 Player vs 8 Enemy Hidden Weapon: M134 Vulcan Comments: This is the first Rabbit Hunt map. Your goal is to survive all 25 turns, which is no mean feat when the odds are stacked against you like they are. The easiest way to do this is by the following method. Take a look at the minimap that you can pull up with the Map option before starting the battle or during the game in the End Turn menu. You'll notice an area right of where you start with two lines of what looks like brown (or perhaps a real pale pink/purple) running vertically to connect with the white walls near the top and bottom of the map. That's where you want to go. When the battle begins, move your men right then up the stairs north of you. Go right some more and at the next stairs, go down. You're now in a room-like area. Position your men a bit aways from the stairs and facing towards it as that's the only way the enemy can reach you to attack. Now pass away your turns and pick off any guys that wander in to attack you. I believe I only had one or two of the eight actually make it into that room. If you're wish to snag yourself a nifty hidden weapon, get one of your characters to the very bottom right corner of the map at X-21,Y-60. A slightly visible chest will be there which contains the powerful M134 Vulcan. (Information provided by MKendora) Mission 15 - Office: Flag Battle Enemy Team: Knight Force Turns: 23 Units: 5 Player vs 7 Enemy Comments: Rush your troops up the center corridor of the map. Enemy units will most likely move across that hall to the room to the right of where they start and then move down. So when your army gets to the doorway to the second room from the top right, send a couple in there to head off the enemy troops and send the rest towards the flag. Don't bother leaving any to protect your flag and if you're fast enough, no enemy troops should be able to get into the left side of the map under where they start so you can ignore that half of the map as well. Wink jumps ship from Knight Force to join your team. Mission 16 - Maze: Escape Battle Enemy Team: Knight Force Turns: 26 Units: 5 Player vs 8 Enemy Comments: Maneuver your group of men down the center of the map. When you start nearing the flag in that large center corridor, start looking for enemy troops. At the bottom, there's some skulls in the way so you'll have to go around and down to reach the flag. In the pathways going around to the flag is where most of the enemy units will be hiding. Also beware of traps along the way. Hard ---- Mission 17 - Battlefield: Hamburger Hill Enemy Team: Jokers Turns: 25 Units: 5 Player vs 9 Enemy Comments: This is another Escape Battle type map where you need to reach the arrival point (flag). Unfortunately, there's 9 enemies standing in your way. Carefully work your way up, taking advantage of any terrain and obstacles that you can while picking off enemy troops one by one. There is probably two to three enemies standing guard of the room containing the flag, so you'll need to focus a group of men to take care of them and get to the arrival point. Mission 18 - Maze: Prisoner Rescue Enemy Team: Jokers Turns: 30 Units: 5 Player vs 7 Enemy Comments: It takes a while to get through this map thanks to the maze terrain. Several enemy troops like to go to the right of where they start and move up and around into the room to the right of their starting point so watch for a group of them that way. The rest will stay in the area near the prisoner. Make sure to eliminate any enemies near the prisoner before rescuing him and escorting him back to the flag. Mission 19 - Office: Can Battle Enemy Team: Jokers Turns: 25 Units: 6 Player vs 7 Enemy Comments: Split your army into two groups and head for the two enemy cans in the center of the map. They'll send a couple down each the left and right sides, so be sure to look for them so that you don't get jumped. Once you get those cans and get rid of those enemies, move for the top of the map and the other 3 cans. There's probably a sniper up there, so pay attention and try to get him out of the way quick if you can. There is also a good chance there's another 2 to 3 units up there helping him out. Mission 20 - Factory: Escape Battle Enemy Team: The Monsters Turns: 25 Units: 5 Player vs 7 Enemy Comments: I recommend taking the stairs right there where you start at and following the passageway down towards the flag. The enemy leaves 3-4 men to guard the flag area but it seems they like to send the rest up the left side which will keep them well out of your way. Mission 21 - Maze: Flag Battle Enemy Team: The Monsters Turns: 28 Units: 6 Player vs 7 Enemy Comments: Rush all your troops towards the center area of the map. If you're fast, you'll reach there about the same time that the first of the enemy troops do. Take out any enemies that wander into that center area and then go for the flag. You'll find 2-3 enemies remaining to guard the flag, so do what you can and get to the flag. Mission 22 - Forest: Battle Royale Enemy Team: The Monsters Turns: 25 Units: 5 Player vs 6 Enemy Comments: This is an annoying map. Movement is slow going and there's a whole lot of terrain to block your view. Move your army slowly towards where the enemy started at and you should run into them heading your way. Take out whatever ones you find and then seek out the last 2 to 3 enemies near the top left corner either to the very left or very top. Mission 23 - Battlefield: Rabbit Hunt Enemy Team: Dark Angel Turns: 25 Units: 3 Player vs 8 Enemy Hidden Weapon: Peacemaker Comments: You're almost done with the game. This is the second of the rabbit hunt maps. Take advantage of the area you start in to defend yourself. Oddly enough, I remained in the same spots I started in and just kept passing turns and beat it without a single enemy unit coming into sight. If you're willing to risk it, there's a treasure box in the very top-right corner of the map. Move a character on top of it to acquire the Peacemaker. Mission 24 - Dept. Store: On the Roof Enemy Team: Dark Angel Turns: 25 Units: 5 Player vs 8 Enemy Comments: Welcome to the last map which is an Arrival Point map with a flag at the top right of the map. Dark Angel is a very beefed up team so be careful. You may want to send your army up near the center of the map towards the large stairway. You'll find 4 units in that area who can present some challenge to you. Get them out of the way and then move left towards the way up. If you look at the starting positions of the enemy units before the mission, note where enemy units 1 and 2 start at in a little room. One of them usually comes out of the room to come fight you while the other remains in the room. The one that remains you really need to watch out for. He carries a heavy duty machinegun that can rip your units to shreds easily so you need to try and get the jump on him. After you take care of him, send what troops you have remaining up and then right towards the flag. You'll run into another enemy unit soon after starting to move right while the last enemy unit hangs out far to the right being a sniper who can take potshots at your men as they move slowly towards the flag. Good luck. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ VI. Weapons: =========== When you go into the Outfit screen, you can change each of the unit's main arms and side arms. As you complete missions, you will acquire more weapons to add to your arsenal. Each weapon has several stats: AP - How many action points it takes to do one attack with the weapon 1Shot - How many bullets it can fire in one attack Capacity - How many bullets it has in a clip before you need to reload ChargeAP - How many action points is needed to reload the weapon Weight - How heavy the weapon is (This affects your max AP with higher weight reducing it) Range - A graphical view of the range of the weapon and how accurate the weapon is (ranked A through E) depending on range. The weapons in this list are listed in order as they are in the game. Also note that I put an accuracy with the accuracy range of the weapon based on the range graphic the game shows. Keep in mind that weapons have varying accuracy depending on how far the target is for you so weapons that have the same stats listed here can vary quite a bit on how their accuracy is according to distance (i.e. two weapons may have a range of 3-5 squares with an accuracy listed as C-E, but one of them has E accuracy at 3 squares range while the other has C accuracy at 3 squares range). Sub-Machine Guns: ----------------- Mauser M712 AP: 2 1Shot: 1-3 Capacity: 20 ChargeAP: 2 Weight: 4 Range: 3-5 squares Accuracy: B-C Beretta M93R AP: 2 1Shot: 3 Capacity: 20 ChargeAP: 2 Weight: 4 Range: 3-5 squares Accuracy: C-D Uzi SMG AP: 2 1Shot: 3-6 Capacity: 25 ChargeAP: 3 Weight: 5 Range: 3-5 squares Accuracy: C-E Walther MPK AP: 2 1Shot: 3-6 Capacity: 48 ChargeAP: 4 Weight: 5 Range: 3-5 squares Accuracy: C-D Sterling SMG AP: 2 1Shot: 3-6 Capacity: 35 ChargeAP: 4 Weight: 5 Range: 3-5 squares Accuracy: C-E KG9 AP: 2 1Shot: 3-6 Capacity: 40 ChargeAP: 5 Weight: 5 Range: 3-6 squares Accuracy: D-E Ingram M10A1 AP: 2 1Shot: 3-7 Capacity: 30 ChargeAP: 4 Weight: 5 Range: 3-5 squares Accuracy: C-E H&K MP5KA4 AP: 2 1Shot: 3-7 Capacity: 20 ChargeAP: 4 Weight: 5 Range: 3-6 squares Accuracy: C-D H&K MP5A5 AP: 2 1Shot: 4-7 Capacity: 30 ChargeAP: 4 Weight: 6 Range: 3-6 squares Accuracy: C Shotguns: --------- Shotguns have 2 numbers for the 1Shot stat. The first is how many bullets is used from the capacity. The second number is how many hits it can do on an enemy with one attack. So for a number like 1 <3>, each attack uses one bullet from your capacity, but can hit an enemy 3 times as if you shot three bullets separately. W. Barrel Shotgun AP: 1 1Shot: 1 <3> Capacity: 2 ChargeAP: 2 Weight: 5 Range: 2-4 squares Accuracy: C Mossberg M500 AP: 2 1Shot: 1 <4> Capacity: 6 ChargeAP: 3 Weight: 6 Range: 2-4 squares Accuracy: C-D Remington M870 AP: 2 1Shot: 1 <4> Capacity: 4 ChargeAP: 3 Weight: 6 Range: 2-4 squares Accuracy: C-D Maverick M88 AP: 2 1Shot: 1 <4> Capacity: 6 ChargeAP: 3 Weight: 6 Range: 2-5 squares Accuracy: B-C Franki SPAS 12 AP: 2 1Shot: 1 <5> Capacity: 7 ChargeAP: 3 Weight: 7 Range: 2-5 squares Accuracy: B-C Assault Rifles: --------------- M16A1 AP: 3 1Shot: 2-5 Capacity: 30 ChargeAP: 4 Weight: 6 Range: 4-7 squares Accuracy: C-D XM177E2 AP: 3 1Shot: 2-6 Capacity: 30 ChargeAP: 4 Weight: 6 Range: 4-7 squares Accuracy: A,C-D AK47S AP: 3 1Shot: 2-5 Capacity: 30 ChargeAP: 4 Weight: 6 Range: 3-7 squares Accuracy: C-E Galil SAR AP: 3 1Shot: 2-5 Capacity: 34 ChargeAP: 4 Weight: 6 Range: 4-7 squares Accuracy: B-D FNC AP: 3 1Shot: 2-5 Capacity: 30 ChargeAP: 4 Weight: 6 Range: 4-7 squares Accuracy: B-D L85A1 AP: 3 1Shot: 3-5 Capacity: 30 ChargeAP: 4 Weight: 6 Range: 4-7 squares Accuracy: B-C Steyr AUG AP: 3 1Shot: 2-6 Capacity: 30 ChargeAP: 4 Weight: 6 Range: 4-7 squares Accuracy: C H&K G3A4 AP: 3 1Shot: 3-7 Capacity: 20 ChargeAP: 3 Weight: 6 Range: 3-7 squares Accuracy: B-D FA MAS AP: 3 1Shot: 2-6 Capacity: 25 ChargeAP: 3 Weight: 6 Range: 4-7 squares Accuracy: B-D Sniper Rifles: -------------- M1-Carbine AP: 2 1Shot: 1 Capacity: 15 ChargeAP: 4 Weight: 6 Range: 5-8 squares Accuracy: A-C Remington M700 AP: 2 1Shot: 1 Capacity: 5 ChargeAP: 3 Weight: 6 Range: 5-8 squares Accuracy: A-C M16A2 Sniper AP: 2 1Shot: 1 Capacity: 20 ChargeAP: 5 Weight: 6 Range: 4-8 squares Accuracy: A-D L96A1 AP: 2 1Shot: 1 Capacity: 10 ChargeAP: 4 Weight: 8 Range: 5-8 squares Accuracy: A-B H&K G3 SG-1 AP: 3 1Shot: 1-3 Capacity: 20 ChargeAP: 5 Weight: 7 Range: 5-8 squares Accuracy: B-C H&K PSG-1 AP: 1 1Shot: 1 Capacity: 5 ChargeAP: 5 Weight: 7 Range: 5-8 squares Accuracy: A-B Machine Guns: ------------- FN M249 Mini AP: 3 1Shot: 4-9 Capacity: Infinite ChargeAP: - Weight: 8 Range: 3-7 squares Accuracy: A-E U.S. M60 AP: 3 1Shot: 4-9 Capacity: Infinite ChargeAP: - Weight: 8 Range: 3-7 squares Accuracy: B-C, E MG34 AP: 3 1Shot: 5-10 Capacity: Infinite ChargeAP: - Weight: 9 Range: 3-7 squares Accuracy: B-C M134 Vulcan AP: 3 1Shot: 7-12 Capacity: Infinite ChargeAP: - Weight: 9 Range: 3-8 squares Accuracy: A-C Knives: ------- Rambo Knife AP: 1 1Shot: 1 Capacity: Infinite ChargeAP: - Weight: 2 Range: 1 square Accuracy: B Butterfly Knife AP: 1 1Shot: 1-2 Capacity: Infinite ChargeAP: - Weight: 2 Range: 1 square Accuracy: C Rambo Knife AP: 1 1Shot: 1 Capacity: Infinite ChargeAP: - Weight: 2 Range: 1 square Accuracy: B Gurkha Knife AP: 1 1Shot: 1 Capacity: Infinite ChargeAP: - Weight: 3 Range: 1 square Accuracy: A Spetznaz Knife AP: 1 1Shot: 1-3 Capacity: Infinite ChargeAP: - Weight: 3 Range: 1 square Accuracy: B Kunai Knife AP: 1 1Shot: 1-3 Capacity: Infinite ChargeAP: - Weight: 2 Range: 1 square Accuracy: C Handguns: --------- Walther PPK/S AP: 1 1Shot: 1 Capacity: 7 ChargeAP: 2 Weight: 3 Range: 2-3 square Accuracy: B,E Browning M1910 AP: 1 1Shot: 1 Capacity: 7 ChargeAP: 2 Weight: 3 Range: 2-3 square Accuracy: C,E Beretta M84 AP: 1 1Shot: 1 Capacity: 13 ChargeAP: 3 Weight: 3 Range: 2-3 square Accuracy: C-D Luger P08 AP: 1 1Shot: 1 Capacity: 8 ChargeAP: 2 Weight: 4 Range: 2-4 square Accuracy: B-C Walther P38 AP: 1 1Shot: 1 Capacity: 8 ChargeAP: 2 Weight: 4 Range: 2-4 square Accuracy: B-C Colt Govt. Issue AP: 1 1Shot: 1 Capacity: 7 ChargeAP: 2 Weight: 4 Range: 2-4 square Accuracy: A-B Beretta M92FS AP: 1 1Shot: 1 Capacity: 15 ChargeAP: 3 Weight: 4 Range: 2-4 square Accuracy: A-B Glock 17 AP: 1 1Shot: 1 Capacity: 17 ChargeAP: 3 Weight: 4 Range: 2-4 square Accuracy: A-C CZ 75 AP: 1 1Shot: 1 Capacity: 15 ChargeAP: 3 Weight: 4 Range: 2-4 square Accuracy: A-B S&W M645 AP: 1 1Shot: 1 Capacity: 8 ChargeAP: 2 Weight: 4 Range: 2-4 square Accuracy: A-B Browning HP AP: 1 1Shot: 1 Capacity: 13 ChargeAP: 3 Weight: 4 Range: 2-4 square Accuracy: A-B Sig Zauer P220 AP: 1 1Shot: 1 Capacity: 9 ChargeAP: 2 Weight: 4 Range: 2-4 square Accuracy: B-C H&K P7 AP: 1 1Shot: 1 Capacity: 8 ChargeAP: 2 Weight: 4 Range: 2-4 square Accuracy: B-C S&W M4504 AP: 1 1Shot: 1 Capacity: 8 ChargeAP: 2 Weight: 4 Range: 2-4 square Accuracy: A-C H&K USP AP: 1 1Shot: 1 Capacity: 12 ChargeAP: 3 Weight: 4 Range: 2-4 square Accuracy: B Automag AP: 1 1Shot: 1 Capacity: 7 ChargeAP: 2 Weight: 4 Range: 2-5 square Accuracy: B-E Desert Eagle AP: 1 1Shot: 1 Capacity: 6 ChargeAP: 2 Weight: 4 Range: 2-5 square Accuracy: C Remington XP-100 AP: 1 1Shot: 1 Capacity: 1 ChargeAP: 1 Weight: 4 Range: 2-6 square Accuracy: A-C S&W M66 AP: 1 1Shot: 1 Capacity: 6 ChargeAP: 2 Weight: 4 Range: 2-3 square Accuracy: A-B Colt Python AP: 1 1Shot: 1 Capacity: 6 ChargeAP: 2 Weight: 4 Range: 2-4 square Accuracy: A-C S&W M29 AP: 1 1Shot: 1 Capacity: 6 ChargeAP: 2 Weight: 4 Range: 2-5 square Accuracy: B-D Peacemaker AP: 2 1Shot: 6 Capacity: 6 ChargeAP: 2 Weight: 4 Range: 2-5 square Accuracy: B-D ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ VII. Rankings: ============= Upon completing all 24 missions, the game will total up your scores from all the missions for your final score and then give you a ranking as listed below. You can load up your save to rechallenge any of the missions to try and improve your score and ranking. Rank Score ---- ----- Private 0-59999 points Corporal 60000-63999 Warrant Officer 64000-67999 Lieutenant 68000-71999 Captain 72000-75999 Major 76000-79999 Colonel 80000-83999 Major General 84000-87999 General 88000-91999 Admiral 92000+ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ VIII. Links: =========== Kazuhiro's Game Catalog (Entry for BB Gun): http://www.fuchu.or.jp/~kazuhiro/games/gsInfo.cgi?mac=SFC&gcode=G03079 Aeon Genesis translations: http://agtp.romhack.net/ The Whirlpool Translation news site: http://donut.parodius.com The Worm Hole (my website): http://xanathis.cherryroms.com ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ IX. Copyright: ================ This FAQ is ©2004 Xanathis. Websites are free to display/distribute this on their site as long as: 1. It is not done for commercial gain 2. It is fully intact with proper credit given 3. It is not claimed as your own work