=============================================================================== Ghost Squad FAQ (arcade) v1.1 (08/15/2005) Written by Baby Bonnie Hood (bbhood217@yahoo.com) =============================================================================== This FAQ Copyright (c) 2005 Jason Carl R. Algarme This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any website (other than www.GameFAQs.com) or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. Ghost Squad (c) 2004 SEGA Corporation. All other trademarks and copyrights contained in this FAQ are owned by their respective trademark and copyright holders. TABLE OF CONTENTS ================= I. Introduction II. Controls III. Gameplay - IC Card - Life Gauge - GS Meter - Items - Bad Guys - Good Guys - Events IV. Inventory - Weapons - Special Weapons - Costumes V. Missions - Mission 1: The Grand Villa Rescue - Mission 2: Operation Air Force One - Mission 3: The Jungle Break VI. Walkthrough VII. Miscellaneous VIII. Conclusion IX. Special Thanks X. Version History I. INTRODUCTION =============== The Ghost Squad is a special forces unit belonging to a UN-founded organization called the M.O.P. (Multiple Operation Program). "Ghost" stands for Global Humanitarian Operations & Special Tactics. With the team composed of the most elite soldiers, they run humanitarian operations throughout the world. And guess what? You're a member of these special forces, performing difficult feats of counter-terrorism using the most sophisticated weapons and devices. Along with a partner and your other teams, you battle against the terrorist group known as the Indigo Wolves. Take down the terrorists, save the hostages, and employ special tactics to ensure a successful mission. Basically, this is a gun game; and in this one you're part of the special forces, the last resort when all else fails. As with most gun games, you shoot at the screen using a gun controller (in here, it's a submachine gun). Shoot the bad guys, don't shoot the good guys, the usual gun game fare. This usual gun game, though, has very kickass graphics and sounds, action-packed gameplay, and a card system that lets you play the same missions with different paths and earns you experience that gets you more weapons and costumes. If you're a gun game enthusiast, you may like this game. The replay value with the card system will surely keep you coming back for more :) II. CONTROLS ============ The submachine gun controller has three functions; one of these is, of course, the trigger that you pull to fire the gun. Some guns have autofire, so holding down the trigger will keep the gun firing. To reload the gun, simply point the gun outside of the screen or otherwise briefly cover up the gun's front sensor. Another function is a switch on the side that lets you select your gun's firing mode (it differs for each gun; some have bullet bursts, some have autofire, and one of them even has grenades). And finally, there's the action button located at the gun's front. The action button's function depends on the situation; it can detain hostages, perform melee attacks, and defuse bombs. In regular shooting scenes, the action button just lets you yell out random orders; these are purely cosmetic and don't impact the gameplay in any way, but it does sound good when you manage to say something that matches the situation (like saying "Go go go!" while advancing, or telling a hostage to "Get down!"). III. GAMEPLAY ============= There's a whole lot more to this gun game than just shooting at enemies and not shooting at allies. All of this game's gameplay features are explained below. IC CARD ------- At the start of the game, you're asked to insert your card if you have one. You can go ahead and start without one, but you're gonna be stuck with one gun, one costume, the lowest mission levels, the name of NONAME, and no way to gain any experience. You can still make local high scores, but you can't join the Internet Ranking. If you do happen to have a card (you can usually buy one at the arcade itself), just insert it into the card slot and you can begin the game with it. If it's a brand new card (100 games left to play and with the name of UNTITLED), you're prompted to enter a name first before proceeding. Before the actual game, you're shown the card's character info (name, rank, number of plays, etc.). You can choose to customize your character before starting the game. You can change weapons, costumes, your name, and game config (subtitles and display type). Changing your name and config, however, won't be available for your first few levels. After a game, your experience is tallied up; the better you played (high score, lots of GS meter, medals, etc.), the more experience you earn. Earn enough experience and you, of course, level up. Reaching certain levels earns you promotions in rank, weapons, and costumes. And finally after the experience tally but before saving the data and giving the card back to you, you're given a password that you can use to register for the game's Internet Ranking (http://ranking.sega-ghostsquad.com/). If you feel that your score's high enough to show off to the world, you can copy down the password and then register with it. I must warn you though, the Internet Ranking scores are pretty damn high ;) You can also use your card in two-player games. To join in with your card, insert it first *then* press Start. A little word of warning, though. If you die and not continue while the game's still going on (because your partner's still alive), your experience will be tallied up behind the scenes. You can level up, but you will *not* earn any weapons, costumes, or even the ability to change your name and config. Not even if you reached the required level. To avoid this, you have to stay alive. Or if you do die, you have to continue. Or perhaps it's best to just avoid two-player games altogether. All this talk about the game's card system and how it works... but what if a machine actually has (gasp!) no card system? Then you'll only have 4 weapons (XM-2119, TK1B, P44M, and M4E), 4 costumes (GS, Jungle, Tough Guy, and Cowboy), and level 4 as the highest selectable mission level. It's somewhat better than playing without a card on a machine with the card system, but it's still quite an incomplete experience. LIFE GAUGE ---------- You have 4 bars of life in this game. Getting hit by an enemy or shooting a hostage will decrease your life by one bar. And of course, we all know what happens when you lose all of your life. You can acquire body armor to take less damage, and first aid boxes to gain back life. GS METER -------- This shows just how good you are at being an elite special forces unit. This meter will increase when you take down enemies in special manners and complete events, and it will decrease when you shoot hostages and allies. Once you max out the meter, you'll be rewarded with an improved but limited firing mode for your gun. The improvement depends on your gun (full auto for guns without it, high capacity magazines for guns already with full auto, and even grenades for one gun). ITEMS ----- There are items that you can collect throughout the game. You have to shoot certain enemies and shootable background objects to reveal them, then shoot the items themselves to acquire them. Some guns, however, can't use some items; and if you get an item that your gun can't use, then the item will simply not take effect. Also, you can only have one item at a time; collect another one when you already have one, and your old item is replaced with the new one. Below is a list of all the items in the game: High Capacity Magazine - Increases your gun's ammo capacity, allowing you to fire more bullets before reloading. Wears off after a number of reloads. Some guns have this as a GS meter upgrade, which could be troublesome because the HCM upgrade will replace any item you already have. Dot Sight - Gives your gun a laser sight that lets you see where you're precisely aiming at. Some guns already have built-in Dot Sights. Compensator - For those machine guns that have their shots stray all over the place, this item will keep your shots dead on no matter how long you fire with it. Body Armor I - Protects you from attacks by lessening the damage done to you; instead of one life bar, you only lose half of a bar. Wears off after two hits. Body Armor II - Same thing, except it's gold-colored and lasts twice as long (four hits). First Aid Box - Gives you back an entire life bar. Unlike the other items, you get this item the instant you reveal it; so you don't need to shoot it any further. Also instead of keeping this item, you immediately use it up so it won't replace any item you already have. Medal - Some enemies and objects (usually hiding out in the background) have this item. Collecting these will earn you some extra experience. Like the first aid box, you get this item the moment you reveal it and you don't keep it. BAD GUYS -------- Terrorists are your enemies here. They shoot at you, lob grenades at you, and even attack up close with knives. Most of them take only one shot to kill, but some can take multiple hits before going down (they have their own life bar for this). Most of them can also be shot while they're dying; you can land up to three shots on one enemy (known as a 3-point shot in Virtua Cop terms). At higher mission levels, enemies actually become tougher. You can see this for yourself when you use a weak weapon on them; even the weakest enemies now take more than one shot to kill. Now on to their attacks. Most of them will be shooting at you, and usually missing. However, targeting sights (called an e-marker in the game) will lock onto an enemy that's about to land a shot on you. If that enemy fires, its bullets reach you, and you fail to kill the enemy, you get hit and take damage. So obviously, take down the marked enemies first; even if they fire, you can still avoid damage by killing them before their bullets reach you. Watch out at higher mission levels, because enemies (even multiple ones at once!) will be marked more often. Enemies can also attack using knives and grenades, and they're not marked for this either. For knives, they attempt to surprise you by coming out of nowhere at point blank range and then slash away. Some of them attack faster than others, so stay alert for them. For grenades, they just bring them out and lob them at you. These aren't as dangerous as the other two weapons; the grenades and grenadier are rather slow, and you can shoot down the grenades before they hit you. But note that in two-player games, grenades can hurt both players. And then there's the fine art of killing enemies. Sure, you could just shoot at them multiple times and call it a day; but there exist special bonuses that provide additional points and GS meter if you kill the enemies in certain ways. And these ways are listed below: Good Shot - Shooting an enemy in the head. They die immediately (no matter how much life they had) and cannot be shot any further. You'll only get this bonus on the first hit; shooting the enemy else- where and then at his head won't give you this bonus, but the enemy will still die immediately. Quick Shot - Shooting an enemy the moment they appear/spawn. Good Shots and Quick Shots can be combined together, if you're good enough. Double Down - Hitting two enemies with one shot. This is usually done with penetrating guns or shotguns. You can also land Double Downs on dying enemies, allowing you to score multiple Double Downs with the same two enemies. 2 Body - Exactly what it sounds like, two shots to the chest. If you 2 Body 1 Head successfully follow up with a head shot, you'll also get the other bonus. This is quite difficult to perform, because dying enemies usually don't stand still. It should also be noted that the names are actually mixed up, so the two chest shots will actually read as 2B1H while the following head shot will be 2B. GOOD GUYS --------- Otherwise known as people who just get in your way, they only exist to remind you that you can't be trigger-happy all of the time. In this game, they come in the form of hostages, squad members, and VIP's. Hostages are civilians who just happen to be in the wrong place at the wrong time. They'll panic and flee, cower in fear, and generally do anything that'll escape them from the immediate danger. Take care not to shoot these annoying hinderances (they'll even be marked with Help! signs so you can tell the difference between them and enemies), because you'll lose a whole life bar and some GS meter if you kill a hostage. Yes, an entire life bar despite any armor you might be wearing at the time. Squad members are supposed to be helping you out. But honestly, they're only shooting at thin air; if it looked like they're actually killing enemies, those enemies are actually only dying all by themselves thus depriving you of points. Your squadmates have names and their own life bars, and shooting at them will not only reduce their life (but luckily not yours) but also reduce some of your GS meter. VIP's are special people that you have to rescue. There are only two of them in the entire game, and you can't actually kill them. But shooting them will still reduce your GS meter, so watch where you're aiming. EVENTS ------ Throughout the game, you'll find yourself in special situations that require more than just shooting at enemies. These are events and at the start of one, you'll be instructed on exactly what to do. Succeed in an event, and you'll be rewarded with points and GS meter; how much depends on how well you performed the event (Excellent, Good, or OK). But fail the event, and you'll get nothing but Failed (and even damage in some cases). No matter what, you'll always continue with the mission after an event. There are several kinds of events, and these are listed below: Detain Hostages - It's annoying to have them run all over the place, so you're tasked with detaining them. Just aim at a hostage and hold down the action button to shut them up. Be careful though, because enemies will gladly take this opportunity to attack you in such a vulnerable state. Defuse - Stopping bombs from blowing up. Aim at a bomb (or its wires) and press the action button to work on disabling them. If they're not wires, it'll take several presses to successfully defuse them. Just make sure not to shoot the bombs you're trying to defuse! Give Cover - Kill the enemies that are attacking your squadmates, because they're morons and can't do it by themselves. All you have to do is kill all the enemies before they kill your squad members (e-markers will show which enemy is about to hit your useless allies). Hand to Hand - Battle the enemies up close and personal. Aim at the targets that'll appear as the enemies attack and press the action button to hit them. The higher the mission level, the more targets you'll have to hit. There's only one target per attack at level 1, two targets at level 6, and finally three targets at level 10. Assault - This one's easy. Just kill all the enemies in a certain area within the time limit. Kill them quickly, and you won't have any problems here. Snipe - Kill all enemies from a distance using a sniper rifle. Do it quickly though, because there's a time limit... Stealth - Silently kill all the enemies as you go along. Before going in to attack, use the action button to determine just how silent you are; afterwards, you'll go into the attack. Kill the enemies before they discover your presence (as in don't let the alarm meter fill up completely). Boss - Bosses here aren't your typical powerful and tough enemies with small weak points. In this game, they're just another event (which event depends on the boss) but very important ones because the whole mission depends on this. Successfully kill the boss and the mission is cleared, but fail instead and the mission is aborted. No matter what happens, the mission is finished afterwards. Bosses are also tougher in two-player games than in solo games (except for Mission 2's Boss who remains the same). IV. INVENTORY ============= In other gun games, different kinds of guns are just temporary power-ups. But in this gun game, you get to collect and use all kinds of guns though you can only equip and use one gun at a time per game. You can also collect costumes that you can use to change your appearance if you ever get bored of the usual GS outfit. All of this adds lots of replay value to this game. Following next is a list of all the weapons and costumes in the game, and at what level you acquire them. WEAPONS ------- So many ways to shoot at the terrorists, but which one's the best one...? XM-2119 Level: 1 Your standard machine gun. Has 24 bullets, none of which penetrate. Can fire in single, 3-burst, and full auto shots. No need to reload when firing in full auto. M94R Level: 30 Machine gun with 25 bullets. Available in single shot and full auto. Shots do not stray, but they don't penetrate either. MP10 Level: 77 Machine gun with 30 bullets, single shot, and full auto. Rate of fire is fast and shots don't stray, but it lacks penetration and reload time is quite long. TK1B Level: 46 The terrorists' assault rifle. 30 bullets, single shot, full auto, and capable of penetration. Shoots fast, but shots stray on autofire. Also, its reload time is long (just check out the terrorists). CPG7 Level: 50 Uzi with 20 bullets, single shot, full auto, and strong penetration. Shoots fast but shots stray on autofire. AR4A Level: 32 Assault rifle with 28 bullets, single shot, and full auto. Shoots fast, but is offset with a lengthy reload time. TR14 Level: 38 The machine gun that everyone abuses :P. 20 bullets, single shot, full auto, and capable of high penetration (bullets go through all obstacles, walls, and enemies like they're not even there). Lengthy reload time, and shots stray when autofired (it's recommended to autofire only in short bursts to maintain accuracy). G50 Level: 54 Basically an MP10 in assault rifle form and with shots straying on autofire. SAW24 Level: 15 This gun is unique, because its bullets are infinite. However, it gets hotter the more you shoot with it; and when it overheats, you won't be able to shoot for quite a while. Full auto only, but shots don't stray. Cannot use HCM and Dot Sight, and is the only gun without a GS meter upgrade. XMW21 Level: 99 Bigass machine gun of death. 100 bullets, full auto, high penetration, built- in Dot Sight, and grenades! Slightly slow firing rate, shots stray when auto- fired, and its one big offset to all its kickassery: a very long reload time. It's not easy reloading 100 bullets, after all... M209 Level: 61 Handgun with 10 bullets, single and 2-burst shot, and... that's about it. TM9V Level: 11 Handgun with 15 bullets, single and 2-burst shot, built-in Dot Sight, and very short reload time. PM6 Level: 26 Handgun with 6 bullets, single and 2-burst shot, and a long reload time. Also cannot use HCM, but is capable of rapid fire provided that you have a quick trigger finger. P4512 Level: 40 Handgun with 12 bullets, single and 2-burst shot, and twice as powerful as the other handguns. P44M Level: 5 The famous magnum handgun. 6 bullets, single and 2-burst shot, and capable of penetration. Can't use HCM. M45R Level: 19 Handgun with 15 bullets, single and 2-burst shot, and built-in Dot Sight. Also twice as powerful as the other handguns, and reloads very fast. GUARDIAN II Level: 34 The handgun from Virtua Cop 3. 10 bullets, single and 2-burst shot, can't use HCM. Nothing more than a novelty item. Maybe it can be more useful if you could do Exceeding Sense in this game :P GUARDIAN I Level: 60 The handgun from Virtua Cop 1 and 2. 6 bullets, single and 2-burst shot, can't use HCM. I can't possibly imagine anyone using this antique :P CAC82 Level: 7 Sniper rifle, an advanced model of the CAC80 that has more ammo (6 bullets), an extra 3-burst shot mode, and better penetration. No built-in Dot Sight, though. SPR3 Level: 69 Sniper rifle with 10 bullets, single and 3-burst shot, and penetration. SR308 Level: 85 Sniper rifle with 8 bullets, single and 3-burst shot, and penetration. This rifle packs a powerful punch. SPR11 Level: 23 Advanced model of the SPR3 with highly improved penetration and faster firing rate in 3-burst shot mode. Check out the large holes this gun makes :D M4E Level: 2 Shotgun with 6 bullets, single shot, and 2-burst shot. Shots splash, being a shotgun and all. SG112 Level: 93 Shotgun just like the M4E, except it's more powerful. Also, a little advice: shotguns and hostages don't mix very well. ABG1 Level: 43 This one's actually a crossbow. 6 bolts, single, 3-burst, and full auto shots. Good luck using this, because bolts don't fly instantaneously like bullets :P SPECIAL WEAPONS --------------- These are weapons that you use in special events. You can't earn or use them in regular play, though it would be kinda nice if you could... If you manage a GS meter upgrade while using these weapons, the upgrade will instead go to your regular weapon. SAN92 Used in: Mission 1 Boss event Rocket launcher, holds only 1 rocket. Extremely long reload time, but you're not gonna notice because firing at the target and locking onto it takes just as long. Once locked on, the rocket will head straight for the target regardless of where it was fired at; however, the rocket can hit any obstacles in the way and blow up without hitting the target. So when locked on, make sure you aim at a clear path to the target. CAC80 Used in: Snipe events, Mission 2 Boss event Sniper rifle with only 1 bullet, single shot, low penetration (goes through enemies and thin obstacles only), and built-in Dot Sight. If only you could use any of the better sniper rifles, though... SAW25 Used in: Mission 3 Boss event Heavy machine gun, very different from the SAW24. 50 bullets, full auto, dead- on accurate, very fast firing rate, short reload time, and grenades (fired with the action button)! I want this instead of the XMW21... COSTUMES -------- Change your in-game appearance with these costumes. They don't impact gameplay at all, it's just a way to personalize yourself. GHOST SQUAD Level: 1 Your default costume. Standard issue special forces suit. JUNGLE Level: 1 A green jungle-camo alternate to your GS outfit. DESERT Level: 7 A desert-camo alternate. Although you don't actually go through any deserts in this game. POLICEMAN Level: 10 Blue uniform, badge, and all the other looks of a local authority. TOUGH GUY Level: 15 Pretend to be Rambo with this topless macho look. SKY Level: 18 A sky-camo alternate. No flying through the sky here, though. WWII Level: 20 Exactly what it says, a World War II soldier uniform. COWBOY Level: 23 Yeehaw! Call out 'n rustle up them outlaws! URBAN Level: 30 A city-camo alternate. No cities here, though. VIRTUA COP Level: 34 Pretend to be Rage or Smarty with this outfit straight out of Virtua Cop 3. FUTURE WARRIOR Level: 38 Behold, the Ghost Squad of the far distant future! NINJA Level: 50 Ninjas using guns? Not the first time this has happened... PANDA Level: 60 A panda suit, for when you'd rather make your enemies laugh. GOLD Level: 99 Only the best of the best can wear this shiny decorated GS outfit :D V. MISSIONS =========== There are three missions in this game, and you can actually play them in any order you like. Each mission is divided into mission levels (up to 16); the higher the mission level, the more difficult the mission is and the more paths are available. The mission's time of day also differs depending on mission level, though this is just cosmetic. You can change the missions' levels using the action button (up to the highest that you've unlocked so far). And of course, firing at a mission selects that mission. Note that you cannot select missions that you've already completed. After a mission (when it's complete or when the player/s die and don't choose to continue), you're shown a layout of the mission's paths and the path that you took. Areas in gray mean that you haven't been through those areas yet, green areas indicate that you've cleared them, blue areas indicate that you failed those areas but continued past them anyway, and areas in question marks indicate that you haven't unlocked those areas yet. If you succeeded in the boss event, you'll unlock the next mission level if it's not already unlocked. If you completed the mission, you'll also be rewarded with end-of-mission bonus points. You earn bonus points based on accuracy, successful events, and just completing the mission. The game is over when all three missions are complete. Now, let's move on to the missions themselves. The following will describe the premise of each mission, descriptions of all their paths, and at what mission levels those paths are available at. MISSION 1: THE GRAND VILLA RESCUE --------------------------------- The Indigo Wolves have taken control of the Grand Villa, a government-exclusive vacation resort, and everyone in it. It's up to the Ghost Squad to eliminate all threats, save all hostages, and clear the resort. LOBBY You have two choices at the start (if mission level's high enough) to make your entry into the lobby, either through the door or around to the back. Path 1: Gain entry through the door Mission Level: 1 You'll blow the door open and make your entry, much to the enemies' surprise. After a little battle, you'll end up in the lobby area at the second floor. There are two paths from here. Path 1a: Go downstairs and save the hostages Mission Level: 1 You'll make your way down, shooting as you go. Once at the bottom, you'll clear the upstairs path for Unit Bravo before going in for the hostages. This Detain Hostages event is pretty easy; most of the hostages are kind enough to sit still while you detain them. There'll only be a few enemies, so there should be no problems. After the event and some more enemies, the lobby is cleared. Path 1b: Stay upstairs and defuse the time bomb Mission Level: 1 You'll proceed along the second floor while fighting enemies behind windows and fallen tables. You'll be informed of the time bomb and at what order to cut the wires (even with subtitles off, you're still shown the order) as you near the last table with the bomb. Once at the bomb, just cut the wires correctly. If you cut them in the wrong order or if the timer runs out, the bomb explodes in your face and you get damage instead of points. The bomb's timer depends on the mission level. At level 1, it's 15 seconds so you have plenty of time to try and remember what the wire order was. At higher mission levels, the seconds get shorter (up to only 3 seconds at level 10). After the bomb, you'll make your way down to the lobby. Lots of enemies to take down here; meet up with your squadmates and clear out the area. Path 2: Go around to the back Mission Level: 4 Staying outside, you'll go around the lobby while taking out enemies. You'll make your way up to the roof and get into position for a Give Cover event. This isn't your usual Give Cover event; instead of saving your squadmates, you have to stop enemies from entering the lobby (where your squadmates are). Make sure you kill them all, or at least don't allow too many of them get in. Afterwards you'll go along the roof, attacking the enemies inside through the windows as you go. Be careful here, because there are a couple of hostages. Upon reaching the farthest window, you'll enter the lobby through it and clear out the last batch of enemies. RESTAURANT There's a big firefight between the terrorists and your squadmates as your make your way to the restaurant's entrance. Watch out for the enemies that are aiming for you. Upon entering the restaurant, you have three possible paths to take. Path 1: Proceed through the ground floor Mission Level: 1 You'll systematically go through the restaurant, taking out enemies as you go. Watch out for the two hostages at the start. Your squadmates will soon go in to help clear out the area. Just go around killing all the enemies, and the restaurant will be clear in no time. Path 2: Go up to the second floor and give cover Mission Level: 4 You'll head off into a different path this time. Again, there are enemies to kill and two hostages to not kill. You'll then battle your way upstairs where you'll have even more enemies and hostages to contend with. And after that, you'll get into position as Unit Bravo makes its entry into the restaurant. In this traditional Give Cover event, you have to kill all the enemies for Unit Bravo. To succeed, at least one member of Unit Bravo must survive. After the event, you'll head down and take out the remaining enemies. Path 3: Head into the basement and clear out all enemies Mission Level: 8 You'll go onto the same path as Path 2; but instead of going upstairs, you'll then open the door leading down to the basement. There are only a few enemies here, but you're not in the basement yet... Once in the basement, the Assault event starts. Just kill them all quickly, no hostages and no problems whatsoever. Afterwards, you'll go back up and take out the few remaining enemies. HOTEL Before going into the hotel, you have to Snipe the sentries guarding it. Just aim carefully, and don't forget to reload after every shot. If you fail, the enemies will notice, shoot, and hurt you. After sniping, you'll head to the hotel where you have two paths to take. Path 1: Gain entry through the door Mission Level: 1 You'll head into the hotel and take out all the enemies that you encounter. Some will be hiding behind furniture, and a few will attack from outside. Afterwards, you have a choice of entering one of three rooms. Whichever room you pick, your squadmates will enter the other two. Systematic, indeed. Path 1a: Go in Room 1 and save the hostages Mission Level: 1(I),6(II) This room is full of hostages, so be very careful when going through this room. And watch out for the enemies, because they attack at the worst possible moments. Starting at mission level 6, you have to Detain these hostages as well. This is obviously a major pain, killing enemies and trying to detain hostages at the same time... Path 1b: Go in Room 2 and wipe out all enemies Mission Level: 1 This one's the easiest path. Just barge into the room and kill all enemies you see. There are lots of them; along the walls, behind furniture, from outside through the windows, and one with a knife at point-blank range. Path 1c: Smoke bomb Room 3 and attack using thermo vision Mission Level: 1 In this one, you'll smoke bomb the room to confuse the enemies inside and then go in with thermo vision engaged. Be careful as you slowly make your way through the room because there are hostages as well as enemies, and it's kinda hard to tell a hostage and an enemy apart with thermo vision on. Path 2: Go around for a diversionary attack Mission Level: 10 This time, you're the one doing the attacking from outside. You'll head around the hotel, assaulting the enemies inside as you go along. You'll even pass through all three rooms (now devoid of hostages) as you help your squadmates clear out two of them. Finally, you'll battle some enemies as you make your way into the hotel through the back door. BOSS You'll make your way to the hotel's basement, taking out a few guards along the way. Once at the basement, you'll find the man responsible for all this: Alex Havoc. He'll quickly escape, with you in hot pursuit. Enemies will try to stop you, but surely you won't allow them to do that. Havoc will get away, but he soon reappears in a helicopter. Whatever gun you have, it's not affecting the chopper at all; so it's time to bring out the rocket launcher! While your squadmates are keeping Havoc busy (and getting killed in the process, but who cares?) lock onto him and fire away. This Boss event should be no problem at all... unless you have a partner who has no idea how to lock on. Take out the chopper (and Havoc along with it) within the time limit, and the mission is cleared. MISSION 2: OPERATION AIR FORCE ONE ---------------------------------- Air Force One, the President's plane, has been hijacked by the Indigo Wolves. The Ghost Squad must infiltrate the plane and save the President at all costs. COCKPIT You start the mission at the plane's cockpit. You'll proceed through the area, fighting enemies as you go along. Watch out for the pilots. Other path: Silently clear out the area Mission Level: 3 At higher mission levels, you'll go through the cockpit area using Stealth rather than going in with guns blazing. There are only a few enemies here, unless you fail and trigger the alarm. Extra path: Enter the power control room Mission Level: 7 You can choose to enter this room or to just ignore it. There are only three enemies here, but there are also two hostages. Even worse, an enemy is using one of the hostages as a shield. After all the enemies are dead, you now have control over the plane's lighting system. Decide whether the lights are on or not in Area A (conference room) and Area B (passenger seats, starting from level 9). The supposed purpose of this is to destabilize the enemy, but it really doesn't change the enemies that you're gonna face. In fact, it might be you who'll be confused instead. Once you're done playing with the lights, you'll return to your regular path. FUSELAGE You'll now head down into the plane's main area. Plenty of enemies to battle here. If you turned off any lights, you'll decide on whether to use night vision, thermo vision (higher mission levels), or simply no vision for the dark areas. After some more enemies, you'll come to a big door and decide where to proceed from here. Path 1: Enter the conference room Mission Level: 1 You'll barge right into the conference room and discover the President being held captive by Laccard Zimone. Zimone makes his getaway as enemies block your way. For the first few mission levels, you'll take the short path as though you searched the passenger seats. This path will be detailed later. For the long path, you'll battle your way out of the conference room. You'll only see short glimpses of the President as he's dragged away, but be careful not to shoot him. You'll also encounter an enemy that you have to engage in Hand to Hand combat. After some more pursuing, you'll end up in the plane's lower deck. After a few enemies (and one hostage), you'll enter a dark hall. Time to bring out the special vision goggles. Path 1a: Proceed using night/thermo vision Mission Level: 1 Either vision results in the same path. You'll go across the hall, fighting enemies as you go. The only thing to worry about here is one hostage. Path 1b: Proceed using a flashlight Mission Level: 6 Yeah, let's ignore the hi-tech goggles and light up the place with a good ol' flashlight! This needs some explaining first. Hold down the action button to light up the flashlight, illuminating the spot you're aiming at. The flashlight has battery power that drains whenever you use it and recharges whenever you don't use it. Don't let the battery completely drain, or you'll have to wait a long while for it to recharge again. Yeah, it's pretty primitive especially considering that you could just use night or thermo vision instead. And worst of all? Despite the work that you have to put into this, it's not considered an event. So yes, the flashlight sucks. Anyways, you'll slowly make your way across the hall. Watch out here, because there are hostages running around and enemies with knives who'll surely take you by surprise. Using the flashlight is not fun at all... Path 2: Search the passenger seats Mission Level: 1 You'll skip the conference room for now and head for the passenger area. After some more enemies (including one you have to fight Hand to Hand), you have to decide on your next action. Path 2a: Search for the President Mission Level: 1 You'll battle your way to the conference room's side door, fighting the enemies at the passenger seats as you go. Watch out for the hostages... Path 2b: Detain and save the hostages Mission Level: 3 This time, you'll venture into the passenger seats. Detain the hostages and kill the enemies until you cross the area, then fight your way back to the conference room. Path 2c: Give cover for the bodyguards Mission Level: 5 You have no squadmates in this mission, but you're still gonna Give Cover in this one. This time, you must help hostages and two bodyguards escape from their predicament by killing all enemies attacking them. The hostages can only take one hit, but the bodyguards can at least take several (complete with names and their own life bars, just like your squadmates; and they can't kill enemies by themselves, just like your squadmates). After the event, you'll go into the conference room. In the conference room, you'll again find Zimone and the President. Zimone escapes, and you chase him through the short path. A few enemies to kill, and you're soon heading down to the hall at the lower deck where more enemies are waiting for you. You're closer to the hall's end this time, so you won't have to cross the entire area. CARGO At the end of the hall, you have a choice of two doors to go through. Path 1: Break through the left door Mission Level: 1 You'll barge in through the left door into the cargo area. There are lots of enemies here, so it's gonna be a big firefight. Near the end, the plane will encounter turbulence and the whole area will shake. Don't get caught off guard here, because there are still some more enemies ahead. Path 2: Break through the right door Mission Level: 1 Again, you'll enter the cargo area but through the right door this time. Lots of enemies again, but somewhat less than in the other path. Turbulence will also occur earlier, messing up the area a bit. BOSS With the area clear, it's time to take out Zimone. You'll enter the cargo bay just in time to see Zimone making his escape with the President on a jet plane. But before he could board it, turbulence will throw him off balance. This is your chance. While Zimone tries to make his way back to his jet, you must snipe him on his head (no other body part will do). Just aim carefully and make your one and only shot count... MISSION 3: THE JUNGLE BREAK --------------------------- ITS manager Steve McCoy has been captured by the Indigo Wolves and taken to a hideout. The Ghost Squad's orders are clear: assault the terrorists' hideout, rescue McCoy, and bring him to safety. HIDEOUT You kick things off by charging at the hideout. After taking out the three guards, you'll arrive just outside the hideout where you have two choices to decide on. Path 1: Snipe the sentries and clear the way Mission Level: 1 Your squadmates surround the hideout while you get into position for a Snipe attack. Take out all the sentries at the two lookout towers to clear the way for an all-out assault. After the sniping, you'll charge into the hideout and battle your way to McCoy's prison. There will be quite a lot of enemies here. One more thing, however. If you fail the Snipe event, the assault will be compromised and you'll have no choice but to join with your squadmates and attack the hideout from a different path. Such variety doesn't seem to be worth losing life over, though. Path 2: Directly attack the enemy hideout Mission Level: 2 You and your entire squad will simply storm the hideout in full force through one path. Again, there will be lots of enemies in your way. Extra path: Snipe using thermo vision Mission Level: 6 After clearing the first hut, you have a choice to save some hostages at a distant hut. If you accept, you'll get into position and switch thermo vision on. You have to kill three enemies inside the hut (thin walls mean nothing to thermo vision) to allow the hostages to escape. Be very careful, especially since thermo vision doesn't discriminate between friend and foe. Afterwards, you'll return to your regular path of destruction. Random paths: Search either the left, center, or right cottage Mission Level: 1 Whichever way you assault the hideout, you'll eventually arrive at three huts. Select one hut, and your squadmates will engage the other two. These huts' contents are determined randomly every game. McCoy is imprisoned in one of these huts, and you can actually tell this hut by the smoke from its stack. The other two huts without smoke contain enemies; you have to shoot them in one (with a hostage or two thrown into the mix), and fight them in Hand to Hand combat in the other. Whatever happens, McCoy is saved afterwards (whether by you or by your other teams). JUNGLE You'll now make your escape through the jungle with McCoy in tow. This area is simply crawling with enemies, attacking from behind trees and even a few from above and behind. Stay alert and wipe them all out. You'll soon arrive at some stone stairs, where you have two available paths to take. Path 1: Keep going through the jungle Mission Level: 1 You'll ignore the ruins and continue on into the jungle. You'll be attacked by knife wielders right away; but instead of shooting them, you'll engage them in Hand to Hand combat with a knife of your own. After the melee, you'll go on through the jungle where even more enemies await to ambush you. Soon, you'll arrive at a forked path and decide where to go. Path 1a: Go through and remove the land mines Mission Level: 1 In this volatile area, you'll have to disable the land mines that are set up ahead of you. Do it quickly, because they'll activate and start a 5-second countdown. If the mine's timer runs out or if you shoot the mine, it'll blow up and hurt you so be quick and careful. Watch out also for the few enemies that'll attack you here. Once you're clear of the land mines, you'll go on through the jungle. Enemies will attack from all sides, so don't relax just yet. Path 1b: Silently proceed through the jungle Mission Level: 8 You'll arrive at a path with some sentries. Sneak up on them and take them out quickly, and you'll get through the path in no time. I haven't yet seen a failure of this event (it's not a very frequented path), but it's logical to assume that failing here will bring out more enemies to contend with. After getting through, you'll go on through the jungle like in Path 1a. Path 2: Take a detour through the ruins Mission Level: 4 You'll climb the stairs up to the ruins. After taking out the two guards, you have two choices again. Path 2a: Go over the ruins and assault the enemy Mission Level: 4 You'll go upstairs and blaze your way through the ruins. There are even more enemies here than in the jungle, so expect a long battle. Near the end of the ruins, your squadmates will call for help. Time once again to Give Cover and save your worthless allies. Your squadmates, who took the underground route of the ruins, will be below you. You'll help out one team at a time, Unit Bravo first then Unit Charlie. This event can be annoying sometimes, because your squadmates sometimes have low health to begin with (even as low as one hit!). To succeed here, at least one member of Unit Charlie must survive (only Charlie matters, never mind Bravo). After the assist, you'll make your way out of the ruins with some resistance. Path 2b: Go under the ruins and save the hostages Mission Level: 10 You'll go downstairs into the dark underground area of the ruins. And instead of using night or thermo vision, you're gonna proceed through the area using a flashlight. Ugh... Remember the flashlight path in Mission 2? Well, it's 10 times worse here. Even more hostages, even more enemies with knives, even more pain and agony. This path is sheer torture, easily the most difficult path in the entire game. If you manage to get through the area by some miracle, you'll find yourself at the bottom of the ruins. You'll fight your way up and then out of the place. RIVER Finally out of the jungle, you'll take a boat and cruise through the river. You're not home free yet however, because enemies are still chasing after you. They'll first pursue you in armored jet skis and choppers (smaller ones than the one Havoc used, so you can shoot these down); but soon after, they'll bring out a couple of large boats full of enemies. It's surely a huge firefight, so make sure not to hit McCoy during all of this. BOSS The enemy makes one last attack in the form of a huge armored boat. Bring out the heavy machine gun for this final Assault event and destroy all the walls and enemies within the time limit of 60 seconds. Keep an eye out for enemies out of nowhere. After the enemies are all down, the final boss makes his presence known. Clad in heavy armor, Dingo sets up a heavy shield and gets ready to blow your boat out of the water with his rocket launcher. And unlike Havoc and Zimone, he doesn't speak a single word; no lines, no nothing. You have 30 seconds to take out Dingo. You need to destroy his shield first, which is so tough that only direct grenade hits will damage it. To make aiming harder, Dingo will occasionally dodge sideways. But once the shield is gone, he's more vulnerable. Shoot away at him (especially at his head) to deplete his life, but watch out for the several grenades that he throws at you. Once Dingo's life runs out within the time limit, you're finally in the clear. VI. WALKTHROUGH =============== Wanna score 1 million points like those guys at the Internet Ranking do? Then follow this high score guide, and with practice you'll soon be amassing tons of points. This guide is written by HZH at the GameFAQs message boards. Here now is the guide, completely left intact: "since quite alot of ppl are asking abt how to get high scores or 1 mil, i've decided to write this~~~ yay :P all Mlvls are 8, using either SPR11 or TR14 single shot. both have no differences in penetration, only -ve pt abt TR is that HCMs replace ur current item when ur GS bar is maxed. I am assuming that u already know all the enemy's placing, when they come out and under what circumstances... otherwise u wont be playing for high scores, rite?? ^_^ lets begin~~ ----- M1: Gain entry -> time bomb -> dynamic entry -> sniping -> detain hostage 2 -> kill havoc Gain entry: Skip the cutscene, and QS the sliding guy 3 times. the next part, there would be someone shooting at u, but will most probably miss. let him shoot u,and before he hides, quickly shoot him, as there'll be a QS + 3DD from a guy behind him. QGS the left guy coming out if possible, then let the right side guy come out abit. QS him, stun him 1 more time, then GSDD him and the shield guy. GS the left shield guy. score shld be 7k+ time bomb: when u turn left, try to GS the guy on the right, then QS the left guy popping out. QS the guy when u turn back right. A guy will be coming out from the table, and before his whole body gets exposed, try to QS him on his right side. he should fall to the right. u'll move behind the table, and u can then QS2DD the next guy. QS the next guy and u'll be told abt the wire ordering. QGS the guy behind the table. After the time bomb, u shld get arnd 25k. the medal guy will run by. let him run abit, then QS him on the hips. try to QS2DD the guy on the right, then QS the one on the left. as u move to the staircase, there will be 3 guys.. try to QSDD the left and middle. it is possible, but there's a strict timing. then GS the right. u'll turn left, and juz QS him. QS all the way until after the next medal guy. you'll be behind the desk. shoot the com once, and when u stand up, QS the guy on the left. the right guy should have locked on by now, so QSDD him. u'll strafe right, and u
can get 2 more DDs from these 2 peeps. you'll crawl again. the guy standing up may or may not lock on. if he does, let him shoot. a guy will roll out and u can DD them. kill the red guy. you'll turn left. aim for the centre part of the screen, as it moves, QS the 2 guys on the first floor. kill the one on top. now, 1 guy will pop up from behind the table. QS him once on the right side (his left), and then shoot somewhere where u expect him to fall. shld get 2DDs. u'll move left, and 1 person will fall. the hooded guy will juz stand there. wait for his friend to come out, then QSDD them. 3 shield guys will pop up. shoot the right one (near ur comrades) for a QS, then GS the other 2. score = 54k+ outdoor: kill the medal guy. as u turn, QSDD the 2 guys there.. u have to move ur gun barrel to the right to get all 3 DDs. QS the guy in the left background. then, kill the guy running by, by shooting thru the pillar. DD his fren running by. u would move further left, and there will be another guy in the background. wait for an enemy for pop up, then GSDD them. 1 more guy will come out from the left. let him come out fully first, shoot him once, wait, then DD his friend. QGS the red guy coming out. 1 guy will be waiting there. wait for his friend to come out, then DD them. 70k Dynamic entry: QSDD the 2 ppl standing there. then QS the right guy. get the compensator. you'll turn right. shoot the guy on HIS LEFT (our right) shoulder, you should get QSDDs.. then quickly QS the guy on the left. 1 hostage will run by between the boxes. let him pass, then QGS the guy that pops up. 1 guy will run to our right, and when he's in line with his friend, QSDD. QGS the 2 red guys on the stairs. now, QS the left, then aim for the right guy's shoulders or upper back.. shoot 3 times... sometimes u can get 2B1H here. arnd 87k. Basement Shootout: QS the guy coming out once, wait for the other 2 to come out, then QSDD all of them. one guy will be shooting u while standing up. QS him on our left before he squats and he should stagger back. then QSDD the guy coming out once, wait, then QSDD again. QS the left, QSDD the left side, then the right, and get the HCM. you'll turn right. QS the first guy once. another will run by. QSDD him. now, QS and QSDD the left side. you'll turn left. QS the first guy, wait, then QSDD the guy running by. QSDD another guy coming out. 1 person will run from the left. DD him. then QS the last guy. 1 person will run by again, so QS him. you'll turn right. QS the left guy, QS the right. Wait, then QSDD another one running by 2 times. 1 last person will run by, so DD him. you'll be crouching and strafing to the right while under fire. QS the one on the left first, then move over to the right. shoot the right guy once, wait, QSDD. QS the last guy coming up. you'll come to the exit part. your screen will turn as the ppl are peering to look. QGS the shield guy while it's still turning. you'll come out. wait for the shield guys to pop their heads out. GSDD them with the greanader. after getting excellent, u should have abt 140k. come out, get the medi pack. QGS the knifer. now this is a tricky part.. QS the right and left guy once; the right guy on our left and the left on our right. this is to make them fall towards the middle. shoot both of them once again after they have fallen. then aim somewhere in the middle and pop another shot.. if u're lucky, u can get a DD. :D get the HCM, and proceed on to sniping. sniping: use the hand cover reload trick here for a while. when the first 2 people intersect each other, start the sniping part. aim lower, somewhere below the rail. try to DD them twice. if u're lucky, the guy will fall to the left and u can get a third DD on the guy running out. shoot the guy popping his head out and u should get another DD. GS the last guy standing on the left. assault: aim the sitting red guy somewhere on his chest or stomach to get QSDDs. then GS the shield guy. QGS the guy behind the pillar next. u'll crouch next. wait for a while, then QSDD the guy and his friend behind the sofa. QS the other 2 people as u're turning. now there'll be 3 people. QS the one on the right. the 2 of them will intersect somewhere on their legs. DD them. you'll turn right. aim somewhere between them to get QSDDs. detain hostage 2: ok, u have to be a hero here in order to clear this with an excellent consistently. skip everything. turn left, and QS the guy. detain the 2 hostages while getting shot once by the guy. kill him. detain the one standing up. get the laser sight, detain, and kill the enemy. get the compensator, detain, kill. you'll turn left, and ur still crawling. detain, kill the enemy on the right. if you're feeling brave here, u can QGS the guy aiming at u. detain the one on the right, then kill the one somewhere in the middle. detain the one kneeling. shoot the TV on the left for a medi pack. detain the standing left guy. QGS the guy who pops up behind the sofa, detain the girl beside him. GS the one on the left. detain one hostage behind the sofa after dat, and GS the guy rolling out. detain the hostage running away. QS the 2 jokers coming out. detain the next guy coming out. get shot here while detaining the 2. let them move about until they are aligned, then DD them. QS the knifer. 200k+ chasing havoc: kill the 2 red guys as usual, im not sure abt 2B1H here. as u turn, try to shoot in the middle and pull the gun towards the right. you should get quite alot of DDs... QS the right guy, then the left. get the HCM and reload. QS the first guy that pops up, his friends, then DD the pair on the left. take aim now. QS the first guy that pops up, DD his friend twice. wait, QSDD the other 3 that comes out. kill havoc as usual. 230k M1 total score = 230k + 80k + 10k + accuracy score (up to 70k, i got before). M2: stealth -> power control -> go down -> passenger seats -> give cover/ detain hostage -> chase after lacard -> left door -> head shot lacard. stealth: in order to get excellent, u must eliminate all enemies before the timer reaches caution. the first part, im sure most of u know, juz GS the 2 ppl. the next part is abit tricky if u wanna get excellent. press the button and hope for a good amount of safety time. then, shoot the left guy on his hips, move to the middle, and try to GS the right guy. if you're lucky, u should be able to get a DD frm the left and middle guy. get an excellent, get the body armour and the HCM. power control room: nothing much here. juz QS the first 2. if you're feeling brave, you can QS the last guy, which i dun recommend :P. this part is juz for getting 3k+ going down: you cant skip the dialogue. now, aim ur cursor on the left guy's lower back. once you regain control, fire 2 or 3 shots to get 2B1H frm him. aim the right guy at his chest and hope for another 2B1H, cuz i havent confirmed this.. bleh you'll hear gunshots, then turn to the left. try to DD the medal guy in the background with his friend in front. if the guy in front falls down, you can do another QGSDD with the shield guy. once u reach the floor, 2 people will pop up from the left side. QS both of them first, then DD them. you'll hide behind a wall now, then come out. 2 guys will be here. wait for them to move around until they overlap each other~ DD ~. shoot the trolley first. it doesnt matter if u cant get the compensator now. passenger seats: wait for the guy behind the left wall to come out, then shoot him once. wait for his friend to come out, then DD them. there will be 4 people coming out at different times. leave the 2 people on the left first, and QS the 2 on the right side of the screen. the left guy will move around until he overlaps his friend, but he will be behind the wall. DD them. now, there will be 3 people coming out almost at the same time. aim for the middle guy on the floor, as this will kill all 3 simultaneously along with arnd 4-5k bonus worth :) H2H: when the text is displayed, aim somewhere around the "Hand to hand" part. do this if u wanna get excellent, cuz u need to get all 6 cursors with excellent to get excellent :P a trick that i used is to press the start button with my left hand, and because my left hand is moving already, it has enough momentum and speed to reach the next cursor. dont bang ur head if u cant get excellent... i also cant do it consistently >_< give cover or detain hostage: ok, aside from the game for a while.. im still not sure which is the better option.. but it seems from the rankings that even detain hostage on Mlvl4 works... ok, i still havent experimented it, cuz i always go by give cover.. and for "give cover", i always get an OK for it. I cant really give any tips here on the sequence, juz that there's a few DDs to be had here. i havent been thru detain hostage enough times to write a guide =PpP~~ will be updated next time, sick today. chasing lacard: one red guy will be on the left, juz QS him. then QSDD the next 2 reds on your right, then QGS the left red. moving down, you'll see one guy coming out. QS him. another will pop up somewhere on the lower part of the screen. shoot him once, as you're going down, shoot him another time, then when u can see 1 of his friend, try to DD him. don't forget the HCM as well. turn to your right. you'll see 3 people. QS the left guy standing up, on HIS left leg (our right), then GSDD the guy in the middle with his right friend. 2 shield guys come. simply QGS them if possible. turn left. you'll see the medal guy running. let him run abit, QS him once, QSDD his friend coming out twice, then QGSDD his last friend coming out. you'll strafe left. before the red guy becomes visible, QS him on our right side. he should fall towards the right and you can then QSDD his friend. left door: you'll move around, then turn left. QS the one on the right, then shoot the centre door. if you're fast enough, you can get QSDDs here. otherwise, juz hit both of them once, then wait for DDs with the medal guy running by. you'll then crouch, and alot of people will be barging thru a door behind the crates. fire away at the door, cuz u can get alot of DDs here. im not sure how to describe the ideal point... juz aim at the crates and shoot thru them. you'll stand up and turn right. QS the green, QS the red once, stun him again, then fire again when his friend rolls out. you should get a DD. the shield guys will be moving in. stun his friend again, and when the middle shield guy comes by, DD them. then GS the other shield guys. you'll turn right now. QS the left guy, DD the 2 middle guys, then QGS the bottom left and right guy. you'll turn left. QS the right guy that locks onto you. wait till the red comes into position, where his leg overlaps his friend's head. if possible, try to aim at his friend's neck, as this will earn you another DD chance. the commander will talk crap. once he ends, there will be a shock, and a red guy will come out from the right side. QS once, stun him, and when the shield guys come out, DD them. then GS the left shield guy. you'll turn left. wait for them to overlap each other, then QSDD. turn right. and juz shoot somewhere where you'll get DDs... im still figuring out the ideal point. lacard: to get excellent, juz shoot before he fires his third shot. it doesnt matter if u miss, you'll still get 10k. M3: Atk hideout -> thermo sniping -> H2H (random) -> move into the jungle -> defuse mines -> kill dingo start the mission, QS 2 of them. kill the last one, then get the body armor. atk hideout: kill the medal guy, then QS the 2 of them as you are walking down. i think the enemy will say something like "we've got company" here... nvm about that. once you're behind the crate, aim at the center of the crate to get QSDDs. QS the guy coming from the left you'll turn right. QS the guy u see, QS the next guy 2 times, then DD him with the shield guy. you'll turn left. try to DD them by shooting them at their legs. if you're lucky enough, you can shoot a medi pack. exact location still unknown. :P thermo sniping: shoot the middle first, left, then right. i've seen people get a DD for this part before. they shoot the left, wait for the middle and right to align, then shoot. btw, missing 1 shot here = GOOD for u :) you'll come to the bridge part. juz QGS all of them if possible, middle first, right, then left. you'll come outside a hut. shoot the left guy, then aim at the gap between the middle and the right guy to get DDs. you'll then turn left. QS the guy running towards you, then quickly aim at the sliding guy to get QSDDs. fire away at the truck to get QS. kill the other 2 buggers. you'll turn right, a knifer will come. QGS him. you'll crouch. shoot the left, then the right person. stand up and turn left. QGS the guy hiding behind the truck, then QS the left guy once. his medal friend will run by. juz QSDD them. you'll turn right. shoot the barrel for a medipack, then QS the first guy coming out on HIS right leg. QSDD his friend that comes out. QS the other 2 inside the truck (can get DD here, but i dunno how...). you'll come to another bridge. QGS all of them. you'll move on, and 2 guys will jump out. QSDD them, then QS the last knifer. try to get the medal. H2H: nothing much to say, juz dont choose the hut with the smoke. it's confirmed to be mccoy. if u dun get H2H here, sorry. 45k gone. jungle: QS both of them. turn left. QS the guy, get his HCM, then QSDD his friends coming out. 1 guy will then jump out. QS him, then QSDD him and his friends. the commander will talk crap again. QS the knifer and the running guy. you will move to the left. shoot at the lower part of the tree to QS 1 guy. once he's stunned, you can QSDD his friend you'll move on and see someone running. try to QS him once, stun him again, then QSDD his friend coming out. the next part has 4 people. shoot the middle guy on HIS left (our right) leg, and he'll fall to our right. QS the left and right guy, then try to DD him and his friend. dun really know how to explain this part... there's a little gap between the tree branches here on the left side.. aim at this gap and when they pass by, QSDD all of them. then kill the right guy. a knifer drops from above. juz QS him. you'll turn your head down now. QS the red guy, then the right guy. its impossible to get all 3 QS. you'll turn right. wait for the person to run till he overlaps his friend, then QSDD them. QS the next guy coming out. QS the right guy squatting, then the left running guy, and finally QS the one behind the tree once. stun him again as you are crouching. when you stand up, try to QGSDD him and his red friend. you'll run forward abit then turn back due to gunshots. QS both reds, then QS the last red guy. the shield guys will be coming out now. wait for the 2 left shield guys to walk abit until their heads overlap each other in the y-axis. then shoot the head that's lower. you'll get 2GS and 1 DD. GS the last guy. go into the jungle: H2H. nothing much to say. after knife fight: QS the middle, left, then right. QS the knifer dropping down. you'll move forward abit, then someone on the right will pop up. QS him once, stun him, then when his friends come out, QS the middle one first, then QSDD him and his friend. kill the last one on the left. a red guy will come out. juz QS him. commander will tell u about enemy at 12 oclock, and you'll crouch. wait for a while, then try to QS the right guy on HIS right leg (our left), stun, then try to DD him and his friend. shield guys will then come out. his friend can be GSDDed with the left shield guy. GS the other 2. turn right. QS the both of them, kill the right one, then QS all 3 running to u. get the dot sight. defuse mine: no DDs here. try to QGS as many enemies as possible. jungle: commander will tell you "enemy 6 oclock". you'll turn behind. QS the right guy. wait for the middle guy to reach the middle, then shoot him once. QSDD his red friend popping out. you'll turn left. QS this guy once, wait, then QSDD him and his friend. someone will be aiming at you. shoot him once, wait for his knifer friend to pass by, then QSDD. you'll see a red guy crouching then running behind a stone pillar. after he disappears from us, shoot at his green friend to get DDs. QS the left guy. shoot the right guy once. QSDD the fallen guy with his friend coming up. try to QS the middle guy on HIS left (our right) leg, to get more DDs. a knifer will drop from above. QS. you'll turn right to see a tree trunk. aim the middle and QSDD both of them. you'll strafe right. QS the first guy that pops up on his thigh, then DD his friend. 2 knifers will come out... juz QGS them. get the HCM, then fire at the right side of the tree trunk to get QSDDs. you'll move right. QS the middle guy on HIS left thigh (our right). he'll stagger back, and u can DD his friend. boat part: (for SPR11. if you're using TR, u dun have to reload accordingly) 1 thing that is important is that u have a high cap mag before this part, obtained thru going the jungle. Mccoy will rant, and a boater will be on ur right. wait for him to lock on. shoot him once to stun him and make his shot miss u. he's left with 3hp. immediately switch to 3 burst. the non medal guy will pass him, and try to get 2 DDs. now DD the medal guy and him to get totally 4 DDs. Kill the medal guy. Reload u will turn around, and as usual, use the 3 burst to DD them. kill them with single shots after that. there's another pair of boaters that can be DDed if u wait for a while for them to cross each other. Reload Heli comes and shoots 4 missiles.. wait for the missles to come close, then use 1 shot to destroy each of them. switch to 3 burst and fire 9 shots into the heli. weee~~~ reload. 2 boaters come again. the one in the middle of the screen will lockon and then the left. stun them both, then DD them. as for the last guy, u can shoot his upper back (trapezius part), and there is a chance for 2B1H. Reload. the 2 heli part... fire 8 shots into the left heli. then, when u see a red guy coming out, shoot him. this will get u a QS + DD along with the heli going down. as for the right heli, simply shoot the left and right side of it... u should see QS QS QS QS QS~~~ :P Reload if u've reloaded according to how i told u to, u should have used up all ur HCMs and have 20 bullets left. this is important if u wanna get as many QS as possible for this boat part... rite, onto business: 6 1 35 4 67 2 8D the numbers represent the order they appear. shoot 1,2 3 times, 3 and 4 once, DD 5 twice, shoot 6 3 times, the 6 in the middle once and DD the 7 guy. D represents the driver, and dun shoot him. lastly, reload and 3DD 8 and the driver. move to the back, if u did 3 DDs, the driver will still be alive. now, a green, red and blue guy will come out... try to DD the green and red, and DD the blue with the driver. move to the right side, a boater comes in. when he locks on, aim somewhere at his chest and do a 3 burst. should get DDs here. when he moves back a little, single shot his head or something to get a QSDD. QS the last red guy coming out... now 2 boats will be after ur a$$... R D R R R kill the 2 reds on the right with QS and the left R on the left with a QS as well... now, the last R guy will be chucking greanades with HIS RIGHT hand (our left). Wait for him to chuck one, and u'll see his hand retract. Once he does so, fire somewhere between his hand and the driver.. 1 DD aquired. lastly, he should fall to our left, and therefore we get more DDs~~~ yay~~~ and a medi pack too~~~ btw, dun shoot the greanade until u kill the driver and red guy, as the game programs the greanade as a timer for the SAW25 part :P SAW25 part: nothing much to say here... juz try to make as little shots as possible. use greanades whenever possible. before fighting dingo, make sure u have more than 20 seconds left. dingo: use greanades to break his shield. (shooting will cause you accuracy score to drop). now juz focus fire on him until u have arnd 6 bullets left, fire a greanade and relaod. if he throws greanades, try to negate them, as getting hit will get you a GOOD. yay by the end of the game, u shld have arnd 1020k~~~ cheers to all high score setters~~ :P" VII. MISCELLANEOUS ================== Plenty of weapons and vehicles in this game are actually modelled after the real things: OH-6A Cayuse / AH-6J Little Bird / 500MD Defender ------------------------------------------------- http://www.fas.org/man/dod-101/sys/ac/oh-6.htm - The small choppers from the Jungle river stage. VC-25A Air Force One -------------------- http://en.wikipedia.org/wiki/Air_Force_One - The aircraft of Presidents both real and fictional. FIM-92 Stinger launcher ----------------------- http://www.fas.org/man/dod-101/sys/land/stinger.htm - Dingo's rocket launcher. The real Stinger missile is actually surface-to- air, not surface-to-boat as the game may suggest ;) This is all I know so far. If there are other real life military stuff in the game, feel free to tell me about them. VIII. CONCLUSION ================ And so ends this Ghost Squad FAQ. It's my hope that the info contained within this document will help you become a better member of the elite special forces. Good luck reaching 1 million points... ;) If you wish to contact me (the author) about this FAQ or anything else, just e-mail me at:You can also talk about the game at this LiveJournal topic: http://www.livejournal.com/community/gameguides/1890.html Thanks for reading this FAQ :) IX. SPECIAL THANKS ================== HZH - Wrote the high score guide ShadowFalconM16 - Gave info on weapons and mission paths, and also wrote the Guns FAQ Jamie B - Gave info on a mission path Donny Chan - Gave info on real life military vehicles and weapons Ghost Squad message board at GameFAQs - Only place with elite GS discussions Monster Bot, Vee Vee, wazzup, and all the rest - Expert GS players who inspired me X. VERSION HISTORY ================== v1.1 (08/15/2005) - Added info on 2B1H and MP10. - Also changed a couple mission path info for accuracy. v1.0 (06/24/2005) - Finally completed list of weapons and mission paths. - Also added a little more info. v0.98 (06/17/2005) - Added more mission paths info. - Added the Miscellaneous section. - Added info on one handgun, and changed some guns' info for accuracy. v0.97 (03/01/2005) - Added info on the IC card (about machines without the card system). - Changed info throughout the document for more accuracy. v0.95 (02/20/2005) - Initial release. Missing info on a few weapons and some mission paths. =============================================================================== Ghost Squad FAQ (arcade) v1.1 (08/15/2005) ===============================================================================