TIME CRISIS 4
Rules
Powerups
Bad Guys
My Tips
About This Guide
Cheats/Unlockables
RULES:

All right, this isn't your standard light gun game. You can duck here, and you will need to if you want to beat this game. You start off in the cowering position. To stand up, step out from cover, or otherwise stick your head out, step on the pedal. In the home version, you have the option of having it the other way around.

When you are ducking, you can't be hit by enemy fire, but you also can't attack. When you are standing, you can attack, and be hit as well. Simple, eh?

To reload, hide.

You will encounter "Danger!" prompts throughout the game. These indicate objects that will hurt you unless you are hiding, like incoming blasts, collapsing towers, and falling containers.

When enemies unleash projectiles that will hit you, they will typically be marked by a red flash. Some rockets have flashes, others are simply colored red. Physical attacks (kicks, slashes, or whatnot) are NOT marked.

You are on a time limit (hence the title "TIME crisis".) If this timer expires (reaches zero, you dummy), you will lose a life. This timer is extended whenever you clear a scene, or at certain intervals.

After losing all of your lives, you must continue. You continue from where you died, and when you reappear, a hail of bullets will be unleashed which will take out just about everyone on screen except bosses. In FPS levels, you must restart from the last checkpoint.

2 player gameplay: Although you will sometimes split up, you will usually fight the same bad guys. Using teamwork, you guys can help your partner out (for the kind people) or steal their kills and bonus guys (for the points mongers.)

Shooting your partner or Rush will result in a loss of points. Whether or not you care is up to you.

You have 4 different weapons you can freely use in this game: Handgun; Machinegun; Shotgun; and Grenade Launcher. To select a weapon, pull the trigger while hiding or during a "Wait!" sequence. Each pull of the trigger will cycle you one weapon in the following order: Handgun - Machinegun - Shotgun - Grenade Launcher (and then back to Handgun.) You begin using the Handgun.

Shooting an enemy in the head is worth the most points, while the chest is second, and the arms or legs are worth the least.

Shooting an enemy after neutralizing them will net you more points. You can shoot a dead guy twice more. These are now called 'follow up shots'.

Making a series of hits with little time between them will give you a streak. A streak continues until you don't hit something fast enough. Missing a shot will not end a streak as long as you keep making hits within the required time. In this game, the streak timer is displayed on screen via a red bar that depletes rapidly. If it empties, the streak ends. Making a hit fills the bar again. The more hits you make, the more time you get to make the next one before the streak ends, up to a maximum of twice the time.

You are graded on your total time, accuracy, and points scored.





POWERUPS:


Handgun: The standard weapon. You have unlimited ammo when using this weapon. However, it has to be reloaded.

In FPS Mode, it holds 16 bullets. You no longer have unlimited ammo. The Handgun manages to retain most of its stopping power at long range. You can carry a maximum of 320 bullets in reserve. Standard loadout.

Machine Gun: Yep, it's really a SUBMACHINE GUN. This weapon features fully automatic firepower. However, it comes at the cost of power, thus the bullets are weaker than that of the handgun.

In FPS Mode, it holds 70 bullets. Loses much power at long distances. You can carry a maximum of 500 bullets in reserve. Standard loadout.

Shotgun: Fires pellets in a wide spread. Pellets are weak individually, but if several hit the same target, the damage adds up quickly. Devastating at close range, but pretty much worthless at long range.

In FPS Mode, it holds 8 shells. You reload shell by shell, making this weapon the longest to reload. However, you can interrupt the reload process to shoot anybody who rushes you. You can carry a maximum of 48 shells in reserve. Standard loadout.

Grenade Launcher: Fires shells that explode on contact. The rounds have a nice blast radius that will damage anyone unfortunate enough to be within it. Does massive damage to anyone not outright killed.

In FPS Mode, it holds 2 grenades. You can carry a maximum of 6 rounds in reserve. Each launcher comes with 1 round. For some reason, when you turn unlimited ammo on, you'll often only reload 1 round at a time.

Hand Grenade: Only found in FPS levels. Throw one of these to arm it, then watch it blow in a few seconds. Press the button to grab the pin, then release to throw the grenade. If you have second thoughts, switch weapons while still holding the button to abort the throw. Unlike other games, holding on to the grenade does not increase the distance you throw it. Instead, you can look upwards to increase the travel arc of the grenade. You can carry a maximum of 6 grenades. Standard loadout is 3 grenades.

UPD: Only found in FPS levels. Press the fire button to activate the device, which emits electromagnetic waves for a short duration of time. Once activated, you can't turn it off, so don't waste it. Switching weapons during use will effectively waste it. This weapon will instantly eliminate any Terror Bites within range. It does NOT have any effect on the other enemies. The range is short, so rush the enemy. Most effective against beetles, but also good for mosquitos or mantises. Armadillos are somewhat of a waste. I think you can carry a maximum of 6 UPD's.

Knife: Only available in FPS levels. A weapon of desperation or not blowing yourself up. Only useful at close range, preferably if you are sneaking up on someone. The knife is somewhat powerful, killing blues with 2 slashes. Incapable of causing damage to inanimate objects. Standard loadout.

Shield: Only available in FPS levels. For cover on the go. Pull out the shield, and your front is protected from bullets. However, when you've got the shield out, you can't shoot either. The shield won't save you from explosions, and the enemy can still shoot your exposed flanks. To raise or lower the shield, hold the gun diagonally (gangster-style.) Honestly, this item isn't very useful unless you want to knife someone without getting shot up as you approach. Standard loadout once you've unlocked it.

Bulletproof Vest: Only available in FPS levels. Grants you protection against standard attacks like bullets, blades, or explosions. Your vest will take damage instead of you. When the vest runs out of 'life', you are vulnerable again. Will not protect you from damage sustained from falling from high places, latched-on beetles or mosquitos, or environmental deaths. There may be more unprotected attacks but I don't think so.

Handgun Ammo: Gives you ammo for the Handgun. The amount varies. Standard loadout is 160 bullets.

Machine Gun Ammo: Gives you ammo for the Machine Gun. The amount varies, but 50 seems to be the norm. Standard loadout is 250 bullets.

Shotgun Ammo: Gives you ammo for the Shotgun. The amount varies. Standard loadout is 24 shells.

Grenade Rounds: Gives you ammo for the Grenade Launcher. 3 is the norm.

First Aid Kit: Only available in FPS levels. When collected, this restores your health to full and also regains 1 life, up to whatever maximum the difficulty allows. Can't be picked up if you are at full health and have the maximum number of lives, so you can't waste them.





BAD GUYS:

White Trooper: Cannon fodder. Stormtroopers. Those enemy soldiers in uniform who don't even have a nametag. These guys are armed with handguns and they use them with deadly consequences... For themselves. These guys can't aim worth a damn. If you were to stand up and do nothing, you would most likely run out of time than be shot dead. However, they can get lucky, and some of these guys can be a threat. I'm not sure why Namco is switching up their colors now. Some carry axes and some carry shields.

In FPS Mode, some carry machine guns, but other than that they are the same. I swear I once saw one put away his gun and draw an axe. However, even if they can uses axes when they feel like it, they very seldom do. Most drop Handgun Ammo, except for the submachine gun-toting ones, which drop Machine Gun Ammo.

Blue Trooper: These guys fall somewhere between the white and red guys with their inconsistent accuracy. Some will fire a string of deadly shots (watch out for these) while others just waste ammo.

In FPS Mode, these guys are a lot tougher, requiring multiple low-caliber rounds to put down. Often found carrying submachine guns and occasionally shields (some even carry both. Snaps!) Drops either Handgun or Machine Gun Ammo, depending on which weapon they be carrying. (Yes, I was talking eubonics there. I do that sometimes to spice things up.)

Red Trooper: Very dangerous. These guys fire accurate shots. When they pop out, their first few shots are usually dead on. After that, their accuracy goes way down, but they are more likely to get another good shot off than just about anybody else. Also know to carry axes.

In FPS Mode, they sometimes pack a submachine gun or a shield, but they are the least likely of the bunch to do so. Drops Handgun or Machine Gun Ammo, depending.

Yellow Trooper: These guys generally have bad accuracy, but they can hit you. Hitting one of these guys will give you ammo for a special weapon. Performing follow up shots will get you additional ammo. Most this time around are required killing but some are only seen briefly as they run by or whatnot.

In FPS Mode, these guys only drop Shotgun Ammo here. You can't shoot enemies more than once, so you get only one per kill.

Shield Trooper: They can be either white, blue, or red. Their accuracy will thus vary. They behave like normal troops except for their huge shields which will block any shots. You can't destroy it, but a grenade can kill the guy behind it. Otherwise, accurate shooting is required.

In FPS Mode, they are mostly the same, except they may have submachine guns as well. Hand grenades will kill them just as well as the grenade launcher. They drop Handgun or Machine Gun Ammo, depending on their equipped weapon.

Explosives Trooper: The grenadier and rocket launcher foes of past games have been rolled into one! Most just fire rockets, but some may throw a grenade first. Fortunately, rockets and grenades travel slower than bullets, so you can see them coming. Both can be shot out of the sky. The rockets no longer have Crisis Sights. Instead, rockets that will hit you are red. It takes them a while to aim and reload the rocket launcher, making for easy counterattacks. They take 2 shots from the handgun to kill.

In FPS Mode, these guys almost exclusively use their rocket launchers. Very rarely will one throw a grenade. Grenades explode after a few seconds, giving you time to run away. However, they will explode immediately if they touch you. They drop a Hand Grenade when killed.

Heavy Trooper: These guys are clad in huge suits of armor, and carry giant gatling guns to go along with their wardrobe. Watch for the red flashes, and be aware that they can have quite a few in a single burst. They tend to walk towards you as they fire. Once up close, they swing their weapon at you. They then retreat and start this pattern again. Their armor allows them to take a whole lot of bullets before falling. The shotgun is effective against them at close range. Aside from dealing more damage, it can also briefly knock them down.

In FPS Mode, these guys can withstand an obscene amount of damage. It takes at least 4 hand grenades or 2 grenade rounds to kill one! The shotgun works well if you don't mind getting up close to make sure all the buckshot hits him. However, it is much harder to knock them down (though it is possible). They drop Machine Gun Ammo.

Axe Trooper: Deadly. Comes in white, yellow, and red flavors. These guys either charge and slash, or stay back and throw their axes. Regardless of their method, they WILL hit you. The axes can be shot out of the air if you are confident or cocky enough. After throwing an axe, they draw handguns and become just regular colored enemies. Chargers will usually become shooters after attacking as well, but not always.

In FPS Mode, they come in white, blue, and red flavors. Only melee combat here. Nobody will throw any axes. Drops Handgun Ammo. Taking a page from old Russian military tactics I see.

Terror Bite Controller: Whenever Terror Bites appear, there is one of these guys around. They carry shields to block shots. They also take several rounds to drop. Worst of all, they almost always fire a deadly string of bullets whenever they attack.

In FPS Mode, these guys are a lot more durable. However, if you kill him first, the Terror Bites he commands will disappear. Unlike arcade mode, there isn't always a commander to go with each group, and often they pop up much later (to prevent killing him before his bugs.) They drop Machine Gun Ammo.

Beetle Terror Bite: The most common of the Terror Bites. Always found en masse, they come at you in a column. If they reach you, they jump on and latch to you. When they are attached, they will do damage every few seconds until killed, even if you are behind cover. When fighting these Terror Bites, you have a special life meter that goes down whenever they suck your life. If it depletes, you lose a life. Each Terror Bite requires only 1 shot to squash, so a Machine Gun is very useful. Just point at the leaders and hold down the trigger. Sometimes they attack and simply vanish.

In FPS Mode, they are the same except there's no special life bar. They will directly suck your blood, ignoring any bulletproof vests.

Mosquito Terror Bite: The second most common Terror Bite. Always found in swarms. They fly around and attack erratically unlike the slugs. If they swarm you when standing, they will latch onto you. When attached, they will do damage every few seconds until killed, even if you are behind cover. When fighting these Terror Bites, you have a special life meter that goes down whenever they suck your life. If it depletes, you lose a life. The Shotgun is the most effective weapon against the swarms. Just wait until they come together, not when they spread out.

In FPS Mode, they are the same except there's no special life bar. They will directly suck your blood, ignoring any bulletproof vests.

Armadillo Terror Bite: Not very common. These creatures simply jump onto whatever you're hiding behind and start inflating. After a while, they'll explode and hurt you unless you're ducking (no special life bar here, if you get hit you lose a full life.) You can kill them with a bit of firepower and negate their explosion.

In FPS Mode, these guys actively seek you out and get close. However, they don't blow until they expand to full size. You can simply sit back and wait for them to blow themselves up, which they will do shortly after appearing. Sometimes found hanging from the ceiling, waiting to surprise you.

Mantis Terror Bite: Only found in a couple scenes. These guys skitter and jump around between striking at you with their legs. They take several shots to kill. But when they die, 3 smaller mantises appear and fly at you. If they hit you, they do some damage, however you do get your own special life bar so you have to get hit several times before you lose a life. You can shoot 'em down with 1 shot or simply duck; they won't reappear.

In FPS Mode, they're much the same, except the offspring have a limited ability to home in on you. If they miss, they just vanish. Again, no special life bar in this mode.

Sniper: Only found during sniping sessions. As you may suspect, they have high accuracy. However, it takes them a while to line up a shot. These guys will often duck behind things when not lining up a shot, so take them out before they eat up your time.

In FPS Mode, they're not very common. A little tougher than your average grunt. More accurate, but much slower firing rate. They are always on rooftops, towers, or other unreachable places so they don't drop anything, or at least I don't know what they drop. At any rate, you get nuthin' for killing one.





MY TIPS:

It may seem obvious, but prioritize! Ignore the white guys if there are more threatening guys shooting at you. Actually, just about everyone here is more dangerous than a white.

Shooting down projectiles is much harder here than in your typical shooter. I don't recommend trying it unless you are sure of yourself. Just duck.

When hiding, listen for any projectiles twirling in the air. Otherwise, you might get an unpleasant surprise when you stand up.

Enemy fire will usually not subside completely, so just wait until it somewhat dies down and go, go, go!

Don't worry too much about the clock. Despite being Time Crisis, you have plenty of time.

You can use the machine gun for most of the game if you exercise a little restraint in regards to ammo.

Although not nearly as big as a problem as the original Guncon, using the buttons on the gun are still too much of a bitch for my tastes. Use a controller.

Yes, you CAN use a controller as a pedal. However, it only works if the controller is designated for the player's slot that is going to use it. In other words, player 1 needs the controller in the player 1 slot and player 2 needs it in the player 2 slot. If you turn on the controller on as the game starts up, it will do so automatically. One thing to note, the triggers on the PS3 controllers can get pressed easily if on a carpet. If you notice your agent standing up even though your foot is off, that's because the trigger is pressed. Prop the controller on something (like the game's case) to keep the triggers from the ground.

On multi-screen missions, your handgun is automatically reloaded whenever you switch screens. If you don't miss too much, you won't have to duck at all on some missions.

On Rush's levels, the 1-stick control scheme will come in handy for bosses and helicopters. This allows you to swing your gun around to keep your target in sight, without fumbling with a joystick to move the camera.

On FPS levels, if you run low on life during a shootout, find some decent cover and hide. Rarely will the enemy rush you.

Don't play the FPS levels on Very Hard. The real challenge is not letting the piss-poor controls get you killed.





ABOUT THIS GUIDE:

This guide will direct you through all the various sequences in the game. Quick vocab you should know:
Scene: A sequence of bad guys in a single area. Simply put, everything between "Action!" and "Wait!"
Area: A group of scenes. Every stage has 3 areas.
Stage: A group of areas. There are 3 stages in the game.
When I say "Wait: insert events here", that means what occurs during one of the intermissions between scenes.
When I say "Action:", that marks the beginning of a scene.
When I say something followed by (Danger!) that means that the object in question is marked by a Danger prompt. These things should be ducked or you lose a life.
The main point of this guide is to point out what KIND of bad guys you face, where the yellow troops are, and various tricks.





CHEATS/UNLOCKABLES:

No cheats, but plenty of unlockables.

Crisis Mission Mode: Beat Arcade or Complete Mission mode. This is a collection of challenging mini missions.

Freeplay: Beat Arcade mode. Now you have unlimited continues.

Shield: Beat Complete Mission. Now you can use the Shield in the FPS stages.

Infinite Ammo: Beat Complete Mission twice. Now you have unlimited ammo in Complete Mission mode.

Infinite Handgun Ammo: Beat Arcade mode. Now you never have to reload!

Infinite Special Ammo: Beat Arcade mode twice. Now you have unlimited ammo for the machine gun, shotgun, and grenade launcher.

VSSE Agent Background: Beat Arcade mode.

Captain Rush Background: Beat Complete Mission.

Elizabeth Conway Background: Beat Crisis Mission's final mission. Yep, she's got one too.

Music Player: Beat Crisis Mission's final mission. Now you can listen to all the game's music tracks.
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