TIME CRISIS 3
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 be marked by a red flash. 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 Rescue Mission, you must restart from the beginning of the stage.

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 Alicia will result in a loss of points. Whether or not you care is up to you.

New to TC3 is the weapon system. 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.

In Rescue Mission, the Machinegun, Shotgun, and Grenade Launcher can be upgraded. Every time you shoot someone with one of these weapons, the upgrade bar for that weapon fills a little. When it fill up completely, the weapon is upgraded to the next level and you get a free load of ammo to boot! The weapons start out at Level 1, and can be upgraded to Level 5. After that, no further enhancements are available, but you can keep filling up the bar to get free loads of ammo.

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 twice more after neutralizing them will net you more points. This came to be known as 'follow up' shots in #4.

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.

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





POWERUPS:

Handgun: Your standard sidearm. Not very powerful (as you can probably surmise), but has unlimited ammo. Must be reloaded after every 9 shots, however.

Rescue Mission notes: No differences. Never upgrades.

Machine Gun: Grrr... It's a SUBMACHINE GUN! Hold down the trigger for continuous firing. I suggest 'feathering' the trigger and doing short, controlled bursts. Good for killing bosses from afar. You can carry a maximum of 200 bullets.

In Rescue Mission, the starting ammo cap is 100, and increases by 50 per level, up to a max of 300. Rate of fire and power increase per level as well.

Shotgun: Fires a bunch of pellets in a wide spread. The more pellets that hit the same target, the more damage done. If most do, this can do major damage. Good for people with less than stellar accuracy, or for shredding vehicles or bosses from up close. Not very effective at long range. You can carry a maximum of 50 shells.

In Rescue Mission, the starting ammo cap is 20, and increases by 15 per level, up to a max of 80. Power increases per level as well.

Grenade Launcher: Fires a grenade which will kill everything within its explosion short of really tough foes. It has a specific range and does not cover the entire screen, so aim to hit near what you want to kill. You can carry a maximum of 5 grenades.

In Rescue Mission, the starting ammo cap is 2, and increases by 1 per level, up to a max of ???. Power and explosion radius increase per level as well.

Sniper Rifle: Only available in certain sections of Rescue Mission or Crisis Mission. Has unlimited ammo, but must be reloaded after 3 shots. Rate of fire is pretty slow. Can't be upgraded.





BAD GUYS:

Green 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. In case you are wondering: yes, these guys replace the blues.

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.

Yellow Trooper: OK, so they are clad in gray with yellow vests, but the yellow is what you are more likely to notice. These guys generally have bad accuracy, but they can hit you. Hitting one of these guys will give you ammo for a special weapon. Shooting them more than once will get you additional ammo. Sometimes they are only seen briefly as they run by or whatnot.

Shield Trooper: They can be either green, red, or yellow troopers. Their accuracy will thus vary. They behave like normal troops except for their huge shields which will block your shots. If you hit it, it will deform a little, but you can't actually destroy it like you could in Crisis Zone. Must be an STF shield. Not even grenades can destroy them, although the blast will still kill the guy behind it, which is just as good. Otherwise, accurate shooting is required.

Rocket Launcher: If he fires, then duck because it WILL hit you! They can fire them off in rapid succession. It does not seem to be possible to shoot these down. Fortunately, rockets travel slower than bullets, so you can see them coming. It takes them a while to aim and reload the bulky weapon, making for easy counterattacks.

Grenadier: If he throws a grenade, take action because it WILL hit you! Fortunately, grenades travel slower than any other projectile so you can see them coming. The grenades can be shot and destroyed if you have the skills. They don't pull pistols anymore.

Machinegunner: These guys will keep you under suppressing fire. Watch for the red flashes, and be aware that they can have quite a few in a single burst. After a while of firing, they have to pause to reload. They require several shots to take down. Also seen operating jeeps and motorcycles. They behave the same way aside from the whole bit about them driving around and all.

Axe Thrower: Deadly. As the name suggests, he throws axes at you with deadly accuracy. As in duck-or-be-hit kind of deadly. Fortunately, axes travel slower than bullets, so you can see them coming. The axes can be shot out of the air if you are confident or cocky enough. However, the speed at which their projectiles travel can vary greatly, so be on your toes.

Flamethrower: The new guy on the block. This guy sprays a trail of napalm over a certain distance. It WILL hit you if it comes your way, so duck. Fortunately, it is easy to see when you will get hit (when the fire comes your way, duh!) He'll take a few bullets before he dies.

Ninja: A lot like the ones in #1. They come at you with lighting-fast speed and try to slash you with their claws. They require several shots to kill. Often will flee if not killed.

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.





MY TIPS:

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

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 about the clock too much. Despite being Time Crisis, you have plenty of time. However, the time is a little bit tighter than in part 2.

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

During the sniping sequences, only use the D-pad on the back of the gun to make minute adjustments. Otherwise, just step off and take aim again. Enemy snipers will probably get off a shot before you can swing your view towards them.

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.





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 path system makes this guide kind of difficult to follow. For the most part, you both see the same things, fight the same things, and are in the same things. Occasionally, one character may face a bad guy that the other character won't see. When the paths differ significantly, I will mark them by (insert agent name) Wait: or (insert agent name) Action:.

The main point of this guide is to point out what KIND of bad guys you face, where the yellow troops are, things to destroy, and various tricks.





CHEATS/UNLOCKABLES:

No cheat codes here, but there are some unlockable things.

Extra Credits: Exhaust all your continues in a game to increase your max by 1. After 9, you get free play. Free play is unlimited. For Rescue Mission, the process is the same, although you will need to be playing Rescue Mission to do so.

Infinite Handgun Ammo: Beat the game. Now you never need to reload the Handgun.

Rescue Mission: Beat the game. This is an additional game mode.

Crisis Mission: Beat Rescue Mission. This is another game mode.
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