VIRTUA COP 3
Rules
Powerups
Bad Guys
My Tips
About This Guide
Cheats/Unlockables
RULES:

Most bad guys have a visual indicator (a "lock-on") that indicates when they will attack. The indicator will change color based on how much time until they fire, going from green, to yellow, to red. There are also 2 lines on the opposite sides of the indicator which travel towards each other. When they meet at the top, the enemy will fire. New to this installment: "FIRED" will appear right before an enemy lets loose the first lethal bullet. When a threat is neutralized, the indicator turns blue before disappearing.

To reload, simply point the gun away from the screen. Some weapons can do a hot reload, which means loading a new clip with a bullet in the chamber, resulting in a full clip with an extra bullet. In other words, if your weapon's clip holds 9 shots and you reload before exhausting it, your weapon will be have 10 bullets. If you empty the clip, you'll reload with 9 bullets.

If you are shot, you lose a life, 2 levels off your bonus multiplier, and your special weapon if you have it out.

Don't shoot the good guys. Shooting a good guy will count against your score, plus you lose 2 levels off your bonus multiplier, a life, AND your special weapon if you have it out.

Special weapons have underwent some changes. First, they now all have limited ammo. Second, you don't have to use it if you don't want to. Push the button on the gun to put it away. Good for saving ammo, and your weapon if you know you'll get hit. Third, you won't lose your weapon if you don't have it out. If you have an MP7 tucked away, and are firing your standard weapon, you will not lose it if hit.

Projectiles can be shot to destroy them and eliminate their threat. Projectiles are the things that you can see coming at you: grenades, knives, explosive disks, boomerangs, missiles, and if in ES Mode, bullets.

Powerups are revealed by either shooting a certain bad guy or object. Shoot a powerup to pick it up. If you pick up a special weapon, you'll lose the one you have now, unless it is the same weapon as you have now, then you'll simply get more ammo for it.

There is a bonus bar. Every badguy you shoot fills this bar up a little. Doing 3-Point Shots or Justice Shots fill the bar up faster. When the bar is filled, your bonus multiplier goes up a level. For example: when your bar fills up once, you get a multiplier of 2, and you get twice as many points as normal. Fill it again, and everything is thrice as many points. If you lose a life, this drops 2 levels.

New to the series is Exceeding Sense Mode. This handy little feature slows down time. Instant Keanu! Whoa. Step on the pedal to activate ES Mode. When time is slowed down, so are the projectiles, and even bullets are now visible. In this mode, you can shoot the incoming bullets out of the air! Bullets that will hit you appear red; harmless ones are yellow. However, you can only activate this mode for a limited amount of time, and in 2P, you have to share the bar. The bar refills slowly over time, and shooting bad guys, especially with Justice Shots and 3-Point shots, fill up the bar faster.

Justice Shot: Awarded by hitting either the weapon or the gun hand of an enemy. Obviously, this can't be performed on bosses.

3-Point Shot: Awarded by shooting a bad guy twice more after neutralizing him. Can also be done by shooting a neutralized target once more, than shooting a nearby barrel or explosive. You cannot perform this on bosses or people that have special death animation's (like falling off a ledge, getting blown by an explosion, or tumbling down stairs.) You also can't perform this on someone that you Justice Shot, and vice versa.

Double Down: Awarded by killing 2 bad guys with a single shot. This existed before, but rarely happened and wasn't actually a bonus.

Overkill: I don't recall ever seeing this before but I've heard about it.





POWERUPS:

Guardian 2: Not actually a powerup, but what the hell. Your standard weapon. Nothing special about it. Full clip holds 9 bullets, 10 if reloading hot. You never lose this weapon. Adequate, but not the ideal weapon for bosses.

M4: Shotgun. Much better than it was before. Now shoots in a wide spread of pellets. Very damaging when most of the pellets hit the same target. This will make short work of most bosses. Good for Double Downs, bosses, and for people with less than stellar accuracy. However, gunmen will go flying when shot and can't be hit more than once for 3-Point shots. Don't use on gunmen with hostages! You'll probably kill them both. Full clip holds 6 shells.

M629: Magnum. Dirty Harry would be proud. Fires bullets capable of going through just about anything except those shields in most cases. Good for Double Downs, but watch for civilians behind the bad guys! This thing shoots through schools. It'll go through the dumpster, the guy hiding behind the dumpster, the guy behind him, and the wall behind him. Also does more damage per hit than the Guardian 2, speeding up boss fights. Full clip holds 6 bullets.

MP7: Submachine gun. Hold down the trigger for continuous firing. Good for sweeping a line or group of bad guys, or a boss. Only problem is that you always fire at least 3 bullets every time you pull the trigger. Good for 3-Pointers but you can really waste ammo. Full clip holds 20 bullets, 21 if reloading hot. Slightly weaker than the Guardian, but the fire rate more than compensates. Probably the best overall weapon.

G36C: Assault rifle. Hold down the trigger for continuous firing. Otherwise, each pull of the trigger fires 3 bullets. Rate of fire is slower than the MP7, but each bullet is more powerful (not sure how it stacks up against the Guardian.) Full clip holds 30 bullets, 31 if reloading hot. Probably the 2nd best choice.

MINIMI: Machine gun. You only get to use this weapon while riding the jeep in Hard Mission. Hold down the trigger for continuous firing. Full clip holds 99 bullets. Each pull of the trigger fires at least 2 bullets, usually 3. You won't lose this weapon if shot, but can still run out of ammo.

Stinger: Rocket launcher: You only get to use this in a certain ES Challenge. Full clip holds 1 rocket. Can't be reloaded.

Life: Give you an additional life, unless you are at the max. I believe that these will be Ammo instead if you are already maxed.

Ammo: Gives you some ammo for the special weapon you currently have, even if it is empty. Will not appear at all if you don't have a special weapon.





BAD GUYS:

Generic: The standard garden variety bad guy. Unless otherwise stated, assume this is the kind of bad guy you face. They carry a wide range of weapons: pistols, submachine guns, shotguns, and rifles. They all behave the same way. With some exceptions, these guys must be killed to proceed. Most bad guys wear blue. The red ones will attack more quickly and always attack in groups. A few of these guys will be holding hostages. Sometimes they will throw the hostage aside before shooting; other times they won't and you'll have to aim carefully. If you shoot the hostage (whoa), then they become normal bad guys. Some drop powerups.

Shield Carrier: A generic enemy who carries a shield for protection. Shields take several shots to destroy with most weapons (although their durability varies between levels), which then leaves them as generic gunmen. They are the same as generics otherwise, so actually hitting the holder himself means death.

Knife Wielder: These guys appear at close range, slash you, and then vanish (if not shot.) They do NOT have a lock-on. These guys are all threats. Shoot on sight. Basically the axe wielders from 1 and 2.

Grenadier: These guys appear often in the distance behind some cover. They also don't have a lock-on to identify them. They attack by throwing grenades at you, hence the name. They throw however many grenades that they want, then vanish. Often drop powerups.

Fake Hostage: These guys pose as hostages, then draw suddenly. Pretty much the same as generic enemies. They don't have a lock-on until they draw their guns. I believe that there is no penalty for shooting them before they draw their guns. Just be sure they are not really hostages.

Extra: These are the guys that don't attack you. They pose no threat to you, and they only appear for a short time. Shoot them for points and sometimes powerups. They don't have a lock-on. There aren't that many here.





MY TIPS:

When facing bosses, CALM DOWN! I know this seems obvious, but still... Do not just point the gun at the boss and fire as fast as you can. When I first fought bosses, I would completely unload on them, and I would get hit quite a bit. But when I calmed down and start firing slower, I was able to break their locks rather easily every time. When you hammer the trigger, you'll probably miss a lot. This also means that holding the gun with one hand and working the trigger with the other will probably get you killed. SEGA is stopping the stupidity!

Goes without saying, but conserve your powerup ammo and put the gun away if you think you are about to be hit.

For the most part, I'd say forget the M629 unless you are confident with your aim. You'll probably shoot through someone and hit a hostage. Once you've got the hang of the game, feel free.

The MP7 is probably the best overall weapon, with the G36C close behind.

Make sure you neutralize all red bullets before stepping off the pedal! A punk with a pistol can fire off 2 (or more) lethal bullets in short succession, so don't get tricked into thinking you're safe just because you deflected a red bullet. I have fallen victim to this twice (and never again.) Your ES bar is valuable, but life is even more important; don't let go of the pedal until you're sure you're safe.





ABOUT THIS GUIDE:

This guide is a pretty rough overview of the game. It is not meant to tell you where EVERY single bad guy is. It is mainly meant to point out the extras, innocents, powerups, and guys likely to surprise you. It also contains area hints, destruction notes, ES Challenge tips, and boss tips. When I say bad guy, shooter, enemy, and anything nonspecific, I mean a generic bad guy. Innocents are also referred to as civilians, hostages, and basically anyone I don't refer to as hostile or extra. Lock-on means those indicators that appear around threats, and those mean that you are about to be attacked. I also won't tell you to use ES mode. If you are about to be hit, use it! If you shoot faster than me, you won't need it. Use at your discretion.





CHEATS/UNLOCKABLES:

If you need help, you are out of luck, but here is the only known secret.

Mist: If you're insane, select Hard Mission and immediately start pressing the start button (on your side, doofus!) and KEEP pressing it until the level begins. Now everything is covered in mist and you can't see shit except for the lock-ons. I confess that I didn't live long enough to find out how long this lasts.
Back----------Home
All HTML/web design copyright 2004 stickghost. All rights reserved. Virtua Cop and all related items are the property of SEGA.