Tommy "dalejrgamer" To presents
How to beat
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An FAQ/Walkthrough
Okay, my ASCII art sucks. If you have anything better than that, send your art
to me via e-mail.
E-mail:
[email protected] (also my MSNM)
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^^If the numbers aren't aligned with the asterisks, better change your browser
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DISCLAIMER: ALL ADVICE SHOWN ARE BASED ON MEDIUM DIFFICULTY LEVEL, UNLESS
OTHERWISE NOTED. SORRY FOR ANY INCONVINENCE
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TABLE OF CONTENTS, where I organize stuff
I. Disclaimer Info
A. Copyright Info
B. E-mail rules
C. Timeline of this walkthrough
D. Allowed Sites
II. Time Crisis Through The Ages
A. Time Crisis 1
B. Time Crisis II
C. Time Crisis 3
D. And Now, Time Crisis 4
III. Basic Stuff
A. Enemies
B. Weapon Select Section
C. Multi-Screen Battles
D. Characters
E. General Tips
F. High Scoring Tips
G. Points System
IV. The Walkthrough
A. The Prologue
B. Stage 1-1
C. Stage 1-2
D. Stage 1-3
E. Stage 2-1
F. Stage 2-2
G. Stage 2-3
H. Stage 3-1
I. Stage 3-2
J. Stage 3-3
V. Extra Stuff
A. FAQs
B. E-mail Info
C. Did You Know?
D. Credits
E. Final words
This is tenative, so it will change.
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I. DISCLAIMER INFO, bunch of stuff I will say
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A. Copyright Info, what you can and cannot do to this guide...mostly cannot
This FAQ/Walkthrough is Copyright 2006 from Tommy To, all rights reserved.
No one should have this document without my permission. That means you cannot
have this guide without letting me know about it.
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
===============================================================================
B. E-mail Rules, strictly regulated
You can e-mail me if you have something better than my methods, if you have any
information that I did not even bother to mention, to ask a question (as long
as it is not stupid), anything. Well, anything but the following:
-Flaming
-Spamming
-Hate mail
-Being a retard
-Anything NOT related to this guide
-Anything already answered in this guide
-Sending a virus
-Anything illegal
===============================================================================
C. Timeline of this Walkthrough, how it came to be
Version .01: 9/18/2006
I just started this guide, completed this game twice in Las Vegas on Labor Day
weekend. Should have brought the camera...
Version .02: 9/20/2006
The first e-mail of this FAQ/Walkthrough comes from a gamer named Steele (note
that I never give out e-mail addresses of others) with the whole prologue and
the first part of the stage 1-1. More coming? You bet.
Version .3: 9/23/2006
Someone e-mailed me about Time Crisis and YouTube (www.youtube.com, check it
out). Apparently, if you just type Time Cirsis 4 in the search, you find clips
about it. That'll refresh my memory.
Version .6: 9/26/2006
New stuff added, and I have one stage to go!!!! New additions include the
combo guide at the end of every area, some alternative tips, and a Did You
Know? section at the end of this FAQ, under the E-mail Info. Check that out.
Version 1.0: 9/30/2006
Walkthrough completed! And a few minor adjustments made to this guide. But
wait, there's more!!! Check back often for updates.
Version 1.1: 10/03/2006
Minor adjustments made, still no new stuff. Currently waiting for the combo
guide for all three stages, the prologue has been taken care of.
Version 1.2: 10/05/2006
More minor adjustments
Version 1.3: 10/06/2006
Even more minor adjustments, and some clarifications
Version 1.4: 10/10/2006
More minor adjustments are made. Still waiting on the combo guide......
Version 1.5: 10/29/2006
MAJOR adjustments made, diagrams added for people who don't feel like reading.
Version 1.6: 11/19/2006
I apologize for the last couple of weeks. In case you're wondering, I do have
a life. I've been busy with school. Not to mention that I was going to upload
this on Saturday, but the Buckeyes-Wolverines game (No. 1 vs. No 2) and my
church small group came into me fast. Speaking of fast, JIMMIE JOHNSON HAS WON
THE NEXTEL CUP TODAY!!!!!! Yes, I am a Junior fan, but I'm glad that Jimmie
has won the Cup after some very close calls on his last three title bids.
Anyway, the scoring guide has been added, and the disclaimer is now added for
those who played the game on a harder difficulty level. Now I felt like a
jackass... Again, sorry for the past couple of weeks.
===============================================================================
D. Allowed Sites, the websites that can publish this guide legally.
These sites are allowed for viewing:
-GameFAQs.com
If you see any website containing this document, let me know. This is a
copyrighted document.
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II. Time Crisis Through The Ages, the series at a glance
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SPOILER ALERT--If you hadn't played ANY of these games, don't read that
particular game unless you are willing to get the some stuff, including the
ending, spoiled.
A. Time Crisis 1, the frist game
It's 1996. Richard Miller from the VSSE has been dispatched to a castle
somewhere to save Rachel MacPherson....with no help whatsoever, and doesn't
need it. It's just him...against around 500 people in that castle. He
eventually beats them all, including Wild Dog (final) and Sherudo Garo (second-
to-last).
Credits given to GR, MKim, and Leonard Davin for providing some info about
this.
===============================================================================
B. Time Crisis II, some Co-op play!!!
One very fine day in 1998, a company called Neodyne Industries is using some
satellites as part of "STARLINE NETWORK." It is supposed to unite the world.
VSSE says otherwise. The Starline Network is a front so Neodyne could launch a
nuclear satellite into space. Uh-oh...It is up to Keith Martin and Robert
Baxter to stop the launch. Would also have been Christy...if she wern't been
found out and captured thanks to the first stage boss, Jacob. Ernasto Diaz, a
former cop, was head of Neodyne guiding the launch, along with Wild Dog...what?
He's still alive?! Oh well.
Keith and Robert went out into an unknown town, an unknown station, and the
base in search for answers. Once Wild Dog has been defeated, Keith and Robert
went to pursuit with Diaz, and eventually prevented the launch, but not before
nearly throwing Christy off the platform on their way up to Diaz and his
prototype. The VSSE saves the day!
===============================================================================
C. Time Crisis 3, outstandly hard.
The enemy nation is known as the Zagorias Federation. The countries in
distress are Lukano and Astigos. Lukano, a beautiful country in the
Mediterranean Coast, and a small peaceful island known as Astigos are under
mercy by the tyranical Zagorias Federation and their annexation efforts. One
fateful morning the Zagorias Federation claimed 80% of Astigos Island under
their control, and installed tactical missiles somewhere at a military summit
based on the land they controlled by force. The Lukano Liberation Force,
Lukano's army, found out that the Zagorias Federation are planning to launch
missiles to advance onto Lukano, and has sent highly-experienced Lukano trooper
Daniel Winston to intrude the military summit. Unfortunately, Winston and his
crew were captured by the Zagorias Federation Army, and now the Zagorias
Federation is demanding that Lukano annex themselves with the Zagorias
Federation in exchange for the end of violence and for the lives of the
captured troopers. The Tactical Missiles, while it was said to be targeted to
destroy Lukano, is suspected to have potency that exceeds United Nations
limitations. Also, there are hidden reasons why the Zagorias Federation has
gained a sudden fatal advantage over Lukano, and unless the situation is acted
upon in a timely manner, the Zagorias Federation will win. VSSE started to get
anxious about this tension between the two nations and has sent two next-
generation agents Alan Dunaway and Wesley Lambert to remove the threat.
Time Crisis 3 is possibly a game that the player probably needs to play for the
PlayStation 2 as well because the investigation is somewhat more than meets the
eye. The only reason why VSSE started to get involved is because the last
remaining trooper of the Lukano Liberation Army, Alicia Winston, was smart
enough to utilize her stealth tactics to leak information to the VSSE.
Players need to play both as the VSSE Agents and Lukano's Ace Trooper, Alicia
Winston in order fully understand the Mediteranean Threat the VSSE is
mentioning about. Wild Dog returns only to impede the VSSE Agents, though his
reasons for aiding the Zagorias Federation is unknown. This is the only Time
Crisis installment which you have to purchase and/or rent a PlayStation 2,
purchase a copy of Time Crisis 3, have a memory card, and expose the game from
VSSE to Alicia Winston.
Credits given to MKim for providing this deatiled information
===============================================================================
D. And Now, Time Crisis 4, set in America
Welcome to the United States of America. The VSSE has some report that
something's up in California. Grab your quarters, and head to your local
arcade, beacuse your mission is to investigate the suspicious activities in
Northern California.
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III. Basic Stuff, The School of Time Crisis
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A. Enemies, the bad guys.
Here are the terrorsits (or are they?) in the game, sorted by color.
The white guys: They pop up the most. Most hold guns, some hold axes in hope
to slice your face in two. Not to worry, these are easy pickings, unless you
wait too long for them to throw you a crisis sighting.
Crisis Sighting Frequency: Not very often.
The yellow guys: They appear throughout the game, and they will give you
weapons if you happen to shoot them. If you shoot them, ammo of a random
weapon that you have will be added to the ammo you already have. Not much
crisis sightings thrown from these guys, and they only wield handguns.
Crisis Sighting Frequency: Same frequency as the white enemies
The red guys: Bingo, these baddies throw crisis sightings at you on their very
first shot. Course, they appear often, but these guys are dangerous if you
don't know what are you doing. If you see these guys, hide, then attack,
unless you're quick enough.
Crisis Sighting Frequency: Always at first shot, less frequent after that, but
keep a good eye on these guys
*SMG guys (aka, the Terror Bite masters): Here is another enemy that can throw
you a lot of crisis sightings using a machine gun. Red, has some armor (so it
will take a few hits until they can't take it anymore), and occasionally, hide
behind some bulletproof shields. Be careful. Oh, and he always appears after
you defeat the Terror Bites.
Crisis Sighting Frequency: Sometimes
RPG guy: Oh great. These guys can be a pain in the butt if you are reckless.
I'm not sure if their rockets can be shot down, but defeat these guys fast.
UPDATE: Apparently, the rockets can be shot down. Same rule applies to thrown
axes, missles, and grenades. Thanks, Tim.
Crisis Sighting Frequency: Often
High-Tech Reinforced Armor guy: DUDE...this guy can kick ass!!! Handgun does
not affect these guys. Pick the machine gun or the shotgun against these guys!
Good thing there are only seven of them in the game.
Crisis Sighting Frequency: Very often, but you can take them.
CREDITS GIVEN TO TIM FOR THE CLARIFICATION
*Black guys, or white enemy commanders: Can pose some sort of annoyance, but
has the same AI as the white guys.
Crisis Sighting Frequency: Not often...unless you play the prologue section
and Stage 1-1, THEN it's often.
*CREDITS GIVEN TO GR FOR THE CLARIFICATIONS, but thanks for your piece of mind,
also. :)
===============================================================================
B. The Weapon Select System, more like the weapon scroller
Inducted in TC3, the weapon select system has four weapons to choose from: the
handgun, the submachine gun, the shotgun, and the RPG (known in the game as the
gun, the machine gun, the shotgun, and the grenade, which is a misnomer).
These are especially useful when you feel like the handgun is practicly useless
(and there are certain scenearios when the handgun cannot do the job).
Here's how it works: When you hide, or the "Wait" screen appears, press the
trigger to switch from one gun to another. Note that the weapons I mention
earlier is actually the order you find in the game.
Here's an example: If I want to switch from the handgun to the machine gun,
while hiding, or when the "Wait" screen appears, I can pull the trigger once.
From the handgun to the shotgun, I can pull trigger twice, and so on. That
rule applies when you're on a different weapon and you want to switch to
another or back to the gun.
Note that there's nine bullets in the handgun, but technically, the ammo is
infinite. The same couldn't be said for the other three. To get the ammo
for the three other weapons, you have to defeat the yellow enemy, like in TC3.
But unlike TC3, if your partner happens to defeat the yellow enemy, you also
get the ammo you need. Note you cannot reload on a machine gun, a shotgun, and
a grenade, because you or your partner MUST shoot the yellow enemy at least
once (I prefer three times, since it will give you more ammo). Note at rare
instances, you can get more ammo from Terror Bites (only if you run out of the
machine gun or shotgun ammo, mainly MG ammo).
A reminder to you that you can only switch guns when hiding or when the "Wait"
screen appears.
===============================================================================
C. Multi-Screen Battles, annoying new feature.
Sometime during the stage, you might end up in a multi-screen battle. It's a
new feature in TC4 you will love to hate. Trust me.
Here's how it works: when you stumble into a multi-screen battle, you still
have the weapon selection system avalible to you, and you can still hide, BUT
you are going to be surrounded by enemies. There are conditions to get out of
these battles. Once a condition has been met, the multi-screen battle is over.
You only got one screen, so how are you supposed to switch? Well, all you have
to do is wave the gun to the side you want (ex. wave the gun to the right, and
the screen switches to the right). That's it.
Listen to Beth. She is a real lifesaver. When she says "enemies to the left,"
that means there are enemies on the left screen. When she says "enemies to the
right," then the enemies are on the right screen. When Beth says "enemies
ahead of you," there are enemies on the center screen. There are some cases
when Beth will not say where the enemy is, usually if the enemy is an object,
terror bites, or if the enemies are all over the place. In such cases, use the
good 'ol "see the ball, hit the ball" trick. If you see an enemy, shoot it!
That's all there is to the trick.
Oh, and if you don't want to hide to reload, just switch screens. Thanks, Tim.
No wonder I wound up not reloading at the second multi-screen battle...
===============================================================================
D. Characters, the names in the game...unlike EA!!!
Given in order of appearance
First, let's meet the heroes!
PLAYABLE
Giorgio Bruno-the first of the main heroes, usually at the player one side.
Evan Bernard-the second of the main heroes, usually at the player two side.
Doesn't he look like Tidus to you?
Both are sent to Northern California to investigate the suspicious
activities in the United States
UNPLAYABLE
Captain William Rush-Jumps in before the first area of the first stage. Part
of the US Army. Sent to investigate suspicious activities in California.
First Lieutenant Elizabeth "Beth" Conway-Jumps in before you start shooting at
the first enemies in the first area of the first stage. She knows.....well,
almost everything. That's because she keeps track of the area Rush and our
VSSE buddies are in. You can't see her until the ending credits, since she
keeps track of information with a computer inside an airplane. (Thanks, Don
Chan, for the fix)
Then there are the baddies, guys we should shoot down. Of course, they are not
playable.
Marcus Black-first boss you will encounter in TC4. Has a sniper-rifle that is
very accurate, but for some odd reason, it takes a while to charge.
UPDATE: It's an anti-air rifle. No wonder it takes a while to charge up.
Jack Mathers-The second boss. Has some sort of a double-barreled minigun, but
cannot attack you for the most part.
Wild Dog-This guy is back....for more!!!! Now, he has a tractor beam! For you
NASCAR fans, he's the Mark Martin of Time Crisis. In short, this guy just
won't quit!
Gregory Barrows-The final boss. He carries two guns, dual wield style. His
intentions are unknown...until at least Jack tells us about something at Area
2-3.
You know what these bad guys have in common? Read the end of Area 1-3 to find
out. But beware........
===============================================================================
E. General Tips, Time Crisis for Dummies.
For those who are new to Time Crisis arcade games, or if you are ready to take
on the arcades with experience from console versions of these games, here are a
few key tips to waste as little coins or tokens (same thing) as possible.
Know the game-This is a unique shooter game. It's nothing compared to Virtura
Cop, The House of the Dead, or even Silent Scope. In VC or HotD, or any
similar game, if you have to reload, just shoot away from the screen. For
Silent Scope, just wait every 5 shots. In Time Crisis, however, to reload,
just hide. To hide, step OFF the pedal. To attack, step ON the pedal. I've
seen people not stepping on the pedal to attack, and they think the game's
broken. Really, this is a very common mistake a raw rookie of TC would make.
Mix weapons up-Some parts of the game are just too difficult for your
trustworthy pistol to take. I suggest you mix the weapons up for a little.
If the pistol is taking too long to kill a boss, switch to the machine gun.
Its high rate of fire can take at least 10 seconds for the boss to at least
decrease the number of lifebars, opposed to, like, 35 seconds with the pistol.
Oh, and the pistol is semi-automatic. For Terror Bites, it will take too long
to defeat them all.
Know the enemy-Some bosses have a pattern. If you see it at least 2 or 3
times, memorize it, so you know when he will shoot a crisis sighting (that will
be explained later). Doing so will put you to an advantage that the boss could
not take away.
Valuable information-As explained earlier, Beth is very useful when it comes to
multi-screen battles. She will inform you where the enemy is attacking. For
more, read the multi-screen battle section above.
TERROR BITES!!!-Ugh...these very annoying insects are in this game! When the
bettle or mosquito terror bite attacks you, you MUST shoot them off your screen
before they take the life box. I hate it. Personally, I prefer losing the
whole life box than lose parts of it with these annoying critters all over the
screen. To defeat then, use the best weapon against it (explained in
walkthrough).
Chain 'em up!-Combos are important when it comes to scoring a lot of points.
To "chain" your combo, shoot objects. They will give you a nice 100-point
boost to your score.
Collaborate the gun-If you hear another arcade player complaining that the gun
is not collaborated, collaborate it yourself. 'Course, you have to see it
yourself if the shot is off target than the projected target. To do this, hold
down the trigger and the pedal and insert your coins. The collaboration screen
will appear, you have to shoot 5 points of the screen. Then the game will ask
you if you want the collaboration. Select "yes" if you want to play it with
the modified collaboration, or select "no" if you have second thoughts. It
says on the center of the game where you holster your light guns in big print,
so it isn't really either a cheat or a secret.
NOTE: player-made collaborations are good for one game.
Report problems-You can't attack when the pedal is stepped down, even as
hardest as you can? Gun won't shoot when trigger is pressed? Game won't
respond to your actions? Credits not shown? Report these and other game (I
meant the technical aspect of it, not the gameplay aspect) problems to a nearby
technician in your local arcade. They'll know what to do.
Friendly-Fire point-dockings-If you hit Rush, you will be docked 1,000 points.
If you hit your partner, you will be docked 5,000 points. Watch your aim.
Credits given to Tim for the addition, and making me encounter one of them "Why
didn't I add that earlier?" moments.
Weapon Master-Changing weapons on the fly will pay off in the long run.
Master this and you will see your initials in at least the top-15.*
*Credits given to wei135 for giving more basic tips
Got more newbie-friendly tips? E-mail me, and you will be credited for
helping the new TC players.
===============================================================================
F. High Scoring Tips, how to get your name at the top of the high scores
screen
Here's a basic guide on damage and points:
Damage:
MG is the basic damage unit
1 HG shot = 3 MG shots
1 SG shell contains 11 pallets, each pallet deals 2MG damage.
1 Greanade = ~50 MG damage + splash damage (varies with distance)
1 Auto cannon shell = 2.5 vulcan bullets
HP:
-1 Jeep = 12 HG hits
-1 HTRA = 100 MG bullets to kill + 2 follow up attacks
-1 rocket infantry / greanadier = 4 MG to kill / 2 HG to kill, 2
follow up attacks
-1 UCAV = 8 auto cannon shots to destroy
-1 S3A2 missile = 4 HG shots
-1 Heli = 22 Vulcan bullets
-1 Anti-air tank = 10 vulcan bullets (unconfirmed)
*There is one heli in S1A2 (before going above the bridge), that has
a lot more HP than usual helis.
-1 normal infantry (white, red or brown uniforms) = 1 MG hit to die, 2
follow up attacks
Bosses usually have about 14 HG hits for their HP bars except at certain parts,
and those parts which their life bars are red, they cannot be stunned/killed.
Bonus:
Time: 1 second = 2400, 1/60s = 40
*Reloading / hiding takes around 0.5 seconds
--Accuracy: 1k / 1% (end of area)
--Accuracy = (no. of hits / no. of shots) x 100%
*1 shotgun shell = 11 shots
Rate of fire:
-HG: As fast as your finger
-MG: 15 bullets / second
-SG: 2 shells / second
-Greanade: 2 greanades / second
-Vulcan: 10-15 bullets / second (anyone got a S1A2 video that I can play on
WMP?)
-Autocannon: 3.5 shells / second
-Sniper rifle = ~1 bullet / second
Score stuff:
-Combo bonus:
--1st 50 hits = 7500 (500 + 1000 + 1500 + 2000 + 2500)
--subsequent 10 hits: 3k
-Combo score: As your number of hits go up, so will your score per
hit. This is the table taken from the namco website:
http://www.bandainamcogames.co.jp/aa/am/vg/timecrisis4/special/tips/score.php
Every 1 hit on a vehicle / HTRA = 100 points
Greanades + rockets (from rocket infantry) + axes = 50
Cars in S1A2 = 500 each
10k bonus items: S3A1 UCAVs, S3A2 Aircraft missiles.
5k bonus items: S2A2 Jeeps
I love maths. They own loud mouthers who state their method is the best
without proving anything XD
*Hints*
Calculate how much you lose for breaking a combo above 50 hits, and you'll
begin to understand the importance of full combos. (calculate the score for
combo bonus ONLY)
Assuming I have 8 enemies. I shoot the first 3 for 1H2B, (up to 9 hits) and
break the combo, then shoot the other 5 for 1H2B (up to 15 hits). If I full
comboed everyone (24 hits), what is the difference? (neglect combo bonus)
If I use the MG to rape bosses, my time will be slower. However, is there a
NET GAIN in score? If so, prove it.
Answering the first 2 simple questions will allow you to understand the impact
of your errors. Answering the last question will lead you to think towards
optimisation.
CREDITS GIVEN TO Z.F. FOR THE INFORMATION
Guide above not helping? Try this expert advice:
How to distinguish between a NOVICE player to an EXPERT player.
1. Combos. Dude, this is what gets you to the highscore. Forget your
accuracy. One shot one kill will not earn you any more point even if you
get like 100% in every area for one shot one kill method. Combos with
accuracy? Ah now that’s a different story.
2. Unlike House of the Dead, any life bar you have left will not contribute to
your final score. At least, I don’t think so (Even if it does, I’m sure it
will only contribute a teeny weeny amount). Us experts DO NOT duck in the
barrier for more than one second. That’s applied to anywhere, and I meant
ANYWHERE. I’ve see how people chicken out at the Area 2-3 boss area and
area 3-1 with the helicopter going in the tunnel, bypassing all chances to
boost up score. This is a definite NO-NO.
3. Generally, generic soldier can be hit up to 3 times, with handgun. With a
well placed HEAD-BODY-BODY shot, it will get you 1280 pts.
4. Footsteps ARE IMPORTANT. I will explain later why this is so if I
analyze the walkthrough for different areas. For now, you only need to
know something like this, 3 shots per target–ducked–3 shots per target–
ducked etc. etc. Like I said before, I never have to duck for more than 1
second (not even 1 second, 1 second is slow, more like half a second). You
better be learning this footwork:
Repeat after me, 1-2-3-duck-1-2-3-duck-1-2-3-duck…
5. Grenade Launcher–Ah, now most people would uses this for getting out of
sticky situation. For an expert/advanced player, we only have a single use
for grenade launcher. That is to LINK COMBOS. Yes, that’s our sole purpose
to use grenade launcher. Nothing else, not even when up against all-mighty
boss or in a sticky situation. For sticky situation or boss use suggest in
point #4, as they will deal great amount of combos. I’ll show you how to
link the grenade later in some area such as Area 1-3, Area 2-3, Area 3-2
where you can increase your combos by 100+hits.
6. Learn how to switch your weapon quickly, it’s not a must have, but a nice
to have ability.
7. Helicopter stage, AREA 1-2, AREA 3-1. I know for some people, they have the
tendency to kill everything in sight. Please avoid this, sometimes you
have to shoot SLOWLY in order to link a combo. Maximum combo I’ve dealt in
AREA 2-2 is 550hits. I’m pretty sure if I get a perfect game in Area 2-2.
I could get a 700hits combos. I can’t do math, but I’m sure that’s a great
amount. 200k at least.
CREDITS GIVEN TO TIM FOR THE DISTINGUISHMENT
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G. Points System, not to be confused with the NASCAR points system...for a lot
of reasons.
Here's a little scoring system to be very specific.
-Any Foot Soldier when shot in the head: 100, 180, 260, 340, 420, 500, 580, and
660, add 700 points if the hit was a killing hit. The points are actually
follow-up hits. Any kills after the Eighth Hit are 2000 points, follow-up hits
are 1000 points.
-Any Foot Soldier when shot in the torso: 100, 140, 180, 220, 260, 300, 340,
and 380. Add 300 points if the hit was a killing hit. The points are actually
follow-up hits. Any kills after the Eighth Hit are 1000 points, follow up hits
are 600 points.
-Any Foot Solider when shot in the limbs: 100, 120, 140, 160, 180, 200, 220,
and 240. Add 100 points if the hit was a killing hit. The points are actually
follow-up hits. Any kills after the Eighth Hit are 600 points, follow-up hits
are 300 points.
-Any explosive and/or projectile stopped: 50 points (Static)
-Damaging Enemy Vehicles and/or armored enemies: 100 points
-Staggering Enemies: 1000 points
-Destroying Civilian Vehicles and/or Tires: 500 points
-Destroying an Enemy Vehicle: 1000 points
-Destroying a Mantis Terror Bite: 1000 points
-Destroying a Mantis Terror Bite offspring: 50 points
-Destroying a Beetle or Mosquito Terror Bite: 40 points, using a shotgun
against the Mosquito Terror Bites net more points
-Destroying an Exploding Armadillo Terror Bite: 1000 points (they may be worth
more)
-Destroying a UCAV, UCAV Cruise Missile, or a Radar Gun: 10000 points
-Destroying a Jeep or any other vehicle: 5000 points
-Destroying certain cars in Stage 1-3: 1000 Points
-Destroying the Trolley: 5000 Points
-Destroying Axemen in Stage 1-3: 200 Points
-Damaging Background Objects: 50-100 points
-Killing Marcus Black: 10000 points
-Killing Jack Mathers: 20000 points
-Releasing Wild Dog's grip on the VSSE's helicopter: 10000 points
-Defeating Wild Dog: 20000 points
-Killing Gregory Barrows: 30000 points
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|-Shooting William Rush by accident: -1000 Points |
| |
|-Shooting either Giorgio Bruno or Evan Bernard by accident: -5000 points |
-------------------------------------------------------------------------------
-Clearing a stage faster than the quota: 2400 points multiplied by the number
of seconds you are ahead. You won't earn any Time Bonus if you fail ANY MSBs.
-Accuracy Bonus: 1000*the accuracy percentage
-Combination Milestone Bonus: 500 for 10 hits, 1000 for 20 hits, 1500 for 30
hits, 2000 for 40 hits, 2500 for 50 hits, and 3000 points for 60 hits and each
10 hits afterwards
-Destroying a part of Wild Dog's Three-Way Trap: 1000 points for each part
destroyed
CREDITS GIVEN TO MKIM FOR LETTING ME USE THE SCORING SYSTEM
The box? That indicates you will be docked 1,000 or 5,000 points (depending on
who did you shoot) for violating Section 12-4-A: Actions determinonal to stock
car au--I mean Time Crisis rac--uhh shooting. I added the box, in case you
want to know. Other than that, the system has not been altered in any way.
-------------------------------------------------------------------------------
IV. The Walkthrough, how to beat this game
-------------------------------------------------------------------------------
SPOILER ALERT--The cutscene summaries are spoilers. DON'T READ THEM, UNLESS
YOU PLAYED THE GAME ONCE OR YOU ARE WILLING TO GET EVERYTHING SPOILED! You've
been warned. You are going to see the word SPOILERS!!! at every cutscene
summary. Like the one below.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Girogio and Evan arrived to the airport in San Francisco, CA. Hmm...sounds
quiet.....too quiet.....then a smoke grenade lands behind the VSSE agents.
It's the terrorists!
===============================================================================
A. Prologue, getting the feel of the game...also the airport of destruction
NOTE-I'm writing this FAQ based on player one, since A. I love that side and
B. both times I played this game, someone walked by and lent their hand. If
you want the player two side, bear with me or e-mail me for the player 2
strategy.
WAIT-AMBUSH!!!!!
ACTION!-You are going to attack the lower levels first, since you're at a
bridge connecting the terminal. Just a bunch of white guys, with an occasional
yellow guys. Once you shift to the right side, if you take too long to defeat
all enemies there, there should be a crisis sighting.
What?-(This is the part where I explain the game's termonilogy)A crisis
sighting is when an enemy shoots a bullet that has a high probability of making
you lose a life box. To make that big chance look small, just hide. The
crisis sightings should be marked red.
If you get hit by a crisis sighted bullet, the game will remind you to hide,
whereas you should from that moment on.
Here's a (rather horrible) diagram of the first few screens before the "WAIT"
command (I know, I know, it's horrible):
e e
_________________
|shootable glass a
|
blue |
glass |
____________|
shootable|
b|
|
|
KEY:
e=enemy
Below the horiziontal line before "shootable" is the, well, the not-so-
bullerproof glass. Use the non-BP glass for combos.
WAIT-You're going downstaris, and...
ACTION!-You jump down and hide behind a peice of bullet proof glass (strange)
there's bout 15 white guys to kill 1-2 yellow guys, and if I remember rightly a
black guy aswell high chance of crisis sighting if he's not killed quickly.
WAIT-GO, GO, GO!!!
ACTION!-Once that's done your run forward some more and get told to swap to the
MG and sweap out some glass ridden with enimies, swich to the machine gun and
just sweep from left to right if you miss one KILL IT for fun and points. Right
after this you'll look to your upper right and a helicopter will come crashing
down, more people to kill only white guys 5-10 1 black guy.
WAIT-RPG guy bringing down the airport....literartely.
ACTION!-After this you run forward some more and a prick with a rocket launcher
decides to blow out the roof and almost crush you. So you climb up it and blast
em to hell CAUTION there close but white so BLAM BLAM. Than to your upper left
some guys with rocket launchers decide to try blow you to hell and back. Shoot
them and the rockets they shoot at you, and the guys around them.
WAIT-Cutscene where you first see the Terror bites get your MG ready and
blow em to hell.
What?-Terror Bites are pesky little insects that can suck your life box out.
Can be easily defeatable if you shoot it with the right weapon. In this case,
these are bettle terror bites, so shoot them down with the machine gun.
ACTION!-Crap, that's like a lot of bugs. Do what everyone, even the game,
tells you to do: SWITCH TO THE MACHINE GUN!!! There are 4 sets of terror
bites, and, with the machine gun, you can do this in 10 seconds. That's all
there is to it.
Score Sheet appears.
What?-Score sheet is the score screen, to see how many points you have in this
stage, how many culmulitive, and who won the stage (if playing linked mode).
Usually at the end of each area.
END PROLOGUE
Here's some advice on combo chaining, if you want the #1 spot on the high
scores, as told by Tim Chan:
***********
PROLOGUE
***********
Difficulty: Easy
Expected Score: Nomral: 320-350K, Expert: 350K-450K, God: 450K - 500K+
The final score as posted above isn't BS, you can achieve a 520K if you know
how to link combos. Best prove of this is go to YouTube and look at the
video yourself.
First Five Screen Until the WAIT Command (Combo Difficulty: HARD)
-----------------------------------------------------------------
Even though clearing the area is very easy, but I can assure you that
linking the combos is NOT, perhaps this is one of the hardest to link all
combos. In case some people didn't know YOU CAN LINK THIS COMBOS all the way
to 70 hits. My maximum combos in this area is 60 hits and that yield almost
80K. I'm sure 70 hits will yield 90K in this area. Generally, you clear this
bit by using handgun only.
The key to link this combos is by accuracy and timing, and sometimes luck.
By accuracy, I mean DO NOT miss a shot. If you miss even a single shot, say
goodbye to your combos.
By timing, I mean you need to know when to shot when you are switching to a
different view or perspective.
By luck, well, I mean sometimes you'll get screwed if one of the white guy
actually fire a bullet at you (33% chances that they'll do), forcing you to
duck. Sometimes you only miss a couple hits in the combos as a result of
this, but the worst case scenerio is that they'll completely break your
combos, forcing you to start it all over again.
Ok, here's a breakdown on how you can achieve this. Firstly, the 3 white
guys. 9 hits in total with the leftmost soldier is very likely to shoot at
you. Trick is to start by going through individual soldier starting from the
left. 3 hits then duck for reloading; 3 hits on the middle soldier then
duck; then 3 hits on the right soldier. (YOU REALLY HAVE TO MASTER THIS
3-hits DUCKING TECHNIQUE. I've find it useful for all combos). At the last
soldier, be PREPARED for switching to a different view. Aim your gun near
the upper middle half of the screen, and shoot ONE of the 4 white soliders
as they come down as ACCURATELY AND QUICKLY AS POSSIBLE. Even if you managed
to hit one. then the rest are relatively easy to link. Order is as
follows (Choices are depending on you): 4 guys running down, 1 guy near the
edge of the top screen coming down, 1 guy near the left edge of the screen
hiding behind the pillar, 1 guy coming out from the right, 1 guy hiding
behind the bulletin board, 1 guy in dead center, and finally 2 guys coming
from the left.
As soon as you finish the last 2 guys, aim at the upper left screen towards
the middle. To link this part, aim for the GLASS, and hit once. DON'T MISS.
It is easier to link combo this way instead of aiming for a person. Then the
rest is easy and good, please DON'T destroy every single glass you see,
you'll need them for later, for now aim for the head and don't miss. When
dealing with the last guy, after confirming a kill, Shoot the remaining
glass ONCE. You'll have plenty of time to link the combo on the next part.
Upon switching screen, aim for the guy hiding behind the pillar, then deal
with the rest afterwards. After the last guy is killed in this part, aim for
the upper left hand corner, shoot the glass once, to link the combos.
Then the following 3 white soldiers, shoot them only ONCE. I'm not sure if
it is a bug or something, I can never managed to shoot a guy three times. I
guess they can only be shot once in the head. Finally, you can kill the rest
with a 3 round bursts and destroy every glass you see.
Viola, you should be able to have 70 hits, or more. I tend to misplace a shot
every now and then, but like I said before it's pretty hard to link all of
them.
Helicopter MAYDAY (Combo Difficulty: Easy)
------------------------------------------
Upon Action Command, duck for a second as the first guy will shoot at you,
then shoot every soliders you see before the helicopter comes crashing down
on you, with a handgun. You can also use machine gun for additional hits,
but there is no point in doing so because it doesn't generate a great deal
amount of pts. Save your ammo for later use. Also, I don't think you can
link the combos to the helicopter anyway (I never seen it done before).
As soon as you can see the helicopter and just before it's crashing through
the window, switch to a shotgun. Now here's the part that most people didn't
know: YOU CAN SHOOT THE HELICOPTER WITH A SHOTGUN. When the helicopter
crashed through the window, aim for the rotor head with your shotgun and
fire. As soon as it landed, aim for the windshed, and fire. With luck you
can hit the additional 2 white soldiers on the way for a guarnatee 30+ hits
combos. My max was 40 hits. After the helicopter dies down and soliders
reappears. Switch back to a handgun and kill the remaining soldiers. At this
time, I find it hard to link the combos between the time the helicopter
landed and the time soldiers reappeared. Not sure if it could be done.
NOTE: there's a rumor that on 2P, you cannot hit the helicopter. Not sure if
that's the case. I'll soon find out.
Glass and more glass (Combo difficulty: Easy)
---------------------------------------------
Switch to a machine gun. This part is easy to link combos for a 40+hits (my
max was 45 hits) with a MACHINE gun. Trick is NOT TO SPRAY with the machine
gun, always leave a piece of glass hanging at the bottom of the frame. When
switching screen, shoot the glass, then aim for the enemies. You should have
no problem linking all of the enemies here.
(From Me) What?-Spraying the gun means rapidly sweeping the gun from left to
right, up and down while holding the trigger down. Many people (pros, mainly)
do not recommend spraying guns becuase it leads to broken combos.
And, more from Tim:
More Reinforcements (Combo difficulty: Easy)
--------------------------------------------
Before going over the collapse ceiling, just place 3 well placed shot for
each enemies. Then the rubbles will explode. If you notice, there's a gap in
the rubbles which enable you to shoot an enemy behind it. I prefer not to do
so because it doesn't really link combos. In fact I don't think you can link
the combos after climbing over the collapse ceiling. I could be wrong but
I've yet to see anyone that can link a combos here.
After climbing over the rubbles. Same deal, but be careful. The last two
guys will fire at you. Duck when they shoot at you, then reappear at 0.5-
second interval and shoot back.
Some rumor said that after you have kill the last guy in this part, you can
shoot the oncoming missile to link the combos. I'm not sure if this is true
or not, I haven't seen any people done it. Thus I don't think you can link
the combos here. Anyway, kill every enemies with a 3 round burst starting
with the rocker launcher. Careful, DON'T SHOOT THE GLASS YET, AND DON'T
MISS. You can also shoot the missile here if they have fired at you. Upon
killing the last guy shoot each of the glasses (there are 2 glasses) once.
Upon changing screen, aim for the glass, shot once then to the enemies.
DON'T SHOOT ALL OF THE GLASS. Upon killing on the last enemies, shoot the
remaining glass and the combos will linked to the 2 white guys. I generally
have 30+ hits for this part here.
TERROR BITES (Combo Difficulty: Fricking Easy.)
-----------------------------------------------
Even a noob can do this combos. However, what most people didn't know is
that you can spot the difference between normal player to an expert player
here. Generally speaking, this will gets you a 100+ hits for a normal
player; 130 hits for expert players; and 150+ hits for more advanced players.
Here's a tips on how you can achieve 150+ hits.
Upon Action, switch to a machine gun. Shoot the Terror Bites at the middle
first (the groups that's running on the floor) until they were cleared, then
the left side of the wall, then the right side of the floor. While most
expert players or even normal players know this, here's something that they
didn't know.
a) When shooting on the left/right side of the wall (excluded the middle
part), DO NOT SPRAY your machine guns. I know it's a tendacy to spray these
babies, however, they really don't bite, and certainly not terrifying. I
rarely see any guys losing a single live on this.
b) I'm going have a hard time to explain this, so bear with me. When dealing
with the left/right side of the wall, imagine this long arrow:
----------------->, the ----------- part is the rest of the Terror Bite, the
> part is the tips of the terror bites and where they are going. Always aim
at the TIPS of the Terror Bites. It will generate more hits. On the cons
side, the time in which you finish the terror bites will increase. For me,
I finished the Terror Bites when both left/right Terror Bites is just about
to attack you. Hey, I got a whooping 160hts for it so I wouldn't care.
NOTES
-----
If you follow my tactics you should be able to get a 400K+ points without
breaking any sweat. The top ranked guy would probably get like 500K here.
I've seen it on 1p and 2p. For me, I got a 450K pts max. Although I think I
saw a 1M for a 2p, but I'm not too sure if that's true, or I'm just being
delusional.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Point and laugh at Giorgio shooting at the Terror Bites with a pistol. They're
surrounded. Then some guy pulls then into the restricted section of the
airport.
===============================================================================
B. Stage 1-1, The Airport Corridor of Death
WAIT-The guy who rescued you will lead you to the exit. "THEY'RE HERE, TOO?!"
ACTION!-Now you'll turn the corner and run into 3 white guys and 1 black guy.
Kill the black guy first, than dispose of the whiteys. More will apear from the
corridor to the left, and the door to the right, and the corridor to the right
keep an eye on the corridor and the door a AXE man will come through the
corridor and a RED man will come through the door, grenede man comes through
the left corridor.
WAIT-Rush tells someone to give them directions. He tells you about the Terror
Bites. Go left and...
ACTION!-There's a hell lotta enemies in this section. Couple white guys and a
red guy shooting a crisis sighting at the first shot. Sweep then and you'll
move forward. Another set of enemies, including two yellow guys. Be careful
of the boxes, the enemies uses that as cover. If you're playing as Evan, you
have an easier life. If you play as Giorigo, use the proven "see the ball, hit
the ball" strategy. Eventually, you will get out of this section.
WAIT-The lady will inform us that there are more enemies. Time to play dirty.
ACTION!-When I say "time to play dirty," I meant ATTACK FROM BEHIND!!! 4 white
guys in all. More will come all over...and I mean all over. Some attack from
the top, so SHOOT THEM WHEN THEIR FEET MEETS EARTH!!! Or shoot them as they
fall or hanging from the ceiling. More whiteys, including the axe thrower,
will appear, so nail them.
WAIT-"That noise...TERROR BITES!!!"
ACTION!-Crap, more of these insects. This time, they're in the form of
mosquitoes! You can use the machine gun, but it will be ineffective.* What
will we do?! Ooh, shotgun!!!! USE THE SHOTGUN!!! Exterminate them, there
will be four clusters of them. Once you nail them down, about 4 more enemies
will shoot you. One of them will throw a lot of crisis sightings at you if you
play as Evan. Nail them, but don't hit Rush or you will be fined 1,000 points
for violating section 12-4-A: Actions determinonal to stock ca-uhh, I mean
Time Crisis racin--uhh...shooting. You get the idea. Same rule applies if you
hit your partner, but you will be fined 5,000 points for violating section
12-4-A: Actions determinonal to Time Crisis shooting (see, I know I can get it
right). Kill any remaining baddies before you advance.
*Someone just proved me wrong...for now. wei135 claims that you CAN use the MG
on the mosquito Terror Bites. All I have to do is test it myself.
WAIT-More baddies ahead. "I'm going to use a grenade. Get down!" *BOOM*
ACTION!-A little interference will come into play here. The water from the
ceiling will provide good cover for the enemies. Use the "see the ball, hit
the ball" trick to clear this section.
WAIT-The door to escape...locked. "It'll take 30 seconds to open this door!"
*******************************************************************************
TWO-SCREEN BATTLE!!!!
Condition: Hold off attacking enemies for 30 seconds
NUMBER OF BARRICADES: 2
You are going to get the feel of a multi-screen battle. There are enemies all
over the place. So listen to that woman over your earpieces! She will give
you the locations of the enemies. After about 15 seconds, you are on your own.
Use the proven "see the ball, hit the ball" trick at every screen. After 30
seconds pass, Rush will throw a grenade at the enemies!!! Good job!
Here's the order of preference of chaining combos (S=switch):
RIGHT: Enemies from the left and right, then three more appear from left and
right. Nail, nail, nail, nail, nail. S
LEFT: Five more enemies, two then three. S
RIGHT: Blue(?) enemy, then yellow from the water. S
LEFT: Two whiteys and a yellow. S
RIGHT: Three more, front and rear. S
LEFT: Three more. S
RIGHT: Two more.
LEFT: Eradicate the front line then shoot the right enemy, but not the left.
S
RIGHT: Sweep! S
LEFT: NOW shoot the left enemy. Two more. S</pre><pre id="faqspan-2">
RIGHT: Another sweep! At this time, your 30 seconds is up, which is a good
thing.
For a more in-depth guide about multi-screen battles, refer to the section
titled Multi-Screen Battles.
*******************************************************************************
WAIT-You enter what it looks like a security room only to find a lot of Terror
Bites. Get your MG ready.
ACTION!-These come all over the place!!! Shoot the Terror Bites and the
surrounding enviroment, the computers can pose some sort of interference (but,
these things will give a nice 100-point boost). There should be 6 clusters of
the bettles. For a high combo rate, shoot the lead Terror Bite, then move
back. Do not spray the MG (by that, I mean sweeping the gun front and back,
side to side rapidly while holding the trigger down).
WAIT-Going down a flight of stairs and--oh, Rush forgot to introduce the lady
behind every good strategies.
ACTION!-She's Lt. Elizabeth Conway. She tracks everything from a computer in
an aircraft above, and she is useful in desperate situations. Anyway, shoot
3 whiteys, one red guy, and a couple of yellows to advance.
WAIT-You go forward, but....
ACTION!-Crap, that's some major armor these two baddies are wearing. These
guys wear HTRAs (High-Tech Reinforced Armors). The MG and the shotgun will be
very useful here. The MG will depliete their life bar fast while the shotgun
will stun them for a while. Use whatever.
WAIT-Okay, to the maintence room. OH NO, RPG brings down some metal! Rush
abandons you in favor of starting the chopper. Prepare yourself for a...
*******************************************************************************
THREE-SCREEN BATTLE!!!
Condition: Hold off attacking enemies for 30 seconds.
NUMBER OF BARRICADES: 3
Again, listen to Lt. Conway. This time, there are more enemies than the last
one. Again, after 15 seconds, use the good ol' "see the ball, hit the ball"
trick. Hold off advancing enemies until you see the "MISSION COMPLETE" graphic
across the screen. That's it for Stage 1-1.
QUICK ORDER OF PREFERENCE (L=Left, M=Middle, R=Right): M->R->L->M->R->L->R->M
(Beth won't help you at this time)->L->R->Stage 1-1 complete
*******************************************************************************
Rush will pick you up. Fianlly, we're out of the airport!
Score Sheet appears.
NO CUTSCENE, except that Rush will finally introduce himself to you.
===============================================================================
C. Stage 1-2, CHOPPER ATTACK!!!!!!
WAIT-Prepare yourself with your beautiful M-60 in hand. *kisses light gun*
ACTION!-There some anti-air vehicles in the first section. Then about 3
choppers will come into existance. You are going to see an anti-air vehicle,
and Beth will tell us that the terrorists have the same equipment as the U.S.
Army--WHAT?! Damn, the terrorists must have a good budget! Anyway, once the
anti-air vehicle is taken care of, there will be 10 white guys waiting. Nail
them, and the anti-air vehicles, then you are going to see three choppers
shooting missles at you. You can nail them, or you can hide. I would destroy
those damn missles for points. You are going on a little fly-by, so nail them
down. After that, an anti-air vehicle and a chopper will shoot you, return
fire. After that, you are going on a salom course under the freeway, and Rush
will show off about his chopper flying ability. Damn, this guy's good! You
are going to the same building you are around for the past 3 minutes. One
anti-air vehicle, and some choppers. Ooh, going higher! Nail every chopper
you see, if you can. You are going down after a while, and chase the truck.
DIAGRAMS
Beginning of Stage 1-2
2
5
4
you come from here
>>>>>>>>>>>>>>>>>>>>>
1 3
Before gaining altitude
destory 1,2 heli 2
come here (going <<<<<<)
3.............................3
1
your heli going up
I recommend hitting them in numerical order.
NOTE: Whatever you do, PLEASE ignore Rush's advice. "Just hold down the
trigger and keep firing!," will not generate high scores.
WAIT-18-wheeler going to tunnel. If we reach there, we're screwed! Ooh,
sniper rifle!!!
ACTION!-That sniper rifle is NOT, I repeat, NOT a Heckler & Koch PSG1, that has
a 5-bullet magazine. The rifle we're using has only two bullets. Try to
flatten the truck's tires in two shots, one per tire. You can reload, in case
you didn't know. After that...
Trucker loses control, and it's on its side! The truck is on its side, sliding
across the street...BIG ONE NEAR CHINATOWN!!! ABOUT 30 CARS INVOLVED!!!
TROUBLE NEAR CHINATOWN!!! That's the big one we don't want to see. Caution is
out.
Score Sheet appears.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Some guy with some kind of sniper rilfe will attack you. It's Marcus Black.
Get to the crash site!
===============================================================================
D. Stage 1-3, The Big One near Chinatown, NOT TALLADEGA!
WAIT-You go into the wreck and...
ACTION!-Plenty of whiteys with occasional red guys. Nail them. You're going
seperate routes. If you're Giorgio, you go right. If you're Evan, you go
left. Shoot every guy you see, but watch out for crisis sightings.
Eventually, you are going towards the overturned truck, where the boss will
attack you. He has a sniper anti-air rifle, so it will take a while to charge
up. He has only 7 life bars, and depletes rather quickly if you're playing
solo mode. As soon as the boss hits 5 life bars left, get ready.
WAIT-You go to the overturned truck, and prepare for a multi-screen battle!
*******************************************************************************
THREE-SCREEN BATTLE!!!
Condition: All enemies defeated (100%)
NUMBER OF BARRICADES: 3
Again, listen to Beth, but this time.....whenever the boss goes, YOU GO! Try
to deplete the life bar using an M-60. When he shoots, you better have the
boss's life bar down to 25%. If not, you're screwed. Deplete two life bars
so you can see a hell lotta enemies to the right. Sweep them all, and go to
the left screen. More clusters of enemies. Do the same. Then there are
enemies in front of you. Nail them, then there should be a lot more enemies
at every screen. Do the right, then left, save what's in front of you for
last, since they have bulletproof shields. Nail one, and they come attacking.
Once done, switch to the left screen. Try to deplete some of the boss's life
bar until he blows up a car in front of a trolley. Shoot the trolley until it
goes boom (nice 5,000-point boost, plus a thousand points if you happen to
get the cars around the unmanned trolley). If the trolley hits the truck,
you're screwed right at that point. Once the trolley is taken care of, the
boss will be in front of you. Again, deplete his life bar until...he throws
an SUV at you?! BLOW IT TO HELL (another 5,000-point boost)!!! Or ignore it,
if your center barrier is still intact. After that, deplete the boss's life
bar and the multi-screen battle is over. Phew. Take a breather until we can
bring this guy to hell.
DIAGRAM FOR THE TROLLEY PART
KEY:
trolley as (a) shootable car in 1,2,3,4,5
top view unshootable car as U
a
U |
|
1 |
|
| 2
| 3
4 |
|
|
__|__
5 \|/
you
Explode the trolley above the line, then go for #5, if you want the high score.
If you happen to fail this, slap yourself on your forehead. Why? Because the
Terror Bites in Stage 3-3 become more aggressive and much harder!!! (Thanks,
GR)
EDIT: D'OH! Wrong spot. Should have read the boards more. Thanks, GR, for
catching this. (This is previously placed in the last multi-screen battle of
the game, which would be Stage 3-2)
GR is nice enough to make this quick guide:
M->R->L->M->R->M->L->R->M->R->L->M "Check your left"->L (shoot trolley)->M->
shoot car->shoot boss until two life bars left.
*******************************************************************************
WAIT-Evidence collected at the overturned semi. Time for Marcus to die.
ACTION!-No M-60 this time. Use your handgun or MG (depending if you play solo
mode, or link mode) and deplete his final two life bars until he is dead. NOW
you can take a breather.
Score Sheet appears
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Some investigating at the intersection. Marcus is from the US Army?! So does
everyone else?! We're fighting against our own men?! Robby Gordon wins the
Nextel Cup Championship?! Royals win the World Series?! We need to get to the
bottom of this.
===============================================================================
E. Stage 2-1, The cave...dark...scary...Civil War all over again...
WAIT-I don't need a cutscene explanation about this. Welcome to Yellowstone
National Park in Wyoming (need confirmation on this). You go into the cave
as the only way in, and...
ACTION!-Crap, enemies in the cave. Nail each and every one of them. Advance
forward, nailing every enemy in sight. Bunch of whites, some reds, a few
yellows, with a black guy if you play as Giorigo, and the HTRA guys. Doable.
WAIT-You take a left into the dark cave...creppy...especially with a bunch of
traitors waiting to achieve their evil plans.
ACTION!-Use the flashlight (hmm...good collaboration test...) of death to find
enemies. Since you have a limited flashlight diameter, use the good ol' "see
the ball, hit the ball" trick. There should be at least 3 yellows in there.
About a minute into this dark battle...TERROR BITES!!!! Switch to the MG and
nail them. The dark setting will make things a bit tougher, but they're close
to you, so you can nail them. After the Terror Bite ordeal, you're clear. Oh,
and make sure you kill the yellow guy and a couple of SMG guys.
WAIT-You turn left, and there's some light. Clear way. *Giorgio and Evan
falls into collasping sand* Or not. Rush will help you up! *enemies appear*
Or not. Well, easy way up. *Terror Bites appear* Or not. Get your MG ready.
*******************************************************************************
THREE-SCREEN BATTLE!!!
Condition: Pull yourself up (30 meters) within 40 seconds
NUMBER OF BARRIERS: none
Terror Bites. Again. This time, in a three-screen battle. Step on the pedal
and nail the Terror Bites on every screen you see. Note that it is possible to
shoot your partner's Terror Bites, so I would jack them for points. Once you
reach 30 meters, stage 2-1 is a done deal. Oh, and don't let the Terror Bites
cling to you, since you only drop faster.
*******************************************************************************
Rush will help the loser up (if you're playing linked mode), or the CPU up (if
you're playing solo mode).
Score Sheet appears
They're out of the cave, you should assume that already.
===============================================================================
F. Stage 2-2, The forest shootout
WAIT-Out of the cave...and into more trouble.
ACTION!-Four enemies will pop out of the first screen. Then there are more
enemies, one of them is yellow. Then you charge forward with enemies to the
right. Nail every one you see. Then there are more to the left. Do the same.
More ahead, four of them at least. Nail them. Then hear Rush yell "CHARGE!!!"
7 more will come out. Nail them. You should see RPG rockets from the left.
Nail two RPG guys and a few gunners, then there are four more, one of whom is
yellow. Put a bullet or three to their bodies to advance.
WAIT-"A jeep is coming."
ACTION!-Blow up the jeeps, then you will see our old friend: the HTRA guy. If
you play solo mode, the HTRA guy will shoot at you, so wait for a while.
Unless you're one of them Zeroforce guys. If playing linked, two of these guys
show up. When they reload, or when they are about to MG-whip you, get your MG
or shotgun ready and nail them. Two axe-toting guys will come to the right.
Nail them to advance.
WAIT-High speed enemies? Is that what Beth said? Oh, no wonder....
ACTION!-TERROR BITES. Mosquito version. So get your shotgun ready.
Exterminate them. After a while, some enemies will come attacking, one with a
MG. Nail them to advance.
WAIT-"Beth, what's the situation?" "The research facility is isolated, so
there is no way to checking its status." "INCOMING!!!"
ACTION!-Jeep with a few baddies doing a drive-by. Try to nail them, and you
can explode the jeep if you have good aim. If not, wait out until you are at
a tree log. Rush will jump over the log...and gets hanged upside-down from
a trap! He will swing around, and there is no way to cut the rope. Since he
swings, he will pose some interference to you, so try not to shoot him. There
are 4 whiteys, one yellow, a red guy, and a few more enemies to the left. Nail
them. "Terror Bites!" Crap, armadillo Terror Bites. I just found this out on
my second playthrough: Use the machine gun against the armadillos! Rush will
fall, and three more enemies will come attacking. Nail them and you will
advance.
WAIT-Roadblock!!!!
ACTION!-Fight the blockade, nailing every enemy in sight, and exploding jeeps.
DON'T USE A GRENADE IN HERE!!! All of them should be white, with an axe-toting
reddie. Blow up every jeep in there, trying to get the gunner first. The last
one will be flipped by a geyser, and will land in front of you, so hide. After
that, stage 2-2 is a done deal.
Score Sheet appears.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Our buddies will enter the lab, only to stumble to the second boss going by the
name of Jack Mathers. He uses a double-barreled minigun and will blow you to
hell. Also, he holds the key to the Terror Bites. Well, let's shoot him!
===============================================================================
G. Stage 2-3, the home of Terror Bites...and a great no-holds-barred fight
WAIT-Prepare yourself for what's coming.
ACTION!-See the boss attacking you with a Terror Bite, which looks like a
preying mantis. Shoot the Terror Bite, but shoot her offspring (three of them)
also, since they also pose a threat. Four more of them will pop up, and
then shoot the boss until his life bar depletes to 3.
WAIT-Change of position.
ACTION!-Shoot the boss. Rush will come attacking the boss. "You! You're a
disgrace to your country!!!" Oh boy, a fight!!! If you deplete his life bar
to the orange area, and you want the high score, don't be like me and hide when
you cannot see green anymore. That's a major league passup, and you will
finish 11th or lower in the standings. Yep, I'm a ****ing idiot. Anyway, keep
shooting the boss. "You took an oath of loyalty to your country!" "That oath
meant nothing." KICK HIS ASS!!! "Uh-oh, looks like you're down for the
count." "No way, I'm just getting started." Boss goes for the bodyslam!
Couple more enemies will show up after you deplete his life bar. Nail them.
WAIT-Change of position.
ACTION!-"What are you going to do with those Terror Bites?" "We're going to
destroy this country!" Don't take that lightly, nail him! Rush will run into
a laiart!! (Or clothesline, if you prefer) Try to shoot the boss and shoot 3
enemies on the right. One's yellow. The boss will throw a cargo box at Rush
and he will throw you one as well. He will shoot at you while chucking
grenades at you. Shoot the grenades, and deplete his life bar.
WAIT-Change of position.
ACTION!-"WAKE UP! *boss goes into electric wall* You really think you get away
with this?" "His orders are absolute." Jackass....nail him! Boss throws Rush
a shoulder back toss to the electric wall! The boss will come punching you,
hide when he throws the punch. Rush will attack from behind. Boss throws Rush
an FU! (I meant the wrestling move from John Cena, not FU as in **** you.) The
boss will be armed again, try to avoid his crisis sightings. Rush will attack
the boss, trying to give you a clear shot. Take it, and we can finally bring
that bastard down.
And Rush throws an uppercut!!! Rush wins by way of knockout!!!
Score Sheet appears
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jack is down, but tells us that we're too late. Then he presses a button to
release the Terror Bites. Okay, like they're not attacking us. What--the base
in Colorado is attacked?! Well, let's go!
===============================================================================
H. Stage 3-1, Chopper Attack, revisited
Heading down to Colorado now, shoot myself a time--Time to kick some major
ass now, we are starting this stage in style!
WAIT-I meant in a chopper with a mounted M-60!!!
ACTION!-Anti-air vehicle parade!!! Nail them, there should be five of them.
WAIT-Rush will abandon the chopper in favor of helping the National Gaurd
troops.
ACTION!-Three choppers will attack you, and you go to the underground silo.
Look for missles, they can deplete a life box without you knowing it. There's
two anti-air vehicles, and three choppers in the silo. Rush needs help, but
two anti-air vehicles will attack you. Explode them, then couple more are
attacking Rush. Three of them to be percise. After that, two choppers will
attack you. Make them go boom, and a third one will come attacking. Explode
it and you will see the UCAVs (don't they look like B-5s to you?) will take
off. If you want to go for the high score, try to bring down a few of them,
since A. you can't get them all, and B. it is part of the endgame. If you
nail one, you get a nice 10,000-point boost. It is possible to get up to 5
UCAVs in three waves.
DIAGRAM FOR UCAVs
Wave 1
1
2 3
4 5 6
Recommended: 1 and 4
Wave 2
Too quick
Wave 3
1
2 3
4 5 6
Recommended: Again, 1 and 4
WAIT-Hey look, it's our old friend! Hello, Wild Dog, time to die....yet again.
ACTION!-Crap, he throws a grapple hook to our chopper, and he wants to bring it
down! For some odd reason, YOU CAN'T SHOOT THE ROPE! I thought of it, and
tried, it won't work. Anyway, try to deplete his life bar to end this area.
And to think the return of Wild Dog doesn't suck, since he is trying to bring
the chopper down, expect some interference in the form of the jerky screen.
Chopper barely escapes from the exploding tower!
Score Sheet appears.
Chopper crashes, but our VSSE buddies escape, and go to the underground silo.
===============================================================================
I. Stage 3-2, the fight against Wild Dog...yet again
WAIT-Wild Dog...JUST DIE!!!!!!
ACTION!-Shoot Wild Dog like you never shoot him before! He is more of a pain
in the ass than TC II or 3 (with Wild Fang in 3, but he didn't make an
appearance, thankfully). More enemies will come attacking. Five of them, then
there are three more. Plenty of whites, yellows, and a few reds. Nail them,
then see Wild Dog playing dirty. Hide when the explosion occurs, then attack
Wild Dog. After the life bar's depleted, take a breather.
WAIT-You move forward, but...
ACTION!-Three enemies will attack you from above. Then two more will appear
after you defeat them. Nail them, then you should see Wild Dog attack you with
RPG rockets. You head upstairs, only to find three enemies attack you, two of
whom carries a bulletproof shield. After you defeat one of them, a red guy
will attack you. After you defeat the second bulletproof shield guy, Wild Dog
will attack. Deplete his life bar to advance.
WAIT-Change of position.
ACTION!-Deplete some of Wild Dog's life bar and defeat some enemies until you
see two missles attack you. If you're a rookie, hide. If you are a semi-
professional at least, and you want the high score, whip out the grenade and
nail the missles, but be careful, since the missles move fast. Three more
enemies will attack from the left. Nail them, then you should see about four
more enemies attack, two of them are axe-toting, enemies. Nail them to
advance.
WAIT-No more enemies. Then Wild Dog throws a RPG rocket up top to bring down
some metal! "Make yourselves comfortable." TRAP!!! Get ready for a...
*******************************************************************************
THREE-SCREEN BATTLE!!!
Condition: All enemies defeated (100%)
NUMBER OF BARRICADES: 3
Last one of the game. Be careful about those walls. If they manage to
penetrate the barrier, you will get a shock to your system. Use a shotgun for
this, and every time you explode one, the wall will go back. Since Beth can't
help you on this, look for the arrows. If you see a red arrow with the
"CAUTION" graphic across, switch to that screen and make it go back. Three of
them+your shotgun=a good way to close these multi-screen battles. Amount of
shotgun ammo pending. If it is less, use the machine gun (amount of ammo
pending also) or the pistol.
Or you can be like me and shoot grenades at these things, but you only have
limited ammo on 'nades.
*******************************************************************************
WAIT-You go to the elevator, but.....
ACTION!-What? Wild Dog has a tractor beam? Oh crap....This is the part when
you need your eyes the most. Wild Dog will use the objects around him as
weapons. So, what does this mean? If the object is red, it's a crisis
sighting, and if it is a crisis sighting, then HIDE!!!!! Watch out for these
things. With three life bars left, he will throw boxes. If you deplete it to
two, more boxes, and around halfway through, he will throw it around. Deplete
it to one, and more objects, including some iron bars and a barrel. If you
deplete his life bar to half, he will drop, so shoot him. Watch out for crisis
sightings. After you deplete his life bar to 0...
Wild Dog accidently activates his tractor beam, and every single object is
crashing towards him!!!! Rest in peace, you bastard.
Score Sheet appears.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!!CUTSCENE-SPOILERS!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Phew, Wild Dog is dead.....or not. He brings up his self-destruct detonator
and, yes, blows himself up. Do you think Namco/Bandai has more plans for Wild
Dog? You bet.
===============================================================================
J. Stage 3-3, the fight to save the nation against traitors
NOTE: If you fail the Stage 1-3 3-screen battle, the Terror Bites in this
stage becomes a huge pain in the ass. Unless you want a challenge, it is very
important to complete that very 3-screen battle.
WAIT-Boss throws a birrage of Terror Bites at you.
ACTION!-Terror Bites. Bettles. Take your MG out and nail them, then see the
boss attack you. Deplete his life bar and you should see more Terror Bites
attack you. MG them to advance. Three clusters, then more enemies.
WAIT-Change of position.
ACTION!-About four enemies will attack you, and you can't get the enemies on
the background. You can't, I tried. One's a Terror Bite. The Preying Mantis
one, so shoot her then shoot her offspring. Actually, there's two or three
enemies and two Terror Bites in this. After you nail them, the boss will
attack you. Deplete his life bar, then you will see the Terror Bite attack
you. Exterminate her and her offspring.
WAIT-Mosquito Terror Bites...
ACTION!-Whip out your shotgun against these baddies. Two clusters later, the
boss will attack you, with the Terror Bites in hand. Nail the boss and the
Terror Bites. After that, deplete the boss's life bar to advance.
WAIT-Change of position, and the barrage of Terror Bites begin...again.
ACTION!-First the bettles. You can ignore it, but I would nail them for
points. The boss will come attacking, but there are now preying mantis Terror
Bite attacking you. Deplete her life bar and nail her offspring. Nail the
boss's life bar, and once you do that, an armadillo Terror Bite will attack
you. Whip out your MG and kill it.
WAIT-Going upstairs *staricase explodes*...or not. "The UCAVs are ready to
attack..." Oh no....Oh YES!!! The National Gaurd creates a human staircase!!!
You climb up the man-made staircase (literartely) and...
*******************************************************************************
THE FINAL BATTLE, the beginning of the end.
*******************************************************************************
ACTION!-Time for the boss to die. Don't whip out your grenade just yet, the
boss still have four life bars left, and he will not use crisis sightings just
yet. Instead, stick to your pistol and deplete his life bar. Just watch out
for the radar guns that will pose a threat to you. Once done, he should have
three life bars left, and that's the point to look for any crisis sightings.
At that point, use the 'nade to nail the radar guns. It won't destroy them
completely if you aim for them, the blast radius will nail the boss and the
other radar gun. When you bring the boss's life bar down to two, use another
grenade to disintergrate the radar gun and bring the boss's life bar to one.
Nail him with whatever you have (I recommend machine gun). Once done...
Gregory Barrows is dead!!!!! YOU HAVE JUST BEATEN TIME CRISIS 4!!!!!!!
Score Sheet appears
Okay, NOW I join the "no-ending-spoiler" club. If you want to know what
happens at the end, play the game!!!!
Final Score Screen appears, then, if you made the top 20, the game will ask you
to enter your initials.
MY HIGH SCORE: roughly 2.5 million on linked mode, 0 on solo mode (yet to play
that mode) as of 9/03/2006. Yes, my memory's dim.
Credits given to Steele and Lakin Stewart for refreshing my memory.
Credits given to Tim Chan for providing the combo guides.
Credits given to wei135 for adding more stuff for this walkthrough.
-------------------------------------------------------------------------------
V. EXTRA STUFF, more bang for this FAQ
-------------------------------------------------------------------------------
A. FAQs, questions asked by complete idiots
Scoring FAQs
Q: I finished TC4, WHY CAN’T I PLACE MY NAME ON THE SCOREBOARD?
A: Only the top 20 highscore will be asked to place their name on the
scoreboard. If you didn’t make it, it is because you failed to squeeze
every point out of TC4 (This is where I come in handy). Also, like I said
before, only the top 10 highscore will be saved. The rest get erased in
the following morning. This means theoretically, If you went to play TC4
early in the morning, chances are that you will end up at 11th position.
(For me, that’s a little different, somehow I beat my personal record every
time I played it. Usually end up in top 10, hehe).
Q: My highscore is greater than the #1 highscore, why can’t I still place my
name on the scoreboard. Is this a bug?
A: Ok, it's a bug, but not in TC4. YOU ARE the bug. Like I said before,
LINKED PLAY SCOREBOARD IS DIFFERENT THAN SOLO PLAY SCOREBOARD. If you get
like 7M on linked played mode, BIG DEAL. I know the top score in SOLO is
probably around 6.5M but hey, 7M in linked played mode is pretty ****ty.
I got about 8.6M, and I am sure some people out there got 9M or even 10M in
linked played, and 6M-6.5M for solo play, (also, I have been reported that
there is a 7M in solo play, but I’ve never seen it). The normal range to
be in the top ten for linked play is around 8M-9M. So yeh. Please check if
the SCOREBOARD relates to LINKED PLAY or SOLO PLAY.
===============================================================================
B. E-mail Info, stuff regarding about e-mailing me
You can contribute by e-mailing me under this address:
[email protected]
STUFF I NEED
Alternative strategies
Alternative tips
STUFF I DON'T NEED
Viruses
Spam
Flaming e-mail
Hate mail
Stuff already mentioned in this FAQ
If you send me an e-mail under STUFF I DON'T NEED, it WILL be deleted.
===============================================================================
C. DID YOU KNOW, March of the Penguins suck? Of course, it does!
Did you know...
1. The hand-guns in 1P side and 2P side ARE different? By that I meant, the 1P
side maybe using a hollow point bullet, causing a splash impact on the
enemy, and 2P side is using a full metal jacket bullet.
Next time when you play TC4 be sure to notice the sound effect of 1P side
(-Bang, Bang) and 2P side (-Pop, Pop), and also you can see the splash
impact animation upon hit on the 1P side in contrast to the 2P side where
the splash radius is smaller than the 1P. However, I don't think that would
effect the gameplay anyway. :)
2. Area 1-2. AKA the helicopter stage. 1P uses a submachine gun, whereas 2P
uses a cannon gun. Submachine gun will produce 20hits to kill a car,
whereas cannon gun produce 9hits to kill a car. Also, due to the speed of
the cannon gun, it is harder to control because of the delayed impact effect.
However, in Area 3-1, 1P uses the cannon gun whereas 2P uses the submachine
gun. So what does that mean? It means initally 1P will yield a higher
score in the BEGINNING where as 2P will finally catch up in Area 3-1
(theoretically).
3. Not sure how many people know this, but there IS A DIFFERENT SCOREBOARD
between Solo and Linked-Play. Even if you played linked-play mode in a
single player environment. IT WILL only count in the link-played scoreboard.
I'm not even surprised if you finished the game with one credit and still
didn't make it to the scoreboard because of this. Generally, ppl who make
it to the scoreboard should have the total score around 7M. If you played
linked play mode sololy, you are at the disadvantage. If you wanna show off
your scores and make it to the scoreboard, I suggest SOLO mode.
4. SOLO SCOREBOARD–Let me stress this. ONLY THE TOP TEN HIGHSCORE WILL BE
SAVED. If you make it to the 11th or whatever, it will be erased on the
next day. Don’t you expect to be there tomorrow morning to be shown to your
new girlfriend, I can assure you if you hit 11th or lower. IT WON'T BE
THERE. Not sure about linked play scoreboard, but I’m expecting to be the
same.
5. Difference between linked-play and solo is as follows:
1. Linked play has higher health bar. i.e. The bosses, tanks, helicopters,
HTRA, AREA 3-2 3SB as well. Anything enemies with health bar attached
at the top.
2. Spawn location for enemies are slightly different at some areas.
6. OK, here’s the stuff that most people probably don’t know. In linked play,
where you plays with your friend, lets say you unfortunately died at some
stage, did you know that the enemy’s health bar will still be twice as much
in your friend's point of view, if you didn’t select NO for continue?
Please save your friend the trouble, shoot NO. Not many people know this,
which caused the other partner having a hard time trying to kill a
helicopter for example.
7. The amount of combos you dealt will increase the combo bar on the upper left
part of the screen. This that the higher number of combos you get, the
longer the prolong time for the next bullet to be placed and still would be
defined as part of the combos. The maximum prolong time is about 1 sec., so
I’ve heard.
CREDITS GIVEN TO TIM FOR THIS EXPERT ADVICE
===============================================================================
D. CREDITS, list of people who contributed
-Don Chan for clarifing the character description
-wei135 for tips and additions to the FAQ
-Z.F. for letting me use his high-score guide
-Steele for getting me the walkthrough of the whole prologue section and parts
of the first area of the first stage.
-Lakin Stewart for giving information regarding Time Crisis 4 and YouTube
-GR, Leonard Devin, and MKim for giving me information about TC1
-GR for clarifying the enemies section, and providing a mini-guide in the third
three-screen battle
-MKim for giving deatiled information about TC3, and for letting me use his
scoring guide
-Tim Chan, for providing expert advice
-GameFAQs.com for letting me use their site as a home for my FAQ/walkthrough
-Guys and gals at the GameFAQs Time Crisis 4 forum, especially HZH, for
catching that all advice are based on experienced medium difficulty level
-Namco/Bandai of Japan for creating Time Crisis 4 and prior Time Crisis games
-Me, for making this guide.
###############################################################################
E. FINAL WORDS
###############################################################################
Again, this document is Copyright 2006 by Tommy To, All Rights Reserved.
No one should have this guide without written permission.
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
END OF DOCUMENT