Boss title screen Finish every Crisis missions with a "Gold" rank to access a new screen
featuring all the Bosses.
Crisis missions Finish the Rescue Mission, and the Crisis
Missions will be avaiable at the main menu.
Rescue mission Finish the game to access the bonus
rescue mission.
Max Life Increase andFree Credit in arcade mode Finish the story mode in Arcade. The Life Point
quantity can now be raised to a maximum value of 9, and Credits are free.
Alicia Winston title screen Finish the Rescue Mission, and the Time
Crisis 3 title screen will dispaly Alicia.
Infinite handgun ammunition Finish the story mode in Arcade using just the
Handgun. This will have Infinite Handgun Ammunition in the Arcade Menu "Bonus
Options" screen available.
You can obtain the infinite shot bonus if you take your machine gun
and shoot everyone with no misses.
Infinite sub-weapon ammunition Finish the arcade story mode in less than 30
minutes. The "Infinite Sub-Weapon Ammo" bonus option will now be available. It
will allow you to use the special weapons always, without any set limit.
Trial stages Finish a stage in arcade mode to access the
matching trial mode stage.
Extra continues Intentionally fail while playing and you will
in time access more continues per game. In time you will get unlimited
continues. Note: This
can be done in both arcade and rescue modes.
Mirror Mode Play through the story mode in Arcade without a
continuation
to access Mirror Mode in Arcade. Now play through the Rescue Mission
story mode without continuing to access Mirror Mode in the Rescue
Mission.
Hints & Tips
Special Weapon selection and limit You change weapons by simply hiding and pressing the trigger
a certain number of times, depending on the weapon you want to
use. Here is the order of weapon selection if you start
with the handgun selected:
Note: There are limits to the
Special Weapon ammo, and extra special ammo is needed in specific increments for
each weapon, as shown.
Machine Gun: Ammo Pack; 15 per increment, limit 200
Shotgun: Ammo Pack; 5 per increment, limit 50
Grenade Launcher: Ammo Pack; 1 per increment, limit 5
Note: The Grenade Launcher is the slowest gun, followed by the Shotgun.
Every special weapon does not have to be
reloaded.
No-Miss streaks scoring Each time you get 10 No-Miss Shots as part of your streak, your score will
raise by 500. For example, a 20-Streak is 1,000, 30-Streak is 1,500, etc.
One shot kill for jumping ninjas To kill the ninjas easier, use your shot gun and shoot
as they are about to hit you. If your timing is right, it will
kill them in one shot.
Extra points In order to receive extra points, you have to
locate objects
that explode if you shoot them. In the first level, there are
a few bonuses. When you reach the tower, shoot it with the grenade
launcher. It should fall in a few seconds. When you are facing
the stone bridge, shoot at the barrel in the bottom right corner.
It should then blow up the bridge. When you are in the ship, after
the first fight in the fuel room, shoot at the tank you are facing
and it will
blow up. Also, any jeeps you shoot will also get you more points.
In Stage 1, Area 1, you will see three enemies one with a rocket
launcher, one with a machine gun, and one with a pistol. You will
also see three fuel canisters. Take out your grenade launcher
and shoot the fuel canisters. You will receive 15,000 points.
Beating Wild Dog and
Wild Fang They both possess special abilities. Fang can
execute a kung-fu
kicks and flying kicks. He can even kick ten foot bars, monster
truck tires, and a tractor. He is also the sneakiest.
Dog's aiming is good. He shoots out rockets, has a gattling gun,
and can be a flamethrower. His life is better than Wild Fang
and is harder because he does not have to get up close
to kill you.
Beginner character selection It is suggested that beginners play as Alan,
as Wesley has a tougher path to get used to. The experienced Time
Crisis players who have not used Wesley should also be aware
that it is more challenging than Alan's route.
Collecting Ammo Packs The ammo Packs for the Special Weapons are
carried by the yellow troops. Be sure to shoot them fast and as many times as
you can.
Rescue mission Simply press Action (L1 or
R1) to go
to your aiming mode with a sniper. When the screen becomes red
or beeps, release to dodge a incoming hit. Note:
A few enemies hide behind trees and hostages.
Health status When an enemy's life bar is red, it means that it is
a vehicle, and once it run's out it will not come back. Blue means
that the enemy still has a few rounds of beating to do. Green
means that this is their last confrontation with you.
Enemy difficulties
Green infantry: These are the lowest levels who have no skill, except for
a few lucky shots sometimes. However, a group
of them may prove a bit troublesome with the matching increase
in hit chances.
Blue Special infantry: The ones with flamethrowers can be
hard
and they have life bars. Get in the way of the flame, and you
will lose a life. The ones with rocket launchers are a one hit
kill, but are as menacing as they get. They do not have 100%
accuracy or life bars. Axe throwing and grenade types are fast
and sometimes too close to dodge. They may sometimes blend into
the background, looking like the wall or other infantries. However,
they can be killed in just one shot and you do not always have to dodge.
Even though they always hit you if you do nothing, shooting the
object they throw is another answer.
Clawman and Nightmares: They pop out of nowhere and will
not
miss. They also have life bars and can do triple backflips. Take
cover when you haoppen to see one.
Red infantry: They almost never miss, even on dive shots and rush
attacks. However, they only need one shot to kill.
Orange infantry: They have health meters, which is a bit
irritating, but they barely hit you. Make sure to duck
the closer they are, the more fatal they are.
Yellow Supply Troops: One hit kill, and weak.
Shoot them as much as possible. They drop more weapons that way. Watch out, they
aim better than the green infantry types.