1 Time Crisis 3 Thu May 26, 2011 6:00 pm
Nick
Administrator
Max Life Increase andFree Credit in arcade
mode:
Successfully complete the story mode in Arcade. The
Life Point quantity can now be increased to a maximum value of
9, and Credits are free (set to Free Play).
Alicia Winston title screen:
Successfully complete the Rescue Mission, and the Time
Crisis 3 title screen will show Alicia.
Boss title screen:
Complete all Crisis missions with a "Gold"
rank to unlock a new screen featuring all the Bosses.
Crisis missions:
Successfully complete the Rescue Mission, and the Crisis
Missions will be unlocked at the main menu.
Rescue mission:
Successfully complete the game to unlock the bonus
rescue mission.
Trial stages:
Successfully complete a stage in arcade mode to unlock
the corresponding trial mode stage.
Extra continues:
Intentionally fail during game play and you will eventually
unlock more continues per game. Eventually, 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 continuing
to unlock Mirror Mode in Arcade. Play through the Rescue Mission
story mode without continuing to unlock Mirror Mode in the Rescue
Mission.
Infinite handgun ammunition:
Complete the story mode in Arcade using only the Handgun
throughout. This will unlock Infinite Handgun Ammunition in the
Arcade Menu "Bonus Options" screen. You can get the infinite shot bonus if you take your machine gun
and shoot everyone (works best with Bosses) without missing.
Infinite sub-weapon ammunition:
Complete the arcade story mode in under 30 minutes.
The "Infinite Sub-Weapon Ammo" bonus option will now
be unlocked. It allows you to use the special weapons (machine
gun, shotgun and grenade launcher) infinitely, without any set
limit.
Hint: Beginner character selection:
It is recommended that beginners play through as Alan,
as Wesley has a tougher path to get used to. Experienced Time
Crisis players who have not used Wesley should also be aware
that it is generally more challenging than Alan's route.
Hint: Collecting Ammo Packs:
Ammo Packs for the Special Weapons are carried by the
yellow troops. Be sure to shoot them quickly and as many times
as possible.
Hint: Rescue mission:
Press Action (L1 or R1) to go
to your aiming mode with the sniper. When the screen turns red
or beeps, release to dodge an incoming hit. Note: Some enemies
hide behind trees and hostages.
Hint: Special Weapon selection and limit:
You change weapons by hiding and pressing the trigger
a certain number of times, depending on the weapon you wish to
use. The following is the order of weapon selection if you start
with the handgun selected:
Pull trigger once: Machine Gun
Pull trigger twice: Shotgun
Pull trigger three times: Grenade
Note: There are also limits to the Special Weapon ammo, and additional
special ammo is acquired in specific increments for each weapon,
as below:
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 firing gun (and as such
requires precise aim for moving targets), followed by the Shotgun
(due to its pump time). All special weapons do not have to be
reloaded.
Hint: No-Miss streaks scoring:
Every time you get 10 No-Miss Shots as part of your
streak, your score will increase by 500. For example, a 20-Streak
is 1,000, 30-Streak is 1,500, etc.
Hint: Extra points:
In order to get extra points, you have to find objects
that explode if you shoot them. In the first level, there are
a few bonuses. When you get to 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 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
(or the one in the background if you are player one) and it should
blow up. Also, any jeeps you shoot will also result in 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 get 15,000 points.
Hint: Defeating Wild Dog and Wild Fang:
They both have special abilities. Fang can do kung-fu
kicks and flying kicks. He can even kick ten foot bars, monster
truck tires, and a tractor. He is also the sneakiest of the two.
Dog's aiming is great. He shoots out rockets, has a gattling gun,
and can be a flamethrower. His life is greater than Wild Fang
and is more difficult because he does not have to get up close
to kill you.
Hint: Health status:
When an enemy's life bar is red, it means that it is
a vehicle, and once it depletes it will not return. Blue indicates
that the enemy still has some more rounds of beating to do. Green
indicates that this is their final confrontation with you.
Hint: One shot kill for jumping ninjas:
To easily kill the ninjas, use your shot gun and shoot
as they are about to hit you. If your timing is correct, it will
kill them in one shot.
Hint: Enemy difficulties:
Green infantry: These are the lowest levels who have no skill
at all, except for some lucky shots sometimes. Yowever, a group
of them may prove a bit annoying with the corresponding increase
in hit chances.
Red infantry: They almost never miss, even on dive shots and rush
attacks. However, they only require one shot to kill.
Orange infantry: They have health meters, which is quite a bit
irritating, but they barely hit you. Make sure to duck sometimes;
the closer they are, the more fatal they get.
Yellow Supply Troops: One hit kill, and weak. Shoot them as much
as you can. They drop more weapons that way. Watch out, they aim
better than the green infantry types.
Blue Special infantry: The ones with flamethrowers can be trouble
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 intimidating as they get. They do not have 100%
accuracy or life bars. Axe throwing and grenade types are quick
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 one shot and you do not always have to duck.
Even though they always hit you if you do nothing, shooting the
object they throw is another solution.
Clawman and Nightmares: They pop out of nowhere and will never
miss. They also have life bars and can do triple backflips. Take
cover when you see one.
mode:
Successfully complete the story mode in Arcade. The
Life Point quantity can now be increased to a maximum value of
9, and Credits are free (set to Free Play).
Alicia Winston title screen:
Successfully complete the Rescue Mission, and the Time
Crisis 3 title screen will show Alicia.
Boss title screen:
Complete all Crisis missions with a "Gold"
rank to unlock a new screen featuring all the Bosses.
Crisis missions:
Successfully complete the Rescue Mission, and the Crisis
Missions will be unlocked at the main menu.
Rescue mission:
Successfully complete the game to unlock the bonus
rescue mission.
Trial stages:
Successfully complete a stage in arcade mode to unlock
the corresponding trial mode stage.
Extra continues:
Intentionally fail during game play and you will eventually
unlock more continues per game. Eventually, 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 continuing
to unlock Mirror Mode in Arcade. Play through the Rescue Mission
story mode without continuing to unlock Mirror Mode in the Rescue
Mission.
Infinite handgun ammunition:
Complete the story mode in Arcade using only the Handgun
throughout. This will unlock Infinite Handgun Ammunition in the
Arcade Menu "Bonus Options" screen. You can get the infinite shot bonus if you take your machine gun
and shoot everyone (works best with Bosses) without missing.
Infinite sub-weapon ammunition:
Complete the arcade story mode in under 30 minutes.
The "Infinite Sub-Weapon Ammo" bonus option will now
be unlocked. It allows you to use the special weapons (machine
gun, shotgun and grenade launcher) infinitely, without any set
limit.
Hint: Beginner character selection:
It is recommended that beginners play through as Alan,
as Wesley has a tougher path to get used to. Experienced Time
Crisis players who have not used Wesley should also be aware
that it is generally more challenging than Alan's route.
Hint: Collecting Ammo Packs:
Ammo Packs for the Special Weapons are carried by the
yellow troops. Be sure to shoot them quickly and as many times
as possible.
Hint: Rescue mission:
Press Action (L1 or R1) to go
to your aiming mode with the sniper. When the screen turns red
or beeps, release to dodge an incoming hit. Note: Some enemies
hide behind trees and hostages.
Hint: Special Weapon selection and limit:
You change weapons by hiding and pressing the trigger
a certain number of times, depending on the weapon you wish to
use. The following is the order of weapon selection if you start
with the handgun selected:
Pull trigger once: Machine Gun
Pull trigger twice: Shotgun
Pull trigger three times: Grenade
Note: There are also limits to the Special Weapon ammo, and additional
special ammo is acquired in specific increments for each weapon,
as below:
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 firing gun (and as such
requires precise aim for moving targets), followed by the Shotgun
(due to its pump time). All special weapons do not have to be
reloaded.
Hint: No-Miss streaks scoring:
Every time you get 10 No-Miss Shots as part of your
streak, your score will increase by 500. For example, a 20-Streak
is 1,000, 30-Streak is 1,500, etc.
Hint: Extra points:
In order to get extra points, you have to find objects
that explode if you shoot them. In the first level, there are
a few bonuses. When you get to 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 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
(or the one in the background if you are player one) and it should
blow up. Also, any jeeps you shoot will also result in 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 get 15,000 points.
Hint: Defeating Wild Dog and Wild Fang:
They both have special abilities. Fang can do kung-fu
kicks and flying kicks. He can even kick ten foot bars, monster
truck tires, and a tractor. He is also the sneakiest of the two.
Dog's aiming is great. He shoots out rockets, has a gattling gun,
and can be a flamethrower. His life is greater than Wild Fang
and is more difficult because he does not have to get up close
to kill you.
Hint: Health status:
When an enemy's life bar is red, it means that it is
a vehicle, and once it depletes it will not return. Blue indicates
that the enemy still has some more rounds of beating to do. Green
indicates that this is their final confrontation with you.
Hint: One shot kill for jumping ninjas:
To easily kill the ninjas, use your shot gun and shoot
as they are about to hit you. If your timing is correct, it will
kill them in one shot.
Hint: Enemy difficulties:
Green infantry: These are the lowest levels who have no skill
at all, except for some lucky shots sometimes. Yowever, a group
of them may prove a bit annoying with the corresponding increase
in hit chances.
Red infantry: They almost never miss, even on dive shots and rush
attacks. However, they only require one shot to kill.
Orange infantry: They have health meters, which is quite a bit
irritating, but they barely hit you. Make sure to duck sometimes;
the closer they are, the more fatal they get.
Yellow Supply Troops: One hit kill, and weak. Shoot them as much
as you can. They drop more weapons that way. Watch out, they aim
better than the green infantry types.
Blue Special infantry: The ones with flamethrowers can be trouble
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 intimidating as they get. They do not have 100%
accuracy or life bars. Axe throwing and grenade types are quick
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 one shot and you do not always have to duck.
Even though they always hit you if you do nothing, shooting the
object they throw is another solution.
Clawman and Nightmares: They pop out of nowhere and will never
miss. They also have life bars and can do triple backflips. Take
cover when you see one.