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This page is a collection of in-depth and technical information about Crisis Zone. It includes scoring notes and other gameplay mechanics explained in more detail.

Gameplay Features[]

Crisis Zone has the player use a machine gun, a customized Steyr Mannlicher TMP with a laser sight and a magazine capacity of 40 rounds per reload to take down enemy soldiers. In addition, players take cover behind a portable ballistic shield that is strapped to the character's left arm.

Unlike its predecessor Time Crisis II, this game allows the player to select between three zones to play in any order. Upon completion of all three of them, the player can then play the final zone to beat the game. In addition, all enemies have lifebars which denote the amount of endurance they have before they are killed and any enemy soldier killed does not allow chase shots regardless of shot placement. Finally, this game does not have no-miss bonus.

Players lose one life when they run out of time or hit by attacks that tint the screen red such as: enemy gunfire, explosives ordnance such as grenades or missiles, helicopter rotor blades, thrown objects, slashed by knives like those from "Special Enemy" soldiers.

There has also been improvements to the Crisis Shot system, where there is an audio prompt when a crisis shot is fired or a knife is thrown. However, thrown grenades and Edge's blades do not register any crisis sights.

Playstation 2 Features[]

The Playstation 2 version of the game had a lot of new stuff not present in the Arcade game.

"Crisis Mission"[]


A collection of challenges and missions. Unlike those in Time Crisis II which has higher point requirements for silver and gold medals, the requirement for silver and gold medals is by completing each zone once. Completing any zone on normal difficulty earns a silver medal while completing any zone on hard difficulty earns a gold medal. Getting at least 50% achievement unlocks "Double Gun" mode which in that mode, enemies take approximately 1.5 times damage.

S.T.F. Operatives[]

In "Crisis Mission", there is addition of S.T.F. operatives in certain zones that can be hit and cause a zone to be failed.

"Grassmarket District"[]

Unique to the Playstation 2 release of Crisis Zone, is the addition of the "Grassmarket District" scenario. It is the continuation of the story taking place six months after the "Garland Square" scenario. Unlike the "Garland Square" scenario, this scenario follows a linear path with no selection of zones.

"Special Mode"[]

A mode available in both "Garland Square" and "Grassmarket District" scenarios, it has a weapon switching system (similar to Time Crisis 3, with some changes) allowing the player to switch between a Steyr Mannlicher TMP machine gun, a Beretta 8045 Cougar handgun and a short barreled Remington 870 shotgun, depending on settings. Unlike Time Crisis 3, Time Crisis 4 and Time Crisis 5, which only the handgun has unlimited ammunition, all weapons now have unlimited ammunition in Crisis Zone. In addition, defeating a certain enemy in each zone allows the player to use extra weapons for two (one for Gatling gun) ACTION sequences.

Ammunition capacity of each special and extra weapons are as follows:

Special Weapon Ammo Capacities
Weapon Ammo Capacity
Handgun 8
Shotgun 6 (8 shots per shell)
Extra Weapon Ammo Locations And Capacities
Weapon Location Ammo Capacity
Flame thrower Drycreek Plaza 2.5 seconds
Missile launcher* Garland Park 4
Laser rifle Garland Technology Center 2.5 seconds
Gatling gun Grassmarket Street 60
Grenade launcher Belforte Hotel 1

*Has homing ability.

Scoring (Arcade Version)[]

Infantry Scoring[]

Infantry include the rank-and-file U.R.D.A. soldiers. They can be broadly divided into two groups, "Standard" infantry, and "Armored" infantry.

"Standard" infantry[]

"Standard" infantry in this context refers to enemies who go down in one hit. The scoring is as follows:

Scoring
First Shot Subsequent Shot "Kill" Shot Bonus
100 100 + (number of hits up to a maximum of 20 x 10)[1] 400

Hence, the minimum amount of points earned from killing a "Standard" infantry is worth 500 points and the maximum amount is 700 (100 + [20 x 10] + 400) points.

"Armored" infantry[]

In this context, "Armored" infantry refers to soldiers who require multiple hits to take down. The scoring for "Armored" blue fatigues soldiers, khaki fatigues soldiers, "Leader" class soldiers, "Sharpshooter" class soldiers and "Special Enemy" soldiers is the same as "Standard" infantry.

Gyro Helicopter[]

For shots on gyro helicopters, the scoring is as follows:

Scoring
Individual Shot "Destruction" Shot
50 1000

Boss Scoring[]

For shots on bosses, the scoring is as follows:

Infantry Fighting Vehicle[]

Infantry Fighting Vehicle
Lifebars
1*

*For each weapon. The weapons on the infantry fighting vehicle are a Minigun, two turret-mounted missile launchers, six hull-mounted machine guns with three on each side, two hull-mounted missile launchers which do not appear if players take too long to destroy the two turret-mounted missile launchers, one charging cannon and two hull-mounted Gatling cannons.

Infantry Fighting Vehicle
Weapon/Object Individual Shot "Destruction" Shot
Armor tile 50 200
Minigun 100 10100*
Turret-mounted missile launcher 150 20150*
Turret-mounted missile** 100 3000
Hull-mounted machine gun 30***/100 1100*
Hull-mounted missile launcher**** 300 40300*
Hull-mounted missile**** 100 3000
Turret gun mantlet 350*****/10 50010*
Hull-mounted Gatling cannon 200 30200*

*Registers as two hits.
**Only fired during the second ACTION sequence.
***Any hit on the metal covering.
****Only appears if players do not take too long to destroy the two turret-mounted missile launchers.
*****When the cannon is charging up before it fires a shot.

Large Attack Helicopter[]

Large Attack Helicopter
Lifebars
5
Large Attack Helicopter
Individual Shot "Stun" Shot* "Destruction" Shot
300 10000 30000

*Causes any missile or bomb on the screen to self-destruct.

Tiger / Edgey / Derrick Lynch[]

Tiger
Lifebars
2* + 2** + 5***

*During individual fight.
**Before formal introduction.
***During formal fight.

Edgey
Lifebars
1* + 2** + 6***

*During individual fight.
**Before formal introduction.
***During formal fight.

Derrick Lynch
Lifebars
9*

*Spreads over three ACTION sequences with the first four in the first ACTION sequence, two in the second ACTION sequence and the final three in the third ACTION sequence.

Tiger / Edgey / Derrick Lynch
Individual Shot "Stun" Shot "Kill" Shot
100 10000* 50000*

*Registers as two hits.

Enemy Equipment Scoring[]

This section includes scoring in relation to throwing objects or helicopter projectiles.

For shots on objects, the scoring is as follows:

Grenade[]

"Destruction" Shot
50

Missile, Bomb[]

"Destruction" Shot
3000

Security Camera[]

Individual Shot "Destruction" Shot
100 2000

Oil Barrel[]

Individual Shot "Destruction" Shot
100 40000

Blades[]

"Destruction" Shot
1500

Scoring (PlayStation 2 Version)[]

Infantry Scoring[]

Infantry include the rank-and-file U.R.D.A. soldiers. They can be broadly divided into two groups, "Standard" infantry, and "Armored" infantry.

"Standard" infantry[]

"Standard" infantry in this context refers to enemies who go down in one hit. The scoring for the light blue fatigues soldiers is as follows:

Scoring
First Shot Subsequent Shot "Kill" Shot Bonus
200*/150**/100*** 200*/150**/100*** + (number of hits x 10) 400

*For headshots.
**For torso shots.
***For arms/legs shots.

"Armored" infantry[]

In this context, "Armored" infantry refers to soldiers who require multiple hits to take down. The scoring for dark blue and jungle fatigues soldiers, and "Sharpshooter" class soldiers is the same as the light blue fatigues soldiers. For "Leader" class and "Special Enemy" soldiers, the scoring is as follows:

Scoring
First Shot Subsequent Shot "Kill" Shot Bonus
200*/150**/100*** 200*/150**/100*** + (number of hits x 10) 1000

*For headshots.
**For torso shots.
***For arms/legs shots.

For shots on "Paratroopers", the scoring is as follows:

Scoring
First Shot Subsequent Shot "Kill" Shot Bonus
400*/300**/200*** 400*/300**/200*** + (number of hits x 10) 2000

*For headshots.
**For torso shots.
***For arms/legs shots.

Gyro Helicopter[]

For shots on gyro helicopters, the scoring is as follows:

Scoring
First Shot Subsequent Shot "Destruction" Shot Bonus
200 200 + (number of hits x 10) 10000

Boss Scoring[]

For shots on bosses, the scoring is as follows:

Infantry Fighting Vehicle[]

Infantry Fighting Vehicle
Lifebars
1*

*For each weapon. The weapons on the infantry fighting vehicle are a Minigun, two turret-mounted missile launchers, six hull-mounted machine guns with three on each side, two hull-mounted missile launchers which share one lifebar and do not appear if players take too long to destroy the two turret-mounted missile launchers, one charging cannon and two hull-mounted Gatling cannons.

Infantry Fighting Vehicle
Weapon/Object Individual Shot "Destruction" Shot
Armor tile 50 250
Minigun 100 10100
Turret-mounted missile launcher 150 20150
Turret-mounted missile* 100 300**
Hull-mounted machine gun 100 1100
Hull-mounted missile launcher*** 100 20100
Hull-mounted missile*** N/A 100
Turret gun mantlet 10 50010
Hull-mounted Gatling cannon 100 30100

*Only fired during the second ACTION sequence.
**Registers as two hits.
***Only appears if players do not take too long to destroy the two turret-mounted missile launchers.

Large Attack Helicopter[]

Large Attack Helicopter
Lifebars
6
Large Attack Helicopter
Weapon Individual Shot "Stun" Shot* "Destruction" Shot
Helicopter 100 30100 30100

*Causes any missile or bomb on the screen to self-destruct.

Tiger / Edge / Derrick Lynch[]

Tiger
Lifebars
2* + 2** + 5***

*During individual fight.
**Before formal introduction.
***During formal fight.

Edge
Lifebars
1* + 3** + 8***

*During individual fight.
**Before formal introduction.
***During formal fight.

Derrick Lynch
Lifebars
9*

*Spreads over three ACTION sequences with the first four in the first ACTION sequence, two in the second ACTION sequence and the final three in the third ACTION sequence.

Tiger / Edge / Derrick Lynch
Individual Shot "Stun" Shot Bonus "Kill" Shot Bonus
200*/150**/100*** 10000 10000

*For headshots.
**For torso shots.
***For arms/legs shots.

A-0940[]

A-0940
Lifebars
1*

*For each weapon. The weapons on A-0940 are six machine guns with three on each side, six missile launchers with three on each side, four small laser irradiators, a large laser irradiator, four rear-mounted Gatling cannons and a laser cannon.

A-0940
Weapon Individual Shot "Destruction" Shot
Machine gun 100 1100
Missile launcher 100 2100
Large missile 100 200
Small missile N/A 300
Small laser irradiator* 200 2000
Large laser irradiator** 100 10000
Gatling cannon 100 1100
Main laser cannon 100 50100

*Destroying all four of them causes the large laser irradiator to stop attacking.
**Destroying it causes any small laser irradiators to self-destruct.

Jared Hunter[]

Jared Hunter
Lifebars
4*

*Spreads over three ACTION sequences with one each in the first and second ACTION sequences, and the final two in the third ACTION sequence.

Jared Hunter
Individual Shot "Stun" Shot Bonus "Kill" Shot Bonus
400*/300**/200*** 10000 10000

*For headshots.
**For torso shots.
***For arms/legs shots.

Armed Cruiser[]

Armed Cruiser
Lifebars
7*

*Spreads over five ACTION sequences with two each in the first and second ACTION sequences, and one each in the third, fourth and fifth ACTION sequences. The second lifebar cannot be depleted.

Armed Cruiser
Weapon Individual Shot "Destruction" Shot Bonus
Armed cruiser 100 N/A
Gatling cannon 100 20000
Sponson 100 10000

Enemy Equipment Scoring[]

This section includes scoring in relation to throwing objects or helicopter projectiles.

For shots on objects, the scoring is as follows:

Grenade, Helicopter Missile, Bomb[]

"Destruction" Shot
100

Security Camera[]

Individual Shot "Destruction" Shot
100 1100

Oil Barrel[]

Individual Shot "Destruction" Shot
100 10000

Blades[]

"Destruction" Shot
150

Armed Cruiser Missile[]

Individual Shot "Destruction" Shot Bonus
100 20000

Enemy Notes (Arcade Version)[]

"Standard" Blue Fatigues Soldiers[]

Number Of Shots Required To Kill One
Weapon Shots
Machine gun 1
Distribution
Zone Count
Drycreek Plaza 30
Standard sequences 22*
Boss fight 8
Garland Park 77
Standard sequences 61* + 6**
Boss fight 7 + 3**
Garland Technology Center 55
Standard sequences 36
Tiger boss fight 4
Edgey boss fight 7
Dual boss fight 1*** + 7****
Geyser 1 10
Total 172

*One of them use a shield and a Steyr Mannlicher TMP submachine gun.
**They operate helicopters.
***Before Tiger and Edgey introduced themselves.
****During the formal boss fight.

"Armored" Blue Fatigues Soldiers[]

Number Of Shots Required To Kill One
Weapon Shots
Machine gun 6
Distribution
Zone Count
Drycreek Plaza 50
Standard sequences 40*
Boss fight 10**
Garland Park 30
Standard sequences 28*
Boss fight 2
Garland Technology Center 39
Standard sequences 22***
Tiger boss fight 5
Edgey boss fight 6
Dual boss fight 4**** + 2*****
Geyser 1 2
Total 121

*Three of them use shields and Steyr Mannlicher TMP submachine guns.
**Two of them exit from the infantry fighting vehicle except on the easiest difficulty in which they do not appear.
***One of them use a shield and a Steyr Mannlicher TMP submachine gun.
****Before Tiger and Edgey introduced themselves.
*****During the formal boss fight.

Khaki Fatigues Soldiers[]

Number Of Shots Required To Kill One
Weapon Shots
Machine gun 15*/12**/10***

*For most of them.
**The one in Garland Park boss fight.
***The first one in Garland Technology Center.

Distribution
Zone Count
Drycreek Plaza 8
Garland Park 4
Standard sequences 3
Boss fight 1
Garland Technology Center 2
Total 14

"Leader" Class Soldiers[]

Number Of Shots Required To Kill One
Zone Shots
Drycreek Plaza 37*/35**
Garland Park 32***/37****/25*****
Garland Technology Center 29******/20*******/10********/40*********
Geyser 1 10

*All except the final one.
**The final one.
***The first one.
****The second one.
*****The remaining three.
******The first one.
*******The second and third ones.
********The fourth one.
*********The final one.

Distribution
Zone Count
Drycreek Plaza 3
Garland Park 5
Standard sequences 4
Boss fight 1
Garland Technology Center 5
Standard sequences 4
Edgey boss fight 1
Geyser 1 9
Total 22

"Sharpshooter" Class Soldiers[]

Number Of Shots Required To Kill One
Weapon Shots
Machine gun 6*/1**

*All except two.
**The final two in Garland Technology Center.

Distribution
Zone Count
Drycreek Plaza 7
Standard sequences 6
Boss fight 1
Garland Park 3
Garland Technology Center 4
Standard sequences 3
Dual boss fight 1
Total 14

"Special Enemy" Soldiers[]

Number Of Shots Required To Kill One
Weapon Shots
Machine gun 7
Distribution Of "Grenade Men"
Zone Count
Drycreek Plaza 1
Garland Park 4
Total 5
Distribution Of "Knife Men"
Zone Count
Drycreek Plaza 4
Garland Park 5
Garland Technology Center 1
Geyser 1 6
Total 16

Gyro Helicopters[]

Number Of Shots Required To Destroy One
Weapon Shots
Machine gun 16*/22**/25***

*For all yellow-green units except one.
**For the third yellow-green unit.
***For red units.

Distribution
Version Count
Yellow-green units 7
Standard sequences 6
Boss fight 1
Red units* 2
Total 9

*Only appear during boss fight.

Enemy Notes (PlayStation 2 Version)[]

Light Blue Fatigues Soldiers[]

Number Of Shots Required To Kill One
Weapon Shots
Machine gun 1*

*Also applies to double gun mode, and all special and extra weapons.

Distribution In Garland Square Scenario
Zone Count
Drycreek Plaza 23*/29**
Standard sequences 22*/28**
Boss fight 1
Garland Park 74*/74******
Standard sequences 58* + 6* ***/55**** + 9*** *****
Boss fight 7 + 3***
Garland Technology Center 46*/63*******
Standard sequences 31*/48*******
Tiger boss fight 4
Edge boss fight 2
Dual boss fight 2******** + 7*********
Geyser 1 15
Total 158*/181**********

*On normal route.
**On special route of which 11 of them are dealt by flamethrower.
***They operate helicopters.
****On special route of which six of them are dealt by missile launcher.
*****On special route of which seven of them are dealt by missile launcher.
******On special route of which six of them on foot and seven helicopter operators are dealt by missile launcher.
*******On special route of which 17 of them are dealt by laser rifle.
********Before Tiger and Edge introduced themselves.
*********During the formal boss fight.
**********On special route of which 34 of them on foot and seven helicopter operators are dealt by extra weapons.

Distribution In Grassmarket District Scenario
Zone Count
Grassmarket Street 65*/60**
Standard sequences 61*/56**
Boss fight 4
Belforte Hotel 67*/57****
Standard sequences 59* ***/49*** ****
Boss fight 8
Total 132*/117*****

*On normal route.
**On special route of which six of them are dealt by Gatling Gun.
***One has a probability of appearing in the third ACTION sequence.
****On special route of which two of them are dealt by grenade launcher.
*****On special route of which eight of them are dealt by extra weapons.

Dark Blue Fatigues Soldiers[]

Number Of Shots Required To Kill One
Weapon Shots
Machine gun 6/8*

*On double gun mode.

Distribution In Garland Square Scenario
Zone Count
Drycreek Plaza 79*/82**
Standard sequences 64*/67**
Boss fight 15
Garland Park 44***/45****
Standard sequences 43***/44****
Boss fight 1
Garland Technology Center 57*****/58******
Standard sequences 32*****/33******
Tiger boss fight 9
Edge boss fight 11
Dual boss fight 3******* + 2********
Geyser 1 4
Total 184*********/189**********

*On normal route of which five of them use shields.
**On special route of which four of them use shields and 10 of them are dealt by flamethrower.
***On normal route of which six of them use shields.
****On special route of which six of them use shields and nine of them are dealt by missile launcher.
*****On normal route of which two of them use shields.
******On special route of which three of them use shields and 14 of them are dealt by laser rifle.
*******Before Tiger and Edge introduced themselves.
********During the formal boss fight.
*********On normal route of which 13 of them use shields.
**********On special route of which 13 of them use shields and 33 of them are dealt by extra weapons.

Distribution In Grassmarket District Scenario
Zone Count
Grassmarket Street 76*/62**
Standard sequences 67*/53**
Boss fight 9
Belforte Hotel 64***/61*****
Standard sequences 60*** ****/57**** *****
Boss fight 4
Total 140******/123*******

*On normal route of which five of them use shields.
**On special route of which seven of them use shields and nine of them are dealt by Gatling Gun.
***On normal route of which four of them use shields.
****The maximum number of these soldiers appearing in the third ACTION sequence is four.
*****On special route of which five of them use shields and five of them are dealt by grenade launcher.
******On normal route of which nine of them use shields.
*******On special route of which 12 of them use shields and 14 of them are dealt by extra weapons.

Jungle Fatigues Soldiers[]

Number Of Shots Required To Kill One
Weapon Shots
Machine gun 16*(24***)/8**(12***)/17****/10*****

*All except those in Garland Technology Center and some of them in Belforte Hotel.
**Those in Garland Technology Center.
***On double gun mode.
****The first two in Belforte Hotel.
*****The first two in the Belforte Hotel boss fight.

Distribution In Garland Square Scenario
Zone Count
Drycreek Plaza 12*/15**
Garland Park 3
Garland Technology Center 4*/5***
Total 19*/23****

*On normal route.
**On special route of which three of them are dealt by flamethrower.
***On special route of which two of them are dealt by laser rifle.
****On special route of which five of them are dealt by extra weapons.

Distribution In Grassmarket District Scenario
Zone Count
Grassmarket Street 8*/8**
Standard sequences 7*/7**
Boss fight 1
Belforte Hotel 25*/27***
Standard sequences 22* ****/24*** ****
Boss fight 3
Total 33*/35*****

*On normal route.
**On special route of which three of them are dealt by Gatling Gun.
***On special route of which three of them are dealt by grenade launcher.
****The maximum number of these soldiers appearing in the third ACTION sequence is four.
*****On special route of which six of them are dealt by extra weapons.

"Leader" Class Soldiers[]

Number Of Machine Gun Shots Required To Kill One
Zone Shots
Drycreek Plaza 20*(30****)/34**(50****)/35***(51****)
Garland Park 20*****(30****)
Garland Technology Center 20******(30****)/27********(40****)
Geyser 1 16*********(24****)/12**********(18****)
Grassmarket Street 20******/17***********
Belforte Hotel 20***********/13************

*The first one.
**The second one.
****The final one.
****On double gun mode.
*****The fourth one has invulnerability until the stone structure in front of him completely falls off.
******All except one.
*******The one who first appears above the lift.
********The first three, the fifth and the sixth.
*********The fourth and the final three.
**********The one in A-0940 boss fight.
***********All except two.
************The two in Belfote Hotel boss fight.

Distribution In Garland Square Scenario
Zone Count
Drycreek Plaza 3
Garland Park 6
Garland Technology Center 15*/13**
Standard sequences 14*/12**
Edge boss fight 1
Geyser 1 9
Total 33*/31***

*On normal route.
**On special route of which three of them are dealt by laser rifle.
***On special route of which three of them are dealt by extra weapons.

Distribution In Grassmarket District Scenario
Zone Count
Grassmarket Street 12*/9**
Standard sequences 11*/8**
Boss fight 1
Belforte Hotel 9*/12***
Standard sequences 7* ****/10***
Boss fight 2
Total 21*/21*****

*On normal route.
**On special route of which one of them is dealt by Gatling Gun.
***On special route of which four of them are dealt by grenade launcher.
****The maximum number of these soldiers appearing in the third ACTION sequence is two.
*****On special route of which five of them are dealt by extra weapons.

"Extra Weapon" "Leader" Class Soldiers[]

Number Of Machine Gun Shots Required To Kill One
Zone Shots
Drycreek Plaza 6
Garland Park 16
Garland Technology Center 14
Grassmarket Street 10
Belforte Hotel 6
Appearance In Garland Square Scenario
Zone Count
Drycreek Plaza Fourth ACTION sequence
Garland Park Seventh ACTION sequence
Garland Technology Center Seventh ACTION sequence
Appearance In Grassmarket District Scenario
Zone Count
Grassmarket Street Third ACTION sequence
Belforte Hotel Fourth ACTION sequence

"Sharpshooter" Class Soldiers[]

Number Of Shots Required To Kill One
Weapon Shots
Machine gun 6*(8***)/4**(6***)

*All except those in Garland Technology Center.
**Those in Garland Technology Center with the second one having invulnerability until all the glass on the door is broken.
***On double gun mode.

Distribution In Garland Square Scenario
Zone Count
Drycreek Plaza 10*/11**
Standard sequences 9*/10**
Boss fight 1
Garland Park 13*/16***
Garland Technology Center 4*/6****
Geyser 1 2
Total 29*/35*****

*On normal route.
**On special route of which one of them is dealt by flamethrower.
***On special route of which eight of them are dealt by missile launcher.
****On special route of which four of them are dealt by laser rifle.
*****On special route of which 13 of them are dealt by extra weapons.

Distribution In Grassmarket District Scenario
Zone Count
Grassmarket Street 22*/21**
Belforte Hotel 35*/39***
Standard sequences 33*/37***
Boss fight 2
Total 57*/60*****

*On normal route.
**On special route of which five of them are dealt by Gatling Gun.
***On special route of which eight of them are dealt by grenade launcher.
****The maximum number of these soldiers appearing in the third ACTION sequence is two.
*****On special route of which 13 of them are dealt by extra weapons.

"Special Enemy" Soldiers[]

Number Of Shots Required To Kill One
Weapon Shots
Machine gun 8*(12***)/4**(6***)

*All except one.
**The one in Garland Technology Center.
***On double gun mode.

Distribution Of "Grenade Men" In Garland Square Scenario
Zone Count
Drycreek Plaza 1
Garland Park 4*/3**
Total 5*/4**

*On normal route.
**On special route.

Distribution Of "Grenade Men" In Grassmarket District Scenario
Zone Count
Grassmarket Street 1
Belforte Hotel 4
Total 5
Distribution Of "Knife Men" In Garland Square Scenario
Zone Count
Drycreek Plaza 5*/5**
Garland Park 5
Garland Technology Center 1
Geyser 1 7
Total 18*/18**

*On normal route.
**On special route of which one of them is dealt by flamethrower.

Distribution Of "Knife Men" In Grassmarket District Scenario
Zone Count
Grassmarket Street 7*/6**
Belforte Hotel 12*/14***
Total 19*/20****

*On normal route.
**On special route of which one of them is dealt by Gatling Gun.
***On special route of which three of them are dealt by grenade launcher.
****On special route of which four of them are dealt by extra weapons.

"Paratroopers"[]

Number Of Shots Required To Kill One
Weapon Shots
Machine gun 16*/25**/13***/10****/8*****

*All except nine of them.
**The first two in Belforte Hotel.
***The third and fourth in Belforte Hotel boss fight.
****The first three in Crimson Beach.
*****The fourth and fifth in Crimson Beach.

Distribution
Zone Count
Belforte Hotel 13
Standard sequences 2
Boss fight 11*
Crimson Beach 8
Total 21

*The fifth and sixth do not use jetpacks.

Gyro Helicopters[]

Number Of Shots Required To Destroy One
Weapon Shots
Machine gun 30/44*

*On double gun mode.

Distribution
Version Count
Standard sequences 6*/9**
Boss fight 3
Total 9*/12**

*On normal route.
**On special route of which seven of them are dealt by missile launcher.

References[]

Games
Main Series
Time Crisis  · Time Crisis: Project Titan  · Time Crisis II  · Time Crisis 3  · Time Crisis 4  · Time Crisis 5
Spin-Offs
Crisis Zone  · Razing Storm
Mobile games
Time Crisis Strike  · Time Crisis Elite  · Time Crisis 2nd Strike
Non-TC games
Cobra The Arcade
Characters
Protagonists
Alan Dunaway  · Alicia Winston  · Claude McGarren  · Evan Bernard  · Giorgio Bruno  · Keith Martin  · Luke O'Neil  · Marc Godart  · Richard Miller  · Robert Baxter  · Wesley Lambert  · William Rush
Supporting Characters
Casey  · Catherine Ricci  · Christy Ryan  · Commander Kessler  · Daniel Winston  · David Maxwell  · Elizabeth Conway  · Larry Garfield  · Marisa Soleil  · Melissa Kessler  · Rachel MacPherson  · Sarah Martin  · VSSE Trainees  · Xavier Serrano
Antagonists
Buff Bryant  · Derrick Lynch  · Edge  · Ernesto Diaz  · Frank Mathers  · Giorgio Zott  · Gregory Barrows  · Jack Mathers  · Jacob Kinisky  · Jake Hernandez  · Jared Hunter  · Kantaris  · Marcus Black  · Moz  · Paulo Guerra  · Randy Garrett  · Ricardo Blanco  · Robert Baxter  · Sherudo Garo  · Terrorist Leader  · Tiger  · Victor Zahn  · Web Spinner  · Wild Dog  · Wild Fang  · Zeus Bertrand
Miscellaneous
Input Devices
GunCon  · GunCon 2  · GunCon 3
Soundtracks
Time Crisis 3D Sound Ensemble  · Time Crisis Arcade Soundtrack  · Time Crisis II Arcade Soundtrack
Game mechanics
Time Crisis II  · Crisis Zone  · Time Crisis 3  · Cobra The Arcade  · Time Crisis 4  · Time Crisis 5
Crisis Missions
Crisis Missions  · Time Crisis II  · Crisis Zone  · Time Crisis 3  · Time Crisis 4
Credits
Time Crisis  · Time Crisis: Project Titan  · Time Crisis II  · Crisis Zone  · Time Crisis 3  · Cobra The Arcade  · Time Crisis 4  · Razing Storm  · Deadstorm Pirates  · Time Crisis 5
Comics
Time Crisis
Organizations
Hamlin Battalion  · Kantaris Organization  · Lukano Liberation Army  · National Guard  · Neodyne Industries  · SCAR  · STF  · URDA  · VSSE  · Wild Dog Organization  · WOLF  · Zagorias Federation Army
Locations
Air Force Base  · Almada Penitentiary  · Astigos Island  · California  · Caruba  · Chateau de Luc  · Garland Square  · Girasol Factory  · Grassmarket District  · Lixeira  · Lukano  · Mona Darta  · Sercian Republic  · Wyoming
Enemies
Civilian Militia  · Clawmen  · Drugged Soldier  · Elite Soldier  · Frogman  · Renegade Soldier
Weaponry
Beast Combat Ship  · Deimos and Phobos  · HACS  · Helicopter  · Kraken  · Melee Weapon  · Piston Pod  · Quadruped Armored Vehicle  · Raptor  · Scorpion Boss  · Seekers  · Terror Bites  · XA-60-Ex
Player-usable weapons
Automatic Cannon  · Balero Cannon  · Flame Thrower  · Gatling Gun  · Grenade Launcher  · Handgun  · Heavy Machine Gun  · Laser Rifle  · Machine Gun  · Melee Weapon  · Mounted Machine Gun  · Rocket Launcher  · Shotgun  · Skewer  · Sniper Rifle  · VSSE agents Special Handgun
Equipment
Helicopter  · XSWAC-12
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