This page is a collection of in-depth and technical information about Time Crisis 5. It includes scoring notes and other gameplay mechanics explained in more detail.
Gameplay Features[]
Time Crisis 5 deploys a two-pedal system, similar to the Multi-Screen Battle sequences from Time Crisis: Project Titan and Time Crisis 4, allowing players to take cover and attack from different angles to bypass bulletproof shields and enemies taking cover. In the earlier games, players were restricted to one pedal in which time had to be wasted when taking on enemies with bulletproof shields.
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 missiles, thrown objects, slashed by knives like those from Drugged Soldiers.
There are two additonal events to this game. They are: "Move Event" and "Crisis Event".
"Move Event"[]
In "Move Event", players have to step on the correct pedal within the time limit and shoot items if they step on the correct pedal. Players have infinite ammunition for their handgun.
Event No. | Location | Description |
---|---|---|
1 | Stage 1 Area 2 | Defeat 6 "Normal" class drudges |
2 | Stage 3 Area 3 | Destroy the Quadruped Armored Vehicle |
3 | Stage 6 | Deplete Robert Baxter's lifebar |
Remarks[]
Event No. | Details |
---|---|
1 | Only the handgun is available and none of the drudges is firing at the player. |
2 | Only the weakpoint on the turret side depending on the required direction needs to be destroyed. There are also two twin turrets and six rocket launcher silos which can be shot. The six rockets fired from the silos do not hit the player and can be shot. |
3 | Robert Baxter's lifebar requires 19 handgun shots, 50 machine shots or 67 shotgun hits to deplete it. The six rockets fired from a mech do not hit the player and can be shot. |
"Crisis Event"[]
In "Crisis Event", players have to shoot down markers within the time limit while not being able to use the pedal. Every regular hit on a marker is worth 500 points and every bullseye hit gives an additional 1,000 point bonus. Players have infinite ammunition for their handgun.
Event No. | Location | Solo Play | Link Play |
---|---|---|---|
1 | Stage 1 Area 2 | 3/3/4 | 4****/4****/5***** |
2 | Stage 3 Area 2 | 3/3/4 | 4/4/5 |
3 | Stage 6 | 4*/6**/12*** | 5******/7*******/13******** |
*Three markers appear together first before the fourth one.
**One marker appears first before the next two appearing together and then finally the last three appearing simultaneously.
***Three markers appear first together before the next four appearing together and then finally the last five appearing simultaneously.
****The last two markers appear together.
*****The second and third markers appear together.
******Four markers appear together first before the fifth one.
*******Four markers appear together first before the next three appearing simultaneously.
********Four markers appear first together before the next nine appearing simultaneously.
Penalty[]
Failing any "Move Event" or "Crisis Event" will result in one life unit lost or half a life unit lost if players have one life unit left.
Changes From The Previous Game[]
Multi-Screen Battle[]
With the two-pedal system, the Multi-Screen Battle sequence is modified from damage received by the barricade caused by any attack (more damage is received if players are out of cover and facing the direction of enemy attacks) to one which the shield only receives damage if players do not face the direction of enemy attacks. The shield will take 1/4 damage from all projectiles if players do not face the direction of enemy attacks meaning 4 hits on the shield will result in one life unit lost.
Gun Controller[]
The gun controller is redesigned with a red button added to allow players to change weapons by pressing it and the weapon change can be done even with the pedal pressed. The blowback system is also remade to simulate gas-actuated recoil, similar to the handguns the next-generation V.S.S.E. agents use.
Combo System[]
The combo hit system has been adjusted as such that a kill shot in the head prevents chase shots. The purpose of the hit system is to encourage the player to kill enemies more quickly because the maximum amount of points earned from a standard foot soldier is 2,000 points (head kill shot) as opposed to 4,000 points (2,000 points for the head kill shot + [1,000 x 2] points for the two head chase shots) from the previous three games. This is coupled with headshots requiring more foot soldiers to max out the points earned at nine soldiers as opposed to three. Though the combo mechanics from the previous game are retained, there are fewer foot soldiers to increase the continuous hit gauge (increases time allowed per shot for maximum amount of points earned per foot soldier or to maintain maximum point bonus) and point bonuses. To compensate the decreased gauge increases, stepping on the opposite pedal stalls the depletion of combo gauge. Finally, there are much fewer background objects to destroy as they contribute to combo hits which can be used to increase the amount of points earned by shots on foot soldiers; and destroying specific background objects do not give 5,000 point bonus.
Time Bonus[]
While the time bonus is the same at 40 points per 1/60 second saved, the calculation is changed from one which merely takes the difference between time spent and maximum time per area seen in the previous three games to one which links all the areas per stage (similar to calculating the time bonus for each final area in Razing Storm) meaning taking too much time to complete an area affects the time bonus for the remaining areas. However, time spent in a successfully executed "Move Event" does not count as time spent; and ends after a fixed timing. In addition, "Crisis Event" and "Snipe Event" are independent of the time spent in the ACTION sequences and have their own set of calculation of time bonus.
Weapons Property[]
The starting and maximum ammunition capacity for each special weapon (M4 Carbine machine gun, Kel-Tec KSG shotgun and HK XM320 grenade launcher) is reduced as displayed in this table:
Weapon | Starting | Maximum |
---|---|---|
Machine gun | 100 (reduced by 50) | 180 (reduced by 120) |
Shotgun | 10 (reduced by 20) | 20 (reduced by 30) |
Grenade launcher | 1 (reduced by 1) | 2 (reduced by 3) |
There are much fewer yellow-clad soldiers to gain ammunition for the special weapons with each drop bring weapon-type and ammunition-amount specific, and like Time Crisis 3, the ammunition from yellow soldiers is not shared for both players in two-player mode. Secondly, the machine gun rate of fire is decreased from 15 rounds per second to 10 to encourage accurate shots (10 hits is required for each point bonus and with 15 rounds per second means either five shots can be wasted or three point bonuses can be earned in two seconds if all rounds hit). Finally, each pellet from the shotgun shell deals 30% damage compared to each handgun bullet to ensure that players are not abusing the special weapons.
To compensate the reductions, the special weapons are refilled, if there is less than starting amount after a stage is completed, up to starting amount. Damage output of each machine gun bullet compared to each handgun bullet is increased from 33.3% to 40%. The number of shotgun pellets fired is increased from 22 to 44 per second because the shotgun rate of fire is increased from 2 shells per second to 4 and retains the same pellet count as those in Time Crisis 4 at 11 per shell.
Enemy And Boss Endurance[]
Certain enemy soldiers, machine weapons and vehicles which require multiple hits to kill or destroy have lifebars. Like in Time Crisis 4, they all have green lifebars. However, the twin turrets on the Quadruped Armored Vehicle can be shot but with no lifebar shown. In addition, some enemies can be killed without having to completely deplete their lifebars such as Drugged Soldiers which headshots will instantly kill them while shooting other areas of their bodies will deplete their lifebars. For Elite Soldiers, using the machine gun on them except Dark Blue Soldiers will deplete their health but with no lifebar shown. Again, headshots on Elite Soldiers will instantly kill them regardless of weapon used.
The boss's lifebar system from Time Crisis 4 is utilized once again, but each lifebar has different colors (green, yellow, orange and red). The boss can be shot while invulnerable (represented as a white part on their lifebar) for more combo hits but at decreased accuracy bonus per hit. In addition, machine or vehicle bosses except the transporter erector launcher have their lifebar displayed on the left side of the screen similar to the lifebar system from Cobra The Arcade. These lifebars deplete when the player destroys specific parts (e.g. charging cannons, weakpoints and shield generators) on them. The green lifebar is the first lifebar. The yellow lifebar is the 3x lifebar (if the boss has four lifebars) or 2x lifebar (if the boss has three lifebars). The orange lifebar is the 2x lifebar on bosses with four lifebars. The red lifebar is the last lifebar.
Scoring[]
Side Attack[]
Each side attack is worth an additional 800 points bonus and increases by 50 for every consecutive side attack (800, 850, 900 etc.).
Infantry Scoring[]
Infantry include the rank-and-file Wild Dog drudges. They can be broadly divided into two groups, "Standard" infantry, and "Unique" infantry with lifebars.
"Standard" infantry[]
"Standard" infantry in this context refers to enemies who go down in one hit. The hit that makes them go down is the "kill" shot. After the "kill" shot, you can hit the enemy with two more additional chaser shots if hit quickly enough except if the "kill" shot is on the head. The point value of the enemy is largely dependent on what part of the body the "kill" shot hit. The different areas include the head, torso, and limbs (arms and legs). The chaser shots can hit any part of the body and will give the same amount of points regardless.
"Standard" infantry scoring for the first shots is as follows:
Shot Type | "Kill" Shot | 1st Chaser Shot | 2nd Chaser Shot |
---|---|---|---|
Head | 800 | N/A | N/A |
Torso | 400 | 140 | 180 |
Limbs | 200 | 120 | 140 |
"Standard" infantry "kill" and chase combo hit scoring is as follows:
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
"Kill" | 800 | 880 | 960 | 1040 | 1120 | 1200 | 1280 | 1360 | 2000 |
Chase shots are not possible.
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
"Kill" | 400 | 440 | 480 | 520 | 560 | 600 | 640 | 680 | 1000 |
Chase | 100 | 140 | 180 | 220 | 260 | 300 | 340 | 380 | 420 |
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
"Kill" | 200 | 220 | 240 | 260 | 280 | 300 | 320 | 340 | 500 |
Chase | 100 | 120 | 140 | 160 | 180 | 200 | 220 | 240 | 300 |
"Unique" infantry[]
In this context, "Unique" infantry refers to soldiers that reveal a lifebar when hit and require multiple hits to take down. The multiple hits vary between different weapons as shown in the table below. Like the "Standard" infantry, they still take can take two chaser shots like normal except if the "kill" shot is on the head.
"Unique" infantry scoring for the first shots are as follows:
Soldier Type | Multi-Hit | "Kill" Shot (head/torso/limb) | 1st Chaser Shot (head/torso/limb) | 2nd Chaser Shot (head/torso/limb) |
---|---|---|---|---|
"Leader" class | 2 x 200 (handgun) 7 x 200 (machine gun) |
960/480/240 (handgun) 1360/680/340 (machine gun) |
N/A / 220 / 160 (handgun) N/A / 420 / 300 (machine gun) |
N/A / 260 / 180 (handgun) N/A / 420 / 300 (machine gun) |
"Unique" infantry "kill" and chase combo hit scoring is the same as those from "Standard" infantry.
Drugged Soldiers[]
For shots on Drugged Soldiers, the scoring is as follows:
Shot type | Individual shot |
---|---|
Non-head and non-kill | 50 |
Shot type | 1st and after* |
---|---|
"Kill" | 300 ~ 540 |
*If the first shot on a Drugged Soldier is a headshot, there is an additional 700 points as a one-shot kill bonus.
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | 11th and after |
---|---|---|---|---|---|---|---|---|---|---|---|
"Kill" | 200 | 220 | 240 | 260 | 280 | 300 | 320 | 340 | 360 | 380* | 400 |
Chase | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200** |
*An additional 20 points might be earned on this combo hit.
**An additional 10 points might be earned on the current or next combo hit.
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | 11th and after |
---|---|---|---|---|---|---|---|---|---|---|---|
"Kill" | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200* |
Chase | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150* |
*An additional 10 points might be earned on the current or next combo hit.
Elite Soldiers[]
For shots on Elite Soldiers, the scoring is as follows:
Soldier Type | Multi-Hit | "Kill" Shot (head/torso/limb) | 1st Chaser Shot (head/torso/limb) | 2nd Chaser Shot (head/torso/limb) |
---|---|---|---|---|
Greenish-blue, Yellow, Red suited soldier | N/A (handgun) 2* x 200 (machine gun) |
800/400/200 (handgun) 960/480/240 (machine gun) |
N/A / 140 / 120 (handgun) N/A / 220 / 160 (machine gun) |
N/A / 180 / 140 (handgun) N/A / 260 / 180 (machine gun) |
Dark Blue soldier | 2 x 200 (handgun) 7 x 200 (machine gun) |
960/480/240 (handgun) 1360/680/340 (machine gun) |
N/A / 220 / 160 (handgun) N/A / 420 / 300 (machine gun) |
N/A / 260 / 180 (handgun) N/A / 420 / 300 (machine gun) |
*If the first shot is on the head, it is considered a "Kill" Shot meaning the scoring is the same as if the player used the handgun.
Elite Soldiers "kill" and chase combo hit scoring is the same as those from "Standard" infantry.
Boss Scoring[]
For shots on bosses, the scoring is as follows:
Quadruped Armored Vehicle[]
Lifebars |
---|
3* |
*Spreads over two ACTION sequences. The first ACTION sequence has the first lifebar (green lifebar) depleted by four parts via destroying the charging cannons. The second ACTION sequence has the remaining two lifebars which the penultimate one (yellow lifebar) is depleted by two parts via destroying any two energy cells on the railgun turret and the last one (red lifebar) depleted by three parts via destroying the remaining three energy cells on the railgun turret.
Type | Individual Shot | "Destruction" Shot |
---|---|---|
Each weapon or weakpoint | 200 | 1500/3000* |
*For destroying all the weakpoints.
Transporter Erector Launcher[]
Lifebars |
---|
1* |
*The color for it is green. Depleting it does not register any hits.
Wild Dog[]
Lifebars | Optional lifebar |
---|---|
4* | 2** |
*All are in one ACTION sequence.
**The color of both of them is green. One of them is in Stage 1 Area 1 and the other in Stage 1 Area 2.
Individual Shot/Chase Shot | "Kill" Shot |
---|---|
200 | 3000 |
Keith Martin[]
Lifebars | Boss invulnerability* |
---|---|
3** | x3, x2, x1 |
*Each one ends after a WAIT sequence as opposed to during an ACTION sequence in the previous game.
**He gets stunned when his first lifebar is depleted. His HP can deplete over two lifebars (the penultimate one and the last one) in one ACTION sequence.
Individual Shot | "Kill" Shot |
---|---|
200/400* | 3000 |
*For some parts in each ACTION sequence when he has boss invulnerability.
Wild Fang[]
Lifebars |
---|
4* |
*Spreads over two ACTION sequences with the first two in the first ACTION sequence and the final two in the second ACTION sequence.
Individual Shot/Chase Shot | "Kill" Shot |
---|---|
200 | 1000*/0** |
*In the first ACTION sequence.
**In the second ACTION sequence.
Robert Baxter[]
Lifebars | Optional lifebar |
---|---|
3* | 1** |
*Spreads over three ACTION sequences with one in each ACTION sequence. The final lifebar is green and is linked to the combat droid.
**Only appears if players successfully evades and enters a slow motion attack during "Move Event".
Individual Shot | "Move Event" "Kill" Shot | "Kill" Shot |
---|---|---|
200 | 3200*/900** | 1500 |
*If the player uses the handgun or machine gun to deliver the kill shot.
**If the player uses the grenade to deliver the kill shot.
Combat Droid[]
Lifebars |
---|
1* |
*Depletes by three parts with the shield generators on both sides taking two parts of the lifebar and need to be destroyed first to destroy the shield shielding Robert before he is vulnerable to shoot. Robert takes the last part of the lifebar.
Individual Shot | "Destruction" Shot |
---|---|
200 | 1500 |
Enemy Equipment Scoring[]
This section includes scoring in relation to things like projectiles, weapons and vehicles.
For shots on objects and machines, the scoring is as follows:
Background Object, Serrated Gladius, Missile[]
"Destruction" Shot |
---|
100/300* |
*For each missile in "Move Event".
Seekers[]
Individual Shot |
---|
200* |
*For the handgun, machine gun and shotgun. For the grenade, the points earned depends on the size of the swarm destroyed.
H.A.C.S.[]
Individual Shot | "Destruction" Shot |
---|---|
200 | 3500*/4000** |
*All except the one in Stage 2 Area 3.
**The one in Stage 2 Area 3.
Anti-aircraft Vehicle, Attack Helicopter[]
Individual Shot | "Destruction" Shot |
---|---|
200 | 3000 |
Time Allocation[]
Area | Time Allocated (in seconds) |
---|---|
Stage 1 Area 1, Stage 1 Area 2, Stage 1 Area 3 | 60 |
Stage 2 Area 1, Stage 2 Area 2, Stage 2 Area 3 | 70 |
Stage 3 Area 1, Stage 3 Area 2, Stage 3 Area 3 | 60 |
Snipe Event, Stage 4 Area 1, Stage 4 Area 2, Stage 4 Area 3 | 60/80* |
Stage 5 Area 1, Stage 5 Area 2 | 60 |
Stage 5 Area 3 | 90**/99.99*** |
Stage 6 | 60 |
*For Keith Martin's second lifebar.
**For Wild Fang's first two lifebars.
***For Wild Fang's final two lifebars.
Time Bonus[]
Like the previous game, the time bonus for each area/Stage 6 is 40 points for every 1/60 second saved but is calculated by linking all the areas per stage. The time bonus for each "Crisis Event" is 150 points for every 0.1 second saved. The time bonus for the "Snipe Event" is 50 points for every 0.1 second saved.
Area | Solo/Link Play (in seconds) |
---|---|
Stage 1 Area 1 | 60 |
Crisis Event 1 | 15 |
Stage 1 Area 2 | 60 |
Stage 1 Area 3 | 140 |
Stage 2 Area 1* | N/A |
Stage 2 Area 2* | N/A |
Stage 2 Area 3** | 135 |
Stage 3 Area 1* | N/A |
Crisis Event 2 | 14.5 |
Stage 3 Area 2* | N/A |
Stage 3 Area 3*** | 190 |
Snipe Event | 45 |
Stage 4 Area 1 | 50 |
Stage 4 Area 2 | 90 |
Stage 4 Area 3**** | 220 |
Stage 5 Area 1 | 110 |
Stage 5 Area 2***** | 70 |
Stage 5 Area 3 | 140 |
Crisis Event 3****** | N/A |
Stage 6 | 210 |
*Ends after a fixed timing.
**The minimum amount of time spent is 97.12 (85.59 seconds for the first two areas + 11.53 seconds for the first sequence in the third area) seconds.
***The minimum amount of time spent for player 1 is 88.59 (75.39 seconds for the first two areas + 13.20 seconds for the first sequence in the third area) seconds and 67.56 (54.36 seconds for the first two areas + 13.20 seconds for the first sequence in the third area) seconds for player 2 due to a glitch which does not count the time spent in the last action sequence in Stage 3 Area 2.
****The minimum amount of time spent is around 142.34 (around 16.00 seconds for the laser traps and 126.34 (27.76 + 57.58 + 41.00) seconds for the boss fight) seconds.
*****A glitch in single player mode causes both time and accuracy bonus to be doubled.
******Unlike the first two "Crisis Event"s and "Snipe Event" which failing any of them immediately ends the event and causes its time bonus to be lost, "Crisis Event" 3 does not end unless all the markers have been shot down within each markers' time limit.
Enemy Notes[]
"Normal" Class Drudges[]
Area | Count |
---|---|
Stage 1 | 62 |
Stage 1 Area 1 | 24* |
Stage 1 Area 2 | 21** |
Stage 1 Area 3 | 17 |
Stage 2 | 24 |
Stage 2 Area 1 | 9*** |
Stage 2 Area 2 | 8 |
Stage 2 Area 3 | 7**** |
Stage 4 | 84 |
Stage 4 Area 1 | 18***** |
Stage 4 Area 2 | 19 |
Stage 4 Area 3 total | 47 |
Standard sequences | 35 |
Boss fight | 12****** |
Stage 5 | 12 |
Stage 5 Area 2******* | 12 |
Total******** | 182 |
*Three of them in the 2nd ACTION sequence use semi-transparent bullet-proof shields and HK MP5K submachine guns. In linked play, this is doubled as three are faced by each player along with an additional drudge using an assault rifle.
**Six of them can only be shot if players successfully evades and enters a slow motion attack during "Move Event".
***The first seven are armed with assault rifles which their shots do not register crisis sights. The remaining two are armed with Pansarskott m/86 missile launchers.
****Only in the 1st ACTION sequence.
*****One of them in the 1st ACTION sequence uses a semi-transparent bullet-proof shield and HK MP5K submachine gun and two of them in the 2nd ACTION sequence use semi-transparent bullet-proof shields and HK MP5K submachine guns. The final eight only appear in the "Snipe Event".
******The first seven are constant. For the remaining five, one of them might replace a red drudge and two of them have the probability of not appearing.
*******There are three of them from the start with one using a mounted machine gun and the other two with assault rifles. Four more appear during the first wave in which shooting the two at the center background the instant they appear (can only be done on the 1P side) stops the remaining two waves comprising of three with assault rifles and two who will run towards the mounted machine gun from appearing.
********Excludes Stage 2 Area 3 2nd and 3rd ACTION sequences; and Stage 3 Area 1, Stage 3 Area 2 and Stage 3 Area 3.
"Leader" Class Drudges[]
Weapon | Shots |
---|---|
Handgun | 3 |
Machine gun | 8 |
Area | Count |
---|---|
Stage 1 | 3 |
Stage 1 Area 1 | 1 |
Stage 1 Area 2 | 2* |
Stage 4 | 8 |
Stage 4 Area 1 | 2 |
Stage 4 Area 2 | 5 |
Stage 4 Area 3 total | 1 |
Boss fight | 1 |
Stage 5 | 3 |
Stage 5 Area 2 | 3** |
Total | 14 |
*They throw serrated gladii.
**The first two are present at the start. The third one does not appear if two "Normal" class drudges in the center background are shot the instant they appear (can only be done on the 1P side).
"Armorer" Class Drudges[]
How much ammunition is dropped for each weapon type on each hit:
Ammo Type | 1st Shot | 2nd Shot | 3rd Shot |
---|---|---|---|
Machine Gun Rounds* | 20 | 20 | 20 |
Shotgun Shells** | 5 | 5 | 5 |
*Only in Stage 3 Area 2.
**Only in Stage 1 Area 3.
Area | Count |
---|---|
Stage 1 Area 1 | 1 |
Stage 3 Area 2 | 3 |
Total | 4 |
"Sharpshooter" Class Drudges[]
Area | Count |
---|---|
Stage 1 | 12 |
Stage 1 Area 1 | 2 |
Stage 1 Area 2 | 6 |
Stage 1 Area 3 | 4 |
Stage 3 | 2 |
Stage 3 Area 1 | 1 |
Stage 3 Area 3 | 1 |
Stage 4 | 17 |
Stage 4 Area 1 | 3* |
Stage 4 Area 2 | 5 |
Stage 4 Area 3 total | 9 |
Standard sequences | 7 |
Boss fight | 2** |
Stage 5 | 1 |
Stage 5 Area 2 | 1*** |
Total**** | 32 |
*One of them uses a semi-transparent bullet-proof shield and HK MP5K submachine gun. The last one only appears if the 5-second countdown reaches 0 during "Snipe Event" and cannot be shot.
**The second one has the probability of being replaced by a "Normal" class drudge.
***He does not appear if two "Normal" class drudges in the center background are shot the instant they appear (can only be done on the 1P side).
***Excludes Stage 2 Area 3 and Stage 3 Area 2.
Drugged Soldiers[]
Weapon | Shots* |
---|---|
Handgun | 3 |
Machine gun | 8 |
*Any headshot kills a Drugged Soldier even if the lifebar is not completely depleted.
ACTION Sequence | Count |
---|---|
1st | 9 |
2nd | 13 |
3rd | 17 |
4th (final) | 23 |
Total | 62 |
Elite Soldiers[]
Greenish-blue Soldiers[]
Weapon | Shots |
---|---|
Handgun | 1 |
Machine gun | 3* |
*If the first shot is on the head, it is considered a "Kill" Shot.
Area | Count (solo/link) |
---|---|
Stage 5 Area 2 | 7/6 |
Stage 6 | 4/8 |
Total* | 11/14 |
*Excludes Stage 5 Area 3.
Dark Blue Soldiers[]
Weapon | Shots |
---|---|
Handgun | 3 |
Machine gun | 8 |
Area | Count (solo/link) |
---|---|
Stage 5 Area 2 | 3/4 |
Stage 6 | 4/7 |
Total* | 7/11 |
*Excludes Stage 5 Area 3.
Yellow Soldiers[]
Weapon | Shots |
---|---|
Handgun | 1 |
Machine gun | 3* |
*If the first shot is on the head, it is considered a "Kill" Shot.
How much ammunition is dropped for each weapon type on each hit:
Ammo Type | 1st Shot | 2nd Shot | 3rd Shot |
---|---|---|---|
Machine Gun Rounds | 20 | N/A | N/A |
Shotgun Shells | N/A | 5 | N/A |
Grenade Rounds | N/A | N/A | 1 |
Area | Count (solo/link) |
---|---|
Stage 5 Area 2 | 1/2 |
Stage 6 | 1/2 |
Total | 2/4 |
Red Soldiers[]
Weapon | Shots |
---|---|
Handgun | 1 |
Machine gun | 3* |
*If the first shot is on the head, it is considered a "Kill" Shot.
Area | Count (solo/link) |
---|---|
Stage 5 Area 2 | 3/6 |
Stage 6 | 2/4 |
Total* | 5/10 |
*Excludes Stage 5 Area 3.
H.A.C.S.[]
Weapon | Shots/Hits |
---|---|
Handgun | 19 |
Machine gun | 50 |
Shotgun | 67 hits |
Mounted Machine Gun* | 8 |
*Only in Stage 2 Area 3.
Area | Count (solo/link) |
---|---|
Stage 1 | 1/2 |
Stage 1 Area 2 | 1/2 |
Stage 2 | 4/4 |
Stage 2 Area 1 | 3/3 |
Stage 2 Area 3 | 1/1 |
Stage 4 | 1/2 |
Stage 4 Area 2 | 1/2 |
Total | 6/8 |
Quadruped Armored Vehicle[]
Type | Handgun Shots | Machine gun Shots | Shotgun Hits |
---|---|---|---|
Charging cannon | 7 | 18 | 24 |
Twin turret* | 19 | 50 | 67 |
Rocket launcher silo | 2**/1*** | 5** | N/A |
Weakpoint | 5 | 13 | N/A |
*No lifebar is shown when shot.
**In Stage 1 Area 3.
***In Stage 3 Area 3.
Area | Count |
---|---|
Stage 1 Area 3 | 1 |
Stage 3 Area 3 | 1 |
Total | 2 |
Anti-Aircraft Vehicles[]
Weapon | Shots |
---|---|
Mounted Machine Gun | 5 |
Rocket Launcher | 3 |
Area | Count |
---|---|
Stage 2 | 21 |
Stage 2 Area 1 | 12 |
Stage 2 Area 3 | 9 |
Stage 6 | 1* |
Total | 22 |
*Cannot be shot but needs to be dodged during a "Move Event".
Attack Helicopters[]
Weapon | Shots |
---|---|
Handgun | 3*/4**/5*** |
Mounted Machine Gun | 10****/15***** |
*The first two in Stage 3 Area 2
**The third one in Stage 3 Area 2 and the first two in Stage 3 Area 2 for two-player mode
***The third one in Stage 3 Area 2 for two-player mode
****The first two
*****All except the first two
Area | Count |
---|---|
Stage 2 | 9 |
Stage 2 Area 1 | 7 |
Stage 2 Area 2 | 2 |
Stage 3 | 3 |
Stage 3 Area 2 | 3 |
Total | 12 |
Trucks[]
They cannot be damaged but will be destroyed after a set amount of time.
Area | Count (solo/link) |
---|---|
Stage 3 Area 2 | 2/4* |
Total | 2/4* |
*Two are faced by each player.