Crisis Zone Special Tactical Force How-To Sheet For the Namco Arcade Game Compiled by Mark Kim Revision 0.0.9 Date of Completion: January 19, 2003 Copyright Information --------------------- Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim. All Rights Reserved. This file is SHAREWARE and is strictly for entertainment use only. In addition, this file can only be HTMLized by the sole owner of the file (Mark Kim), regardless whether the content is good or bad. Unauthorized HTMLization and FAQ-Mirroring is strictly prohibited. It is a criminal act to reproduce and/or retransmit this file in any way, shape, or form (regardless of the medium) and it shall be a criminal act to to use this file at a password-protected site where either user accounts are utilized and/or money is made through these accounts. 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Note that whenever I give credit, I WILL NOT REVEAL ANY E-MAIL ADDRESSES AND/OR OTHERWISE in order to protect the privacy of the people for whom I give credit to. This file has been carefully written by Mark Kim in respect to all copyrights, patents, and trademarks. Time Crisis, Time Crisis II, Crisis Zone, the STF, Tiger, Edgey, Croad MacGalain, Derrick Lynch, Garland Square, the story of Crisis Zone, and all other related events pertinent to Time Crisis, Time Crisis II, and/or Crisis Zone, whether living or dead, are considered fictional and therefore, are registered trademarks and copyrights of Namco, Ltd. All Rights Reserved. Namco owns all trademarks, copyrights, and patents pertinent to all contents contained within Time Crisis, Time Crisis II, and Crisis Zone. Released by Namco America for play in the United States based upon a project by Takashi Sano. TM and (c) 1999, 2000 Namco. All Rights Reserved ======================================================================== GENERAL INFORMATION Make: Crisis Zone Developer: Namco Japan Publisher: Namco America Supervisor: Takashi Sano, Head of Namco's CRISES Staff Available Screens: 27-inch Upright, 50-inch Deluxe Controller: Simulated FA-MAS with Internal Recoil and Action Pedal Usual Cost per game: $1.00 US. 5.5 Dave and Buster's Chips, 7.5 GameWorks Credits. Uprights usually cost less, typically 75 Cents US but it may be lower, though. AAMA Classification: Very strong Life-Like Violence. Players MUST be at least 17 years of age to play this game due to the fact that the violence in the game is extremely strong. Release Date: November/December 1999 Genre: Light Gun Number of Players: One Player ONLY Other Notes: The 27-inch Uprights will be playing at selected Namco Cybertainment locations. The 50-inch Deluxe Cabinets are playing at all high-end arcades (i.e. Dave and Buster's, GameWorks, and Jillian's). Manufacturer's official website: http://www.namco.com. I would like to tell you that most arcades will only be able to afford a 27" version of this game, which is a good thing for me because I'm more robust in the 27" version than in the big daddy 50" version. ======================================================================== HISTORY OF THIS FAQ January 19, 2003 ---------------- Just a light-sized update. ======================================================================== CONTENTS OF THIS FAQ * Newsflash * Reasons for writing this file * What is Crisis Zone * Crisis Zone Prologue * Characters * The Action Pedal * The Light Gun * How to play the game * Hints * Enemies * Dip Switch Options * Crisis Sighting System * Drycreek Plaza = How to take out the trash = How to dispose the boss * Garland Park = How to take out the trash = How to dispose the boss * Garland Technology Center = How to take out the trash = How to dispose Tiger and Edgey * Geyser 1 = Disposing Derrick Lynch and saving Garland Square * The STF standard-issue weapon * Frequently Asked Questions * The Do's and Dont's * How to suggest fixes * Resources of this Document * Acknowledgements * One Final Warning ======================================================================== NEWSFLASH Any fixes that you should point out should be directed to the following: * My ICQ Number: 37614712 * My Yahoo! Pager: derota@rocketmail.com * My MSN Pager: dlinchai@hotmail.com Now please be aware that any fix suggestions are subject to verification. All tactics and strategies will be test-driven by myself. If my analysis comes that the fix suggestion isn't effective and/or cost efficient, it will not be noticed on this document. This document, like all Video Game FAQs on the Internet, must be viewed in a monotype font or the alignment will not be correct. If the alignment isn't correct for any reason, then please follow these procedures: 1. On Netscape Communicator, click on Edit, then Preferences. 2. Click on Fonts at the Appearance Section 3. At the Fixed Width Font, select Courier New, and select size 10 point font. 4. If you see this sample bulk of writing aligned correctly, please proceed: 1234567890 ********** It is strongly advisable that you *do* view this document through the DOS Application Edit.COM or through the Apple Text Viewer SimpleText for alignment purposes. If you are planning to view this through the Windows Interface, then you are highly advised to open up WordPad and then open up the Text File. Set the font face to Courier New and set the font size to 10. ======================================================================== REASONS FOR WRITING A CRISIS ZONE FILE Listen, the reason why I'm writing this file is because I want you to spend the least possible amount of money on this super-difficult game. I don't want to see another scrub waste too much money on this game because this game seems to be knowingly more difficult than Time Crisis or Time Crisis II. Now that I can achieve 5 million point games (without continuing) through _BOTH_ the 27" and 50" cabinets, maybe I can go more into detail regarding about what the suggested decisions should be. Notice that I had to play a lot of Time Crisis when I decided to make out a Time Crisis FAQ under my name 3 years ago. Hopefully, since I like Crisis Zone a lot better than Time Crisis II (I didn't like Time Crisis II despite the hype this game had because there were some elements and major points that I didn't like) this game will get more attention as opposed to Time Crisis II. The game overall is a lot more interesting to play than both Time Crisis and Time Crisis II. There's not that many shortcuts in the game which is a good thing because shortcuts IMO hurt replay value by a high margin. This means that you have to find the fastest way to clear each part and since the majority of the enemies will take more than 1 hit to kill, you will really need to find the quickest way to kill the enemy. To get the best score means the fastest and the most cautious way to clear the game. Since October of 1999 (when I decided to create a Silent Scope How-To Sheet), I've declared myself a Deluxe Machine player and I will only create FAQs should there be a troublesome deluxe machine in a market. Enough rambling. Let's get onto Crisis Zone. ======================================================================== CRISIS ZONE EXPLANATION With Namco's proven light gun used in Time Crisis, Time Crisis II, and the Point Blank games overly used, Takashi Sano (the man who's making the calls in Time Crisis and in Time Crisis II) thought that there needs to be a change in the concept of "Block and Move". Realizing that the SOCOM/Desert Eagle lacked in high destructive power, Takashi Sano and his CRISES staff would like to research the destructive power of the MP5K, a machine gun that is also created by the German Espionage Equipment firm, Heckler and Koch, GmbH (based in Oberndorf, Germany). Although the MP5K has super destructive power thanks to its fully automatic rapid firing, it is basically used as a tool for critical operations requiring weapons that excel pretty well in situations like taking a department store hostage. You can affix a silencer to an MP5K for total espionage control. Basically, Sano's goal was to experiment the power of the MP5K. This resulted in Takashi Sano transferring all the "block and move" gameplay founded in Time Crisis and Time Crisis II to a machine gun cousin called Crisis Zone. To make sure that machine guns are super destructive in power, the CRISES staff would allow the player to knock not only the enemies, but all the objects as they please as they supress the terrorists at all costs. To keep the action pedal concept fresh and clean for Crisis Zone, the Crises staff thought that by using a shield to block direct hits instead of hiding behind an object to block direct hits, the action pedal concept will be fresh and new. Little did the Crises staff knew that the Action Pedal concept remained the same. One thing to know about the action pedal release--every time a player reloads, the gun always gets reloaded with a fresh new clip. Realizing that most deluxe Machine Gun games lacked the reloading feature, Takashi Sano thought that you will only have 40 bullets per clip. With the action pedal, not only you'll be able to block hits by releasing the pedal, but you will also reload your gun as well. Add a *better* storyline and more interesting characters plus Namco's System 23 architecture with the game's creation and you get Crisis Zone, a machine gun cousin to Namco's Time Crisis and Time Crisis II. The blocking and reloading concept included with Crisis Zone is basically the same as with the previous Crisis games except that instead of hiding behind an object to block direct hits, you will be using a shield to block hits and reload your weapon. Not only that, but this time you will be using a 40-round fully automatic firing weapon. The gun's recoil is now internal instead of external, knowing that some people had a bad habit negating the recoil in the past Crisis games. The gun may not be as accurate as the early Crisis games but the machine gun theme gives Crisis Zone its own look. Not mentioned in earlier versions of this How-To Sheet is that the internal recoil also results the gun vibrating a lot. And like the previous Crisis games, Crisis Zone comes in either the 27" Upright Cabinet or the 50" Deluxe Cabinet. Crisis Zone features 4 stages of blocking and counterattacking action. Let's hope that Namco comes up with another Crisis game, despite hearing rumors regarding about legislation regarding about gun games. ======================================================================== CRISIS ZONE PROLOGUE Well, it looks like by a tough decision mandated by the United Kingdom, they (The UK Government) has finally decided to open a complete urban complex called GARLAND SQUARE. Garland Square looks to be a promising attration because it has a Shopping Mall, an Office Building, a nice, beautiful park, and even a hotel. These are the few features that makes Garland Square a complete Urban Complex. However, a little bit after Garland Square opened, a full-strenght terrorist syndicate called the URDA has taken over the complex with an iron grip. The psychopathic terrorist DERRICK LYNCH is the leader of this deviant band of terrorists. The URDA has taken over this complex with some nasty trick in mind. These guys are actually a band of dangerous nasties hell-bent on the plotting of threatening the security of London. As long as the URDA are holeing themselves all over the complex, Garland Square will be nothing but a ruin of evil and as long as Derrick Lynch is holed inside the complex, he will rule Garland Square mercilessly. However, there is something that has to be done in order to wipe out the URDA and to foil Derrick Lynch's pocket of nasty tricks at all costs. A governmental agency known as the STF (SPECIAL TACTICAL FORCE) has responded to this security threat by dispatching "Squad One" with the following objectives: * Supress all URDA Accomplices at all costs. Supressing all of the URDA Members is extremely dangerous, so you are required to keep your guard up at all times. * Challenge Derrick Lynch, leader of the syndicate. Should you reveal that Derrick Lynch pose a possible security threat, then you are to wipe Derrick Lynch at all costs and to stop the security threat immediately. * Liberate Garland Square and bring situation under control. The Special Tactical Force was formed in 1969 in order to supress psychopathic terrorist actions the quicker the better. They are highly skilled in handling dangerous situations with the least possible time and effort. The STF team that has been sent to liberate Garland Square, supress the URDA entirely, and to bring everything under control (SQUAD ONE), is lead by a former British Special Force Soldier (SAS) named CROAD MACGALAIN. Croad has been selected as the leader on a mission of fight and find out. Since this mission would turn out to be super-dangerous, all members of Squad One of the Special Tactical Force Agency are armed with a special application machine gun made for tactical espionage called a Heckler and Koch MP5K and with a protective shield that can withstand even the most powerful enemy attacks. Unfortunately, the odds seems to be harder because the URDA seemed to have invaded Garland Square maximum strength. The URDA has the tanks, helicopters, ninjas, aerial strafers, two major military criminals, and a possible nasty bag of trick to go along with Mr. Lynch's agenda that can mean disaster for London. And Squad One only have a few good men, protective shields, MP5K's, and their lightning-fast reflexes paired together with their ability to react quickly to dangerous quarters. Will Croad and his team be able to supress the URDA and to prevent Derrick Lynch from doing something stupid that could spell disaster to London? Or will Derrick Lynch succeed in ruining the entire complex as well as the entire neighborhood? Play this game and find out for yourself!!! ======================================================================== THE CRISIS ZONE CHARACTERS --------------- Croad MacGalain --------------- Year of Birth: 1974 Place of Origin: London, England UK Height: 5'9" Weight: 147 lbs Blood Type: A Occupation: Served the British Special Forces from 1992-1998, Croad has established himself as a "policeman" on the rise. He has been moved to the STF in 1998 so that he can represent the security of not just the Great Britain, but around the planet as well. Covering Occupation: He won't tell ------------- Derrick Lynch ------------- Year of Birth: 1944 Place of Origin: Northern Ireland Height: 5'8" Weight: 150 lbs Blood Type: B Occupation: Lynch served as a part in Britain's army when he was a teen. However, his irrational behavior has netted him unfavorable discharge from the force at age 20. Right after being thrown out of the SAS's Northern Ireland divisional force, Lynch joined the Ireland Revolutionary Army to speak against the security of the UK. He was once a leader of the IRA but he was suddenly kicked out of the organization for being too cruel. At the same time he got expelled from the IRA, Lynch got arrested. Lynch served hard time until both Tiger and Edgey attacked the jail cell and freed Derrick Lynch. Right after Lynch was freed, he formed a psychopathic terrorist circle (known as the URDA) in which he can do what he pleases and to spread his wrath around the globe. ----- Tiger ----- Year of Birth: Unknown Place of Origin: Unknown Height: 7'4" Weight: 311 lbs Blood Type: O Occupation: Tiger serves as one of Derrick Lynch's personal bodyguards. His real intention is to wipe out anyone who opposes Derrick Lynch and to eradicate them at all corners. Tiger is often famous for his brute strength as he has the ability to lift certain heavy objects and use them to annihilate those who speak against Derrick Lynch at all costs. Very dangerous because not only he has the ability to lift objects, but he can also fire AK47 bullets with supreme accuracy. His vitality is rather high as well because he can withstand lots of punishment before he gives up. Use caution when taking out Tiger. ----- Edgey ----- Year of Birth: Unknown Place of Origin: Unknown Height: 5'5" Weight: 128 lbs Blood Type: AB Occupation: Edgey serves as one of Derrick Lynch's personal bodyguards. Like Tiger, Edgey's mission is to wipe out those who oppose Derrick Lynch at all corners. Edgey was one Joe Hayabusa's student at the Iga Ryu academy at Japan. Joe warned before Edgey started his training at Joe's academy that Ninjutsu was meant for self-defense. Not for violence. About 5 years after starting his training, Edgey used his ninjutsu training to kill several students that he deems inferior to his tastes. He has also committed various robberies somewhere at Tokyo. This angered Joe so he expelled Edgey from his camp forever. Edgey vowed to improve his skills while committing the crimes he need to survive. When he found Tiger, both Tiger and Edgey became close friends. Edgey has managed to find out that Lynch was imprisoned somewhere at Norway, so Edgey insisted rescuing Derrick Lynch to form a terrorist circle. Using his speed and his deadly ninja skills, Edgey bested the guards and rescued Derrick Lynch. Right after Lynch's rescue, a terrorist circle was formed. New nasties were hired to protect Lynch at all costs, and Tiger and Edgey were named the "Uber-Moderators" of the mess of nasties. Edgey is extremely fast and he can use those boomerang knives pretty well, being able to throw them and using them at close-range. Very dangerous. Take Edgey out with caution. ======================================================================== THE ACTION PEDAL This is often referred to me as "Namco's Espionage Simulation System." When you release the action pedal, you can duck to avoid taking any direct hits from your enemies, and reload your gun automatically. Each magazine holds 40 bullets. Keep in mind when the pedal is released, you can't shoot (but you can't take any direct hits either). Step on the pedal to attack your enemies. Once all of your enemies are defeated in that section, you will move forward with the Time Limit freezed and resetted back to the original value. In Crisis Zone, if you release the pedal, then you will be "blocking" hits instead of crouching from direct hits because you will be using an Adamantine Shield to block direct hits instead of taking cover behind an obstacle to avoid direct hits. The Adamantine Shield usage changes the "Take Cover" function from Time Crisis and Time Crisis II into a "Block" function that gives Crisis Zone its own flavor as far as releasing the pedal is concerned, but the Action Pedal functions are typically the same because either way, you're stepping on the pedal to attack and releasing the pedal to avoid direct hits and to reload your gun. ======================================================================== THE LIGHT GUN In Time Crisis and Time Crisis II, you use a Light Gun that uses a chip to store a huge portion of the image inside the lens so that the lens can read the screen one pixel at a time for enhanced pixel-to-pixel accuracy with external blowback feature which simulated longslide recoil. In Crisis Zone, you use a Machine Gun that is a bit heavier than the Light Gun used in Time Crisis, Time Crisis II, and Point Blank games. The most noticeable difference is that you have to use two hands instead of one in order to hold the gun in a steady manner. One handle is to hold the machine gun steady and the other is used to pull the trigger of the gun. It's modeled after a Heckler and Koch MP5K so you have to use two hands if you want to handle the Machine Gun correctly. Another difference is that the blowback feature is now internal instead of external. The external blowback faced problems with players holding the longslide just to prevent the blowback feature from working. Now you will have a hard time trying to negate the blowback feature because Namco has decided that it's time to place the Blowback feature inside the gun instead of outside the gun. However, since Namco understands that some people will be annoyed by this feature, there is a DIP Switch that toggles the Internal Recoil of the Gun On or Off. The factory setting for this is "ON", meaning that Namco wants us to experience the recoil feature of the gun. Of course, you can turn off the Recoil by turning the Internal Recoil OFF. But the only similarity that both external recoil and internal recoil guns share is that they still share the same pixel-to-pixel accuracy feature that made Namco famous for testing and proving guns before releasing the game. Here's the whole thing regarding about the Crisis Zone Light Gun: There is a "Image Reading Chip" (shared with the same gun used in the Point Blank and Time Crisis games) that reads a piece of the screen depending on where you point the muzzle of the gun at. As you point the muzzle at different directions of the screen, the chip changes the view of the pixels and stores the view for later usage. After the chip reads the piece of the image, then the lens can read one pixel at a time for enhanced accuracy. In Crisis Zone, the image reading feature is instant. Depending on where you point the muzzle at, the chip reads the image a lot faster (because the gun has more RAM as opposed to the guns used on Point Blank and Time Crisis) and then the lens reads the screen one pixel at a time even though you are not pulling the trigger by having a red dot interact with the light gun's muzzle at the same time. The red dot tells you where the chip is reading the image and where you are aiming the lens at. This eliminates the need to use the gun sight to aim perfectly. However, the change of image reading remains the same: As you move the muzzle to other places within the screen, the chip reads a new portion of the image, so everytime the image changes, the chip changes the image, keeping the image fresh, and keeping the accuracy from pixel-to-pixel high. Because the chip and the lens interact with the screen with the Red Dot Feature, the gun has more RAM so that the image changing feature of the chip can be done faster and that accuracy can be retained even with the increased heft with the gun. ======================================================================== HOW TO PLAY Crisis Zone features 4 stages, and you can select from the first 3 stages as you please. You can select from a Beautiful Park, a Shopping Plaza, and an office building from the beginning at any order you like. Once you complete the first 3 stages, you will go one-on-one against Derrick Lynch. For every part you start in Crisis Zone, the default starting position will be the HIDE POSITION. If you have played Time Crisis or Time Crisis II before, then you will always start a part at HIDE Mode (The Pedal is released). Hiding will raise your guard to block enemy attacks. If you want to attack, then step on the action pedal like you would with Time Crisis/Time Crisis II. This lowers your guard so that you can attack the enemies. Make sure that the lens is pointed directly to the screen. Then shoot. You have fully automatic firing this time around so hold the trigger to strafe at your enemies. Do as you please with the MP5K replica but remember you only have 40 shots per magazine. To raise your guard, release the pedal. While your guard is up, you cannot attack BUT YOU CAN'T TAKE ANY DIRECT HITS EITHER. This feature is necessary to block any hits that has a high chance of stealing any of your life reserves. You can step on the pedal to attack once again. Whenever you face a stiff situation, be sure you use the "Guard and Move" method of disposing the enemies!!! Try to find the best pattern possible to supress all enemies without taking too much damage!!! Again, you have fully automatic firing this time around, but you only have 40 bullets per magazine. Once all bullets from the magazine is used, no more can be fired. Releasing the pedal will perform another function like in Time Crisis/Time Crisis II. Releasing the pedal NOT only keeps your guard up, but it will also reload your gun. After the gun is reloaded, then you can shoot more ammo once again. You have unlimited magazines so strategic use of the pedal and the gun are the key to make your way around. Once the final enemy is defeated in a certain part, you will move forward. BEWARE!!!! Whenever you see a "CRISIS SIGHTING" flashing aloft, be sure you put your guard up right away. If you get hit by a red bullet, then you will lose one life. Lose all of your lives and the game is over. As opposed to Time Crisis II, you will hear a tone that a Crisis Sighting has appeared. HINT: As soon as you see the Crisis Sighting, then it's either block or ouch. WATCH THE CLOCK!!! You will have 35 seconds (This is the default setting, the amount of time that you can get varies from operator to operator) for each part in order to move to the next part. If time runs out, then you will lose one life. The clock will reset every time you lose a life. Whenever you make a transition between one part and another, you can't attack while WAIT is on the screen, but the clock can't tick down while WAIT is on the screen either. If you lose all of your allotted lives, then you will be asked whether you want to continue or not. If you choose not to continue, then the game will "officially" be over. "Our mission is to liberate Garland Square and to supress the URDA at all costs. This is an extremely dangerous operation so be sure to keep your guard up at all times." ======================================================================== HINTS * Be sure that you are a certain height before you even play this game. The ideal height to play this game is at least 5'3". Since the game has strong life-like violence, you need to be at least 17 years of age to play this one. * Hold the trigger and make sure that you strafe all around the screen. Unlike Time Crisis and Time Crisis II, you have 40 rounds of fully automatic firing. This means that you will be firing your gun more rapidly than before. Even with the Machine Gun, you still have to figure out the fastest way to destroy all enemies. * Watch out for the guys dressed in red, white, and green--they have enhanced accuracy. Definitely eliminate the Reds first before anyone else because they have the best accuracy thus far. Also watch out for the Ninjas who will use close-range attacks, knives, and grenades. Also you need to be careful of any mechanized attacking objects (i.e. helicopters) that will also try to get a warning sighting. * The warning shots will give you almost no room for error because they are a lot faster than they used to be back in Time Crisis II. Whenever you hear a Warning Sound (or see a Crisis Sighting), release the pedal right away so you don't get toasted. Also watch out for those who love to use close-range attacks because they are really fast and it's hard to tell if they will be using a surprise attack or not. * Indecision will destroy you in Crisis Zone. You must make snap decisions. Shots are superfast so you need to act really fast. The faster you act, the better you will be in the game. * The missiles, grenades, rockets, and other debris can be shot to save time. Be warned that some debris might be a little bit faster in the later stages. Provided that you have shot the debris, you can continue to attack at all costs. * WATCH OUT!!! Some of the "nullifiable" projectiles have really confusing patterns that it makes things harder on you. Some projectiles might have surprise patterns that might catch you by surprise whereas other projectiles will come-a-plenty leaving you almost no time to nullify them all. The following projectiles can be nullified: Edgey's Naginatas, the missiles (Remember that some missiles will take more shots), and the grenades. Certain projectile patterns can be taken care of with minimal risk. Deal with them based on your skill level but remember that you can save time if you can act fast destroying them before they destroy you. * Try to find the fastest way to clear each area. For Crisis Zone, your score will be based on these factors: how fast you can clear each zone, how far you can get without dying, how quickly you can eradicate all of your enemies, and how daring your combination hits were. Once you destroy an enemy, you can carry your combo streak to any object that you want to destroy as you please. Please be aware that you only have a limited time to keep the combo juice rolling before the combo indicator disappears. * Try to pound the bosses like sack of potatoes. This way you can get a better score. There are some parts of the boss fights that allows you to get a better score at. Be careful that when the boss is near death, the boss is usually desperate. During desperation, the boss will commit CRISIS SIGHTINGS A PLENTY so it becomes really important to release a pedal because you will see a lot of Crisis Sightings near their death. * Finally, keep these machines out of the reach of children under 13 years of age and under 5'0" tall. If the machine gun or the action pedal does not work properly, be sure that you talk with an arcade operator immediately. * Once you hit an enemy, artillery, or a boss figure, you can carry your chain onto other "things" as you please. For example, if I kill a White Soldier and then hit 5 other blue soldiers and then shoot several CDs in display down, then I can pump up the juice with a remarkable high chain content. The key is to hit the enemy first and then do as you please before the chain indicator disappears. Be aware that if you have to destroy shields, then the chain indicator will more likely disappear. Comboing doesn't mean a better score, though. Like I said before, you will be HEAVILY GRADED on how fast you can beat the game. Time has a 70% emphasis on your score so think how much time you're allowed before you even try to combo out. * Try not to knock the enemy sideways. Try to keep the enemies in one place whenever you encounter an enemy with a huge life bar. This way you can eliminate any larger life bar enemies without much fuss. * If the gun isn't working correctly and/or if the action pedal is somewhat malfunctioning, then immediately take this matter to your operator. Expensive games MUST BE MAINTAINED WELL because you are paying hefty sums to play it. A note from Falcon: There is a 50" Crisis Zone at Dave and Buster's Addison and the gun isn't aiming too properly. I had to quit playing the game over there because the gun wasn't aimed at the right area where I'm pointing it at. The 50" CZ Cabinet at GameWorks is working good but overall, 27" cabinets are my norm. * About 70% of your score is based on how fast you can clear the zones. The faster you clear the zone, the higher your score will be. ======================================================================== THE ENEMIES Here's what to be aware of with each of my descriptions: Frequency: How many of them you will encounter throughout your mission Odds of killing hits: How many "Warning Sightings" you will see. Certain places have more favorable odds than others. Comments: My comments regarding about them. ------------------ Blue Foot Soldiers ------------------ Frequency: Common Odds of Killing Hits: 1 in 77 Comments: These are the most common cronies in the game. Their accuracy isn't top-notch so you can dispatch them with minimal effort. Please be aware that in the higher levels, the odds of getting a Warning Sighting becomes even more favorable (especially during the fight against Derrick Lynch) so keep that in mind. The odds of getting a Warning Sighting might depend on how good you really are. Some of these guys will be carrying shields to either hurt your combo chain and/or protect themselves from harm so keep that in mind. A few good shots in one location will nullify their shields. ------ Ninjas ------ Frequency: Moderate Odds of Killing Hits: Unknown. They usually get you by surprise Comments: These ninjas are accustomed to close-range combat and they usually throw knives and grenades at you. They are not fast when they attack far away but they can catch you by surprise at close range. Be careful that you don't stick your head too long in some areas because they will chop you off if you don't act fast. These guys are something to worry about because they specialize in Surprise Attacks. -------------- Green Soldiers -------------- Frequency: Few Odds of Killing Hits: 1 in 28 Comments: A more accurate version of the Blue Soldier. They have better accuracy than the Blue Soldiers but they are not as tough as the White Soldiers so you can take them out with minimal risk. Keep in mind that their guns do more damage than Blue Soldiers. ----------- Helicopters ----------- Frequency: Only in Garland Park Odds of Killing Hits: 1 in 19 Comments: These helicopters are really fast and can live to strafe a couple of shots to tip the odds in its favor. They usually specialize in far-range combat so you should try to destroy them before they can spot a few warning sightings. You should have no problem blocking their Warning Shots. -------------- White Soldiers -------------- Frequency: Few Odds of Killing Hits: 1 in 10 Comments: These guys are pests. They have a bad habit of hiding someplace to reduce the amount of damage they receive. Sometimes they will go from one place to another so that they can gun-butt you. The odds of getting a warning sighting is pretty much in their favor so you might get a few Warning Sightings from these pests. ------------ Red Soldiers ------------ Frequency: Rare Odds of Killing Hits: 1 in 1 Comments: These guys return with less frequency. They still have a bad habit of firing the "killing shot" at you and in some instances, they will do it by surprise so get ready for anything!!! It is really important to watch out for these guys since their accuracy is the best thus far. ------------- Derrick Lynch ------------- Frequency: Geyser 1 Odds of Killing Hits: 1 in 4 Comments: Derrick Lynch not only uses a shotgun that has really high accuracy, but he also throws grenades-a-plenty. It is really important to block whenever he spots a Warning Sighting because his shots are really fast. ----- Tiger ----- Frequency: Garland Technology Center Odds of Killing Hits: Same as White Soldiers Comments: Tiger not only uses a Machine Gun, but he has brute strength. He uses his strength to throw objects that cannot be destroyed with your gun. Be sure to block those dangerous objects since you will lose a life if you fail to block it. His vitality is really high so he will take quite a pounding. ----- Edgey ----- Frequency: Garland Technology Center Odds of Killing Hits: Hidden. He throws Naginatas and can attack you at close-range Comments: He's really quick and can throw Naginatas in a confusing matter. His Naginatas can be nullified. Please be aware that if Edgey "zig-zags" his throwing, then Naginata nullifying can become a chore since these Naginatas have confusing patterns. He has close-range attacks to go with it. ------ Hind-D ------ Frequency: Garland Park Odds of Killing Hits: Really high if it's attacking in close-range. The Vulcan Cannon has the same odds as with Tiger and the White Soldiers. Comments: This Hind-D is a nasty pest. It has a Vulcan Cannon that can strafe right at you and it also uses missiles to blow you into pieces. If it's far, then you can nullify the missiles (as well as the bombs). Unfortunately, nullifying the missiles can be a chore against this sore loser because it loves to attack you with missiles at close range as well!!! -------- M-1 Tank -------- Frequency: Drycreek Plaza Odds of Killing Hits: The Explosives can be shot down, but it still has a 1 in 1 chance of chopping your lives. The guns have a 1 in 20 chance of generating a Warning Sighting. Comments: Derrick Lynch's tank is a powerful one. It has a turret that can shatter a person into pieces in no time. The tank also has a gatling gun on top of the turret, 6 side guns, and four missile launchers. When the tank is near its destruction, it uses internal gatling guns to attack its destroyer as its last-ditch attack. I think that the accuracy rank would have to range from the following (Anyone who is at the top is accurate whereas those who are on the bottom is the least accurate): 1. Tiger and Edgey, Hind D's close-range attack, Ninjas attacking at close-range. 2. Edgey's Naginatas, M1's Missile Shower Attack 3. Red Soldiers and Derrick Lynch 4. White Foot Soldiers, Hind D's Vulcan Cannon, M1's machine guns 5. Helicopters, Hind D, and M1 Tank alone 6. Green Soldiers 7. Blue Soldiers 8. Ninjas throwing knives and grenades 9. Missiles shot at far-range 10. Projectiles (excluding Edgey's Naginatas and the M1's shower) ======================================================================== DIP SWITCHES Number of Lives: This switch controls the amount of lives you will start at each beginning of the game. The default setting for this one is 3 lives. Operators reserve the right to control the amount of lives you get per game. Time Limit for each part: This switch controls the time you're allowed to clear each part of the zone. The default setting for this one is set at C (Medium). Operators reserve the right to control the amount of time you are allowed for each part. And please remember that the lower the time limit, the harder the game will become. That covers it. If I find anymore Game Option Switches, then I should let you know. ======================================================================== THE CRISIS SIGHTING SYSTEM (AND MORE) Time Crisis suffered REALLY HEAVY because you don't know when who's going to hit you or not (with the exception of the Marksmen, who always fire Killing Shots when they first appear to attack you). This turned a lot of players off because no one knows when it's the good time to hide or not. Time Crisis II tried to fix much of the problems by introducing the Crisis Sighting System that will force the player to "crouch or ouch" whenever a Red Sighting (Crisis Sighting) but there is still some room for error as some of the shots are relatively slow and that you can kill them before you have to hide from them. Crisis Zone features an improved Crisis Sighting System: When the enemy is about to hit you spot-on, you will hear a tone warning as you see a "Crisis Circle" encircling an enemy who's going to hit you spot-on with their firearms. This doesn't apply to physical/abiotic attacks as you have to figure out when's the best time to release the Action Pedal. Now it's easier to know when the enemy is going to hit you spot-on because you hear a tone that you have to either release the action pedal the instant they fire or you will lose a life. Since the shots are faster than both Time Crisis and Time Crisis II, it's really important that you hide the instant you hear both the Crisis Tone and the Crisis Circle. This compels you to learn how to hide the instant you see the Crisis Sighting emit from your enemies--one hit and you'll regret not being able to release the pedal the sooner the better. This means since the Crisis Sighting System _MEANS IT_, you _MUST_ make a snap effort to release the action pedal when you see the Crisis Sighting. The shots are no longer slow as a snail and you're not given a lot of time for error on this one so it's really important that you start reacting whenever you hear _BOTH_ the Crisis Tone and Crisis Circle (Together they make up the Crisis Sighting System). The shots are lightning-fast so it's a good idea to learn how to release the pedal the instant you hear the Crisis Tone and see the Crisis Circle emit. ------------------------------------------------------------- Now tell me how the scoring system works for the game, Falcon ------------------------------------------------------------- Time Crisis had the best scoring system among the three Crisis Games available in the market today: You are graded depending how fast you can complete an area. Time Crisis II had a MASSIVE PROBLEM with the scoring system as you earn points depending on how fast you pull the trigger and where you hit the enemy at. In Time Crisis II, you earn more points if you can hit the enemies in a fast, systematic manner. This means the more hits you can emit before the indicator goes off, the more points you will earn. Keep in mind that you only get more points if you hit enemies in the head. Crisis Zone is a toss-up between points and time. The glory of Trigger-Happy Destruction is over: Your score is HEAVILY GRADED ON HOW FAST YOU "RUN". No if's, and's, or but's. You will be given a bonus at the end of each area depending on how fast you clear each and every zone. The faster you can complete the zone, the better your score will be. As with Time Crisis II, you can combo all of your hits to bump up your score by a good margin before the indicator disappears, but you don't get points if you hit enemies at the head this time around. That is right. The only way you can get more points is to hit enemies, objects, and whatever you please in a systematic matter. You can hit anything you want and the way that you please before the indicator disappears. The more things you hit before the indicator disappers, the more points you will get. Keep in mind that comboing doesn't necessarily equate to a higher score as your score is graded on the following (And I'm repeating this so that you will admit that you're graded on speed): * 70% of the score is influenced on how fast you can beat the area * 30% is how systematic you can dispose the enemies. Find the fastest way to clear each part for the best speed. You can hit anything you want before the indicator disappears, but keep in mind that this won't help you as much as Time Crisis II did. That's all for now. Please feel free to e-mail me any kick-ass achievements that you've obtained through a Crisis Zone machine by going to http://www.verasnaship.net/emailme.html and use the convenient Mailform. ======================================================================== NOW IT'S TIME TO START THE MISSION TO SUPRESS DERRICK LYNCH You can select from Drycreek Plaza, Garland Park, and the Garland Technology Center in the order that you please. Please be aware that I have grouped each of the three opening zones on the level of difficulty. I recommend that you take the easiest path first and when you become better in the game, you can do things as you please. ------------------------------------------------------------------------ Drycreek Plaza ------------------------------------------------------------------------ Difficulty: Easy Note: I recommend that you take Drycreek Plaza first. -------- Prologue -------- Our heroes are moving with a lot of caution as they enter Drycreek Plaza. Moving inside, they realize that the URDA is completely holed up inside the Plaza and they are fully armed. Knowing that this mission is dangerous, the STF has to act fast to avoid getting killed early. ------------------------------------------ How the heck do I get past Drycreek Plaza? ------------------------------------------ On the first part, shoot the grey soldier but if you want more points, shoot the blue soldier left of the grey soldier and then eliminate the grey soldier and then eliminate the blue soldier right of the first grey soldier. When the camera shifts to the right, shoot the blue soldier inside the booth and be sure that you eliminate the blue soldier coming from the right side of the screen quickly. Finally, when the camera shifts to the left, eliminate the green soldier with less hassles. NOTE: You can kill the cronies while they are behind a glass. Keep that in mind for the later stages. When you get inside the Music Store (which is the basis for the next two parts), kill the Blue Soldier nearest you first and then eliminate the next two Blue Soldiers as you please. The next few Blue Soldiers can be eliminated without much effort. After eliminating the next two or three blue soldiers, eliminate the green soldier and when the cam shifts rightwards, eliminate the blue soldier. When the cam shifts leftwards, eliminate the Marksman first (but be aware that he has a bad habit of firing the killing shots so keep that in mind) and then the Blue Soldier at the right. When the cam shifts rightwards, kill the Blue Soldier at the right hand and then the Blue Soldier at the Left-Hand. Beginning of the Third Part: You will see two soldiers covered by a Blue Soldier using a shield. Try to nail these first three bozos the earliest possible. After eliminating the first three bozos, the cam will be shifting leftwards. Eliminate the two right-hand Blue Soldiers and then eliminate the left-hand Blue Soldier. When the cam shifts leftwards, a Marksman will be attacking you by surprise. Be careful as Marksmen who's so close to you will catch you by surprise as much as the Ninjas would. Finally, when the cam shifts rightwards, try to nail the green soldier with minimal effort. You will be inside a basement when you get inside the Fourth Part. The first three Blue Soldiers will be using obstacles to their own advantage. Try to nail them before they use the obstacles to their own advantage. Right after you zap the third "Obstacle" Blue Soldier, you will confront a Blue Soldier. Wait until you see a Red Solider coming from the right side of the screen and then before HE EVEN TRIES TO FIRE THE KILLING SHOT, nail the Marksman before he's even ready. Nail the Blue Soldier after you nail the Marksman. Be prepared for the cam to shift to the right because a Ninja will be attacking you at close-range. He'll try to chop a life box off before you're even ready so watch out for this cheeser. ANOTHER HINT: Try to eliminate any enemies as quick as you can because if for any reason they have to hide somewhere, you will be wasting a lot of precious time this way. Time for the fifth part. Eliminate the opening Green Soldier and then eliminate the two Blue Soldiers. When the cam shifts right, eliminate the Blue Soldier and then try to weaken the Green Soldier as you please as the cam shifts left. Eliminate the Blue Soldiers within the Freight Boxes to reveal a Marksman in the center. You will be able to see a Green Soldier and a Blue Soldier. Eliminate the Green Soldier first and when the Cam shifts right, eliminate the remaining Blue Soldiers. The cam will shift left then right. Once the cam shifts right, you will be greeted by two Blue Soldiers but this also means that the Ninja will be "clubbing" you before you are even ready. Use caution in this group because the Ninja will attack you even before you're ready. If you can eliminate the Ninja without losing a life box, good. Now eliminate the soldiers to move on. On the sixth part, you will be greeted by a White Soldier. Weaken him and you will be greeted by two Blue Soldiers. When the cam shifts left, you will be greeted by a Blue Soldier with a shield. Take him out and then dispose the White Soldier. Dispose the next two blue soldiers behind the glass windows and then eliminate the Ninja at the center throwing grenades at you. You can shoot the grenades. Now try to weaken the White Soldier as he hides from obstacles a plenty. Before you know it, two Blue Soldiers will be interfering your plans to nail the White Soldier the quicker the better. Remember the sooner you eliminate the White Soldiers, the faster you will be. As the White Soldier finds cover, the cam will be shifting rightwards. On the seventh part, you will be greeted by seven Blue Soldiers. After killing all of them, you will see a Ninja coming from the right hand of the screen and a Ninja coming from the left hand of the screen. On the eighth part, you will see two Blue Soldiers from underneath. Then the cam will shift upwards to reveal 3 Blue Soldiers and a Blue Soldier with a shield. On the Ninth Part, you will see two Blue Soldiers as the announcer says ACTION. When the cam shifts forward, you will see two more Blue Soldiers and you will be greeted by a Green Soldier. The cam will shift left and then once again a Marksman will try to catch you by surprise (so be prepared for the worst). Try to kill all Marksmen before they are even ready to fire the killing shot but be aware that Marksmen are very fast and agile too. A Blue Soldier with a shield follows the Marksmen and a White Soldier (coming from the left) follows the shielded Blue soldier. After killing the White Soldier, the cam will shift leftwards to reveal a Blue Soldier. On the Tenth Part, you will encounter a Green Soldier. When you nail the Green Soldier, the cam will shift forward to reveal a Marksman at the left side of the display followed by two blue soldiers right of the Marksman. Eliminate the Marksman before he's ready and then eliminate the two blue soldiers at his right. The cam will shift right and you should eliminate the blue soldier at the right of the Cash Register without any problems. The cam will shift left and you should be able to eliminate the final Blue Soldier without problems too. After finishing the Tenth Part, enjoy a really cool cutscene. ----------- Boss Bridge ----------- Croad MacGalain departs the Sporting Goods shop and enters the lower floor knowing that his friends aren't doing too well. He wants to know what's the matter. His teammates panic as a huge tank comes in and alas, it's time for a really tough boss battle. --------------------------------------- Now tell me how to destroy this M1-Tank --------------------------------------- This huge tank will net a heavy amount of red sightings so be prepared to block hits. When the Eleventh Part begins, destroy the Gatling Gun first and then try to damage the right-hand Rocket Launcher as much as you can before the Tank reveals three side-hand machine guns. When you see these side-hand Machine Guns, destroy the side-hand Machine Guns first and then destroy the rocket launcher. Pound on the turret and as the tank gets ready to launch an unblockable mortar, two blue soldiers from the right comes in to interfere. Kill the two blue soldiers and then eliminate the surviving rocket launcher right at the turret. Once you see a crisis sighting, block. Now destroy the rocket launcher before three more side guns are revealed. Hopefully, both rocket launchers are destroyed before 3 more side guns are revealed. Destroy the 3 side guns and then pound on the turret before proceeding to the 12th part. On the 12th part, there will be two blue soldiers and a Marksman. The Marksman will attempt to fire the killing shot as soon as he shows up so get ready. Kill all of these three bozos and go on to the 13th part. On the 13th part, kill the two blue soldiers first and then pound on the turret. Assuming that you *did* destroy the side guns, gatling guns, and the rocket launchers, the "backdoor" rocket launchers will start launching showers of rockets with confusing patterns. When you see the backhatch open, try to destroy one of them as quickly as you can. You can destroy the rockets if you want to but please be aware that the rockets launched from the back of the Tank's turret has a confusing pattern so if the pattern becomes too frustrating, feel free to block. Hopefully, one of these backdoor rocket launchers should be destroyed before the turret launches another danger turret at you. When the cam shifts leftwards, kill the two blue soldiers. The cam will shift right. Destroy the final backdoor rocket launcher as quickly as you can (but beware of the confusing rocket patterns) and then destroy the turret. Once the turret is destroyed, you will proceed to the 14th part. On the 14th part, there will only be about 7 blue soldiers. Fortunately, these soldiers will only take 1 hit to kill. On the 15th part, you will see two Blue Soldiers as you start the part and you will see one more Blue Soldier when the camera shifts leftwards. Once those cronies are destroyed, you will have to face two gatling guns. THE GATLING GUNS ARE REALLY ACCURATE AND WILL HAVE A LOT OF RED SIGHTINGS so be prepared for anything!!! As a general rule, if you see any red sightings, RAISE YOUR GUARD OR DIE!!! Destroy the gatling guns to destroy the tank. Wow, this was one tough boss battle. I can guarantee you that these boss battles will be a lot harder as opposed to Time Crisis and Time Crisis II. Remember practice makes perfect. ----------- Death Scene ----------- Kaboom. The M1 is no more. Drycreek Plaza cleared. ------------------------------------------------------------------------ Garland Park ------------------------------------------------------------------------ Difficulty: Medium Note: I recommend that you take Garland Park second. -------- Prologue -------- Now we see a beautiful park. The URDA is strafing like crazy realizing that there have been intruders in their path. However, nothing can stop the STF Squad 1 from confronting the URDA so bravely. The STF survived the strafe because either the URDA missed or the STF successfully blocked the shots imposed by the URDA. Fight ensues. -------------------------------------------- Now please tell me how to clear Garland Park -------------------------------------------- On the first part, kill all the blues at the left-hand side first and then *gradually* work your way towards the right. The lefties will be hiding within those Hot Dog stands so get them before they hide. When the cam shifts rightward, you will see two soldiers at the extreme right. Don't bother with the guy with the shield for now. Concentrate on weakening the green soldier as much as you can at the right side. When the Green Soldier disappears, destroy the Blue Shield Soldier. The cam should shift to the right side once again and then you can take care of the Green Soldier. Now you have two Blue Soldiers behind the Telephone Booths and when the cam shifts leftwards, three blues will come from the top. The cam will shift rightwards and you will deal with another Blue Soldier and finally the cam will shift leftwards to reveal the final Blue Soldier for the First Part. For the second part, when the announcer says ACTION, try to weaken the White Soldier as much as you can. While you weaken the White Soldier, you can destroy the Blue Soldiers attempting to interfere. When the White Soldier is ready to attack, he'll usually gun-butt you. Defeat the White Soldier and his cronies and the cam will shift rightwards to reveal 3 more blue soldiers coming from the upper floor. The cam will slowly shift leftwards. As the cam shifts leftwards, there will be a blue soldier and a shielded blue soldier. Nail the shieldless blue soldier first. When the cam stops moving, two ninjas will attack you. Be quick because these Ninjas are really quick. After dealing with the Ninjas, take care of the remaining Blue Soldiers. For the Third Part, most of the Blue Soldiers here will try to hide behind the Hot Dog stands. Try to nail them before they try to do so. The cam will shift leftwards and you will face some more Blue Lackeys. Take care of the second band of Blue Soldiers and then when the cam shifts left, you will see a Green Soldier from far away but a Blue Soldier will attack you up close to interfere. The cam will shift left and a Blue Soldier will pop up from the Hot Dog Stand. The cam will eventually shift rightwards so that you can take care of the Green and Blue Soldiers. The cam will now shift rightwards to reveal a White Soldier and a few Blues who's trying to interfere. When the cam stops moving, a ninja will be throwing grenades at the right-hand side of the Hot Dog Stand. Now the cam will be moving left gradually so that the White Soldier will be attacking you fiercefully. Eliminate the White Soldier and his Blue friends to move on. For the beginning of the Fourth Part, defeat the Green Soldier and then the Blue Soldier. The cam will shift left and you will contend with three Blue Soldiers at far-range. Take care of the far-range Blues and then contend with two Blue Soldiers at close-range. Now you have to destroy 2 Helicopters before moving on. Try to find a soft spot so that you can destroy these two helicopters more quickly. On the fifth part, two blues will be attacking you from the upper atrium of the quad. Now you will be moving forward to contend with 4 blues and a Blue with a shield. As the cam moves towards, take care of the shielded blue before anybody else. Now you will move left to contend with two more blues and a shielded blue. You will then move right to contend with three Blue Soldiers (one of them is hiding behind a Hot Dog Stand). You can take care of these Blues before they are even ready. Move right and you will contend with a close-range blue and a blue trying to hide behind the Hot Dog Stand. Again, these two blues can be disposed of before they are ready. You will then move right and contend with a Ninja with Grenades a Plenty and with a Blue Soldier. On the Sixth Part, attack the White Soldier immediately right after the announcer says ACTION. Kill the White Soldier and then kill the Blue Soldier. The cam will shift rightwards and you will have to deal with a Marksman and a Blue Soldier. These two uses the wall to their own advantage so be very careful in this one. Try to kill the Marksman before he's even ready. Now you will deal with about 4-5 long-range Blue Soldiers. That should do it. On the seventh part, you will face a blue soldier coming out from a truck. Now you will face two soldiers inside the truck, and then two more on top of the truck. Try to kill the blue soldier at the lower- left immediately after you kill the two blues at the top of the truck. The Blue Soldier will then run from right to left as two ninjas try to attack you from close range. To make things worse, while the Ninjas try to attack you, a marksman from the upper-left will attack you. This section of this part is quite possibly the toughest of Garland Park. Now take care of two more Blue Soldiers and the Ninja on top of yet another truck. When the White Soldier tries to jump from the truck's top, try to kill the Marksman before he's even ready. Now destroy the drum barrel to kill the White Soldier. On the eighth part, try to destroy as many blues as you can before they are even ready to attack. When the cam moves left, you will encounter a few more blues. The cam will move rightwards and you will see a Ninja with grenades. Try to kill any grenadiers before they are even ready to throw a kink. Move rightwards and you will see several blue soldiers and a Grenadier. When you start the Ninth Part, you will see a helicopter. Destroy the Heli and then kill the 2-3 Blue Soldiers at long-range. Now you will have to contend with three Helicopters at once. Try to find the fastest way to destroy all of these three helicopters. You will then encounter four more Blue Soldiers who are very easy to defeat. That should do it for Garland Park!!! ----------- Boss Bridge ----------- As STF tries to proceed, they see gunfire and they hesitate a bit. Now we see that a Helicopter is responsible for attempting to strafe the STF to death. What a shock to see that the URDA purchased most of the serious Military Hardware through the Black Market. A boss fight ensues. --------------------------------------------------- Please tell me how to destroy the Hind-D Helicopter --------------------------------------------------- Number of life boxes Hind has: 5 Life Boxes Softest Spot: The Cockpit None of the arsenal that the Hind-D possesses can be destroyed so this boss fight is a lot harder than the M1 fight back at Stage 1. The Vulcan Cannon's accuracy is comparable to the White Soldiers. The missiles can be shot but please be aware that the Hind will try to use close-range showerings so watch out when the Hind is attacking close-range. At the 10th part, nail the helicopter, making sure that you hide from those damn crisis sightings that you see and/or hear. You should be able to drain the first life box of the Hind-D no problemo. When the cam shifts leftwards, you will see a helicopter and a White Soldier. Eliminate the Orange Heli first and then the White Soldier. This White Soldier has good accuracy so be really careful when nailing him. The Heli will now shoot missiles at long range. When the missiles are about to hit you, the Heli will hide underneath you. You can shoot or block the missiles with your shield as you please. While the Hind is moving left, try to drain as much energy as you can before it disappears from the left-hand. When the cam moves left really fast and stops, THE HIND WILL THEN ATTACK YOU AT CLOSE RANGE WITH A MASSIVE MISSILE SHOWER!!! Definitely release the pedal to make sure that you don't get toasted. Once the missile shower ends, pound on the helicopter until the Hind loses its second life box. Now attack 3 Blue Soldiers from underneath. On the 11th Part, all the Helicopter will try to do is to run you over. Pound on the Hind as much as you can but be aware that the Hind will try to run you over. Before the Hind runs you over, block so that you don't get toasted. After blocking the Hind, try to destroy the Hind's third life box before the Phoenix Missiles gets a chance to slam you hard. You will then confront with several blue soldiers and a Green Soldier before the Hind attacks you with the Vulcan Cannon. Once you get below the Hind, you should be able to drain its fourth life box no problemo. You shouldn't give the Hind's Depth Chargers a chance to hit you so derive the Hind from its fourth life box as quickly as you can. MY NOTE: If you deplete a life box from the Hind, then all the projectiles will be destroyed automatically. The cam will shift leftwards and you will see two helicopters attacking you. Once the cam shifts leftwards, try to weaken the Hind as much as you can before it disappears at the right-hand screen. You have to destroy the two helicopters before you continue to do away with the Hind's fifth and final life box. Just make sure that you block the instant you see the Crisis Sightings. For the next two waves of attack, all the Hind will do is attack you at close range using nothing but Phoenix Missile Attacks. Weaken the Hind and when the Hind fires, IT'S EITHER BLOCK OR OUCH. Repeat the same thing when the Hind does the same thing for the second time. After the second close-range missile barrage, accurately pound on the Hind until you derive the hind from its fifth and final life box. ----------- Death Scene ----------- The Hind malfunctions and it is shot down. It falls towards the ground and then CRASH-KA-BOOM. Garland Park cleared. What a tough boss battle this was. Onto the Garland Technology Center. ------------------------------------------------------------------------ Garland Technology Center ------------------------------------------------------------------------ Difficulty: Hard Note: I recommend that you take Garland Technology Center third. -------- Prologue -------- Our friends are now entering a building occupied by some pretty nasty URDA cronies. Croad is attempting to sneak in to the Technology Center by vent and then a fight ensues... ------------------------------------------------------------ Please tell me how to get past the Garland Technology Center ------------------------------------------------------------ Right off the bat on the first part, you will see three *static* blue soldiers standing at their guard. They should be easy to destroy. After you destroy the first three blues, go for the blue at the center right, the blue at the upper-left, and finally a blue at the right side of the screen (not sure about this). On the second part, try to slam the green soldier to a bloody pulp as quickly as you can and then take out the blue soldiers that follow him. A White Soldier will then force the screen to shift rightwards so try to lay the smack on him. After you kill the White Soldier, try to kill the Blue Soldier running within the desks at close range. At the ending of the Second Part, the Marksman will show up at the left and he's quite hard to see. When you see some red jitters, try to slam him DOWN before the screen stops scrolling. When the screen stops, you will see a Blue Soldier attacking you from the center and the Marksman attacking you at the right by surprise. Again, it is advisable that you try to kill any Marksmen that you can partially see before they are ready. Not only killing Marksmen before they are ready will save you time, but it will save your life as well. For the third part, you will see Tiger for the first time. Lay the smack down on Tiger immediately after the announcer shouts out ACTION to prevent him from punching you. A Blue Soldier will interfere while you're trying to pound on Tiger. Once you've got Tiger down to his knees, several other Blue Soldiers will be attacking you while you are trying to pound on Tiger for more points. I recommend that you pound on Tiger until he completely disappears. Once Tiger disappears, take on the remaining Blue Soldiers. For the fourth part, destroy the Green Soldier first (at the right once the screen scrolls left) and then take on the two blue soldiers. For the remaining of the fourth part, just about every blue soldier can be destroyed before they are even ready to attack you. On the fifth part, try to attack the blue soldier coming from the right so that he's killed before he's even ready. When you killed about three blue soldiers, a blue soldier will be travelling to the right. Kill him before he's ready. Now dispatch the other blue soldiers and you'll get the ultimate concern once you dispatch the last bastion of the blue soldiers in this part. When you look into the hall and when the screen scrolls left, be careful because the Ninja will attack you before you are even ready. Quickly block his slash before you lose a life. You cannot proceed until you kill the Ninja. On the sixth part, most of the blue soldiers are easy to kill although a few of them might be lucky enough to pop a few Crisis Sightings here and then. When you turn left, try to kill the Blue Shielded soldier at the earliest possible moment. The two blue soldiers at the stairs are virtually nothing. At the seventh part, you will see Edgey throw naginatas at you. When the part starts, focus on the Blue Soldiers. When you kill the first wave of Blue Soldiers, the screen will scroll rightwards to reveal a Machine Gun Camera. Destroy the camera and the screen will scroll left with Blue Soldiers-a-plenty along with yet another Security Camera. The screen will scroll right to reveal the last bastion of Blue Soldiers in that area. After destroying the third Gun Camera (which is easy to do), Edgey will be throwing Naginatas at you. Don't give him a chance to do so--just deprive him of his temporary life box. Once you deprive Edgey of his temporary life box, you will have to duke it out with a White Soldier. He tends to hide from a lot of obstacles so wait until he's ready to kill him. At the labratory (The Eighth Part), the first three blue soldiers might be hard to see but you should kill them with minimal efforts (Just make sure that you block whenever you see any Crisis Sightings). The fourth one comes at the closest right and sometimes he will take you out by surprise. The fifth Blue Soldier is at the left of the Computer Mini Tower. Once you kill the fifth Blue Soldier, a White Soldier will be walking at the left. Try to kill him before he gets a chance to hide behind a mainframe. When the scrolling stops, a Marksman will try to fire a killing shot at you at close-range. Once the White Soldier and the Marksman is done for, the screen scrolls to the left to reveal a huge bastion of Blue Soldiers. When the screen stops scrolling for a moment, a Marksman will appear just left of the center. The screen will move forward to reveal a Blue Soldier on top of the mainframe. The death of that soldier will trigger the White Soldier. Kill the White Soldier to move on. On the Ninth Part, just try to kill all four Blue Soldiers with the least possible effort. They are very accurate so really watch your step here. On the Tenth Part (The Elevator), try to kill the White Soldier before the scrolling stops. Once the scrolling stops, three Blue Soldiers will be attacking you. As with the Elevator Entrance, these guys have ass kicking accuracy so stay on your toes for this one. Starting the Eleventh Part, pound on Tiger for as much as you can. When the screen scrolls left and once the screen stops scrolling, Edgey will be throwing Naginatas at you. Try to nullify the Naginatas and deal with the two blue soldiers. The death of the second blue soldier will trigger Edgey and try to get him before he gets a chance to throw his Naginatas again. A Blue Soldier will appear right after Edgey disappears from the right. Tiger will move rightwards and will try to get some Crisis Sightings at you so watch your toes. Edgey will be throwing Naginatas at you once again but the pattern should be noticeable so try to nullify all of these Naginatas at all costs. Once you nullify all of these Naginatas, eliminate the two Blue Soldiers for the finish. ------------- Boss Prologue ------------- Now we turn into Tiger and Edgey, two cronies hired by Derrick Lynch to represent as symbols of the URDA. Tiger is slow but he's strong, and Edgey is fast and has a lot of Ninja Skills with him. Tiger: "Ghahahaha!!! Nobody can defeat us." Edgey: "Never before, (Shows his Naginatas) AND NEVER AFTER!!!!" (fight ensues) --------------------------------------- Weapons used by the URDA Special Agents --------------------------------------- Tiger's Weapons: Uzi 9mm and Brute Strength Edgey's Weapons: Shuriken, Naginata, Koppo, and some Ninpo ------------------------------------------------- Please tell me how to defeat both Tiger and Edgey ------------------------------------------------- These guys are a pain, but I think that Edgey is the one to be worrying about because most of the time, Edgey will be causing the major headaches in this fight. Right off the bat, you will have to confront Tiger first. Pound on Tiger but watch out for his red sightings. Once you've derived Tiger of his first life box, Edgey will attack you from the ceiling. Edgey will then throw Naginatas at you once he stops moving so try to weaken him before he even stops moving. He will not be throwing Naginatas at a confusing pattern so feel free to do as you please with Edgey's Naginatas for now. Once you derive Edgey of his first life box, Tiger will now do some brute strength demonstrations for you. Pound on Tiger but be aware that he will throw an object at you. You won't hear DANGER this time around so know when to block. His throws are much faster than Buff Bryant's Brute Strength antics so keep that in mind. Just before he tries to throw a second block, a marksman will come to interfere your aim. When Tiger moves left, about 3 blue soldiers will interfere with the fight before he throws his oil barrel at you. Once you derive Tiger of his second life box, you will scroll rightwards and Edgey will be throwing two Naginatas at you. Once these Naginatas disappear, about 2-3 Blue Soldiers will be attacking you before Edgey will do a dive attack at you. Be careful not to stick out your head as Edgey will chop off a life if you let your guard down for too long. NOTE: Tiger will throw a Red Oil Barrel at you. When he ducks, that means he's going to throw a Red Oil Barrel at you. Once you see the Oil Barrel, THE ONLY WAY YOU CAN DESTROY THAT OIL BARREL IS TO HIT IT AS SOON AS YOU SEE IT. You can save time if you can destroy the Red Oil Barrel but keep in mind that you need to use Tiger's crouching as the cue to this. Once Tiger stands, he will have the Red Oil Barrel ready to throw at you. Remember that you have to hit the Oil Barrel all the way for this trick to work. Even though you can't do so, you can still use your Machine Gun to deprive Tiger of his second life box. Just keep in mind that it takes more time to pound Tiger with lots of lead as opposed to using the crouching cue to destroy the Red Oil Barrel before Tiger throws it but once you've learned how to use Tiger's Crouching Cue to prepare to shoot the Red Oil Barrel before Tiger throws it (and SHOOTING THE BARREL IMMEDIATELY AFTER TIGER FINISHES LIFTING IT UP), then you should be able to save some time. This is pretty much expert material but you might want to master this technique although this one takes some time to perfect. A big thank you to DanZero for pointing this out. And I like to tell you that he will throw the Red Barrel before Edgey throws Naginatas at you and 3 Blue Soldiers try to attack you. Anyway, once Edgey loses his second life box, Tiger will attempt to throw a laddercase at you. Just before you derive him of his third life box, he will throw the ladder (guaranteed). Know when to block or it's ouch for all of the part. After you dodge the ladder and derive Tiger of his third life box, Edgey will impress you with his speed. Try to weaken him as much as you can while he's moving because this attack will also be a Dive Stab. Once you deplete Edgey of his third life box, Tiger will do two girder slashes at you. Know when to dodge the girder because his girder swings are quicker than Buff Bryant's. Once he does two girder slashes, you will move back. Come to think of it, Edgey will throw two Naginatas at you. Nullify the Naginatas first and then nullify Tiger's fourth life box. Be sure that you successfully block the girder. Remember that you won't hear DANGER whenever Tiger throws something so be sure to know when to block. When Tiger loses his fourth life box, you will move right and face two more Blue Soldiers. Right here we have Edgey showing his fast movements once again while throwing Naginatas at the same time. When Edgey is standing still, he will throw 5 Naginatas at an arc. Try to pound on Edgey before he even throws a Naginata because the less Naginatas he throws, the more manageable the action will be. Here, Edgey can be confusing because his acrobatic movements makes him a difficult target. Also, he throws his Naginatas rather aggressively here so watch out and stay on your toes. Once Edgey loses his fourth life box, pound on Tiger. Be careful when draining Tiger's final life box (Tiger has 5 life boxes), Edgey will come to attack you at close-range and Edgey will club you before Tiger throws the Oil Drum. After Edgey disappears from the close-range attack interference, Tiger will throw the Oil Drum. Remember that you won't hear DANGER when Tiger throws the Oil Drum so be sure to make snap decisions. Right after Tiger throws his final Oil Drum, he will then start shooting. Since this is his final life box, he will commit Crisis Sightings-a-plenty so use extreme caution when you are attempting to kill Tiger. This is his desperation period (A time when a boss commit lots of Crisis Sightings as their last-ditch attempt to nail you). Anyway, once Tiger is defeated, you will have to deplete Edgey's fifth and final life box. When Edgey is standing on the table, try to weaken him before he tries to throw his Naginatas. This time the Naginatas are not manageable anymore so you will have to hide from the Naginatas regardless of your skill level. Edgey will then go into his desperation period. He will throw Naginatas while moving. Please keep in mind that he can only throw one Naginata while moving. His Naginatas will be hard to judge at first but here are the patterns while Edgey is throwing Naginatas in a desperate manner: Right, Right, Left, Left. Sometimes Edgey might throw 3 Naginatas at each side. Stay patient and calm and eventually you will derive Edgey of his fifth and final life box for his death. ----------- Death Scene ----------- This one kicks ass. Once Edgey loses his fifth and final life box, we see our STF Friends still attacking a flying Edgey. Tiger wakes up after being pounded with lots of lead and he plops out a grenade. He tries to throw a grenade at the STF ("EAT THIS!!!") but he sees Edgey critically injured and he's falling right at where Tiger is lying down at!!!! Edgey loses control of his body and both URDA Special Agents scream as Edgey suddenly STABS TIGER RIGHT AT HIS HEART, AND THE GRENADE BLAST KILLS BOTH TIGER AND EDGEY AT THE SAME TIME!!!! What a way to go!!! ------------------------------------------------------------------------ Geyser 1 ------------------------------------------------------------------------ Difficulty: Big Boss Note: This stage will only be played once you complete the first 3 zones. -------- Prologue -------- Once you've cleared the first 3 zones in the game, Croad tells STF HQ that although Garland Square has been secured, there's _STILL_ isn't a sign and/or trace of the psychopathic terrorist Derrick Lynch. Suddenly the ground shakes and Croad was wondering if it was a natural tremor or not. Croad's "laptop cohort" tells him to look at the laptop for some revealing information regarding about Derrick Lynch's _REAL_ intentions. ------------- SPOILER ALERT ------------- Please SKIP this part if you have not been able to clear the first 3 zones as of this update as this contains some revealing information (Oh, I know that you've watched it through the demonstration screens, but this is a bit more revealing than what the game has in store so refrain from reading this until you've played the game AT LEAST ONCE. --------------------------------------- Derrick Lynch's Purpose (SPOILER ALERT) --------------------------------------- 5KM underneath the Garland Technology Center, an experimental atomic reactor, GEYSER 1 has been constructed by Garland Electric. The experiment was supposed to be used to provide power to the complex. However, a safer power supply has been used in place of Geyser 1 so this place has became off limits ever since the complex opened at the outskirts of London. Recon reports indicate that Derrick Lynch is attempting to overload Geyser 1 as a part of his campaign to attack London at all accounts!!! By overloading the atomic reactor, Derrick can create a nuclear fusion that will blast London away from both space and time. This provides a basis for Derrick's campaign to threaten the security of London!!!! Stop Derrick Lynch at all costs!!! After stopping Derrick, deactivate the Atomic Reactor before the countdown reaches zero!!! Protect London at all costs!!! Be very careful when approaching Derrick as he is extremely dangerous. We are counting on you to supress Derrick and to rescue the security of London at all accounts. Wow, sounds like a serious security threat after all. Croad, get your ass in gear and seize Geyser 1 IMMEDIATELY!!! -------------------------------- 5KM Underneath Garland Square... -------------------------------- Ok, ok, so Derrick has already started the overloading process but Croad and his cohorts have made it into Geyser 1 in time. As you should expect, our "STF Friends" are approaching Derrick CAUTIOUSLY since he is dangerous. We now approach Derrick, who's plot has been revealed right in this Zone! Derrick: "I have been waiting for you, my STF Friends." (We now see the "Warning Message") Derrick: "The Atomic Reactor is overloading." (Cut right into Atomic Reactor) Derrick: "Soon, London will be nothing more than a memory, and then my wrath shall spread." Uh oh, it looks like Derrick is going to destroy London and its security unless you stop him!!! (Cut right into Mr. Lynch) Derrick: Huhuhuhuhuhu. It won't matter to you (pulls a custom-made Shotgun and points it to Croad and his cohorts) as YOU'LL INSTANTLY DIE HERE ANYWAY!!! (Derrick is now ready to fight, big boss zone fight ensues) ---------------------------------------------------------------------- Tell me how to destroy Derrick Lynch and to save London from this mess ---------------------------------------------------------------------- Derrick Lynch isn't tough, but you should keep in mind that the following guidelines will apply: * Remember that Derrick Lynch's weapon of choice is a custom-made Shotgun that has 12-gauge quality. Because of this, his accuracy isn't that shabby. His chances of getting a Crisis Sighting is pretty much in his favor. * Derrick Lynch also has Grenades-a-plenty. Sometimes he will throw a grenade before firing 3 shells at you. Be careful because if you are rather slow, he might throw a grenade at you and then unload 3 more shells. * Derrick's White and Blue Soldier friends has the best accuracy among any Blue and White Soldiers in the game. Most of these White and Blue Soldiers will also double as Marksmen and will fire the "Killing Shot" when they first appear for about 88% of the time. * Derrick's Ninja friends will throw knives. About two Ninjas will do a jumping slash followed by a Horizontal Slash. Right after a Ninja does a Jumping Slash, he will do a Horizontal Slash almost immediately so try to kill the Ninja before he lands completely. * You can destroy some parts of the Control Room to start out your hits and to transfer your hits into all of the enemies. You should try to worry about your lives more because for almost all of the time, these pests alongside Derrick Lynch will do Crisis Sightings-a-plenty. * If Derrick Lynch commits a Crisis Sighting, it is really important to block as soon as you can because should you fail to block the instant Mr. Lynch commits a Crisis Sighting, you will lose a life. Guaranteed. His Shotgun shots are very fast in addition to being accurate so keep that in mind as well. * If you see any of Derrick's Friends (White Soldiers, Blue Soldiers, Ninjas), ELIMINATE THEM RIGHT AWAY AND AT THE EARLIEST POSSIBLE!!! NO EXCEPTIONS!!! Ok, enough rambling about the guidelines (I'll come up with even more in future updates), onto the battle against Derrick Lynch. On the first part, you can damage Derrick Lynch (but you can't deprive him of any life boxes yet). Please be aware that as you try to drain one life box away from Derrick, three White Soldiers will be attacking you. When you see these three White Soldiers pop out, worry about the White Soldiers. For about 60% of the time, these White Soldiers will commit a Crisis Sighting, so block whenever you see one immediately. Once you kill the "opening" White Soldiers, you will get to deplete Derrick's first life box. As soon as you see Derrick, POUND ON HIM RIGHT AWAY. Once you drain him of his first life box, a White Soldier will come out from the right of the control panels. Don't give him a chance to attack. When you kill the White Soldier, you will get to attack Derrick for the second time. Take Derrick's second life box away and you will come face-to-face against two White Soldiers. Watch out for the second White Soldier because he's the toughest of the two in this batch of White Soldiers--he will commit Crisis Sightings by surprise so he will be your main concern. Once you kill these two White Bozos, you will come face-to-face with two Ninjas who will be throwing knives at you. Kill these guys and you will fight a third Ninja. Kill the third Ninja and Derrick will come from the right. Drain as much energy as you can before he hides behind the mainframe (but be careful if he commits any Crisis Sightings) and when he hides right into the Mainframe, try to keep the combo juice going until you see Derrick once again. Quickly drain Derrick's third life box and proceed to the second part of this final zone. On the second part, attack the White Soldiers just right of the center first. The third White Soldier will always double as a Marksman so be sure to block the instant you see those damn Crisis Sightings. Once you kill all three White Soldiers, the screen will shift right and you have to kill a few Blue Soldiers. These Blue Soldiers have better accuracy than the typical Blue Soldier so these guys are something to watch out for. Once you kill the two Blue Soldiers, Derrick will attack from afar and he will throw a grenade first before he rings out 3 Shotgun Shells. Destroy the grenade first and then take Derrick's fourth life box away. When Derrick loses four life boxes, you will encounter about 6-7 Blue Soldiers who will fire nothing but Killing Shots the instant they appear. Dodge the Killing Shots and then destroy these Blue Marksmen wannabes. Now Derrick shows up once again and he will ring out 3 Shotgun Shells at you. IT IS REALLY IMPORTANT TO DRAIN DERRICK'S FIFTH LIFE BOX AS FAST AS YOU CAN BECAUSE IF YOU ARE TOO SLOW, THEN HE WILL THROW A GRENADE AT YOU. If for any reason the Grenade has to show up while you are encountering the Ninjas, then you will have serious problems. When Derrick loses five Life Boxes, there will be two Ninjas who will be doing a Jumping Stab followed by a Horizontal Slash almost immediately. If they land and if your guard isn't up, you will lose a life. These Ninjas will slash at you twice so don't underestimate these bozos. Try to kill them before they land. Now a third Ninja will be throwing nothing but Knives so he should be easier than the other two Ninjas. This is it!!! After destroying the final Ninja at the Second Part, get ready for the third part as Derrick's accuracy is top-notch. At the beginning of the third part, Derrick will be throwing a grenade and then he will ring out 3 Shotgun Shells. The Grenades can be destroyed so keep that in mind. Please be aware that 1 out of 3 Shotgun Shells Derrick fires will commit a Crisis Sighting so keep that in mind. Anyway, just drain Derrick of his sixth life box and you will encounter about 3-5 Blue Soldiers. From the long delay, you should try to damage the Computers to juice up the combo. Kill the Blue Soldiers and then Derrick will once again show up, throwing a Grenade and then ring out 3 Shotgun Shells. Draining Derrick of his seventh life box is a lot more dangerous than Derrick's sixth life box because you are a little bit close to Derrick and there isn't that much time to nullify Derrick's Grenades. Stay patient until you drain Derrick's seventh life box to a sweet Ta-Ta. Now one final Blue Soldier will attack you before you attempt to assasinate Derrick Lynch. Once the Blue Soldier's no more, you will be dangerously close to Derrick Lynch. The grenade that Lynch throws leaves you only marginal room for error so watch yourself. Once Lynch throws his last grenade, all Derrick will do is shoot "Killing Shells-a-plenty". He will do 3 Killing Shots in a row so it's really dangerous to counter while he's shooting. Remember Derrick shoots 3 Shotgun Shells in a row so in his eighth and final life box, all Derrick will be shooting is Killing Shots. Try to drain Derrick as much as you can before he starts shooting 3 Killing Shots. Even Derrick cannot forever fire his Shotgun. After firing 3 Killing Shots, attack Derrick quickly and attempt to deplete Derrick's eighth and final life box!!! Only the finest STF soldier will be able to assasinate Derrick Lynch. You must be quick and fast to be victorious!!! ----------- Death Scene ----------- Watch in pleasure as your STF Friends fire aggressively at Derrick Lynch. Lynch can't take anymore damage as now STF is free to do as they please at Mr. Lynch. Hot lead-a-plenty as they shatter the windows and knock Derrick out of the control room. Derrick Lynch is no more. You've cleared the game. Now that Derrick Lynch is gone forever (who knows if Derrick Lynch turns out to be the next Wild Dog as Wild Dog survived the castle explosion from Time Crisis to fight another day in Time Crisis II, and it may be possible for Derrick Lynch to survive the painful defeat to fight another day on another Crisis Game), did the STF work fast enough to secure the Atomic Reactor? Is the threat REALLY REMOVED? Well, I'm not going to spoil the ending for you so you'll have to defeat Derrick Lynch and find out for yourself. And folks, this is the end of the Crisis Zone How-To Sheet. Until next updates, see ya!!! ======================================================================== ABOUT THE WEAPON OF THE STF This weapon IMO is a customized MP5K made by German Firearms manufacturer Heckler and Koch GmbH of Oberndorf, Germany. The MP5K is a tactical machine gun enabling high-bullet capacity, exceptional durability, high-speed machine gun-quality firing, and compatibility with HK approved supressors for tactically quiet firing. For the Special Tactical Force Unit, the MP5K is used only whenever encountering dangerous operations that require the use of a machine gun. Other weapons are used in less dangerous operations but when groups like the URDA are involved, the MP5K can be used. The Special Tactical Force Unit's MP5K is custom-built directly from HK Germany so that it is equipped with an infrared laser sighting for accurate firing. There are other customized attributes of the STF's version of the HK MP5K but I don't want to throw everything out at once. For more details regarding about the HK MP5K, visit Heckler and Koch America at http://www.hecklerkoch-usa.com. And remember, you are encouraged to practice gun control and safety around your community. MY NOTE: The MP5K is made by the same manufacturer who built the PSG-1 and MSG-90. Maybe HK is somewhat more of a tactical espionage firearm firm, developing weapons for tactical espionage and critical situations. ======================================================================== FREQUENTLY ASKED QUESTIONS Q: Where are the cheats for this game? A: There are no cheats for this game. Q: Is there a way I can get extra lives for this one? A: No. You only have a fixed amount of lives for this game. Namco's intentions of having no life increases for this one is to see how good you really are. Q: Who's the toughest boss in the game? A: I think Edgey is the toughest boss IMO because his agility is pretty high. BE WARNED that these bosses are a major pain because they usually get desperate when they are at their final life box. Tiger and Derrick Lynch are major pains too. Q: Will this game be converted into a console? A: I don't think so. Namco proclaims that deluxe machines will stay at the arcades. I'm not sure if Crisis Zone will make the cut towards either the Dreamcast or PlayStation 2 but you'll have to look up at http://www.ign.com for the scope. Q: This location had a 35-second Time Limit while the other location had a 40-second time limit. Why? A: Read the DIP Switch Information located somewhere in this guide Q: I've heard of Derrick Lynch before!!! Why is the Big Boss named after Derrick Lynch? A: According to Namco, there is a real-life Derrick Lynch. He basically works in Namco Europe's Product Localization Team, but there may have been some instances that Derrick have worked for Namco America as well. He now spends most of his time as a manager for product localization at Namco Europe. I was told according to an e-mail that I've sent Namco that Derrick would've got a kick out of anyone named after him, especially a boss character. I would like to thank Namco America for answering the question regarding about this. Q: Which cabinet would you rather be playing on? A: I prefer the 27" version of the game. I'm better with the 27" version of Crisis Zone. With the 50" version, I have to move around a lot and eventually go nuts. The 27" version is more affordable to play as opposed to the 50" version of the game. I can achieve faster times and even 5.1 million, 1-game achievements with the 27" cabinet. I can aim better if the screen is small. This has happened to me since Time Crisis II. I think this will be the case with Crisis Zone because handling a Machine Gun in 50" versions of this game will now be a major chore. The smaller the screen, the more efficient I will be able to play. Q: Right after I finish registering my initials, why does a star appear at the right side of my initials? A: That star means that you've finished the game without continuing. Q: For Crisis Zone, what initials you use? A: I used to use "HAN" as my initials. Unfortunately, because some underachiever at Stratford Square used "HAN" as their initials when they are prompted to enter their name. Because of this, I had to find a way to retain my exclusivity with that position. The only way that I can retain my exclusivity is that I use the first two letters of my cyberhandle instead of using "HAN". That task fell by using "A.F" as my initials instead. Ever since that first visit to the Record City Game Room located at the Statford Square at Bloomingdale, IL USA, I've started using "A.F" as my initials when I'm prompted to enter my name after finished playing a video game. A.F means Agent Falcon, the current cyberhandle I'm using as of this update. By using "A.F" as my initials whenever I'm prompted to register my place on a cabinet's scoreboard, I will retain my unique identity at the arcades. Q: Do you think that the Crisis team will use FANTASY Names in future Crisis Games instead of names of actual people working for Namco? A: To tell you the truth, I don't know for sure because it is Takashi Sano's ultimate decision to give these video game characters their names. Maybe one of Takashi's men is in charge for naming the Crisis Game characters. I really liked the name Wild Dog because it is one of the most original (and coolest) names for a villian of all time. Dog is quick, agile, can use two Colt Pythons at one time, has grenades-a-plenty, and can do a lot of Martial Art moves at you. He is quite wicked by the telling of his intentions back in Time Crisis. I don't know about others who work for Namco with their reactions regarding about having video game characters being named after them but I would pretty much like to see original fantasy names in future Crisis Games (i.e. Richard Miller, Sherudo Garo, Wild Dog, Rachel MacPherson). Q: I want to see a female character playable!!! A: Unfortunately, this hasn't been the case in any Crisis Games just yet. I know it is quite painful to see Rachel MacPherson getting shot right at her arm, Christy Ryan getting punched right into her stomach and slapped hard by Jacob Kinisky. If I was one of the Crisis Game team members, then I would improve this feat by having either Rachel MacPherson or Christy Ryan a playable character. Either cabinet should do but I would like to see a brand-new valiant woman take the spot at the cabinet. It might be possible in upcoming Crisis games because I have some need that females *should* show their bravery in a Light Gun Game, especially the Crisis games. IMO I also find it sexist that females can't show their bravery in these kind of games. If a female character has to be a playable character, then it is likely that Lynn Harris will be voicing AT LEAST one female character. Lynn Harris voiced Rachel MacPherson in the first Time Crisis and Christy Ryan in the second Time Crisis. Q: The final boss's voice is similar!!! A: The URDA Ringleader's voice is being "supplemented" by Scott McCullouch. Scott also voiced Wild Dog in Time Crisis and Time Crisis II. Q: Ok, Mr. Know-It-All, tell me the cast!!! A: Croad MacGalain: Barry Gjerde (Not sure) Tiger: Dennis Falt Edgey: Ken Ichiroh Tamayoshi Derrick Lynch: Scott McCulloch (I told you about this already) STF Squad 1 Crewmen: Dennis Falt, Ken Ichiroh Tamayoshi, Barry Gjerde Q: How can I get a higher score? A: You can basically get a higher score by shooting everything that you please before the hit indicator disappears. The longer you keep the Hit Indicator in display, the more points you get. If the Hit Indicator disappears, then the Hit Indicator will start all over. PLEASE KEEP IN MIND THAT YOU SCORE IS HEAVILY GRADED ON HOW FAST YOU CLEAR EACH ZONE. The sooner you can clear a zone, the more points you will receive. Comboing doesn't necessarily mean a higher score as there are certain instances where you won't receive more points if you carry the chain to other things (objects being one example). Q: Do you get more points if you hit a person in his head? A: No. As opposed to Time Crisis II, you don't get extra points for killing anybody in their head. Q: How can I complete each zone quickly for a better score? A: Simple. Kill EVERY ENEMY (and I MEAN ALL THE ENEMIES) in the fastest manner possible. Q: What happens if there a question that you have not answered? A: Go to http://www.verasnaship.net/text/emailme.html and drop me a line. Please keep in mind that if you choose to spam me, then I reserve the right to take matters with your ISP. ======================================================================== JUST A REMINDER... Again, this FAQ can only appear in the following sites: * Verasnaship Interactive (http://www.verasnaship.net) * GameFAQs (http://www.gamefaqs.com) * Secrets of the Game Sages (http://www.gamesages.com) * Nemesis (http://www.faqdomain.cjb.net) This is strictly enforced. If you see a copy of this FAQ other than the sites listed above, please notify me PDQ. Thank you. The latest version of this FAQ can always be picked up at my website first (http://www.verasnaship.net) since I run that website and I always post them instantly right after finishing a version of my FAQ. GameFAQs does a good job keeping the files up-to-date at all times and is regarded as the most visited "stable" for FAQ-related walkthroughs, original work, and the like. Secrets of the Game Sages is a "Code-related" partner to GameFAQs since both GameFAQs and Secrets of the Game Sages share the same information, links, and tricks-to-date. From time-to-time, I might elect to do PDFs on certain games. You can always get the latest version at Verasnaship Interactive (that's my website) and I'm planning to give GameFAQs my permission to mirror my PDFs in the near future. A few things to keep in mind: * DO NOT PLACE THIS FILE IN YOUR WEB SITE. Only the sites that are listed are allowed to place this file in their sites. * You can make a link to my FAQ Library Page. The only rules that I would like to enforce is that you link ONLY to an HTML or an Interactive Web Page. The link to this page is: - http://www.verasnaship.net/text/arcade.html For more details regarding about this matter, please visit the following URLs: = http://www.templetons.com/brad/linkright.html (Brad Templeton's Linking Rights Essay). ======================================================================== SUGGESTING SUGGESTIONS AND OTHER TRALALA Sending UCE to any of the mailboxes that I have is not tolerated. Period. I report any incidence of spamming by checking the header on where you originated the message at and then report the incidence to the server you originated your message at (which is more likely to get you in deep trouble) or I can just slam you by sending complaints to the following: The server you originated the message at, to your provider, or possibly the Free-Mail Service that you use. Don't spam me. It's not worth it. See http://spam.abuse.net to see why it's bad. ======================================================================== RESOURCES OF THIS FAQ Although there are not many resources available as of this time, the general resources should give you an idea where I got most and/or all of my Crisis Zone Expertise from. Please be informed that I've started playing this game at Aladdin's Castle at Lombard, IL USA before finding some boss tips listed at Secrets of the Game Sages. Now (drumroll please), here are the resources: * Jason Arney (for telling me that Crisis Zone was released in either November or December 1999 and the Derrick Lynch story) * http://www.namco.com (Namco America's official web site) * http://www.namco.co.jp (Namco's official website in Japanese) * http://www.namco.co.uk (Namco's official website for Europe) * http://www.gamesages.com (Secrets of the Game Sages. There should be some boss tips somewhere in the site!!!) ======================================================================== ACKNOWLEDGEMENTS * Takashi Sano and his CRISES associates for taking their time to research the machine gun's destructive power. * Jason Arney of Namco America for notifying me that Crisis Zone has been available since either November or December of 1999. * Jason Arney (again) for answering questions regarding about my inquiry with regards of Crisis Zone's final boss. * Namco for allowing Takashi Sano to research the Machine Gun's Destructive Power and by making the machine gun more innovative to research with a step and release of the pedal by releasing Crisis Zone. * Heckler and Koch for keeping the Law Enforcement and Government Protection Agencies in good shape with tactical espionage equipment. * Aladdin's Castle at Lombard, IL USA for being the first location I've played Crisis Zone at. * Dave and Buster's and GameWorks for being the two locations that I can play the 50" versions of Crisis Zone at. * Record Town Arcade at Bloomingdale, IL USA for being the basis of giving me a chance to get the 5.321 million game. They have a 27" version so I was able to go as fast as I can with this one. * DanZero for pointing an expert-level way of saving time during the Tiger and Edgey fight in the Garland Technology Center. * GameFAQs for being the largest stable of Original Work * Secrets of the GameSages for listing some pointers for the bosses ** ONE LAST WARNING ** This Electronically Published Document is copyrighted (c) 2000 Mark Kim. All Rights Reserved. This document is protected by applicable copyright laws and international treaties. Unauthroized reproduction, retransmission, and/or a breach of copyright, partial or full, may result in civil and criminal penalties and is subject to maximum punishment and prosecution to the highest extent possible by law. Mark Kim is the sole owner of the copyrights pertinent to the content contained in this document. Crisis Zone is a registered trademark (tm) and copyright (c) of Namco LTD and Namco America, Inc. All Rights Reserved. Namco is the sole owner of the copyrights pertinent to Crisis Zone.