/////////////////////////////////////////////////////////////////////////////// ------------------------------------------------------------------------------- Time Crisis 3 Scoring system and it's applications to the Crisis missions ------------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// This FAQ was made for readers of all skill levels although there will be a few things that I will expect you to learn or practice on your own and if you're planning on using a controller to play this game, reading this will only be a waste of time so go do something else that's more productive. _________________ Table of Contents ////////////////////////// ----------------- Scoring system xky01 "The Dead shot" factor xky02 "The Anatomy" factor xky03 Sub Combo shots factor xky04 Total Combo factor xky05 Pre Kill Shot factor xky06 Time factor xky07 Scoring Big xky08 Training xky09 The general theory xky10 On to the Crisis Missions xky11 Contact xky12 ------------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// First of all the scoring system remains the same throughout all the modes of the game. So let me begin with the scoring system. ______________ Scoring system /////////////////////////// xky01 -------------- There are quite a few components that add up to your score. 1.I termed it the "The Dead shot" factor. xky02 For each and every 10 shots in a chain of consecutive shots that you don't miss, you'll get a 500x(number of consecutive shots/10) bonus with a cap at 5,000. For example, suppose you fire 110 consecutive shots without missing you'll get a 500+1000+1500+2000+.....+4500+5000+5000 points as a "Dead Shot" bonus (a simple geometric series) As for how to determine what shots hit For the Hand Gun any shot that hits, counts For the Machine Gun any shot that hits, counts For the Shot Gun Only the center shot counts(out of the 5),meaning you have to hit a target with the center shot to keep the Dead Shot bonus chain active For the grenade Doesn't count and resets your chain to 0 Note: This should be fairly obvious but mixing shots from different guns will not disrupt your chain. Note2: Shots that hit even very unimportant stuff like dishes and fruit baskets count as a hit as long as the target "reacts" ex. dishes break ------------------------------------------------------------------------------- 2."The Anatomy" factor xky03 This factor only effects the shots that "kill" For normal enemies(meaning any enemy that takes only 1 shot to kill) A head shot gives 800 points per/kill A torso shot gives 400 points per/kill and shot to any of the limbs give 200 points per/kill For bosses where the "kill shot" hits does not matter. They'll still give the same amount of points. Note: The kill shot for bosses refers to the shot that depletes the green bar not the light blue one. Although they do have similar traits, namely they'll both give considerably more points but the actual kill shot will give noticeably more. ------------------------------------------------------------------------------- 3.Sub Combo shots factor xky04 Sub Combo shots are shots that hit the same enemy after the "kill shot" For normal enemies only 2 more can be applied. How much you get depends on the "kill shot" Head Shots 1st combo gives 180 points 2nd combo gives 260 points Torso Shots 1st combo gives 140 points 2nd combo gives 180 points Head Shots 1st combo gives 120 points 2nd combo gives 140 points Example: say you make a head shot followed by 2 more shots to the same enemy, you'll get 800+180+260=1240 points Note: For sub combo shots after the kill shot, it doesn't matter where the shots hit. They'll still give the same amount of points. Ex. Hitting a normal enemy 3 times in the head gives the same amount of points as fist making a head shot followed by 2 more shots to the leg which is 1240 points. Hope you saw the direct hierarchy relation. For Machine Gunners It takes 5 shots to kill them and 3 more shots can be applied. For the melee attackers with claws It takes 3 shots to kill them and 3 more shots can be applied. For Bosses No sub combo points can be gained after the actual kill shot(the shot that depletes the green life bar) however, after the shot that depletes the light blue bar which I shall call "sub kill shot"(just for easy reference), an infinite number of sub combo shots can be applied giving 100 points for each shot that hits. The only limit to this is the amount of time the boss remains on screen for you to shoot him before he begins a new "sub life bar" (the light blue bar) ------------------------------------------------------------------------------- 4.Total Combo factor xky05 I call the blue number that appear at the upper left hand corner of the screen "Total Combo" The only additional points you'll get for this section will be from "Kill Shots" while the Total Combo is still active. For Head Shots 80x(n-1) for that kill n is the order of the kill in that Total Combo For Torso Shots 40x(n-1) for that kill n is the order of the kill in that Total Combo For Head Shots 20x(n-1) for that kill n is the order of the kill in that Total Combo Example You kill 3 normal enemies (all with 1 shot);the 1st one with a limb shot ,the 2nd one with a torso shot and the last one with a head shot, you'll get 20x(1-1)+40x(2-1)+80x(3-1)=200 additional points as a Total Combo bonus. ------------------------------------------------------------------------------- 5.Pre Kill Shot factor xky06 Pre Kill Shots are shots that hit enemies prior to the kill shot.(which should be fairly obvious that this can be applied only to bosses and complex enemies solely due to the fact that it takes more than 1 shot to kill them.) Pre Kill Shots award 100 points per shot without any changes. ------------------------------------------------------------------------------- 6.Time factor xky07 The Time factor is the time left after each section or mission. The more time left the more points but how much points are awarded in relation to the time left vary from mission to mission. On average 1000 points are awarded for each second that is left on the clock. ------------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// ______________ Scoring Big!!! ///////////////////// xky08 -------------- To score high points, you'll need only 2 things 1.You'll have to know how it is done. and 2.You'll have to have the abilities to actually put the "how" into practice. Seeing as the No.2 is the more basic factor of the 2.I shall go into it first. -------- Training xky09 -------- First, properly learn how to hold and aim a hand gun. That I trust I can leave in your hands. For the PS2,Time Crisis 3 offers the most precise shooting system making it an ideal training environment. I recommend training with the Crisis mission 1 on the 4th day because this mission offers non-stop random targets both moving and pop-up which together create the ideal training environment under the constraints of an economical budget. Train every day for at least 30 mins. If you find time to train with both hands that will be even better. And condition your mind to subconsciously aim only for head shots. This habit/reflex will really come in handy. After a month, hopefully you'll be what I like to call a "Dead Shot". To my standards, that means being able to get 3 head shots in one second using no more than 3 bullets. Clearly you'll have to be able to aim by heart anywhere on the screen in 0.3 seconds. Trust me, this is a minimum requirement if you're even thinking of getting all the gold medals in the Crisis missions. ------------------ The general theory xky10 ------------------ What have we learned from my analysis of the scoring system? You'll soon notice that the theory itself is very simple as well as logical but the practice itself is far from practical. -Only go for head shots and nothing else. -Don't miss. -Always try to keep the "Total Combo" active by shooting targets quickly one after another. -Follow up your shots to the max after the enemy has been defeated but remember not to over do it or the extra shots will count as a miss. -Be as swift as possible and save time. On many occasions you'll be forced to sacrifice one or many of those factors. It should be obvious that the logical choice of which to sacrifice is the factor that yields less points IN THE LONG TERM which can be accurately calculated through my analysis with a simple mathematical process. ------------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// _________________________ On to the Crisis Missions ///////////////////// xky11 ------------------------- Probably the only things worth mentioning in the entire game are the Crisis Missions. For any other aspects of the game, it shouldn't take more than 2 tries for a skilled marksman with a good understanding of the game's system to accomplish with the highest rank measured by the game's default. As for the Crisis Missions themselves, their standards for the gold medals are much much higher but still ,most of the missions are either "fixed" of have finite patterns meaning that with just a few plays through the mission, you will be able to know -Enemy placements -Enemy numbers -Enemy types -Enemy movement speed and patterns -Enemy behavior -Enemy attack patterns -Enemy reactions (to our actions) This acquired information will allow you to at least have a chance to aim at a target even before it appears on screen. That is a huge tactical advantage. All that will allow you to plan exactly how and when to do what. Also, upon calculation(through means of my analysis of the scoring system) you will discover that there is a considerable gap between the maximum score possible and the actual requirements for the gold medals, implicitly demonstrating quite a degree of leniency. To put it in simple words "If you're good (say the 90th percentile of an average population)(which is like the top 10%),this should be nothing more than cake" The Final mission however, does stand above the rest in terms of relative difficulty. So I see it justified for me to hold you hand through this one. _____________ Final Mission ------------- The key to this mission is balancing speed with "perfect scoring". Using grenades effectively can save you several seconds but diminishes your opportunity for "perfect scoring"(meaning shooting fast with no misses) It should be noted that the Total Combo bonus for this mission is very minor as you are constantly forced to lose your chain by the bosses going off the screen for too long. So for practicality, ignore that factor if you just want to get the gold medal. What DOES matter is the Dead Shot bonus. If you miss any shot before the 200th, I see very little margin for you the get the gold medal. On to the practical walk through for this mission. Please note that I specifically said "practical" meaning this method will not yield the highest scores possible but rather will statistically yield the most points when considering risk and potential rewards.(to my finding at least) As soon as you can fire you'll see Wesley in the upper left hand corner of the screen. Here I recommend shooting him with the machine gun until he jumps down. Then Alan will come in from the right. Switch to shooting Allan for a while then switch back to shooting Wesley as soon as you get a clear line of fire. Wait just after their attack to deplete Wesley's sub life bar and follow it up as much as you can then deplete Alan's sub life bar. Both of them will leave the screen and the camera will turn to the right. Alan will be around the center of the screen so take him out with the machine gun. After that, he'll leave and Wesley will pop up at a roof top on the upper left hand corner of the screen. Here I recommend ignoring him. Now Alan will pop up at the upper right hand corner of the screen. Use the Machine Gun. After that, Wesley will appear at around the center of the screen with Alan in back of him. Take them both out with the Machine Gun. They'll both leave and Alan will pop out briefly at the far side of the path. I recommend ignoring him here. Then Alan will come out again from the upper right hand corner of the screen. Continue with the Machine Gun until he drops behind a wall and get ready to shoot him again as he pops up again. Make sure you deplete his sub life bar before he takes cover behind the wall again. By now you should be out of Machine Gun bullets so switch to the Shot Gun and take care of Wesley as he appears right un front of you. You should be able to land 10+ shots pausing only to evade his fire and his kick that he performs after his sub life bar has been depleted. Now switch to the hand gun and unload on Alan who will be appearing (without a sub life bar) in the upper left hand corner. Now you'll see them both. I recommend using a grenade here which should finish Wesley and quickly change to the hand gun and let Alan have it. The screen will turn to the right and as soon as it does get a grenade shot in which if done right, will finish Wesley and leave Alan's sub life nearly depleted. Quickly change to the hand gun and unload on Alan. As he leaves, get ready to give Wesley a few more shots as he appears at a roof top on the top right corner of the screen. Now this is a tricky part. Weaken Alan with your hand gun and finish him off with a grenade before he can take cover. If he does take cover, a well placed grenade shot should be able to hurt him enough to finish him. Now change to a hand gun and land some hits on Wesley as he runs across the screen on the far side. Then quickly change to the shot gun and land 2 shots on Alan right before you are forced to dodge his flying kick. Continuing with the shot gun, let Alan have it followed by Wesley. Now ready a grenade and finish both Alan and Wesley in one shot as the screen turns to the right. Then quickly change to the hand gun and follow up the attack. After this, it's the final showdown. Ready your hand gun and let Wesley have it as soon as you can see him but keep an eye out and quickly change to the grenade and launch it at the wall behind Alan(or at Alan himself)as soon as you get the opportunity. By now they should be both near the end so change to the shot gun and finish them once and for all. With any luck you should have a score worthy of the gold medal. ------------------------------------------------------------------------------- Copyright Rupp Rojjanavaroe 12/5/2006 ------------------------------------------------------------------------------- _______ Contact xky12 ------- If you find any mistakes or have any comments, Please contact me at Niban_Battousai@hotmail.com "I merely used my eyes and my brain", Sherlock Holmes