                               Crisis Zone
                   Special Tactical Force How-To Sheet
                        For the Namco Arcade Game
               Compiled by Agent Falcon (real name Mark Kim)
                           Second Public Release
             Location of Final Assembly: Downers Grove, IL USA
          Date of Final Completion: June 11, 2000 (No time given)
           Date of Public Release: June 11, 2000 (No time given)

Copyright Information
---------------------
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 Mark Kim acknowledges and respects all copyrights, patents (pending
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 THIS DOCUMENT IS PROVIDED "AS IS" AND WITHOUT WARRANTY.  MARK KIM
 ASSUMES NO LIABILITY FOR ANY INCIDENTIAL AND CONSEQUENTIAL DAMAGES
 IN CONNECTION WITH, OR ARISING OUT OF, THE FURNISHING, PERFORMANCE,
 OR USE OF THIS DOCUMENT.

 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

I'LL MAKE THIS SIMPLE: THIS FILE IS MINE AND THERE IS NO UNAUTHORIZED
USE OF IT!!!!  I DIDN'T WRITE THIS FILE SO THAT YOU CAN MAKE ANY CRAP
MONEY OUT OF THIS WORK!!!  I DIDN'T WRITE THIS FILE SO THAT SOME SORRY
CRAP-WRITER CAN JUST PLACE ANY SINGLE DROPLET OF THIS FAQ INTO A
COMMERCIAL PUBLICATION, SLACK-OFF, AND GET PAID FOR IT!!!  AND I DIDN'T
WRITE THIS FAQ SO THAT SOME COPYCATTER CAN JUST CLAIM CREDIT FOR IT,
WHICH IS CONSIDERED STEALING AND PLAGIARISING.  ONLY FIVE WEBSITES
ARE ALLOWED TO MIRROR THIS WORK BECAUSE EITHER I OR ANY OTHER FAQ WRITER
THAT I KNOW HAVE TRUST IN THESE SITES (a.k.a. The websites I've mentioned
in this copyright header).  I don't want to waste my voice anymore on
this paragraph, though.  It is to remain in one piece, free of charge,
and in its original state at all costs.

========================================================================
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
AAMA Classification: Very strong Animated Violence.  Parents are strongly
warned that most of the content from this game may be inappropriate for
children under 17 years of age.
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

========================================================================
HISTORY OF THIS FAQ

April 30, 2000
--------------
Being able to play Crisis Zone long enough, I have managed to pull off
this somewhat decent effort as a result of my frequent playing of this
Machine Gun Simulator (or should I call this a John McClane simulator).
Crisis Zone's Machine Gun theme takes away the skill factor from Time
Crisis and Time Crisis II but the challenge won't quit and the storyline
is a lot better than the previous Crises.

You might realize that this is Namco's answer to Sega's Gunblade/LA
Machineguns and Konami's Teraburst.  Unlike other machine gun games,
you will have limited bullets in one clip but you will have unlimited
clips.  This is because the action pedal allows you to block any direct
hits at all costs.  Also, unlike any other deluxe Machine Gun games
released before Crisis Zone, Crisis Zone is SUPER-HEAVY IN STORY so
expect all the cutscenes as you play along.

Enough ranting about this, please enjoy the presentation.

June 11, 2000
-------------
Let me give you the basic facts about Crisis Zone: The Action Pedal
Mechanism is a lot more interesting than in Time Crisis/Time Crisis II.
You MUST MAKE SNAP DECISIONS because the "warning" shots are insanely
fast.  There's not enough room for error on this game so you need to
have fast reflexes ready.

Added an Enemies list so that you'll learn which enemies to be aware
of as far as Accuracy is concerned.  On a side note, I would like to
tell you that in the Big Boss stage, the enemies have insanely high
accuracy and the shots really stick right up to you so you need to
act really fast if you want to prevent yourself from losing too many
lives.

Although you can combo just about anything for a higher score, I
realize that in later plays of this game, you basically earn points
depending on how quickly you clear each zone.  You might think that
it's nonsense but Namco had a purpose for awarding more points for
quicker zone-clears: To make sure you find the fastest way to clear
each zone.  Remember the faster you clear the zone and the less lives
(and coins) you use, the better your score will be.

Also added a few dip switches to let you know what the Operator has
control over...

========================================================================
CONTENTS OF THIS FAQ

* Newsflash
* Reasons for writing this file
* What is Crisis Zone
* Crisis Zone Prologue
* Characters
* How to play the game
* Hints
* Enemies
* Dip Switch Options
* 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
* Frequently Asked Questions
* The Do's and Dont's
* How to suggest fixes
* Resources of this Document
* Acknowledgements
* One Final Warning

========================================================================
NEWSFLASH

Please be warned that this FAQ can only be shown on the following
locations:

* Verasnaship Interactive (http://www.verasnaship.net)
* GameFAQs (http://www.gamefaqs.com)
* Secrets of the Game Sages (http://www.gamesages.com)

Instant legal action will be taken if for any reason I see this work
mirrored on any site other than the above sites (which is also mentioned
in the Legal Disclaimer and near the end of the document).  Please let
me know if this work is at another site other than the listed above.
This has been a policy ever since I've adopted this and I will always
use this policy in my future works.  I'm not trying to be mean but
for the interest in having only latest versions, this is necessary.
I appreciate your cooperation in this matter.

As always, newer versions of this FAQ can be found first at my own web
site located at http://www.verasnaship.net.  If you have any fixes or
any other tralala you want to share with me, then use the convenient
e-mail form at http://www.verasnaship.net/emailme.html.

I grant you permission to e-mail me at the aforementioned URL as
described herein.  E-Mailing me directly to my mailbox using an E-Mail
Client is STRICTLY FORBIDDEN.

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.

Tell you what.  When I can figure out more reasons why I have to write
this FAQ, then I'll list more reasons why I had to write this FAQ for
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
super-reliable FA-MAS.  The FA-MAS is the most reliable machine gun
for military use as it can withstand ambient conditions as well as
fire bullets in a rapid rate.  Neat.  Fully automatic rapid firing
and super-reliable.

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.

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.

Unfortunately, a little bit after Garland Square opened, a psychopathic
terrorist with the name of DERRICK LYNCH has taken over the complex
with some nasty trick in mind.  He's hired a mess of nasties to protect
him while he's in the process of discovering what he can do to spread
his wrath around the world and threaten the security of London.  As
long as Derrick Lynch is inside Garland Square, the complete urban
complex has become nothing but a ruin of evil.

However, there is something that has to be done in order to wipe out
Derrick Lynch and his mess of nasties.  A governmental agency known
as the STF (SPECIAL TACTICAL FORCE) has responded to this security
threat by commencing an attack on Derrick Lynch and his cronies.  These
mess of nasties are armed and dangerous and should be dealt with
extreme caution if by all means possible.  At this point, Lynch's
purpose is unknown but STF is also here to discover what Lynch is up
to.

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.

This STF team, sent to destroy Derrick Lynch at all costs, 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 Croad MacGalain's "Anti-Derrick Lynch" team are armed
with the super-reliable FA-MAS Assault Rifle and with a protective
shield that can withstand even the most powerful enemy attacks.

Unfortunately, the odds seems to be harder because Lynch's nasties
invaded Garland Square full-strength.  Lynch has got the tanks,
helicopters, ninjas, strafers, and two major criminals who's been
hired to protect him at all costs.  And Croad only has a a FA-MAS,
super-strong shield, and a few STF allies who were selected to
participate in this mission with Croad.

Will Croad be able to stop Derrick Lynch and to save London from
an unknown security threat?  Or will Derrick Lynch burn the nation's
security into ashes and spread his wrath around the planet?  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 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.

========================================================================
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 FAMAS
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 warning 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.

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 los
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.

"Let's play it clean!!!  Now it's time to dispose Derrick Lynch at all
costs!!!"

========================================================================
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".  The minimum
  ideal age is 13 mere moments.

* 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, 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
  are.  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.

* 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.

* 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.

------
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.  Some of these guys will be carrying shields so keep that in
mind.

--------------
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 35 seconds.  Operators reserve
the right to control the amount of time you are allowed for each part.

That covers it.  If I find anymore Game Option Switches, then I should
let you know.

========================================================================
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.

For the first part, shoot the grey soldier first and then dispose the
rest of the blue cronies as quickly as you can.  Be aware that some of
the blue cronies may choose to hide so tag them before they hide.

Also, you can kill the cronies while they are behind a glass.  Keep that
in mind for the later stages.

Inside a grocery store, there are two red soldiers who will try to chop
off a life of yours if you don't react quickly.  Be careful of any
red soldiers who try to attack you up close.  The warning bullets are
a lot quicker than before so you need to have a higher reaction time
if you are to survive this mess.  Eventually, you will go inside the
freight room behind the grocery store and duke out several baddies.

When you get to some parts inside the warehouse, be careful of the
ninjas who love to attack close-range.  They are superquick and leave
almost no time for error at all.  Besides, some ninjas will even slash
you before you are ready!!!  Once you finish dealing with all the baddies
inside the warehouse, proceed further.

My hint: Be sure that you try to supress the blues as quick as you can
because if they hide somewhere, then you will be wasting a lot of time
this way.

When you get inside the antique center, you will be greeted by a white
soldier.  He will often try to hide so try to get a few good hits on
him.  White Soldiers have a bad habit of hiding too much so they will
be a real pain throughout the game.  Also, certain blues will be carrying
shields so try to find an open spot and try to hit them only at their
flesh.  You can destroy the shields and then slam them into the ground.

Before you fight a second White Soldier, you will have to deal with a
grenadier.  Kill the blue first and then kill the grenadier.  Be careful
if he has to toss a grenade because this will chop off a life, but the
grenades can be destroyed.

A white soldier will come out and he will hide within many obstacles.
Like I said, the white soldiers will have a bad habit hiding behind
many obstacles so it's really important to get a good few head shots
at him.  Be careful if he's really close because then he can land a
few good shots at you.  Take these guys with caution because not only
they tend to make themselves harder to hit but their accuracy is as
good as a red soldier's.

When you get into the escalator area, you will face blue soldiers
and then ninjas.  Be sure that you kill the ninjas before they land
as if for any reason they land, they will try to get a good few shots
at you.

You will now be able to kill the blue soldiers who's shooting at you
from the lower level of the mall's hallway.  They are easy to supress.

Now the final part takes place at a sporting good shop, where there's
a very quick marksman who will attack you while he's sliding.  He's
really close and he's going to attack you before you're ready so
be prepared to block him if he shows up.  It might take some practice
before you're able to take out any surprise enemies without taking
much damage.  Just remember the closer the marksman is at the more
likely he'll chop off a life reserve before you're even ready.

When you finish killing all the enemies at the sporting goods shop, you
will have to fight a huge tank.

---------------
BOSS: Huge Tank
---------------
This huge tank will net a heavy amount of red sightings so be prepared to
block hits.  Shoot at the gatling gun first and when you destroy the
gatling gun, shoot the missile launcher.  When the tank goes sideways,
be sure that you watch out for the side mini-turrets.  Shoot the
side turrets to lower the amount of red sightings you see.  You can
destroy all the side turrets if you can get the slam on them as soon
as you see them.  Be careful if the tank tries to shoot a plasma bolt
from the turret as you'll hear Croad shout out DANGER (you won't see
DANGER as opposed with Time Crisis and Time Crisis II so be prepared to
react) and when you see a warning sighting, RAISE YOUR GUARD!!!

Watch out for some interference as they will distract your attention.
There will be a red soldier as you climb up the stairs so be prepared
for anything.  The blues here shouldn't be that bad unless they really
get a load of red sightings.  When you fight the tank at the second
floor, shoot the rocket launcher at the turret as quickly as you can.
The rockets can be destroyed but they take more hits than you imagine.
Once you destroy the side guns, gatling gun, and the rocket launcher,
you will be greeted by two more rocket launchers that shoot showering
rockets at you.  Slam on them quickly before it shoots out a shower
of missiles.  The missiles can be shot, though they will be a lot
quicker than before.  If there's too many missiles coming at you,
then raise your guard.  You will have to keep on slamming at the
turret before you go back to the lower floor.  Once the turret is
destroyed, you will go onto the second floor.

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.

MY NOTE: On a visit to GameWorks, I've managed to beat the Drycreek
Plaza stage without using any continues at all.

------------------------------------------------------------------------
Garland Park
------------------------------------------------------------------------
Difficulty: Medium
Note: I recommend that you take Garland Park second.

Right off the bat in the first part, there will be some blues trying to
hide behind some hot dog stands so try to eliminate the blues trying to
hide behind the hot dog stands before they can hide away.

Sometimes there will be guys who will be attacking from the upper floor
and guys who use a telephone booth to hide from your touch.  Since the
FA-MAS is highly destructible, you can shatter the glass and tag along
these bozos before they stick their faces to attack.

There will be a white soldier who will be hiding behind the pilliars
while attacking you so watch out for that guy.  Also, there will be a
few of these guys on this stage so be careful.

Anyone who's ususally at long range can be taken with only one hit from
your gun.  There will be enemies attacking you from the upper floor and
enemies who attack from far-range.

At the hot dog stands (within the quad), you will come up towards some
blues who start out as far-range soldiers but they become close-range
enemies as you advance.  Kill them while they are at long-range.

On this stage, you will have to contend a few helicopters whose accuracy
is pretty sharp.  Try to kill the helis as quickly as you can before
they pose any further problems.

At the pillar part, you will have to contend with two close-range club
men.  They are really fast and they will instantly attack you so use the
necessary precautions.

Be careful of a marksman (red) who's lying in wait at the area that has
the spinning panels.  He's going to initiate a surprise attack behind
those soft rock walls so watch out for this bozo.

There will be another set of helicopters when you board the second floor
of the park.  They will attack you and then rock your boat.  Attacking
and dancing like a fly--try to get the helicopters at the earliest
possible.

These blue soldiers shouldn't pose much a problem in this stage with the
exception of the whites, ninjas, and marksmen.  Once you defeat the last
set of blues, proceed onto the big-ass helicopter.

-----------------------
Boss: HIND-D Helicopter
-----------------------
None of the arsenal from this Hind-D can be destroyed so it's a lot
tougher than the tank in Stage 1.  The Vulcan Cannon is something to
worry about because about a 6 in 10 chance this monster can get a warning
sighting and its shots are pretty quick so you'll have to act fast.

At times, the Hind-D will fire really fast missiles and whenever it attacks
at close-range, these missiles will hit you SUPERFAST so if the Hind-D
begins to fire its missiles, PUT UP YOUR GUARD SO YOU DON'T GET TOASTED!

Most of the Blue Soldiers who assist in the Hind-D's attack are just
wimps and you can dispose them with minimal effort.  HOWEVER, when you
fight the Hind-D on the upper floor, be careful because a helicopter
and a White Soldier will interfere.  Take the Helicopter first and then
take out the White Soldier.

When you are forced back into the quad, you'll have to be worrying about
your lives a bit more because now the Hind will be attacking you at
close range more often and more likely, it will be a quick missile attack.
Put up your guard if the Hind uses quick missile attacks.  The Hind will
continue to use the Vulcan Cannon, so keep that in mind.  Three helicopters
will interfere when the Hind is nearing its destruction so be careful
when you try to shoot her down.

During the fight on the quad, the Hind will drop some Depth Chargers.
You shouldn't let the Hind land any Depth Chargers at you because you
can drain a life box away from the Hind before you can deal with the
Depth Chargers.  To tell you the naked truth, whenever the Hind loses
a life box, all the projectiles will automatically be destroyed (as
opposed to the Tank).

Just stay calm and slam the Hind continuously until she's down for good.

------------------------------------------------------------------------
Garland Technology Center
------------------------------------------------------------------------
Difficulty: Hard
Note: I recommend that you take Garland Technology Center third.

You will be invading this complex by using a Vent and then you'll come
down to the Office and you will land an attack.  Many soldiers can be
slammed to the death by just pounding on the many objects and by tagging
them as you fire along.

While you are at the office building, be careful of a Ninja who will be
lying in wait because all this Ninja loves to do is to attack you by
surprise at all costs.

The Office will mark the first time you will ever meet up with Tiger.
You can carry the combo chain that you've started with Tiger into other
enemies and objects that you can destroy as you please for even beaucoup
points.  Be careful as Tiger will punch you as you pass him by.  Put up
your guard as Tiger punches you to avoid losing lives.

There will be a marksman who will come out from one of those office
desks so be prepared for a surprise attack at all times from this
guy.  Otherwise, his attacking patterns are predictable.

When you board the hallway via upstairs, these blue bozos (especially
the one with the shield) are definitely nothing to my sights.  Be careful
as these guys are considered accurate.  Remember the harder the area the
more accurate these guys are.

When you get inside the mainframes, you will be seeing some laser
cannons which will attack you.  Be careful of these laser cannons because
they can prove to be as harmful as the enemies are.  When you defeat one
of the cannons, Edgey will be throwing knives right at you.  Watch out
for those Naginatas that Edgey throws at you.  You don't need to hit
Edgey right now but I highly recommend that you try to slam him because
if you want a higher score, then you will need to hit an enemy and then
transfer the chain(s) onto any object and/or enemy that you please.

After Edgey (provided that you have destroyed all the previous goons),
you will face a White Soldier for the finale.

You will now find yourself inside a labratory.  These guys are very
accurate but always try to find a way to nail them before they nail you.
Most of the time they will be exposing some parts of their body so that
you can find a way to nail them the quicker the better.  This is another
part where the blues will tend to have enhanced accuracy in this part.

Just be careful of unexpected surprise attacks by some of the cronies
because if they appear, you will lose a life in an instant unless you
act fast.

When you are about to board the elevator, HIT ALL OF THOSE BLUE CRONIES
AS QUICK AS YOU CAN!!!  Their accuracy is downright high so use caution
when disposing them.

You will be greeted by a White Soldier as you go up into the Elevator.
Nail the White Soldier as quickly as you can and prepare for a surprise
attack by mysterious blue soldiers.  Again, their accuracy is downright
high, so be careful with this one.

Now you will be taking on Tiger and Edgey a little bit before you go
onto a cutscene with them.  They have some friends with comparable
accuracy so watch your step.  Once you survive this scene, then it's
time to go into a cutscene with Tiger and Edgey.

------------------------------------
Tiger and Edgey the Killing Machines
------------------------------------
Tiger's Weapons: Uzi 9mm and Brute Strength
Edgey's Weapons: Shuriken, Naginata, Koppo, and some Ninpo

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.

Against Tiger:
Pound on Tiger continuously because he's pretty much slow.  He will
throw some objects at you so be prepared to block it.  These objects that
Tiger throw at you are a lot faster than Buff Bryant's missile in Time
Crisis II so be sure that you take caution on this.  While you fight
Tiger, you will be facing some interference so keep that in mind as
well.

Against Edgey:
He's probably the deadliest of the two because his speed is stagnatingly
high and his attacks are accurate and surprisingly fast.  It's important
that you try to take away one life box away from Edgey as quick as you
can to avoid any possible problems with this guy.  When he tries to do
a flying slash, slam him but when he gets really close, block that
attack.

More on Tiger and Edgey:
Tiger will eventually swing a girder to attack you and even worse, both
Tiger and Edgey might attack at the same time!!!  There will be one
instance when you attack Tiger, but Edgey will be doing a close slash
at you to interfere so watch out for Edgey's close-range slash when you
attack Tiger in one point.

BEWARE!!!  Once Tiger and Edgey are at their final life box, they will
begin to become desperate as their attacks become even faster and even
more accurate than ever.  Tiger will do heavy amount of red sightings
when he's near his death and Edgey will be throwing Naginatas in a
confusing pattern when he's about to die.  The key to killing them
during their desperation stance is to anticipate when their desperation
cycle will end and then strike at the right time.

Once you defeat Tiger and Edgey, watch a really kick-ass cutscene as
Tiger grabs a grenade to throw right at you.  Edgey gets fatally wounded
as he stabs Tiger by accident and the grenade explosion 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.

Ok, ok.  So Derrick Lynch's intention was to play around with the Atomic
Reactor so that he can blow London to ashes.  Well my friend, unless you
can stop Derrick Lynch and deactivate the Atomic Reactor, London will
be destroyed.  Protect London at all costs!!!

As you should expect, Derrick Lynch is the most difficult enemy to take
care of in the game.  He has a shotgun that can ring out several shots
at once and grenades-a-plenty.  His accuracy is rather high so get
ready for a brawl.

Right off the bat, Derrick Lynch will only use his Shotgun and his
accuracy won't be that great (just be sure to dodge any red sightings
that you see).  White Soldiers will come to interfere with the fight
and they will spawn plenty of red sightings so take the necessary
precautions.

Derrick Lynch will then attack once again and then you will see plenty
of Ninjas trying to attack you.  Take care of the Ninjas (and Derrick
Lynch) to move onto the second part.

Now you have to destroy several ninjas and white soldiers before you
tag along Derrick Lynch once again.  Once you fight Derrick Lynch
once again, he will start using hand grenades.  You can block the
kink or destroy them and then pound on Derrick Lynch.  A little bit
before the second part terminates, there will be plenty of blue
soldiers and their accuracy will be at a pain-in-the-ass 100%.  Worry
about the red sightings because their accuracy is extremely high
in this stage.  Now you will go onto the third part where Derrick
Lynch will try to throw everything he's got as a last-ditch attempt
to get rid of Croad MacGalain.

Derrick Lynch will always throw a hand grenade before attacking you
with his shotgun.  Once he loses a life box, blue cronies will come
out of the desks and will attack you with 100% accuracy.  This
process will repeat until Derrick Lynch is down to his final life
box.  At the final life box, Derrick Lynch will spot nothing but
red sightings so wait until Derrick Lynch finishes nudging all
those Red Sightings before landing the finishing blows onto Mr.
Lynch.  And that's the end of Derrick Lynch.  Now watch the ending
to see if the STF is too late to save London or not.

========================================================================
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: 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)

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)
* 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.

* 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.

* 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.

* 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.
