Time Crisis FAQ for the Arcade and PlayStation By Mark Kim (verasnaship@earthling.net) Version 4.9 Last Update: 12November97 Release Date: 12November97 New versions of this FAQ can be picked up at Time Crisis on the Internet which is located at http://verasnaship.simplenet.com/vidgames/. Please stop by at my site and tell me what you think. Unfortunately, this FAQ is far from finished because I have yet to do some strategy fixing for the arcade storyline, and plan ahead for either a purchase or a rental towards the PlayStation-only Story Game. So far, Namco has made a promise to enhance the PlayStation version of their arcade daddy by adding features that are not included in the arcade, and I know that Time Crisis features a new mission reserved for the PlayStation only. This is the second time that my Time Crisis FAQ had to move because I recently got a new account with SimpleNet Hosting Services. I'm very far away from completion there because I have to organize my files via FTP, and I have to rely on shareware to get my job done. I'm hoping that this FAQ will serve as a supplementary tool for your Time Crisis needs. After all, nearly all of my site's content comes from my FAQ. Although I was thoughtful to be charged twice for the same purchase (which was $69.00), SimpleNet told me that they sent E-Mail to both E-Mail addresses in the event that the patron is unable to read the message on the primary e-mail account. To be honest with you, verasnaship@earthling.net forwards all messages to my Hotmail address at taragi@hotmail.com. I apologize for the lack of updates recently. The reason why this occured is because I'm back at college, trying to earn the degree that I want to get for the upcoming graduation date. I'll try to keep the updates maximal but I may or may not have time to spend with this. BTW I'm planning to rent or buy Time Crisis PSX soon. If you wonder why Time Crisis hasn't reached the home game system shelves yet, then it's because Namco wants to postpone the game's release until Christmas. The game may be completed already, but Namco's making sure that Time Crisis PSX starts out with a bang. This move may seem so stupid but it's a good move to make sure that sales of the game are strong. You should know that Namco is wrapping up development of Time Crisis 2 at Japan, and the game will be released in Japan probably in December. The American Version will be available either in February, March, or April of next year. I'm waiting to get my hands on Time Crisis 2, but it's more likely that Time Crisis 2 won't appear at Aladdin's Castle at Lombard, IL. I'm hoping that Time Crisis 2 will show up AT LEAST at Bloomingdale, IL. If you have any fixes or suggestions that I can use, please e-mail me. Your help is needed to update this strategy list!!!!!! WARNING: NO PART OF THIS FAQ MAY BE COPIED, ALTERED, REPRODUCED, OR RESOLD FOR PROFIT SINCE I AM NOT MAKING ANY MONEY OUT OF THIS. THIS CAN ONLY BE USED FOR AMUSEMENT PURPOSES ONLY. Time Crisis, the Time Crisis Logo, and all Time Crisis related material and issues are registered trademarks and is a copyright of Namco, Ltd. All Rights Reserved. ============================================================================ This revision dedicated to the loving memories of Princess Diana and Fashion Designer and Fashion Pioneer Gianni Versace. ============================================================================ WHAT'S NEW? - Fixed the instructions on how to provide a mirror to my FAQ - Added Porter Davis to my Time Crisis Dictionary - Added two Time Crisis Tricks for use with the PlayStation Only - Added a Time Crisis 2 Prediction Section ============================================================================ CONTENTS - What is Time Crisis? - What is the Action Pedal? - What is the Light Gun? - What are the game modes? - Note - Arcade Stage 1 - Arcade Stage 2 - Arcade Stage 3 - PlayStation Strategy Section - Dictionary - The Skill Verdict - Game Tips - How to mirror my FAQ - About this FAQ ============================================================================ What is Time Crisis? Time Crisis is programmed and developed by Namco as an answer to Sega's popular Virtua Cop Series. Although Time Crisis was thought to be a rip-off of Virtua Cop at first, Time Crisis has set a new standard for light gun games: a two-purpose action pedal. The Action Pedal performs the hiding, attacking, and reloading functions of the game, thus giving the game more strategy than most standard shooters. What sets Time Crisis apart from all other games is the strict time limit which ensures that you can't duck forever, thus the title is aptly named. Time Crisis also features the gun that you may have used in Point Blank. A chip stores a great portion of the screen's image rather than relying on infrared sensory for enhanced accuracy. Not only this reduces the amount of effort you must calibrate, but realism is enhanced by the blowback feature that simulates gun recoil. Players play the part of Special Agent Richard Miller, who's been assigned to rescue the president's daughter Rachel MacPherson, who has been kidnapped by Wild Dog by the order of Sherudo Garo. Safe return of Rachel requires the government to reveal all the military secrets to Sherudo Garo by sunset of the same day. Shall the government refuse to comply, then Sherudo Garo will execute Rachel in cold blood. It's up to you to save Rachel and to save Sercia from impending anarchy. In the PlayStation-Only mission, you also play the part of Richard Miller, but this time around you are going up against the villainness named Kantaris, who is secretly creating illegal weapons at her hotel. I am expecting to cover the PlayStation-only Story Game as early as October, when the release is expected. ============================================================================ THE LIGHT GUN Namco's Time Crisis comes with this gun which is probably the most accurate light gun in the industry. The procedures for the gun is simple: A chip stores a huge portion of the image inside the lens, and then the lens "reads" the screen one pixel at a time, thus waiving the need to rely on the same-old infrared sighting that most light gun games use. As you move the gun's lens 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 accruacy from pixel-to- pixel high. The light gun also comes with the blowback feature, which simulates gun recoil. Please do not attempt to break or block the recoil because you will be responsible for damage done to the machine. The gun was tested so many times to prove its accuracy before it's even used. This practice ensures that the gun is reliable to use. You may have seen this gun in Point Blank. Namco has issued a fine replica of this gun for the PlayStation called the GunCon. It boasts the same features as with the gun you used at the arcade. Although there is no recoil, there is a button which serves as the action pedal for Time Crisis (The Hide and Attack Feature). If you want enhanced realism, then (Namco doesn't recommend this) you can let the controller do the dirty work for you, as you can step your toe through a button, like you would step on the pedal at the arcade. I'm hoping that Time Crisis 2 would come out because of this. The only problem with this game is there is no power-ups. Time Crisis 2 should come with some powerups. Expect predictions for Time Crisis 2 very soon. ============================================================================ 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 clip holds six bullets. Keep in mind when the pedal is released, you can't shoot. Press the pedal to attack your enemies. Once all of your enemies are defeated in that section, you will move forward with some time extended in your clock. The pedal offers some strategy to the game, and gives the game a tad more complexity than other standard shooters. ============================================================================ THE GAME MODES Time Crisis offers two game modes for the Arcade, and more game modes for the PlayStation Story Game: Start the game from Richard's assault on the castle and end with Rachel's rescue. The game ends when you lose all three lives or if your time limit expires. Players may continue. Timed Game: Choose a stage you want to practice with unlimited lives. The game ends when your time limit expires. There is no continue feature. The Hotel of Death: This is a PlayStation-Only Game. You start the game from Richard's invasion. The ending depends on what path you use, and how fast you beat the game. The game ends in the same fashion as in the Arcade Story Game. I have yet to confirm if there is a continue feature or not in this game. ============================================================================ Note: Checkpoint times are taken from a visit at Aladdin's Castle at Bloomingdale, IL. TT Game times are taken from a visit at Dave and Buster's at Addison, IL. ============================================================================ Stage 1 Here we see Sherudo masquerading that the nation will soon be his, and he then yells at Rachel that her father will pay the price for destroying the imperial rule at Sercia. Things seem to go well for Sherudo until Wild Dog pronounces that Richard has invaded the castle. Wild Dog tells Sherudo to calm down because his syndicate will gun Richard down. Richard then begins the assault on the receiving basement of the castle, where the game begins. Area 1: On the first part, shoot the right foot soldier first since he gives you 2 seconds bonus for shooting him first. After shooting the right foot soldier, then shoot the sergeant and the left foot soldier. The second part has a negotiable foot soldier telling Richard to halt. Shoot the foot soldier the earliest possible to earn a 2 second bonus. After the yelling foot soldier is shot, then you will encounter a bazooka soldier. Once you see the bazooka soldier coming out, shoot him before he shoot a missile out of his RPG. Then after the slain bazooka soldier blows up his submarine, then you will face five more foot soldiers appearing at different angles, some will be partially hiding their corpse in the cradles. Sometimes you can catch them while part of their body is stuck outside of the cradles. The final soldier will roll, so shoot him quickly. Things get tough on the third part: You have some task force soldiers to deal with. Shoot outside of the shield to kill them. Once you finish them off, then you have four more foot soldiers to deal with. The final foot soldier should be shot before he reaches the crates. Not only this saves time, but you will get bonus time if you shoot the fourth foot soldier before he can hide in the crates. On the fourth area, shoot the foot soldiers and the bonus guy immediately. After that, you will have to deal with a grenadier, two more foot soldiers and a marksman. Take special care when facing the marksmen because their magnums are powerful, and if you just stick your head too long, you can give up one life. If you are unsure how fast you are, it's always good to hide from the marksmen the moment you see them. If you are fast enough, then you can shoot the marksmen before they get a chance to fire. Finally in the fifth part, just shoot the box at the vehicle to detonate the bomb. The box is at the middle, and you can clear the stage more quickly if you shoot the box. Area 2: Here things begin to get more hectic: When you face the first two foot soldiers in the area, then you encounter a hook that will chop off a life unless you can release the pedal. Shoot the foot soldiers quickly, then release the pedal. After the hook passes by, shoot the jumping foot soldier and the bonus guy, and you will encounter another hook waiting for you. Shoot the foot soldier and the bonus troop and then release the pedal. Now you must contend with three more foot soldiers and a sergeant before you move on. On the second part, you will see a sergeant on the left side, and two foot soldiers on the middle and right. Shoot them as quick as possible to save time. There are four more foot soldiers after this group of enemies. One foot soldier jumps off the cradle, so you can shoot him as soon as he jumps off. Sometimes the second to fourth soldiers come out from right, jumping inward to hide in a cradle, and from the left, and at times from the left of the cradle, to the right of the cradle, then jumping onto the platform. Shooting them quickly as possible will save you time. The third part is chaotic: You will encounter two foot soldiers, a marksman, and a sergeant at the hallway. Be sure to shoot the marksmen as quickly as possible or you will lose a life. Always shoot the marksmen first because they cause great harm to your game. Also, lots of lead will fill the hallway, so you will have to use the duck- and-counter method to destroy your enemy. Now when you reach the kitchen, you will have to concentrate on your accuracy to save time: Shoot when you see the enemy at once. However, don't let the orange guy annoy you because he's just here to ruin your aiming, but if you want to get 10 skill points, shoot him, but you may need to release the pedal during one of the shots to ensure you clear that section as quick as possible. Otherwise, it's only essential to shoot all the foot soldiers and marksman as soon as they appear. Be careful of the marksman on this level because he will also distract your aiming as well. After the marksman is killed, you must then deal with the final foot soldiers quickly. The fifth part should be no problem: Just shoot both foot soldiers quickly and shoot the Sergeant from the cashier's counter as soon as you see them pop-out. Area 3: Here in the first part, be sure you shoot the grenadier and the RPG trooper before the foot soldiers and the sergeant distract your aiming. Shoot the grenadier, bazooka soldier, then shoot the foot soldiers, and then the sergeant. Afterwards, shoot the guys coming out of the door as soon as you see the door opens to save time. The second part is hectic: You have to deal with multiple enemies from this point on. Try to shoot the sniper with the machine gun first before taking the other enemies, and then it's a matter of taking on the other enemies quickly. Be sure to shoot the foot soldier hiding behind the car quickly. After taking out the other guys, then you must encounter a helicopter. It helps to have a fast finger when taking out the helicopter as it takes about 15 shots to destroy it, but before you know it, we have two stick fighters coming out, so you must shoot the stick fighters quickly. Then take on the helicopter, but quickly!!!! You must have a fast trigger to destroy it. At the third part, shoot the first four punks as quick as possible. Now you got three enemies who come out first from the right side of the screen, so shoot them as quickly as possible, then you got a foot soldier and a marksman at the left. Shoot the marksman before he gets a chance to fire a shot. Now you have two more enemies to go before the car comes out. Now after you shoot the final two enemies before the car, concentrate on the car. It helps if you have a quick finger and a full clip before Richard Miller says DANGER, then shoot the car before it kills the car-masher. If you choose to hide from the car, then you must face one more enemy. Now on the fourth area, just shoot the box next to the grenadier and clear the scene more quickly. Now on the fifth area, shoot the first two foot soldiers first, but hide in the middle of the process. Here the duck-and-counter method is important in this final area. The best tactic to use is to shoot the first two foot soldiers in the right and hide, then shoot the sergeant commanding the HE cannon for two more seconds, then shoot the task force soldiers. One task force soldier usually gets out of your reach by hiding behind the gazabo first, and then returns for your aim. Now when the drawbridge opens, shoot all of the RPG soldiers before they can shoot. After the RPG soldiers are slain, you must now contend with a sergeant and a foot soldier to the right, and you must also contend with three more task force soldiers and a sergeant exiting towards the drawbridge. Take on the right-hand enemies first, then take on the left-hand enemies. Boss Area: Right when you see a door, you then see Rachel within your reach. Rachel commands that you do not come any nearer because you will be trapped, but suddenly, Rachel is dragged out of your reach, and we see the Adamantium soldiers coming out. Now you must battle them out. First, you must know how to shoot these suckers before they even get a chance to get close to you and chew off a life. As soon as you hear "Action", shoot all of the guys quickly, then hide, then shoot the two adamantium troopers after that batch. Now the Adamantium Leader and two more adamantium soldiers now appear on the third batch, and then you must negotiate them by shooting these baddies quickly. Now the Adamantium leader will try to get you with a jumping method, and it will be up to you to either shoot him while he's jumping to get you, or to hide, then nail him. This area is a matter of negotiating the patterns of these toughies. Move onto the next stage after beating these guys. It helps to shoot them right away and hide (Duck-and-Counter Method) to clear the area. Epilouge: After the Adamantium Leader falls, Richard then knocks on the door. It won't open. So Richard then make the Adamantium leader talk! "It's all over," says the adamantium leader. "The girl's right at the top of that tower!!!!" Suddenly we get a glimpse of the clock tower where Sherudo moved Rachel to. "She must be dead by now..." Hearing this annoying quote, Richard punches the Adamantium leader into a sac of potatoes, and then we see Richard walking away from the melee. Stage 1 completed. Area 1 Checkpoint: 0'41"28 Area 2 Checkpoint: 1'21"75 Area 3 Checkpoint: 2'20"72 Area 4 Checkpoint: 2'30"30 Time Trial Game: 2'29"20 Mail me your best times at verasnaship@earthling.net ============================================================================ STAGE 2 Prologue: After questioning the Adamantium leader about Rachel's whereabouts, Richard begins his search for that mysterious clock tower. Area 1: On the first part of the area, when you open the door, shoot both of the lackeys right away. They should not be tough, but this gives you some room to test your mettle. On the second part, just hold onto the pedal, and when Richard says "Action", then shoot the lackey immediately. On the third part, there is a foot soldier on your left, and a marksman on your right. Shoot the Marksman at the right first, then shoot the Foot Soldier. BTW it helps to have a quick trigger here. On the fourth area, just shoot the two foot soldiers just right from the center. Shoot at one place, preferrably at the apex of the right wall to hit them. On the fifth part, you will have a foot soldier, a machine gunner, and a marksman to deal with. Be careful of the marksman because in some Upright Cabinets, it's hard to get him here. Shoot the marksman first, then the machine gunner at the right apex of the wall. Be careful of the Marksman because he will make a surprise appearance from the top via a chandelier. Shoot him early to receive a 2 second bonus. Keep the pedal held for the sixth part. There are two foot soldiers, a sergeant, and a grenade soldier on this part, and the gunfire is rather heavy there!!! Be sure you shoot one of the soldiers first, then immediately shoot the kink as quickly as possible so you don't get toasted. Release the pedal if you are unable to shoot the kink. Be sure you release the pedal AT LEAST once because six shots from their guns can chew off a life!!! On the seventh part, you will have a problem. There is about two foot soldiers, two task forcemen, and a sergeant waiting for you at the door. Release the pedal, land a few shots, and repeat. Now on the eighth part, just shoot the girders at the right hand of the screen. You can't miss it because the girders are held by a white stabilizer. Watch out for the Adamantium Soldier as you reveal the trap. Now keep the pedal released as the enemies are destroyed. You will go to the next area even if the pedal is released. Area 2: With regards to the first part, there is a sergeant at the right center, and two foot soldiers from the jewelry display. You should shoot the sergeant first, then the two foot soldiers from the jewelry display, but watch out!! If you destroy the first three enemies, then a marksman shows up!!! Be sure to hide immediately after taking care of the two foot soldiers at the jewelry display, or you'll get toasted by the marksman's Browning Hi-Power. You can shoot the marksman just before the marksman shoots, but it's rather dangerous. There is a bonus guy coming out from the right pillar at the same time the marksman comes out. Now a foot soldier will take stance hiding from the right pillar, and there's yet another foot soldier about to shoot you from the center pillar, and there is a foot soldier coming out from the right pillar by surprise. Now on the second part, the first group involves three task force soldiers, and a sergeant coming out from the right pillars. I suggest you try to shoot the task forcemen at the heads as they take stance. A bonus guy will pop out twice at the left pillar. The Foot Soldier will come out shooting from the right pillar. If the Marksman comes from the right, then both the Marksman and the foot soldier will come from the right. Shoot both of them as fast as possible. Otherwise, the Marksman and the Foot Soldier will come from the left, shoot them to avoid damage. Now you got two Machine Gunners coming from the left and right pictures, and a marksman coming from the center picture, all coming out at varied invervals. Starting on the third part, there will be a machine gunner on the middle, two foot soldiers at the left and right, a task forceman at the left pillar, and a sergeant just right of the center. Be sure you shoot the sergeant and the machine gunner first before taking on the others. Keep in mind that rapid shots from the machine gunner can cause harm to your game because all of those six shots comes out rapidly. On the second part, you have a foot soldier coming from the right, a task forceman taking stance at the left pillar, a task forceman taking stance just right of the center, and a RPG soldier at the right apex of the door. Once these enemies are taken care of, you will have a foot soldier coming from the slanted pillar, a foot soldier coming at the right apex of the door, and two adamantium soldiers coming at you!!!!!! On the fourth part, the first part consists of two foot soldiers trying to annoy you from both in close and a little away from you. A bonus guy usually comes out from the far left. Now there will be two foot soldiers walking: one walking leftwards slightly away from you, the other sneaking right near you. Now shoot the foot soldier coming out from the top, then shoot the final two lackeys coming from the left and right, John Wayne- style. Now on the fifth part, you will encounter a machine gunner from just left of the center, and a machine gunner just right of the center. Shoot them quickly to avoid losing a life. Area 3: Once you finish glancing at the clock tower, you then begin your journey to the tower by facing a task forceman at the left, three weak lackeys at the center. BEWARE!!!! If you shoot the three weak lackeys, then a MARKSMAN will pop out like a joker's box (from the right side)!!!!!!! After that joker is slain, then another taskforceman comes from the right. Slay the weaker lackeys first, then take care of the shielded jokers. When you get to the second part, there will be two taskforceman advancing from the far center and an Adamantium trooper trying to catch you from near!!! Shoot the claw- wearing lackey first (just a recommendation). You can shoot the left task forceman first before the claw-wearing lackey jumps near, but it's dangerous if you are a beginner. After the two taskforcemen are slain, a bonus guy will be walking around the door. Most of the final enemies will either roll to the left or right, or will just swing over, but these enemies are easy as cake, so you should have no problem dealing with the enemies beyond the first three. When you open the door on the third part, you will see a sergeant and three taskforcemen right close to you!!!! Regarding about the task forcemen, I suggest that you shoot them at the heads. You will then see two foot soldiers coming from the stairs, and a foot soldier at the near right. Don't let the bonus troop annoy you, though. You're better off concentrating on the foot soldiers. If you fail to catch one of the foot soldiers coming from the stairs early, then he will eventually attack you from the floor, so be sure you shoot them early. Let me know if you have a fast pattern involving the bonus guy's death by e-mail, and I'll change it. Finally, you got a marksman from the left, a foot soldier and a grenadier at the right, and a foot soldier jumping just left of the center from the stairs. The fourth part is one of the most interesting parts of the game: Just shoot the two soldiers at the middle first, and you should shoot the guy coming from the top right as fast as possible to save time, but it's not that easy because the chandelier is making it hard to get a clean shot. There is heavy gunfire at the fifth part because there are five gun soldiers there at once, and you may have a hard time clearing this section if you are playing this game on a standard monitor cabinet. Shoot the center guys first, then shoot the sergeant at the lower right, then shoot the two soldiers at the left, and then shoot the Adamantium trooper just top of the center. Be sure to release the pedal if necessary, or you can kiss a life goodbye. On the sixth part, the first two soldiers would usually be a foot soldier and a marksman. If you are a beginner, then I suggest you to shoot the marksman first, then take care of the rest. A sergeant comes at the right apex of the hallway. If you are an expert, then you can take out these three soldiers John-Wayne style. Finally on the last part of the area, the first two soldiers are a piece of cake at first, but watch out as a marksman makes his way from left of the center!!!! Boss Area: Just when you think that you get a hold of Rachel once and for all, Sherudo comes up to you with knives on his hands!!!! The first part has Sherudo Garo attacking either from rolling to the left and darting, jump-darting from the center, popping out from either the left and right. Be sure to shoot Sherudo and hide right away or the knives will damage you. During your fight with Sherudo on the first part, you will then encounter two personal soldiers tossing grenades at you from the left and right, and you will face a personal soldier and a marksman who will strafe at you with powerful guns. The bonus guys comes out when Sherudo attacks you for the first time, when the personal soldiers throws out those darn kinks, and when the personal soldier and the marksman strafe at you. It's extremely dangerous to catch them because these suckers attack with great severity, and you really need to be careful when facing the personal soldier and the marksman because sometimes they switch positions, and you need to act fast to see if you can catch them with little time or not. You can shoot right before you go back into "hide" mode, thus giving you time to nail the second gunner. Be quick, though. On the second part, Sherudo attacks you either from the bottom right, from the left, and right at the dead center. It's really hard to tag Sherudo at the bottom right on the 27" Upright because the lens cannot really read bright areas of the screen, which is why I recommend playing the game on a 50" Deluxe version if you are a beginner. After Sherudo gets tagged for the fourth time on the second part of the area, then you will see five personal soldiers, three of them carrying guns, and two of them carrying knives. Be careful of the personal soldier popping out right away from the bottom center of the plants because he will then attack you all of a sudden. Neutralize all of these white-clothed soldiers right away, or they will pose more problems!!! On the final part of the area, Sherudo will then show some parts of his body before he attacks you from the right, dart up right away and attack you, or he may jump to the left, then attack you at the dead center. However, before Garo dies, you will have to deal with three personal soldiers with Browining Hi- Power automatics, a Browning Automatic equipped-personal soldier teaming up with a personal soldier with a machine gun, and two personal soldiers waving their bodies from either the left or right before they throw knives. With regards about the personal soldier at the left, when he shows up the first time, shoot at the left apex of the door immediately, but watch out for Garo as he will simultaneously will attack you from the right. This is the most dangerous part of the stage because you must know if you are fast enough to take the group of personal soldiers in only one take or not. With regards to the first batch of personal soldiers, if you are unsure on how fast you are, please do not hesitate to release the pedal after shooting the first two personal soldiers, since they may be dangerous. Also, with the second batch of personal soldiers, shoot the guy with the machine gun first, then shoot the lackey with the automatic next. This area must be taken out with skill, speed, and finesse. Epilouge: Just when you are granted Rachel after Sherudo's death, Wild Dog comes in and kidnaps Rachel once again. Richard hears the scream, and sees that Wild Dog is getting a hold of Rachel, knowing that Wild Dog is now accusing Richard for killing Sherudo as of this time. Wild Dog will then press his luck by dragging Rachel with him, and as Richard approaches Wild Dog, the door closes with Dog laughing at him. What a nasty piece of work. Area 1 Checkpoint: 3'16"20 Area 2 Checkpoint: 4'08"87 Area 3 Checkpoint: 5'05"35 Area 4 Checkpoint: 5'43"17 Time Trial Time: 3'11"04 Mail me your fastest times at verasnaship@earthling.net ============================================================================ STAGE 3 Prologue: Thanks to Wild Dog, Richard Miller is left in the Clock Tower alone!!! Now Richard looks towards one door, climbs out of the clock tower, looks down, knowing that he is now looking at Wild Dog dragging Rachel to somewhere I don't know, and then takes a drop down to uncharted danger..... Area 1: This stage tests your ability to be a competent spy. You can NOT afford to screw up at all on this stage. You can step on the pedal before Richard says ACTION to land six shots on the Huey, but it's rather dangerous since enemies will come out of the Huey. Be sure you get clean shots on the six criminals jumping out of the Huey, or clearing the part becomes harder. Use the gunsight to take these lackeys out. After you clear the first batch, you will encounter AT LEAST two foot soldiers at the right hand side, a foot soldier at the left hand side, a marksman at the close left of the screen, and a grenadier at the right side of the screen. Right there, it's a matter of getting clean shots here. The final club troop shouldn't be a problem. Next up, we will have a sergeant coming from the middle turret and from the bottom of the screen, foot soldiers who will take stance at the left and right apex of the middle turret, marksmen who will be operating the turrets at the left and the right, a foot soldier coming from the top-right, and a bonus troop coming out of the middle turret. Shoot the sergeants and the foot soldiers the earliest possible to avoid wasting time. Shoot the marksmen as Richard yells DANGER, but ACT FAST!!!! The third part is one of the most difficult scenes in the game. You will have a foot soldier operating a hard-to-reach turret at the top-middle. Be sure you get a clear shot, or it's either "crouch-or-ouch." There is a bonus guy that is hard to reach. If you shoot him, you will get a five-second bonus. He pops out twice. Go for the clear shot when he pops out the first time. The huey then shows up afterwards and takes a beating before it goes down. The fourth part is the most chaotic part of the area. All enemies will be showing up just next to you. You will face two task force soldiers first, then a grenadier, an RPG soldier, and a machine gunner will come out from the left, while a foot soldier will make his way from the right. Be careful of the grenadier here because he is lightning fast. Since you are fighting your enemies up close, this could look dangerous, but tag 'em before they attack. Area 2: This is the hardest area in the game, testing your marksmanship and speed competency abilities. The first part of the area has nothing but three marksmen, taking variable stances. Take care when you fight them because their powerful Browning guns takes away one life when you get shot. This is the most uncomfortable part of the area. The second part will have boxes blocking the bottom of the screen. In this part, you will face foot soldiers from next to you, jumping from the right computer, hiding back-and-forth from the machinery, hiding back-and forth from the computer, and running left-and-right just close to you. You will have a sergeant running left-and-right from far away (A bonus troop shows up after you slay him), and a marksman following the death of the blue lackey at the left side of the screen. It's important to memorize these patterns and get good shots because these guys have a good reaction time. On the third part, the required soldiers you will face are two foot soldiers taking stance from the left and right apex of the right pillar, a foot soldier attacking right next to you, a sergeant who attacks you before the box blocks your view, a foot soldier coming from the left apex, and a marksman who is lying in surprise after the box reopens. There are some unneccesary enemies in this area, but you should shoot them because it helps your sight. The action can get frustrating because the box closes and opens in intervals. You must get clean shots of the five-or-six foot soldiers in the fourth part as the box tries to smack you in the face in order to save time. Miss a shot and you will be wasting time. They arrive at different intervals as I know of this writing, so stay tuned for updates. Clean shots are required here or you will suffer the consequences. Here in the fifth part, taking out the enemies who come down from the stairs will ensure you that clearing the final part of the area won't be difficult. There are at least four lackeys coming down from the stairs, and two lackeys who will attack you right away from the bottom of the screen. I'm adding this from memory, so please stay tuned. There's two more enemies who come from the top-left. Area 3: Area 3 of Stage 3 is the longest regular area of the game. You will see five or six personal soldiers by the time you step on the pedal for the first time. The personal soldier next to the time display is an unneccessary soldier because he doesn't do any harm. If you slay the soldier at the bottom-left, a personal soldier will come out of the elevator. If you slay the two personal soldiers from the mapping table, a grenadier will come out from the computers and will throw a kink at you the moment he comes. After this batch is done for, it's a matter of saving time by shooting the two personal soldiers at the right side of the screen. If you have not slayed the two personal soldiers at the right side of the screen at the first part, you will be facing three more soldiers at the beginning of the second part, and you will be in trouble because I won't tell you how to take care of them. If you killed the two personal soldiers from the right side of the screen at part one, then the part begins with a bonus troop coming from the left side of the screen to throw off your timing by the time a grenadier comes out from the mainframe. Now you will have three more personal soldiers from the mapping table, and you will be facing two personal soldiers climbing down from the poles. A personal soldier will come at you wielding a club. Remember that personal soldiers carry a variety of weapons. On the third part, you will be facing five personal soldiers and a marksman near the mapping table on the first stretch. Then a bonus troop shows up at the mainframe before two more personal soldiers come out from the left and right side of the screen. Before the two personal soldiers come out from the left and right, a personal soldier will jump out of the mainframe. Watch out for the personal soldier and the marksman attacking you from the generators. On the fourth part, you should have no problem killing the first three white lackeys (as long as you can land clean shots). Then Coz will appear just left of the center. On the second stretch, if the first enemy is a white lackey, then the next enemies are a marksman coming from the right, a personal soldier sneaking from the mainframe, and Coz hiding beneath the mainframe. Otherwise, you only have to face one personal soldier, marksman, and Coz. The final stretch of the part has a bonus guy leading the personal soldier running from the left, grenadier at the dead center, an adamantium soldier from the top left of the screen, and Coz positioning himself from the right side of the screen. If you can shoot Coz before he jumps, you will get a 3 second bonus, but it's hard to get a clean shot here. The benefits for getting a 3 second bonus is one last look at the Adamantium Soldier. Otherwise, the personal soldier and the two clawmen will lead the way. The fifth part will take at least 30 seconds. You will face three blue lackeys breaking the right hand group of windows, two foot soldiers breaking the left hand group of windows, three foot soldiers taking stance at the church counters, and three foot soldiers jumping from the ground. Be sure to dodge that axe to avoid having your head scratched. Wild Dog Bridge: Note: I'm recalling this strategy from memory, but I'll try to stay as close as possible. As Wild Dog boards the chopper, we see Richard coming out of the door. Then Wild Dog slanders at Richard until we see Dog pull out a detonator. With one touch of the button, Wild Dog blows up the Clock Tower. As the tower falls down, Dog commands Richard to freeze, because he's trying to get out of the castle with Rachel in his hand. However, Rachel got out of Dog's hands, but Dog tells Rachel to freeze (Richard couldn't do anything about it), and then Dog hits Rachel in her arm with his .357 Magnum. Richard tried to make Rachel talk, but she is speechless, which opened up Richard's anger. Dog thinks this is funny, but Richard is demanding a fight right now. On the first part, the well moves accordingly, giving Wild Dog a chance to hit you. Three shots from his magnum is all Wild Dog needs to take away one life, and he shoots fast, so act fast! The fifth time Wild Dog attacks you has him shooting you with a stance so complicated, that one shot may or may not take away one life. He shows up at the left the fifth time. Wild Dog either shows up at the left or right of the pillar. Now on the second part, you will face a foot soldier hiding on the right cement work, AT LEAST two more foot soldiers, and a marksman who's waiting for you at the center pillar. Also, a bonus guy tries to run to the center to avoid you. Now you will face two taskforcemen up close, a grenadier on the center, a machine gunner coming from the top, and a club man making his way close to you. It really helps to destroy the people coming from top to stance when you see them to save time. Now get ready to tag Wild Dog from the center pillar. After he gets shot, he throws a kink at the right statue. Shoot the kink to cancel the danger. Now there will be a machine gunner and an RPG soldier coming from top to stance, a grenadier from the left side, and a Lieutenant coming from the center. On the third part, you will face a task forceman up close and personal, three sergeants from the top, and one sergeant falling down to the center-left. Wild Dog will show up again from the center. Tag him to make him throw the kink at the left statue. While the kink is being thrown, a bonus guy comes from the far right. Just cancel the kink for the moment (since your accuracy must increase if you want to shoot the bonus guy and cancel the danger at once). Now you will face a machine gunner, and four more personal soldiers. Wild Dog will then attack you with a machine gun from the right. Watch out because a bonus guy distracts you in the middle of the batch. Finally, Moz appears from just right of the center. You only need to shoot him once. I'm leaving the final part on your own because this part is the ultimate battle. Good Luck. Area 1 Checkpoint: 6'34"97 Area 2 Checkpoint: 7'21"45 Area 3 Checkpoint: 8'42"92 Area 4 Checkpoint: 10'07"77 Time Trial Time: 4'30"57 E-Mail me your fastest times at verasnaship@earthling.net ============================================================================ PlayStation FAQ: Here is what you can expect to see in the PlayStation Version of the game. I won't give you any tips today, but I'll give you a map on what to expect. I also give you names of the major players of the stage. You will go to different places depending on how good you are, and there's no backtracking allowed. LOBBY / \ Area 2A (Web Area 2B Spinner) | / \ | Area 3A Area 3B | / \ / \ / Area 4A Area 4B Area 4C (The Helicopter) (The Droid) Stay Tuned for Future Updates. ============================================================================ Time Crisis Dictionary: Richard Miller: Richard Miller is a special agent working for the VSSE Espionage Team, a police syndicate. Richard is assigned to rescue Rachel from the hands of Sherudo Garo and Wild Dog, and in the PlayStation Game, Richard is assigned to challenge Kantaris, who's creating illegal weapons at the hotel she owns. Rachel MacPherson: Rachel is the daughter of the President of the Republick of Sercia. She has been kidnapped against her will by Wild Dog under the order of Sherudo Garo. Safe and unscathed return of Rachel requires the government to reveal all military secrets to Sherudo by Sunset of the same day. Sherudo Garo: Sherudo Garo is the last blood relative of the royal family who has been charged with aiding and abetting known felons throughout the world. This political criminal is hoping to restore imperial order to the nation as a plan for revenge. BTW the royal family was overthrown by a coup d'etat. Wild Dog: Wild Dog is the leader of the organized crime syndicate of the same name. Dog is charged for alleged war crimes around the world, including the kidnapping of Rachel MacPherson. Wild Dog may remain loyal to Sherudo, but as you play the story game, you will know that Wild Dog is lying. Kantaris: Kantaris is the leader of a terrorist organization of the same name. She owns a hotel, which is a place where she creates illegal weapons there. Kantaris is charged around the world for the handling of illegal weapons. She is the main villianness for the PlayStation-Only Storyline. Moz: Moz operates as Sherudo Garo's lieutenant, but later on he allies himself with Wild Dog as Dog's agenda is revealed. Moz trained in Japan in the Ninja Arts and is now charged for the murder of 40-or-more known political figures at the republic of Sercia. Web Spinner: For several years, Web Spinner ruled the world as Savate Champion, but was stripped of his title and banned from the Savate organization after he was found using street drugs. In order to earn the money he needs to become a fierce fighter, Kantaris hired him. Kantaris ordered her scientists to genetically enhance him with electricity so he can have increased reactions without the drugs. Web Spinner is charged for protecting a known felon. Porter Davis: Porter Davis is the director of the VSSE Angels Special Agency Team, a police organization of sorts dedicated to fight political crime. Porter expects nothing but perfection from the performance of his agents. He orders Richard Miller to infiltrate the castle to rescue Rachel MacPherson on the Rescue Mission and to arrest Kantaris on the Hotel of Death Mission. ============================================================================ The Skill Verdict Your final score on Time Crisis Story Mode is based on how many hits you scored, how fast you complete the game, and how many lives you have lost. Here is the known ways you can get a 10-Star Game: - Your time must not exceed 12'00"00 - You cannot lose any lives throughout the game - You must score at least 600 hits in the game - You can shoot all the bonus guys in the game, there are three hidden skill points in the game. Happy Hunting when trying to nail these bonus guys!!!! My fastest times and Story Game Check Point Times are listed on the Strategy section of this FAQ!!! Look for it!!!! My Story Game Vital Statistics: Location of Accomplishment: Aladdin's Castle at Bloomingdale, IL Cabinet: 50" Deluxe Version Completion Time: 10'07"77 Accuracy: 64% Hits: 636 Lives Lost: 0 Skill Points: 10 ============================================================================ TIPS AND TRICKS Extra Lives: To get a bonus life in Time Crisis, you must destroy all 40 enemies without missing. Miss, and you will have to start over. If you get a 10-streak, then the life icon appears at the right of the Time Limit. As you get closer to the 40-streak, the icon becomes clearer and clearer until you reach the 40-streak. Keep in mind that TIME CRISIS IS NOT ACCURACY CRISIS!!! It's really hard to do, so it's best to do this trick on a Time Trial Game. Cheats R Us: For the PlayStation version of Time Crisis only, press any button to go to the game menu screen. Shoot once in the middle of the "R" in "CRISIS" and shoot twice right in the middle of the crosshairs on the "TIME". This trick may take some practice to work, but the results are worth it because if your shots are accurate (knowing that you MUST fire at the middle of the R and in the middle of the crosshairs), then you can get some cheats, such as nine lives access, extra credits, and more. Use this trick if you are a beginner of the game, or if you are having problems arresting Kantaris. Balance of Gun and Pedal: Since you only have seconds to down Kantaris as she is fleeing away from the easy and hard ends of the PlayStation-Only Phase (with 18 bullets), it seems only natural to use a controller's button of some sort to increase the odds of downing Kantaris. Just use a button from your PlayStation Controller. You can also step on the button with your toe for real action-pedal simulation, or you can use the Mad Katz steering wheel's accelerator or brake pedal for real Action Pedal simulation. Namco does not recommend this, though. Also, when going against Lepoediatra (The helicopter at the hard ending) or Antlion (the Medium End Boss), you can just perform the action pedal functions with the touch of the button (or Mad Katz Pedal) more quickly than you do with the GunCon button. Hopefully, this trick would help you force Antlion on the Intermediate End of the game to push Kantaris to her death. Try using an alternate button to perform Action Pedal functions, it helps. ============================================================================ TIME CRISIS 2 PREDICTIONS Why have I added a section with the predictions of Time Crisis 2? Simple. Time Crisis 2 has became an arcade hit in 1996, and it's only customary that Namco creates a sequel. I'm hoping that Time Crisis 2 will take place in the future, will have a new character that players play as, multiple paths, power- ups, multiple games like the PSX version, and a more involving story. More predictions will come up soon. ============================================================================ OBTAINING A MIRROR OR A COPY: If you want to just obtain a copy, just print from your browser. If you wish to provide a mirror, then do the following: - Go to http://verasnaship.simplenet.com/vidgames/timefaq.txt - Assuming that you are in the Windows 95 interface using Netscape 3.0 as your browser, click on File and click on Save As. - Save the FAQ on your disk as Mark_Kim_tcfaq.txt (If you are saving my FAQ under a network, then you may have to save it on your floppy disk). - FTP this file on your site as usual - Link this FAQ to one of your page - Provide a text link to http://verasnaship.simplenet.com/vidgames - If you get stuck or if you want a fancier link, e-mail me at verasnaship@earthling.net. Also, ask me for some buttons that you can use to promote Time Crisis on the Internet (Mail Me for the HTML, though). ============================================================================ Credits: - I would like to thank Namco Ltd for releasing Time Crisis, without the revolutionary light gun game, then I would not have enjoyed my arcade visits at all. - I would like to thank Time Out at St. Charles for getting me addicted to Time Crisis. - I would also like to thank Chris Tan (http://www.cybertroopers.com/) for providing some Time Crisis Basics and for telling me that beating the game in under 10 minutes is possible!!! - I would like to thank Joel Alambra for telling me that Kantaris is a woman. - Most importantly, I would like to thank Namco Cybertainment, for making Time Crisis accessible for my use at my region that I live. - I would like to thank Namco America and Jamison Gold for unleashing a cool and interactive official Time Crisis Page. - I would also like to thank Dave and Buster's at Addison, IL, and Aladdin's Castle at Bloomingdale, IL for providing access of the 50" Deluxe version of the game for my region.