Time Crisis 2
FAQ and Teamwork Guide
Gamma 3.1.a
Compiled by Agent Falcon (real name Mark Kim)
Co-compiled by Anthony Tran (BAGjammar)
For the Namco Arcade Game
Date of Completion: August 13, 2000 (No Time Given)
Date of Public Release: August 13, 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. The Crisis Series is TM and (C) 1995, 1997, 1999, and 2000
by 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: Time Crisis II
Developer: The Namco "Crisis" Team at Namco Japan
Publisher: Namco America
Available Screens: 27" Upright and 50" Deluxe. Both screens are
available as twin cabinets ONLY.
Controller: Light Gun with external recoil, action pedal
Usual Cost per game: $1.00 USD when it first came out. The game should
cost you only 75 US Cents in most cases but the cost may be inaccurate.
AAMA Classification: Although the American Amusement Machine Association
classified Time Crisis II as "Animated Violence Strong", I would classify
this one as Life-Like Violence-Strong since the amount of violence is
quite high.
Release Date: Summer of 1998
Genre: Light Gun
Number of Players at once: Since Time Crisis II is available in twin
cabinet only, 2 players can play at the same time or one player can play
alone.
Features: Continue Feature
========================================================================
WHAT'S NEWS
October 31, 1999
----------------
Even though Time Crisis II didn't do quite well at the arcades as the
original Time Crisis did, I had several reasons why I had to severly
fix this file. Much of the reasons were personal and confidential,
but one of the personal reasons why is to make sure that most of the
new interface is being utilized, and of course, there has been some
legal issues at hand as well.
There has been a lot of removals from this file due to interface refresh
considerations. You will no longer see any useless bios from the past
as this FAQ was always meant for tips and always tips.
Instead of using the Time Measurement System in the original, Time Crisis
II uses the scoring system, which turned off many Time Crisis loyalists.
Also, the two-player cooperative mode tended to be confusing to some
of the loyalists of the series, which was the key reason why Namco
returned to a "one-man army" format on the upcoming Crisis Zone.
I had personal reasons why I decided to discontinue publication of the
Time Crisis Rekishi, and among them was the lack of support and all of
the useless information. However, being a Deluxe Machine antic, I have
decided to rectify this file of useless information and decided to only
stick on the basic stuff of the game.
Also, some of the credits have been either rectified, purged, or whatever
under my discretion due to legal considerations.
Please bear with me as there are still bugs noticeable from the Interface
Transfer.
Enough rambling, let's get it on.
December 19, 1999
-----------------
The apology of BAGjammar is placed somewhere in this file. More of a
minor update instead, though.
August 5, 2000
--------------
First update in quite a while. I'm keeping most of the twists and turns
by surprise. I'm going to add quite a few the next update. Thanks.
Now it's time for me to get most of the missing parts back in this guide.
After all the missing parts is back, then it looks like that could be
the final time I'll ever update this FAQ (unless you tell me so) because
I felt that it's time to move onto other stuff.
August 13, 2000
---------------
Character Profiles reinstated. Updates are expected.
========================================================================
CONTENTS
- Newsflash
- The BAGjammar's announcement
- What is Time Crisis 2?
- System 23 Board
- The Rules
- The Game Modes
- Action Pedal
- Light Gun
- Scoring System
- DIP Switches
- Enemies
- Characters (Coming Soon)
- Crisis Sighting System
- Stage 1 in a glance
- Stage 2 in a glance
- Stage 3 in a glance
- "Bonus Guy Eaters" Section
- Bonus Paths for Solo Mode
- Tips so far
- Non-Gunners
- Frequently Asked Questions (Coming Soon)
- Just a reminder
- Suggesting such fixes and tralalas
- Resources
- Acknowledgements
========================================================================
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)
* Nemesis (
http://www.faqdomain.cjb.net)
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.
As with Silent Scope, Dark Silhouette is NOT SUITABLE for minors
under 18 years of age due to very strong life-like violence. More likely,
Dark Silhouette will only show up at the high-end gaming locations,
namely Jillian's, Dave and Buster's, and GameWorks. Some true coin-op
arcades might have Dark Silhouette, but please check with your operator
if your favorite arcade will get this one or not.
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set the font size to 10.
========================================================================
BAGjammar's BIG ANNOUNCEMENT
"I pretty much left the scene once I got everything covered for TC2, I
had PLENTY more, but...it got old. TC2 has been boring, and I decided
to retire with no notice at all. Another reason I quit was because I had
to deal with whether I should give out anything more for TC2 fans..so I
was mean and let the rest of you figure it out. Now months later and I
see that it's been found out with the exception of two of them. The
one's that have been revealed are: Keith shooting Wild Dog while Robert
gets hit by the karate kick, and the boat stage glitch.
Well that about explains it, that and I was lazy.
It's been fun, and I am GREATLY sorry for not replying to your letters,
I know you guys expect it from me because I'm the one that assists the
updating with the owner of this file, and I'm the one that gives out
nearly everything in this FAQ, and being taking these ideas given from
me to form new FAQs on the internet. My apologies for not replying.
Again, it's been fun."
---BAGjammar, December 19, 1999
========================================================================
WHAT IS TIME CRISIS 2?
Time Crisis II is the sequel and follow-up to the highly successful
revolutionary arcade hit of 1996. Although most of the original's
success came from the use of the action pedal to perform the hiding and
reloading (and much of the fact that Time Crisis combines the 60fps
capabilities of Tekken and the fun of Sega AM2's Virtua Cop at a faster
pace), people complained about the fact that there wasn't a two-player
feature in the game. So this would be the time for Namco to go back to
the drawing board, think about what they would need to meet people's
needs for Time Crisis, think about some scenes that people would like
to undergo, rework the Time Limit System a bit, all that framework stuff.
Finally after months of deciding, Takashi Sano has declared that he
needed two Action Pedals, two Monitors, a System 23 Board, a change of
rules in hiding forever, an even more sinister storyline, a train
shootout, a boat chasing scene, and what he would thought that would
satisfy the hunger of all the gun nuts at the Arcades. The result is
Time Crisis II, a 2-player, cooperative link game that has a more
innovative use of the Action Pedal, a Machine Gun to take out tanks,
System 23 Hardware, and a sinister storyline that involves a sattelite
project doubling as a nuclear threat (You gotta love Video Game Plots).
All of the gameplay mechanics has been carried over from the Original,
and the most noticeable new feature of the game is the rendition of
two-player linked cooperative play via linked cable. There's even a more
involved use of the pedal, and better graphics/animation for the game.
** Not your typical two-player light gun game **
What sets Time Crisis II apart from other two-player light gun games is
the use of a link cable and two monitors makes it possible that you can
take different paths, thus catching your foes on a crossfire at times,
and that means that you can also see the other player as you move further
into the game. However, even with revolutionary two-player feature
(similar to race games), you have to cooperate with your partner, and
you have to be very careful with your aiming as you may accidentially
hit your partner at times. Although you can still play Solo Mode on Time
Crisis II, the Linked Mode is what really helps Time Crisis II set the
path of cooperative play for Light Gun Games. It's now important to
back-up your partner in the event they may be able to face stiff
resistance.
** Story of the Game **
It's been two years since Richard Miller rescued Rachel MacPherson from
the grip of the Garo Family and the Wild Dogs. Sadly, Wild Dog is still
alive (according to Christy Ryan), and a new plot issued by Ernesto Diaz
involves a sattelite network bent on the destruction of peace of the
planet by launching a nuclear sattelite into space. This project is
called Starline Network. Ernesto Diaz runs a megaconglomerate
paramilitary organization called Neodyne Industries LTD, which operates
some of the most advanced nuclear weapons ever seen to man. VSSE
recommends that cancellation of the launch is necessary, and has sent
agents Keith Martin and Robert Baxter to perform the cancellation, but
their mission won't be easy because Jacob Kinisky has kidnapped Christy
Ryan as an action to taunt that the VSSE will fail. It's up to both
Keith and Robert (That's You and your partner!) to rescue Christy Ryan
and to save the planet from a possible Nuclear Catastrophe.
========================================================================
SYSTEM 23 BOARD
The System 23 Board is Namco's follow-up to the System Super 22 Board
with TR3. IMO the System 23 Board is Namco's first 64-bit Arcade board,
with the ability to negate slowdowns even better than the System Super
22 thanks to the additional RAM in the board. The System 23 board was
first used in Namco's own Motorcross GO. The System 23 can handle 60fps
animations much better than the System Super 22. Polygons are also
smoothened for a more realistic look. The processor speed of the System
23 enables faster game play in Time Crisis II, such as refilling your
9-bullet clip without having to wait until you completely hide (as
opposed to the original). System 23 also allowed extra data capacity
for the chase scenes (i.e. Jet Ski Chase, in which the Original didn't
permit) and scenes where you have to attack while moving. The System
23 also displays more colors than the System Super 22 did. Play
Motorcross GO to explore the amount of colors that the System 23 can
display at once. Overall, the System 23 is just new, but should be
successful in use with Namco's newest Deluxe Machines because 60fps on
these games are pretty much a standard for all of Namco's video games,
ever since Tekken came to the arcades with 60fps features.
========================================================================
RULES
This part of this FAQ is a carryover from my Time Crisis (The Original)
FAQ, but there are some rules that has changed, so I recommend that you
read this portion of this work carefully.
As with the original, you start each part of the area in "Hide" mode.
Press the pedal and use your gun to attack the baddies on the screen
(They will hide from you periodically so make sure that you react fast).
Whenever you encounter heavy gunfire in a scene, release the pedal to
hide but keep in mind that you can't attack while you are "ducking" but
the benefits of hiding is that you can't take any direct hits either.
In a heavy-strafing situation, you will want to use the "Dodge and
Counter" method of counter- attacking your enemies. Watch your ammo
because if you use up all 9 bullets, you cannot fire anymore rounds.
Release the pedal and PATIENTLY wait for the gun to restock. Once you
reload the gun, you can shoot 9 more rounds. BTW everytime you hide
from your enemies, you not only heal yourself from the temporary damage
done to you, you also reset the amount of shots you can shoot as well!
Anyway, once you destroy all the enemies in that part, proceed to the
next part with time added to your clock. As with the original TC, you
cannot shoot while you move from one part to the next. Every time you
take a direct hit from your enemy (i.e. A Marksman shot you with his
magnum, you didn't crouch when a dead-center bullet (red) is on the
screen), you lose a life. The game ends when you lose all of your
alloted lives. Try not to do too much hiding in one part because Namco
infested a strict time limit to prevent this pelicular occurrence. As
opposed to the original, you lose one life if the time limit runs out,
so be sure that you act fast. Don't ever try to hit your partner because
now that Time Crisis II runs under a Points System, you will lose points
every time you hit your partner, which means that you must be careful
with your shots whenever you see your partner from the cabinet you're
playing! You earn points depending on how quickly you kill the enemy,
and where you shoot the enemy at. Hitting the enemy at the head earns
the most points since Namco has made it clear that head shooting is the
key to clearing each part in Time Crisis II more quickly. You also earn
more points if you can clear the area fast enough, so try to be the
fastest spy to earn big points!
Please be warned that you will lose 1000 points if you happen to either
hit your partner by accident or on purpose. Also to state, you will
lose 5000 big ones if you happen to hit Christy Ryan by accident or on
purpose, so you NEVER, EVER, EVER shoot a woman. :)
========================================================================
THE GAME MODES
Time Crisis II features either a Solo or Linked Mode instead of a Story
or a Timed Game.
Solo Game: Locks out all two-player games in progress, you begin the
game at Stage 1 no matter how far the other player is at.
Different Paths may be taken depending on how you clear
the area. I find that this is the most difficult mode to
play because you face a lot of heavy resistance.
Linked Game: If one player starts out solo, then the other player can
join in according to how far the continuing player went.
You will be taking different paths (like Capcom's Resident
Evil/Biohazard), and at times, your partner may be facing
extreme resistance so close cooperation is necessary. I
would start the game in this mode because you should be
nice to others (especially ladies) who want to join the
fight against Ernesto Diaz.
Once you get better in the game in the Linked Mode, then why not see
how bad-assed you are on the Solo Mode?
========================================================================
THE ACTION PEDAL
This part of the FAQ is a 95% carryover from my TC Original FAQ, so read
only if you forget, or if you are new to the world of Problem-Solving
Espionage
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. You
have nine bullets in Time Crisis II as opposed to six in the original.
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. Time Crisis II has a more involved use of the pedal, such as
having to stick your head from a moving train to see if Robert Baxter's
gonna face stiff resistance, having to hide your body within the safety
of a Jet Ski during a Boat Chase, and having to stop while moving around
a forest to reload and hide, so it's about time that you slightly relearn
the pedal. If you already have learned Time Crisis, then you should be
fine. All I'm asking of you is not to press the pedal too hard as you
may be responsible for the damage caused by the machine. Also, when you
are given the priviledge to use the Machine Gun against a Tank, you will
have unlimited Ammo with Full-Automatic Firing, so the only time you will
need to hide is whenever you are about to get toasted. It's important to
release the pedal whenever a bullet turns red or a foreign debris tries
to nail you as it can destroy a life from your reserve.
Since Time Crisis II runs under System 23, reloading your gun has never
been faster. Now instead of having to just wait until you hide
completely to refill your clip (as opposed to the original), you can
just release the pedal slightly and almost immediately attack again,
thus allowing even faster and more flicker-free gameplay! The reason
why I'm stating this paragraph is because Time Crisis suffered from
having Richard Miller hide completely to reload his gun. Now that more
RAM and more Data Capacity's there, I see no reason to see Keith or
Robert just hide completely before they can fire 9 more rounds! Don't
do it too fast as you will run out of bullets if you do so. All I'm
asking you to do is to do "touch of the pedal" in the method of
reloading the gun. Refer to Pet Peeve 8 for more details.
Note: Always stay calm with the Action Pedal at all times. If the action
pedal becomes loose, then please contact your arcade operator right away.
========================================================================
THE LIGHT GUN
As with the Action Pedal section of this FAQ, this is a 95% carryover
from the original FAQ for Time Crisis for both Arcade and PlayStation.
Read this ONLY if you forgot or if you are new to the world of problem-
solving espionage.
Namco's Time Crisis II 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 accuracy
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. Also, you may want
realism when playing Time Crisis and Time Crisis 2. If this is the case,
then you will have to get used to the Blowback feature of the light gun.
This is the feature (second in importance to the Action Pedal) that made
Time Crisis popular.
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 have
used this gun before in Point Blank and in Time Crisis.
Make sure that you are aiming at the right spots when playing Time Crisis
II because if you experience that the gun's not working right, it's time
to pay a visit to your operator regarding about the Gun Problem. If the
Recoil's not working, contact your operator. All I'm asking you is to
leave the recoil alone, since it makes blasting bad guys realistic. Much
to my anger and irritation, the Recoil (along with the gun) gets the most
abuse in the game. I've seen this asshole try to hold the top of the
gun to negate the recoil. YOU DO NOT HOLD THE TOP OF THE GUN WHILE THE
GAME IS ON PLAY!!!!!!!!!!!!! This damages the gun and you may have to
pay up for the damage caused by this. Also, keep the gun away from kids
under 5'3" tall. They tend to do the most damage to light guns, and
light guns are indeed sensitive to abuse, so it's time that we refrain
from using the light gun except during play. Let your operator know if
you have a problem with the gun or aiming, and ask your operator to make
sure that the gun and recoil is working properly. The operator MUST at
all times keep the gun in good standing.
========================================================================
THE SCORING SYSTEM:
Time Crisis II features a totally different scoring system from other
light gun games. The scoring system is supposed to be time-sensitive,
meaning that you earn more points by killing enemies the fastest possible
and adds up if you hit them repeatedly. You earn more points by hitting
them in the head.
Your opponents are worth 200 points a piece when they first hop on the
screen and less and even lesser afterwards. The sooner you kill them
(Head shooting nets the most points), the higher your score.
You can hit your opponent more than once if you want to earn more points,
but there are some bosses who can't be hit more than once. Jacob Kinisky,
while he's riding on the boat, cannot be hit more than once, and you can't
hit Ernesto Diaz more than once. While Wild Dog and Ernesto Diaz double-
teams you, you can't hit either of the bosses more than once.
As opposed to the original, accuracy counts. You will get a streak bonus
for every 10 consecutive hits. Although the Hit Multiplier will reset
if you get hit or wait too long, as long as you do not miss, the streak
count will be valid.
Kudos to TC Chavez (Quizmaster v.4.0) for this valuable section.
You will get a higher score for clearing the area of the stage faster, so
remember, the faster you can prevent the launch, the higher your score.
This could be the reason why Namco called this game Time Crisis. Now if
Namco would just go back to the Time Completion measurement system (and
if they restore the Time Limit back to its old strict self from the
original), and if Richard Miller returned to the game, then it would
then really be called Time Crisis.
My tips on how to get the highest score on the Solo Mode:
1. Make sure that you have a feel of the gun. I'm getting sick and
tired of everybody say that Keith's side is more enjoyable to use
than Robert's side. Besides, I'm fed up with this cabinet difference
crap. At first, the only way to get the highest possible score was
to play either game on Keith's side, but later on, I found out that
there is a pointer to all of this.
2. No matter what side you are on, TRY TO SHOOT ALL ENEMIES AT THE
HEAD AS MUCH AS YOU CAN. Also, it helps using the Gunsight for
enhanced aiming.
3. If you are an arcade operator, please be sure that you test out the
IO of the Light Gun ON BOTH CABINETS every month or week. This
ensures that the replay value would be significantly higher, and
higher competition ensues.
4. The cabinet in which you can aim and play well should be your "home"
cabinet. Dominate the competition using your brute force to your
advantage. Remember that you should not try to hide and reload too
fast. I did this several times, and realized that I had to ease up
a bit.
5. There are some instances where you can increase your score gradually,
but you have to be Arnold Schwarzenegger to do so.
6. NEVER, EVER, EVER, EVER HIT YOUR PARTNER OR CHRISTY RYAN!!!!!!!! (THIS
IS NOT VIRTUA COP, LETHAL ENFORCERS, ET. AL.)
7. Try to be as accurate as you can. The streak bonus gets higher every
time you keep on hitting 10 in a row, starting at 500, and growing to
a maximum of 5000. One miss and the streak will reset.
"Lives are more valuable than a high score"--Ironfrost. This still holds
true even right after the massive update. If you become too greedy during
your quest to destroy the sattelite, then you may forsee that your game
may be all for naught so use caution and stay calm while trying to rid
the game of all Neodyne cohorts.
The only complaint that I had on the two-player game is that it's kind of
unbalanced. Robert faces more resistance than Keith does. I did several
test games to find out that I scored more points as Keith at the end of
a 2-player game and scored less with Robert in the same manner. I'd
just wished that Namco would've included some "route changes" in both
Solo and Linked Modes.
IMO I think that the problem with the scoring system is that it really
judges you on how well you can combo your enemies and where you can
hit the enemy at. I think that you're judged on how fast you pull the
trigger. I think the Scoring System turned me off because while Time
Crisis was a matter of speed, Time Crisis II is just a matter of hitting
enemies at their vital parts for higher score and to hit as much as you
can before the indicator is off. Also, the Accuracy Bonus is out of
the question. Since Time Crisis is _NOT_ Accuracy Crisis, I think that
the Accuracy Bonus is unnecessary because the key here is to nail NDI
as fast as you can and not to pull the trigger too fast. Hopefully,
future Crisis Games will have the scoring system fixed so that either
(1)You are graded on how fast you complete each area or (2)You will
earn points but you will earn points depending on how fast you clear
each stage and however you name it.
============================================================================
DIP SWITCHES
My note: Only the key settings are explained in this section
--------------------------------
Number of Lives at start of game
--------------------------------
Default Setting: 3
Comments: This switch controls the amount of lives you are given at the
beginning of the game. For each start and continue you buy, you will get
the amount of lives as per setting of this DIP Switch. Some arcades will
benefit from having 5 lives but most of them will benefit from higher
profits by having it set to 3 lives instead. The minimum amount of
lives you can have is 1 and the maximum is possibly 9.
---------------------------
Allotted Time for each part
---------------------------
Default Setting: 40 seconds per part
Comments: This switch controls the amount of time you are given to complete
each part. The more time you have for each part, the easier completing
the part will be. The settings IMO are the following: 30, 35, 40, 45, 50,
55, 60. Each setting is configured to a multiple of 5. Notice that you
cannot have any less than 30 seconds per part but no more than 60 seconds
per part.
Corrections to any of this is welcome.
============================================================================
ENEMIES
-------------
Blue Soldiers
-------------
Frequency: Common
Weapons: Beretta 9MM
Chances of pulling a Crisis Sighting: 1 in 10
Comments: These are the most common fighters in the game. They attack
very aggressively in order to "gradually" kill their foes. They are not
that dangerous (except in certain parts) but as you dig deeper into enemy
terrain, they will become very dangerous. All you need to do is to release
the pedal when you see a Crisis Sighting "pop out".
--------
Marksmen
--------
Frequency: Not common
Weapon: Desert Eagle 50AE
Chances of pulling a Crisis Sighting: When they first pop out and attack
Comments: Here we are again, staring at Namco's trademarked "crouch or
ouch" terrorist with the bad habit of firing "the killing shot", a
term that I use to define shots fired by marksmen when they first appear
on the screen. Granted, Marksmen will come out and when they do, they
will attack immediately in order to chop away one life. Their bullets
don't have to land in the middle as all they only need to do is to hit
you once--you lose one life. They will always fire the killing shot
when you see them for the first time so act really fast. The best way
to deal with these pests is to nail them before they nail you but it
isn't as easy as it seems because beginners will be losing lives on
these bozos because Marksmen tends to be doing killing shots right off
the bat.
----------
Commanders
----------
Frequency: Not common
Weapon: Browning Hi-Power
Chances of pulling a Crisis Sighting: 1 in 5
Comments: As you should know, the white soldiers are commanding a few
terrorists so and so, shouting orders to a squad to eliminate you right
on sight. Although they can't pull a crisis sighting as fast as a
Marksman would, keep in mind that the odds are a lot better with these
guys. You might need to eliminate them because they pose quite a threat.
-----------------
Sage RPG Soldiers
-----------------
Frequency: Somewhat Common
Weapon: Sage RPG Launcher
Chances of pulling a Crisis Sighting: Every Rocket shot
Comments: These guys knows what it takes to chop off a life away from
your reserves. Each rocket they fire will take away one life box but
even though you dodge these rockets, you can still counterattack them
since they are really slow.
---------------
Machine Gunners
---------------
Frequency: Moderate
Weapon: Various Machine Guns
Chances of pulling a Crisis Sighting: They use their machine guns to the
max so they will be pulling a few crisis sightings here and then
Comments: Aggressive attackers that might have some bad aim but they are
more than happy to pull a few Crisis Sightings here and then if you
underestimate them. Since they attack aggressively, their odds of pulling
a Crisis Sighting is somewhat moderate. The earlier you can dispose these
bozos, the easier your game will be.
----------
Grenadiers
----------
Frequency: Not common
Weapon: Beretta 9MM and Grenades
Chances of pulling a Crisis Sighting: They don't pull a Crisis Sighting if
they throw grenades but their chances of pulling a Crisis Sighting with a
Beretta is as pathetic as a Blue Soldier's. BTW I'd like to tell you when
they first appear they will throw grenades that will chop a whole life box
away but their grenades can be destroyed before it hits you.
Comments: They don't appear as much as opposed to those in Time Crisis.
They throw a kink at you when they first appear but their agility is rather
slow as opposed to those in the first Time Crisis. Although their grenades
are pretty much the beef behind their damage ratio, I would say that they
are not that bad. Beginners can hide from their grenades with ease while
experts can make short work out of these bozos.
--------
Fighters
--------
Frequency: As Knife Throwers and Clubbers, As Aqua Soldiers during Area 1-3
Weapon: Army Knives
Chances of pulling a Crisis Sighting: You don't see any Crisis Sightings with
these guys but please be aware that their knives somewhat always hit you
right off the bat and if they are close, they will chop you off with every
swing!!!
Comments: Perhaps these are the most confusing soldiers in the game. You
don't know whether they will be attacking afar or at close. The rules should
be like this if I was the one shooting at these bozos, though: If they are
close, kill. If they are afar, use your best judgment. They usually need
to stand still to throw knives so if they move in between Knife Throws,
then you can kill them with minimal risk. At Area 1-3, Fighters appear as
Aqua Soldiers. They usually need some time before they hack you up but
if you ever see an Aqua Soldier, you should ALWAYS kill them before they
chop you off. Simple.
-----
Tanks
-----
Frequency: Only in two spots
Weapon: Guns or Missiles
Chances of pulling a Crisis Sighting: Every Missile Shot if using missiles,
as high as a machine gunner's if using gun shots.
Comments: I don't know why Neodyne would be deploying these seriously
hardcore military hardcraft such as tanks but since they usually attack you
from quite afar, you should be able to dodge their Crisis Sightings with
no problem. Beginners might have a hard time with these vehicles at first
but when you get better, you should be able to get a rhythm on how their
Crisis Sightings operate. The key to destroying the tanks is patience.
BTW I'd like to tell you that their weak spot is at their firing mechanism.
-----------
Helicopters
-----------
Frequency: Only in Stage 3
Weapon: Missiles
Chances of pulling a Crisis Sighting: Not that great
Comments: All you need to do with these vehicles is quick trigger these
sorry vehicular slugs. They are not that dangerous as you thought so try
to slam on them continuously. They don't take too many shots so as long
as you dodge their crisis sightings, you should be fine. Their chance of
pulling a Crisis Sighting is pretty pathetic so you should take them out
with minimal effort.
------------------
Path Decision Guys
------------------
Frequency: Only in Solo Games and only in certain parts
Weapon: Handguns
Chances of pulling a Crisis Sighting: Same as Blue Soldiers, but their
accuracy is a bit more pathetic
Comments: You only see these bozos in Solo Games. All they really do is
when you shoot one guy first, then that's the path that you will be
taking. Not too much to say with these guys.
---------
Bonus Men
---------
Frequency: Unknown
Weapon: Handguns
Chances of pulling a Crisis Sighting: RARE
Comments: They do sometimes pull off a crisis sighting at certain parts
but their aim is either pathetic or they are afraid of fighting you. All
they do is observe but if you hit them, they can be worth some kick-ass
points.
---------
Sattelite
---------
Frequency: With Ernesto Diaz at the end
Weapon: Lasers, Missiles, you name it--just about everything in the book
Chances of pulling a Crisis Sighting: Every Missile will take away your
lives. Also be aware of the Laser System as every time you touch the Laser
Beam, you lose one life.
Comments: A tough cookie because the missiles really rip your world apart
but the real beef would have to be the Laser Beam since the lasers sometimes
have a confusing pattern. Beginners should just dodge the laser beam when
they see it, but experts should be able to master the exact timing on when
they should dodge the laser beam.
-------------------------
Boat's Machine Gun System
-------------------------
Frequency: With Jacob Kinisky during the Boat Chase
Weapon: Gatling Gun
Chances of pulling off a Crisis Sighting: As dangerous as a Machine Gunner
Comments: Usually when you first encounter them, be prepared to see a few
Crisis Sightings here and then. They are not that hard so once you know
how to dodge the first-ditch Crisis Sightings you should be able to kill
these engines with no problem. The real problem is that since this is a
chase scene, you have to get your accuracy up to par because both Keith
and Robert will be rowing left and right just to decrease the gun's chances
of hitting them so keep that in mind.
-------------
Jacob Kinisky
-------------
Frequency: Stage 1 Boss
Weapon: Machine Guns
Chances of pulling a Crisis Sighting: Rather pathetic for a First Boss
Comments: Here's the man who punched the lovely Christy Ryan at her stomach
and slapping her out cold. He attempts to steal a VSSE Laptop owned by
Christy Ryan and tries to escape so that he can report what Christy's been
doing all along while she served secretly just to help VSSE find out what
the beef behind Neodyne Industries is. Since he uses a Machine Gun, he
fires aggressively so be prepared to see a few Crisis Sightings here and
then.
-----------
Buff Bryant
-----------
Frequency: Stage 2 Boss
Weapon: Gatling Gun, Brute Strength
Chances of pulling a Crisis Sighting: If he has to fire at you while he's
standing still, he's going to pull Crisis Sightings-a-plenty. If he's firing
right at the Helicopter, then his chances of pulling a Crisis Sighting will
vary depending on the severity of his aim. If he's using brute strength,
then he will chop a life off if he hits you hard with an object.
Comments: Protecting the transport of the sattelite at all costs, Buff Bryant
uses all he is made of to thwart our VSSE friends from having things their
way. He uses a gatling gun to attack our friends from a long range and he
can fight too--He uses Brute Strength in order to lift up objects and he can
use his strength efficiently to transform them into deadly attacks.
--------
Wild Dog
--------
Frequency: Stage 3 Mid-Boss
Weapon: Gun-Arm, Colt Python Elite, Martial Arts
Chances of pulling a Crisis Sighting: No telling. He will always try to
catch you by surprise while shooting and if he has to use a grenade, it's
a life loss if it hits you. Get kicked or punched by Wild Dog and it's also
a Life Loss.
Comments: Wild Dog comes back right after Richard Miller blew him away from
the first Time Crisis. He is apparently seeking revenge against the VSSE
for the following: Scarred face and the loss of his left arm. He replaced
his artificial arm with a gun-arm that he can use to fire rapid shots with
lots of variety but he can still handle things with the best of 'em. He
is still dangerous considering that he now works for Ernesto Diaz.
------------
Ernesto Diaz
------------
Frequency: Stage 3 Boss
Weapon: Rocket Launcher, Desert Eagle 50 AE
Chances of pulling a Crisis Sighting: 1 in 1 with his Desert Eagle (if
he is aiming at you), 1 in 1 with the Rocket Launcher. His accuracy is
rather puny during the Sattelite fight.
Comments: Here we are with the guy who's basically an enhanced version of
the Marksman. He never seems to miss and he always gets his man whenever
calling out the shots. As the president and CEO of Neodyne Industries,
his aim is to use the Starline Network to launch a killer sattelite into
space and to cause a nuclear catastrophe with them. Unless you can stop
Ernesto, you can't prevent the launch of the killer sattelite and to
put an end to the deviant Starline Network.
============================================================================
THE CHARACTERS
------------
Keith Martin
------------
Year of Birth: 1971
Place of Origin: Westminster, Great Britain
Height: 6'0"
Weight: 155 lbs
Legal Status: Citizen of Great Britain currently working as a Stunts
Tender for both the English and American Movie Industries
Known Relatives: Darien Martin (Father), Guinivere Martin (Mother),
Dalia Martin (Younger Sister)
Occupation: Working as VSSE: Cherub only whenever there is a Terrorist
Call. Nowadays he works as a Stunts Personnel for both the English
and American Movie Industires. He was once a soldier in the British
Special Forces (SAS)
Features: Heckler and Koch SOCOM with Silencer, works with Robert
Baxter during VSSE-ordered Terrorist Hunts
Comments: As a proud citizen of the British Kingdom, Martin served
as a soldier for the British Special Forces between the ages of 18
to 24 as a basis to raise his discipline. Right after he left the
British SAS, Keith studied stunt performance at an English Institution
of Entertainment. At the Age of 26, Keith became a master of Stunts
on both the English and American Movie Industries. However, Delany
Aackerlund (working for VSSE's Human Relations Department) suggested
that the authorities might still need Keith's help in a secretive
manner and that he cannot neglect the fact that he was a natural
born soldier. Therefore, with some reluctancy, Keith joined the
VSSE as an Anti-Terrorist Operation Personnel operating as Cherub
within the agency only. He eventually developed Eyes-Only Clearance
during his stunts tender days and now he is proud of entertaining
the English and American audience as well as defending the public
good from terrorists.
-------------
Robert Baxter
-------------
Year of Birth: 1969
Place of Origin: Oklahoma, Oklahoma
Ancestry: Native American
Height: 6'3"
Weight: 175 lbs
Legal Status: Citizen of the United States. He served as a Navy Seal
for the United States Navy for four years. Now he works as a Union
School Bus Driver.
Known Relatives: Army Colonel Jared Baxter (Father), Linda Baxter (Mother),
Josh Baxter (Brother)
Occupation: Working as VSSE: Griffon only whenever there is a Terrorist
Call. He works as a Union School Bus Driver. He served as a Navy SEAL
for Four Years.
Features: Heckler and Koch SOCOM with Silencer, works with Keith Martin
during VSSE-ordered Terrorist Hunts
Comments: Robert Baxter developed his Eyes-Only Clearance trait when he
was a Navy SEAL. He graduated from a Four-Year University as a Liberal
Arts Major and at the same time, he was commissioned to become a Navy
SEAL. However, since his ability exceeded those of the SEAL team, the
United States Navy recommended Robert Baxter to work as a secret
operations agent for the VSSE instead of serving the United States. This
way Robert can eliminate acts of evil at an early stage before they become
public. Although he now works for a low-paying School Bus Driver, he still
gets paid by the government for just supressing terrorists at an early
state. It would be surprising whether Robert will be a part of the
STF's American Corps or not, but much of Robert's heroics came from his
father Colonel Baxter, who became the first Native American Military
Officer of his time. Robert is famous for destroying terrorists at an
early state before they even erupt to the public and that is one of the
reasons why he was asked to work as a VSSE Special Agent (with a covering
occupation consisting of a low-paying job) instead.
------------
Christy Ryan
------------
Year of Birth: 1974
Place of Origin: Flagstaff, Arizona
Height: 5'4"
Weight: 100 lbs
Legal Status: Citizen of the United States
Known Relatives: Ben Ryan (father), Lori Ryan (Mother)
Occupation: Works as a full-time VSSE Operations Agent because she's
a part of the VSSE International Affairs Department. Her covering
occupation is pretty much unknown.
Features: Nokia Telephone, Eyes Only Clearance
Comments: A rather bossy member of the VSSE, Christy became a member
of VSSE's International Affairs at a rather early age of 17 (which
IMO is rather young for a person to join the VSSE). Christy learned
the art of problem-solving espionage, which enabled many VSSE Members
to eliminate Terrorist Actions the earlier the better. Most noticeably,
Christy Ryan worked as Ernesto Diaz's Personal Secretary at the Neodyne
Industries in order to infiltrate the plans the Starline Network had.
Unfortunately, she fears that a leak might ensue one day so she was
informed that Porter Davis has ordered backup shall a goof-up be discovered.
-------------
Jacob Kinisky
-------------
Year of Birth: 1958
Place of Origin: Moscow, Russia
Height: 5'9"
Weight: 138 lbs
Legal Status: Unknown
Known Relatives: His entire family perished when he was young
Occupation: He was formerly working for the Russian KGB during the
days of the USSR. He now works as Ernesto Diaz's Correction Officer.
Features: MP5K, Cheesey Voice, "Mambo" Hat
-----------
Buff Bryant
-----------
Year of Birth: 1963
Place of Origin: He won't tell
Height: 6'8"
Weight: 306 lbs
Legal Status: Unknown
Known Relatives: He killed his father and mother when he was young
Occupation: Working as one of Ernesto Diaz's personal bodyguards
and a coordinator for the Neodyne Industries Railroad System
Features: Gatling Gun, Physical Strength
--------
Wild Dog
--------</pre><pre id="faqspan-2">
Date of Birth: Unknown
Place of Origin: Unknown
Height: 5'10"
Weight: 175 lbs
Blood Type: Unknown
Legal Status: Unknown
Occuapation: His purpose is unknown. He now works as a right-hand man
for Ernesto Diaz at Neodyne Industries.
Profession: Wanted for many direct and indirect crimes by the Interpol
Features: Colt Python Elite, Hand Grenades, Martial Arts, Gun-Arm (He
lost his left arm when Richard blew him up in Time Crisis I)
Appearances: Time Crisis Arcade, Time Crisis II
Comments: After being defeated by Richard in Time Crisis, Wild Dog
survived the blast. However, he lost an arm and he was wounded at
certain places of his body. He was notified that he has to have an
artificial left arm for the rest of his life and he can't afford
to have it. The only way he can get his revenge against the VSSE
is that he replaces his artificial arm with a gun-arm that allowed him
to fire as fast as a Machine Gun without having to reload. This took
him some time to master but once he became an expert of his gun-arm,
he began to be brave enough to use it. How did Wild Dog survive the
punishment is still a question, but I'm pretty sure that Wild Dog
is strong and dangerous enough to fight another day. The VSSE still
has to investigate where Wild Dog's loyalty lies within.
------------
Ernesto Diaz
------------
Year of Birth: 1934
Place of Origin: Panama, Panama
Height: 6'4"
Weight: 225 lbs
Legal Status: Wanted for several accounts of Black Marketing
Known Relatives: As an officer for the dictatorship plaguing
Panama, he killed his parents. He left Panama before the Interpol
seized him.
Occupation: The owner of Neodyne Industries, LTD. He seeks to seize
the planet through his Starline Network Project, a sattelite system
that is actually a front for launching a killer sattelite capable
of firing deadly beams at will.
Features: Rocket Launcher, Kick-ass Aim
Comments: Ernesto is something. How he was able to find Neodyne Industries
remain a question but Ernesto did it for one purpose: to develop a
disguised Nuclear Threat called Starline Network. Starline Network would
involve having 63 "slave" Nuclear Sattelites in outer space with the master
64th being launched for the last. Not much is known about Ernesto but
I will try to explore more when I have the time.
============================================================================
CRISIS SIGHTING SYSTEM
The first Time Crisis suffered because there has been a lot of attacks that
sometimes chop your lives without warning and it's hard to tell if the
attack imposed was a KILLING SHOT or not.
In Time Crisis II, your chances of survival has improved because there is
a brand-new system called the CRISIS SIGHTING SYSTEM that enables you to
know when the enemy will be shooting Killing Shots or not. If it's a killing
shot, then a Crisis Sight (a Red Circle) will let you know when you need
to release the pedal. Some of the shots give you some time for error to
hide. However, there are some attacks that won't trigger the Crisis Sight
because it's either knives, close-range attacking, or it might be rocket
launchers. Keep in mind that the Crisis Sighting applies ONLY TO GUN SHOTS
and nothing else.
The reason why Takashi Sano developed this system is to make sure that
Beginners know when it's TIME TO HIDE OR NOT. You can attack with no risk
at all (You should know that the enemies are not accurate as they seem to
be) but with the Crisis Sighting System, you will know when it's REALLY
the time to hide.
============================================================================
STAGE 1 IN A GLANCE
Now that we are finished discussing some issues, I would like to get through
with the general walkthrough. We see Christy Ryan calling Porter Davis or
Terrence Deletzke regarding about this Starline Incident. Porter has made
it clear that Keith and Martin are on the way. Needless to say, Jacob
Kinisky isn't too happy to see what Christy is doing at this point. Christy,
taunting Jacob that the Neodyne Conglomerate isn't going to succeed at all,
gets gut-punched and bitch-slapped by Jacob! As the abuse progresses,
Keith and Robert comes in and the story begins from here...
Note: If you dislike the women abuse portrayed in video games, just
go ahead and shoot the screen to go onto the action.
Stage 1, Area 1
---------------
On the first area, regardless of who you play as or what path you take
in the solo mode, shoot Jakey first, then shoot the next two lackeys just
left and right of the center. Next, shoot the commander at the middle,
then the blue lackey concealed in Christy's liquor shelf, then the lackey
concealed at Christy's Laptop desk. FINALLY, SHOOT THE LACKEY AT THE
CENTER, THEN HIT THE LACKEY AT CHRISTY'S LIQUOR SHELF, THEN THE LACKEY
AT CHRISTY'S LAPTOP SHELF. If you want to take Keith's path on the solo
mode, here's what to do with the final three lackeys: Hit the lackey in
the center, then shoot the lackey at Christy's laptop shelf first then
hit the lackey next to Christy's liquor shelf. To take Robert's path on
the Solo Mode, hit the lackey at the center, and hit the lackey at
Christy's Liquor Shelf and then the lackey at Christy's Laptop desk.
Note: You can shoot any household belongings inside Christy's apartment
for 50 a pop, but I HIGHLY DON'T RECOMMEND THIS.
If you are taking Keith's path, then you may have to hit the Sage RPG
at the top of the screen next to the telephone booth first before going
on to hit the other lackeys. Hit the Sager first (but sometimes he's
replaced by a lowlifer coming from the top-right), then hit the two
blue lackeys and the commander at the dining table, then go on to hit
the lackey concealed in the telephone booth. Try to hit the bluesuit
and the commander at the left side of the Telephone Booth before you're
forced to move on to the next part in Keith's path. On the next part,
you face a red lackey next to the garbage can, a knifeman (or blue suit)
next to the telephone booth, and two bluesuits concealed in the black
car.
Taking Robert's path, hit the lackey just right of the table first, then
hit the lackey and the commander next to the table and then hit the blue
suit hiding behind the telephone booth, being aware that a bluesuit's
coming from just top of the center. You may have to face another blue
suit inside the table before you move onto the next part. Right where
you move to the next part, you have to hit the commander and bluesuit
first and you will face a marksman right at the trash can and either a
knifeman or a blue suit next to the Telephone Booth. Now you will face
two more foot soldiers on top of the black car.
In the restauraunt, there's only one minor change between paths. If you
are taking Robert's path, then you should be able to dump the bluesuit
near the closest table with ease. Actually, the fight begins with a
bluesuit coming at the table next to the restauraunt, followed by a
foot soldier soming at the right table, and a marksman coming at the
left side of the screen. Now you have a commander and a grenadier to
chew at the table closest to the restauraunt. You will also need to
chew on a machinegunner at the left side of the screen inside the
restauraunt, and a blue suit at the right side of the screen inside the
restauraunt. Finally, hit the marksman at the right side of Keith's
screen, and the foot soldier at the left side of Robert's screen.
On the fifth part, just shoot the gasoline tank just behind the two cars
to shave off some time, and release the pedal if the screen hasn't moved
already. You get 10000 for blowing up the gasoline tanker.
Right when you arrive at the Gazabo to do some gazabo fighting, you will
see a Machine Gunner and two sagers at the center of the screen as well
as a Commander standing within the gazabo. You will see two foot soldiers
at the left side of the gazabo and a grenadier will throw a grenade from
the right side. If you kill the two foot soldiers at the left side of the
gazabo, a grenadier will show up at the left as well as a *bonus guy*.
If the middle troopers at the start of the Gazabo fight dies, then three
more bluesuits will be attacking from the right side of the screen. After
these bluesuits are slayed, TWO *CONCEALED* LACKEYS HIDING AT THE LEFT AND
RIGHT SIDE OF THE GAZABO PILLAR WILL ATTACK YOU AND IF THESE GAZABO SUITS
ARE SLAYED, THEN A FINAL BLUE SUIT WILL SHOW UP FROM THE NEAR-RIGHT. You
will take a split after this part is complete. If you hit the *concealed*
lackey at the left in Solo, then you will take Keith's path. If you hit
the right lackey, then you will take Robert's path.
Keith will fight up-close and personal against a commander, two weaklings
in blue, and a marksman near a clothing store. Hit the Blue Lackey inside
the store first, then hit the marksman at the right, then the Blue Lackey
and the commander for the finish. Please be warned that either of these
lackeys can get lucky to get a red sighting. Don't be surprised if Robert
happens to help you!
At the start of the bank battle, hit the first three lackeys next to you,
then hit the other two hiding behind the bank pillars. Now take care of
the Marksman next to the bushes, then the rest of the lackeys *concealed*
within the outer Bank pillars. Now if this applies, hit the lackey near
the bank door first, then the lackey next to the bushes, then finally
the final two lackeys left to the entrance door for the finish. Even
though the final enemy who shows up left of the door is a Sager, you
shouldn't give him a chance to fire because you can spread shrapnel and
give him a wake-up call before he gets a chance to use a rocket at you.
And don't be surprised if Keith Martin helps you (see the red hits on
your screen as the enemies die under Keith's Magnum).
A Truck will skid and fall to the floor. Jacob Kinisky will decide that
he'll try to pick on you during his two assaults. As Keith Martin, you
should pump some lead on Jakey before he gets a chance to fire near the
top of the truck. Then you will face two foot soldiers before you get a
chance to see three Sagers (they will take two hits) attack you on top of
the truck. Robert Baxter will see plenty of foot soldiers attacking from
inside the truck, while some will attack you near the center. After Mr.
Kinisky gets hit from trying to attack Robert, THERE WILL BE TWO MORE
LACKEYS BEFORE A MARKSMAN APPEAR. After the death of these three lackeys,
one more foot soldier will attack you before the truck blows up into
nothing.
Note: In Solo Mode, no matter whose route you take, you will always see
two "Path-Decision" Lackeys in one point of the part. To get inside
Keith's path, hit the left one. To get inside Robert's, hit the right
one.
Stage 1, Area 2
---------------
When you start the first part of Stage 1, Area 2, you will see nothing
but barrels falling towards you. Make sure that you have a very fast
trigger finger as you need to hit all the barrels in order to avoid losing
lives. After the first set of barrels fall down, you will see a blue suit
at the left, a blue suit at the right, and a machine gunner near the wall.
After the machine gunner's death, two more bluesuits from the left and
the right will attack you before another set of barrels come up, only to
reveal that two blue suits are throwing these barrels to pose problems.
After the death of two bluesuits responsible for this, you will face two
blue soldiers who have their heads visible with the touch of the slant as
well as a commander just right of the center. Now you will face two more
blue suits throwing barrels at you before you hit Jakey at the center for
the completion of the first part.
You will be facing a lot of camera angles during your fight on the corridor
of a beautiful residence hall. At many times, it may be possible that your
partner may be disrupting your flow of killing of enemies, so while you
are on the corridor, it's crucial that you be careful where you are firing
at. Cooperation with your partner and letting your partner know when he/she
is in danger is very crucial in this part since you and your partner will
face different resistance levels throughout the corridor battle.
As your chase for Jacob Kinisky continues, you will eventually put up a
fight near the wall, which leads to the boat chase at Area 3. During the
near-wall fight, you have to face two grenadiers, each who will be throwing
a kink at you. Try to shoot these grenadiers immediately, and once you
kill these grenadiers, you will face a knife soldier up close and personal
on both screens. Afterwards, if the foot soldiers land on the well, then
there should be no problem taking out the trash for the remainder of the
area. Otherwise, be prepared to take on a marksman at the top of the weird
bridge at the top of the screen.
Jacob Kinisky leaves you with nothing but a tank for you to deal with.
You will also face stiff resistance so high nearing the end of Area 2 that
you will split up. Robert will take the Machine Gun and take out the tank
(This is the Solo Path) while Keith holds out the foes while hiding the
weird bridge. If you are Robert Baxter, just keep on pounding on the tank
(You have unlimited ammo, and you can just fire with a pull of a trigger)
and definitely release the pedal when you see some redsights. Keith should
come out shortly and help you destroy the tank for the kill. You will see
two Sagers inside the Tank, but since you should be firing fast, then they
should not have a chance to fire at you (unless you're sloppy). Keith will
have to reload his gun every time he fires 9 bullets (BOO!) so Robert should
do the majority of the damage here. Both should keep pounding on the tank
on and on no matter what weapon you're holding!
TIP: As Robert takes the Machine Gun, he should try to fire at the Firing
Mechanism (Weak Spot) just before the Sagers attack from the inside of the
tank (and just before Keith joins in) while steering clear of the dead-red-
sights. Once the firing mechanism is visible once again (after Keith joins
in), Robert should land his final shots on the firing mechanism (avoiding
any Red Sightings he sees) while Keith covers up for Robert. :-)
Meanwhile, Keith will have to face four foot soldiers near an exotic wall,
a marksman hiding behind a window of a building, and a Sager hiding behind
the exotic wall. A fast VSSE cooperative should make short work out of
these easy people. Be sure to release the pedal if the Marksman has a red
sighting. Then Keith should join the fight against a bad-ass tank for the
awesome kill!
NOTE: Courtesy of Tony Andrali and Oop, there is a pain-in-the-ass bonus
room (filled with only Bonus Men who are willing to fight you) that you
can take. Please refer to the Bonus Path Section for details.
Stage 1, Area 3
---------------
Jacob wants to know who are those two following him, and realizes that the
lackeys have taken Christy to General Diaz as of now, and he wants to stop
the two right now!
Just before the chase, you will see a foot soldier boarding Jacob's boat,
a foot soldier attacking you from a Jet Ski, a foot soldier attacking from
the closest Boat House followed by a Machine Gunner, and Jacob trying to
power the boat up. Again, fast reflexes will make short work of this first
group!
Now here's the event you've been waiting for in a Time Crisis Game: A Boat
Chase! Early in the Boat Chase, you will have to destroy the two gatling
guns on the back of the boat. Then after you destroy the gatling guns, you
will have to deal with various soldiers attacking you in Jet Skis too. Be
careful while taking on the soldiers on the Jet Skis because it's really
easy to hit your partner in this point. After you off all the Jet Ski
Lackeys, you will face three to four Aqua Soldiers who will mug you up close
and personal, and you can't kill them while they are submerged.
Jakey will attack you once he has had enough of you from this point. After
Jakey's attack, you will have to pound on the boat because lackeys will be
attacking you from Jakey's boat. While trying to trash the Boat Lackeys,
both Keith and Robert will have to contend with an Aqua Soldier so watch it.
After the boat lackeys are killed entirely, you need to jack Jacob Kinisky
three more times before Jakey crashes into a boathouse. Jakey can be hard
to hit in this final part of Stage 1 because not only is his Machine Gun
accurate, but he's hard to hit because the animation of the chase can
deter your shots by swinging back and forth at certain times. The third
and final shot to Jakey is the worst because you have to shoot him several
times before you can see Jakey die under a boat accident.
A note from Vestiroth: I found this part to be much harder than I thought
because the animation of the boat scene can really screw up your accuracy
at times, and it's sometimes hard to get a clear shot because the boat
wiggles a lot just to ruin a clean shot.
========================================================================
STAGE 2 IN A GLANCE
After Jake's death, Keith and Robert finds out that the Neodyne Conglomerate
is planning to launch nuclear sattelites into space, and Neodyne's using a
train to transport all these sattelites! It's time to cut off Neodyne's
means of transportation and exports of all those damn sattelites before
it's too late.
Stage 2, Area 1
---------------
On the first part of the area, you will face a commander and a foot soldier
at the left and right side of the bark. Eventually, you will have to deal
with two foot soldiers at the right side of the left bark, and then right
after the death of the first four soldiers, A COMMANDER AND A FOOT SOLDIER
NOT TOO FAR AWAY FROM THE BARK will slay you. Get them flying to move on.
If you shoot the orange lackey at the left side of the middlemost bark, you
will take Keith's path. If you shoot the orange lackey at the right side
first, then you will take Robert's path, which IMHO is a hard path to take.
The next part is where the split occurs. You have to move around while
killing your enemies. Now be warned if you release the pedal during this
part you will stop walking. Try to take out most of your enemies just
before the stop occurs so you don't have to face too much resistance when
the animation stops. Just be careful of the Knife Soldiers, Marksmen, and
Sagers who love to attack you during the stop-motion portion of this part.
Killing certain enemies during the move portions (just before your shots
get blocked by the trees) will reduce the cha-chi of the foot soldiers.
The third part is one of my favorite parts because here is where you can
practice your cooperation skills here. All you face is Machine Gunners
and you need to be quick in order to avoid getting shot.
In the fourth part, you will be using the Machine Gun to take out the tank
guarding the Train reception center. While taking out the tank, be careful
of the barks falling down and watch out for the missiles. Keep on it until
the tank is destroyed. BTW when you are using this "infinite priviledge",
you have to shoot the guys that appear other than the big tank, their
accuracy is really good so shoot them down as soon as you can, and steer
clear of the dead-eye bullets and foreign objects. Here's a tip for
Experts to use: When you get the "priviledge", don't hide from the
falling bark, and keep on pounding on the tank (taking advantage of the
unlimited auto-firing) until the last second or 2. If your timing is
awesome, then you shouldn't be hurt. You have to be Arnold Schwarzenegger
to do this, though. DURING THE POUNDING OF THE TANK, YOU'LL BE FACING FOUR
SOLDIERS, TWO RIGHT AFTER THE BARK FALLS DOWN, AND TWO LACKEYS JUST BEFORE
THE DESTRUCTION OF THE TANK. IF YOU WANT TO SEE ALL FOUR SOLDIERS, THEN
DON'T BOTHER HITTING THE FIRING MECHANISM.
NOTE: Either mode, you should be aiming at the firing mechanism, which
you should be able to see all the time during the tank fight. If you are
on dual mode, then both of you should try to pound on the firing device.
After the barks fall on Linked Mode, one of you should keep on pounding
on the firing device while the other does some covering. On the solo mode,
just before the destruction of the tank, you will see two orange lackeys
close to the destruction of the tank. To take Keith's path, hit the
orange lackey at the left side. To take Robert's path, hit the orange
lackey at the right. It seems that the orange lackey at the right shows
up first before the left one does.
Just before you get inside the train is where the split occurs. Robert
Baxter will be taking the stairs while Keith stays on the first floor
to hold out the enemies on the first floor. Robert will have to steer
clear of the two marksmen hiding behind the windows and the machine
gunners who walks from the left side of the screen (The stairs is part
of the Solo Game). All Keith has to do is to dispatch all the enemies
from various parts of the screen as fast as possible while trying to
stay clear of the Knife Soldier trying to club him just near the start
of the split. While Keith cuts off the soldiers at the first floor,
Robster will have to deal with another Knife Soldier while facing the
first floor. Be sure you hide from him if he happens to throw a knife.
Now onto the final stretch of Area 1. At the lift, When the enemy appear
standing on a crane platform, shoot the black and yellow hock in the middle
of the platform, which should destroy the platform in an instant, killing
all enemies in a flash and helping you shave off time. An impressive time
saver to have. For Keith, it's just about at the left-top, and for Robert,
he probably has a good "glob" of the OSHA hock at the middle. Both Keith
and Robert can destroy the OSHA (black-yellow hock in Kevin Williams' case)
hock, but I suggest that you do it instantly after you start the first part
of the final stretch. Kudos to Kevin Williams for some better explanations
about what is holding the Platform that kills all enemies in the first part
of the final stretch of Area 1 in one shot!
Just before you arrive at the back of the train, there is a barrel that
can kill all enemies with one bang to shave off seconds! I just like a
good double-whammy in any shooting game, and Time Crisis II is no exception.
If you are facing the train, then shoot the barrel at the far right of the
screen. If you are not, then the barrel is at the far left side of the
screen. Both the Platform Support Trap and the Barrel Explosion proves to
be the best parts in the game because they pisses your enemies off! Once
you destroy the barrel (Either Keith or Robert can destroy the Barrell for
a good ba-boom), then all enemies just at the end of the area will be
destroyed! A SPECTACULAR FINISH! Again, I would like to thank Kevin
Williams for some more detailed explanation of this paragraph.
A note from Vestiroth: According to Naleks Incubus, both of you can shoot
a barrel on a 50/50 basis for some even more fun blasting the enemies in
one shot at the end of 2-1! Have Keith blow up the barrel just right of
the center and have Robert blow up the barrel at the extreme left. Both
of you must have fast triggers and should fire at the same rate in order
to make this work. Keith's View: If you hit the barrel just right of the
center in Solo Mode, then you will take Keith's Path. Hitting the barrel
at the extreme right takes you to Robert's path. Robert's View: Hitting
the barrel at the extreme left sends you to Keith's path and hitting the
barrel just left of the center takes you to Robert's path.
You get 10000 points for destroying the Platform and 5000 points for blowing
up the Barrel BTW.
Note: You can blow up both barrels by landing two shots at the right barrel,
and then three shots at the left barrel, and quickly land the final shot at
the right barrel and combo up any enemies, but you have to be a dead-eyed
sniper to do this.
Vestiroth: I just love a good double-bang on light gun games, honest. :-)
Stage 2, Area 2
---------------
From here on until the death of Buff Bryant, you will be fighting inside a
train (Brings back memories of the railline shootout from Virtua Cop 2,
right?).
Just before you board the train, you will be facing the majority of lackeys
on the same floor the train is in, but you will also have to face some of
the lackeys who are on the second floor attacking from above. Nearing the
transition from the first part to the fight inside the train, you will have
to deal with a Machine Gunner from the back of the train. There is a bonus
guy hanging out just left of the train, but he's hard to reach because you
may be finished with the first part of Area 2 when he shows up.
During the next few parts, you will be facing lackeys within the seats of
the train, but be careful when you have to face the marksman on one of the
seats. Actually, the first marksman's death will trigger the appearance of
yet ANOTHER MARKSMAN and a Knife Fighter from the car exit. After taking
out the lackeys from your car, then it's time to see Buff Bryant shatter
all of the windows from the car you're riding in and it's time to do battle
with another train from here on.
On the beginning of the fourth part, you will see two bonus guys who will
see you, but it's rather hard to hit them because the animation of the
other train will be quick that nothing may happen. If you succeed in
tagging both of the bonus guys (just before you see a commander), then you
will be taking Robert's Link Play Path if you are playing the game on solo.
Watch your shots while you are trying to kill the enemies on the other
train as the metal makes it easy for enemies to hide from your shots. There
are two marksmen who would benefit from the other train's concealage so you
will need to shoot them as soon as you see them. If they happen to get a
good red sight, THEN RELEASE THE PEDAL RIGHT AWAY! Once the final blue
lackey gets toasted (This part is a good exercise to hit your foes in the
head), then have Keith stay on the first train to off any resistance Robert
has to face while Robert goes to the other train to face more resistance.
If you shot the two bonus guys while the second train was moving fast and
before the commander orders a fight, then you will go to the other train to
face a chance to kill all bonus guys. Thanks to Oop originally known as
Maurice Ng for pointing this out.
NOTE: If you are playing the game in Solo Mode and if you have killed the
two bonus guys just before the Commander ordered a train-to-train fight
just before the split, then I've dedicated a section to this Bonus Path on
the Bonus Paths Section. From now on, all bonus paths will be on that
section.
Actually, the next part is the split where Keith offs Robert's resistance
on the first train while Robert takes on even stiffer resistance on the
second train. Robert will be facing plenty of marksmen in this part so
it's obvious that Robert kills them before he gets toasted. Overall, Rob
will be facing a marksman on the top of the screen, one just right of the
center, and one at Keith's train. However, Robert will have to use extra
caution when taking out one of the marksman because he'll be facing a
Knifeman who will be backing the Marksman up, so if you are Robert, then
you may want to take a note of this!
Keith will have to dodge three train poles doubling as Danger Indications.
The first danger indication happens just right after Keith and Robert split
up. The second danger indication happens right after Keith kills all the
lackeys trying to make mincemeat at him, and right after a marksman shows
up from the other train. The third danger indication occurs as a commander
orders an attack from the top of the other train, but it's possible to hit
the commander just before you must release the pedal. Then Keith should
hit the bonus guy and the final lackeys on the first train just before both
VSSE agents move on to the next part (as they will be boarding the same
train afterwards). Robert should try to watch out for the marksman from
the top of his screen because that is where all his worries could be from.
While Keith offs all dangerous lackeys, Robert should release the pedal
until Keith says, "It's alright, Robert."
You will face four foot soldiers (with moderately good-eye accuracy) and a
bonus guy on Keith's side just before a cannon (with a commander) shows up
to blow you away. While the cannon attacks, a bonus guy from Robert's side
will signal even more Blue Lackeys and tell the cannon to fire at the VSSE
agents. Try to destroy the cannon as that's where most of your problems
will be at during the sixth part. Afterwards, kill the rather-dangerous
foot soldiers and move on to the seventh part, where the second train is
smoking and lackeys attack you from the first train.
On the seventh part, the train will be smoking from the cannon's demise, so
it's time to play accuracy crisis since the smoke may disrupt your shots.
Marksmen love to hide under the smoke so stay on your toes at all times.
The commander is your cue to tag the Marksman who should be at the left side
of the screen (assuming that you are Keith) and after several few other blue
lackeys get shot from the close-to-the-engine-room car, then another red
suit will show up just left of the obstacle (only this time he's a little
harder to hit). After about two or three foot soldiers, a Machine Gunner
will try to hit you. All the lackeys right after the Machine Gunner's
fast-animation assault should be a piece of cake, so you should have a good
practice hitting foes at their heads as quickly as possible, but be careful
of any Knife Soldiers who will attack our heroes up close during one point
of the battle. Anyway, after the final two foot soldiers are destroyed,
then you will see Buff Bryant swearing allegiance to protect the killer
sattelite and he'll try to toast you very bad with that Gatling Gun he has!
Stage 2, Area 3
---------------
Buff Bryant will attack rapidly with virtually all shots that will kill you!
While Buff's attacking your partner, give Buff a taste of lead and release
the pedal when Buff fires at you. On a solo mode, Buff will attack you
first, but in Linked Mode, Buff will attack Robert first, and Keith should
do the lead pumping. When Buff's about to toast Keith, Robert then should
pump all the lead. Once you strip Buff of his trusty Gatling Gun, then Mr.
Bryant will lift up a missile and he'll try to wham you with it!
Buff will attack Robert first, so if you are Robert, then you should pump
up some lead, then hide when you sense that Buff'll come tumbling down with
the missile. Keith should meanwhile pump unlimited lead to Buff. While
Buff attacks Keith, then Keith should pump up some lead and then hide when
the missile's about to hit him. Robert then should pump up lots of lead to
Buff. Be careful if Buff has to swing the missile as he will hit both VSSE
agents that way. Also, if Buff has to hit you, please be aware that he may
prefer to swing the missile, SO STAY ON YOUR GUARD AT ALL COSTS! After you
strip Buff from the ICBM, then it's time to off Buff from his chopper.
During the first two parts of the fight against Mr. Bryant, cooperation
with your partner is important.
Buff will get desperate from the final part of the fight. Now he will
attack you by helicopter. Your shots must be landed carefully as Buff is a
moving target now (I just wish you had a shotgun in this game as well!).
The force of wind, helicopter, and that damn gatling gun will give you the
creeps! Hide from his gatling gun when it will hit you dead-center and give
Buff some lead when you see him. Usually on the first and third tries, he
will attack you far and away, but the second try he will attack you up
close and personal, so please be aware that any of Buff's shots can become
deadly. Continue to use the "duck-and-counter" method of attacking Buff
until he can't handle it anymore!
========================================================================
STAGE 3 AT A GLANCE
The final shot on Buff made Buff destroy his own chopper (and land his own
death as well). CRASH AND BURN! The chopper lands on the tracks, making
a cliff for all train cars, forcing Keith and Robert to escape the train
before all is lost! Although the enemies got lucky, Keith and Robert
survived the train fall long enough to steal one of Neodyne's helicopters
for a trip to Neodyne Industries, LTD. Now it's time to infiltrate Neodyne
and to place Ernesto's dreams of a nuclear catastrophe to flames while
rescuing Christy Ryan as well.
Stage 3, Area 1
---------------
On the first part of the area, you will see two lackeys walking just on top
of the screen and you'll see plenty of enemies who have increased their
accuracy since the beginning of the game. Be aware of the Sager and the
Machine Gunner at the top-right of the screen. BTW just as the part is
beginning, you should hit the blue lackey at the closest right box to shave
off some time, but please be aware that all foot soldiers have increased
their accuracy, so stay on high alert at all times!
Both Keith and Robert will have to face a marksman shooting at them on the
second part, and it's obvious that cooperation is taken to trash out the
enemies. Be careful of any enemy that are on top of the boxes or coming
from the top of the screen since they have pretty good accuracy here. Once
you off all the enemies on the second part, then you will be taking separate
routes once again.
Keith will face a Sager on top of the screen and a Marksman up close and
personal, just to name some of the most dangerous spots on his routes.
Everything else should be cake for Keith. Some of the enemies will run to
the left quickly so if you want to kill them, please do so! You should
always remember the early-as-you-see-them tactic when undergoing Keith's
part of the third part.
Robert will have to face a rather quick marksman on the top of the screen
and if the red suit happens to fire, then it's time for Robster to release
the pedal. The only thing I'm asking for Robert Players to do is watch
out for the marksman at the top of the screen, since this is where all of
Robert's worries are at. Robert may have to face more or less dangerous
enemies depending on who shows up on his corridor.
The fourth part is a moving part where you continue to glance all over
Neodyne back and forth. Follow the basics in this part: As soon as you
see any enemies, don't hesitate to kill them right away! Most importantly,
your problem soldiers are the two Knifemen when you glance at your left
for the second time (the most annoying Knifeman is from the top of the
screen as you glance at the top), and the Marksman who shows up by surprise
as you glance at the right at one point of the part. Once the final foot
soldier and the Commander gets wiped-out (with all enemies), then it's time
to face Wild Dog, who has lost an arm (replacing it with a gun-arm) because
Richard blew him up sky high on the first TC.
Wild Dog will attack you from the top of the screen, but you will have to
worry about hitting the two Sagers from the left and right top of the
screen as well. Also, watch out for Wild Dog attacking you from just bottom
of the right and center because he'll shoot you with his gun-arm with good
accuracy. Steer clear of the foot soldiers who will deter your shots as
Dog finds a way to escape. However, close to the split, A COMMANDER FROM
THE TOP-MIDDLE AND TWO FOOT SOLDIERS FROM THE LEFT AND RIGHT SIDE OF THE
COMMANDER WILL HELP WILD DOG GET A RED SIGHTING ON YOU FROM THE FARTHEST
CENTER.
Note: Robert will face too much resistance in the first part of the
Wild Dog fight because he's bound to face a lot of red sightings in this
scene. Keith will face less resistance (although he has to be concerned
about the sager at Wild Dog's left) so have Keith pound lead at Wild
Dog's much-needed double-teamers while Robert does the lead pounding at
Doggie. Teamwork is important here because lives are really important.
Also, Robert will be facing a knifeman during this scene, so be careful.
To take Keith's path, hit the orange lackey on the left, then the orange
lackey on the right, and finally the personal troop at the center. To
take Robert's path, hit the troops on the following order (as Wild Dog
does some *controlled* firing): Right, Left, Center.
Keith and Robert will be taking separate routes once again, with Keith doing
the majority of the damage during the second part of the Wild Dog fight.
As Keith, you will have to be careful of three Knife Soldiers if they come
up close to you and personal. Dog will attack you twice and you should try
to hit him as soon as you see him. Also, there are some hard-to-reach foes
lying to hit you. Be careful of the Knifemen who try to club you up close
and personal as Wild Dog chooses to pick on Robert.
Robert will be facing a trial of Foot Soldiers and Personal Soldiers
just before Wild Dog chooses to pick on Robert. Any of these lackeys
can get lucky with their aiming, so it's really important that you kill
them as fast as you can and as soon as you see them. They are somewhat
hard to see because some of them attack you as far as the area where you
will be facing Ernesto and Doggie at the same time.
The third part of the First Area Wild Dog fight is when you double team Wild
Dog. Keith and Robert will catch Dog on a crossfire, but you need to be
careful with the gun-arm and the Magnum because it seems that he doesn't
get the warning sighting right away, so there is a good chance that he may
surprise you. The gun-arm does the most damage and has the highest accuracy
but the Magnum isn't as deadly as with the first TC. The Magnum does the
least damage and has the least accuracy. Nailing Dog while he's looking at
you is OK but it might be a risk and this is more of a Professional tactic
as I speak, (like any sharpshooter like IronFrost or any expert) and you
have to use your instincts, and your partner should pump some lead without
any trouble at all, unless Wild Dog's head turns to him. Unless Dog gets
lucky enough, the Magnum should be virtually harmless as long as you hide
and reload every 6 to 9 shots Dog lands. Still Dog can surprise you by
loading up lots of shrapnel at you. Practically, his Gun-Arm is capable of
dead-center bullets at random. Now if the magnum is pointing at you, and so
is Wild Dog's face, then both players should have no trouble at all (a good
advantage to have)! Most people would consider his Magnum from TC1 a
deadly threat and would think that it is accurate than his Gun-Arm. Mr.
IronFrost want you to know that Dog's magnum is harmless, unless he gets
REALLY lucky. Just keep in mind that his Gun-Arm does more damage than the
Magnum. Be sure that you dodge the red bullets at all times. If his
Gun-Arm is shooting at you, but he isn't staring at you then you should be
safe and out with the lead! IronFrost has seen both players barge in and
shoot Wild Dog at the same time, even IronFrost does. Just be aware of the
commanders who does some interferring, though. To make the magnum harmless,
I just keep doing a lot of hiding and reloading to reduce the chachi Doggie
commits with the Magnum. IronFrost can't be fooled by the weakness of the
Magnum but the Magnum bothers me (though not as much as the Gun Arm).
NOTE: There's a way to replace the personal soldiers with some much-needed
yellow lackeys to interfere with Wild Dog. Please see a hyped-up section
regarding about this manifesto.
A note from Vestiroth: Although Wild Dog's gun-arm does the most damage, the
magnum can get you if you're sloppy because Wild Dog usually variates his
accuracy with every shot, no matter if he's using his gun arm or his magnum.
However, IMHO his accuracy (and his chances to get a red sighting) increases
whenever he's looking at you because he can at least aim better. I consider
this double-teaming effort to be horrible because Wild Dog's variety is
tremendous. =P
Stage 3, Area 2
---------------
Because you have to face Ernesto Diaz and Wild Dog simultaneously for almost
all of the area, this is something to worry about because not only Wild Dog
will nail you with the Gun Arm, but Ernesto's dead-eye accuracy and his
Sage RPG will give you the creeps! Between the simultaneous show-up of Dog
and Ernesto, you should shoot Ernesto first because he does the most damage
and has the highest accuracy. Wild Dog still has grenades and he will nail
you with a Karate Punch much faster than his of the original TC! Hopefully,
with patience and caution, you shouldn't have too much problem with Dog. I
just don't like it when Dog tries a Karate move on you because then he gives
enemies in a shooting game a bad name.
Note: Right after Wild Dog karate kicks you, he'll try to Karate Punch you.
If you can shoot Wild Dog at his fist, then you will get 5000 points, but
the only way to confirm this is to see a "+5000" green sign in display. I
consider this VERY DANGEROUS to do because you risk losing a life from this.
It works either in Solo or Linked mode, although beginners shouldn't try
this because by doing this you also risk losing a life. If you want to know
why this is DANGEROUS, please read Pet Peeve 17 with IronFrost's quote for
a good reason why this is a good sign of greed. If you manage to wait
until Wild Dog attacks you, then if you happen to hit his fist, then you
will get 10000 more points instead. Either way, this is a sign of extreme
greed. Before you even try to get 10,000 more points, read Pet Peeve 17.
There's one part where you have to destroy three helicopters, but these
vehicles shouldn't be as prosperous as the helicopters are in the original
TC. Just be careful of the shrapnel, though. The helicopters in Stage 3,
Part 2 take 6 shots each to bring down. Kudos to Quizmaster V.4.0 for
pointing out the amount of shots it takes to destroy the helicopters.
As the helicopters are destroyed, Ernesto will attack you with a SAGE kink
and Wild Dog will throw a grenade. NOW YOU WILL FACE TWO PERSONAL SOLDIERS
JUST BEFORE ERNESTO ATTACKS YOU FROM A DIFFICULT ANGLE WHILE WILD DOG WILL
FIRE AT YOU DEAD-CLOSE. Here, I usually take care of the right orange
lackey and the left on solo mode, but that prompts me to take Robert's path
throughout the Ernesto-Christy fight. If you want to take Keith's path,
then hit the left orange lackey first, then the right.
Hopefully, you've nailed Dog enough and scared Ernesto off just to see him
move Christy to somewhere else! Now land the final shots to Dog and silence
Dog forever!
Note: To earn 100 points a pop, Hit Ernesto AT THE LEFT OF CHRISTY just
before you're forced to silence the Doggie forever. Be careful not to hit
Christy or that shot right at Christy will count as a miss. If you had a
streak, then hitting Christy will reset the streak!
Stage 3, Area 3
---------------
Ernesto will use Christy as a shield in the final area of the game and you
will lose 5000 points if Christy takes a hit. Try only to aim at one of
Ernesto's body parts. While undergoing the first two parts of the "Hit
Ernesto and not Christy" fight, you will face some of the stiffest
resistance in the game. You have to be careful of the Machine Gunners,
Knifemen, Marksmen, and even Sagers because they can really put the hurt on
you. Also, Ernesto has dead-eye-candy accuracy, so you should treat Ernesto
like a Marksman: When he fires any red shots at you, you should release the
pedal immediately. Sometimes Ernesto doesn't want to fight while using
Christy as a shield!
You will need to have your hands full while waiting for Diaz because there
will be times when Ernesto won't pop up instantly with Christy, and there
will be times when he will trick and hold Christy up first before he attacks
and any careless shooting will ensure that you will hit Christy all the
time. So expect this to happen. The solution against Diaz is teamwork.
Again you must help out your partner when Diaz is focusing his shots at him.
Diaz doesn't want to fight at times because he wants to see if you can hit
Christy instead of him! IronFrost found this solution the best when going
against Diaz. Sometimes Diaz may shoot twice instead of once while he's
holding Christy Ryan!
Here's an even more in-depth outlook on how to deal with Ernesto Diaz.
When you start, four weak lackeys (now with improved accuracy) will jump
into the platform. After the death of these lackeys, Ernesto will pop out
with Christy as a shield trying to shoot at Keith first. This is when you
should hit Ernesto at the left of Christy. Now Ernesto will do the same
thing to Robert, but hit Ernesto at the left of Christy again. Make sure
that you release the pedal when Ernesto fires because his accuracy tends to
be really high. The next time Ernesto will attack you is when a Machine
Gunner tends to get you within only a few shots (because he tends to fix
himself as he continually fires at you), and some few foot soldiers who
tend to get a red sighting at you.
WARNING: SEVERAL BLUE SUITS TEND TO DO A LOT OF DAMAGE HERE AND IF ERNESTO
DIAZ ATTACKS YOU AT THE SAME TIME THE BLUE SUIT GETS THE RED SIGHTING, THEN
YOU'RE OUT OF LUCK! BE SURE THAT YOU KILL ALL ENEMIES BEFORE THEY CAUSE
ANY MORE PROBLEMS! TEAMWORK IS A MUST HERE!
The time when Ernesto will fire at Robert is just before a foot soldier and
a Clubmen team up together to double-team the agent taking Robert's path!
When Ernesto gets up close and personal, Robert can usually hit Ernesto
before Mr. Diaz gets a chance to fire at Keith while Keith has to wait until
Ernesto fires at himself to tag him in order to avoid hitting Christy. The
time when Ernesto won't attack is when three machine gunners interfere with
the party and fire at you. This is something to worry about because they
have even deadlier accuracy! When Ernesto took enough hits just to move on,
you will see this part be concluded by two more accurate foot soldiers, and
on this area, it's important to do teamwork during the first half of the
Ernesto holding Christy as a shield fight to minimize the amount of damage
these Neodyne twits do! You can take out any lower lackeys before Ernesto
pops out but don't waste too much time because you still got Ernesto to
worry about. And be aware that there are times (like when the Blue Suit
interfere with Diaz) when Robert should take out the trash while Keith
crouches for cover to avoid getting his hide roasted. Teamwork comes handy
here. Tell me if you find anything new here, because with all the 266MHz
action paired with 60fps, it's hard to stay in track of this game.
Be careful of the moving pillar in the third part because that's when Mr.
Diaz will benefit from the extra protection. When Ernesto's ready to throw
Christy off a cliff, YOU WILL SEE TWO FINAL LACKEYS MAKE THEIR SHOW OFF just
before Ernesto does a last ditch effort to trick you into shooting one of
your fellow VSSE agents! Once Ernesto's through holding Christy as a
shield, he'll throw her off a cliff and it's good that Keith and Robert are
quick enough to save Christy from the fall. Christy will tell you to go
after Diaz and stop the launch of the killer sattelite, so you have to do
what Christy says and not let her down!
Note: To take Keith's Dual Mode path during the Sattelite fight, hit the
orange lackey at the left first. If you want to take Robert's path, then
hit the orange lackey at the right first.
On the fight against Ernesto on top of a prototype sattelite, there will be
two gatling rocket launchers on both sides so when the rockets launch and if
the rockets are aimed at you, just duck down and wait until the rockets are
finished passing you. Be careful with the Laser Cutter because it's certain
that it will always get you if you don't release the pedal in time. At one
of the parts, you will have to dodge the sattelite while it's coming at you
and you have to release the pedal as the sattelite spins while spitting some
laser at the same time! Afterwards, the final rockets are being launched,
and the laser will prevent you from cancelling the launch of the rocket.
Ernesto's accuracy isn't as bright as when he held Christy as a shield so
I would deem Ernesto harmless (unless he gets too lucky) during the Ernesto
in the Sattelite fight. The prototype sattelite is what you should really
worry about. I'll leave the rest up to you.
A note from Vestiroth: I discovered that the sattelite's beam is deadly when
it starts firing at the right, and then swerve into the left side of the
screen. It's tricky to anticipate the pattern of the sattelite's beam since
the sattelite variates its pattern game after game.
============================================================================
BONUS GUY EATERS:
This section works for either of the game modes available in the game.
According to IronFrost, there are AT LEAST 16 bonus men in the game. Please
be aware that certain Bonus Men requires switch of roles, so pay special
attention when trying to hunt them down for a total of 80000 bonus points!
Note: Bonus Men are always worth 5000 points when you first kill them and
may be worth less afterwards. There are some instances when you can get
5000 per hit, though. Try to hit the Bonus Men anywhere in the first hit,
and try to hit them in the Head or the Torso. This is tough, but give it
a try!
Stage 1, Area 1
---------------
After the 3 vehicles, you will have to shoot a bunch of bad boys, but once
you shoot some of them, if you will look at the left your screen you'll see
a bonus guy scared of the action (That guy's chicken!), shoot him. This
runaway can be shot from both Keith and Robert.
Stage 1, Area 3
---------------
If you see the boathouse on top of there, sooner or later that guy is gonna
pop up and say hi and back into the house, shoot him for a easy 5000. This
shy baddie can be shot by both Keith and Robert.
During the Jet Ski Chase (The scene where you go after Jacob and his boat</pre><pre id="faqspan-3">
using a jet ski), when you see the aqua soldiers going across you, (you
can't shoot them because they are still in the water and you can't jump
ahead that fast) the main thing you should focus on is Jacob's boat, and
when the scuba guys are about to get up, the yellow suited man will appear
wondering "Is it over yet?" Shoot him for yet another 5000 point bonus.
WARNING: Don't get so greedy with points just because you forgot to nail
the aqua soldiers. This watcher can be shot by both Keith and Robert.
Stage 2, Area 1
---------------
During the period while Keith and Robert take different paths, 1 bonus guy
will appear one 1 path, and another bonus guy on the other. Taking Keith's
path, as you travel the forest with him and right after you pass the house,
you will see that chicken, and fast he his, nail him. Taking the Robert
path, as you stop and shoot baddies behind the X shaped log, you will see a
nice bonus guy on the right, a marksman on the left, quickly shoot the bonus
guy and hide and wait, until its safe get back up and shoot the marksman
without any trouble. Robert's situation is much harder than Keith's so if
you are Robert and if you want a high Linked Game Score, then YOU MUST KILL
THE BONUS GUY AND RELEASE THE PEDAL IMMEDIATELY OR YOU WILL SUFFER THE
CONSEQUENCES!
Stage 2, Area 2
---------------
Here is a good way to increase your chances of meeting both Bonus Men:
Shoot the lackeys in front of the train first in the head. Now shoot the
lackeys at the top-right of the screen. Now shoot the lackey at the bottom
left, and the Machine-Gunner at the door. A bonus guy should be showing up
at the left side of the train. Now hit the lackey at the right side of the
tombstone-shaped pillar (just right of the center) and the bonus guy should
pop-out left of the tombstone-shaped pillar just right of the center. If
you are quick enough, then you should be able to see both Bonus Men here.
However, the second bonus guy shows up and hides quickly like a bunny so
it's important that you tag him as soon as you see him. Watch out for any
red sightings though.
When you are inside the train, after Buff Bryant shatters the train windows,
you will have to be fast here, because the train's motion is sudden and you
gotta be quick for that, and it's possible that you may have some trouble
here! There will be 2 bonus guys but it's difficult to nail them both
because the train moves to the left so fast. Despite the suddenly fast
motion of the other train, both of these guys can be shot by both Keith and
Robert, although Robert will need to be quick like a bunny for the first one.
NOTE: There will be in practice one bonus guy at the left side of the train
that you're about to get in, and one bonus guy at the hard-to-see tombstone
shaped pillar. The guy at the tombstone-shaped pillar is probably the most
dangerous bonus guy to have because right over here, any enemy can cause
decent amount of damage to your agent simply because there are way too many
enemies in this part. If you want both bonus guys, then share the pie of
the pizza. Let the expert take on the most dangerous bonus guy while you
leave the bonus guy at the left side of the train to the poor scrub. In
practice, I would miss the bonus guy at the tombstone-shaped pillar because
there are some foot soldiers and machine gunners who can't wait to get a
good shot at you. Please remember IronFrost's ultimate quote at the Pet
Peeves. Unfortunately, the yellow guy at the tombstone-like pillar will
appear at random and only on linked mode. He's pretty hard to see and
should only be tagged by two expert snipers.
Here is what you do if you are playing as Keith Martin or if you have failed
to kill the hard-to-tag two Bonus Men after Buff Bryant shatters the glass:
When you begin the part immediately, you will see a train pole that is about
to hit you. Dodge the danger indication and kill three foot soldiers and a
marksman. Now dodge the second danger indication and kill the machine gunner
and the other lackeys who you can see just before the third danger indication
and a commander shows up. Afterwards, a Foot Soldier and a Bonus Guy will
pop up on top of the same train you're in. They're hard to see so the only
way to confirm that you killed the Bonus Guy is to see the "+5000" appear on
the screen.
Assuming that you are Robert Baxter or if you have killed the two Bonus Men
right after Buff Bryant shattered the windows, here's what you do:
Shoot the first two wimps, then be prepared to get toasted by the Marksman
on the top of the screen. Kill another set of wimps and face another red
suit behind the canisters. The Marksman who will be attacking you from
Keith's train will be teaming up with a Knifeman who loves some good double
teaming. After both of them are destroyed, a bonus guy will be walking on
Keith's train (just right of Keith Martin) but you are cautioned that this
Bonus Guy mirrors the Ernesto with Christy Situation at 3-3, so be sure that
you kill the bonus guy before he gets a chance to walk right into Keith.
Remember you lose 1000 points every time you accidentially hit your partner
so I consider this bonus guy expert-level.
On the part right after Keith jumps to the next train along with Robert
(unless you finished the bonus area, then the COM jumps with you, if you're
in a linked play, this is supposed to happen the right way) and you climb up
the 2 ladders. There will be 2 bonus men here and each side, but they
don't appear at the same time. The bonus man in the left side (Keith's) is
going to appear first, the other (Robert's) second. Sooner or later after
you shoot about 2 enemies, the bonus man's head on Keith's side will so up,
but only the eyes, now BOTH Keith AND Robert can shoot him, except that
Robert is going to have a harder time shoot him because the man is on
Keith's side, he is a bit far away from him, worst of all, you have your
own partner in the way! This bonus guy is one of the riskiest bonus guys to
get in the game since this situation is like having to deal with Ernesto
while he's using Christy as a shield. So I suggest you let Keith have it.
Don't be greedy and try to shoot him because you might only get 4000 points
only or less (Remember, you lose 1000 precious ones everytime you hit your
parter either by accident or on purpose).
When that darn big cannon pops up, a bonus guy will show up on Robert's side.
Although either agent can shoot him, Robert will have a difficult time here
because he has to deal with the cannon while the bonus guy is on the far
right, and the cannon's about to fire directly AT ROBERT! Since the cannon's
not picking on Keith, maybe you should leave this bonus guy to Keith. Kudos
to IronFrost for the fix on this.
NOTE: Why not let Robert shoot the second Yellow Suit (during the Cannon
Pop-Up Scene) just before the foreign kink hits him? This is more of an
Expert Level risk because by the time Robert sees a Bonus Guy at his side,
the missile will already be at him. So YOU MUST HIT THE BONUS GUY BEFORE
THE KINK HITS YOU GOOD! Otherwise, let Robert hit the Bonus Guy before
the Cannon Pop-up, and let Keith hit the Bonus Guy after the Cannon Pop-Up
just to make things safe and fair.
Stage 2, Area 3
---------------
There will be 2 bonus guys who will show up early during the fight against
Buff Bryant, and perhaps these two could be the most dangerous targets for
bonus points because your main concern is Buff Bryant, who does nothing but
use his brute strength to chop off a life away. Of Course, there are 2
bonus men because you're catching Buff on a double-team. So Keith should
have the first few laughs on Buff while Robert crouches to avoid getting
his hide toasted. While Buff is picking on Keith with those damn red
bullets, a helicopter with a Bonus Guy should appear but it's just way too
dangerous as Buff is done trying to shoot Robert and at the same time he'll
try to roast Keith's hide. YOU MUST ACT FAST TO CATCH THE BONUS LACKEY ON
THE HELICOPTER AND IMMEDIATELY HIDE TO AVOID GETTING YOUR HIDE ROASTED BY
BUFF BRYANT! Otherwise, Buff will roast you the sooner or better. While
Buff picks on Keith, Robert should counter-pick on Buff, but a chopper will
appear again and a nice bonus guy will show up. Why not pick on that shy
bonus guy up there and continue the shooting, even if you lost some time to
pump some lead up Buff, 5000 is still worth it, as it is a better value
than multiple shots (It takes about 20 shots in a row to get about 5000
points) so don't worry what you're missing out, at least its not as risky
like the trouble Keith has to undergo for 5000 points, but justgive Robert
some easy stuff too once in a while. These guys are expert-level thanks to
Buff Bryant's Gatling gun annoyance!
Stage 3, Area 1
---------------
In the final part of this area that you will encounter bonus guys again,
but please be aware that you'll have to deal with Ernesto and Wild Dog at
Area 2, so there will be no bonus guys there and on forth. Now when you
start to take different pathes again on the metal boxes there are once
again 2 bonus guys, one on each path. Both will do the same thing, run
across from the screen while enemies are here. It's rather difficult to
nab these guys since you got other baddies away, but at least there's no
risk! When you both team up again you will face a stubborn marksman and
a bonus guy next to each other, don't be afraid shoot the bonus man first
and then the markman, because somehow IronFrost discovered that this red
scrapper seems to be slower than the rest of the marksmen throughout the
game! I never seen this guy have a red sighting before! Unless you're
slow as a snail of course. Afterwards, there will be no more bonus men
from here on, so if you took a chance in killing all of the bonus men in
this section, then you should get a good score. Just make sure that you
try to shoot all of them in the head and as quickly as possible because
Namco has made the points system time-sensitive!
Stage 3, Area 2
---------------
During the Pain-in-the-ass fight with Dog and General Diaz, you will notice
that Dog will double up as a bonus guy while he tries his nonsense karate
moves on you. When Dog tries to karate-kick you, try to hit him as much as
you can for 100 a pop, but duck under to avoid having him kick you. Now
when he tries to punch you, wait until he starts punching you, and then
hit Dog and almost immediately release the pedal. You will get either 5000
or 10000 depending on the timing. If you hit Dog before he tries to punch
you, then you will only get 1000. Not a real Bonus Guy, but it helps.
Stage 3, Area 3
---------------
Right after you save Christy Ryan (awwwwwwwww) from the high-rise downfall
(and after she tells you to kick Ernesto's ass for her), it's time to
fight Ernesto Diaz and the prototype NDI Sattelite. You should be able to
increase your accuracy streak right here. Miss one shot, and the accuracy
streak starts over again, so if you wish to combo both Ernesto and the
NDI Sattelite out, then IT'S IMPORTANT THAT YOU DO NOT MISS. Try to hit the
sattelite as much as you can without missing because you can earn as much as
300,000 points overall on Stage 3-3, and it could be possible to bump the
score by as much as 600,000 points on a 2-player game! Not a real Bonus
Target, but it's great to boost up your accuracy a lot, and to score some
much-needed points! This, however, doesn't guarantee that you are going to
be the fastest spy here, though.
Special Note: You can destroy parts of the sattelite for extra points, but
please remember not to miss. When the laser cannon is about to break loose
(on the first part of the Diaz inside the Sattelite), then break it for
some points, then keep on pounding on the sattelite again.
============================================================================
BONUS PATHS
Up until now, I've been admitting that there's only one bonus path in the
game. Well, there's three. I'm not gonna list any bonus path that I have
not found yet, and that is when you normally get the "priviledge" against
the Tank at the final stretch of Stage 1-2. I'm feverishly trying to get
the prereq on landing the Bonus Path just before you join the fight against
the Tank (which is indeed Keith's Path in Dual Mode), so if you know what
the Prerequisites are, then please e-mail me. Kudos to IronFrost for the
prototype prerequisite.
Stage 1, Area 2
---------------
On the end 1-2 there are some yellow dudes, but you could never get there
cause of the tank problem. This hurts, but there is a way to get in, and
this is the hardest Bonus Path to get in IMHO.
In order to get inside this bonus path, you must hit Jakey (every time he
attacks you) at the Hat and knock the hat off his head ALL THE WAY. I know
this is sarcastic, but let me help you:
Shoot all the barrels about to hit you when you start the first part. Be
sure that you kill the enemies as fast as you can. If you are taking Rob's
dual path, then one foot soldier will double as a marksman, so make sure
you take the necessary precautions. Kill any foot soldiers trying to throw
barrels at you right away, and kill the two foot soldiers and the Commander
from the slant. Finally, when you meet up with Jacob Kinisky at the end of
the Barrel Trap part, make sure your shot knocks the Hat off his head. The
only way to confirm this is to see that if Jacob loses his hat when you
shoot him. It's pretty much a chore since you have to rely on the gunsight
to knock off Jacob's hat away from him, but it's much more fun than having
to shoot Jakey at other parts of his body because you finally get to see
his bald head! :-) Try to shoot Jakey at the hat and knock the hat out of
his head here! I promise you'll love to see his bald head!
Right as you fight through the hallway of the apartments, assuming that you
are taking Keith's dual path, when you meet up with Jakey the second time
during the fight at the corridor, you should have a good view of Jakey just
before two foot soldiers and a Commander attack you. Don't hesitate to hit
Jakey anywhere else but the hat, and once again reveal his bald head. This
is an easy get if you are taking Keith's Dual Path when you see Jakey for
the second time because AT LEAST YOU DON'T HAVE TO WASTE VALUABLE SHOTS
JUST TO KNOCK HIS HAT OFF! If you are taking Robert's Path, then it's
fairly hard since both paths has one point where Jakey shows up next to
you and the other time Jakey shows up fairly far. Anyway, the only way
you can confirm that you are getting closer to the easier bonus room is
to see Jakey's Bald Head while his hat gets tossed to the ground!
Robert had a clear view of Jakey when he meets him the third time on the
Dual Mode. Now assuming that you are using Robert's path, Jakey's hat
should be easily accessible! If you are playing at Keith's Dual Mode Path,
then you may have a hard time hitting Jakey's hat since you are fairly far
and away from him (and since you can see your partner in this part). Just
after two Knifemen get their ass whooped, you will see Jakey show up for
the third time. Hit him in the hat. Remember if you are taking Keith's
path, the only way you can confirm this is to make sure that you see his
bald head along with his hat being knocked away from his head. Robert's
path is the creme de la creme for the third time because YOU DON'T EVEN
NEED TO COMMENCE HIGH ACCURACY AND TOO MANY SHOTS JUST TO REVEAL JAKEY'S
BALD HEAD!
WARNING: The closer you are to Mr. Jakey, the more likely you risk having
Jakey get a good red sight on you, so make sure that if you are close to
Jakey, hat-strip him before he gets a chance to fire!
The fourth time around is the hardest next to the first one. Jakey's body
will be covered by some Foot Soldiers who will negate your view of Jakey
but the positive side is that you have a rather good view of Jakey. Make
sure to hit him ONLY IN THE HEAD to reveal his bald head. He may appear
at the same time the foot soldiers attack you, but just before the Machine
Gunners and the Grenadiers attack you.
NOTE: If you are taking Keith's path, then you may have a hell of a hard
time hitting Jakey because not only will he get the red sighting as fast
as you can count to three, but foot soldiers are covering him! If you
are taking Robert's path, then the intensity of having to hit Jakey on
the hat shouldn't be that bad, but you still have to worry about the foot
soldiers covering parts of Jakey's body.
If you have successfully knocked Jakey's hat out of his bald head every
time you see him (making sure that you see his hat fly out of his bald
head), then prepare to commence a high-scoring fight with the Bonus Men!
As a reward for this pain-in-the-ass effort, you don't have to fight the
tank with the Magnum, instead you can move onto the next area right after
you off all the bonus men. (YAY!) This is the safest bonus room (after
having to go through the ass-kicking effort of going in there) because
you don't have to face any Marksmen or Knifemen, and you don't have Wild
Dog to chew up.
You should see AT LEAST 9 Bonus men on this bonus path, for a total of
45000 points. You should be able to hit the Bonus Men multiple times for
5000 a pop, so you may be able to walk away from this room with as many
as 100,000 points!
A note from Vestiroth: At the final round of the tournament, I got hit
by a Bonus Trooper! Bonus Troopers RARELY get a Red Sighting, as their
accuracy is the worst in the game. Make sure that you dodge any red
sightings the Bonus Troopers may commit.
Stage 2, Area 2
---------------
Although this Bonus Area is easier to reach than the first one, it's rather
hard to hit them because of the animation of the train, and you need to kill
them as fast as the train is moving (just before the battle begins).
Just right after Buff Bryant shatters the windows and after you decided that
there will be enemies on the other train, two Bonus Men will stare at you
and they disappear fast because the motion of the train is rather fast. I
found these two bonus men hard to reach because your timing has to be tight
to get both of these shy men. The only way to confirm that you have killed
these two men is to see the green +5000 two times in a row. Be sure that
you kill them just before the fight against the main enemies begin or you
won't be able to go inside the Bonus Path. If you do, then you will take
Robert's Dual Mode Path, where there will be plenty of Bonus Men, but just
to caution you that there are some pretty good marksmen who is both quick
and can catch you in a fraction of a second, so take the necessary cautions
when nailing some yellow suits. Also, be careful of any Knifemen who loves
to club you up close and personal. Your main concern is the Marksmen who
will attack you from the top of the screen and on the train that you first
boarded on. On this room, there should be AT LEAST 8 Bonus men, including
the risky bonus guy from Robert's path on Linked Mode. Please don't get
too greedy because 3 marksmen are going to show up like jack in the boxes
with the third teaming up with a KNIFEMAN! :P At first I thought that
landing this Bonus Area was done by actually having a good performance but
I later found out you need to have shot both Bonus Men just before the
concealed battle begins. Look for the +5000 card as you kill both Bonus
Men. Afterwards, begin to kill all the enemies who love a Train-to-Train
fight, and definitely watch out for any marksmen.
WARNING: THERE ARE THREE PRETTY GOOD MARKSMEN WHO LOVE TO RUIN YOUR DAY
AND THE THIRD MARKSMAN IN THIS PATH IS TEAMED UP WITH A KNIFEMAN WHO LOVES
TO PUNCH YOU, SO I CONSIDER THIS A VERY DANGEROUS BONUS PATH TO TAKE.
There are 8 Bonus men in this area, good for 40,000 points. It's really
hard to reach the 100,000 manifesto right over here simply because you
have Foot Soldiers, Marksmen, and Clubmen to worry about. You may wish
to combo your hits for an enhanced score, though. I would say that you
should be able to get AT LEAST 40,000 points here if you catch all the
bonus men (including the bonus man from Robert's Dual Path).
Note: Before Stage 2-2, here's what to do to ease the pain of entering
this bonus room: If you are taking Keith's path, then hit the barrel
just right of the center at the end of Stage 2-1. If you are taking
Robert's path, then hit the barrel at the extreme left at the end of
Stage 2-1. This way, you can get a crispier view of the two bonus men
right after Buff Bryant's Krystallnacht.
Stage 3, Area 1
---------------
Before I give out the true way to replace the personal soldiers with some
much-needed bonus men, I'll give you a history of what I thought:
- Shoot both bonus men that you see in the path. That is. Shoot the
yellow lackey on the split, and the other yellow lackey just before the
fight against Wild Dog. If you did so, then you should see some brave
Yellow Lackeys interfering with your double-teaming effort.
- Later on, I didn't shoot all the yellow lackeys just before the Wild
Dog fight (Wild Dog music time!). Even though I didn't kill both bonus
men before the Wild Dog fight, I still saw the bonus men interferring
with my double teaming efforts at the conclusion of 3-1, meaning that
having the yellow lackeys interfere with you was based upon how your
performance was.
- And even later, I thought that you have to keep all of your lives before
the fight against Wild Dog. I also assumed that you need to avoid losing
lives during the fight against Wild Dog as well. However, all theories
that I had in stock was wrong. Now nuff said.
- I thought that you have to shoot the Path Decision men at a certain
order in order to unveil the bonus men. Later on, both IronFrost and
myself were wrong about this.
- Ligo told me that there was another way to get to the Bonus Path, and
it involved pounding the Doggie with lots of lead. However, he had to
go to his arcade to confirm this. Fortunately, IronFrost has finally
found the Antidote for this mystery (though he's pissed that Lily Doung
is in First Place).
The official word from IronFrost (IronFrost, I read your message with
Eudora Pro Version 4 for Windows 95 and NT!!!):
You need a good amount of bullets to land on Wild Dog, but there's a
specific order (I think) you must follow regardless of the path you
are taking in Solo Play. Here is what you need to do RIGHT AFTER the
Wild Dog Cinema (He's still alive!!!!):
1. Shoot the Sager left of Wild Dog, and Shoot the Sager right of
Wild Dog. Now shoot the Blue Lackey committing the red sighting
at Robert's path. While taking on these lowlives, be sure that
you are striving to aim all of these punks at the head. Forget
about hitting these soldiers multiple times since Wild Dog will
eventually catch the red sighting if you are slow and sloppy.
2. After Item Number 1, hit Wild Dog until he's stunned. When the
Doggie jumps out of the cliff, pound Doggie with some lead (but
if you are taking Robert's path then you have to be careful of
the Knifeman clubbing you out, hit him in the head for the best
results). Ignore the three punks at the top platform (Be sure
that you dodge any red sightings or you'll be sorry!!!).
3. Eventually Wild Dog will stand next to the pillar that he's
about to hide and will attack you. Hit him enough times and you
have forced him to hide to rest. This is extremely dangerous to
do because your main concern is negotiating with the insane amount
of red sightings during the first part of the Wild Dog Fight. If
you don't believe me, then maybe it's time that you go up to the
Vestiroth Pet Peeves once again and read IronFrost's Quote at Pet
Peeve 17.
4. Once Wild Dog decides he can't take it (and I mean when Wild Dog
decides to rest in the pillar that he's hiding from), hit the
Orange Lackey at the left first, then hit the Orange Lackey at
the right, and then hit the Personal Soldier at the middle. Forget
hitting either of these three multiple times because you've gotta
hurry up before Ernesto Diaz succeeds in launching the killer
sattelite. The best you should do is hit these top lackeys at their
heads as much as you can.
5. When Wild Dog decides it's time he has had it with you, hit him as
much as you can, and even before the WAIT sign shows up (he's trying
to run somewhere else), you can hit Wild Dog for more points.
6. Since you shot the left Orange Lackey first, you should go to Keith
Martin's path. If not, maybe either you shot the Right Lackey or
there must have been an Error Macro in the game.
7. There will be two lackeys (One at the top and one next to you) before
Wild Dog shows up at the left side of the screen to attack you again.
Shoot the lackeys at the head (preferrably), and pound as much lead
as you can on Wild Dog to make him hide once again.
8. When a Blue Lackey left of the pillar Doggie hid from during the
second part of the fight, Wild Dog will attack you again. Again,
hit the blue lackey at the head, then pound the doggie with lots
of lead.
9. When another blue lackey comes to the location Doggie used to reside
at, it's time to pound some lead to Doggie as he departs to Robert's
path. Just almost immediately after Doggie makes his departure, three
Knifemen will try to attack you. The rest is cake and you can combo
any of these lackeys as much as you want.
10. If you see the Bonus Men teaming up with Wild Dog, then that's great!
Be sure that you hit the Bonus Men as much as you can at the head.
11. IronFrost tested this condition several times to confirm this, and I
have yet to try this. As long as you follow this, then you should
get the bonus men no problem. Kudos to both Ligo and IronFrost for
this (even though Ligo was the one who came up with the Doggie-to-lead
Ratio, and IronFrost had the Order of Operations Idea for this one).
He's assuming that you are on Keith's side. However, here is how I do
things if I'm at Robert's side:
1. Hit the Sager left of Wild Dog and hit the blue lackey just left of
the center. They pose the greatest threat but be careful with Wild
Dog because he doesn't catch any Red Sightings, but can really harm
you if you are not fighting conservatively.
2. Hit the Sager right of Wild Dog and pound Wild Dog with as much lead
as you can. As Wild Dog walks to the floor escaping to the Pillar,
keep on pounding Wild Dog (but watch out for any red sightings that
the Orange Men and the Personal Soldier commits) and when he gets hurt,
pound the orange lackey at the left, then right, and then the Personal
Soldier. At times, it may be necessary to hit the lackeys at the top
first to ease the pain.
3. Now keep on pounding Wild Dog with as much lead as you can. You should
be going to Keith's view. As Wild Dog departs to attack Robert's side,
try to pound on Dog as much as you can before the Knifemen comes up
close and personal with you.
4. The only way to verify that you have pumped enough lead is to see that
the bonus men are showing up.
There are *AT LEAST* 4 very brave Bonus Men who are willing to interfere,
but they're worth 5000 a pop, for a total of 20,000 points. You can
triple hit any Bonus Guy for 15000 overall (5000*3), but if you saw the
Bonus Men back up Wild Dog at the end of 3-1, then you should be able to
walk away with AT LEAST 20,000 points. You earn points on Bonus Men
depending on the area of the body you hit. If you see 5 Bonus Men instead
of 4, then you get AT LEAST 25,000 points.
Tip: Right after Wild Dog decides he has had enough (GOD!!! I CAN'T
STAND THIS ANYMORE!!!!), combo the final blows on Doggie and the two
Bonus Men (be sure you hit both Bonus men at the head, and then hit them
to dissipate them quickly) for a slightly better score.
============================================================================
TIPS
Always make sure that you are hitting any target that has a red sighting and
make sure that you hide when you see red bullets or any bizarre shot coming
at you. Also, be careful of anybody trying to club you up close, and steer
clear of any cyberhazardous weapons. Try to shoot the enemy as early as
possible as with the original Time Crisis to save you some time. This is so
because your score depends on how fast you can kill your enemy and at times,
you will be given more points because you have cleared the area faster than
the par.
Please KIM that the yellow suited men poses no threat, but that doesn't
excuse you from killing them since they wield 5000 extra points if you kill
them. They move as quick as the bonus guys in the first TC so you must kill
them as soon as you see them. Some of these guys appear at blind places so
act fast!
If you have played Sega AM1's House of the Dead, then you will know that the
only way to move fast was to shoot the enemy at the dead center of the head.
Well, this is true in Time Crisis II as well. If you can shoot them at the
dead center of the head instead of somewhere else, not only you will shave
off time but you will also earn more points this way. Kudos to Anthony
Tran for this paragraph. :)
You should also try to do multiple hits on a boss and try to use the classic
dead center on the head tactic, and shoot quickly. Anthony Tran once landed
57 head blows on Buff Bryant. Although the maximum hit streak is 99 for any
time, your score will still multiply if you are fast enough.
In Anthony Tran's IMO you can't do a 99 hit with a regular gun, but the
machine gun is a sure thing, especially in late stage 1, area 2. You could
do this in the forest too, but a little bit more difficult. However, you
can 99-hit the sattelite at the end!
Star on top of name: Beat the game on solo or linked mode without having
to continue during your tourney to destroy the launch of the killer Neodyne
Sattelite.
============================================================================
NON-GUNNERS
Up until now, I just kept my mouth shut regarding about non-gunners. I've
managed to pull off this section just now. Notice that some of these parts
were carryovers from my tips section.
Knifemen
--------
If the Knifemen throw a blade with some red colored stuff behind it on the
handle, its going to hit you, if not, its not. This is really hard to tell
because the red handle on the blade is small, but the handle is dark red.
The problem with the Knifemen is that they don't commence red sightings,
which can cause some can of worms on some Time Crisis II players because
Red Sightings help us know if we are about to lose a life or not.
IronFrost has something really weird on this paragraph:
"At one point in the game their shots are always ugly, and another point
in the game they suddenly act like marksman. This is true, and every
game you play the knifeman does the same thing over and over, accurate
or not. So you can actually "expect" their shooting accuracy. Find out
which ones are marksman-like and which ones are "blind". Really effective.
It might take expierience (and money BTW), but its worth it especially in
a game without continues. Remember you can tell if the blade is going to
hit you or not by looking whats behind. What is good is that these things
are easy for you to hide, but can suprise you and before you know it one
life lost."
IronFrost's solution for these knifemen is Teamwork (always)! If you know
which of the knifemen's ready to hit Keith or Robert, your partner who the
knifeman is not aiming can shoot him easily. However, if they miss their
shots don't be thinking that they are going to keep missing the next, like
all enemies, they take time to get their shots right, never think that
these guys are different.
Clubmen
-------
It's important to know that the Clubmen always hit you because they are
right in front of your face! So kill them as soon as they appear. If you
hide from their clubs and get back up they won't fight anymore. They really
do. But if you're fast enough get up and shoot this scary cat. But these
guys are harmless, after they take their shot of course. IMHO Clubmen are
actually Knifemen who attacks you up close and personal.
Aqua Soldiers
-------------
Aqua Soldiers are actually Clubmen who love to attack you up close and
personal to deter you from your efforts during the Jet Ski Chase. Aquamen
usually love to either charge up to you or attack you up close. Aquamen
usually only attack once so if you think you are unable to attack them, just
hide from them to avoid having them cut you in half. This may hurt your
high score, but you should be safe. Refer to the Clubmen for more details
regarding about this.
Grenadiers
----------
Grenadiers throw grenades at you and then revert to using their Colts after
throwing one because usually they only have one grenade to throw at you.
Although Grenadiers throw a grenade to one agent at a time, I've managed to
crack the code on who's gonna be the victim of some big hurting throughout
your mission to halt Neodyne's evil ways (Remember the best time to kill
Grenadiers is to hit them before they get a chance to throw a grenade):
Stage 1-1, in front of a restauraunt: The grenadier will throw a grenade
from the middle table right onto the player taking Robert Baxter's path on
Solo Mode or if the Player is playing as Robert Baxter.
Stage 1-1 at the Gazabo: The left grenadier will throw a kink at Keith
Martin, while the grenadier at the right side of the Gazabo will throw a
kink at Robert
Stage 1-2: Just at the final stretch of the area, there will be two kink
throwers right after a machine gunner gets killed. The left grenadier will
throw a kink at Robert, and the right grenadier will throw a kink at Keith.
Stage 3-1: At the beginning, a grenadier will show up on Robert's path.
This grenadier will throw a kink at Robert Baxter. Kill this grenadier
before he throws a grenade.
Stage 3-2: Wild Dog will throw a grenade at Robert Baxter or anyone who's
taking Robert's path on Solo Mode. Hit Wild Dog before he gets a chance to
throw a kink at you.
Sadly, there isn't much to talk about Grenadiers since there are only a few
of them in the game. Depending on your greed for a higher score, you can
shoot the Grenadier before he throws the kink at you, and it's possible that
Grenadiers can miss (but I think they rarely miss)! It's pretty a risk to
shoot a grenade since the 60fps animation makes it hard to time your shots.
If you hide, and if the Grenadier failed to hit you, they will double up as
foot soldiers, and even though this hurts your score (because you failed to
neutralize them quickly as you can), you are AT LEAST careful! The reason
why I have included these pointers on who's the victim of the grenades on
each section that you're bound to meet grenadiers (including Wild Dog) is
that you can plan on teamwork, which seems to be the only solution in Time
Crisis II (and Takashi Sano really mean it!).
========================================================================
JUST A REMINDER...
Again, this FAQ can only appear in the following sites:
* Verasnaship Interactive (
http://www.verasnaship.net)
* GameFAQs (
http://www.gamefaqs.com)
* Secrets of the Game Sages (
http://www.gamesages.com)
* Nemesis (
http://www.faqdomain.cjb.net)
This is strictly enforced. If you see a copy of this FAQ other than the
sites listed above, please notify me PDQ. Thank you.
The latest version of this FAQ can always be picked up at my website
first (
http://www.verasnaship.net) since I run that website and I
always post them instantly right after finishing a version of my
FAQ.
GameFAQs does a good job keeping the files up-to-date at all times and
is regarded as the most visited "stable" for FAQ-related walkthroughs,
original work, and the like.
Secrets of the Game Sages is a "Code-related" partner to GameFAQs
since both GameFAQs and Secrets of the Game Sages share the same
information, links, and tricks-to-date.
From time-to-time, I might elect to do PDFs on certain games. You
can always get the latest version at Verasnaship Interactive (that's
my website) and I'm planning to give GameFAQs my permission to mirror
my PDFs in the near future.
A few things to keep in mind:
* DO NOT PLACE THIS FILE IN YOUR WEB SITE. Only the sites that are
listed are allowed to place this file in their sites.
* You can make a link to my FAQ Library Page. The only rules that
I would like to enforce is that you link ONLY to an HTML or an
Interactive Web Page. The link to this page is:
-
http://www.verasnaship.net/text/arcade.html
For more details regarding about this matter, please visit the
following URLs:
=
http://www.templetons.com/brad/linkright.html (Brad Templeton's
Linking Rights Essay).
========================================================================
SUGGESTING SUGGESTIONS AND OTHER TRALALA
Sending UCE to any of the mailboxes that I have is not tolerated.
Period. I report any incidence of spamming by checking the header on
where you originated the message at and then report the incidence to
the server you originated your message at (which is more likely to get
you in deep trouble) or I can just slam you by sending complaints to
the following: The server you originated the message at, to your
provider, or possibly the Free-Mail Service that you use. Don't spam
me. It's not worth it. I will only tolerate e-mail in regards to Silent
Scope. See
http://spam.abuse.net to see why it's bad.
========================================================================
RESOURCES OF THIS DOCUMENT
Most of the resources are stated within the Acknowledgements section of
this guide. If you believe that I'm missing an acknowledgement, then
please use my e-mail form (
http://www.verasnaship.net/emailme.html) and
I'll get to you as soon as possible.
Please post new records at news:rec.games.video.arcade, which is the
only newsgroup worth visiting.
========================================================================
ACKNOWLEDGEMENTS
- I would like to thank Namco for creating yet another good video game, and
making most of their arcade hits reserved for arcade use only.
- Jarney for telling me that Time Crisis 2 is out on the American Arcades
sooner than I thought.
- Aladdin's Castle at Aurora for being the first to have Time Crisis 2 in
display.
- Namco Japan for an official informative Time Crisis 2 page. Although I
can't read Japanese HTML pretty well, at least there's a reason why I'm
thankful for Namco Japan.
- GameFAQs for being the largest stable of original work alike.
- IGN for being the best Gaming Community around
- Ernest Kim for telling me the final villian's name is Ernesto Diaz
instead of Erncato Diaz.
- Jarno "Jarnis" Kokko and Eugene "Jack Ryan" Moon for being the first
authors creating an FAQ for a deluxe video game.
- TC Chavez=Quizmaster v.4.0 (
[email protected]) for some Score Theory
System Help.
- Ey Wuz Hear (
[email protected]) for additions of some newer pet
peeves and the trick mentioning keeping Christy harmless from your shots.
- Ey Wuz Hear and Quizmaster v.4.0 for another trap at the final part of
Stage 2, Area 1.
- Maurice Ng a.k.a. Oop (
[email protected]) for pointing out the
prerequisites for going inside the bonus area at the Train Fight on
Stage 2.
- TC Chavez=Quizmaster v.4.0 (
[email protected]) for pointing out the
amount of shots I need to destroy the choppers at Stage 3-2, and an
addition of another pet peeve.
- Kevin Williams for helping me with the explanations of the final stretch
of Stage 2-1, where you can commit a double-whammy for a spectacular
finish! :-)
- Tony Indrali <
[email protected]> for posting a prototype pointer to
reach the hard-to-reach bonus room at Stage 1-2.
- REC.GAMES.VIDEO.ARCADE Newsgroup for accepting Tony Indrali's message
- Oop and Tony Indrali for confirming the way on how to get inside the
pain-in-the-ass Bonus Room at the final stretch of Stage 1-2.
- Kenta Kusaragi for the addition of the Action Pedal Pet Peeve on the Pet
Peeves Section.
- Ligo (
[email protected]) for giving me more pointers regarding
about the third bonus path.
- Ligo for pointing out the Doggie-to-Lead ratio, which constitutes as part
of the prereqs to get inside the third bonus path.
- Anthony Tran (IronFrost) for being a part of this FAQ and becoming the
Co-Author of this document for the most important part. Without IronFrost,
no updates would have taken place. You can e-mail him at
[email protected].
- Yahoo and RocketMail for providing IronFrost with a user-friendly free
e-mail program.
- Richard Miller for proving Keith Martin and Robert Baxter that no
assistance is needed to complete a very tough mission.
**** END OF DOCUMENT ****
Unpublished Work (c) Mark Kim. All Rights Reserved
Time Crisis II (c) 1997-99 Namco. All Rights Reserved