Time Crisis II FAQ By Mark Kim a.k.a. Vestiroth Version 0.3 First Public Release 28June1998 Newer versions of the Time Crisis 2 FAQ may be picked up at my website located at http://verasnaship.simplenet.com. If you have any corrections, fixes, or suggestions with this speed guide, then please e-mail me with the subject of "Time Crisis 2 FAQ Fix" at vestiroth@verasnaship.simplenet.com. Please be informed that I will not accept any spamming whatsoever. Period. If you want to know why I hate spamming, you should visit either http://spam.abuse.net or http://www.cauce.org before you e-mail me. Since Time Crisis 2 has two-player simultaneous/cooperative play via twin monitors, I will have to go in-depth with VSSE agents Keith Martin and Robert Baxter sometimes in the future, so this won't be the only FAQ I will write in appreciation of playing Time Crisis 2. Notice: Judging from Kao Megura's and John Culbert's campaign to end all FAQ-stealing, I am gonna be tight on this too. Stealing any of the work from this FAQ will not be tolerated. It is OK to use any of the material in this FAQ as long as you give me credit and please remember that any FAQ ripping (plagiarism) is against the law. It's time to stop all of this FAQ- stealing injustice as this crap has gone way too far. This FAQ can be used for personal and commercial use as long as the contents are untouched, unaltered, untampered, unmodified, or unpirated and as long as you give me credit of some sorts for this work. It can only be redistributed in its entirely original and electronical format. Printing directly from your browser's print option is acceptable, as long as you don't make any money out of this work by selling printouts, and as long as you don't tamper with this FAQ in any fashion. You must let me know whenever you mirror my FAQ by e-mailing me at verasnaship@earthling.net with the subject of FAQ Mirror URL so I can make sure that this work has been transmitted to your account properly. If not, then please e-mail me with the subject of FAQ trouble, and I'll reply with an attachment of my FAQ. This FAQ MUST BE VIEWED in a monotype font like Courier or the alignment of this FAQ will not be correct. If you mirror my FAQ, then please show me your support by linking to Time Crisis on the Internet located at http://verasnaship.simplenet.com/vidgames/. No part of this FAQ may be printed in any gaming magazine whatsoever. Period. DISCLAIMER: THIS FAQ WAS CREATED BY MARK KIM TO COMPLY WITH ALL INTERNATIONAL COPYRIGHT LAWS AND TREATIES, WITH THE ADDITION OF UNITED STATES CODE 107. IF YOU, FOR ANY REASON, MUST FIND ANYTHING COPYRIGHTED IN THIS MATERIAL, PLEASE E-MAIL ME AT VERASNASHIP@EARTHLING.NET IMMEDIATELY AND I WILL REMOVE IT RIGHT AWAY. BE SURE TO USE COPYRIGHT INFRINGEMENT AS YOUR SUBJECT. BE SURE THAT YOU COPY AND PASTE THE VIOLATING MATERIAL WHEN DOING THIS. Time Crisis 2, Keith Martin, Robert Baxter, Christy Ryan, Jacob Kinisky, Buff Bryant, Ernesto Diaz, all Time Crisis 2 characters, and all other Time Crisis- related events are registered trademarks and copyrights of Namco LTD. and Namco America Inc. All Rights Reserved. Vestiroth, Verasnaship, the contents of this FAQ, Kingdom of Verasnaship, Verasnaship Interactive, Verasnaship.NET and Vestiroth's Nest are registered trademarks and copyrights of Mark Kim. All Rights Reserved. This FAQ was authored by Mark Kim in respect to Namco Properties. ============================================================================= HISTORY OF THE FAQ Version 0.3 (June 29, 1998) Finally, Time Crisis 2 has hit my region! I have to go as far as Aurora to play this new masterpiece from Namco. At a price of 4 tokens a credit, you can bet that I (and you) will be spending a fortune on this game. I've spent $20 on this game already! Please be warned that there will be some bugs in this game because this version is taken from my first-day experience with the game. ============================================================================= CONTENTS - What is Time Crisis 2? - Prerequisites before reading this work - The Rules - The Game Modes - Vestiroth's Pet Peeves - Stage 1 in a glance - Stage 2 in a glance - stage 3 in a glance ============================================================================= WHAT IS TIME CRISIS 2? Time Crisis 2 is the sequel to Time Crisis, which became an arcade hit thanks to the Tekken-esque graphics and a brand-new gun reloading system. You also had the ability to hide (but because of the time limit, you're in for some stress), which reloaded your gun as well. The action pedal helped bring some spice to a rather stagnating genre. Time Crisis 2 has what the original Time Crisis has, but now you will be going through chase scenes, moving areas where releasing the Action Pedal will stop the motion of your character, a plasma rifle opportunity depending on your performance in some areas (You will use the plasma rifle AT LEAST once, the Plasma Rifle is just a machine gun), and two new agents, who are the spotlight of this story. You play as either Keith Martin or Robert Baxter, two VSSE agents who are forced to stop the Neodyne's Starline Network thanks to Ernesto's plot to kidnap Christy Ryan with the help of Jacob Kinisky. Ernesto is planning to launch a nuclear satellite which may be the bulk of a new catastrophe that will destroy the world if he succeeds! It's up to Keith and Robert (That's YOU!) to rescue fellow VSSE agent Christy and to smash the Starline Network/Neodyne Conglomerate to flames. ============================================================================= PREREQUISITES BEFORE READING THIS WORK Judging that you have played enough Time Crisis, I will assume that you know what Time Crisis is about. In order to clear much of the confusion for this work, I suggest that you read my Time Crisis (Original) FAQ, and the works of Don Chan and Joel Alambra alike. Please locate and read the original TC works at these address: - http://www.gamefaqs.com - http://www.gamefaqs.com/sony/psx/game/time_crisis.html ============================================================================= RULES The rules has slightly changed in Time Crisis 2. You will still start each part in Hide mode. Step on the pedal to attack. To get away from the shrapnel and to reload your weapon, release the pedal. While hiding, you cannot attack but you can't take any direct hits either. Try to use the "Dodge and Counter" pattern to counterattack the enemy. You have a stock of 8-9 bullets and if you pick up a Plasma Rifle along the way, you have infinite ammo and full automatic firing. To clear the part and move forward, kill all the enemies. Your score depends on how fast you kill the enemy, meaning that the scoring system is rather time-minded. When you see the red-sighting on a target (and much to the fact that you will see red bullets coming at you), this means that the enemy will hit you dead-center. Either you release the pedal or lose one life. Be careful of the knives, club-fighters, machine-gunners, and Sage RPG soldiers who has a bad habit of launching several red shots that will hit you dead- center. Don't waste too much time on one part because if you do, then you will lose a life (as opposed to losing the entire game in the first one). The game ends when you lose all of your given lives. Players may wish to continue if they want. Please do not hit your partner or Christy Ryan (when fighting Mr. Diaz) because you will lose points if either your partner or Chris take a hit. BTW you can't fire while WAIT is on the screen. ============================================================================= THE GAME MODES Time Crisis 2 has two different modes. Solo mode enables only one player and permits no join-ins. Dual Mode allows any player to join-in anytime, and should be the mode of your choice because you should be nice to other players. ============================================================================= VESTIROTH'S PET PEEVES: - If you are new to Time Crisis 2, play as Keith Martin first. Then as your experience grows, experience the mission with Robert Baxter. - In a Dual Play game, let the newbie play as Keith Martin. The expert should play as Robert Baxter. It's crucial to cooperate with the partner or your success may be all for naught. - Please let any ladies who wish to play Time Crisis 2 play as Keith Martin. I'm just saying this because I'd rather be easy on them. Prompting any ladies to play as Robert Baxter may result in fights that no arcade manager is willing to see. - Do not attempt to destroy the recoiling feature of the gun. The recoil feature stimulates enjoyment of the game. If you destroy the recoiling feature, then you will be responsible for the damage done to the controller. - Between a person who makes less than $10K a year and anyone who makes $30K or more at work, let the person making less money at work play as Keith Martin. This will save the lower-earning worker some hassles. - Being a fun-loving VSSE cooperative, I recommend that you follow these rules to maximize the enjoyment of playing Time Crisis 2. ============================================================================= 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 abused by Jacob! As the abuse progresses, Keith and Robert comes in and the story begins from here... In the first area, it's pretty easy during the first few parts of your agent because most of these lackeys have poor accuracy. When you reach the area with the three vehicles, just shoot the vehicle to save yourself time. When you see the truck trying to ram you over, it's time to face Jacob for the first time and be careful when facing him because he's more than happy to bid for high accuracy. Shoot him if you see him but be careful of the lackeys who tries to protect him. On the second area where you face the slope, make sure that you destroy all of the barrels that come to you. When you face an armored vehicle with two Sage RPG soldiers taunting you, just concentrate on destroying the vehicle because that's your main concern. It really helps if you have earned the right to use a plasma rifle here. The third area of Stage 1 is a chase scene where your objective is to make Jake pay for what he did to Christy at the beginning of the Stage. Don't let the gatling guns in the back of the boat get you. You must watch out for the aqua soldiers who will club you during the middle of the chase. During the chase scene, it's easy to hit your partner so take the necessary precautions not to hit you partner while trying to hit the boat, the lackeys, and Jakey. Once Jakey's pissed, he will try to use high-accuracy to prevent you from reaching Ernesto. Shoot Jakey several more times to make him crash into a clubhouse on the lake. ============================================================================= 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. On the first area, there's at least one part where you have to move around just to face the enemies. Now be warned if you release the pedal you will stop walking. In order to take out the tank guarding the Train reception center, you will be using the Plasma Rifle. 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. Don't get me wrong here on the First Area of Stage 2 if I cannot cover in- depth like I did when I played as Richard Miller because since this is two- player, I can't cover too much or the file will get very large! Now onto Area 2 of the Stage. Most of Stage 2 takes place in the train. While offing the lackeys on the train you are in, it's important to watch out for certain soldiers because they have high reflexes. When you are fighting the enemies on the other train that they are in, be careful of the red-guys because they are assured that they will kill you as soon as they show up. Be careful of the pillar that will come at you while offing the rest of the lackeys on the other train. While you fight on top of the train, be careful of the turret that will cause a lot of harm on you. Just destroy the turret while steering clear of some of the more powerful lackeys. When the train is smoking, it's time to play accuracy because the smoke will disrupt your clean shots. Red guys love to hide under the smoke so stay on your toes at all times. After you pass the second area, it's time to fight Buff Bryant who swore allegiance to Ernesto to protect all Neodyne Properties. 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. When Buff tries to attack you with a huge metal pillar, release the pedal if he has to swing the pillar and definitely hide if Buff tries to hit you with the pillar. Back up your partner by giving Buff a dose of hot lead. 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 keep on pounding at Buff when there's an opening until he can't take it anymore! ============================================================================= STAGE 3 AT A GLANCE Now it's time to infiltrate the Neodyne Conglomerate and put an end to all of their plans. Now you must rescue Christy as well. In the first area of the stage (and somewhere), you will be introduced to Wild Dog, who's still alive. He lost an arm since Richard Miller blew him sky high in the first TC. When you catch Dog in a crossfire, hit him hard when he is attacking your partner, and definitely be careful when he attacks you. He will rely on the lackey's assistance, so make sure that you kill any of the more accurate lackeys first before you hit the Dog. Your main concern in the second area of the stage is when you have to attack both Ernesto and Wild Dog at the same time! I would hit Ernesto first because he has that damn Sage RPG. 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. 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. Ernesto will use Christy as a shield in the final area of the game and you will lose 500 points if Christy takes a hit. Try only to aim at one of Ernesto's body parts. Be careful of the moving pillar in one of the parts because that's when Ernesto will benefit from the extra protection. You will have to deal with some stiff resistance while taking on Ernesto BTW. When Ernesto's attacking you on top of a prototype sattelite, be careful of the gatling rocket launchers that fire rapidly. Also, be careful when the sattelite swings around because it will hit you. Steer clear of the lasers since it will hit you as well. Ernesto seems to have the upper hand just because he's relying on the sattelite for heavy attacks, but you can destroy all parts of the sattelite to reduce the pain the sattelite inflicts. I'll leave the final strategy up to you. ============================================================================= 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. ============================================================================ OBTAINING A MIRROR OR A COPY: If you want to just obtain a copy, just print from your browser. If you wish to provide a mirror, then do the following: - Go to http://verasnaship.simplenet.com/text. From now on, you must go inside one of my HTML files because if you go inside one of my text files directly, then you're not being fair to me. - Click on the Time Crisis II Text File hyperlink, and from the Netscape Communicator 4.0x interface, click on File and Save As. - Save the FAQ on your disk as Mark_Kim_tc2faq.txt (If you are saving my FAQ under a network, then you may have to save it on your floppy disk). - FTP this file on your site as usual - Link this FAQ to one of your page - Provide a text link to http://verasnaship.simplenet.com/vidgames - If you get stuck or if you want a fancier link, e-mail me at verasnaship@earthling.net. Also, ask me for some buttons that you can use to promote Time Crisis on the Internet (Mail Me for the HTML, though). ============================================================================ Credits: - I would like to thank Namco 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. - John Culbert (Tigeraid(tm)) and Kao Megura for encouraging me to join the fight against FAQ-stealing injustice. Visit Tigeraid at Fighters.NET located at http://www.fighters.net and Kao Megura at http://kao.home.ml.org. - Rei Testman for telling me that Richard Miller is not on Time Crisis 2 and lots of reliable information regarding about Time Crisis 2. - Most importantly, CJayC for providing mirrors to the last 7 FAQs (including this one) that I have developed and published. - My visitors for visiting Time Crisis on the Internet and any of the sites that I run.