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TIME CRISIS II
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Rules
Powerups Bad Guys My Tips About This Guide Cheats/Unlockables |
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RULES:
All right, this isn't your standard light gun game. You can duck here, and you will need to if you want to beat this game. You start off in the cowering position. To stand up, step out from cover, or otherwise stick your head out, step on the pedal. In the home version, you have the option of having it the other way around. When you are ducking, you can't be hit by enemy fire, but you also can't attack. When you are standing, you can attack, and be hit as well. Simple, eh? You can fire up to 9 bullets before you need to reload. To reload, hide. You will encounter "Danger!" prompts throughout the game. These indicate objects that will hurt you unless you are hiding, like incoming cranes, flying cars, and falling trees. When enemies unleash projectiles that will hit you, they will be marked by a red flash. Physical attacks (jump kicks, slashes, or swinging booster missiles) are NOT marked. You are on a time limit (hence the title "TIME crisis".) If this timer expires (reaches zero, you dummy), you will lose a life. This timer is extended whenever you clear a scene, or at certain intervals. There are no time bonuses anymore. After losing all of your lives, you must continue. You continue from where you died, and when you reappear, a hail of bullets will be unleashed which will take out just about everyone on screen except bosses. New to TC2 is 2 player gameplay. Although you will sometimes split up, you will usually fight the same bad guys. Using teamwork, you can help your partner out (for the kind people) or steal their kills and bonus guys (for the points mongers.) Shooting your partner or Christy will result in a loss of points. Whether or not you care is up to you. Shooting an enemy in the head is worth the most points, while the chest is second, and the arms or legs are worth the least. Shooting an enemy twice more after neutralizing them will net you more points. This came to be known as 'follow up' shots. Making a series of hits with little time between them will give you a streak. A streak continues until you don't hit something fast enough. Missing a shot will not end a streak as long as you keep making hits within the required time. You are graded on your total time, accuracy, and points scored. POWERUPS: Machine Gun: Sigh... it's a SUBMACHINE GUN guys. At certain points in this game (all right, twice. And Crisis Mission.), you will get this. This baby has fully automatic firing and unlimited ammo, so you'll keep firing as long as you hold down the trigger. In the unlockable secret mode, this will only carry 20 bullets in a clip. BAD GUYS: Blue Trooper: Cannon fodder. Stormtroopers. Those enemy soldiers in uniform who don't even have a nametag. These guys are armed with handguns and they use them with deadly consequences... For themselves. These guys can't aim worth a damn. If you were to stand up and do nothing, you would most likely run out of time than be shot dead. However, they can get lucky, and some of these guys can be a threat. They need to reload after a few shots, which I think is determined by the difficulty level. White Trooper: These guys are pretty harmless, but they are a step up from the blue guys. They need to reload after a few shots, which I think is determined by the difficulty level. In the PS2 version, there are also a few special ones that are armed with rocket launchers. They behave just like normal rocket launchers, except they take 2 hits to kill. Red Trooper: Very dangerous. These guys fire accurate shots. When they pop out, their first few shots are usually dead on. After that, their accuracy goes way down, but they are more likely to get another good shot off than just about anybody else. They need to reload after a few shots, which I think is determined by the difficulty level. Orange Trooper: These guys are special. They always appear in pairs. They determine which path you take in 1P. In 2P, they don't appear. Shooting the left one first makes you take Keith's path while the right one makes you take Robert's. Unlike bonus men, these guys have to be killed to proceed. They have bad accuracy, but can hit you, so watch out. They need to reload after a few shots, which I think is determined by the difficulty level. Yellow Trooper: These guys often won't even shoot, and have bad accuracy even if they do. However, they CAN actually hit you this time around. Killing them is never necessary, but doing so will give you a point bonus. However, they are always seen only briefly, such as peeking out from behind things or running across a doorway. They need to reload after a few shots (if they even fire at all), which I think is determined by the difficulty level. Black Trooper: First of all, these guys are only in the arcade version. These guys are armed with rocket launchers and behave just like the normal rocket launchers, except that they take 2 shots to kill. Rocket Launcher: If he fires, then duck because it WILL hit you! Sometimes they'll fire them one at at a time, but they can also fire a salvo of 4 at once! Fortunately, rockets travel slower than bullets, so you can see them coming. It takes them a while to aim and reload the bulky weapon, making for easy counterattacks. Grenadier: If he throws a grenade, take action because it WILL hit you! Fortunately, grenades travel slower than any other projectile so you can see them coming. The grenades can be shot and destroyed if you have the skills. Some of these guys will throw grenades at one player, while some will alternate between both players. After throwing a grenade or two, these guys may disappear or pull out a handgun and start shooting. Their accuracy is pretty low. As always, they need to reload after a few shots, which I think is determined by the difficulty level. Machine Gunner: Sigh, they actually should be called SUBMACHINE gunners... Unlike in the first one, these guys will fire pretty close to your head. Watch for the red flashes, and be aware that they can have quite a few in a single burst. After a while of firing, they have to pause to reload. Knife Trooper: Deadly. They usually throw knives at you with deadly accuracy. As in duck-or-be-hit kind of deadly. Fortunately, knives travel slower than bullets, so you can see them coming. The knives can be shot out of the air if you are confident or cocky enough. They can also appear at close range and take a swipe at you, which is equally deadly. They will run away after attacking, so if you get hit, he won't stick around for your vengeance. Scuba Diver: Only appears during the boat chase, (and Crisis Missions taking place on boats) but he gets a spot just the same. These guys will try to slash you. They can be quite blatant, like jumping out of the water in front of you; or they can be subtle, like peeking over the side of your boat. MY TIPS: It may seem obvious, but prioritize! Ignore the blue guys if there are more threatening guys shooting at you. Actually, just about everyone here is more dangerous than a bluey. Shooting down projectiles is much harder here than in your typical shooter. I don't recommend trying it unless you are sure of yourself. Just duck. When hiding, listen for any projectiles twirling in the air. Otherwise, you might get an unpleasant surprise when you stand up. Enemy fire will usually not subside completely, so just wait until it somewhat dies down and go, go, go! Don't worry about the clock too much. Despite being Time Crisis, you have plenty of time. I have NEVER run out of time. Although not nearly as big as a problem as the original Guncon, using the buttons on the gun are still too much of a bitch for my tastes. Use a controller as a pedal. ABOUT THIS GUIDE: This guide will direct you through all the various sequences in the game. Quick vocab you should know: Scene: A sequence of bad guys in a single area. Simply put, everything between "Action!" and "Wait!" Area: A group of scenes. Every stage has 3 areas. Stage: A group of areas. There are 3 stages in the game. When I say "Wait: insert events here", that means what occurs during one of the intermissions between scenes. When I say "Action:", that marks the beginning of a scene. When I say something followed by (Danger!) that means that the object in question is marked by a "Danger!" prompt. These things should be ducked or you lose a life. The pathing system makes this guide kind of difficult to follow. For the most part, you both see the same things, fight the same things, and are in the same things. Occasionally, one character may face a bad guy that the other character won't see. When the paths differ significantly, I will mark them by (insert agent name) Wait: or (insert agent name) Action:. The paths you take are determined by either: which orange guys you shoot first (in 1P) or who you are (2P). The paths will be referred to by the name of the agent who takes it on a 2P game. Example: After the very first scene in 2P, Robert leaps off the balcony while Keith stays on it. Therefore, the balcony path is Keith's, and the other is Robert's. There are also a few extra scenes in 2P which aren't visited in 1P. The main point of this guide is to point out what KIND of bad guys you face, where the yellow troops are, things to destroy, and various tricks. CHEATS/UNLOCKABLES: There are no cheat codes, but there are some things that you can unlock. Additional Credits: Exhaust all your credits during a game to increase your max by 1. After 9, you get free play. Free play means infinite continues in case you don't know. Crisis Mission: Beat the game. This is a special mode mode full of new challenges. Machine Gun: Beat the game twice. You now have a Machine Gun at all times. It only has 20 bullets a clip, though. Infinite Ammo: Beat the game using the Machine Gun. Now, you never have to reload! Wide Ammo: Beat the game using Infinite Ammo. Your bullets are now bigger! Mirror Mode: Beat the game without using a single continue. Everything is reversed, as if you were viewing the screen from a mirror. Hey... |
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