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TIME CRISIS II ENEMIES GUIDE
Written by Desmond Hew
wilddog_tc@hotmail.com
17 April – 3 August 1999


Such a wonderful yet ambiguous feeling one would have, to know that Time Crisis has
finally spawned a sequel and one which is already well known as among THE BEST ones of
all time!! It's not just a simple gun game, it's a genuine masterpiece, and that's a
fact! As in its prequel, Time Crisis 2 features countless foes that live for no reason
other than to serve their bosses to stop you at all costs from saving the day. The
solution is simple; annihilate them all!. The bad news is that they are now armed with
even more heavily fire-powered weaponry than ever before. This time, there are 4 main
boss characters [unlike the first, which had only 2], killer armored vehicles and a
handful of new regular baddies who all have a thirst for your blood! In my guide, you'll
find info on every enemy, strategies to beat all bosses, and various ways to gain
yourself high scores to impress your pals. Remember though, a guide is useless if you're
not bothered to learn. So as true gamers, practice sufficiently and you'll improve
yourself in times to come. If you have any inquiries or comments on this guide, then you
are all welcomed to e-mail me on any of those [my address is above]. Anyway, read all you
need and have a great time!

This guide is under the property of its author, Desmond Hew Su Peng [me of course] and is
strictly NOT to be used for any profitable purposes whatsoever. Distribution is highly
recommended as long as credit is given to me. Time Crisis II, the Time Crisis II logo and
all its characters are registered trademarks of Namco Ltd. All rights reserved. This
guide is copyright [C] 1999 by Desmond Hew. All rights reserved.

CONTENTS:-
I.) The Basics
II.) The Enemies
III.) The Bosses
IV.) The New Ranking System
V.) Gaining More Points
VI.) Bonus Point Opportunities
VII.) The Hidden Yellow Soldiers
VIII.)Secret Routes in SOLO mode
XI.) My Thoughts on the Game
X.) Special Thanks

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THE BASICS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

In order to get yourself acquainted with the Time Crisis world, knowing the basics
is important if you want to stay alive. Yeah I know it sucks, but without them, you're
pretty toast so just bare with them, read up and be a man! One good reason why you should
read the basics is because a few changes have been done to this sequel, to set itself
apart from the original.

YOUR GUN
The most accurate arcade light gun is back and even better than ever! It is always a joy
to play any gun game using Namco's. This section looks long, but it may be useful if you
read it. Basically, your objective is the same as before and that is to gun down all
baddies in your sight! However, instead of having the usual 6 bullets in a clip, you now
have 9! I suppose this was specifically made to make the 'combo streaks' a little easier
[I'll explain that one in THE SCORING SYSTEM] and to enable players to keep up with the
action, now that over 7 baddies can appear on screen [unlike the original]! However, one
of the newest additions to this sequel, is the MACHINEGUN! Due to constant demand from
most gamers, Namco have finally allowed players to use a different weapon at certain
points in the game. When in your possession, the machinegun will replace your regular gun
UNTIL a certain task is completed. The best part about machinegun is that it has
unlimited bullets!! Plus, you DON'T need to keep pulling the trigger to constantly fire
[unlike your regular gun]. Like a real machine gun, you just need to HOLD its trigger!
Hey, it even vibrates like a real one!! Better yet, you won't have to try and get it
yourself; your faithful heroes will gladly pick it up for you! But this is not to say you
can jump for joy. The only reason why it's picked up is so your heroes can take out some
of the enemies' heavily armored vehicles! To get more info on them, refer to their
profiles in 'THE ENEMIES' section somewhere below.
NOTE: The number of times you'll use a machine gun depends on which character you're
playing. For instance, if you are Keith [Player 1], you'll only use the machine gun ONCE
in a 2 player game [in SOLO mode, it's variable]. But if you're Robert [Player 2], you'll
use the machine gun TWICE in a 2-player game. This trend is however variable when playing
in Solo Mode.
SPECIAL NOTE: There is a way to gain high bonus points when using the machinegun. Refer
to 'GAINING MORE POINTS' [look for its location at the 'Contents'] for full details.

YOUR PARTNER
Another new addition to Time Crisis II, is that it can now be played using 2 players
simultaneously! But unlike the other gun games, Time Crisis II features the most
revolutionary 2 player cooperate game ever! Instead of always standing side by side with
your partner to shoot bad guys, the 2 of you normally stand at different locations to
cover each other's back which requires excessive teamwork for great success. There will
be times when your partner is being pummeled by more than 5 soldiers, while you just only
have 3 on your spot. So it's your job to fulfill your duty and help your partner. Hmmm…
it makes me wonder whether your VSSE superiors will increase your raise for this! He! he!
Only joking! Anyway, in some other places, you yourself will be in tight situations and
that is when your partner has to give you a helping hand. However, Time Crisis II doesn't
fully stick to this 2 player teamwork on a regular basis. In some areas, each of you will
take YOUR OWN separate routes into different parts of the background. So not only you get
an awesome 2 player game, you also have several chances to blow away baddies entirely on
your own, which brings back the feel of the first Time Crisis. Now you know why Time
Crisis II has the most revolutionary 2 player cooperate game ever!
NOTE: Don't ever shoot your partner anytime during the game, or you'll automatically lose
1000 points from your current score!!

YOUR CHARACTER
In general, Time Crisis II can almost be as tough as its prequel. However, the character
that you pick, actually does alter some bit of the game's difficulty. In other gun games,
the challenge is perfectly the same regardless of which player you choose. Not so for
Time Crisis II though. For my ENTIRE guide, it is imperative that you know who am I
speaking of, to understand my tips. So in case you aren't aware, you automatically play
as Keith Martin [the blonde guy with the red jacket] when you select PLAYER 1 for your
game. If you have selected PLAYER 2, then you're Robert Baxter [black hair guy with the
blue jacket]. So the question is, who do you pick, and who is best? Well, inspite of the
fact that you both will face stiff resistance throughout the game, Keith Martin [player
1] is generally much easier than Robert Baxter [player 2]. You'll really get the idea
when you read my guides on the bosses and discover that he has more 'bad luck' situations
than Keith. Robert will face more annoying ambushes from the KNIFEMEN than Keith and in
some battles with the bosses, he'll have a hard time aiming, plus most bad guys will
always be firing at him. For the record, Robert is for the slightly more advance player.
Not bad, because when you're done mastering Keith's routes, Robert will give you yet
another challenge. Although I may be exaggerating, Robert's route overall, isn't way too
tougher than Keith's. So it's not all that much harm to pick him as the character that
you choose to master. For Keith, using him can sometimes be a little hard, but also easy
in some points throughout the game. To be frank, they BOTH have their own share of
advantages. So as usual, the choice is yours, but for me, I chose to master both of them!
Not to show off, but to enable myself to really, really know the game.

YOUR PEDAL
The original feature that literally made the first Time Crisis different from any gun
game, was the use of its unique action pedal. Here, it's back and you have to make full
use of it as usual. To get right into the action, you must step on the pedal to make your
character stick his head out. Only than can you start shooting. However, there is yet
another rule and that is you're only allowed to start your attack AFTER the computer
shouts the infamous line, "ACTION!". Throughout the game, you must release the pedal
which in the process lets you take cover to prevent yourself from getting hit. Other than
dodging various ammunitions, you're also required to duck under any moving objects that
pose a danger. The computer tends to warn you of such harm by showing the usual text
words [it even says it out] "DANGER! DANGER!". Release the pedal for your safety if you
see any such warning. What are these moving objects? That I won't spoil for you! Just
look out for "DANGER! DANGER!". You also need to use the pedal to reload your trusty gun
by also releasing your foot off the pedal. Unlike the first one, Time Crisis II's pedal
instantly reloads your gun the very second you lift your foot up from it. For its
prequel, you would have to wait until your character is completely hidden behind, to
reload your gun.

YOUR GAME MODE
Just like in the original, Time Crisis II lets you choose from 2 different game modes.
They both are '2 PLAYER/LINKED MODE' and 'SOLO MODE', which are discussed below.
Personally, I think it would have been better for Namco to include a 'SCORE ATTACK MODE'
[or something like that] to enable players to practice themselves on stages that they are
weak at. In the first Time Crisis, there was another option called 'TIME ATTACK MODE'
where players were able to select any of the 3 stages to make a fast time record and sort
of like practice themselves to master that specific stage. In this sequel, that isn't
possible and you have to work yourself all the way if lets say you only needed to master
you skills on the last stage.
a.) 2 Player/Linked Mode – This is the mode everyone loves! It's where 2 players play the
game together and pulverize all bad guys as a team! If lets
say only one person is playing, another person on the opposite
side, can join in at anytime, but ONLY if that current player
has selected LINKED MODE for his game. Your routes [for that
particular character you're using] will be fixed and can't be
altered.

b.) Solo Mode – There are several differences between both SOLO and LINKED modes. First
and foremost, you're required to complete the game as usual, but this
time, ENTIRELY on your own without the help of a partner! You'll still
see a computer partner in the background but he doesn't do anything to
help you. When selected, the computer automatically restricts access to
anyone who tries to join you. This means that anyone else who wants to
play, will have no choice, but to select SOLO mode for his game, since
LINKED mode is inaccessible now. As tough as it sounds, SOLO mode is
generally for potential experts who want to complete the game without
relying on a partner to help him out, which is in fact very useful. For
me, SOLO mode is honestly my top choice when playing Time Crisis II! In
this mode, SOME soldiers who were programmed to aim for your partner in
LINKED mode, will now fire their weapons at you! Several enemies even
have slightly better accuracy now, which of course gives more challenge
than just an ordinary solo mission. On a bright side, SOME battles
[especially during boss areas] during the game will be slightly
shortened! For instance, in a battle with Wild Dog [at the end of area 1]
he seems to flee a lot quicker than in LINKED mode. Apart from that, SOLO
mode also features some cool stuff that the LINKED mode doesn't/can't
offer. In a 2 player game, your route is completely fixed and cannot be
changed in anyway at all. For SOLO mode, a player can choose to ALTER his
route and take his partner's one instead! If lets say, you're player 1
[Keith], you can take Robert's path at certain points in the game for a
change! NOTE: To know how to change your route in SOLO mode, refer to
'Dark Orange Soldiers' found in 'THE ENEMIES' section. SOLO mode also
features a total of 3 secret bonus paths where almost all the regular
soldiers [fought regularly in LINKED mode], are REPLACED by Yellow/Bonus
Soldiers! These routes are only accessible through specific methods, and
can be found in the 'BONUS ROUTES' section [refer to the CONTENTS].
So generally from all this, SOLO mode is still fun if you know how to
make use of its exclusive features. I find it way more challenging than
LINKED mode, so once you get the hang of that, give this one a go!

AREA STRUCTURE
An important thing I would like to clarify is that the structures of the stages in Time
Crisis II are slightly different from the original. Each stage in the first Time Crisis
consisted of 4 areas, each varying in lengths; Area 1, Area 2, Area 3 and Boss Area. For
the sequel, there are now only 3 areas within each stage; Area 1, Area 2 and Area 3 [the
boss for every stage will appear in Area 3]. But this doesn't mean Time Crisis II is
shorter than its predecessor. In fact, it's longer! Despite that it only has 3 areas per
stage, each one is pretty long and is almost equivalent to the size of 2 areas from the
first!

RED FLASH!
A surprising new thing about this sequel, is that the computer now warns you when an
enemy is about to get a direct hit. In the first Time Crisis, you could only guess when
an enemy could really hit you when you pay attention to their uniform color. In some
cases, the computer is capable of being cheap by randomly selecting a regular soldier
from anywhere to suddenly get a bullseye shot at you, without warning. If you've played
the first Time Crisis frequently, you'll notice this [though the odds of that happening
are 1 out of 40]. Now in Time Crisis II, a red flash can be seen from an enemy's weapon
[whether a bullet, missile, rocket, etc] which warns you when you're about to get hit.
The computer can STILL cheap by randomly picking an enemy within the area, to suddenly
surprise you with a direct hit, but at least the red flash WILL warn you. BUT THIS IS NOT
TO SAY TIME CRISIS II IS VERY EASY!! It's mainly an excuse from the computer to blast you
off with a surprise.
Unlike its prequel, Time Crisis II's regular baddies are generally more accurate!
The blue soldiers for instance, have better eyes with their targets this time and can
even fire 2 consecutive red bullets at you in some cases! So your NUMBER ONE PRIORITY for
survival in Time Crisis II, is to DUCK [by releasing the pedal] the very second you see a
red flash from anywhere at all! This is extremely important and you have to regardlessly
duck as quick as you can [since almost all bullets, missiles and rockets travel at the
speed of light!] or you'll instantly lose a life. You know – "Ouch! That hurts!". So
you'll have to take my word for it when I say you DON'T want to be overconfident, when it
comes to red flashes! For beginners, this needs a little bit of getting used to, since
not every gun game around uses a pedal. If you refuse to fulfill this obligation, than
I'm afraid there's virtually NO HOPE for you winning, ever. Concentration and alertness
is most essential and you'll still need them even when you've gotten used to the game.
However, there's more to all this than just simple red flashes. You see, NOT EVERY
direct hit from an enemy will have a flash. Enemies like the KNIFEMEN will always pop-out
in front of you [up close and personal] to slice your face. When in close range attacks
like that, there WON'T be any flashes! For some boss battles, the bullets from Buff
Bryant's [example] chaingun [in the 1st scene of his battle] WON'T have any red flashes.
But still, you CAN CLEARLY see the bullets he shoots out are red in color so at least
that alerts you a little. One more important note I have to add, is to remind you NOT to
stay down for too long whenever you intend to dodge, say a red bullet. Remember that all
bullets travel at the speed of light, so all you have to do is release the pedal and
IMMEDIATELY step on it again; there's NO risk of getting hit by the bullet that you
wanted to dodge earlier!
NOTE: Rockets and missiles travel SLIGHTLY slower than the speed of bullets, so try to
stay down until the rocket/missile passes you before resuming your battle.

THE TIMER
As in the original, Time Crisis II has a timer that forces you to take things more
seriously and keep up with the action before it runs out. But compared to the first, the
timer in this sequel is much more lenient. If the timer goes down to zero, you'll only
lose a life [the screen will be covered in light blue]. In the first Time Crisis, you'll
instantly lose the WHOLE game and you must continue [either YES or NO] if the same thing
were to occur. When your time gets extended, it'll only be added with a specific amount,
WITH the time you CURRENTLY have [just before you proceed to the next scene]. It goes
without saying that getting "TIME IS UP" in the first Time Crisis was most likely to
happen with average players who found the game too difficult. NOT SO ANYMORE for Time
Crisis II; regardless of what happens, the timer will ALWAYS be extended to a full 40
seconds EVERYTIME you move on to the next scene! In a way this does make things easier,
but also as a way to make up for the fact that more soldiers are now accurate! Although
Time Crisis II now focuses mainly on score, that doesn't fully mean that there isn't any
incentive for you to finish an area at a fast time. The computer actually adds some bonus
points to your score when the time you take for an area's completion is short; or if you
do not exceed a certain time. For more info on this, check out 'GAINING MORE POINTS'.

THE SCORING SYSTEM
A dramatic change in Time Crisis' sequel is that it now uses 'scores' as the main basis
instead of 'time' [which was used in the first]. Still, there is yet a sense of
originality that makes Time Crisis II's scoring system different [and very unique] from
other games. During the game, the computer shows you text words that inform you of
certain things. If you take a glance at the top-left side of the screen after you shoot
enemies, you'll see text stuff like '3HIT! +460'. '3HIT!' designates the number of
bullets that have SUCCESSFULLY HIT your enemies. In this case, '3HIT!' means that 3
bullets have hit your foes. So generally, a single shot is equivalent to '1HIT!'. The
very minute you shoot an enemy, the computer instantly shows both the number of shots and
the points gained from them. The '+460' shows you how many points you've gained from the
number of 'HITS'. You're able to INCREASE the 'HIT' rate and gain more points at the same
time to get yourself a very high streak! You can bump up the number of HITS from 12, to
over 56 HITS, but ONLY if you're skilled enough. Just think of it as a combo in fighting
games [especially the classic Street Fighter!]. In a handful of some battles, you can
even get over 99 hits!
There's just one little catch; if you're unable to continue the streak within ONE
second, it goes straight back to zero! This occurs if you stall for too long or can't
shoot anything efficiently within the duration. Supposing you miss a couple of times
along the way, BUT still manage to continue shooting accurately in LESS than a second,
your streak will STILL be able to increase. Although you only need to shoot a soldier
once to kill him, you can actually shoot him several times more to increase the 'HIT'
rate and gain yourself more points! Bare in mind however, that the maximum amount of hits
you can shoot for each soldier is only 3 times. When that happens, you'll have to aim at
another soldier in the background to continue your streak. This is slightly different
when it comes to bosses though. In certain battles, you can continuously shoot the boss
[some of them] as many times as possible until he ducks for cover. I'll cover this part
in 'THE BOSSES' section. Anyway, the amount of points you get for each shot is based on
which part of a soldier's body did you shoot. For instance, your points will vary when
you shoot them in the leg, body, or head. As you continuously shoot for the same body
area, you get more points based on that particular area. To give you more background,
refer to the little chart below which I've made specially for your reference:

# of times you shoot it
BODY AREA: 1 HIT 2 HITS 3 HITS
a.)Head 800 960 1240

b.)Body 400 560 720

c.)Legs 200 320 460

Now if you look closely, you'll notice that shooting for the enemy's head is one of
the best ways in gaining more points. And since that's the case, I did a little more work
to find how much more points would you gain if you constantly shoot for more soldiers,
each specifically in their heads. Below are the answers:

4 HITS 5 HITS 6 HITS 7 HITS 8 HITS 9 HITS
2280 2700 3200 4360 5140 6140

So you can now guess that their heads are more valuable than their miserable bodies!
Doubt it means they're smart but hey, it's still worth a lot! So you think it's easy to
now score high? Wrong! Considering the fact that you get more points when you rapid fire
on their heads, it's generally hard to score direct hits since a lot of them constantly
move around. Remember that you're required to shoot for either their foreheads or faces,
NOT their shoulders. In some cases, some of the soldiers INSTANTLY collapse [fall down
flat] to the ground when they've suffered a direct hit in the face or forehead. This
irritatingly interferes with your streak once in a while. To prevent this, you'll have to
use more cunning methods by learning how to shoot really fast, while still being able to
aim carefully for their heads. This is hard [however still fun], but it won't allow the
soldiers to fall flat due to your rapid firing. Remember, NO MERCY!
NOTE: Any score information regarding the amount of points you get for a specific body
area DOES NOT apply to bosses, 'Yellow Soldiers' and the 'Gray Missile Soldiers'.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THE ENEMIES
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Most of those stinkin' punks who once made life miserable for you in the original, are
back to have the privilege of doing it again in this more-intense sequel! Virtually all
of them have been redesigned [though mostly with the same colors] to look more nasty [yet
sorta casual!] and professional. Some old ones from the first Time Crisis, have been
replaced with even meaner scumbags, while others have generally better accuracy than
before! You'll also have to face some crazy tanks along the way. Your objective is the
same as before - take no prisoners and pulverize anyone or anything that treats you
badly! Below, are the full infos on every regular enemy in the game. Be sure to refer to
anyone of them who tends to bother you, for solutions.


BLUE SOLDIERS
Clothing: Blue color suit, gray vest, and wears a black mask [some wear goggles].
Weapon: Handgun
Accuracy: 40% - 55%
Appears:- Stage 1: Area 1, Area 2, Area 3 [ALL AREAS].
Stage 2: Area 1, Area 2.
Stage 3: Area 1, Area 2, Area 3 [ALL AREAS].
The blue soldiers are back and deadlier than they were before! If you look at their
accuracy, you'll know that they have really improved themselves. In fact, it's possible
for some of them to have 3 to 4 red bullets bursting out from their guns if they really
fire like mad! A lot of them now attack you using more skillful ambushes and various
other maneuvers which really convinces you they HAVE BEEN trained well. But even so, blue
soldiers are still considered 'weak' since they often move slowly [as they did in the
first Time Crisis]. If you shoot mercilessly, most of them won't have any chances. They
are basically the standard batch. However so, watch yourself at all times for any sudden
red flashes from their guns. Throughout my experience, I can tell you that they are full
of surprises and that's a fact! In an intense crossfire, it's possible for them to slowly
fire 2 consecutive red bullets. So supposing you've dodged one, don't be surprised if you
see another one heading your way [by the same blue soldier] once you stick your head out
again. Beware and be prepared!

RED SOLDIERS
Clothing: Red color suit, gray vest, and wears a black mask.
Weapon: Handgun
Accuracy: 90% - 94%!
Appears:- Stage 1: Area 1, Area 2.
Stage 2: Area 1, Area 2.
Stage 3: Area 1.
What would Time Crisis II be without deadly foes! Well, red soldiers just so happen to be
in that list. As before, they are very skillful marksmen capable of getting direct hits
the very second they show themselves! Now, they have even sharper eyes which is my little
theory to explain why a lot of them can fire 2 consecutive red bullets! To keep yourself
safe, you must shoot any red soldier you see in a group first, before you dispatch the
rest. In most situations, Red Soldiers are highly skilled enough to shoot out 1 or 2 red
bullets when they FIRST REVEAL themselves! Leaving a red soldier on screen for long, only
gives him the chance to surprise you with some nasty red bullets! Another danger is that
some of them can pop-out in an instant to fire a direct hit at you. It doesn't happen so
often in this sequel, but they can still do it in a handful of battles. Anticipating a
red soldier's appearance is pointless, so you have to make use of your alertness and duck
whenever you see a red flash from anywhere at all. Just remember one thing; kill them
quick! If you find it too difficult, than you'll have to try and memorize their
appearances in all parts of the game! It's an old method I used for the first Time
Crisis, which made me better after some time. Hey, it still works hell of a lot well in
this sequel!

WHITE/GRAY SOLDIERS
Clothing: White/Dark gray suit, white/dark gray helmet, gray vest and wears goggles.
Weapon: Handgun
Accuracy: 46% - 58%
Appears:- Stage 1: Area 1, Area 2, Area 3.
Stage 2: Area 1, Area 2.
Stage 3: Area 1, Area 2, Area 3.
My guess is that WHITE soldiers are the replacements for the old Brown Soldiers from the
first Time Crisis. I say this because they also seem to play a role as commanders;
something which Brown Soldiers also do. Usually, you'll see them leading a group of
baddies and order them to either hurry up or shoot you quickly. Their favorite quotes
include – "There!Go,go,go!" or "Fire!" etc. So what is it with White and Gray soldiers?
Well, I decided to include both of them here, because they seem to look, and attack
exactly in the SAME style. Though Gray Soldiers aren't commanders, they generally have
the same skill of accuracy as the White guys. As you can see, their accuracy is slightly
better than the Blue Soldiers, which is in fact true, though they hardly show up as often
as them throughout the game. So are they REALLY dangerous? Well in most cases, they can
get just as lucky as Blue Soldiers, but it's generally better NOT to treat them too
seriously as they're just an ordinary group. Still, keep a sharp look out for any red
flashes they may fire at anytime.

MACHINE GUNNERS
Clothing: Green color uniform, wears a green cap and red shades.
Weapon: Machinegun
Accuracy: 86% - 95%
Appears:- Stage 1: Area 1, Area 2, Area 3.
Stage 2: Area 1, Area 2.
Stage 3: Area 1, Area 3.
The old Machine Gunners from the first Time Crisis are back, though looking much
different and with a few changes. Frankly, I don't really consider them as highly skilled
as Red Soldiers, but regarding the fact that they use machineguns, they DON'T have to be!
Since machineguns spray bullets all over the area it's aimed at, getting several direct
hits are VERY, VERY possible! The same goes when playing this game; leave a machine
gunner unharmed, and you'll see him capable of blasting out 3 to 4 consecutive red
bullets! However, like their disadvantage from the first game, machine gunners CAN'T
straightaway fire red bullets the very second they pull their triggers [something which
Red Soldiers ARE capable of doing]. They first need to fire a couple of missed shots
[usually from 3 to 6] in order to start getting deadly. A slight change I've noticed from
them in this sequel is that their speed is FASTER now! A machine gunner can just pop out
of certain corners without the slow habit they used to have from part 1. However, they're
still not quite as quick as various others like Red Soldiers. But regardless of what
you've heard of them, you must to never be soft on machine gunners! Other than those like
Red Soldiers, you must also shoot Machine Gunners off first to decrease the danger rate.

GRENADIERS
Clothing: Green color uniform, wears a green cap and red shades.
Weapon: Grenades and Handgun
Accuracy: 100%! [with grenades]/ 45% [with handguns]
Appears:- Stage 1: Area 1, Area 2.
Stage 2: Area 1.
Stage 3: Area 1.
Yet another batch that's making their second appearance in this sequel. Just like Machine
Gunners, Grenadiers have undergone a few changes. For a start, they [notice that their
clothing is exactly the same as Machine Gunners] DON'T really make much of an appearance
during the game [compared to part 1]. On a bad side, they are now much quicker in
throwing their egg-shaped grenades. If you see one thrown towards you, you'll be forced
to duck [which isn't that bad really], but unless you're fast enough, they won't stand a
chance. But is it possible for you to just shoot a grenade in mid-air? That's something
not many people think about. After my research, I found it IS possible, just like how it
was in part 1!! Although it's no big deal to actually do this, you will get an extra 200
points for blasting a grenade that has been thrown into the air; whether to you or your
partner. Be warned that your accuracy has to be good [and also fast] before you give this
thing a try. If you want a high score, then shooting the grenade can help a little. The
most noticeable difference in Grenadiers is that they now only throw ONE grenade! When
it's done, they'll then reappear and try to finish you off with their measly handguns. As
viewed above, their accuracy isn't very intimidating. I guess this really makes them not
quite as annoying as they were before. But as every other baddie, pick them off like the
sorry scums they are!

MISSILE SOLDIERS
Clothing: Green color uniform, wears a green cap and red shades.
Weapon: Missile Launcher
Accuracy: 100%!
Appears:- Stage 1: Area 1, Area 2.
Stage 2: Area 1.
Stage 3: Area 1.
One of Time Crisis II's newest enemies. Just like both Machine Gunners and Grenadiers,
these guys all look the same, only they each have different accuracy and weapons. The big
news regarding these guys is that they carry a large missile launcher, capable of
blasting 4 accurate missiles consecutively. Yes that may sound bad, but the good news is
that Missile Soldiers are among the SLOWEST enemies in the game. Since their missile
launchers are obviously heavy, they need half a second just to lift it up and aim at you.
If speed has always been your style, than it's not likely that these guys will bother you
much. Supposing you already see them firing away, you'll have to stay down for a little
while to avoid ALL 4 of their killer missiles. Since they're very large, you can easily
see all of them traveling pass you WHILE taking cover. Do missiles flash red? Yes they
do! It's just that the basic rule here is when you have to dodge one, dodge THE REMAINING
3! Fail, and you may be hit by another one just as you rise up.

GRAY MISSILE SOLDIERS
Clothing: Dark gray suit, dark gray helmet, gray vest and wears goggles.
Weapon: Gray Missile Launcher
Accuracy: 100%!
Appears:- Only in Stage 1, Area 1.
When you reach the part where Jacob deliberately [or accidentally] crashes his giant
lorry, you'll see 4 Gray Missile Soldiers later on in that scene. These guys will attack
from above the crashed lorry. What surprises me is that they only appear ONCE throughout
the game. Plus, in terms of skill and speed, there's no difference between them and the
regular green Missile Soldiers [above]. However, there are still a few things that
distinguishes them both, which is why I've prepared this separate space for them. Unlike
any other soldier you'll see, every Gray Missile Soldier requires you 2 shots to kill
them! Fortunately, they're NOT quick; they have to first advance themselves towards you
and they also need time to position their launchers before firing. Another major
difference in them is that you'll gain 1000 points the FIRST time you shoot them! You
even get a total of 3000 if you successfully kill each one with 2 straight bullets [2
HIT!]. The points you'll get are fixed, regardless of which parts of their body you
shoot. Strangely, when you kill each one with 2 consecutive bullets, the computer will
count it as '3 HIT!' instead of 2. Stranger still, if you shoot them once [1 HIT! +1000]
and then wait for the streak 'hit' to disappear, the computer will state it as '2 HIT!
+2000' WHEN you shoot them the second time; despite that the streak hit has already
reseted back to zero! Just plain weird.
An early part of Stage 1 is where you'll face these guys. You'll see a total of 4,
but only 2 will attack you; the other ones will be blasting your partner. After hearing
the possibility that you can gain a total of 3000 points for each, I'm sure some of you
will be interested in trying to get them all in SOLO MODE [which is in fact very wise to
help boost your score]. Despite that, it's only assuring for a person to only shoot 3.
Those attacking you, can easily be seen, but for the remaining 2 who will be shooting
your partner, ONE WILL BE BLOCKED by the lorry. So can you still get all 4? YES you still
can! However, the solution is yet another one that requires some skill and practice. When
all 4 of them appear on the lorry, they will be all bunched up and will quickly separate
into 2 groups. As they're are separating, you can see them running towards you and your
partner. As this happens, look carefully to find which one of them is the fellow who will
later be blocked. When you finally do, shoot him FIRST when you see the whole gang. It
will take some bit of practice because he moves fast, but it will be worth it. This tip
applies to BOTH player 1 [Keith] and player 2 [Robert].

KNIFEMEN
Clothing: Green camouflage vest, green camouflage cap, black pants and dark goggles.
Weapon: Field Knife
Accuracy: 100% [close range attack]/ 92% [far range attack]
Appears:- Stage 1: Area 1, Area 2.
Stage 2: Area 1, Area 2.
Stage 3: Area 1, Area 2.
FORGET Red Soldiers! The award for being 'Scums of Annoyance' goes to these creeps!
Knifemen are generally just as deadly as Red Soldiers, only much faster, swifter and more
aggressive! Yes they are THE MOST dangerous foes among all the soldiers you encounter
throughout the game. My guess is that they were inspired by Sherudo [a tough boss from
the first Time Crisis]. Anyway, they will really start to irritate you in Stage 2, where
they skillfully show what they're capable of doing. Knifemen are easily the quickest
among all regular enemies due to their unique skills in combining acrobatics with
unpredictable ambushes. At far range, they're really accurate with their knifes [almost
like Red Soldiers]. But the thing you really should be aware of is that their knifes
DON'T flash red in the same way as bullets do when they're about to get a direct hit.
What you'll see is not a flash, but instead a little blink [or a shimmer] of red light!
You CAN STILL easily see it, but it's just not so noticeable as red flashes from bullets
[which I guess is just a little harder for some players]. Usually, you'll see them
hopping around like frogs, hoping to confuse your accuracy. However, that's nothing to
worry about, cos they're generally not too quick for your eyes; rapid firing from your
gun ALWAYS gets them!
Inspite of all this, attacking from far range is actually the least of your worries
when it comes to Knifemen. Play this game thoroughly, and you're bound to notice that
they're more deadly at CLOSE RANGE! I don't know how they do it, but Knifemen are very
skilled in stepping in front of your face at a sudden moment to slice and dice you
without hesitation. Take my word for it; they're exceptionally fast! Not only that,
Knifemen are sometimes found HIDING AROUND your attack position. You'll immediately
realize this when they suddenly rise up and slice your face [which in the process really
freaks you out!]. Just think of it as "SURPRISE!!". Occasionally, you'll even see one of
them teaming up with a Red Soldier, making them both one deadly couple! Ok so you're
probably wondering whether do they have any disadvantages or weaknesses. Technically,
they DO! Most of them who attack you at close range will just disappear and never return
after making just ONE deadly swing of their knife at you. So if let's say you get cut by
one of them at close range, chances are, you WON'T get your revenge [damn!]! Regarding
the fact that they are very accurate at far range, most of them always have to somersault
into the air first BEFORE they're able to throw a knife. This gives you the advantage to
try and nail them first if you're quick enough! Overall, I really should compliment Namco
for doing such a fine work to make these guys effective! Knifemen are basically a real
threat to any Time Crisis player!

DARK ORANGE SOLDIERS
Clothing: Dark orange suit, gray vest, and wears a black mask.
Weapon: Handgun
Accuracy: 40% - 55%
Appears:- [ONLY in SOLO mode]
Stage 1: Area 1.
Stage 2: Area 1.
Stage 3: Area 1, Area 2, Area 3.
As mentioned above, Dark Orange soldiers are exclusive enemies who only appear when you
select SOLO mode for your game. If you read my details on 'SOLO MODE', you'll know I've
mentioned that you can ALTER your routes at certain points [when using that mode]. The
key to it is with the use of these goons. When playing SOLO mode, you'll notice two
strangely colored soldiers who aren't normally seen in LINKED mode. Chances are, it's
these Dark Orange soldiers that you see. When found, you may notice that there's always
one on the left and another on the right. If you shoot for the left one, then you'll
automatically take Keith's route for the next scene. Nail the one on the right, and
you'll take Robert's route next.
Of course, Dark Orange soldiers will try to sort of resist by shooting you with
their handguns. Their accuracy is virtually the same as Blue Soldiers and like them, they
CAN sometimes get lucky so watch yourself. But whichever way, the choice is all yours as
to which route you intend to take next. This can really be used to your advantage.
Supposing the next scene you're about to face will be rough and the opposite route is
easier, then changing your route would be a good idea! But if you want to really make
full use of SOLO mode and want to get high at your score, than you MUST take the route
which would give you the most points! Take note though, that I've noticed several
glitches when it comes to selecting your route. Sometimes when you shoot the left
D.Orange Soldier, you'll instead take Robert's path! Strange, but rarely. Also, there's a
very weird thing about the 2 oil drums found at the end of Area 2, Stage 2; they can be
used to change your route! For full details, refer to 'BONUS POINT OPPORTUNITIES'
regarding those drums.

YELLOW SOLDIERS [a.k.a. BONUSMEN]
Clothing: Yellow color suit, gray vest and wears a black vest.
Weapon: Handgun [whoo…]
Accuracy: 0% [regular game]
11% - 35% [secret routes in SOLO MODE]
Appears:- Stage 1: Area 1, Area 3.
Stage 2: Area 1, Area 2, Area 3.
Stage 3: Area 1.
[NOTE: In a secret route found ONLY in SOLO MODE, they'll appear in Area 2 of Stage 1.]
The lovely whacky ex-orange soldiers from part 1 are back to give us more free stuff than
ever! Aside from color and uniform, Yellow Soldiers have also changed from how they were
previously [though they still have the same cowardly attitudes!]. To all you players who
aren't familiar with the world of Time Crisis II, Yellow Soldiers are harmless fools who
just show themselves for a very brief moment on screen before running off like chickens!
However, if they're shot you'll INSTANTLY get a bonus point of 5000!! In part 1, they
would give you a free TIME BONUS, but since part 2 now uses scores, these guys are now
gladly enough to reward you with bonus points, for killing them!
Anyway, you'll know whether or not you get the bonus points if you see the GREEN
text word "+5000" shown on screen AFTER they're shot once. If you've read my notes on
'THE SCORING SYSTEM' you'll know that soldiers can be shot a maximum of 3 times. But what
about Yellow Soldiers? Well, the same rule also applies, but instead of getting
additional 5000 points for shooting them the second or third time, you'll only get 500
points per shot. This means that you'll only get 5000 points for the FIRST shot and only
500 points for the second and third. For Yellow Soldiers, you'll always get the same
points regardless of which part of their body area you shoot. Er, actually……… that's NOT
fully correct! You see, with a certain method, you can get a total of free 15,000 points
with just 3 shots on every Yellow Soldier! To do it, you'll have to be HIGHLY skilled, as
you must get 3 very fast DIRECT hits into a Yellow Soldier's head! Succeed, and the
points are yours! If you get 2 direct hits, then only 10,000 points will be gained. You
can tell this by looking at the top left side of the screen after shooting one of them;
see if it shows '2 HIT!' or '3 HIT!' and check the points gained as well. So I guess you
now understand my little theory here - soldier's heads are precious; their brains aren't!
NOTE: Strangely, when you encounter them in the secret routes within SOLO MODE, your
capability in getting 15,000 will depend on which route you're in. In one of them, it's
so easy to get that much, while in another it's nearly impossible to even get 10,000.
Take note of this so you'll be aware of things.
Throughout your quest to strip these guys thoroughly of their freebies, you'll
undoubtfully encounter some very annoying problems. Though Yellow Soldiers happily reward
you for shortening their miserable lives, it's usually tough to shoot them. As I've said
earlier, they just love rushing off very quickly. For what I seriously don't know, but I
suspect it's gotta be something more important than getting paid! Hmmm…… maybe it's the
other way around; perhaps they're paid to run away! Judging from their persistent speed,
I feel as if they're wearing a sign on them which says "Hit me if you CAN!". Oh well
anyway, it's very troublesome trying to get a fix on them so if you're hoping to shoot
each and every one of them nicely in their heads, it's NOT likely. What's more is that
most Yellow Soldiers appear at a far distance so aiming for their valuable heads gets
even tougher!
To give players an even more challenge, Namco have included various ways of enabling
a Yellow Soldier [who is hiding] to reveal himself in some other areas of the game if you
perform certain methods that draw them out. To make experienced players even more crazy,
there're 3 secret routes in SOLO MODE that contain a number of Yellow Soldiers in them!
Details found in 'SECRET ROUTES IN SOLO MODE'. Oh yeah, what about their accuracy?
Basically, in the normal routes [both LINKED and SOLO MODE], they don't even pull the
trigger, and because of that, it's 0%! However, this is a DIFFERENT matter when compared
to their behavior in the secret routes in SOLO MODE. Almost all of them surprisingly have
the courage to finally shoot you! And guess what! It's POSSIBLE for some of them to get a
direct hit! SPOOKY!

AQUA SOLDIERS
Clothing: Black tights, greenish blue vest, underwater helmet [cool red eye goggles!].
Weapon: Long Blade attached to each wrist.
Accuracy: 100%!
Appears:- Only in Stage 1, Area 3.
These are exclusive enemies for Stage 1's boss battle in Area 3. While blowing away some
useless punks in your cool mini motor boat, you'll later notice something unpleasant
swimming rapidly underwater! Those guys are the one and only Aqua Soldiers! They wear a
special gear on their backs that enable them to travel underwater at fast speed. Wow,
these baddies get so high-tech everyday! They don't use guns, but they resort themselves
to nasty blades which obviously cuts you whenever they swing their arm. Don't get
careless, because they HAVE tricky skills, speed and surprises that are very reminiscent
to those of Knifemen! The full details on their maneuvers can be found in 'THE BOSSES'
section, regarding Stage 1.

HELICOPTERS
Description: I guess you already know.
Weapon: Missiles
Accuracy: 20% - 28% [?!]
Appears:- Only in Stage 3, Area 2.
The lovely choppers who were once a real pain in the ass, are now just a bunch of
hovering scrapped metal who don't know what they're shooting at! You see, their accuracy
now sucks; which is actually something to be ecstatic about! It only takes around 5 shots
to stop each one for good and you'll get 100 points per shot. Generally, there's not much
to talk about these brief enemies. You know something, it's amusing to see some of these
baddies using such heavy artillery [which is very costly] that can only be demolished in
just a few shots! Heh, heh! I guess only helicopters are worn out. Check out the enemy's
more heavy fire-powered vehicles instead!

ARMY TANK
Description: Brown in color and with tractor wheels [has the Neodyne logo painted on it].
Weapon: Big Automatic Machinegun [attached on top of it]
Accuracy: 88% - 93%
Appears:- Only in Stage 1, Area 2.
Like I said, these baddies really do get high-tech everyday! Apparently, both the Army
Tank and Battle Wagon [below] are sort of like to compensate the severe lameness of the
helicopters. For a start, this Army Tank can take DAMN a lot of pain! Common sense tells
you that you have to keep shooting until it blows up! This thing is loaded with one
really mean machinegun that is generally just as aggressive as the bullets from a Machine
Gunner! In LINKED MODE you'll be able to use the MACHINEGUN against it if you're player 2
[Robert]; player 1 [Keith] will just have to use his regular gun on it [groan]. As a very
basic chore in Time Crisis [1 and 2], you must also eliminate several soldiers next to it
while the tank tries to pound you with lead!
STRATEGIES: Taking care of this tank can give you the creeps if you're a beginner due to
its massive size. But with practice and exploration, you can beat this thing out with
ease; that I assure you. At the very beginning [just after you take your MACHINEGUN] when
you hear "ACTION!", shoot both the White and Blue Soldiers you see in front of the tank.
If you're too slow, the tank will strangely shoot them off [?] as it slowly moves forward
towards you! When it gets closer, it WILL fire 2 to 4 red bullets straight at you! Dodge
them and proceed with your shooting. There will be a Blue Soldier appearing on the left
side of the screen just BEFORE the tank fires those red bullets; he won't harm you. If
you want, you can shoot him for more points. If you're skilled, you can shoot 3 bullets
into him and STILL continue your streak on the tank! If you take too long, the tank
[which is closing in on you] will then block him and he'll be gone when it backs up
afterwards. This Army Tank will move closer and closer towards your face, but it WON'T
hit you as it does, so don't be alarmed. When this is happening, you can keep shooting it
with your machinegun; there's no fear of the tank's automatic gun, now that it can't be
seen on screen. As the tank gets REALLY close, its doors [in front of you] will later
bust open to reveal 2 Missile Soldiers, both ready to blast your face! Fortunately, it's
easy to get rid of them; if you continue to hold the trigger of your machinegun on the
tank's doors, you can instantly shoot the 2 of them just as soon as they open up [don't
be afraid to give it a try!]. Ha ha! Suckers! After they're gone, the tank will start to
slowly back up; continue your shooting as it does.
When it stops, the tank's gun will be clearly in your sight, meaning that it can now
shoot you once more! You can destroy the tank a little quicker by concentrating your
shots on its automatic gun. While doing this, you will have to keep a very sharp eye on
it because several red bullets can burst out in an instant; you will be warned by its red
flashes. There will be 2 more Blue Soldiers [appearing when the tank backs up] firing
away as you do this; one on the left side and another on the right. But that's not all; a
White Soldier will also appear JUST NEXT to the automatic gun; this guy can really be
nasty at times. Without a doubt, this part is really rough, but try to blast the soldiers
as soon as you see them appear [don't take chances]. This reduces the danger so you'll
only have one thing to worry about; and that's the tank's gun. But while attempting to
shoot them, the tank may have several RED bursts so be as alert as you possibly can.
Continue blasting away with your machinegun until the tank finally explodes into a piece
of scrapped metal. A good expert can get a 99 HIT streak in this battle, but only when
sufficient practice has been made. To accomplish it, you must perfectly duck under all
the red bullets you see and quickly come out again to continue the streak before it
automatically resets!
THIS NOTE APPLIES ONLY TO LINKED MODE: For poor Robert, practically all the soldiers I've
mentioned [including the tank's gun] will be engulfing him with lead when he gets to this
scene. Keith on the other hand will be perfectly safe from them, so it's up to the player
[who's using him] to help out his partner.

BATTLE WAGON
Description: Light brown 4 wheeled wagon with dual windscreens.
Weapon: Automatic Rocket Gun
Accuracy: 100%!
Appears:- Only in Stage 2, Area 1.
Surprisingly, some people seem to mistake this thing for a tank. But what the hell, it's
still something that needs immediate termination! Once again, you'll be able to use the
MACHINEGUN against this mad wagon; this time, BOTH players 1 and 2 can use it! Unlike the
first armored contraption [the Army Tank], this Battle Wagon uses a 100% accurate [but
very slow] rocket gun and only needs about 60 shots to be pulverized. As usual, a couple
of soldiers will be attacking by its side and just like most battles, some of these punks
can get lucky! To ensure you get rid of the wagon WHILE not being bugged by red bullets,
you must first pick off the soldiers whenever you see any. Since the rockets are dead-on,
you can't afford to dodge too many things at once.
STRATEGIES: When the battle starts, both you and your partner will slowly advance towards
the wagon. It doesn't attack you immediately, so you can start blasting it as much as you
can! But due to its tremendous force, you'll notice that the wagon has knocked off 2 tree
barks large] from their stems. And because of that, both you and your partner will EACH
have a bark slowly crashing down above your heads as the 2 of you close-in on the wagon.
As both you and your partner close in on the wagon, 2 soldiers will climb out of it [on
top]; nail them as they're getting out. The computer will warn you with the usual
"DANGER! DANGER!" style, but the thing is that the tree barks will crash VEEEERRRY SLOWLY
- approximately 5 seconds! At first, they'll each move downwards at a slow pace, but as
you get even closer, they'll both INSTANTLY drop down when you reach a certain point. If
you must, duck earlier to avoid being hit. But if you're a potential expert, than you
might wanna continue shooting it to continue your streak and gain more points. In fact,
an expert with good timing can actually continue his streak JUST AFTER dodging the fallen
bark on his side. To do it, you must first go through this battle several times to get
the hang of the timing and know EXACTLY when will the bark fall. This is so you can
immediately duck JUST BEFORE it falls on your head [at a sudden moment], then quickly
come out again [step back on the pedal] and continue your lovely streak! The wagon will
only start attacking AFTER the tree barks have fallen to the ground. This is when it'll
take turns to fire a single rocket on either you or your partner; you can tell when
you're next by seeing whether its gun is pointing at you. A few seconds later, 2
soldiers, EACH hiding behind one of the tree stems earlier [what's left of them], will
reveal themselves and fire their handguns. The one on the right side will be shooting at
player 1 [Keith] whereas the other will be going for player 2 [Robert]. These buggers can
get red flashes sometimes so I suggest you quickly shoot the one who's bothering you
before he gets nasty. When they're gone, you'll have to continue dodging the wagon's
rockets. A very short moment later, 2 more Blue Soldiers will appear around the wagon;
one on the left side of it and another on the right. Player 1 [Keith] will be attacked by
the left guy and his accomplice will try to get player 2 [Robert]. It's not likely for
these two to be accurate, but you can get more points by gunning them down. When those 2
show up, the wagon would probably have been greatly damaged at that time. So if you
haven't got the desire for high scores, continue shooting the wagon until it blows up.
This will instantly kill them both in the process. If you're one good expert, you can get
a streak of up to 73 hits [yes it's possible] in SOLO MODE! You'll have to shoot each
soldier 3 times, dodge the tree bark perfectly and avoid any of the wagon's rockets as
you shoot it into oblivion.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THE BOSSES
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As one can really expect, Time Crisis II is just as loaded as part 1 was, with mean
bosses, each with their own attacking styles to wear you down. Unlike the first, part 2
has 4 main bosses and you can now shoot them as much as you want to gain more points
depending on the AREA or which boss you fight. If you count the Prototype NDI Satellite,
that makes a total of 5 bosses! Despite that, most of the bosses aren't quite as
challenging, nor as swift as those from the first Time Crisis. Nevertheless, they all are
still a joy to beat and let me tell you that gathering all these info on the bosses for
BOTH Keith's and Robert's route were really tough! You wouldn't believe the trouble I
went through just for them. Even worse, the work was sort of DOUBLED since there are now
2 characters, compared to part 1. I've separated the strategies for Keith and Robert
regarding each boss. If you need help on the boss for the specific player you use, simply
refer to them by their name; you'll know it when you see it. However for some battles,
the guides may apply to both characters. When that happens, I'll state that part as
'BOTH'. I've even added in some notes for experts or those who're hungry for points. The
guides apply to LINKED MODE. If there should be a change of some sort for the same event
in SOLO MODE, then I will state it in.


STAGE 1 BOSS: Jacob Kinisky

CUT-SCENE Dialogue:
After clearing Area 2, both you and your partner continue your pursuit on Jacob. While
several soldiers divert the 2 of you, Jacob speaks to a nearby Blue Soldier [who salutes
as he speaks].
Jacob: So who are those two? Where's the girl?
Blue Soldier: They took her to General Diaz sir.
Jacob: We gotta stop them now!
Blue Soldier: Yeeess sir.

INTRODUCTION
Although you regularly see him throughout the earlier areas of Stage 1, you never
actually finish him off until this one. Well, glad to inform you that Jacob's battle
won't be such a pain. To be honest, it's generally a CINCH! Most of this battle takes
place on a high-speed boat chase against Jacob. After dealing with a handful of soldiers
at the beginning, you then pursue him in his 'loaded' speedboat. Aside from him, you'll
also have to dispatch lots of soldiers, hot on your trails. Basically, it's more on a fun
ride than an intense battle and you only need to watch yourself on just a few things.
Jacob is actually just a regular Machine Gunner, only that he needs more shots to be
beaten. So for Jacob, the same priority applies with Machine Gunners; DON'T stay out too
long in his gunfire [if he's firing at you]. Don't get me wrong, but I really think that
this awesome chase adds a whole new sensation to fun in gun games. Once again, Namco
should be given gratitude for this!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FIRST SCENE

Keith:
When it all begins, you'll immediately see 3 soldiers standing in front of you. There
will be a White Soldier on the left, a Blue one in the middle and another Blue guy on the
right. The 2 blue soldiers mentioned, will be the ones shooting at you; the white soldier
will try to get Robert. Be warned as those 2 can sometimes get red flashes once in a
while. Shoot them off first and then quickly dispose the white soldier on the left.

NOTE: In SOLO MODE, it appears that all 3 will be aiming for you! Take care.

If you are very observant, you may notice that Jacob is standing inside his speedboat
while you're busy dealing with those 3 soldiers. He'll only stay on screen for a very
short moment before he hides. If you could spare a second and try to shoot Jacob when he
can still be seen, you'll get 800 points free!
After the 3 soldiers are done with, 2 things will happen next. A Blue Soldier will
appear from the far right side of the screen and hop into Jacob's boat. After that, he'll
then try to shoot Robert from there; just shoot this fellow as he tries to jump in.
Another thing is that a lovely Yellow Soldier will reveal himself next to the little
house; located from a far distance, somewhere in the middle [don't worry, you WILL notice
him]. Definitely he's worth 3 nice shots! When the Blue Soldier who previously hopped
into Jacob's boat is shot, a Machine Gunner from the left corner will show up [he's not
so fast] and try to blast you [Keith]. Nothing to worry about here; just gun him down.
Immediately when he's shot, Jacob will again show himself inside his speedboat. From what
can be seen, it looks like he's giving an order to move the boat on the double. Actually,
your job in this scene is ALREADY done, but if you want more, you can shoot Jacob at this
second time, and get 1000 points a pop! Try to nail him as many times as you can as he
tries to take off in his boat before you move to the next scene.


Robert:
Although this scene is simple overall, Robert has this one even easier than Keith! Three
soldiers will immediately be in front when you start; one White Soldier on the left, a
Blue Soldier in the middle, and another Blue fellow on the right. Out of these 3, the
White guy will be the only one aiming for you. No doubt your priority here is to first
ace him out before he can shoot a red bullet; he's sometimes lucky. Then, get rid of the
remaining Blue Soldiers who are bothering Keith.
You can also shoot Jacob if you want, for a free 800 points! He'll be standing inside his
speedboat at the VERY beginning of this scene and only stays visible for a short moment.
This is clearly optional but I like being greedy sometimes! Anyway, when those 3 soldiers
are nailed, 2 things will happen next [simultaneously]. On the right, is another meddling
Blue Soldier who will quickly hop into Jacob's boat and try to shoot Robert [you] from
there. Honestly, he's a snap! Also, look up ahead of the river and you'll see a dopey
Yellow Soldier appearing next to the little house. He won't stay on screen long so be
quick in blasting him with 3 nice shots! When the Blue Soldier who hopped into Jacob's
boat is gone, a Machine Gunner from the left side will reveal himself and try to shoot
Keith; he's not very fast so ditch him when you can. When he too is gone, Jacob will
again pop-out from inside his speedboat and it'll now start to zoom away. This is when
you'll be off to the next scene. However, Jacob has provided you with yet another score
freebie; you can rapidly shoot him as he moves off in his boat for 1000 points a pop!!
Thanks pal, I'll promise to eat 'your' cream crackers!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FINAL SCENE

GLITCH!!: To my surprise, there's a little glitch in this scene when inside your
motorboat. Although this hardly happens [in LINKED MODE], it's possible for the computer
to sometimes place your character facing the wrong way! You'll notice it when you
suddenly find yourself looking in another direction which normally wouldn't occur in a
regular game. When this is going on, you can't see any of your foes so you might just get
hit! But when that happens, you're then immediately faced back in the right direction.
This is just plain weird! I've encountered this thing twice [on 2 separate machines!]
throughout my entire gaming life with this game. I consider this the first Time Crisis X-
File!

Keith:
Now it's time to hop in to your little motorboat and do baddy busting! This scene is very
long, but you'll really enjoy the ride. When you start, Jacob's speedboat will be in
front of you. You'll notice that it has 2 large chainguns on its back. No doubt that
they're there to eliminate you. The chaingun on the LEFT will be shooting at you; no need
to worry about the one on the right. They act very much like machineguns so when they
fire, expect to see several red bullets bursting out! Your aim here, is to continuously
shoot both chainguns until they fall off the boat, but you have to first take care of the
one bothering you; it'll take over 10 shots [50 points a pop] for each one. When it's
gone, do the same for the one on the right and you'll proceed with the next task.

EXPERT NOTE: If you're skilled in accuracy and really know how to rapid fire, you can
blow off the chaingun that's bothering you [at the very beginning] BEFORE it even starts
to shoot you! You should then have a streak of over 10 HITS from that. Now, continue it
by shooting off the opposite chaingun. Even when both are gone, you can STILL continue
your streak and get more free points by shooting Jacob's boat [50 points a pop] before
Keith turns his head away from it [automatically].

When the chainguns are gone, Keith will turn around and notice some uninvited guests
hot on his trail! Here, you'll have to deal with a total of 9 soldiers [2 white, 7 blue],
each of them on their own motorboat! Nothing to worry about; their accuracy really sucks!
The only problem is that it's marginally hard to get a clean shot on them because their
boats tend to continuously move left and right. For players aiming for a high score, it's
really tough to shoot them in the head. Rapid firing does help a little, but you must use
a bit of accuracy here as well. When they're shot once, their boats [along with them]
will IMMEDIATELY fly off the river. This naturally makes things hard for those who try to
shoot them 3 times. I'll tell you straight; DON'T bother about that in this battle
because it's just too darn hard! The most you can easily [sort of] get for each soldier
is just 2 shots, and to do that, you must aim carefully [and fast!] for their body to
shoot them once more as they're flying in the air. Too slow, and your opportunity is
gone. Hard huh?
Next, Keith will then turn his head to the left where he'll see his partner and more
soldiers. This time, you'll only need to shoot 5 [some white, some blue]. Again, their
accuracy is bad so you can nicely pick them off one by one. The only exception is that
you may accidentally shoot your partner! Some soldiers will move pass his boat so in a
way, this tests your accuracy. For all you score-lovers out there, don't get careless
here because if your partner gets shot, it's bye bye to 1000 points for you!
After dispatching those lowlifes, you then meet one of the game's newest and most
unique enemies; the Aqua Soldiers! Their entrance is pretty hot when you spot them
swimming underwater like torpedoes. The first one you see will quickly leap out of the
water and head straight for your face to slash it; they have a long blade attached to
their wrists. To deal with his unpleasantness, nail him as soon as he leaps out; you
can't shoot Aqua Soldiers when there're underwater until they do so.

BONUS POINT OPPORTUNITY: As soon as you see the Aqua Soldiers appearing, look inside
Jacob's boat. You'll see a Yellow Soldier attempting to reload his wretched handgun [what
for?]! Like all of his kind, he won't stay on screen long; he'll disappear just when the
Aqua Soldier [on your side] is in the air, about to slash your face. It's not likely for
you to get a full 15,000 point from him, but he's still worth something. Try to shoot him
3 times before you immediately take out the Aqua Soldier in front of you.

GLITCH: Note that sometimes, there's a slight glitch in the camera angle. Both characters
[Keith and Robert], will turn their heads to face the Aqua Soldiers [on their sides] when
they first appear. As one of them swims forward, your character will then slowly turn his
head, keeping a fixed eye on the Aqua Soldier for his side. When he STOPS turning, you're
suppose to have a clear view of Jacob's boat, with the Yellow Soldier inside it. In some
cases, you can't really see Jacob's boat when the screen comes to a complete stop. This
sometimes gets on my nerves. To ensure you REALLY get the Yellow Soldier, start shooting
for Jacob's boat WHILE your character is still turning his head. It's a little hard, so I
suggest you rapid fire on his boat! Don't forget the Aqua Soldier when you're done!

After shooting the first Aqua Soldier, Keith will turn his head to the left and find
that there are more of them, just underneath his boat! Here, 3 Aqua Soldiers [one by one]
will appear IN FRONT of your face [attempting to slice it for good], so shoot as soon as
you see any of them. It's possible to nail each one 3 times, but you'll have to hammer
the trigger! If you think this part is easy, wait until you meet the LAST one!
With the Aqua Soldiers gunned down, Keith now looks back towards Jacob's speedboat.
He'll notice there are 2 more Blue Soldiers in front of him; one on the left and another
on the right. For Keith, he may have a little problem here because Robert [who is now in
front of him] will move his boat in a left and right pattern which unintentionally blocks
some of the Blue Soldiers. So it's possible for you to accidentally shoot Robert instead!
You'll have to patiently shoot those 2 off while trying to avoid Robert's interference if
you're in no mood to lose 1000 points or more. Supposing you're a good expert, you can
instantly shoot the 2 Blue Soldiers BEFORE Robert's boat starts to get in your way. When
any of the blue guys are shot, their boats will come flying towards your face. Relax;
they won't hurt you.
Now, Jacob will finally appear [inside his boat] and shoot Robert [not you] with his
machinegun. I suggest you rapid fire to get him quick here. You only need ONE simple shot
here and you'll get 1000 points for doing it. If you totally miss him, he'll quickly duck
down and your chance for 1000 is gone.
NOTE: If this part is taking place in SOLO MODE, he'll still shoot YOU regardless of
who's route you're on.
After nailing him [or missing him], Jacob then hides back and you'll have to shoot
more pesky soldiers [white and blue; ALL harmless] inside his speedboat. It's not easy to
get them in the head and neither is it so to shoot them 3 times due to the movement of
your boat. When the soldiers appear, Keith's boat will automatically then circle around
Jacob's speedboat [starting from its back], in an ANTI-CLOCKWISE direction. As he's
circling, you'll have to continuously shoot more soldiers in the boat; all are harmless.
Now here's the part you must listen up. As soon as Keith reaches the LEFT side of Jacob's
boat [while circling], look out for ONE MORE Aqua Soldier appearing in front of your face
[hoping to slice it]! It's easy to get distracted by the soldiers and not notice this
guy. Make him pay by blasting his face as soon as you see him. When he's gone, continue
your shots on the soldiers inside Jacob's boat. It makes me wonder how can all of them
fit into his boat. I guess it's just like I said - 'LOADED'! After dealing with them,
Jacob will now reappear and try to shoot Keith [you] with his lovely machinegun. Blast
him as soon as you see him [you'll get 1000 points] and wait for him to reappear. Now,
he'll try to shoot Robert; which gives you a safe chance of getting Jacob [he's worth
1000 points] unscathed. When he's shot once more, Jacob will pop-out and now try to shoot
Keith. If you get to this very part in SOLO MODE, take note that Jacob will shoot YOU
regardless of which character you are; whether Keith or Robert.
At this point, you're almost clear to beat Jacob once and for all! The problem
though, is that you now need 3 final blows [instead of one] to take care of him for good.
It's a little hard to get 3 straight shots into him because of the boat's movement. If
you're accurate, you CAN get him! Supposing you're too slow and only manage to land in 1
or 2 shots, you'll have to duck under Jacob's gunfire and then finish him off with the
rest. Taking your own sweet time by shooting a bullet into him [one at a time] will still
make you win, but it just risks your TIME. Although 3 shots are needed, the computer will
only count it as '1 HIT' [look at the top-left side of the screen], but you're instantly
rewarded with 10,000 points for these final blows on Jacob!!!


Robert:
Jump into your motorboat and let's get it on! This whole scene is really fun as you now
take out the bad guys on water! When you first rise up, you'll see 2 large chainguns
attached to Jacob's speedboat. These 2 will fire like crazy, very similar to machineguns!
The chaingun on the right, will be shooting at you; the other will be concentrating on
your partner. The objective here is to shoot off both of them, by rapidly firing your gun
on them; over 10 shots needed for each [50 points a pop]. First, take care of the
chaingun on your side and then dispatch the opposite one. If you're an expert and have
lightning-fast fingers, you can actually blow off the chaingun on your side BEFORE it
starts to fire; it won't fire until almost 3 seconds! You should by then get a streak of
over 10 HITS if you accomplish it. Afterwards, you can continue your streak by shooting
the other chaingun. When it's gone, you can STILL boost it by continue shooting Jacob's
boat for 50 a pop!
With those 2 chainguns gone, Robert then turns around and sees 9 soldiers [2 white,
7 blue] in hot pursuit of him. All of them will be own motorboats that constantly move
left to right. As a result, this makes things slightly difficult for score-lovers to
shoot them in the head, as well as trying to nail each of them 3 times. Sadly, that's not
likely to be done because the boats they're on, will quickly fly off into the air once
they're shot [bringing themselves along in the process]. The good news is that they're
perfectly harmless due to their lame accuracy. If you're desperate, the most you can
easily get out of them is just 2 hits per soldier. You'll have to aim very well to land
the second shot into them, the very second they're flying off the water [don't shoot for
their boats as you'll get nothing] after getting shot once. A nifty tip is to rapid fire
on them like hell! Oh and for Robert, he'll experience a bit of a problem here as good
ol' Keith will be continuously getting in his way! As you aim for those soldiers, you
must try to avoid shooting you trusty partner; his boat will tend to move left and right.
Remember that 1000 points will instantly be deducted from your score if you happen to
carelessly shoot Keith. Robert will encounter this sort of thing frequently throughout
the game. Hey Robert! Tell em' to get out of the way! If bullets don't work, maybe
nagging will!
Next, Robert will turn his head to the right and see more ignorant soldiers trying
to get both you and your partner. There are a total of 5 here, all consisting of white
and blue ones. Don't worry about their accuracy; worry about accidentally shooting your
partner instead! Yep, you have to also aim carefully to avoid shooting Keith while acing
out these goons. Some of the soldiers will be in the MIDDLE of the 2 of you so it's
possible to make a mistake and shoot Keith unintentionally. Take care and blast them off!
After they're gone, Robert then looks down at the water and notices 2 objects that
are swimming rapidly underwater. Obviously, they aren't fishes; they are the Aqua
Soldiers [exclusive enemies for this battle]! Although Robert sees 2 of them, only one
will attack him. Wait until the Aqua Soldiers leaps out of the water [you can't get them
until they do] and blast him quick. This guy will try to slice your face with his long
shinny blade [attached to his wrist] as he's in the air!

BONUS POINT OPPORTUNITY: Oh and if you happen to glance inside Jacob's speedboat [when
the Aqua Soldiers show up], you'll see dopey Yellow Soldier in it! He's quite far [at the
left corner], but he's still worth A SHOT! Get it? Worth a shot! Ha ha! Oh boy, anyway,
you'll have to be quick in getting him because he'll start to disappear when the Aqua
Soldier on your side, has already leaped into the air [and ready to do some changes to
your face]. Note that when this Aqua Soldier leaps towards you, he'll disappear and never
return supposing he misses you.

GLITCH: When Robert first lays his eyes on the Aqua Soldiers swimming in the water, he'll
slowly move his head forward as he keeps his sight on them. When one of them leaps out of
the water, Robert will then stop turning. At certain times, there's a slight glitch with
the screen. The Yellow Soldier mentioned earlier, is suppose to be clearly in your sight
when Robert's head comes to a halt. Instead in some cases, you can't see the guy. There
is still a chance though, for you to get him. As Robert turns his head, following the
trail of the Aqua Soldier on his side, he will automatically face Jacob's boat for a
split second. You'll have to shoot really fast to get the Yellow Soldier this way.

When the first Aqua Soldier has been shot off, Robert will turn to his right and
meet 3 more of them, up close and personal! One by one they'll attack you so look out for
them as soon as Robert turns. You can shoot them 3 times each, but you'll have to be
quick [as usual] in shooting to get more hits as they fall back into the water.
Next, Robert will look back at Jacob's boat where he'll notice 2 more Blue Soldiers
[each on motorboat] are now just behind it. When they're shot, their boats [as well as
themselves] will come flying towards your face; don't be alarmed, as they WON'T hurt you.
NOTE: For Robert, blasting those 2 soldiers will be a piece of cake. But in Keith's
scenario, Robert will get IN HIS WAY here. Heh heh!
When those 2 are 'off', Jacob will now reveal himself [inside his speedboat] and try
to shoot you as he usually does. It's a snap to nail him here; just rapidly fire and he
won't have a chance. You'll get 1000 points when you get him. If you're way too slow to
get him [something not likely to happen], Jacob will just go back hiding and you won't
get another chance for this.
NOTE: Jacob will shoot you regardless of which route you're on if this is taking place in
SOLO MODE.
Jacob will hide once more when you shoot [or miss] him and a number of soldiers
inside his boat, will now appear and try to shoot you from inside it. As soon as they
pop-out, Robert's boat will then circle around Jacob's boat in a CLOCKWISE direction,
starting from its back. As you get to the left side of it [which will be shortly], LOOK
OUT for the last Aqua Soldier attempting to rise up and cut your face! Blast him quick,
and continue with the soldiers in Jacob's 'loaded' boat as you circle around it. The
soldiers are of no threat to you [bad accuracy ya know], but it can be hard to even get a
2 HIT streak out of them if you're hungry for more points!
When you've taken care of them all, Jacob will pop-out and fire his machinegun on
Keith. This is definitely easy for Robert since Jacob isn't paying any attention to him
at this moment. Give Keith a helping hand and blast Jacob [giving you 1000 points when
you do]; it only takes one shot! Technically speaking, Keith himself can easily get Jacob
too, as soon as the fella shows himself. Think of it as a little game of 'who's faster'!
When he gets nailed, Jacob ducks, then reappears and tries to get Robert [you] this time.
Though Keith need not worry about his gunfire, Robert also has an easy chance here with
Jacob, if he's fast enough; try rapid firing! After blasting him again, Jacob will once
more try and shoot Keith. Just to inform you, this is the very final part where you now
need 3 bullets to stop Jacob forever. Since he's going for Keith, Robert can easily land
the final blows into him! When you succeed, you'll instantly get 10,000 points for it and
BOOM! There goes Jacob into his watery grave! Wanna laugh some more Jacob? I didn't think
so!
NOTE: In the very last part where you have to land in 3 final blows into Jacob, you'll
notice that I mentioned he'll attack Keith at that time. However, if this same thing were
to happen in SOLO MODE, Jacob will shoot YOU regardless of which player you are! Oh and
if you managed to get those 3 shots straight into Jacob in one go, the computer will only
take it as 1 HIT, simply because the last one only counts as a shot. Ah but who cares,
he's beaten!


=========================================================================================

STAGE 2 BOSS: Buff Bryant

CUT-SCENE Dialogue:
Despite that both Keith and Robert have gone through hell in trying to recover the
military satellite, they both see a very large military chopper [obviously among the bad
guys] swooping past them. It then grabs hold of the satellite equipment and our heroes
see a stream of bullets fired from somewhere, to break it free. They quickly turn their
heads to where the bullets came from and notice their previous assailant, Buff Bryant
[who shattered the train's windows in an earlier scene] standing with his chaingun in
hand. He then laughs away and speaks out to them.
Buff: Nice try boys, but my job's to protect this satellite. It's time for you to say
GOODBYE!! [Buff aims his chaingun at them and the battle begins.]

INTRODUCTION
Big 'ol Buff is a little bit of a snap if you're a fast learner. Frankly, he's not very
skillful in attacking. You just need the usual practice like anyone would to beat the
crap out of him [though he can take A LOT MORE damage than Jacob!]. For Keith and Robert,
neither of them will have much of a disadvantage in their own routes when dealing with
Buff. So theoretically, you can take this battle nice and easy,…… but not carelessly!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FIRST SCENE

Both:
For this scene, Buff will just sit down and take turns to fire on you and your partner
with his chaingun. Be warned as he practically NEVER misses here! The bullets from his
chaingun won't flash red, but it'll naturally tell you that they're harmful once you
notice that they are all RED in color! Relax; this scene is easy. In fact, it's just too
easy! When he attacks you, Buff will fire a continuous stream of bullets for a few
seconds. As this happens, you MUST stay down all the way. When Buff stops firing, this
means he's going to turn towards your partner and fire at him. This is your chance to
shoot back at him as many times as you can until Buff turns his chaingun back at you. If
he's been shot sufficiently, Buff will react to the pain as if something stung him. The
objective is to constantly blast him [50 points a pop] until he gets fed up, so you can
move over to the next scene. When you begin, the following situations will be met:

Keith: Buff will be aiming at Robert in the beginning, so start blasting him with lead as
much as you can! When Buff FIRST turns over to try and shoot you, LOOK UP. You'll
see a helicopter hovering from right to left. Now look carefully as it passes Buff
and you will notice there's a Yellow Soldier in it! I guess this thing is here
just for those who are observant. Anyway, try to get this bugger as soon as he's
visible; rapid fire on him! Watch out though, because when he shows up, Buff will
already have his chaingun aimed nicely at you. I guess you'll have to be quick in
getting the Yellow guy and duck just before Buff's bullets start flying. Anyhow,
take cover from his bullets, and then continue shooting him when he turns away.
Repeat the process and you're done with this scene!
TIP: When Buff finally gives up on this style, he'll get up and walk forward. As
he's doing this, you can continuously shoot him as he walks until 'WAIT' appears.
EXPERTS NOTE: A really fast expert can complete this scene with Keith when Buff
turns over TOWARDS him the SECOND time! A good gun and hyper-fast finger are
obviously needed to achieve this one!

Robert: For him, Buff will be ready to fire his chaingun at the start [unlike Keith]!
This forces most average players to stay down immediately in order to keep them-
selves safe. However, insane experts who love taking risks [such as myself!] will
notice they can get up to 7 shots here BEFORE Buff starts his firing. You see,
although Buff has his chaingun ready [at the beginning], he won't actually pull
the trigger until 1 second after you hear "ACTION!". This sort of, can be used to
your advantage if you want to beat baldy guy here, at a fast time. Don't attempt
this stunt though, until you're really confident or if you've gotten used to his
timing of attack. But whichever one you pick, you'll still have to duck under his
stream of bullets. As he turns away, get out and shoot him as fast and as many
times as you can! By the SECOND time Buff turns away, LOOK UP! You should then
notice a helicopter slowly hovering up. Inside, it carries [gasp!]……a Yellow
Soldier! Unlike Keith, there's no risk of you being hit if you decide to go for
this Yellow guy because Buff WON'T be facing you when the helicopter shows up!
Anyway, continue blasting Buff when you have the chance all the way until he gets
mad! You then proceed to the next scene. When this happens you can still shoot
Buff for a little more points as he walks forward until 'WAIT' appears.
EXPERTS NOTE: For Robert, a really fast expert can finish this scene just when
Buff turns AWAY from him the SECOND time! Good luck on your practice with this
one buddy!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SECOND SCENE

After realizing that his earlier attack pattern was ineffective [obviously!], Buff gets
mad, puts down his chaingun and now decides to use something………… different! He'll walk
forward to grab hold the end of one REALLY long missile [looks pretty heavy] on the
train. What Buffy boy will try to do here in this next scene is to use the long missile
as some kind of baton to smash your head! His accuracy here, is 100%! But like the flaw
in a few bosses, Buff will follow a certain pattern when he attacks. If you don't take
time to observe or get used to it, you may find it unnecessarily difficult to get through
here. Obeying your instinct is very helpful in this scene; if you think Buff is about to
hit you, then he most probably IS!

Keith:
When you first start, Buff's back will be towards you because at this moment, he'll try
to hit Robert. Use this chance to shoot him as many times as possible. When Buff turns
around towards you, refer to the pattern I've written below Robert's guide.

Robert:
When you're allowed to begin [after hearing "ACTION!"], you should see Buff already have
the long missile in his hands. What he will do is take a short leap towards you and try
to use it to knock your head as he's in the air. It goes without saying that you should
duck when he's about to do this. Most players though, may just want to stay down even
BEFORE Buff starts to leap to ensure they won't get hit. But as in earlier situations,
experts who really do some exploration will find another nifty chance here to get more
points! It's risky, but you can get around 5 very quick shots into Buff before he leaps
forward to try and hit you; the guy won't act until 1 second later. After his little
jump, Buff will try to hit you ONCE more while standing. Here, you have a little chance
to nail him before he tries to swing the missile down on you. You'll have to be quick or
he'll knock some SENSE into your head! When he's done trying to hit you the second
straight time, Buff will turn around to face Keith. From this point on, refer to the
pattern I've written just below here.

THE PATTERN:
A)-Buff will turn to hit Keith.

B)-From Keith's place, Buff will then swing the missile 360 degrees slowly [refer to
'TIPS' for full details].

C)-Buff will turn to hit Robert.

D)-From Robert's place, Buff will then swing the missile 270 degrees in fast speed [refer
to 'TIPS' for full details].

E)-Buff will turn to hit Keith.

F)-From Keith's place, Buff will then swing the missile 270 degrees in fast speed [refer
to 'TIPS' for full details].

G)-Buff will turn to hit Robert.

H)-From Robert's place, Buff will then swing the missile 270 degrees in fast speed [refer
to 'TIPS' below for full details].

I)-Buff will turn to hit Keith.

And so forth……


TIPS: I assume you want the explanation for Buff's swinging action! Well, this one isn't
so darn easy to simplify but I'll do my best. Buff will take turns to knock [or should I
say hammer!] either you or your partner's head. After attempting it, he'll then try to
spin/swing the missile [similar to a marry-go-round], STARTING from the person's place
whom he previously tried to hit. Based on the pattern above, he'll swing it 270 or 360
degrees. Be warned that when Buff starts to swing the missile around, the person who he's
facing CAN STILL be hit by it. This is because Buff will make one quick swing PASS that
person BEFORE he goes one whole round! Players who want a long streak here, will have to
time themselves perfectly so they can dodge the missile a spilt second as it's about to
hit them. This is so they can quickly rise up and continue the streak. You'll need lots
of practice on this one I'm afraid.
As Buff spins it, the opposite player can also be hit when it moves closer to him.
It's not so hard to dodge the missile, but you must know that Buff's speed will increase
when he spins it round the SECOND time. When that happens, he'll swing it only 270
degrees instead of 360. Is there a difference in them? Yes there is. 360 is a full
circle, meaning that the person who Buff STARTED to spin the missile from, can still be
hit ONCE MORE when it gets closer to him again! If it's 270 degrees, Buff can only hit
that person once. When you shoot him, keep a sharp eye on the missile as it spins around.
As it nears you, get ready to release the pedal! Experts who love long streaks, can just
duck under it and quickly come out to resume their shots nicely. But to do that, you must
be very used to the timing by battling Buff here several times. Only then you can be
confident enough to try out this risky stunt. Oh and just for fun, try blasting his ass!

IMPORTANT NOTE: Alright, now the objective of this whole scene is to continuously shoot
Buff until he drops the missile from his hands. If you shoot him sufficiently [over 10
shots], Buff will feel some pain and react to it; just like in the previous scene. Think
of it as "Ouch!". If you happen to do that, you'll STOP HIM in his tracks when he's doing
a certain move. Supposing he's stopped WHILE swinging the missile 360/270 degrees, he'll
cancel it off and automatically SKIP to the next move. For instance, just take a look at
'THE PATTERN' above. If Buff is doing move F) and he's suddenly stopped by a specific
amount of your gunshots, he'll then skip it and do move G) next.
However, if you stop him when he's about to hit someone [eg. move A), C), E), etc]
Buff will just REPEAT the move proceed with the rest of the pattern.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FINAL SCENE

Both:
After you fire the living guts out of Buff Bryant, he finally drops the missile. However,
the big guy still doesn't quit; his nearby helicopter quickly hovers down to pick him up
and Buff goes for another shot on trying to stop you two. Now airborne, Buff uses back
his chaingun and fires it on the 2 of you from a distance. Your job is to continuously
shoot Buff throughout this whole scene to beat him. This time, he WON'T concentrate on
shooting you one by one anymore; he'll just spray his gunfire on both of you as he slowly
passes through in his chopper. He's still worth 50 points per shot. You have to shoot him
constantly as he fires, WHILE being alert as you possibly can to release the pedal as
soon as you see any red flashes. I guess that's just the way you'll have to do things
here. To make more sense, Buff you see, isn't guaranteed to always have a red flash as he
hovers closer to you in his chopper. It's sort of like something that occurs at random.
If you frequently battle him, you'll notice that sometimes he can, and sometimes can't.
But generally, he's most of the times lucky but it usually all depends on how fast
you shoot him. As in the previous scenes, Buff will go "ouch" [in a way] if he's been
shot sufficiently. For this final scene, he'll STOP firing once you've nailed him with a
number of bullets. He'll then hover away and appear elsewhere in the background. The
faster you shoot him with lots of lead, the faster you can proceed and not give him any
chances. Too slow, and he'll continue pummeling you with his chaingun, where he's bound
to get lucky if you leave him still firing away.

When you start [regardless of which character you are], the helicopter he's in will
move across the screen as he fires his chaingun. It isn't so fast, so I trust this won't
be difficult. Still, Buff can have a red flash or two as he hovers closer to anyone of
you. As I've mentioned, be alert as you're blasting him. Once he goes "Ouch!" or
something, he'll then hover away until he goes out of the screen and you won't see him;
no point in shooting him here because you won't get anything.
Now get ready for a little surprise cos' Buff is going to reappear from the left
side of the screen, now EVEN CLOSER to your face [he'll still be firing his chaingun]!
The chopper he's in will just move from left to right in this short part. First, Buff
will just quickly fire a few shots on Keith and then turn it to aim for Robert. For
Keith, he'll have to duck much earlier [to dodge any red bullets] since Buff will aim for
him first. Whereas Robert will only have to watch himself when Buff goes for him next,
but until then he's able to shoot Buff as many times as he can. In some cases, the odds
of Buff being able to have red flashes here are close to 50/50. Through my experience,
there are times when he gets lucky, while other times he's not at all. This is why
looking close at his spraying chaingun is very vital. Regardless of whether or not you
shoot him enough, Buff will still just hover away [again] until he's nowhere to be seen.
Still, get as much points as you can from here.
Once he flies off, both Keith and Robert will then look up and notice that Buff is
already high up away from them. Again, he will fire his chaingun on both of you; just use
the similar tactics earlier and stay sharp for any red flashes you see. There won't be
much, just one or two randomly bursting out. Continue your shots and Buff will finally be
toasted! If you blast Buff very fast without hesitating, you'll beat him before he gets
lucky. Now just watch as he plants his own grave – so long ya bald buddy!


=========================================================================================

STAGE 3 BOSS BATTLE #1: Wild Dog! [Area 1]

CUT-SCENE Dialogue:
Not much. Keith and Robert just take a few steps forward and then notice someone dropping
down from above, who happens to be Wild Dog. He just does his totally infamous 'trench-
coat-throw-away' [while laughing]. As he removes it, he then reveals his left arm is now
a gatling gun! The guy fires away and you both begin this 1 of 4 boss battles in Stage 3!

INTRODUCTION
Now it's time to deal with an old nemesis; Wild Dog himself! He's practically the only
character related to part 1. Without his presence, I guess Time Crisis II would have felt
more of a very new game than a sequel. But usually, one can try to anticipate that Namco
would've included the first hero, Richard Miller. Instead, they didn't! He strangely
appears missing and is replaced by 2 new ones. And of all things, who could have actually
predicted that Wild Dog would be the chosen guy to make a second appearance in this
sequel! I mean everyone thought for sure he was a goner in the explosion! I'm not sure,
but I sense that Namco have a bit of respect for this fellow. Here are some of my proofs.
In the first Time Crisis, the boss music was the same for Moz and Sherudo. But when you
reach Wild Dog, you hear an entirely new tune, exclusive for his battle and it sounds
really cool! In this sequel, a remix version of that SAME MUSIC will be played for this
short battle with Wild Dog! Listen out for it! What really shocked me was that Namco even
took the trouble to use back the original voice actor for him, who is none other than
SCOTT McCULLOCH [check the end credits on BOTH games!]. Though he sounds pretty different
now, it's still him! Also, check around the Time Crisis II machine itself. You should see
lots of text phrases decorated all over it. Now if you look closely, you could see one of
them says – "Is the evil Wild Dog still alive?". Yep, perhaps there is some respect made
for this guy!
My few minor disappointments however, is that Wild Dog doesn't look very much as how
he did in part 1. Sure he was injured badly and he should look scarred, but I'm referring
to his design. His skull seems a little longer and those sunglasses just don't make him
look the same anymore, plus his laughing accent is sadly gone [sniff]. What's more, is
that he isn't quite as fast nor tricky as he used to be. I guess I shouldn't expect that
much, since the guy is actually bruised badly from his last battle.
Despite those weakened points, Wild Dog will be your first tough boss! In comparison
to both Jacob and Buff, he's clearly more agile and even has better skillful attack
patterns than anything you've seen in this game so far. Just think of him as a little
combination of a fast-moving Knifeman and a Machine Gunner! As in most boss battles, he
will be have back up from lots of soldiers who you have to immediately dispatch while
attempting to take out Wild Dog who will be continuously spraying his gatling gun bullets
on to both of you! There won't be any Red Soldiers, but the ones here can be quite
accurate especially from Robert's side. A nifty tip I can give is that when you play,
keep a look out for which soldier is aiming at you. No point in going crazy on someone
when that bugger isn't even shooting you!
One thing which makes Wild Dog's gatling gun fairly more unique than the regular
weaponry, is that his bullets do NOT flash red!! This makes things just a little more
difficult for those who have already been used to the flashes. However, the bullets that
WILL hit you are all RED in color so you can still look out for any danger there is from
him. As a result though, this kind of forces you to look right into his stream of bullets
because without the presence of a flash, the red ones aren't too noticeable. For some
players who have already understood their obligation on being very alert, can focus their
shots on a single target WHILE still avoiding a red flash elsewhere without even looking
at the attacker who fired it. But for Wild Dog's battle, they have no choice but to set
their sights on him since his red bullets don't give a flash warning. Smart eh? Well, all
I can say here is learn and learn fast as this is one fast paced fight where you have to
be prepared!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FIRST SCENE

Keith:
Alright man, time to do some serious pounding! Just before you begin, you'll notice 2
Missile Soldiers dropping down next to Wild Dog – one on his left, and another to his
right [all 3 of them will be attacking on a high platform]. Don't be too alarmed because
Keith has this battle easier than Robert. The Missile Soldier on the LEFT side will be
shooting for you so blast him the very second you come out! No need to go for Wild Dog
yet because his first target will be Robert and not you. After gunning down that missile
twerp, shoot off the other one who's busy trying to get Robert as well. When those 2 are
gone, a Blue Soldier [below the platform] will come running from the LEFT side of the
screen [rapidly firing his gun as he runs forward]. Fortunately, this guy will be
shooting at Robert so I guess it's your duty here to help a bit here. When that blue guy
is gunned down, ANOTHER Blue Soldier [also below the platform] will come running from the
RIGHT side of the screen [from right to left] and fire Robert [poor guy]. Again, you must
lend a hand to your trusty partner. With all these punks annihilated, only NOW should you
blast the living daylights out of Wild Dog – you'll get 1000 points for the first shot
and 50 a pop when you continuously shoot him. If you love more points, then shoot him
mercilessly!
After that, Wild Dog should jump down from the platform. What he'll do now is run
away [after jumping down] to a fairly far distance ahead and then start shooting for
Keith [who is YOU of course] when he stops. As he's running away, you can continuously
shoot him for 50 points a pop and there's no danger here of Wild Dog because if you keep
nailing him, he won't have a chance to spray much of his bullets to you when he starts
blasting you. Try to shoot him in either his chest or head to stun him quicker. If you
see any red bullets bursting out, then duck for it. There's actually ANOTHER thing which
will happen just when Wild Dog jumps down; 3 soldiers will show up ON THE PLATFORM ABOVE.
Two Blue Soldiers [left and right] and one Gray guy [in the middle of them] will meddle
around here as you try to get Wild Dog; the left Blue Soldier and the Gray one, will be
the ones blasting you [the Blue guy on the right will shoot Robert]. Might as well nail
them first before they get nasty [since Wild Dog at this time won't be harming you; he'll
be busy running away as mentioned above].
NOTE: Regardless of whether or not you shoot him enough, Wild Dog will STILL immediately
jump off the platform after attacking only twice. His first target at the very start will
be Robert. After that, he'll go for Keith. If you manage to shoot him anytime along the
way, you'll force him to jump off much earlier.
After hitting Wild Dog [when he turns around to shoot you], he'll hide behind a nearby
pipe. When ALL 3 soldiers ON THE PLATFORM earlier are shot off, Wild Dog should then pop-
out again and blast you once more. Just bang him once [1000 points] and he'll stop. When
that's done, Wild Dog will now come out and run even further away [as he does this, you
can shoot him for 50 points a pop]. This is when you continue your pursuit on him to the
next scene.

Robert:
This scene is tough! Particularly if you have to deal with this one all by yourself! A
lot of soldiers will engulf you in ammo so learn up quick or this scene will always be
your worst nightmare. Even before "ACTION!" is heard, you WILL see 2 Missile Soldiers
dropping down alongside of Wild Dog; one on his left and another on his right. As you
should know by now, these soldiers NEVER miss [though they're a little slow]! The RIGHT
one will try to shoot you at the beginning so be ready. But that's not all; Wild Dog will
start to spray his bloody gatling gun on to you first! Mark my words; he gets red bullets
real often and fast! So who to shoot? Well the priority here is to get rid of the Missile
Soldier on you FIRST. Then in a speed of lightning after that, shoot Wild Dog and DUCK;
he should very well be shooting out red bullets by the time you start aiming for him! One
bullet is usually all it takes to stun and stop him in his tracks. Then, shoot down the
opposite Missile Soldier and GET READY to nail the Blue guy who will appear on the left
side of the screen [when both missilemen are gone]. This fellow is VERY DANGEROUS!!!
He'll be rapidly firing his handgun on you as he comes running forward. Surprisingly,
it's even possible for him to fire 3 to 4 red bullets [similar to a machinegun!] as he
gets closer!! After he's gone, another Blue Soldier will instantly pop-out on the right
corner and shoot YOU. This bugger is strangely accurate as well so nail him as soon as he
reveals himself.
Next, 3 things will happen. Firstly, is that Wild Dog will now jump down from the
platform he was on. He'll do this regardless after attacking each of you [Keith and
Robert] once, and when both Missile Soldiers are gone. Secondly, three soldiers will now
appear; one Blue fellow on the left, another on the right and a Gray Soldier in the
middle of them. This little group will show up ON THE platform where Wild Dog previously
was, and only the Blue Soldier on the right [out of all 3] will be shooting you. And
lastly, as Wild Dog jumps off, GET READY to shoot one really pesky Knifeman who will
quickly step right in front of you to cut your face! My suggestion for this whole thing
is to first shoot the Blue Soldier on the right to get him off your heels and then blast
the crazy Knifeman. After jumping down, he then runs away [shoot him for 50 points a pop]
until reaching a certain point up ahead. Then he'll turn around to shoot Keith. Just give
him another taste of lead to gain yourself 1000 points [1st shot] and make him stop
bothering your partner. He then goes to hide behind a pipe just next to him [you can
still shoot him for 50 points a pop as he does this]. Now, go back to take care of the
Gray and Blue Soldiers up on the platform earlier. After their deaths, Wild Dog will
reappear behind the pipe and attack Keith once more. Just shoot him as soon as he comes
out laughing. After having enough, Wild Dog will come out to run away somewhere even
further ahead, and you'll now follow him into the next scene. As he runs away, shoot him
for 50 points a pop!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SECOND SCENE
This next scene is where you 2 will now spilt up and take separate routes. You'll have to
deal with more soldiers and Wild Dog all by yourself here. Remember that the computer has
a habit of randomly picking a soldier to suddenly fire a red bullet so regardless, be
alert at all times. It won't happen so often, but it normally does when you least expect.

Keith:
This is place is full of pillars where a number of soldiers [including Wild Dog] pop-out
to ambush Keith. When you start, shoot the Blue Soldier RIGHT ABOVE the screen [a little
to the left]. You can't really see him fully, but you'll know he's there. Afterwards, a
Gray Soldier will appear just on the right side of the screen [after you shoot the blue
guy]. When the gray fellow is aced out, Wild Dog will now pop-out from behind a pillar
and fire his gatling gun; he'll be on the left side. Quickly shoot him [he won't have a
chance to get nasty when you do] and then wait for a Blue Soldier to pop-out EXACTLY
where Wild Dog was just now. Blast him off and Wild Dog should reappear from behind a
different pillar [just on the right side of the previous one, which is at the center of
the screen] to surprise you with another attack. Surprise him back with your bullets, and
wait for yet another Blue Soldier to appear exactly where Wild Dog was. Next, 2 things
will happen simultaneously. Wild Dog will be seen running quickly to the right, AWAY from
this place [he's on his way to now bug Robert]. You can shoot him here [optional] as he
runs off for more points [he won't attack you]. Also, you may notice that there are
several movements from above the screen as you're shooting Wild Dog or the Blue Soldier
earlier. You won't really know what were they until they drop to the ground; it's 3
Knifemen!! Relax. They are a cinch here because they'll attack you one by one. Each of
them will try to land in front of your face to undoubtfully slash it. Just blast them as
they each jump down. It's possible for you to shoot them just as they're right above the
screen, but you won't get that much points [their movements are quick] and you'll have to
act fast. Once each of them swings their knife at you once, they'll tumble off and never
return [whether or not they successfully hit you].
When those Knifemen are 'done for', there will be a Blue Soldier on the right. Shoot
him and a Gray Soldier will pop-out of the left corner of the screen. Get rid of the guy
and you'll next see a Blue fellow appearing in the center of the screen, a little to the
right. Finally, another Blue Soldier [won't they ever give up!] will pop-out on the FAR
right side. He'll be quite a distance away, but he's still nothing to worry about; pop
the guy. Now that those morons are nailed for good, the following scene begins next!

Robert:
This scene can be a bit rough if you're not fast enough because several baddies will be
attacking you AT ONCE [unlike Keith's scene]! First, three soldiers will immediately be
hot on their triggers when you begin here; one Blue fellow high above the screen, a Gray
Soldier on the left and another Blue guy at the right side. Ditch them all and you'll
next see a Blue Soldier on the left corner [he'll be attacking from a VERY far distance].
Nail him and another Blue fellow on the 'right' side should soon pop-out [also at quite a
far distance away]. After shooting him, don't aim away from there yet cos' he'll be
followed by another blue one there. Gun that next fellow off and get ready for one more
group attack from the baddies!
First, aim to the left where there will be a Gray Soldier appearing. A very, very
SHORT moment later, 2 more Blue Soldiers should step out from behind a pillar [located
center of the screen]; one guy on its left and another on its right. This small group
sometimes gets annoyingly accurate so be at full alert for any random flashes you may
see.

NOTE: When the Gray Soldier comes, you should SEE WILD DOG running into this scene from
left to right, to hide behind a pillar here. You can shoot him [clearly optional] here
for just 100 points a pop. Although it looks as if he's about to shoot you [since his
gatling gun can be seen aimed as he runs], he won't! A little note here, is that the time
when Wild Dog runs over to Robert's side is likely to be 'fixed'. So if you take way too
long to clear up the baddies, you may see him running over here as you're STILL shooting
away.

When you've taken care of the small group, watch for Wild Dog's appearance on the center
of the screen [just a little to the left]. After shooting him, wait for him to reappear
on the SAME direction [from behind another pillar]. Simply continue firing at the same
place so he'll walk right into your bullets. The very next scene is now yours.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FINAL SCENE
Keith and Robert will now be surrounding Wild Dog in this scene for an up close battle.
Instead of making the same mistake by attacking each of you one by one like the earlier
bosses, Wild Dog will try to pummel both of you at the SAME time [what a guy!]! Keith
will be attacked by his Magnum [a special handgun] mostly, and several times from his
gatling gun. Poor Robert has yet another hard time in this battle because he'll be
constantly sprayed by Wild Dog's gatling gun with exceptional precision! There will also
be some Gray Soldiers trying to shoot each of you down [standing alongside of Wild Dog],
but their accuracy is dreadful for this matter and some will even run off after staying
for only a short while. Your biggest concern here is certainly the boss himself. Keep an
eye on his magnum or gatling gun [whichever one he's using to attack you] as they have
various surprises to shoot out red bullets at sudden moments. Unlike the previous scenes
of this battle, Wild Dog will now be worth 100 points per shot here instead of 50.

Keith:
When all starts, get out and shoot Wild Dog as much and fast as you can; he'll be facing
Robert so you have an advantage here for a short moment. After shooting him a few times,
Wild Dog will use his magnum [on his right hand which is facing you] to shoot you, while
trying to pummel Robert at the same time! Sadly, his magnum isn't quite as accurate as it
was in part 1. Still, he CAN get lucky sometimes [you'll be warned by the red flashes].
I've encountered some situations where he managed to fire 3 red bullets at me. And in
other cases, he never even gets a direct hit at all! Frankly, it's hard to tell when will
Wild Dog be accurate with his magnum. Whenever I come to this scene, I always look right
at his magnum at all times just in case whenever he uses it on me. Be warned that you
MUST be fast in releasing the pedal because the bullets can reach you in well under a
second [since you are fighting at point blank range]. When he's been shot sufficiently
[you can tell when he acts stunned], Wild Dog will then turn to aim his gatling gun at
you! Strangely, he's not so accurate when he uses it on Keith [you]; it's possible for
him to spray a long stream of bullets and not even getting one direct hit! However,
that's still no excuse for trying to take this scene lightly; just like all battles, he
can get a little lucky sometimes. To be on the safe side, look at his gatling gun at all
times as you shoot him.
When he starts to turn his gatling gun to you, 2 Gray Soldiers will show up. Both
will come from the 'right' corner; one of them will try to shoot you [while another faces
Robert]. Their accuracy is of no concern for you [as mentioned earlier] and both of them
will run away when they fire a few lousy shots. However, try not to waste this chance;
they're still worth some points. After that, Wild Dog will now take a few steps forward
[closer to the right side of the screen]. Look out for another Gray Soldier who will pop-
out BEHIND Wild Dog [left side] as he moves forward. When you take care of him [his
accuracy is often bad], continue blasting Wild Dog [who is trying to once again bug
Robert]. As you blast him, Wild Dog will then use back his magnum on you. Again, watching
out for any danger from it, is most advised. Shoot him even more, and he'll turn and fire
his gatling gun at you as before. Use the previous tips and continue blasting Wild Dog
until he's had enough. The guy will then run away and 2 more Gray Soldiers will appear to
help cover his back; one on each side and their accuracy isn't good. Just nail them both
[the left one can be seen obviously aiming for you] and you're done with this whole
battle [plus, Area 1 is finally cleared].
NOTE: You can still shoot Wild Dog for some more points as he runs off. Also, he will run
away much earlier when you're playing through this scene in SOLO MODE.

Robert:
Yet another rough scene for 'Baxter'boy to deal with! You'll tend to be annoyed by Wild
Dog's crazy gatling gun throughout. His accuracy is often high and he'll always spray it
continuously, giving you not much chance to either retaliate or get a high streak shot.
Obviously, this is a scene specifically meant for Keith to really help his partner out.
Still, this is never a scene to rely on anyone; be a man and show Keith what you're made
of! When you're allowed to begin [after "ACTION!" is announced], Wild Dog will ALREADY be
spraying his gatling gun bullets on you. As dangerous as it sounds, this is still a good
chance to shoot him. Get out to blast him fast and immediately duck when you see any red
bullets bursting out [remember they WON'T flash at all].
As you constantly shoot him, 2 Gray Soldiers [both appearing from the left corner]
should show up. Only one will shoot you and they won't stay on screen long. Boost your
score [if you want] by shooting them or just so you can avoid being hit by random red
flashes [which is a wise idea]. Next, continue shooting Wild Dog until he uses his
gatling gun back at you. Blast him more and he then takes a few steps forward [moving
closer to the left side]. When he does, look out for one Gray Soldier on the right [who
can be clearly seen behind when Wild Dog moves away]. Shoot the guy and resume your
gunfire on the boss. Now all you have to do next is shoot him as many times as you can
while dodging any of his deadly bullets. There will be times when Wild Dog turns to
completely face Keith so he can use his gatling gun [you will be unattacked for this
moment]. Make use of these chances to quickly finish this last scene. Repeat the process
until Wild Dog gets fed up and runs away. When he finally does [you have a chance here to
continuously shoot him for 100 points until he's out of the screen], 2 more Gray Soldiers
will join in [one left and one right]. Shoot them off as you usually do and the first
BOSS BATTLE in Stage 3 is completed.


=========================================================================================

STAGE 3 BOSS BATTLE #2: The Wild Dog and Ernesto Team! [Area 2]

CUT-SCENE Dialogue:
As Keith and Robert try to catch up on Wild Dog, Ernesto suddenly shows up and fires 4
missiles from his m.launcher. Our heroes each roll off to opposite corners to evade them.
After that, Ernesto then complains to his right-hand man.
Ernesto: Wild Dog, why is it taking you so much time to get rid of them? Alright, I'll
take care of this myself!
[Wild Dog remains silent and Ernesto fires yet another barrage of missiles and this next
battle begins.]

INTRODUCTION
How's this for a twist in gameplay – battle 2 bosses at once!! Not only that, another
army of sickening soldiers is yet something else to worry about. Although Ernesto is
confident in being successful here, Wild Dog still joins in this fight and attacks almost
as aggressive as he did earlier. No doubt that he hates chickening out on these battles
worth his while [which makes me proud]! This WHOLE battle is clearly one very
straightforward scene where the action practically never stops. Both Keith and Robert
will often turn their heads around continuously throughout this entire battle to dispatch
any soldiers [including Ernesto and Wild Dog] in sight. You'll have to be very alert on
the appearances of anyone who pops-out in hopes to surprise you with an attack.
Now that you're finally meeting the man behind this whole mayhem [Ernesto of course]
the question that should arise is whether the guy has a lot of stuff to make himself
tough. For this battle, Ernesto will use a Missile Launcher [exactly the same one used by
those Missile Soldiers] to attack you and he NEVER MISSES!! But as a result of this,
Ernesto ISN'T very fast due to the heavy weight of the missile launcher he uses; the guy
needs a bit of time to aim it at you. Overall, he's EXACTLY the same as a regular Missile
Soldier [which puts him at a disadvantage here]. If you're a very fast "trigger-happy"
man, then he won't even get a chance at all to harm you. But supposing he succeeds in
firing, you'll have to duck long to dodge all 4 of his missiles [they'll flash red]. You
CAN'T rapidly fire your gun on Ernesto to get more points as how it was possible for
Jacob and Buff. The same goes for Wild Dog in this battle now; you can only shoot both of
them once and you'll get 1000 points for it. Try to shoot them 2 or 3 times more and you
won't get any additional ones at all. Wild Dog will probably pose a more troublesome
problem than his boss. He moves very quickly and fires without hesitation. Don't give him
any chances whatsoever to continue firing or he'll nail you with his killer red bullets
before you know it. Always shoot him first since he's just as deadly as a Machine Gunner.
At the start and end, Keith and Robert can help each other as a team, but in the
middle, each of you will turn your heads and face different directions where you must
shoot the soldiers that are on your side, entirely by yourself.

Keith:
Two enemies will immediately be in front when you first stick your head up. It's Ernesto
[right side], ready to fire his missile launcher, and a Blue Soldier [left side]. Blast
them both quick as their target is 'you'.
After that, Keith will turn his head to the left and see a Blue Soldier, directly in
front of him. No need for alarm because he's aiming for Robert. A very short moment
later, Ernesto will appear on top of the large tanker BEHIND the Blue Soldier mentioned
earlier. Shoot the blue guy [to help Robert] and then go for Ernesto as he'll try to
shoot you [he's a little slow]. At the exact time when Ernesto starts to reveal himself,
Wild Dog will pop-out [fast] on the left side of the screen, BELOW the tanker that
Ernesto is on. No worry here because as clearly seen, he'll be firing at Robert. Shoot
Wild Dog and wait for a while. He should then pop-out at the TOP-LEFT side of the screen,
above a large standing pipe [you'll know it when you see it] NOW firing straight at you!
Blast him quick and Keith will then quickly turn his head right.
Here, you'll deal with 3 Blue guys and Ernesto again. All for of them will appear
one by one, consecutively. This place that you are now looking at, has a large tanker in
front as before. One Blue Soldier will rise up at the center of the tanker on TOP of it
[he's targeting Robert]. When he starts to appear, another Blue guy will rise up in front
to try and shoot you. Ernesto himself will also start to appear on TOP of the tanker,
right side [aiming at you]. Wild Dog himself can be seen on it as well [left side], but
he'll be shooting Robert. You should nail this group in the order as they appear and try
to be quick with Ernesto before he starts to fires.

NOTE: The enemies in the paragraph right below here will ALL be aiming at you!

Next, Keith turns his head to the right. There, he'll spot one Blue Soldier side
stepping from behind a corner. Shoot the Blue fellow and Ernesto should then appear [with
his missile launcher ready in hand] on the left. Shoot these two and yet another Blue
Soldier appears just next to Ernesto [on the far-left side of screen]. When you blast
him, Keith then moves his head even more to the right and sees a White Soldier standing
on high ground, already firing away his handgun. He can be lucky at times but you will
always get him first. Right after this, Keith quickly looks back to his left and sees
Ernesto again [about to fire his heavy m.launcher]. Nail the guy and Keith faces over to
the righ