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PlayStation Cheats and Tips

Written By: Mark Kim

- What is Time Crisis?
- What is the Action Pedal?
- What is the Light Gun?
- What are the game modes?
- Note
- Arcade Stage 1
- Arcade Stage 2
- Arcade Stage 3
- PlayStation Strategy Section
- Dictionary
- The Skill Verdict
- Game Tips
- How to mirror my FAQ
- About this FAQ

What is Time Crisis?

Time Crisis is programmed and developed by Namco as an answer to Sega's 
popular Virtua Cop Series.  Although Time Crisis was thought to be a rip-off
of Virtua Cop at first, Time Crisis has set a new standard for light gun 
games:  a two-purpose action pedal.  The Action Pedal performs the hiding, 
attacking, and reloading functions of the game, thus giving the game more 
strategy than most standard shooters.  What sets Time Crisis apart from all 
other games is the strict time limit which ensures that you can't duck 
forever, thus the title is aptly named.  Time Crisis also features the gun 
that you may have used in Point Blank.  A chip stores a great portion of the
screen's image rather than relying on infrared sensory for enhanced accuracy.
Not only this reduces the amount of effort you must calibrate, but realism
is enhanced by the blowback feature that simulates gun recoil.

Players play the part of Special Agent Richard Miller, who's been assigned 
to rescue the president's daughter Rachel MacPherson, who has been kidnapped 
by Wild Dog by the order of Sherudo Garo.  Safe return of Rachel requires the 
government to reveal all the military secrets to Sherudo Garo by sunset of 
the same day.  Shall the government refuse to comply, then Sherudo Garo will 
execute Rachel in cold blood.  It's up to you to save Rachel and to save 
Sercia from impending anarchy.   In the PlayStation-Only mission, you also
play the part of Richard Miller, but this time around you are going up
against the villainness named Kantaris, who is secretly creating illegal
weapons at her hotel.  I am expecting to cover the PlayStation-only Story
Game as early as October, when the release is expected.


Namco's Time Crisis comes with this gun which is probably the most accurate
light gun in the industry.  The procedures for the gun is simple:  A chip
stores a huge portion of the image inside the lens, and then the lens "reads"
the screen one pixel at a time, thus waiving the need to rely on the same-old
infrared sighting that most light gun games use.

As you move the gun's lens to other places within the screen, the chip reads
a new portion of the image, so everytime the image changes, the chip changes
the image, keeping the image fresh, and keeping the accruacy from pixel-to-
pixel high.

The light gun also comes with the blowback feature, which simulates gun
recoil.  Please do not attempt to break or block the recoil because you will
be responsible for damage done to the machine.

The gun was tested so many times to prove its accuracy before it's even used.
This practice ensures that the gun is reliable to use.  You may have seen this
gun in Point Blank.

Namco has issued a fine replica of this gun for the PlayStation called the
GunCon.  It boasts the same features as with the gun you used at the arcade.
Although there is no recoil, there is a button which serves as the action
pedal for Time Crisis (The Hide and Attack Feature).  If you want enhanced
realism, then (Namco doesn't recommend this) you can let the controller do the
dirty work for you, as you can step your toe through a button, like you would
step on the pedal at the arcade.

I'm hoping that Time Crisis 2 would come out because of this.  The only
problem with this game is there is no power-ups.  Time Crisis 2 should come
with some powerups.  Expect predictions for Time Crisis 2 very soon.


This is often referred to me as "Namco's Espionage Simulation System."  When 
you release the action pedal, you can duck to avoid taking any direct hits 
from your enemies, and reload your gun automatically.  Each clip holds six 
bullets.  Keep in mind when the pedal is released, you can't shoot.  Press 
the pedal to attack your enemies.  Once all of your enemies are defeated in 
that section, you will move forward with some time extended in your clock.  
The pedal offers some strategy to the game, and gives the game a tad more 
complexity than other standard shooters.

Time Crisis offers two game modes for the Arcade, and more game modes for
the PlayStation

Story Game:  Start the game from Richard's assault on the castle and end 
with Rachel's rescue.  The game ends when you lose all three lives or if 
your time limit expires.  Players may continue.

Timed Game:  Choose a stage you want to practice with unlimited lives.  
The game ends when your time limit expires.  There is no continue feature.

The Hotel of Death:  This is a PlayStation-Only Game.  You start the game
from Richard's invasion.  The ending depends on what path you use, and how
fast you beat the game.  The game ends in the same fashion as in the Arcade
Story Game.  I have yet to confirm if there is a continue feature or not in
this game.
Note:  Checkpoint times are taken from a visit at Aladdin's Castle at
Bloomingdale, IL.  TT Game times are taken from a visit at Dave and Buster's
at Addison, IL.
Stage 1

Here we see Sherudo masquerading that the nation will soon be his, and he 
then yells at Rachel that her father will pay the price for destroying the 
imperial rule at Sercia.  Things seem to go well for Sherudo until Wild Dog 
pronounces that Richard has invaded the castle.  Wild Dog tells Sherudo to 
calm down because his syndicate will gun Richard down.  Richard then begins 
the assault on the receiving basement of the castle, where the game begins.

Area 1:  On the first part, shoot the right foot soldier first since he gives 
you 2 seconds bonus for shooting him first.  After shooting the right foot 
soldier, then shoot the sergeant and the left foot soldier.  The second part 
has a negotiable foot soldier telling Richard to halt.  Shoot the foot soldier 
the earliest possible to earn a 2 second bonus.  After the yelling foot soldier 
is shot, then you will encounter a bazooka soldier.  Once you see the bazooka
soldier coming out, shoot him before he shoot a missile out of his RPG.  Then 
after the slain bazooka soldier blows up his submarine, then you will face 
five more foot soldiers appearing at different angles, some will be partially
hiding their corpse in the cradles.  Sometimes you can catch them while part 
of their body is stuck outside of the cradles.  The final soldier will roll, 
so shoot him quickly.  Things get tough on the third part:  You have some task 
force soldiers to deal with.  Shoot outside of the shield to kill them.  Once
you finish them off, then you have four more foot soldiers to deal with.  The 
final foot soldier should be shot before he reaches the crates.  Not only this 
saves time, but you will get bonus time if you shoot the fourth foot soldier 
before he can hide in the crates.  On the fourth area, shoot the foot soldiers 
and the bonus guy immediately.  After that, you will have to deal with a grenadier, 
two more foot soldiers and a marksman.  Take special care when facing the marksmen 
because their magnums are powerful, and if you just stick your head too long, you 
can give up one life.  If you are unsure how fast you are, it's always good to hide 
from the marksmen the moment you see them.  If you are fast enough, then you 
can shoot the marksmen before they get a chance to fire.  Finally in the fifth 
part, just shoot the box at the vehicle to detonate the bomb.  The box is at 
the middle, and you can clear the stage more quickly if you shoot the box.

Area 2:
Here things begin to get more hectic:  When you face the first two foot soldiers
in the area, then you encounter a hook that will chop off a life unless you 
can release the pedal.  Shoot the foot soldiers quickly, then release the pedal.
After the hook passes by, shoot the jumping foot soldier and the bonus guy, 
and you will encounter another hook waiting for you.  Shoot the foot soldier 
and the bonus troop and then release the pedal.  Now you must contend with 
three more foot soldiers and a sergeant before you move on.  On the second 
part, you will see a sergeant on the left side, and two foot soldiers on the 
middle and right.  Shoot them as quick as possible to save time.  There are 
four more foot soldiers after this group of enemies.  One foot soldier jumps 
off the cradle, so you can shoot him as soon as he jumps off.  Sometimes the 
second to fourth soldiers come out from right, jumping inward to hide in a 
cradle, and from the left, and at times from the left of the cradle, to the 
right of the cradle, then jumping onto the platform.  Shooting them quickly 
as possible will save you time.  The third part is chaotic:  You will encounter 
two foot soldiers, a marksman, and a sergeant at the hallway.  Be sure to 
shoot the marksmen as quickly as possible or you will lose a life.  Always 
shoot the marksmen first because they cause great harm to your game.  
Also, lots of lead will fill the hallway, so you will have to use the duck-
and-counter method to destroy your enemy.  Now when you reach the kitchen, 
you will have to concentrate on your accuracy to save time:  Shoot when you 
see the enemy at once.  However, don't let the orange guy annoy you because 
he's just here to ruin your aiming, but if you want to get 10 skill points, 
shoot him, but you may need to release the pedal during one of the shots to 
ensure you clear that section as quick as possible.  Otherwise, it's only 
essential to shoot all the foot soldiers and marksman as soon as they appear.  
Be careful of the marksman on this level because he will also distract your 
aiming as well.  After the marksman is killed, you must then deal with the 
final foot soldiers quickly.  The fifth part should be no problem:  Just 
shoot both foot soldiers quickly and shoot the Sergeant from the cashier's 
counter as soon as you see them pop-out.

Area 3:
Here in the first part, be sure you shoot the grenadier and the RPG trooper 
before the foot soldiers and the sergeant distract your aiming.  Shoot the 
grenadier, bazooka soldier, then shoot the foot soldiers, and then the sergeant.  
Afterwards, shoot the guys coming out of the door as soon as you see the door 
opens to save time.  The second part is hectic:  You have to deal with multiple 
enemies from this point on.  Try to shoot the sniper with the machine gun first 
before taking the other enemies, and then it's a matter of taking on the other 
enemies quickly.  Be sure to shoot the foot soldier hiding behind the car quickly.  
After taking out the other guys, then you must encounter a helicopter.  It helps 
to have a fast finger when taking out the helicopter as it takes about 15 shots 
to destroy it, but before you know it, we have two stick fighters coming out, 
so you must shoot the stick fighters quickly.  Then take on the helicopter, but 
quickly!!!!  You must have a fast trigger to destroy it.  At the third part, shoot 
the first four punks as quick as possible.  Now you got three enemies who come out 
first from the right side of the screen, so shoot them as quickly as possible, then 
you got a foot soldier and a marksman at the left.  Shoot the marksman before he 
gets a chance to fire a shot.  Now you have two more enemies to go before the car 
comes out.  Now after you shoot the final two enemies before the car, concentrate 
on the car.  It helps if you have a quick finger and a full clip before Richard 
Miller says DANGER, then shoot the car before it kills the car-masher.  If you 
choose to hide from the car, then you must face one more enemy.  Now on the 
fourth area, just shoot the box next to the grenadier and clear the scene 
more quickly.  Now on the fifth area, shoot the first two foot soldiers 
first, but hide in the middle of the process.  Here the duck-and-counter 
method is important in this final area.  The best tactic to use is to shoot 
the first two foot soldiers in the right and hide, then shoot the sergeant 
commanding the HE cannon for two more seconds, then shoot the task force 
soldiers.  One task force soldier usually gets out of your reach by hiding 
behind the gazabo first, and then returns for your aim.  Now when the 
drawbridge opens, shoot all of the RPG soldiers before they can shoot.  
After the RPG soldiers are slain, you must now contend with a sergeant and a 
foot soldier to the right, and you must also contend with three more task 
force soldiers and a sergeant exiting towards the drawbridge.  Take on the 
right-hand enemies first, then take on the left-hand enemies.

Boss Area:  Right when you see a door, you then see Rachel within your reach.  
Rachel commands that you do not come any nearer because you will be trapped, 
but suddenly, Rachel is dragged out of your reach, and we see the Adamantium 
soldiers coming out.  Now you must battle them out.  First, you must know how 
to shoot these suckers before they even get a chance to get close to you and 
chew off a life.  As soon as you hear "Action", shoot all of the guys quickly, 
then hide, then shoot the two adamantium troopers after that batch.  Now the 
Adamantium Leader and two more adamantium soldiers now appear on the third 
batch, and then you must negotiate them by shooting these baddies quickly.  
Now the Adamantium leader will try to get you with a jumping method, and it 
will be up to you to either shoot him while he's jumping to get you, or to 
hide, then nail him.  This area is a matter of negotiating the patterns of 
these toughies.  Move onto the next stage after beating these guys.  It helps 
to shoot them right away and hide (Duck-and-Counter Method) to clear the 

Epilouge:  After the Adamantium Leader falls, Richard then knocks on the door.  
It won't open.  So Richard then make the Adamantium leader talk!  "It's all over,"
says the adamantium leader.  "The girl's right at the top of that tower!!!!"
Suddenly we get a glimpse of the clock tower where Sherudo moved Rachel to.  
"She must be dead by now..."  Hearing this annoying quote, Richard punches 
the Adamantium leader into a sac of potatoes, and then we see Richard walking
away from the melee.  Stage 1 completed.

Area 1 Checkpoint: 0'41"28
Area 2 Checkpoint: 1'21"75
Area 3 Checkpoint: 2'20"72
Area 4 Checkpoint: 2'30"30
Time Trial Game: 2'29"20
Mail me your best times at

Prologue:  After questioning the Adamantium leader about Rachel's whereabouts,
Richard begins his search for that mysterious clock tower.

Area 1:  On the first part of the area, when you open the door, shoot both of
the lackeys right away.  They should not be tough, but this gives you some
room to test your mettle.  On the second part, just hold onto the pedal, and
when Richard says "Action", then shoot the lackey immediately.  On the third
part, there is a foot soldier on your left, and a marksman on your right.
Shoot the Marksman at the right first, then shoot the Foot Soldier.  BTW it
helps to have a quick trigger here.  On the fourth area, just shoot the two
foot soldiers just right from the center.  Shoot at one place, preferrably
at the apex of the right wall to hit them.  On the fifth part, you will have
a foot soldier, a machine gunner, and a marksman to deal with.  Be careful of
the marksman because in some Upright Cabinets, it's hard to get him here.
Shoot the marksman first, then the machine gunner at the right apex of the
wall.  Be careful of the Marksman because he will make a surprise appearance
from the top via a chandelier.  Shoot him early to receive a 2 second bonus.
Keep the pedal held for the sixth part.  There are two foot soldiers, a sergeant,
and a grenade soldier on this part, and the gunfire is rather heavy there!!!
Be sure you shoot one of the soldiers first, then immediately shoot the kink
as quickly as possible so you don't get toasted.  Release the pedal if you
are unable to shoot the kink.  Be sure you release the pedal AT LEAST once
because six shots from their guns can chew off a life!!!  On the seventh part,
you will have a problem.  There is about two foot soldiers, two task forcemen,
and a sergeant waiting for you at the door.  Release the pedal, land a few
shots, and repeat.  Now on the eighth part, just shoot the girders at the right
hand of the screen.  You can't miss it because the girders are held by a white
stabilizer.  Watch out for the Adamantium Soldier as you reveal the trap.  Now
keep the pedal released as the enemies are destroyed.  You will go to the next
area even if the pedal is released.

Area 2:
With regards to the first part, there is a sergeant at the right center, and
two foot soldiers from the jewelry display.  You should shoot the sergeant
first, then the two foot soldiers from the jewelry display, but watch out!!
If you destroy the first three enemies, then a marksman shows up!!!  Be sure
to hide immediately after taking care of the two foot soldiers at the jewelry
display, or you'll get toasted by the marksman's Browning Hi-Power.  You can
shoot the marksman just before the marksman shoots, but it's rather dangerous.
There is a bonus guy coming out from the right pillar at the same time the
marksman comes out.  Now a foot soldier will take stance hiding from the right
pillar, and there's yet another foot soldier about to shoot you from the center
pillar, and there is a foot soldier coming out from the right pillar by surprise.
Now on the second part, the first group involves three task force soldiers, and
a sergeant coming out from the right pillars.  I suggest you try to shoot the
task forcemen at the heads as they take stance.  A bonus guy will pop out twice
at the left pillar.  The Foot Soldier will come out shooting from the right
pillar.  If the Marksman comes from the right, then both the Marksman and the
foot soldier will come from the right.  Shoot both of them as fast as possible.
Otherwise, the Marksman and the Foot Soldier will come from the left, shoot them
to avoid damage.  Now you got two Machine Gunners coming from the left and right
pictures, and a marksman coming from the center picture, all coming out at
varied invervals.  Starting on the third part, there will be a machine gunner
on the middle, two foot soldiers at the left and right, a task forceman at the
left pillar, and a sergeant just right of the center.  Be sure you shoot the
sergeant and the machine gunner first before taking on the others.  Keep in
mind that rapid shots from the machine gunner can cause harm to your game
because all of those six shots comes out rapidly.  On the second part, you
have a foot soldier coming from the right, a task forceman taking stance at
the left pillar, a task forceman taking stance just right of the center, and
a RPG soldier at the right apex of the door.  Once these enemies are taken
care of, you will have a foot soldier coming from the slanted pillar, a foot
soldier coming at the right apex of the door, and two adamantium soldiers
coming at you!!!!!!  On the fourth part, the first part consists of two foot
soldiers trying to annoy you from both in close and a little away from you.
A bonus guy usually comes out from the far left.  Now there will be two foot
soldiers walking:  one walking leftwards slightly away from you, the other
sneaking right near you.  Now shoot the foot soldier coming out from the top,
then shoot the final two lackeys coming from the left and right, John Wayne-
style.  Now on the fifth part, you will encounter a machine gunner from just
left of the center, and a machine gunner just right of the center.  Shoot them
quickly to avoid losing a life.

Area 3:
Once you finish glancing at the clock tower, you then begin your journey to
the tower by facing a task forceman at the left, three weak lackeys at the
center.  BEWARE!!!!  If you shoot the three weak lackeys, then a MARKSMAN
will pop out like a joker's box (from the right side)!!!!!!!  After that
joker is slain, then another taskforceman comes from the right.  Slay the
weaker lackeys first, then take care of the shielded jokers.  When you get to
the second part, there will be two taskforceman advancing from the far center
and an Adamantium trooper trying to catch you from near!!!  Shoot the claw-
wearing lackey first (just a recommendation).  You can shoot the left task
forceman first before the claw-wearing lackey jumps near, but it's dangerous
if you are a beginner.  After the two taskforcemen are slain, a bonus guy
will be walking around the door.  Most of the final enemies will either roll
to the left or right, or will just swing over, but these enemies are easy as
cake, so you should have no problem dealing with the enemies beyond the first
three.  When you open the door on the third part, you will see a sergeant and
three taskforcemen right close to you!!!!  Regarding about the task forcemen,
I suggest that you shoot them at the heads.  You will then see two foot
soldiers coming from the stairs, and a foot soldier at the near right.  Don't
let the bonus troop annoy you, though.  You're better off concentrating on the
foot soldiers.  If you fail to catch one of the foot soldiers coming from the
stairs early, then he will eventually attack you from the floor, so be sure
you shoot them early.  Let me know if you have a fast pattern involving the
bonus guy's death by e-mail, and I'll change it.  Finally, you got a marksman
from the left, a foot soldier and a grenadier at the right, and a foot soldier
jumping just left of the center from the stairs.  The fourth part is one of
the most interesting parts of the game:  Just shoot the two soldiers at the
middle first, and you should shoot the guy coming from the top right as fast
as possible to save time, but it's not that easy because the chandelier is
making it hard to get a clean shot.  There is heavy gunfire at the fifth part
because there are five gun soldiers there at once, and you may have a hard
time clearing this section if you are playing this game on a standard monitor
cabinet.  Shoot the center guys first, then shoot the sergeant at the lower
right, then shoot the two soldiers at the left, and then shoot the Adamantium
trooper just top of the center.  Be sure to release the pedal if necessary,
or you can kiss a life goodbye.  On the sixth part, the first two soldiers
would usually be a foot soldier and a marksman.  If you are a beginner, then
I suggest you to shoot the marksman first, then take care of the rest.  A
sergeant comes at the right apex of the hallway.  If you are an expert, then
you can take out these three soldiers John-Wayne style.  Finally on the last
part of the area, the first two soldiers are a piece of cake at first, but
watch out as a marksman makes his way from left of the center!!!!

Boss Area:
Just when you think that you get a hold of Rachel once and for all, Sherudo
comes up to you with knives on his hands!!!!  The first part has Sherudo Garo
attacking either from rolling to the left and darting, jump-darting from the
center, popping out from either the left and right.  Be sure to shoot Sherudo
and hide right away or the knives will damage you.  During your fight with
Sherudo on the first part, you will then encounter two personal soldiers
tossing grenades at you from the left and right, and you will face a personal
soldier and a marksman who will strafe at you with powerful guns.  The bonus
guys comes out when Sherudo attacks you for the first time, when the personal
soldiers throws out those darn kinks, and when the personal soldier and the
marksman strafe at you.  It's extremely dangerous to catch them because these
suckers attack with great severity, and you really need to be careful when
facing the personal soldier and the marksman because sometimes they switch
positions, and you need to act fast to see if you can catch them with little
time or not.  You can shoot right before you go back into "hide" mode, thus
giving you time to nail the second gunner.  Be quick, though.  On the second
part, Sherudo attacks you either from the bottom right, from the left, and
right at the dead center.  It's really hard to tag Sherudo at the bottom right
on the 27" Upright because the lens cannot really read bright areas of the
screen, which is why I recommend playing the game on a 50" Deluxe version if
you are a beginner.  After Sherudo gets tagged for the fourth time on the
second part of the area, then you will see five personal soldiers, three of
them carrying guns, and two of them carrying knives.  Be careful of the
personal soldier popping out right away from the bottom center of the plants
because he will then attack you all of a sudden.  Neutralize all of these
white-clothed soldiers right away, or they will pose more problems!!!  On the
final part of the area, Sherudo will then show some parts of his body before
he attacks you from the right, dart up right away and attack you, or he may
jump to the left, then attack you at the dead center.  However, before Garo
dies, you will have to deal with three personal soldiers with Browining Hi-
Power automatics, a Browning Automatic equipped-personal soldier teaming up
with a personal soldier with a machine gun, and two personal soldiers waving
their bodies from either the left or right before they throw knives.  With
regards about the personal soldier at the left, when he shows up the first
time, shoot at the left apex of the door immediately, but watch out for Garo
as he will simultaneously will attack you from the right.  This is the most
dangerous part of the stage because you must know if you are fast enough to
take the group of personal soldiers in only one take or not.  With regards to
the first batch of personal soldiers, if you are unsure on how fast you are,
please do not hesitate to release the pedal after shooting the first two
personal soldiers, since they may be dangerous.  Also, with the second batch
of personal soldiers, shoot the guy with the machine gun first, then shoot
the lackey with the automatic next.  This area must be taken out with skill,
speed, and finesse.

Just when you are granted Rachel after Sherudo's death, Wild Dog comes in and
kidnaps Rachel once again.  Richard hears the scream, and sees that Wild Dog
is getting a hold of Rachel, knowing that Wild Dog is now accusing Richard for
killing Sherudo as of this time.  Wild Dog will then press his luck by dragging
Rachel with him, and as Richard approaches Wild Dog, the door closes with Dog
laughing at him.  What a nasty piece of work.

Area 1 Checkpoint: 3'16"20
Area 2 Checkpoint: 4'08"87
Area 3 Checkpoint: 5'05"35
Area 4 Checkpoint: 5'43"17
Time Trial Time: 3'11"04
Mail me your fastest times at

Thanks to Wild Dog, Richard Miller is left in the Clock Tower alone!!!  Now
Richard looks towards one door, climbs out of the clock tower, looks down,
knowing that he is now looking at Wild Dog dragging Rachel to somewhere I
don't know, and then takes a drop down to uncharted danger.....

Area 1:
This stage tests your ability to be a competent spy.  You can NOT afford to
screw up at all on this stage.

You can step on the pedal before Richard says ACTION to land six shots on the 
Huey, but it's rather dangerous since enemies will come out of the Huey.  Be
sure you get clean shots on the six criminals jumping out of the Huey, or 
clearing the part becomes harder.  Use the gunsight to take these lackeys out.
After you clear the first batch, you will encounter AT LEAST two foot soldiers 
at the right hand side, a foot soldier at the left hand side, a marksman at 
the close left of the screen, and a grenadier at the right side of the screen. 
Right there, it's a matter of getting clean shots here.  The final club troop
shouldn't be a problem.

Next up, we will have a sergeant coming from the middle turret and from the
bottom of the screen, foot soldiers who will take stance at the left and right
apex of the middle turret, marksmen who will be operating the turrets at the
left and the right, a foot soldier coming from the top-right, and a bonus troop
coming out of the middle turret.  Shoot the sergeants and the foot soldiers
the earliest possible to avoid wasting time.  Shoot the marksmen as Richard
yells DANGER, but ACT FAST!!!!

The third part is one of the most difficult scenes in the game.  You will have
a foot soldier operating a hard-to-reach turret at the top-middle.  Be sure
you get a clear shot, or it's either "crouch-or-ouch."  There is a bonus guy
that is hard to reach.  If you shoot him, you will get a five-second bonus.
He pops out twice.  Go for the clear shot when he pops out the first time.
The huey then shows up afterwards and takes a beating before it goes down.

The fourth part is the most chaotic part of the area.  All enemies will be
showing up just next to you.  You will face two task force soldiers first,
then a grenadier, an RPG soldier, and a machine gunner will come out from the
left, while a foot soldier will make his way from the right.  Be careful of
the grenadier here because he is lightning fast.  Since you are fighting your
enemies up close, this could look dangerous, but tag 'em before they attack.

Area 2:
This is the hardest area in the game, testing your marksmanship and speed
competency abilities.

The first part of the area has nothing but three marksmen, taking variable
stances.  Take care when you fight them because their powerful Browning guns
takes away one life when you get shot.  This is the most uncomfortable part
of the area.

The second part will have boxes blocking the bottom of the screen.  In this
part, you will face foot soldiers from next to you, jumping from the right
computer, hiding back-and-forth from the machinery, hiding back-and forth from 
the computer, and running left-and-right just close to you.  You will have a
sergeant running left-and-right from far away (A bonus troop shows up after
you slay him), and a marksman following the death of the blue lackey at the
left side of the screen.  It's important to memorize these patterns and get
good shots because these guys have a good reaction time.

On the third part, the required soldiers you will face are two foot soldiers
taking stance from the left and right apex of the right pillar, a foot soldier
attacking right next to you, a sergeant who attacks you before the box blocks
your view, a foot soldier coming from the left apex, and a marksman who is
lying in surprise after the box reopens.  There are some unneccesary enemies
in this area, but you should shoot them because it helps your sight.  The
action can get frustrating because the box closes and opens in intervals.

You must get clean shots of the five-or-six foot soldiers in the fourth part
as the box tries to smack you in the face in order to save time.  Miss a shot
and you will be wasting time.  They arrive at different intervals as I know
of this writing, so stay tuned for updates.  Clean shots are required here or
you will suffer the consequences.

Here in the fifth part, taking out the enemies who come down from the stairs
will ensure you that clearing the final part of the area won't be difficult.
There are at least four lackeys coming down from the stairs, and two lackeys
who will attack you right away from the bottom of the screen.  I'm adding this
from memory, so please stay tuned.  There's two more enemies who come from the

Area 3:
Area 3 of Stage 3 is the longest regular area of the game.

You will see five or six personal soldiers by the time you step on the pedal
for the first time.  The personal soldier next to the time display is an
unneccessary soldier because he doesn't do any harm.  If you slay the soldier
at the bottom-left, a personal soldier will come out of the elevator.  If you
slay the two personal soldiers from the mapping table, a grenadier will come
out from the computers and will throw a kink at you the moment he comes.
After this batch is done for, it's a matter of saving time by shooting the two
personal soldiers at the right side of the screen.

If you have not slayed the two personal soldiers at the right side of the
screen at the first part, you will be facing three more soldiers at the
beginning of the second part, and you will be in trouble because I won't tell
you how to take care of them.  If you killed the two personal soldiers from
the right side of the screen at part one, then the part begins with a bonus
troop coming from the left side of the screen to throw off your timing by the
time a grenadier comes out from the mainframe.  Now you will have three more
personal soldiers from the mapping table, and you will be facing two personal
soldiers climbing down from the poles.  A personal soldier will come at you
wielding a club.  Remember that personal soldiers carry a variety of weapons.

On the third part, you will be facing five personal soldiers and a marksman
near the mapping table on the first stretch.  Then a bonus troop shows up at
the mainframe before two more personal soldiers come out from the left and
right side of the screen.  Before the two personal soldiers come out from the
left and right, a personal soldier will jump out of the mainframe.  Watch out
for the personal soldier and the marksman attacking you from the generators.

On the fourth part, you should have no problem killing the first three white
lackeys (as long as you can land clean shots).  Then Coz will appear just left
of the center.  On the second stretch, if the first enemy is a white lackey,
then the next enemies are a marksman coming from the right, a personal soldier
sneaking from the mainframe, and Coz hiding beneath the mainframe.  Otherwise,
you only have to face one personal soldier, marksman, and Coz.  The final
stretch of the part has a bonus guy leading the personal soldier running from
the left, grenadier at the dead center, an adamantium soldier from the top
left of the screen, and Coz positioning himself from the right side of the
screen.  If you can shoot Coz before he jumps, you will get a 3 second bonus,
but it's hard to get a clean shot here.  The benefits for getting a 3 second
bonus is one last look at the Adamantium Soldier.  Otherwise, the personal
soldier and the two clawmen will lead the way.

The fifth part will take at least 30 seconds.  You will face three blue lackeys
breaking the right hand group of windows, two foot soldiers breaking the left
hand group of windows, three foot soldiers taking stance at the church counters,
and three foot soldiers jumping from the ground.  Be sure to dodge that axe to
avoid having your head scratched.

Wild Dog Bridge:

Note:  I'm recalling this strategy from memory, but I'll try to stay as close
as possible.

As Wild Dog boards the chopper, we see Richard coming out of the door.  Then
Wild Dog slanders at Richard until we see Dog pull out a detonator.  With one
touch of the button, Wild Dog blows up the Clock Tower.  As the tower falls
down, Dog commands Richard to freeze, because he's trying to get out of the
castle with Rachel in his hand.  However, Rachel got out of Dog's hands, but
Dog tells Rachel to freeze (Richard couldn't do anything about it), and then
Dog hits Rachel in her arm with his .357 Magnum.  Richard tried to make Rachel
talk, but she is speechless, which opened up Richard's anger.  Dog thinks this
is funny, but Richard is demanding a fight right now.

On the first part, the well moves accordingly, giving Wild Dog a chance to
hit you.  Three shots from his magnum is all Wild Dog needs to take away one
life, and he shoots fast, so act fast!  The fifth time Wild Dog attacks you
has him shooting you with a stance so complicated, that one shot may or may
not take away one life.  He shows up at the left the fifth time.  Wild Dog
either shows up at the left or right of the pillar.

Now on the second part, you will face a foot soldier hiding on the right
cement work, AT LEAST two more foot soldiers, and a marksman who's waiting for
you at the center pillar.  Also, a bonus guy tries to run to the center to
avoid you.  Now you will face two taskforcemen up close, a grenadier on the
center, a machine gunner coming from the top, and a club man making his way
close to you.  It really helps to destroy the people coming from top to
stance when you see them to save time.  Now get ready to tag Wild Dog from the
center pillar.  After he gets shot, he throws a kink at the right statue.
Shoot the kink to cancel the danger.  Now there will be a machine gunner and
an RPG soldier coming from top to stance, a grenadier from the left side, and
a Lieutenant coming from the center.

On the third part, you will face a task forceman up close and personal, three
sergeants from the top, and one sergeant falling down to the center-left.
Wild Dog will show up again from the center.  Tag him to make him throw the
kink at the left statue.  While the kink is being thrown, a bonus guy comes
from the far right.  Just cancel the kink for the moment (since your accuracy
must increase if you want to shoot the bonus guy and cancel the danger at
once).  Now you will face a machine gunner, and four more personal soldiers.
Wild Dog will then attack you with a machine gun from the right.  Watch out
because a bonus guy distracts you in the middle of the batch.  Finally, Moz
appears from just right of the center.  You only need to shoot him once.

I'm leaving the final part on your own because this part is the ultimate
battle.  Good Luck.

Area 1 Checkpoint: 6'34"97
Area 2 Checkpoint: 7'21"45
Area 3 Checkpoint: 8'42"92
Area 4 Checkpoint: 10'07"77
Time Trial Time: 4'30"57
E-Mail me your fastest times at
PlayStation FAQ:

Here is what you can expect to see in the PlayStation Version of the game.
I won't give you any tips today, but I'll give you a map on what to expect.
I also give you names of the major players of the stage.  You will go to
different places depending on how good you are, and there's no backtracking

                                /   \
                     Area 2A (Web   Area 2B
                     Spinner)             |
                         /   \            |
                  Area 3A     Area 3B     |
                    /   \     /    \      /
              Area 4A    Area 4B   Area 4C
        (The Helicopter)           (The Droid)

Stay Tuned for Future Updates.

Time Crisis Dictionary:

Richard Miller:
Richard Miller is a special agent working for the VSSE Espionage Team, a
police syndicate.  Richard is assigned to rescue Rachel from the hands of
Sherudo Garo and Wild Dog, and in the PlayStation Game, Richard is assigned
to challenge Kantaris, who's creating illegal weapons at the hotel she owns.

Rachel MacPherson:
Rachel is the daughter of the President of the Republick of Sercia.  She has
been kidnapped against her will by Wild Dog under the order of Sherudo Garo.
Safe and unscathed return of Rachel requires the government to reveal all
military secrets to Sherudo by Sunset of the same day.

Sherudo Garo:
Sherudo Garo is the last blood relative of the royal family who has been 
charged with aiding and abetting known felons throughout the world.  This
political criminal is hoping to restore imperial order to the nation as a plan
for revenge.  BTW the royal family was overthrown by a coup d'etat.

Wild Dog:
Wild Dog is the leader of the organized crime syndicate of the same name.  Dog
is charged for alleged war crimes around the world, including the kidnapping
of Rachel MacPherson.  Wild Dog may remain loyal to Sherudo, but as you play
the story game, you will know that Wild Dog is lying.

Kantaris is the leader of a terrorist organization of the same name.  She owns
a hotel, which is a place where she creates illegal weapons there.  Kantaris
is charged around the world for the handling of illegal weapons.  She is the
main villianness for the PlayStation-Only Storyline.

Moz operates as Sherudo Garo's lieutenant, but later on he allies himself with
Wild Dog as Dog's agenda is revealed.  Moz trained in Japan in the Ninja Arts
and is now charged for the murder of 40-or-more known political figures at the
republic of Sercia.

Web Spinner:
For several years, Web Spinner ruled the world as Savate Champion, but was
stripped of his title and banned from the Savate organization after he was
found using street drugs.  In order to earn the money he needs to become a
fierce fighter, Kantaris hired him.  Kantaris ordered her scientists to
genetically enhance him with electricity so he can have increased reactions
without the drugs.  Web Spinner is charged for protecting a known felon.

Porter Davis:
Porter Davis is the director of the VSSE Angels Special Agency Team, a police
organization of sorts dedicated to fight political crime.  Porter expects
nothing but perfection from the performance of his agents.  He orders Richard
Miller to infiltrate the castle to rescue Rachel MacPherson on the Rescue
Mission and to arrest Kantaris on the Hotel of Death Mission.

The Skill Verdict

Your final score on Time Crisis Story Mode is based on how many hits you scored, 
how fast you complete the game, and how many lives you have lost.  Here is 
the known ways you can get a 10-Star Game:

-  Your time must not exceed 12'00"00
-  You cannot lose any lives throughout the game
-  You must score at least 600 hits in the game
-  You can shoot all the bonus guys in the game, there are three hidden 
   skill points in the game. Happy Hunting when trying to nail these bonus 

My fastest times and Story Game Check Point Times are listed on the Strategy
section of this FAQ!!!  Look for it!!!!

My Story Game Vital Statistics:
Location of Accomplishment: Aladdin's Castle at Bloomingdale, IL
Cabinet: 50" Deluxe Version
Completion Time: 10'07"77
Accuracy: 64%
Hits: 636
Lives Lost: 0
Skill Points: 10

Extra Lives:
To get a bonus life in Time Crisis, you must destroy all 40 enemies without 
missing.  Miss, and you will have to start over.  If you get a 10-streak, 
then the life icon appears at the right of the Time Limit.  As you get closer 
to the 40-streak, the icon becomes clearer and clearer until you reach the 
40-streak.  Keep in mind that TIME CRISIS IS NOT ACCURACY CRISIS!!!  It's
really hard to do, so it's best to do this trick on a Time Trial Game.

Cheats R Us:
For the PlayStation version of Time Crisis only, press any button to go to
the game menu screen.  Shoot once in the middle of the "R" in "CRISIS" and
shoot twice right in the middle of the crosshairs on the "TIME".  This trick
may take some practice to work, but the results are worth it because if your
shots are accurate (knowing that you MUST fire at the middle of the R and in
the middle of the crosshairs), then you can get some cheats, such as nine
lives access, extra credits, and more.  Use this trick if you are a beginner
of the game, or if you are having problems arresting Kantaris.

Balance of Gun and Pedal:
Since you only have seconds to down Kantaris as she is fleeing away from the
easy and hard ends of the PlayStation-Only Phase (with 18 bullets), it seems 
only natural to use a controller's button of some sort to increase the odds
of downing Kantaris.  Just use a button from your PlayStation Controller.  You
can also step on the button with your toe for real action-pedal simulation, or 
you can use the Mad Katz steering wheel's accelerator or brake pedal for real 
Action Pedal simulation.  Namco does not recommend this, though.  Also, when
going against Lepoediatra (The helicopter at the hard ending) or Antlion (the
Medium End Boss), you can just perform the action pedal functions with the
touch of the button (or Mad Katz Pedal) more quickly than you do with the
GunCon button.  Hopefully, this trick would help you force Antlion on the
Intermediate End of the game to push Kantaris to her death.  Try using an
alternate button to perform Action Pedal functions, it helps.

Why have I added a section with the predictions of Time Crisis 2?  Simple.
Time Crisis 2 has became an arcade hit in 1996, and it's only customary that
Namco creates a sequel.  I'm hoping that Time Crisis 2 will take place in the
future, will have a new character that players play as, multiple paths, power-
ups, multiple games like the PSX version, and a more involving story.
More predictions will come up soon.

If you want to just obtain a copy, just print from your browser.  If you
wish to provide a mirror, then do the following:

-  Go to
-  Assuming that you are in the Windows 95 interface using Netscape 3.0 as
   your browser, click on File and click on Save As.
-  Save the FAQ on your disk as Mark_Kim_tcfaq.txt (If you are saving my
   FAQ under a network, then you may have to save it on your floppy disk).
-  FTP this file on your site as usual
-  Link this FAQ to one of your page
-  Provide a text link to
-  If you get stuck or if you want a fancier link, e-mail me at  Also, ask me for some buttons that you can
   use to promote Time Crisis on the Internet (Mail Me for the HTML, though).



-  I would like to thank Namco Ltd for releasing Time Crisis, without the 
   revolutionary light gun game, then I would not have enjoyed my arcade 
   visits at all.
-  I would like to thank Time Out at St. Charles for getting me addicted to
   Time Crisis.
-  I would also like to thank Chris Tan ( for 
   providing some Time Crisis Basics and for telling me that beating the game
   in under 10 minutes is possible!!!
-  I would like to thank Joel Alambra for telling me that Kantaris is a
-  Most importantly, I would like to thank Namco Cybertainment, 
   for making Time Crisis accessible for my use at my region that I live.
-  I would like to thank Namco America and Jamison Gold for unleashing a cool
   and interactive official Time Crisis Page.
-  I would also like to thank Dave and Buster's at Addison, IL, and Aladdin's
   Castle at Bloomingdale, IL for providing access of the 50" Deluxe version
   of the game for my region.

New versions of this FAQ can be picked up at Time Crisis on the
Internet which is located at
Please stop by at my site and tell me what you think.

        Unfortunately, this FAQ is far from finished because I have yet to
do some strategy fixing for the arcade storyline, and plan ahead for either
a purchase or a rental towards the PlayStation-only Story Game.  So far,
Namco has made a promise to enhance the PlayStation version of their arcade
daddy by adding features that are not included in the arcade, and I know that
Time Crisis features a new mission reserved for the PlayStation only.

        This is the second time that my Time Crisis FAQ had to move because
I recently got a new account with SimpleNet Hosting Services.  I'm very far
away from completion there because I have to organize my files via FTP, and
I have to rely on shareware to get my job done.  I'm hoping that this FAQ
will serve as a supplementary tool for your Time Crisis needs.  After all,
nearly all of my site's content comes from my FAQ.  Although I was thoughtful
to be charged twice for the same purchase (which was $69.00), SimpleNet told
me that they sent E-Mail to both E-Mail addresses in the event that the patron
is unable to read the message on the primary e-mail account.  To be honest
with you, forwards all messages to my Hotmail
address at

        I apologize for the lack of updates recently.  The reason why this
occured is because I'm back at college, trying to earn the degree that I want
to get for the upcoming graduation date.  I'll try to keep the updates maximal
but I may or may not have time to spend with this.  BTW I'm planning to rent
or buy Time Crisis PSX soon.

        If you wonder why Time Crisis hasn't reached the home game system
shelves yet, then it's because Namco wants to postpone the game's release
until Christmas.  The game may be completed already, but Namco's making sure
that Time Crisis PSX starts out with a bang.  This move may seem so stupid
but it's a good move to make sure that sales of the game are strong.

        You should know that Namco is wrapping up development of Time Crisis        
2 at Japan, and the game will be released in Japan probably in December.  The
American Version will be available either in February, March, or April of
next year.  I'm waiting to get my hands on Time Crisis 2, but it's more likely
that Time Crisis 2 won't appear at Aladdin's Castle at Lombard, IL.  I'm
hoping that Time Crisis 2 will show up AT LEAST at Bloomingdale, IL.
        If you have any fixes or suggestions that I can use, please e-mail
me.  Your help is needed to update this strategy list!!!!!!


Time Crisis, the Time Crisis Logo, and all Time Crisis related material and
issues are registered trademarks and is a copyright of Namco, Ltd.  
All Rights Reserved.
This revision dedicated to the loving memories of Princess Diana and Fashion
Designer and Fashion Pioneer Gianni Versace.

-  Fixed the instructions on how to provide a mirror to my FAQ
-  Added Porter Davis to my Time Crisis Dictionary
-  Added two Time Crisis Tricks for use with the PlayStation Only
-  Added a Time Crisis 2 Prediction Section
Please note that A.P.I shall not be held responsible for the accuracy of this article.

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