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Time Crisis Codes -

Cheat mode:
Wait until the main screen with the three target boxes appear. Shoot the hole in the center of the letter "R" in the word "CRISIS" twice, then shoot inside the cross hairs that are next to the word "TIME" twice . A cheat menu with life, credit, and shot options will appear. These options may be used to enable nine lives, unlimited credits, and no reload mode. Note: Your aim must be extremely precise when firing at the screen. Aiming from just off the screen is recommended.

Alternate reload:
Press any button on a standard controller in port two to hide or reload instead of using A or B on the G Con 45 peripheral gun. Because you can reload using controller two, you can give an arcade style feel to the game by using your toe to press any button, like you would to step on the arcade pedal. This will leave both hands free, to aim as precisely as possible. Note: This is not officially recommended by Namco, and only is used as an alternate method to reloading in the game.

Easy story mode:
Select Arcade from the mission selection screen. On the following Mode Select screen, shoot outside the screen. An "Easy" option will appear at the top left of the "Story Mode" box. Easy mode allows five lives and extra time in the Story Game.

Hint: Stage 1, Area 1: Saving time:
In Scene 3, featuring 2 taskforcemen (soldiers with shields), try to shoot the soldiers there faster so the door does not close. Also in Scene 5 (the last scene of Area 1), when shooting the soldiers by the forklift, shoot the explosives box to blow it up, topple the forklift, and clear the area easier.

Hint: Stage 1, Area 3: Saving time:
In Scene 3, after dispatching of the soldiers, a car will skid onto the screen. Shoot it the very moment it appears and it will lose balance, allowing you to move straight onto the next scene without facing a blue suit soldier. In the next scene, shoot the explosives box at the feet of the grenadier to destroy all of the soldiers and move on.

Hint: More time:
To get extra seconds, shoot the orange soldiers when they appear. The amount of time displayed when you shoot them (for example +2 Secs) will be added when you move onto the next scene. Orange soldiers that are harder to hit or further away may give you a larger time bonus.

Hint: Stop grenades:
To stop grenades when they are thrown at you, fire at them to detonate them in the air. Note: You must be a very good shot.

Hint: Alternate Admantium leader death:
In the Stage 1 Boss Area, where you are fighting against the Admantium leader (the yellow ninja), land the final shot when he is on the ground and he will fall over onto his back. However, if you manage to shoot the leader during the jump attack (where he jumps from pillar to pillar), he will die by falling down off the pillar and land on his front.

Hint: Alternate Sherudo Garo shout:
During the battle with Garo in scenes 1 and 2, shoot him when he is at the bottom right to hear a different tone of voice when he shouts in pain.

Hint: Special Mode Area tasks:
The following information explains what you must do to reach all the different areas in Special Mode:
Ballroom (Area 2-A)
At the final part in area 1, shoot all the gunmen before the doors on the nearest lift close. (Shooting the orange men is optional.) If you succeed, you will take the elevator up to the Ballroom.
Shopping Mall (Area 2-B)
Do the same as to get to the Ballroom, but wait until the elevator doors close before shooting the final gunman. You will have to take the stairs instead, which leads to the Shopping Mall.
Swimming Pool (Area 3-A)
At the final part in the Ballroom, get to Kantaris and you will confront Web Spinner. He is lightning fast, extremely agile, has a powerful kick attack and high voltage boomerangs of his own design. Defeat him in under 50 seconds and Kantaris will still be there. She will escape through a quick secret passage which takes you to the Swimming Pool.
Arms Factory (Area 3-B)
Defeat Web Spinner in over 50 seconds. Kantaris will have already escaped elsewhere, thus not opening up the secret passage. The path you take instead enters into the door of the Arms Factory. Alternately, shoot the glass that is at the top of the crane in the Crane Center (the final part of the Shopping Mall). The crane will explode and blast a hole through the wall. Inspect the hole to find it leads to the Arms Factory.
Parking Lot (Boss Area 4-C), medium difficulty
Do not blow up the crane in the Crane Center and you will go to the other passage that takes you to the Parking Lot. Alternately, shoot at the gas canisters in the Arms Factory. The explosion is so large that you have no choice but to take the lift, straight down to the Parking Lot.
Lounge (Boss Area 4-B), hard difficulty
At the final part of the Swimming Pool, allow two or more orange men to escape. (You do not get any extra time for shooting those men.) You then quickly duck out of a manager's/sergeant's sight. You then stealthily follow him and the others through the door and open it to find you are at the steps leading to the Lounge. Alternately, do not explode the Gas Canisters in the Arms Factory and you can safely walk past them over to the door that goes to the Lounge.
Heliport (Boss Area 4-A), hard difficulty
Do not miss two or more orange men at the final part of the Swimming Pool. You will not have to duck down, and instead look up to see Kantaris glaring at you. She is very angry indeed! You take the steps up to the very top of the Headquarters, where you must prepare for the final showdown.
Hint: Boss features:
The following are features of the Bosses in the Boss Areas:
Adamantium soldiers - Boss Area 1 (arcade)
Rachel is found in a room of pillars. Before you go to rescue her, she commands; "Don't come! It's a trap!" But, it's too late. Rachel is dragged out of reach, now you must face the Admantium leader, and his other ninja-like henchmen who come out to take you on. They all have claws on their hand, and with their fast moves will try to tear you and take off a life. The Admantium leader's henchmen just keep flooding in, so have vigilance at all times and use any moment when he or his men are off-screen to reload. There are two different ways to avoid the leader's stealthy attack when he jumps from pillar to pillar. Either use the "avoid" strategy (hide when he tries to tear you and then quickly attack him) or the "counteract" strategy (shoot him when he is jumping). Counteracting involves a certain amount of accuracy and speed, and landing the bullet precisely.
Antlion - Lounge Boss - medium difficulty (special)
A tough Boss in Special Mode, it has a machine gun arm. The other arm has an extreme rapid fire high powered machine gun, and on the other side of the arms are solid metal claw-like hands. The hands or guns can be toggled because the arms rotate. In order to damage the machine, you must aim for the lights in the middle, because shooting anywhere else will not damage it. Throughout the battle it will fire the machine gun, and then switch to the hands where it will start punching you at close range. This is where you must decide to hide, wasting valuable time, or to shoot, consequently risking getting knocked about. The machine moves about most of the time making it difficult to shoot it on-target, in the middle. When it starts to spin out of control, it then stops, jerks, and suddenly goes ballistic with the high powered machine gun. After taking several hits, it malfunctions slightly, walks off, then zooms back in with machine gun blazing. It normally moves left to right, but as the battle goes on you will notice it moves back, forward, side to side, and at one point moves in a tricky 360 degree motion. Defeat it before Kantaris gets away (Kantaris is in the background, behind a screen) to complete the mission.
Heliport Boss, medium/hard difficulty
The Boss itself is not that easy, but it is the extra danger added by the other men that make it more challenging. This Boss is a very durable, and quite deadly airplane that has a machine gun. It will try to ram you at one point, and its main feature is that it fires missiles. Take out the men first, with a fast finger. Then, with an even faster finger, shoot the missile launchers on the plane. If you manage to destroy it, you must then quickly get to the plane Kantaris is in and repeat how you shot the last plane. The ending will show you whether Kantaris does or does not get away, depending on how many shots you fired at the plane.
Lepoediatra - Heliport Boss - hard difficulty (Special)
The Boss itself is very challenging, and it is the extra danger added by the other enemies that also make it a great challenge. This Boss is a very durable, and deadly airplane that has a vulcan cannon. It will start by launching missiles while moving, and it will also fire from the vulcan cannon. Take out the men first, with a fast finger. Then, with an even faster finger, shoot the missile launchers on the plane. At one point, it will try to ram you while firing at the same time. If you manage to destroy it, you must then quickly get to the plane that Kantaris is in and again, shoot the very side of the plane where the launchers would be. The faster you dealt with the first plane, the more time you will have to deal with Kantaris' getaway plane before it takes off. The ending will show you whether Kantaris does or does not get away, depending on how many shots you fired at the plane.
Lounge Boss, hard difficulty
Possibly the hardest Boss in Special Mode, it has a machine gun arm. The other arm has an extreme rapid fire high powered machine gun, and on the other side of the arms are solid metal claw-like hands. The hands or guns can be toggled because the arms rotate. Throughout the battle it will fire the machine gun, and then switch to the hands where it will start punching you at close range. This is where you must decide to hide, wasting valuable time, or to shoot, consequently risking getting knocked about. The machine moves about most of the time making it difficult to shoot it on-target. When it starts to spin out of control, it then stops, jerks, and suddenly goes ballistic with the high powered machine gun. After several hits it malfunctions slightly, walks off, then zooms back in with machine gun blazing. It normally moves left to right, but as the battle goes on you will notice it moves back, forward, and at one point moves in a tricky 360 degree motion. Defeat it before Kantaris gets away to see the good ending.
Moz - Ninja Hall (arcade)
Moz's ninja henchmen just keep flooding in, so have vigilance at all times and use any moment when he or his ninjas are off-screen to reload. There are two different ways to avoid Moz's stealthy attack when he jumps from pillar to pillar. Either use the "avoid" strategy (hide when he tries to tear you and then quickly attack him) or the "counteract" strategy (shoot him when he is jumping). Counteracting involves a certain amount of accuracy and speed, and landing the bullet precisely. If you are using the "No reload" code for this Boss, just go for it.
Parking Lot Boss, medium difficulty
This Boss is a unique tank which tries to ram you, sprays rounds of Machine Gun bullets and fires RPGs out the turrets. The tank has a toughly armored chassis, so the best place to shoot is at the windscreen/cockpit. Hide when it tries to ram you and be cautious about the machine gun bullets, which when sprayed creates quite a hazard. Keep an eye on the timer as well. Overall, it is not too hard but not really easy. Note: The red car at the very end of the level Kantaris is driving must be shot at several times in order to see the good ending.
Recuamaki - Parking Lot Boss - easy difficulty (special)
This Boss is a unique tank which tries to ram you, sprays rounds of Machine Gun bullets and fires RPGs out the turrets. The tank has a toughly armored chassis, so the best place to shoot is at the windscreen/cockpit. First, it will use the machine gun bullets, firing and spraying them around, so hide through it, then when it stops firing, hit it fast. It will blow up slightly, and some managers (brown) will come on screen. If you shoot these or not, the tank will still come back on the screen and try to keep on ramming you up close. Hide when it tries to ram you and fire at it in-between when it backs up. When it gets damaged again it will move off-screen, and when it comes back on, it may crush some of the managers there. Now it will fire the RPGs and bullets too. This is the hardest part of the Boss, as you have to balance out hiding and attacking, as well as keep an eye on the time. Overall, it is not too hard, but not really easy either. Note: The red car at the very end of the level which Kantaris is driving must be shot at several times in order to succeed in the mission.
Sherudo Garo - Battle Royale room (arcade)
Garo has his own luxury battle room and is a master knife-thrower, so you may spend a lot of the time hiding from them. You may find yourself wasting too much time doing this, so you will have to try and attack whenever possible, taking a risk and maybe losing a life . Garo has a particular strategy for the battle, in which he strikes a fine balance between defensive tactics and offensive tactics (by the time you have avoided the knives and try to attack, Sherudo has hid). In the first scene, he will hide behind a marble object, and attacks (in order starting from far left) from the bottom far left, dart throwing from left, jump-darting (slightly further right), jump-darting from middle, darting from right, bottom far right. It is very tricky to hit him as he is always moving. If you do manage to land a couple of successful shots, the military backup that Wild Dod supplies will appear. There will be personal soldiers (these are specially accurate opponents that are Sherudo's own guards and possess various weapons) at the left and right edges of the screen throwing grenades. If you manage to shoot Sherudo again a personal soldier and red soldier will appear. They will both carry pistols. Shoot Garo after they are dealt with. In the second scene, Sherudo will hide behind another special marble object and attack from left, right or a space in the center. Soon, more personal soldiers will appear, and one will throw knives at close range. Either avoid or counteract this. During the time limit extension for the third scene, you will see Sherudo damaged, but he has not given up. He also has plenty of knives remaining, and will several at once and hide behind the arch where you cannot see him for cover. He also does some swift rolling and lunging in-between. After being shot a couple of times, he will bring on three of his best personal soldiers wielding pistols. It is very easy to get shot at this point, so take them out one by one and hide in instantly afterwards. Now Garo will be supported by his four finest personal soldiers: two carrying knives that team up with Sherudo, one carrying a pistol and one with a machine gun that hides when you hide. Take these out with sheer skill and then face Garo once more.
Sherudo Garo - Boss Area 2 (arcade)
You reach the very top of the clock tower, where you see Rachel. Just when you think you have got Rachel at last, she yells; "Look out!" and Sherudo throws knives, that nearly hit you and just inches away from hitting Rachel. Sherudo then shows himself and says he rules the Sercia nation now. He says that Richard is the 'fool' who came to rescue Rachel, and with the words "Since you have traveled so very far, be my guest and let me entertain you!", he gets out his knives and the battle is on. Garo is a master knife-thrower, so at first you may spend a lot of the time hiding from the knives. You may find yourself wasting too much time doing this, so you will have to and attack whenever possible. Garo has a particular strategy for the battle, in which he strikes a fine balance between defensive tactics and offensive tactics (by the time you have avoided the knives and try to attack, Sherudo has hid). The best tactic for you to use, is to attack Sherudo accurately when he comes out to throw the knives, then hide before the knives hit you, or they'll cause you to lose a life. In the first scene, he will hide behind a marble object with plants, and attacks (in order starting from far left) from the bottom far left, dart throwing from left, jump-darting (slightly further right), jump-darting from middle, darting from right, bottom far right. It is tricky to hit him as he is always moving. When you land the first couple of shots, the military backup that Wild Dog supplies will appear. There will be personal soldiers (these are specially accurate opponents that are Sherudo's own guards and possess various weapons) at the left and right edges of the screen throwing grenades. Then you will face Sherudo again, after he has been shot, a personal soldier and marksman (red soldier) will appear. They will both carry pistols, appearing at the same places where the 2 personal soldiers were, and take into account that the marksman and personal soldier sometimes switch places. Face Garo after they are dealt with. In the second scene, Sherudo will move, and hide behind one of the objects, attacking from the bottom right, left, or a space in the center. Sherudo always starts Scene 2 by attacking from the bottom right first. Soon, more personal soldiers will appear so deal with these, and one will throw knives at close range. Either avoid or counteract this, then hit Sherudo twice. During the time limit extension for the third scene, you will see Sherudo damaged, and limping towards the arch, but he has not given up. Now Sherudo will throw several knives at once and hide behind the arch where you cannot see him for cover. He either shows some of his body at the right arch before coming out and throwing knives, lunges to the left then peeps out and throws a knife, or rolls to the center of the arch then attacks. After being shot, he will bring on 3 personal soldiers wielding pistols. It is very easy to get shot at this point, so take them out one at a time, hiding in between. Now Garo will be supported by his four best personal soldiers: one carrying a pistol along with one with a machine gun that hides when you hide, and two carrying knives that team up with Sherudo. Take these out with sheer skill and then face Garo once more.
Wild Dog - Final Boss Area (arcade)
With one touch of the detonator button, Wild Dog blows up the castle, "Just to be sure", and then commands Richard to freeze, saying "Both you and this stinking castle can burn for all I care!... So long!" because Dog was never allied completely with Sherudo, and is planning to leave in the helicopter with Rachel. Suddenly, Rachel gets out of Wild Dog's grip, but Wild Dog tells her to hold it, and shoots her in the arm with his .357 magnum. Richard is angry, but Dog just laughs and takes off his coat, ready for a battle. Now you will have to fight Wild Dog himself. Even though he wears a cool pair of shades, he is one of the worlds most famous and notorious criminals. He starts by moving around the well, attacking from the right or left of the center pillar using his two magnums. It is very easy to get shot here, so have fast reactions. When he gets shot for the first time, he will move around the well and shoot at the same time, starting from just left of the pillar, then at the center near the pillar. In this case, both extreme accuracy and a fast reaction time are required to hit him, especially when he fires in the center. It takes quite a few shots to be able to reach the next scene. In scene 2, Wild Dog shows no sign of pain as he briskly runs over to near the bridge, signals for his military backup, and hides behind a stone object. In scenes 2 to 3, the Wild dog backup consists of various opponents/soldiers: foot soldiers (blue), marksmen (red), grenadier and a bazooka soldier, green machine gunners, Wild Dog's personal soldiers, and taskforcemen (soldiers with shields). Take all of them out with care, note that some enemies will be on the top of the bridge. In Scene 2, after you shoot most of the enemies, Wild Dog will attack from a statue and fire at you with his 2 magnums, and when you hit him he will lob a standard hand-grenade at one of the stone ornaments, holding a thin stone boulder. You can either avoid (hide so the boulder does not roll into you) or counteract (shoot the grenade before it hits the stone) -- counteracting will be the more difficult of the two. Some ninja's also appear. In Scene 3 after Wild Dog says 'Freeze', you must dispatch of most enemies before Dog attacks from the statue, this time with a machine gun. Shoot him, he will throw a grenade at the other stone boulder. Deal with any enemies carefully, and hit Wild Dog a second time, he will run, firing his machine gun in the air. Then Moz, chief henchman for Sherudo and Wild Dog and skilled ninja, appears at the top of the statue. Hit him once before he starts moving fast. The final scene takes place near the remains of the castle, for a very intense battle. You will catch up with Wild Dog who runs and rolls to a place at the far right. Hit him, he will tell you to freeze, and he'll detonate the nearby wall and scenery, but the explosion won't damage you. From here, this is the place where you will be most likely to either run out of time or out of lives, so try and balance out hiding and attacking well. Wild Dog will now usually attack from a distance with the magnums, and you must be a quick and accurate shot to hit him as he moves from place to place. After taking a few shots, he will throw a grenade, then run at you with a karate punch, a roundhouse kick and a flip kick. Duck the grenade, then shoot him when he is running at you, or you may lose a life or 2. Dog will then throw another grenade, and then attack you normally from the far left where scenery is surrounding him and making him hard to shoot. At this point he may also suddenly come right up close to you and fire at you, so you must be extremely careful not to run out of time or lives. Wild Dog is able to take several hits until he is finished.
Wild Dog - Wild Dog Bridge - Boss Area 3
Wild Dog first blows up the old castle, 'just to be sure'. After shooting Rachel when she tried to escape, he is frustrated that you are responsible for killing Sherudo (his boss), and that you foiled his boss' plans. Now you will have to fight Wild Dog himself. Even though he wears a cool pair of shades, he is one of the worlds most famous and notorious criminals. He starts by moving around the well, attacking from the right or left using his two magnums. It is very easy to get shot here, so have fast reactions. Wild Dog he is fond of always coming up to shoot over the left side when hit. There is particularly tricky part when he is running and shooting at the same time. In this case, both extreme accuracy and a fast reaction time are required to hit him, especially when he fires in the center between the two pillars. It takes quite a few shots to be able to reach the next scene. In scene 2, Wild Dog shows no sign of pain as he briskly runs over to near the bridge, signals for his military backup, and hides behind a stone object. In scenes 2-3, the Wild dog backup consists of all the various opponents/soldiers: blue, red, and brown, soldiers with grenades and bazookas, green machine gunners, Wild Dog's personal hitmen (although their weapons are not special), and soldiers with shields (some enemies are on the top of the bridge). Also, Wild Dog Will lob standard hand-grenades at the stone ornaments holding thin stone boulders. You can either avoid (hide so they do not roll into you) or counteract (shoot the grenade before it hits the stone) -- counteracting will be the more difficult of the two. Some of Moz's ninjas even appear to seek revenge on you. Be careful throughout the two scenes, as Wild Dog will attack twice: once with the magnums and once with his machine gun. If you hit him both times, Wild Dog will run, firing his machine gun into the air. The final scene takes place near the remains of the castle, and by a hide out. This is the place where you will be most likely to either run out of time or out of lives, so try and balance out hiding and attacking well. Wild Dog will usually attack from a distance; occasionally a sneaky attack at close range, and every now and then he will throw a hand-grenade, 50 percent of the time followed by a chop, roundhouse and flip. He is able to take several hits until he dies.



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