Time Crisis.
(Imagine ASCII art here if you like.  I'm really not good at that sort of
thing.)

FAQ/Walkthrough
Written by Mark Kramer, otherwise known as ThePyreThatBurns

---Ye Olde Table of Contents---

1. Introduction
2. Controls
3. Main Characters
4. Enemies
5. Walkthrough
6. Addendum
7. E-mail and suggestions
8. Copyright
9. Acknowledgements


1. The Introduction. "What was I thinking?"
-------------------------------------------

Welcome to my Time Crisis: Project Titan FAQ.  This FAQ was born out of a
conversation that I had on the Time Crisis II board where questions were
asked on how to beat many of the areas.  After answering a few, I decided to
recommend an FAQ on the game.  To my surprise, there didn't seem to be any 
such FAQ.  As I've never written an FAQ before, it seemed like it might make
an interesting project.  Besides, in my opinion, it's easier to write an FAQ
for a game that doesn't already have ten or more different FAQs.  It
certainly makes it easier to stand out.  During this FAQ, I will try to
refrain from too many plot spoilers but there will be some mild ones.  It is
a walkthrough, after all.  Consider yourself warned.

But, what is Project Titan?  Project Titan is a game that was released on
June, 2001 as something to tide Playstation Guncon fans over after Namco
decided to bring Time Crisis II to the Playstation 2 instead of the
Playstation.  While it was a side project due to Namco switching it's
production over to the Playstation 2, it still has plenty of Guncon goodness
as well as the return of Richard Miller.

Richard Miller starts the game as a wanted man.  Framed for the assassination
of the president of Caruba, Richard Miller has only 48 hours to clear his
name before VSSE has to turn him over to the government of Caruba.  While
other men might use things like lawyers or evidence to clear their name,
they're not THE ONE MAN ARMY....RICHARD MILLER!!!



2. The Controls. "How to do it to them before they do it to you"
---------------------------------------------------------------

Obviously, being a Guncon game, the best way to play the game is using a
Guncon.  I use a Guncon 1 with this game so I cannot vouch how well other
light guns will work with this game.  The options can be set on screen but
default is:

Trigger: Shoot enemies/skip movies/confirm menu selection
A: Reload/Choose menu options
B: Pause/Choose menu options.

The buttons can be switched.  Also, there are two options for the Reload
button.  The first is that you have to hold the button down while firing at
enemies and release to reload.  The other option is that you only have to
hold the button to duck and reload and you release the button while firing
at enemies.  I personally prefer the second option as I don't like to have
to hold down the A button while firing and it seems more natural to me to 
press a button while ducking.  Still, it's a matter of individual preference.

The second option is to use a standard Playstation Controller.  I have never
used this option as it seems a little like using a golf club to play hockey.
For those of who do use the standard controller:

X=Trigger
Square/Triangle=Reload/Choose menu options.
Start=Pause
D-pad=Move Crosshair.



3. Main Characters.  "People who actually have names."
------------------------------------------------------

Richard Miller:
The one man army.  Unlike other VSSE agents, Miller has no need for partners.
Framed for the murder of Xavier Serano, Miller will clear his name the only
way he knows how ..... by ruthlessly slaughtering any and all cannon fodder
that gets in his way.  If only the courts really worked this way.

Xavier Serano:
President of Caruba that gets shot on Caruban national TV yet nobody bothers
to check if he's really dead or not.  It's best if you don't think too hard
about it.

Abacus:
VSSE agent working undercover in Kantaris' organization.  She has 
information that could help clear Richard Miller's name.  Hobbies include 
trying to knock down bulkheads with her head.

Kantaris: Otherwise known as "the only boss not dumb enough to get into a
head-to-head confrontation with the main character".  She is a Playstation
exclusive boss who first appeared in Time Crisis 1.  She runs an
organization that engages in weapon trafficking and other unspecified
criminal charges that VSSE has been investigating.

Wild Dog:  The perpetual thorn in VSSEís side.  During the time of this
game, he is still the head of an international crime syndicate.  
Whenever VSSE has a problem, it seems that Wild Dog is always involved.

(I will briefly touch upon the "What is Wild Dog?" debate here.  Spoilers
for this and other Time Crisis games here.)
  
As Time Crisis fans are aware, in every Time Crisis game, Wild Dog always
makes an appearance and, seemingly, gets killed.  This has prompted the 
occasional debate over how Wild Dog keeps coming back (besides the obvious 
answer of Namco just enjoying the use of him as a boss/trademark of the 
series).  The two biggest theories that Iíve heard is that he is a clone 
or a robot.  In this game, he could be the original as, at the end of the
first Time Crisis, the bomb did go off in his left hand and, after that,
his body was obscured by the rest of the explosions and never recovered.
With the later games, I favor the idea of him being a clone because, in
Time Crisis II, Keith and Robert were shown to be making a motion as if they
were checking his pulse after they shot him up.  I would presume that they 
would be able to tell the difference between a human and a robot when they
did.  However, it could go either way and, to my mind, it really doesnít
matter too much.  The Time Crisis series is really not so much about plot as
it is about light gun action.  If Namco ever resolves the issue, Iíll go
along with whatever they say is the reason whether it is clone, robot, or
just being really, really tough.



4. Enemies "The common grunts you kill while proving youíre not a killer"
--------------------------------------------------------------------------

For this section, I will be grouping enemies who are essentially the same
soldier with a costume change.  Namco's normal system of color coding the
enemies differs slightly with this game so a blue level soldier has three
separate costumes/colors but is the same level of threat.  Also, I use the
term "guy" instead of "soldier" due to the fact that many don't have the
exact same costume and I didn't want to come up with twenty different
descriptions for the blue soldier. 

blue guys/white guys (Look like the crew from Love Boat)/green fidels (Wow,
a country named Caruba and a soldier type that look like the leader of a
certain real world nation.  Namco is just a little too subtle for me.):

Cannon fodder.  Very poor shots.  Their accuracy has been boosted slightly
from Time Crisis in that they occasionally will get a kill shot but, for
the most part, you want to eliminate all other threats on the screen
before you take out this soldier type.  

brown guys/white fidels: Pretty fair shots, these soldiers fire a kill shot
roughly once every four or five times.  While they are still not as much of
a threat as the other types, they are significantly more of a threat than
the blue soldiers.

red guys: The most dangerous enemy in the game.  When they appear, their
first shot is usually a kill shot.  Plus, if you pop out of hiding for more
than two or three seconds, they will snap off another kill shot.  Best tactic
is to quickly unload a clip in their direction then duck.

shield guys: Accuracy is about the same as a blue guy.  However, as the 
name implies, they carry a shield that they duck behind.  You can clip the
top of their head while they are hiding behind the shield or you can use the
time that theyíre hiding in order to clear the screen of any other enemies
and then pop them when they come out to shoot at you.

machine gun guys: They fire a burst at you which always has one kill shot in
it.  If you canít pop them immediately, the best tactic is to duck in order
to avoid their first burst and then shoot them.

bazooka guys: Once again, it is just like the name implies.  They fire a
rocket shell (complete with smoke trail) your way.  These are always kill
shots but they are slower than bullets.    This means that you have a second
or so after launch to cap the one firing the rocket before ducking.

chuckers: Chuckers chuck grenades at you.  They mainly come out when there
are other soldiers in another part of the screen so you wonít see them until
it is too late.  This makes them the second most dangerous enemy despite
their slow rate of fire because you wonít notice them until itís too late.
Also, you cannot shoot the grenades out of the air.  Unless there is a red
guy or a swarm of brown guys, you will be better off eliminating these
guys ASAP.

yellow guys: These are walking power-ups.  Except for the Phobos/Deimos
fight, they will never fire at you.  However, they will disappear off the
screen fairly quickly.  Shooting one drops a time bonus which can be
sorely needed in some areas.  However, the game uses these soldiers in
some areas as traps to distract you from red guys or certain death
situations.  I will point out if they are using the yellow guy as a trap
as well as how much time they drop when shot.  Given that they usually
appear in a corner and quickly move off, I will also point out roughly
where they appear and which direction they move in.



5. Area Walkthrough. "Lock and load.  It's bang time"
-----------------------------------------------------
In this section, I will describe the areas in the following terms:

Stage: Self explanatory.
Area: At the end of each area, you get a screen showing your statistics for
each area.
Wave: These are the places in the game where you swap bullets with the 
enemies.
Initial: These are the enemies who are already in place as soon as the wave
starts.
Total: Total number of soldiers as well as any points of interest in the
place.  If there is a yellow soldier, I will write in what order the
soldiers appear in.  If there are no yellow soldiers or points of interest,
Iíll just total the soldiers here.

Note: I donít describe the rooms for two reasons.  The first is that this
FAQ is running a little long.  The second is that Namco didnít put as
much effort in the graphics as usual so many of the rooms are somewhat
indistinct visually.  However, if you know your stage and area, you should
be able to tell where you are by looking at the initial soldier count in a
wave.



1st area (blue guys can be white love boat types.)

Soldier count:
First wave:
Initial: 1 white guy
Total: 1 white, 2 blue

Second wave: 
Total: 2 white, 7 blue, then 1 yellow appears in back (3 sec) then 1 blue

Third wave:
Initial: 1 yellow (swiftly rolls to the right.) (3 sec)

Total: 1 yellow (see above) then 3 white, 2 blue, 1 red

Fourth wave: (Has the vase health powerup.)
Initial: 1 white, 2 blue 
Total: 1 white, 2 blue then 1 blue, 1 white and 1 yellow (runs from right to
left behind the window (3 sec)) then 1 red then 1 yellow (run from left to
right behind the window (2 sec)) and 3 blue.

Fifth wave:
Initial: 2 blue
Total 3 blue, 1 bazooka, 1 red

Sixth wave:
Initial: 1 red, 2 blue (smashing in windows)
Total: 1 red, 3 blue, 1 white, then 1 yellow runs from left to right behind
window. (2 sec)

Seventh wave:
Initial: 2 blue, 1 machinegun (have to shoot him quick.)
Total: 2 blue, 1 machinegun, then 2 blue dive past the door, then 2 blue
then the machinegun guy comes back. 

Area 2:

First wave: 
Initial: 1 white, 1 blue
Total: 1 white, 1 blue then 1 yellow appears at the top of the stairs 
(3 sec) then 3 blue, 2 white, 1 red

Second wave:
Initial: 1 blue, 1 white
Total: 3 blue, 1 white, 1 red then 1 red, 1 blue, 1 white and 1 yellow shows
up next to the chair on the left (5 sec) then 1 blue

Third wave:
Initial: 1 blue, 1 white
Total: 6 blue (1 with a pipe), 2 white, 1 red

Fourth wave:
Initial: 1 machinegun, 2 shield
Total: 1 machinegun, 2 shield, 1 blue, 1 white

Fifth wave:
Initial: 2 blue, 2 white
Total: 5 blue, 3 white

Sixth wave:  (This has a swinging bar.  Duck immediately when the area
starts, then duck every time it gives the danger sign.)

Initial: 3 blue, 1 
white (This white actually gives a time bonus of 3 sec)
Total: 3 blue, 1 (time) white then 1 white and 1 yellow (rolls in from the
left at the bottom (3 sec)) then 1 white, 1 blue, 1 red.

Seventh wave: Shoot the yellow tank behind the shield guy to quick-kill all
of them.
Total: 3 blue, 1 shield

Area 3:

First wave:
Initial: 1 white, 1 blue
total: 2 white, 5 blue, 1 red

Second wave:
Initial: 2 blue
Total: 5 blue, 3 white, 1 red then 1 blue, 1 yellow (appears in front of the
TV (5 sec))

Third wave:
Initial: 1 machinegun (duck immediately as he has a good chance of picking
you off.)
Total: 1 machinegun, 3 blue, 3 white, 1 chucker

Fourth wave:
Initial: 6 blue
Total: 10 blue, 2 white

Fifth wave:
Initial: 2 blue, 1 white, 1 red
Total: 3 blue, 1 white, 1 red then 1 yellow pops out at the back of the hall
(3 sec) then 3 blue, 1 white

6th wave:
Initial: 1 blue
total: 3 blue, 2 white

7th wave:
Initial: 1 white, 1 blue, 1 yellow (is near the center, then runs to the
right.  (3 sec))
Total: 1 white, 1 blue, 1 yellow (see above) then 2 blue, 2 white, 1 red,
1 bazooka

Boss: Foreign chef. (no rotation) (can shoot knives out of air for 1 sec
each)
Strategy:

After three hits: 2 blue, 1 white
After 6 hits: 2 blue, 1 white
Then 1 blue will appear while chef attacks for 7th and 8th hit.  (two blue)
Then 1 more hit.
Then you move to the kitchen where he will try to slash you.  Plenty of 
time to shoot him one more time.

Area 4:
1st wave:
Initial: 2 blue, 1 white
Total: 5 blue, 2 white, 1 red


Second wave:
initial: 2 blue, 1 white
total: 7 blue, 3 white, 1 machinegun, 1 red

third wave:
Initial: 2 blue, 1 white
total: 4 blue, 2 white, then 1 red and 1 yellow (This guy is a trap designed
to draw attention from red.  Cap red first.  You should have plenty of time
here and this guy is only worth 1 sec anyway.)

fourth wave:
Initial: 1 blue, 1 white (darts to the right immediately)
total: 5 blue, 3 white, 1 red

Boss: Zeus Bertrand (2 areas to rotate)
Strategy:
Will appear in the center then will move left then alternate between right
and left.  Uses a machinegun  Occasionally will jump on the generators but
it will still be in the direction he is supposed to appear.  Also will
occasionally run on the floor between the generators and throw a grenade at
you after the third hit.
After third hit, soldiers will start appearing.  (1 red, 3 blue,
1 machinegun, 1 blue.)
Fourth hit: 3 blues, 1 red, 1 blue
Fifth hit: 2 shields, Zeus appears on the floor to shoot at you.
After 8th hit, Zeus will appear in the upper center doorway.
9th puts him down.

Stage 2 (blue guys can be green fidel types)

area 1:
Wave 1:
Initial: 1 blue, 2 green 
total:2 blue, 2 green, 1 white, 1 red (truck pulls up) 1 green (jeep pulls
up) 5 green, then 1 green, 1 blue, 1 yellow appears (way in the 
background, 3 sec). 1 red appears after blue and green die.

wave 2:
Initial: 1 blue, 2 green, 1 white
total: 1 blue, 2 green, 1 white.  Kill 2 and 2 yellows will appear, 1 
running along hangar floor (3 sec), another running up stairs on opposite
end of hangar. (3 sec) Then 1 yellow (3 sec) and 1 green appears in middle
of hangar and run to left.  Then 3 blue, 2 green.  Kill 3 and a yellow
(3 sec) will appear on top of the crates at the back of the hangar.  
Then 3 green, 1 red.

Wave 3:
Initial: 3 green
total:  4 green, 1 red.  Truck in back pulls out.  1 machinegun, 1 blue,
2 green, 2 shield, 1 chucker, 1 bazooka, 1 white (appears in upper right
corner on top of truck.)  Jeep pulls up. 2 green, 1 white

wave 4:
Total: 3 green, 1 white, 1 blue then 2 green, 1 blue on center catwalk then
2 green on right catwalk and 1 green, 1 blue on floor.  After you kill two,
1 yellow (3 sec) will appear in the back running from left edge to forklift.
Then a shield will appear.  Behind the shield is a red (will move to the
left) and a blue (will move to your right) when shield starts firing.

Wave 5:
initial: 1 green
total: 9 green, 1 blue, 3 white, 1 red, 1 chucker

Wave 6: 
Initial: 3 green, 1 blue
total: 8 green, 2 blue then 1 green and 1 red will appear in upper left on
the lights

area 2, airport half: 

wave 1:
initial: 2 white, 1 blue
total: 3 white, 3 blue, 3 green

wave 2:
initial: 2 green
total: 5 green, 1 blue, 1 red, 1 machinegun

wave 3:
initial: 1 green
total: 4 green, 1 blue.  After you kill 3, a yellow (5 sec, right side) and
a green (left side) will leap on the counter.

wave 4: 
initial: 1 green
total: 7 green, 1 red

wave 5:
initial: 4 green
total: 8 green (some will be under the time counter)

wave 6: 
Initial: 2 green
total: 3 green, 2 blue

area 3, Blanco's mansion:

wave 1:
total: 1 green, 2 yellows (1 by right pillar (3 sec), 1 in background
(2 sec)).  then 6 green, 1 chucker, 1 red then 3 green and 1 yellow (left
side coming from mansion, 2 sec).  After you kill 1 green, 1 red appears.
Then 2 yellows briefly appear by the left and right pillar (3 sec). Then 
3 green, 1 red

wave 2:
initial: 1 green (lower left edging along fountain)
total: 6 greens, then 1 yellow (3 sec) running from right of mansion to left
of mansion, then 2 green, 1 red, 1 bazooka.  After you kill bazooka,
1 yellow (3 sec) on roof of mansion along with three greens on ground.

wave 3:
Initial: 1 shield, 1 green
total: 1 shield, 9 green, 1 machinegun, 2 red

wave 4:
initial: 2 green, 2 bazooka (You will have enough time to kill all four
before the bazookas reload if you are fast.  Otherwise, take out the
bazookas first.)
total: 3 green, 2 bazooka, 1 red, 1 shield

boss: Ricardo Blanco (4 area to rotate)
Strategy:
Next to the foreign chef, this is probably the easiest boss.  As soon as you
hit action, rotate one to the left or right.  Then shoot him.  After that,
every time you hit him, rotate one or two spaces to the left or right.  (One
is quicker but there is a good chance that he will switch targets and fire
at where you are.  Two is slower but it is safer.)  
After his first shot, Blanco will have waves of soldiers running around.
There is no point in killing most of these waves because, as soon as you do,
another wave will take it's place.  The only wave worth noting is, when you
hit Blanco a second time, 4 reds will appear, each claiming an opening.
They are major pests and should be eliminated quickly so you can get on with
shooting Blanco.  Otherwise, it seems to be a mix.  I've seen white, green,
guys in black suits (seem to be on par with the brown guys) and even a 
yellow (5 sec).
After the 8th hit, two shields will appear.  Shoot Blanco one more time and
that's it for this stage.  (If you want, you can shoot the shields before
they run off for a couple extra kills.)

stage 3: (enemy accuracy will go up slightly on this stage)

area 1:

wave 1:
initial:  1 brown, 1 blue (1 red but it's unlikely that you will hit before
he ducks to the left.)
total: 3 blue, 1 brown, 1 red. After you kill 4, 1 chucker, 1 shield,
1 blue, and 1 yellow (at the end of the hall (2 sec)) appear.  (The yellow 
is a trap as it is almost impossible to hit the yellow without getting hit
by the chucker.  As time will not be an issue here, it is best to just shoot
the chucker.  If you miss, then duck immediately as the chucker's grenade
will go off right after he tosses it.


wave 2:
initial: 1 shield, 2 blue, 1 brown.
total: 1 shield, 4 blue, 1 brown, 1 red, 1 chucker.

wave 3: 
initial: 2 blue, 1 brown
total: 2 blue, 1 brown, 1 chucker, 1 red (1 blue, 1 brown, and 1 chucker on
the rising girder.)

wave 4:
initial: 1 bazooka, 1 brown, 1 blue.
total: 1 bazooka, 1 brown, 2 blue. After you kill 3, then 1 yellow appears
running from the bottom to under the catwalk (2 sec). Then 1 blue

wave 5:
initial: 3 bazookas (If you're fast, they won't get off a shot.)
total: Initial 3 bazookas, then a bazooka will appear on the middle catwalk.
Right after that bazooka appears, a yellow will appear on the bottom catwalk
on the left side (2 sec).  Then 2 bazookas

wave 6:
initial: 1 brown, 1 blue, 1 shield
total: 2 brown, 5 blue, 4 shield, 3 red

area 2:

wave 1:
initial: 4 blue, 2 brown, 1 red (Except for the brown in the middle of the
elevator, all the soldiers will take cover.)
total: 8 blue, 3 brown, 1 red, 1 machinegun.  After you shoot the
machinegun, 1 yellow (3 sec) will run along the right catwalk to behind the
elevator.  After you finish the remaining soldiers, 3 blues, 1 brown, and 1
yellow (3 sec, running from the back to the front on the left catwalk)
appear.


Wave 2: 
Initial: 4 blues, 1 brown, 1 red, and 1 yellow (trap as it distracts you
from the red, running from right to left on top catwalk. (2 sec))
Total: 4 blues, 1 brown, 1 red, 1 yellow (see above).  Then 7 blue, 6 brown,

1 red


Wave 3:
initial: 2 blue
total: 2 blue, 2 brown.  Then 1 yellow (running along the rear catwalk from
right to the center hall, (2 sec) and 2 blue appear.  After you kill 1 blue,
1 red drops down to hit you with a pipe.  After you kill the red and the
second blue, 1 bazooka appears.

wave 4:
initial: 1 red, 1 brown, 1 blue.
total: 4 red, 3 brown, 5 blue

wave 5: A cargo hook is swinging back and forth.  Duck immediately as soon
as you hit action.  Then duck every time you hear danger.
Initial: 2 blue, 1 brown.
Total: (The soldiers will come in groups of three except for the last red.
You should be able to knock out one group for every swing of the hook.)
First group: 2 blue, 1 brown Second group: 3 blue Third group: 2 blue,
1 brown Final group: 1 red.

wave 6:
Initial: 2 blue, 2 brown
Total: 3 blue, 2 brown, 1 red.  After you kill 5 (or you can kill 3 and wait
a while), 1 blue and 1 yellow ((3 sec) will run from left to right in the 
center gap) will appear. Then 2 brown, 1 red.

area 3:

wave 1:

initial: 1 brown
total: 7 brown, 1 red


wave 2:
initial: 1 brown
total: 6 brown, 1 red.  After these five appear, 2 browns appear running
along the top catwalk from left to right.  As they are side by side,
shooting will only take one down.  You have to shoot both separately.
This is more of a distraction than anything else.  After you shoot 3 of the
soldiers on the ground, 4 more browns will come in one by one.

wave 3:
initial: 2 brown
total: 5 brown, then 1 red drops down to hit you with a pipe.  Then another
red drops down to hit you with a pipe as two more browns appear.

wave 4:
Initial: 2 brown
total: 7 brown, 1 red

wave 5:
initial: 1 brown
total: 3 brown, 1 red, 5 blue (blues are the ones smashing the windows in
back)

wave 6:
initial: 1 brown, 1 red
total: 6 brown, 1 red, 2 blue (blues are the ones smashing the windows in
back)

wave 7:
initial: 1 brown
total: 7 brown (1 brown is behind the computer screen on the right.  If you
shoot slightly to the right of the computer screen, you will get him as he
running toward the front.)

Area 4:

Boss: Drill tank (5 areas to rotate)
Strategy:
This is the first area where you are in danger of running out of time.  The
drill tank has two machineguns on each side, drills in front for charging,
and a rocket launcher that seems to fire at any of the five areas at random.
However, if you stay in one spot too long, the launcher will fix on that
pillar.  
The drill tank has four fuel tanks on all sides of it.  Each fuel tank takes
6 hits to destroy.  The one in front is yellow and the other three are grey.
The front one is the easiest to take out first since you start off facing
it.  The tank will charge at you but, if you are quick, you should be able
to destroy the front tank before it gets to you.  If not, duck back before
the drills get there  and rotate to a new location and finish the front fuel
tank.  Destroying the front fuel tank also stops it from charging your
position.
Next, destroy one of the side fuel tanks.  When you are doing this, you have
To keep track of the machinegun on that side.  You will notice that every
bullet is red.  Treat it more as a flamethrower than a machinegun.  As the
stream of fire comes close to your position, duck back and let the stream
move past.  Then move back out and finish the fuel tank on that side.  At
this point, it will turn to protect one of it's side tanks.  (If you decided
to take out the two side tanks first, it will reverse down the tunnel to
protect it's rear tank.)  Robot commandos will start jumping out from behind
the tank in threes.  Quickly destroy the fuel tank that you can still hit.
Now, you're going to have to kill robots for a bit.  The key to this is to
quickly empty a clip at one of the robots (it takes 4 hits to kill one),
then duck and move to a new location.  If you stay in one location, the
robots will get a fix on that location to the point of getting a kill shot
as soon as you pop your head up.  Also, the missile launcher on top of the
tank is still firing at random locations.  Each robot that you kill gives you
a bonus of 8 seconds to your time so this is a good opportunity to replenish
your remaining time. After you kill one wave of robots, the tank will 
retreat down the tunnel and you will have to kill another wave of robots.
At this point, the drill tank will emerge from the tunnel and will continue
to attack with machineguns and missile launcher (and it's drill charge if
still haven't destroyed the front fuel tank.  However, it will also now have
three of the robots assisting it.  Ignore the robots as much as you can and
finish off the remaining fuel tank(s).  As soon as the drill tank goes up,
duck behind the pillar until you get the end of stage screen.  (The robots
are prone to getting off lucky shots as the tank is exploding and, if you
lose your last life before the tank is finished exploding, it counts as not
beating the tank.)

(I did find a glitch where, if your time is less than 15 seconds, shooting
robots will give you the +8 sec icon but it will not actually add the extra
seconds to your time.  I cannot say whether this is a glitch with my copy or
this is an in-game glitch.  However, it is best not to let time get too low
during this fight.)



At this point, if you are playing on easy, you will get a message telling
you that you have cleared the easy mode.  If you are playing on normal, you
will be treated to the most absurd plot twist ever in a Time Crisis game.

Stage 4:

Area 1:

Wave 1:
Initial: 1 brown, 2 blue
Total: 1 brown, 3 blue, 1 red.  Then 2 browns roll out from the right.  As
the second brown rolls out, 1 blue will roll out from the right and 1 yellow
(2 sec) will appear at the rear.  Then 1 machinegun.

Wave 2:
Total: 1 red.

Wave 3:
Total: 1 machinegun.  (Duck immediately or he will pick you off.  Wait until
he stops firing before shooting him.)

Wave 4:
Total: 1 blue, 1 chucker.  (Once again, duck immediately or you will catch a
grenade to the face.  As soon as the grenade goes past, shoot the blue.
Then shoot the chucker as soon as he shows his face.)

Wave 5:
Initial: 2 brown, 2 red, 1 blue.
Total: 5 brown, 4 red, 3 blue.

Wave 6:
Initial: 2 red, 1 brown, 2 blue
Total: 3 red, 2 brown, 4 blue then 2 brown and 1 blue will come out rapidly
in singles followed by 1 yellow (3 sec) who will roll in from the right.
Then 3 reds, 1 brown, and 1 blue.  (The red in the back will constantly be
diving and rolling from behind the right wall and the tunnel in back.
However, he never seems to actually fire a shot so it is safe to ignore him
for the other soldiers.)

Wave 7:
Initial: 5 Machinegun, 1 yellow.
Total: 5 machinegun, 1 yellow (2 sec).  Here, they will begin firing almost
immediately.  If you are quick, you can snap off a few shots before you have
to duck back.  (I can get up to three shots, firing at the top row.)  
However, if you aren't feeling certain about how fast you can shoot, it is
safer to just duck back.  If you move back into view as soon as the barrage
stops, you can get off a shot at the yellow soldier as he runs to the left.
However, this soldier is a trap for two reasons.  The first is that he will
distract you from the machineguns.  The second is that the 2 sec you will
gain by killing him is not worth the extra time that you will spend ducking
an extra barrage nor is it worth the risk of trying to cap him and the
machineguns.  
After you kill all 5 machineguns, a red and a blue will appear in the back.
This is to distract you from the red who will pop up behind the barrel on
your right and fire an immediate kill shot.
Then 3 browns, 4 reds, 2 blues

Wave 8:
Initial: 2 reds, 1 blue, 1 chucker.
Total: 2 reds, 1 blue, 1 chucker.  Duck immediately as the chucker will
throw a grenade immediately.  Then 1 machinegun, 2 blues and 1 red will pop
out.  At the same time, 1 yellow (3 sec) will appear on the right side.

Wave 9:
Initial: 1 blue, 1 brown.
Total: 2 reds, 2 blues, 1 brown.

Area 2:

Wave 1:
Initial: 1 blue.  (His hat will barely be showing above the left pillar.)
Total: 12 blue, 7 red

Wave 2:
Total: 9 blue, 4 red, 1 machinegun

Wave 3:
Initial: 3 machinegun

Total: 3 machinegun.  If you rapidly kill them from left to right, they will
not hit you.  The alternate way is they will fire one burst each and then
leave.  (Obviously, killing them is faster.) Then 11 blue, then 3 red.

Boss: Phobos & Deimos (3 areas to rotate)
Strategy:

These robots don't seem to have too much in the way of set patterns of
attack.  The attacks the robots will use as follows:

a) They will do a spinning jump from behind one pillar to behind another.
At the apex of their jump, they will throw a grenade.  These grenades have
the normal effect plus they obscure that area with black clouds of smoke,
which obscure vision in that area until the end of their next attack.
b) They will leap to one pillar and bounce off toward you for a leaping
slash.
c) They will appear between two pillars on the ground, doing an odd looking
sideways walk and fire a stream of bullets at you.
d) They will pop up in front of you and try to slash you.
e) They will run at you in a weaving pattern while trailing a stream of
color and try to slash you.  They are fairly quick with this attack.  This
attack will become more frequent on their third wave of attacks.

It is important to note that each one of the robots will do an individual
attack.  As an example, Phobos might fire a stream of bullets while Deimos
runs at you in the weaving pattern.  They may start their attacks at
slightly different intervals but there will always be two attacks per
routine. Once again, rotation is the name of the game here.  With these two,
you never stay in one place because they will home in on you.  Your pattern
of attack will consist of you firing at them before they start their attack
routine, ducking to avoid the other's attacks, then rotating to a new place.
(If you do manage to get both, they will both leap up to the top of the
screen.) An important part is to duck, THEN rotate.  The reason is that, if
you wait until the end of the attack (maybe even hesitating a fraction of a
second) before rotating, then you will pop up in your new place as they
attack the old area.  This allows you to get free shots in, ESPECIALLY if
they do the stream of bullets attack.
With these two, they are actually two parts of one boss so it doesn't matter
which one you shoot.  (Sometimes, if both of them are firing bullets and you
shoot one, they will both recoil.  However, that is only if it is the fifth
hit.  While they tend to favor the stream of bullets attack after the fourth
hit, I have seen them do differing attacks after the fourth hit.)
Every time you hit them five times, they will leap up toward the ceiling
and you will get a time extension and a wave of yellow soldiers right in
front of your area.  (It seems to be just the area that you are in when you
do the fifth shot as I have rotated during this period and they aren't in
the other two areas.)  Given the time extension and the wave of yellow
soldiers, time should not be a problem in this fight.  However, note that
the yellow soldiers will fire at you.  Their accuracy is terrible (blue
soldier or even slightly worse) but, every so often, they will fire a rare
kill shot.  For this reason as well as stocking up on time, it is best to
kill the yellow soldiers quickly.  The fight will break down as
a) Shoot robots 5 times.
b) Wave of yellow soldiers (3 sec) and time extension.
c) Shoot robots 5 times.
d) Wave of yellow soldiers (3 sec) and time extension.
e) Shoot robots for the last 5 times.  (Remember that they will run at you
in a fairly quick weaving pattern increasingly as you score hits.)

Area 3:

(This area is different from the others in that it is pretty much a running
battle with Wild Dog.  Thus, instead of the standard format, I will instead
advise how to deal with Wild Dog.)

Wave 1:
(3 areas to rotate)
Strategy: The soldiers here are browns and blues.  Ignore them as much as
possible as they have no effect on fighting Wild Dog.  When Wild Dog appears
in the middle to wave in the soldiers, you can get in a free hit.  After
that, pay attention to which direction he will move/dive toward and rotate
in that direction.  As far as I can determine, he will go to your left
first. The pattern of his movements will work out as:
Center (Only time you'll be able to shoot him without the interference of
other soldiers.)
Left
Center
Right
Center
Once he moves to an area, he will stay there until you move to that area and 
shoot him once.  Then he will move to the next area where the process will
repeat.  You will probably need to shoot a few of the soldiers to keep from
getting hit but make sure to hit Wild Dog whenever he shows up.

Wave 2:
(2 areas to rotate)
Strategy: The soldiers in the area you face in the beginning will be reds
with 1 brown to the right and a yellow to the left.  In this area, the reds
seem to be even more accurate than normal.  It is a bad idea to try to shoot
the yellow soldier as you only get a glimpse of him and trying to shoot him
will get you killed.  Wild Dog will be one of the soldiers on the screen.
If you can't identify and shoot him quickly, duck to avoid the volley.  When
you see him, just empty the clip in his direction 
As soon as you hit him, rotate to the opposite area.  Every one of these
soldiers will be red.  However, Wild Dog will always pop up a second or two
after the soldiers will pop up.  Shoot a few of the soldiers until Wild Dog
pops up and rapid-fire the remaining bullets in the clip at him to ensure a
hit.  After you hit him, it's on to the final wave.

Wave 3:
Strategy: Every type of soldier except for chuckers will appear here.  The
soldiers will appear in varying waves.  The trick here is that Wild Dog will
appear every time you shoot the last soldier in the wave.  To ensure a good
chance of shooting Wild Dog, shoot all but the last soldier.  Then reload 
and pick off the last soldier which will leave you 4 or 5 bullets to fire at
Wild Dog.
Whether you hit or miss Wild Dog, he will move off screen and you will have
to go through another wave to get him to appear again.  The important thing
about this is to hit him 3 times before the timer hits the 20 second mark.
This fight will end in one of two ways.
A) If you have not hit Wild Dog 3 separate times before the 20 second mark,
then there will be a wave of soldiers (mostly reds) and two Wild Dogs.  This
is Namco's way of saying that you messed up as it will be almost impossible
to kill Wild Dog at this point.  After you hit each Wild Dog, they will turn
into those robot commandos.  Kill both of them and Wild Dog will make
another appearance.  
If you have hit him twice before the commandos appear, you have a chance.
Quickly shoot him and then mop up the remaining soldiers.  He should then
come out from behind the center pillar and walk toward you, firing his gun 
arm.  This is just for show as none of these shots will hit.  Quickly fire
one more shot into him to win the game.  (I've done it with .70 left on the
timer.)
If you have not hit him twice before the commandos appear, then you're dead.
You will simply not have the time to kill Wild Dog.
B) If you have hit Wild Dog three times before the 20-second mark, then,
after you finish remaining soldiers in the current wave, Wild Dog will come
out from behind the center pillar and walk toward you, firing his gun arm.
This is just for show as none of these shots will hit.  (I have even tested
this by just leaving my character out in the open while he is firing and I
never got hit even once.)  Hit him once more to end the game.


6.Addendum  "What I missed the first time"
------------------------------------------

In the tank battle, after you knock out two of the fuel tanks, move to
the position that is one area to the left of your starting position.  If you
shoot the crate in the far corner, you will collect a health power-up.



7. E-mail and suggestions  "How to tell me what you think of this FAQ"
----------------------------------------------------------------------

Well, that about wraps this FAQ.  However, if you have any suggestions,
things I missed or just want to comment, I can be reached at
thepyrethatburns@hotmail.com .  All E-mails should have "Time Crisis:
Project Titan" in the subject line or I'll probably not answer them.



8.  Copyright "Lawyers are scarier than a hundred Wild Dogs"
------------------------------------------------------------

This work is copyright 2004 Mark Kramer AKA ThePyreThatBurns, and is
provided for personal enjoyment only.  Any use of this guide in whole or in
part for financial profit is strictly prohibited.  This guide may only be
posted publicly with all original indications of authorship intact.  This
guide was produced for GameFAQS.com and only GameFAQS.com.  If you wish to
post this guide on your side, contact me as per the guidelines above.



9.  Acknowledgments  "Thanks"
-----------------------------

CjayC for creating Gamefaqs.com without which I would beat far fewer games 
than I do.

Namco for not only creating this game but, through the Guncon, practically 
recreated the light gun genre of games into an active genre of games to which
I am hopelessly addicted.

KillBotFactory for, through our conversation almost a year ago, provided me
with the inspiration to create this FAQ.

My friend, Mike Bean, for being there for me when everything in my life
seemed to be crashing down on me.

God.