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F U T U R E P E R F E C T
_____________________________________________________________
AUTHOR - Charlie Emery - Hellfire X
VERSION - 1.52
E-MAIL - ce_hellfire(at)yahoo(dot)co(dot)uk
NOTE ON E-MAIL: My e-mail address is open if you have any comments to make on
the guide, such as if anything is missing, if something could be more concise,
etc. Useful comments please, any flames and you won't be mailing me again.
Please don't mail me with any questions on the game if the answer can be found
in the guide, it will be ignored. I have revealed all I know about the game
here. If it's not in the guide, I can't help you. On the other hand, if you'd
like me to explain something a little more clearly, or if I have missed
something, then by all means mail me. If it's something important you'll get a
mention in the credits. But above all, DO NOT SPAM MY INBOX. This includes
advertising, chain letters and any other useless junk that gets sent. I've had
to put up with a lot of this recently, so I'm going on a zero-tolerance policy
now. ONE useless email and your address will be blocked. In the case of mass
emails, all addresses involved will be blocked. If you're in a habit of sending
junk to everyone in your address book, then don't add mine to it.
Remember, this is a full FAQ to practically the whole single player game, so
there are bound to be some spoilers here. Just to let you know in advance.
- STORY - Time To Split : 2401
- Scotland The Brave : 1924
- The Russian Connection : 1969
- The Khallos Express : 1969
- Mansion Of Madness : 1994
- What Lies Below : 1994
- Breaking And Entering : 2052
- You Genius, U-Genix : 2052
- Machine Wars : 2243
- Something To Crow About : 2243
- You Take The High Road : 1924
- The Hooded Man : 2401
- Future Perfect : 1924
- ARCADE LEAGUES - Amateur League : One Gun Fun
: Nightstick
: On The Take
- Honorary League : Dead Weight
: Fever Pitch
: Mode Madness
- Elite League : Smash 'N Grab
: Group Therapy
: Retro Chique
- CHALLENGES - Behead The Undead
- Cut-Out Shoot-Out
- Cat Driving
- Super Smashing Great
- TimeSplitters "Story" Classic
- Monkeying Around
- Miscellaneous Challenges
v1.52- 07.07.05 - Parodies updated. Platinum score for Freak Unique corrected.
More layout issues resolved (bloody Word...). Next update will have a
full revamp of the layout of the guide to make it easier to read.
v1.51- 05.07.05 - Cleared up a layout issue and added Cheat Planet to the
credits
v1.5 - 04.07.05 - Arcade awards and Parodies updated. Puzzles in You Genius,
U-Genix updated to show graphical solutions. Additional strategies added
for TSUG: TimeSplitters Underground, You Genius, U-Genix, The Russian
Connection and Absolutely Potty. Story level What Lies Below updated for
revolver ammo near start. Drunken Guards section added. Platinum score
for Oh Shoal-O-Mio, Divine Immolation, Bag Slag and Pirate Gold
corrected. Platinum score for I Like Dead People added. Quote for Daisy
Dismay added and quote for Maiden corrected.
v1.4 - 13.05.05 - Arcade Awards and Parodies updated. Platinum scores added for
Zone Control, I Like Dead People, Zany Zeppelin, Ninja Garden and
Oh Shoal-O-Mio. Score for Balls Of Steel corrected. Additional tips
added for Plainly Off His Rocker and Zany Zeppelin.
v1.3 - 14.04.05 - Arcade Awards and Parodies updated. Additional strategy added
for Astro Jocks. Platinum scores added for Queen Of Harts, Sammy Hammy
Namby Pamby, Absolutely Potty, Rare Or Well Done? and Freak Unique. Big
Game Hunt platinum score corrected. Final two characters added to the
Characters section and Aztec Warrior's quote added. Story level Scotland
The Brave updated for flare gun at start.
v1.2 - 08.04.05 - Arcade Awards and Parodies updated. Additional tips and
pointers added for Zany Zeppelin, Missile Bunker, Boxing Clever and story
level Scotland The Brave. Platinum scores added for Rockets 101, The Dead
The Bad And The Silly, The Cat's Out Of The Bag, Lap It Up and Old
Blaggers. Character history added to the Characters section
(ie appearances in previous games)
v1.1 - 06.04.05 - Arcade Awards and Parodies sections added. Additional
strategies added for Glimpse Of Stocking, Mansion Of Madness, What Lies
Below and Astro Jocks.
v1.0 - 04.04.05 - Walkthrough complete. Story levels Machine Wars,
Something To Crow About, You Take The High Road, The Hooded Man, and
Future Perfect added. Quote added for Time Assassin Cortez. Additional
strategy added for turbine room in The Russian Connection. Platinum
scores added for Cortez Can't Jump! and Astro Jocks
v0.8 - 03.04.05 - Story levels Mansion Of Madness, What Lies Below, Breaking
And Entering, and You Genius, U-Genix added. Additional strategies added
for Big Game Hunt and Cortez Can't Jump! Platinum scores added for
Plainly Off His Rocker, The Cat's Pajamas, Big Game Hunt, and Boxing
Clever. This should hopefully be the last incomplete version.
v0.7 - 01.04.05 - Story levels Time To Split, Scotland The Brave, The Russian
Connection, and The Khallos Express added. Corrected a missing
half-sentence at the start of challenge Queen Of Harts.
v0.6 - 31.03.05 - Guide mainly complete, with only story mode left to do.
Leagues and challenges complete, as well as weapons and character list
(2 left to unlock). Cheat list also included.
The worthy successor to TimeSplitters 2, Future Perfect is the latest
incarnation of the nutty FPS series by Free Radical. This game has taken a turn
for a more adult theme with the introduction of blood and some truly adult
humour which has earned it a 15 BBFC rating in the UK. Gameplay-wise is where
the game has really shown how the series has aged. At long last, TimeSplitters
has a REAL story mode. The original was little more than go through a level,
grab an item and get back (as illustrated by the TimeSplitters Story Classic
challenges). TS2 had a slightly more objective-led base to it, but it still
didn't have a feel that you were actually advancing any story, and there was
little to relate the characters. This all changes here, as Future Perfect has
not only an objective-led set of missions, but a proper story behind them and
for once you actually feel as though there is a reason for you doing something,
as well as full interaction with your partner character. On top of that, the
arcade leagues will test your skills against a variety of bots in all manner of
game modes.
Then there is the return of the challenges, which are enough to drive any
rational person insane. Ranging from blowing the heads off of zombies to
flinging monkeys down a stretch of ice in a twisted variant of curling, there
really is something for everyone to grit their teeth over.
This guide is designed for the single player aspect of the game: to guide the
player through story, arcade and challenge modes and to unlock all characters,
weapons and cheats. Mapmaker may be an addition at a later date, but I've never
been any good with it, so don't hold your breath.
This is an explanation of the default controls for the PS2. Other consoles are
not covered.
Left Analogue Stick - Move forwards/backwards, strafe left/right
Right Analogue Stick - Look up/down, turn left/right
D-Pad - Left/right to change weapons, up to switch fire modes and zoom in with
scope, down to switch grenade types and zoom out with scope
L1 - Hold down to ready grenade, release to throw
L2 - Fine aim
R1 - Melee attack
R2 - Fire (For throwing weapons like mines, use in the same way as L1)
Triangle - Reload
X - Interact, respawn, skip some cutscenes
Square - Toggle crouch
START - Pause the game and brings up the game menu
SELECT - Brings up a menu of the current objectives (does NOT pause the game)
Here is an explanation of the various arcade league/custom modes (yes, it's
pretty much a C&P job from my TS2 guide with a few amendments, I'm allowed to
be lazy):
\\// :DEATHMATCH: \\//
//\\==================//\\
The classic blow-up-everyone-and-anyone. All on all action. A kill counts for
one point, and then you have a little choice. You can choose whether to lose
points for being killed, lose points for suicides, or don't lose points at
all. Large numbers in a small arena with ballistic weapons is always a laugh.
Default scoring type is kills minus suicides.
Exactly the same as above, but now it's one team against the others in an all
out blast up. You need a big arena for this one, as it's all too easy to get
your teammates caught in the crossfire.
\\// :CAPTURE THE BAG: \\//
//\\=======================//\\
The same as the classic Capture The Flag games from other FPS games. Two
bases, two bags, get their bag to your base with your bag still there to
score. See someone with your bag, blow them up to make them drop it, and then
touch it to return it to your base.
\\// :BAG TAG: \\//
//\\===============//\\
Objective is to hold the bag for the longest time in the time limit. If you're
killed, you drop it, free for someone else to pick up. Holding the bag makes
you an instant target, and you can't wield a weapon while holding the bag, so
run like hell!
Again, same as Deathmatch but with a little variation. This time, every player
has a set number of lives, and each death knocks one off the counter. Losing
all of your lives eliminates you from the game. Be either the last one alive or
have the most lives left when time runs out to win.
\\// :SHRINK: \\//
//\\==============//\\
A type of deathmatch intended to make life a little easier for the not-so-good.
As you fall behind in the match, you get smaller and smaller each time you die
until you're the same size as if you had picked up a Shrink powerup.
Essentially designed to make the bullet magnets among players harder to hit. Of
course, you slowly return to normal size as you catch up again.
\\// :VAMPIRE: \\//
//\\===============//\\
Same as Deathmatch, but each player has a meter at the top of their
screen that slowly decreases as the game progresses. Keep it topped up by
blowing the opposition to hell. If it runs out, you drop like a rock.
\\// :THIEF: \\//
//\\=============//\\
A variation on Deathmatch. The principle is the same, but every kill causes the
victim to drop a coin. The kill itself counts for nothing, whereas picking up
coins is what earns you your points. This is why the game is called "Thief".
You can steal other's kills. More frantic than Deathmatch as long range tactics
don't work.
\\// :VIRUS: \\//
//\\=============//\\
Someone starts the game on fire (virused), and tries to pass it to everyone
else. If you're set alight, you stay alight, and you need to set everyone else
on fire to end the match. Last one to be incinerated wins.
\\// :ZONES: \\//
//\\============//\\
It's basically Domination from Unreal Tournament. There are five neutral Zones
in the level which need to be claimed for your team by running over them. Your
score increases by the number of zones you control every fifteen seconds. First
team to reach the designated score wins.
\\// :ASSAULT: \\//
//\\===============//\\
Something else taken from Unreal Tournament, this is an intricate objective-
led mission. You need to complete a number of objectives in a given time to
win, while the other team tries to stop you.
\\// :GLADIATOR: \\//
//\\=================//\\
Another twist on Deathmatch. Here, kills count for nothing unless you are the
gladiator. The gladiator is defined by a gold aura and shows up in blue on the
radar. Only the gladiator can score kills. To become the gladiator, destroy
the current one, and you stay that way until you are killed.
They had to be in here somewhere. It's a Deathmatch with an interesting twist,
and is a very good training game for absolute beginners. Every so often, a
troupe of armed monkeys teleports into the arena and hunt down whoever is in
first place, taking out anyone else who gets in their way. All kills by the
monkeys go towards the last player's score. Once the player in first has been
killed, the monkeys vanish, and appear again about 30 seconds later. A monkey
portrait may appear when the monkeys show up. If it's a normal monkey portrait,
the monkeys are on your side and any kills will go to you. If the portrait is
flashing red, they're coming after you.
To avoid any more confusion, the "fourteenth" game mode that Free Radical have
referred to is Story mode.
The Story mode walkthrough has been written based on the Normal difficulty
setting. To be honest, Hard mode isn't that much harder. Each paragraph-break
represents a checkpoint.
\-\/-/ **TIME TO SPLIT - 2401** \-\/-/
/-/\-\===========================================/-/\-\
Sergeant Cortez returns from a daring assault on a TimeSplitter space station -
with him he carries the recovered Time Crystals which could bring the war to an
end. On his final approach a laser hit causes his ship to malfunction and
Cortez is forced to crash land. It is essential that he brings the crystals
back to Spacetime Marine HQ.
OBJECTIVES:
- Reach the rebel base
- Use the gun emplacement to defend against the TimeSplitter attack
- Help defend the rebel base
Future Perfect starts you off with a nice and simple opening level. Very short,
very linear, not much threat and an ideal opportunity to get used to the
handling of the game. Pretty much an intro level.
- -
After you fall out of your wrecked ship and receive your sci-fi handgun, follow
the two soldiers through the crevasse. You'll come across the rest of your
ship's remains once you pass through. At this point, you'll be jumped by three
mysterious characters, obviously not TimeSplitters. A couple of shots to the
head each from the sci-fi handgun is enough to take them out. Once they are
down, look for a way down to the lower ledge, you can find a path behind one of
the wrecked engines. You'll then face two more of these opponents hiding behind
the rock just in front of you, and three more a little further on. Make sure you
pick up their handguns, you need to keep your ammo up. Moving on, five more
await in a small rock formation ahead. Take the med-kit by the rock if you need
it and gun down the three enemies out in the open. You may notice one of the
ones at the back is using a different weapon. Once you can get a clear shot at
him, take him down as quickly as you can before popping the last one in the
head. Follow the path down and pick up the plasma autorifle one of them has
dropped. This is much more effective than your handgun and should now be your
primary weapon. Keep your eyes over to the right as you move up and you should
spot another autorifle and a box of plasma grenades. Pick these up and keep
moving. Under the bridge you will be attacked by four more enemies. There are
two ways you can go about taking them down: you can either do it the old
fashioned way and just mow them with the autorifle, or you can try shooting the
explosive barrels near them. It depends on how close they are to the barrels.
Keep following the ledge round and pick up the autorifle and med-kit lying next
to the body before heading into the rock formation.
- -
Go over to the soldier calling to you and receive the sci-fi sniper rifle. This
will allow you to attack from much longer range but has a slow rate of fire.
Slowly edge further up the path until you can see the bunker window ahead.
Behind the two enemies in there are a set of explosive barrels, put one laser
burst in there and watch the fireworks. Now follow the two soldiers, rearming
your autorifle as you do. Once round the corner ahead, you'll encounter your
first TimeSplitter. These are quite tough, and unless you pile your autorifle
into their head, they'll take more than their fair share of your ammo to go
down. They have a habit of cloaking, but it's only really annoying if you
haven't seen them already. Take it down as quickly as you can, their lightning
attack can be quite damaging. Further up you'll encounter another one, which
will either run down the path ahead or will wait cloaked around the corner. If
the latter, it shouldn't be too difficult to spot, he's on the right. Treat this
one in the same way as before. Now follow the path out into the open, where
you'll encounter another three splitters. At long range they don't seem so bad,
and they seem more preoccupied with attacking the surrounding soldiers than you.
Take them down and head over to the gun turret behind you. If you need any,
there are two med-kits, a box of plasma grenades and a spare autorifle behind
you. Now man the turret and prepare to fend off a fairly large wave of
splitters. The initial attack will come from the left. This really isn't much to
worry about, the turret can easily cane the splitters, but be careful of any
managing to get an attack off. Once the first wave is down, another will come in
from the right. Treat in the same way. The final wave as you've probably guessed
will come from both directions, but it is much less dense than the first two.
Start with the left and keep switching sides when you've cleared them out and
this shouldn't be a problem. Once you're done, pick up a med-kit behind you if
you need one and follow the soldier up the path ahead of you. Out in the open,
you need to fend of another splitter assault on foot this time. All of them will
come over the cliff edge in front of you, and the autorifle should mow them down
quite quickly. Try planting a few grenades on them as well, this will be a nasty
surprise for any cloakers. Once cloaked they can be real hard to spot, but a
lightning attack can easily give their position away. Best thing to avoid this
is to keep your eyes on the cliff and mow them as they come. After taking down
about five, the base will be open. Turn round and head back and over to the
right. Go up to the door in the rock face to complete the level.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - The General (character)
Normal/Hard - Anya (character)
\-\/-/ **SCOTLAND THE BRAVE - 1924** \-\/-/
/-/\-\===========================================/-/\-\
Cortez has been sent back in time to Urnsey, a small island off the coast of
Scotland to investigate the time travel energy residues which Anya detected. On
arrival he finds himself in the midst of a battle raging between the British
Navy and foreign troops occupying the island. Fortunately the eccentric Captain
Ash has offered to lend a hand. What ho!
OBJECTIVES:
Primary
- Infiltrate the castle
- Protect Captain Ash
- Escape the trap
- Locate the time crystal mining site
- Gain entry to the meeting hall
- Destroy the enemy tank
- Access the underground areas of the island
Secondary
- Help Captain Ash rescue his assistant
This level is much longer, and requires a little more of a tactical approach in
some parts. It's one of my personal favourites. As well as that, you get to do
some driving as well! Once inside the castle it can be easy to get lost, but Ash
sometimes takes the lead when he is with you though.
- -
Take the Kruger 9mm from Captain Ash and follow him up the path towards the
archway. Before you do though, grab the flare gun Cortez used in the cut scene
from the boat. It doesn't have much ammo and there isn't any more for a while,
so use it sparingly. You should see a sniper's nest ahead with two soldiers.
Silence your pistol and greet them with a few bullets in the head, and take out
a third coming down the path. Now head over to the nest and take the vintage
rifle. This will give you similar long range capabilities as the sci-fi sniper
rifle in the last mission, but it is significantly easier to aim and suffers
from a slower rate of fire. Before going on, check the house over to the right.
If you go upstairs you'll find a box of grenades. These are secondary weapons
that are very good for clearing out heavily populated rooms. Now slowly move up
the path and keep an eye on the ledge ahead of you. Three soldiers will try to
get the jump on you. One will stay centre, one will headover to the left and one
will head right, out of sight. Use the vintage rifle to pick off the visible
ones and move on, but DON'T just rush ahead. The third has taken up position in
a machine gun nest at the top of this path and you will be easily mowed down if
you go in gung-ho. Just wait at the bottom of the path, near Ash. If you can get
a clear shot with the rifle, take it, but a plane will fly in and bomb the hell
out of the nest if you just wait, saving you the trouble. Head up the path.
There are two soldiers waiting up ahead, one behind the house closest to the
castle, and one on top of the gatehouse. Take them both out with the rifle.
Before going inside, head over to the right again and turn left around one of
the houses. There is another guard waiting here, plug him and pick up his twin
Krugers. These are much more effective than a single pistol, but remember you
can only use one with the silencer attached. If you check the remaining
buildings in the area you should find some armour and another vintage rifle. Now
follow Ash inside. A portcullis will slam shut behind you and another will block
the door ahead, trapping you inside. Equip your pistol and get behind the crates
right in the middle. Take out the soldier on the left and then move right,
popping the three soldiers near the door at the far end. There's plenty of
cover, so you shouldn't take much damage, if any. Head towards the stairs ahead,
picking up the K-SMG as you do. The K-SMG as its name suggests is a sub-
machinegun with a decent rate offire, so close range combat should now be
easier, but it remains quite bad at long range. Go up the stairs and blow away
the two soldiers waiting for you at the top. Strafe behind the crates to your
right and take out the two soldiers along the balcony. There is a portcullis
switch at the end of this side of the balcony, but it opens the way back. You
need the other one. Cross the bridge andshoot up the soldier at the end of the
balcony. Now go up to the door at the end, being ready for the soldier waiting
to ambush you on the right as you go in. You can throw a grenade in here to take
care of him quickly enough. Once he is down, go in and raise the portcullis. As
you head back though, a gunboat will be raised into the lower floor and will pin
down Ash. You need to disable it before you can go on. Go over to the bridge and
use the crane to rip the turret from the gunboat. Drop it anywhere, it'll still
fire but it won't be able to hit anything. Put it in the water to get rid of it
permanently. Now go downstairs and head back outside.
- -
Follow Ash down to the garage by the coast. Turn onto the coast and hug the wall
as you go towards the entrance. This will let you get the jump on the two
soldiers in the main room. There's another in the back room. Once they are all
down, go in the back and pick up the grenades and rifle ammo, and head up the
stairs to pick up a med-kit if you need it. Now get into the truck. You can
either take up the gunner position and let Ash drive, or vice versa, your
choice. I personally prefer to take the gun. Assuming you are driving, head up
the road and through the gates, and keep going until you reach the drawbridge.
It will raise on you and you'll have to disembark. Kill the soldier manning the
machinegun nest on the opposite side (much easier if you took the gunner
position, otherwise use the rifle or K-SMG) and look up to the building in the
distance. Rifle the git on the roof taking shots at you, and then use your
uplink to pull the lever next to the machinegun. This will lower the drawbridge.
Get back in the truck and follow the road all the way to the top. When you
disembark, you should see a truck on its side right at the end. Pick up the TNT
next to it and plant it on the door on the left, before getting right back and
watching the fireworks.
- -
Upon heading inside, you'll immediately be attacked from the staircase in front
of you, and two more on the balcony will take pot shots. Be sure to blow them
all away before heading upstairs. Folloow the balcony round and blow away the
soldier that comes down the stairs in front of you, and the one that tries to
jump you from the door on the right. Ash will leave you for a while now as he
tries to signal the navy, so follow the balcony all the way round and go through
the door. There is a med-kit to the left if you need it, you'll have to blow
away a soldier to get to it though. Go through the door ahead and walk up to the
closed door at the other end of the room. It's locked, but your future self will
show up and give you the key. Now head down into the cellar. There is a drunk
guard on the floor rambling away, kill him if you feel sadistic, but he's no
harm. Just pick up the flare gun on the floor beside him and get in the lift.
Ash will show up and winch you up, but he will disappear again straight after.
- -
This next part needs a more stealthy approach to be done easily. Put away your
K-SMG for now and take out your Kruger and switch to alt fire mode. The silencer
will allow you to take out guards without alerting anyone else. Go through the
door and turn right. A guard will walk through the door in front of you and up
to the window at the end of the passage. Plug him in the back of the head and go
into the room he walked out of. Turn right and you should see another guard
looking out the window. Give him the same treatment and go over to the door at
the other end of the room, and wait over to the left. Keep your gun trained on
the door at head level and wait. Soon, a guard will walk through the door and
into your room. He'll see you, but not quickly enough if you can hit him in the
head with one shot (If you can get through the room quickly enough, you can
actually catch this guard at the top of the corridor looking away). Now follow
the corridor round to the left. When you hear speaking, stop. The three steps by
the window should be as far as you go, as the next room has about four guards in
it. Listen if you want, but all stealth tactics now go out the window as you
fling a grenade round the corner into the lot of them. Go into the room and
finish off any survivors with the K-SMG. One may jump out at you from the room
to the left, and a fifth may attack from the distance through this room as you
pass it. Go up to the viewscopes and look in the middle one, you'll see the
briefing hall. This is where you need to go next. Go back to the room you passed
and follow it through to the back. Take the grenades and the twin Krugers and go
back out, through the door opposite the room. Follow the path through the back
of this room and you'll come to the briefing hall.
- -
Listen to what is going on inside before bursting in. You'll quickly be attacked
by the three guards, but the leader will escape through a secret passage in the
fireplace. Quickly dispatch the three guards and head through the door to the
left of the fireplace. You'll now run into a wormhole and you'll give the key
you received earlier to your past self. Clever, eh? Anyway, before going up the
passageway, equip your silenced Kruger and go into the doorway to the left. You
should see a guard looking out the window at the other end of the room. Put a
bullet in his head and wait for his friend to go over to him. Plug him as well.
If you need a med-kit, there's one in the small room at the end of this one. Now
equip your K-SMG and follow the path round. Plaster the guard at the top of the
stairs and keep following the path to the right up the steps. Again, plaster the
two guards waiting for you. If you look in a room on your left as you go up the
passage, you can find a box of K-SMG grenades on the desk. These are the alt
fire for the K-SMG and they are essentially rocket propelled grenades. Save
these for later, you don't need them at the moment. Keep going round and you'll
come across another viewscope room. You'll need to take out the two guards
inside the room either side of the door first, a frag grenade should do this.
The scopes here are for fun more than anything else. Head up the stairs and take
the rifle at the top. If you're feeling sadistic, you should be able to spot an
enemy sniper in one of the ruined buildings in the distance below you. Smack him
down if you want, then head back downstairs and go into the door at the end of
the passageway. A plane will crash in the courtyard to your left, mowing down
any potential threats you may have encountered, so keep going. You'll bump into
Ash again in the next room and you'll meet his "assistant", Jungle Queen. Before
going on, he'll ask you to help him free her from the prison. First, you need to
go into the cell next door. There is a hole in the wall and an oil barrel
beneath it. See where this is going? Firstly, you'll need to get Jungle Queen
away from the wall. Ash said she doesn't like big bangs, so shoot a flare or
throw a grenade by the wall and she'll run away from the wall. Now, shoot the
bottom of the barrel with your Krugers or rifle and wait for the oil to leak
out. Once it stops spreading, back out of the room and fire a flare ar the oil.
It will light up and the barrel will explode, taking the wall with it. Once Ash
has thanked you, go down the stairs in the next room and head outside. You can
have some fun with the organ first if you want! Don't forget to pick up the
armour on the table opposite.
- -
Outside you'll be set upon by a rather nasty enemy: a tank. As you can probably
guess, most of your weapons are completely ineffective and it mounts some quite
formidable ones itself. As well as having two high calibre machine guns, it also
has its cannon, which won't fire unless you stay still for long periods of time.
The trick to doing this is to use the TNT scattered about the place to blow it
open, but you'll need to distract it first to get close enough. First things
first, there are two TNT spawn points. From where you enter, one is in the
corner over to your left, and the other is directly opposite in the top-right
corner. The left spawn point also has a K-SMG grenade refill as well. Go to
either one and pick up the TNT, arming your K-SMG grenades while you're at it.
The machine gun fire isn't too difficult to avoid by just strafing around the
tank. Plant a grenade into the tank and it will stall. This will give you the
perfect opportunity to use your TNT. Run round to the back of the tank and plant
it. The explosion will deal significant damage. While it is still stalled, head
over to the other TNT spawn point and restock. Wait for a couple of seconds
after the stall meter has emptied and repeat the process. It shouldn't take more
than three blocks of TNT to totally destroy the tank. While doing all this,
don't stay in cover for too long unless you want to see the tank's cannon in
action. It won't do you much damage, but it'll blow away whatever you're sitting
behind, leaving you open to its guns. When the tank eventually blows, it's
turret will fly into the air. Be careful not to let it land on you and don't go
near it until it has exploded. Now, go into the room where the tank emerged from
and take the lift down into the depths of the island. You'll get down there just
in time to see Captain Ash and Jungle Queen making their escape. Head over the
bridge and open the door at the end to complete the level.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - The Jungle Queen (character)
Normal/Hard - Warrant Officer Cain (character)
Cortez follows the mysterious Time Traveler from 1924 Scotland to a train
depot in Russia in 1969. Here, it seems that the Time Traveler is leading a
cult and has teamed up with the arch criminal genius, Khallos. A potentially
lethal alliance but no match for the combined talents of Cortez and super
chilled agent Harry Tipper!
OBJECTIVES:
- Find Time Traveler
- Rendezvous at the water tower
- Deactivate electricity
- Protect Harry Tipper
- Gain access to sector 3
- Restore main power
- Activate starter motor
- Restore water pressure
- Locate Khallos's train
Plenty of stealth action in this level, with a very good Metal Gear Solid
piss-take about a quarter of the way in! It also contains a pretty annoying
sniping section as well.
- -
The first area is a stealth section, and it's really difficult to take them
without being seen. It's actually quicker and easier to go in gung-ho, but I'll
take you through the stealth approach. Immediately switch your pistol to alt
fire to equip the scope and silencer. The scope here is nowhere near as good as
the vintage rifle, but it's good enough to keep you from being seen. First thing
to do is take out the henchman in the checkpoint. Go to the other side of the
building you are behind to the corner near the bridge and pop one in his head
from behind the corner. Now quickly run back to the other end of the building
untol you reach the stack of large boxes. Just poke your head over the lower
stack until you can see a henchwoman. Now wait until she walks behind the green
crate from where you are standing and then go over in front of it, staying out
of her sight. There is a henchman in front of the building walking away from
you, you need to take him down before the henchwoman comes round the other side
of the green crate. Once he is down, go round behind the henchwoman and take her
down. Finally, go round in front of the building and look in the distance. One
last henchman is wandering around. Take him down and Harry will lead you out of
the area. Before you go, you can go into the building and down to the room in
the basement for an armour pickup, but you'll have to fight two henchmen to get
to it. In any case, follow Harry down into the gutter and he'll cut away the
bars into the next section.
- -
Now comes the MGS parody. This next section is pure stealth. The parody comes in
the form of guards calling for an area sweep if they find a dead body, and
they'll give up and return to their posts if you hide long enough. Of course,
all this comes to a crashing halt if you get caught. If you do get spotted,
several henchmen will come after you. Start by heading up the stairs out of the
gutter and take out the guard over by the wall. Go over to the gap he was
standing next to, this will take you into the main area next door. Again, I'll
try to explain how to do this section the stealthy way, but it's very hard not
to get spotted in certain places. If you peek round the corner to the left, you
should see a henchman standing in front of a door in the distance. If you look
carefully, there is another walking away from you down the alley to the right.
Plug them both and move behind the crates over to your right. Follow the wall
until you reach the door the henchman was in front of, then go round in front of
the building, picking up his machine gun as you go. The machine gun, while very
powerful, isn't much use here so re-equip your pistol and save it for later.
Keep hugging the wall until you go round behind another set of crates. You'll
emerge behind a henchman on your left. Plug him and look over towards the
electric fence in front of you. Another is standing over to the left. Drop him
and then head back the way you came, and this time go round the other side of
the building. Go right up to the top corner and you should see a henchman
walking to the right in front of a pile of boxes and a car. Take him out and go
round to the left. In the next section, there is another henchman walking to the
left in the distance, kill him and follow the boxes round to the left, where
there is another henchman waiting next to the building. Your final target can be
seen if you go over to the outer wall and look towards the direction of the
electric fence. There is a henchwoman standing on a crate. Take her down and
you're now free to move as you like. Head back to where you saw the pile of
boxes and the car. There is a power house at the back, go in here and take out
the henchman in front of the generator, and the henchwoman just to the right of
him. Pick up the med-kit if you need it and the grenades on the shelves. Now
switch off the generator and go back outside, through the electric fence.
- -
Head to the base of the water tower and rendezvous with Harry. Looks like you'll
need disguises to get into the main complex, and Harry is willing to sneak into
the barracks to get some. Trouble is, you need to give him sniper cover from the
water tower. Once he's done talking, climb up the ladder and grab the sniper
rifle. The scope on this rifle is much more powerful than the vintage rifle, so
you should be able to get in a good shot from so far away. Firstly, look over to
the left courtyard. Harry will appear from the manhole and immediately come
under attack from several henchmen. You need to take them all out before Harry
gets killed. Thankfully they tend to stay still most of the time, but they have
a habit of weaving their heads round corners to shoot at Harry, making a decent
shot awkward. Try to take the early advantage by shooting a couple before
Harry's health bar appears. To make spotting the henchmen a little easier, zoom
the scope out to see the whole courtyard to find another rather than just
scanning the area with the scope zoomed all the way in. You should only really
zoom all the way in when you're about to take a shot. Six henchmen will appear
before Harry moves onto the next courtyard. Same thing here, six henchmen need
to die before Harry can escape. Once they are sorted, head back down the tower
and meet up with Harry again.
*Additional tip from Clay Hart**
The grenades you picked up from the generator room earlier will be a real asset
here if your aim is good. The henchmen tend to be fairly close together, so a
well placed grenade will save you several sniper bullets. It is also worth
noting that the barrels in the barracks are explosive, so you can shoot these to
cause a real uproar.
You can't use the ladder again, but there is a ramp on the other side that will
take you onto the rooftop of the adjacent building which you can use to get back
to ground level. Equip the machine gun while you're at it. There is a hole in
the roof over to the right of the ramp, drop through it and go through the door.
Two henchmen will attack you, one from across the balcony and one from the
staircase below. Take them both out and follow the balcony along. A henchwoman
will attack you when you reach the other side, give her the same treatment.
Another will attack you from the right as you descend the stairs. You will see a
door over to you right near where this henchwoman is... sorry, was. As you pass
the door opposite, it will open and a henchman will attack you. Keep following
the stairs down. The room in front of you as you reach the bottom has two
henchmen waiting for you, and the room opposite has one. Go through the door on
the right, grab the grenades if you need them and go through the door to meet up
with Harry (NB: This previous section can be skipped entirely by dropping off
the roof, but you'll be jumped by everyone in the building outside). Change into
your uniforms, and laugh at the way Harry runs while wearing a henchWOMANs
uniform!
- -
Suppress your laughter and follow Harry through the base. Once you are inside
the main base, look for a set of stairs leading up to the power generator room.
Remember, while you are in disguise no one will suspect a thing, so DON'T SHOOT
ANYONE! Go through the door and follow the passage round to the generator room.
You'll find that the starter motor is switched off, so you'll need to activate
that before you can restore power. The engineer in front of you will head
downstairs towards this room. You need to follow him in order to get to the
lower floors, so do so. Again though, you'll need to do something else first, as
there is no water pressure to the motor. As you were following the engineer, you
should have noticed a corridor off to the left. Go down here and follow the path
through the turbine room and all the way down to the flow control unit. Now turn
the crank to re-activate the water flow. This will blow your cover, so now you
can shoot anyone you like again. Your first victim should be the engineer in the
next room, he'll start shooting at you anyway if you leave him. Now head back to
the turbine room and shoot the engineer right in front of you as you open the
door. You'll come under fire from quite a few directions here, mainly from the
balcony above. Head backup onto the turbines and smack down anyone shooting at
you, and pick up a Soviet Rifle while you're at it. The Soviet is extremely
powerful and accurate, more than enough to pound anyone you point it at. It
might be an idea to take one or two down from ground level first by using the
balcony as cover. Now head back to the starter motor room. When you reach a
junction in the corridor, turn left. Pick up the engineers ID card in the room
and turn on the motor. Unless you picked it up earlier, there's also a med-kit
here. Now turn round and go back towards the stairs. There's an elite henchman
waiting for you through here, so don't just run in blind. It's all clear from
here, Harry will be waiting in front of the generator room. Just go back and
activate the generator and the way to sector 3 will be open. Head over to the
blast door and flip the switch on the wall to open it.
*Additional strategy courtesy of J.R.T*
It IS in fact possible to remain under cover and avoid the fight in the turbine
room entirely. When you first go into the generator room on the upper floor, use
your silenced pistol to kill the engineer before he starts towards the starter
motor. You can pick up his swipe card and use it yourself. If you miss this
opportunity, you can shoot him in the starter motor room as well. Now head
downstairs to the turbine room. Go to the lower floor of the turbine room and
plug the engineer down there in the back of the head (try to stay out of sight
of the one on the upper floor). Now deal with the one on the upper floor.
Finally, head down to the crank shaft room and plug the engineer down there.
Now, when you turn the crank shaft, the alarm won't be raised! You won't have to
worry about the henchmen until you've activated the generator, and they're much
easier to deal with out in the open, especially with Harry helping you out. If
you need a Soviet, you can acquire one from the elite henchman on the balcony
and the one in front of the blast door.
I've tried this myself, it makes this part of the level much easier and I
recommend it over my strategy, especially on Hard mode.
- -
You'll immediately come under attack in this next section from three henchmen in
the distance, and one has a habit of throwing grenades from round the corner on
the left. Take them all out with the Soviet and get in the car. Harry will
prefer to take the stairs. Follow the tunnel all the way down, running over the
poor sod in front of the barrier, until you see some crates. Run down the guy in
the middle of the road and then back up the tunnel slightly before jumping out.
There are about five henchmen ahead, all are quite easy to take out with the
Soviet and a couple of grenades. Only thing is, Harry likes to stand in the
middle of the lot of them, so it's quite easy to hit him. He draws a lot of fire
though. Once they're all down, run up the tunnel into the door on the left
You'll find a med-kit and armour on the table, and something Harry despises: a
hostage. You'll have to leave him behind while he wastes his time here, so get
back to the car and keep following the tunnel round. You'll come across a locked
blast door which you'll have to "open" manually. Leave the car here and head
further up the tunnel on foot until you see a blast door on your left. This will
open to reveal a firing range. There's a box of grenades on the shelf by the
wall, but what you need is sitting at the end of a conveyor on the right wall: a
tank shell. Pick this up with the uplink and carry it back to the door. Throw
the shell at the door to blow it up. If you miss or drop the shell, you'll have
to go back and pull the lever on the conveyor to get another one. Get back in
the car and head up the tunnel.
- -
Run down the three henchmen in the middle of the road, then jump out of the car
and gun down the remaining henchwoman waiting by the large lift. You'll have to
leave the car here now. There is a door on the left right at the end of the
tunnel that leads onto a staircase. Take down the elite henchman waiting at the
bottom of the first flight, and another henchman and a booty guard at the bottom
of the third. Now head down to the bottom of the tunnel. You'll see the Time
Traveler sending an army of henchmen through a time portal, but he'll see you
and leave two behind to deal with you. Gun them down and go through the blast
door at the end to complete the level.
The Time Traveler has given Cortez the slip - but back at base Anya hopes to
trace the Brotherhood of Ultra Science into the future and find a new lead.
Meanwhile there are pressing issues to attend to! That twisted dude Khallos is
threatening to start World War 3 by firing a nuclear missile from his train.
"Hey spaceman!", Harry Tipper needs a hand to save the world and rescue his
girl!
OBJECTIVES:
- Find Khallos
- Prevent the missile launch
- Destroy the helicopter
- Deactivate the gas trap
- Stop the train
This is another fairly short, frantic level with little finesse required.
Although it is a direct continuation of the last mission, you don't get to keep
your weapons.
- -
Start this mission as you did the last, by putting the scope on your pistol. You
won't get any stealth kills, bu thte level is so long you can see henchmen from
miles away. Head up into the cabin of the engine and shoot the henchman on the
tank in front through the window. Now get up there yourself and walk down to the
end, shooting the elite henchwoman on the right as you go. Before you reach the
end, duck down and peek over the edge of the tank. You should be able to get a
good view down below at the four henchmen on the next carriage. Take out the two
at the back first, then edge forwards until you can see the one on the left.
Finally, take out the henchwoman just in front of him. Now drop down and go on
to the next carriage.
- -
As you open the door, quickly shoot the henchman on the left before he jumps in
the machinegun nest, then take out the henchwoman. If he does get into the nest,
you'll have to wait until the gun overheats before getting round the side and
popping him. Two more will appear through the door ahead before you can get to
the next carriage. There are two henchmen in the next room. Take out the one on
the radio first, the one behind the desk will tip it over to use as cover. Pop
him when he sticks his head up and nab his machine gun. If you need healing,
there's a med-kit on the top shelf, but you'll need to use the uplink to get it.
Tipper will leave you here to contact his HQ (although you can't help but wonder
who chose the code name "Shower Of Gold" for him). Head on into the next
carriage without him. If you want a real laugh before going on, try opening the
locked toilet door and laugh at the noises that emerge from the poor henchwoman
trying to shit a hedgehog... anyway. The next corridor is fairly heavily
populated, but the machine gun should have little trouble mowing everyone down.
Two henchmen are waiting in the corridor itself, and two more will pop out of
the cabins as you approach. As you move up, a gunship will rake the carriage
with gunfire, duck out of the way of a window and you'll escape unscathed.
There's a small med-kit in the first carriage if needed. Meanwhile another
henchman will attack you from the end of the corridor, and the constipated
henchwoman will attack from behind. It's unlikely both will attack together, so
just take the henchman out and turn around and wait for the henchwoman. Once
that's sorted, move onto the next carriage.
- -
You'll see a lot more of that gunship on this next carriage, and you'll have to
use the crates as cover if you don't want to get cut to pieces. It will first
attack from the front, then right, then left. When it goes from the front, run
up behind the boxes ahead of you and use your machine gun to shatter the wooden
crate. When it stops firing, move to the next one. Stay over to the right and
shoot the next crate, staying out of the firing line of the gunship. Once this
crate is down, you have a clear path to a SAM battery. Stay in cover until the
gunship has finished its left-side attack, then run for the end of the carriage.
There is a control panel on a box at the end, activating this will launch the
missiles at the gunship, destroying it. Note that the gunship will stop firing
at you the second you push the button. Now get up on the roof of the next
carriage. As you go down, two henchmen will attack you from roof doors on the
left. Shoot them down and arm your scoped pistol. There are two henchmen on the
next carriage that need to go down, the furthest is on the left, nearest on the
right. Drop down onto the carriage and pick up the Soviet rifle the first one
was carrying. Another train will pull in alongside and several explosive barrels
around you will be sent flying. Try not to stand anywhere near them. Another
gunship will emerge and start firing at you, but your future self shows up with
a heatseeker and starts taking pot shots at it. Your job here is to keep the
henchmen off of your future self while he canes the gunship. They will appear
from either side on top of the carriage, use the Soviet to take them out. If you
see a cracking effect around your screen, it means your future self is taking
damage. Once the gunship is destroyed, it will crash into the next carriage,
shattering it and a flaming henchman will run towards you. Gun him down before
he shoots and head into what's left of this next carriage. Go through until you
reach a closed door. In this carriage is the armoury, guarded by four henchmen.
When you enter the carriage, strafe left so you can get the upper hand. There
are three in the armoury itself and one will attack from behind the wall ahead.
Once they're all down, take the med-kit on the table and pick up the Tactical
12-gauge. This is your first close range pwnage gun, a single shot being enough
to take down anyone. Pick up any machine gun ammo you need as well before
heading on. Equip the 12-gauge before heading round the corner and blasting one
more henchman to hell who decided to wait there for you.
- -
Once you climb on top of the next carriage, you'll find the wormhole needed to
get to the other train to help out your past self with the gunship. When you
regain control, you'll be face to face with four henchmen, all of whom can be
blown away with the 12-gauge. Go through the door and pick up the heatseeking
rockets before going outside. Pick up the heatseeker. This variant of the
standard rocket launcher can lock on to targets before it fires, and you'll need
it to lock on to the gunship. Don't worry about the henchmen above you, Past
Cortez will sort them out (and you did a damn good job, didn't you?). The
heatseeker needs a second or two to lock onto its target, so keep moving to
avoid too much damage. Once it has locked on, launch the rocket and lock on to
the next target. Three rockets need to hit home before the gunship crumbles.
Once that's done, head back the way you came and Cortez will jump back onto the
other train.
- -
Arm the Soviet or 12-gauge and head round to the right, blasting the henchman in
front of you. Pick up his dual machine guns. No need to worry about anything
else now, these babies will cream anything. And it's just as well, because round
the corner are four henchmen waiting to be caned. Another one is standing in
front of the door to the next carriage. Three henchmen are waiting in the next
carriage and one more will attack you from the other train as you pass the door.
None of them should pose a problem, they're all out in the open. The next
carriage is a bit more crowded, there are five in here. Keep the twin machine
guns equipped and you won't have a problem, especially when Harry reappears.
Head through the door at the end and go up the stairs to the upper floor, but
feel free to have a go on the slot machine before you go.
- -
You'll come face to face with Khallos up here, and he'll activate a gas trap.
Keep an eye on that lever he pulls, that's your ticket out. Whip out the uplink
and use it on the lever through the door to deactivate the trap. Now head into
Khallos's office. If you wait a second, Harry will crack Khallos's safe and you
can get a med-kit. Now pull the lever on the wall to open the door at the other
end of the carriage and gun down the two henchwomen that come up the stairs.
Before you go, you can play around with Khallos's cat, Strudel if you want, but
let's move on. The missile is in the next carriage. Run past it, gunning down
the two henchmen as you go, and go up to the control panel. You now need to
solve a path puzzle to deactivate the missile in a time limit. The idea is to
rotate the path segments to connect green to green and blue to blue.
Unfortunately I can't give you the solution here as the set-up is random, but
this one isn't very difficult at all (especially when compared to the ones in a
later mission). Once that is done, pick up the armour underneath the desk on the
left and get up onto the final carriage.
- -
Run up the carriage towards the end and you'll be stopped by Khallos wearing a
jetpack. He really isn't difficult at all. While airborne, he fires blue laser
bolts that are quite easily avoided normally, and are veryy easily avoided when
you hit him and completely screw up his aim. To take him out, you need to
destroy his jetpack. The twin machine guns do this job admirably, and when
you're out of ammo for them, switch to the 12-gauge. He'll fly off into the
distance when you beat him. Now run down to the engine at the front of the
train. Go up the right hand side and pull the brake lever to end the mission.
\-\/-/ **MANSION OF MADNESS - 1994** \-\/-/
/-/\-\===========================================/-/\-\
Anya has traced the Brotherhood of Ultra Science to an isolated creepy
Conneticut mansion house in 1994. There's no time to lose - Anya's research has
revealed that the mansion will burn to the ground on this very night! Good news
is that Cortez has a resourceful new chum to help him out, the very capable
Jo-Beth Casey, the bad news is that the mansion is infested by zombies. Eugh!
OBJECTIVES:
- Investigate the mansion
- Rescue the scientist
- Investigate the attic
- Locate lab entrance
- Defeat the creature
This is quite a long mission and requires a very good head shot ability. The
zombies in this level can only be effectively killed by decapitation. There's
several other nasties waiting in here as well.
- -
Follow Jo-Beth and go in the front door. A tree will collapse behind you,
trapping you inside and a scientist trying to warn you against entering meets a
rather sudden end. Pick up the flamethrower in front of you. This is a short
ranged indiscriminate fire weapon that can set enemies alight, slowly draining
their health until they die. However, it has another more pressing use right
now, as you'll come under attack from four ghosts coming down the stairs in
front of you. A short burst is enough to take them all out. Now follow Jo-Beth
down the corridor to your right.
- -
Before going through the door in front of you, pick up the baseball bat on the
floor. This is an extension of your melee attack and is far more powerful,
especially for what's in the next room. Three zombies will start shuffling
towards you. Equip the baseball bat and start smacking them about, their heads
will dislodge after three hits (five on Hard). Once they are down, three more
will come out of the newly blown hole in the wall, and two of them has a bat of
their own. You need hit-and-run tactics for these. Run in and smack him, then
get back before he hits you in return. Then repeat until done, same goes for the
other one. The other two are no different from the ones you've already killed.
Before going on, pick up the revolver from the body in the corner of the room.
This pistol is enough to blow the head off a zombie in one hit, but it has very
little ammo at the moment, so it's best to stick with the bat. Follow Jo-Beth
into the next room where you'll see another ghost. This one is different from
the ones you fought previously. Approach it and it will form a wall of fire
across the room, blocking your progress. Two flaming zombies will emerge.
Obviously the bat isn't the best option here, so arm your revolver and blow
their heads off. It needs to be a straight hit in the head, anywhere else and
they'll just shrug it off (just aim normally, I find it much harder with fine
aim to get a good hit). Incidentally, you can kill a zombie with just normal
body shots, but it takes so much ammo it isn't worth it in the slightest. Once
they are down, the door to your right will open. Head outside and you'll see two
scientists up a tree trying to escape from several worm-like creatures running
around underground (anyone seen the film Tremors?). One tries to make a run for
the mansion and meets a swift end. Your objective here is to save the other
scientist from the same fate. He'll tell you that there is a flamethrower lying
around on the ground, however you have your own. It's the only thing that'll
work on the worms. Equip it and start running around on the grass, luring them
up. When one pops its head up, torch it. There should be five of them running
around. If you do need a top-up for your flamethrower, the one he was talking
about is over to the left somewhere. Once they're dead, he'll run over to the
mansion and tell you about the attic, which is where you need to head next. Go
back into the room and the fire wall will die down, revealing a double door over
to the right.
- -
Before going any further, pick up the two shotguns on the walls. The shotgun is
your primary weapon for decapitating zombies, marred only by a long reload time.
Now go through the two sets of doors in front of you into the dining room. Jo-
Beth will pull out her own shotgun and actually be some use for a change. Well,
not much. She gets few headshots and more often than not has a habit of hitting
you. Because of this, try to attack a different target from her. Eleven zombies
will now drop into the room in waves of two or three at a time. Keep your eyes
open, one will have a baseball bat and two will have shotguns of their own.
These ones are top priority, if you see one, go for them immediately. They can
do considerable damage if they hit. While you're at it, try to clear as much of
the floor as possible, you'll need it for the next part. Once all zombies are
dead (again), the moose head on the wall will start battering its way through
the wall. Meet the Deerhaunter. He's actually quite difficult to avoid as he has
a tendency of constantly running towards you trying to swipe you with his claws
or antlers. This is why you needed the room cleared. One strategy is to
backtrack around the room in laps while pounding him with your shotgun. This is
pretty difficult, as if you get stuck even once he'll hit you hard. If you want
a really cheap way of doing it, hide in the hole he smashed in the wall. For
some reason, he can't get back in and you're free to smash him in safety. Once
he's down, head through the double doors next to Jo-Beth. You'll see a scientist
running down the stairs in front of you with a somewhat faster zombie chasing
him. Blow him away and head upstairs yourself. Start by heading through the
doors in front of you. There's a zombie with a baseball bat ahead, but first,
turn left and blast the one right next to the door. Then go for the one with the
bat. On the other side of the balcony is a zombie shooting at you with a
shotgun. You can try a few long range shots while moving towards him, but
Jo-Beth may draw his fire (she may even kill him herself). Once he is down, pick
up his shotgun and the revolver in the corner of the room and head back outside.
Now go through the other doors into the corridor. First thing to do is clear out
the two zombies in the room to your right, the one at the back has a shotgun you
can use. Go back out and head down the corridor. You will see a zombie lying
inanimate on the floor. This will come to life as soon as you approach it,
supported by three more coming from the door in front of you. Blow away the two
nearest first and then go for the armed ones in the doorway, shotgun first. The
next room on your right has a scientist cowering in the corner. There are also
two med-kits in here: one in the wardrobe and one in the left cupboard under the
desk. They're both full healing kits, so you can come back here if you get hurt
up ahead. Through the next set of doors, a zombie with a shotgun is waiting
round the corner, as well as three more (one shotgun) in the next corridor. The
door on the left is locked, so go straight to the door at the top of the
corridor and into the library. There are four zombies in here, and two have
shotguns. Your best bet is to stay by the door and let them come to you, this
way it's unlikely you'll have to take them both at once. Grab the dropped
shotguns and head upstairs. There's one more zombie waiting behind a bookcase
over to the left. Take her down and head through the doors.
- -
There's a scientist who's obviously cracked sitting behind the sofa, and an
inanimate zombie on the floor. You can ignore this one, it won't come to life,
so head through the door and into the next corridor. Ignore the room on the
left, it's empty. Follow the corridor round. If you need a med-kit, the room on
the right has a med-kit in the desk cupboard, and if you want a surprise, open
the wardrobe. The rest are empty. Going up the corridor, you'll see a scientist
with a flamethrower trying to fend off a swarm of beetles and failing miserably
(scarabs from The Mummy, no doubt). Whip out your own and torch them all as they
come for you. Up ahead, there's a body with a shotgun in the open room on the
right, and you can pick up the flamethrower the scientist dropped in the top
room on the right. Be aware of the floored zombie in this room, you'll be seeing
more of her. Go into the next room and four more zombies will be waiting, one
with a shotgun on the right. Once triggered, the zombie you saw earlier will be
alive. Turn round and blast her before clearing this room. The door to the attic
is in the next corridor on the right.
**Additional tip from Joe Riddiford**
Tired of waiting for those zombies lying on the floor to get up? Torch them. If
you use the flamethrower on them, they'll get up straight away so you can deal
with them there and then. Much better than letting them get the jump on you,
especially when you've got zombies with shotguns to worry about at the same
time.
- -
Go up the stairs into the attic. You'll meet that ghost again, and it will bring
all the zombies in the room to life. This is quite hard. There are five zombies
in this room, two with shotguns, and every so often the ghost will fling fire at
you. You have to keep moving here and blast the zombies over the back with the
shotguns as first priority. Once they are all down the ghost will vanish again.
Head through the passageway at the top of the stairs and blast the zombie in the
passageway. There's another lying on the floor ahead which will become a threat
when you enter the next room. Immediately turn round and blast him before
clearing this room. There's four zombies in here, two with shotguns. Try waiting
in the corridor and blast them as they emerge round the corner. Moving on,
follow the corridor round and drop down into another large roof section. You'll
see a scientist over by the stairs on his last legs with a med-kit beside him,
listen to what he has to say then go down the stairs. Stop at the top of the
last flight to get the jump on a zombie with a shotgun below you. When you hit
the bottom, the remaining three will come to life, all with shotguns. Just keep
moving and blast them all as quick as you can, and use the stairs for cover if
you need to. A door will open in the corner of the room. However, you'll fall
through the floor when approaching it.
- -
Head down the stairs and into the room at the bottom. The scientist will tell
you that the Time Traveler is still here, he's in the catacombs below. Go
through the door on the left. There's a small armoury in the next room with a
med-kit, a revolver and a shotgun. Once you've rearmed, head outside. The door
across from you is locked, so head over to the well. Predictably as ever, the
wall will collapse behind you and a large undead creature will rise from the
well. He can be pretty difficult as his attacks are hard to avoid. Circle the
well in a clockwise direction, this will give you the best chance of evading,
and constantly unload your shotgun in his face. It shouldn't take too long to
take him out. Once you do, Jo-Beth will show up again and you'll be able to get
back through the rubble. Go through the locked door.
- -
The kitchen is a pretty intimidating place. First things first, behead the
zombie cook as quickly as you can, because a load of carrion carcasses are
waiting to jump you as soon as you enter. Thankfully, the carcasses fall to the
floor after only one shot, and each one can't take more than two. There are four
in all. Once that's done, head through the door opposite where you came in and
into the fridge room. There's another zombie cook hiding behind the carcass at
the back on the left. Head through to the back to complete the level
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - Arthur Aching (character)
Normal/Hard - Gaston Boucher (character)
Cortez and Jo-Beth descend to the catacombs below the mansion. There's still no
sign of the Time Traveler but the horrors and craziness around them are clearly
the result of the twisted research of the Brotherhood of Ultra Science. Who is
behind this madness?
OBJECTIVES:
- Uncover the identity of the mystery time traveler
- Protect Jo-Beth from the zombie horde
- Eliminate "Princess"
- Escape from the catacombs
A continuation of the previous mission, there's plenty more zombies to come as
well as a few ghosts. Thankfully you'll be getting the means to take them on
later.
- -
Follow Jo-Beth through this part, ignoring the flying boxes. You'll figure out
what that's all about later. There's some revolver ammo lying around near where
you start, so grab it first. Up ahead, Jo-Beth crawls through a barred-up door
and ends up falling through the floor. Turn round and head out to where you saw
a scientist meed an unhappy end. There is a door over on the left. Follow this
corridor round and eventually you'll fall through as well, right behind Jo-Beth.
Walk up to her... and you'll discover it isn't Jo-Beth at all, it's a
shapeshifting zombie (Jo-Barf Creepy to be precise). Treat this one like any
other, a revolver bullet to the head is enough. Three more will appear ahead,
apply the same treatment. The real Jo-Beth is down the stairs ahead, hanging
from the ceiling after getting caught in a zombie trap. You now have to keep the
zombies off of her while she tries to free herself. About nine zombies will show
up, some will attack you while others go for Jo-Beth. Simply behead all of them
and she will free herself, prioritizing the ones going for her. You've probably
got little ammo left for the revolver, so pick up the shotgun at the base of the
stairs and the box of shells underneath the balcony. Now head up onto the
balcony, beheading the zombie at the top. There are two more in the passageway
ahead, both of which are fast moving, so be quick on the trigger and reload
after shooting the first one. Go through the doors at the bottom of the stairs.
- -
Go down the corridor, seeing a scientist getting screwed over by two zombies in
the room on the left. Another zombie will walk out of the door on the left
ahead, twat him and go down that corridor. Go into the room with the zombies and
smack both of them down. Unfortunately, it's too late for the scientist who's
also been zombified, so put him out of his misery. You'll now need to access the
computer on the desk to open the door behind you. Go into the security folder
and unlock the door, and if you want a laugh, check out some of the
communications in the other folder (especially the Doom 3 piss-take with the
audio log!). Be careful through this next section, there are six electrified
zombies waiting for you. They're no tougher than normal, but they can shoot
lightning at you. Take them out in the normal manner, the lightning isn't that
hard to avoid. The reason I say be careful is because the wires that electified
them in the first place are still dangling from the ceiling and can be quite
painful. In the lab at the bottom of the corridor, Jo-Beth will try to get the
security door open, and you have to fend off another wave of zombies. If you
need extra ammo, there's a shotgun on the desk beside the computer. The zombies
will appear from the conveyor belts at the back of the room, just shoot them as
they appear. There is also a harpoon gun on the table in between the first and
second belts. After ten zombies, Jo-Beth will get the door open, she'll follow
you through. Follow the corridor round (and listen to the drunken scientist if
you want, he's funny!) until you reach a set of double doors. Open them and
blast the zombie on the other side. Another will run out of the office to your
left. Head in there and pick up the shells and harpoons (you'll get this weapon
later). If you want, access the computer on the desk and start up the software.
You can screw around with this zombie's proportions by stretching, inflating,
flaming, etc. Be careful though, some effects will kill it. There's a similar
lab next door. Go up to the desk and pick up the revolver. Now if you're feeling
really sadistic, there's a scientist who's locked himself in the pod, the
software will work on him too! Once you're done, head through the double doors.
- -
Go through the next set of double doors and you'll see Dr. Harvey by the pit in
the next room. You may have read about him in the memo on the computers in the
last rooms. Poor guy. Ah well, shit happens. Go back into the corridor and
through the doors, you'll arrive in a room with a pentagram on the floor.
There's a man in here who looks distinctly like the Time Traveler, and he'll
send you into the depths of the catacombs. After your little fall you'll land in
a mine cart. Immediately equip the revolver, you'll need something a little more
fast firing than the shotgun here. As the cart follows its course, you'll see
sevreal headsprouters hanging down from the ceiling. One bullet will blow them
up, but it's a matter of seeing them early enough and having enough bullets left
so you don't end up reloading when one is approaching. It doesn't matter all
that much, they do little damage. The first is right in front of you and there's
another round the corner. Reload as you go down the slope. There's three in
quick succession as you level out again, but the first two may miss you. A slow
straight section follows with another waiting ahead. Reload as you go up the
slope and plug the one at the top. This next part is pretty slow, take out the
two down this straight, reload, and smash the one round the corner ahead. You'll
encounter one more as you shoot down this slope before the mine cart crashes at
the bottom and you go on on foot. After you crsah, you'll meet up with your
future self again, carrying a strange energy weapon: a ghost gun. You'll need to
help each other through this section, he'll take out the ghosts while you deal
with the zombies. Don't stray too far from him, ghosts can be quite damaging.
Start by grabbing the harpoon gun from the wall in front of you. The harpoon gun
is a very accurate rapid fire weapon, but trust be when I say you'll want to
save it for now. Take out the two in front of you and the one that wanders round
the corner ahead. Follow Future Cortez round the corner, staying near him.
You'll get jumped from both sides here, be ready for both of them. Two more will
appear from round the corner, and one from the ground in front of you. Another
two will show up from round the next corner, and one more rround the one after
that. The last one is in the distance. Head up to the end of the corridor and
you'll part ways with your future self. Go up the ramp. There is a ghost gun in
the corridorup ahead. Now you can see and take on ghosts, which is more than a
good thing, because there's several in this corridor. Move very slowly and be
ready for any that appear. If you get too close, you won't be able to prevent
them attacking. Back off as soon as you see one and plaster them with the ghost
gun. As you go round, you'll see a med-kit behind several wooden beams, you can
either grab it now with the uplink or wait until you come round the othre side,
it depends on how badly you need the health. Once you come back out the other
side, you'll meet your past self and the process starts all over again, only
this time it's you taking on the ghosts. Now you see what all that box flying
nonsense was earlier, it was ghosts flinging them around. Go the same way as
before, keeping your eyes forward and back for these ghosts. They're the only
thing that can harm your past self, the zombies can't damage him. To start with,
there's one right in front of you., and another will appear as you move up. Go
round the corner and two more will appear. Round the next corner, two zombies
will show up as well as two ghosts. This can be difficult, but concentrate on
the ghosts more than anything else. Once they're down, you may have to give your
past self a hand with the zombies, then move on. You'll need to be quick here,
one will quickly emerge from round the corner and another is waiting further
along. This should be all, head down to the same place as before to part ways
with your past self. Drop down into the pit.
- -
You'll now come face-to-face with that "Princess" that Harvey was rambling on
about, it was that creature you fought earlier. It has a flammable canister
stuck in its mouth which is obviously what you need to go for. Begin by
immediately picking up the harpoon gun over to your left. You need to be quick
here. Jo-Beth is hanging above Princess (Indiana Jones and The Temple Of Doom
style!), and over time she will take fire damage. Take too long and she'll burn
to death and Princess will eat her. Immediately equip the harpoon gun. You'll
need good aim here. There's only two ways you can hit the canister: through the
hole in it's skull and when it opens its mouth. It has a greatly reduced range
of attacks from before, but its fire breath is still among them. You'll also be
followed by several winged things. Ignore them as best you can, you don't have
the time to waste on them. Circle the arena as you did before and wait for
Princess to open her mouth, whether it be by using the fire attack or just
roaring. Then plaster the canister with the harpoon gun. It shouldn't take much
to finish her. Once Princess goes down, so will the things flying after you. If
you run out of ammo for the harpoon gun, there is more by the lift on the other
side of the arena, but watch your ammo at all times, it doesn't reapawn.
**Additional note from Stephen Ng**
If you do run out of ammo for the harpoon gun, the ghost gun is also pretty
effective, although a bit more difficult to aim. And seeing as it has unlimited
ammo for this mission, it is by far a better choice than the shotgun or
revolver.
Head over to the lift when you're done and go back to where the pentagram room
was. Go through the doors at the end into the man's office. Pick up the med-kit,
harpoons and revolver and log onto his machine. The identity of the Time
Traveler will be revealed by reading the personal log: Jacob Crow. Upon exiting
the log, the emergency exit will open and a 2 minute self-destruct countdown
will start (You didn't say the magic word? Okay, Jurassic Park, is that good
enough?) Now you need to backtrack through the catacombs to reach the exit, and
the place is once again plastered with zombies. Ignore as many as you can, just
run and only plug the ones that get in your way. The harpoon gun is surprisingly
good at taking these out. The exit is way back in the corridor where that
scientist got eaten by the two zombies. There were two doors at the end, the one
on the right was locked. It isn't anymore, and you need to get back there
pronto. Work your way back to this door. Don't worry about Jo-Beth, she can fend
for herself. As soon as you activate the lift, the level is complete.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - Dr. Lancet (character)
Normal/Hard - Jo-Barf Creepy (character)
\-\/-/ **BREAKING AND ENTERING - 2052** \-\/-/
/-/\-\===========================================/-/\-\
At last the Time Traveler has a name - Jacob Crow, a crazed genius carrying on
his perverted research across two centuries. Firstly as the father of the
Brotherhood of Ultra Science and then a hundred years later as the founder of
U-Genix. Crow might think he's safe but Cortez is hot on his tail. In 2052 the
U-Genix Corporation is under investigation for illegal research - sounds like a
good time to sneak in and find out what's going on.
OBJECTIVES:
- Locate Crow's office
- Penetrate rooftop security
- Protect the intruder
- Activate fire suppression system
- Help Amy gain access to Crow's floor
- Access Crow's terminal
- Return to the lift
Ahh, enemies you can kill just by shooting them again. This is a fairly short
level, but there is a degree of stealth involved unless you like getting
plastered by robotic defences.
- -
Start by turning round and heading over to the ramp down. You'll see an engineer
looking over the balcony and a mag-charger at his feet. Use your uplink to pull
the mag-charger over to you. The mag-charger is an electromagnetic pulse weapon
that can really screw up electrical systems, but that's about all it's good for
here as it can't shoot through walls in story mode. Aim at the engineer's head
and pull the trigger, then pick up his LX-18. This is a very good pistol that
can not only equip a scope and silencer, but can hold 18 bullets per clip as its
name suggests. Alternatively, if you just want to inflict severe pain, pick up a
box with the uplink and fire it into the engineer's back. Then pick the weapons
up. Depends on how sadistic you're feeling. At any rate, head down the ramp. To
start with, you need to disable some of these security systems to make your
approach into the building easier. Once down the ramp, head left and go down the
path. If you keep your eyes left you should see a set of laser beams across the
two buildings, break these and you'll set the alarm off. On the other side of
them you should see a panel on the wall. Use the mag-charger viewscope to see it
even better. If you fry this with the mag-charger, the beams will go down. Now
go through here, but before turning right, look up at the corner of the building
on your left and you should see a camera. You'll have to fry this before moving
on. There should be a door over to your right, go in and put a bolt through the
engineer's head. Pick up the armour by the pipes in the corner and go over to
the console he was operating. From here you can disable all security systems
including the robots and unlock the door on the opposite side of the roof. Do
this and go back outside. Now go right over to the other side of the roof and go
through the door at the end.
- -
Another set of beams block your progress, and this time there seems to be no
panel. Actually, there is. Get as close to the beams as you can and look over
the balcony on the right wall. The panel is just over the edge. Fry it and head
downstairs. You can only go down one floor as a laser grid blocks any further
progress. Go through the door and fry the camera to your right, then equip the
LX-18 in alt fire mode and head over to the left. You should see an engineer by
the door in the distance. Pop him in the head. Now head over to the door he was
near. It's blocked by another set of beams, the panel to deactivate them is on
the other side of the door, so fry it when it opens. Go through the door, re-
equip the LX-18 and pop the engineer round the corner. There's another camera
you have to take out above the door at the end of this passage, and another one
in roughly the same place on the other side of the second double doors. Take out
the engineer in this next corridor. Follow it round to the right until you come
to the security point. There is a security guard at the console, pop him then
pick up the time disrupter grenades in the locker to your left. These grenades
not only do great damage to whatever they hit, but they slow everything in the
blast radius to a virtual standstill, making combat much easier. Save them
though, there's worthy targets for them. Step onto the platform with the
console.
- -
Pick up the med-kit and armour if you need them (you actually shouldn't have
even been hit so far if you've followed the guide to the letter) and go over to
the security console. You'll see the intruder you saw earlier in one of the
corridors taking out two security officers rather stylishly before going into an
office. You'll take control of a security gun turret in this room as she gets
jumped by security guards. The turret is controlled with the right stick and the
trigger is R2. All you have to do is plaster the walls with them as they enter
the room. Be careful though, not all of them will use the door, some may come
through the windows. Keep an eye on the intruder's position to make sure none
have snuck up behind her. Once they're all down, she'll deactivate another set
of security systems making your progress easier. You'll also inadvertantly learn
the intruders name from her health bar: Amy Chen. When you leave the camera,
head back down to the cabinet with the grenades and pick up the SBP500 up
against the side of it. The SBP is a very powerful rapid-fire machine gun that
can seriously mow anything if aimed at roughly head height, and can even take
down those security robots. Try not to empty the clip in a firefight though, it
takes a fair while to reload. Go back outside and head to the staircase across
the room, descend to the next floor. Be quick though, there's a camera just
outside the door.
- -
You need to be very quick in this next part. At the end of the corridor you are
in is a security robot, and in such an enclosed area you will be creamed. Run up
behind it until it turns the corner. Follow it round, you should see a console
on the wall to the left. Go into the console and deactivate the robot before it
turns round, and while you're at it, activate the cleaning robot. This little
bugger will unlock a room further down the corridor, allowing you access to
another room in the corner of it. Go into this room and shoot one of the
flammable canisters in the corner. This will set off the sprinklers and severely
screw the electrical systems. Now exit this room and go back to the corridor.
There is another room close to where you came in that was locked. An engineer
will now come out and switch off the sprinklers, so use this opportunity to go
in. You may want the SBP armed at this point. As you approach the door at the
other end of the room, a gunship will rake the room with machine gun fire, so
duck behind a desk until it has passed. Six security guards will then drop into
the room through the windows. Massacre them with the SBP and head back over to
the door. Don't go through yet though, a security bot will enter the room and
start shooting you up. This is the sort of target you should have been saving
your grenades for. Throw one at the robot and it will more than likely destroy
it. If it's still standing, a quick burst from the SBP will finish it off. Head
through the door.
- -
The ladies toilets hold a med-kit and armour if you need it, and there's a
drunken engineer in the men's bogs. Follow the path to the end and go through
the door in front of you to meet up with Amy. She'll talk to you briefly about
her objectives before three security guards appear behind her. Give them the SBP
in the face and go down this corridor. Go in the room on the left first and
destroy the robot at the end with a time grenade. This will save you the trouble
later on. Now go into the room on the right. Amy will access the terminal while
you give her cover. Most of the security guards will attack from the front door,
but there will be the odd one that attacks from the window. This is the reason I
said destroy the robot earlier, if you didn't it will also join the attack. Once
the terminal has been hacked, follow Amy back to the lift, picking up a
dispersion gun from the guards as you do. The dispersion gun I don't personally
find all that useful, it's rate of fire is very slow and it doesn't do that much
damage, but each to their own anyway. The lift will take you down to Crow's
floor.
- -
As soon as you exit the lift, two security guards will attack you from the door
on the right. Mow them down and go over to the door. Two more are waiting for
you as well as a security bot. This is ideal actually, fling a grenade at the
bot, this will all but destroy it and the two security guards will be slowed to
a crawl. Finish them all with the SBP. There are more security guards up ahead,
two in front of the office door and two more in the office itself. Again mow
them all down and go into the office. However, as you go in, two more security
guards and a robot are waiting. First thing is to grenade the robot, then turn
round and do the security guards. One is in the open, another is behind a box on
the left. Amy will now hack into Crow's terminal and discover the location of
the U-Genix research labs. You now have to get back to the lift, but before you
can, you'll be jumped by another wave of security guards. Two will burst through
the window and three will emerge from the door. Another is waiting in the
corridor at the end. Finally, two more security guards and a bot are waiting in
the lift room. Take them out with a grenade and head over to the lift to
complete the level.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - Inceptor (character)
Normal/Hard - Jack Sprocket (character)
Deep in the heart of the U-Genix building, Cortez and Amy Chen find themselves
at the heart of Jacob Crow's secret research lab - but where is Crow and what
exactly is he researching?
OBJECTIVES:
Primary
- Find Jacob Crow
- Obtain an employee's ID card
- Advance past the security area with Amy
- Pass through the sterilization sensors
- Clear the area of hostiles
- Destroy Crow's security droids
Secondary
- Decode first security terminal
- Decode phase two of first security terminal
- Destroy the railbots
- Decode second security terminal
- Destroy the spiderbots
Again, a continuation of the last level, and this time it's quite a bit longer.
There's a couple of very evil puzzles as well, coupled with quite a weird time
loop. Thankfully there's very little fighting until later in the mission.
- -
Once Crow has finished talking on the screen, head down the corridor to the
left. You'll come out into a circular room with a spiderbot patrolling. These
things are tough to say the least, taking almost a whole clip from the LX-18 to
destroy, even with Amy's support. Another one will replace it after it's
destroyed as well. When they're both down, Amy will try to open a security door
over to the right, but find that it's locked and it can't be bypassed. You'll
need a security key to go through here. Go through the other door instead and
follow the corridor round. Another spiderbot is waiting in the next room and
again it will be replaced by another when it is destroyed. If you need it (and I
don't doubt you do), there's a box of LX-18 ammo (mistakenly labelled LX-29 for
some reason) to the left of the door you came in from. Amy will tell you to
check the living quarters up ahead for an ID pass, so go on ahead of her. You'll
emerge in a shower room. Two guys are using the showers and one of them appears
to have left his passcard on the shelf at the back. Liberate it from him and
head back to where Amy is waiting. The passcard is labelled R03, it will open
the corresponding room. Once you go in, you will change into a doctor's uniform
and will obtain an ID card and an injector. The injector isn't much use at the
moment, but it will be vital later on. Looks like your new name is Dr. Gordon
(Half-Life reference!). Now go back to the security door you couldn't open
before, your ID card will allow you access.
- -
Up ahead is a security checkpoint, but only you have the clearence to pass
through. You need to deactivate the point before Amy can join you. Go through
yourself and the inceptors at the end will inform you of the lockdown. Looks
like you can't go anywhere yet. Head up the stairs and check the console.
There's some funny emails and stuff here, but the main thing you need to do is
take control of the railbot. Use it to zap the inceptors to hell, then go over
to the switch behind you and deactivate the security point. You could always
just shoot them, but that would be too subtle, wouldn't it? Once the point is
deactivated, pick up the dispersion guns and head through the opened door.
- -
Go through the corridor and pick up the time grenades on the trolley on the
right, and if you head to the left, you'll find out exactly why the lockdown was
in effect. Through the double doors and down the corridor will bring you to
another security door, but the sterilization sensor won't let you through. You
need to be sterilized before you can pass. In that case, continue down the
corridor into the air shower room. You'll see the air shower right in front of
you. The doctor won't let you in due to the lockdown, but he tells you to speak
with someone else to check. She's down the other end of the room in the corner.
She won't let you in either, and unfortunately blows your cover when she tries
to converse and you have no clue what she's on about. Several security guards
and inceptors will burst into the room. Use your dispersion gun until you can
pick up an SBP, then mow the rest down with that. Before you go, take an air
shower (just walk straight through the corridor) and wait for Amy to change,
then head back to the security point. You can now pass through.
- -
Remember, you are now inconspicuous again, so hold your trigger finger. Follow
the corridor round and into the lab entry area. Two security guards are on the
door, let Amy handle them, she's more than capable. Unfortunately this will
instantly blow your cover again and an inceptor will attack you through the
window as well as another security guard through the door. Just mow them.
Through the next door you'll have to deal with several railbots. In their rail
form they're not all that bad, but once you shoot them down, they become
spiderbots, and are just as resilient as before. However, they're much easier
with the SBP.
**Additional tip from Shemp70915**
The dispersion gun is surprisingly effective against railbots and spiderbots,
able to kill them in one hit if fully charged. Use this instead of the SBP if
you want to save ammo.
Once through here, you'll find two doctors on the stairs. One of them will give
you a serum that will kill mutants in one hit. Finally the injector has a use.
You can listen to the ramblings of the drunk doctor if you want before going
down the corridor.
- -
This corridor leads to one of the labs. A security guard will fire at you
through the window, wait for him to come after you through the door ahead and
blast him. Once inside, Amy will distrace several of them by jumping through the
window while you flank two inceptors. Head up the stairs and take out three
security guards that appear from the door ahead. Amy will stay behind to
download Crow's research data, so head on alone. You'll encounter your first
mutants in the next room. Like the TimeSplitters, they have an erratic cloak and
a lightning discharge attack (and they also resemble them somewhat...). Though
it may seem cruel, take out the inceptors and security guards before the
mutants, then switch to the injector and plug them both. One hit will do. Make
sure you're back out of their way when they go, it can be pretty painful getting
hit by their chunks. Don't forget you can pick your darts up again once you've
used them, and there's a flamethrower on the floor as well. Arm your SBP again
and head through the security door.
- -
There's plenty of mutants in the next room, but your first concern is the
security guard that has emerged from the door. Greet him with a hail of SBP fire
before heading through the door. Same drill in here, take down the security
guards and inceptors first, then the mutants, it makes things much easier. Shoot
up the guard on the balcony ahead, then switch to the injector and plug the
mutant to your left and the ones on the stairs. Back to the SBP and take out the
inceptor on the right and security guard on the left, then blow up the mutant.
There's another guard on the balcony, but he has a habit of running straight
into the mutant ahead. Blow up the mutant and you'll take the guard with him.
Two more mutants and an inceptor will appear from the door ahead, treat them in
the exact same way. Now go through the door. Two mutants are waiting in this
corridor, blow them up and keep going. There's another at the top of the stairs.
There's a room on the right with a box of time grenades and a med-kit, but the
door is blocked. Your uplink can reach them though. Take what you need and then
go down the stairs ahead. Arm the SBP and go through the security door at the
bottom. There's several security guards in here, feel free to use a time grenade
to make things easier, though it's not that hard. Two will stay in the middle,
one will go into the hardpoint on the right, and one will head down the ramp on
the left. Go down the ramp yourself and use the master lock switch at the end to
open the security lockers. There's several goodies in here, armour, an injector,
time grenades and a med-kit. A security guard will come down the ramp after you
and when you go up, an inceptor and another guard will attack you through the
glass. Go through the security door ahead. You'll see a security guard trying to
fend off several mutants by himself. This time, leave him be until he dies, then
step in and clean up. There are four mutants minus the ones he takes out in this
corridor. The security door at the end of the corridor is where you need to be,
but the lab is locked down until all mutants have been eliminated. They are all
down in the lab to your left. Head down there and take everything out, mutants,
security guards and inceptors. There's four mutants in here and two security
guards. Once they are all down, look over to the tables at the back of the lab.
You'll see four mutants strapped to the tables. There's two ways you can kill
them. Either quickly with the injector, or you can take the sadistic approach
and use the console to tear them up with the pincers. Your choice. Either way,
when you've had your fun, head up to the entrance to Lab 9 which is now
unlocked. Another mutant will shuffle down the stairs and there's four more in
the lab itself. Pick up the armour and med-kit if you need it, then exit the lab
and follow the corridor all the way down.
- -
The next room has two consoles and a wormhole. You know what's coming now. You
need to hack into the access terminal, but you don't have the password and the
security railbots have been deployed. Your future self appears from the
wormhole, gives you the password and holds off the railbots while you take the
terminal. This is a similar puzzle to the one in The Khallos Express, only the
grid is bigger. You have to crack it before your future self snuffs it. As far
as I'm aware, unlike the previous puzzle, this one is fixed so I can give you
the solution. The paths are as follows. The blue path starts from the top and
the green one from the left. The directions indicate what direction the next
tile must take the path in:
Blue - Right, Down, Down, Left, Left, Left, Down, Left
Green - Up, Right, Down, Right, Down, Down, Left, Down
Once this is decrypted, the second terminal will activate. These both need to be
hacked simultaneously, and another Cortez will emerge from the wormhole. In
response, the computer deploys spiderbots in addition to the railbots, and yet
another Cortez emerges to help out. The next puzzle is even harder, as you now
have a red path to connect as well. This time, the blue path starts from the
left, green from the top, and red from the right:
Blue - Up, Up, Right, Right, Up, Right, Right, Down, Left, Down, Down, Left,
Left, Down, Left, Down, Down
Green - Down, Down, Right, Down, Down, Right, Right, Right, Down, Right
Red - Down, Down, Left, Down, Down, Down, Left, Left, Left, Down
Once that's done, head into the wormhole. You're now in the second position,
fending off the railbots while your past self does the first decryption
sequence. Arm the SBP and you shouldn't have any real difficulty. Once they are
sorted, you'll have to deal with the railbots and spiderbots while the other two
Cortez's deal with the second decryption. Again, the SBP is your friend. Take
out the spiderbots first, they're the biggest threat. Thankfully your partner
can deal with the railbots. The best way to take the spiderbots is literally to
get on top of them and fill them full of SBP bullets from point blank. The
dispersion gun is also surprisingly effective. More often than not they'll be
shooting at someone else. Once they're down, take out any remaining railbots and
head back into the wormhole. Now in the third position, you'll have to hack the
second terminal, your fourth self will give you the password. This one is the
hardest of the lot. The solution to this terminal is as follows, with blue
starting from the top, green from the left, and red from the top:
Blue - Down, Down, Down, Right, Right, Right, Up, Up, Up, Right, Down, Down,
Down, Down, Left, Down, Down, Down
Green - Right, Right, Right, Down, Down, Down, Down, Right, Right, Right, Right
Red - Down, Down, Left, Left, Left, Left, Down, Down, Down, Down, Left, Up,
Left, Up, Up, Up, Left
Once this is done, you'll head back into the wormhole and emerge at position
four, to fight off the second wave again. Treat this exactly the same way as
before: spiderbots first, then railbots. Once they are all smashed up, the door
will open, so meet up with Amy again. Grab the dipersion gun ammo and the
grenades and head into the hangar.
- -
This is the final part of the level. Crow will appear surrounded by an energy
shield and will summon four airborne security droids. Very easy, just whip out
your pistol and blast them all away. This is of course assuming you have no SBP
ammo left, this will make even shorter work of them. Once they are all down, the
level will end.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - Dr. Amy (character)
Normal/Hard - Dr. Cortez (character)
Thrown into the midst of the Machine Wars, Cortez cunningly enlists the help of
an R-110 combat droid. Now he must explore the war-torn ruins around the
Ultra-Net complex. There must be an entrance to Crow's lab nearby...
OBJECTIVES:
- Locate the Ultra-Net secret laboratory
- Reach the battle tank
- Gain access to the processing facility
- Obtain a cypernetic security implant
Now isn't this just one big parody of the Terminator series? A very open level
at times, you'll be needing quite a few headshots, especially against the large
number of PROMETHEUS battle droids you'll be meeting. Then there's also the tank
with the worst handling I've ever seen.
- -
Start by turning round and going over to the dead rebel, picking up the dual
sci-fi handguns, then follow Mordecai and Angel. After two corners, you will
encounter three INSETICK droids. Far from intimidating, they are easily
dispatched with a few shots from the handguns to the face. There's another one
further up that will come round the next corner. Moving on, you'll encounter
something a little more intimidating as you turn right, a PROMETHEUS droid.
They're tougher and carry a built-in rocket launcher. They can be dealth with in
the same way as the INSETICK droids though, several handgun shots to the head is
enough to take any of them down. Shoot up the one in front of you and another
over to the left behind a pillar. There's also human guards you'll have to sort
out as well, one of them will appear from the right. Another PROMETHEUS is up
ahead with a guard behind a pillar at the end. One more PROMETHEUS blocks your
path to the tank over to the left. Destroy it and get in the tank.
- -
Up the road you'll encounter your future self, who will jump in the back of the
tank and man the flak cannon on the back. He'll keep the fighters off your back,
it's your job to drive the tank and blast any ground units in your way. The left
stick will move the tank in the direction you push it, and the right stick
controls the turret. There's no reverse on the tank, if you push back on the
stick, the tank will do a full turn before moving. Start by going right onto the
onramp and up to the road. Turn left at the top. As you go down the road you'll
encounter another tank. Your cannon can fire much faster than the other, so just
pound it from a distance. Five hits will do. Once it's down, turn right at the
top of the road and keep going. Run down the battle droids shooting at you and
blow up the barricade ahead before descending into the tunnel. Another tank is
waiting in the tunnel, treat it in the same way as the last. There's also a
couple of droids you can run down as well. Go up to the end of the tunnel and
you'll exit the tank. Your future self will take R-110 with him and tell you
where to get an implant that will let you into the UltraNet compound.
- -
You'll drop into a tunnel and meet up with Angel again. Pick up the plasma
grenades and autorifle, and the med-kit if you need it, then follow her up the
tunnel. Ignore the droids firing at you through the windows and follow Angel out
of the window at the end (there's another drunk soldier here!). Once you get out
into the open, you'll see two INSETICK droids, one on either side of the walkway
in the middle of the area. The autorifle will make short work of them. Drop down
and head over to the left side of the walkway. You'll see a PROMETHEUS up ahead
flanked by two INSETICKs. Take out the flankers first before ploughing through
the PROMETHEUS. You'll also get jumped by a guard from the walkway, but your
companions should take care of her. Now head round to the left. An INSETICK is
waiting up int he building in front, and a guard and PROMETHEUS will come round
the corner to the left. Dispatch them all and head round to the left yourself.
Up ahead you'll see a PROMETHEUS on top of a mound, gun him down and head up the
mound, taking down the PROMETHEUS on the balcony just behind you. Now head along
the balcony to the door and wait for Angel, blowing away the INSETICK in front
of it. She'll hack the door and allow you access to the implant facility.
- -
As you go in, there's another three INSETICKs in the path down into the machine.
Mow them all down in line and then plug the guard on the side. Head into the
machine to gain an implant. Far from the "painless" procedure R-110 said it
would be, the implantation will drain your life to all but nothing. This isn't
much to worry about. Head out the other side and up the ramp into the tunnel.
There's a med-kit here, pick it up along with the sci-fi sniper rifle. There are
two INSETICK droids on the balcony ahead, take them down and arm the sniper
rifle. You need to take out a set of turrets lining the building opposite. There
are two types. The large machine gun turrets take three shots to go down, and
the smaller laser turrets only take one. Edge out while looking over tot he left
and you should see a large one on top of the building and a smaller one on the
wall. Take them both out using the rubble in front of you as cover. Move a
little further out and you'll see another large one to the left. Move further
over and look below the first turret you destroyed, there should be a laser
turret underneath it on the wall. There's another laser turret on the wall all
the way over to the right, above an INSETICK droid. Leave him be for now, the
autorifle will deal with him later. Once you're nearly all the way over to the
right, look over at the far left side of the building and you'll see one more
gun turret. Blow it up and get into the alcove, rearming your autorifle. There's
armour in here as well as another sniper rifle. Now, you should see a gap in the
railings on the right hand side of the balcony. Drop through here and use the
walls as cover to get back over to the left, then run for the large gutter
running down the centre of the area. Pick up the grenades and start towards the
other side. A PROMETHEUS will drop into the gutter from the left, blast him and
head over to the ramp at the end. There's another PROMETHEUS waiting once you go
up the ramp. Immediately turn left and start making your way over to the other
side again. You'll have to deal with two INSETICKs, three PROMETHEUS, and
several guards as you go. Once they're all down, head over to the other side and
follow the path until you reach a door on the right. A PROMETHEUS is guarding
it. Take him down and go into the passageway. Angel and Mordecai will leave you
here, you need to get back to the road, so follow the path all the way round.
- -
On the road you'll meet up with your past self in the tank. Now it's you in the
flak turret. The flak turret works in pretty much the same way as any other
turret you've used, right stick to aim, R2 to fire. To be honest, there really
isn't that much for you to do here. As you reach the road, turn round to face
behind you and blast them out of the sky. You won't see any more until you get
into the tunnel section. At this point, keep your eyes front and you can blast
them as they come. And that's it, you'll exit the tank at the same point. You'll
regian R-110 here. Follow him through the gate and pick up the grenades and med-
kit in the corner. There's plenty of battle robots up ahead. The first two, an
INSETICK and PROMETHEUS, are waiting round the first corner. There's another
PROMETHEUS in the distance. Another INSETICK will come out from round the corner
on the left, and a PROMETHEUS is waiting over to the right. Now head round to
the left and plaster the INSETICK at the top of the ramp, as well as the
PROMETHEUS in the distance right over to the left. Now head up the ramp. There
are two guards hiding behind the walls, a PROMETHEUS in the open at the foot of
the staircase, and an INSETICK coming down the stairs. All are pretty easy. Head
up the stairs, avoiding the barrels as you go. There's two PROMETHEUS and and
INSETICK waiting at the top of the stairs, so while you're still out of sight,
fling a few grenades over the top. This should at least severely damage them and
the autorifle can finish them off. One more INSETICK is waiting on the other
side of the barriers. Another PROMETHEUS will attack from behind a set of
explosive barrels on the left, and one last INSETICK will attack you from behind
the corner on the right. Head down to the car.
- -
There's only one call of action here - run like hell. The buggy is very fast and
can easily outrun anything coming after it, as long as you don't try to stop to
shoot anything. The route itself is quite straightforward, and R-110 will give
you directions if the route becomes a little dubious. Restart from the
checkpoint if you somehow flip the buggy though, either you or R-110 will be
shot to pieces before you can flip it back. You can run down any INSETICKs in
your way if you want.
- -
Once you reach the compound, you'll see a GOLIATH battle mech in front of you.
Exit the car and R-110 will hack into the console and grant you access. Now you
can control the GOLIATH from the console. While it will move by itself, you are
in control of its weapons systems. As it moves up the road, you will be attacked
by several wings of fighters. There's practically nothing to worry about here,
the mech is all but invincible. L2 fires a minigun from the left turret, and R2
fires heat seeking rockets. These are used in the same way as the hand held
heatseeker, but the rockets are much faster and have a much higher rate of fire.
Just have fun here, all the fighters show up on the radar and you can pretty
much thrash them in whatever way you please. Once they are all down, you can get
to the workers' entrance. This is the end of the level.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - Mordecai Jones (character)
Normal/Hard - Ghengis Kant (character)
\-\/-/ **SOMETHING TO CROW ABOUT - 2243** \-\/-/
/-/\-\===========================================/-/\-\
Far beneath the war-torn city, Crow's Ultra-Net base houses his war machines,
battle tanks, robots and who knows what else? What exactly has he been
researching for 200 years? - Genetic modification? - Time travel? -
Immortality? - Perhaps even all three!
OBJECTIVES:
- Terminate Crow
- Deactivate the central power core
- Defeat the battle mech
- Destroy the TimeSplitter life support system
- Eliminate the creature
This is one long level with plenty of stuff to do. You'll encounter the usual
battle droids with a few new nasty surprises in store as well.
- -
This is the hardest checkpoint in the game to reach. Wait for the lift to reach
the bottom and go through the door when R-110 bypasses the lock. Sorry, I lied a
bit... :P
- -
R-110 will bypass the next lock. Head through the door and take out the guard
hiding behind the deak in front of you. R-110 will now try to access the
console, but you'll need to give him cover while he does, as several waves of
INSETICKS will warp into the room. There are six in all, as well as two airborne
security droids from the window. The INSETICKS after the first two have
autorifles, you may want to pick one up as soon as you can. You'll also have to
destroy the med-bot floating around as well before R-110 can access the console.
When he does you'll find out what you probably guessed back in the You Genius,
U-Genix level, Crow is breeding the TimeSplitters. You need to get below and
destroy them (surprise, surprise). However, while he is connected, R-110
contracts a virus that gives him a... colourful personality. Let's just say he
becomes considerably funnier from now on! Head into the next room and pick up
the armour and electrotool. The electrotool is absolutely indispensable for
shielded enemies, but doesn't do much damage in itself. It can stun robotic
enemies for a split second though. You'll encounter a shielded PROMETHEUS in the
next corridor. A quick blast with the electrotool will dissipate the shield and
stun him for a second, then whip out the autorifle and blast him to kingdom
come. Be very careful round the next corner, there's a rolling turret sitting on
the platform at the end of this corridor and it will slaughter you if you take
it head on. Use the corridor you're in at the moment as cover, and jump in and
out taking pot shots with the autorifle. Once it's down, go down the corridor.
An INSETICK will warp in. Destroy it and it will be replaced by a shielded
PROMETHEUS. Take it out in the same way as before. Two more INSETICKS will warp
in one after the other. Ahead of you is a forcefield that is impenetrable to
your weapons. There's only one way through. Equip the electrotool and fry it
until it blows, then blow away the INSETICKs behind it with the autorifle. R-110
will unlock the next door, grab the autorifle on the wall while he does. Head
through the door.
- -
The ramp goes down to the left, and there's two shielded PROMETHEUS waiting at
the bottom. Try to fry them both at the same time with the electrotool, then
give them the autorifle in the face. You'll need to overload another forcefield
before you go on, then three INSETICKs will warp in in the corridor. A roling
turret will come down the corridor and attack you once they are down. You can
only damage it while it is open. Thankfully it is quite easy to take down with
R-110 giving you fire support, just use the autorifle. Now head up the corridor,
but be aware of the rolling turret waiting to the left of the exit. Take it out
and shoot the guard on the balcony ahead of you. There is a med-kit and armour
here. You need to clear out both sides of the area before you go on. To the left
is a guard waiting on the gantry, and there is another guard with an INSETICK on
the opposite gantry. Go up via the lift and you'll encounter another INSETICK.
Moving further on, you'll see a shielded PROMETHEUS in the distance, but you'll
hear a warping sound as well. An INSETICK has just warped in behind you. Take it
out and the PROMETHEUS, then head up to the lift at the top of the gantry. R-110
will catch you up later. Once at the top, head into the power core room.
- -
To do any damage to the power core, you need to disable the forcefields guarding
it, but your primary concern is the two airborne security droids floating
around. Use the electrotool to send them into a spin and force them to crash.
Now head over to one of the consoles and deactivate the first forcefield. Two
shielded PROMETHEUS will warp in on either side of the core. Take care of them
and head over to the other console. A guard and two INSETICKs will appear by the
door when the second forcefield is deactivated, followed by another guard. Head
into the corridor and pick up the plasma grenades and the med-kit, then blow up
the two INSETICKS at the end behind the forcefield. The door at the end will
take you towards the lift room, but you'll be jumped by four INSETICKs followed
by a shielded PROMETHEUS before you can use it. Take them all down and head into
the lift room at the end. At the bottom of the shaft is fresh armour and another
box of grenades. Take what you need and head into the lower floor of the core
room. A rolling turret will come down the ramp at the end. Again, wait for it to
open, then this time feed it a plasma grenade. Much more effective than the
autorifle. Now turn your attention to the core. You'll notice there is an open
hole in the sphere, you need to put a plasma grenade in here to destroy it. At
the same time you'll be jumped by another rolling turret, you might want to
destroy it first. Four INSETICKs will warp in when it blows. However, once they
are destroyed, an even bigger threat will emerge. Remember that GOLIATH you
piloted earlier? There's another one in here, and it wants a piece of you.
Ignore it for the time being though, you need to blow up two more rolling
turrets before you go for the mech. Just grenade them if you have any left, if
not, you'll need the autorifle. Now turn to the mech. Thankfully this one is
much weaker than the one you used and will easily fall to the autorifle. Just
keep strafing to avoid its weapons and you shouldn't have any trouble at all. I
mean come on, the rolling turrets were harder. Go into the hangar the GOLIATH
was in and pick up the med-kit by the door before going through. You'll crawl
through a vent and end up in a weapons research lab.
- -
Time for more indiscriminate destruction. Go over to the large laser cannon in
this lab and look for a control console. You need to destroy the power node on
the other side of the room, but feel free to blow up a few INSETICKs in the
corridors on either side as well. Just hold down the fire button to charge and
it will fire when fully charged. When you're done, head over to the hole under
the destroyed power node and grab the grenades before going through the door,
but equip the electrotool before you do. There's a shielded PROMETHEUS waiting
right on the other side. Destroy it and head through the door into the next
area. There's plenty of guards in here hiding behind the pipes. Two are right in
front of you and there's an INSETICK over the back as well. You'll see another
guard on the gantry, kill her and head up there yourself. Two more INSETICKs
will warp in in front of you. Take out two more guards at the bottom of the
gantry and grenade the rolling turret waiting round the corner. Follow the
passageway down, picking up the grenades and armour, and you'll arrive in the
incubation facility.
- -
Head up the passageway and turn left with the electrotool equipped. You need to
be a bit quick here, the PROMETHEUS has a minigun and the guard behind it has a
rocket launcher. Take them both out and the guard behind you, then pick up their
weapons. The minigun will pretty much smite anything before it, very powerful
and a very high rate of fire, while the rocket launcher is slightly less useful
at the moment, although it's secondary fire can empty a room. Two INSETICKS will
warp in at either end. Blast them up and immediately re-equip the electrotool.
Three shielded PROMETHEUS will warp in down the passageway ahead. You might want
to try out the minigun here, but the autorifle is more than adequate. Finally,
two more INSETICKs will warp in at either end of the facility. Take them out and
head over to the lift at the end of the passageway. Three guards will try to
jump you but they are easily mowed down. Head over to the lift to access the
upper gantry. Once at the top, pick up the med-kit and the electrotool and head
out onto the gantry. You should see a rolling turret coming towards you on the
other side. When it reaches you, you can grenade it, but I find the minigun or
rocket launcher much more fun. Go round to the left. Two INSETICKs and a
shielded PROMETHEUS will warp in one after the other. Once they're all down, go
over to the console in the middle of this room. Activate it and you'll see a
power node descent from the ceiling and approach you. If you remember from TS2
you had to overload the power nodes in the robot factory with the electrotool,
you know what to do already. Wait for the node to reach you, then fry it with
the electrotool. This will destroy the node and kill all TimeSplitters in the
incubation pods. You need to be very careful now, two shielded PROMETHEUS will
warp in either side of you as well as another rolling turret from the left. Take
out the PROMETHEUS first in the same way as before and grenade the turret when
it shows up. Now head round to the left again. Four guards will try to get the
jump on you as you come round, and fail miserably as you greet them with
whatever weapon you deem appropriate. Get on the lift and ascend to the
passageway above. There's a med-kit and another electrotool in here as well.
- -
At the end of the passageway, you'll see a large palace in front of you. This is
obviously where you need to go, but first you need to take out another four
airborne security droids. You need to be conservative with the electrotool here,
you'll need it again in a second. Try to lure them up near the door where there
isn't much room to move, then zap them. Now head down to the bridge. It will
deactivate as you approach it, so you need to use the electrotool to power each
node long enough for you to cross. Each node powers a single segment of the
bridge. Power it for a second, then move onto the next one, the segment should
stay up long enough to get across. Now go in the front door.
- -
You'll need to take out five security officers before you can access Crow's
room. Try not to pick anything up until they're all dead, there's enough stuff
in this room to fully heal you and restock your major weapons. On the left is
armour and on the right is a med-kit, and if you go upstairs there is a box of
grenades to your right. Now go through the door. On the other side is a large
cyborg creature waiting for you. While it looks intimidating, it isn't all that
hard. To start with, you need to use the pillars for cover, as it's absolutely
brimming with weapons. In order to kill him off, you'll need to destroy all his
weapons, which are highlighted for you as well as being coloured corresponding
to how much more damage they can take. The only weapon you really need to look
out for are his bombs. They float above the floor and drop a few seconds later,
dealing considerable linear damage in a cross pattern. Try not to be anywhere
near them when they go off. The pillars will protect you from pretty much
anything else he throws at you. Start by throwing all your grenades at him. If
they all hit, they can take him down to half health easily. Now switch to your
minigun. If he has his broadside to you, he's presenting you with the ideal
opportunity to spank him hard. Unleash the minigun on every weapon he presents
and he'll go down pretty quickly. Remember, he'll become weaker as the fight
goes on as you're destroying his weapons. The level ends when he goes down
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - GOLIATH SD/9
Normal/Hard - Private Jones (character)
Cortez might have destroyed the TimeSplitter army in 2243 but that hasn't
stopped Crow! There's a grotesquely mutated cyborg on the loose and he could
easily travel to another time and place and start all over again. The only way
to permanently stop Crow is to prevent him from mining the crystals in the
first place. Without the Time Crystals, Crow could never have built a time
device and then, the TimeSplitters will never have been created at all. So,
back to 1924 and under the remote Scottish island of Urnsay where Cortez and
R-110 have a mission - to find and destroy the source of the crystals and the
time travel device ending Crow's insanity before it begins!
OBJECTIVES:
- Destroy the time crystals
- Activate the drilling machine
Back to 1924, this time with the knowledge of where the time crystals are. No
Captain Ash to help you this time, but R-110 has travelled back with you to lend
a hand.
- -
Start by pulling the lever next to you and opening the back of the sub. Now go
over to the large iris at the back of the hangar. This will open and three
security guards will attack you. You know the drill with pistols, smack them all
in the head with a bullet. Two more will come down the stairs as well. Pick up
the twin Krugers and head upstairs. Follow this corridor down to the right,
kiling the three guards ahead. You'll come across a rotating door, which is
currently closed. Head back the way you came and kill the two guards that have
just emerged through the iris at the back. Now look on the door frame. There
should be a valve on the left hand side, turn this and the stairs will switch.
Go up them and pull the lever on the left to rotate the door. If you pull the
one on the right, the large iris you first came through will close. There's also
a vintage rifle in here, which will come in useful a little later on. Now head
back to the door. Turn the valve on the central pipe to rotate the door round to
the other side.
- -
R-110 will part with you in this next corridor as he falls down a pipe (prat).
Head up to the iris and it will open, revealing three guards with K-SMGs. Pop
them all in their heads and grab their guns before going ahead. Once round the
corner, keep an eye on the first pipe on the left, there's a guard waiting to
ambush you. Follow this passageway all the way to the end. There is a valve at
the end, turn it to rotate a bridge below. Head back the way you came. Once you
reach the iris, three divers will attack you. Mow them down with the K-SMG and
pick up their harpoon guns, but stick with the K-SMG for now. There should be a
doorway leading down on the right of this passage. Go through it adn turn left
to get the jump on the divers at the end. Now turn round and go the other way.
There's another diver waiting in the corridor once you cross the bridge. Open
the two pressure doos and continue into the streets.
- -
Before you can reach street level, you'll have to go through a warehouse. Time
for some more stealth tactics. To your left through the boxes you'll see a guard
and a worker talking. Wait for them to separate and go round the corner. The
guard is positioned over the balcony, plug him in the back of the head. This may
alert the worker, you might want to wait a second before plugging him. Now go
over to the ramp down (there's a med-kit and armour on the shelves if you need
it first). Keep your eyes to the left and you'll see the worker walking down the
pathway. Plug him and head down the pathway. Unfortunately there's a worker
standing ahead looking straight at you so you can't avoid being seen, so whip
out your K-SMG and blow him away. A guard will also appear behind you on top of
the boxes. Moving on, you'll see a robot pound its way out of a crate. It's
machine gun can be pretty powerful. Equip the K-SMG grenades and plant one
firmly in its face, then finish it off with normal fire. There will also be two
guards bearing down on you from round the corner. Keep following the path and go
down the ramp to the next section. There's another robot a little way along,
give it the same treatment. Now head down the tunnel, taking out the two guards
to the sides. Go through the door at the end.
- -
This door leads out to street level, and is very open. It's very easy to get hit
here, so you need to be quick and ruthless. It might also be worth switching to
pistols for long range shots. There's one guard in front of you and three more
on the other side of the bridge. There's also a med-kit here if you need it as
well as a box of grenades. Keep moving up the left hand side. Another guard will
appear in front while three more will flank from the right. Move on until you
come to a ramp down. Kill the guard above the ramp and go down to the next
level. There are two boxes of K-SMG grenades at the bottom here and another
guard through the window if you can lure him in. Shoot him up and go up the next
set of stairs over to the right hand side of the river. There are several guards
on the upper level that like using the railings for cover, making them very
difficult to hit. It's very difficult to see due to the poor light in this area,
but there are some barrels behind them. If you can hit these, it will save you a
lot of bother as they'll be blown across the river. Another guard will then
emerge from the locked door up ahead. Kill him quickly and grab his twin K-SMGs.
Don't worry about the guards on the upper levels now, just make a run for the
exit. Follow the path round, taking out the two guards hiding in the enclosed
area at the end of the river, then go through the pathway over to your left when
you reach the end.
- -
You'll come up on the upper balcony where the guards were shooting at you. Kill
them all and go through the door at the back, plugging the guard in the corridor
as you go. R-110 will fall out of the pipe in the lift shaft and rejoin you
after his little excursion. Down this corridor the path splits three ways. Up
ahead is the control room for the driller needed to get to the lower levels, and
to the left and right are the four engines that need to be activated in order to
use the driller. Start by going left. Kill the guard in front of you and then
turn left and take out the engineer. The way down is to the right. Follow the
path down, killing the engineer as you go. The ramp down to the engines is
guarded by a robot, a guard and a worker. Use the K-SMG grenade on the robot and
then mow them all down with the K-SMG. Go up to the switches on the sides of the
engines to fire them up before going back the way you came. Four more
guards/workers will attack you before you can get back to the stairs. Make sure
you go up the stairs labelled "Control Room" and go down the set opposite. Arm
your grenades before going out. Turn right immediately and smack a grenade down
the robot's throat before plugging it with the K-SMG normal fire along with the
worker coming up behind you. There's several more along the route to the engines
and two guarding the engines themselves. Once the last two engines are fired up,
head back to the junction and go to the control room. There's armour in here.
Pull the lever to reset the driller and then go round to the stairs labelled
"Drill Access" from either side. Pull the lever to descend to the crystal mining
site (and listen to more drunken rambling while you're going down). Exit the
driller and go through the door at the end to finish the level.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - Robot Louis Stevenson (character)
Normal/Hard - Time Assassin Cortez (character)
\-\/-/ **THE HOODED MAN - 2401** \-\/-/
/-/\-\===========================================/-/\-\
It looks like Cortez isn't the only one trying to use time travel to stop
things before they happen! Crow has sent a crack team of Time Assassins from
1924 Kronia to 2401 where their mission is to kill Cortez before he can deliver
the time crystals to Anya at Spacetime Marine HQ. Cortez must protect his past
self from the Time Assassins!
OBJECTIVES:
- Protect your past self from the Time Assassins
Great, the first level all over again, only this time you're providing the cover
fire. Now you know who you're assailants were the first time you came through
here: time assassins. Your health isn't particularly important here, but the
health of Past Cortez is critical. Don't let him take too much damage too early.
If his health is below about 60% before you see your first TimeSplitter,
restart. Thankfully this is a very short level.
- -
Start by turning round and heading up the path. There's a time assassin over to
your left in an alcove. Stick a laser burst through his head and nick his
handgun. You'll be using this for close combat. Equip it straight away and move
on up the path. Another time assassin is waiting up ahead, just fill him full of
handgun fire and move up to the ledge in the next area. Take out the assassin on
the ledge and re-equip the rifle, positioning yourself so you can see down to
the cavern floor as best you can. Two will be directly below you while four more
are setting up on the other side of the chasm. Take them all down and move up,
shooting down the two assassins running up the path below you. To your left is a
cave with a time assassin in the mouth. Shoot him down and pick up his twin
handguns before moving on. While there are a number of assassins below, firstly
you need to look across to the other side of the cavern. You should see a ledge
opposite with a time assassin shooting at oyu. Take him down first, then go for
the four on the ground. Now head back to the cave, equipping the twin handguns.
Take out the assassin a little way down and grab his autorifle, which should
make things a little easier. There are two more assassins further down the
tunnel. Shoot them up and go out into the open, picking up the sniper ammo as
you do.
- -
Go up to the edge. There are three assassins underneath the bridge.
Unfortunately for them, two are standing right next to an explosive barrel. Blow
it up and take out the remaining one. Now, you should see the TimeSplitter
mothership right across from you. You need to take the gun turret on the bridge
to destroy it. Head over to the left and onto the bridge (if you're interested,
the drunken time assassin is on this side of the bridge). Shoot up the time
assassin coming at you from the other side, then mount the gun. The mothership
is quite tough, it can take a considerable beating, and while you're doing it it
will launch guided missiles at you. The trick to doing this is to fire at the
mothership when you have a break in the missiles, and at all other times shoot
the missiles down. Don't forget to finish off the remaining missiles when the
mothership comes down, there may still be a few in the air. Once it is down, get
off the bridge quickly to the right hand side and grab the grenades and med-kit
from the room on the right. Then head down the corridor.
- -
Up ahead there are six time assassins all needing an arse kicking. Once you get
to the point where Past Cortez blows up the barrels in the corridor, equip the
sniper rifle and look out the window down the right hand path. A splitter will
jump out at Past Cortez. The splitters are very tough to take down with the
rifle due to their cloaking and constant movement. You could try the autorifle
or handguns if they're in range. Once it is down, another will appear at the top
of the path. You may have to use the rifle for this due to the range, but the
autorifle will hit. Head up the corridor after this and equip the autorifle. A
splitter will drop from the hole in the roof. They're much easier up close, so
splatter him with autorifle fire in the face. Two more are waiting up ahead and
another will come round the corner as you move further up. Turn round and take
out a fourth coming up behind you, and one more will be waiting by the lift.
Once they're all down, go up the lift. Thankfully you can't take any more
damage, but the hardest part of the level is next. Go up the lift and grab the
sniper ammo if you need it. This time, the splitters are well out of range of
the autorifle, so you'll need the sniper rifle for this. As I said before, the
splitters are bastards to hit, so you'll just have to make do. Take out five
splitters to cause Past Cortez to run for the base to end the level.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - Berserker Splitter (character)
Normal/Hard - Time Assassin (character)
Safe in the knowledge that he has foiled the Time Assassins, Cortez returns to
Kronia to find and destroy the source of the time crystals.
OBJECTIVES:
- Destroy the time crystals
Another very short level to finish the game with. The K-SMG will be your friend
throughout this level, especially with the final boss.
- -
You start out where you left off at the end of You Take The High Road. The time
machine is through the iris ahead of you underneath the Mr. Space picture
(shudder...). To trigger the final boss fight, you first need to clear this
hall. Start by going down and plugging the time assassin right in front of you.
Then head round to the right and kill the time assassin up ahead to get the
K-SMG. Now you need to get to the lower level, you can take the ramp at the back
of the ring gantry. Once down there, clear out all the time assassins. I can't
give locations as they move about so much, but there should be three or four
down here. Once they're all down, a trapdoor will open around the outside of the
room and another time assassin will emerge. Look around the centre of the room
first to find the K-SMG ammo and grenades, then plaster this time assassin. Go
down into the trapdoor. The passageway leads to the unrefined time crystal, blow
away a time assassin and a worker to get to it. Pick this up and head back to
the machine. Unfortunately, Crow has caught up with you and wants some revenge
for what you did to him in Something To Crow About. Splitter Crow is not really
all that dangerous and still has his usual weak points that need to be
addressed. In order to damage him, you'll need to destroy three of his four weak
points. The easiest and most sensible to go for first are his feet. Destroy one
and his movement is severely impaired, both and he becomes immobilised. Now take
out one of his weapons and his back becomes vulnerable. Equip the K-SMG grenades
and blow him to hell. When you run out, just keep piling the K-SMG into him.
Eventually he will manage to fully repair himself and you'll have to immobilise
him again. Once his health is down to about 70-75%, Crow will kill off R-110,
leaving you on your own. There's no way you can take him by yourself, so Cortez
comes up with the bright idea of going back in time to before Crow arrives and
going at him with his past self and R-110. You go back in time and resume the
battle. Now the odds are firmly stacked for you. Crow now has three targets:
you, Past Cortez and R-110, and as long as he's not shooting at you, you have a
clean shot at immobilising him. He'll resume with the same amount of health as
before, so just repeat the same method and he'll go down in no time. When he
does, that's it. You've completed story mode!
- -
COMPLETING STORY MODE UNLOCKS -
Easy - Jacob Crow (character), Mad Old Crow (character)
Normal - Victorian Crow (character), Corporal Hart (character)
Hard - Karma Crow (character)
Co-op - *unknown*
For a first arcade mission this is surprisingly difficult! The Zeppelin is very
open, and at first it can seem difficult to even find anyone to blow away, let
alone actually do it. Coming first can be difficult (I have lost to someone who
managed to get 18 kills), and finding enough opponents to get the required
number of kills is even more so. The best thing to do is to stick to the
central part of the zeppelin. It is the largest part and as such will be the
most likely place for opponents to spawn. Try and kill them as quickly as
possible after they do, if you're lucky, they will immediately respawn in the
same section. The radar will be your saviour here, it's the only way you'll
find enough meat to grind.
- Big Game Hunt
*Platinum* - 1st with 48 kills
*Gold* - 1st with 35 kills
*Silver* - 1st with 25 kills
*Bronze* - 1st with 15 kills
Personal best - 44 kills
Game Mode - Team Deathmatch
Arena - Siberia
Character - Leonid
Weapons - Sniper Rifle
Unlockable - Vlad The Installer (character)
This one is much easier, provided you're a good shot with the sniper rifle.
Normally you start inside the bunker. If you do, pick up the two rifles next to
you and head outside. If not, follow from here. You should see a mound in the
middle of the ice with a rifle on top. Head over here and look towards the lone
building just ahead of you. You should see several Deerhaunters firing at you.
Try not to worry too much, they're very poor shots. From where you are, clear
out all you can see and then head over to the building. While you do, zoom your
rifle scope all the way out and prepare for some close range rifle action.
Before you can use this area as a sniping point, you need to clear out all the
Deerhaunters in the near vicinity. It should be pretty easy, their heads are so
big you can't really miss them. Once they are cleared out, look over to the
mountain next to the dam and you will see a small bunker. This is where the
majority of the Deerhaunters will spawn from. Now it's just a matter of
plugging them as they come. Every so often, scan across the top of the dam as
well for a few extra kills. If you get shot down, just repeat again, although
it may be worth restarting if you're going for gold.
**Additional strategy from Grif Sutherland**
For the platinum on Big Game Hunt, you need to get 50 kills. The best way to
do this, I've found, is to grab ammo from the bunker near your starting point
(it'sbest to actually start in the bunker so you're not wasting time) then march
towards the center of the map, sniping Deerhaunters as you go. Once you get to
the large patch of snow that has sniper rifle ammo on it, crouch and wipe out as
many Deerhaunters as possible. The best 2 places to look are the bunker where
most of them spawn and the bridge. If you're having trouble locating them, point
your radar so that there is a mass of dots on the top then zoom in on that area.
Headshots are important here, but nothing is more important than getting lucky
with the Deerhaunters... if they don't group together you'regoing to be screwed
no matter what..
**Additional strategy from Matt Sladen**
Tired of using the sniper rifle? Hop into the zeep in front of the dam and run
them down instead! This is surprisingly effective, especially if you linger near
the spawn points of the Deerhaunters. To find the zeep, follow the purple arrow
on your radar, you should be able to spot it amongst the blue arrows of the
Deerhaunters. Then just hop in and commit some road rage! One point to make is
that you need to hit them hard and square on to kill them.
- Divine Immolation
*Platinum* - 1st with 21 kills
*Gold* - 1st with 18 kills
*Silver* - 1st with 15 kills
*Bronze* - 1st overall
Game Mode - Deathmatch
Arena - Temple
Character - The Master
Weapons - Flare Gun x2
Unlockable - The Master (character)
Personal best - 29 kills
Unbelievably easy. Oh, I'm talking about the platinum by the way. Seriously
though, four minutes is way too much time for 18 kills. Unlike the Zeppelin,
Temple is quite a straightforward level. Just alternate between inside and
outside the main entrance to the temple. Plenty of spawning points and strong
weapons mean you'll always have someone to shoot at. As long as you remember to
aim the flare guns at the ground rather than trying to hit the target, you'll
rake in the kills.
\\// :NIGHTSTICK: \\//
//\\==================//\\
- Commuting Will Kill You
*Platinum* - 1st in 2 minutes 20 seconds
*Gold* - 1st in 2 minutes 40 seconds
*Silver* - 1st in 3 minutes 40 seconds
*Bronze* - 1st overall
Personal best - 2 minutes 15.8 seconds
Game Mode - Elimination
Arena - Subway
Character - Jack Sprocket
Weapons - Pistol 9mm, Tactical 12-gauge, Grenades
Unlockable - Leonid (character), Fat Characters (cheat)
Another fairly easy match. Get hold of the 12-gauge as a matter of urgency,
it's pretty much a one-hit kill at this level. As soon as you find it, there's
really little strategy other than to blow away everyone that comes within
range. Because it's an elimination match, any kills are good kills regardless
of who makes them, as long as they're not on you. The Subway is a very small
level, so you'll never be far from people to shoot. Try to keep the 12-gauge
topped up as much as possible, the pistol is nowhere near as efficient. If all
else fails, lob a grenade in a well-populated room. You don't have to kill them
outright, just as long as you quicken their deaths. Again, the only problem you
may have is near the end, when there's only one opponent left. If they have
more than 2 lives left, it'll take quite some time to kill them off. While
indiscriminate killing is the order of the day here, keep an eye on the scores
as you play and single out those with the highest life count as highest
priority.
- Toy Soldiers
*Platinum* - 1st with 30 kills
*Gold* - 1st with 28 kills
*Silver* - 1st with 20 kills
*Bronze* - 1st overall
Personal best - 31 kills
Game Mode - Shrink
Arena - Vietnam
Character - The General
Weapons - LX-18 x2, Tactical 12-gauge, Proximity Mines, Flare Gun,
Machine Gun, Grenades
Unlockable - Nobby Peters (character)
Ugh, a Shrink match. Not good if you plan on finishing a long way in front of
everyone else. First things first, Vietnam is a bitch of a level. To even stand
a chance of racking up the kills, you need to be in the central area at all
times. It's the area where the majority of respawn points are. Second, you need
the 12-gauge initially, it can mow down enemies early game (mind you, the
LX-18s can cane as well). Finally, you need the flare gun. Once enemies start
shrinking to microscopic sizes, you need an indiscriminate fire weapon, and
this will smack them down as easily as if they were still big. It might be
worth planting a few proximity mines around the entrances to the central area
as well to grab a few extra kills.
- Dam Cold Out Here!
*Platinum* - 37 points in 2 minutes 45 seconds
*Gold* - 37 points in 3 minutes
*Silver* - 37 points in 3 minutes 15 seconds
*Bronze* - 37 points overall
Personal best - 2 minutes 30 seconds
Game Mode - Zones
Arena - Siberia
Character - Crispin
Zones is a very difficult mission with an AI team, since you have no control
over them. Rather than blindly run around taking zones, there is a more
productive route you can take. Your AI friends will attempt to take any zones
belonging to the Snowmen, what you need to do is give them as much cover as
possible. In the middle of the map there is an island with a zone and a vintage
rifle spawning point. This is where you need to be. Take the zone and then camp
on the mound, picking off any snowmen you can spot, preferably those near
zones. Use the radar to judge their position. This is ideal because you don't
even have to be remotely accurate here. If the centre of the crosshairs is even
anywhere near the target, it's a one-hit kill. Keep this up and your team
should do the rest. This may take a few tries seeing as you're relying on AI.
\\// :ON THE TAKE: \\//
//\\===================//\\
- Vamping In Venice
*Platinum* - 1st in 2 minutes
*Gold* - 1st in 2 minutes 30 seconds
*Silver* - 1st in 3 minutes
*Bronze* - 1st overall
Personal best - 1 minute 48.6 seconds
Game Mode - Vampire
Arena - Venice
Character - Jacque de la Morte
Weapons - Harpoon Gun
Unlockable - Jacque de la Morte (character)
A Vampire match keeps your need for frequent kills high, and they'll be coming
in fast supply here. The harpoon gun has a pretty fast rate of fire and is very
accurate. This is also a one-hit kill match, so there's no need to worry too
much about hitting any vital body parts, even a stubbed toe will kill. Not much
to worry about here, Venice is quite a closed level, and it's very easy to find
opponents with the radar. Just be careful about running into someone round a
corner, they can be very quick off the mark.
- Pirate Gold
*Platinum* - 12 points in 1 minute 40 seconds
*Gold* - 12 points in 2 minutes 30 seconds
Game Mode - Thief
Arena - Temple
Character - Captain Ed Shivers
Weapons - Flare Gun x2, Ghost Gun, Grenades, Timed Mines,
Heatseeker, Rocket Launcher
Unlockable - Captain Ed Shivers (character)
Flare guns are all you'll really need here, you need to stay away from long
range combat as much as possible. Remember, no points are granted for kills,
you need to pick the coins up to score, and obviously you can't if you're on
the other side of the arena. Also, avoid the ghost gun like the plague, it
really isn't at all effective in this match. However, the rocket launcher can
be very effective, especially as it is miles more accurate than the flare guns.
As it goes, this level can be extremely irritating, as more often than not your
opponents will spawn miles from you, wasting your time. You can't use the same
strategy as Divine Immolation here, you need to seek out your opponents. Keep
your eyes out for battles between your opponents and be ready to step in and
take their coins before adding your own one.
- Virtual Brutality
*Platinum* - Complete the assault in 2 minutes 30 seconds
*Gold* - Complete the assault in 4 minutes
*Silver* - Complete the assault in 6 minutes
*Bronze* - Complete the assault in 11 minutes
To get a good time on an assault, you need to keep your objectives in mind and
ignore the opposing team wherever possible. If you stand back to shoot at them,
you're wasting time. Of course, if the opportunity presents itself, shoot them
to hell, but keep moving while you do. If you can get far enough in front, the
monkeys won't be able to keep up with you and you'll face minimal resistance.
Start by running over to the sci-fi sniper rifle to your right and take out the
two turrets in the bunkers on either side of the installation. Once they are
down, move towards the main door in the centre. You may see a collection of
cyborg chimps in the far bunker, you can spank them with the sci-fi sniper
rifle (remember to keep moving). You should see a red cube on the main door. Go
right up to it and hold X until the bar is full. This will open the door.
Ignore any incoming fire while doing this, you need to get the objectives done
as quickly as possible. If there is a concentration of fire from one side, you
can use the cube as cover if you crouch behind it.
Once the doors are open, you can go either left or right. Switch back to the
sci-fi handgun and follow either path to a junction. If you went left, turn
right; if you went right, turn left. You should see another cube right in front
of you. Run up to it, zapping any monkeys behind you, and repeat what you did
outside. Now head down the long corridor to the other side and repeat for the
other cube. After doing this, a door will open about halfway down the long
corridor, this is where you need to go next. Don't bother with the rocket
launcher spawning here, you get massacred if you try to use it against
autorifles.
By now, you should have acquired a plasma autorifle from one of the monkeys. As
you go through the door, a turret will start firing at you from the right. Blow
it up and carry on. Pass the blocks on the left and you'll see another turret.
Same treatment. Go through the doors on the left and head up the hill and round
to your right. In front of you will be two turrets and another red cube. If you
have picked up any plasma grenades, you can destroy them before you even ascend
the hill, otherwise use the autorifle. Mow down any monkeys in front of you as
well. Head over to the cube and give it the X treatment.
Turn around and head back towards the hill. A new door has opened on the right.
Go through it and you will arrive in a room with several ramps heading down. Go
down any ramp and search the room for a red generator. Your mission cursor will
highlight it. This needs to be destroyed, a quick blast from the autorifle will
be enough. Once it is destroyed, a door will open directly opposite the
generator. Head through here and follow the path all the way round to the back
until you see a ramp heading up. Go up it and you will arrive in the central
core. You need plasma grenades for this part, there should be some lying
around. The core you need to destroy (as if you haven't guessed) is the large
rotating monkey head in the centre of the room. You need to put a plasma
grenade right in its mouth. Because the game is very picky about where it
lands, there's no harm in flinging every single one you have until the core
blows up. This ends the assault.
COMPLETING AMATEUR LEAGUE UNLOCKS - Bronze - Fergal Stack (character)
Silver - Gideon Gout (character)
Gold - Dr. Peabody (character)
*Platinum* - 36 points in 2 minutes 30 seconds
*Gold* - 36 points in 3 minutes
*Silver* - 36 points in 3 minutes 30 seconds
*Bronze* - 36 points overall
Personal best - 2 minutes 30 seconds
Game Mode - Zones
Arena - Spaceport
Character - Gretel
Weapons - Sci-fi Handgun, Sci-fi Sniper, Dispersion Gun,
Plasma Autorifle, Grenades
Unlockable - Koozer Mox (character), Small Heads (cheat)
This mission is actually incredibly easy. Because of how linear the Spaceport
level is, it's possible to bottleneck the other team and completely cut them
off from the rest of the level, and thus from four zones. That's how to beat
this mission. You start in a rectangular room with a zone in front of a door.
To begin with, take the zone and head through the door, following the corridor.
(NB: Sometimes you start in the corridor. In this case, go back through the
door and take the zone before continuing.) When you get the option of stairs to
the left or a right turn, head right. Take the zone at the base of the ramp,
then go up the ramp and head outside. Go left and down the ramp at the end. You
should see another zone at the bottom, take it and the plasma autorifle next to
it. The next part is crucial. The opposing team should now have come out of
their half of the port and will be bearing down on you. Kill ALL of them, and
make sure they don't take your zone. Miss one, and you'll have to start over.
Once they are all dead, go into their half of the base and follow the corridor.
You will go into a room with a speed powerup and another autorifle. Grab both
and continue on. Take the fourth zone in the next part of the corridor. Now,
camp here and kill anyone that shows their face. Until they get past you, they
can't take any more zones and now you just need to hold out until you win.
Don't die though, or you'll lose all your hard work. How quickly you take the
first three zones determines your award at the end. And for crying out loud,
don't get greedy and go for the last zone, they'll be able to get round you and
take your ones back.
Game Mode - Elimination
Arena - Vietnam
Character - Leo Krupps
Weapons - Proximity mines, Timed mines, Flare Gun, Flare Gun x2,
Heatseeker, Grenades
Unlockable - Leo Krupps (character)
This one is extremely difficult if you're going for a gold. Like the previous
elimination match, you need to speed up the rate of deaths as much as possible
by being in the centre where the most spawn points are (and incidentally the
dual flare guns, which you'll need). Unlike the previous one, it's in Vietnam,
which means death could spawn you in the middle of nowhere, wasting valuable
time. 3:30 is not much time at all. You need to get to the central area, pick
up the dual flare guns (there should be a couple on the side with the machine
gun) and go after anyone that dares spawn in the area. A bit of luck is
required here as well, as if the few left at the end constantly spawn in the
outer regions of the level, you won't have a hope in hell. It may be worth
flinging your initial stock of proximity mines in the corridors as you make
your way to the centre, a couple of extra kills never goes amiss. Stay away
from the heatseeker, it's too slow for the gold time, and under NO
circumstances use the machine gun nest. In an arena filled with explosives
you'll be a sitting duck.
- Freak Unique
*Platinum* - 30 kills in 2 minutes 40 seconds
*Gold* - 30 kills in 3 minutes
*Silver* - 30 kills in 3 minutes 45 seconds
*Bronze* - 30 kills overall
Personal best - 2 minutes 43.2 seconds
Game Mode - Team Deathmatch
Arena - Subway
Character - Hans
Weapons - Machine Gun, Tactical 12-gauge, Grenades
Unlockable - Hans (character)
Another silly time limit for gold. At least you're back in the Subway. Only
thing is, you're up against two teams, so you'll need to get used to fighting
multiple targets. The best thing to use here is without doubt the 12-gauge. Get
in close and unload it in their faces, they should go down in no more than two
shots. If you're near a team spawn point as well, you can really rack them up.
You need as many kills as you can possibly get, so aim for the heads at all
times. I personally find the red team spawn point easier to manage than the
greens, but the individuals of the green team make easier targets. Start by
going towards the green base, clear them out, and then move on to the red base.
Remember, get right up close and unload in their faces, it's the only way
you'll get enough kills. Be careful of Stumpy though, his height makes him an
awkward target.
*Platinum* - Survive for 3 minutes
*Gold* - Survive for 2 minutes 30 seconds
*Silver* - Survive for 1 minute 30 seconds
*Bronze* - Survive for 1 minute
Personal best - 3 minutes
Game Mode - Virus
Arena - Hotel
Character - Envirosuit
Weapons - Kruger 9mm x2, Ghost Gun, Proximity Mines, Grenades
Unlockable - Big Heads (cheat)
The Virus levels in this game are a joke. There's only two, and in both they
give you a weapon that can practically own all before it. In this level, it's
the ghost gun. Grab one of these and head outside, camping in the corner where
you can see both doors. Now it's just a matter of zapping anyone who shows up
(and I mean ANYONE, unless you can tell the difference between those with the
virus and those without when you have the ghost gun equipped). Do this for 3
minutes and add a platinum to your record. Simple as that. However, you need to
be ready to move very quickly. There are a couple of respawn points in the
yard, and one of them is right in front of where you are camping. If someone
spawns in front of you, get out of there bloody fast and zap them. Then resume
your camping.
- Missile Bunker
*Platinum* - Survive for 3 minutes
*Gold* - Survive for 2 minutes 30 seconds
*Silver* - Survive for 1 minute 30 seconds
*Bronze* - Survive for 1 minute
Another piss easy Virus level. Like before, this level has a weapon of mass
destruction that will prevent anyone even getting close to you: the minigun. At
either end of the bunker there are two short cylindrical corridors with minigun
spawn points at the end. Pick up the minigun, switch it to alt fire mode and
camp here. Same procedure as before, only now you can easily see who is
infected now you don't have that visor in the way. Just gun down the virus when
he shows up and leave everyone else be. Another easy platinum.
**Pointer from Rupert Dunn**
The minigun spawn point also has several character spawn points just ahead of
it. Some swift movement similar to the last match may be in order if you get
caught out. However, only the closest one is a real threat, the rest are far
enough away to let the invincibility wear off before they reach you.
- Bag Slag
*Platinum* - Hold the bag for 3 minutes 15 seconds
*Gold* - Hold the bag for 3 minutes
*Silver* - Hold the bag for 2 minutes 30 seconds
*Bronze* - Hold the bag for 1 minute 30 seconds
Personal best - 3 minutes 28.3 seconds
Game Mode - Bag Tag
Arena - Disco
Character - Anya
Weapons - Machine Gun, Remote Mines, Baseball Bat, Shotgun,
Grenades, Rocket Launcher
Unlockable - Venus (character)
Even the Bag Tag match in this series is very easy. From where you start on the
balcony, immediately drop down onto the dance floor and grab the bag. Now it's
just a simple case of running up the ramp to the balcony again and doing anti-
clockwise laps of the outer rim of the Big Tipper. Your opponents aren't
particularly good shots, and any damage they do manage to inflict is easily
countered by several health and armour pickups along the way.
*Platinum* - 1st with 38 kills
*Gold* - 1st with 32 kills
*Silver* - 1st with 25 kills
*Bronze* - 1st overall
Personal best - 37 kills
Game Mode - Shrink
Arena - Hotel
Character - Edwina
Weapons - Machine Gun, Machine Gun x2, Soviet Rifle, Grenades
Unlockable - Deadwina (character)
Fairly easy, this one. Get behind the triggers of twin machine guns and you're
laughing. Try to stay in the larger rooms for obvious reasons by now. Also,
even though this is a shrink match, the twin machine guns make short work of
even the smallest targets. Try to get into the habit of reloading the machine
guns after each kill, there's nothing more irritating than killing someone,
moving onto the next one, and running out of ammo after only a short burst.
- Zany Zeppelin
*Platinum* - 1st with 29 kills
*Gold* - 1st with 20 kills
*Silver* - 1st with 12 kills
*Bronze* - 1st overall
Hard. Not only because you become an instant target as soon as you become the
gladiator, but it's in Zeppelin, and the only weapons of any real use are the
ones you start with: twin Krugers. Treat the pistols here as you treated the
machine guns in the last match, ie reload after each kill. The concept of the
match is actually quite simple, the gladiator will show up as a blue dot on
your radar. Kill him, and you become the gladiator. Now proceed to maim
everyone around you (remember, pistols only). This can be very intimidating,
especially as everyone is now trying to kill you and only you. The reason I say
pistols only is for the simple reason that every other weapon in this level is
absolutely useless. The shotgun takes way too long to reload when you've got
everyone on you, and the mag-charger doesn't do anywhere near enough damage.
However, the remote mines could have some use. If you find the gladiator, he's
bound to be surrounded by several other characters taking pot shots. Plant
remote mines on everyone except the gladiator, then go and kill the gladiator
with your pistols. As soon as you become the gladiator, switch back to remote
mines and detonate. It may not be very productive though.
**Extra tip from Jon Hetterle**
The max-damage powerup in the centre hall will be a real asset in racking up
kills. The only thing you need to be careful of is that the beam it is sitting
on can be destroyed by gunfire, and if it is, you won't be able to reach it for
the reat of the match. You'll also suffer a very long fall if you're on it when
it goes. Incidentally, the max-damage pickup turns the shotgun into a one-hit-
kill weapon.
**Extra tips from Mathieu Leconte and TheDeviousDuck**
There is a small room at the bottom of the main section of the zeppelin
containing a mag-charger and some grenades. There are two things you can do
here. Depending on the positions of your opponents, you can use the mag-charger
to pick off the gladiator from afar and then pick off others as they make their
way towards you before switching back to pistols. You can also group them
together in this room and plaster them all with a grenade.
- Lip Up Fatty
*Platinum* - Complete the assault in 4 minutes
*Gold* - Complete the assault in 5 minutes 30 seconds
*Silver* - Complete the assault in 7 minutes
*Bronze* - Complete the assault in 10 minutes
Personal best - 2 minutes 15.4 seconds
Game Mode - Assault
Arena - Mars Prison
Character - Mordecai Jones
Weapons - Sci-fi Handgun, Sci-fi Sniper, Plasma Autorifle, Plasma
Grenades, Timed Mines, Rocket Launcher
Unlockable - Dozer (character)
This assault can be considerably harder than the first one, but the same
philosophy needs to be taken. Move as quickly as possible and only shoot what
you need to. You probably won't be able to outrun the entire opposing team this
time, but anything is better than nothing. There are more opponents in your way
this time as well.
From where you start, run up the hill. Take the sci-fi sniper rifle and duck
behind the rock in front of you. You need to take out the minigun turrets on
either side of the prison, two well placed shots should do this. There are also
a number of energy turrets that can be taken out as well, but they're not so
important. The next part is pretty much a suicide run. Charge towards the main
door and pick up the timed mines. Now run over to the left side of the
installation. You will see a large explosive barrel by the wall, throw a mine
on this and get right over into the corner. It will explode and take the wall
(and hopefully not you) with it. It doesn't matter if you die, as long as you
get the mine onto the barrel. Pick up the plasma autorifle before entering.
You probably will die at least once in the next part, as your team seem to
think you can take on everyone by yourself. Maybe you can, who am I to suggest
otherwise? But at any rate, upon breaching the prison wall, you will come face
to face with pretty much the entire opposing team. Feel free to blast away as
many as you can, but grab the plasma grenades before doing anything else. The
terminals you need to bypass are in the wall on your left, one just ahead and
the other further up. Each is covered by a small plasma turret opposite the
terminal. Throw a plasma grenade on each one before attempting to do anything
else. Now deactivate each terminal by walking up to it and holding X. You do
have a small degree of movement while using the console, so if you're being
shot up, move about slightly. They take a fair while to deactivate. Once they
are down, head up to the far end of the corridor and turn left. The door at the
end will take you into the barracks.
The door out of the first is in the opposite corner of the room you have just
entered, covered by a plasma turret. You don't have to blow it up as you'll
probably get round it before it can even lock on, but give it a plasma grenade
if it makes you feel better. The next room is exactly the same, only the door
is on the other side of the room this time. Again, don't worry too much about
the turret. Go through the door and into the barracks. Head up the ramp and
reload your autorifle and plasma grenades before heading out the door. Go round
to the right and follow the outer rim of the wall all the way round until you
see a door ahead. Go through it and look for a console on the wall similar to
the security consoles you deactivated earlier. Use it in the same way to open
the prison block.
Head out of the same door and go round to the right and through the door. Turn
right and go through the door on the left of this new room. Ignore the turrets.
Follow the corridor all the way round until you come to a room with a door in
the centre and two ramps up either side. Head up the side ramp and continue on
until you reach the cells. Dozer should be in the far cell on the right. Blow
him to hell to finish the assault. (Dozer's location may actually be random. If
it is, just search the cells until you find him, it won't take long)
This one can be very difficult, as the zombie monkeys are very fast and will
try to pick up as many of your kills as they can. They are also lethal with the
autorifle. As a result, it is unwise to go up against more than three at a
time. If you see any on their own, blow them away. The autorifle can deal with
two or three, but you need to be right in there to pick up the coins before
they do. The rocket launcher can be helpful in taking out large groups in its
alt fire mode, but leaving just one monkey alive could lose you several coins.
There is a very reliable way of completing this match. If you look back to the
assault above, go to the corridor you went through after you unlocked the
cells. It's the room right at the back of the prison on the top floor. The room
at the back contains a rocket launcher, while the corridor in front of it
contains an autorifle. With a bit of luck, you may start near here, otherwise
you'll need to find your way here. Grab the autorifle and try to bottleneck the
monkeys. If you can line them up in the narrow corridors, you can take them all
down in quick succession without leaving any to grab the coins. After that,
it's just a matter of luring them in. They rarely rush you in groups of more
than two. Attack them while they're outside, grab the coin(s) and run back
inside. I've consistently achieved times of under 2 minutes with this method.
- Oh Shoal-O-Mio
*Platinum* - 40 kills in 1 minute 45 seconds
*Gold* - 40 kills in 2 minutes
*Silver* - 40 kills in 2 minutes 20 seconds
*Bronze* - 40 kills overall
Personal best - 1 minute 31.5 seconds
Game Mode - Team Deathmatch
Arena - Venice
Character - Deep Diver
Weapons - Machine Gun, Tactical 12-gauge, Timed mines,
Soviet Rifle
Unlockable - Deep Diver (character)
This is just plain fun. It's you against eight Shoals, and they can't take
squat. You'll always spawn in pretty much the same area, there's a 12-gauge in
front of a corridor leading to the central area. You can do one of two things:
you can go into the central area all guns blazing, or you can wait in the
corridor and bottleneck them. Keep an eye on the radar and make sure they're
always coming in from the same direction. I personally prefer the second
method, although it may be a little risky with the 12-gauge due to its slow
rate of fire. You may die quite a lot as you're heavily outnumbered, but it
shouldn't be any real hindrance in getting a gold. The best case scenario is if
one of them drops a Soviet rifle, which will really tear them apart if you
choose to bottleneck. The spawn point for the Soviet is right out in the open,
so I don't recommend going for one yourself.
- Astro Jocks
*Platinum* - 1st in 2 minutes
*Gold* - 1st in 2 minutes 15 seconds
*Silver* - 1st in 2 minutes 30 seconds
*Bronze* - 1st overall
Personal best - 2 minutes 10.3 seconds
Game Mode - Elimination
Arena - Spaceport
Character - Candi Skyler
Weapons - Dispersion Gun, Plasma Grenades
Unlockable - Nothing (I think there may have been a mistake in the game here.
Candi Skyler is unlocked in the first match, yet she doesn't have
anything to do with it. It would have made more sense to unlock
her here)
This level is a fucking disgrace. I'm sorry, but I can't offer any form of
strategy on this one, it is purely down to luck. Don't get me wrong, bronze is
fairly easy, but there's nowhere near enough time to get a gold on a regular
basis in such a poorly designed level. The dispersion gun is virtually useless
on anyone with a half decent stamina level. All I can suggest is use a fully
charged dispersion shot on anyone except Cortez, The General, and Security, who
need plasma grenades. Because the level is so linear, spawning in the wrong
place can completely ruin your chances of anything. That's you or any of your
opponents. The worst part is at the end. The radar is absolutely useless as the
two halves of the level wrap around each other, so while you may have a general
idea of where your final target is, you have no clue as to which half of the
base they are in. Get it wrong, and you might as well start all over.
Absolutely spam the plasma grenades, it's the only way you'll kill anyone
quickly enough. A fully charged dispersion shot to the face will also be enough
in most cases to kill instantly.
As I said, I don't usually like admitting defeat, but my gold was a pure fluke
here. If anyone can give at least some sort of reliable strategy for this level,
however cheap it may be, I'd be very grateful. Thanks.
**Additional strategy from Bored Dude**
While the level is very linear, there are windows dotted around the hallways
that allow you to look into the opposite hallway. While it still requires a
great deal of luck and a very good aim to be able to take advantage of this, it
does give you some hope of catching an opponent out when they spawn on the
opposite side of the level. Also, keep an eye on your score counter during the
match and put any abnormally high life counts as top priority. One thing that is
guaranteed to screw your chances of a gold is having one left at the end with
five lives still.
**Additional strategy from Michael Raveling**
There is a section where a corridor dips down below a bridge. On one side is a
health packet on a ledge. On this side of the corridor there is a window that
looks onto the room with the ramp that leads to the hanger. There are several
spawn points in that room and when you are near this window any enemies will see
you and attack you. You can also throw grenades through it relatively easy. Also
the corridor you are in has a bridge that divides the level. Enemies that appear
on this bridge above will also see you and attack you. It is relatively easy to
throw grenades up to them as well. Using this strategy you can position
yourself to monitor three seperate spawn points; the ramp spawn points, the
spawn points on either side of the bridge, and any spawn points near the
corridor you are in. There's also some grenades if you go to the other side of
the corridor from the health packet.
*Platinum* - 35 points in 2 minutes 45 seconds
*Gold* - 35 points in 3 minutes
*Silver* - 35 points in 3 minutes 15 seconds
*Bronze* - 35 points overall
Personal best - 3 minutes
Game Mode - Zones
Arena - VR
Character - GOLIATH SD/9
Weapons - Dispersion Gun, SBP500, Plasma Autorifle
Unlockable - Neophyte Lucian (character), Cascade (cheat)
Another Zones match with an idiotic AI team... oh well. If having a bunch of
planks as your team mates wasn't bad enough, your character is incredibly slow,
while your opponents can run rings around you. There's a fairly decent way of
doing this, and it's similar to the first Zones match back in Amateur League.
The set up is two caves on either side where the teams start. Each has three
exits, two heading up to the upper section, and one leading to the lower
section. The lower section is pretty expendable, as it only contains one zone.
However, the upper section has two, one on each side. Begin by picking up the
plasma autorifle between the middle and right doors in your base, then head up
the right ramp, taking the zone in the upper section as you go. Then go down
into the opposing team's base and take their zone, all the time blasting them
to bits. Now you need to protect this zone for as long as you can, and keep
their attention firmly fixed on you. While they're attacking you, they're not
attacking the other zones, which means your team mates can occupy them. This
doesn't work 100% of the time, as there is an opponent spawn point pretty much
right on top of the zone you're standing on. If you die, you can potentially
lose several zones. If someone spawns there, temporarily relinquish the zone
until the invincibility of respawning has worn off, then blow him away again.
**Additional pointer from Nick Hunter**
In the opponents' spawn room, there is a cloak pick-up over to the right of
the zone (facing towards the rest of the level). If you find you are being
plastered a bit too easily, you can use this to blow your opponents away in
safety. However, this can be a bit of a double-edged sword, as if they can't
see you, your opponents will simply go for the other zones, so you'll need to
be very quick in taking them down.
Game Mode - Deathmatch
Arena - Disco
Character - Kitten Celeste
Weapons - Machine Gun x2
Unlockable - Stumpy (character)
Can be very easy depending on how well Christine wants to make herself known.
Without the aid of a radar in this fight, running blind in the hope of bumping
into her is no way to do it. Remember, she is AI based, she will come to you.
The best place to wait is on the dance floor, it's the most easily accessible
place in the level and she will always attack you upon seeing you. One thing to
note though is that she is a very good shot, so you'll need to keep moving all
the time. Looking towards the bar, over to your left is a health kit at the
base of the stairs, and to your right is an armour pickup. Don't worry about
extra ammo, as long as you pick up Christine's weapons, you'll be fine.
- Old Blaggers
*Platinum* - Win with 5 captures
*Gold* - Win with 4 captures
*Silver* - Win with 3 captures
*Bronze* - Win with 2 captures
Personal best - 4 captures
Game Mode - Capture The Bag
Arena - Bunker
Character - Braces
Weapons - Pistol 9mm x2, Proximity Mines, Mag-charger,
Soviet Rifle, Grenades
Unlockable - Braces (character)
Your first (and only) Capture The Bag match. Surprisingly, you have some
competent team mates for a change. They are equally good at defending your bag
and at capturing the opponents'. However, you are there to fill the opposite
role, as they can't do both at once. Personally, I prefer attacking the
opponents' base. You can pretty much do a solo run into the blue base, the
corridors are so enclosed and winding that they can't really get a good shot at
you. Remember, while holding the bag, you can't shoot, so you need to run like
hell once you've got it. Remember to pick up a Soviet rifle while you're in
their base as well, it'll be perfect for subsequent runs. You don't usually
have to worry about your bag being taken, as it is swiftly returned most of the
time. If it isn't however, and you are stuck with your opponents' bag, you'll
need to ride it out and wait for your team to do their job. If you don't have
the bag, whip out the mag-charger and fry them through the walls. It may take a
few tries, but gold shouldn't be all that hard.
*Platinum* - 30 kills in 2 minutes 10 seconds
*Gold* - 30 kills in 2 minutes 25 seconds
*Silver* - 30 kills in 3 minutes
*Bronze* - 30 kills overall
Personal best - 2 minutes 21.8 seconds
Game Mode - Deathmatch
Arena - Mexican Mission
Character - Sheriff Skullface
Weapons - Revolver, Flare Gun, Vintage Rifle, Heatseeker, Shotgun,
Grenades
Unlockable - Jared Slim (character)
Ahh, the good old Mexican Mission. I loved this back in TS2. Anyway, this is
pretty easy as long as you're a decent shot and you can keep your opponents
away from the heatseeker. There are two weapons you can use here, the shotgun
and the flare gun. Both are equally effective, but the shotgun has a faster
rate of fire. Same reload time, but it can shoot twice for every single shot of
the flare gun. Both can be found outside, which is where you need to be
fighting. All three of your opponents will always spawn out here, so you'll
never be short of targets. The shotgun can be found on the right hand side of
the yard, assuming you're facing the main building. The flare gun is dotted all
over the back, behind the two small buildings. There's also one in the ruined
building right over the back. Now all you need to do is stay alive and just
plug them all as they come. Remember that the shotgun needs to go in the head
or be a pretty much point-blank shot to be an instant kill, whereas the flare
gun will always be instant if you hit with it. It's entirely up to you which
you choose. Just don't use the heatseeker, it's far too slow.
- Ninja Garden
*Platinum* - 1st with 23 points
*Gold* - 1st with 20 points
*Silver* - 1st with 17 points
*Bronze* - 1st overall
Personal best - 22 points
Game Mode - Monkey Assistant
Arena - Chinese
Character - Chinese Chef
Weapons - Pistol 9mm, Machine Gun x2, Tactical 12-gauge, Injector,
Grenades
Unlockable - Chinese Chef (character)
Yay, my favourite map of all time! Lovely! This one can be quite hard. Gaston
Boucher is very tough, and will take a full clip from the machine gun before he
goes down. On the other hand, Calamari and Duckman Drake are as weak as they
come. These two are where you'll be getting most of your kills from. The best
weapons here are the twin machine guns and the injector. With the injector,
your opponents are usually so far apart that there's no risk of anyone stealing
your kill, and it's also the best way to kill Gaston. Under normal
circumstances, this should be a pretty straightforward level. Unfortunately,
the ninja monkeys have other ideas, and they will be your primary concern here.
To all intents and purposes, this is really a duel between you and Gaston to
see who can kill Duckman and Calamari the most, and whoever is in first place
will also have the monkeys to deal with. If they are coming after you (and most
of the time they will be) feel free to mow the little bastards down with the
twin machine gun. However, remember they do not count for kills, it's just to
make your life a little easier. They also show up on the radar as the same
colour as the others, which makes things even more complex. All I can recommend
is sitting back behind the triggers of the twin machine guns and go radar dot
hunting. If you find the monkeys, you may as well shoot them down as well,
they're more than likely after you anyway and it can't hurt having more ammo.
- Sock It To Them
*Platinum* - Complete the assault in 1 minute
*Gold* - Complete the assault in 1 minute 50 seconds
*Silver* - Complete the assault in 2 minutes 40 seconds
*Bronze* - Complete the assault in 4 minutes
Personal best - 54.0 seconds
Game Mode - Assault
Arena - Training Ground
Character - Mr. Socky
Weapons - Machine Gun, Tactical 12-gauge, Grenades, Soviet Rifle,
Timed Mines, Rocket Launcher
Unlockable - Mr. Socky (character)
Well I'll be, it's the old Men In Grey assault from TS2 with a makeover! Only
thing is, this time it's much, much easier. If you know what you're doing, this
assault can be completed in under a minute, which is more than can be said for
the other two.
No matter where you start, get outside as quick as you can. Pick up the timed
mines next to the ramp, then go on a kamikaze run towards the valley. Ignore
everything as best you can. There is a health kit on the right hand side, pick
it up when you reach it. Keep going and keep your eyes over to the right. Next
to the turret is another crate of timed mines. Pick them up and head up towards
the waterfall to mark the checkpoint. Now arm the mines. Keep going up until
you see two buildings, each with a machinegun turret on its wall. Go up to the
first building on the left and plant a mine under the turret. Now put one on
the fuel barrel to your left and follow the mountain wall round to the right,
mining all the barrels as you go. When you reach the second building, put a
mine underneath the second turret, then run inside and up the ramp. Mine the
barrel by the window and pick up the rocket launcher, before dropping down the
other side and mining the final barrel. Once that is done, equip the rocket
launcher and ready alt fire mode. Run inside the building to the computer room,
and rake a clip of rockets across the lot of them. Assault over, league over.
Couldn't be simpler.
COMPLETING ELITE LEAGUE UNLOCKS - Bronze - Tommy Jenkins (character)
Silver - Sister Faith (character)
Gold - INSETICK SK/10 (character)
Character - Dr. Lancet
Weapon - Shotgun
Unlockable - Brains (character), Rotating Heads (cheat)
Scoring - 75 points per monkey head, 50 points per ghost
Wahey, the return of Behead The Undead! And this time, it's monkeys! Actually,
it's much easier this time around. The challenge takes place in the Hotel,
between two staircases. You can move either side of the stairs and between
them, but not up them. There is a shotgun spawn point between the staircases to
top up your ammo. The whole idea of this challenge is to smack the heads off as
many zombie monkeys as you can before you snuff it, and there will be several
ways in which these monkeys will attempt to get this job done. The most common
is to simply shuffle towards you and slap you up a bit, and the ones that do
this will either shuffle slowly or quickly. Another method will be a ghost
appearing from the middle of the arena which will simply try to collide with
you. And finally, the most dangerous are the monkeys with shotguns of their
own. All of these bar the shotgun are pretty easy to avoid and deal with. The
idea here is to never stay in one place for long. The first couple of waves
will generate slow moving monkeys from either side of your start point, which
can be easily dispatched via application of shotgun shell to cranium. Wave 4
will start sending the faster monkeys at you, as well as introduce you to Mr
Shottie. The shotgun monkeys will appear on the left staircase (from where you
start). Dispatch them in the same way, it doesn't take much to dislodge their
head. A little later and you'll start getting monkeys coming down both sets of
stairs as well as the ghosts appearing. These can be sorted out with a single
blast. Finally, there are two openings behind the staircases that can spawn
monkeys as well. The two top priority targets are the shotgun monkeys and the
ghosts in that order. Keep your eyes on the top of the left staircase,
especially at the start of a wave. An ideal method for dealing with the ground
monkeys is to run into a corner and let them come towards you. Then blast a
path through to the opposite corner and run for it. Then turn around and
repeat. You can occasionally switch sides of the staircase as well, it never
gets too crowded to move.
Character - Gaston Boucher
Weapon - Injector
Unlockable - Carrion Carcass (character)
Scoring - 75 points per Carrion Carcass
AAAGGGHHHH!!! I HATE THIS!!!.... ahem. Seriously though, this is one right
royal bastard of a challenge. There's only one way to do this without getting
creamed. But first, the challenge. You are in a kitchen with two rooms on
either side of you spawning Carrion Carcasses. As you've probably guessed, you
need to kill as many as you can before you get killed yourself. Sounds easy,
but I can assure you, it's far from it. The injector needs to hit three times
to kill a carcass, and at least it's an instant kill this time as opposed to
the lengthy swell-up-and-go-bang of the normal injector. The first two waves
are very simple, only a couple of carcasses from each door, pretty slow moving
and easily dealt with. The third wave is where it starts getting a bit crowded,
especially when carcasses start appearing from the floor in the two corners.
Thankfully this is pretty rare. Now, you see those two tables? These will be
what save your life throughout this challenge. You need to circle the room and
lure the carcasses round one side of the table before sprinting out and round
behind the other one, all the while taking pot shots at any that have not taken
the bait. You need to keep your escape route clear, as if you get surrounded,
you're gonna get pummelled. Try to last until there are no more coming from the
doors, then let fly with as many darts as you can into the crowd. The explosion
will damage others as well, meaning that another exploding carcass can set off
a chain reaction. The blood really does fly in this challenge. Make sure you
keep an eye on the two corners of the room as you approach, and take a detour
round the outside of the table if a carcass decides to spawn in your way. Spot
it too late and you'll get stuck and beaten to a pulp. One more thing, go
clockwise around the room, there's a nasty little shelf jutting out near one of
the tables that can get you stuck if you go the other way.
Character - Cortez
Weapon - Temporal Uplink
Unlockable - Tin-Legs Tommy (character)
Scoring - 75 points per decapitation, 100 points if you use another zombie's
head to do it
Hmmm... this is a bit more fun. Remember the challenge back in TS2 where you
had to smack zombie heads off using only your fists? This is similar, only this
time you've got the grab function of the temporal uplink and a selection of
boxes to help out. The downside? The temporal uplink is a real pain to use. The
grab function is very loose, turn too quickly and you'll drop whatever you're
carrying. You also need to be within a certain range of something to grab it.
Still, it makes for a great weapon, as a box hitting a zombie is pretty much an
instant decapitation. Blocks your view quite well though. As before, the trick
here is to keep circling the arena to stop yourself getting surrounded. If
things get crowded, don't be afraid to drop the box you're holding and move to
a safer spot, you can always pick up the box from somewhere else, or even
another one if there's one nearby. To pick up a box, hold down the fire trigger
and the uplink will draw in the object. To throw, release the trigger. However,
this isn't good enough for this challenge. You need to recover the box after
launching it, and you do this by holding the trigger again right after
releasing it. The effect of this will be the box flying out a short distance
before returning to the uplink to be thrown again, like a big boxing glove
(sorry, crap pun, I know). So all you need to do is smack off as many zombie
heads as you can before dying, as if you hadn't sussed it by now. Just move
around the arena, then stop to smack of a couple of heads before moving again.
Like the first challenge, you can't afford to stay still for long. One problem
you may encounter is that the uplink will grab onto a severed zombie head
rather than the box when you try to return it. This is a frequent occurrence,
and may be a help or a hindrance depending on how good your aim is. If you can
smack off a zombie head using another head, you get 100 points as opposed to
75. However, you need to be very accurate, and personally I prefer to stick to
the boxes. If you end up with one, you may as well fling it anyway, but then
immediately move to a safer spot and reclaim your box.
*Extra tip from Steve Vallance**
By bouncing the box off of the central pillar and into a group of zombies, you
can rack up very impressive combos and net yourself vast amounts of points. Do
this a few times and you'll have no trouble in hitting a platinum.
Character - Corporal Hart
Weapon - Sci-fi Handgun
Unlockable - Viola (character), Cardboard Characters (cheat)
Scoring - 100 points per target (reduced over time), -100 per Cortez target
Oh no.... that music.... the bloody Spaceways music from the original TS.
Horrible. Anyway, Cut-Out Shoot-Out is very simple. You need to work your way
through a section of a level, shooting targets as you go. Either your accuracy
or how quickly you hit the target determines the number of points you get for
each. There are also friendly targets thrown in as well that will reduce your
points if hit. To go for a platinum, you need to trigger the targets one by one
while looking in the right direction. You need to be quick though, or you'll run
out of time.
This level scores on how quickly you hit the target. The number of points you
get will decrease until you hit, and the rate at which they decrease depend on
how difficult it is to hit (easy targets decrease faster than the harder ones).
You have a time limit of 1:30 to complete the level, so don't dawdle. If time
runs out, the level ends regardless of whether you've hit all targets or not.
Start by going forward and turn your gun left. A target will appear on top of
the rock. Shoot it and immediately turn to the right where another target
appears from behind the mound. Another will appear from behind a mound on the
left as you move up. Once you have sorted that one out, look up and you should
see a "window" in the rock formation. A target will slide across here, be ready
for it. Another target will appear from behind the mound directly underneath.
Moving on, two targets will appear above the next rock. Be careful though, the
one on the right is a friendly, and will dock you 100 points for hitting it.
Hit the one on the left and move on. Follow the path until you see the crashed
ship, and shoot the target that appears behind the engine. Another will appear
from behind the ledge underneath the ship as well. Keep moving, ignoring the
target that appears behind the debris on the left, and shoot the target that
appears to the right, behind the broken wing. Now jump down to the right onto
the lower ledge.
The piece of debris on your left will reveal a friendly target, the one on the
right a hostile. Shoot it and move on. There is a large object embedded in the
mountain on the left, a friendly target will sweep out from behind it. Go round
it and shoot the target that appears from behind a rock on the right. Follow
the path down and keep your eyes over to the left. A target will appear from
behind a rock a fair way in the distance. Later, a friendly target will emerge
from behind an outcrop on the right, before another hostile slides out from
behind another. Make sure it's a good shot, it moves a way out into the open.
Before moving on, move your sight onto the window in the bunker in the
mountainside, another target will appear on the far right as you advance. Once
you've done that, look up to the bridge and you'll see three targets slide out
from the right. Only the middle one is hostile, so pick it out and go on. As
you go round to the right, a target will appear from behind a mound over on the
left. Now head up towards the sniper bunker. One last ground target will appear
from behind a rock on the left, and the final target will slide across the
window in the bunker. Follow the path round to the left to complete the level.
Character - Viola
Weapon - Pistol 9mm
Unlockable - Goddard (character)
Scoring - 100,75,50,25 points per target depending on distance of shot from
centre, -100 per tourist target
This is an accuracy shootout. You need to hit the targets as close to the
centre as possible, with 100 points being a dead centre shot. Viola floats
through this level on a gondola, so you can't take a lot of time lining up a
shot. First thing as you start is to put the scope on the pistol, makes sense
if you're going for accurate shots. Shoot the target over to the left, then
face forward again and shoot the target that appears in front of you. As you go
through the tunnel, another will appear in front of you, and when you exit, two
will appear from either side. The one on the right is friendly, so shoot the
one on the left. As the boat turns right, keep your eyes in the distance over
on the right wall. A target will appear from a doorway, you'll probably need
the scope here. You'll also notice one slide across the door on the left.
Ignore it the first time and get it as it comes back. Now comes a very hard
part. Look up and you'll see two targets sliding across windows. Normally they
wouldn't be too hard to hit, but the boat will be turning left as you aim.
Shoot them both and then quickly look over to the archway on the left. Another
target will swing out from the left. This is a fast moving one, so you may have
to ditch the accuracy tactics and just shoot it. Moving on, you will see a
series of arches over to your left. Keep an eye on the second one, a target
will slide out from the left across the second and third arches. Catch it
before it clears the second arch. Now look over at the bridge. Aim at the left
corner and shoot the target that appears, then quickly switch to the other
corner and do the same. Past the bridge, another target will make a very brief
appearance from behind the corner of the wall on the left, shoot it before it
vanishes, you won't get another chance. Over on the other side you should see
another archway. Focus on it and shoot the target when it appears. You can get
it again if you miss the first time, but be very careful, as a friendly target
will slide in front of it very quickly. Keep focussed over to the left and
another target will appear from the water, with a friendly target appearing
further along at the same time to distract you. The final two targets will
appear from either side of the corners of the buildings at the end. Plug them
to finish the level.
Character - R One-Oh-Seven
Weapon - Sniper Rifle
Unlockable - Badass Cyborg (character)
The easiest of the lot. Another accuracy one, but this time, you're stationary
and you have a sniper rifle. And the best thing is you don't have to move at
all. There's still the odd friendly floating around, but they rarely get in the
way.
The first target appears up the back just to the right of centre, sliding from
left to right. Another appears in the acid in front of you, slightly over to
the left. The third slides in from the far right, behind a pipe, then into
centre view. No rush, shoot it when it comes into centre. The next pops up
right in the middle about halfway back. Be careful with the next one. A
friendly pops up in exactly the same place as the last target and a hostile
will slide in from the left, behind it, and out to the right. Wait for it to
come out from behind before shooting. Next target is dead centre again,
followed by two in quick succession: one from behind the pipe on the right, and
one literally right in front of you (you can shut your eyes and hit this one).
Another friendly will slide in to distract you, ignore it. The next will appear
in the acid below you over to the left a little, and another will slide out
from behind the pipe over to the right. The hardest one to hit is next, and
it's right over the back, dead centre. Only about a quarter of it shows, so you
need to be very careful if you want the 100 point shot. The final target
appears shortly after another friendly starts sliding in from the left. It's
dead centre, near the back, you just need to hit it without hitting the
friendly. This ends the challenge.
*Platinum* - Finish in 1 minute 10 seconds
*Gold* - Finish in 1 minute 20 seconds
*Silver* - Finish in 1 minute 30 seconds
*Bronze* - Finish in 1 minute 40 seconds
Personal best - 1 minute 16.2 seconds
Character - Strudel (Khallos's cat)
Weapon - N/A
Unlockable - Human Gun Sounds (cheat)
One of the interesting little side games added to Future Perfect is Cat
Driving. You'll be guiding Khallos's little bundle of joy Strudel around a
course as fast as you can without battering him up too much. Driving Strudel is
like manoeuvring a shopping trolley with an unusually high centre of gravity.
The cat is on roller wheels like those you find on the bottom of said trolley
and as such he will turn like one, ie not easily. I can't really describe how
Strudel drives, you'll have to get a feel for him yourself, but it's very light
and he topples over at the slightest hint that you're turning him too hard. To
complete the lap, you need to trigger all checkpoints along the course, which
means no shortcuts. If Strudel topples over at all, hit O to right him.
Use this course to get the hang of Strudel. It's simple, it's short, and above
all it's flat. You won't have to worry about slopes yet. The first turn is a
sharp left, followed by a sharp right. For Strudel's sake, please let up on the
accelerator before going into the corners, he'll be so much happier. There is
then a long straight section followed by two sharp right turns in succession,
effectively a hairpin. Just make sure that Strudel isn't unbalanced before
taking the second and you'll be fine. Moving on, you'll come to two shallow
lefts in succession followed by two more sharp rights, slightly further apart
than before. The left turns can be taken quite quickly, but slow down a little
before going into the rights. The final turn is a sharp right over the finish
line. Two more laps complete the race.
- Lap It Up
*Platinum* - Finish in 2 minutes
*Gold* - Finish in 2 minutes 15 seconds
*Silver* - Finish in 2 minutes 30 seconds
*Bronze* - Finish in 2 minutes 45 seconds
Now we have a considerably harder track. This time there are plenty of inclines
and declines to worry about, and going over the edge too quickly is a sure-fire
way of toppling poor Strudel. When coming to a gradient change, just tap the
brakes slightly. As long as you're not speeding up as you go over, you
shouldn't topple.
The first turn is a 90 degree right onto an incline. This is quite shallow and
can be taken quite quickly. Go up the ramp and slow down near the top, where a
hairpin right is waiting onto a decline. This decline is very wide, and if you
can control Strudel well enough, you can ride it about halfway to the next
corner. If not, ride it to the bottom and brake slightly before turning left. A
sharp right is at the end (not so sharp if you rode the decline) onto another
incline. This next part is very straight, but you need to stay as straight as
possible to avoid toppling Strudel. Once over the top of the incline, a small
straight section is followed by a pretty evil decline. As I said, make sure you
are dead straight as you go over, or Strudel will start going over. A sharp
left is at the bottom, be sure to slow down a bit before coming off the
decline. Ahead is another 90 degree left turn with a fairly bumpy straight.
This should only slow you down a little, it isn't enough to topple Strudel.
However, at the end of this straight is a small decline followed immediately by
a sharp left. Be careful not to overshoot the decline, or you'll never slow
down in time for the corner. Go up the straight to end the lap.
- The Cat's Pajamas
*Platinum* - Finish in 2 minutes 25 seconds
*Gold* - Finish in 2 minutes 35 seconds
*Silver* - Finish in 2 minutes 50 seconds
*Bronze* - Finish in 3 minutes 10 seconds
Once again we go to a flat track, only something is considerably different
again. You though Strudel was hard enough to handle? Well the developers didn't,
so you now have to drive him on ice! Being over-aggressive with the throttle
will keep Strudel going in a straight line no matter what way you point him, and
he will eventually topple. To go round corners, you need to be conservative with
the speed and be ready to slow down a bit. One of the most noticeable things
about this track is that it is completely open. As you only need to go through
checkpoints, there is no reason why you can't cut every single corner on the
track. And that is indeed the way to do it.
As I said, completely ignore the track here and just point straight at the
checkpoints. The first one is right in front of you, very slightly over to the
left. Once through, resume the track and go round the U-bend to the right. Hit
the checkpoint and break the track again. Take the next right much more sharply
than the track wants and point straight at the next checkpoint, which should
now be right in front of you. Swing left until you see the next one. Try to
swing a sharp right through here and this should leave you pointing at the next
one. Be very careful here, this checkpoint leads onto a jump. While it's pretty
fun to see Strudel go arse over head, it does waste time. As soon as he lands,
right him and go for the next checkpoint, trying to turn right through it as
you do. This will set you up nicely for the final one, which should now again
be directly in front of you. Completely cut the corner and go through the
checkpoint to start another "lap".
*Platinum* - Break all objects in 2 minutes 40 seconds
*Gold* - Break all objects in 2 minutes 50 seconds
*Silver* - Break all objects in 3 minutes
*Bronze* - Break all objects in 3 minutes 30 seconds
What better way to relieve tension than to put a brick through everything you
can put a brick through in the Chinese Restaurant. There's 103 smashable
objects here, and Gaston Boucher can throw bricks like a nutter. You need good
aim here, and a decent sense of the trajectory of the brick. It travels with a
very small arc that is only really noticeable over distance. Initially you
won't have to worry. The best way to do this is to always keep R2 held down so
you have a brick ready, and quickly release it to throw a brick. Doing it like
this gives you an insane rate of fire, and it's pretty accurate to.
You start in the kitchen in front of a plate rack. Smash the six plates here,
then the seven in the one next to it, then run down the other end of the
kitchen. Smash the six in this one, and then the eight in the rack opposite.
Follow the wall down and smash the six plates in the central rack, and finally
the eleven in the rack down the other end. Now follow the corridor out to the
front. There are four rows of seven windows that need smashing. Strafe along
the bottom row and then back along for the larger windows. Do the same for the
upper sets. There are two glass panels that need to be smashed in this room as
well, each with two panes of glass. Finally, smash the panel on the balcony
rail before heading out to the foyer. Smash the four panels on the balcony and
head down the stairs. Now look up and you should see 18 thin windows near the
roof. You may need to back up slightly to take these out, as they can't be
smashed if you're too close. Now head towards the front door. Smash the two
thin windows on the left, two on the right, and finally go out in style by
smashing the large window right over the entrance.
- Absolutely Potty
*Platinum* - Break all pots in 1 minute 40 seconds
*Gold* - Break all pots in 1 minute 50 seconds
*Silver* - Break all pots in 2 minutes
*Bronze* - Break all pots in 2 minutes 30 seconds
Personal best - 1 minute 44.3 seconds
Character - Captain Ash
Weapon - Tactical 12-gauge
Unlockable - Paintball (cheat)
Scoring - +5 seconds time penalty for shooting a monkey
Fairly easy as long as you know where you're going and you can shoot things off
of monkeys' heads. It's you against the clock with a 12-gauge and 52 pots that
need smashing. As well as being a good shot, you also need to know exactly
where to reload the 12-gauge as well. After all, it's much better to reload
while moving towards another set of pots than reloading while standing in front
of them. Wastes less time.
Start off by moving forward and blowing away the four pots ahead of you and
round the corner. Reload and go down the decline, smashing the pot in the
corner as you go. Smash the two pots on either side of the corridor and then
catch the one being carried by the monkey as he runs past. Don't hit him, it'll
cost you five seconds. Then turn right and shoot the one in the corner before
turning back on yourself and following the monkey. Pop the one on the edge of
the stairs and reload again. Head down the stairs, you should see two groups of
two pots. Try and line yourself up so you can take them out in a single shot
each. If you can't, reload before going down the corridor. There are seven pots
down here, six of which are in pairs. Take out the pairs in one shot each and
then the lone one. Reload and head down the corridor, picking off the pot on
the monkey as he runs past. Don't forget to pick up the shotgun shells. Turn
right and smash the pot in the corner and the one out in the open before going
back the way the monkey went. Head towards the door in front of you. Follow the
path through here smashing the six pots as you go, then go back into the
central hall and down the small stairs in front of you. There are two pots at
the bottom in a pair. Use your last shot to take them both out and reload. If
you only take one out, load one shell and finish it before fully reloading. Go
over to the cave on the left side of the hall from where you are facing. Smash
the seven pots through here including the one on the monkey and reload again.
Follow the corridor all the way round and drop out at the end, turning left and
going into the entrance cave. Turn to the right and intercept the monkey
running down the slope and then turn round and destroy the pots at the foot of
the stairs. You should have three shells left, assuming you haven't missed
since the last reload. Go up the stairs and blow away another three pots before
reloading one more time. Finish the remaining pots to complete the level.
**Additional tip from Christopher Morrow**
You can save a lot of time in this last room by pushing the pots into each
other and over ledges rather than shooting them. The last few will need to be
shot, but this method saves a lot of time as you don't have to reload your
12-gauge.
- Don't Lose Your Bottle
*Platinum* - Break all bottles in 1 minute 30 seconds
*Gold* - Break all bottles in 1 minute 35 seconds
*Silver* - Break all bottles in 1 minute 45 seconds
*Bronze* - Break all bottles in 2 minutes
Personal best - 1 minute 15.3 seconds
Character - Harry Tipper
Weapon - LX-18 x2
Unlockable - Brick (weapon)
Scoring - +5 seconds time penalty for shooting a henchman
Now we go from mindless smashing to precision smashing. The bottles of "Flying
Seaman" (that's whisky, you dirty minded...) are much smaller than the pots you
were smashing up in the last challenge, and to make matters worse, you've only
got a pair of LX-18s here. You need to be a very good shot to even consider
getting a good time. Don't worry too much about reloading times here, the
pistols reload quickly.
The very first thing you must do here is get rid of your second gun. Go to alt
fire and activate the scope. This will increase your accuracy no end and will
conserve a lot of ammo. It will also let you break some bottles from a
distance. Smash the three bottles in front of you and head left out the door.
Take out the two bottles on the footstool and the one on the sofa, then go
through the next double door. Smash the bottle lying in the corner at the foot
of the stairs. Further round is a drunk henchman still holding a bottle. You'll
need to shoot it out of his hands. Don't worry about hitting him if he's
holding the bottle in front of him, the bottle is tough enough to stop the
bullet dead. Just shoot it and move on, but don't hit his hand. The next one is
optional, but if you look up on the ledge above you, you'll see another bottle.
You can shoot it now or later, you'll be going up there anyway. Now head onto
the dance floor. Shoot the bottles being held by henchman on the dance floor
and the henchwoman on the ramp ahead of you. Then go back to the door and
demolish all the bottles on the tables. There should be ten in all. Now follow
the corridor round to the bar at the back. Shoot the bottle on the bar and the
one held by the henchman. Go up the stairs and shoot the bottle on the drum
kit, before heading up the ramp to the left. There is another table with two
bottles on here (and the bottle you saw earlier balanced on the edge if you
didn't shoot it). Take them out and then turn left and go out onto the balcony.
Shoot the four bottles on the tables. The last one is up ahead, being held by a
henchman slumped behind the big Harry Tipper statue (loves himself a bit, don't
he?). Shoot it to end the challenge.
*Platinum* - Escape the level in 2 minutes
*Gold* - Escape the level in 2 minutes 30 seconds
*Silver* - Escape the level in 3 minutes 30 seconds
*Bronze* - Escape the level in 6 minutes
Time to get reminiscent of the original story mode, which was nothing more than
grab something and get back to the start. The silver times here are very
forgiving, but for gold, you'll really need to motor, and only kill who you
need to. Each section of the level is locked off until you clear all enemies
from the area. Don't get too far ahead of yourself or you'll have to backtrack.
Another thing you need to remember is the lack of health pickups, you only have
one health bar for the whole challenge so don't charge blindly into anything
(unless I tell you to of course (^_^)).
This challenge takes place in the Spaceport, and you'll need to find your way
into the other side of the base. Don't be intimidated by the position of the
time portal, you won't have to come back all this way. Start by turning off the
ricochet shots on the handguns, you won't need it. Turn round and shoot the
prison guard behind you and go out the right door. Another will pop out from
round the corner on the left. Keep going and you'll run into two more. You'll
need to go right here, but before going under the bridge look through the gap
to the other side. You should see two INSETICK droids with sci-fi sniper
rifles. Shoot them through the gap and go under the bridge to the other side.
You'll have enemies bearing down on you from behind, don't worry about them
yet. Kill the prison officer on this side of the bridge, then turn round and
cane everyone that was stupid enough to follow you. Follow the corridor to the
end, where two more prison officers will jump you. There's an electrotool here
if you want it, but I never used it. Go through the door and two PROMETHEUS
droids will warp in with miniguns. As soon as they do, shoot them in the head
with the handguns, they'll go down much quicker than your other weapons. This
should unlock the door, go through it and round to the right into the landing
dock. Take out the two prison guards that appear as you open the door, then
look for a turret on the underside of the ship. Shoot it up before taking out
the PROMETHEUS droids in the same way as before. By now, a large number of
INSETICK droids will have warped in on the balcony with sniper rifles. These
can be lethal, and they all need to go before you can advance. Using the
handguns, take down the ones on the ramp at the far side of the dock, then go
up the other one and start taking the droids apart. I say use the handguns
because they have a much higher rate of fire than the sniper rifle and they can
take down one of the droids in only a couple of shots. You may be wondering why
you're not using the minigun, we're saving that for later. Once they're all
down, the door on the corner of the balcony will open. Head through here and
down the ramp. You don't actually need to kill anyone else, but keep the
handguns loaded anyway. Go left into the corridor and take the second right,
arming the minigun as you do. A prison officer and an INSETICK will warp in,
just tear them apart and go through the door at the back. The time crystal is
at the back of this room, go round to the right and mow down the three prison
guards before picking it up. Now go down the corridor on your left, mowing down
the INSETICK and the prison officer. For this next part, you may want to switch
to alt fire for the minigun. As you go up the ramp, you'll be jumped by three
prison guards and a berserker splitter. Mow them all down and head left back
into the ramp room. Now just run like hell. Get up the ramp and the time portal
is waiting for you through the door.
- Sammy Hammy Namby Pamby
*Platinum* - Escape the level in 2 minutes 20 seconds
*Gold* - Escape the level in 2 minutes 40 seconds
*Silver* - Escape the level in 3 minutes 20 seconds
*Bronze* - Escape the level in 6 minutes
Personal best - 2 minutes 26.8 seconds
Character - Renzo
Weapon - Tactical 12-gauge, Soviet Rifle, Machine Gun, Vintage Rifle
Unlockable - Sapper Johnson (character)
The main difficulty here is making sure you've killed everyone before going on,
as some of the areas can be pretty open. Once you've got a Soviet though,
you'll be fine. You'll have to keep the ammo topped up though, as the machine
gun clip won't last for any decent length of time.
Right as you start, blast the first idiot in the face and pick up his Soviet.
Use it to blow away his buddy. Now go into the corridor, three enemies are
waiting round the corner. Another is waiting around the next corner, and four
more are scattered up the corridor before the closed gate. Killing them all
will open it. Now, the next part will require a bit of insanity. There are
enemies pretty much all over the place. Start by killing the one right in front
of you and then go around to the left, smacking down as you go. Going this way
will pretty much ensure you get all of them. There should be about seven, one
of which may come through the door you just came from. Head along the beach,
killing the three standing in front of the door. The last one to open the gate
is standing right in front of it. Through the gate, you should see someone
hiding in an alcove. Sort him out and then take out the next one just round the
corner. One more is hiding further up before you go outside. Now, the next part
can be avoided if you can get through here quickly enough. If you can't, you'll
be greeted with a grenade barrage. If this happens get RIGHT back. Even one can
severely hurt you, and there at least ten being thrown here. Once they have
died down, head out and take down the two cowards behind the rocks (probably
the bastards who lobbed the grenades). Look ahead and you should see two more
underneath the bridge. Take them down and head up onto the bridge, but don't
cross it just yet. There should be a few more enemies who have just made
themselves known behind you. If you can shoot them from where you are, do so,
otherwise go across the bridge and lure them in. At the other side of the
bridge is a nice fellow who has probably been shooting at you the whole time
you've been in this area, return the favour at point-blank. By now, the group
who followed you should be bottlenecked on the bridge, so mow them down before
going down the corridor. Kill all who appear and the next gate should open.
Going round the next corner will present you with two more targets before
passing a machine gun nest. Don't be tempted to use it, just keep going. From
now you don't need to shoot anyone else, so only shoot those that present the
opportunity. Head up the corridor, clearing the way as you go (it's dual
pathed, go whichever way you like). Once you reach the top, turn left and you
should see the lunchbox. Grab it and reload the Soviet (which I hope you've
been keeping topped up) going back, you will encounter the enemies in the
tunnel you didn't shoot the first time as well as the splitters. The Soviet is
more than a match for all of them, so just blast all in your way. Follow the
path back down until you're outside again, then just run. The time portal is
just inside the door on the opposite side.
- Glimpse Of Stocking
*Platinum* - Escape the level in 2 minutes 40 seconds
*Gold* - Escape the level in 3 minutes
*Silver* - Escape the level in 4 minutes
*Bronze* - Escape the level in 6 minutes
Personal best - 2 minutes 25.9 seconds
Character - Mr. Underwood
Weapon - Kruger 9mm x2
Unlockable - Mr. Underwood (character)
This challenge requires you to be good with pistols, as it's all you're getting.
As it goes, it's very hard to get a gold time, especially as it's unclear as to
exactly which zombies you need to kill to open the doors. No scope to help you
this time either, you need to be able to take a head off in no more than a few
shots, as well as the distinct lack of extra ammo. There's only a couple of
boxes lying around to help you out. Try to keep your crosshairs at roughly head
height and most of your shots will hit home.
Start by plugging the heads of the three zombies in front of you, and then the
one that comes charging out of the door. The faster ones tend to be harder to
hit as their heads tend to bob about quite quickly. Go through the door and
behead the zombie on your right. Another one will descend the stairs ablaze,
this one can be ignored, he will die in his own time. Three more are waiting at
the top of the stairs, blow them away and then head into the stairwell. This
area is pretty much swarming with zombies. There is one in front of you, one on
each stairway, one in between the stairs, three at the top, and two more will
come in from behind you. One of the zombies behind you is on fire, so ignore
him. Plug the ones on the ground first before heading up the stairs and taking
out the three up there. Aiming on the stairs can be a little awkward, so force
your way onto the balcony if you think you can get a better shot. Once they are
all headless, the red double doors will open.
Through the doors, another flaming zombie will attack you from the right. If
you can skeet round him, do so, otherwise you may have to blast him. There is
another to the left, followed by five more (one flaming) in the next room. Same
situation again for the next part, a flamer from the right with two bearing
down from the left. Again, the flaming one is fast moving, so blast him if he
becomes too much to handle. The final room in this section contains six zombies
and a box of ammo. If possible, take out all zombies before grabbing the ammo.
Then run down the stairs at the end and through the double doors. There was a
flaming zombie behind you before you entered the last room, but he should have
snuffed it by now.
There are seven zombies in the next room. One will run round from the right,
two more on the left, one will come up the stairs in front of you, and the rest
will just be dotted about the balcony. Go through the door at the end and into
the next corridor. There will be a zombie on the right that needs plugging, and
three flaming zombies running at you. Avoid the flamers and turn left into the
main foyer. There are two zombies waiting for you on the balcony and one more
will run in behind you. Now head down the stairs and go left, ignoring the
flamer on the right. You need to take out the remaining zombies here to open
the final door, there should be about six. Once they are dead and you are sure
there are none left, go to the end of the room and turn left down the stairs.
The double doors will open and you'll get the magazine. Now turn round and bomb
it back the way you came. With only one pistol now, you're no match for the
berserkers so just run. Head up the stairs and go left at the top, and the
portal is right in front of you.
**Additional strategy from Matt Sladen and Mike Cavely**
Forget shooting the zombies. Pistol whip them with the dual Krugers instead.
This is much more effective than lining up shots and will allow you to clear the
level in a much quicker time. Even if you don't behead them in one hit, one more
will take them out guaranteed. This also leaves much more ammo to shoot the
flaming zombies, again saving time from waiting for them to die naturally. Very
highly recommended strategy, and almost necessary if you want a platinum.
*Platinum* - Last for 6 minutes
*Gold* - Last for 4 minutes 30 seconds
*Silver* - Last for 4 minutes
*Bronze* - Last for 3 minutes
Personal best - 15 minutes 22.0 seconds (with all six lives intact, self ended)
Character - Harry Tipper
Weapon - Electrotool
Unlockable - Monkey Gun (weapon)
The idea here is to keep a bunch of cyborg chimps powered up while they dance
away using the electrotool. Each has their own power meter next to then which
depletes over time, and you zap them with the electrotool to replenish it. Keep
them in the beam for too long though and they'll explode, this will be
indicated by their power meter going bright yellow as an indication to stop.
The trouble is with this challenge is that once you know where all the monkeys
are, it ranges from quite difficult to incredibly easy. There are only ever ten
monkeys dancing at any one time, and they run to a random place each time you
play. The worst case scenario is if five start dancing on the floor and five on
the balcony. In this case it can get pretty hard, as you need to keep an eye on
the radar to see which monkeys need juicing up. However, in one of my runs,
eight monkeys were on the floor and the two that were on the balcony were right
next to each other. Simple strategy was just to blitz the floor pretty much
constantly and then just top up the two on the balcony whenever they needed it.
Anyway, the monkeys come onto the dance floor in waves, and each wave lasts for
one minute. In the first wave, you'll only have to deal with three monkeys. By
the end of the second you'll have seven, and ten at the end of the third wave.
Each time a monkey runs out of juice or is overloaded, another will come in to
take its place, only in a different spot. The challenge ends when you lose six
monkeys. The only strategy I can recommend is to keep an eye on your radar and
make sure you charge monkeys that are approaching red. Try not to blitz whole
groups if their batteries are at different levels, you may overload one
inadvertently. There's no need to go onto the balcony yourself, the electrotool
can reach any monkey from the dance floor. If you need to charge up a single
monkey quickly, try the alt fire and give it a few bursts. If you're really
having trouble, try and get someone else to watch the radar and guide you
around the floor, it's much easier only having to worry about one thing. Then
of course, if you're lucky you could get a setup like I had. It really feels
good to blow up chimps of your own accord!
You want a hard challenge? Here's your hard challenge. You're sitting in the
water tower overlooking Khallos's barracks, and you've got to shoot melons out
of monkey's hands while they're scarpering all over the yard! It's hard enough
hitting small targets at distance anyway, it's really bloody hard to do it
while they're moving. The radar is very useful in actually telling you where
the monkeys are coming from, but then it's up to your sniping skills to
determine if it's worth anything. Hitting a melon scores you 100 points, and if
by some miracle you can hit more than one in quick succession, the successive
hits will be worth even more points. I've only ever chained two, and the second
hit netted me 300 points. Hitting a monkey on the other hand will lose you 150
points, so each shot is a gamble as you can lose more than you can gain. Now,
how to hit a melon. When you see a monkey in the yard, the first thing to do is
zoom all the way in with the scope. You then need to be able to manoeuvre the
sight at roughly the same speed and in roughly the same direction as the monkey
is running. Position the sight over the top of the melon and take a shot.
ALWAYS aim towards the top of the melon, or you run the risk of plugging the
monkey. Another method is similar to this, but move the sight slightly in front
of the melon and then slow down to let it cross your sight. Shoot it as it
does. The easiest shots come from monkeys running towards you. Plenty of time
to line up and you don't even have to move the sight, just shoot when the melon
hits the crosshairs. This will definitely take a few tries, as even one hit
monkey can ruin your chances of a gold.
Character - Mischief
Weapon - N/A
Unlockable - Mischief (character)
Monkey curling?? Someone's really taking the piss now. First clay monkey
shooting and now this....
While the concept of the game is quite simple, getting a decent score isn't.
Each round you have three monkeys to fling down the ice at the scoring rings.
To advance to the next round, you have to beat a target score for the round.
This starts off quite low, and gets bigger every round. When you fail to meet
the target the challenge ends, and your total score is used to work out your
award. Now, how to get the monkeys to go where you want them to go. The first
thing you need to specify is the speed at which your monkey will fly up the
ice. To do this, you need to stop an oscillating power bar. To hit the centre,
you need the bar to be about 30-35% full. Always aim for the lower part of
that, as the sweeper monkeys are there to smooth the ice to keep the stone
going if it's falling short. The direction is determined in the same way, you
need to stop an oscillating arrow dead centre. Once the monkey is launched,
just sit back and see where it lands. You can't change the direction once
launched, but you can give him a little extra distance by telling your sweeper
monkeys to smooth the ice. The target consists of concentric rings, with each
one scoring more the closer it is to the centre. Scores are 500, 400, 200, 100,
50, 20 and 10. Land outside the ring and you score nothing. The only strategy
really is how hard you launch the monkey and to make sure you always launch
dead centre or as close to it as possible. If you undershoot, sweep a little to
get extra distance. One more thing, if you hit another monkey, then where THAT
monkey ends up will determine your score.
Character - Cortez
Weapon - Temporal Uplink
Unlockable - Big Hands (cheat)
Now for your final tests. This first challenge is quite difficult if your aim
isn't that good with the temporal uplink. You are standing on the edge of a
descending lift with 25 balls in front of you. The uplink is used to pick these
balls up and fling them through hoops on the wall as the lift descends. It's
actually quite difficult to do, as the balls have a real habit of jumping out.
The first hoop that appears is always a horizontal hoop at a medium distance.
If you can put a ball through this, you get 25 points. Get three through and
that hikes up to 50 points for every subsequent ball. As I said though, this
can be very difficult. To get the ball in, the hoop has to be below a certain
height, then you can either just throw the ball straight through or bounce it
off of the angled wall behind. Once it is level with your eyes, leave it and
look for the next one. The hoop positions and alignments after this are random.
Close range horizontal hoops are your best chance for scoring. They are very
easy to hit if spotted early, and can even be easily hit from underneath once
they have gone past you. Initially 10 points for a hit, they go up to 20 after
a few. You can also go for a few shots from underneath on the medium range ones
for a couple of 50 point hits if you're lucky. In fact, shots from underneath
are easier than shots from above. The other option is the upright hoop, which
is very difficult to miss. As a result, the points you obtain from them are
woeful, a mere 5 initially that only raises to 10. The final option is the long
range horizontal. Don't even think about going for these unless you are a
really good shot. I can't tell you the points value as I've never hit one. Once
all 25 balls have been thrown or the lift reaches the bottom, the challenge
ends. If all balls have been launched but the challenge won't end, look over in
the corner of the lift closest to you, there's probably a ball stuck in there.
The uplink can ease it out.
**Additional strategy from Peter Silk**
I started out pretty much the way you did... getting some balls through those 25
hoops. Generally I'd aim to get just one ball into the first hoop, then move
onto the one coming into view below it, because it's easier to get 3 or 4 in
there than get 1 in the first one for 50 (i think they switch to 50 once they go
past eye level... I've put 4 or 5 in one before and it stayed at 25 until it
moved above me...) The thing that really started me scoring is the long distance
one right at the back. It looks impossible to get it from a distance, but it's
actually not thatbad... after the second hoop moves past eye level, I generally
move onto the long distance one (by this time I should have about 100), ignoring
the other ones coming up... yes, even though it's way down there... The way I
judge it generally is to aim so that the tip of Cortez' thumb (which sticks
sort of downwards on the model) is pointing towards the long distance hoop, more
or less, and a little to the right of it. Use his thumb in comparisonwith the
hoop as a reference point to aim with, and you should get quite a few accurate
shots for 50 points each. When it starts to approach eye level, you have to rely
a bit more on eyeballing the shot as the thumb thing kind of breaks down after a
while, but after it reaches eye level remember that each shot is worth a
potential 100 points! In other words, if you manage to get the initial 100 from
the easy shots, then get a few 50s from the long distance one (once you find the
sweet spot for aiming it's pretty easy to do 4 of these in a row) then all you
need is one or two lucky 100s for a seriously large score... and finally, if you
have a few balls left, there are a couple of easy 25 shots at the end - that
long one -will- go out of range after a while.
Character - Cortez
Weapon - Auto-turrets
Unlockable - Oleg (character)
Scoring - 25 points per kill
Oh boy, now THIS is hard. To put things into perspective, you need to kill 140
splitters for a gold score! This requires you to be in two places at once. The
idea is that you are controlling two turrets at either end of the subway and
you have to take out as many splitters as you can before they are both
destroyed. Sounds simple, but you have to control both turrets at the same time
and they're on opposite sides of the subway. The screen is split straight down
the middle and so is your controller. The left stick and the L2 trigger control
the left turret, and the right stick and R2 control the right turret. The
splitters also have their usual habit of cloaking. Essentially, each turret
needs to watch out for the other, as splitters frequently try to attack from a
blind spot which only the opposite turret can see easily. For some reason, the
splitters like to go after gun 2 (right) first. Because of this, there is a
very good method to pick up a decent amount of points in the first four or five
waves. Keep Gun 2 pointing over to the right towards the door nearest it, and
turn Gun 1 to look at the other door beside Gun 2. Use Gun 2 to plaster any
splitters that appear from the door it's looking at, and if you see anything
appear from the other one in Gun 1's camera, turn Gun 2 around and repeat
before putting it back over the other door. Gun 2 is almost always the first to
go down, and to be honest, it becomes a bit easier after that. You lose a
little sight from the other turret, but the splitters that appear from the
other end of the platform now have to run the whole length to get to your
turret, and are really easy to see. To put it in perspective, for my platinum
score I lost the second turret after 1000 points. As long as you keep checking
the two extremities of the vision of the turret, you can rack up a surprising
number of kills (although I've never been able to replicate a score like that).
The one thing that can screw you regardless though is if one of them manages to
get beneath the turret, it can be a real bitch to hit. If you can't handle both
turrets, try and get someone else to handle the other one. Come to think of it,
this wouldn't make a bad two player challenge anyway!
**Additional strategy**
I managed to hit a new high score by using this. Play as normal until Gun 2 is
really low on health. When it is, keep it pointing slightly over to the right so
it has a full view of the platform. When it does blow, you now have the camera
covering one whole side of the level. Gun 1 now becomes incredibly easy to use.
See out this wave as best you can. In each subsequent wave, the Splitters will
only appear from three locations. From the top end of the left platform (now
looking from Gun 1), from the top end of the right platform and onto the tracks,
and from the doorway directly to the right of the turret. Seeing as you now have
Gun 2's camera keeping watch over the platform on your left, you only have to
alternate Gun 1 from the top to bottom of the other platform, keeping an eye on
these two spawn points. Anytime you see a Splitter in the other camera, turn the
gun round and blast them before going back to where you were. Occasionally in
later waves Splitters may start emerging from the door halfway up the platform,
but again they are very easy to see in the other camera.
Character - Captain Ash
Weapon - Machinegun Nest
Unlockable - Pulov Yuran (character)
Scoring - 25 points per plane, 100 points for UFO
A real fun challenge to finish off with, yet pretty hard at the same time.
You're sitting in the machine gun nest on the 1924 island with an aerial battle
going on over your head. Sides don't matter, all you have to do is shoot
anything that shows up. The radar makes it very easy to spot planes. Whenever
you see an arrow, just point the gun in that direction and wait for a target to
show up. That's why planes are only 25 points, they're mostly easy to hit. When
firing though, remember that machine gun shots aren't instantaneous. You need
to aim just in front of the plane to hit it. However, there is something flying
around that is altogether harder to hit: a UFO. It's very hard to mistake it,
it's much smaller, faster and round. Shoot this down and you can add 100 points
to your score. You need this for the gold, unless you're an incredibly good
shot and can hit planes miles away. You've only got a minute to rack up the
hits, hence the seemingly low award requirements.
**Additional tip from Will T**
Use short bursts from the machine gun. This makes sense as the shaking of the
gun while it is being fired is reduced and a hit will be much more likely. It
will also reduce the likelihood of overheating.
**Additional tip from TheDeviousDuck**
The crosshair on the gun is not entirely accurate, in fact the bullets will hit
a target slightly above the crosshair. Practice this initially on the closer
targets to get used to it and eventually you'll be able to plaster the further
planes and the UFO with ease.
Max capacity - Maximum amount of ammo that can be carried for this weapon
Clip capacity - Maximum amount of ammo in a single clip
Primary fire - Uhh... what happens when you pull the sodding trigger
Alt fire - Any alternate firing modes the weapon can switch to
Dual wield? - If you can carry two of these weapons at once
Dual alt fire? - If the alternate fire mode can be accessed while dual wielding
Aiming mode - Any extra effects when fine aiming
Description - A quick description of the weapon and its pros and cons
Max capacity - N/A
Clip capacity - N/A
Primary fire - Swing bat
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - ...can you really fine aim a bat?
Description - An improvement on your normal melee attack, it's not really
recommended over... well... pretty much any ranged weapon. On
the upside, it does a fair bit of damage, but it's so much
easier to blast away from afar. Useful as a last resort if you
run out of ammo. Although nothing quite beats smacking the
living shite out of someone with a large wooden bat! (^_^)
\\// :BRICK: \\//
//\\=============//\\
Max capacity - 20
Clip capacity - No clip
Primary fire - Throw brick
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - None, just point and throw
Description - Despite its appearance, the brick is very powerful, offset
only by its difficulty in aiming. It's hard enough hitting an
easy bot that doesn't move much, but aiming at someone
constantly on the move is a real feat. Can't really recommend
it for its practicality, but it's a good laugh to see an
opponent armed with a rocket launcher fall to the mighty power
of a simple brick.
The Brick is unlocked by completing the challenge "Don't Lose Your Bottle"
\\// :PISTOL 9MM: \\//
//\\==================//\\
Max capacity - 60
Clip capacity - 8
Primary fire - Fires a single shot
Alt fire - Attaches a scope and silencer
Dual wield? - Yes
Dual alt fire? - No
Aiming mode - None in primary fire, scope allows small alterable zoom.
Description - Your basic pistol weapon. Accurate, fast firing, and quite
weak. It's not something you should rely on, but it certainly
beats being unarmed. The scope in alternate fire mode allows
for some limited sniping capability. Use two of them to
dramatically increase their effectiveness, the rate of fire is
pretty much as fast as you can hit the trigger, and two will
really pile some ammo into your opponents.
\\// :KRUGER 9MM: \\//
//\\==================//\\
Max capacity - 60
Clip capacity - 8
Primary fire - Fires a single shot
Alt fire - Attach silencer, no real use outside story mode
Dual wield? - Yes
Dual alt fire? - No
Aiming mode - Small zoom, unalterable
Description - There's very little to differentiate this from the normal
pistol. It's performance is identical, the only difference
being a lack of a scope in alt fire. It does gain a small zoom
effect in fine aim however. Again, dual wield for maximum
effectiveness.
\\// :LX-18: \\//
//\\=============//\\
Max capacity - 60
Clip capacity - 18
Primary fire - Fires a single shot
Alt fire - Attaches a scope and silencer
Dual wield? - Yes
Dual alt fire? - No
Aiming mode - None in primary fire, scope allows small alterable zoom
Description - Again, same performance as the above pistols, but with a
larger clip capacity. This can be a hindrance as well as a
benefit, especially when dual wielding. Each gun holds 18
bullets, so with two, you'll have 24 left in reserve. Shoot
both of those dry and you won't have enough to fully reload
both.
Max capacity - 200
Clip capacity - 16
Primary fire - Single burst of laser energy
Alt fire - Ricochet shot
Dual wield? - Yes
Dual alt fire? - Yes
Aiming mode - Medium zoom effect, unalterable
Description - Easily the most powerful pistol weapon, even when you've only
got one. As well as having a rate of fire equal to how quickly
you can mash the trigger, each shot is powerful and accurate.
Of course, if you want to show off, you can switch to
alternate fire mode and plaster a room with ricochet bolts.
Slightly less powerful than normal shots, these shots will
bounce all over a room and hopefully into a panicking opponent
who can't avoid them. Just be careful not to shoot them at a
perpendicular wall, it can be pretty embarrassing being killed
by your own bolts.
\\// :REVOLVER: \\//
//\\================//\\
Max capacity - 72
Clip capacity - 6
Primary fire - Single powerful shot, slow fire rate
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - Small zoom, unalterable
Description - I'm not too keen on this one. While it packs the most punch
with a single shot of all the pistol weapons, its poor clip
capacity and slow reload make it quite a risky weapon. It also
has a considerable gap between shots, making it awkward to
fire.
\\// :INJECTOR: \\//
//\\================//\\
Max capacity - 48
Clip capacity - 8
Primary fire - Fires a needle that can make an opponent explode
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - Medium zoom, unalterable
Description - Awkward to use, but a three-hit-kill every time. Plant three
darts in someone and the unfortunate victim will swell up and
explode in a shower of blood. One of the reasons this game was
rated 15 I suspect. Unfortunately you can't speed up the
process, and in their last few seconds of life they can still
shoot you. They can also still be killed by other means,
meaning someone can nab your kill before they explode.
Max capacity - 40
Clip capacity - 12
Primary fire - Fires a burst of electromagnetic energy that can pass through
solid walls
Alt fire - Switches to infra-red visor
Dual wield? - No
Dual alt fire? - No
Aiming mode - Medium zoom, unalterable
Description - Finally, TimeSplitters has its own railgun. Each individual
shot isn't very powerful at all, but the fact that it can
shoot through walls coupled with its ability to let you see
through walls makes it an effective weapon if used correctly.
While it's pretty useless in close quarters fighting, if you
can find somewhere to hole up, just slap on the secondary fire
and rake in the kills. No one will know what's hit them. Takes
an age to reload, but can really do damage to characters with
low shock resistance.
Max capacity - 1500
Clip capacity - No clip
Primary fire - Shoots a stream of napalm
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - No extra effect
Description - The flamethrower this time has a half decent range as opposed
to the three-foot rubbishness of the previous game. While it
doesn't really do an awful lot of damage in itself, it will
set its unfortunate target ablaze, slowly draining their
health until they die or the fire goes out. Because the
process is slow, it might be worth aiding the process by
taking a coupe of pot shots with another weapon. If the fire
goes out, the target will be left with very little health and
will be easy pickings for others, so make sure it'll kill them
before looking for more meat.
Max capacity - 256
Clip capacity - 32
Primary fire - Shoots a fast-firing stream of bullets
Alt fire - None
Dual wield? - Yes
Dual alt fire? - No
Aiming mode - Small zoom, unalterable
Description - A powerful weapon, made even more lethal when dual wielded.
Plenty of ammo, a fast rate of fire, and a relatively spacious
clip make this a weapon to be feared. It's quite accurate too,
even without zooming with fine aim.
\\// :K-SMG: \\//
//\\=============//\\
Max capacity - 200 bullets, 5 grenades
Clip capacity - 32 bullets, 1 grenade
Primary fire - Shoots a fast firing stream of bullets
Alt fire - Shoots a high-explosive RPG
Dual wield? - Yes
Dual alt fire? - No
Aiming mode - Small zoom, unalterable
Description - Not too good on its own, but very useful when dual wielded. It
has a higher rate of fire than the machine gun, offset by a
lower damage rating per bullet and a lower accuracy. Its lower
ammo capacity may pose a small worry as well. However, the
main use for this weapon is its grenade launcher. Very
accurate, highly damaging, and can catch some players off
guard if they can't see what you're holding. Shame you can
only hold five.
\\// :SHOTGUN: \\//
//\\===============//\\
Max capacity - 40
Clip capacity - 2
Primary fire - Shoots an inaccurate burst shot
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - No extra effect
Description - One of my favourite weapons in TimeSplitters 2, it has really
fallen out of favour here. While it is still powerful and will
cream anything at close range, it takes so long to reload that
you easily get killed after unleashing just two shots. While
this is compensated for by having the ability to fire after
just one barrel has been reloaded, it is still far too
impractical. Useful in one-on-ones or low number deathmatches,
but when you're fighting more than one opponent, look
elsewhere.
Max capacity - 40
Clip capacity - No clip
Primary fire - Shoots a burst of energy. Hold down fire to charge.
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - No extra effect
Description - I bloody hate this weapon. Awkward to use, poor power, and
easily avoided. The weapon can be charged by holding the
trigger before releasing, consuming up to three ammo units.
This gives it a decent amount of power, but it reduces the
already poor rate of fire by so much it renders it completely
pointless.
Max capacity - 40
Clip capacity - 8
Primary fire - Shoots an inaccurate burst shot
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - No extra effects
Description - This is more like it. The 12-gauge is short range pwnage like
no other, easily as powerful as the shotgun, only much easier
to wield. For starters, it has a clip of 8 rather than 2,
meaning less frequent (albeit a little longer) reloading. It
also does not have to be fully reloaded before firing, meaning
you can reload pretty much when it's most convenient rather
than in the middle of a firefight.
Max capacity - 200
Clip capacity - 30
Primary fire - Shoots a powerful and accurate stream of bullets
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - Small zoom, unalterable
Description - Slow rate of fire for an automatic weapon, but very accurate
and very powerful. There aren't many that will be able to
stand up to a full barrage from one of these rifles.
They have a very good ammo capacity too. This is definitely
one to keep your eyes open for.
Max capacity - 48
Clip capacity - 12
Primary fire - Shoots harpoons at a reasonable rate
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - Small zoom, unalterable
Description - A weapon to be feared. The harpoon gun is highly accurate and
has a decent rate of fire. And if that wasn't enough,
individual harpoons pack quite a wallop. However, like the
sniper weapons, it can sometimes be too accurate for its own
good, making it difficult to lay a good hit on a moving
target. Its rate of fire compensates for this somewhat.
Max capacity - 1800
Clip capacity - No clip
Primary fire - Shoots a stream of electricity that can stun the target
Alt fire - Shoots a burst of electrical energy
Dual wield? - No
Dual alt fire? - No
Aiming mode - No extra effects
Description - Can be powerful, but awkward to use in either fire mode. The
primary fire unleashes the familiar stream of electricity that
damages all inside it. It's actually a vast improvement over
TS2. It's much more powerful and has a much longer range,
although it is still quite difficult to keep a fast opponent
in the stream for any decent length of time. Alternate fire
shoots a burst of energy that is quite damaging, but slow
moving and easily avoided. This weapon is pretty much designed
to destroy enemies with weak shock resistance (assuming you're
playing with character abilities turned off).
Max capacity - 400
Clip capacity - No clip, can overheat
Primary fire - Fires a stream of plasma bolts at a fast rate
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - Small zoom, unalterable
Description - The plasma autorifle lives up to its previous incarnations as
an all round arse kicker. Great accuracy and a high rate of
fire combine to allow maiming at all ranges. Be careful not to
go too crazy though. Sustained fire will cause the gun to
overheat, rendering it unusable for a few seconds while excess
plasma is vented. The first sign of this is a significantly
reduced rate of fire, so when this happens, let up on the
trigger and let it cool briefly before resuming mass pwnage.
Obviously it will cool more quickly if you don't let it
overheat. However, as it does heat up, its rate of fire
increases until the point of overheating, when it drastically
decreases
\\// :SBP500: \\//
//\\==============//\\
Max capacity - 260
Clip capacity - 64
Primary fire - Fires a hail of bullets at a very fast rate
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - Small zoom, unalterable
Description - The new generation of SBP machine guns is just as deadly as
its predecessor, the SBP90. However, it now has a larger ammo
capacity and a slightly reduced rate of fire, making it much
more economical. That's not to say it isn't as good at
killing, this thing will rake opponents to the ground in a
matter of seconds. It does take a while to reload though, so
try not to empty it in a firefight.
\\// :MONKEY GUN: \\//
//\\==================//\\
Max capacity - 260
Clip capacity - 64
Primary fire - Shoots an entire clip of insanely powerful bullets in a single
second
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - No extra effects
Description - What the hell?? This weapon is easily the most powerful in the
game, and to be honest should really only be used for a laugh.
It may look like it has a good ammo capacity, but a single
press of the trigger launches ALL 64 bullets in under a
second! And if that wasn't enough, each bullet can deal
serious damage, not many characters can take being hit by two.
This weapon won't last, but while it does, enjoy an aura of
invincibility. That is, unless you get caught reloading...
The Monkey Gun is unlocked by completing the challenge "Electro Chimp
Discomatic"
\\// :MINIGUN: \\//
//\\===============//\\
Max capacity - 400
Clip capacity - No clip, can overheat
Primary fire - Spins up barrel and unleashes a hail of bullets when spinning
fast enough
Alt fire - Motor keeps barrel spinning, allowing gun to be fired
instantly
Dual wield? - No
Dual alt fire? - No
Aiming mode - No extra effects... like you need any!
Description - Death in the shape of a large automatic multibarreled
cannon. I swear, whoever called this a "mini"gun was having a
laugh... anyway. Needless to say, this gun will destroy all
and sundry. Either fire mode is simply down to preference.
Primary needs to spin the barrel up manually, but will not
overheat as quickly, while secondary allows you to fire
instantly at the expense of a faster overheat. An overheat
will drastically reduce the firing rate.
Max capacity - 12
Clip capacity - 6
Primary fire - Shoots a slow, high explosive rocket
Alt fire - Shoots all rockets in the clip in quick succession
Dual wield? - No
Dual alt fire? - No
Aiming mode - No extra effects
Description - Your good old high explosive rocket launcher that does exactly
what it says on the tin. This weapon is best used at medium
range, with you firmly out of the blast radius. Remember, the
rocket moves quite slowly. Fire it over too long a range, and
you'll never hit anything. Too short, and you'll get caught in
the blast. And like any rocket launcher in any FPS, always aim
at the ground beneath your target. If you want to clear a
room, alternate fire will empty all rockets in the clip into
your hapless opponents in quick succession.
\\// :HEATSEEKER: \\//
//\\==================//\\
Max capacity - 6
Clip capacity - 1
Primary fire - Shoots a slow, heat seeking rocket
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - No extra effects
Description - I really believe this incarnation of the homing launcher has
been nerfed a lot. For starters, it holds a mere pittance
of the ammo it used to, its reload time has increased
significantly, and its homing capability seems erratic at
best. The lock-on feature of the launcher kicks in when you
hold the crosshairs over your target. When the rocket has
locked on, it will turn red and "Target Acquired" will appear
in the top right of the HUD. Launch the rocket and it will
then home in on your target... sometimes. If the rocket
misses, it has a high chance of colliding with the scenery as
it turns round. For best results, use this weapon out in the
open, and have something as backup if it all goes pear shaped.
\\// :GHOST GUN: \\//
//\\=================//\\
Max capacity - 960
Clip capacity - No clip
Primary fire - Fires a sustained beam of energy that drains the health of the
target
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - No extra effects
Description - Very useful depending on other weapons in the match. The ghost
gun fires a stream of energy that damages the target and adds
their health to yours. It takes a while to kill them though.
What I meant by depending on other weapons is that you don't
really want to use this weapon against someone armed with a
minigun, they'll mow you down before you can do any
significant damage. A snazzy extra to this weapon is the visor
- your opponents will glow, making them easier to see. Ideal
for dark levels and for spotting snipers. Not as good as the
mag-charger visor though.
Max capacity - 40
Clip capacity - 8
Primary fire - Shoots a highly accurate laser beam
Alt fire - Raises an energy shield that deflects all non-explosive
attacks
Dual wield? - No
Dual alt fire? - No
Aiming mode - Scoped, long alterable zoom
Description - Easily the best of the sniper rifles. While its shot is no
more powerful than the other two, it has a faster rate of fire
and the highest clip capacity. As with all sniper rifles, a
head shot is an instant kill. However, this rifle has an extra
feature. Anyone who played TimeSplitters 2 will remember the
Lasergun and the shield it had as its secondary fire. The
shield has returned mounted on the sci-fi sniper rifle. While
active, the shield slowly loses power until it deactivates
(the power remaining is seen as a red bar behind the clip
capacity on the HUD). The weapon can also be fired while the
shield is active. It recharges fairly quickly after being
inactive for several seconds. This, combined with the range
and accuracy of the rifle itself, make it a deadly weapon.
Being able to snipe from afar without fear of anyone returning
fire... that is, unless your opponent has explosives, which
eat straight through the shield as though it weren't there.
Sustained fire can also knock the shield down. You might not
want to stay in one place for long either, as the laser beam
can easily give your position away.
Max capacity - 30
Clip capacity - 6
Primary fire - Shoots a highly accurate bullet
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - Scoped, medium alterable zoom
Description - The oldest rifle is also the worst. While it is still powerful
if used correctly, it suffers from an inferior scope, which
can only zoom to medium range. Still has a higher clip
capacity than the sniper rifle though. However, the scope sight
itself is the best of the three. While the sci-fi sniper has
all manner of crap all over it and the normal sniper hasn't
quite got a dead-centre marker, the vintage sniper has a simple
crosshairs, making it by far the easiest to aim.
Max capacity - 30
Clip capacity - 5
Primary fire - Shoots a highly accurate bullet
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - Scoped, long alterable zoom
Description - Pretty much the same as the vintage rifle, only it holds one
less bullet in its clip and has a longer range scope.
\\// :FLARE GUN: \\//
//\\=================//\\
Max capacity - 10
Clip capacity - 1
Primary fire - Shoots an explosive flare on an erratic path
Alt fire - None
Dual wield? - Yes
Dual alt fire? - No
Aiming mode - No extra effects
Description - The poor man's rocket launcher. This gun fires an explosive
flare that will incinerate all within a small radius of the
blast. Remember, this is a signal flare, and so was never
intended for use as a weapon. As such, it is incredibly
inaccurate. Once fired, it follows a very erratic path until
it hits something. Use this gun like the rocket launcher, aim
at the feet and don't get caught in the blast yourself. It
also has a very slow reload rate, so make sure you hit if you
don't want to be left wide open.
Max capacity - 10
Clip capacity - 1
Primary fire - Throws a mine that detonates when the proximity sensor is
tripped.
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - No extra effects
Description - Ah, the good old sticky mines. These things are fun in all
three of their incarnations. Tricky to use, but a guaranteed
kill if you can get one of these things stuck to an opponent.
The proximity mines have a build in sensor that throws the
mine into the air and detonates it whenever someone approaches
within a certain radius. Great for spiking a popular camping
area or a powerful weapon spawn point. Also, unlike the
proximity mines in TS2, these mines do not jump when attached
to an opponent, so there's no way out of having one of these
stuck on you!
Max capacity - 10
Clip capacity - 1
Primary fire - Throws a mine that can be detonated at will.
Alt fire - Detonates all mines thrown
Dual wield? - No
Dual alt fire? - No
Aiming mode - No extra effects
Description - This type of mine does not explode until you say it does. The
detonator can be accessed by switching fire modes, and a quick
push of the button will blow up all remote mines you've
thrown, as well as whatever they're attached to. Stick a few
of these on several opponents and watch them fly at the push
of a button!
Max capacity - 10
Clip capacity - 1
Primary fire - Throws a mine that detonates after a set time.
Alt fire - None
Dual wield? - No
Dual alt fire? - No
Aiming mode - No extra effects
Description - And finally, there's your good old time bomb. Lay down one of
these, and five seconds later it'll demolish whatever it was
stuck to. Not quite as useful as the other two types, but
still fun nonetheless.
\\// :GRENADES: \\//
//\\================//\\
Max capacity - 5
Clip capacity - N/A
Primary fire - Throws a fragmentation grenade that deals massive damage to
all nearby.
Alt fire - N/A
Dual wield? - N/A
Dual alt fire? - N/A
Aiming mode - N/A
Description - The grenades are a secondary weapon thrown independent of your
currently equipped weapon. Pressing the throw button will
throw one of these in an arc, and when they explode, they take
everything in a considerable radius with them.
Max capacity - 5
Clip capacity - N/A
Primary fire - Throws a plasma grenade that attaches itself to the first
thing it comes in contact with, dealing massive damage when
detonating
Alt fire - N/A
Dual wield? - N/A
Dual alt fire? - N/A
Aiming mode - N/A
Description - These are very similar to the timed mines. These are also
thrown using the grenade trigger, and they will stick to the
first thing they come in contact with, whether it be a surface
or some hapless fool who got in your way. The explosion is not
as large as the frag grenade, but it is equally as powerful.
Max capacity - 5
Clip capacity - N/A
Primary fire - Throws a grenade that deals a fair amount of damage and
severely slows down everything in its blast radius for about
10 seconds
Alt fire - N/A
Dual wield? - N/A
Dual alt fire? - N/A
Aiming mode - N/A
Description - The most lethal grenade type. Once thrown, these impact
grenades will deal damage similar to the plasma type to
whatever it hits, and will slow down everything within its
considerable blast radius by a good factor. Use it to clear
heavily populated rooms and to get the upper hand against
robotic defence droids.
NB: The Time Disrupter grenades are only available in Story Mode
Max capacity - N/A
Clip capacity - N/A
Primary fire - Emits a beam that can pick up any moveable object and drag it
towards you. Releasing the fire button throws the object
Alt fire - Displays a map of the level
Dual wield? - N/A
Dual alt fire? - N/A
Aiming mode - N/A
Description - The temporal uplink in Future Perfect is far more useful than
its predecessor in TS2. Aside from the map (which has been
relegated to its alt fire function), the uplink can pick up
and throw objects as weapons. Quite handy for areas with
plenty of objects and you don't want to waste ammo. The grab
function can also pull items and weapons that are out of reach
towards you as well.
NB: The Temporal Uplink is only available in Story Mode
Here's a list of all the playable characters in the game along with their stats,
quote and biography entries. Some of the quote entries are blank as I can't
quite work out everything they're saying. If anyone could give me an opinion on
these missing quotes, I'd be grateful.
To unlock - How the character is unlocked
First seen in - Whether the character has appeared in previous games
Speed - How fast the character is
Stamina - How resistant the character is to damage
Shock resistance - How resistant the character is to electrical damage
Fire resistance - How resistant the character is to catching fire
Quote - What the character says or does when you select them
Biography - Description of/story behind the character
NB - Speed, stamina, shock and fire resistance are scaled out of 8.
\\// :CORTEZ: \\//
//\\==============//\\
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - It's time to split!
Biography - Spacetime marine extraordinaire.
To unlock - Beat story level "The Russian Connection" on Normal
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Wha...oh... oh yeah, I'm ready!
Biography - The man himself, looking sharp in his banana boots.
\\// :DR. CORTEZ: \\//
//\\==================//\\
To unlock - Beat story level "You Genius, U-Genix" on Normal
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - It's time to split!
Biography - There's a joke here somewhere about bald men in roll-neck
sweaters... I... can't... quite... remember it.
To unlock - Beat story level "You Take The High Road" on Normal
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Shhh.... Mums the word
Biography - Black with buckles, leather strap and a hood! How cool is
that? Bound to impress the chicks unless, of course, you get
the eyehole misaligned and trip over a coffee table.
To unlock - You start the game with him
First seen in - TimeSplitters
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Ooooo, time for fisticuffs. Splendid!
Biography - On returning from his Amazonian adventures, the esteemed
Captain Ash has been enjoying traditional hospitality in
bonny Scotland. Although with the company of Jungle Queen
during those dark Caledonian nights it's been less of the
Robbie Burns and more of the carpet variety...
To unlock - You start the game with him
First seen in - TimeSplitters
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Right on. Lets go man, we gotta boogie!
Biography - Very Special Agent Tipper. Licensed to chill and the
grooviest cat in town.
To unlock - Beat story level "The Russian Connection"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Hmm, it's just not my colour at all.
Biography - Harry, or should that be Harriet? I think your moustache is
showing - perhaps it needs a trim?
To unlock - You start the game with her
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Shake your money maker.
Biography - F'Sure.
\\// :AMY CHEN: \\//
//\\================//\\
To unlock - You start the game with her
First seen in - New character
Speed - 7
Stamina - 4
Shock resistance - 5
Fire resistance - 5
Quote - You think you can keep up?
Biography - Amy is actually really sweet... It's just that everyone
seems to get on her bad side.
\\// :DR. AMY: \\//
//\\===============//\\
To unlock - Beat story level "You Genius, U-Genix"
First seen in - New character
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 5
Quote - You know, harmony is achieved through application of will.
Biography - The only way you'll get Amy out of her regulation leggings
is to wave a designer outfit at her.
\\// :R-110: \\//
//\\=============//\\
To unlock - You start the game with him
First seen in - New character (previous versions R-108 (TS1) and R-109 (TS2))
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 8
Quote - Eat my laser! EAT IT!
Biography - This season's model from the popular R-100 series of war
robots.
To unlock - Beat Story Mode on Normal
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 8
Quote - See you in the future, sucker!
Biography - Crow in all his steam-powered Victorian anachronistic
splendour. Oh yes, those were the days! The British Empire,
unparalleled industrial might, small boys climbing up
chimneys and tins of condensed milk.
\\// :KARMA CROW: \\//
//\\==================//\\
To unlock - Beat Story Mode on Hard
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Hey man, somebody open the window and let out the bad vibes!
Biography - Everyone assumed it was a wig, but actually that long
flowing hair is all his.
\\// :JACOB CROW: \\//
//\\==================//\\
To unlock - Beat Story Mode
First seen in - New character
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 8
Quote - See you in the future, sucker!
Biography - Jacob Crow, at the outset of his twisted career. Happy
carefree days when his idea of fun was playing with cadavers
and injecting green phosphorescent fluids into cats'
eyeballs.
\\// :MAD OLD CROW: \\//
//\\====================//\\
To unlock - Beat Story Mode
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 8
Quote - Eh? I thought I told you not to interrupt me!
Biography - What can you say? He's crazy as a coot and daft as a brush.
\\// :ANYA: \\//
//\\============//\\
To unlock - Beat story level "Time To Split" on Normal
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Let's play.
Biography - So you think physics is boring? You've never been to one of
Anya's night classes.
To unlock - You start the game with him
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Right you are, sir.
Biography - Fitzgerald's always first writing poetry in any kind of
trench warfare situation.
To unlock - Beat League match "Toy Soldiers"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Right away, sir.
Biography - Nobby's always first getting a brew on in any kind of
trench warfare situation.
To unlock - Beat challenge "Sammy Hammy Namby Pamby"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Right you are, sir.
Biography - Johnson's always first getting dug in in any kind of trench
warfare situation.
To unlock - Beat all matches in Elite League
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Right away, sir.
Biography - Tommy's always first over the top in any kind of trench
warfare situation.
To unlock - You start the game with him
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Okay, let's go.
Biography - It's not easy keeping discipline on a small island.
To unlock - Beat challenge "Plainly Off His Rocker"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - You got it.
Biography - It's not easy keeping discipline on a small island.
To unlock - Beat challenge "Lap It Up"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Yes sir.
Biography - It's not easy keeping discipline on a small island.
\\// :WARRANT OFFICER CAIN: \\//
//\\============================//\\
To unlock - Beat story level "Scotland The Brave" on Normal
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Okay, let's roll.
Biography - Warrant Officer Cain is in charge of the keys to the castle
cellars - he's a very popular man.
To unlock - Beat all matches in Honorary League with silver awards
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 6
Quote - Roger that.
Biography - Warrant Officer Keely is in charge of the safe where the
keys to the castle cellars are kept - she's a very popular
lady.
\\// :DEEP DIVER: \\//
//\\==================//\\
To unlock - Beat league match "Oh Shoal-O-Mio"
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 5
Quote - Glory or death!
Biography - When they're not busy polishing their helmets, the Deep
Divers like to go all the way down.
To unlock - Beat story level "Scotland The Brave"
First seen in - TimeSplitters 2
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 2
Quote - Purrr... You Tarzan, me Jane. Let me show you how we do it
in the jungle.
Biography - The Jungle Queen has taken to her new life in the Scottish
Highlands like a true native. She has been amazing Captain
Ash with her natural talents for fly fishing and tossing the
caber, and he's never had his bagpipes played quite like
that before. Och-aye the noo!
\\// :ROBOT LOUIS STEVENSON: \\//
//\\=============================//\\
To unlock - Beat story level "You Take The High Road"
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 8
Quote - ...Online...
Biography - Away from the pressures of his day job, this multitalented
mechanical marvel of the industrial age likes to let of
steam writing romantic potboilers. Unfortunately, like many
Victorian authors he is afflicted by a compulsive vice, in
his case an unshakeable coke habit...
\\// :JOHN SMITH: \\//
//\\==================//\\
To unlock - You start the game with him
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 5
Quote - *does a cossack dance*
Biography - Working in Crow's mines can be very hazardous to your health
- John needs a special mask just to protect his moustache.
\\// :JIM SMITH: \\//
//\\=================//\\
To unlock - Beat Story Mode in Co-operative
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 5
Quote - *does a cossack dance*
Biography - John and Jim can often be found working together in the
submarine docks - they're dual welders.
To unlock - Beat all matches in Amateur League
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Ghnnnghhhh.....
Biography - Fergal is oft to be found in the warehouse quietly amusing
himself by stacking boxes whilst wearing a silly hat.
\\// :KHALLOS: \\//
//\\===============//\\
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 5
Quote - Me and my pussy are going to have a lot of fun.
Biography - Or Archibald Granville Khallos as he'd rather you didn't
know. Still, it looks like his plans for taking over the
world are still swinging along.
To unlock - Beat league match "Zany Zeppelin"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - I'm used to handling big weapons. In fact, I get paid for
it.
Biography - That wry old devil Khallos has an elite corps of extremely
personal bodyguards who attend to his special needs and
maniacal whims. Only women can apply - how's that for
positive discrimination and enlightened recruitment
policies?
To unlock - Beat story level "The Khallos Express"
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - You have great taste.
Biography - Sometimes things get a little too hot under the collar for
Harry and he needs some manual assistance from his slinky
sidekick, Miss Celeste. Go get 'em tiger! Grrrrrr!
\\// :HENCHWOMAN: \\//
//\\==================//\\
To unlock - You start the game with her
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Does my butt look big in this?
Biography - The henchwomen asked Khallos for some concessions to Women's
Lib in the workplace like maybe a Sisterhood of Ultra
Science. So he burnt their brassieres and got them some
mini-dresses - he's very progressive.
To unlock - Beat story level "The Khallos Express" on Normal
First seen in - New character
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 5
Quote - You got it. *flies off on hover board*
Biography - Black rubber mini-dresses - Khallos is a genius.
\\// :HENCHMAN: \\//
//\\================//\\
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - You wanna see crazy? I'll show you crazy! Nya nya nya nya...
Biography - Things are definitely looking up for the henchmen since the
Brotherhood of Ultra Science kicked off. The introduction of
a regular Khallosthenics(tm) exercise program has upped
fitness levels considerably. Now, with the additional female
recruits and communal changing areas, they've never had it
so good!
To unlock - Beat challenge "Melon Heist"
First seen in - TimeSplitters 2 (called Dark Henchman)
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - *does capoeira*
Biography - The black costumes are back and guess what? Yep, everyone
wants one because they're so much hipper than powder blue.
Well, everyone that is, apart from the guys who would rather
be wearing the mini-dresses...
\\// :VLAD THE INSTALLER: \\//
//\\==========================//\\
To unlock - Beat league match "Big Game Hunt"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - *coughs*
Biography - Vlad is responsible for all of the technical systems around
Khallos's base. More correctly, Vlad gets a slap whenever
anything breaks down.
\\// :LEONID: \\//
//\\==============//\\
To unlock - Beat league match "Commuting Will Kill You"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Okay... ngh.... ghggh... taaaa. *lifts barrel over head*
Biography - You'd be surprised how many workmen it takes to run a secret
base.
\\// :OLEG: \\//
//\\============//\\
To unlock - Beat challenge "TSUG: TimeSplitters Underground"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - I said no ketchup!
Biography - Oleg only joined Khallos's organisation because of the
excellent safety record. Now he wished he'd stayed at the
steel-mill across the road.
To unlock - Beat all matches in Amateur League with gold awards
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Hee heee heeee! Show me where to shoot! Show me where to
shoot!
Biography - Dr. Peabody has never quite been the same since he signed up
for one of Nurse Gulag's intensive electrotherapy spa
treatments.
To unlock - You start the game with her
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Okay, this may make your eyes water. Bend over please. You
may find this a... little uncomfortable.
Biography - Always a popular choice for flu jabs and yearly medicals
amongst the Brotherhood of Ultra Science. Nurse Gulag is
well respected for her strict, if somewhat unconventional,
examination techniques.
To unlock - You start the game with him
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 2
Quote - The moose is loose!
Biography - Go on, just try tying this guy onto the roof-rack of your
sports utility vehicle.
To unlock - Beat challenge "Rare Or Well Done?"
First seen in - New character
Speed - 2
Stamina - 8
Shock resistance - 8
Fire resistance - 2
Quote - *stands up and jumps about, making some strange noise*
Biography - He may not be much to look at, but Carrion is a big hit with
the ladies on account of being so well hung.
To unlock - You start the game with it
First seen in - New character
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 2
Quote - *jumps about, growling crazily*
Biography - My, Mr. Headsprouter, what big teeth you have!
To unlock - Beat all challenges
First seen in - New character
Speed - 6
Stamina - 4
Shock resistance - 8
Fire resistance - 2
Quote - Sticks and stones, they are my bones.
Biography - Now that's got to sting a little. It's just not big or
clever to have your flayed skin stretched taut on a
wicker frame.
\\// :CLIP CLAMP: \\//
//\\==================//\\
To unlock - You start the game with him
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 8
Fire resistance - 2
Quote - Do I have red on meeeeeee..... *splat*
Biography - Autopsy, schmaw-topsy.
\\// :CRISPIN: \\//
//\\===============//\\
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 8
Quote - Uhhhhh..... burn baby burn!
Biography - Crispin's had one too many brushes with the flamethrower -
even he can't remember what he used to look like...
To unlock - Beat all matches in Amateur league with silver awards
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 8
Fire resistance - 2
Quote - Mmmm..mmmmm...mm.mm.mmm...mm.mmm.mm.mmm....zom..beeeee...
Biography - He's dead and he doesn't even know it.
To unlock - Beat Story Mode in Co-operative
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 2
Quote - *starts doing various Michael Jackson dance moves*
Biography - Daisy, Daisy, I'm half crazy - just from one look at you.
\\// :JED: \\//
//\\===========//\\
To unlock - Beat all challenges with gold awards
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 2
Quote - *knocks himself out with a baseball bat*
Biography - Jed's dead baby.
To unlock - Beat story level "Mansion Of Madness"
First seen in - New character
Speed - 2
Stamina - 8
Shock resistance - 8
Fire resistance - 2
Quote - Got any spare brains, buddy? Uhhhhhh..... *crash*
Biography - Arthur's not really dead, he just thought it would be funny
to pretend.
To unlock - Beat challenge "The Cat's Pajamas"
First seen in - New character
Speed - 2
Stamina - 8
Shock resistance - 8
Fire resistance - 2
Quote - Uhhhhhh........braaaaains...
Biography - eat brains... eat brains... eat brains...
To unlock - Beat story level "What Lies Below" on Normal
First seen in - New character
Speed - 8
Stamina - 2
Shock resistance - 5
Fire resistance - 5
Quote - Shake your money maker
Biography - Gag me with a spoon.
\\// :GLADSTONE: \\//
//\\=================//\\
To unlock - You start the game with him
First seen in - New character
Speed - 2
Stamina - 8
Shock resistance - 8
Fire resistance - 2
Quote - F**k you up in a gangster style.
Biography - "You culled m'lord?" - Unflappable, unswerving and
thoroughly undead, Gladstone is the ideal manservant for the
discerning gentleman.
To unlock - You start the game with her
First seen in - New character
Speed - 2
Stamina - 8
Shock resistance - 8
Fire resistance - 2
Quote - Braaaaaaiiiiinnnnssss........*splat*
Biography - Proof that French polishing can give you a nasty splinter if
you rub too vigorously.
To unlock - Beat story level "Mansion Of Madness" on Normal
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 5
Quote - One bloodbath stew coming right up!
Biography - His boudin blanc are to die for and his petit fours are
murderously divine. Gaston considers himself a true master
of the art of French killing.
\\// :DR. LANCET: \\//
//\\==================//\\
To unlock - Beat story level "What Lies Below"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Time to unleash the arsekickulator. Wooooooo....
Biography - You'd be nervous too if you worked in the mansion.
To unlock - You start the game with him
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 2
Quote - Nya. Time to unleash the arsekickulator.
Biography - Physician, heal thyself! - Hmm, not much chance of that
then...
To unlock - You start the game with her
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Got any injuries? No? Want some?
Biography - An excellent first aider, her bandages are always tight and
restrictive.
To unlock - Beat league match "Missile Bunker"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 8
Fire resistance - 2
Quote - Got any injuries? No? Want some?
Biography - That uniform is going to need a low temperature biological
wash - even then I'm sure that some of those stains still
won't shift.
To unlock - You start the game with him
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 5
Quote - Rock and roooooooollllllll!
Biography - Proof, as if it were needed, that years of sticking your
head inside the bass bins at Heavy Metal concerts will
eventually take their toll.
\\// :EDWINA: \\//
//\\==============//\\
To unlock - You start the game with her
First seen in - New character
Speed - 8
Stamina - 2
Shock resistance - 5
Fire resistance - 5
Quote - Waaaaa..... See you in hell!
Biography - She's more dangerous than she looks.
\\// :DEADWINA: \\//
//\\================//\\
To unlock - Beat league match "I Like Dead People"
First seen in - New character
Speed - 8
Stamina - 2
Shock resistance - 5
Fire resistance - 5
Quote - Waaaaa..... Do you see what your cunning daughter has done?
Your mother sucks lollipops in hell!
Biography - Go on, pick her - she needs the exorcise.
To unlock - You start the game with him
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - You got it.
Biography - The U-Genix research scientists try to sanitize the horrors
of their twisted research by wearing designer smocks around
the labs.
To unlock - Beat all matches in Elite League with silver awards
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - I'm for hire. Think you can afford me?
Biography - It took six months before Sister Faith could convince the
other U-Genix scientists that girls liked pulling the legs
off spiders too. Six months, and a whole lot of spiders.
\\// :ENVIROSUIT: \\//
//\\==================//\\
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 5
Quote - Hope I don't have an accident in here. Achooo! Oh nooo....
Biography - He's already sweated off 5 lbs running around in that suit
this afternoon. The liquid has collected in his boots and
his chiropodist is going to have to deal with some nasty
chafing.
To unlock - Beat league match "Zone Control"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - *kung-fu kick* Hwaaa! This ain't as easy as I thought it'd
be.
Biography - U-Genix office workers follow Crow's insane ravings with an
almost fanatical fervour.
To unlock - Beat all matches in Honorary League
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - With you in a sec.
Biography - Constance spends most of her expense budget on hairspray.
\\// :SECURITY: \\//
//\\================//\\
To unlock - You start the game with him
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 5
Quote - Let's play
Biography - Petty thefts of pens or staplers from the U-Genix offices
has been much reduced since Crow got these new security guys
in.
To unlock - Beat story level "Breaking And Entering" on Normal
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - *kung-fu kick* Hwaaa! This ain't as easy as I thought it'd
be.
Biography - From the humble RS232 interface lead to the latest X77
Nanotech multiplexer, Jack has all the answers. Although
even he can never manage to buy the correct type of
writeable DVD media.
\\// :INCEPTOR: \\//
//\\================//\\
To unlock - Beat story level "Breaking And Entering"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Roger that, sir.
Biography - Cloned from genetic samples taken from catwalk models, the
Inceptors are trained to kill and look damned good while
they're doing it. They are naturally bald and Crow likes
nothing better than to caress their smooth domes.
\\// :INCEPTRESS: \\//
//\\==================//\\
To unlock - You start the game with her
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - I may be shaved, but it don't mean things won't get hairy.
Biography - Cloned from genetic samples taken from catwalk models, the
Inceptors are trained to kill and look damned good while
they're doing it. They are naturally bald and Crow likes
nothing better than to caress their smooth domes.
\\// :THE FREAK: \\//
//\\=================//\\
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Woooooooooo......
Biography - An everyday story of genetic manipulation gone wrong - at
least on the bright side he's resistant to most common crop
diseases.
To unlock - Beat challenge "Boxing Clever"
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 5
Quote - *cough..cough* No.. *cough...hack* Not... me.
Biography - The U-Genix sponsored soup kitchen specialises in drugged
minestrone and illicit amputations.
To unlock - You start the game with him
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 8
Quote - Okay, let's roll.
Biography - Don't make him angry... it makes his face go all red.
To unlock - Beat story level "Time To Split"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Okay, let's go.
Biography - All the General ever really wanted was his own special robot
to keep him company in the long, lonely nights...
To unlock - You start the game with him
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 6
Quote - Sir, yes sir!
Biography - A footsoldier in the battle against the TimeSplitters
To unlock - Beat story level "Something To Crow About" on Normal
First seen in - New character
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 6
Quote - Yes sir!
Biography - A footsoldier in the battle against the TimeSplitters
To unlock - You start the game with him
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 5
Quote - Arrgghhh!!
Biography - Lazarus excels at undercover operations. His cranial cap is
resistant to Machine electro-interrogation techniques and
his surgical lip-zip job almost eliminates the risk of
inadvertent babbling.
To unlock - Beat story level "Machine Wars"
First seen in - New character (descendent of Peekaboo (TS1) and Elijah (TS2))
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - *tries to swat a fly*
Biography - The brave leader of the rebel forces in their battle against
the machines. Mordecai can proudly trace his ancestry of
fighting injustce all the way back to the Wild West.
To unlock - Beat story level "Machine Wars" on Normal
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 2
Quote - Time to kick some ass.
Biography - A complicated young chap whose interests include
transcendental analysis and driving his enemies before him.
He has never lost a coffee house debate on account of his
fondness for placing his opponents' heads on spikes.
To unlock - You start the game with her
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Take a bite of this, it's a peach.
Biography - You can ask all you want - but, despite appearances, she's
not actually a real welder...
To unlock - Beat league match "Screw Loose"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 2
Fire resistance - 8
Quote - ..Butt-kicking objective now online..
Biography - Fanatical Ultra Net security officers can get fast-track
promotion if they have cybernetic implants - Jonas has been
tipped for the top.
\\// :LT. BLACK: \\//
//\\=================//\\
To unlock - You start the game with her
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - I'll roger that.
Biography - At the interview, Miss Black said she'd happily give her
right arm to work for Ultra Net - Crow took her up on the
offer and then went one better.
To unlock - You start the game with it
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 2
Fire resistance - 8
Quote - ..By your command..
Biography - The Machine Wars saw many fascinating technological
developments. The INSETICK series of combat droids featured
an innovative attachment for extracting stones from horses
hooves.
To unlock - Beat all matches in Elite League with gold awards
First seen in - New character
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 8
Quote - ..Energised..
Biography - Identical to the INSETICK SD/12 model in all respects save
the custom black paint job. Cheekily this was classed as an
option in the catalogue and the manufacturers charged a
hefty premium.
To unlock - You start the game with it
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 2
Fire resistance - 8
Quote - ..Surrender or be destroyed..
Biography - Heavy duty battledroid. Models produced after March 2243
come with an electromagnetic shield installed as standard
and a 12 months interest free credit package.
To unlock - Beat league match "Virtual Brutality"
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 2
Fire resistance - 8
Quote - ..Eliminate all humans..
Biography - The ever popular SK limited edition of the PROMETHEUS droid.
Improved traction control means less embarrassing falling
over in laser firefights and the sports body kit with
discrete "Turbo Big Boy" badging is guaranteed to turn heads
on any post apocalyptic urban battlefield.
To unlock - Beat story level "Something To Crow About"
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 2
Fire resistance - 8
Quote - *deploys*
Biography - Need to get killed? Call 0-800 GOLIATH - All killing, all
the time.
\\// :MED-UNIT 6: \\//
//\\==================//\\
To unlock - You start the game with it
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 2
Fire resistance - 8
Quote - *R2-D2 style beeping*
Biography - The Ultranet robots thought life at the base was becoming
too serious, so med-units were introduced to give the place
a more jolly atmosphere.
To unlock - Beat story level "The Hooded Man" on Normal
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - I'll slice you up.
Biography - Highly trained ruthless killers with a reckless disregard
for the consequences of their temporal shenanigans. These
guys would quite literally kill their own father, or
grandfather... or any ancestor really, they're not too
fussy.
To unlock - Beat story level "The Hooded Man"
First seen in - New character (previous splitters seen in all games)
Speed - 2
Stamina - 8
Shock resistance - 5
Fire resistance - 5
Quote - *swipes at air, hissing*
Biography - He'll eat you before you even know he's there. That's how
hard he is.
\\// :MONKEY: \\//
//\\==============//\\
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 5
Quote - *uhh... makes monkey noises*
Biography - Yep, it's still a monkey.
To unlock - You start the game with him
First seen in - New character
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 5
Quote - *more monkey noises, draws a banana from his holster*
Biography - Inevitable really.
\\// :BRAINS: \\//
//\\==============//\\
To unlock - Beat challenge "Brain Drain"
First seen in - New character
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 5
Quote - *monkey noises*......*splat*
Biography - Aw bless, it's a little undead furry freak.
To unlock - You start the game with him
First seen in - New character
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 5
Quote - *monkey noises, swipes sword*
Biography - Trained in the deadly art of kick-ass.
\\// :RENZO: \\//
//\\=============//\\
To unlock - You start the game with him
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Let's play.
Biography - Someone's got to go up front... may as well be the crazy
one...
\\// :GODDARD: \\//
//\\===============//\\
To unlock - Beat challenge "Come Hell Or High Water"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Hey, you got the real deal right here baby.
Biography - Goddard always feels slightly put out that Renzo and Schmidt
both have a bit more character than him.
\\// :SCHMIDT: \\//
//\\===============//\\
To unlock - You start the game with him
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - That's a great choice!
Biography - He's big, he's bad, he is your dad.
\\// :JACQUE DE LA MORTE: \\//
//\\==========================//\\
To unlock - Beat league match "Vamping In Venice"
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - In France, we don't stop until the fat lady mings.
Biography - Spring-heeled Jacque is back and he's as mad as a hatter.
\\// :VIOLA: \\//
//\\=============//\\
To unlock - Beat challenge "Hart Attack"
First seen in - TimeSplitters 2
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 5
Quote - Okay
Biography - CENSORED
To unlock - Beat challenge "Glimpse Of Stocking"
First seen in - TimeSplitters 2
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 5
Quote - I say, it's rather warm in here...
Biography - Mr. Underwood reckons the undead are a load of poppysticks
and cockyfiddle, or is that poppycock and fiddlesticks?
Anyway, if they do exist, they had better watch out for the
business end of his shotgun.
To unlock - Beat all challenges with silver awards
First seen in - TimeSplitters 2
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 2
Quote - *makes a gurgling whining noise*.....*splat*
Biography - When he's not bobbing in the Parisian sewers he's equally at
home floating down a Venetian canal.
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 2
Quote - I'm all steamed up...
Biography - Undead priests - an ecumenical conundrum.
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 2
Quote - *gets up and moans*
Biography - Corpses had rested for centuries in the crypts of the great
Venetian churches, until the evil magic of Jacque de la
Morte raised them as flesh-eating zombies, ready to carry
out his every demand. You can't fault him for sticking with
a winning plan...
\\// :MAIDEN: \\//
//\\==============//\\
To unlock - You start the game with her
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Voulez-vous couchez avec mort?
Biography - Two years have gone by and she's still innocent and pure -
I've no idea how she manages it.
\\// :CHANGELING: \\//
//\\==================//\\
To unlock - Beat all matches in Honorary League with gold awards
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Blaarggg.....I'm gonna eat your fleeessssshhhhh....
Biography - Looks like the maiden forgot to put on her makeup this
morning...
To unlock - You start the game with it
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - *roars, swipes at air*
Biography - A demon from another dimension, the Cropolite has been drawn
to our world by the spacetime rift opened by the
TimeSplitters.
\\// :JARED SLIM: \\//
//\\==================//\\
To unlock - Beat league match "The Dead, The Bad And The Silly"
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Just show me where to shoot.
Biography - Jared's recently packed in the callous murdering. Nowadays
he just stays home and plays Texas Holdem on-line against
bored housewives. He usually loses.
\\// :VENUS: \\//
//\\=============//\\
To unlock - Beat league match "Bag Slag"
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Howdy cowboy. I'm hot. Is that a gun in your pocket or are
you just pleased to see me? You can keep your hat on.
Biography - Venus always keeps her shooters loaded and ready for action.
\\// :CHASTITY: \\//
//\\================//\\
To unlock - You start the game with her
First seen in - TimeSplitters (seen in first game as Chastity Detroit)
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Come get some!
Biography - The chic cyberpunk crimebuster returns.
\\// :GHOST: \\//
//\\=============//\\
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - *ummm.... unintelligible*
Biography - Still a cyberjock, still hacking the matrix, still unsure
exactly of what that means.
\\// :THE MASTER: \\//
//\\==================//\\
To unlock - Beat league match "Divine Immolation"
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Ha-ryu-ken.
Biography - Nobody has managed to work out how he reconciles a
philosophy of non-violence with carrying large automatic
weapons but they're sure that he has a clever and well
considered explanation.
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 6
Quote - Sir.
Biography - The NeoTokyo Riot Squad are rigorously trained, acting in
all situations to control disturbances with an iron fist.
\\// :MISCHIEF: \\//
//\\================//\\
To unlock - Beat challenge "Brass Monkeys"
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - *ba-dum bssshh* You got it.
Biography - If she asks you round to the back of the coconut shy to pull
some salt water taffy - just say no.
\\// :MR GIGGLES: \\//
//\\==================//\\
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - *insane laughter* Mr. Giggles, wanna see my pocket? *more
insane laughter* Mr. Giggles, wanna see my pocket? *even
more insane laughter*
Biography - Mister Giggles stumbled into a small English village when he
was just a boy. Although he was adopted by a loving family,
he was never truly happy until he ate them and joined the
circus.
\\// :LEO KRUPPS: \\//
//\\==================//\\
To unlock - Beat league match "Rumble In The Jungle"
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 2
Quote - Grrrrrreat choice!
Biography - Leo was once the circus lion tamer. But over the years he
adopted more and more of his lion's characteristics until
one morning he was found alone in the lions' cage, roaring
and dribbling. He has lived as a lion ever since.
\\// :STUMPY: \\//
//\\==============//\\
To unlock - Beat league match "Front Loaded"
First seen in - TimeSplitters 2
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 5
Quote - *honk* *cough cough*
Biography - When Stumpy grows up he wants to be taller.
\\// :BEAR: \\//
//\\============//\\
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 2
Quote - *roars and swipes air*
Biography - Not like that, just like that - he ain't never gonna do it
without the fez on.
\\// :KYPRISS: \\//
//\\===============//\\
To unlock - You start the game with her
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Six arms are better than two.
Biography - The experts are still out on this one.
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 4
Stamina - 6
Shock resistance - 8
Fire resistance - 8
Quote - Uhhhhhhh!
Biography - The secret's out - he keeps his tiny stones in his little
sack.
To unlock - Beat challenge "Avec Le Brique"
First seen in - TimeSplitters 2
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 2
Quote - I'm totally poseable, bend me in any direction!
Biography - Modelling the latest in heavy gold jewellery, nose piercing,
pudding bowl haircut and high performance athletic support,
this guy cuts a mean dash through any tropical rainforest.
He's not so keen on prickly thickets though!
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 2
Quote - You got real deal right here, baby boy!
Biography - Yeah? Well this dude thinks you look pretty strange too!
\\// :DINOSAUR: \\//
//\\================//\\
To unlock - You start the game with it
First seen in - TimeSplitters 2
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 5
Quote - *roars and carries on dancing*
Biography - Go on, rip it up, you extinct shakey-saurus thing you!
\\// :BRACES: \\//
//\\==============//\\
To unlock - Beat league match "Old Blaggers"
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - *does cossack dance*
Biography - Looks like Braces got the last laugh - I don't see Big Tony
in this game.
\\// :HANDYMAN: \\//
//\\================//\\
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - I am the gloverner! Pick me, I'm quite handy!
Biography - Give it up people! Let's welcome him back with a big hand?
Oh ok then, let's not.
To unlock - Beat league match "Screw Loose"
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - I'm Candi, fly me. Hold on tight, it's gonna be a bumpy
ride.
Biography - She's still got a cute butt and she's just been promoted to
fleet command. Surely there's no connection?
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 2
Quote - Doo, doo, bzzzzzzt. I am your servant, I am your worker.
Biography - A few deranged zealots were drawn to the Machine Wars. Poor
Robert One-Oh-Seven is under the delusion that he is a
carefully constructed robot sent to save the world from
evil.
\\// :CALAMARI: \\//
//\\================//\\
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Someone's pinched me winkles!
Biography - There's a difference of opinion here - the Chinese Chef
favours a sweet and sour sauce while Gaston Boucher suggests
pan frying with chorizo. Calamari says they'll have to prise
the gun out of his cold dead tentacles.
To unlock - Beat Story Mode on Normal
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Locked, cocked and ready to roll!
Biography - Cortez's old sidekick. Who knows, if she hadn't caught one
in the kisser back in TimeSplitters 2 she might still be
around. Oh, I see, you've completed the story game and the
TimeSplitters never existed and she didn't die. Well, how
come there's a selectable TimeSplitter character then?
To unlock - Beat challenge "Balls Of Steel"
First seen in - TimeSplitters
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - *makes badass cyborg noise... what else can I say?*
Biography - He's still the leanest, the meanest and the badass
machine-est!
\\// :SNOWMAN: \\//
//\\===============//\\
To unlock - Beat league match "Dam Cold Out Here!"
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 2
Quote - I'm walking on air.
Biography - Brought to life by a child's wish, the Flying Snowman
traverses time in search of death or glory - and maybe some
legs too.
\\// :ROBOFISH: \\//
//\\================//\\
To unlock - You start the game with him
First seen in - TimeSplitters
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 8
Quote - You're going down. I'm gonna bust your head wide open!
Biography - Goldfish boy rides again!
To unlock - Beat league match "Ninja Garden"
First seen in - TimeSplitters
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - *does kung-fu kick*
Biography - The undisputed master of dim sum and char sui returns!
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 8
Fire resistance - 2
Quote - Bite my crunchy brown ass!
Biography - Run, run as fast as you can - shotgun in hand, it's the
Gingerbread Man.
To unlock - You start the game with him
First seen in - TimeSplitters 2
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 2
Quote - *makes Donald Duck-like noise*
Biography - He's quack and he's back! Again!
\\// :KOOZER MOX: \\//
//\\==================//\\
To unlock - Beat league match "A Pox Of Mox"
First seen in - New character (Ozor and Meezor Mox seen in TS2)
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Just show me where to shoot.
Biography - After the Meezor Mox and Ozor Mox battled each other to
extinction, the Koozer Mox (who were, to be fair, playing a
waiting game) took over.
To unlock - You start the game with him
First seen in - TimeSplitters
Speed - 5
Stamina - 5
Shock resistance - 8
Fire resistance - 2
Quote - I'm da mummy now!
Biography - Well at least they'll be able to identify him from dental
records.
\\// :CAPTAIN ED SHIVERS: \\//
//\\==========================//\\
To unlock - Beat league match "Pirate Gold"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Kazarrr... I'll crush ye barnacles. Kiss me beard.
Biography - It's a hard life being a pirate. Ed is always having to beat
off other seamen who are trying to get hold of his jewels
and pieces of eight.
\\// :GRETEL: \\//
//\\==============//\\
To unlock - You start the game with her
First seen in - TimeSplitters (three revisions over the games)
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - With a bit of lubrication, I'm ready for anything.
Biography - 3rd generation incarnation of the original metal femme
fatale.
To unlock - You start the game with her
First seen in - New character
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 5
Quote - You want it, come get it! Ohhh....oooohhh.... mmmmmmm
Biography - Balsa wood, PVA adhesive, twine and too much spare time.
\\// :DOZER: \\//
//\\=============//\\
To unlock - Beat league match "Lip Up Fatty"
First seen in - New character
Speed - 4
Stamina - 6
Shock resistance - 5
Fire resistance - 5
Quote - Hey! I'm having a break here!
Biography - What is it? Don't ask me...
To unlock - You start the game with him
First seen in - New character
Speed - 6
Stamina - 4
Shock resistance - 5
Fire resistance - 6
Quote - Hey, you got it. Let's play!
Biography - Upholding the law isn't easy when you're dead. No one takes
you seriously.
\\// :THE SHOAL: \\//
//\\=================//\\
To unlock - You start the game with them
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 2
Quote - Tonight, you sleep with the fishes.
Biography - Eat krill... eat krill... eat krill...
\\// :HANS: \\//
//\\============//\\
To unlock - Beat league match "Freak Unique"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 2
Quote - Heeeyyyy, wanna be in my gang?
Biography - Everyone's favourite headshot.
\\// :MR. SOCKY: \\//
//\\=================//\\
To unlock - Beat league match "Sock It To Them"
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 8
Fire resistance - 2
Quote - My friends call me spoony-legs!
Biography - Normally just an ordinary sock, when things get rough he
turns into... Mr. Socky, the Psychotic Sock-Monster!
To unlock - You start the game with her
First seen in - TimeSplitters
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Now you see me, un, deux, trois. Let's get down to it in the
squad car.
Biography - Lt. Malone's impeccable arrest record is enough to make her
chest swell with pride.
\\// :ELI SCRUBS: \\//
//\\==================//\\
To unlock - You start the game with him
First seen in - New character
Speed - 5
Stamina - 5
Shock resistance - 5
Fire resistance - 5
Quote - Sweeeet as moonshine!
Biography - Bipedal tractors are the latest must-have accessory for the
cactusman-about-town.
This section is essentially a list of the various arcade awards you can gain
while playing multiplayer (or single player with bots) arcade matches. To be
honest, I'm not too good at working out how a lot of these come about, and I
certainly haven't got many myself. If anyone wants to add any, tell me how
they are obtained, or correct any that are wrong, I'd be very grateful. This
isn't really intended to be a strategy list for each award, just the
conditions under which they are fulfilled. There are 58 currently listed.
- -
Most Lethal - Took the largest number of kills for the match
Most Professional - Showed best tactical usage of weapons
Longest Spree - Got the most kills in a row without dying
Brain Surgeon - Get a large number of headshots
Decapitator - Got the most zombie decapitations
AC -10 Award - Hoarded the armour pickups (This derives from the Dungeons
And Dragons tabletop game. Armour Class -10 is the
strongest armour your character can possess)
Hypochondriac - Hoarded the med-kits
Hoarder - Picked up the most weapons
Most Frantic - Moved the furthest throughout the match
Most Sneaky - Used cover the most effectively
Best Equipped - Spent the most time equipped with the strongest weapons
Underequipped - Spent the most time armed with the weakest weapons
Most Manic - Moved the most in the match
Longest Innings - Had the longest time between deaths
Shortest Innings - Went the shortest amount of time between deaths
Survivor - Spent a good deal of time on critical health
Most Flammable - Spent the most time on fire
Most Damaging - Dealt the most overall damage in the match
Most Effective - Took the highest hit/kill ratio
Marksmanship - Complete the match with a very high accuracy
I Hit Dead People - Shot the most dead bodies
Pathetic Shot - Complete the match with a vast number of missed shots
Lemming Award - Killed yourself a lot
Glass Jaw - Get killed a lot by being hit with melee attacks
Where's The Health? - Constantly had med-kits snatched from under your nose
Where's The Armour? - Constantly had armour snatched from under your nose
Bully - Constantly killed the same opponent over and over again
Unlucky To Lose - Lost the lead in a match right at the very end
Fists Of Fury - Used unarmed melee attacks a lot during the match
Fists Of Steel - Smacked off a large number of zombie heads using a robotic
character
Vandal - Wrecked loads of breakable objects in the level
Traitor - Constantly killed your own team mates
Sniper - Spent the whole match sniping from long range
Dodger - Evaded enemy fire the most effectively
Weapons Expert - Obtained at least one kill with each weapon in the match
Most Outgunned - Constantly took on opponents while armed with inferior
weapons
Most Cowardly - Spent the most time far from opponents
Sloth - Spent the whole match walking/moving very slowly
Most Losses - Died the most during the match
Multi Kill - Killed three or more opponents in quick succession
Most Peaceful - Went the whole match without firing
Bag Man - Spent the most amount of time with the bag (CTB only)
Most Dishonourable - Constantly shot your opponents in the back
Ricochet King - Took a lot of kills using ricochet shots
Backpeddler - Walked backwards a lot
Sidestepper - Strafed a lot
Porter - Returned your bag the most
Victim - Constantly got killed by the same player
Most Useless - Did nothing, shot nothing, saw nothing, spent the entire
match being a total waste of space
Ledgehopper - Jumped off of a lot of ledges throughout the match
Cartographer? - Ummm.... this is a weird one. I got this trying out a
Mapmaker map in single player with no bots. Probably means
you played a match where there was no point to it but to
explore the map
Trigger Happy - Statistic award. Fired 500,000 bullets in the course of
the game
Smasher Award - Statistic award. Break 500 panes of glass
Golden Oldie Award - Statistic award. Spend a set time playing as characters or
listening to music from the original TimeSplitters
Insomniac Award - Statistic award. Clocked 2 hours of insomnia time
Beheader Award - Statistic award. Knocked a total of 200 zombie heads off
Persistance Award - Statistic award. Clocked 50 hours of total play time
Traveler award - Statistic award. Move a total of 500 miles.
Well, they aren't cheats as such, they're little extras to make the game more
interesting and humorous. They can affect both Story and Arcade mode, but don't
expect to unlock anything with them active. You won't even get any arcade
awards.
\\// :HEAD SIZE: \\//
//\\=================//\\
To unlock - Small: Beat League match "A Pox Of Mox"
Big: Beat League match "Outbreak Hotel"
Affects - Story and Arcade
Description - This cheat lets you mess around with the head sizes of the
characters, either increasing or decreasing as you see fit.
To unlock - Beat challenge "The Cat's Out Of The Bag!"
Affects - Arcade only
Description - PYOW PYOW! DADADADADADADA! Yep, that's what this cheat does. It
turns gunshot sounds into those that you made when you were a
kid!
\\// :BIG HANDS: \\//
//\\=================//\\
To unlock - Beat challenge "Cortez Can't Jump!"
Affects - Story and Arcade
Description - Vastly increases the size of the gun-holding appendages of the
characters. Bloody funny when coupled with other proportion
altering cheats.
\\// :PAINTBALL: \\//
//\\=================//\\
To unlock - Beat challenge "Absolutely Potty"
Affects - Story and Arcade
Description - I'm sure you all know what paintballing is. When a bullet or
shell hits a wall, it leaves a paint splat. A cheat for the more
humane players (of course, the blood still flies!).
To unlock - Beat League match "Commuting Will Kill You"
Affects - Story and Arcade
Description - Turns all characters into fat bastards, just like they've taken
too many hits with the injector.
To unlock - Beat challenge "Queen Of Harts"
Affects - Story and Arcade
Description - Think you're good? Try hitting opponents you can't see. Everyone
in the match starts with the cloak powerup, and it lasts
throughout the match.
To unlock - Beat League match "Rockets 101"
Affects - Story and Arcade
Description - Enjoy a proper Hollywood death. See your unfortunate target
slowly and dramatically die as you rake them with fire.
To unlock - Beat challenge "Hart Attack"
Affects - Story and Arcade
Description - Turns all characters into 2D cardboard cut-outs. Try shooting a
piece of cardboard side-on!
To unlock - Beat challenge "Brain Drain"
Affects - Story and Arcade
Description - Ever woken up after a drunken night out and watched the room spin
around you? This may be why... All characters heads spin
throughout the match. Enough to make anyone dizzy.
\\// :CASCADE: \\//
//\\===============//\\
To unlock - Beat League match "Zone Control"
Affects - Story and Arcade
Description - There is no spoon. See the world as it really is. Activate this
cheat to turn the level and everything in it into the cascade of
green digits that is the Matrix!
NB: The Cascade cheat is NOT available in the Xbox version of the game.
Every level in Story Mode (with the exception of Time To Split, Something To
Crow About and Future Perfect) has a drunken guard lying somewhere. No threat
whatsoever, they provide some comic relief with their inane ramblings.
**Scotland The Brave (in the wine cellar)** -
Iss me... iss all me! I am best...bestest guard. Without me... no guarding! Alll
rubbissh guarding. God of guards... And girls... girls love me... so hairy
chest... such big medallion....hehe....
**The Russian Connection (on top of the water tower)** -
Soon... soon we rule world. Yeah... and I get car. Get sports car! S'red one.
*belch* An I'll love it like a... like a thingy... woman!.... he..he.. girls
love sports car... Ooooo what a big red one!... Ooooo so impressive!...
hehehe...
**The Khallos Express (behind the bar in Khallos' personal car)** -
My mate... s'gone! Went through big... round wobbler! S'gone! Jus like that.
S'mazin. Gone in time... gone back... hope... hehe.... hope he finds plenty to
drink!
**Mansion Of Madness (sitting next to the sofa after the third checkpoint)** -
It can ruin your day *hic* when zombies come your way. 'Les you knock off their
heads, you'll be dead! An' those thingss in wall... I don' like them at all.
They kill lossa people... horrible beetles...
**What Lies Below (sitting in corridor after zombies on conveyor belts)** -
I'ahm smart... smartest man inna whole world! I woulda 'vented microwave if
summon else not dunnit... I woulda invent.... gravity, n n ... pineapples...
doughnuts...
**Breaking And Entering (in toilet cubicle)** -
Iss this all zats left of my dreams? I wass gonna be inna band! Gon be famoss!
Rich! 'Sted mm jus another bum wiv a gun...
**You Genius, U-Genix (on the stairs to the labs)** -
Ah s'lotta fuss bout nothing... few mutants s'wandering around. S'OK! Be all...
all be alright inna morning!
**Machine Wars (in corridor after driving tank)** -
Evil robots... tryin kill uss all. Sposed be slaves! Do whats we say... shoulda
never lets m think... s'big mistake... now they thinks they'll kill us all...
**You Take The High Road (in the drilling machine)** -
Ahh miss, s'miss me girl. Eyess, eyes like kittensss so sweet. Skin, ahh skin
s'like silk so s'soft. Breath, breath like... dead dog. But, nobody perfect...
**The Hooded Man (before the bridge in the bunker)** -
Musht kill Cortesh! Ahh shomeone else can do it... Ima stay here n watsh pretty
lights...
This seemed like too good an opportunity to pass up. There are a vast number of
parodies, piss-takes and references to films and other games both in-game and
dotted around character profiles and biographies. While I appreciate everyone's
efforts to help me fill this section, it is starting to get a bit cluttered,
so I will only be accepting solid references from now on, no more dubious ones,
and those accepted will be at my discretion.
- -
In the story mission Time To Split as you fend off the TimeSplitters with the
turret, one of the soldiers yells out "They're coming out of the walls! They're
coming out of the goddamn walls!" This line is taken straight from the film
Aliens.
Also in Time To Split, one of the soldiers yells out "Come on soldier, do you
want to live forever?" This is taken from the film Starship Troopers. The
original quote however came from Frederik The Great in 1757 as a message to his
troops "Dogs, would you live forever?"
There is a stealth section in the story mission The Russian Connection that is
an obvious Metal Gear Solid parody. The phrases said when on alert and standing
down are in reference to the series, as they don't appear anywhere else in the
game.
The whole Harry Tipper part of story mode seems like a reference to the Austin
Powers films, what with the very Dr. Evil-looking Khallos, the zeep getting
stuck in the corridors and the 2000-point turn to get it out, and of course the
ridiculously-dressed henchmen. I'm aware that all these characters were in
TimeSplitters 2, but they have changed significantly since then. I've also had
a mention of Khallos's new outfit to be similar to that of Spectre from the
James Bond films (which I believe Dr Evil was a parody of in the first place)
In the story mission The Khallos Express, Harry throws a henchman off of the
train and says "No ticket". This line is taken from Indiana Jones And The Last
Crusade.
Also in The Khallos Express, the two train carriages with the living
compartments were ripped straight from the Train level from Goldeneye
The Mansion Of Madness story level could be a parody of the Resident Evil
series.
In the story mission Mansion Of Madness you see two scientists desperately
trying to stay off the ground to avoid being eaten by subterranean worm-like
creatures that respond to walking on the ground. This is a reference to the film
Tremors.
Also in Mansion Of Madness you will be attacked by a swarm of flesh eating
beetles. These bear a strong resemblence to the scarabs in the film The Mummy.
Another in Mansion Of Madness, in one of the bathrooms you will find a bathtub
filled with blood and a skinned corpse. This is a reference to Eternal Darkness,
where Alexandria sees a vision of herself lying in a bathtub filled with blood.
I've also had a suggestion of a reference to the book The Shining, and to a
scene from the film Silence Of The Lambs as well.
Again in Mansion Of Madness, you come across what looks like a child's nursery.
This room is a reference to the original film The Amityville Horror.
In the story level What Lies Below, Jo-Beth will be dangled over Princess's pit
in a thin cage. The manner in which she is dangled and the shape of the cage is
very reminiscent of the film Indiana Jones and the Temple Of Doom.
Also from What Lies Below, you will find an audio maintenance log on the first
computer you are able to access containing an unsuccessful attempt to remember a
locker code. This is a plain piss-take of the PDA audio logs from Doom 3.
Again from What Lies Below, when you finish reading Crow's personal log on his
computer, a screen will come up with a picture of Crow wagging his finger and
the words "You didn't say the magic word!" This is taken from the film Jurassic
Park.
Another one from What Lies Below, the gas canister trapped in Princess's mouth
is a reference to the film Jaws. So is Anya's line "Smile you bitch".
In What Lies Below there are a number of microscopes that you can use to see
bacteria cells multiplying. This is a reference to Resident Evil.
Yet another one in What Lies Below (they really love this level...), the
consoles used to mess around with the zombie and scientist in the booths are
taken from Hugo's House Of Horrors, where a very similar machine had to be used
on the player in order to advance the game.
And finally, the name of What Lies Below is a reference to the horror movie What
Lies Beneath.
In the story level Breaking And Entering you have to activate a cleaning bot to
gain access to one of the offices. This objective also appeared in Perfect Dark.
In the story mission You Genius, U-Genix, you obtain the ID card of a certain
Dr. Gordon. I believe this is a reference to Dr. Gordon Freeman of Half-Life.
Also in You Genius, U-Genix, one of the security guards says "Game over, man.
Game over." before being killed by mutants. These are Hudson's words in the film
Aliens.
Finally, the U-Genix company itself is a reference to the Eugenics company in
the film Immortal, who used to perform similar experiments on humans.
The whole story mission Machine Wars is based on the Terminator films,
especially with the company name UltraNet (similar to SkyNet).
In the story level Something To Crow About, R-110 shouts out "You want some? Oh,
you want some too?" These are Hudson's last words in the film Aliens
(although not R-110's!)
Also in Something To Crow About, the large laser cannon you use to blow up the
power node is a reference to the Obelisk Of Light weapon in Command And Conquer.
Again in Something To Crow About, the rolling turrets you encounter are a
reference to the rolling Droideca droids in the film Star Wars Episode 1.
After you destroy the GOLIATH mech in Something To Crow About, Anya makes the
comment "Problems with giant robots? You know who to call." This is a reference
to a similar line in the film Ghostbusters
At the start of You Take The High Road, R-110 is seen dancing in the submarine
as it descends to the mining facility. This is a reference to the film
Evolution, where Harry Block is dancing in the lift descending to the meteorite
crater.
Also in You Take The High Road, there is a section near the end that is a
reference to two of Jules Verne's novels. The drilling machine is a reference
to Journey To The Centre Of The Earth (as is R-110's comment). When you reach
the bottom, the depth gauge reads 20,000, a reference to 20,000 Leagues Under
The Sea.
Another from You Take The High Road, the cut-scene at the end shows the Time
Assassins runing into a portal in front of a large iris-door. This is a
reference to Stargate SG-1.
At the end of the game, Crow's last word is "Rosebud..." This was the dying word
of Charles Kane in the film Citizen Kane.
The arcade level The Dead, The Bad and the Silly, is a parody of the film The
Good, The Bad and the Ugly.
The arcade level Ninja Garden is a parody of the game Ninja Gaiden
The challenge Cortez Can't Jump! is a parody of the film White Men Can't Jump!
The challenge TSUG: TimeSplitters Underground is a chain parody. The title
is obviously a parody of the game THUG: Tony Hawk's Underground. The actual
challenge setup seems to be a reference to an old B-movie called CHUD:
Cannibalistic Humanoid Underground Dwellers. There was also a reference to this
movie in THUG, so it's a sort of circular parody.
The biography of the character Ghost is in reference to the character of the
same name in Enter The Matrix and The Matrix: Reloaded.
The biography of the character Jed was taken from Bruce Willis's line "Zed's
dead baby. Zed's dead." in the film Pulp Fiction.
The character Vlad The Installer is a parody of Vlad The Impaler
The character The Deerhaunter is a reference to the film The Deerhunter
The character Robot Louis Stevenson is a double reference. The first reference
is to the character from Isaac Asimov's works, Robot Daneel Olivaw. The second
more obvious reference is to Robert Louis Stevenson, writer of Treasure Island.
Although what he has to do with a walking steam engine is beyond me. It may be
another reference to the common mixing up of Robert Louis Stevenson with George
Stephenson, inventor of the first commercially used steam engine the Rocket.
There is another reference to Asimov in the briefing to the challenge Balls Of
Steel. It states the first rule of robotics, "A robot can never harm a human
being".
Edwina and Deadwina are plain parodies of the film The Exorcist. Deadwina's
quote is a much cleaner version of a line from the film.
Lenny Oldburn is very possibly a reference to Ozzy Osbourne, especially when you
read his profile.
Cyborg Chimp..... RoboCop, nuff said.
The quote of the character Clip Clamp is a reference to the film Shaun Of The
Dead, where one of the ongoing gimmicks througout the film is the line to Shaun
"You've got red on you". Nice to see Free Radical returning the favour for the
massive name drop that the film gave to TimeSplitters 2.
The character Private Hicks is a reference to Corporal Hicks from the film
Aliens.
Chastity's quote, while pretty widespread, is said in such a manner for it to
warrant a reference to Duke Nukem.
The biography for the character Bear is a reference to comedian Tommy Cooper,
who's trademark was a fez and his catchphrase "Just like that".
The cheat Cascade turns the world into a cascade of rolling green digits,
exactly how Neo saw the world in the film The Matrix.
The arcade award I Hit Dead People is a parody of the line "I see dead people"
from the film The Sixth Sense.
The quote of the character Gingerbread Man is a reference to the TV series
Futurama, and Bender's line "Bite my shiny metal ass!"
The dispersion gun is very similar to a shotgun-like weapon used in the film
Minority Report.
The injector is similar to the shark gun from the James Bond film Live And Let
Die
The ghost gun is a parody of the nuclear accelerator weapons used in the film
Ghostbusters
The VR multiplayer map looks like it was influenced by the film Tron
In the multiplayer map Hotel, there is a wall at the top of a double flight of
stairs with "Rudrem" written all over it in blood. This is a parody of the
"Redrum" (Murder backwards) wall-scrawl in the film The Shining
The character Genghis Kant is a double parody. The first reference is to the
Mongol ruler Genghis Khan, and the other is to the philosopher Immanuel Kant.
His profile confirms the second reference
Easily the most popular reference, the characters Leo Krupps and Schmidt have a
very similar quote to the catchphrase of Tony The Tiger. The reason for this is
that the voiceover for these two characters, and Cortez as well, was done by Tom
Clarke Hill, who is the current voice talent behind Tony The Tiger.
Due to the large number of contributions I've had for arcade awards, platinum
scores and references, I have reorganised the credits for these sections to keep
things tidy and so the credits section doesn’t take up half an acre.
Free Radical - For making another incredible TimeSplitters game
GameFAQs, IGN, - For hosting this FAQ.
Neoseeker,
SuperCheats,
Cheat Planet
GameFAQs writers - For inspiring me to write this FAQ at all. There is some
absolutely outstanding work on GameFAQs and the authors
deserve real respect. (And special thanks to Dark Vortex for
naming this guide FAQ Of The Day for April 14th)
Raza Ullah, - For helping me with Co-op mode
Sunny Mody,
David Kingsmill
Will T - For the additional tip for The Cat’s Pajamas
Peter Silk - For the additional strategy for Cortez Can't Jump!
Grif Sutherland - For the additional strategy for Big Game Hunt
Vincent Sanchez - For the Time Assassin Cortez quote
J.R.T - For the continued stealth strategy in the turbine room on
The Russian Connection
Stephen Ng (IGN) - For the ghost gun tip for fighting Princess in What Lies
Below
Matt Sladen - For the additional strategies for Glimpse Of Stocking and
Big Game Hunt
Joe Riddiford - For the zombie torching tip for Mansion Of Madness
Bored Dude - For the additional tips for Astro Jocks
Andrew Hetterle - For the additional tip for Zany Zeppelin
Steve Vallance - For the additional Boxing Clever tip
Rupert Dunn - For the additional pointer in league match Missile Bunker
James Wyatt - For the tip at the start of Scotland The Brave to find the
grenades before entering the castle.
CMW Collins - For the two characters unlocked by completing co-op story
mode
Michael Raveling - For the additional strategy for Astro Jocks
Tony Fiore - For the first flare gun location in Scotland The Brave
and for spotting the revolver ammo near the start of What
Lies Below
Mathieu Leconte - For the additional strategy for Zany Zeppelin
TheDeviousDuck - For the additional tip for Zany Zeppelin
Nick Hunter - For the additional tip for Zone Control
Clay Hart - For the additional tip for The Russian Connection
Christopher Morrow- For the additional tip for Absolutely Potty
Shemp70915 - For the railbot/spiderbot tips in You Genius, U-Genix
arctic_ursine - For correcting the quote for Maiden
Corey Dillion - For suggesting using graphical solutions for the puzzles in
You Genius, U-Genix
Platinum scores - Will T., Peter Silk, Grif Sutherland, Dan Maddocks,
XxAlieNationxX, Mike Cavely, Andrew Hetterle, Jack Watling,
Tim Irons, Jamie Meier, Derek Rozwadowski, CMW Collins,
Terry Olssen, Kevin, Simen Gundersen Bekkhus, Nick Hunter,
Christopher Morrow, Holy Rabbit
Arcade Awards - Callum Cartwright, Peter O' Mara, CMW Collins, Matt F,
SageUltima, IMPAQT, Ruairidh Lunny, Tony Pang, Nicolai
Bergslokken, Jake A., Steven Hopwood.
References - Brian Burley, Andrew Eisenwine, Iain Case, Dan Beckett,
Thomas Vanderaspoilden, Eoin O Drisceoil, jokeboxsp, Paul
Hangar, IMPAQT, Ruairidh Lunny, Matthew van Rensburg, Bob
Mcbob, Tony Pang, Bish, Paul Stubbington, Will Shipley,
Jocke Johansson, Damon Baker, David Grenier, Jason Brooker,
Bish, Fabio Oliveira, Lee Savage, Lynkynparc, James Murray,
Matt Harrison, Matthew Mercer, Kevin Ziolkowski, reckless7
And finally, thanks to everyone who has emailed me with praise for the guide.
Quick note on crediting – If you do not provide a real name in your email, I
will use your email handle instead. Feel free to contact me again if you wish
to change the name by which you are credited, but please contact me by the
same address as before so I know it's you.
This FAQ is protected by copyright and may not be reproduced for any kind of
direct commercial use. You are allowed to reproduce this guide for personal
use only, whether a printed copy or stored electronically, and may be
distributed as long as no profit is made by doing so. It may not be modified
in any way, shape or form, and must always contain this disclaimer and
copyright notice in full. So far, this guide may only be hosted on GameFAQs
(www.gamefaqs.com), IGN (faqs.ign.com), Neoseeker (www.neoseeker.com),
SuperCheats (www.supercheats.com) and CheatPlanet (www.cheatplanet.com).
GameSpot and AOL are affiliates of GameFAQs and are allowed to link to the
guide there, and I am also hosting a copy on my own website. I have given
permission for excerpts from the parodies section to be used in the TS:FP entry
on Wikipedia, and the arcade awards section is being used by Josh Pearce
(aka Percy Boi). If you see this guide on any other website, please pop me a
line to let me know. I'm pretty much writing exclusively for these sites at
the moment, but feel free to ask, I won't always say no.
Above all, do NOT lift sections directly out of this guide for your own.
That's plagiarism, and it doesn't go down well. If I find you've lifted
ANYTHING original from this guide, you will be hearing from me. However, you
are welcome to use the layout of this guide as inspiration for your own as
long as I am given appropriate credit. You may also use factual information
from this guide in your own as long as it is not just copied and pasted.
All trademarks and copyright material not exclusive to this guide are
recognised as the legal property of their respective owners.
1626 animals were harmed in the making of this FAQ