========== ==== || __ / __ ___ ___ __ __ __ || | |\/| | /___ |__| | | | | | |__| | || | | | |-- \ | | | | | |-- |\ \ || | | | |__ / | |__ | | | |__ | \ __\ || ===/ 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. ============================================================================== \\-\/-// **CONTENTS** \\-\/-// //-/\-\\==============================================================//-/\-\\ - VERSION HISTORY - INTRODUCTION - CONTROLS - GAME MODES - 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 - WEAPONS - CHARACTERS - ARCADE AWARDS - CHEATS - THE DRUNKEN GUARDS - PARODIES - CREDITS - LEGAL ============================================================================== \\-\/-// **VERSION HISTORY** \\-\/-// //-/\-\\==============================================================//-/\-\\ 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. ============================================================================== \\-\/-// **INTRODUCTION** \\-\/-// //-/\-\\==============================================================//-/\-\\ 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. ============================================================================== \\-\/-// **CONTROLS** \\-\/-// //-/\-\\==============================================================//-/\-\\ 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) ============================================================================== \\-\/-// **GAME MODES** \\-\/-// //-/\-\\==============================================================//-/\-\\ 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. \\// :TEAM DEATHMATCH: \\// //\\=======================//\\ 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! \\// :ELIMINATION: \\// //\\===================//\\ 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. \\// :MONKEY ASSISTANT: \\// //\\========================//\\ 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. ============================================================================== \\-\/-// **STORY** \\-\/-// //-/\-\\==============================================================//-/\-\\ 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) \-\/-/ **THE RUSSIAN CONNECTION - 1969** \-\/-/ /-/\-\===========================================/-/\-\ 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. - - COMPLETING THIS LEVEL UNLOCKS - Easy - Swinging Tipper (character) Normal/Hard - Henchman Cortez (character) \-\/-/ **THE KHALLOS EXPRESS - 1969** \-\/-/ /-/\-\===========================================/-/\-\ 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. - - COMPLETING THIS LEVEL UNLOCKS - Easy - Kitten Celeste (character) Normal/Hard - Elite Henchwoman (character) \-\/-/ **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) \-\/-/ **WHAT LIES BELOW - 1994** \-\/-/ /-/\-\===========================================/-/\-\ 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) \-\/-/ **YOU GENIUS, U-GENIX - 2052** \-\/-/ /-/\-\===========================================/-/\-\ 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 _______ _______ ___B___ _______ | | | | | | | ___|___ | |___|___ | | | | | | | | | |___|___|___|___|_______|___|___| | | | | | | | | G|___| | |___|___ | | | | | | | | | | |_______|_______|___|___|___|___| | | | | | | | | ___|_______|___|___|___| | | | | | | | | |___|___|_______|___|___|_______| | | | | | | | B|___| | ___|___| | | | | | | | | |_______|___|___|_______|_______| G 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 _______ ___G___ _______ _______ _______ _______ | | | | | | | | | | | | ___|_______|___ | ___|R | | | | | | | | | | | |_______|___|___|___|___|_______|___|___|___|___| | | | | | | | | | | | | ___|___|___|___| | ___|___| | | | | | | | | | | | | | | |___|___|___|___|_______|___|___|_______|___|___| | | | | | | | | | | | | | | |___|___ | | | ___|___| | | | | | | | | | | | | |___|___|_______|___|___|___|___|___|___|_______| | | | | | | | | | | | B|___| | ___|___|___|___| | | | | | | | | | | | | | | |_______|___|___|___|___|_______|___|___|_______| | | | | | | | | | | | ___|___| | |___|_______|___|___|___ | | | | | | | | | | | |___|___|_______|_______|_______|___|___|___|___| | | | | | | | | | | | | | ___|_______|_______|___| | |___|G | | | | | | | | | |___|___|___|___|_______|_______|_______|_______| B R 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 _______ ___B___ _______ _______ _______ _______ ___R___ | | | | | | | | | | | | | | | | ___|___ | | | | | | | | | | | | | | | |_______|___|___|_______|_______|___|___|___|___|___|___| | | | | | | | | | | | | G|_______|___|___|_______|___ | | | | | | | | | | | | | | | | | | | | |_______|___|___|_______|___|___|___|___|___|___|___|___| | | | | | | | | | | | | | R|___ | | | ___|___|___|___|___|___|___|___| | | | | | | | | | | | | | | | |___|___|___|___|___|___|___|___|___|___|___|___|_______| | | | | | | | | | | | | | | | | | |___|___|___|___|___|___| | | | | | | | | | | | | | | | | |___|___|_______|___|___|___|___|_______|___|___|_______| | | | | | | | | | | | | | | | | | | | | ___|___| | | | | | | | | | | | | | | |___|___|_______|___|___|___|___|___|___|_______|_______| | | | | | | | | | | | | | |___|___ | | | |___|___|___|_______|_______|G | | | | | | | | | | | |_______|___|___|___|___|_______|___|___|_______|_______| | | | | | | | | | | | | | |___|___| | | | | | | | | | | | | | | | |_______|_______|_______|_______|___|___|_______|_______| B 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) \-\/-/ **MACHINE WARS - 2243** \-\/-/ /-/\-\===========================================/-/\-\ 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) \-\/-/ **YOU TAKE THE HIGH ROAD - 1924** \-\/-/ /-/\-\===========================================/-/\-\ 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) \-\/-/ **FUTURE PERFECT - 1924** \-\/-/ /-/\-\===========================================/-/\-\ 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* ============================================================================== \\-\/-// **ARCADE LEAGUE** \\-\/-// //-/\-\\==============================================================//-/\-\\ \-\/-/ *AMATEUR LEAGUE* \-\/-/ /-/\-\======================================/-/\-\ \\// :ONE GUN FUN: \\// //\\===================//\\ - Rockets 101 *Platinum* - 1st with 20 kills *Gold* - 1st with 18 kills *Silver* - 1st with 16 kills *Bronze* - 1st overall Personal best - 19 kills Game Mode - Deathmatch Arena - Zeppelin Character - Captain Ash Weapons - Rocket Launcher Unlockable - Slow Motion Deaths (cheat) 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 Weapons - Flare Gun, Heatseeker, Vintage Rifle, Sci-fi Sniper, Mag-charger Unlockable - Snowman (character) 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 *Silver* - 12 points in 3 minutes *Bronze* - 12 points overall Personal best - 1 minute 33.1 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 Personal best - 2 minutes 22.8 seconds Game Mode - Assault Arena - VR Character - INSETICK SD/12 Weapons - Sci-fi Handgun, Sci-fi Sniper, Plasma Autorifle, Rocket Launcher, Plasma Grenades Unlockable - PROMETHEUS SK/8 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) \-\/-/ **HONORARY LEAGUE** \-\/-/ /-/\-\======================================/-/\-\ \\// :DEAD WEIGHT: \\// //\\===================//\\ - A Pox Of Mox *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. - Rumble In The Jungle *Platinum* - ? *Gold* - 1st in 3 minutes 30 seconds *Silver* - 1st in 4 minutes *Bronze* - 1st overall Personal best - 3 minutes 24.9 seconds 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. \\// :FEVER PITCH: \\// //\\===================//\\ - Outbreak Hotel *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 Personal Best - 3 minutes Game Mode - Virus Arena - Bunker Character - Nurse Tourniquet Weapons - Pistol 9mm x2, Mag-charger, Soviet Rifle, Minigun, Grenades Unlockable - Nurse Sputum (character) 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. \\// :MODE MADNESS: \\// //\\====================//\\ - I Like Dead People *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 Personal best - 20 kills Game Mode - Gladiator Arena - Zeppelin Character - Khallos Weapons - Kruger 9mm x2, Mag-charger, Remote Mines, Shotgun Unlockable - Booty Guard (character) 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) COMPLETING HONORARY LEAGUE UNLOCKS - Bronze - Neophyte Constance (character) Silver - Warrant Officer Keely (character) Gold - Changeling (character) \-\/-/ **ELITE LEAGUE** \-\/-/ /-/\-\======================================/-/\-\ \\// :SMASH 'N GRAB: \\// //\\=====================//\\ - Screw Loose *Platinum* - 25 points in 3 minutes *Gold* - 25 points in 3 minutes 30 seconds *Silver* - 25 points in 4 minutes *Bronze* - 25 points overall Personal best - 1 minute 36.2 seconds Game Mode - Thief Arena - Mars Prison Character - Prison Officer Weapons - Sci-fi Handgun, Sci-fi Sniper, Plasma Autorifle, Plasma Grenades, Rocket Launcher Unlockable - Prison Officer (character), Candi Skyler (character) 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. \\// :GROUP THERAPY: \\// //\\=====================//\\ - Zone Control *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. - Front Loaded *Platinum* - 10 kills in 1 minute 50 seconds *Gold* - 10 kills in 2 minutes 10 seconds *Silver* - 10 kills in 2 minutes 50 seconds *Bronze* - 10 kills overall Personal beat - 1 minute 30.7 seconds 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. \\// :RETRO CHIQUE: \\// //\\====================//\\ - The Dead, The Bad And The Silly *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) ============================================================================== \\-\/-// **CHALLENGE MODE** \\-\/-// //-/\-\\==============================================================//-/\-\\ \\// :BEHEAD THE UNDEAD: \\// //\\=========================//\\ - Brain Drain *Platinum* - 35000 points *Gold* - 25000 points *Silver* - 15000 points *Bronze* - 5000 points Personal best - 52225 points 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. - Rare Or Well Done? *Platinum* - 50000 points *Gold* - 30000 points *Silver* - 20000 points *Bronze* - 10000 points Personal best - 38400 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. - Boxing Clever *Platinum* - 100000 points *Gold* - 50000 points *Silver* - 20000 points *Bronze* - 5000 points Personal best - 92475 points 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. \\// :CUT-OUT SHOOT-OUT: \\// //\\=========================//\\ - Hart Attack *Platinum* - 1800 points *Gold* - 1750 points *Silver* - 1600 points *Bronze* - 1100 points Personal best - 1795 points 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. - Come Hell Or High Water *Platinum* - 1800 points *Gold* - 1600 points *Silver* - 1450 points *Bronze* - 1150 points Personal best - 1625 points 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. - Balls Of Steel *Platinum* - 1250 points *Gold* - 1000 points *Silver* - 875 points *Bronze* - 700 points Personal best - 1100 points 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. \\// :CAT DRIVING: \\// //\\===================//\\ - The Cat's Out Of The Bag! *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 Personal best - 2 minutes 12.8 seconds Character - Strudel (Khallos's cat) Weapon - N/A Unlockable - Comrade Papadov (character) 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 Personal best - 2 minutes 25.6 seconds Character - Strudel (Khallos's cat) Weapon - N/A Unlockable - Gilbert Gastric (character) 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". \\// :SUPER SMASHING GREAT: \\// //\\============================//\\ - Avec Le Brique *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 Personal best - 2 minutes 21.5 seconds Character - Gaston Boucher Weapon - Brick Unlockable - Aztec Warrior (character) 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. \\// :TIMESPLITTERS "STORY" CLASSIC: \\// //\\=====================================//\\ - Queen Of Harts *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 Personal best - 2 minutes 25.8 seconds Character - Corporal Hart Weapon - Sci-fi Handgun x2, Sci-fi Sniper, Electrotool, Dispersion Gun, Minigun Unlockable - All Characters Cloaked (cheat) 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. \\// :MONKEYING AROUND: \\// //\\========================//\\ - Electro Chimp Discomatic *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! - Melon Heist *Platinum* - Score 2400 points *Gold* - Score 2000 points *Silver* - Score 1200 points *Bronze* - Score 750 points Personal best - 2450 points Character - Elite Henchman Weapon - Vintage Rifle Unlockable - Elite Henchman (character) 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. - Brass Monkeys *Platinum* - Score 3000 points *Gold* - Score 2500 points *Silver* - Score 1500 points *Bronze* - Score 500 points Personal best - 3650 points 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. \\// :MISCELLANEOUS CHALLENGES: \\// //\\================================//\\ - Cortez Can't Jump! *Platinum* - Score 350 points *Gold* - Score 250 points *Silver* - Score 150 points *Bronze* - Score 100 points Personal best - 290 points 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. - TSUG: TimeSplitters Underground *Platinum* - Score 4000 points *Gold* - Score 3500 points *Silver* - Score 2000 points *Bronze* - Score 1000 points Personal best - 7425 points 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. - Plainly Off His Rocker *Platinum* - Score 300 points *Gold* - Score 200 points *Silver* - Score 150 points *Bronze* - Score 100 points Personal best - 275 points 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. COMPLETING CHALLENGE MODE UNLOCKS - Bronze - Mr. Fleshcage (character) Silver - Sewer Zombie (character) Gold - Jed (character) ============================================================================== \\-\/-// **WEAPONS** \\-\/-// //-/\-\\==============================================================//-/\-\\ 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 \\// :BASEBALL BAT: \\// //\\====================//\\ 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. \\// :SCI-FI HANDGUN: \\// //\\======================//\\ 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. \\// :MAG-CHARGER: \\// //\\===================//\\ 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. \\// :FLAMETHROWER: \\// //\\====================//\\ 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. \\// :MACHINE GUN: \\// //\\===================//\\ 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. \\// :DISPERSION GUN: \\// //\\======================//\\ 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. \\// :TACTICAL 12-GAUGE: \\// //\\=========================//\\ 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. \\// :SOVIET RIFLE: \\// //\\====================//\\ 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. \\// :HARPOON GUN: \\// //\\===================//\\ 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. \\// :ELECTROTOOL: \\// //\\===================//\\ 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). \\// :PLASMA AUTORIFLE: \\// //\\========================//\\ 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. \\// :ROCKET LAUNCHER: \\// //\\=======================//\\ 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. \\// :SCI-FI SNIPER: \\// //\\=====================//\\ 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. \\// :VINTAGE RIFLE: \\// //\\=====================//\\ 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. \\// :SNIPER RIFLE: \\// //\\====================//\\ 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. \\// :PROXIMITY MINES: \\// //\\=======================//\\ 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! \\// :REMOTE MINES: \\// //\\====================//\\ 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! \\// :TIMED MINES: \\// //\\===================//\\ 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. \\// :PLASMA GRENADES: \\// //\\=======================//\\ 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. \\// :TIME DISRUPTER GRENADES: \\// //\\===============================//\\ 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 \\// :TEMPORAL UPLINK: \\// //\\=======================//\\ 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 ============================================================================== \\-\/-// **CHARACTERS** \\-\/-// //-/\-\\==============================================================//-/\-\\ 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. \\// :HENCHMAN CORTEZ: \\// //\\=======================//\\ 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. \\// :TIME ASSASSIN CORTEZ: \\// //\\============================//\\ 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. \\// :CAPTAIN ASH: \\// //\\===================//\\ 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... \\// :HARRY TIPPER: \\// //\\====================//\\ 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. \\// :SWINGING TIPPER: \\// //\\=======================//\\ 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? \\// :JO-BETH CASEY: \\// //\\=====================//\\ 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. \\// :VICTORIAN CROW: \\// //\\======================//\\ 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. \\// :CAPTAIN FITZGERALD: \\// //\\==========================//\\ 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. \\// :NOBBY PETERS: \\// //\\====================//\\ 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. \\// :SAPPER JOHNSON: \\// //\\======================//\\ 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. \\// :TOMMY JENKINS: \\// //\\=====================//\\ 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. \\// :IVOR BADDIC: \\// //\\===================//\\ 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. \\// :PULOV YURAN: \\// //\\===================//\\ 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. \\// :COMRADE PAPADOV: \\// //\\=======================//\\ 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. \\// :WARRANT OFFICER KEELY: \\// //\\=============================//\\ 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. \\// :THE JUNGLE QUEEN: \\// //\\========================//\\ 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. \\// :FERGAL STACK: \\// //\\====================//\\ 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. \\// :BOOTY GUARD: \\// //\\===================//\\ 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? \\// :KITTEN CELESTE: \\// //\\======================//\\ 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. \\// :ELITE HENCHWOMAN: \\// //\\========================//\\ 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! \\// :ELITE HENCHMAN: \\// //\\======================//\\ 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. \\// :DR. PEABODY: \\// //\\===================//\\ 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. \\// :NURSE GULAG: \\// //\\===================//\\ 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. \\// :THE DEERHAUNTER: \\// //\\=======================//\\ 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. \\// :CARRION CARCASS: \\// //\\=======================//\\ 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. \\// :HEADSPROUTER: \\// //\\====================//\\ 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! \\// :MR. FLESHCAGE: \\// //\\=====================//\\ 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... \\// :GIDEON GOUT: \\// //\\===================//\\ 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. \\// :DAISY DISMAY: \\// //\\====================//\\ 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. \\// :ARTHUR ACHING: \\// //\\=====================//\\ 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. \\// :GILBERT GASTRIC: \\// //\\=======================//\\ 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... \\// :JO-BARF CREEPY: \\// //\\======================//\\ 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. \\// :BLANCHE DEADWOOD: \\// //\\========================//\\ 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. \\// :GASTON BOUCHER: \\// //\\======================//\\ 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. \\// :DR. PUSTULE: \\// //\\===================//\\ 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... \\// :NURSE TOURNIQUET: \\// //\\========================//\\ 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. \\// :NURSE SPUTUM: \\// //\\====================//\\ 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. \\// :LENNY OLDBURN: \\// //\\=====================//\\ 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. \\// :BROTHER BARTHOLOMEW: \\// //\\===========================//\\ 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. \\// :SISTER FAITH: \\// //\\====================//\\ 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. \\// :NEOPHYTE LUCIAN: \\// //\\=======================//\\ 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. \\// :NEOPHYTE CONSTANCE: \\// //\\==========================//\\ 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. \\// :JACK SPROCKET: \\// //\\=====================//\\ 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. \\// :TIN-LEGS TOMMY: \\// //\\======================//\\ 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. \\// :SECURIDROID XP: \\// //\\======================//\\ 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. \\// :THE GENERAL: \\// //\\===================//\\ 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... \\// :PRIVATE HICKS: \\// //\\=====================//\\ 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 \\// :PRIVATE JONES: \\// //\\=====================//\\ 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 \\// :LAZARUS MUMBLE: \\// //\\======================//\\ 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. \\// :MORDECAI JONES: \\// //\\======================//\\ 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. \\// :GHENGIS KANT: \\// //\\====================//\\ 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. \\// :ANGEL FORGE: \\// //\\===================//\\ 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... \\// :PRISON OFFICER: \\// //\\======================//\\ 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. \\// :INSETICK SD/12: \\// //\\======================//\\ 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. \\// :INSETICK SK/10: \\// //\\======================//\\ 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. \\// :PROMETHEUS SD/7: \\// //\\=======================//\\ 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. \\// :PROMETHEUS SK/8: \\// //\\=======================//\\ 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. \\// :GOLIATH SD/9: \\// //\\====================//\\ 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. \\// :TIME ASSASSIN: \\// //\\=====================//\\ 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. \\// :BERSERKER SPLITTER: \\// //\\==========================//\\ 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. \\// :CYBORG CHIMP: \\// //\\====================//\\ 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. \\// :NINJA 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 - *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 \\// :MR. UNDERWOOD: \\// //\\=====================//\\ 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. \\// :SEWER ZOMBIE: \\// //\\====================//\\ 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. \\// :UNDEAD PRIEST: \\// //\\=====================//\\ 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. \\// :CRYPT ZOMBIE: \\// //\\====================//\\ 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... \\// :THE CROPOLITE: \\// //\\=====================//\\ 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. \\// :RIOT OFFICER: \\// //\\====================//\\ 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. \\// :STONE GOLEM: \\// //\\===================//\\ 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. \\// :AZTEC WARRIOR: \\// //\\=====================//\\ 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! \\// :HIGH PRIEST: \\// //\\===================//\\ 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. \\// :CANDI SKYLER: \\// //\\====================//\\ 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? \\// :R ONE-OH-SEVEN: \\// //\\======================//\\ 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. \\// :CORPORAL HART: \\// //\\=====================//\\ 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? \\// :BADASS CYBORG: \\// //\\=====================//\\ 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! \\// :CHINESE CHEF: \\// //\\====================//\\ 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! \\// :GINGERBREAD MAN: \\// //\\=======================//\\ 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. \\// :DUCKMAN DRAKE: \\// //\\=====================//\\ 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. \\// :TEETH MUMMY: \\// //\\===================//\\ 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. \\// :ARIAL DAVINCI: \\// //\\=====================//\\ 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... \\// :SHERIFF SKULLFACE: \\// //\\=========================//\\ 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! \\// :LT. CHRISTINE MALONE: \\// //\\============================//\\ 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. ============================================================================== \\-\/-// **ARCADE AWARDS** \\-\/-// //-/\-\\==============================================================//-/\-\\ 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. ============================================================================== \\-\/-// **CHEATS** \\-\/-// //-/\-\\==============================================================//-/\-\\ 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. \\// :HUMAN GUN SOUNDS: \\// //\\========================//\\ 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!). \\// :FAT CHARACTERS: \\// //\\======================//\\ 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. \\// :ALL CHARACTERS CLOAKED: \\// //\\==============================//\\ 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. \\// :SLOW MOTION DEATHS: \\// //\\==========================//\\ 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. \\// :CARDBOARD CHARACTERS: \\// //\\============================//\\ 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! \\// :ROTATING HEADS: \\// //\\======================//\\ 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. ============================================================================== \\-\/-// **THE DRUNKEN GUARDS** \\-\/-// //-/\-\\==============================================================//-/\-\\ 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... ============================================================================== \\-\/-// **PARODIES** \\-\/-// //-/\-\\==============================================================//-/\-\\ 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. - - Thanks to everyone who sent these in ============================================================================== \\-\/-// **THANKS** \\-\/-// //-/\-\\==============================================================//-/\-\\ 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 doesnít 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 Catís 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 ñ 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. ============================================================================== \\-\/-// **LEGAL** \\-\/-// //-/\-\\==============================================================//-/\-\\ 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 Copyright 2005 Charlie Emery - Hellfire X