========== ==== || __ / __ ___ ___ __ __ __ || | |\/| | /___ |__| | | | | | |__| | || | | | |-- \ | | | | | |-- |\ \ || | | | |__ / | |__ | | | |__ | \ __\ || ===/ 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.