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F U T U R E P E R F E C T
_____________________________________________________________
AUTHOR - Charlie Emery - Hellfire X
VERSION - 1.52
E-MAIL - ce_hellfire(at)yahoo(dot)co(dot)uk
NOTE ON E-MAIL: My e-mail address is open if you have any comments to make on
the guide, such as if anything is missing, if something could be more concise,
etc. Useful comments please, any flames and you won't be mailing me again.
Please don't mail me with any questions on the game if the answer can be found
in the guide, it will be ignored. I have revealed all I know about the game
here. If it's not in the guide, I can't help you. On the other hand, if you'd
like me to explain something a little more clearly, or if I have missed
something, then by all means mail me. If it's something important you'll get a
mention in the credits. But above all, DO NOT SPAM MY INBOX. This includes
advertising, chain letters and any other useless junk that gets sent. I've had
to put up with a lot of this recently, so I'm going on a zero-tolerance policy
now. ONE useless email and your address will be blocked. In the case of mass
emails, all addresses involved will be blocked. If you're in a habit of sending
junk to everyone in your address book, then don't add mine to it.
Remember, this is a full FAQ to practically the whole single player game, so
there are bound to be some spoilers here. Just to let you know in advance.
==============================================================================
\\-\/-// **CONTENTS** \\-\/-//
//-/\-\\==============================================================//-/\-\\
- VERSION HISTORY
- INTRODUCTION
- CONTROLS
- GAME MODES
- STORY - Time To Split : 2401
- Scotland The Brave : 1924
- The Russian Connection : 1969
- The Khallos Express : 1969
- Mansion Of Madness : 1994
- What Lies Below : 1994
- Breaking And Entering : 2052
- You Genius, U-Genix : 2052
- Machine Wars : 2243
- Something To Crow About : 2243
- You Take The High Road : 1924
- The Hooded Man : 2401
- Future Perfect : 1924
- ARCADE LEAGUES - Amateur League : One Gun Fun
: Nightstick
: On The Take
- Honorary League : Dead Weight
: Fever Pitch
: Mode Madness
- Elite League : Smash 'N Grab
: Group Therapy
: Retro Chique
- CHALLENGES - Behead The Undead
- Cut-Out Shoot-Out
- Cat Driving
- Super Smashing Great
- TimeSplitters "Story" Classic
- Monkeying Around
- Miscellaneous Challenges
- WEAPONS
- CHARACTERS
- ARCADE AWARDS
- CHEATS
- THE DRUNKEN GUARDS
- PARODIES
- CREDITS
- LEGAL
==============================================================================
\\-\/-// **VERSION HISTORY** \\-\/-//
//-/\-\\==============================================================//-/\-\\
v1.52- 07.07.05 - Parodies updated. Platinum score for Freak Unique corrected.
More layout issues resolved (bloody Word...). Next update will have a
full revamp of the layout of the guide to make it easier to read.
v1.51- 05.07.05 - Cleared up a layout issue and added Cheat Planet to the
credits
v1.5 - 04.07.05 - Arcade awards and Parodies updated. Puzzles in You Genius,
U-Genix updated to show graphical solutions. Additional strategies added
for TSUG: TimeSplitters Underground, You Genius, U-Genix, The Russian
Connection and Absolutely Potty. Story level What Lies Below updated for
revolver ammo near start. Drunken Guards section added. Platinum score
for Oh Shoal-O-Mio, Divine Immolation, Bag Slag and Pirate Gold
corrected. Platinum score for I Like Dead People added. Quote for Daisy
Dismay added and quote for Maiden corrected.
v1.4 - 13.05.05 - Arcade Awards and Parodies updated. Platinum scores added for
Zone Control, I Like Dead People, Zany Zeppelin, Ninja Garden and
Oh Shoal-O-Mio. Score for Balls Of Steel corrected. Additional tips
added for Plainly Off His Rocker and Zany Zeppelin.
v1.3 - 14.04.05 - Arcade Awards and Parodies updated. Additional strategy added
for Astro Jocks. Platinum scores added for Queen Of Harts, Sammy Hammy
Namby Pamby, Absolutely Potty, Rare Or Well Done? and Freak Unique. Big
Game Hunt platinum score corrected. Final two characters added to the
Characters section and Aztec Warrior's quote added. Story level Scotland
The Brave updated for flare gun at start.
v1.2 - 08.04.05 - Arcade Awards and Parodies updated. Additional tips and
pointers added for Zany Zeppelin, Missile Bunker, Boxing Clever and story
level Scotland The Brave. Platinum scores added for Rockets 101, The Dead
The Bad And The Silly, The Cat's Out Of The Bag, Lap It Up and Old
Blaggers. Character history added to the Characters section
(ie appearances in previous games)
v1.1 - 06.04.05 - Arcade Awards and Parodies sections added. Additional
strategies added for Glimpse Of Stocking, Mansion Of Madness, What Lies
Below and Astro Jocks.
v1.0 - 04.04.05 - Walkthrough complete. Story levels Machine Wars,
Something To Crow About, You Take The High Road, The Hooded Man, and
Future Perfect added. Quote added for Time Assassin Cortez. Additional
strategy added for turbine room in The Russian Connection. Platinum
scores added for Cortez Can't Jump! and Astro Jocks
v0.8 - 03.04.05 - Story levels Mansion Of Madness, What Lies Below, Breaking
And Entering, and You Genius, U-Genix added. Additional strategies added
for Big Game Hunt and Cortez Can't Jump! Platinum scores added for
Plainly Off His Rocker, The Cat's Pajamas, Big Game Hunt, and Boxing
Clever. This should hopefully be the last incomplete version.
v0.7 - 01.04.05 - Story levels Time To Split, Scotland The Brave, The Russian
Connection, and The Khallos Express added. Corrected a missing
half-sentence at the start of challenge Queen Of Harts.
v0.6 - 31.03.05 - Guide mainly complete, with only story mode left to do.
Leagues and challenges complete, as well as weapons and character list
(2 left to unlock). Cheat list also included.
==============================================================================
\\-\/-// **INTRODUCTION** \\-\/-//
//-/\-\\==============================================================//-/\-\\
The worthy successor to TimeSplitters 2, Future Perfect is the latest
incarnation of the nutty FPS series by Free Radical. This game has taken a turn
for a more adult theme with the introduction of blood and some truly adult
humour which has earned it a 15 BBFC rating in the UK. Gameplay-wise is where
the game has really shown how the series has aged. At long last, TimeSplitters
has a REAL story mode. The original was little more than go through a level,
grab an item and get back (as illustrated by the TimeSplitters Story Classic
challenges). TS2 had a slightly more objective-led base to it, but it still
didn't have a feel that you were actually advancing any story, and there was
little to relate the characters. This all changes here, as Future Perfect has
not only an objective-led set of missions, but a proper story behind them and
for once you actually feel as though there is a reason for you doing something,
as well as full interaction with your partner character. On top of that, the
arcade leagues will test your skills against a variety of bots in all manner of
game modes.
Then there is the return of the challenges, which are enough to drive any
rational person insane. Ranging from blowing the heads off of zombies to
flinging monkeys down a stretch of ice in a twisted variant of curling, there
really is something for everyone to grit their teeth over.
This guide is designed for the single player aspect of the game: to guide the
player through story, arcade and challenge modes and to unlock all characters,
weapons and cheats. Mapmaker may be an addition at a later date, but I've never
been any good with it, so don't hold your breath.
==============================================================================
\\-\/-// **CONTROLS** \\-\/-//
//-/\-\\==============================================================//-/\-\\
This is an explanation of the default controls for the PS2. Other consoles are
not covered.
Left Analogue Stick - Move forwards/backwards, strafe left/right
Right Analogue Stick - Look up/down, turn left/right
D-Pad - Left/right to change weapons, up to switch fire modes and zoom in with
scope, down to switch grenade types and zoom out with scope
L1 - Hold down to ready grenade, release to throw
L2 - Fine aim
R1 - Melee attack
R2 - Fire (For throwing weapons like mines, use in the same way as L1)
Triangle - Reload
X - Interact, respawn, skip some cutscenes
Square - Toggle crouch
START - Pause the game and brings up the game menu
SELECT - Brings up a menu of the current objectives (does NOT pause the game)
==============================================================================
\\-\/-// **GAME MODES** \\-\/-//
//-/\-\\==============================================================//-/\-\\
Here is an explanation of the various arcade league/custom modes (yes, it's
pretty much a C&P job from my TS2 guide with a few amendments, I'm allowed to
be lazy):
\\// :DEATHMATCH: \\//
//\\==================//\\
The classic blow-up-everyone-and-anyone. All on all action. A kill counts for
one point, and then you have a little choice. You can choose whether to lose
points for being killed, lose points for suicides, or don't lose points at
all. Large numbers in a small arena with ballistic weapons is always a laugh.
Default scoring type is kills minus suicides.
\\// :TEAM DEATHMATCH: \\//
//\\=======================//\\
Exactly the same as above, but now it's one team against the others in an all
out blast up. You need a big arena for this one, as it's all too easy to get
your teammates caught in the crossfire.
\\// :CAPTURE THE BAG: \\//
//\\=======================//\\
The same as the classic Capture The Flag games from other FPS games. Two
bases, two bags, get their bag to your base with your bag still there to
score. See someone with your bag, blow them up to make them drop it, and then
touch it to return it to your base.
\\// :BAG TAG: \\//
//\\===============//\\
Objective is to hold the bag for the longest time in the time limit. If you're
killed, you drop it, free for someone else to pick up. Holding the bag makes
you an instant target, and you can't wield a weapon while holding the bag, so
run like hell!
\\// :ELIMINATION: \\//
//\\===================//\\
Again, same as Deathmatch but with a little variation. This time, every player
has a set number of lives, and each death knocks one off the counter. Losing
all of your lives eliminates you from the game. Be either the last one alive or
have the most lives left when time runs out to win.
\\// :SHRINK: \\//
//\\==============//\\
A type of deathmatch intended to make life a little easier for the not-so-good.
As you fall behind in the match, you get smaller and smaller each time you die
until you're the same size as if you had picked up a Shrink powerup.
Essentially designed to make the bullet magnets among players harder to hit. Of
course, you slowly return to normal size as you catch up again.
\\// :VAMPIRE: \\//
//\\===============//\\
Same as Deathmatch, but each player has a meter at the top of their
screen that slowly decreases as the game progresses. Keep it topped up by
blowing the opposition to hell. If it runs out, you drop like a rock.
\\// :THIEF: \\//
//\\=============//\\
A variation on Deathmatch. The principle is the same, but every kill causes the
victim to drop a coin. The kill itself counts for nothing, whereas picking up
coins is what earns you your points. This is why the game is called "Thief".
You can steal other's kills. More frantic than Deathmatch as long range tactics
don't work.
\\// :VIRUS: \\//
//\\=============//\\
Someone starts the game on fire (virused), and tries to pass it to everyone
else. If you're set alight, you stay alight, and you need to set everyone else
on fire to end the match. Last one to be incinerated wins.
\\// :ZONES: \\//
//\\============//\\
It's basically Domination from Unreal Tournament. There are five neutral Zones
in the level which need to be claimed for your team by running over them. Your
score increases by the number of zones you control every fifteen seconds. First
team to reach the designated score wins.
\\// :ASSAULT: \\//
//\\===============//\\
Something else taken from Unreal Tournament, this is an intricate objective-
led mission. You need to complete a number of objectives in a given time to
win, while the other team tries to stop you.
\\// :GLADIATOR: \\//
//\\=================//\\
Another twist on Deathmatch. Here, kills count for nothing unless you are the
gladiator. The gladiator is defined by a gold aura and shows up in blue on the
radar. Only the gladiator can score kills. To become the gladiator, destroy
the current one, and you stay that way until you are killed.
\\// :MONKEY ASSISTANT: \\//
//\\========================//\\
They had to be in here somewhere. It's a Deathmatch with an interesting twist,
and is a very good training game for absolute beginners. Every so often, a
troupe of armed monkeys teleports into the arena and hunt down whoever is in
first place, taking out anyone else who gets in their way. All kills by the
monkeys go towards the last player's score. Once the player in first has been
killed, the monkeys vanish, and appear again about 30 seconds later. A monkey
portrait may appear when the monkeys show up. If it's a normal monkey portrait,
the monkeys are on your side and any kills will go to you. If the portrait is
flashing red, they're coming after you.
To avoid any more confusion, the "fourteenth" game mode that Free Radical have
referred to is Story mode.
==============================================================================
\\-\/-// **STORY** \\-\/-//
//-/\-\\==============================================================//-/\-\\
The Story mode walkthrough has been written based on the Normal difficulty
setting. To be honest, Hard mode isn't that much harder. Each paragraph-break
represents a checkpoint.
\-\/-/ **TIME TO SPLIT - 2401** \-\/-/
/-/\-\===========================================/-/\-\
Sergeant Cortez returns from a daring assault on a TimeSplitter space station -
with him he carries the recovered Time Crystals which could bring the war to an
end. On his final approach a laser hit causes his ship to malfunction and
Cortez is forced to crash land. It is essential that he brings the crystals
back to Spacetime Marine HQ.
OBJECTIVES:
- Reach the rebel base
- Use the gun emplacement to defend against the TimeSplitter attack
- Help defend the rebel base
Future Perfect starts you off with a nice and simple opening level. Very short,
very linear, not much threat and an ideal opportunity to get used to the
handling of the game. Pretty much an intro level.
- -
After you fall out of your wrecked ship and receive your sci-fi handgun, follow
the two soldiers through the crevasse. You'll come across the rest of your
ship's remains once you pass through. At this point, you'll be jumped by three
mysterious characters, obviously not TimeSplitters. A couple of shots to the
head each from the sci-fi handgun is enough to take them out. Once they are
down, look for a way down to the lower ledge, you can find a path behind one of
the wrecked engines. You'll then face two more of these opponents hiding behind
the rock just in front of you, and three more a little further on. Make sure you
pick up their handguns, you need to keep your ammo up. Moving on, five more
await in a small rock formation ahead. Take the med-kit by the rock if you need
it and gun down the three enemies out in the open. You may notice one of the
ones at the back is using a different weapon. Once you can get a clear shot at
him, take him down as quickly as you can before popping the last one in the
head. Follow the path down and pick up the plasma autorifle one of them has
dropped. This is much more effective than your handgun and should now be your
primary weapon. Keep your eyes over to the right as you move up and you should
spot another autorifle and a box of plasma grenades. Pick these up and keep
moving. Under the bridge you will be attacked by four more enemies. There are
two ways you can go about taking them down: you can either do it the old
fashioned way and just mow them with the autorifle, or you can try shooting the
explosive barrels near them. It depends on how close they are to the barrels.
Keep following the ledge round and pick up the autorifle and med-kit lying next
to the body before heading into the rock formation.
- -
Go over to the soldier calling to you and receive the sci-fi sniper rifle. This
will allow you to attack from much longer range but has a slow rate of fire.
Slowly edge further up the path until you can see the bunker window ahead.
Behind the two enemies in there are a set of explosive barrels, put one laser
burst in there and watch the fireworks. Now follow the two soldiers, rearming
your autorifle as you do. Once round the corner ahead, you'll encounter your
first TimeSplitter. These are quite tough, and unless you pile your autorifle
into their head, they'll take more than their fair share of your ammo to go
down. They have a habit of cloaking, but it's only really annoying if you
haven't seen them already. Take it down as quickly as you can, their lightning
attack can be quite damaging. Further up you'll encounter another one, which
will either run down the path ahead or will wait cloaked around the corner. If
the latter, it shouldn't be too difficult to spot, he's on the right. Treat this
one in the same way as before. Now follow the path out into the open, where
you'll encounter another three splitters. At long range they don't seem so bad,
and they seem more preoccupied with attacking the surrounding soldiers than you.
Take them down and head over to the gun turret behind you. If you need any,
there are two med-kits, a box of plasma grenades and a spare autorifle behind
you. Now man the turret and prepare to fend off a fairly large wave of
splitters. The initial attack will come from the left. This really isn't much to
worry about, the turret can easily cane the splitters, but be careful of any
managing to get an attack off. Once the first wave is down, another will come in
from the right. Treat in the same way. The final wave as you've probably guessed
will come from both directions, but it is much less dense than the first two.
Start with the left and keep switching sides when you've cleared them out and
this shouldn't be a problem. Once you're done, pick up a med-kit behind you if
you need one and follow the soldier up the path ahead of you. Out in the open,
you need to fend of another splitter assault on foot this time. All of them will
come over the cliff edge in front of you, and the autorifle should mow them down
quite quickly. Try planting a few grenades on them as well, this will be a nasty
surprise for any cloakers. Once cloaked they can be real hard to spot, but a
lightning attack can easily give their position away. Best thing to avoid this
is to keep your eyes on the cliff and mow them as they come. After taking down
about five, the base will be open. Turn round and head back and over to the
right. Go up to the door in the rock face to complete the level.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - The General (character)
Normal/Hard - Anya (character)
\-\/-/ **SCOTLAND THE BRAVE - 1924** \-\/-/
/-/\-\===========================================/-/\-\
Cortez has been sent back in time to Urnsey, a small island off the coast of
Scotland to investigate the time travel energy residues which Anya detected. On
arrival he finds himself in the midst of a battle raging between the British
Navy and foreign troops occupying the island. Fortunately the eccentric Captain
Ash has offered to lend a hand. What ho!
OBJECTIVES:
Primary
- Infiltrate the castle
- Protect Captain Ash
- Escape the trap
- Locate the time crystal mining site
- Gain entry to the meeting hall
- Destroy the enemy tank
- Access the underground areas of the island
Secondary
- Help Captain Ash rescue his assistant
This level is much longer, and requires a little more of a tactical approach in
some parts. It's one of my personal favourites. As well as that, you get to do
some driving as well! Once inside the castle it can be easy to get lost, but Ash
sometimes takes the lead when he is with you though.
- -
Take the Kruger 9mm from Captain Ash and follow him up the path towards the
archway. Before you do though, grab the flare gun Cortez used in the cut scene
from the boat. It doesn't have much ammo and there isn't any more for a while,
so use it sparingly. You should see a sniper's nest ahead with two soldiers.
Silence your pistol and greet them with a few bullets in the head, and take out
a third coming down the path. Now head over to the nest and take the vintage
rifle. This will give you similar long range capabilities as the sci-fi sniper
rifle in the last mission, but it is significantly easier to aim and suffers
from a slower rate of fire. Before going on, check the house over to the right.
If you go upstairs you'll find a box of grenades. These are secondary weapons
that are very good for clearing out heavily populated rooms. Now slowly move up
the path and keep an eye on the ledge ahead of you. Three soldiers will try to
get the jump on you. One will stay centre, one will headover to the left and one
will head right, out of sight. Use the vintage rifle to pick off the visible
ones and move on, but DON'T just rush ahead. The third has taken up position in
a machine gun nest at the top of this path and you will be easily mowed down if
you go in gung-ho. Just wait at the bottom of the path, near Ash. If you can get
a clear shot with the rifle, take it, but a plane will fly in and bomb the hell
out of the nest if you just wait, saving you the trouble. Head up the path.
There are two soldiers waiting up ahead, one behind the house closest to the
castle, and one on top of the gatehouse. Take them both out with the rifle.
Before going inside, head over to the right again and turn left around one of
the houses. There is another guard waiting here, plug him and pick up his twin
Krugers. These are much more effective than a single pistol, but remember you
can only use one with the silencer attached. If you check the remaining
buildings in the area you should find some armour and another vintage rifle. Now
follow Ash inside. A portcullis will slam shut behind you and another will block
the door ahead, trapping you inside. Equip your pistol and get behind the crates
right in the middle. Take out the soldier on the left and then move right,
popping the three soldiers near the door at the far end. There's plenty of
cover, so you shouldn't take much damage, if any. Head towards the stairs ahead,
picking up the K-SMG as you do. The K-SMG as its name suggests is a sub-
machinegun with a decent rate offire, so close range combat should now be
easier, but it remains quite bad at long range. Go up the stairs and blow away
the two soldiers waiting for you at the top. Strafe behind the crates to your
right and take out the two soldiers along the balcony. There is a portcullis
switch at the end of this side of the balcony, but it opens the way back. You
need the other one. Cross the bridge andshoot up the soldier at the end of the
balcony. Now go up to the door at the end, being ready for the soldier waiting
to ambush you on the right as you go in. You can throw a grenade in here to take
care of him quickly enough. Once he is down, go in and raise the portcullis. As
you head back though, a gunboat will be raised into the lower floor and will pin
down Ash. You need to disable it before you can go on. Go over to the bridge and
use the crane to rip the turret from the gunboat. Drop it anywhere, it'll still
fire but it won't be able to hit anything. Put it in the water to get rid of it
permanently. Now go downstairs and head back outside.
- -
Follow Ash down to the garage by the coast. Turn onto the coast and hug the wall
as you go towards the entrance. This will let you get the jump on the two
soldiers in the main room. There's another in the back room. Once they are all
down, go in the back and pick up the grenades and rifle ammo, and head up the
stairs to pick up a med-kit if you need it. Now get into the truck. You can
either take up the gunner position and let Ash drive, or vice versa, your
choice. I personally prefer to take the gun. Assuming you are driving, head up
the road and through the gates, and keep going until you reach the drawbridge.
It will raise on you and you'll have to disembark. Kill the soldier manning the
machinegun nest on the opposite side (much easier if you took the gunner
position, otherwise use the rifle or K-SMG) and look up to the building in the
distance. Rifle the git on the roof taking shots at you, and then use your
uplink to pull the lever next to the machinegun. This will lower the drawbridge.
Get back in the truck and follow the road all the way to the top. When you
disembark, you should see a truck on its side right at the end. Pick up the TNT
next to it and plant it on the door on the left, before getting right back and
watching the fireworks.
- -
Upon heading inside, you'll immediately be attacked from the staircase in front
of you, and two more on the balcony will take pot shots. Be sure to blow them
all away before heading upstairs. Folloow the balcony round and blow away the
soldier that comes down the stairs in front of you, and the one that tries to
jump you from the door on the right. Ash will leave you for a while now as he
tries to signal the navy, so follow the balcony all the way round and go through
the door. There is a med-kit to the left if you need it, you'll have to blow
away a soldier to get to it though. Go through the door ahead and walk up to the
closed door at the other end of the room. It's locked, but your future self will
show up and give you the key. Now head down into the cellar. There is a drunk
guard on the floor rambling away, kill him if you feel sadistic, but he's no
harm. Just pick up the flare gun on the floor beside him and get in the lift.
Ash will show up and winch you up, but he will disappear again straight after.
- -
This next part needs a more stealthy approach to be done easily. Put away your
K-SMG for now and take out your Kruger and switch to alt fire mode. The silencer
will allow you to take out guards without alerting anyone else. Go through the
door and turn right. A guard will walk through the door in front of you and up
to the window at the end of the passage. Plug him in the back of the head and go
into the room he walked out of. Turn right and you should see another guard
looking out the window. Give him the same treatment and go over to the door at
the other end of the room, and wait over to the left. Keep your gun trained on
the door at head level and wait. Soon, a guard will walk through the door and
into your room. He'll see you, but not quickly enough if you can hit him in the
head with one shot (If you can get through the room quickly enough, you can
actually catch this guard at the top of the corridor looking away). Now follow
the corridor round to the left. When you hear speaking, stop. The three steps by
the window should be as far as you go, as the next room has about four guards in
it. Listen if you want, but all stealth tactics now go out the window as you
fling a grenade round the corner into the lot of them. Go into the room and
finish off any survivors with the K-SMG. One may jump out at you from the room
to the left, and a fifth may attack from the distance through this room as you
pass it. Go up to the viewscopes and look in the middle one, you'll see the
briefing hall. This is where you need to go next. Go back to the room you passed
and follow it through to the back. Take the grenades and the twin Krugers and go
back out, through the door opposite the room. Follow the path through the back
of this room and you'll come to the briefing hall.
- -
Listen to what is going on inside before bursting in. You'll quickly be attacked
by the three guards, but the leader will escape through a secret passage in the
fireplace. Quickly dispatch the three guards and head through the door to the
left of the fireplace. You'll now run into a wormhole and you'll give the key
you received earlier to your past self. Clever, eh? Anyway, before going up the
passageway, equip your silenced Kruger and go into the doorway to the left. You
should see a guard looking out the window at the other end of the room. Put a
bullet in his head and wait for his friend to go over to him. Plug him as well.
If you need a med-kit, there's one in the small room at the end of this one. Now
equip your K-SMG and follow the path round. Plaster the guard at the top of the
stairs and keep following the path to the right up the steps. Again, plaster the
two guards waiting for you. If you look in a room on your left as you go up the
passage, you can find a box of K-SMG grenades on the desk. These are the alt
fire for the K-SMG and they are essentially rocket propelled grenades. Save
these for later, you don't need them at the moment. Keep going round and you'll
come across another viewscope room. You'll need to take out the two guards
inside the room either side of the door first, a frag grenade should do this.
The scopes here are for fun more than anything else. Head up the stairs and take
the rifle at the top. If you're feeling sadistic, you should be able to spot an
enemy sniper in one of the ruined buildings in the distance below you. Smack him
down if you want, then head back downstairs and go into the door at the end of
the passageway. A plane will crash in the courtyard to your left, mowing down
any potential threats you may have encountered, so keep going. You'll bump into
Ash again in the next room and you'll meet his "assistant", Jungle Queen. Before
going on, he'll ask you to help him free her from the prison. First, you need to
go into the cell next door. There is a hole in the wall and an oil barrel
beneath it. See where this is going? Firstly, you'll need to get Jungle Queen
away from the wall. Ash said she doesn't like big bangs, so shoot a flare or
throw a grenade by the wall and she'll run away from the wall. Now, shoot the
bottom of the barrel with your Krugers or rifle and wait for the oil to leak
out. Once it stops spreading, back out of the room and fire a flare ar the oil.
It will light up and the barrel will explode, taking the wall with it. Once Ash
has thanked you, go down the stairs in the next room and head outside. You can
have some fun with the organ first if you want! Don't forget to pick up the
armour on the table opposite.
- -
Outside you'll be set upon by a rather nasty enemy: a tank. As you can probably
guess, most of your weapons are completely ineffective and it mounts some quite
formidable ones itself. As well as having two high calibre machine guns, it also
has its cannon, which won't fire unless you stay still for long periods of time.
The trick to doing this is to use the TNT scattered about the place to blow it
open, but you'll need to distract it first to get close enough. First things
first, there are two TNT spawn points. From where you enter, one is in the
corner over to your left, and the other is directly opposite in the top-right
corner. The left spawn point also has a K-SMG grenade refill as well. Go to
either one and pick up the TNT, arming your K-SMG grenades while you're at it.
The machine gun fire isn't too difficult to avoid by just strafing around the
tank. Plant a grenade into the tank and it will stall. This will give you the
perfect opportunity to use your TNT. Run round to the back of the tank and plant
it. The explosion will deal significant damage. While it is still stalled, head
over to the other TNT spawn point and restock. Wait for a couple of seconds
after the stall meter has emptied and repeat the process. It shouldn't take more
than three blocks of TNT to totally destroy the tank. While doing all this,
don't stay in cover for too long unless you want to see the tank's cannon in
action. It won't do you much damage, but it'll blow away whatever you're sitting
behind, leaving you open to its guns. When the tank eventually blows, it's
turret will fly into the air. Be careful not to let it land on you and don't go
near it until it has exploded. Now, go into the room where the tank emerged from
and take the lift down into the depths of the island. You'll get down there just
in time to see Captain Ash and Jungle Queen making their escape. Head over the
bridge and open the door at the end to complete the level.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - The Jungle Queen (character)
Normal/Hard - Warrant Officer Cain (character)
\-\/-/ **THE RUSSIAN CONNECTION - 1969** \-\/-/
/-/\-\===========================================/-/\-\
Cortez follows the mysterious Time Traveler from 1924 Scotland to a train
depot in Russia in 1969. Here, it seems that the Time Traveler is leading a
cult and has teamed up with the arch criminal genius, Khallos. A potentially
lethal alliance but no match for the combined talents of Cortez and super
chilled agent Harry Tipper!
OBJECTIVES:
- Find Time Traveler
- Rendezvous at the water tower
- Deactivate electricity
- Protect Harry Tipper
- Gain access to sector 3
- Restore main power
- Activate starter motor
- Restore water pressure
- Locate Khallos's train
Plenty of stealth action in this level, with a very good Metal Gear Solid
piss-take about a quarter of the way in! It also contains a pretty annoying
sniping section as well.
- -
The first area is a stealth section, and it's really difficult to take them
without being seen. It's actually quicker and easier to go in gung-ho, but I'll
take you through the stealth approach. Immediately switch your pistol to alt
fire to equip the scope and silencer. The scope here is nowhere near as good as
the vintage rifle, but it's good enough to keep you from being seen. First thing
to do is take out the henchman in the checkpoint. Go to the other side of the
building you are behind to the corner near the bridge and pop one in his head
from behind the corner. Now quickly run back to the other end of the building
untol you reach the stack of large boxes. Just poke your head over the lower
stack until you can see a henchwoman. Now wait until she walks behind the green
crate from where you are standing and then go over in front of it, staying out
of her sight. There is a henchman in front of the building walking away from
you, you need to take him down before the henchwoman comes round the other side
of the green crate. Once he is down, go round behind the henchwoman and take her
down. Finally, go round in front of the building and look in the distance. One
last henchman is wandering around. Take him down and Harry will lead you out of
the area. Before you go, you can go into the building and down to the room in
the basement for an armour pickup, but you'll have to fight two henchmen to get
to it. In any case, follow Harry down into the gutter and he'll cut away the
bars into the next section.
- -
Now comes the MGS parody. This next section is pure stealth. The parody comes in
the form of guards calling for an area sweep if they find a dead body, and
they'll give up and return to their posts if you hide long enough. Of course,
all this comes to a crashing halt if you get caught. If you do get spotted,
several henchmen will come after you. Start by heading up the stairs out of the
gutter and take out the guard over by the wall. Go over to the gap he was
standing next to, this will take you into the main area next door. Again, I'll
try to explain how to do this section the stealthy way, but it's very hard not
to get spotted in certain places. If you peek round the corner to the left, you
should see a henchman standing in front of a door in the distance. If you look
carefully, there is another walking away from you down the alley to the right.
Plug them both and move behind the crates over to your right. Follow the wall
until you reach the door the henchman was in front of, then go round in front of
the building, picking up his machine gun as you go. The machine gun, while very
powerful, isn't much use here so re-equip your pistol and save it for later.
Keep hugging the wall until you go round behind another set of crates. You'll
emerge behind a henchman on your left. Plug him and look over towards the
electric fence in front of you. Another is standing over to the left. Drop him
and then head back the way you came, and this time go round the other side of
the building. Go right up to the top corner and you should see a henchman
walking to the right in front of a pile of boxes and a car. Take him out and go
round to the left. In the next section, there is another henchman walking to the
left in the distance, kill him and follow the boxes round to the left, where
there is another henchman waiting next to the building. Your final target can be
seen if you go over to the outer wall and look towards the direction of the
electric fence. There is a henchwoman standing on a crate. Take her down and
you're now free to move as you like. Head back to where you saw the pile of
boxes and the car. There is a power house at the back, go in here and take out
the henchman in front of the generator, and the henchwoman just to the right of
him. Pick up the med-kit if you need it and the grenades on the shelves. Now
switch off the generator and go back outside, through the electric fence.
- -
Head to the base of the water tower and rendezvous with Harry. Looks like you'll
need disguises to get into the main complex, and Harry is willing to sneak into
the barracks to get some. Trouble is, you need to give him sniper cover from the
water tower. Once he's done talking, climb up the ladder and grab the sniper
rifle. The scope on this rifle is much more powerful than the vintage rifle, so
you should be able to get in a good shot from so far away. Firstly, look over to
the left courtyard. Harry will appear from the manhole and immediately come
under attack from several henchmen. You need to take them all out before Harry
gets killed. Thankfully they tend to stay still most of the time, but they have
a habit of weaving their heads round corners to shoot at Harry, making a decent
shot awkward. Try to take the early advantage by shooting a couple before
Harry's health bar appears. To make spotting the henchmen a little easier, zoom
the scope out to see the whole courtyard to find another rather than just
scanning the area with the scope zoomed all the way in. You should only really
zoom all the way in when you're about to take a shot. Six henchmen will appear
before Harry moves onto the next courtyard. Same thing here, six henchmen need
to die before Harry can escape. Once they are sorted, head back down the tower
and meet up with Harry again.
*Additional tip from Clay Hart**
The grenades you picked up from the generator room earlier will be a real asset
here if your aim is good. The henchmen tend to be fairly close together, so a
well placed grenade will save you several sniper bullets. It is also worth
noting that the barrels in the barracks are explosive, so you can shoot these to
cause a real uproar.
You can't use the ladder again, but there is a ramp on the other side that will
take you onto the rooftop of the adjacent building which you can use to get back
to ground level. Equip the machine gun while you're at it. There is a hole in
the roof over to the right of the ramp, drop through it and go through the door.
Two henchmen will attack you, one from across the balcony and one from the
staircase below. Take them both out and follow the balcony along. A henchwoman
will attack you when you reach the other side, give her the same treatment.
Another will attack you from the right as you descend the stairs. You will see a
door over to you right near where this henchwoman is... sorry, was. As you pass
the door opposite, it will open and a henchman will attack you. Keep following
the stairs down. The room in front of you as you reach the bottom has two
henchmen waiting for you, and the room opposite has one. Go through the door on
the right, grab the grenades if you need them and go through the door to meet up
with Harry (NB: This previous section can be skipped entirely by dropping off
the roof, but you'll be jumped by everyone in the building outside). Change into
your uniforms, and laugh at the way Harry runs while wearing a henchWOMANs
uniform!
- -
Suppress your laughter and follow Harry through the base. Once you are inside
the main base, look for a set of stairs leading up to the power generator room.
Remember, while you are in disguise no one will suspect a thing, so DON'T SHOOT
ANYONE! Go through the door and follow the passage round to the generator room.
You'll find that the starter motor is switched off, so you'll need to activate
that before you can restore power. The engineer in front of you will head
downstairs towards this room. You need to follow him in order to get to the
lower floors, so do so. Again though, you'll need to do something else first, as
there is no water pressure to the motor. As you were following the engineer, you
should have noticed a corridor off to the left. Go down here and follow the path
through the turbine room and all the way down to the flow control unit. Now turn
the crank to re-activate the water flow. This will blow your cover, so now you
can shoot anyone you like again. Your first victim should be the engineer in the
next room, he'll start shooting at you anyway if you leave him. Now head back to
the turbine room and shoot the engineer right in front of you as you open the
door. You'll come under fire from quite a few directions here, mainly from the
balcony above. Head backup onto the turbines and smack down anyone shooting at
you, and pick up a Soviet Rifle while you're at it. The Soviet is extremely
powerful and accurate, more than enough to pound anyone you point it at. It
might be an idea to take one or two down from ground level first by using the
balcony as cover. Now head back to the starter motor room. When you reach a
junction in the corridor, turn left. Pick up the engineers ID card in the room
and turn on the motor. Unless you picked it up earlier, there's also a med-kit
here. Now turn round and go back towards the stairs. There's an elite henchman
waiting for you through here, so don't just run in blind. It's all clear from
here, Harry will be waiting in front of the generator room. Just go back and
activate the generator and the way to sector 3 will be open. Head over to the
blast door and flip the switch on the wall to open it.
*Additional strategy courtesy of J.R.T*
It IS in fact possible to remain under cover and avoid the fight in the turbine
room entirely. When you first go into the generator room on the upper floor, use
your silenced pistol to kill the engineer before he starts towards the starter
motor. You can pick up his swipe card and use it yourself. If you miss this
opportunity, you can shoot him in the starter motor room as well. Now head
downstairs to the turbine room. Go to the lower floor of the turbine room and
plug the engineer down there in the back of the head (try to stay out of sight
of the one on the upper floor). Now deal with the one on the upper floor.
Finally, head down to the crank shaft room and plug the engineer down there.
Now, when you turn the crank shaft, the alarm won't be raised! You won't have to
worry about the henchmen until you've activated the generator, and they're much
easier to deal with out in the open, especially with Harry helping you out. If
you need a Soviet, you can acquire one from the elite henchman on the balcony
and the one in front of the blast door.
I've tried this myself, it makes this part of the level much easier and I
recommend it over my strategy, especially on Hard mode.
- -
You'll immediately come under attack in this next section from three henchmen in
the distance, and one has a habit of throwing grenades from round the corner on
the left. Take them all out with the Soviet and get in the car. Harry will
prefer to take the stairs. Follow the tunnel all the way down, running over the
poor sod in front of the barrier, until you see some crates. Run down the guy in
the middle of the road and then back up the tunnel slightly before jumping out.
There are about five henchmen ahead, all are quite easy to take out with the
Soviet and a couple of grenades. Only thing is, Harry likes to stand in the
middle of the lot of them, so it's quite easy to hit him. He draws a lot of fire
though. Once they're all down, run up the tunnel into the door on the left
You'll find a med-kit and armour on the table, and something Harry despises: a
hostage. You'll have to leave him behind while he wastes his time here, so get
back to the car and keep following the tunnel round. You'll come across a locked
blast door which you'll have to "open" manually. Leave the car here and head
further up the tunnel on foot until you see a blast door on your left. This will
open to reveal a firing range. There's a box of grenades on the shelf by the
wall, but what you need is sitting at the end of a conveyor on the right wall: a
tank shell. Pick this up with the uplink and carry it back to the door. Throw
the shell at the door to blow it up. If you miss or drop the shell, you'll have
to go back and pull the lever on the conveyor to get another one. Get back in
the car and head up the tunnel.
- -
Run down the three henchmen in the middle of the road, then jump out of the car
and gun down the remaining henchwoman waiting by the large lift. You'll have to
leave the car here now. There is a door on the left right at the end of the
tunnel that leads onto a staircase. Take down the elite henchman waiting at the
bottom of the first flight, and another henchman and a booty guard at the bottom
of the third. Now head down to the bottom of the tunnel. You'll see the Time
Traveler sending an army of henchmen through a time portal, but he'll see you
and leave two behind to deal with you. Gun them down and go through the blast
door at the end to complete the level.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - Swinging Tipper (character)
Normal/Hard - Henchman Cortez (character)
\-\/-/ **THE KHALLOS EXPRESS - 1969** \-\/-/
/-/\-\===========================================/-/\-\
The Time Traveler has given Cortez the slip - but back at base Anya hopes to
trace the Brotherhood of Ultra Science into the future and find a new lead.
Meanwhile there are pressing issues to attend to! That twisted dude Khallos is
threatening to start World War 3 by firing a nuclear missile from his train.
"Hey spaceman!", Harry Tipper needs a hand to save the world and rescue his
girl!
OBJECTIVES:
- Find Khallos
- Prevent the missile launch
- Destroy the helicopter
- Deactivate the gas trap
- Stop the train
This is another fairly short, frantic level with little finesse required.
Although it is a direct continuation of the last mission, you don't get to keep
your weapons.
- -
Start this mission as you did the last, by putting the scope on your pistol. You
won't get any stealth kills, bu thte level is so long you can see henchmen from
miles away. Head up into the cabin of the engine and shoot the henchman on the
tank in front through the window. Now get up there yourself and walk down to the
end, shooting the elite henchwoman on the right as you go. Before you reach the
end, duck down and peek over the edge of the tank. You should be able to get a
good view down below at the four henchmen on the next carriage. Take out the two
at the back first, then edge forwards until you can see the one on the left.
Finally, take out the henchwoman just in front of him. Now drop down and go on
to the next carriage.
- -
As you open the door, quickly shoot the henchman on the left before he jumps in
the machinegun nest, then take out the henchwoman. If he does get into the nest,
you'll have to wait until the gun overheats before getting round the side and
popping him. Two more will appear through the door ahead before you can get to
the next carriage. There are two henchmen in the next room. Take out the one on
the radio first, the one behind the desk will tip it over to use as cover. Pop
him when he sticks his head up and nab his machine gun. If you need healing,
there's a med-kit on the top shelf, but you'll need to use the uplink to get it.
Tipper will leave you here to contact his HQ (although you can't help but wonder
who chose the code name "Shower Of Gold" for him). Head on into the next
carriage without him. If you want a real laugh before going on, try opening the
locked toilet door and laugh at the noises that emerge from the poor henchwoman
trying to shit a hedgehog... anyway. The next corridor is fairly heavily
populated, but the machine gun should have little trouble mowing everyone down.
Two henchmen are waiting in the corridor itself, and two more will pop out of
the cabins as you approach. As you move up, a gunship will rake the carriage
with gunfire, duck out of the way of a window and you'll escape unscathed.
There's a small med-kit in the first carriage if needed. Meanwhile another
henchman will attack you from the end of the corridor, and the constipated
henchwoman will attack from behind. It's unlikely both will attack together, so
just take the henchman out and turn around and wait for the henchwoman. Once
that's sorted, move onto the next carriage.
- -
You'll see a lot more of that gunship on this next carriage, and you'll have to
use the crates as cover if you don't want to get cut to pieces. It will first
attack from the front, then right, then left. When it goes from the front, run
up behind the boxes ahead of you and use your machine gun to shatter the wooden
crate. When it stops firing, move to the next one. Stay over to the right and
shoot the next crate, staying out of the firing line of the gunship. Once this
crate is down, you have a clear path to a SAM battery. Stay in cover until the
gunship has finished its left-side attack, then run for the end of the carriage.
There is a control panel on a box at the end, activating this will launch the
missiles at the gunship, destroying it. Note that the gunship will stop firing
at you the second you push the button. Now get up on the roof of the next
carriage. As you go down, two henchmen will attack you from roof doors on the
left. Shoot them down and arm your scoped pistol. There are two henchmen on the
next carriage that need to go down, the furthest is on the left, nearest on the
right. Drop down onto the carriage and pick up the Soviet rifle the first one
was carrying. Another train will pull in alongside and several explosive barrels
around you will be sent flying. Try not to stand anywhere near them. Another
gunship will emerge and start firing at you, but your future self shows up with
a heatseeker and starts taking pot shots at it. Your job here is to keep the
henchmen off of your future self while he canes the gunship. They will appear
from either side on top of the carriage, use the Soviet to take them out. If you
see a cracking effect around your screen, it means your future self is taking
damage. Once the gunship is destroyed, it will crash into the next carriage,
shattering it and a flaming henchman will run towards you. Gun him down before
he shoots and head into what's left of this next carriage. Go through until you
reach a closed door. In this carriage is the armoury, guarded by four henchmen.
When you enter the carriage, strafe left so you can get the upper hand. There
are three in the armoury itself and one will attack from behind the wall ahead.
Once they're all down, take the med-kit on the table and pick up the Tactical
12-gauge. This is your first close range pwnage gun, a single shot being enough
to take down anyone. Pick up any machine gun ammo you need as well before
heading on. Equip the 12-gauge before heading round the corner and blasting one
more henchman to hell who decided to wait there for you.
- -
Once you climb on top of the next carriage, you'll find the wormhole needed to
get to the other train to help out your past self with the gunship. When you
regain control, you'll be face to face with four henchmen, all of whom can be
blown away with the 12-gauge. Go through the door and pick up the heatseeking
rockets before going outside. Pick up the heatseeker. This variant of the
standard rocket launcher can lock on to targets before it fires, and you'll need
it to lock on to the gunship. Don't worry about the henchmen above you, Past
Cortez will sort them out (and you did a damn good job, didn't you?). The
heatseeker needs a second or two to lock onto its target, so keep moving to
avoid too much damage. Once it has locked on, launch the rocket and lock on to
the next target. Three rockets need to hit home before the gunship crumbles.
Once that's done, head back the way you came and Cortez will jump back onto the
other train.
- -
Arm the Soviet or 12-gauge and head round to the right, blasting the henchman in
front of you. Pick up his dual machine guns. No need to worry about anything
else now, these babies will cream anything. And it's just as well, because round
the corner are four henchmen waiting to be caned. Another one is standing in
front of the door to the next carriage. Three henchmen are waiting in the next
carriage and one more will attack you from the other train as you pass the door.
None of them should pose a problem, they're all out in the open. The next
carriage is a bit more crowded, there are five in here. Keep the twin machine
guns equipped and you won't have a problem, especially when Harry reappears.
Head through the door at the end and go up the stairs to the upper floor, but
feel free to have a go on the slot machine before you go.
- -
You'll come face to face with Khallos up here, and he'll activate a gas trap.
Keep an eye on that lever he pulls, that's your ticket out. Whip out the uplink
and use it on the lever through the door to deactivate the trap. Now head into
Khallos's office. If you wait a second, Harry will crack Khallos's safe and you
can get a med-kit. Now pull the lever on the wall to open the door at the other
end of the carriage and gun down the two henchwomen that come up the stairs.
Before you go, you can play around with Khallos's cat, Strudel if you want, but
let's move on. The missile is in the next carriage. Run past it, gunning down
the two henchmen as you go, and go up to the control panel. You now need to
solve a path puzzle to deactivate the missile in a time limit. The idea is to
rotate the path segments to connect green to green and blue to blue.
Unfortunately I can't give you the solution here as the set-up is random, but
this one isn't very difficult at all (especially when compared to the ones in a
later mission). Once that is done, pick up the armour underneath the desk on the
left and get up onto the final carriage.
- -
Run up the carriage towards the end and you'll be stopped by Khallos wearing a
jetpack. He really isn't difficult at all. While airborne, he fires blue laser
bolts that are quite easily avoided normally, and are veryy easily avoided when
you hit him and completely screw up his aim. To take him out, you need to
destroy his jetpack. The twin machine guns do this job admirably, and when
you're out of ammo for them, switch to the 12-gauge. He'll fly off into the
distance when you beat him. Now run down to the engine at the front of the
train. Go up the right hand side and pull the brake lever to end the mission.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - Kitten Celeste (character)
Normal/Hard - Elite Henchwoman (character)
\-\/-/ **MANSION OF MADNESS - 1994** \-\/-/
/-/\-\===========================================/-/\-\
Anya has traced the Brotherhood of Ultra Science to an isolated creepy
Conneticut mansion house in 1994. There's no time to lose - Anya's research has
revealed that the mansion will burn to the ground on this very night! Good news
is that Cortez has a resourceful new chum to help him out, the very capable
Jo-Beth Casey, the bad news is that the mansion is infested by zombies. Eugh!
OBJECTIVES:
- Investigate the mansion
- Rescue the scientist
- Investigate the attic
- Locate lab entrance
- Defeat the creature
This is quite a long mission and requires a very good head shot ability. The
zombies in this level can only be effectively killed by decapitation. There's
several other nasties waiting in here as well.
- -
Follow Jo-Beth and go in the front door. A tree will collapse behind you,
trapping you inside and a scientist trying to warn you against entering meets a
rather sudden end. Pick up the flamethrower in front of you. This is a short
ranged indiscriminate fire weapon that can set enemies alight, slowly draining
their health until they die. However, it has another more pressing use right
now, as you'll come under attack from four ghosts coming down the stairs in
front of you. A short burst is enough to take them all out. Now follow Jo-Beth
down the corridor to your right.
- -
Before going through the door in front of you, pick up the baseball bat on the
floor. This is an extension of your melee attack and is far more powerful,
especially for what's in the next room. Three zombies will start shuffling
towards you. Equip the baseball bat and start smacking them about, their heads
will dislodge after three hits (five on Hard). Once they are down, three more
will come out of the newly blown hole in the wall, and two of them has a bat of
their own. You need hit-and-run tactics for these. Run in and smack him, then
get back before he hits you in return. Then repeat until done, same goes for the
other one. The other two are no different from the ones you've already killed.
Before going on, pick up the revolver from the body in the corner of the room.
This pistol is enough to blow the head off a zombie in one hit, but it has very
little ammo at the moment, so it's best to stick with the bat. Follow Jo-Beth
into the next room where you'll see another ghost. This one is different from
the ones you fought previously. Approach it and it will form a wall of fire
across the room, blocking your progress. Two flaming zombies will emerge.
Obviously the bat isn't the best option here, so arm your revolver and blow
their heads off. It needs to be a straight hit in the head, anywhere else and
they'll just shrug it off (just aim normally, I find it much harder with fine
aim to get a good hit). Incidentally, you can kill a zombie with just normal
body shots, but it takes so much ammo it isn't worth it in the slightest. Once
they are down, the door to your right will open. Head outside and you'll see two
scientists up a tree trying to escape from several worm-like creatures running
around underground (anyone seen the film Tremors?). One tries to make a run for
the mansion and meets a swift end. Your objective here is to save the other
scientist from the same fate. He'll tell you that there is a flamethrower lying
around on the ground, however you have your own. It's the only thing that'll
work on the worms. Equip it and start running around on the grass, luring them
up. When one pops its head up, torch it. There should be five of them running
around. If you do need a top-up for your flamethrower, the one he was talking
about is over to the left somewhere. Once they're dead, he'll run over to the
mansion and tell you about the attic, which is where you need to head next. Go
back into the room and the fire wall will die down, revealing a double door over
to the right.
- -
Before going any further, pick up the two shotguns on the walls. The shotgun is
your primary weapon for decapitating zombies, marred only by a long reload time.
Now go through the two sets of doors in front of you into the dining room. Jo-
Beth will pull out her own shotgun and actually be some use for a change. Well,
not much. She gets few headshots and more often than not has a habit of hitting
you. Because of this, try to attack a different target from her. Eleven zombies
will now drop into the room in waves of two or three at a time. Keep your eyes
open, one will have a baseball bat and two will have shotguns of their own.
These ones are top priority, if you see one, go for them immediately. They can
do considerable damage if they hit. While you're at it, try to clear as much of
the floor as possible, you'll need it for the next part. Once all zombies are
dead (again), the moose head on the wall will start battering its way through
the wall. Meet the Deerhaunter. He's actually quite difficult to avoid as he has
a tendency of constantly running towards you trying to swipe you with his claws
or antlers. This is why you needed the room cleared. One strategy is to
backtrack around the room in laps while pounding him with your shotgun. This is
pretty difficult, as if you get stuck even once he'll hit you hard. If you want
a really cheap way of doing it, hide in the hole he smashed in the wall. For
some reason, he can't get back in and you're free to smash him in safety. Once
he's down, head through the double doors next to Jo-Beth. You'll see a scientist
running down the stairs in front of you with a somewhat faster zombie chasing
him. Blow him away and head upstairs yourself. Start by heading through the
doors in front of you. There's a zombie with a baseball bat ahead, but first,
turn left and blast the one right next to the door. Then go for the one with the
bat. On the other side of the balcony is a zombie shooting at you with a
shotgun. You can try a few long range shots while moving towards him, but
Jo-Beth may draw his fire (she may even kill him herself). Once he is down, pick
up his shotgun and the revolver in the corner of the room and head back outside.
Now go through the other doors into the corridor. First thing to do is clear out
the two zombies in the room to your right, the one at the back has a shotgun you
can use. Go back out and head down the corridor. You will see a zombie lying
inanimate on the floor. This will come to life as soon as you approach it,
supported by three more coming from the door in front of you. Blow away the two
nearest first and then go for the armed ones in the doorway, shotgun first. The
next room on your right has a scientist cowering in the corner. There are also
two med-kits in here: one in the wardrobe and one in the left cupboard under the
desk. They're both full healing kits, so you can come back here if you get hurt
up ahead. Through the next set of doors, a zombie with a shotgun is waiting
round the corner, as well as three more (one shotgun) in the next corridor. The
door on the left is locked, so go straight to the door at the top of the
corridor and into the library. There are four zombies in here, and two have
shotguns. Your best bet is to stay by the door and let them come to you, this
way it's unlikely you'll have to take them both at once. Grab the dropped
shotguns and head upstairs. There's one more zombie waiting behind a bookcase
over to the left. Take her down and head through the doors.
- -
There's a scientist who's obviously cracked sitting behind the sofa, and an
inanimate zombie on the floor. You can ignore this one, it won't come to life,
so head through the door and into the next corridor. Ignore the room on the
left, it's empty. Follow the corridor round. If you need a med-kit, the room on
the right has a med-kit in the desk cupboard, and if you want a surprise, open
the wardrobe. The rest are empty. Going up the corridor, you'll see a scientist
with a flamethrower trying to fend off a swarm of beetles and failing miserably
(scarabs from The Mummy, no doubt). Whip out your own and torch them all as they
come for you. Up ahead, there's a body with a shotgun in the open room on the
right, and you can pick up the flamethrower the scientist dropped in the top
room on the right. Be aware of the floored zombie in this room, you'll be seeing
more of her. Go into the next room and four more zombies will be waiting, one
with a shotgun on the right. Once triggered, the zombie you saw earlier will be
alive. Turn round and blast her before clearing this room. The door to the attic
is in the next corridor on the right.
**Additional tip from Joe Riddiford**
Tired of waiting for those zombies lying on the floor to get up? Torch them. If
you use the flamethrower on them, they'll get up straight away so you can deal
with them there and then. Much better than letting them get the jump on you,
especially when you've got zombies with shotguns to worry about at the same
time.
- -
Go up the stairs into the attic. You'll meet that ghost again, and it will bring
all the zombies in the room to life. This is quite hard. There are five zombies
in this room, two with shotguns, and every so often the ghost will fling fire at
you. You have to keep moving here and blast the zombies over the back with the
shotguns as first priority. Once they are all down the ghost will vanish again.
Head through the passageway at the top of the stairs and blast the zombie in the
passageway. There's another lying on the floor ahead which will become a threat
when you enter the next room. Immediately turn round and blast him before
clearing this room. There's four zombies in here, two with shotguns. Try waiting
in the corridor and blast them as they emerge round the corner. Moving on,
follow the corridor round and drop down into another large roof section. You'll
see a scientist over by the stairs on his last legs with a med-kit beside him,
listen to what he has to say then go down the stairs. Stop at the top of the
last flight to get the jump on a zombie with a shotgun below you. When you hit
the bottom, the remaining three will come to life, all with shotguns. Just keep
moving and blast them all as quick as you can, and use the stairs for cover if
you need to. A door will open in the corner of the room. However, you'll fall
through the floor when approaching it.
- -
Head down the stairs and into the room at the bottom. The scientist will tell
you that the Time Traveler is still here, he's in the catacombs below. Go
through the door on the left. There's a small armoury in the next room with a
med-kit, a revolver and a shotgun. Once you've rearmed, head outside. The door
across from you is locked, so head over to the well. Predictably as ever, the
wall will collapse behind you and a large undead creature will rise from the
well. He can be pretty difficult as his attacks are hard to avoid. Circle the
well in a clockwise direction, this will give you the best chance of evading,
and constantly unload your shotgun in his face. It shouldn't take too long to
take him out. Once you do, Jo-Beth will show up again and you'll be able to get
back through the rubble. Go through the locked door.
- -
The kitchen is a pretty intimidating place. First things first, behead the
zombie cook as quickly as you can, because a load of carrion carcasses are
waiting to jump you as soon as you enter. Thankfully, the carcasses fall to the
floor after only one shot, and each one can't take more than two. There are four
in all. Once that's done, head through the door opposite where you came in and
into the fridge room. There's another zombie cook hiding behind the carcass at
the back on the left. Head through to the back to complete the level
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - Arthur Aching (character)
Normal/Hard - Gaston Boucher (character)
\-\/-/ **WHAT LIES BELOW - 1994** \-\/-/
/-/\-\===========================================/-/\-\
Cortez and Jo-Beth descend to the catacombs below the mansion. There's still no
sign of the Time Traveler but the horrors and craziness around them are clearly
the result of the twisted research of the Brotherhood of Ultra Science. Who is
behind this madness?
OBJECTIVES:
- Uncover the identity of the mystery time traveler
- Protect Jo-Beth from the zombie horde
- Eliminate "Princess"
- Escape from the catacombs
A continuation of the previous mission, there's plenty more zombies to come as
well as a few ghosts. Thankfully you'll be getting the means to take them on
later.
- -
Follow Jo-Beth through this part, ignoring the flying boxes. You'll figure out
what that's all about later. There's some revolver ammo lying around near where
you start, so grab it first. Up ahead, Jo-Beth crawls through a barred-up door
and ends up falling through the floor. Turn round and head out to where you saw
a scientist meed an unhappy end. There is a door over on the left. Follow this
corridor round and eventually you'll fall through as well, right behind Jo-Beth.
Walk up to her... and you'll discover it isn't Jo-Beth at all, it's a
shapeshifting zombie (Jo-Barf Creepy to be precise). Treat this one like any
other, a revolver bullet to the head is enough. Three more will appear ahead,
apply the same treatment. The real Jo-Beth is down the stairs ahead, hanging
from the ceiling after getting caught in a zombie trap. You now have to keep the
zombies off of her while she tries to free herself. About nine zombies will show
up, some will attack you while others go for Jo-Beth. Simply behead all of them
and she will free herself, prioritizing the ones going for her. You've probably
got little ammo left for the revolver, so pick up the shotgun at the base of the
stairs and the box of shells underneath the balcony. Now head up onto the
balcony, beheading the zombie at the top. There are two more in the passageway
ahead, both of which are fast moving, so be quick on the trigger and reload
after shooting the first one. Go through the doors at the bottom of the stairs.
- -
Go down the corridor, seeing a scientist getting screwed over by two zombies in
the room on the left. Another zombie will walk out of the door on the left
ahead, twat him and go down that corridor. Go into the room with the zombies and
smack both of them down. Unfortunately, it's too late for the scientist who's
also been zombified, so put him out of his misery. You'll now need to access the
computer on the desk to open the door behind you. Go into the security folder
and unlock the door, and if you want a laugh, check out some of the
communications in the other folder (especially the Doom 3 piss-take with the
audio log!). Be careful through this next section, there are six electrified
zombies waiting for you. They're no tougher than normal, but they can shoot
lightning at you. Take them out in the normal manner, the lightning isn't that
hard to avoid. The reason I say be careful is because the wires that electified
them in the first place are still dangling from the ceiling and can be quite
painful. In the lab at the bottom of the corridor, Jo-Beth will try to get the
security door open, and you have to fend off another wave of zombies. If you
need extra ammo, there's a shotgun on the desk beside the computer. The zombies
will appear from the conveyor belts at the back of the room, just shoot them as
they appear. There is also a harpoon gun on the table in between the first and
second belts. After ten zombies, Jo-Beth will get the door open, she'll follow
you through. Follow the corridor round (and listen to the drunken scientist if
you want, he's funny!) until you reach a set of double doors. Open them and
blast the zombie on the other side. Another will run out of the office to your
left. Head in there and pick up the shells and harpoons (you'll get this weapon
later). If you want, access the computer on the desk and start up the software.
You can screw around with this zombie's proportions by stretching, inflating,
flaming, etc. Be careful though, some effects will kill it. There's a similar
lab next door. Go up to the desk and pick up the revolver. Now if you're feeling
really sadistic, there's a scientist who's locked himself in the pod, the
software will work on him too! Once you're done, head through the double doors.
- -
Go through the next set of double doors and you'll see Dr. Harvey by the pit in
the next room. You may have read about him in the memo on the computers in the
last rooms. Poor guy. Ah well, shit happens. Go back into the corridor and
through the doors, you'll arrive in a room with a pentagram on the floor.
There's a man in here who looks distinctly like the Time Traveler, and he'll
send you into the depths of the catacombs. After your little fall you'll land in
a mine cart. Immediately equip the revolver, you'll need something a little more
fast firing than the shotgun here. As the cart follows its course, you'll see
sevreal headsprouters hanging down from the ceiling. One bullet will blow them
up, but it's a matter of seeing them early enough and having enough bullets left
so you don't end up reloading when one is approaching. It doesn't matter all
that much, they do little damage. The first is right in front of you and there's
another round the corner. Reload as you go down the slope. There's three in
quick succession as you level out again, but the first two may miss you. A slow
straight section follows with another waiting ahead. Reload as you go up the
slope and plug the one at the top. This next part is pretty slow, take out the
two down this straight, reload, and smash the one round the corner ahead. You'll
encounter one more as you shoot down this slope before the mine cart crashes at
the bottom and you go on on foot. After you crsah, you'll meet up with your
future self again, carrying a strange energy weapon: a ghost gun. You'll need to
help each other through this section, he'll take out the ghosts while you deal
with the zombies. Don't stray too far from him, ghosts can be quite damaging.
Start by grabbing the harpoon gun from the wall in front of you. The harpoon gun
is a very accurate rapid fire weapon, but trust be when I say you'll want to
save it for now. Take out the two in front of you and the one that wanders round
the corner ahead. Follow Future Cortez round the corner, staying near him.
You'll get jumped from both sides here, be ready for both of them. Two more will
appear from round the corner, and one from the ground in front of you. Another
two will show up from round the next corner, and one more rround the one after
that. The last one is in the distance. Head up to the end of the corridor and
you'll part ways with your future self. Go up the ramp. There is a ghost gun in
the corridorup ahead. Now you can see and take on ghosts, which is more than a
good thing, because there's several in this corridor. Move very slowly and be
ready for any that appear. If you get too close, you won't be able to prevent
them attacking. Back off as soon as you see one and plaster them with the ghost
gun. As you go round, you'll see a med-kit behind several wooden beams, you can
either grab it now with the uplink or wait until you come round the othre side,
it depends on how badly you need the health. Once you come back out the other
side, you'll meet your past self and the process starts all over again, only
this time it's you taking on the ghosts. Now you see what all that box flying
nonsense was earlier, it was ghosts flinging them around. Go the same way as
before, keeping your eyes forward and back for these ghosts. They're the only
thing that can harm your past self, the zombies can't damage him. To start with,
there's one right in front of you., and another will appear as you move up. Go
round the corner and two more will appear. Round the next corner, two zombies
will show up as well as two ghosts. This can be difficult, but concentrate on
the ghosts more than anything else. Once they're down, you may have to give your
past self a hand with the zombies, then move on. You'll need to be quick here,
one will quickly emerge from round the corner and another is waiting further
along. This should be all, head down to the same place as before to part ways
with your past self. Drop down into the pit.
- -
You'll now come face-to-face with that "Princess" that Harvey was rambling on
about, it was that creature you fought earlier. It has a flammable canister
stuck in its mouth which is obviously what you need to go for. Begin by
immediately picking up the harpoon gun over to your left. You need to be quick
here. Jo-Beth is hanging above Princess (Indiana Jones and The Temple Of Doom
style!), and over time she will take fire damage. Take too long and she'll burn
to death and Princess will eat her. Immediately equip the harpoon gun. You'll
need good aim here. There's only two ways you can hit the canister: through the
hole in it's skull and when it opens its mouth. It has a greatly reduced range
of attacks from before, but its fire breath is still among them. You'll also be
followed by several winged things. Ignore them as best you can, you don't have
the time to waste on them. Circle the arena as you did before and wait for
Princess to open her mouth, whether it be by using the fire attack or just
roaring. Then plaster the canister with the harpoon gun. It shouldn't take much
to finish her. Once Princess goes down, so will the things flying after you. If
you run out of ammo for the harpoon gun, there is more by the lift on the other
side of the arena, but watch your ammo at all times, it doesn't reapawn.
**Additional note from Stephen Ng**
If you do run out of ammo for the harpoon gun, the ghost gun is also pretty
effective, although a bit more difficult to aim. And seeing as it has unlimited
ammo for this mission, it is by far a better choice than the shotgun or
revolver.
Head over to the lift when you're done and go back to where the pentagram room
was. Go through the doors at the end into the man's office. Pick up the med-kit,
harpoons and revolver and log onto his machine. The identity of the Time
Traveler will be revealed by reading the personal log: Jacob Crow. Upon exiting
the log, the emergency exit will open and a 2 minute self-destruct countdown
will start (You didn't say the magic word? Okay, Jurassic Park, is that good
enough?) Now you need to backtrack through the catacombs to reach the exit, and
the place is once again plastered with zombies. Ignore as many as you can, just
run and only plug the ones that get in your way. The harpoon gun is surprisingly
good at taking these out. The exit is way back in the corridor where that
scientist got eaten by the two zombies. There were two doors at the end, the one
on the right was locked. It isn't anymore, and you need to get back there
pronto. Work your way back to this door. Don't worry about Jo-Beth, she can fend
for herself. As soon as you activate the lift, the level is complete.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - Dr. Lancet (character)
Normal/Hard - Jo-Barf Creepy (character)
\-\/-/ **BREAKING AND ENTERING - 2052** \-\/-/
/-/\-\===========================================/-/\-\
At last the Time Traveler has a name - Jacob Crow, a crazed genius carrying on
his perverted research across two centuries. Firstly as the father of the
Brotherhood of Ultra Science and then a hundred years later as the founder of
U-Genix. Crow might think he's safe but Cortez is hot on his tail. In 2052 the
U-Genix Corporation is under investigation for illegal research - sounds like a
good time to sneak in and find out what's going on.
OBJECTIVES:
- Locate Crow's office
- Penetrate rooftop security
- Protect the intruder
- Activate fire suppression system
- Help Amy gain access to Crow's floor
- Access Crow's terminal
- Return to the lift
Ahh, enemies you can kill just by shooting them again. This is a fairly short
level, but there is a degree of stealth involved unless you like getting
plastered by robotic defences.
- -
Start by turning round and heading over to the ramp down. You'll see an engineer
looking over the balcony and a mag-charger at his feet. Use your uplink to pull
the mag-charger over to you. The mag-charger is an electromagnetic pulse weapon
that can really screw up electrical systems, but that's about all it's good for
here as it can't shoot through walls in story mode. Aim at the engineer's head
and pull the trigger, then pick up his LX-18. This is a very good pistol that
can not only equip a scope and silencer, but can hold 18 bullets per clip as its
name suggests. Alternatively, if you just want to inflict severe pain, pick up a
box with the uplink and fire it into the engineer's back. Then pick the weapons
up. Depends on how sadistic you're feeling. At any rate, head down the ramp. To
start with, you need to disable some of these security systems to make your
approach into the building easier. Once down the ramp, head left and go down the
path. If you keep your eyes left you should see a set of laser beams across the
two buildings, break these and you'll set the alarm off. On the other side of
them you should see a panel on the wall. Use the mag-charger viewscope to see it
even better. If you fry this with the mag-charger, the beams will go down. Now
go through here, but before turning right, look up at the corner of the building
on your left and you should see a camera. You'll have to fry this before moving
on. There should be a door over to your right, go in and put a bolt through the
engineer's head. Pick up the armour by the pipes in the corner and go over to
the console he was operating. From here you can disable all security systems
including the robots and unlock the door on the opposite side of the roof. Do
this and go back outside. Now go right over to the other side of the roof and go
through the door at the end.
- -
Another set of beams block your progress, and this time there seems to be no
panel. Actually, there is. Get as close to the beams as you can and look over
the balcony on the right wall. The panel is just over the edge. Fry it and head
downstairs. You can only go down one floor as a laser grid blocks any further
progress. Go through the door and fry the camera to your right, then equip the
LX-18 in alt fire mode and head over to the left. You should see an engineer by
the door in the distance. Pop him in the head. Now head over to the door he was
near. It's blocked by another set of beams, the panel to deactivate them is on
the other side of the door, so fry it when it opens. Go through the door, re-
equip the LX-18 and pop the engineer round the corner. There's another camera
you have to take out above the door at the end of this passage, and another one
in roughly the same place on the other side of the second double doors. Take out
the engineer in this next corridor. Follow it round to the right until you come
to the security point. There is a security guard at the console, pop him then
pick up the time disrupter grenades in the locker to your left. These grenades
not only do great damage to whatever they hit, but they slow everything in the
blast radius to a virtual standstill, making combat much easier. Save them
though, there's worthy targets for them. Step onto the platform with the
console.
- -
Pick up the med-kit and armour if you need them (you actually shouldn't have
even been hit so far if you've followed the guide to the letter) and go over to
the security console. You'll see the intruder you saw earlier in one of the
corridors taking out two security officers rather stylishly before going into an
office. You'll take control of a security gun turret in this room as she gets
jumped by security guards. The turret is controlled with the right stick and the
trigger is R2. All you have to do is plaster the walls with them as they enter
the room. Be careful though, not all of them will use the door, some may come
through the windows. Keep an eye on the intruder's position to make sure none
have snuck up behind her. Once they're all down, she'll deactivate another set
of security systems making your progress easier. You'll also inadvertantly learn
the intruders name from her health bar: Amy Chen. When you leave the camera,
head back down to the cabinet with the grenades and pick up the SBP500 up
against the side of it. The SBP is a very powerful rapid-fire machine gun that
can seriously mow anything if aimed at roughly head height, and can even take
down those security robots. Try not to empty the clip in a firefight though, it
takes a fair while to reload. Go back outside and head to the staircase across
the room, descend to the next floor. Be quick though, there's a camera just
outside the door.
- -
You need to be very quick in this next part. At the end of the corridor you are
in is a security robot, and in such an enclosed area you will be creamed. Run up
behind it until it turns the corner. Follow it round, you should see a console
on the wall to the left. Go into the console and deactivate the robot before it
turns round, and while you're at it, activate the cleaning robot. This little
bugger will unlock a room further down the corridor, allowing you access to
another room in the corner of it. Go into this room and shoot one of the
flammable canisters in the corner. This will set off the sprinklers and severely
screw the electrical systems. Now exit this room and go back to the corridor.
There is another room close to where you came in that was locked. An engineer
will now come out and switch off the sprinklers, so use this opportunity to go
in. You may want the SBP armed at this point. As you approach the door at the
other end of the room, a gunship will rake the room with machine gun fire, so
duck behind a desk until it has passed. Six security guards will then drop into
the room through the windows. Massacre them with the SBP and head back over to
the door. Don't go through yet though, a security bot will enter the room and
start shooting you up. This is the sort of target you should have been saving
your grenades for. Throw one at the robot and it will more than likely destroy
it. If it's still standing, a quick burst from the SBP will finish it off. Head
through the door.
- -
The ladies toilets hold a med-kit and armour if you need it, and there's a
drunken engineer in the men's bogs. Follow the path to the end and go through
the door in front of you to meet up with Amy. She'll talk to you briefly about
her objectives before three security guards appear behind her. Give them the SBP
in the face and go down this corridor. Go in the room on the left first and
destroy the robot at the end with a time grenade. This will save you the trouble
later on. Now go into the room on the right. Amy will access the terminal while
you give her cover. Most of the security guards will attack from the front door,
but there will be the odd one that attacks from the window. This is the reason I
said destroy the robot earlier, if you didn't it will also join the attack. Once
the terminal has been hacked, follow Amy back to the lift, picking up a
dispersion gun from the guards as you do. The dispersion gun I don't personally
find all that useful, it's rate of fire is very slow and it doesn't do that much
damage, but each to their own anyway. The lift will take you down to Crow's
floor.
- -
As soon as you exit the lift, two security guards will attack you from the door
on the right. Mow them down and go over to the door. Two more are waiting for
you as well as a security bot. This is ideal actually, fling a grenade at the
bot, this will all but destroy it and the two security guards will be slowed to
a crawl. Finish them all with the SBP. There are more security guards up ahead,
two in front of the office door and two more in the office itself. Again mow
them all down and go into the office. However, as you go in, two more security
guards and a robot are waiting. First thing is to grenade the robot, then turn
round and do the security guards. One is in the open, another is behind a box on
the left. Amy will now hack into Crow's terminal and discover the location of
the U-Genix research labs. You now have to get back to the lift, but before you
can, you'll be jumped by another wave of security guards. Two will burst through
the window and three will emerge from the door. Another is waiting in the
corridor at the end. Finally, two more security guards and a bot are waiting in
the lift room. Take them out with a grenade and head over to the lift to
complete the level.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - Inceptor (character)
Normal/Hard - Jack Sprocket (character)
\-\/-/ **YOU GENIUS, U-GENIX - 2052** \-\/-/
/-/\-\===========================================/-/\-\
Deep in the heart of the U-Genix building, Cortez and Amy Chen find themselves
at the heart of Jacob Crow's secret research lab - but where is Crow and what
exactly is he researching?
OBJECTIVES:
Primary
- Find Jacob Crow
- Obtain an employee's ID card
- Advance past the security area with Amy
- Pass through the sterilization sensors
- Clear the area of hostiles
- Destroy Crow's security droids
Secondary
- Decode first security terminal
- Decode phase two of first security terminal
- Destroy the railbots
- Decode second security terminal
- Destroy the spiderbots
Again, a continuation of the last level, and this time it's quite a bit longer.
There's a couple of very evil puzzles as well, coupled with quite a weird time
loop. Thankfully there's very little fighting until later in the mission.
- -
Once Crow has finished talking on the screen, head down the corridor to the
left. You'll come out into a circular room with a spiderbot patrolling. These
things are tough to say the least, taking almost a whole clip from the LX-18 to
destroy, even with Amy's support. Another one will replace it after it's
destroyed as well. When they're both down, Amy will try to open a security door
over to the right, but find that it's locked and it can't be bypassed. You'll
need a security key to go through here. Go through the other door instead and
follow the corridor round. Another spiderbot is waiting in the next room and
again it will be replaced by another when it is destroyed. If you need it (and I
don't doubt you do), there's a box of LX-18 ammo (mistakenly labelled LX-29 for
some reason) to the left of the door you came in from. Amy will tell you to
check the living quarters up ahead for an ID pass, so go on ahead of her. You'll
emerge in a shower room. Two guys are using the showers and one of them appears
to have left his passcard on the shelf at the back. Liberate it from him and
head back to where Amy is waiting. The passcard is labelled R03, it will open
the corresponding room. Once you go in, you will change into a doctor's uniform
and will obtain an ID card and an injector. The injector isn't much use at the
moment, but it will be vital later on. Looks like your new name is Dr. Gordon
(Half-Life reference!). Now go back to the security door you couldn't open
before, your ID card will allow you access.
- -
Up ahead is a security checkpoint, but only you have the clearence to pass
through. You need to deactivate the point before Amy can join you. Go through
yourself and the inceptors at the end will inform you of the lockdown. Looks
like you can't go anywhere yet. Head up the stairs and check the console.
There's some funny emails and stuff here, but the main thing you need to do is
take control of the railbot. Use it to zap the inceptors to hell, then go over
to the switch behind you and deactivate the security point. You could always
just shoot them, but that would be too subtle, wouldn't it? Once the point is
deactivated, pick up the dispersion guns and head through the opened door.
- -
Go through the corridor and pick up the time grenades on the trolley on the
right, and if you head to the left, you'll find out exactly why the lockdown was
in effect. Through the double doors and down the corridor will bring you to
another security door, but the sterilization sensor won't let you through. You
need to be sterilized before you can pass. In that case, continue down the
corridor into the air shower room. You'll see the air shower right in front of
you. The doctor won't let you in due to the lockdown, but he tells you to speak
with someone else to check. She's down the other end of the room in the corner.
She won't let you in either, and unfortunately blows your cover when she tries
to converse and you have no clue what she's on about. Several security guards
and inceptors will burst into the room. Use your dispersion gun until you can
pick up an SBP, then mow the rest down with that. Before you go, take an air
shower (just walk straight through the corridor) and wait for Amy to change,
then head back to the security point. You can now pass through.
- -
Remember, you are now inconspicuous again, so hold your trigger finger. Follow
the corridor round and into the lab entry area. Two security guards are on the
door, let Amy handle them, she's more than capable. Unfortunately this will
instantly blow your cover again and an inceptor will attack you through the
window as well as another security guard through the door. Just mow them.
Through the next door you'll have to deal with several railbots. In their rail
form they're not all that bad, but once you shoot them down, they become
spiderbots, and are just as resilient as before. However, they're much easier
with the SBP.
**Additional tip from Shemp70915**
The dispersion gun is surprisingly effective against railbots and spiderbots,
able to kill them in one hit if fully charged. Use this instead of the SBP if
you want to save ammo.
Once through here, you'll find two doctors on the stairs. One of them will give
you a serum that will kill mutants in one hit. Finally the injector has a use.
You can listen to the ramblings of the drunk doctor if you want before going
down the corridor.
- -
This corridor leads to one of the labs. A security guard will fire at you
through the window, wait for him to come after you through the door ahead and
blast him. Once inside, Amy will distrace several of them by jumping through the
window while you flank two inceptors. Head up the stairs and take out three
security guards that appear from the door ahead. Amy will stay behind to
download Crow's research data, so head on alone. You'll encounter your first
mutants in the next room. Like the TimeSplitters, they have an erratic cloak and
a lightning discharge attack (and they also resemble them somewhat...). Though
it may seem cruel, take out the inceptors and security guards before the
mutants, then switch to the injector and plug them both. One hit will do. Make
sure you're back out of their way when they go, it can be pretty painful getting
hit by their chunks. Don't forget you can pick your darts up again once you've
used them, and there's a flamethrower on the floor as well. Arm your SBP again
and head through the security door.
- -
There's plenty of mutants in the next room, but your first concern is the
security guard that has emerged from the door. Greet him with a hail of SBP fire
before heading through the door. Same drill in here, take down the security
guards and inceptors first, then the mutants, it makes things much easier. Shoot
up the guard on the balcony ahead, then switch to the injector and plug the
mutant to your left and the ones on the stairs. Back to the SBP and take out the
inceptor on the right and security guard on the left, then blow up the mutant.
There's another guard on the balcony, but he has a habit of running straight
into the mutant ahead. Blow up the mutant and you'll take the guard with him.
Two more mutants and an inceptor will appear from the door ahead, treat them in
the exact same way. Now go through the door. Two mutants are waiting in this
corridor, blow them up and keep going. There's another at the top of the stairs.
There's a room on the right with a box of time grenades and a med-kit, but the
door is blocked. Your uplink can reach them though. Take what you need and then
go down the stairs ahead. Arm the SBP and go through the security door at the
bottom. There's several security guards in here, feel free to use a time grenade
to make things easier, though it's not that hard. Two will stay in the middle,
one will go into the hardpoint on the right, and one will head down the ramp on
the left. Go down the ramp yourself and use the master lock switch at the end to
open the security lockers. There's several goodies in here, armour, an injector,
time grenades and a med-kit. A security guard will come down the ramp after you
and when you go up, an inceptor and another guard will attack you through the
glass. Go through the security door ahead. You'll see a security guard trying to
fend off several mutants by himself. This time, leave him be until he dies, then
step in and clean up. There are four mutants minus the ones he takes out in this
corridor. The security door at the end of the corridor is where you need to be,
but the lab is locked down until all mutants have been eliminated. They are all
down in the lab to your left. Head down there and take everything out, mutants,
security guards and inceptors. There's four mutants in here and two security
guards. Once they are all down, look over to the tables at the back of the lab.
You'll see four mutants strapped to the tables. There's two ways you can kill
them. Either quickly with the injector, or you can take the sadistic approach
and use the console to tear them up with the pincers. Your choice. Either way,
when you've had your fun, head up to the entrance to Lab 9 which is now
unlocked. Another mutant will shuffle down the stairs and there's four more in
the lab itself. Pick up the armour and med-kit if you need it, then exit the lab
and follow the corridor all the way down.
- -
The next room has two consoles and a wormhole. You know what's coming now. You
need to hack into the access terminal, but you don't have the password and the
security railbots have been deployed. Your future self appears from the
wormhole, gives you the password and holds off the railbots while you take the
terminal. This is a similar puzzle to the one in The Khallos Express, only the
grid is bigger. You have to crack it before your future self snuffs it. As far
as I'm aware, unlike the previous puzzle, this one is fixed so I can give you
the solution. The paths are as follows. The blue path starts from the top and
the green one from the left. The directions indicate what direction the next
tile must take the path in:
Blue - Right, Down, Down, Left, Left, Left, Down, Left
Green - Up, Right, Down, Right, Down, Down, Left, Down
_______ _______ ___B___ _______
| | | | | |
| ___|___ | |___|___ |
| | | | | | | |
|___|___|___|___|_______|___|___|
| | | | | | | |
G|___| | |___|___ | | |
| | | | | | |
|_______|_______|___|___|___|___|
| | | | | | |
| ___|_______|___|___|___| |
| | | | | | |
|___|___|_______|___|___|_______|
| | | | | | |
B|___| | ___|___| | |
| | | | | |
|_______|___|___|_______|_______|
G
Once this is decrypted, the second terminal will activate. These both need to be
hacked simultaneously, and another Cortez will emerge from the wormhole. In
response, the computer deploys spiderbots in addition to the railbots, and yet
another Cortez emerges to help out. The next puzzle is even harder, as you now
have a red path to connect as well. This time, the blue path starts from the
left, green from the top, and red from the right:
Blue - Up, Up, Right, Right, Up, Right, Right, Down, Left, Down, Down, Left,
Left, Down, Left, Down, Down
Green - Down, Down, Right, Down, Down, Right, Right, Right, Down, Right
Red - Down, Down, Left, Down, Down, Down, Left, Left, Left, Down
_______ ___G___ _______ _______ _______ _______
| | | | | | | |
| | | | ___|_______|___ | ___|R
| | | | | | | | | | |
|_______|___|___|___|___|_______|___|___|___|___|
| | | | | | | | | | |
| ___|___|___|___| | ___|___| | | |
| | | | | | | | | | |
|___|___|___|___|_______|___|___|_______|___|___|
| | | | | | | | | | |
| | | |___|___ | | | ___|___| |
| | | | | | | | | | |
|___|___|_______|___|___|___|___|___|___|_______|
| | | | | | | | | | |
B|___| | ___|___|___|___| | | | |
| | | | | | | | | |
|_______|___|___|___|___|_______|___|___|_______|
| | | | | | | | | |
| ___|___| | |___|_______|___|___|___ |
| | | | | | | | | |
|___|___|_______|_______|_______|___|___|___|___|
| | | | | | | | | |
| | | ___|_______|_______|___| | |___|G
| | | | | | | | |
|___|___|___|___|_______|_______|_______|_______|
B R
Once that's done, head into the wormhole. You're now in the second position,
fending off the railbots while your past self does the first decryption
sequence. Arm the SBP and you shouldn't have any real difficulty. Once they are
sorted, you'll have to deal with the railbots and spiderbots while the other two
Cortez's deal with the second decryption. Again, the SBP is your friend. Take
out the spiderbots first, they're the biggest threat. Thankfully your partner
can deal with the railbots. The best way to take the spiderbots is literally to
get on top of them and fill them full of SBP bullets from point blank. The
dispersion gun is also surprisingly effective. More often than not they'll be
shooting at someone else. Once they're down, take out any remaining railbots and
head back into the wormhole. Now in the third position, you'll have to hack the
second terminal, your fourth self will give you the password. This one is the
hardest of the lot. The solution to this terminal is as follows, with blue
starting from the top, green from the left, and red from the top:
Blue - Down, Down, Down, Right, Right, Right, Up, Up, Up, Right, Down, Down,
Down, Down, Left, Down, Down, Down
Green - Right, Right, Right, Down, Down, Down, Down, Right, Right, Right, Right
Red - Down, Down, Left, Left, Left, Left, Down, Down, Down, Down, Left, Up,
Left, Up, Up, Up, Left
_______ ___B___ _______ _______ _______ _______ ___R___
| | | | | | | | | |
| | | | | | ___|___ | | |
| | | | | | | | | | | |
|_______|___|___|_______|_______|___|___|___|___|___|___|
| | | | | | | | | | | |
G|_______|___|___|_______|___ | | | | | | |
| | | | | | | | | | | | |
|_______|___|___|_______|___|___|___|___|___|___|___|___|
| | | | | | | | | | | | |
R|___ | | | ___|___|___|___|___|___|___|___| |
| | | | | | | | | | | | | |
|___|___|___|___|___|___|___|___|___|___|___|___|_______|
| | | | | | | | | | | | | |
| | | |___|___|___|___|___|___| | | | |
| | | | | | | | | | | |
|___|___|_______|___|___|___|___|_______|___|___|_______|
| | | | | | | | | | | |
| | | | | | | | ___|___| | |
| | | | | | | | | | | |
|___|___|_______|___|___|___|___|___|___|_______|_______|
| | | | | | | | | | | |
| |___|___ | | | |___|___|___|_______|_______|G
| | | | | | | | | | |
|_______|___|___|___|___|_______|___|___|_______|_______|
| | | | | | | | | | |
| | |___|___| | | | | | |
| | | | | | | | |
|_______|_______|_______|_______|___|___|_______|_______|
B
Once this is done, you'll head back into the wormhole and emerge at position
four, to fight off the second wave again. Treat this exactly the same way as
before: spiderbots first, then railbots. Once they are all smashed up, the door
will open, so meet up with Amy again. Grab the dipersion gun ammo and the
grenades and head into the hangar.
- -
This is the final part of the level. Crow will appear surrounded by an energy
shield and will summon four airborne security droids. Very easy, just whip out
your pistol and blast them all away. This is of course assuming you have no SBP
ammo left, this will make even shorter work of them. Once they are all down, the
level will end.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - Dr. Amy (character)
Normal/Hard - Dr. Cortez (character)
\-\/-/ **MACHINE WARS - 2243** \-\/-/
/-/\-\===========================================/-/\-\
Thrown into the midst of the Machine Wars, Cortez cunningly enlists the help of
an R-110 combat droid. Now he must explore the war-torn ruins around the
Ultra-Net complex. There must be an entrance to Crow's lab nearby...
OBJECTIVES:
- Locate the Ultra-Net secret laboratory
- Reach the battle tank
- Gain access to the processing facility
- Obtain a cypernetic security implant
Now isn't this just one big parody of the Terminator series? A very open level
at times, you'll be needing quite a few headshots, especially against the large
number of PROMETHEUS battle droids you'll be meeting. Then there's also the tank
with the worst handling I've ever seen.
- -
Start by turning round and going over to the dead rebel, picking up the dual
sci-fi handguns, then follow Mordecai and Angel. After two corners, you will
encounter three INSETICK droids. Far from intimidating, they are easily
dispatched with a few shots from the handguns to the face. There's another one
further up that will come round the next corner. Moving on, you'll encounter
something a little more intimidating as you turn right, a PROMETHEUS droid.
They're tougher and carry a built-in rocket launcher. They can be dealth with in
the same way as the INSETICK droids though, several handgun shots to the head is
enough to take any of them down. Shoot up the one in front of you and another
over to the left behind a pillar. There's also human guards you'll have to sort
out as well, one of them will appear from the right. Another PROMETHEUS is up
ahead with a guard behind a pillar at the end. One more PROMETHEUS blocks your
path to the tank over to the left. Destroy it and get in the tank.
- -
Up the road you'll encounter your future self, who will jump in the back of the
tank and man the flak cannon on the back. He'll keep the fighters off your back,
it's your job to drive the tank and blast any ground units in your way. The left
stick will move the tank in the direction you push it, and the right stick
controls the turret. There's no reverse on the tank, if you push back on the
stick, the tank will do a full turn before moving. Start by going right onto the
onramp and up to the road. Turn left at the top. As you go down the road you'll
encounter another tank. Your cannon can fire much faster than the other, so just
pound it from a distance. Five hits will do. Once it's down, turn right at the
top of the road and keep going. Run down the battle droids shooting at you and
blow up the barricade ahead before descending into the tunnel. Another tank is
waiting in the tunnel, treat it in the same way as the last. There's also a
couple of droids you can run down as well. Go up to the end of the tunnel and
you'll exit the tank. Your future self will take R-110 with him and tell you
where to get an implant that will let you into the UltraNet compound.
- -
You'll drop into a tunnel and meet up with Angel again. Pick up the plasma
grenades and autorifle, and the med-kit if you need it, then follow her up the
tunnel. Ignore the droids firing at you through the windows and follow Angel out
of the window at the end (there's another drunk soldier here!). Once you get out
into the open, you'll see two INSETICK droids, one on either side of the walkway
in the middle of the area. The autorifle will make short work of them. Drop down
and head over to the left side of the walkway. You'll see a PROMETHEUS up ahead
flanked by two INSETICKs. Take out the flankers first before ploughing through
the PROMETHEUS. You'll also get jumped by a guard from the walkway, but your
companions should take care of her. Now head round to the left. An INSETICK is
waiting up int he building in front, and a guard and PROMETHEUS will come round
the corner to the left. Dispatch them all and head round to the left yourself.
Up ahead you'll see a PROMETHEUS on top of a mound, gun him down and head up the
mound, taking down the PROMETHEUS on the balcony just behind you. Now head along
the balcony to the door and wait for Angel, blowing away the INSETICK in front
of it. She'll hack the door and allow you access to the implant facility.
- -
As you go in, there's another three INSETICKs in the path down into the machine.
Mow them all down in line and then plug the guard on the side. Head into the
machine to gain an implant. Far from the "painless" procedure R-110 said it
would be, the implantation will drain your life to all but nothing. This isn't
much to worry about. Head out the other side and up the ramp into the tunnel.
There's a med-kit here, pick it up along with the sci-fi sniper rifle. There are
two INSETICK droids on the balcony ahead, take them down and arm the sniper
rifle. You need to take out a set of turrets lining the building opposite. There
are two types. The large machine gun turrets take three shots to go down, and
the smaller laser turrets only take one. Edge out while looking over tot he left
and you should see a large one on top of the building and a smaller one on the
wall. Take them both out using the rubble in front of you as cover. Move a
little further out and you'll see another large one to the left. Move further
over and look below the first turret you destroyed, there should be a laser
turret underneath it on the wall. There's another laser turret on the wall all
the way over to the right, above an INSETICK droid. Leave him be for now, the
autorifle will deal with him later. Once you're nearly all the way over to the
right, look over at the far left side of the building and you'll see one more
gun turret. Blow it up and get into the alcove, rearming your autorifle. There's
armour in here as well as another sniper rifle. Now, you should see a gap in the
railings on the right hand side of the balcony. Drop through here and use the
walls as cover to get back over to the left, then run for the large gutter
running down the centre of the area. Pick up the grenades and start towards the
other side. A PROMETHEUS will drop into the gutter from the left, blast him and
head over to the ramp at the end. There's another PROMETHEUS waiting once you go
up the ramp. Immediately turn left and start making your way over to the other
side again. You'll have to deal with two INSETICKs, three PROMETHEUS, and
several guards as you go. Once they're all down, head over to the other side and
follow the path until you reach a door on the right. A PROMETHEUS is guarding
it. Take him down and go into the passageway. Angel and Mordecai will leave you
here, you need to get back to the road, so follow the path all the way round.
- -
On the road you'll meet up with your past self in the tank. Now it's you in the
flak turret. The flak turret works in pretty much the same way as any other
turret you've used, right stick to aim, R2 to fire. To be honest, there really
isn't that much for you to do here. As you reach the road, turn round to face
behind you and blast them out of the sky. You won't see any more until you get
into the tunnel section. At this point, keep your eyes front and you can blast
them as they come. And that's it, you'll exit the tank at the same point. You'll
regian R-110 here. Follow him through the gate and pick up the grenades and med-
kit in the corner. There's plenty of battle robots up ahead. The first two, an
INSETICK and PROMETHEUS, are waiting round the first corner. There's another
PROMETHEUS in the distance. Another INSETICK will come out from round the corner
on the left, and a PROMETHEUS is waiting over to the right. Now head round to
the left and plaster the INSETICK at the top of the ramp, as well as the
PROMETHEUS in the distance right over to the left. Now head up the ramp. There
are two guards hiding behind the walls, a PROMETHEUS in the open at the foot of
the staircase, and an INSETICK coming down the stairs. All are pretty easy. Head
up the stairs, avoiding the barrels as you go. There's two PROMETHEUS and and
INSETICK waiting at the top of the stairs, so while you're still out of sight,
fling a few grenades over the top. This should at least severely damage them and
the autorifle can finish them off. One more INSETICK is waiting on the other
side of the barriers. Another PROMETHEUS will attack from behind a set of
explosive barrels on the left, and one last INSETICK will attack you from behind
the corner on the right. Head down to the car.
- -
There's only one call of action here - run like hell. The buggy is very fast and
can easily outrun anything coming after it, as long as you don't try to stop to
shoot anything. The route itself is quite straightforward, and R-110 will give
you directions if the route becomes a little dubious. Restart from the
checkpoint if you somehow flip the buggy though, either you or R-110 will be
shot to pieces before you can flip it back. You can run down any INSETICKs in
your way if you want.
- -
Once you reach the compound, you'll see a GOLIATH battle mech in front of you.
Exit the car and R-110 will hack into the console and grant you access. Now you
can control the GOLIATH from the console. While it will move by itself, you are
in control of its weapons systems. As it moves up the road, you will be attacked
by several wings of fighters. There's practically nothing to worry about here,
the mech is all but invincible. L2 fires a minigun from the left turret, and R2
fires heat seeking rockets. These are used in the same way as the hand held
heatseeker, but the rockets are much faster and have a much higher rate of fire.
Just have fun here, all the fighters show up on the radar and you can pretty
much thrash them in whatever way you please. Once they are all down, you can get
to the workers' entrance. This is the end of the level.
- -
COMPLETING THIS LEVEL UNLOCKS - Easy - Mordecai Jones (character)
Normal/Hard - Ghengis Kant (character)
\-\/-/ **SOMETHING TO CROW ABOUT - 2243** \-\/-/
/-/\-\===========================================/-/\-\
Far beneath the war-torn city, Crow's Ultra-Net base houses his war machines,
battle tanks, robots and who knows what else? What exactly has he been
researching for 200 years? - Genetic modification? - Time travel? -
Immortality? - Perhaps even all three!
OBJECTIVES:
- Terminate Crow
- Deactivate the central power core
- Defeat the battle mech
- Destroy the TimeSplitter life support system
- Eliminate the creature
This is one long level with plenty of stuff to do. You'll encounter the usual
battle droids with a few new nasty surprises in store as well.
- -
This is the hardest checkpoint in the game to reach. Wait for the lift to reach
the bottom and go through the door when R-110 bypasses the lock. Sorry, I lied a
bit... :P
- -
R-110 will bypass the next lock. Head through the door and take out the guard
hiding behind the deak in front of you. R-110 will now try to access the
console, but you'll need to give him cover while he does, as several waves of
INSETICKS will warp into the room. There are six in all, as well as two airborne
security droids from the window. The INSETICKS after the first two have
autorifles, you may want to pick one up as soon as you can. You'll also have to
destroy the med-bot floating around as well before R-110 can access the console.
When he does you'll find out what you probably guessed back in the You Genius,
U-Genix level, Crow is breeding the TimeSplitters. You need to get below and
destroy them (surprise, surprise). However, while he is connected, R-110
contracts a virus that gives him a... colourful personality. Let's just say he
becomes considerably funnier from now on! Head into the next room and pick up
the armour and electrotool. The electrotool is absolutely indispensable for
shielded enemies, but doesn't do much damage in itself. It can stun robotic
enemies for a split second though. You'll encounter a shielded PROMETHEUS in the
next corridor. A quick blast with the electrotool will dissipate the shield and
stun him for a second, then whip out the autorifle and blast him to kingdom
come. Be very careful round the next corner, there's a rolling turret sitting on
the platform at the end of this corridor and it will slaughter you if you take
it head on. Use the corridor you're in at the moment as cover, and jump in and
out taking pot shots with the autorifle. Once it's down, go down the corridor.
An INSETICK will warp in. Destroy it and it will be replaced by a shielded
PROMETHEUS. Take it out in the same way as before. Two more INSETICKS will warp
in one after the other. Ahead of you is a forcefield that is impenetrable to
your weapons. There's only one way through. Equip the electrotool and fry it
until it blows, then blow away the INSETICKs behind it with the autorifle. R-110
will unlock the next door, grab the autorifle on the wall while he does. Head
through the door.
- -
The ramp goes down to the left, and there's two shielded PROMETHEUS waiting at
the bottom. Try to fry them both at the same time with the electrotool, then
give them the autorifle in the face. You'll need to overload another forcefield
before you go on, then three INSETICKs will warp in in the corridor. A roling
turret will come down the corridor and attack you once they are down. You can
only damage it while it is open. Thankfully it is quite easy to take down with
R-110 giving you fire support, just use the autorifle. Now head up the corridor,
but be aware of the rolling turret waiting to the left of the exit. Take it out
and shoot the guard on the balcony ahead of you. There is a med-kit and armour
here. You need to clear out both sides of the area before you go on. To the left
is a guard waiting on the gantry, and there is another guard with an INSETICK on
the opposite gantry. Go up via the lift and you'll encounter another INSETICK.
Moving further on, you'll see a shielded PROMETHEUS in the distance, but you'll
hear a warping sound as well. An INSETICK has just warped in behind you. Take it
out and the PROMETHEUS, then head up to the lift at the top of the gantry. R-110
will catch you up later. Once at the top, head into the power core room.
- -
To do any damage to the power core, you need to disable the forcefields guarding
it, but your primary concern is the two airborne security droids floating
around. Use the electrotool to send them into a spin and force them to crash.
Now head over to one of the consoles and deactivate the first forcefield. Two
shielded PROMETHEUS will warp in on either side of the core. Take care of them
and head over to the other console. A guard and two INSETICKs will appear by the
door when the second forcefield is deactivated, followed by another guard. Head
into the corridor and pick up the plasma grenades and the med-kit, then blow up
the two INSETICKS at the end behind the forcefield. The door at the end will
take you towards the lift room, but you'll be jumped by four INSETICKs followed
by a shielded PROMETHEUS before you can use it. Take them all down and head into
the lift room at the end. At the bottom of the shaft is fresh armour and another
box of grenades. Take what you need and head into the lower floor of the core
room. A rolling turret will come down the ramp at the end. Again, wait for it to
open, then this time feed it a plasma grenade. Much more effective than the
autorifle. Now turn your attention to the core. You'll notice there is an open
hole in the sphere, you need to put a plasma grenade in here to destroy it. At
the same time you'll be jumped by another rolling turret, you might want to
destroy it first. Four INSETICKs will warp in when it blows. However, once they
are destroyed, an even bigger threat will emerge. Remember that GOLIATH you
piloted earlier? There's another on