================================================================================
TIME SPLITTERS: FUTURE PERFECT
================================================================================
(ASCII Art Request)
+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-+
| |
| Time Splitters: Future Perfect |
| For the Nintendo Gamecube |
| Written by Astro Blade |
| Version .1 |
| astroblade@gmail.com |
| |
+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-+
+-===-==============================================-===-+
T ~ A ~ B ~ L ~ E O ~ F C ~ O ~ N ~ T ~ E ~ N ~ T ~ S
+-===-==================================================-+
I. Introduction:
Ia. Introduction [INRD]
Ib. Dedication [DEDC]
Ic. Version Histroy [VEHI]
II. Game Basics:
IIa. Story [STRY]
IIb. Controls [CTRS]
IIc. Tips/Hints [TSHS]
III. Walkthrough
IIIa. Time to Split [T2SP]
IIIb. Scotland the Brave [SCTB]
IIIc. The Russian Connection [TRUC]
IIId. The Khallos Express [TKEX]
IIIe. The Mansion of Madness [TMOM]
IIIf. What Lies Below [WLBE]
IIIg. Breaking and Entering [BRNE]
IIIh. U Genius, U Genix [UGUG]
IIIi. Machine Wars [MACW]
IIIj. Something to Crow About [STCA]
IIIk. You Take the Highroad [YTHR]
IIIl. The Hooded Man [THMA]
IIIm. Future Perfect [FUPE]
IV. Arcade League/Challenges
IVa. Amature League [AMLE]
IVb. Honorary League [HOLE]
IVc. Elite League [ELLE]
IVd. Challenges [CHLL]
V. Appendix
Va. Weapons [WEAP]
Vb. Characters [CHRC]
Vc. Cheats [CHTS]
Vd. FAQs [FRAQ]
Ve. Multiplayer [MPLY]
VI. Credits and Closing
VIa. Legal Information [LGLI]
VIb. Contact Information [CNTI]
VIc. Credits/Closing [CNTC]
HOW TO USE QUICK FIND: So, want to find something fast? Hit "CTRL" and the "F"
keys at the same time. This will bring up the "Find" tool. Type in the four
letter code that is next to the above section wanted, and then hit Enter. This
will bring you right to that section. If you wanted to go to the weapons
section, for example, bring up the Find Tool and type "WEAP", you'll go there.
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* * * * * * * * * * [I] I N T R O D U C T I O N * * * * * * * * * * * *
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================================================================================
INTRODUCTION [INRD]
================================================================================
Hello, this is Astro Blade here, with another FAQ! This one is for my favorite
First Person Shooter game around, Time Splitters: Future Perfect. The game is
the continuation of the Time Splitters story, and also wraps it up. It features
to return of the main time traveling character, Cortez. Cortez will be exploring
many time periods this time, like the previous game and have a handful of new
objectives and allies.
Speaking of allies, who is Cortez paired up with in this game? And what time
periods does he go to? Maybe a far out dude in the sixties? Maybe an old chap
in Scotland? A slut outside of a weirdo mansion? Or possibly...a robot!? In
addition to these, Time Splitters: Future Perfect also adds dozens of new
weapons (The Injector is awesome, by the way...) and gadgets.
Rather than write a novel on the game, play it and enjoy it.
- Astro Blade
================================================================================
DEDICATION [DEDC]
================================================================================
This guide is dedicated to another Time Splitters nut, Richard Beast. As of
late, we've had our differences, but we're cool again now, isn't that right,
Rich? Yeah. He's really awesome and fun to talk to. I'm even writing a couple
of guides with him. Check out all his sexy work at the following link:
http://www.gamefaqs.com/features/recognition/32454.html
================================================================================
VERSION HISTORY [VEHI]
================================================================================
- 5/22/05 (File was started before this date, I just didn't log the progress)
[73KB] | 0.1
-Walkthrough done up to Breaking and Entering, I randomly did the last mission
-Arcade League Started
-Weapons Started and Done
-Game Basics and Introduction All Done
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* * * * * * * * * * [II] G A M E B A S I C S * * * * * * * * * * * *
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================================================================================
STORY [STRY]
================================================================================
Sergeant Cortez must stop an evil doers from using Time Crystals to breed a
super army of Time Splitters and gain eternal life. Play the Story Mode for the
whole bit.
================================================================================
CONTROLS [CTRS]
================================================================================
There are several sets of controls. You can also make your own. Here is the
default setting:
Control Stick - Run/Sidestep
A Button - Action Key; On Menu: Accept
B Button - Manual Reload, On Menu: Deny
C Stick - Look/Turn
R Button - Fire Weapon
L Button - Zoom
Z Button - Toss Grenades*
Y Button - Pistol Whip
X Button - Crouch
D-Pad - Toggle Weapons*
*If obtained
*Note* If you have the Uplink equipped, Cortez can still punch by hitting the
Y Button.
================================================================================
TIPS/HINTS [TSHS]
================================================================================
=-----=
WEAPONS
=-----=
Weapons go hand and hand with ammo. Always try and get a weapon and use it to
the fullest. Weapons can be found anywhere, and ammo can be found lying around
or by defeated enemies. Always use the better gun at the tougher parts. For
instance, in the Khallos Express level, there's a part with several guards in
on part of the train. It would be better to use those double Machine Guns there
than against one guard who can easily be taken out with a 9MM Pistol. Right?
=--------=
AMMUNITION
=--------=
Ammunition, or ammo, is what's needed in the game to fire weapons. It's also
very valuable. When you have a weapon, for example the Soviet Rifle, it should
only be used when needed. Ammo should never be wasted (unless you just beat
something [A hard Arcade mission, hint, hint] and are firing victory shots).
Only fire a weapon when it's pointed at an enemy. During firefights, when the
weapon needs to be reloaded, take cover and then do so. Don't stand in the
middle of the level and get blasted. Reload your ammo whenever possible.
=-------=
SIDE STEP
=-------=
The side step, more commonly known as the "strafe" is very useful. When in a
big battle, dodging bullets may be the only thing that can save Cortez's or
whoever's health. When facing a single enemy, side step to the right of left and
fire at them. This way, they're struggling to hit your character, and blasting
back while dodging is going along fine. Side stepping can be very useful against
multiple enemies as well. Just side step to the appropriate direction and fire
accurate shots. Accuracy is the next topic...
=------=
ACCURACY
=------=
Accuracy is everything. If Cortez fires a million bullets at one enemy, and he
misses with everyone, then what was the point of that attempt? Accuracy can
only be gained by experience, and through estimation. Guards and enemies faced
in various levels will not always stand still or stay in the same area. In
Multiplayer, the chances are the enemies will be running all over the place,
especially depending on the difficulty setting! Know where the target that needs
to be hit is, and fire at that spot. They don't put a crosshair for nothing.
=-----------------=
DIFFICULTY SETTINGS
=-----------------=
In the Story Mode, there are three difficulties. Easy, Normal and Hard. They
all speak their name. The harder the difficulty, the more difficult it is to
defeat an enemy. The guards become more skilled, and their accuracy improves.
Only undertake a new difficulty if the previous difficulty has been defeated.
For example, don't play a level on Hard till it's been done on Easy and Normal.
This will build skill and be very helpful.
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* * * * * * * * * * [III] W A L K T H R O U G H * * * * * * * * * * * *
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================================================================================
TIME TO SPLIT [T2SP]
================================================================================
+---------------------------------------+
|WEAPONS: |
| |
| Sc-Fi Pistol |
| Plasma Autorifle |
| Sc-Fi Sniper |
| |
|ALLY: |
| |
| N/A |
+---------------------------------------+
Ah, the first level of the game. Cortez is hanging down from a crashed ship via
a wire or rope of some sort. A platoon of soldiers will arrive and call out
"Cortez!" and such. Cortez will fall on his head, and he'll get up. A solider
will tell Cortez he needs to report back to the base of this area, and then hand
him a ScFi Pistol. The Sc-Fi Pistol has been greatly improved from Time
Splitters 2.
Head off following the soldiers. You'll have to fight nameless, hooded figures,
which are unknown as of now. You'll reach a group of them and a busted ship to
the right. Kill them, and head down the right side of the ship, taking Cortez to
a point of lower elevation. A few (roughly 3) of these unknown figures will be
there, so take them out and continue on. As you head on, there will be a swarm
of these figures.
If you noticed, they are using a machine gun type weapon, the Plasma Autorifle.
Kill one of them that is using it and take it for your own needs. Kill all of
them in this area. If you want to do this faster, shoot the plasma type crates
located around them from a distance. This will create a mass explosion and
destroy all or most of them that are close to it.
As you head along this path, you'll be stopped by a solider up ahead. He'll hand
Cortez a Sc-Fi Sniper Rifle, and tell you to take out a few unknown figures on a
tower a little further ahead. Blast them in their heads till they are all
defeated, and head along the path. On the harder difficulties (I'm not positive
about on Easy...) there's a Time Splitter. A Time Splitter is a giant orange
monster that can blend into its surroundings.
If there is one, blast it, and head further along this path. You'll come to a
point where a turret is located. Run to it. Behind it are a whole supply of
goodies, including health. Save that for later unless Cortez has less than a
third of health. Get on the turret, and after a moment you'll have to help
defend the area you're in from Time Splitters. The Time Splitters will come from
the right, which is the path you just came from, the left, and from on top
of the wall to the north.
Use the turret and blast them. Don't worry about running out of ammo or over-
heating the turret, it won't do either of those things. On the harder
difficulties, more Time Splitters will come. Either way, just blast them. It's
not that hard, after all.
Once they're all defeated grab the health and the other goodies I asked you to
save for later, and head along the left path. Along this path, a bunch of
soldiers will be defending against a mass swarm of Time Splitters. Help them
take the Time Splitters down, and when mentioned, head into the base to the left
of this assault.
Time to Split has been completed.
================================================================================
SCOTLAND THE BRAVE [SCTB]
================================================================================
+---------------------------------------+
|WEAPONS: |
| |
| Kruger 9mm |
| Flare Gun |
| K-SMG |
| Grenades |
| TNT |
| Vintage Rifle |
| |
|ALLY: |
| |
| Captain Ash |
+---------------------------------------+
In Time Splitters 2, Captain Ash was on an Aztec Expedition. Now, he's back, but
in Scotland. In the cut-scene for this level, Cortez will fall into the water
and Captain Ash will pull him up onto his boat. He's sailing to a nearby island,
to rescue someone. He tells Cortez that in a few moments the whole island is
going to be bombed to Kingdom Come, by the Navy. An enemy on that island will
shoot Captain Ash's pipe with a Vintage Rifle. To defend both himself and the
Captain, Cortez picks up a Flare Gun lying in the boat and nails the enemy with
one shot. Captain Ash tells Cortez that that was the signal for the Navy to
destroy the island.
You start off on the island. If you head to your left, you can pick up the
Flare Gun from the docked boat Captain Ash was sailing in. Before you do that,
take the Kruger 9mm that Captain Ash hands to you. Head up the path. If you
notice, up ahead, there are a couple of guards of the island behind a small
barricade. Take out the Flare Gun and shoot the guard standing up. If you do
that, it'll kill him and the guard next to him. Head up to there and grab the
Vintage Rifle. Head up along the path, and two guards will start firing down
from a small ridge above.
In addition to that, there will be a guard on a mounted turret on the left. Wait
a moment, and a plane will fly down and bomb the turret. Take out the two guards
on that ridge, and head up there. Collect their ammo, and head straight, along
the path. Take out the guard hiding behind what looks to be a destroy building.
Slightly beyond him is a building with a giant wooden door. On top of it,
there's a guard. Use the Vintage Rifle and take him out, and head in to the
building.
Inside, the gate leading to where Cortez and Captain Ash needs to go will be
locked shut. This room is filled with guards. Head up and to the right, taking
out the guards in your way. There will a set of stairs on the left. Right in
front of the stairs, a guard with the K-SMG Machine Gun stands. Get it from
him, and kill the next guard on the stairs. Head up the stairs. There's a bit
of a split path here. You can go right, or left. If you go left, there will be
a bunch of guards and a switch. It's not the switch to open the gate, just
a useless switch. Only head down the left path if you need the body armor (which
is lying right by that fake switch).
Head to the right, then make a quick left. Kill the guards and enter the small
room at the end of this area. Inside, there's a guard and the switch that will
open the gate. Do that. If you haven't noticed, there's a big section of water
in the middle of this room, with a boat. Shortly after the activation of the
switch, Captain Ash will claim to be pinned down by a turret on a boat that's
located in that water. He is pinned down, so head back to the split path and
you'll notice a seemingly useless control panel. It activates a crane. Use this
crane to go down and rip the turret off the boat. Once you lift the turret off
the boat, drop in the water.
Head back down and exit through the previously locked gate with Captain Ash. On
your way down, you should notice grenades by the stairs. Take them. Now, there's
a small building to the right with three guards inside. Head down the road to
it, and enter. Kill the guards in the first room and head to the room in the
back to find one more guard and some ammo. Outside of this building, is a
vehicle. A small truck with a turret on the back. Get in either position, and
Captain Ash will take the opposite. I suggest driving. Drive along the road,
running over guards in the way. There will be a point where a bridge needed to
cross an area of the road is lifted up by a few guards.
One of the guards is on a turret. Shoot the fuel barrels next to him and use
your Uplink to pull the switch corresponding to the bridge down. Get back in the
vehicle and drive along the road. There will be an end to the road, a door
that's locked to the left and a bunch of guards. Jump out of the vehicle and
eliminate the guards. To the right of the door, there's TNT. Place it on the
door, and back away. It'll blow up.
Head up the stairs on the right, blasting any guards in your way. Head up into
the first room and kill the guard in there. Head out of that room and kill the
guard on your left. Captain Ash will say he needs to "Signal the chaps out to
see" and need a point to do that from. He'll pick a spot branching off from the
left room. So head to the right, and follow along the path. Shortly there after,
a door will be on the right and a guard with a health pickup nearby on the left.
Get that, and enter the door on the right.
After a short cut-scene with your future-self, you'll have the key to the
next room: the whine cellar. This room has nothing in it but a little lift
in the back corner. There's also a drunk guard on the left side of the room. Do
as you please with him and use the lift.
You'll be greeted by Captain Ash on the lift, and tell you he's off to rescue
someone, leaving you again. Head out of the lift and ahead and to the right.
Kill the guards in this room, and head to the left. Navigate the upcoming
corridors using the guards as a signal telling you you're going the right way.
After following the corridors, you'll come to two guards having a conversation.
There are two other guards in the room also. Kill them, and go to where those
two guards were talking. There's a door to the right (or left depending on
where you're standing, but you'll know the one). Enter it. Navigate the corridor
until you reach a bedroom. In the bedroom you should notice a door on the
opposite side of the room. To the right side of the bed, if you're facing it.
This is a special room indeed. Inside, we have an important plot element. Yeah.
Anyway, enter the room and the "important plot element" will escape through the
freakin' fireplace. Head down the spiral staircase, and kill all the guards.
Head through the door to the left of the fireplace, and you'll do something
weird. You'll give your past-self the key your future-self originally gave you.
Odd, I know.
Anyway, head on, and navigate the corridors once again. Keep accessing them
until you reach Captain Ash, in a small room with a jail cell. Inside the jail
cell is his assistant, the person he's been trying to save all along. Hmm,
how will we get her out? You have no key, and we can't blow it up. Exit the
room and enter the room right next to it. There's a oil barrel in another jail
cell which happens to be right up against Captain Ash's assistant's jail cell.
Shoot it so that oil spills all over. Notice the lantern hanging from the
ceiling? Back up and shoot it. This will effect the oil so that you blast a hole
in the back of Captain Ash's assistant's jail cell. This allows her to slip
through. Yay! Exit the room and head down the stairs to the outside. Captain Ash
is no longer with you, and in this courtyard of sorts, a tank rolls out. This
is the first boss of the game.
+----+-------------------------------------------------------------------------+
|TANK| Nothing like a big tank, huh? Well this one isn't as tough as it lets on.
+----+ Here's the plan. Use your K-SMG Grenades to freeze it. It will just sit
|still and not fire, for a short period of time. The bar at the top of the
|screen shows this. Once the white bar runs out, it'll be back up again, firing.
|Once it's stunned from the K-SMG Grenades, race up to it and place TNT on the
|red portion on the back of the tank. This will deal massive damage. You can
|simply repeat this until it's dead. Ammo and TNT are all around the courtyard,
|so finding any shouldn't be a problem. There's also health. In the event you
|run out of K-SMG Grenades/TNT use regular grenades. If you run out of all of
|those, restart the fight and try to be more accurate with firing.
+------------------------------------------------------------------------------+
With that said, head over to the elevator. Enter the doors and walk over the
bridge. Enter the room. You'll meet a mysterious time traveler. He'll vanish,
and
using some hard evidence, you'll figure out he's headed to 1969, Russia. With
that, Cortez is off.
================================================================================
THE RUSSIAN CONNECTION [TRUC]
================================================================================
+---------------------------------------+
|WEAPONS: |
| |
| 9mm Pistol |
| Machine Gun |
| Sniper Rifle |
| Grenades |
| Sniper Rifle |
| |
|ALLY: |
| |
| Harry Tipper |
+---------------------------------------+
Ouch. Cortez has another bad landing. He lands on a bunch of crates. A far out
dude named Harry Tipper will tell you to be quiet. He's spying on what looks
to be a well guarded man with some other far out dude in green. You'll learn
that he's watching Khallos, a man who's planning to start World War III with
a french missile, and that the other guy is someone who just showed up a few
months ago and is evidently helping Khallos. Tipper will tell you that Khallos
has given the Time Traveler a small army in return for eternal life. Also,
Khallos has captured Tipper's girlfriend. What a mess.
Start off the mission by picking off the guard over in the booth all the way on
the right. You're right next to a small building, and those gun shots will be
heard by those guards. They will rush out of that building. Kill them, and enter
the building. Go in and head down stairs. Kill the guards and take the goodies.
Such as ammo. Exit this building and make a right. You'll notice a gap in the
land, for what looks to be some sewer type system. Jump in. Harry will follow.
Walk to the left, and a bunch of steel bars will be blocking your path. Harry
Tipper will use his Laser Glasses to make an opening in them. Those glasses
aren't as good as X-Ray Glasses, by the way.
Continue on, and Harry will ask to split up. He says he'll take the sewers that
are nearby and that Cortez should continue on the path he's currently taking.
You'll agree, and Harry will tell you to meet him at the Water Tower. So, head
on and there will be guard standing up against the wall. Use the silence mode
on your pistol (tap up on the D-Pad) and shoot him with one bullet right in the
head. His blood stains the wall. Anyway, head through the gap on the right hand
side of the wall. Silently, pick off the guards with one shot to there head
around here, and head to the right. Slowly walk along the wall of the building
in the center of this area, and you'll hear an engine. That's a vehicles engine.
A green mini-vehicle will come zooming out from the corner of the building.
Using the scope on your pistol to shoot the driver in the head. The one on the
right. Then kill the other one and pick up their Machine Guns. In front of you,
a guard in front of a building will hear you.
You have to shoot him, then turn around and face the ugly surprise that is
awaiting you: a huge army of guards. Shoot them all, aiming for their heads and
collect the ammo. Head into that building over by where the car looked like it
was coming from. The door is behind a large stack of boxes, you can't miss it.
Inside there are two guards, health, and a switch. Kill the guards, activate
the switch, and grab the health. Exit the building and take the path to the
right. There will be four guards in this next area. Kill them all, and head out
of this area. You know you're out of the area when there's a fence to your left.
Go through that door.
Hey, look! A water tower! Walk over to it and you'll meet up with Harry. He
deducts that you'll need uniforms if you want to carry out the rest of this
mission. He'll go into the sewers but Cortez needs to give him cover. Climb up
on top of the water tower. You'll get a Sniper Rifle. It's right next to the
drunk guy. Do as you please with him and then look out of the water tower. So,
as you look out from the Water Tower you see two separate areas. Each with a
series of barracks. You also see a bunch of crates. And, you'll also see a small
sewer opening. Harry will crawl out from it in the first area. You'll have to
keep the guards around that area off him as he steals one of the uniforms from
the barracks. Do this for the second set of barracks. The trick is to shoot them
in their heads. The clip for the Sniper Rifle is very small, so you need to
be efficient with your shots.
After, head to the opposite side of the Water Tower and walk down the wooden
plank and drop down into the building via the hole in the roof. Open the door,
and kill the guard nearby. Travel down the stairs, killing the guards. Make sure
you take the ammo. There are a lot of rooms branching off from the stairs, so
check them out if you need health and armor. One of the rooms has a hole in it,
that allows you to drop to the bottom most floor. Make sure you take that.
Walk forward and kill the guard and you'll be outside where a small scene with
Harry Tipper will take place.
Harry Tipper has gotten the uniforms, as you know, and you'll both change into
them to access the base nearby. He dresses in a girl uniform, by the way. So
walk over to the base and the giant green door will open for you. This place is
pretty big, and make sure you DO NOT blow your cover. Okay, first thing's
first. Head over to the main area (the LARGE area, with the catwalks above).
There's a set of stairs leading up and down on the right. Head up the stairs on
the right. Walk to the room with the giant machine. We need to get this running
to open the door back in that large area to open Sector 3. This is needed to
complete the mission. In the room with this machine is a worker, an engineer.
Pistol Whip him twice to get his Engineer Swipe Card. Go back out to the main
room. This time, head down the stairs. You'll notice a door quickly after using
this set of stairs. It would be locked, but we have the Card to get in.
Now, go the left and there will be another machine, with the Starter Motor. To
activate this, we need water. Head down the corridors and you'll come to a
a large room with a few workers. Head down the spiral stairs down through the
near by room down the next set of stairs down to a switch. Turn it, and the
water will be active. I'm sorry if I'm not being accurate enough, but just
navigate the corridors as best you can. So with the water on, head back up and
activate the Starter Motor. Go back to the main room, then up the stairs and
to the room where you original got the Card. Activate that giant machine and
you'll be able to access Sector 3. One problem, though. Everyone knows you and
Harry aren't really guards. Everyone in the main area will start firing at
you. So, head back into the main area and prepare to fight. Kill the closest
guard to you, then get the Soviet Rifle and begin to use that.
Kill the guards on the catwalk, then the ones that show the most immediate
threat to you. Once that's all dealt and done with, head over to the big steel
door and open it up. Sector 3.
The first thing you'll notice, is the vehicle. Well, that may be the second
thing because the guards firing at you may fire before you can admire that
vehicle. Kill the guards and take their ammo. Get in the vehicle. Harry will
take the stairs nearby because "ladies love a man who keeps in shape". Drive
forward and make a left down the tunnel. Run over an guards till you reach the
end of the tunnel. Get out, and start firing against all the guards. Toss
grenades to take them out quicker. Walk to the end of this corridor and enter
the room on the left. There's a room with a few holding cells with hostages.
A bratty young girl is one of them, so you know. Take the health and armor on
the table, and Harry will walk in and say he'll take care of them.
Exit that room, and head back to your vehicle. If you look along the left wall,
there's another wide tunnel perfect for your vehicle to travel along. Do so,
and jump out when you reach a giant door. You need to blow it up. Head down the
hallway on the right. There are two blast doors. One of the right, and one down
further on the far left. Enter the first one to get the health, but be careful;
there are several guards in that room. If you want to skip that room, enter
the second room on the far left. There are no guards in this room, just an
explosive. Use your Uplink to pick it up. It's the giant red bullet-looking
thing on the north end of the room. Walk it back to where that giant door was
near where you left your vehicle. Throw the shell at it. It will blow open
a hole.
Continue you through it, and take out the guards in the upcoming area. Use the
stairs on the left. There are several guards, so take them all out quickly.
You have the advantage of elevation. After the stairs, you'll uncover the
Time Traveler sending guards through a Time Portal. He'll spot you and send two
guards after you, and jump in the Time Portal himself. Destroy the guards to
bits, and head through the door.
Alright...so we don't know where he went. But look! Harry Tipper's on the
back of Khallos's train! Cortez, using skill, will jump on!
Welcome aboard, you'll be traveling on...
================================================================================
THE KHALLOS EXPRESS [TKEX]
================================================================================
+---------------------------------------+
|WEAPONS: |
| |
| 9mm Pistol |
| Machine Gun x2 |
| Heatseeker |
| Tactical 12-Gauge |
| Soviet Rifle |
| |
|ALLY: |
| |
| Harry Tipper |
+---------------------------------------+
Alright, so Harry Tipper and Cortez must stop the missile from launching, and
save Harry Tipper's girl, man! She's looking fairly hot when you get to see her,
by the way.
Alright, start off by heading out of the first train car and up the ladder.
You'll have a welcoming party waiting for you: a few guards. Shoot them in their
heads and walk to the edge of this train car. As you may or may not notice,
you can use your pistol to peck off each of the guards in that crate maze below.
Do so, then drop down and walk your way through it. You'll know it's clear
because Harry will state and I quote "It's all clear." In this next train car,
things look tough!
But they're not. Not at all. Sure, there's a turret in the middle and a bunch
of guards around it, but if you shoot the stack of fuel drums on the right all
the guards including the one on the turret will all die in a fiery mess. Pretty
cool, huh? So exit this train car and enter the next one. The next train car
has a small work area on the left with two guards, one at a table and the other
at a radio. Kill them, and feel free to grab the health located on one of the
beds. Make sure you pick up the Machine Gun from one of the guards you just
killed as well. Harry Tipper will walk in and say that he can use the radio to
warn his "people" about the missile. Leave him and exit this train car.
This next long train car is filled with guards. You'll also hear the roar of a
helicopter from outside, that is trying to shoot you. Run through this room,
kill the guards. Upon exiting, you'll be on an outside train car with that same
helicopter shooting at you overhead. The thing is that to navigate through this
car, you need to destroy crates in your way, which takes time. Shoot them with
your machine gun and make your way across. After making your way past those
crates, you should see a big missile launcher. They're Surface-to-Air missiles,
exactly the thing needed to blow up the helicopter. Go walk to the control panel
at the end of the train car and actiavate them. That's that. Head up the ladder
to the next train car.
You'll be on top of it. Shoot the two guards and jump down to yet another train
car. Here, there are three guards and several explosives. You're also trapped,
and that helicopter is back. Kill the guards. As you do so, a second train will
pull up along side the one you're one with your Future-self. He'll tell you
that if you take down the guards shooting at him on his train, he'll shoot down
that helicopter shooting down at you. Future Cortez is on the middle train car,
and guards appear on top of the left and right train cars. Shoot them one at a
time, and Cortez will shoot down the helicopter. After, walk over to the side
of the train car you dropped down from, for the helicopter will crash land on
the next train car! I it does, a guard who's burning to death will try to shoot
you. Shoot him, and take your ammo and proceed past him to YES, ANOTHER train
car.
This train car has a small weapon room, but is filled with a ton of guards. Kill
them all, and enter the small opening that makes up the weapon room and take all
the ammo, and the Tactical 12-Gauge. There's also health on the table, if
needed. I suggest using the Soviet Rifle.
So exit this train car and proceed on. There will be a loop hole. Cortez will
jump through it and you'll be in a gray colored train car with a mess of guards.
Use either the Machine Gun or Tactical 12-Gauge to take out the enemies then
exit the car. What's this? This room has Heatseeking Rockets...hmm. Continue
to the next room and look! It's Past Cortez riding on a train parallel to the
one you're on, and these's another Helicopter! There's also a Heatseeking Rocket
Launcher. Pick it up, and you'll have to aim and take down the Chopper. A few
rockets should do it. At the same time, Past Cortez will be shooting the guards
around you down.
After that, head back to that gray colored train car. Walk over to the red
hanging hook and hit action. You'll climb up to the next train [car]. Take out
all the guards in the area, and also pick-up the TWO Machine Guns. Yes, you now
have two. Run along with these weapons and head to the next train car. Guards
from the other train will be jumping from the other train car into the one you
just entered. Shoot them all down with your Machine Guns, and enter the freakin'
next train car. This one looks like a bar, or some kind of entertainment room.
Kill all the guards, and do as you please with the drunk guy on the bar.
Head up the stairs and into that large white train car. You and Harry Tipper
will be locked in. Khallos will show up in another room and tell you that
we'll be "running" into Tipper's girl soon. He'll also start activatin the
missile. Before he exits, he also fills the room Harry and Cortez are in with
green gas! That's the worst kind! Anyway, walk over to wear Khallos was and use
your Uplink to flip the switch that activated the gas in that other room. Then,
go into that room and flip a switch along the wall. It's red. It'll open the
way to the next train car. At the same time, two guards will run up the stairs
you originally came from and start shooting. Kill them and head down and out
to the next train car.
This car has the French Missile. There are a few guards at the end of the room
as well. Kill them and head into the room they came from. To stop the missile
you need to use the control panel and match the rotating wires. This part is
very easy, but I can't really describe how it's done. I might make an ASCII Art
map of this later on. After the puzzle, head out and up the ladder to the top
of a series of train cars. You'll face Khallos.
+-------+----------------------------------------------------------------------+
|Khallos| Ah, that bastard. He's not that tough, despite what he thinks he is.
+-------+ All you have to do is blast him as he flies around on his jetpack.
|It's such a lame fight, which is sad because the two 1969 levels were a blast.
|So, use your Machine Guns or Tactical 12-Gauge and fire at him in his head.
|All he'll do is try and hit you with some laser that can be easily avoided by
|moving.
+------------------------------------------------------------------------------+
After, run along and hit the switch in the final train car to stop it from
running over Harry's girl. In the next cut-scene you'll stop the train, which
won't come close to hitting his girl, and learn that "The Brotherhood of Ultra
Sciene" or, as we learned in the beginning of The Russian Connection, the Time
Travler, had a lab in a mansion somewhere in 1994. Cortez will be sent there.
================================================================================
THE MANSION OF MADNESS [TMOM]
================================================================================
+---------------------------------------+
|WEAPONS: |
| |
| Baseball Bat |
| Flamethrower |
| Shotgun |
| Revolver |
| |
|ALLY: |
| |
| Jo-Beth "The Slut" Casey |
+---------------------------------------+
This level is f'n scary. You'll arrive at the Mansion as planned, and a slut
will apporach and she'll also want to go into the Mansion to take some ghost
pictures. Eek.
So start off by heading into the Mansion. As you do, a tree from outside will
be struck by lighting and block the door in which you just entered. A lamp from
the ceiling will also fall and explode into a firey mess. There's a flamethrower
where that crashed, I believe. Take it, and head over into the room on the
right. In this room, you'll be locked in for a while and have to fight zombies.
Before entering this room, be sure to pick up the Baseball Bat.
Zombies can be beaten if you run up (this is all with the Baseball Bat) smack
them in their heads and then back off, and repeat. This needs to be done quickly
because zombies will keep coming, and you don't want to be owned by a bunch of
zombies like that. So fight off the zombies. They will come out from the
center wall. There are also a couple on the right hand side by the once-was
pool table.
The door to the left will unlock once you beat down enough zombies, and a ghost
will somehow create a long path of fire blocking you from proceeding into the
next room, but allowing you to go through the door at the right, leading you
outside. Outside a scientist attached up on to a tree will cry for help. If you
notice, the area around the tree has a bunch of zombie worm things popping out
of the ground. The scientist will tell you that there's a Flamethrower in the
grass. Take it, and when the worms pop up, nail them with the Flamethrower. It
should take a few seconds to fully destroy them. Anyway, afterwords, the
scientist will jump down and tell you that the reason for all these zombies is
because of a lab experiment gone wrong. Anya (sorry, I haven't mentioned her
until this point, but she's that navigator or guide, so to speak that helps you
out, teleports Cortez, etc.) will tell you that te experiment explains the
zombies, but not the ghosts.
So head back inside, and the flame will be gone. Yay. Head through the door
and pick up a Shotgun on the wall. Enter the next room. You'll be locked in
here. Zombies from the above balchony will fall, and fall, attacking you. DO
NOT USE YOUR SHOTGUN! You will need it later! Use the bat, to fend them off. If
you're not doing so hot with the bat, then YES, use the Shotgun, but make sure
you collect the ammo left behind. Ammo left behind? Yeah, some zombies have
Shotguns. Ouch. After fending off the zombies, a cut-scene will trigger. If you
look over to the right, at the wall, you'll notice a deer head mounted up on a
plakque. Well, that's not just a head. Out will pop a giant, zombie, deer. !!!!!
!!!!!!!!!!!!! It's called the Deerhaunter, and you have to fight it. Quickly,
run over to the opening in which it came out of. Stand in there with your
Shotgun and blast it. It can't hit you there, so you'll win. When it's dead,
exit that area by taking the door to the right.
You'll immediatly be alarmed by the zombie running down the stairs chasing the
scientist person. Kill it, and head up the stairs and into the first room, the
one on the left. Here, there's a zombie on the right, and some zombies right in
front of you. Kill the zombie on the right first, it's got a Shotgun. Take all
the ammo, and exit this room and enter the only other room up here. CREEPY!
There are a couple of rooms on the right filled with zombies and other things,
and there's also zombies straight ahead. Kill them and continue navigating the
hallways. You'll come to a point where Jo-Beth will hide in a room and a bunch
of little leeches will swarm the floor. Use your Flamethrower to kill them.
Head on, navigating the halls. The next area consists of a few rooms filled with
zombies. Rather than ramble on and tell you which freakin' way to turn, just
continue you along till you reach a door. This door leads to the attic. Yay.
So, the attic. There's crates and stuff. And zombies. Kill the zombies in the
room, starting with the ones holding the weapons. After, head by the stairs
where you came up and a little over to the right is a series of wooden boards,
blocking a once-was pathway. Get too close to them, and a zombie will pop out.
After he does, back away and blast him. Walk down the very short corridor and
you'll face a couple of zombies, most of which have Shotguns. Creep along the
wall and pick off the ones that you can, then head down the large roof opening
place.
There's another set of stairs and a scientist. He'll say important things, so
listen to him, and stuff. There's health by him, too. Head down the stairs.
There are zombies below. Some are inactive. Go down and elminate them. Remember
to always kill the ones with the weapons! Anyway, after, Cortez will try and
walk through a door and he'll fall down a freakin' hole, that's apparently there
when that door opens.
Head down the stairs and into the room that follows. Here, you'll learn that
the bas- er, the Time Travler you've been following, is, in fact, in the
Mansion! Or below it, in the catacombs. Walk out, and you'll be outside next to
the well. A rather odd, skeleton enemy will arise. Circle around the well,
blasting it. A health bar is shown at the bottom of the screen, so you'll know
exactly how low on health it is. Just be sure to actually be HITTING it.
So, after it's defeat, head over into the room on the left. This part scares me
so I'll leave you with this information: Kill the zombie Chef by shooting him
in the head, and kill the evil carrion carcasses. The mission will then be
complete.
================================================================================
WHAT LIES BELOW [WLBE]
================================================================================
This level is creepy too. ;_; I'll try and get this up sometime.
================================================================================
BREAKING AND ENTERING [BRNE]
================================================================================
+---------------------------------------+
|WEAPONS: |
| |
| Mag Charger |
| LX-18 Pistol |
| SBP500 |
| Time Distortion Grenades |
| |
|ALLY: |
| |
| That girl |
+---------------------------------------+
Seriously, I don't know the girl's name. The game gives it to you at some point,
I'm sure, but I always freakin' miss it.
So, you start off on top of a large building. Head up and look to your right.
There's a guard looking over the edge of the building just standing there. Next
to him lies a special weapon. Well, not really. It's called a Mag-Charger. It
fires blue beams that can disable electrical fields, as well as shoot through
walls.
Use your Uplink to pull the gun into Cortez's hands and aim at the guard. Shoot
him in the head. Walk over by where he was, and head down the stairs. Half way
down the stairs, which are taking you to a lower area of the roof, you'll notice
a security camera on the wall to the right. Shoot it. Head down the rest of the
stairs. If you quickly turn to your right, you'll see a robot. Wait till he
circles around the buildings. When he comes around, your way, blast him. Three
shots of the Mag-Charger _should_ do it.
I made a map of this area, since I'm nice and I thought it'd help:
+------------------------------------------------------------------+
| | | | Building 2| |
| | | --------_-- |
| | | - [LOCKED] |
| | | - -------------------- |
| | | | | | |
| | | | | | |
| | | | | | |
| --------------------------------- -------------------- |
| X |
| O------------------------ |
| --------------- ------------ - | ||
| | Building 1 |****| | - | ||
| | | | | - | ||
| | | | | - | ||
| -------------_- O------------ - O ---------------------- |
| |
+------------------------------------------------------------------+
Those "-" over by the large building on the right are stairs. The little
opening in the large building on the top left is...a little opening.
Kill the robot, represented as "X" on the map, and go to Bilding 1. You'll have
to kill the camera beyond the red lasers, which I'll explain in a minute. One
shot from the Mag-Charger will do it. Now, if you'll look to your left, you'll
see a small control panel, which is the reason those red lasers are blocking
your path. Let me explain something first. If you walk through the red lasers,
you don't take damage. A bunch of guards will simply come down and assualt you.
So please, deactivate them.
Okay, so enter Building 1. It's a very small room with a guard standing at a
computer terminal. If you managed to get the LX-18 Pitsol from the guard you
killed on the roof, put on the scope and shoot him once in the head. If not,
use the Mag-Charger. Enter the room and go to the computer terminal. Shut down
the cameras, security guns, etc, and open the door (which will allow you to
access Building 2). Note that health and body armor are in this room and can
be obtained by pulling them out from behind the steel railing with the Uplink.
Go to Building 2. As you enter, you'll notice red lasers right on the stairs to
your left, and the switch somewhere below. Shoot it and head down the stairs.
Now, in this next room, get behind the crates on the left side of the room. A
guard will be walking foward, away from you. Shoot him and head through this
room. Note that on harder difficulties, there are more cameras. Please, be
careful and look around the room. Any camera you see should be destroyed with
the Mag-Charger.
================================================================================
U GENIUS, U GENIX [UGUG]
================================================================================
================================================================================
MACHINE WARS [MACW]
================================================================================
================================================================================
SOMETHING TO CROW ABOUT [STCA]
================================================================================
================================================================================
YOU TAKE THE HIGH ROAD [YTHR]
================================================================================
================================================================================
THE HOODED MAN [THMA]
================================================================================
================================================================================
FUTURE PERFECT [FUPE]
================================================================================
+---------------------------------------+
|WEAPONS: |
| |
| Kruger 9mm |
| K-SMG |
| |
|ALLY: |
| |
| R-110, Past Cortez |
+---------------------------------------+
Okay, the last mission. Head through the large steel door under the rather sexy
picture of Cortez, and you'll be in a giant room. This room has a bunch of
circular pathways that all loop around, and a giant bottom "arena" type area.
Kill the first guard on this elevated circular path, and have fun killing all
the guards. Once all the guards are dead, drop down, and you'll notice (this
outside of the "arena" area, behind all the crates and boxes that border it)
a set of stairs.
Head down them. Kill the guards and take the Time Crystals. Actually, they are
not guards. Well, are they? I mean, they have guns. But they're not really
guarding the crystals. Just digging them up. But then again, they did "guard"
them when you went to take them. It could've been self-defense, on the other
hand. Cortez did have a gun after all. Another way to look at it is that they
were helping Crow, so wouldn't that make them his allies, making them enemies?
And guards are a form of an enemy. Ah, **** it.
So head back out, and Crow will show up. Yay! You can damage him in the back.
First, to do so, you need to deactivate all his other "parts". No, I'm sorry,
his dong is not shoot-able. Each limb of his has a flashing circle around it.
They are green. The weaker they get, the more red they turn. Blast all his
limbs till you can hit the back of Crow and deal damage. Repeat this.
Eventually, after enough damage...a cut-scene will trigger... Crow will shoot
R-110.
"I only wanted to be loved!" cries R-110.
Crow killed R-110. That bastard!
So, Crow will chase Cortez around and Anya will ask Cortez if he thinks she
should send him back to the past, 5-minutes ago and stop Crow with the help of
your past self and the past R-110.
Cortez will say yes, and you and yourself, and R-110 will face Crow again.
Use the same strategy.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Sit back, and watch the ending of the game. Congratulations!
+===---===---===---===---===---===---===---===---===---===---===---===---===---+
* * * * * * * * * * [IV] ARCADE LEAGUE/CHALLENGES * * * * * * * * * * * *
+---===---===---===---===---===---===---===---===---===---===---===---===---===+
================================================================================
ARCADE LEAGUE
================================================================================
++++++++++++++
Amature League
++++++++++++++
-----------
ONE GUN FUN
-----------
-> Rockets 101 <-
[GAME MODE] DEATHMATCH
[LOCATION] ZEPPELIN
-Platinum-> 1st, 20 Kills
-Gold-> 1st, 18 Kills
-Silver-> 1st, 16 Kills
-Bronze-> 1st Place
You need to be accurate. You must use a rocket launcher to kill any enemy in
this level. You have to hit them dead on or very close to kill them, and the
AI in this level have skill, and can hit other AI Bots fast. So, you have to be
quick and accurate. The trick is to lock on target then blast is. Only use the
Secondary Fire Mode of the Rocket Launcher if there are many enemies in a small
area, crowded around each other.
+++++++++++++++
Honorary League
+++++++++++++++
++++++++++++
Elite League
++++++++++++
================================================================================
CHALLENGES [CHLL]
================================================================================
+===---===---===---===---===---===---===---===---===---===---===---===---===---+
* * * * * * * * * * [V] APPENDIX * * * * * * * * * * * *
+---===---===---===---===---===---===---===---===---===---===---===---===---===+
================================================================================
WEAPONS [WEAP]
================================================================================
*If anything is wrong or out of place here, e-mail me about it and I'll fix it:
astroblade@gmail.com
-------------
Sc-Fi Handgun
-------------
Clip/Max:
Found?: Time To Split, Machine Wars, Something To Crow About
Secondary Fire:
Description: A standard futuristic pistol. It has two modes, one of which allows
bullets to bounce all around. I suggest using the regular blue-blast fire mode,
because (if you've played Time Splitters 2) you know the bouncing plasma blasts
suck. They can reflect back and hit you. This pistol is very powerful, as well.
Aim for the heads of enemies and it will get the job done. You can hold up to
two at a time.
----------------
Plasma Autorifle
----------------
Clip/Max: 400/400
Found?: Time To Split, Machine Wars, Something To Crow About
Secondary Fire: N/A
Description: A very powerful futuristic machine gun. This machine gun of the
future fires out a series of red/orange plasma bullets at a target. You never
have to reload! The drawback? The gun overheats if you fire too much, too fast.
Still very strong. Whenever you have to fight Time Splitters, I recommend using
this gun. It defeats them in a few shots.
-------------
Sci-Fi Sniper
-------------
Clip/Max:
Found?: Time To Split, Machine Wars
Secondary Fire:
Description: A future weapon, this time a sniper rifle. What's more, it's very
strong! It can kill things quickly, be it up close or from a distant. The scope
is very nice, being as it came aim far. In addition, the sound of firing it is
also nice. >_> But yeah, a good weapon, that simply fires red/orange blasts of
pain.
---------------
Plasma Grenades
----------------
Clip/Max: N/A, 5 Grenades at a time
Found?: Time To Split, Machine Wars
Secondary Fire: N/A
Description: These are like regular grenades in that after thrown, they blow up
and damage what's nearby. The special thing with Plasma Grenades is that you can
stick them on to things. This will garauntee you killing some random enemy or
whoever you attach one of these too. You only find these in the future type
levels, such as Time to Split. ***GRENADES ARE FIRED WITH "Z" OR WHATEVER BUTTON
YOU HAVE THEM SET TO; THEY CANNOT BE FIRED WITH THE REGULAR FIRING BUTTON!***
----------
Kruger 9mm
----------
Clip/Max: 8/60
Found?: Scotland the Brave, You Take The Highroad
Secondary Fire: Equips silencer
Description: A pistol of decent strength. Capable of killing an enemy in one
hit to the head. Not so useful unless you have two of them, but still a good
weapon. This weapon is first seen in Scotland, after Captain Ash gives it to
Cortez.
---------
Flare Gun
---------
Clip/Max:
Found?: Scotland The Brave
Secondary Fire: N/A
Description: A weird gun, which is very inaccurate. You fire out a mini rocket,
that twirls around or a while before hitting the target you aimed for. Only use
this from a distance, and other than that, don't use it at all. If you miss, you
wasted time, and if you hit, well, you shouldn't be using it! I recommend
playing around with it in Arcade Custom matches if you want to be skilled with
this in the Story Mode.
-----
K-SMG
-----
Clip/Max: 32/200, 1/5 (Grenades)
Found?: Scotland The Brave, You Take The Highroad
Secondary Fire: Activate Grenade-Firing Mode
Description: An old machine gun, custom built. It's pretty strong and pretty
much the best weapon in all the 1924 levels (Scotland the Brave, You Take the
Highroad, etc). Not much to say about it. It also has a grenade firing mode
which is very helpful, especially against a certain Tank boss.
--------
Grenades
--------
Clip/Max:
Found?: Scotland The Brave, You Take The High Road
Secondary Fire:
Description: You'll fire out a tiny grenade and after a few seconds it will
explode and damage the surrounding enemies. ***GRENADES ARE FIRED WITH "Z" OR
WHATEVER BUTTON YOU HAVE THEM SET TO; THEY CANNOT BE FIRED WITH THE REGULAR
FIRING BUTTON!***
-------------
Vintage Rifle
-------------
Clip/Max:
Found?: Scotland The Brave
Secondary Fire: N/A
Description: Ugh, crappy. This is an old rifle. Its scope sucks, but it's
fairly damaging. You will hardly ever need this weapon. There's not much else
to say about it.
---
TNT
---
Clip/Max:
Found?: Scotland The Brave
Secondary Fire: N/A
Description: TNT are like Grenades. Except, more accurate, and used less. You
place the TNT where you want it to blow up, run away, and after a few seconds,
it will explode. This weapon is rarely used in the Story Mode.
----------
9mm Pistol
----------
Clip/Max:
Found?: The Russian Connection, The Khallos Express
Secondary Fire: Equip silencer
Description: A regular, single bullet-firing pistol. It deals good damage, and
has a silencer and...a scope of mediocre range! It's still very helpful in
levels like The Russian Connection and The Khallos Express.
-----------
Machine Gun
-----------
Clip/Max: 32/356
Found?: The Russian Connection, The Khallos Express
Secondary Fire: N/A
Description: A standard machine gun. Several bullets are fired at once, hurting
any enemy they touch. The Machine Gun is great since you can hold two at a time.
There's a bit of a "zoom in" mode, that's fairly good. This fast bullet-firing
gun is your friend. Or it could be your worst enemy.
------------
Sniper Rifle
------------
Clip/Max:
Found?: The Russian Connection
Secondary Fire:
Description: A sniper rifle. The Sniper Rifle. A nice scope and a nice weapon in
general. Very useful to pick off enemies from a distance, but rarely used in
the Story Mode. I recommend using this in Arcade Custom matches when facing
friends. :)
------------
Soviet Rifle
------------
Clip/Max: 30/200
Found?: The Russian Connection, The Khallos Express
Secondary Fire:
Description: A more powerful machine gun. The Soviet Rifle is slow firing, but
is so very strong! Its accuracy is also great! This gun is most used in the
Khallos Express train level, and so it should be! Truly a great weapon, and one
of my personal favorites.
-----------------
Tactical 12-Gauge
-----------------
Clip/Max: 8/40
Found?:
Secondary Fire:
Description: My favorite weapon. A shotgun of sorts. You get 8 shots per clip,
and what deadly shots those can be. One shot from a somewhat close distance to
an enemy and you'll blow them away. This weapon is one of the strongest there
is. The reloading is very slow, but it's well worth it.
----------
Heatseeker
----------
Clip/Max: 1/6
Found?: The Russian Connection
Secondary Fire: N/A?
Description: A rocket launched used once in the Story Mode, but can be great in
Arcade. It has a lock on mode. You hold down fire till it locks on to something,
and then fire away. It doesn't always hit, if you fire it from 50 million feet
away from your target, or at the ground when you're aiming for an enemy on a
building, but you get the idea.
------------
Flamethrower
------------
Clip/Max: --/1500
Found?: The Mansion of Madness
Secondary Fire:
Description: This weapon fires out bursts of flames. The flames are very
damaging, and wear away at an opponent's health until they die...or it gets
put out for one reason or another. This gun is first found in The Mansion of
Madness level and quite useful for taking out zombies, albeit slowly. The one
drawback IS the fact it takes a while to kill the enemies.
------------
Baseball Bat
------------
Clip/Max: N/A
Found?: The Mansion of Madness
Secondary Fire: N/A
Description: Hell yeah! A regular baseball bat! Used to beat the living crap
out of anything, namly zombies. This will be a good friend to you early on in
The Mansion of Madness level. You can strike a zombies head off quite simply
with it.
-------
Shotgun
-------
Clip/Max: 2/40
Found?: The Mansion of Madness, What Lies Below
Secondary Fire: N/A
Description: A regular shotgun. Nothing like the Tactical 12-Gauge, but still
strong. The thing is you can only fire two shots before having to reload. It's
slow firing, and you have to reload way too often for it to be good. This weapon
is useful for shooting zombies.
--------
Revolver
--------
Clip/Max: 6/72
Found?: The Mansion of Madness
Secondary Fire: N/A
Description: A strong pistol type weapon. You fire out a very strong, single
bullet, dealing great damage. Again, a great weapon for taking out zombies. You
just need to be accurate with the single shot, and aim for the heads of your
many targets for it to be effective to its full extent.
---------
Ghost Gun
---------
Clip/Max:
Found?: What Lies Below
Secondary Fire:
Description: This weapon is mainly for...taking out ghosts. Your screen gets all
weird when you use it, and frankly, I don't like it. It fires out a red beam
that waves around until binding to its target. It deals pretty good damage. I
rarely, if ever - use this gun in Arcade, so I'm not sure how effective it is
there.
-----------
Harpoon Gun
-----------
Clip/Max: 12/48
Found?: What Lies Below, You Take The Highroad
Secondary Fire: N/A
Description: Hehe. With the Harpoon Gun, a dart is fired out. A dart that moves
fairly slow but can deal pretty good damage if you assualt the enemies at hand
with it. You can also pick up the darts that you miss your tagets with. This is
good in terms of ammo.
-----------
Mag-Charger
-----------
Clip/Max: 12/40
Found?: Breaking and Entering
Secondary Fire:
Description: The Mag-Charger fires out a blue beam that can disable electrical
fields as well as damage enemies. It can also fire throught walls, using the
blue "screen" mode used by the Secondary Fire button. Never use this in face to
face combat. Your opponent will win.
-----
LX-18
-----
Clip/Max: 18/60
Found?: Breaking and Entering, U Genius, U Genix
Secondary Fire: Equip scope
Description: Holy cow! What a huge clip! 18 shots. This gun fires moderatly
fast and deals great damage. Even if it didn't, 18 bullets or one round of fire
are sure to get the job done! This is another one of my favorite weapons. Two
can be held at a time, also! That means 36 shots before reloading once. A great
weapon found in the future levels.
------
SBP500
------
Clip/Max:
Found?: Breaking and Entering, U Genius, U Genix
Secondary Fire: N/A
Description: If you played Time Splitters 2, you knew that the SBP90 Machine
Guns were probably the best or second best weapon in the game. The SBP500 is
much better, but kind of isn't. Let me explain. It fires slightly slower and you
can only hold one at a time, but it deals good enough damage to clear a full
room of enemies. The reload rate of this weapon is also fairly long. So use it
to it's potential. It's not the best, but it rocks.
-----------------------
Time Disrupter Grenades
-----------------------
Clip/Max: N/A, 5 Grenades at a time
Found?: Breaking and Entering, U Genius, U Genix
Secondary Fire: N/A
Description: Cool grenades. When fired, the enemies around you will slow down
in an eruption of sorts. If an enemy is close enough, he'll go flying into the
air! The coolest thing to do is get an enemy to fly into the air and then
blast them, while in the air. Sadly, these are not available in Arcade.
--------------
Dispersion Gun
--------------
Clip/Max: --/40
Found?: Breaking and Entering
Secondary Fire: N/A
Description: A weapon that fires charged blue blasts. You must charge this
weapon for it to...well, work. Once fully charged you can kill enemies in a
single hit with one blast. It's not too accurate, but one fully charged blast
can help you out greatly.
------------
The Injector
------------
Clip/Max: 8/48
Found?: U Genius, U Genix
Secondary Fire: N/A
Description: A dart firing weapon. But much cooler. You simply fire a dart at
an enemy. The thing is, they will eventually get larger and larger until they
explode into a bloody mess. You need these in U Genius, U Genix to kill off
a certain enemy. These are great fun in Arcade. You can also pick up your darts.
-------
Minigun
-------
Clip/Max: 400/400
Found?: Machine Wars/Something To Crow About
Secondary Fire: Rotates Minigun Barrel
Description: The best weapon in the game. And very overpowerul. While using
the Secondary Fire Mode, you can go around blasting all 400 bullets. Each
fast firing bullet is extremly powerful. The one drawback is this gun can
overheat, and if you don't use the Secondary Fire Mode, you'll have to wait for
the barrel to speed up and start spinning before firing.
------------
Electro Tool
------------
Clip/Max: --/1800
Found?: Something To Crow About
Secondary Fire: Electric Blast Mode
Description: The Electro Tool fires out a beam of electricity, or in Secondary
Fire Mode fires out blasts of electricity. When used against robots, you halt
their movements and can kill them. This weapon can also blast apart electric
force fields in addition to activating them.
---------------
Rocket Launcher
---------------
Clip/Max: 6/12
Found?: Machine War/Something to Crow About
Secondary Fire: Fire your entire clip of rockets at once
Description: The true rocket launched. Simply fire out a fast paced rocket. The
rockets fired aren't the most accurate, but they're still pretty good. By using
the Secondary Fire Mode, you can fire all 6 rockets at once! That can deal a
large amount of damage.
-----------
Timed Mines
-----------
Clip/Max: N/A, 10 Mines held at a time
Found?: --
Secondary Fire:
Description: Place a mine, back away, it blows up in time. Seriously, nothing
to it but to do it.
------------
Remote Mines
------------
Clip/Max: N/A, 10 Mines held at a time
Found?: --
Secondary Fire:
Description: Place down a mine and detonate it at will.
---------------
Proximity Mines
---------------
Clip/Max: N/A, 10 Mines held at a time
Found?: --
Secondary Fire:
Description: When you place this, you're creating a field of damage. Whoever
gets close to it will trigger the detonation of the mine, and it will blow up
in their face. Place these too close to each other, and they will all detonate
at once.
----------
Monkey Gun
----------
Clip/Max:
Found?: --
Secondary Fire:
*BEAT THE ELECTRO CHIMP DISCOMATIC CHALLENGE TO UNLOCK THIS WEAPON*
Description: The best yet worst gun in the game. You fire out all 64 bullets,
the max amount of bullets in a clip, at once in a second or so. You can kill
any enemy very quickly, but it goes fast.
+===---===---===---===---===---===---===---===---===---===---===---===---===---+
* * * * * * * * * * [VI] CREDITS AND CLOSING * * * * * * * * * * * *
+---===---===---===---===---===---===---===---===---===---===---===---===---===+
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LEGAL INFORMATION [LGLI]
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================================================================================
CONTACT INFORMATION [CNTI]
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------
E-Mail
------
astroblade [at] gmail [dot] com
Replace the [at] with the "@" symbol and replace the [dot] with the "."
You may e-mail me -
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-A Critque
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And finally, e-mails must be written in cohereant English.
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CREDITS/CLOSING [CNTC]
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- GameFAQs (http://www.gamefaqs.com) - For Hosting this guide
- Rich "Gbness" Beast - A good, sexy friend
________________________________________________________________________________
(c) Astro Blade