FAQ/Walkthrough by Aceleader

Version: 0.3 | Updated: 04/12/05 | Printable Version

TimeSplitters: Future Perfect FAQ/Walkthrough
By: Aceleader & Andor3 

I. Introduction
II. Version History
III. Story Walkthrough
  a.      2401 – Time to Split
  b.      1924 – Scotland the Brave
  c.      1969 – The Russian Connection
  d.      1969 – The Khallos Express
  e.      1994 – Mansion of Madness         
  f.      1994 – What Lies Below            
  g.      2052 – Breaking and Entering      
  h.      2052 – You Genius, U-Genix        COMING SOON
  i.      2243 – Machine Wars               COMING SOON
  j.      2243 – Something to Crow About    
  k.      1924 – You Take the High Road     COMING SOON
  l.      2401 – The Hooded Man
  m.      1924 – Future Perfect

IV. Extra Info

  a. Character List
  b. Arcade Awards

V. Legal Jargon
VI. Contacting Us

                           I. Introduction  
Well, I (Ace) thought I’d like to try writing a FAQ. And what better 
than TimeSplitters: Future Perfect, since I’m so hooked on it right 
now. I mentioned it to Andor3, and he suggested writing it together. 
So, here it is! 

                         II. Version History
0.1 – First version, got quite a few of the story levels done in one 
day. The rest should be done very soon.
0.2 – Added “What Lies Beneath”, and altered some of the walkthroughs 
for other levels slightly. Also added contact information.
0.3 – Added story levels “Mansion of Madness”, “Breaking and 
Entering”, and “Something to Crow About”. Also added a list of the 
Arcade Awards plus a Character List, up to the Elite Henchman.

                        III. Story Walkthrough
Here it is, the walkthrough for the story mode in TimeSplitters: 
Future Perfect. It’s all based on the Easy difficulty, and I guess 
you can use it for Normal and Hard too. There isn’t much difference 
between each, the objectives are all the same. Just less health, ammo 
and armour and more/tougher enemies!

|2401 – Time to Split|

You start out in a very uncomfortable position, hanging upside-down. 
Wait until you fall to the ground, and a friendly Marine will run up 
and give you a Scifi Handgun. You can press Up on the D-Pad to switch 
to a mode where the lasers bounce off walls, much like the Scifi 
Handgun from TimeSplitters 2. Personally, I don’t like it. Anyway 
follow the Marines and listen as the command centre tells them to get 
you back safely.

*NEW OBJECTIVE: Reach the Rebel Base*  

Follow the two Marines, until you get attacked by three mysterious 
enemies. Take them out, then look down and to the right, across the 
canyon. There’ll be another two enemies just begging to eat your 
Scifi laser, so be nice and give it to them. Follow the Marine and 
use the spaceship to cross the canyon (rather handy it crashed 

*Checkpoint reached*

Once you’ve crossed the canyon turn right to get dual Scifi Handguns. 
Another three bad guys will attack. Kill them all, and continue on 
your path to the base, with your Marine buddies. You’ll come across 
yet more enemies, five of them in fact. There’s health next to a rock 
if you need it. A couple of them have Plasma Autorifles, kill them 
first as they pose the biggest threat. When you’ve cleaned up, pick 
up the Autorifle and equip it straight away. It’s a MASSIVE 
improvement from TS2, and will be pretty much all you’ll need for the 
rest of the level. Next to a rock against the canyon wall on your 
right are some plasma grenades, pick them up and you’re set to 

Follow the Marine and you’ll see a bridge up ahead. It will be taken 
out by a crashing ship, but under the end of it will be another four 
enemies. They’re no match for your shiny new Plasma Autorifle, so 
sweep the floor with them. Move on a little, and you’ll see a dead 
Marine. Grab the health and Plasma Autorifle ammo next to him, then 
look to your left to see the ‘Splitter mothership come crashing down. 
Score one for the good guys! Ahem. Anyway, move on, following the 

*Checkpoint reached*

A cut scene will play, where you’ll get to see the demise of poor old 
Miller. After the cut scene, you’ll be given a Scifi Sniper and be 
told to take out the enemies on the ridge. Stay where you are, and 
zoom in on the little bunker thing the enemies are sitting in. Aim at 
the barrel in between the two enemies, and pull the trigger. The 
barrel will blow up in flames, taking the enemies with it. Problem 

Follow the Marine around the corner, and you’ll be jumped by a 
Timesplitter. Not really hard, it will fall easily to your Plasma 
fire. Another one will come, drop that as well, then move on with the 
Marine. You’ll come out into an open area, with more Marines.

*Checkpoint reached*

One of which is lying on the ground, getting eaten by a Timesplitter. 
Blast the ‘Splitter, and shoot two more that will come from up ahead. 
Run to the gun emplacement on your left. Behind it are two lots of 
health, and more Autorifle ammo. Get whatever you need, but I suggest 
saving one health. Man the gun turret.

*NEW OBJECTIVE: Use the Gun Emplacement to Defend Against the 
TimeSplitter Attack*

First turn to the left, where you shot two TimeSplitters just before. 
More will be coming from the same direction, and one will be leaping 
down the side of the cliff. There’s a cool reference to the film 
Alien here – “They’re coming out of the god damn walls!” Anyway, use 
the turret to obliterate all the TimeSplitters. They do turn 
invisible, which can make it tricky to hit them, but just shoot where 
the Marines are shooting. The ‘Splitters can’t take too many shots 
before they die. When a Marine says there are more coming from the 
south entrance, turn the turret right a little, to face the way you 
came. More ‘Splitters for you to mow down, more fun to be had. More 
will then come from the left, and finally the last wave from the 
right. When all are dead, a Marine will tell you to hold your fire 
because reinforcements have arrived. Do as he says, and get off the 
gun turret.

*Use the Gun Emplacement to Defend Against the TimeSplitter Attack: 

Pick up some health if you need it, then follow the Marine onwards to 
the last part of the level. There will be yet more ‘Splitters, being 
fended off by Marines.

*NEW OBJECTIVE: Help Defend the Rebel Base*

Run behind the barricade on the left to keep out of the crossfire, 
use it as cover. Help the Marines shoot the ‘Splitters, it isn’t too 
hard. If you need there’s two lots health and 2 lots of plasma 
grenades nearby, so you shouldn’t have any difficulty. When you’ve 
killed enough ‘Splitters, a marine will tell you to get back to base, 
and in the corner of your screen will be a small clip showing a door.  
Turn around to see it, and run over to it. Open it to end the 

*Reach the Rebel Base: COMPLETE* 



|1924 – Scotland the Brave|

You’ll be on a beach, with Captain Ash. He gives you a pistol, equip 
it, and then follow him to the stone arch which he crouches next to.

*NEW OBJECTIVE: Infiltrate the Castle*
*NEW OBJECTIVE: Protect Captain Ash*

Looking up the road, there is an outpost with two guards. Headshot 
the one standing up, then stand right behind Captain Ash and headshot 
the one standing a bit to the left of that guard. Take out the other 
one, the one sitting with the radio, and get the Vintage Rifle from 
the outpost. Walk over the crater to the left towards the house 
closest to the cliffs. On the second floor you can find Grenades, 
then follow Captain Ash up the road, until two guards appear behind 
the stone wall on a hill in front of you. Snipe them, or let Captain 
Ash deal with them. Continue, until Captain Ash mentions a machine 
gun nest. Take cover with him, and wait. A plane will bomb the nest, 
and Captain Ash will say that it is all clear. If the nest doesn't 
get bombed, you can wait until the gun overheats to jump out and 
shoot the guard. Grenades also work, but aren't recommended. Moving 
on following the road, a guard will start firing from the top of the 
gate entrance you are headed towards. Let Captain Ash deal with him, 
and go to the ruined building just behind the machine gun nest. Go up 
the stairs, and look out. You will see another ruined building, and a 
guard next to it. Kill him, and then go to that building. Inside, 
there is full armour in the corner. Grab it, and then run to the gate 
entrance where Captain Ash is. Go inside after him, and keep going 
forward until you trigger a cut scene.
*Checkpoint reached* 

Anyway, the cut scene will show two portcullises falling, and a guard 
ordering to attack. It’s a trap!

*NEW OBJECTIVE: Escape the Trap*

There will be a guard to the left of you, shoot the barrel next to 
him to blow him to kingdom come. Go forward, to the left of the 
water, but turn to look across it. Using the boxes and equipment as 
cover, take out any guards on that side of the water. Go around to 
that side, and towards the stairs. Get the K-SMG from the guard that 
was there, and equip it. Head up the stairs, and shoot the guard at 
the top as soon as you see him. Turning left, there will be a guard 
using a stack of boxes as cover. Dispose of him, and kill another 
guard beyond. Move ahead into the small control room, and look out of 
the windows. There will be a guard in the control room opposite. Kill 
him quickly, and collect the armour where you are if you need it.  
Ignore the lever, it opens the wrong portcullis. Instead, head back 
to the stairs, then across the bridge on your left. Take note of the 
crane controls here, you will need them later. Anyway, after crossing 
the bridge, go towards the other control room. There may be a guard 
on the way, unless Captain Ash has taken care of him already. In the 
control room there is health, and another level. Pull it, and the 
portcullis will open.

*Escape the Trap: COMPLETE*

Head out of the control room, and another cut scene will trigger. The 
water level will rise, along with gun turret on a boat. Remember the 
crane controls I mentioned? Run back to them, and take control of the 
crane. Move it above the turret, and then hold down A to lower the 
crane and grab the turret. Still holding A, move the crane and drop 
the turret in the water. If you drop it on the boat, just use your 
Temporal Uplink to grab it and toss it into the water.

Go back down the stairs, and meet up with Captain Ash once again. Go 
through the door opposite where you entered the building, and head 
down the road.

*Checkpoint reached*

You will see a barn on the right, so head into the field when you can 
and go towards the barn. Pick up a barrel outside with your Uplink 
and fling it into the room, hopefully taking out most of the guards. 
Alternatively, toss a grenade through the window in the back of your 
barn, to clear out the guards so Captain Ash can take care of them. 
Finish off any survivors with your trusty K-SMG, and then head into 
the room at the back of the barn. Get the grenades and Vintage Rifle 
ammo, and then return to the main part of the barn. Head up the 
stairs to the left to get health if you need it, though you probably 
will not. Go back outside to the truck parked just there, waiting to 
be stolen.

Now, you have two options. You can either drive the truck, which I 
suggest, or man the turret in the back. Whatever you choose to do, 
Captain Ash will do the other. Anyway, if you choose to drive, just 
follow the road, mowing down any guards that get in the way, ignoring 
the others. You’ll go through gates at one point, make sure you go 
through the middle of them, or they may fall in a way that stops you 
from passing. Anyway, you will soon get to a canyon, with a draw 
bridge that rises up as you approach. On the far side there is 
another machine gun nest. Get out of the truck, and look to the left 
of the machine gun. See the big stack of explosive barrels? They make 
for excellent target practice, and will rip the guard manning that 
machine gun to shreds. After that’s taken care of, look for a lever 
next to the machine gun. Pull it with your good old 
Temporal Uplink and the drawbridge will lower, allowing you to cross. 
Now you have to drive the truck, so do so, across the bridge and 
along the road, ignoring the guards as before. You will come to the 
entrance of the castle proper, and another truck resting on its side. 

Get back on foot, and pick up the TNT resting handily next to the 
truck. There is also health should you need it. There are two double 
doors; you want to blow the ones on the left when facing the castle. 
Plant the TNT in the middle of them, and then get clear before they 
are blasted open. The Captain will run into the castle, but don’t 
follow him just yet. Instead, wait until the TNT reappears and 
collect it. Trust me; it will save you trouble later on. After you 
have the TNT, follow Captain Ash inside. Have your K-SMG at the 
ready; there will be quite a few guards.

*Infiltrate the Castle: COMPLETE*

*Checkpoint reached*

There will be a guard on the stairs right ahead, and another on the 
behind that. 
Help the good Captain kill them both, then go up the stairs.

*NEW OBJECTIVE: Locate the Time Crystal Mining Site

Turn around to shoot another guard, and move up onto the landing 
area. Go along, and 2 guards should come out of doorways right ahead 
of you. Easy targets. Captain Ash will mention that he wants to 
signal the “chaps out to sea” so leave him and follow the landing all 
the way around, going through the last door you come to. It branches 
off, the left is a dead end with health (not that you need it 
really). Go right, up a small set of stairs, into a room and try to 
open the blue doors. A cut scene will trigger, where you give 
yourself a key. Time travel, what fun! After the cut scene you will 
be at the top of some stairs. Go down them into the wine cellar, 
where a drunk guard is sat in a collapsed heap on the floor. You can 
ignore him or shoot him, doesn’t really matter much. Pick up the 
flare gun, and move on. Get onto the lift that looks more like a 
cage, and let Captain Ash pull you up. You won’t be reunited for 
long, as Captain Ash runs off before you get to the top, to rescue 
somebody. When the lift reaches the top, you’ll be in a small room 
with one exit.

*Checkpoint reached* 

Head out of the room and turn right to see a guard walking up to the 
window. Blast him with the K-SMG, then stand next to the window with 
your back to it. Another guard will run through the doorway the first 
guard came from, right in line with your bullets. Go through where 
those guards came from, into a rather spiffy looking room. Turn left 
to face the guard that should be stood at the entrance, and pop a cap 
in his skull. Go through that doorway and head left. Follow the 
corridor, going up a few stairs and round a corner, until you hear 
some guards talking. Listen to what they have to say, then turn left 
round the corner, and get rid of them. There will be another guard 
beyond, kill him too. Move to where the two guards were talking, and 
look left through the archway. There should be a small room with a 
balcony, then another room with a guard beyond, that will be shooting 
at you. Kill him, and get the grenades from the room if you want. 
Back in the main corridor where the guards were, there should be a 
small room to the left with three periscope type things that control 
the cameras. Use the middle one to see inside the briefing room, and 
Anya will tell you to find a way in there.

*NEW OBJECTIVE: Gain Entry to the Meeting Hall*

Head back the way you came, to the top of a small flight of steps. On 
the left should be a yellowish coloured door, go through it into a 
posh looking bedroom. Nothing of interest in here, head on to another 
small room.

*Checkpoint reached*

You’ll hear a guy talking; he’s in the meeting room which is just 
beyond the brown door. Go through, and a short cut scene will 

*Gain Entry to the Meeting Hall: COMPLETE*  

When the cut scene finishes, you’ll be on a balcony overlooking the 
meeting room, with three guards below. I suggest you chuck a grenade 
their way, then finish off any survivors. After you’ve cleared the 
room, head down the spirally stairs and go to the fireplace that the 
leader escaped through. On the right hand side of the right pillar is 
a lever; pull it to open a secret tunnel behind the fireplace. Go 
down into it until you reach an elevator shaft.

*NEW OBJECTIVE: Access the Underground Areas of the Island*
Go back up to the meeting room and head through the only exit. Yet 
another cut scene will trigger, where you’ll pass the key onto 
yourself! What a helpful guy you are, huh? Move onwards. An archway 
on the left leads to the kitchen, go in and kill the single guard 
staring out the window. There’s a small sectioned off bit at the 
other end of the kitchen, hiding a health and some ammo. Get whatever 
you need, then head back and go down the corridor. Go up some stairs, 
and shoot the guard in another bedroom straight ahead. Don’t bother 
going into the bedroom, instead turn right, shooting another guard, 
and head up some more stairs. Follow the corridor, briefly nipping 
into a small room on the left to get some K-SMG grenades lying on a 
desk, then continue. There will be another small room off the right 
of the corridor, with a couple of guards and more camera controls. 
Nothing much in that room, instead continue down the corridor. 
When you get to a bit with a large window on the left, look outside 
to see a plane crashing, killing a few guards and setting off an 
explosion. What fun. Move onwards, until you come across Captain Ash 
once again, who’s trying to help his “assistant” escape.

*NEW OBJECTIVE: Help Captain Ash Rescue His Assistant*

Go onwards, until you find another cell with a barrel in it. Place a 
bullet in the barrel, and watch as the oil leaks out. Now you have 
two options, shoot a flare into the oil, or retreat outside the room 
and shoot the lamp so it falls onto the oil. I recommend the latter, 
as it ensures you’re a safe distance when the barrel blows.

*Help Captain Ash Rescue His Assistant: COMPLETE*

Carry on down the corridor and down the stairs. There’s some armour 
on top of the desk, and an organ you can play by pressing the action 
button. Fun! Press Up on the D-pad to load a grenade onto the K-SMG, 
then head outside.  

*Protect Captain Ash: COMPLETE*

*Checkpoint reached*

Once you’re outside, look to the right, where a tank will burst out 
of a door.

*NEW OBJECTIVE: Destroy the Enemy Tank*    

Aim at it, and wait until it stops. As soon as it begins firing at 
you, blast it with a K-SMG grenade. The tank will stall, so run round 
to the back and plant the TNT that I told you to get ages ago. That 
will blow the tank to smithereens. If you don’t have any TNT, look in 
the corners of the courtyard, behind the small pillars. There’s also 
K-SMG grenade ammo scattered about.

*Destroy the Enemy Tank: COMPLETED*

Head to where the tank came out from, and stand on the circular 
platform. It will descend, taking you down inside the island. When 
the elevator stops, head through into a large underground cavern.

*Access the Underground Areas of the Island: COMPLETE*

Go across the wooden bridge, into a room beyond to trigger the end of 
this fun level.



|1969 - The Russian Connection|

Right, you're with Harry the Awesome. Start by equipping the Silencer
for your gun and use it to take out the guard a little left of you 
with a headshot. Wait until Harry stops talking and stand right where 
he did. Shoot the female guard when she stops, always use the zoom 
function. Wait until the guard stops talking about Boris and let them 
walk away for a bit. Go around to the corner where the female guard 
was and take out the guard right in front of you. Return to behind 
the crates and shoot the guard walking on the bridge with the zoom
function, like usual. Now you can grab some armour. Enter the house
and go through the next door. Down the stairs and listen to the 
conversation the guards have. Enter the room and shoot them as fast
as possible. There is some armour on the shelf. Go talk to Tipper and
follow him through the hole he'll create in the storm drain's bars.

*NEW OBJECTIVE: Find the Time Traveler*

*Checkpoint reached* 

*NEW OBJECTIVE: Rendezvous at the Water Tower*

Tipper's taking the pipes, so you'll have to kill the guards in this 
area. Begin by going up the stairs a little and snipe the guard. Peek 
out from the corner and shoot the guard walking towards you, he's in 
between the house to the left and the wall. Almost right below the 
light. Then shoot the one standing in front of the door of the house. 
Run past the car and hide behind the crates. Continue to the next 
one, and then run to the small place behind the room the guard was 
guarding and the container next to the wall. Pick up the Machine Gun 
the guard who stood in front of the door had. Sneak past the corner 
and take out the guard right next to you, and then the one standing 
right out in the open. Good, this area is done.

Run back to where the second guard was, the one walking in the grass. 
Go through until you come to the corner, where you stop and snipe the 
walking guard. The one next to the car, yes. Now go to the containers 
left of you, behind the brick wall. Stop and snipe the guard walking 
in front of you. Carefully check round the corner of the container 
you stand next to and snipe the guard. Now, there are two blue 
containers and a orange one on top of them to the right of you. Look 
through the space where the orange one doesn't block your sight and 
shoot the female guard's head. Good, all outside guards are dead. Now 
return to the car and listen to the conversation through the door. 
Enter. Make sure they have stopped talking, then snipe the guy's 
head. Do the same with the drunk girl. Flip the switch in front of 
where the guy stood. There are Grenades and health on the shelves, 
not that you should need any health if you've been following this.

*Deactivate Electricity: COMPLETE*

Good, this area is finished. Return to where the gates were and go 

*Checkpoint reached*

*Rendezvous at the Water Tower: COMPLETE*

Now comes the hardest part. Let Tipper talk and then use the ladder.

*NEW OBJECTIVE: Protect Harry Tipper*

Equip the Sniper Rifle and knock out the drunk guard so he doesn't 
bother you. Stand on the left side of the tower and watch the left 
area of the two down to the left. You'll see Tipper coming out of the 
manhole and run into the house. Guards will be coming out of the 
house to the right, so your job is to take them out. ALWAYS go for 
headshots, anything else is a waste of time. Missing the head also 
means you'll have to reload more often. Also, when you reload, you 
can press the aiming button as soon as you leave aiming mode to aim 
your next shot faster.

Tipper will run back to the manhole when you're done with the guards, 
and then come out of the one to the right. Reload if you haven't. Now 
the guards will come from the same house as before, so take them out 
just like before.

*Protect Harry Tipper: COMPLETE*

Go down the plank to your right. Go into the hole to your right, then 
enter the door. Use the Machine Gun for this part. Shoot the guard 
coming from the left, then walk to the left and shoot the guards on 
the lower stairs. Walk over to the next corner and shoot the guard 
coming out through the door. Next corner; shoot the guard next to the 
Continue walking, and shoot the guard who comes from the doorway to 
the left. Continue on and shoot the two guards who come from the 
bottom floor room. Enter the next room and grab the armour. Go down 
the stairs; shoot the guard coming from the other door. Enter that 
door and grab the Grenades. Go on through the door, watch the scene, 
and follow Tipper.

*Checkpoint reached*

Run on and listen to the overly suggestive conversation the two 
female guards have. You'll get more info for when to go next. Now, 
continue on and listen to Tipper.

*NEW OBJECTIVE: Gain Access to Sector 3*

Listen to the message.

*NEW OBJECTIVE: Restore Main Power*

Yay. On to the building to the right. Enter the door on the above 
platform. Into the room in the middle, listen to the talking.

*NEW OBJECTIVE: Activate Starter-Motor*

Follow the man out and through the door while you listen to Tipper 
and the guard. Anya will talk more when you reach the motor, so turn 
around and go through the corridor to the right.

*NEW OBJECTIVE: Restore Water Pressure*

Damned new objectives, won't you stop coming soon? Anyway. Enter the 
door, go down and just continue walking until you find the wheel to 
start the water flow. To prepare for the next part, you could shoot 
the engineer who's walking around in the room with the turning wheel. 
Then go back and shoot the two engineers in the previous room. That 
makes it easier when you start the flow, since you won't be 

*Restore Water Pressure: COMPLETE*

Right, if you didn't kill him before, take out the guard before he 
draws his gun. Hurry back to the door, then shoot the next guard as 
he comes through the next one. That is, assuming you didn't kill the 
engineers before. You should be using the Machine Gun from now on. 
Take care of the guard on the higher floor, then the one standing on 
top of the grey thing (turbine?) Kill the next one as he comes down 
to the above floor. Stand between the two grey turbines; shoot the 
guard on the top floor. Return to the starter motor, kill the guy, 
pick up the card you need, and turn on the motor. Get the armour if 
you've taken a hit, which you probably have.

*Activate Starter-Motor: COMPLETE*

Rush up the stairs and back to the open area. Tipper will already 
have taken care of the guards if you didn't shoot the engineers 
before you started the flow. Go back to where you met the man who 
opened the basement for you and turn on the main generator. If you 
did, they will need to be killed when you turn on the generator.

*Restore Main Power: COMPLETE*

Go back outside and run over to the big door. Press the button and 
enter. You'll need to shoot the guards here, so do that. Tipper will 
take the stairs, and you should do the same. At the bottom floor 
you'll be assaulted by guards, so take them out. Start by the ones 
who attack you before you get out in the open, as well as the one far 
away, standing behind of the barricade. Turn left and throw a few 
grenades to take out the guards, and shoot all survivors. Tipper's 
going into a room with hostages(a spoiled girl and a monkey...) along 
with armour and health, which you should take. Return to the car and 
drive it to lower level and on through the tunnel you find there. At 
the end, you should exit the car. There is a blast door here, so 
you'll need explosives. Grenades won't work. The radio will come on 
and tell the henchmen to board the train, and you've got yourself 
another objective.

*NEW OBJECTIVE: Locate Khallos's Train*

In the corridor to your right, there are two gates. Open the one 
closest to you and kill the guards, either by Machine Gun or 

There is a desk to your left as you enter the room, get over there to 
hear Anya talk a little about the story. There is some health in on 
one of the cases, which you shouldn't need. So, on to the next room. 
Do as Anya says and use the Uplink to carry the mini-nuke to the 
blast door.
Be careful when you carry it, don't make it touch any walls and don't 
turn too fast. When you get to the blast door, aim it at the center 
and let go of the button. Now the door isn't much of a hindrance, 
which means you're able to go on. Bring the car for fun if you want. 
Here, use the Machine Gun to kill all the guards. Don't forget the 
one hiding in the corridor to the left. Now that they're all drinking 
tea with the devil, you should go through the door at the opposite 
side of the room. 
This is a stair room, with a guard on every level but the third. 
Shoot them, or throw grenades. Make your way to the bottom floor, 
where you walk past the elevator. Watch the scene, then make short 
work of the two guards. When you open the door, the level's over. 

*Find Time Traveler: COMPLETE*

*Locate Khallos's Train: COMPLETE*



|1969 - The Khallos Express|

*NEW OBJECTIVE: Find Khallos*

*NEW OBJECTIVE: Prevent the missile launch*

Once again you find yourself with that awesome Tipper. He'll start 
out by making a reference to Indiana Jones. As always, equip the 
Silencer for your gun. There is a guard shooting at you from on top 
of the next section, snipe his head. Play with the different things 
on the train if you want to, or continue to the next part of the 
train by the door to your left. Go up, up the ladder ahead. As soon 
as you get up, whip out your Shoot-holes-in-thingsomatic 3000, also 
called "gun" and headshot the female guard. Run to the last part 
before the ladder and take out the man in the right top corner of the 
next wagon. Headshot as always.
The one left of him will run over and check on him, take him out the 
same way. Chances are the other two ones will have noticed by now, so 
kill them the same way. If you've got rid of them, jump down and make 
your way to the next part. Right as the door opens, shoot the stack 
of grey barrels. It's to the right of the machine gun. Most, if not 
all, guards will die. Shoot any survivors. If any barrels get in your 
way as you advance through the room, use the Uplink to move them. Two 
guards will rush at you when you open the door, try to take them out 
They can move a lot, so you might want to shoot at their bodies, as 
they're easier to hit than heads. Proceed on into the next part of 
the train, where you should shoot the radio guard in the head. Shoot 
the next, the one who hides behind the table, preferably in the head. 
Get into the room they were in for Machine Guns and a health pack 
which you can grab with the Uplink. Tipper will stay here to contact 
his crew, so you should go on alone. Equip the Machine Gun if you 
haven't already. 
Go on to the next part and listen to the yucky sounds coming from the 
toilet. Shoot the guard in the next corridor in the head, then 
quickly hide in front of the toilet as the helicopter shoots around 
you. The corridor with the guard should be full of other guards now, 
so gun them down. There is one at the end of the corridor, mind him. 
At around the middle of the corridor you'll hear the toilet flushing, 
which means you have to turn down and shoot the woman coming from it. 
There is armour in the last cabin of the corridor, which you should 
use the Uplink to reach. Now run on to the end of the corridor.

*Checkpoint reached*

You're assaulted by a helicopter. That's not good for your health, so 
quickly run forward and crouch inside the group of crates to your 
right. Shoot the one made out of tree until you can go over it. Run 
left and shoot the crate to your right, then proceed on. Simply run 
straight over the floor and around to the button, then press it. Ta-
da, the helicopter's gone. Up over the ladder with you now. Quickly 
take aim toward the left hatch and shoot as soon as the guard peeks 
out. Advance and shoot the guard coming from the hatch behind the 
last one. 
At the next section, you need to shoot the guards or shoot the 
explosive barrels. Do so before jumping down. There is one behind the 
tree crate in the left corner. You can shoot it until it breaks to 
get an easy headshot on him. Another tip would be to shoot all the 
gas containers, so they won't explode on you when you're down there. 
Anyway, when you're down there, another chopper will assault you. Not 
good. A scene will play and you'll have to protect the future you 
from the guards. They'll be standing on top of the wagons, so either 
use the Machine Gun or snipe their heads with the zoom in function of 
the gun.
Your future self will take care of the chopper. When it crashes, 
shoot the guard coming from the next wagon. Go on. Three guards will 
come at you when you enter the next wagon, so use the Machine Gun to 
take them down easily. Another one will jump out from the next 
corner, so shoot him as well. There is one last guard to the right of 
him, kill him. In the middle of the wagon, there is a room with 
weapons, health and armour. Get the Machine Gun ammo and a Tactical 
12-Gauge, then use the 
Uplink for the armour. There is another health pack on the shelves. 
Now, on with the attacking. Equip the Machine Gun, you'll thank me 
later. Through the door the guards were guarding, up the ladder. 

*Checkpoint reached*

Ah, movie time. Watch the funny scene, then get ready to shoot again. 
You'll start in the middle of a fire fight, so gun them down with the 
Machine Gun. One will keep hiding behind the box in front of you on 
the higher difficulties, so mind him. Grab a pack of Heatseeker ammo 
in the next room, and then grab the weapon in the next.

*NEW OBJECTIVE: Destroy the helicopter* 

Keep moving while you shoot the chopper with the heatseekers. It's 
not hard at all, just aim at it and fire when the circle is red. It 
should go down in no time.

*Destroy the helicopter: COMPLETE*

So, run back with you. You'll see a scene, and then be back on the 
first train. You'll start out in a bathroom, wait for the guard to 
come by and then shoot him. Pick up his weapon to get dual Machine 
Guns. Great. Go right and shoot everyone with your Machine Guns. 
There are guards in the first and fourth cabins, remember them. You 
can grab health in the fifth cabin if you use the Uplink. When you go 
past the next corner, a guard will jump at you, so take him out. Take 
his place and shoot the guards in the next wagon through the window 
of the door. 
Go through the door, shoot the guard on the other train and say hello 
to Tipper. Watch him hump some air, then go through the next pair of 
doors. The female guards will talk about how good Tipper looks, but 
you'll still be treating them the same. Duh. Use your machine guns to 
mow down everyone in the next room, be careful with the one to the 
left of the opening. When they're all dead, you can play the slots if 
you want. There's no reason to it, other than to hear a few funny 
There's a drunk guy behind the desk, ignore him or kill him. The 
projector shows you some pictures from this game. When you're done 
here, go on to the next part.

*Checkpoint reached*

Equip the Uplink. Go up the stairs and then into the next room for a  
cut scene.

*NEW OBJECTIVE: Deactivate the gas trap*

Use the Uplink on the statuette in the next room to stop the gas.

*Deactivate the gas trap: COMPLETE*

Tipper will open the safe for you, which contains health. Here you'll 
find Strudel the cat, who can be controlled. Do it if you want to, 
but there's no reason for it. There's a switch on the wall which you 
need to press. Do so. Enemies will come from the stairs when you 
press it, shoot them. Go down back the stairs, and then through the 
door on your right. Guards come from the door to the left, take care 
of them, too. 
Run on into the room and watch Tipper as he touches the wires. Then 
go over to the other side of the machine and press the activation 
Now for a little minigame.

For some puzzles, I've made a solution.

Each number equals a piece. The number equals the number of times you 
have to turn it. A "b" means it's a blue connector, a "g" means it's 
a green connector.

   b g   g
   1 1 0 1
   0 0 2 1
   3 0 1 1
   1 0 0 1

  3 1 0 2
g 1 0 2 1
  3 0 0 1
b 1 3 1 0

b 1 0 2 1
g 2 0 0 0 b
  1 3 2 1
  0 1 0 1

They probably aren't all of them, but some. Please send in some more 
solutions if you have them.

*Prevent the missile launch: COMPLETE*

Now we're done with that. There's armour under the desk to the right 
of the machine you just used. Take it and head through the next door 
and up the ladder. Then just run forward.

*Checkpoint reached*

Khallos will jump out of the fire to attack you.

*NEW OBJECTIVE: Defeat Khallos*

What a joke. Use your Machine Gun and just unload on him. He should 
go down in no time. If you run out of ammo, use the Tactical 12-

*Defeat Khallos: COMPLETE*

Run forward until you jump down in the last wagon. Simply run over to 
the controls and pull the lever.

*Stop the Train: COMPLETE*



|1994 - Mansion of Madness|

Well, here we are. Basically, this level is a nod to Resident Evil. 
Personally, I dislike this level, but I have to admit it has a great 
atmosphere. Anyway, on with the walkthrough!

You’ll start outside with the gorgeous Jo-Beth Casey (changed a lot 
from TS2!). See the big mansion? That’s where you’re going. Go in 
through to front door, and you’ll set off a cut scene where the door 
you just came through is blocked. Well, you certainly won’t be 
leaving any time soon! The scientist tells you to get out whilst you 
can (yeah right), and is promptly crushed by a falling candelabra. 
Unlucky. Pick up the Flamethrower that’s right in front of you, and 
get ready. A few black ghostly things (we’ll call them spirits) float 
down towards you; a short jet of flame will kill them. Once all are 
gone, follow Jo-Beth. Go through the hall, and pick up the Baseball 
Bat. Also, there’s some health in the cabinet and wardrobe here but 
they’re totally useless, since this early you have no need for them 
and you won’t be coming back here again. Move on into the room 

The door will lock behind you, and it looks like you and Jo-Beth 
aren’t alone. Zombies! There are six zombies total, two with Baseball 
Bats of their own. When you’ve killed the ones you can initially see, 
more will come out of the hole n the wall opposite where you entered, 
the best way to kill the zombies is to knock their heads off. Just 
run up, swing, then run back in case you don’t kill them so they 
can’t hit you. It’s worth noting you CAN kill the zombies by hitting 
them enough times, but they do take a beating so it’s not so 
efficient. When all are dead, a door will open. Go through, and keep 
moving into the next big room. 

Ooooh, a ghost! Walk towards it a little, and a stream of fire will 
jet out of the fireplace, blocking off part of the room. Two zombies 
covered in flame will come at you, one with a Baseball Bat. Take out 
both, being careful not to get too near and hurt by their flames. A 
door will open, leading outside. Again, follow Jo-Beth out.

You’ll see two scientists in a tree, with several creatures moving 
under the ground. Barney tries to make a run for it, and is promptly 
eaten by a giant worm thing. Ah well, we can’t all be winners! Equip 
your Flamethrower and walk out onto the grass.

*NEW OBJECTIVE: Rescue the scientist*

Well, you’d better help him. Just run about. The worms should come to 
you, as soon as they show their ugly mugs give them a quick blast of 
flame. You’ll know they’re dead if you hear a scream. Kill them all 
(easy), and keep in mind there is a Flamethrower in the grass 
somewhere should you need it.

*Rescue the scientist: COMPLETE*
*NEW OBJECTIVE: Investigate the attic*  

Yup, we gotta make our way upstairs. First step would be to get back 
inside perhaps, hmm? First thing you’ll notice is that the stream of 
fire is now gone, so you can go through the door it was blocking. 
Also, get health from the cabinet if you need it. Anyway, go through 
the door and grab the Shotgun off the walls. Firepower, yeah!

*Checkpoint reached*

Go on through into the big dining room. It’ll start raining zombies! 
These are a real mixed bunch, I counted nine total, two of them 
having Shotguns and one with a Baseball Bat. The main thing here is 
to let Jo-Beth take care of as many as possible, but I would step in 
with your own Baseball Bat if things get out of hand. Make any with 
Shotguns a priority, and be careful of Jo-Beth: she doesn’t care if 
you’re stood in her line of fire. Regardless, kill all the zombies 
and it’s time for a mini-boss.

Yup, THE MOOSE IS LOOSE! There’s an easy way and a hard way to do 
this. Hard way, dodge around the room, making sure you don’t get 
boxed in by the Deerhaunter, and blast him in the head with your 
trusty Shotgun. I prefer the easy way. See the hole he made in the 
wall when he came out to play? Go in the alcove there. He won’t be 
able to hit you at all, and Jo-Beth will do all the work for you. 
What a nice girl! Eventually the Deerhaunter will give up the ghost. 
When he finally does, go out the door Jo-Beth should go to stand by. 
It’s the one opposite where you came in. Before you leave, grab the 
health from one of the cabinets should you need it.

Once through the door, you’ll see a scientist running down the stairs 
with a zombie in hot pursuit. Relieve him of his miserable life and 
proceed up the stairs.

Here there are two doors. Open the one on the left, and you’ll be in 
the upper floor of the dining room. Don’t go through the door yet, 
shoot the zombie that’s across from you. Then go into the room and 
look to the right, there should be two zombies with Shotguns plus a 
couple of normal zombies. When you’ve dispatched them go to the 
corner opposite the entrance to pick up the Revolver. Don’t equip it 
just yet. Leave this room once again and go through the other door.

You’ll find yourself in a corridor, with a seemingly dead body on the 
floor, two doors on the right and another door straight down the 
hallway. Move forward a little until the dead body gets up. Zombie 
attack! A zombie wielding a Shotgun will come from the first door on 
the right, and yet more from the door straight ahead. Kill them, and 
get the health from the small room that’s second on the right 
(there’s a scientist in it, the health is in the cabinet and there’s 
also some in the wardrobe).

Go through the door that most of the zombies came from to find 
yourself in yet another hallway. Turn right and quickly blast the 
zombie clutching a Shotgun, then shoot the other zombies that will 
come through the door ahead, yet another holding a Shotgun. Obviously 
you’re being hunted! Move through into the next hallway. In there is 
a posh looking red sofa, and two doors: a locked one on the right 
which we can ignore, and one on the left. Go through the left one 
into the library. 

The library is full of nasty zombies: two with Shotguns, one with a 
Baseball Bat, and one standard unarmed zombie. Once all are dead, 
follow Jo-Beth up the circular staircase, shooting yet another zombie 
that attacks from the left that’s clutching a Baseball Bat. Go 
through the door.

*Checkpoint reached*

You’re in a short hallway with a drunk scientist. Go through the 
white door and follow the hallway around a corner. There are a few 
rooms along this stretch, and the last one of the right (after the 
intersection) has a wardrobe that a zombie bursts out of and a health 
in the cabinet. Anyway, at the intersection, turn down the other 
hallway. You’ll trigger a cutscene where you get to see yet another 
scientist meet his doom, this time by a swarm of vicious bugs. Jo-
Beth will run off into a room and lock herself in, you’re on your own 
for now. As soon as it ends switch to your Flamethrower and start 
crisping the bugs that are scuttling at you. I suggest you slowly 
retreat backwards, as some of the bugs climb the walls then drop off 
the ceiling on top of you. Eventually, there’ll be no more bugs, and 
you can switch back to your Shotgun.

Go down the hall. There are two room/alcoves on the right, one with 
Shotgun ammo the other with Flamethrower ammo. Move on into the room 
on the left at the end of the hallway, then quickly skedaddle back to 
where you fought the bugs, as a gang of zombies will have come to 
life. Two zombies will have run fast after you, drop both with a 
neat, if bloody, shot to the head. Go back to the room and kill the 
three remaining zombies, one having a Shotgun. Go through the room, 
down a hallway, and through the only unlocked door.

*Checkpoint reached*   

Go up the stairs, into the attic!

*Investigate the attic: COMPLETE*

You’re in a room full of boxes, zombies, and a ghost floating in the 
middle of the room. There are two unarmed zombies, two with Baseball 
Bats, and two with Shotguns. As usual take out the Shotgun wielding 
ones first. Also, beware, as the ghost randomly spurts out jets of 
fire along the ground. When all zombies are dead, a plank of wood 
will shatter, revealing a passageway to the left of the stairs, and a 
zombie. Do your thing and move down the passage into a small room. As 
soon as the zombies start to get up, spin around and look back down 
the passage. Kill the zombie holding the Shotgun. Kill another two 
with the Shotgun, one with a Baseball Bat, and one unarmed.

Follow the passage along and drop down into a large, nearly empty 
attic room. Get the health next to the scientist, then listen to what 
he has to say.

*NEW OBJECTIVE: Locate Lab entrance*

Go downstairs, and have your Revolver at the ready. You’ll be faced 
by four Shotgun-crazy zombies, and I find the Revolver better here as 
it is faster firing and you reload less. If you’re accurate enough, 
you can still kill the zombies with one shot.

After all are dead, you’ll watch a cutscene where Cortez falls 
through the floor, before resuming control again. Go downstairs, and 
through a room with a scientist. You’ll be in a room with a store 
cupboard, get the health of the shelf then go through two more sets 
of doors until you get outside once again. Go towards the well to 
trigger yet another cutscene – rubble falls, trapping you, and a 
large creature rises out of the well, presumably for dinner.

*NEW OBJECTIVE: Defeat the creature*

Well, time for another boss fight! This again isn’t hard at all. Just 
circle round the well, blasting the creature in the head. It has two 
attacks it can use against you: the more common is when it tries to 
squash you with it’s claw, the other attack is fire breath. Neither 
are hard to avoid, and soon it’ll fall down the well in defeat.

*Defeat the creature: COMPLETE*

Jo-Beth will finally find you, and make a gap in the rubble for you 
to go through. Enter the door on the left.

*Checkpoint reached*

Open the door ahead to see Gaston Boucher with his back stupidly 
turned on you. Take your time to shoot his head off, then quickly run 
backwards as the Carrion Carcasses rise to get their revenge. With 
Jo-Beth’s help defeat all four, then go through the kitchen. You’ll 
be in a small room, with a door leading to a freezer. In the freezer 
there’s meat hanging from the ceiling, and another Gaston hiding 
behind some meat on the left. Take him down, then go through the 
freezer and out the door on the other side to finally end this nasty 

*Investigate the mansion: COMPLETE*



|1994 - What Lies Below|

Cortez just showed off his perverted side, and now you're down below 
the mansion.

*NEW OBJECTIVE: Uncover the Identity of the mystery time traveler*

Just follow Jo-Beth until you see a scene. Cute. Not. Either way, 
just follow her forward when the scene stops. She'll climb through a 
blocking and fall down a trapdoor. Now you've got to get her back, 
yay. Start by going out to the big pit in the middle, then take a 
left and go one through that door. You'll fall through a trapdoor. 
There she is! Not. Shoot its head off before it even turns around. 
For some reason, I really hate those enemies. Just shoot their heads 
to get rid of them. More will come from the ground after the first 
one. When they are dead, you can either waste some ammo on the 
hanging bodies or go on. Let's go on.

*NEW OBJECTIVE: Protect Jo-Beth from the zombie horde*

You'll find Jo-Beth hanging in a rope from the ceiling. Sorry, you 
don't get to see anything, you pervert. Zombies will start coming 
from various places in the room, and now you have to protect her 
while she unties herself. Always use headshots. The zombies take too 
many normal shots for it to be useful, and there are many of them. 
Not to mention that your revolver is pretty slow, so you don't afford 
to waste too much time. Also be careful about zombies coming from 
places you haven't noticed. Just gun them down.

*Protect Jo-Beth from the zombie horde: COMPLETE*

After you get rid of all the zombies, Jo-Beth will get free. Kill any 
still un-living zombies, get the shogun shells under the construction 
and then go up the stairs. Enter the door and follow the corridor. 
Headshot all zombies you find until you find yourself in a room.

*Checkpoint reached*

Watch the scene with the doctor, then blast the two zombies that come 
out through the door further away. Go into the door they came from, 
then re-kill the two new zombies. The doctor who was attacked will 
also rise and attack, so take care of him, too. Use the computer, 
click on Security OpSys v5.10.23, then on Unlock Security Door A. 
When that's done, open the next file in the same folder. Turn off all 
three cameras by clicking on the X for each of them. Check the Lab 
Communications folder for interesting, but not important, info. When 
you're done, follow Jo-Beth through the door.

You'll see an electric wire, which you shouldn't touch. Shoot the 
zombie in front of you, but be careful as it can attack from a 
distance with electricity. Run past the wire but make sure you don't 
touch is, as it can do some good damage. Turn right and shoot the two 
other electric zombies, then continue down. Shoot the two new 
electric zombies, then make your way past the electric wire. As you 
enter the next room, the doors will shut. Grab the Harpoon Gun to the 
left and, if you're out of ammo, the Shotgun next to the computer. 
Zombies will start coming from the beds. Use the harpoon gun to kill 
them, preferably with headshots. When you kill all of them, Jo-Beth 
will use the computer to open the door. Collect all harpoons you 
haven't picked up already, then go through the door.

Listen to the drunk guard and go through the next set of doors. Kill 
the two zombies. There is a zombie inside a room he can't get out 
from, which means you can do whatever you want to him. There is ammo 
and a computer in the room next to him. Use the computer to do 
various things to him if you want to. The computer also holds various 
interesting info. When you're done, go to the next room. You'll find 
that a doctor has locked himself in. If you want to get rid of him 
for later, you can kill him the same way as with the zombie. However, 
if you're done here, let's go through the doors. There's the guy who 
was talking about "Princess". Kill him. Then go through the door to 
your right. A scene will start.

*Checkpoint reached*

As it finishes, you'll find yourself in a mine cart. Zombies will 
hang from the ceiling as you go, shoot them to avoid damage. I 
suggest you use the revolver, as the Harpoon is too strong to waste 
on them. They die by any shot, either way. When you reach the end, 
another scene will play.

You'll have to protect future Cortez from zombies. This part isn't 
really hard, it's all about shooting the zombies before they reach 
him. Not too hard, just continue of together with him. The Harpoon 
Gun works good. You need to move forward pretty slowly, or the ghosts 
will hit you. At the end, future Cortez will split up and you'll get 
the goggles and gun. Now follow the path in front of you, shooting 
all ghosts with the new Ghost Gun. Soon you'll find another wormhole.

The scene from before plays and you have to kill the ghosts this 
time. Since you've already met some, you know what to expect. Simply 
go on while shooting all ghosts you see. Advance with caution and 
move slowly. This part is much easier than before, so you probably 
won't even get hit. When you reach the end, you'll split up like 
usual. Equip the Harpoon Gun to prepare for what's coming. Grab the 
Shotgun shells to the left if you want, then jump down the hole in 
front of you. You'll see a scene where Jo-Beth is in danger.

*Checkpoint reached*

*NEW OBJECTIVE: Eliminate "Princess"*

Now this is why you needed the Harpoon Gun. As soon as the Creature 
opens its mouth completely, fill the Gas Canister with harpoons. It 
is undoubtedly the best way to take care of it. When it breathes 
fire, shoot towards its mouth and it'll go down in no time. The 
flying bats can be annoying, so shoot them down if you want. You can 
use the normal weapons. It really isn't as hard as it seems.

*Eliminate Princess: COMPLETE*

Stock up on the Harpoon Gun ammo which lies at the edges, then go 
through the doors to the elevator.

*Checkpoint reached*

There's Jo-Beth again. Go through the door to the left, make another 
left and then go right. Enter the computer room. Grab the health 
behind the doors, as well as the ammo. Use the leftmost computer of 
the room to read the man's diary and grab the revolver next to it. 
Check the files and open the diary to get his name. Now, as you exit 
the file, a screen with a countdown will pop up. Notice the movie 

*Uncover the Identity of the mystery time traveler: COMPLETE*
*NEW OBJECTIVE: Escape from the catacombs*

What you need to do now is to run for it, in case you hadn't 
realized. Exit the computer and run out through the doors you came 
from. There are zombies everywhere, so be ready with your Harpoon 
Gun. Take a left at the first place with two ways. Through the doors, 
shoot all zombies then run past the room where you could use the 
computers to play with the doctor and zombie. Continue through the 
room where Jo-Beth hacked the doors while you defended her, then 
through the room with electric wires. Shoot the zombies like usual. 
On through the room where you saw a doctor get killed, but instead of 
turning right, go through the now open doors right in front of you. 
Get into the elevator, and you've beaten the stage!

*Escape from the catacombs: COMPLETE*



|2052 - Breaking and Entering|
Anya will tell you some various info about the level. Remember; 
always be invisible. If you avoid getting seen, the level will be 
much easier. The first part of this mission is really fun, and it 
reminds of the many stealth levels in TS2.

*NEW OBJECTIVE: Penetrate rooftop security*
*NEW OBJECTIVE: Locate Crow's office*

As the scene ends, turn around and see the guard. You can do two 
things to get rid of him; either throw a box at him with the Uplink 
or use it to grab the Mag-Charger next to him and shoot him with it. 
Sneaking up behind him and punching him works, but it isn't as 
secure. If you alert him before he dies, restart. Go back to where 
you started and look down. You should see that some parts of the roof 
reach further than the rest. Line yourself up with one and jump off 
the roof. You should land on the roof of the shack-like thing. Turn 
around and use your Mag-Charger's alternative mode to see two cameras 
on the roof you jumped from and another below them. A single shot 
from the Mag-Charger will be enough to destroy one of them, AND the 
crosshairs change colour when you're aiming at some kind of device, 
which makes it a very useful weapon for stealth. Shoot the lower one 
and the one above it then turn right. You can see a camera on a 
building not too long away, treat it like the other cameras. A 
"round" of blazing hot laser right to the lens, oh yes. On your way 
with you, turn around and look for the camera on the shack next to 
the one you're on top of. Shoot it, then cross the walkway next to 
it. Stand close to the edge to your left and look down. You should 
see a laser grid and a deactivation device. Do NOT touch the device, 
it will make the alarm go off. Instead, use your weapons to destroy 
the device.

Now, check for the patrolling robot with the Mag-Charger's 
alternative function. If it's far away from you, jump down. The door 
to the right is locked, damn it, so continue on forward. Make sure no 
robots are near, then run past the deactivated laser grid and right 
to where the camera you previously shot was. Look through the laser 
grid and you should see a deactivation device, shoot it. Look up for 
another camera which you destroy before entering the door to the 
right of it. Use whichever weapon you like to headshot the guard, 
then look to the left for health and armour. Start using the 
computer. Man, these computers are really big for having so little 

Disable the Cameras, the Auto Guns, the Laser Trips and the Robots. 
Then open the Roof Access. With everything down, exit the room and go 
back to where you jumped down to the current floor. Remember that 
door I said was locked? It's the one you unlocked. Enter it and use 
your Mag-Charger to destroy the turret.

*Penetrate rooftop security: COMPLETE*

Numa-numa-yay, numa-numa...!

You didn't hear that. Understood?

Move closer to the laser trip and look down the stairs. You should 
see a deactivation device, shoot it. Go down the stairs to the next 
floor and enter the door there. Stand behind the pipes to the left 
and shoot the guard in his head. If you miss and he notices you, I 
suggest you restart from the checkpoint. Turn to the right, but don't 
move. Use your Mag-Charger to spot a camera on the wall near you and 
take it out. You should see another to the left, on the other side of 
the wall. Walk to the pipe in the other end of the room, then turn 
around. You should be able to take it out easily from that position. 
Now that the cameras are gone, go to where the guard was and get 
close to the laser trip. The door will open, and you can see the 
deactivation switch on the left wall in the next room. Shoot it, 
ninja boy.

Enter and stop in the next corner. Shoot the patrolling guard's head, 
then use the Mag-Charger's alternative mode to see a camera hanging 
from the ceiling to the left. Shoot it like usual, and continue to 
the next corner. Crouch and use the Mag-Charger once again to spot 
another camera to the right. Shoot it...I think you might get the 
hang if it now. Enter through the next pair of doors, use your Mag-
Charger to see ANOTHER camera up to the left and get rid of it. Peek 
out of the second pair of doors and headshot the guard. Another 
camera is in the other side of the corridor, you know how to deal 
with it by now. Continue through the corridor and enter the first 
door you see. Go through that room, and snipe the envirosuit-wearing 
guard's head. Enter the room.

*Checkpoint reached*

Grab the SBP500 to the left as well as the Time Grenades. These are 
very strong when combined with the SBP, but pretty rare, so use them 
as you see fit. Grab the health and armour you need (you shouldn't if 
you've been following this...), then activate the computer. You'll 
see a scene with that mysterious intruder, and then the camera will 
switch by itself. You're in control of a turret. After a few seconds, 
guards will storm the room and you have to protect the intruder.

*NEW OBJECTIVE: Protect the Intruder*

You'll clearly see the ones who come in through the door in the 
opposite side of the room, but the ones coming from right below you 
are tougher. A few also come from the windows. However, they 
shouldn't be very difficult to deal with. Just keep holding the 
button and search the room for other guards as soon as the ones in 
your current view are gone.

*Protect the Intruder: COMPLETE*

When the scene ends, go back through the two last doors you entered 
and go to the one straight forward from where you are. Before you 
enter, Mag-Chag(Cool name? No...) the camera to the left. Peek 
through, and shoot the next one to the right. Go down the stairs.

*Checkpoint reached*

Use the Mag-Charger to see another robot. Sneak after it and stay 
behind it until it passes the corner. Quickly access the terminal on 
the left wall right after you pass the corner. Click the top button 
to deactivate the robot, then choose the second button to activate a 
small, friendly, robot. It will open a door in the corridor, follow 
it into the room. To you right as soon as you enter, there is another 
terminal. Access it and Anya will tell you what you need to do.

*NEW OBJECTIVE: Activate the fire support system*

Enter the room exactly to your left and locate the gas tanks in the 
right corner. Shoot a few shots into them and they will burst into 
fire. Some people miss this, since they only fire a shot or two and 
then give up because they get no reaction.

*Activate the fire support system: COMPLETE*

Go back to the corridor and take a right. Ignore the Installer and 
enter the room he came from. Equip the SBP. Crouch behind the tables 
as a helicopter shoots through the windows. Guards will soon follow 
through, and they are the reason for the SBP. Shoot them full of 
lead, use a Time Grenade now and then if you feel they are too tough, 
but you really shouldn't need it. Another message will play, and 
guards and a robot will come from the other door, the one you didn't 
enter through. That robot can be a real pain in the ass, so throw a 
Time Grenade and make short work of it with the SBP. Finish off the 
two guards, grab their Dispersion Guns and go through the door.

*Checkpoint reached*

Enter the ladies' room and grab the health and armour. Ah, back to 
good shape. The men's room holds nothing but a drunk guard you can 
listen to for your personal amusement. Get back to the corridor and 
go to the next door. You'll see the Intruder go through a door, 
follow her. A scene will play.

Amy will talk, but she will get interrupted by a guard coming from 
the door behind her. Kill him, then repeat the procedure with the 
next two. There is in the first room on your left as you go around 
the corner, but it's also guarded by a robot. If you desperately want 
it, I suggest you use the Uplink, but I haven't tried it myself. 
Though, if you let the robot be, you will have to fight it later, 
with a few guards to help it. Destroying it now might be a good idea, 
it's your choice. Follow Amy through the door she goes through and 
reload your SBP.

*NEW OBJECTIVE: Help Amy gain access to Crow's floor*

She'll hack the computer, but guards will storm the room. Most come 
from the door, but be very careful with the ones who come through the 
windows as they can do a lot of damage before you notice them. Try to 
stay moving all the time, shooting all that moves, obviously not 
including Amy. They should go down pretty fast, and there is always 
the health in the other room in case you need it, though it's not a 
good idea to leave Amy. If the guards stop coming but Amy isn't 
finished, try leaving the room and check back. Then go longer and 
longer away from the door, constantly checking back. Just continue 
moving through the room shooting all enemies and you should do fine.

*Help Amy gain access to Crow's floor: COMPLETE*

Follow Amy back to the elevator where you met her. Go down and exit 
the elevator.

*Checkpoint reached*

Turn right and shoot the guards coming out through the door with the 
SBP. Advance towards the door and throw a Time Grenade on the robot 
as soon as it appears, then unload the SBP on it. Kill the remaining 
guards and peek out by the corner. Shoot the two guards and then go 
towards the door until it opens and two guards rush in. Welcome them 
with the happy-happy-SBP-go-go. Go to the door.

*Locate Crow's office: COMPLETE*
*NEW OBJECTIVE: Access Crow's Terminal*

A guard will jump through the window, kill him quickly. Make short 
work of the one behind a box to the left, then quickly retreat into 
the corridor. Another robot will appear, use another Time Grenade and 
destroy it. Enter the room and let Amy start using the terminal. She 
and Anya will say some lines, get ready when Anya says you should 
follow her down. Guards will storm the room from the windows and the 
door, crouch behind the desk and shoot at their heads for a 
relatively easy victory.

*NEW OBJECTIVE: Return to the lift*

Follow Amy to the corner of the corridor, where you kill the guard 
who rushes through the doors. Kill the other one behind him and use 
your last Time Grenade as the robot comes into sight. Go for the 

*Return to the lift: COMPLETE*



|2243 - Something to Crow About|

You're in Crow's lab, and you're here to take care of him once for 

*NEW OBJECTIVE: Terminate Crow*

Well, first off, start by NOT shooting the flying battleships like I 
did for fun. It's really bad for your health. The elevator you're on 
will go all the way down. There your friend R-110 will override the 
security and open the door. Go through.

*Checkpoint reached*

What's up with a checkpoint at the very start of the level? What were 
they thinking? Either way, continue to the door to your left as soon 
as R-110 has hacked it. Run through, shoot the female guard coming 
from the right and go back to the previous room. Don't go through 
until all enemies are gone. If you want to be safe you should just 
crouch and hide behind the sides and make short work with the robots 
which teleport in. A few normal Sci-Fi shots is enough to thrash 
them, and they are also have different damage zones just like living 
characters. Hit their heads for maximal damage. Some have Plasma 
Autorifles, get in there to pick them up when they're all dead, or 
use the Uplink if you run out of ammo. They will keep teleporting in 
for a while, so don't let your guard down. The battleships will 
attack through the window, hide in the previous room and let R-110 
take care of them. After shooting down the little Star Wars 
reference, he'll hack the computer and you'll see some more story. Oh 
snap. Afterwards, one of the best changes in the game will happen; R-
110 will get a virus and a personality. Next to the computer are some 
Plasma Grenades, get them.

Continue on to the next room where you grab the armour and an 
Electrotool. Go open the door to the left and use it to break the 
robot's shield. Fry it for a bit, then switch to the Plasma Autorifle 
and shoot its head-part. If you want more Electrotool ammo later, you 
can go back and get it where you get the weapon. Go on through the 
door, then use which weapon you'd like to destroy the robot in the 
opposite end of the corridor. I prefer the Electrotool. With it 
fried, continue on and use the Electrotool to destroy the enemies' 
shields. Destroy them with the Autorifle and fry the shield behind 
them. Make short work of the enemies behind it. Let R-110 fix the 
door and go through.

*Checkpoint reached*

Fry the enemies like usual and finish with the Autorifle. Destroy the 
barrier, kill the robots like usual and grab the Electrotool ammo on 
the wall. Prepare a Plasma Grenade by holding the button and go into 
the tunnel. Run towards the robot which rolls towards you. This thing 
can inflict some serious damage, especially on the later levels, so 
take it fast. Throw the Plasma Grenade on it and run back fast. It 
should die by the explosion, finish it off with the Autorifle or more 
grenades if it doesn't. Continue on. Another rolling robot will 
appear from the left, treat it the same way as the previous.

Stay back as R-110 takes care of the nearest enemies, then look out 
and kill any survivors. I suggest you save the health and armour 
until you've cleared this area, since you might take some damage. Go 
up the left path and kill the robots on the balconies. Go up to the 
top and kill the robot there. A robot with a shield will appear high 
up before you. Go down to the lower level and kill it. You have to be 
somewhat close, since the Electrotool doesn't reach all the way from 
some places. Another will appear near the last one, kill it, too. Go 
up the right path this time and kill the robot there. Grab the Plasma 
Grenades on the way up, then turn around and kill the enemy on the 
high balcony as it regenerates. Quickly run back and grab the armour 
and health. Take the left path and activate the control panel at the 
top to raise the elevator. The control panel can be hard to find if 
you don't know where it is, so don't rush past it. It's to the left 
right as you reach the top of the construction when taking the left 

The elevator comes to a stop and you get a new objective.

*NEW OBJECTIVE: Deactivate the central power core*

Look for the ships when the door opens, then unload your Autorifle on 
them. They shouldn't be too hard, just stay where you are and don't 
go out before they're destroyed. When clear, go out.

*Checkpoint reached*

Equip the Electrotool. On each pillar next to the core are two 
terminals. Go up to them and deactivate them. When you deactivate 
one, shielded enemies will appear at both exits. Fry their shields 
and kill them. Then deactivate the second terminal. You'll see a 
short scene and then two robots and a female guard will attack you. 
They're the easy kind, so take care of them like normal. Enter the 
door next to where they appeared and kill the guard. Grab the Plasma 
Grenades if you have used any and the health if you need any. Use 
your Electrotool to destroy the barrier like usual and kill the 
robots with the Autorifle. Go through the corridor and grab the 
Electrotool ammo on the wall. At the middle of the next corridor four 
enemies will beam in. Throw a Plasma Grenade or two at the ground 
where they stand and take cover behind the boxes. Finish any 
survivors off with the Autorifle.

As soon as they're all dead, switch to the Electrotool and get rid of 
the coming enemy's shield. When he's finished, go back to grab 
Electrotool ammo, Plasma Grenades and health if you didn't take them 
last time you were there. Done? Let's continue on. By the way, have 
you noticed the lack of R-110's awesome voice? Yeah, I know, a real 
shame. Don't worry, you'll see him more later. Go back to where you 
killed the robots and continue through the next door. Activate the 
elevator and pick up the armour. Walk out through the door and ready 
a Plasma Grenade. Chuck it at the rolling robot coming from the 
stairs, then take cover until it explodes. Do the same with the other 
one. Go back to the door you came through and grab the Plasma 
Grenades. Then throw a Plasma Grenade into the hole in the core. It's 
easier to hit than it sounds, just stand a bit away and aim at the 

*Deactivate the central power core: COMPLETE*

There are Plasma Grenades and health on top of the stairs if you need 
it during the battle. Use your Autorifle to make short work of the 
robots which beam in, aim at their heads like usual. The huge doors 
will open and a giant robot will appear.

*NEW OBJECTIVE: Destroy the battle mech*

Start by taking out the two rolling robots as they are actually the 
most damaging enemies in this battle. Use the Plasma Grenades like 
usual. Try to stay near the pillars in the center for cover. Attach a 
few Plasma Grenades to Goliath's head and finish it off with the 
Autorifle. Attack the head as it takes more damage there, just like a 
human or normal robot. It isn't that difficult, actually, and you can 
go up the stairs if you need health or more grenades. It should go 
down pretty fast, then continue through the door it came through.

*Destroy the battle mech: COMPLETE*

Grab the health right of the door if you need it, then go through. A 
scene will play.

*Checkpoint reached*

Shoot the guards in the left window if you want to, then take cover 
behind the big laser gun in the middle of the floor. You can find its 
controls on the opposite side, so run there and take control of it. 
Hold the fire button to make it charge a shot, which it then will 
fire by itself. Kill the guards if you feel like it, then shoot the 
big yellow energy node. Go into the opening you created and equip the 
Electrotool. Grab the Plasma Grenades and quickly destroy the robot's 
shield as it opens the door. If you're out of Electrotool ammo, you 
can use normal weapons to destroy the shield. However, it will take a 
lot of shots and it's not good for your ammo. Go through the door and 
kill all the guards in the next room by shooting the barrels. There 
is a robot on the other side of the room at the same height, kill it 
with your Autorifle.

Left of the robot is another guard, kill it like usual. Go left, pick 
up the health behind the pipe and box and then grab the Electrotool 
ammo on the wall. Go up the ramp and kill the robots that teleport 
in. Some guards will come from the next area, but they die quickly. 
Hide behind the pipes as the rolling robot closes in. When it stops 
shooting, jump out and attach a grenade on it, only to jump back in 
until it explodes. Continue on. In the next door you find more Plasma 
Grenades and armour. Ignore the flying robot and go through the next 

*Checkpoint reached*

*NEW OBJECTIVE: Destroy the TimeSplitter life support system*

First off, I suggest you advance very slowly in this room. You should 
take care of one enemy wave at once. That means you should stay in 
the corridor you start in, advance to kill one wave and then retreat. 
Got it? Let's start kicking their shiny metal asses. Equip the 
Electrotool and destroy the patrolling robot's shield, then destroy 
it with the Autorifle. Shoot any guards that come rushing. Robots 
will teleport in, make sure to destroy the quickly as they carry 
Rocket Launchers. Another shielded robot will appear in front of you, 
do the usual strategy. Two others hide behind the boxes, so take them 
out the same way. More robots without shields will teleport to your 
side, use the Autorifle. Guards will come through the door in front 
of you, kill them. The room should be clear now, so run over to the 
other door and enter. Activate the elevator.

Grab the Electrotool ammo and health at the top, and go on. Ready a 
Plasma Grenade as you see the rolling robot, then attach it as it 
comes into range. Hide behind the walls as it explodes. Corner the 
corner(...) and Autorifle the robots which teleport in. Autorifle'D, 
or something. A shielded one will appear, so keep your Electrotool 
ready. Grab the Plasma Grenades and activate the terminal near them. 
Use your Electrotool to overload the node coming from the ceiling. 
Robot Factory in TS2, anyone?

*Destroy the TimeSplitter life support system: COMPLETE*

Kill the shielded robots that appear on your sides and throw a 
grenade on the rolling robot. Continue on past the next corner and 
grab the Plasma Grenades in the middle of the corridor. Kill the 
enemies at the corridor's other end. The Minigun is very useful here, 
especially if you use its alternative mode to keep it ready to shoot 
at all times. Round another corner and enter the elevator. Press the 
button to go up. Grab the health and Electrotool ammo, then enter the 

*Checkpoint reached*

Before you reach the bridge, battleships will fly up. Destroying them 
isn't very difficult now that you have the equipment you have. The 
Minigun works wonders, as do the Autorifle. If they run out of ammo, 
try the Rocket Launcher. Now walk up to the bridge. Anya will explain 
the situation when you reach the bridge, so do as she says. Use your 
Electrotool to power the yellow nodes. When the bridge part stops 
flickering, you can stand on it. Do so, and shoot the next before the 
current disappears. Make your way over to the other side, where you 
enter the palace.

*Checkpoint reached*

Guards will come from all sides. Start by killing the one to the 
right, then kill the ones around the top of the stairs. They will 
come down for you if you stay on the bottom floor. Finish by making 
holes in the one on the right side of the second floor. Grab the 
health and armour on the bottom floor, then get the Plasma Grenades 
on the second floor. When you're ready, enter the big door on the 
second floor(rhyming...) and watch the scene.

*NEW OBJECTIVE: Eliminate the creature*

Now comes the probably most difficult bosses in the game. First of 
all, always hide behind pillars to cover from the turret fire and to 
avoid the exploding worms. You have to destroy all parts of the 
Creature to defeat it.

The worms always explode in the middle of a square, similar to how 
the bombs in Bomberman do. That means you should never get hit if you 
stay near the pillars.

The turret on its back and the ones on its sides will do a lot of 
damage, so try to take them out as fast as possible without getting 
hit. Start by dodging to the left or right, and use the Autorifle to 
destroy the turret on its side.

You should stick to the Autorifle throughout the battle. The Minigun 
is the only other weapons you should consider using. If you run out 
of ammo, Autorifle ammo will appear in the corners on the opposite 
side of the one you start on. Try to get some area between you so the 
machine guns won't see you, then destroy the ones on the sides.

After the guns on the sides are gone, go for the one on the back. The 
strategy is pretty much the same as for the other two. Just stay on 
its sides so it can't hit you. As soon as those three are gone, it's 
almost dead. Aim for the grenade launchers on its sides and destroy 
them with the Autorifle.

This guy can be pretty difficult on higher difficulty levels, but 
focus on staying far away from it and pick off one part at a time, 
starting with the most dangerous ones. Also make sure to take cover 
all the time.

*Eliminate the creature: COMPLETE*



|2401 – The Hooded Man|

You start off looking down at your past self. Well, now we know who 
that mysterious guy was in the first level! Anyway, back to business. 
Note that an arrow at the bottom of the screen shows where Cortez is, 
so you’ll always know where you need to be. Move along and there will 
be a Time Assassin in an alcove. Shoot him and take his Scifi 
Handgun. Equip it, since it will be much more useful than the Scifi 
Sniper most of the time. 

Continue along, taking out another Assassin, then kill one more and 
take his place, ready to cover Past Cortez. Look straight down, and 
there will be two guys on your side of the canyon. Get rid of them, 
then kill another three on the far side of the canyon. When Cortez 
crosses the canyon, another two will run up, take them out as well. 
Move on, taking out another Assassin. Straight across from you, 
there’s a Time Assassin waiting to Snipe Cortez. Snipe him first, 
then look down to where Cortez is. There’ll be five Assassins, well, 
assassinating him. Just as in Time to Split, kill any that have 
Plasma Autorifles first, then clean up the rest. 

Move onwards through the rocky pass, killing the four Time Assassins 
that get in your way. Look down below the right of the bridge to see 
another four fighting Cortez. Again, make any with Plasma Autorifles 
your priority. Once gone, go out onto the bridge and head for the gun 

*NEW OBJECTIVE: Destroy the TimeSplitter Mothership*

An Assassin will be next to it, get him out of the way then man the 
turret and aim at the mothership. It’s the big black thing, in case 
you didn’t notice. Just fire at it, and ignore the missiles it sends 
your way until the last minute if you can. That way, you’ll only have 
to move the turret a tiny bit to stop them, and will be able to kill 
the mothership quicker. It won’t take you long to bring that bad boy 
crashing down!

*Destroy the TimeSplitter Mothership: COMPLETE* 

As Anya reminds you, the bridge is due to come crashing down, so I 
suggest you get clear before it does. Once you’re safely off the 
bridge, the path forks off. To the right is a dead end, with health, 
Plasma Autorifle ammo and Plasma Grenades. Get whatever you need, 
then head left.

*Checkpoint reached*

Kill the two guys there, then go around the corner. There will be 
another three, using boxes and crates as cover. Won’t help them much. 
Once they’ve been eliminated, move on and there’ll be a big purple 
flash, as Cortez destroys a barrel, just like you did in Time to 
Split. Look out to the left, to see Cortez and a TimeSplitter. Kill 
it, and then blast the other one that attacks. Moving on, a ‘Splitter 
will drop out of a hole in the ceiling to attack you. Kill it, then 
move forwards, taking out any ‘Splitters that dare get in your way. 
You’ll reach an elevator, go up it and onto the small balcony. Once 
there, look down to see Cortez and the Marines defending the rebel 
base against a vicious TimeSplitter assault. You have to help fend 
off the TimeSplitters until Cortez runs into the base. This is 
probably the hardest part of the level. The Scifi Sniper is nearly 
useless against the ‘Splitters, as they’ll stay cloaked, so you’ll 
have to use the Plasma Autorifle. Even this is tricky as you’re so 
far away, but it’ll have to do. Eventually Cortez will retreat and 
the mission will end. Hey, now you know who those goons that attacked 
you in Time to Split are!



|1924 - Future Perfect|

*NEW OBJECTIVE: Destroy the Time Crystals*

You're back with your robot partner and ready to complete the game. 
Admire the beautiful picture above you, then equip the zoom for your 
gun. Go forward and zoom for a headshot on the enemy standing on the 
ramp. Wait until the enemy to the left comes into view, then give him 
a headshot. Now, if you want to, you can go down and kill everything. 
Or, you could have someone do it for you. Make the enemies aware of 
you, so that they'll attack. Let R-110 go down there and clean 
everything up while you stay crouched where you are. Wait until you 
see the short movie of the hatch opening, then wait until R-110 has 
taken care of those, too. Now get down there. Grab a K-SMG while on 
the way. Go down the hatch which opened during the gunfight.
Kill the two guards and then go back up before you get the crystals. 
Enter the middle and get K-SMG ammo as well as K-SMG Grenades. Grab 
the armour. Go back and get the crystal. Return up and equip the K-
SMG. Get ready for battle!

Start out by running to the left, so you avoid his guns. Enter the 
middle again, and use your K-SMG to take out his feet. Then do the 
same with his hands. If you run out of ammo, there's more at the 
edges of the center. Always try to stay on one of his sides, since he 
can't hit you if you do. As soon as you've taken out his feet and 
guns, walk behind him and equip the K-SMG Grenades. Now that the 
green dots age gone, fire away at his back! If you run out of the K-
SMG Grenades, use normal bullets. After a while, he'll recover and 
start stomping around. Just ignore him for now and get some ammo. A 
scene will start.

Now, you'll be forced to protect your old self as well as keep 
yourself alive. Not too hard. Do as before, destroy his feet with the 
K-SMG, then destroy his guns. Equip the K-SMG Grenades again and then 
keep shooting his back. Repeat every time he gets up. In fact, that's 
about all there is to say. Since you shouldn't have taken the health 
upgrade with my strategy, it's there for you if you need it. On 
higher difficulties, Crow's parts may regenerate very fast, so keep 
destroying them. And that's all you need to do. You've beaten the 


                          IV. Extra Info
|a. Character List|

They’re set out in the following way:

*How to unlock*


“Spacetime Marine extraordinaire.”

  Shock Proof:
  Fire Proof:
Unlocked from start
Henchman Cortez

“The man himself, looking sharp in banana boots.”

  Shock Proof:
  Fire Proof:

Dr. Cortez

“There’s a joke here somewhere about bald men in roll-neck 
sweaters... I... can’t... quite... remember it...”

  Shock Proof:
  Fire Proof:

Time Assassin Cortez

“Black with buckles, leather straps and a hood! How cool is that? 
Bound to impress the chicks unless, of course, you get the eyehole 
misaligned and trip over a coffee table.”

  Shock Proof:
  Fire Proof:

Captain Ash

“On returning from his Amazonian adventures, the esteemed Captain Ash 
has been enjoying traditional hospitality in bonny Scotland. Although 
with the company of the Jungle Queen during those dark Caledonian 
nights it’s been less of the Robbie Burns and more of the carpet 

  Shock Proof:
  Fire Proof:

Harry Tipper

“Very Special Agent Tipper. Licensed to chill and the grooviest cat 
in town.”

  Shock Proof:
  Fire Proof:

Swinging Tipper

“Harry, or should that be Harriet? I think your moustache is showing 
– perhaps it needs a trim...”

  Shock Proof:
  Fire Proof:

Jo-Beth Casey

“F’ Sure”

  Shock Proof:
  Fire Proof:

Amy Chen

“Amy is actually really sweet... It’s just that everyone seems to get 
on her bad side.”

  Shock Proof:
  Fire Proof:

Dr. Amy

“The only way you’ll get Amy out of her regulation leggings is to 
wave a designer outfit in front of her.”

  Shock Proof:
  Fire Proof:


“This season’s model from the popular R-100 series of war robots.”

  Shock Proof:
  Fire Proof:

Victorian Crow

“Crow in all his steam-powered Victorian anachronistic splendour. Oh 
yes, those were the days! The British Empire, unparalleled industrial 
might, small boys climbing up chimneys and tins of condensed milk.”

  Shock Proof:
  Fire Proof:

Karma Crow

“Everyone assumed it was a wig, but actually that long flowing hair 
is all his.”

  Shock Proof:
  Fire Proof:

Jacob Crow

“Jacob Crow, at the outset of his twisted career. Happy carefree days 
when his idea of fun was playing with cadavers and injecting green 
phosphorescent fluids into cats’ eyeballs.”

  Shock Proof:
  Fire Proof:

Mad Old Crow

“What can you say? He’s as crazy as a coot and as daft as a brush.”

  Shock Proof:
  Fire Proof:


“So you think physics is boring? You’ve never been to one of Anya’s 
night classes.”

  Shock Proof:
  Fire Proof:

Captain Fitzgerald

“Fitzgerald’s always first writing poetry in any kind of trench 
warfare situation.”

  Shock Proof:
  Fire Proof:
-Unlocked from start
Nobby Peters

“Nobby’s always first getting a brew on in any kind of trench warfare 

  Shock Proof:
  Fire Proof:

Sapper Johnson

  Shock Proof:
  Fire Proof:
-Get bronze in challenge SAMMY HAMMY NAMBY PAMBY
Tommy Jenkins

  Shock Proof:
  Fire Proof:
-Complete Elite League
Ivor Baddic

“It’s not easy keeping discipline on a small island.”

  Speed: IIIII
  Stamina: IIIII
  Shock Proof: IIIII
  Fire Proof: IIIII
-Unlocked from start
Pulov Yuran

“It’s not easy keeping discipline on a small island.”

  Speed: IIIII
  Stamina: IIIII
  Shock Proof: IIIII
  Fire Proof: IIIII
-Get bronze in challenge PLAINLY OFF HIS ROCKER
Comrade Papadov

“It’s not easy keeping discipline on a small island.”

  Speed: IIIII
  Stamina: IIIII
  Shock Proof: IIIII
  Fire Proof: IIIII
-Get bronze in challenge LAP IT UP
Warrant Officer Cain

“Warrant Officer Cain is in charge of the keys to the castle cellars 
- he’s a very popular man.”

  Speed: IIIII
  Stamina: IIIII
  Shock Proof: IIIII
  Fire Proof: IIIII
-Complete story level SCOTLAND THE BRAVE
Warrant Officer Keely

  Shock Proof:
  Fire Proof:
-Complete Honourary League with all silvers
Deep Diver

“When they’re not busy polishing their helmets, the Deep Divers like 
to go all the way down.”

  Shock Proof:
  Fire Proof:
-Get bronze in league match OH SHOAL-O-MIO
The Jungle Queen

“The Jungle Queen has taken to her new life in the Scottish Highlands 
as a true native. She has been amazing Captain Ash with her natural 
talents for fly fishing and tossing the caber and he’s never had his 
bagpipes played quite like that before. Och-aye the noo!”

  Speed: IIIIII
  Stamina: IIII
  Shock Proof: IIIII
  Fire Proof: II
-Complete story level SCOTLAND THE BRAVE
Robot Louis Stevenson

“Away from the pressures of his day job, this multitalented 
mechanical marvel of the industrial age likes to let off steam 
writing romantic potboilers. Unfortunately, like many Victorian 
authors he is afflicted by a compulsive vice, in his case an 
unshakeable coke habit...”

  Speed: IIII
  Stamina: IIIIII
  Shock Proof: IIIII
  Fire Proof: IIIIIIII
-Complete story level YOU TAKE THE HIGH ROAD
John Smith

“Working in Crow’s mines can be very hazardous to your health – John 
needs a special mask just to protect his moustache.”  

  Speed: IIII
  Stamina: IIIIII
  Shock Proof: IIIII
  Fire Proof: IIIII
-Unlocked from start
Jim Smith

  Shock Proof:
  Fire Proof:
-Complete story mode in co-operative
Fergal Stack

“Fergal is oft to be found in the warehouse quietly amusing himself 
by stacking boxes whilst wearing a silly hat.”

  Speed: IIIII
  Stamina: IIIII
  Shock Proof: IIIII
  Fire Proof: IIIII
-Complete Amateur League

“Or Archibald Granville Khallos as he'd rather you didn't know. 
Still, it looks like his plans for taking over the world are still 
swinging along.” 

  Shock Proof:
  Fire Proof:

Booty Guard

“That wry old devil Khallos has an elite corps of extremely personal 
bodyguards who attend to his special needs and maniacal whims. Only 
women can apply - how's that for positive discrimination and 
enlightened recruitment policies?”

  Shock Proof:
  Fire Proof:

Kitten Celeste

“Sometimes things get a little too hot under the collar for Harry and 
he needs some manual assistance from his slinky sidekick, Miss 
Celeste. Go get 'em tiger! Grrrrrrr!”

  Shock Proof:
  Fire Proof:


“The henchwomen asked Khallos for some concessions to Woman's Lib in 
the workplace like maybe a Sisterhood of Ultra Science. So he burnt 
their brassieres and got them some mini-dresses - He's very 

  Shock Proof:
  Fire Proof:

Elite Henchwoman

“Black rubber mini-dresses - Khallos is a genius.”

  Shock Proof:
  Fire Proof:


“Things are definitely looking up for the henchmen since the 
Brotherhood of Ultra Science kicked off. The introduction of a 
regular Khallosthenics(TM) exercise program has upped fitness levels 
considerably. Now, with the additional female recruits and communal 
changing areas, they've never had it so good!”

  Shock Proof:
  Fire Proof:

Elite Henchman

“The black costumes are back and guess what? Yep, everyone wants one 
because they're so much hipper than powder blue. Well, everyone that 
is, apart from the guys who would rather be wearing the mini-

  Shock Proof:
  Fire Proof:



|b. Arcade Awards|

Here’s a list of all the known arcade awards in Timesplitters: Future 
Perfect. At some point, strats to get them may be added. Anyway, 
there are 59 total. Use this as a checklist if you want!

Most Lethal
Most Losses
Lemming Award
Most Professional
Multi Kill
Longest Spree
Most Effective
Pathetic Shot
I Hit Dead People
Brain Surgeon
Fists of Fury
Glass Jaw
Fists of Steel
AC -10
Where's the Health?
Where's the Armour?
Most Frantic
Most Sneaky
Most Cowardly
Most Outgunned
Best Equipped
Unlucky to Lose
Weapons Expert
Bag Man
Most Useless
Ricochet King
Most Peaceful
Most Manic
Shortest Innings
Longest Innings
Most Flammable
Most Damaging
Persistance Award
Traveler Award
Trigger Happy Award
Insomniac Award
Beheader Award
Smasher Award
Brutality Award
Golden Oldie Award

                          V. Legal Jargon

This may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or 
otherwise distributed publicly without advance written permission. 
Use of this guide on any other web site or as a part of any public 
display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by 
their respective trademark and copyright holders.

This guide may only be posted at the following sites:


Copyright 2005 Oliver Thomaides & Anders Leo

                          VI. Contacting Us
Please, if you have any questions, suggestions please contact us. 
Also if you notice any glaring errors or spelling mistakes.

Aceleader – ojt89@aol.com
Andor3 - anders.w.leo@gmail.com

If you do send any emails, please make sure you mention 
“Timesplitters: Future Perfect FAQ” in the subject title, or the 
email will just be deleted.