TimeSplitters 2 All Consoles (2002) (North America) Strategy Guide v1.0 [November 09, 2002] written by Anthony Charles Ambrose (ACA) <firstname.lastname@example.org> Document İ2002. All Rights Reserved. Full legal notice at end. Check out: < http://www.timefall.com > TimeSplitters 2 Network (GCN, PS2, XBX) _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ T A B L E O F C O N T E N T S _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter One: Characters <ID#001> Chapter Two: Weapons Database <ID#002> Chapter Three: Walk-Through <ID#003> Chapter Four: Arcade Mode <ID#004> (COMING SOON) Chapter Five: Map Maker <ID#005> (COMING SOON) Chapter Six: Secrets & Cheats <ID#006> (INCOMPLETE) Chapter Seven: Hidden Minigames <ID#007> Chapter Eight: Additional Help / How To Contact Me <ID#008> COMING SOON: Wild West, Robot Factory walk-throughs, and some more things should be finished in a little while. -QUICK SEARCH- To quickly find a chapter, simply press CONTROL and F, and then type the chapter's ID# like so: <ID#999> -REVISION HISTORY- v1.0 [November 09, 2002] Only two walk-throughs missing.. expect them to be here in a day or two. Still need to do: Arcade Mode, Map Maker, Cheats/Secrets, Character Analysis. Expect those soon.. v0.9 [October 25, 2002] Siberia walk-through updated Chicago walk-through added Notre Dame walk-through added Cheats section added v0.3 [October 15, 2002] Weapons Database added Siberia walk-through added -INTRODUCTION- Welcome to the TimeSplitters 2 strategy guide. This guide covers TimeSplitters 2 for all three consoles, GameCube, PlayStation 2, and Xbox. So stop reading this and get onto the guide. Please read Chapter Eight to learn how to contact me about this game. And don't forget to check out www.timefall.com -- the very first TS2 web site! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter One: Characters <ID#001> _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The list below will explain how to unlock every character. The list below assumes you recieved a Gold on the Arcade Leauge/Challenge. This was written by DethKnightHomer (AlcoholicWaffles@aol.com). Character Arcade League/Challenge Gold Needed To Unlock --------- --------------------------------------------- Sgt Cortez Story Mode Character; Default Corp Hart Story Mode Character; Default Ilsa Nadir Story Mode Character; Default Gregor Lenko Story Mode Character; Default Jake Fenton Story Mode Character; Default Lady Jane Story Mode Character; Default Viola Story Mode Character; Default Mr Underwood Story Mode Character; Default Hank Nova Story Mode Character; Default Candi Skyler Story Mode Character; Default Ghost Story Mode Character; Default Chasity Story Mode Character; Default Elijah Jones Story Mode Character; Default Ramona Sosa Story Mode Character; Default Harry Tipper Story Mode Character; Default Kitten Celeste Story Mode Character; Default Captain Ash Story Mode Character; Default Jungle Queen Story Mode Character; Default Gretel Mk II Story Mode Character; Default R-109 Story Mode Character; Default Monkey Story Mode Character; Default Hybrid Mutant 1990 Siberia - Normal/Hard Big Tony 1932 Chicago - Normal/Hard Jacque de la Morte 1895 Notre Dame - Normal/Hard Ozor Mox 2280 Return To Planet X - Normal/Hard Sadako 2019 NeoTokyo - Normal/Hard The Colonel 1853 Wild West - Normal/Hard Khallos 1972 Atom Smasher - Normal/Hard Stone Golem 1920 Aztec Ruins - Normal/Hard Machinist 2315 Robot Factory - Normal/Hard Reaper Splitter 2401 Space Station - Normal/Hard Hector Baboso Amateur League; Beginners Series; Aidos Amigos! Lean Molly Amateur League; Beginners Series; Aidos Amigos! Dr. Peabody Amateur League; Beginners Series; Casualty Crypt Zombie Amateur League; Beginners Series; Casualty ChassisBot Amateur League; Mode Madness; Scrap Metal SentryBot Amateur League; It's A Blast; Night Shift Meezor Mox Amateur League; It's A Blast; Spoils Of War Male Trooper Amateur League; It's A Blast; Demolition Derby Female Trooper Amateur League; It's A Blast; Demolition Derby Crispin Amateur League; Too Hot To Handle; Monkey Immolation Undead Priest Amateur League; Too Hot To Handle; Burns Department Louie Bignose Amateur League; Too Hot To Handle; Disco Inferno Slicky Tommy Amateur League; Team Series A; Club Soda Jimmy Needles Amateur League; Team Series A; Club Soda Accountant Amateur League; Team Series A; Men In Gray Lawyer Amateur League; Team Series A; Men In Gray Braces Honorary League; Elimination Series; Brace Yourself Maiden Elite League; Frantic Series; Can't Please Everyone.. Jo-Beth Casey Elite League; One Shot Thrills; Babes In The Woods Riot Officer Honorary League; Team Series B; Rice Cracker Rush Barby Gimp Honorary League; Outnumbered But Never Outpunned; Time To Split Jebediah Crump Elite League; Sincerest Form Of Flattery; Dead Fraction Venus Starr Honorary League; Burns 'n' Bangs; Rocket Man Mikey Two-Guns Elite League; Duel Meaning; If I'm Ugly, You Smell! Jared Slim Elite League; Duel Meaning; If I'm Ugly, You Smell! Ample Sally Challenge; Cut-Out Shoot-Out; Take 'Em Down Henchmen Elite League; Frantic Series; Hangar Hat's Off! Cyberfairy Honorary League; Maximus; Cold Corpse Caper Kypriss Elite League; Duel Meanining; Golem Guru Mister Giggles Elite League; Frantic Series; Big-Top Blowout Marco The Snitch Challenge; Cut-Out Shoot-Out; Fall Out Hatchet Sal Honorary League; Outnumbered But Never Outpunned; Can't Handle This Changeling Elite League; Frantic Series; Can't Please Everyone.. The Hunchback Challenge; Glass Smash; Stain Removal Sewer Zombie Challenge; Behead The Undead; Fight Off The Living Dead Gargoyle Honorary League; Maximus; Cold Corpse Caper The Cropolite Challenge; TimeSplitters Story 'Classic' Mode Hit Me Baby One Morgue Time Beetlemen Elite League; One Shit Thrills; Double Bill Dark Henchmen Elite League; Frantic Series; Hangar Hat's Off! High Priest Elite League; Duel Meaning; Golden Thighs Wood Golem Challenge; Banana Chomp; Playing With Fire Aztec Warrior Elite League; Duel Meaning; Golden Thighs The Master Honorary League; Team Series B; Rice Cracker Rush Krayola Honorary League; Team Series B; Hack A Hacker Milkbaby Honorary League; Team Series B; Hack A Hacker Drone Splitter Elite League; Sincerest Form Of Flattery; Half Death Baby Drone Elite League; Team Series C; They're Not Pets! Scourge Splitter Honorary League; Outnumbered But Never Outpunned; Time To Split R One-Oh-Seven Challenge; TimeSplitters Story 'Classic' Mode; But Where Do The Batteries Go? Feeder Zombie Challenge; Behead The Undead; Day Of The Damned Stumpy Elite League; Frantic Series; Big-Top Blowout Lola Varuska Challenge; Monkeying Around; Monkey Mayhem Nikki Elite League; One Shot Thrills; Nikki Jinki Bricky Jinki Elite League; One Shot Thrills; Nikki Jinki Bricky Ringmistress Elite League; Team Series C; Bags Of Fun Calamari Honorary League; Burns 'n' Bangs; Chinese Burns Snowman Honorary League; Burns 'n' Bangs; Snow Buisness Bear Elite League; Team Series C; They're Not Pets! Leo Krupps Honorary League; Maximus; Killer Queen Sergio Challenge; Behead The Undead; Sergio's Last Stand Mischief Challenge; Monkeying Around; Monkey Mayhem The Impersonator Elite League; One Shot Thrills; Double Bill Badass Cyborg Challenge; TimeSplitters Story 'Classic'; Badass Buspass Impasse Chinese Chef Honorary League; Elinination Series; Baking For The Taking Duckman Drake Honorary League; Outnumbered But Never Outpunned; Someone Has Got To Pay Gingerbread Man Honorary League; Elimination Series; Baking For The Taking Insect Mutant Challenge; Monkeying Around; Simian Shootout Robofish Challenge; Monkeying Around; Dam Bursters Dinosaur Elite League; Sincerest Form Of Flattery; Aztec The Dino Hunter Handyman Honorary League; Outnumbered But Never Outpunned; Can't Handle This Nikolai Story Mode Character; Default Private Sand Amateur League; Mode Madness; Shrinking From The Cold Private Grass Story Mode Character; Default Private Coal Challenge; Banana Chomp; Gone Bananas Private Poorly Challenge; Banana Chomp; Monkey Buisness Sgt Rock Challenge; Cut-Out Shoot-Out; Pick Yer Piece Sgt Shivers Story Mode Character; Default Sgt Wood Story Mode Character; Default Sgt Shock Amateur League; Beginners Series; Top Shot Sgt Slate Amateur League; Mode Madness; Shrinking From The Cold Lt Frost Story Mode Character; Default Lt Wild Amateur League; Too Hot To Handle; Disco Inferno Lt Shade Amateur League; Team Series A; Station Stand Lt Bush Story Mode Character; Default Lt Chill Honorary League; Maximus; R-109 Beta Trooper White Story Mode Character; Default Trooper Brown Honorary League; Elimination Series; Brace Yourself Trooper Black Honorary League; Elimination Series; Starship Whoopers Trooper Green Story Mode Character; Default Trooper Grey Honorary League; Burns 'n' Bangs; Snow Buisness Capt Snow Story Mode Character; Default Capt Sand Honorary League; Burns 'n' Bangs; Rocket Man Capt Night Honorary League; Outnumbered But Never Outpunned; Someone Has Got To Pay Capt Forest Story Mode Character; Default Capt Pain Honorary League; Team Series C; Superfly Lady _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter Two: Weapons Database <ID#002> _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Written by: email@example.com Damage is based off of one shot to the torso with no character abilities turned on. It is a rough estimate out of 100. Example: If the damage says 20, then it would take an average 5 shots to the torso to kill person with it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Fist -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - N/A Primary - Single punch, Damage: 28 Secondary - Single punch, Damage: 28 Notes - No noticeable difference between firing modes. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Silenced Pistol -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - 8 bullets, maximum 60 bullets Primary - Single shot, Damage: 9 Secondary - Single shot, Damage: 9 Notes - No noticeable difference between firing modes. Uses same ammunition as Luger Pistol. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Luger Pistol -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - 7 bullets, maximum 60 bullets Primary - Single shot, Damage: 9 Secondary - Single shot, Damage: 9 Notes - No noticeable difference between firing modes. Uses same ammunition as Silenced Pistol. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Garett Revolver -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - 6 bullets, maximum 80 bullets Primary - Single shot, Damage: 18 Secondary - Single shot, Damage: 18 Notes - No noticeable difference between firing modes. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Crossbow -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - 4 bolts, maximum 50 bolts Primary - Single shot, Damage: 18 Secondary - Single shot, Damage: 18 Notes - No noticeable difference between firing modes. Weak scope. Bolts can be lit on fire by approaching burning objects such as torches, and then fired at an opponent to light them on fire. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Vintage Rifle -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - 5 bullets, maximum 40 bullets Primary - Single shot, Damage: 30 Secondary - Single shot, Damage: 30 Notes - No noticeable difference between firing modes. Powerful scope. Uses same ammunition as Sniper Rifle. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Sniper Rifle -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - 5 bullets, maximum 40 bullets Primary - Single shot, Damage: 30 Secondary - Single shot, Damage: 30 Notes - No noticeable difference between firing modes. Powerful scope. Uses same ammunition as Vintage Rifle. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Flamethrower -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - No reload, 22 seconds worth of fuel Primary - Auto: 8 foot Flame stream, Damage: None Secondary - Auto: 8 foot Flame stream, Damage: None Notes - No noticeable difference between firing modes. No actual damage, but lights the target on fire, which does about 7 damage a second. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Shotgun -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - 2 shells, maximum 40 shells Primary - 4 shell pieces spread out as they travel, 11 damage each Secondary - 4 shell pieces spread out as they travel, 11 damage each Notes - No noticeable difference between firing modes. Uses same ammunition as Tactical 12-Gauge. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Tactical 12-Gauge -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - 8 shells, maximum 40 shells Primary - 4 shell pieces spread out as they travel, 15 damage per piece Secondary - Auto 2 shots: 8 shell pieces, 15 damage per shell piece Notes - Long reload time. Can fire during reload, which stops the reload. Uses same ammunition as Shotgun. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Soviet S47 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - 30 bullet magazine, maximum 200 bullets. No reload on grenades, maximum 40 grenades Primary - Auto: 8 bullets/second, 7 damage per bullet Secondary - 2 second non-impact timed grenade, direct hit is lethal. Splash damage. Notes - Average scope. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Tommy Gun -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - 32 bullet magazine, maximum 200 bullets Primary - Auto: 10 bullets/second, 9 damage per bullet Secondary - Auto: 10 bullets/second, 9 damage per bullet Notes - No noticeable difference between firing modes. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Scifi Handgun -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - 30 energy cells, maximum 200 energy cells Primary - 3 shot burst, 6 damage per shot Secondary - 3 shot burst, 6 damage per shot Notes - No noticeable difference between firing modes. Shots bounce off walls, ceilings and floors about ten times. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Lasergun -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - No reload, 50 seconds worth of primary fire charge, or shield. Using both at the same time will double the use of energy. Primary - Press and release for single laser shot, 7 damage. Press and hold to charge up shot for maximum of 38 damage. Secondary - Toggle: Frontal shield that absorbs full damage of bullets and energy weapons. No protection from explosives. Notes - You may fire the primary weapon while the shield is up. Ammo will drain while the shield is up. Ammo will continually drain while you are charging the primary fire, even once it has fully charged. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ElectroTool -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - No reload, 22 seconds worth of energy Primary - Auto: continuous 40 foot long energy stream, 33 damage/second Secondary - Auto: continuous 40 foot long energy stream, 33 damage/second Notes - No noticeable difference between firing modes. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Plasma Autorifle -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - No reload on either, maximum 200 energy cells, maximum 20 plasma grenades Primary - Auto: 7 cells/second, speeds up as you hold the button down but will eventually overheat if held for too long. Secondary - Plasma Grenade that sticks to anything it contacts. Blows up in 2.5 seconds regardless, direct hit is lethal. Splash damage. Notes - Grenades stick to players, as well. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SBP90 Machinegun -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - 64 bullet magazine, maximum 256 bullets Primary - Auto: 13 bullets/second, 9 damage per bullet Secondary - Auto: 13 bullets/second, 9 damage per bullet Notes - Mid-range scope. No noticeable difference between firing modes. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Minigun -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - No reload, maximum 400 bullets Primary - Auto: Causes the barrel to start spinning. Once the barrel is spinning at a sufficient speed, bullets will start coming out at a rate of 17 bullets/sec. Damage: 9 damage per bullet. Secondary - Toggle: causes the barrel of the gun to continue to spin even while not firing, allowing the bullets to come out immediatly instead of waiting. Notes - Gun overheats slightly quicker on secondary mode. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Grenade Launcher -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - 8 grenades, maximum 40 grenades Primary - Fires a 2.5 second timed grenade that splits into 3. If any of the pieces comes into contact with a player, it will detonate. A direct hit from one of the small pieces does 85 damage. Splash damage. Secondary - Launches a flaming grenade that will either light a target on fire, causing the usually 7 damage/second. It will bounce off walls and ceilings, but will stick to the first floor it touches. Will continue to burn for 10 seconds once fired. If a player walks into the burning grenade on the ground, they will be lit on fire. Notes - The primary fire seems to be affected by gravity a bit more than the secondary, so adjust aim accordingly. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Rocket Launcher -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - 3 rockets, maximum 30 rockets Primary - Single impact explosive rocket. Direct hit kills. Splash damage. Secondary - Fires all 3 rockets in the clip if it is full, if not, reloads. A direct hit with any of the 3 rockets is lethal. Splash damage. Notes - Rockets seem to travel slightly upwards once fired, so aim a bit lower than what you intend to hit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Homing Launcher -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - No reload, maximum 30 rockets Primary - Same as the Rocket Launcher with the added ability to lock on to your target. If you place your crosshairs over an enemy, a red circle will appear around them. This circle will stay around them untileither the enemy dies, or you move the crosshairs sufficiently far enough away from the enemy. If you fire while the circle around the enemy is red, the rocket will do it's best to home in on the targeted enemy. Secondary - Same as primary, except it fires 3 rockets. If you have multiple people targeted, the rockets will split up and go after the different targets. Notes - None -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Proximity Mine -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - No reload, maximum 20 mines Primary - Throws the proximity mine about 15 feet in front of you if view is level with the ground. Sticks to everything, including players. 3 seconds after throwing, the mine activates. After that, if anyone gets within 10 feet of the mine, the mine will throw the explosive charge away from the surface it is stuck to about 5 feet and detonate it. Direct hit is lethal. Splash damage. Secondary - Same as primary. Notes - If you have a proximity mine stuck to you, you will see a pulsating red icon of a proximity mine on your hud. Keep in mind that the proximity mine throws the explosive away from the surface it is on, so if you happen to be running in the opposite direction it is stuck to you at, there is a good chance you could survive the explosion. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Timed Mine -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - No reload, maximum 20 mines Primary - Throws the timed mine about 15 feet in front of you if view is level with the ground. Sticks to everything, including players. 6 seconds after throwing, the mine detonates. Direct hit is lethal. Splash damage. Secondary - Same as primary. Notes - If you have a timed mine stuck to you, you will see a pulsating red icon of a timed mine on your hud; there is nothing you can do about it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Remote Mine -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - No reload, maximum 20 mines Primary - Throws the remote mine about 15 feet in front of you if view is level with the ground. Sticks to everything, including players. Secondary - Detonates all active remote mines you have placed since your last death. Notes - If you have a remote mine stuck to you, you will see a pulsating red icon of a remote mine on your hud. Basically you will die as soon as the player who threw it detonates the mine. You can prevent this from happening by killing the player who threw it on you before he has a chance to detonate it. If you see a remote mine that you didn't throw, you can detonate it by shooting it with a regular gun, or by detonating an explosive of your own near to the mine. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TNT -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - You can only carry one piece of TNT at a time. Primary - Throws TNT about 15 feet in front of you if view is level with the ground. Timer is 3 seconds. Sticks to everything, including players. Direct hit is lethal. Splash damage. Secondary - Same as primary. Notes - If you have a stick of TNT stuck to you, you will see a pulsating red icon of a stick of TNT on your hud; there is nothing you can do about it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Fire Extinguisher -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - No reload, 18 seconds worth of foam Primary - Auto: 8 foot stream of foam, Damage: None Secondary - Auto: 8 foot stream of foam, Damage: None Notes - If sprayed on a player who is burning, they will stop burning. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Brick -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Clip - No reload, maximum 40 bricks Primary - Throws brick about 10 feet in front of you if view is level with the ground. Damage: 10 Secondary - Throws brick about 18 feet in front of you if view is level with the ground. Damage: 10 Notes - None. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter Three: Walk-Through <ID#003> _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ If you would like to assist me by writing a walk-through for any of these levels, please contact me < firstname.lastname@example.org> and let me know. You will receive full credit for you work. Levels that need walk-throughs so far: Robot Factory, Atom Smasher, Wild West, Aztec, Tokyo, Planet X -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- WALK-THROUGH CONTENTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Siberia <ID#003b> - Chicago <ID#003c> - Notre Dame <ID#003d> - Return To Planet X <ID#003e> - NeoTokyo <ID#003f> - (COMING SOON) Wild West <ID#003g> (COMING SOON) - Atom Smasher <ID#003h> - Aztec Ruins <ID#003i> - (COMING SOON) Robot Factory <ID#003j> (COMING SOON) - Spacestation <ID#003k> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SIBERIA 1990 <ID#003b> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Siberia walk-through was written entirely by bluberry. If you wish to contact him, e-mail him: revolverbluberry AT aol DOT com or contact him on: YIM: bluberrygonepostal / email@example.com AIM: bluberryteripper / ICQ: 171684403 This is a comprehensive point by point walk-through of the level, broken down into three parts. Parts One and Two are for EASY/NORMAL/HARD, but Part Three is for NORMAL/HARD only. -------- PART ONE -------- *NEW OBJECTIVE: INVESTIGATE DIGGING SITE AT THE BOTTOM OF THE DAM. *NEW OBJECTIVE: ASCEND TO THE TOP OF THE DAM. *NEW OBJECTIVE: DESTROY THE SATELLITE DISH. *NEW OBJECTIVE: DESTROY THE FILE CABINETS. *NEW OBJECTIVE: COLLECT THE TIME CRYSTAL. *Collect Sniper Rifle and Silenced Pistol. *Snipe security camera on Left building. *Snipe guard on Left building in the head. *Snipe multiple guards until they move in too close. *Finish them with Silenced Pistol. *Stay along fence until you're between the Left building and Middle building. *Snipe security camera #2, you'd be facing it when facing away from the fence. *At any point in time, a Sniper will appear in the far, upper Dam. Snipe him back, and don't get confused if you see bullets. If there's gunfire coming from nowhere, it's him. *Climb stairs on left building. *Enter room below Satellite Dish; Open security door. *Continue across plank. *Drop into room with mines; unlock door. *Explore all the doors in this area; get Body Armor (easy)and Sniper Shells. *In one building there are TWO FILE CABINETS. Destory them with the Timed Mines. *Climb stairs again; DESTROY THE STAELLITE DISH with a Timed Mine. *OBJECTIVE: DESTROY THE SATELLITE DISH should be complete. *Descend stairs that are right next to the river and under the Dam; opposite side of where you broke through the fence. *Attempt to activate the Elevator. *NEW OBJECTIVE: RESTORE POWER TO ELEVATORS. *On the stairs there is a steam leak; crouch under it. *Ascend the stairs; just keep moving. The security camera won't have time to spot you. If you're on Hard, just shoot it; if you're playing Hard you should know where it is. *Right aftwer camera guards will be on stairs in groups of one. Be careful. *Once you reach the stop, snipe all visible guards through window in door. *Eliminate as many guards as you can from a disance with Sniper Rifle; If you run out or they get too close, use the Silenced Pistol. *Collect spoils, including the Soviet. *On the left side there are three small rooms with valves in them. Turn off the valves. Also, there is Body Armor in the first one. *That turned off the steam at the end of the corridor; Go through the door. *Descend stairs keeping an eye out for guards and being sure to collect the Body Armor and Sniper Rifle Ammo. *Outside, there is a Sniper on the far side of the dam, just like the first one. *Eliminate all 3 guards in the area, being wary of the security camera on the back of the building facing away from where you entered the area. *Enter the building; In the first room, there is a guard on your left and a guard hiding behind some racks on the right. *Descend the stairs; Enter the door on your left. *Take note that in these showers you can put yourself out should you catch on fire. *Leave; Go around the corner and stop. *Look for the security camera and snipe it. *Eliminate all guards in this large room. *Go back to the corner after the shower area doors; Look for the entrance to a small service closet. *Inside here, collect the goodies and plant a Timed Mine on the ONE FILE CABINET. *There should be a Fire Extinguisher in this room or the room below depending on difficulty. *Going through the first large room, but before the next stairs, look to your left; There are TWO FILE CABINETS. You know what to do. *OBJECTIVE: DESTROY THE FILE CABINETS should be done. *Head down the stairs to the checkpoint; You should hopefully be at half health and body armor. If not, the rest of this level will be harder. -------- PART TWO -------- *In the next room there are four guards in random locations; Ice em. *Go up stairs to walkway above middle of room; Destroy gun turrets. *Go up stairs to conrol room; Press button to the left of the red display to open door in lower room. *Head to digging site. *Enter the second room on your right; Press both switches here. *Continue through opened doors; Kill Assault Shotgun weilding guard. *As you approach this room, a guard is hiding to the left of the corridor; Another is at the far end of the room. *Collect computer disk from guard at far end of the room. *Destroy Timesplitters that appear, preferably by shooting off their heads with a Silenced Pistol or Soviet. (Shotgun ammo is scarce) *Go back to Control Room and use the disk on the red display. *OBJECTIVE: RESTORE POWER TO THE ELEVATOR should be complete. *Head back down towards the rooms on the right, icing the Timesplitters along your path. *Pillage the first and third rooms on the right for a Flamethrower, Timed Mines, and Body Armor. *Head further down to the digging site, eliminating the Timesplitters along the way. Use the flamethrower, and they'll set each other on fire by accident and die. *OBJECTIVE: INVESTIGATE THE DIGGING SITE AT THE BOTTOM OF THE DAM is done for. *OBJECTIVE: COLLECT THE TIME CRYSTAL is complete once you find it at the center of this underground room. *See the biological container? *NEW OBJECTIVE: DESTROY THE BIOLOGICAL CONTAINER AT THE BOTTOM OF THE DIGGING SITE. *At the bottom is where the path splits. On Easy, jump through the TIME PORTAL to CLEAR THE LEVEL. On Normal and Hard, plant 3 Timed Mines on the BIOLOGICAL CONTAINER, and watch out for a Timesplitter that mysteriously appears. *OBJECTIVE: DESTROY THE BIOLOICAL CONTAINER AT THE BOTTOM OF THE DIGGING SITE is complete. ----------------------------- PART THREE (NORMAL/HARD ONLY) ----------------------------- *On your way out, there will be many more Timesplitters and Russian Special Forces with Kick-Ass weapons As long as you're smart about it, no more Silenced Pistol. *NEW OBJECTIVE: DESTROY ALL THE MUTANTS. Only the 'tards with the really messed up faces. There are 5, the last one is right outside. If there are some left later, and you've killed everyoe outside the dam building with the secret place, then look inside. *Use the Assault Shotgun and Soviet S47. *There'll be a Flaming Zombie once; Either extinguish him or avoid his corpse. *Check all the shelves if you want the hidden minigame. *On the top floor, there is a guard with a Flamethrower; If you're burned, head for the showers that are near the 3rd File Cabinet and near the bottom of the katest stairs you went up. *As you fight your way outside, you'll probably kill enough Timesplitters; On Hard you may have to explore the base a little to find more kills. *Fight your way through a flaming mob of Timesplitters (see above if you're burned) and to the elevator. *Ascend the elevator until the music changes and boss stats appear. *NEW OBJECTIVE: DESTROY THE GUNSHIP. *Okeely dokiy then, there are three chaingun/missile launcher employments. *Fire away! Do a load of damage. *Guards will appear at the sides of the dam. Take em out fast, and keep an eye out for more. If a chaingun runs out of ammo, switch to the other. *If they all run out, try the Shotgun or Soviet; However, you are pretty much screwed if this happens. At least take cover in one of the Sniper windows. *Eventually it dies! *OBJECTIVE: DESTROY THE GUNSHIP is complete. *Enter the TIME PORTAL to CLEAR THE LEVEL. --------------------------------- PART FOUR (SIBERIA WEAPONS INDEX) --------------------------------- Unarmed: Hitting an enemy in the back is a one-hit kill. Temporal Uplink: Useful for revealing enemy locations, use it if you think there may be an enemy around the corner. Its secondary function allows you to play hidden minigames. Silenced Pistol: Obtained at the very beginning of the level. Useful until you get the Soviet S47, and even then it's good against TimeSplitters. Sniper Rifle: Obtained at the very beginning of the level. Useful for long range targets. Does good damage, but too awkward to use at close or mid-range effectively. Timed Mines: Obtained inside hut with hole in roof in area you start in. Since you have to save most of them, don't even bother using them. There aren't even that many good places to use them. Soviet S47: Obtained in corridor with steam pipes, from enemies. Fires standard machine gun rounds and also grenades. The grenades take too long to explode, and are therefore only useful when combined with the Scanner Thingy. Machine gun rounds are good for quickly dropping enemies and for shooting TimeSplitters heads off. Fire Extinguisher: Obtained on multiple walls on far side of dam's underground la-bora-tory. Refill ammo by collecting another. Not too great, unless for some reason you wish to put out an enemy. Assault Shotgun: Obtained on your way to the Computer Disk, from a guard. Great close range damage, but that drops dramtaically depending on range. Good for headshots or headblowoffs of the TimeSplitters. Flamethrower: Obtained in one of the rooms with the forcefield. Useful for killing enemies slowly, but they can still fire so it's best when you have to leave an know you'll come back to collect the spoils. Chaingun/Missile Launcher: Stationary weapon on top of Dam. Has machine gun fire and missile fire modes. Used only against the Gunship on Normal and Above skill settings. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHICAGO 1932 <ID#003c> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Chicago walk-through was written entirely by Mike Wall. If you wish to contact him, e-mail him: firstname.lastname@example.org Upon starting the level, you'll find yourself in Jake's room, on the upper storey of a building near a dockyard where the first two of Big Tony's goons are patrolling. First, equip your Vintage Rifle and take the first one out who is visible walking up and down the pavement beside the barge through your window, before moving out onto the balcony and eliminating the second man who is wandering around between the crates on the ship below. Drop down, landing on the box to pick up some extra sniper bullets if you want them, then pick up all of your enemies ammo before moving up the steps into the warehouse where another mafia thug is waiting. He probably wont have realised whats going down around him, so plug him with the Silenced Pistol while his back is turned, and take the oppurtunity to put some holes in the first of the mobs whisky barrels opposite the staircase. Head upstairs and you'll be able to see the three guys guarding the exit through the window, one just round the corner and two downstairs. It is possible to take all three of them out from this vantage point, but it can be tricky, as one is constantly on the move, so you might want to consider going after them seperately. Quietly edge your way around the corner and ventilate the skull of the fellow at the top of the staircase, then sneak down and do the same to the other two, making sure the patrolling one doesn't get the jump on you. The second barrel of Big Tony's whisky is in this room too, so blow it apart, two down and two more to go. Now you can leave the warehouse via the front door and get out onto the mean streets of Chicago, after picking up all of your departed foe's discarded ammo of course. (Note : Keep in mind that you really shouldn't kill any civilians on this level, after all, what have they ever done to you? Its difficult to distinquish between pedestrians and gangsters at a distance, as their all dressed in those rather dapper suits, but be carefull if you want to complete this missions Secondary Objectives!) Answer the ringing phone to recieve instructions from Marco the Snitch on where to meet up with him, as he will be providing you with some vital equipment for completing this level, providing you can keep him alive long enough to hand it over. Theirs an innocent bystander wandering about the street, so leave him alone, but feel free to nail the mobster lurking in the doorway down the street, as he's packing a Tommy Gun which will be very useful to you in a few moments time, so make sure that you equip it right away. As soon as you turn the corner at the end of the road, Big Tony's bother will try to make good his escape in his armoured automobile, smashing up his garage door in the process by the looks of it. Simply unload as much lead as you can into the vinntage vehicle, taking care not to take two much damage from the return fire, until the engine blows up and the car spins off into a wall near the door you left the warehouse through. That showed him not to mess with Jake Fenton. Anyway, after foiling the getaway, head back up to where you saw the car emerge from in the first place, where you will also find the third whisky barrel, some Tommy Gun ammo, more Sniper bullets and even a Flak Jacket, all of which you should take as your certainly going to need them in a bit. Just past O' Leary's bar, near the newstand, you'll be able to see Marco the Snitch, (the chap you spoke to on the phone, remember?), however, he refuses to budge until you sort out the fight in O' Leary's, which you can either enter through the front door that you just passed, the side door ahead of you, or through the back door, which can be located a little way on along the street and down a small staircase into a dimly lit passage. Whichever way you decide to go, you'll end up in the snooker room, where two rival gangs are battling it out around the pool table, but decide to put aside their differances and turn on you the moment you enter the fray. Kill everyone who shows up inside the club, then head back to where you saw Marco the Snitch, who is now ready and willing to lead you to his hideout. Follow him, but keep an eye out for mobsters who will be trying to kill your new friend and will approach from up ahead and from where you just came from, and make sure that you eliminate the sniper on the balcony just around the corner, and the one in the window of the building in front of you before they can put a bullet squarely between Marco's eyes. Once Marco has safely reached his hideout, he will tell you to use the TNT on the table to blow open Big Tony's safe in the large building nearby, and steal the Membership pass from within, which will allow you to gain access to the Sunrise Club, in which Big Tony is hiding from you. Pick up the explosives off the table, then leave the hideout the same way you came in, and head over to the large building next door, where you'll find a trio of guards who can be easily dispatched with any of your numerous firearms. The last whisky barrel can be found in a small aclove beside the stairwell, so drain it completely to complete that objective once and for all. Now head upstears through the opposite door, eliminating any opposition that you may encounter as you ascend the staircase. On the room leading off from the second landing, you'll find a Flak Jacket hidden under the bed, which you can take if you feel you are in need of one. Once you reach the very top floor, deal with the big fellow guarding Big Tony's office from a distance if you can, as he is considerably tougher than any of the goons you've met so far, and since he's armed with a Shotgun to boot, you really ought to show a little caution while getting rid of him. Inside the office, you'll find a large safe, which you should blow open by chucking the TNT that Marco gave you onto it, and then running away so not to be caught in the blast. Grab the pass (why cant you take some cash as well, eh?), and then answer the phone, which has suddenly started to ring. Its Marco again, only this time he's ringing you to warn you of the men outside waiting to clobber you when you leave. Head to one of the windows in the rooms on the lower landings, and shoot all of the gangsters waiting for you in the street. There's one on that blacony where there was one earlier, one in a window of the house at the other end of the road, and the last is standing on the pavement, although he can sometimes be hidden by the hanging washing depending on where you decided to position yourself. Go back outside again, and two goons will rush out to meet you, simply blow them away and move on round the corner, where you will see a huge hotel and several gangsters, who will rush over, guns blazing, the moment that they spot you. Defeat them, and make your way along the street, avoiding the fellow in the upper window of one of the houses to your left, not to mention the two snipers in the distance, who will be taking pot shots at you every time that you stray out from behind cover.Use your Vintage Rifle to send them both to Hell, then take the left hand path at the point where the street parts, and open the gates to the Sunrise Club with your stolen membership card. Two guards will be patrolling around the courtyard within, so mow them down and head up the steps and into the diner, following the passage round until you come up to the 'Members Only' door, which you should open. There will only be two guards waiting for you outside, so shoot them both and enter the Sunrise Club itself. (Make sure that your Health Bar stays pretty high from now on, as your about to come against Big Tony himself.) Head into the entrance hall and shoot the guy who leaps out at you before he gets a chance to start shooting, then move on to the guy in the white tux, who you'll only really get a clear shot at when he stops hiding behind that wall. Round the next corner you'll encounter another of the big guys, but this time he's only armed with a pistol, so you should be able to finish him off without any problems at all. Follow this passage round and into the main hall with the large stairwell to initiate the boss fight with Big Tony. Boss - Big Tony After shouting at you for bit, Big Tony will run down the stairs towards you, and even though he's only armed with a pistol, he'll still deplete your health bar with alarming speed if you dont keep yourself out of sight. He will be aided by another of those guys in the white suits, armed with a Tommy Gun, who you should kill before going after Big Tony, or he will constantly be shooting at you throughout the firefight. The best weapon to use is the Tommy Gun, as it fires rapidly, deals a strong amount of damage and doesn't require you to get to close to your opponenet. Keep hidden, and let Big Tony come to you, then fill him so full of lead you could use him for a pencil. If you wanted to, that is. Once Big Tony collapses, Scourge Splitters armed with Tommy Guns will begin to spawn all over the place, and can pose a serious threat to you if you lost health during the boss fight, so grab that Time Crystal pronto from the place where Big Tony died and jump through the Time Portal which will have appeared in the centre of the hall, providing that you have completed all of your objectives fully. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NOTRE DAME 1895 <ID#003d> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Notre Dame walk-through was written entirely by Mike Wall. If you wish to contact him, e-mail him: email@example.com Right, time to show Jacque de la Morte who's boss, and it isn't him. You begin the level in the sewers of Paris, underneath the cathederal itself, where your nemesis is waiting for you, but first you have to get there. Note : When shooting Zombies, always go for headshots, as they are instantly fatal and conserve your shotgun ammo. The undead can take a hell of a lot of punishment to the rest of their body, so aim for the skull. Move down the tunnel and kill the three Sewer Zombies waiting for you, ignore the hole in the brickwork ahead of you for a moment and nip down the opening in the left hand side of the room, where you will find two more Sewer Zombies and a switch, which you should activate, opening a portcullis further on in the level. Now double back on yourself and go through the hole in the wall in the last room, taking care of the two zombies who will come at you the moment that you approach, and head down the tunnel to where the second portcullis is located. There is a switch right next to it, so give it a pull and move through the opening once the barrier has been raised. In the next room, you will find a Flak Jacket, so pick it up if you need one, but as soon as you pick it up, a Sewer Zombie will spawn behind you, so be warned. Be careful as you moveinto the next area, as there is a Sewer Zombie waiting right around the corner, out of your line of sight, so blast his head off, then continue up the rickety old staircase, blowing away the zombie who appears at the top as you ascend. Continue up the stone steps into the wine cellar, and the portcullis will drop down behind you, cutting off your escape. Move past the wine racks until you see a large, boarded up opening, which you should move towards with great caution, as it is about to explode. When it does, turn around and run back to the other side of the room, taking care of the Sewer Zombies who have suddenly jumped up behind you, and shoot of the flaming zombies heads from a safe distance. If you do get set alight, just shoot one of the wine barrels on the racks and let the escaping liquid dowse the flames. Move on through the opening and into the cathederal proper, where you will find the first maiden chained to the wall, so kill the two Crypt Zobies that will have appeared, then set her free. Its worth noting that the mission will fail if the zombies kill any of the maidens before they can get away, so make sure you kill all of the zombies in this area as quickly as you possibly can. Collect the Flak Jacket from the opposite corner of the room, re-killing the undead enemies who will appear behind you, then move towards the second maiden, who is locked inside a cell, shooting the zombie that appears as you approach. Blow the lock of the door, then turn and deal with the Sewer Zombie who will have appeared behind you, before letting the maiden go free. Follow the passage around, killing any zombies that appear in front of you, but watch out for the third maiden, as she is not a maiden at all anymore, but a Changeling, whom you should eliminate. The fourth maiden who is just a little further up the passage is normal, so let her go, (only one more to go), then make your way up into the cathederal's main hall, killing the single Crypt Zombie that stands in your way. Now that you are in the cathederal, you'll be able to see the last maiden, suspended high in the air by a long stretch of rope. Sneak up behind the pews where the three Undead Priests are standing and blow them all away before they get an oppurtunity to fight back, keeping an eye out for a fourth priest who will run up at you from behind as you go for the Time Crystal, which is located on the alter just past the pews. Pick it up, then go down to the opposite end of the hall, where you will find an open door leading into a small room containing another Flak Jacket, and a new passageway where an undead priest will be lurking. Dispatch him where he jumps out from behind his hiding place, the run up the staircase, killing the zombie on your way up, and onto the second floor balcony. An undead priest will be standing at the other side of the landing, so shoot him and then pull on the chord hanging nearby to let the maiden down from where she was being hung. Run backto the main hall of the cathederal and over to the maiden as quickly as you can, as a horde of zombies are about to attack her, and its down to you to stop her from being killed. Dont worry though, your not alone in your endeavour, the famous Hunchback of Notre Dame is here to help, armed with a shotgun, and together, you must fend off the zombie onslaught. Be careful during this fight, that you dont run into the Hunchback's line of fire, as he will shoot you as well as zombies without a moments hesitation. When all the zombies have been removed from existance, the Hunchback will escape with the maiden, and you will be left with a single objective, to kill Jacque de la Morte. The door on the right hand side of the cathederal will now be open, so head through it, down the passage and up the stairs, stopping off at the first opening to pick up some extra shotgun ammo. As you reach the top, a zombie will appear, so destroy it, then continue towards the top and out onto the second floor landing. As soon as you step out of the passageway, a portcullis will drop, and a huge Portal Daemon will appear in the centre of the cathederal, the terrible result of Jacque's occult tomfoolery. However, this giant monster isn't your only problem, as their will be hordes of zombies spawning all about you as you try to defeat it. The musics pretty cool though. Halfway Boss - Portal Daemon Equip your shotgun for this fight, as it is most effective against both the Daemon, and the zombies who will also be attacking you. The Portal Daemon will be firing laser rockety things at you, three at a time, that can be easily avoided, but not when you've been cornered by zombies. Firstly, deal with any of the undead who have gotten to close before turning on the Daemon, and fire as much shotgun ammo into his ugly, ugly face as you possibly can before any morre zombies get close to you. The laser rockety things can be hindered by the pillars on the edge of the landing, so move behind one after the monster lets some loose. After you've fired a considerably number of shotgun cases off in his face, the Daemon will collapse, and this in turn will put a stop to the zombie spawning all around you. Move around to the other side of the landing and pick up the shotgun ammo, which should make up for everything you lost in that last battle, then head into the corridoor and pick up the Flak Jacket you will find there, as you will probably need it after all that fighting. Now open the door and head out onto the roof of Notre Dame, where Jacque is waiting for you, but he is not alone, as numerous undead priests will appear before you as you run around the circular rooftop. After a time, Scourge Splitters will start to arrive also, so kill them too, and you should soon come up against de la Morte. If you killed everyone on the rooftop on your way towards him, it'll be a one on one battle between the two of you. Boss - Jacque de la Morte Ignore his insane rambling and unload your shotgun into his torso as many times as is required. If you keep up the pace, he shouldn't even get a chance to attack, as he will be constantly unbalanced by your firepower, until he finally falls over and his hat falls off. Immediently double back on yourself around the rooftop and jump into the Time Portal which will have appeared, ignoring any enemies that show up, as theirs sod all they can do to stop you now. Well done, you have completed Notre Dame - 1895, and will have unlocked Jacque de la Morte in Multiplayer mode. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RETURN TO PLANET X 2280 <ID#003e> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NEW OBJECTIVE: Locate the crashed UFO NEW OBJECTIVE: Retrieve the Time Crystal After watching the Star Wars style cinema, take control of Hank Nova and grab the Sci-Fi handgun. Don't bother shooting at the UFOs, simply drop down below. Navigate the cavern, making sure to grab the "Weapon Part" found there. Collection both parts of the weapon puts together a Homing Rocket Launcher, so be sure to keep your eyes out for the pieces. As you emerge from the caverns, you'll be given a new objective. NEW OBJECTIVE: Repel the beach attack Hop into a gunner seat and eliminate the aliens. There are three gunner seats; if one runs out of ammo, run to the next. Keep in mind that you also have some rockets that can be used by pressing Secondary Fire. These work extremely well, and they are very fun to use. Finish off the aliens. COMPLETE: Repel the beach attack Head through the portal and get down the canyon and you should locate a Plasma Autorifle. This will most likely become the weapon of choice, so conserve your ammo by not wasting shots on the oversize insects that might chase you around. Simply ignore them and move on, until you find a crashed UFO. COMPLETE: Located the crashed UFO NEW OBJECTIVE: Fight off the raid on the crashed UFO Run to the end of the beach, with your newly acquired Plasma Autorifle in hand. Kill the enemies that teleport in; eventually the UFO will start helping you, as well. Many hands makes light work, and you should easily complete this objective. COMPLETE: Fight off the raid on the crashed UFO Get inside the UFO. Once inside, you may feel a little disoriented, but that is to be expected, since the entire thing is on a tilt. Make your way to the outerwalls of the UFO and activate the joystick control box. NEW OBJECTIVE: Locate and penetrate the UFO base Turn off all the cameras, then walk around until you find a hole in the UFO. This hole leads to yet another canyon. Drop down and make a quick right turn. You should be able to find some nice body armor at the end of the path, but be careful of any enemies peaking down from above that are looking to shoot you up. Turn around and move forward until you see a huge firefight between opposing alien forces. Let them wipe each other out. After the gunfire ends, eliminate the wounded survivors. Head to the doorway to the right of the entrance you used to first watch the alien firefight. Go up the landbridge and fight off any aliens who have a bone to pick with you. Cross the narrow strip and you should notice a door. Once inside, cross the metal walkway and enter the door to get into a gunner seat. NEW OBJECTIVE: Destroy the escaping UFOs It isn't that hard to do; simply shoot down all the escaping UFOs. Almost as quickly as you received the objective you've now completed it. COMPLETE: Destroy the escaping UFOs The base's doors will now open. Get out of the seat and then go into the corridor. It will seem initially blocked off, but after waiting a few seconds it will open again. Now ride the pump down to the front entrance of the alien's base. COMPLETE: Locate and penetrate the UFO base Kill the aliens that may harass you. Cross a catwalk into a circular room. Aliens will come out of the woodwork, ready to die much deserved deaths. Luckily for the aliens (or lucky for you?), you don't have time to deal with them. Kill the TimeSplitter and grab the Time Crystal. Quickly hop into the portal and end the mission. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NEOTOKYO 2019 <ID#003f> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Time for the Metal Gear Solid level of TimeSplitters 2. This level can be tricky for the inexperienced player, but for veterans of video games in general this level is not that hard. That being said, it is helpful to have a flowchart of the level's basic progress, so you know exactly what should happen. The main outline of the Metal Gear Solid aspect of the level is as follows: - Follow the hacker without her seeing you - Evoid all cameras, shooting down the cameras that cause you problems - Follow the hacker into the sewer - Watch her input the password via security camera That is a basic premise of the first part of the level. Now onto a comprehensive walk-through. NEW OBJECTIVE: Follow the hacker to the research area NEW OBJECTIVE: Gather evidence of Time Splitter research NEW OBJECTIVE: Upload evidence to local police server NEW OBJECTIVE: Retrieve the Time Crystal NEW OBJECTIVE: Minimize Civilian Casualties Whip out your Temporal Uplink. It is an invaluable tool throughout this level. If, for any reason, you are spotted by the hacker throughout the level, simply restart. Once she notices you, the mission is over. Follow behind the hacker for a few moments until you can make a run for a walkway on the left. As soon as you she passes this walkway, sprint across it and down the stairs. Shatter the glass and grab every piece of ammo in the room below. You need to be quick, or else problems can arise. Now, using your Temporal Uplink, sneak past the security cameras. Move quick. Some cameras try to squeeze you; shoot them out with the rifle. NOTE: To take out cameras, drone guns, etc., in one hit, simply hit the lens of the camera. This disables them entirely with only bullet. On the leftside of the street, there is body armor in a display case. Grab it. When the police car comes around to make sure you aren't on the streets, you should already be at the very last camera. Shoot that camera out, then take cover behind some trash. Wait for the hacker to enter the sewer, and then slowly begin to follow her. Follow her into the secruity compound. A man watches her back, but as soon as she is a few steps away, it is safe to proceed into the compound. NEW OBJECTIVE: Attain the hackers code Take control of the cameras. Turn them all off, except for the one viewing the laptop computer. Watch the hacker through this camera. COMPLETE: Follow the hacker to the research area COMPLETE: Attain the hackers code You're done being quiet. Go kill the hacker and her bodyguard. Move on. Grab a Digital Camera and some heavy artillery from the locker room. It is not a bad time to grab a nice minigame from the lockers, either. Using your camera, take a picture of the blueprints and the biohazard container found in rooms around you. COMPLETE: Gather evidence of Time Splitter research Head back to the locker room and upload your data.. COMPLETE: Upload evidence to local police server Now it's time for the fun. Blow your way out of the sewers, using your newly acquired SPB90 Machinegun. Grab the Time Crystal, then head down the street you have yet to walk through yet. Jump in the portal, and you're done! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- WILD WEST 1853 <ID#003g> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- e-mail firstname.lastname@example.org if you wish to write this section -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATOM SMASHER 1972 <ID#003h> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Atom Smasher walk-through was written entirely by bluberry. If you wish to contact him, e-mail him: revolverbluberry AT aol DOT com or contact him on: YIM: bluberrygonepostal / MSN: email@example.com AIM: bluberryteripper / ICQ: 171684403 I need a good Khallos strategy. This is a comprehensive point by point walk-through of the level, broken down into three parts. Note that some Body Armors and ammo may not appear on the Hard dificulty. Also note that the yellow enemies are called fruits. -------- PART ONE -------- *NEW OBJECTIVE: DIFFUSE THE BOMBS (4 or 5) *NEW OBJECTIVE: RECOVER THE TIME CRYSTAL *WORD OF WARNING: Do this level as fast as possible, so you have more time to snipe things. PLAY IT ON EASY FIRST. Otherwise, the time constraints can be very harsh for learning the level. *Leave the room after the locking mechanism gets blowed up and deactivate the cameras at the nearby terminal overlooking the laser beam room. Turn all of the cameras off, and then proceed to open the next door by the panel near it. Don't move out though. *Whip out the Temporal Uplink that you should have obtained, and notice the guard moving up the corridor paralell to the slow door's exitway. Wait for him to turn around, and slap him. In the corridor to the left, there's another guard, use the same startegy. The guard in the room far down the corridor the first guy was in holds an enemy, a scientist and a bomb. *Ice the guard, and try to defuse the BOMB. The sci guy offers to do it for you, and time is added. Head back to that corridor witht he second guard, and open the door at the left of the end room to proceed. *If you haven't set off any alarms yet, you can sleuth your way by the guards in here. Hug left and shoot the first one in the head thorugh the boxes. Continue on, and continue hugging left. Eventually, there is a guard on the left and one in the middle. Wait for the one in the middle to walk past Mr. Leftie, and shoot Mr. Leftie in the head. Ice middle fruit too. Now hug right and eliminate the fruit on the right. Now walk around the corner and take out the Black Ops Guy. Take his double pistols. *In the next room, a heap of fruits and black ops guys are shooting a labcoat. Draw their attention, and take out as many as you can safely. Don't worry, the scientist can take quite a bit of damage. Once the coast seems clear, get him to deactivate the BOMB. More time! *Proceed into the corridor. A handful of fruits and one black ops guy ambush you, so be prepared to dive (and crouch) behind a crate or two. Then just wait for them to pass by, and shoot em. Don't go very far, and you'll realize that there is a gun turret on the far right hand side of the corridor. Move up hugging left so it can't see you through the boxes, and be wary of any remaining fruits or spec ops guys. Judge when it will be looking away, and lean out shooting it a few times. Repeat ad nauseum. *Moving into this room, more fruits will come. Ice them. Now be careful of the guy on the above platofrm to the right. Take him out, then move under the stairs to grab the Remote Mines. Turn off the valve pressure, and proceed up the stairs SLOWLY! *Checkpoint reached: If you have half health by now, you're set. More, you're good. Less, consider restarting. *Proceed slowly up the stairs, and eliminate the fruit descending. The moment he appears, STOP. On Normal and Hard, possibly Easy, there is a spec ops guy behind you. If you haven't gone too far, turn on Manual Aim if you already haven't, and aim at the top of the screen lining up with him. Throw a Remote Mine and it might land on him. If not, detonate anyways. If he don't die, you may as well restart. If it hits him, let him run around screaming for a bit. *Grab the Fire Extinguisher and extinguish the flames. Note that if you restarted at the checkpoint you'll have to turn off the valve again. As you hear the fire door start to open, make sure you grab the Sniper Rifle of the spec ops guy and then dive down the stairs. Lean out a bit until you see a huge storage box. A fuity sniper is on top. You know what to do. -------- PART TWO -------- *I'd like to now remind you of your time limit. There is a Body Armor in the first trick box, and there may be more in the corridor that I don't know about. If I ever see any more, I'll post em on this document so fast... *Proceed towards the box with double pistols drawn to take out the spec ops guy in the box. It pops open. Ice him fast, then grab his SA-47. Stick with the double Silenced Pistols for now, and lean outof the box with the fire doors to your right. Fruits are in this corridor. Eliminate them with your pistol. There's one in the left box, one hiding behinf that box, and one rambo fruit who runs around the corner with an SA-47. Also note that the 1st box on the right has SA Grenades in it. Useful. *SLOWLY move through the corridors and kill the fruits and spec ops. It's of no value for me to dicate every single one. Once you get to an area with red windows on each side, STOP. Look on the next box to your left with a zoomed weapon. Sneaky, huh? Blow up the turret and move into the corridor on the right. Spin the wheel, and don't move. *Go out, and make sure you face the way you came thorugh the twisty corridor with your Soviet equipped. The box on the left's door will fall, with a spec ops guy and fruit inside. Blast em, the Remote Mines aren't truly useful until Khallos. *Now go into the red room across the corridor. Make sure that no one has followed you in, and go to the crane control panel. Pick up the BOMB, and move it to the hole in the right, all the way. Drop it, and grab some popcorn. *Make sure you grab a Fire Extinguisher. They are evrywhere. *Continue as you would have as if there were never any red rooms at all. After you pass the turret box, look ahead agin. Again? Lob a grenade at the turret on the curve to blow it up. Proceed, being wary of guys who hide behind shwag. Also note that the first box on the right after turret #2 has a spec ops guy on it. Once you make it to the two boxes with a narrow path in between, throw a Remote Mine so that it hits a couple feet in front of them. If this doesn't produce a scream, just whip out the SA47 and get ready for a fruit. *Make sure you grab a Fire Extinguisher. They are evrywhere. yes, I repeated this. You don't want to backtrack later. As you approach the end of the corridor, turn around. Each of the two boxes has a fruit in it, so dive behind a pillar to the right, shoot the visible guy on the left, then strafe out from cover blasting the second fruit. At this point I hope you have at least 75% total health left. Like, 50% BA and 25% health.. whatever floats your boat. *That valve I made you turn earlier shut off the fire here. Now just entinguish that pile to open the door. In this next room, take out the fruit on the balcony ahead of you, and the spec ops on the blacony far to the left. Hint: SA47 or Sniper Rifle. Proceed to the left. Around another 180 degree turn, there are some boxes. Be careful of the three (possibly two) guys roaming around. Ice em, and dont forget that the first box you see has some Armor in it. ^.^ On Normal+, you'll be dodging fire. Just stay as close to the right of boxes as you can, you'll be fine. *Talk to the next scientist in the far box, and he'll diffuse the fourth bomb. If you're playing Easy, skip to section three and a third. The rest, of you, we have all of this and more in store! *echo* in store in store in store...! ---------------------------------- PART THREE (NORMAL AND ABOVE ONLY) ---------------------------------- *Proceed thorugh the huge door and turn left. Don't try to go through the beams to the right. Move to the left. There are a few fruits on the ramps who need to be shot. Go up the ramps, and talk to the scientist who diffuses the 5th and final bomb. Hit the switch to open a door to the girders. *Out here, take out the two sniper fruits and then move over to the steam pipe on the left. Be careful to time your way across. Once across, just proceed around the corner without toughing the fire. Pull out your fresh new Sniper Rifle and shoot that little lens attachment on the far turret. Proceed into the control room, and next to the exit door hit the de-laser switch. On the bridge, grab the Body Armor. Drop onto a crate, and then the floor. ---------------------- PART THREE AND A THIRD ---------------------- *Remember the second fire door? Look for a big elevator right past it. Take it up, and follow the balconies to the spec ops guy you sniped. Grab his gun, and when the balcony is broken, jump down to the pipe, grab the 47 Grenades, and go to the floor. *Proceed to the huge door near scientist #4, and turn right. Two TimeSplitters will appear. Shoot them dead with your 47. Around the corner to the left a few more timesplitters warp in; DO NOT MOVE AROUND THAT CORNER OR I WILL COME TO YOUR HOUSE AND STEAL YOUR FACE. Shoot them. *Boss Check: On easy, run around the corner, turn around, and blast Khallos in the face, then grab the Armor. On Normal, check your total health level. If your Health and Armor combined are 50% or less, grab the Armor and then do the easy strategy. On Hard, grab the Armor if it's there. I forget. On Easy and Normal he barely gets in a shot. On Hard, he is brutal. Run around to where he starts, and shoot a clip at him. Then retreat around the corner, lobbing grenades at the wall far from you, which shoukd hit Khallos. Then finish him off. Grab the nearby Body Armor, SA47 x2, and TIME CRYSTAL. If anybody has a good strategy, tell me. Especially for hard. :P *Now grab your Soviet SA47 x2 and look for all three switches in the reactor room from the safety of the corrdior. As you run in, enemies will warp in. I don't advise killing them; shoot them in the leg or torso to just stun them, which gives you more time than killing them and having more immediately replace them. Run for the switches, and then run for the Time Portal in the center of the room. Done. That was brutal. Don't worry, it goes MED - MED - EASY from here. This was probably the hardest level in the game. You have to know where everybody is, have luck, and have skill. My salutations if you beat it on Normal or Hard. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- AZTEC RUINS 1920 <ID#003i> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Aztec Ruins walk-through was written entirely by bluberry. If you wish to contact him, e-mail him: revolverbluberry AT aol DOT com or contact him on: YIM: bluberrygonepostal / MSN: firstname.lastname@example.org AIM: bluberryteripper / ICQ: 171684403 This is a comprehensive point by point walk-through of the level, broken down into three parts. Parts one and two apply to all difficulties, and part three is for Normal and Hard difficulties only. Also note that some weaponry and armor will not appear on the Hard difficulty setting. -------- PART ONE -------- *NEW OBJECTIVE: RECOVER THE TIME CRYSTAL *NEW OBJECTIVE: FIND ENTRANCE TO TEMPLE *As you start off, you got a Luger Pistol and there is a monkey in front of you. Follow the monkey, and then the pack of monkeys to an open area with walls and a surroundtypical jungle guy (Dudez). Ice him and take his Crossbow. Use it. *There's a beehive on Normal and Hard; Neat trick coming up. Aim the Crossbow so that the arrow is in the fire. The arrow is now on fire! Burn the hive! It works just like any other flame though, so if you shoot enemies with it be careful. *As you approach the far area of this area, a Wood Golem appears. Hmmm... Fire+ Wood = Golem Flambe! *More dudez down that corridor the Golem came from; take em out. There's a locked door at the end, which is actually the ENTRANCE TO THE TEMPLE, but take the corridor to your right instead. Along the way, be prepared for more dudes. *Flambe your Bow before entering this area; a Wood Golem and a Beehive are here for the burning. I think there's an Armor somewhere here, but I may be wrong. *gasp* Proceed through the corridor on the opposite end of where you entered this area. More |)|_||)3$ appear; mercilessly dispose of them and I promise to never use 1337 $P34|< again in this walkthrough. *After proceeding to 6 columns, go past them to a small lake area with a ramp up to a locked door and a Beehive. If you don't what to do with the Hive by now, then you, sir, are an idiot. Go up the stairs behind you and eliminate the monkeys on top of the columns. ^.^ Nab the Armor under the ramp as well. *Go back down to the columns; to open the door atop the ramp, spin the columns in this way: make it so that the little face, displayed on the door, is facin the walkway, and so that only similar animals are facing each other. It's not too hard, and I know that my audience is special. Right? *Proceeding through here, being wary of the Dudez, just run like hell for the other side once you come to a bridge. A monkey, or two on Hard, or none on Wuss, will try to Watermelon Grenade you. Just go across, and move into the room with the SWITCH TO OPEN THE TEMPLE DOOR. Snipe the monkey with the Luger (Bow has to accomadate for wind and gravity) and hit the switch. *Make your way back to the temple door, struggling to the whole 2 guys who try to stop you. *OBJECTIVE: FIND ENTRANCE TO THE TEMPLE is done, unless you were too distracted to hit the switch, in which case you need to pay attention. *Drop through the hole and reach the Checkpoint! WOOOOOOOOOO! I think, at this intermission, I should mention that you should go to www.moocow.com for fun and www.funnyjunk.com/pages/haha.htm if you want a chance to "thank" me later. -------- PART TWO -------- *Proceed through this front area, dodging the Grenadier Monkeys; let them live, as the unrewarded health and ammo drain of a fight with Monkeys is not worth it. *In the hall, eradicate the Dudez and hit the switch behind the stairs. Notice that a door opened next to the altar with the TIME CRYSTAL on it? That Crystal is headed for the next floor down on Easy or the bottom on Normal or Hard. *NEW OBJECTIVE VERY SOON: DEFEAT THE STOME GOLEMS (3 or 7) *Head downstairs. To kill these guys ***ON EASY ONLY!!***, get them so that the trapdoor and hole are between you like this: Golem|Trigger|Hole|You The Golem will trigger the hole and fall in, and then |Trigger|Hole*aaaaahhhh*|You*muahahahaha* Also don's forget that on Easy the Time Crystal is at the bottom of where you descended the ramp to this floor. After all that, the Time Portal will turn on. ^.^ *ON EASY: ALL OBJECTIVES COMPLETE, level done. Shortest. Section. Ever. ---------- PART THREE ---------- *On Normal/Hard, move to the right facing away from where you came in. Go to the corrdior that is on the far side of this room, to the right. Going through it, go to the corridor at the far end of this side, and make sure not to hit the Golems on the way. We'll come back and have some fun with them later. Also note tht there is Body Armor in a blocked corridor off to the far right. *Proceed slowly, being cautious of Spike Traps eminating from the walls and more Dudez. Get to the bridge, and collect the Vintage Rifle. *In this area, there are little idols everywhere. You gotta shoot them when they turn over and hit the skull that appears. Not quick enough and you get shot. If you ave any sound system at all, use it to figure out when the things turn. With Stereo or Surround, it's pretty easy to figure out. With Mono it can be dificult as you dont even know if it's right or left. Without sound you are SOL. Eventually, no more skulls will remian, or you're a stupid bitch that ran out of Vintage Rifle ammo**, and the bridge will lower. A Dudez will appear in front of you, and another Dudez behind you. **You can shoot 'em with other guns, but neither the Luger or Crossbow is that accurate. You're welcome to die trying though. *In this next corridor, move to the right and sniper the lone Dudez to your left. Then take out either of the two if you can see them <I>without</I> moving out of that little passage. When you're ready, equip the Lugee and turn right. Place the Indiana Jones CD in your CD Player if it's not already. *Run down the corridor shooting Dudez while outrunning the boulder. Dan da dan, dan da dan dan! Dive for the corridor to the right at the bottom, and watch the boulder crush any Dudez stupid enough to not be shot. *In here are three Stone Golems, and the TIME CRYSTAL. Grab the crystal. *OBJECTIVE: RECOVER THE TIME CRYSTAL is now done. *Grab that sexy Grenade Launcher and shoot accurately at the Golems. Two shots= a kill, and there's ammo lying around. Blow the shit out of them. Now hike back to that room with the rest of the Golems (4), being careful of traps, and scream "SCREW THE TRAP THINGS!!!!" and blow them. Er... up. Blow them up. *OBJECTIVE: DEFEAT THE STONE GOLEMS is done. *NEW OBJECTIVE: ENTER THE TIME PORTAL is completed by hiking back to the Holy Grail (the GL room dumbass) and entering that freaky blue thing. A real game would've let me blow this place up and escape. And rappel down the dam. And drive my way out of NeoTokyo. Oh well... *LEVEL DONE, two more to go. w00t for you! Except that Robot Factory is so ****ing hard on Normal or Hard... but the last one's not too brutal. Good luckos! Tempus fugit pueros! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ROBOT FACTORY 2315 <ID#003j> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- e-mail email@example.com if you wish to write this section -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SPACESTATION 2401 <ID#003k> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Spacestation walk-through was written entirely by bluberry. If you wish to contact him, e-mail him: revolverbluberry AT aol DOT com or contact him on: YIM: bluberrygonepostal / MSN: firstname.lastname@example.org AIM: bluberryteripper / ICQ: 171684403 This is a comprehensive point by point walk-through of the level, broken down into two parts. Note that he strongly recommends playing the level on Easy first just to get a lay of the land. -------- PART ONE -------- *NEW OBJECTIVE: COLLECT THE TIME CRYSTAL. *NEW OBJECTIVE: ACTIVATE SELF-DESTRUCT MECHANISM. *Move forward, grab the TIME CRYSTAL (don't forget!), and drop off to the area of second floor walkway right in front of the time crystal's platform. *Go right, grabbing the Plasma Autorifle ammo and Body Armor. *Go through the first door on the left, then go left afterwards. *If you kepp going in this direction, you'll see loads of smashed computers; three aren't. *Keep going (fast; you shouldnt have needed to fire a shot by now) and activate all three operating computer terminals. *OBJECTIVE: ACTIVATE SELF-DESTRUCT MECHANISM is done for. *NEW OBJECTIVE: ESCAPE THE SPACESTATION; On easy, you got 10 minutes, on normal 7, and on hard 5. The key to Hard is just running past all enemies on the way to the chaingun, then killing them, then just skipping the guys back towards the elevator. *Take the next left after the last terminal; you should be on the bottom floor. *Go through the door on the opposite side of this room, around the pillar; you should enter a long corridor with a door down the hall. *At the room at the end of the corridor, there is an enemy to the left. Also, a lightning bolt dude comes in the same way you did shortly thereafter. *Press the button, wait for elevator, get on the elevator, press the button, and go down! I'm sure you could do that, because you're a big kid now! *At the bottom, turn right; at this point, telling about all of them is pointless, as they're not too difficult on Easy and Normal and you should already know the level on Hard, but be aware of Timesplitters warping in. I'll mention the ones that block your path though. *Turn right; in this room, grab the Armor, Ammo, and ENVIRONMENTAL SUIT. *Turn back; just keep going. Shoot all the Timesplitters you see. (On Hard, do this while you run; the chaingun will give you plenty of time to mop up.) Also note that on all diffiulties but Easy there are mounted guns; you can sneak [past, run past, or just blow em up. We all know which way is coolest. By the by, you can pick up them and their range of vision on your Temporal Uplink. *Eventually a new objective will be presented. *NEW OBJECTIVE: DESTROY THE INCOMING TIMESPLITER SHIPS. *Keep going to the airlock; once you start the opening process, a lighting bolt dude might enter the small space. *Get onto the chaingun; eliminate anybody who followed you. Also, on Normal and Hard new guys will occasionally warp in. *Watch out for the chainguns ammo level on Normal and Hard. *They come from patterns that are very distinct and recognizable. Basically, from corners of the screen to right over or under you position usually. All I can say is that you have more than enough time on Easy, and you should have a general idea on Normal and Hard. Sorry I can't really go into detail, but eventually you will kill 'em all. *OBJECTIVE: DESTROY THE INCOMING TIMESPLITTER SHIPS is gone. Woohoo! -------- PART TWO -------- *One objective left in the game... are you psyched? Are you ready? Once you are and don't psyche too long because of that timer, head back for the airlock. *Watch out for the airlock trap again; keep heading backwards, killing all the enemies that warp in. Also be aware of any sentry guns you left alive. *Eventually you will come to a corridor on the left; head towards the rack at the end of it. *Grab the Body Armoy (oh yeah!) and Minigun (OH YEAH!). Keep it wound up. *Head left, around the curve, then right when the opportunity is presented. *You should now be in an elevator shaft; look for the button to the right of the hole; it takes forever. *Hold off the Timesplitters until the elevator comes up, or before Quake IV. The latter will probably happen first. Damn, of all the cues they could have taken from level 6 of Jedi Knight... *Descend the elevator, and run for that ship in the middle while vainly trying to kill the Timesplitters down here from 80+ meters away, and jump into the ship. *Note that if you have tons of time and health and ammo left, you can go on a mad-ass killing spree. They respawn! Yes! *OBJECTIVE: ESCAPE THE SPACESTATION is complete. And the level. And the *sniff* game. Oh well. At least we have RFII. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter Four: Arcade Mode <ID#004> _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COMING SOON _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter Five: Map Maker <ID#005> _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COMING SOON _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter Six: Secrets & Cheats <ID#006> _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Some of this information was researched originally by Shinya. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Mission Mode -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1990 Siberia Normal: Unlock Playable Character Hybrid Mutant 1932 Chicago Normal: Unlock Playable Character Big Tony 1895 Notre Dame Normal: Unlock Playable Character Jacque de la Morte 2280 Return to Planet X Normal: Unlock Playable Character Ozor Mox 2019 Neo Tokyo Normal: Unlock Playable Character Sadako 1853 Wild West Normal: Unlock Playable Character The Colonel 1972 Atom Smasher Normal: Unlock Playable Character Khallos 1920 Aztec Ruins Normal: Unlock Playable Character Stone Golem 2315 Robot Factory Normal: Unlock Playable Character Machinist 2401 Space Station Easy: Unlock New Arcade Level Streets 2401 Space Station Easy: Unlock New Cheat Cardboard Characters 2401 Space Station Normal: Unlock New Arcade Level Compound 2401 Space Station Normal: Unlock Playable Character Reaper Splitter 2401 Space Station Normal: Unlock New Cheat Big Heads 2401 Space Station Normal: Unlock New Cheat All Characters Cloaked 2401 Space Station Hard: Unlock New Cheat Unlimited Ammo -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Arcade Mode: Amateur League: Beginners Series -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Adios Amigos! GOLD: Unlock Playable Character Hector Baboso Unlock Playable Character Lean Molly Casualty GOLD: Unlock Playable Character Dr. Peabody Unlock Playable Character Crypt Zombie Top Shot GOLD: Unlock New Arcade Level Hangar Unlock Playable Character Sgt Shock Unlock New Game Mode Elimination -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Arcade Mode: Amateur League: Mode Madness -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chastity Chased GOLD: Unlock New Game Mode Regeneration Shrinking .. Cold GOLD: Unlock Playable Character Private Sand Unlock Playable Character: Sgt Slate Unlock New Game Mode Shrink Scrap Metal GOLD: Unlock New Arcade Level Scrapyard Unlock Playable Character Chassicbot -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Arcade Mode: Amateur League: Mode Madness -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Night Shift GOLD: Unlock Playable Character Sentry Bot Unlock New Game Mode Leech Spoils of War GOLD: Unlock Playable Character Meezor Mox Unlock New Game Mode Thief Demolition Derby GOLD: Unlock New Arcade Level Robot Factory Unlock Playable Character Male Trooper Unlock Playable Character Female Trooper Unlock New Game Mode Vampire MORE COMING SOON _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter Seven: Hidden Minigames <ID#007> _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ All minigames can be found in various levels. They look like a Nintendo 64 cartridge. They're nothing spectacular, but they are rather fun. Play each game by pressing the RELOAD BUTTON while accessing the Temporal Uplink. ------------- Anaconda Card ------------- Located: EASY 1990 Siberia (west side of the dam in an area with fruit on the shelves) Where You've Seen It: This is a game known by most cellphone users as Snake. It is the basic game involving a snake that must eat little items. ---------------- AstroLander Card ---------------- Located: NORMAL 2019 Neo Tokyo (room with the lockers with the machine gun, inside the lockers on the right) Where You've Seen It: You may have played Lunar Lander, an ancient Atari game. Lunar Lander was also release on the GameBoy about ten years ago. This is basically Lunar Lander. --------------- RetroRacer Card --------------- Located: HARD 2315 Robot Factory (under a ramp near a ramp that has armor under it) Where You've Seen It: If you've played any overhead racing games, you've seen this game. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter Eight: Additional Help / How To Contact Me <ID#008> _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I will not answer e-mails about TimeSplitters 2. However, I will answer all questions that are posted in my forum, found here: http://www.timefall.com/forums/ Please post your questions there, and I will read them and help you as soon as possible. If you e-mail me with a TimeSplitters 2 question, I will ban you. You may e-mail me, however, if you would like to write a walk-through for a particular level (and receive full credit for your work) or if you would like to help with this guide in another way. For images, tables, and other cool TimeSplitters 2 information, make sure you check out the world's first TimeSplitters 2 website (and best): http://www.timefall.com/ _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Legal Information _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Copyright 2002 Anthony Charles Ambrose (ACA) email@example.com All rights reserved This document was created and maintained by ACA, its author. It is the sole property of its author, whom bears the copyright and reserves all rights. It is protected by "United States Code: Title 17 - Copyrights", the "Berne Convention for the Protection of Literacy and Artistic Works (Paris Text 1971)", any and all copyright and patent laws applicable and International Treaties. This document can only appear in one of two forms: electronic and a personal printed file for private use. The ONLY websites that can post this document are: http://www.gamefaqs.com/ http://www.timefall.com/ This document may not be reproduced or retransmitted (the above listed websites are the only sites exempted from this) in any way, shape, form, or medium. You shall contact ACA if you want your site to use this information in anyway. You may not alter, edit, format, remove or add materials to any part of this document. It may not be offered for money and/or compensation (even if profit attempt fails) or offered as a bonus or gift for accessing a web page or purchasing an item. It may not be added to an archive of any type. It must always remain in the English Language. It will not be translated to any language for any reason whatsoever. It will not appear in any publication. This document was in no way intended for commercial, promotional and/or profitable uses. This guide is limited to personal and private use only. Any other uses MUST be approved by the author, ACA. If this copyright is transgressed, the violators will face immediate civil and/or criminal penalties to the fullest extent possible. Any breach of copyright (which includes acts of stealing, plagiarism, pirating, uses not private and personal, posting without permission, etc.) is considered a felony, and will be punished accordingly. By accessing, reading, viewing, or using this document in any way, you automatically agree to abide by this copyright. This copyright supercedes any conversation, verbal exchange and written statements that have any affiliation with this guide. The latest version of this document contains the copyright information that is valid for the latest version, and all prior versions. There's no reason for not checking the latest version, their locations are listed above. Ignorance to this, the copyright, or the law is no excuse. Also, any part of this copyright may change at anytime, without prior warning. All characters and associated materials are copyright their owner. No breach of copyright intended. This guide, its author, and persons otherwise associated (through contributions, hosting, etc.) make no claims to the above stated articles. All trademarks and copyrights not acknowledged in this document are respected. Information in this document is provided "as is," without warranty or guarantee of any kind, either express or implied. Under no circumstances will this guide, its author, and persons otherwise associated with this guide, be held responsible by any party for any direct, indirect, consequential, or special damages incurred through use of this document, including without limitation, lost profits, and loss of computer data. If for any reason you do not agree with parts or the entire copyright, your only remedy shall be to not use this guide.