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    FAQ/Walkthrough by black hole sun

    Version: Final | Updated: 02/22/03 | Printable Version | Search Guide | Bookmark Guide

    No more contributions, unless they are by the author Callum Hamilton, are being
    accepted at this point; I have marked this version as the FINAL version. So
    that means unless you discover something in Ts2 that'll make Joe Lieberman run
    out and pick up a copy of GTA3, please spare me the trouble of pressing the
    "Delete" key.
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                         ###      A FAQ/Walkthrough for TimeSplitters 2
                          ###        Written by BHS <black hole sun>
                         ###        Contact me at lauriafour74@cs.com
                        ###                File Version Final
                             =Preliminary Information=
    * I have written this guide for the GAMECUBE Ts2 version, and for the United
    States version of the game.
    * No more contributions, unless TOTALLY earth-shattering, are being accepted,
    because I have marked this version as the FINAL version. So unless you discover
    something in Ts2 that'll make Joe Lieberman run out and pick up a copy of GTA3,
    please spare me the trouble of pressing the "Delete" key.
    * The most recent version of this FAQ may ALWAYS be found on GameFAQs.com.
    Other sites host this same FAQ, but those other sites might not always have the
    latest version up, which, like, is not good.
    * "Alias" on ABC is the greatest TV series ever, TOOL is the greatest band
    ever, and Garfield is the greatest comic strip ever. GOTTA PROBLEM WITH THAT?
    No? Good.
    Legal Junk:
    This guide may NOT be freely distributed among the WWW.  This guide may NOT
    appear on ANY site, or be linked to on ANY site, but GameFAQs and GameSpot,
    Pregaming.com, 911codes.com and a whole bunch of other sites which I'm too lazy
    to list, without the expressed written consent of the author, me, Paul Lauria.
    This guide may not be ripped off, meaning you cannot paraphrase this and submit
    it under your name.  It may not be redistributed electronically or physically,
    except for personal, private use.  This guide may not be modified in any way,
    shape, or form without the authors (my) consent. Anyone who violates these
    terms of service is subject to the punishment of the full extent via various
    copyright violations.
                                   -Revision History-
    v. Final - What? I've updated AGAIN?! No, it's not the Second Coming, but
    reader Callum Hamilton has been nice enough to contribute a mapmaker tutorial.
    That kind of work cannot go ignored, even if this guide was said to be "final."
    There might be a few more updates, if Callum decides to revise his efforts.
    v. Final - I don't expect to touch this guide again. Ever. A few more hints
    added and more corrections. I'm getting started on a Metroid Prime FAQ right
    now and my motivation to work on this FAQ has gone off the charts, in a
    not-good way. One more bit, CjayC finally fixed this guide's listing :). With
    that, so long until next [time].
    v.  3.50 - Reformatted the Arcade charts. Nothing major; I just decreased their
    size and increased their readable-ness. Also, an excellent strategy was
    submitted by Tagrineth, regarding that tough battle with the gun ship on
    v.  3.40 - More corrections and hints from you guys were added and the art was
    fiddled with again, and I rearranged this section to go before the Table of
    Contents. Metroid Prime is right around the corner, and Ts2 has been sitting on
    my shelf for a while now, so don't expect updates any time soon. Oh yea,
    remember how I said I'd email CJayC asking for him to change this guide's
    listing to the GCN version of Ts2? Well, it has been almost a MONTH now and he
    STILL has yet to reply or take action. I'd express my feelings more directly on
    the subject, but since he hosts this guide I think I'll decline to say anything
    more, but know that I do not appreciate such neglect :|
    v.  3.30 - Locations to the Anaconda, Astrolander and RetroRacer Cards added.
    More corrections to character charts.  I also added a tip informing me of a
    much easier way to free Ramona from her cell in Wild West. The art was patched
    up a bit, also.
    v.  3.20 - Okay, maybe I'll just add this last bit of info. I finally added a
    rewards list for completing single player missions. This guide is now 100%
    complete! Oh yeah, some more corrections in the charts; I think they are pretty
    accurate now thanks to your guys' corrections!
    v.  3.10 - Some major reader contributions have been made, as well as more
    corrections to the Rewards charts. Okay, that was a bit vague, but I don't want
    to look through the guide for a half-an-hour just to put what I've added to the
    FAQ in this worthless little column which nobody but you is reading! So there!
    In other news, I have recently attained my copy of Suikoden III on the
    PlayStation 2. It's a very worthwhile RPG (if you don't believe me, look at
    some of its reviews), and you guys should check it out. It's kind of long,
    v.  3.00 - Okay, this guide currently has the monopoly as far as Ts2 complete
    walkthrough's. So, I'm now allowing anyone who wants to host this FAQ to do so,
    provided they email me prior to such action. EXCEPT Cheatcc. If anyone finds
    this on Cheatcc, email me IMMEDIATELY.
    As for progress, more reader corrections & contributions.  There's not much
    else to do with this FAQ. I won't be adding any new information, except the
    stuff you guys send me, which is always welcome :)
    v.  2.10 - I found a lot of ugly looking sentences in Atom Smasher and Aztec,
    thus I went over them and corrected them all. A minor update. Oh yes, there is
    one thing I'd like to address. Lately, a lot of people have been grumbling over
    my rewards tables, saying that there's a lot of mis-information. Anyone who's
    reading this: I urge you to report this so-called mis-information and provide
    the correct facts. I simply do not have the time to go over the tables and find
    out EVERY little thing wrong with them, so I'm asking you guys (and gals) to do
    it. No matter how small the correction, you can be sure I'll give you full
    credit and appreciation.
    v.  2.00 - Ick ick, those icky section breakers HAD to go! All new format for
    the levels! Come one, come all, and boy does it look good! Some more reader
    information added, and I tweaked my sentence structure to make everything more
    clear. There shall be no more updates. Well, at least I myself won't be adding
    any more information; it's the readers that are doing to work now!
    v.  1.00 - FAQ finished.  I tweaked the tables a bit, fixing all the errors. 
    Bleh, repetition.  I finished up the weapons section, too.  Michael Green
    emailed me a better diagram for the Aztec puzzle, and some readers emailed me
    minor corrections.  This guide STILL is listed under PlayStation 2.  I'll have
    to email Ceej about it, but that may take a while.  Probably the final version,
    but I'm hesitant to slap such a label on this because TimeSplitters 2 was so
    recently released and new information might pop up.
    v.  0.80 - Wheh! I FINALLY finished the Rewards section.  Took me three
    friggin' hours to complete.  I hope you appreciate it.  Also, this guide was
    listed under the console PlayStation 2.  This guide is meant for the GAMECUBE
    version of TS2.  CJayC apparently hasn't realized this yet.  What's the
    difference between platform versions? Not much, but I'm sure there are but I
    can't be specific on those.
    v.  0.60 - A LOT of progress.  Completed the walkthrough up through the Aztec
    level.  A new, sexy format added too.  Expect the weapons section to be
    completed in my next update, as well as the walkthrough, though I'm having some
    trouble with the Space Station.  Also, you know what? I forgot to include a
    legal section! So, I've included this entire preliminary section instead.
    v.  0.40 - First version.  Walkthrough completed up to NeoTokyo.
                                   -=Table of Contents=-
    0.  Table of Incompetence (...)
    1.  Introduction
    2.  Controls
    3.  Weapons FAQ
    4.  Walkthrough
     4.1  Oblansk Dam, Siberia, 1990
     4.2  Chicago, 1932
     4.3  Notre Dame, Paris, 1895
     4.4  Return to Planet X, 2280
     4.5  NeoTokyo, 2019
     4.6  Wild West, 1853
     4.7  Atom Smasher, 1972
     4.8  Aztec, 1920
     4.9  Robot Factory, 2315
     4.10 Space Station
    5. Rewards
       • Single Player Mission Rewards
       • Arcade Leagues
       • Challenges
       • Mini-Game Locations
    6.  Mapmaker Tutorial *NEW*
    7.  Credits
      +                                                               +
      |   1.  Introduction                                            |
      +                                                               +
    Hello and welcome to my walkthrough.  Yes, it's me, that little fly in the
    ointment, that nuisance, that low-life thing we like to call a video game
    writer, come again to help you with the masterpiece that is TimeSplitters 2.
    A little review, first.  Do you remember TimeSplitters?  You know, that game
    for PlayStation 2 with the kick-ass multiplayer and the half-assed single
    player? Yeah, you know.  Well, this is its sequel, packed with a revamped
    single player, returning four-star mulitplayer, and all-around action up the
    wazoo.  While it may be left in the shadows come Vice City's release day,
    TimeSplitters 2 certainly doesn't deserve to be just casually tossed aside as
    another feebly crafted mindless shoot-em-up rehash.  But...what's Vice City
    beside a mindless shoot-em-up rehash???  Back on topic, this game is as
    addicting for its multiplayer, something Vice City lacks, but also quite
    enjoyable for its single player, which I'll be covering here.
    So go on, admit it.  You bought this game for its acclaimed multiplayer, the
    incredible satisfaction you get from whuppin' your friends' butts and bragging
    about it until they smack you upside the head with a giant lobster (...).  But
    suppose one day you decide to test the waters of the single player.  You soon
    become hopelessly stuck.  What do you do?  Who do you call!?  Why, the
    Ghostbusters of course (remember them?)!  Or, you can call me, BHS, to deliver
    the ultimate FAQ for your single player needs.  Hope I help you!
      +                                                               +
      |   2.  Controls                                                |
      +                                                               +
    Why on earth would I add such a frivolous section, you say?  All of the stuff
    that's in here is already in the instruction manual!  But, suppose you have
    none because tiny, nocturnal aliens that come out from your toilet kidnapped
    it?!  What then?  How would you know the controls?  So, for those who had their
    controls manual kidnapped by evil nocturnal toilet-dwelling aliens, here you
    go!  Oh, and this is also for the people who rented the game without a manual,
    crazy as it sounds.  (Okay, that was incredibly stupid, but it seemed humorous
    at the time)
    Default Controls [for the GameCube version]:
    Control Stick            * Strafe [up, down, left or right]
    D Pad                    * Change Weapons
    C Stick                  * Look around, move camera views, *USE MAGNET*
    B Button                 * Toggle Crouch (duck)
    L Button                 * Brings up targeting recital; you can't move in this
    R Button                 * Primary Fire
    Z Button                 * Secondary Fire (what a pain)
    Y Button                 * Manual Reload; you should reload before and after
                               going into/going out of a gunfight, just to be
    A Button                 * Open doors, activate switches, etc.  In
                               multiplayer, press A to respawn
    Note: Inverse Look is a default control.  I find this annoying and unhelpful;
    go to the "Preferences" menu ingame to deactivate this option.
      +                                                               +
      |   3.  Weapons FAQ                                             |
      +                                                               +
    Alright, you sicko.  I'll give you the low-down and preliminary information on
    the weapons with which you'll use to murder, mutilate, and decapitate innocent
    polygons with.  Are you ready, you heartless bastard? Because here it goes, and
    there's no turning back.
    /   \  Silenced Pistol
    Clip Size    : 8 Bullets, 60 max
    Primary      :       Single Shot
    Secondary    :       Single Shot
    Power        :           Average
    Recoil       :         Excellent
    Range        :             Range
    The Silenced Pistol is basically a rip-off from Golden Eye's silenced pistol. 
    It sounds the same, looks the same (though with a different color), and is
    about as powerful.  It'll take quite a few shots to bring down an enemy; it's
    best used to drop a single, unsuspecting enemy.  Not good at all for skirmishes
    with more than one guard.
    /   \  Luger Pistol
    Clip Size    : 7 Bullets, 60 max
    Primary      :       Single Shot
    Secondary    :       Single Shot
    Power        :           Average
    Recoil       :           Average
    Range        :             Short
    Almost the same as the above pistol, but this is old-skool from the 1930s. 
    You'll use this in the Chicago level.
    /   \  Garret Revolver
    Clip Size    : 5 Bullets, 40 max
    Primary      :       Single Shot
    Secondary    :       Single Shot
    Power        :     Above Average
    Recoil       :     Below Average
    Range        :             Short
    Straight out of the wild, wild west, the Garret Revolver is what cowboys like
    yourself will use to wipe the dusty crime-filled free of law biting criminals. 
    It's pretty useful, and has good power, but it's recoil makes it useless in
    many personed gun fights, and it's especially terrible in multiplayer.
    /   \  Sniper Rifle
    Clip Size    : 5 Bullets, 40 max
    Primary      :       Single Shot
    Secondary    :       Single Shot
    Power        :     Above Average
    Recoil       :              High
    Range        :              Long
    It has a small clip size, and high recoil, with only single shot capability,
    making it lousy for gun fights.  Use this to snipe off distant foe's.
    /   \  Vintage rifle
    Clip Size    : 5 Bullets, 40 max
    Primary      :       Single Shot
    Secondary    :       Single Shot
    Power        :           Average
    Recoil       :              High
    Range        :              Long
    So-called "Vintage" because it is pretty damn old: this type gun was used
    waaaaay back in the '30s.  It's almost same as the modern sniper rifle, only
    its design is a little different.
    /   \  Crossbow
    Clip Size    :   4 Bullets, 50 max
    Primary      :         Single Shot
    Secondary    :         Single Shot
    Power        :             Average
    Recoil       :                High
    Range        :             Average
    An average crossbow which you'll use in the Aztec level.  A primitive weapon
    used by the Aztec tribe, but it gets the job done, though with high recoil and
    long reload time.  You CAN light it's arrows on fire; approach a torch or
    anything on fire and two of your arrows will alight.  Now you can shoot things
    and set them on fire, such as bee hives and tree golems.
    /   \  Flame Thrower
    Clip Size    : ~20 seconds of flame
    Primary      : ~20 seconds of flame
    Secondary    : ~20 Seconds of flame
    Power        :                 High
    Recoil       :                 None
    Range        :           Very Short
    The flame-thrower is an excellent weapon in the single player game because
    there's no way for an enemy to put out the fire.  It has surprising range for
    such a weapon, but once your fuel runs out it's pretty worthless. No good for
    multiplayer, and it's only found once (in Siberia) in the single player.
    /   \  Shotgun
    Clip Size    :  2 Bullets, 40 max
    Primary      :        Single Shot
    Secondary    :        Single Shot
    Power        :               High
    Recoil       :               High
    Range        :            Average
    The shotgun is a mixed bag.  It's got excellent damage rates and good range,
    but it also has a big recoil problem and for some odd reason lacks double
    barrel shot capabilities. But still, it's better than that described below...
    /   \  Tactical 12 Gauge Shotgun
    Clip Size    :               8 Bullets, max 40
    Primary      :                     Single Shot
    Secondary    : Double-barrel simultaneous shot
    Power        :                         Average
    Recoil       :                            High
    Range        :                           Short
    This is a worse version of the shotgun. It has short range to cap off of
    unbearably long firing rates, very slow reload times, bad accuracy, and only
    average power. I'd stick to the shotgun if I was you, but the double-barrel
    capabilities give this some value.
    /   \  Soviet S47
    Clip Size    :          30 Bullets, 200 max.
    Primary      :                    Rapid Fire
    Secondary    : Timed Grenade Launch, 40 max.
    Power        :                 Above Average
    Recoil       :                        Medium
    Range        :                         Short
    It's strange Free Radical wouldn't use this weapons true name, the AK-47. 
    Anyway, it's one of the few rapid-firing weapons in the game, but it's nothing
    special.  Of course it's useful in many personed gun-fights, but it doesn't
    have as fast as firing rates as does some of the other machine guns. Decent
    power and sturdy design has made this weapon last through the years as a
    favorite among the Soviet army since the '70s.
    /   \  Tommy Gun
    Clip Size    : 32 Bullets, 200 max.
    Primary      :           Rapid Fire
    Secondary    :           Rapid Fire
    Power        :                 High
    Recoil       :               Medium
    Range        :              Average
    The Thompson has been around for a long time. It was mainly used in WWII, but
    it got especially popular before that among the Mafia and other gangs. The
    Tommy gun is an excellent weapon: fast firing rates, great damage rates, and
    good accuracy. Alas, this is found only in the Chicago level, but it's a
    must-have during multiplayer deathmatches.
    /   \  Sci-Fi Handgun
    Clip Size    :   30 Bullets, 200 max.
    Primary      :         Trio-Shot Fire
    Secondary    :         Trio-Shot Fire
    Power        :          Above Average
    Recoil       :                Average
    Range        :                Average
    With a humorous name, the Sci-Fi handgun marks the next-generation of lethal
    weaponry.  It has average power, but what makes it special is that its energy
    blasts rebound off of walls and other solid surfaces until it either flys into
    the sky or hits someone or something.  Not a good weapon for tight spaces,
    because if you miss it's more than likely that it'll bounce back at you.  Feel
    free to use this from the longer ranges, though it's best used as Medium range
    and outdoor weapon.
    /   \  Laser Rifle
    Clip Size    :   {Charge}
    Primary      :      Laser
    Secondary    :     Shield
    Power        : {Variable}
    Recoil       :     {None}
    Range        :    Average
    The Laser Gun is a special weapon which you'll find at the Robot Factory.  It's
    nothing you'd really need, though.  The longer you charge up, the more powerful
    it will shoot, but it just takes too long to charge up a decent
    damage-potential shot, making it a useless for multiplayer and a pain in
    singleplayer. It's one useful function is its ability to cast a shield in the
    front of the user. This might come in handy when you start to get overwhelmed
    by the security forces of the Robot Factory.
    /   \  Plasma Autorifle
    Clip Size    : {NO RELOAD}, 200 max.
    Primary      :            Rapid Fire
    Secondary    :        Sticky Grenade
    Power        :               Average
    Recoil       :                   Low
    Range        :                 Short
    One of the better weapons in the game, the Plasma Autorifle is a decent gun for
    taking out the hordes of aliens you'll encounter on Planet X.  Nothing really
    noteworthy about it, except it's secondary function, which is a flaming grenade
    that sticks to any surface (including other NPCs and characters!).  Don't fire
    it for too long, otherwise it'll overheat and it'll have to cool down for a few
    seconds before firing back up.
    /   \  SBP90 Machinegun
    Clip Size    : 64 Bullets, 256 max.
    Primary      :           Rapid Fire
    Secondary    :           Rapid Fire
    Power        :                 High
    Recoil       :            Excellent
    Range        :                 Long
    Remember the RCP-90 and RCP-120 from Golden Eye and Perfect Dark? The same
    thing here.  Nothings changed: it's one of the best and most powerful weapons
    in the game.  It spits out bullets faster than Britney Spears spits out the
    word "baby" in her lyrics, it's extremely powerful, and it's got exceptional
    range and accuracy.  If you ever wind up with two if these, you're practically
    invincible.  It also has a scope; by all means use it because this thing is so
    /   \  Mini Gun
    Clip Size    :          [No Relead], 400 max.
    Primary      : Rapid Fire (after it warms up)
    Secondary    :                  {See Summary}
    Power        :                  Above Average
    Recoil       :                        Average
    Range        :                        Average
    I take it back. THIS is the weapon to have during multiplayer matches. It spits
    out bullets MUCH faster then the SBP90, but the only drawback is that you
    cannot fire instantly; it has to "warm up" for a second before it gets going.
    The remedy for this annoyance is its secondary fire, which keeps the gun always
    warmed by having its nozzle always in motion, allowing you to shoot on the
    second of command. It doesn't have scope, but it doesn't need one because it's
    not a long-rang weapon. Found in the Space Station, this will prove invaluable
    as you attempt to kill the massive amounts of oncoming Time  Splitters you'll
    face. Watch out though, as once it overheats it'll slow down its firing rates
    /   \  Homing Launcher
    Clip Size    :   [No Relead], 30 max rockets.
    Primary      :           Single Homing Rocket
    Secondary    :           Single Homing Rocket
    Power        :                      Very High
    Recoil       :                        Average
    Range        :                           Long
    The homing launcher can be a valuable ally in the Robot Factory, where you'll
    find it. Its only different from the rocket launcher because you can lock onto
    targets and the rocket will circle its prey until impact.
    /   \  ElectroTool
    Clip Size    : {NO RELOAD}, ~20 seconds worth of electricity at max charge
    Primary      : Electric blast
    Secondary    : Electric Blast
    Power        :        Average
    Recoil       :           None
    Range        :          Short
    The ElectroTool is not very useful as a weapon. You'll be using it in the
    single player mission Robot Factory to overcharge some electrical machinery.
    Other then that, and the fact it's useful in momentarily stunning hostile
    robots, it's worthless.
    ifandonlyif600 writes:
    "In Custom Arcade, the Flamethrower will not affect any Robotic characters.
    However, the Electrotool will eat them alive. I believe I've read this
    somewhere on the TS2 Message Boards so I can't take credit for finding this."
    (Note: Well "ifandolyif", you're getting credit anyway)
      +                                                               +
      |   4.  Walkthrough                                             |
      +                                                               +
     _____                                                          _____
    /\___/\         Level 4.1   Oblansk Dam, Siberia, 1990         /\___/\
    Initial Objectives:
    o Disable the communications dish
    o Restore Power
    o Find a way to the top of the dam
    o Find and destroy the five filing cabinets
    o Investigate secret digging tunnel
    o Retrieve the Time Crystal
    This is the first level in the game, and it's a good one.  From the start,
    you'll have your Temporal Uplink out.  This is useful in detecting security
    camera's found around the dam's compound, but since you're reading this you
    won't need it ;).  Grab the Sniper Rifle and Silenced Pistol on the snow in
    front of you, then approach the crates outside of this cave.  Crouch down and
    take out your sniper rifle; blast the head off of the guard on the
    Communications tower catwalk (the building with the satellite dish on it), then
    disable the camera to the right of the catwalk.  Get up and approach the office
    buildings.  There should be a pair of guards patrolling here; drop them and
    enter the office building farthest northeast.  Inside you will find a filing
    cabinet.  You can do absolutely nothing about it right now, but remember it's
    Exit the office building and proceed into the communications center.  Be
    careful to avoid the camera, which watches the lower floor camera control
    center.  Climb the stairs, enter the door to our left, press the switch to open
    a security door to the northwest.  Go back outside, and, still on the second
    floor of the communications center, make your way across the roofs of the
    office buildings using the boards to a roof with a drop hole in it.  Enter the
    hole to find yourself in an office that's locked form the inside.  Grab the
    Timed Mines and exit this office.  Throw a Timed Mine onto the communications
    dish to complete the objective.
      OBJECTIVE COMPLETE : "Disable the communications dish"
    Now that you have the Timed Mines, you may destroy the two filing cabinets in
    this area.  The first is in the building adjacent to the communications
    building, and the second is where I showed you; in the office to the southeast.
     Once you have destroyed both cabinets, enter the dam via the security seal on
    the northeast.  You should have opened it, like I told you, but if you haven't
    do so on the second floor of the communications building.
    The elevator isn't powered, thus you'll have to climb several flights of stairs
    to reach where you need to be.  Climb the stairs, minding the camera and
    sentries, until you reach the top landing.  Open the door to a long,
    maintenance corridor filled with grunts.  Kill them off, and you'll find a
    Soviet SA7 on one of them.  Advance to the end of the corridor to find your
    path blocked by steam.  Turn it off using the three valves in the walls to the
    left.  Once you pass the steam, you'll find yourself heading down another
    flight of stairs.  Continue down, killing as you please.  Once you reach
    bottom, go through the door to the outside.  Climb the steps onto the snowy
    platform and penetrate the compound in the center, without tripping an alarm. 
    Inside the shed is a bunker complex where the mining operations are taking
    place.  First things first, though: you must make your way through several
    supply rooms.  You'll find the third filing cabinet inside a freezer on the
    right, so place some timed mines on it.  You can find the final two cabinets
    right next to each other further down the supply rooms.
    Head into the large chamber, with two inactive generators.  Kill the slime in
    the area and climb onto the catwalk above the generators.  From that vantage
    point, destroy the two automated sentry's above you, as those will cause
    problems in the bit to come if you fail to disable them.
    Tagrineth writes:
    A good general tactic: To conserve ammo when facing sentry guns, pop the camera
    (with the blinking green light). :) They won't see a thing after that...
    After you do this, go up to the steps to the control office.
    Press the button to open the blast door, then go through to reach the forefront
    of the mining operations.  Go through the door with the large white "2" printed
    above it.  You'll find a hall; turn left and go through the door to a control
    room.  Press the use key on the joystick to take control of an automated
    sentry.  Use it to kill the guard, then deactivate the cameras and return to
    your normal view.  Pres the two buttons in here to open various blast doors,
    then go through them to reach a medical facility.  A security officer will
    start shooting at you from over, so take him out.  He dropped the computer
    disk, so pick it up.
    As soon as you pick up the disk, the room will start to flash red and some
    three eyed, jiggly-legged, four chinned, mutilated beasts (hmm...reminds me of
    my science teacher o_o) will attack.  Remember those bodies that you passed on
    the way to this lab? It's them, and they're back, and they've got a hangover
    meaner then the devil himself.  Grab the shotgun and start pumping the mutants
    full of buckshot, remembering to aim for the head.  As soon as you finish off
    the foray, return to the mining caves.
    Go back to the computer room, put the disk into the CD-ROM drive.
      OBJECTIVE COMPLETE : "Restore power to the dam"
    The generators will start a-roaring, but so while some living dead who are
    approaching from the blast door.  Knock their heads off (literally!) and go
    down the mining shaft to it's end.  The Time Crystal should be somewhere in
    this area.
      OBJECTIVE ADDED    : Destroy the biohazardous container at the digging site
      OBJECTIVE COMPLETE : "Retrieve the Time Crystal"
    Go up to the machine on the left.  You must blow it up with your Timed Mines; 
    if you don't have any timed mines, well, you may just be screwed!  Anyway,
    place at least three mines on the container, which will destroy it.
      OBJECTIVE COMPLETE : "Destroy the biohazardous container at the digging
      OBJECTIVE ADDED : Do not allow any mutants to survive
    Somebody will come on the PA and announce that all "unrecognized personnel"
    will be eliminated.  Yeah, right.  Go down the mine shaft and watch the battle
    between mutants and security forces.  Let them exhaust themselves then take out
    what's left.  Continue to remove the mutants from your systems RAM, making your
    way back to the inner portion of the dam.  Find one of the previously-inactive
    elevators and ride it to the top of the dam.
      OBJECTIVE COMPLETE : "Get to the roof of the dam"
    Strut across the parapet into any one of the machine gun sentries.  Man one and
    a gunship will appear.
      OBJECTIVE ADDED : Destroy the Gunship
    This battle should be no trouble.  Just continually pound the ship with a rain
    of metal, and if it gets rowdy blast it with a rocket or two (Z).  Watch out
    for the special forces, as some will attack you even while you sit manning the
    machine gun (...) .  Once you bring down the gunship, head on through the
    portal to finish the level.
    HARD MODE STRATEGY [courtesy of Tagrineth]:
    Firstly, ONLY ONLY shoot at Special Forces, and most of the time you will be
    taking them out.  If you don't they WILL kill you, far too quickly.
    To start, run out of the first tower BACKWARDS and take out the Special Forces
    that pops out.  Turn around and plug the other one.  By the time you reach the
    other end of the Dam, the Copter should already be up and have fired its first
    volley... man the far back gun, pull your reticle across it to lock on, and
    fire your entire missile payload as fast as possible. then get out of the gun
    and start on your way to the other end of the Dam...
    Kill the SF that comes out of the first tower (maybe also turn around, if
    another SF comes out of tower 2).  Man the gun on the far opposite end of the
    Dam and unload its entire missile payload on the Copter just like before.  Get
    out and wait this time... kill the SF that appears after a short time, then run
    across the Dam.
    Kill the SF that comes out of the other end, then man the centre gun and unload
    the last few missiles on the copter... it should die... which means you're
    already right next to the portal and don't have to worry about Splitters or
    anything.  If not, jump out and shoot it with your Soviet S47 for a few
    seconds... it should die.  Once again, you'll thankfully be right on the
    portal.  If it doesn't die quickly, turn and take out the SF's (always
    anticipate them, do NOT wait for gunshots to be heard)... the copter is
    designed so if you hit it with every missile it will die, but if you missed
    only a couple of shots it should still die reasonably fast.
     _____                                                          _____
    /\___/\               Level 4.2   Chicago, 1932                /\___/\
    Initial Objectives :
    o Locate and Eliminate mob boss Tony
    o Locate and drain the four (4) whiskey barrels
    o Get a pass to the nightclub
    o Find the informant and lead him to his hideout
    o Find the Time Crystal
    o Minimize civilian casualties
    "Why on earth should I empty whiskey barrels?"  Well, if you paid attention in
    history class, you'd know that during the 1930s Prohibition, a ban on all
    alcoholic beverages, was enforced.  So technically, you're not only saving the
    world but fighting crime, too!  Now, doesn't that just make you feel all warm
    and fuzzy inside?
    You'll begin this retro level in a small room overlooking a storage lot.  Use
    your Vintage Rifle to pick off the guards through the window, then exit the
    room and jump onto the top of the supply bin for some sniper ammo.  Proceed
    into the alley on your right.  You'll find the first of many whiskey barrels,
    guarded by a lone agent.  Dispose of him and shoot the bottom of the whiskey
    barrel until it completely drains.
    Advance through the alleyways and you should eventually reach the second
    whiskey barrel.  Drain it in the same fashion as you did the previous, then
    continue out onto the street.  You will hear a ringing of an old phone; go to
    the phone booth on the corner and answer it.  It'll be Marco, your informant,
    setting up a rendezvous point.  Continue down the street, pop the guy on the
    right to get his almighty Tommy Gun.  As you round the corner, a car will burst
    out of a garage.
     OBJECTIVE ADDED :  Stop Tony's brother from escaping
    This is pretty easy; whip out your Tommy gun and blast the cars radiator.  Note
    that I said RADIATOR; you should be in FRONT of the moving car, crazy as it
    sounds.  On the sides of the car, henchman of Tony's brother will be shooting
    out the car's windows.  When you put enough holes in the car, it'll crash and
    burn into a fire-hydrant, which will ironically put the fire out.
     OBJECTIVE COMPLETE  : "Stop Tony's brother from escaping"
    Round the corner, empty the third whiskey barrel.  Careful; this one is easy to
    miss.  Proceed to the LEFT of the bar entitled "O Leary's".  On the corner,
    next to the phone booth, is your informant.  Speak to him, but he won't budge
    until you check out the situation in the O Leary's.  Enter the bar to find some
    civilians standing around.  A little while after your entry, the whole bar will
    be raided with enemies, whom will kill you and the civilians.  Unless you're
    trying for the secondary objective, minimize civilian casualties, just be
    thankful they are there to direct some of the fire away from you and let them
    die.  Once you take out the numerous enemies, return to your informant.
     OBJECTIVE ADDED :  Protect the informant as he returns to his hideout
    The informant will inspect the alley behind you; he'll say "It looks all
    clear." Well, if you wait a bit a guard will round the corner.  Kill him before
    he gets any shots at your informant.  Keep protecting Marco until you  the
    corner.  You'll soon take hits form a sniper; he is on top of the building just
    past the clothesline.  Continue to protect your informant until he makes his
    way back to his hideout.
     OBJECTIVE COMPLETE  :  "Protect the informant as he returns to his hideout"
    Grab the TNT on the table and return to the streets.  Enter the lit doorway
    ahead of you.  There'll be an empty desk.  Turn to its right to find a pair of
    Luger-wielding members of the mob.  Take them out, then take out the last
    whiskey barrel on your left.
     OBJECTIVE COMPLETE  : "Empty all the whiskey barrels"
    Climb the stairs and clean out the floors.  Make your way to the top (be sure
    to explore the rooms; on normal and easy they'll have body armor).  You'll find
    a particularly muscular gentlemen with a Tommy gun at his side.  Blast him over
    and go to his desk.  Grab the Shotgun on the chair, then put the TNT on the
    safe.  Stand back and wait until it blows the door open.  Grab the pass, resist
    the urge to gaze at the pretty shiny gold.
     OBJECTIVE COMPLETE  : "Get a pass to the nightclub"
    Answer the phone call; it'll be your informant.  He'll notify you that there
    are "guys out there trying to get you." So, get to one of the lower levels and
    take out your Vintage Rifle.  There are three snipers you need to take care of.
     (1) is on the roof to your lower left; it's the same roof where that sniper
    was when your were protecting the informant.  The (2) sniper is in a window, in
    the building across the street on an upper floor.  The last (3) is just on the
    sidewalk, under the window where you killed sniper (2).  Search carefully with
    your scope; the clothes on the line might impede your vision.  Once you've
    riddled your enemies with holes, exit this building and get back onto the
    Turn right at the fork and proceed down the narrow street.  You'll have few
    confrontations along the way.  At the Y intersection, you'll be greeted with a
    rain of bullets.  There are a pair of snipers in the windows down the Y
    intersections streets; the rest of your assailants are in the windows.  After
    you clear them all out, make a left and open the gate.  Blow over the two thugs
    flanking the entrance to the nightclub, then enter the nightclub through the
    main doorway.  There's an empty dining room at your right, so turn left and
    kill off the local slime.  On your left, behind some glass, are the Tommy Guns
    x2! You are practically invincible for the rest of the level, so long as you
    don't waste all your ammo in your excitement.  Make your way to the foyer of
    the nightclub, which is where Tony will show up, surrounded with his henchmen. 
    Having your friends fight for you, Tony? Cheap, very cheap.  But with your
    double Tommy guns it shouldn't be any trouble.  Stand back in the doorway to
    narrow the fire from his henchmen, then show Tony what you got.  After you make
    deceased all the living here, grab the Time Crystal, which will drop after you
    kill a TimeSplitter, and head through the portal!
    Okay, I've received a LOT of email saying "I can't find the portal what am I
    doing wrong!!!" Well, almost 100% of the time you people aren't completing ALL
    your objectives, or you're not emptying ALL the whiskey barrels. PLEASE PLEASE
    PLEASE check your objectives screen before you email me to make sure this isn't
    true, because I'm almost positive it is.
     _____                                                          _____
    /\___/\             Level 4.3   Notre Dame, 1895               /\___/\
    Initial Objectives:
    o Rescue the maidens (4)
    o Make your way to the roof to escape Notre Dame
    o Retrieve the Time Crystal
    o Eliminate Jacque de la Morte
    Take out your Shotgun.  Proceed through the sewer to find some dead zombies. 
    Don't be fooled though, as they'll soon rise up from the dead (again...) and
    swipe at you with their claws.  Kill them and turn left before the tunnel. 
    More "dead" zombies.  Go across the room and pull the lever, and they'll come
    back to life, so kill them again.  Return to the tunnel, proceed through it
    through the gate which can be opened by *gasp* pulling the lever right next to
    it! Gosh, 1 g0t sum smarts!!111!
    Turn right onto the platform.  Grab the body armor, wait for a mutant to
    teleport and blast him over when he arrives.  Go through the doorway and climb
    the steps, but be forewarned that another mutant will spawn in the center of
    the staircase.  Reach the landing, climb the excessively-high spiral stairwell,
    and you'll come to a winery.  Enter it and the and the door you entered here
    with will snap shut.  Approach the door at the other end and some mutants, who
    just happen to be on fire, will start attacking.  DO NOT get in their way,
    because if you get caught on fire there isn't a thing you can about it. Oh, but
    Isn't there?
    Rbrt Turner writes:
    "You CAN do something if you get set on fire in winery: shoot holes in wine
    barrels and stand underneath."
    Heh, I'd of never thought of that...you guys are great. Keep 'em coming!
    The first maiden is chained up right after you pass through the winery.  She'll
    be cuffed to a metal link.  Kill the mutant that will spawn in front of her,
    then let her go.
    You'll find the second maiden in the vicinity of the previous.  She's locked
    behind bars, and there's a padlock on the door.  Oh, use your brain for crying
    out loud and shoot the lock off.  Two down, two to go.  In the following
    winery, you'll spot what LOOKS like another maiden.  But notice she has her
    head pointed down.  If you crouch down next to her (knowing you, you're
    probably already in that position!) you'll notice her true, hideous features. 
    If you couldn't tell before, it's a mutant pretending to be a maiden in
    distress.  Kill it and turn left to find a real maiden who's being attacked by
    some zombies and whatnot.  Kill them off, let the girl go.  Three down, one to
    Head up the stairs in the winery to find a huge assembly room.  Turn to your
    left and you'll see some mutants disguised as priests.  Kill them, then grab
    the Time Crystal on the pedestal in front of the benches.
      OBJECTIVE COMPLETE : "Locate the Time Crystal"
    If you look up, you will spot the last maiden, hanging from a rope.  You're
    going to have to get her down.  Do this by heading to the north end of the
    assembly room, if you consider north to be the direction the maiden is facing. 
    Drop the mutants and climb the stairs.  On the landing up top, you'll find a
    pair of ropes.  Pull the right one and you'll lower the girl.  Pull the left
    one and a bell will ring.  "Go do the right thing." says Dr. Laura.  With the
    last maiden free your objective will be complete...or so you'd think.
      OBJECTIVE ADDED : Help the hunchback escape with the maiden
    On Normal and Easy, this is a secondary objective, but on any difficulty you
    still have to help the maiden escape by killing off the onslaught of mutants. 
    If you want both objectives completed, keep both mutant and hunchback alive. 
    The hunchback will come in handy here, because he's pretty smart and he'll
    blast the mutants with his shotgun as they come.  I'll assume you competent
    enough to handle this.
      OBJECTIVE COMPLETE : "Rescue the maidens (4)"
      OBJECTIVE COMPLETE : "Help the hunchback escape with the maiden"
    Turn left and enter the door the hunchback came out of.  Climb the spiral
    stairs, kill the lurking mutant.  Atop, go through the anteroom with the cross
    and through the gate, which will close behind you.
      OBJECTIVE ADDED : Fight off the portal Dĉmon
    The portal Dĉmon (don't ask me how I came up with that funky little character!)
    is pretty easy.  He fires some lasers at you that blow up on contact with the
    floor, but all you have to do to avoid that is keep moving.  To attack, just
    whip out your shotgun and blast the Dĉmon in the head until it dies.  Watch out
    for the mutants though, as they're infinite until you kill the Dĉmon.  If you
    need any ammo for your shotgun, some is located on the other side of this
    Tagrineth writes:
    [It] seems to me that the Portal Dĉmon takes the same amount of damage per shot
    no matter where you hit it - just a note for the players who worry too much
    about head shots... ;P
      OBJECTIVE COMPLETE : "Fight off the portal Dĉmon"
    Reach the roof by going through the door at the other end of the platform, near
    the spare shotgun shells.
     OBJECTIVE COMPLETE : "Make your way to the roof to escape Notre Dame"
    Here on the roof, some mutants will teleport.  Hack and slash your way through
    them to find Jacque de la Morte awaiting.  He's a cinch.  Just start shooting
    with your shotgun and don't stop shooting, and he'll be deceased in no time. 
    Once done, escape through the portal.
     _____                                                          _____
    /\___/\          Level 4.4   Return to Planet X, 2280          /\___/\
    Initial Objectives:
    o Locate the Crashed UFO
    o Retrieve the Time Crystal
    Once the game finishes loading, you'll start, taking on enemy fire from a UFO. 
    Nice.  Quickly grab the Sci-Fi Handgun on your left and drop down through the
    hole, escaping the melee.  Make your way through the maze of canyons.  You may
    stumble across a "weapon part."
    Turbo G writes:
    "As for the weapon part you said to E-Mail you about. If you find 2 of them you
    get the homing rocket launcher which can help in the fend off attack on UFO. I
    found it in easy and medium but don't remember location of other part. It's
    there though."
    With the actual weapon part locations, ifandonlyif600@ writes:
    "The Weapon Parts are, as previously mentioned by someone else, used to make
    the Homing Launcher. However, the Parts are in different places depending on
    Easy and Normal (Presumably Hard, too, I haven't gotten there yet...). The
    first Weapon Part you stumble across on Easy is after the first overhanging
    bridge in the very first tunnel, in the corner. The Second is at the end of
    the tunnel near the Crashed UFO. But on Normal, the one near the Crashed UFO
    is the first Part you find. The second part is found where you cross the
    bridges in the tunnels while being chased by those odd bees. There will be a
    path on the left with a pump-elevator; take it down to a sort of
    out-of-the-way area with the last Weapon Part."
    You will know when you've got to the end of your canyon-trekking when you find
    a beach.  Approach the perfectly still waters (o_O) and a new objective will
    flash across the screen.
      OBJECTIVE ADDED : Repel the beach attack
    Get into the cannons seat and start blasting away at the approaching aliens. 
    You really shouldn't run out of ammo, but if you do you can use the cannon's
    rocket launcher function or you can use the cannon on the platform to the left.
     Once you kill all that's required, a force field will dissipate and your
    objective will be complete.
      OBJECTIVE COMPLETE : "Repel the beach attack"
    Through the portal and down the canyon you'll find the Plasma Autorifle, the
    only decent weapon you're likely to find in this level.  A little further
    through the canyon and you will encounter some grossly oversized bees, or at
    least they _sound_ like bees.  You can kill them, but I'd just stay away from
    them to conserve ammo and health.  Pass their hive and turn into the tunnel at
    left.  At the tunnels end, you will find another beach, but this time you'll
    find the crashed UFO.
      OBJECTIVE COMPLETE : "Locate the crashed UFO"
      OBJECTIVE ADDED : Fight off the raid on the crashed UFO
    Take out your Plasma Rifle and trek to the end of the beach, awaiting the
    arrival of your foes.  They'll teleport shortly, and as they do, kill them. 
    Continue to do this until the UFO deploys some of it's own forces. Fight
    alongside them until you've both achieved the common goal [of eliminating the
    threat to the UFO], then kill them ;).   Enter the portal to complete the
      OBJECTIVE COMPLETE : "Fight off the raid on the crashed UFO"
    It will be a little disorienting inside the UFO, because the ship is slanted
    and thus your vision is too.  Get up onto the perimeter walkway and find the
    joystick.  Press the use key to look from the view of some faraway camera's. 
    Deactivate the camera views until you get inside a camera overlooking a UFO
      OBJECTIVE ADDED : Locate and penetrate the UFO base
    Walk around the perimeter walkway until you find a hole.  Drop down into a new
    canyon.  Turn right, and at the end of the walk you will be rewarded with some
    body armor.  Now go back through the other direction.  When a flatland comes
    into your sights, start to slow down; soon you'll hear gunfire.  The aliens are
    fighting each other: let them exhaust themselves then step in and kill all
    those who survive the brawl.  Afterwards, go through the doorway just right of
    the canyon you entered the flatland with.  Continue up to a land bridge.  Tread
    the narrow causeway and fight off the alien that has come.  Progress on to a
    horizontally placed door; approach it and it will open.  Go down the metal
    walkway; ignore the first door, go past that to the second door and enter the
    cannon's seat.
      OBJECTIVE ADDED : Destroy the escaping UFO's
    It's practically impossible to fail this objective.  Just shoot all the UFO's
    you see, until you get the mission complete screen.
      OBJECTIVE COMPLETE : "Destroy the escaping UFO's"
    The doors to the alien base will now open up.  Exit the cannon's seat and go
    into the corridor.  It will be blocked off; wait a few seconds and it will open
    back up.  It was blocked because the pump is moving up and down; get on it and
    let it take you down to arrive at the front entrance to the alien base.
      OBJECTIVE COMPLETE : "Locate and penetrate the UFO base"
    Kill the guards flanking the entrance, go down the corridor and take out the
    aliens.  Cross the catwalk to a large circular chamber.  Watch out though; the
    chambers roof will open, and surrounding the hole will be several aliens who
    would just love to make you restart the level.  It's _really_ hard to kill them
    all without being killed yourself, but luckily a portal is right next to the
    exit of this corridor.  So, ignore the aliens and through the portal.  Kill the
    Time Splitter in front of you, take the Time Crystal, go through the portal to
    end this long, tough level.
     _____                                                          _____
    /\___/\               Level 4.5   NeoTokyo, 2019               /\___/\
    Initial Objectives:
    o Follow the hacker to the research area
    o Gather evidence of Time Splitter research
    o Upload evidence to local police server
    o Retrieve the Time Crystal
    o Minimize Civilian Casualties
    This, to many people, is an impossibly hard level.  I laugh every time I hear
    that because I can do it every time.  The main, unwritten objective is to
    follow the hacker WITHOUT her seeing you.  If she sees you, she'll spend the
    rest of the level trying to kill you, and thus will *not* lead you to her
    hideout.  Basically, if she sees you, restart the level.  You also must avoid
    the dozens of camera's here, as well as a couple of police cars.  It's really
    very simple, once you start doing it my way.  So, let's get to it!
    UPDATE: Peter Shipovsky sent in this ultra-simplified way to beat this level. I
    haven't tried it, and if it doesn't work just look to the next paragraph for
    the way I did it.
    Peter Shipovskiy writes with his strategy (I semi-rewrote it to have it make
    more sense):
    "First drop down to the lower street and collect the ammo at the beginning.
    Ignore where the hacker is going; just go to the sewers.  After you get there,
    go to the part *JUST BEFORE* the entrance to the hideout. Drop down into the
    little area next to the bridge and stay all the way to the left, ducking and
    waiting for her. When she crosses the bridge just follow her and that's
    it. Hope it helps..."
    My way:
    At the start, you'll have your Temporal Uplink out.  This proves INVALUABLE
    during this mission; without it you'd never know where camera's are and how
    broad their vision is.  Fans of MGS and MGS2 should feel right at home here. 
    Start off by DROPPING DOWN to the lower street.  Bob-and-weave around the
    camera's and stay on the left side of the street.  You will find a hallway;
    smash the glass to pick up the sniper rifle and silence pistol.  DO NOT HAVE
    THEM EQUIPED.  The hacker ALWAYS seems to start shooting at you if you have a
    gun out.  So, stand in the lower, middle portion of the stairs and WAIT until
    you see her walking, far on the other side of the street.  When you see this,
    get closer to her, but stay on the opposite sidewalk.  As she rounds the
    corner, round it with her ON THE SAME SIDE OF THE STREET AS HER, avoiding the
    camera at right.  Get behind the first pillar you come across, as a police car
    is approaching.  Wait until it passes, then cross the street to the right.
    The hacker is quite a distance a way, because of your waiting for the cop to
    pass.  No matter, since you can catch up with her easily.  Wait until the
    hacker turns a corner again and slowly make your way towards her.  She'll drop
    down into the sewer; again, slowly follow AFTER she has gotten a little lead on
    you.  You're nearing the final stretch, so hold on.  Follow her until she
    reaches a checkpoint, her base.  She'll open the force-field for a few seconds
    but watch out: a guard will shadow her back.  Wait until the guard is a LEAST 5
    feet away before entering the portal.  If either notices you, you might as well
    restart.  Enter the small room to the left, and stay there and breath, because
    it's easy going now.
      OBJECTIVE ADDED : Attain the hackers code
    Access the camera system in front of you, and switch to the last camera, one
    looking at a laptop computer.  The hacker will enter that room, and enter the
    code.  Objective complete!
      OBJECTIVE COMPLETE : "Follow the hacker to the research area"
      OBJECTIVE COMPLETE : Attain the hackers code
    Now, stealth is no longer needed.  See if you can pop that biatch hacker before
    she gets away, then enter the research facility.  It's sparsely guarded, so
    don't work.  Enter the door straight ahead and pick up the Digital Camera. 
    Search the lockers for a _sweet_ machine gun, too.  After you pick up the DCam,
    go further down the hall to a locked door.  Peer through the window to the
    locked room and you'll spot a container, much like that biohazardous container
    back in the Siberia mines.  Anyway, snap a photo of it, then enter the
    adjoining room.  Snap a photo of the blue prints to complete the objective.
    RbrtTurner provides this helpful hint:
    "You can take out the two ceiling-mounted guns (one just past the coded door,
    another by the entrance to the room with the 'splitter in it) whilst they are
    turned off, before you submit the evidence. this makes getting out much
      OBJECTIVE COMPLETE : "Gather evidence of Time Splitter research"
    Return to the room where you found the Digital Camera.  Upload the data into
    the computer to complete the objective.
      OBJECTIVE COMPLETE : "Upload evidence to local police server"
      OBJECTIVE ADDED : Shut down the experiment (is this the correct title?)
    Return to the window where you snapped the photo of the Time Splitter. The door
    to that room is now open.  Go through it to meet the Time Splitter, and he'll
    greet you cheerfully with 100 watts of electricity.  What deplorable manners! 
    Kill the Time Splitter by pulling the switch next to it, on the right of the
    guy lying on the table, twitching like he saw the Cubs win the World Series.
      OBJECTIVE COMPLETE : "Shut down the experiment"
    Now it's time to escape the base and sewer systems.  Once you arrive back at
    the streets, just kill as many police as needed until you pick up the Time
    Crystal one of them will drop.  After that, head into the portal on the end of
    the street, left of the sewer that led to the hackers base.  Congrats, you beat
     _____                                                          _____
    /\___/\             Level 4.6   Wild West, 1853                /\___/\
    Initial Objectives:
    o Rescue Ramona from jail
    o Eliminate the colonel
    o Retrieve the Time Crystal
    o Destroy the wanted posters to clear Ramona's name
    This level has some of the best music in the game, IMHO.  Anyway, right as you
    start take out your Garret Revolver because a thug will pop around the shack
    and start blasting at you.  Put him to rest, then round the corner.  Shoot the
    guy off the roof then enter the saloon to find the first wanted poster behind
    the bar (1).  Tear it with the A button.  One down, four to go.
    Exit the saloon and continue down the street, picking off wannabe cowboys along
    the way.  When you reach the sheriff's office you'll find the second poster (2)
    posted next to the doorway.  Tear it, enter the office to find poor Ramona
    behind bars.  You can't free her right away, but search around the office for a
    storage bin.  Inside you'll find the gun power.  Now, notice the lanterns
    hanging from the ceiling.  Get under one of the lanterns, then take out your
    gunpowder and start dumping it as you walk.  Walk around the back of the
    sheriff's office to a fountain.  Kill the guard in the tower, tear the poster
    (3), then continue to lay a trail of gun powder over to the back of the jail
    cell wall.  Afterwards, push the cart on the right, which happens to be loaded
    with TNT, over the gun powder trail.
    Return to the sheriff's office, and then shoot the lantern off the ceiling to
    start a small explosion, which will lead to a fire.  The fire will follow the
    your trail of gun powder, all the way to the cart with the TNT.  This will blow
    open the jail cell Ramona is in, completing your objective.
    Tagrineth gives us an easier way to do this:
    For the lazy people (like me ;) ), there's an easier way to break Ramona out by
    taking advantage of the Goldeneye(tm) "Explosive Mentality"... get around
    behind the jail, position the wagon with the crapload of TNT, and run a short
    little trail (I like to draw pictures ;D) to the crates in the back corner of
    that fenced area... shoot a crate a few times and BOOM!  It'll explode (what
    did you expect from the makers of GE?), and spark the gunpowder.
      OBJECTIVE COMPLETED : "Rescue Ramon from jail"
    Follow Ramona a bit, making sure the two thugs that just appeared don't hit
    her.  Go through the newly opened doorway in front of the sheriff's office.  KO
    all the baddies in the street, and you'll get a new objective.
      OBJECTIVE ADDED : Save the girl from the fire
    This is a cinch.  Enter the barn and climb to the second floor, where the fire
    and girl are.  Notice the two large barrels above the fire: shoot a hole into
    both and water will pour out and douse the flame.
      OBJECTIVE COMPLETE : "Save the girl from the fire"
    Outside the barn, approach the building that displays the marking "Bank." To
    the left of the bank is the fourth (4) wanted poster.  Tear it and move on to
    the next area.  Drop the cowhand with the two revolvers, pick them up and enter
    the building entitled "Gift Shoppe." Climb to it's second floor to find the
    fifth and final poster (5).
      OBJECTIVE COMPLETE : "Destroy the wanted posters to clear Ramona's name"
    Enter the mining shaft with the sign "McPhuggs Mining Co."  Interesting name,
    to say the least.  Go the end of the shaft and you'll encounter a lot of
    hostile miners.  Kill them all, and the colonel will start talking to you. 
    After that he'll blow a horn, signaling all of his miners to go after you. 
    Stand back in the mine shaft and kill them as they come.  Once done, kill the
    colonel with your double Garret Revolvers.
      OBJECTIVE COMPLETE : "Eliminate the colonel"
    Remember the shack that the colonel went in to blow a horn?  Go to that shack
    and inside you'll find a switch.  Pull it and some rail tracks in the mine
    shaft will adjust.  Return to the shaft, and push the cart filled with TNT
    across the railroad, into the blocked up entrance.  Stand back, because it will
    explode when it hits a wall.  Go through the entrance to find the Time Crystal.
     Grab it.
      OBJECTIVE COMPLETE : "Retrieve the Time Crystal"
    The portal will appear above the black abyss in the center of this canyon.  You
    can get there easily by moving over the portal, then jumping off the railroad
    into it.
     _____                                                          _____
    /\___/\            Level 4.7   Atom Smasher, 1972              /\___/\
    Initial Objectives:
    o Activate the reactor
    o Defuse the bombs
    o Retrieve the Time Crystal
    o Eliminate Khallos
    o Minimize Scientist casualties
    After the opening cutscene, you'll take control of your character (ironically
    named "Harry Tipper") inside a locked torture room.  Wait a bit and the
    laser-gone-berserk will blow the retinal scanner off the wall, causing the door
    to open.  Go through it and pick up the Temporal Uplink, then access the
    computer terminal in the window to deactivate some camera's that might cause
    problems later.  Open the security seal using the nearby switch, and wait for
    the door to slowly open.  You're currently weaponless, if you haven't noticed,
    so instead of going left down the corridor continue straight and punch out the
    guard with his back turned, which minimizes health loss.
    John Shrader writes:
    When the character leaves the torture room and accesses the camera system, he
    can cycle through the cameras until the last one is accessed. This is a sentry
    gun. The gun can be used to kill one guard initially, and draw the attention of
    up to three others. They can then be gunned down without ever leaving the
    safety of the starting area. Then, procuring a gun is as simple as running out
    the door, turning left into the hallway where you killed the guards, and
    picking up three or four guns.
    Pick up his pistol, cap the guard on your right and make the scientist defuse
    the bomb.
    Turn back into the previous corridor and go through the security seal.  You'll
    enter a long storage hallway, vacant except for some crates and an ass load of
    security forces.  Don't these fools know this place is going to blow up in
    about 5 minutes???  Cap them all using the crates as cover, or by strafing back
    and forth.  The second bomb is at the end of this hallway, but first you will
    have to deal with another hall full of henchman.  This is pretty easy, just
    strafe back and forth, using your double-pistols to do the work.  Afterwards,
    force the scientist to defuse the bomb.
    Get to the midway point of the hallway left of the bomb and STOP, because
    there's a sentry drone placed in the corner.  Take it out from afar and
    continue on.  Snipe off the guards on the landings, turn right and pick up the
    remote mine.  Remember to turn the wheel on the pipe before proceeding up the
    stairs.  On the top landing, you will find some wreckage on fire.  Put out the
    flames using a fire extinguisher, found on the below landing; this will make
    the fire door open.
    When the fire door opens completely, a henchman on top of a supply bin across
    the way will start giving you fire. Take him out and approach the bin he stood
    upon.  The door on the bin will plop open and a guard, who was hidden inside,
    will come out firing.  Drop him and pick up his AK, go down the hallway. 
    Proceed through the melee of guards, assuming all encounters hostile, because
    they are.  Sooner or later you will find a single door on the right hand side
    of the wall.  Go through that door and inside that room turn the wheel on the
    pipe: this will stop the flow of steam in another, more important room which
    you are about to enter.  Exit this room to the corridor, then pace yourself to
    the left hand side of the wall and find the door.  Enter it and access the
    joystick controller.  You will control a magnet; place it over the moving bomb
    with the C Stick, suck up the bomb using the (R) button, move it over the bin,
    then drop the bomb into the bin by pressing the (R) button again.  This will
    extinguish the third bomb.
    At the end of the corridor you'll have to deal with another fire.  Approach it
    and two supply bin doors behind will plop open and some guards will attempt  to
    shoot you in the back.  Return the favor, then grab a fire extinguisher on the
    walls, and then use the fire extinguisher to put out the flames and open the
    fire door.
    As the fire door slowly opens, keep your sights pointed up, for once the door
    opens completely a guard will start sniping you from an above catwalk.  Dispose
    of him then turn left, ignoring the lift.  Proceed through the long hall.  On
    the right you'll find another storage lot; snipe the guard on the above
    catwalk, then continue eastbound until you reach the second-to-last nuclear
    threat.  The scientists needed are located in a nearby supply bin, so while
    they are de-wiring open the bay door with its switch.  If you have any sense in
    you, you won't step into the trip-wires.  After some rounds of shelling your
    hapless enemies, you'll come across an ascending ramp leading to a high
    catwalk.  Climb it and follow where it leads, which is to the final bomb.
      OBJECTIVE COMPLETE : "Defuse the bombs"
    Press the lever on the computer to open the fire door.  Take out your sniper
    rifle and kill the two dark henchman across the gap.  You have to cross the gap
    using the pipe on the left, but in doing so you've also got to watch out for
    the steam it spurts out at regular intervals.  Cross it carefully, then hit the
    fire alarm to turn on some sprinklers inside the door.  Enter the door, and
    find all the fire that you would have had to deal already put out.  But you've
    got bigger problems: a gun sentry around the corner.  If you have any grenades
    in your AK, use them, but if not just use your regular gun fire.  As long as
    you don't let it notice you, it's a pretty simple target.  At the end of the
    hall is a control room; pull the lever on the console to deactivate the
    Grab the body armor just outside of the control room, then return to the large
    chamber where the tripmines previously occupied.  Around the corner you'll find
    some light resistance.  Kill them and Khallos will arrive with some pet Time
    Splitters.  Kill him/them, then pick up the Time Crystal Khallos will drop.
    Tagrineth writes:
    An important help against Khallos on Hard mode: throw a few remote mines next
    to the entrance there, and blow them up while Khallos stands on them; it takes
    off around half of his health, sometimes more if you time it right
      OBJECTIVE COMPLETE : "Eliminate Khallos"
      OBJECTIVE COMPLETE : "Retrieve the Time Crystal"
    To activate the reactor, pull all three levers around this arena.  Watch out
    for the Time Splitters though, as they can be a pain in the arse.  After you
    finish, go through the portal to be done with this annoying level.
     _____                                                          _____
    /\___/\               Level 4.8   Aztec, 1920                  /\___/\
    Initial Objectives:
    o Find the lost temple
    o Retrieve the Time Crystal
    Follow the little monkey up the slope.  Don't bother wasting any ammo on it;
    you'll have enough problems with those little critters later on.  Go through
    the first area, where a "meeting among monkeys" is taking place.  Ignore them
    and go through the dirt tunnel.  You'll encounter a native of these parts, an
    Aztec warrior.  Kill him and take his crossbow, which you [should] use for the
    rest of the level.  Head to the right, the area BEFORE where the bee hive is
    located.  Put your crossbow up near the torch to set its arrows alight.  Set
    fire to the bee hive to be done with those annoying bees, then pass it and a
    strange, large creatures will charge you.  It's a Tree Golem, and it can only
    be killed with fire.  Luckily you put the tips of your arrows on fire, so hit
    it with one of those arrows and it'll fall shortly.
    Go through the path to find it blocked by some strange door.  REMEMBER the
    location of this door for later reference.  Take the tunnel on your left, light
    your crossbow if it isn't already, and another Tree Golem will come to beg your
    for death.  Set it on fire, as well as the local bee hive, and go to the far
    corner of this small plot of land.  Through the tunnel and up the steps you'll
    encounter some opposition from the natives.  Put some arrows in their head to
    convince them otherwise and you'll find some totem poles.  First, kill the damn
    annoying monkeys on the tops of the totem poles before they drop explosive
    watermelons (???) on you.
    Many, MANY people flood the Ts2 board for help requests with this puzzle.  It's
    really not that hard.  I'll draw a diagram to help you guys.
    T = Totem pole
    The numbers (T2, T3, etc.) = the numbers I've assigned to totem poles. This
    diagram is based on [T6], which is closest to the path you entered here with.
                       ------[T1]                [T2]
                      |                              |
             Gecko ---                                ------ Dragon
                      |                              |
                       ------[T3]                [T4]
                      |                              |
            Lizard ---                                ------ Elephant
                      |                              |
                       ------[T5]                [T6]
    For those of you confused with the diagram, let me explain.  [T5] and [T3] must
    have their Lizard symbols facing each other, [T3] and [T1] must have their
    Gecko symbols facing each other, etc.  If you REALLY are stumped and this
    diagram doesn't help, play the level on easy, where the totem poles are already
    set in the right position, and memorize it.  Once you arrange the totem poles
    correctly, a door will open up the slope near the small pond ahead of you.
    For even MORE help, Michael Green was nice enough to draw us this diagram:
                                    * You enter here
    Turn pillar the "1" one time, turn pillar "2" three times, turn pillar "3"
    three times, turn pillar "4" three times, turn pillar "5" two times and turn
    pillar "6" twice. That should open the door.
    Some locals will come out and attack.  Put them in their place and approach the
    bridge.  Before you cross it, take out the monkey on the ledge to your left. 
    Cross the bridge, go down the path to find some kind of machine.  Operate it
    with the action button and some logs will flow over the water fall;
    consequently, a door will open (o_O).  This door is the one I told you to
    remember.  Go to it now, drop down the hole it leads to. A checkpoint. 
    Continue through the tunnel and out to the entrance to the temple.
      OBJECTIVE COMPLETE : "Locate the Temple"
    Kill the monkeys in the hedges on your left and right, then enter the Temple. 
    Kill the locals and go down the stairwell, pillaging and slaughtering along the
    way.  Look: the Time Crystal! But lo! it will retract into the ground.  Go
    behind the stairs to find a switch; press it to make a door open, next to the
    spot the Time Crystal was.  Climb down the steps, kill the priest and the local
    who will attack.  At the bottom landing, take out the monkey on the pillar,
    then step into the chamber to find the terrifying beasts we call stone golems.
      OBJECTIVE ADDED : Defeat the Stone Golems (7)
    These stone golems are invincible to gunfire, fire, and arrows.  So, just how
    the hell do you kill these things?  Well, you see the trap doors in the floor? 
    You've got to lure a stone golem over a trap door, and as its standing on it,
    press the nearby switch that opens the trap door.  This will cause it fall into
    some kind of pit and die.  Doing this is pretty simple; just avoid their swipes
    and lure them to onto a trap door, then quickly press the switch to make them
    go by-bye.  After you defeat the two golems in this arena, a door will slide
    open to the north.  Go through it to another arena, much like the previous. 
    Kill the two golems in the same fashion as you did in the previous arena, then
    proceed through the next door which'll slide open.
    Rory Scollard submits this alternate strategy:
    In the Aztec level in single player, when you're given the objective to kill
    the Stone Golems, I always kept leading them over the pit but they'd never fall
    through. Then, I found out that the melons the monkies toss hurt the Stone
    Golems (don't ask how, I'm wondering the same). It took about 2-3 melons to
    destroy a Golem, depending on the place of impact.
    A monkey will run down the tunnel; resist the urge to chase down and kill the
    little bugger, simply because some metal spears will spike out of the walls as
    you approach their hiding places.  Avoid them and you'll come to a small
    bridge; once you step on it the door behind you will close.  This is another
    puzzle that stumps way too many people.
    Notice the stone faces placed on the surrounding walls.  Stand still and listen
    closely to the Sound FX.  After a few seconds, you'll hear the sound of
    something like stone grinding against stone.  That's because *one* of the faces
    around this room is rotating its normal eye set to an eye set that looks rather
    devilish.  When you hear this sound, quickly look around at each of the faces
    for the one that is changing.  Watch that face until the devil eyes fully come
    into view, then shoot those eyes with any weapon: this will destroy the entire
    face.  Don't dally too long; the devil eyes will shoot at you if you stand
    around too long.  Destroy all seven faces around the room and the bridge will
    extend, to reach the platform.
    A priest will come out and try and stop you; drop him then quickly turn around
    because another native has come from behind.  Go down the corridor, step onto
    the stairs and you'll start to hear a rumble and feel a rumble in your
    controller.  A very large, spherical bolder is now rolling down the path behind
    you.  My advise: get the hell off the steps! [Insert obvious Indiana Jones
    reference here].
    Through the double doors you will find the last of the golems.  Since there
    aren't any trap doors in this room, you've got to find another way to kill the
    golems.  Search around a bit and you'll find the grenade launcher lying on the
    floor, its only appearance in this single-player game.  Use its grenades to
    kill the last three golems in the level, and then grab the Time Crystal.
      OBJECTIVE COMPLETE : "Defeat the Stone Golems (7)"
      OBJECTIVE COMPLETE : "Retrieve the Time Crystal"
    Run through the portal before the Time Splitters get at you.
     _____                                                          _____
    /\___/\           Level 4.9   Robot Factory, 2315              /\___/\
    Initial Objectives:
    o Gain access to the inner processing facility
    o Locate and collect the ElectroTool
    o Overload the energy nodes with electricity
    o Find the factory core
    o Retrieve the Time Crystals
    Many people consider this to be a pretty hard level.  I think it's a pretty
    long level.  The only strategy that applies here is to conserve health for as
    long as possible.  Body armor is scattered throughout the level, so be sure to
    pick as many of those up as you can find.  So, with that said let's begin.
    Your starting equipment includes the Plasma Autorifle, Temporal Uplink, and
    Sci-Fi handgun.  Omit the Plasma Autorifle until further notice; ammo for this
    is scarce and we've got to conserve it for as long as possible.  So, take out
    your Sci-Fi handgun (who's ammo is dropped by nearly every enemy in this level)
    and greet the pair of robots that will open the automatic door in front of you.
     After you finish them, approach the door and three more robots will
    materialize.  Two will spawn on your left, one to your right behind a crate. 
    Stand back and kill all three, then proceed through the hall at your left.  A
    series of about six inactive robots will are standing in a tight phalanx.  Take
    care of three by shooting the bomb rotating back and forth.  Once you finish up
    the robots, proceed through the corridors until you reach a force-field barring
    your path.  Before you go any further, grab the body armor (on Normal) in the
    adjacent hall with the locked door.  Then go over to the Rail Bot Security
    Terminal.  Access it and take control of the local Rail Bot.  Ride it into the
    force-field, which will make the force-field dissipate.
    Go through the newly opened way.  Grab the plasma grenades on your right (these
    are essential) and press the button on the machine to extend a bridge.
      OBJECTIVE COMPLETE : "Gain access to the inner processing facility"
    Three more robots will teleport and object to your progress.  Kill them and
    return to the hold you began the level.  A LOT of robots will now teleport; to
    defeat them, strafe back and forth, firing at the invaders with your Sci-Fi
    Handgun.  Afterwards, head through the automatic doors to the east.  Destroy
    the stationary drone gun near the door by shooting its turret.  Do the same for
    the following.  Out the door you'll find a large processing chamber and two
    security ChassisBot robots.  To destroy them, take out your Plasma Autorifle
    and use its secondary fire, grenade launch, and have a grenade attack itself to
    the robot.  Since the robots are so close together, the grenade should take out
    both; if not blast another grenade, which should take care of them.  But, for
    Gods sakes, don't stand adjacent to them and try and beat them with your
    Autorifle.  They'll mow you down pretty damn quick, and even if you manage to
    kill them your health will end up at a crippling low.
    Destroy the drones in here, and watch out for the Rail Bots sliding by.  Head
    through the following automatic door.  Destroy the drone then get under the
    ramp.  Six robots will teleport, and an ChassisBot is on the walkway above you.
     This could get ugly.  Establish the tempo of the conflict by eliminating the
    lesser-threat robots.  Afterwards, blast a few grenades on the
    slowly-approaching ChassisBot.
    Go up the ramp, destroy the drone gun across the hall.  Head onto the bridge,
    and as you do four robots will teleport.  Destroy them as well as the following
    drone gun and continue through the facility to find the first power node.  You
    must find the ElectroTool to destroy it, but where's that? I'll tell you later.
     Right now, you've got other problems: two ChassisBot's with Laser Guns, and a
    machine that [once you alert the ChassisBot's] will deploy little spheres that
    will explode in your face.  Ouch.  First we want to take care of the machines. 
    From here, you should be able to see the feet of an ChassisBot across the
    chamber.  Blast it and the machine will deploy the explosives; destroy them
    midway.  Now we can take care of the ChassisBots.  Do this by drawing the
    ChassisBot toward you.  Yes, that's right, toward you so we can get behind one
    of the beams supporting the ceiling.  From that position, nudge a little ways
    past it so you can barely make out the ChassisBot but it can't hit you with
    it's lasers.  Finish it off from there.  Do the same for the next ChassisBot.
    Get down to ground floor and go through either passage, left or right.  Watch
    out for the dangerous explosive bearing machines and continue to the same large
    processing area; but this time you're on the other side.  Approach the drone
    and instead of just shooting it will unroll into a full-flegded robot.  The
    same strategy applies for this thing; shoot its turret head to defeat it, then
    grab the ElectroTool is guards.
      OBJECTIVE COMPLETE : "Locate and collect the ElectroTool"
    Watch out for the omnipresent robots, whom will spawn once you pick up the
    ElectroTool.  Return to the power node and overload it by hitting it with your
    ElectroTools primary fire.  After it explodes, a horde of robots will appear. 
    Destroy them all while on the ramp, so you can only be shot at from one
    direction instead of fifty others.  After you defeat them all, a force field
    will dissipate above the ramp.  Head on through.
    What you'll come to is a long hallway with an ChassisBot, five or six Rail
    Bots, and a drone that will unfold so that it can walk and follow you.  Scared
    yet? You better be.  Get on one side of the hall (BEFORE you let the ChassisBot
    see you) and drop the Rail Bots, one by one, as they come.  Once no more
    appear, step into the hallway to deal with the ChassisBot.  Put a Plasma
    grenade on its ass and watch it splatter its greasy parts all over the floor. 
    Now, take care of the drone.  Easy right? :P
    Across the hall, access the Rail Bot Control Terminal.  Inside the bot, steer
    it along the route to a small inaccessible room with a power node.  Destroy the
    power by having the Rail Bot shoot the three batteries on the floor surrounding
    it.  Two down, two to go.  Return to FPV.
    Go through the force-field that just opened.  Ignore the terminal on the right
    and head into the large, circular chamber will flame-throwers above you.
    Good ole Tagrineth writes with this hint:
    In the Robot Factory, if you're having trouble taking care of all the
    SentryBots and those EVIL EVIL EVIL (heheh, you are so right, Tagrineth)
    Walking Turrets, once you're past the checkpoint you can beat them very
    easily... using the controllable Rail Gun (get it? ha ha ha) in the big
    circular room.  SentryBots are very, very slow, so if you can trigger a bunch
    of them to follow you, you can run back to the console which controls the Rail
    Gun and aim for the door... as soon as the SentryBots' feet are visible, NAIL
    them.  They won't be able to retaliate (no line of sight, and they can't move
    while being hit that fast - but if they do retaliate, the Rail Gun is toast)...
    this also helps a LOT with the Walking Turrets (anyone else hate those blasted
    things?) to conserve ammo.  One thing to watch out for though is that the more
    agile ChassisBots do NOT get stunned by the Rail Gun, so they HAVE to be taken
    on personally, preferably with an ElectroTool.
    Destroy the drones and explosive eggs and yet another troublesome ChassisBot
    will teleport.  Put a grenade in his mouth and continue on through the
    corridor.  Press A on the terminal on the left, as well as the following
    terminal.  This will destroy another node.  Exit the corridor to find another
    processing area.  This is littered with ChassisBot models touting Homing
    Launchers, so watch out! Go down the catwalk and notice the body armor lying at
    practically every corner.  Trust me you'll need it.  Suite up with full armor
    and continue over the bridge to some more drones.  Destroy them, grab another
    copy of the ElectroTool, and the fun will begin.
    This is the hardest part of the level.  A total of ten ChassisBots, with their
    Homing Launchers and Laser Guns, and uncountable amounts of robots will
    teleport, though not all at once.  The key to surviving this onslaught is to
    keep your body armor level high and grab some of those Homing Launchers to blow
    the ChassisBot's over.  I would recommend you to stand in a doorway of some
    sort so that you can only be attacked in one direction.  Once the enemies stop
    spawning, you'll know things are safe.  Return to the hallway with the two
    terminals and you'll find the final node hanging from the ceiling.  You know
    what to do.
    A force-field ,that was in the center of the bride in the previous processing
    area, has dissipated.  Go through it to a pair of anterooms.
       OBJECTIVE COMPLETE : "Overload the energy nodes with electricity"
       OBJECTIVE COMPLETE : "Find the factory core"
       OBJECTIVE ADDED : Defeat the mechanist
    The mechanist is operating a large machine through the anteroom.  It looks like
    a dissected Swiss-army knife, but apparently looks don't count for much in this
    boss battle.  The machine will swipe at you with it's several weapons and will
    spawn some robots to provide support.  Avoid the swiping by strafing back and
    forth.  All you must to defeat it is to shoot the fulcrum with your Plasma
    Autorifle until the thing is destroyed.  If you need some extra ammo, boxes of
    it are to the left and right of this chamber that keep respawning.  Once you
    defeat the mechanist, go to the upper level, grab the Time Crystal.  Ignore the
    Time Splitters and run through the portal, and you're off to the final level!
     _____                                                          _____
    /\___/\              Level 4.10  Space Station                 /\___/\
    Initial Objectives:
    o Retrieve the Time Crystal
    o Activate the self destruct sequence
    o Escape the space station
    NOOOOOOOOOOOOOOOOOOOOOOOO! Hart has died! :_( Oh well.  Not like the game
    revealed a whole lot about her.  Anyway, this is one of the easiest, shortest,
    and cheapest levels in the game, with not even a final boss.  Bleh.
    Tagrineth writes:
    Also I'd like to add a VERY amusing point in the Space Station... desptie Corp.
    Hart dying, if you're in Co-Op, player 2 controls her for the entire level
    (then she promptly vanishes once you're in the spaceship :P).
    Grab the Time Crystal on your left.
      OBJECTIVE COMPLETE : "Retrieve the Time Crystal"
    Ignore the bees, Time Scourges and every other enemy.  Drop to the bottom floor
    and go through the door with the yellow "3" next to it.  The bees won't follow
    if you're quick enough.  Run up the slopes and activate the three working
    consoles you come across until you get the objective completion message.
      OBJECTIVE COMPLETE : "Activate the self destruct sequence"
    If you're not already on the bottom floor, get there and go through the door
    marked "Hangar." You still don't need to worry about the bees, because they
    don't follow you through corridors.  Head out the other door and kill the
    Reaper Splitters.  Press the button near the shaft to bring up a lift, then
    ride the lift to the bottom.  Turn RIGHT, through the door, kill the Splitter
    and grab the body armor, then head over to the locker.  Run into the
    environmental suite to put it on, as you'll need it later.  Proceed through the
    halls and corridors, taking out drone guns and Time Splitters as necessary. 
    You really don't have to hurry; you have more then ample time to escape the
    Space Station.  Eventually you will reach an air lock room.  Wait out the
    depressurization period and you'll arrive on the platform in space.  Lucky you
    have the environmental suite on, aren't you? Head over to the turret and man
      OBJECTIVE ADDED : Destroy the attacking ships
    Destroy all 20 incoming ships with your turret.  It hasn't any missiles, but
    you won't need them.  Just don't dally for too long.
      OBJECTIVE COMPLETE : "Destroy the attacking ships"
    Return inside to find a whole new set of enemies.  Kill them and backtrack to
    the corridor that's marked "Elevator." Proceed through it and open the door. 
    Grab the mini-gun and body armor on the shelf.  Take out your Mini Gun, set it
    to its secondary function, and go into the following chamber.  Press the switch
    near the shaft to bring up a lift.  It'll be a long time coming up, and don't
    expect the enemies to cease coming at you.  Wait for the lift, killing the Time
    Splitters until the lift arrives.  When it does, get on it and ride with it as
    it slowly approaches the below hangar.  Once you reach bottom in the hangar,
    make a dash for you ship, which is in the center of the platform.
    Enjoy the final cutscene and the end to this spectacular game!
      +                                                               +
      |   5.   Rewards                                                 |
      +                                                               +
    Here in this section, I'll go over the rewards you can attain from completing
    single player missions, beating league modes, and finishing Challenges.  This
    section was practically made by the readers, contributing their knowledge and
    correcting mis-information. Thanks, guys!
        +                                                             +
        |   S i n g l e  P l a y e r   M i s s i o n  R e w a r d s   |
        +                                                             +
    These rewards you get by completing the single player missions, as the topic
    header states. There is no requirement on how fast you beat it, but you must
    beat these on the Normal difficulty. All of those such rewards, though not
    many, are listed below.
    NOTE:  These rewards are what you earn for completing the various single
           player missions on the NORMAL difficulty, except those especially
           marked with an asterisk (*) next to the reward.
                              * = HARD MODE ONLY.
               |     Level Name     |  Rewards for Completion   |
               |                    |                           |
               |       Siberia      |       Hybrid Mutant       |
               |       Chicago      |         Big Tony          |
               |     Notre Dame     |     Jacque de la Morte    |
               | Return to Planet X |         Ozor Mox          |
               |      NeoTokyo      |          Sadako           |
               |      Wild West     |       The Colonel         |
               |    Atom Smasher    |         Khallos           |
               |       Aztec        |       Stone Golem         |
               |   Robot Factory    |         Mechanist         |
               |   Space Station    |Arcade Level: Streets      |
               |--------------------|Arcade Level: Compound     |
               |         =          |Arcade Level: Site*
               |--------------------|Character: Reaper Splitter |
               |         =          |Cheat: Big Heads           |
               |--------------------|Cheat: cardboard characters|
               |         =          |Cheat: All characters      |
               |--------------------|       cloaked             |
               |         =          |Cheat: Unlimited Ammo*
                              * = HARD MODE ONLY.
        +                                                             +
        |           A r c a d e  L e a g u e  R e w a r d s           |
        +                                                             +
    NOTE (1) : When multiple characters can be earned in the same Arcade
               Challenge/Challenge, sometimes one of those characters might
               have a lesser requirement to unlock then the other. In example, for
               "Cold Corpse Caper", two characters are available for
               unlocking: Cyber Fairy and Gargoyle. Getting Cyber Fairy only
               requires a silver, but to unlock the Gargoyle you need a gold.
               Thus, the requirements listed is the requirements necessary to get
               ALL of the listed characters. This sometimes works with maps
               (levels) as well.
    NOTE (2) : Any other characters not listed here can be attained by
               beating single player missions (see above section).
    |##########################  A m a t e u r  L e a g u e #####################|
                                           Group Name
    |     Challenge Name     |      Reward for Completion         | Requirement|
                                         Beginners Series
    |     Adios Amigos!      |     Hector Babosal, Lean Molly     |    Gold    |
    |       Casualty         |     Dr. Peabody, Crypt Zombie      |    Gold    |
    |       Top Shot         |   Hangar, Sgt. Shock, Elim. Mode   |    Gold    |
                                           Mode Madness
    |     Chasity Chased     |           Regeneration mode        |    Gold    |
    |Shrinking from the Cold | Prv. Sand, Sgt. Slate, Shrink mode |    Gold    |
    |      Scrap Metal       |         Scrapyard, ChassisBot      |    Gold    |
                                          It's a Blast
    |     Night Shift        |       Sentry bot, Leech mode       |    Gold     |
    |    Spoils of War       |       Meezor Mox, Thief mode       |    Gold     |
    |  Demolition Derby      |M/F Trooper, Robot Factory, Vampire*|    Gold     |
    * - Vampire Mode
                                       Too hot to handle
    |   Monkey Immolation    |      Crispin, Flame Tag Mode       |     Gold    |
    |     Disco Inferno      |     Louie Big Nose, Lt. Wild       |     Gold    |
    |    Burns Department    |Undead Priest, Nightclub, Virus mode|     Gold    |
                                         Team Series A
    |      Club Soda         |     Slick Tommy, Jimmy Needles     |    Gold    |
    |    Station Stand       |       Lt. Shade, Zones mode        |    Gold    |
    |     Men in Gray        |  Accountant, Lawyer, Assault mode  |    Gold    |
    |######################### H o n o r a r y  L e a g u e #####################|
                                          Group Name
    |     Challenge Name     |      Reward for Completion         | Requirement|
    |   Cold Corpse Caper    |       Cyber Fairy, Gargoyle        |    Gold     |
    |     Killer Queen       |            Leo Krupps              |    Gold     |
    |      R109 Beta         | Lt. Chilli (Gold), Ufopia (Bronze) |See Previous |
    |                        |      Gladiator Mode (Bronze)       |             |
                                      Elimination Series
    | Baking For The Taking  |   Chinese Chef, Gingerbread Man    |    Silver   |
    |    Brace Yourself      |      Braces, Trooper Brown         |     Gold    |
    |   Starship Whoopers    |Chinese Level, Monkey Assistant     |     Gold    |
    |                        |           Trace  Black             |             |
                                        Burns 'n Bags
    |     Chinese Burns      |        Calamari, Chef Hat          |     Gold   |
    |     Snow Business      |      Snowman, Trooper Grey         |     Gold   |
    |      Rocket Man        |      Venus Star, Capt. Sand        |     Gold   |
                                Outnumbered, but never outpunned!
    |Someone Has Got To Pay..|           Duckman Drake             |    Gold     |
    |    Time to Split       |    Barby Gimp, Scourge Splitter     |    Gold     |
    |  Can't Handle This     |    Chasm, Hatchet Sal, Handyman     |    Gold     |
                                         Team Series B
    |     Hack A Hacker      |         Krayola, Milkbaby           |   Silver    |
    |   Rice Cracker Rush    |     Riot Officer, The Master        |    Gold     |
    |     Superfly Lady      |Capt. Pain, New Assault level: Hangar|    Gold     |
    |########################### E l i t e  L e a g u e #########################|
                                          Group Name
    |     Challenge Name     |      Reward for Completion         | Requirement|
                                       One Shot Thrills
    |  Babes in the Woods    |           Jo-Beth Casey             |   Silver    |
    |     Double Bill        |  Beetleman, The Elvis Impersonator  |    Gold     |
    |  Nikki Jinki Bricky    |            Nikki, Jinki             |    Gold     |
                                         Duel Meaning
    |If I'm Ugly---You Smell!|Mikey Twoguns(Silver)Jared Slim(Gold)|    Gold     |
    |     Golem Guru         |              Kypriss                |    Gold     |
    |    Golden Thighs       |     High Priest, Aztec Warrior      |    Gold     |
                                        Frantic Series
    |  Hangar's Hat's Off!   |      Henchman, Dark Henchman        |    Gold     |
    |Can't Please Everyone...|        Maiden, Changeling           |    Gold     |
    |    Big Top Blowout     | Mr. Giggles (Silver), Stumpy (Gold) | See Previous|
                                         Team Series C
    |     Bags Of Fun        |Ringmistress, Big Hands, Slow Deaths |    Gold     |
    |  They're Not Pets!     |          Baby Drone, Bear           |    Gold     |
    |    Nice Threads        | Assault level: Scrapyard available  |   Silver    |
                                  Sincerest Form of Flattery
    |"Aztec" The Dino Hunter |              Dinosaur               |   Silver    |
    |       Half Death       |           Drone Splitter            |   Silver    |
    |     Dead Fraction      |           Jebediah Crump            |   Silver    |
    LMAO! Look at the above table, the names of the challenges. If you haven't
    guessed, they're all parody's of popular game titles: Turok: Dinosaur Hunter,
    Half-Life, and Red Faction. Free Radical does have a sense of humor ^^
         +                                                             +
         |             C h a l l e n g e    R e w a r d s              |
         +                                                             +
                                         Group Name
    |     Challenge Name     |      Reward for Completion         | Requirement|
                                           Glass Smash
    |    Pane In The Neck    |       Cheat:  Rotating Head        |    Silver    |
    |      Bricking It       |            Brick Weapon            |    Silver    |
    |     Stain Removal      |              Hunchback             |    Silver    |
                                        Behead the Undead
    |Fight off the living dead|            Sewer Zombie            |   Silver    |
    |  Sergio's Last Stand    |               Sergio               |   Silver    |
    |   Day Of The Dammed     |           Feeder Zombie            |   Silver    |
    |   Silent, But Deadly   |             Viking Hat              |    Gold     |
    |  Trouble At The Docks  |             Pirate Hat              |    Gold     |
    |  Escape From NeoTokyo  |            Big Ears hat             |    Gold     |
                                          Banana Chomp
    |     Gone Bananas       |            Private Coal             |   Silver    |
    |   Monkey Business      |           Private Poorly            |   Silver    |
    |  Playing With Fire     |             Wood Golem              |   Silver    |
                                       Cut-Out Shoot-out
    |     Take 'em Down      |             Ample Sally             |   Silver    |
    |       Fall Out         |          Marco the Snitch           |   Silver    |
    |    Pick Yer Piece      |             Sgt. Rock               |   Bronze    |
                                    Timesplitters Story Classic
    |  Badass Buspass Impasse   |          Badass Cyborg            |   Silver   |
    |Where do the batteries Go? |          R One-Oh-Seven           |   Silver   |
    |Hit me Baby One Morgue Time|            Cropolite              |   Silver   |
                                       Monkeying Around
    |     Simian Shooter     |           Insect Mutant             |   Silver    |
    |     Monkey Mayhem      |      Mischief, Lola Varuska         |    Gold     |
    |     Dam Bursters       |      Robofish, Circus level         |   Silver    |
         +                                                             +
         |              M i n i  G a m e  L o c a t i o n s            |
         +                                                             +
    There are three mini-game cards you can find in this game. They serve no
    particular purpose, but you can play them on your Temporal Uplink if you want.
    If you ask me they're dreadfully boring and extremely hard, but here are the
    locations anyway since I receive at least 5 emails a day regarding this
    subject. This section is contributed entirely by the reader Tagrineth, so give
    her the thanks, not me. Girl gamers rock!
    (1) Anaconda Card (Siberia):
    On all difficulties, after entering the top of the installation just past the
    dam, there are three shelf stand thingies... two of them are parallel to each
    other.  The one which is perpendicular to those two houses the Anaconda
    minigame cartridge.
    (2) AstroLander (NeoTokyo):
    On Normal and Hard, in the lockers next to the laptop and digital camera,
    there's an AstroLander cartridge as well as the SBP90 Machine Gun.  AstroLander
    rocks :)
    (3) RetroRacer (Robot Factory):
    Apparently the third cartridge is a racing game, and it's in the Robot Factory
    on Hard.  Know what I have to say about that?  ...Ouch.  Apparently it's under
    one of the ramps in the last room before the Machinist.
      +                                                               +
      |   6.  Mapmaker Tutorial                                       |
      +                                                               +
    For complete beginners to the Mapmaker, the best place to start is, surprise
    surprise, the Beginners section.
    In this section, you cannot have more than one floor, you can only make
    multiplayer maps, you cannot add mounted guns, or do triggers. Sounds boring?
    Well its surprising the quality if the maps you can make using this.
    Mapmaker Beginners Tutorial
    Start off by loading up the mapmaker on beginner. Now, if you mvoe the d pad
    left and right you can cycle through the options.
    3 are available at this time, Tile, Light, and Items. First, select tile.
    This is where the layout of the map comes from. Begin by choosing the small
    room tile. Place it anywhere on the map. Now choose another small room, and
    connect the two, so they look like this:
    I     I      I
    I     I      I
    I            I
    Now create a long corridor coming from the bottom of one of the rooms.
    Connect a Large Open room to this. This will give you:
    I     I      I
    I     I      I
    I            I
    I----------I I
               I I
               I I
               I I
          I----   -----I
          I            I
          I            I
          I            I
          I            I
          I            I
          I            I
    Next, connect more corridors and rooms until you have a layout you like. Now
    you need to choose your tileset. A tileset is what
    makes the map look good. It is what are on the walls, ceiling and floors.
    They all have slightly different layouts too.
    You have 4 to choose from:
    Victorian: Checkered floor, steel girders and traditional walls with windows
    and fireplaces.
    Industrial: Plain Concrete with pipes everywhere.
    Alien: Futuristic tileset resembling the inside of the UFO from the return
    to planet x level. Steel walkways with red carpets
    and portholes.
    Virtual: Strange. Blue walls with cyan outline. Looks like nothing on earth.
    When you're happy with that, its time to add some items!
    Choose the item tab by moving left and right on the d-pad. Firstly, you'll
    want to add some guns. Under the guns tab,Sprinkle them generously around
    your map, about 2 or 3 of each is enough. Put the 5th weapons in hard to
    reach places. You'll also want to add some crates for cover.
    These are under objects. You might want to add ammunition in the map, but in
    my opinion you dont really need it. Add some health and body armour too.
    Whilst you are on the items tab, if you move your cursor in between two
    tiles, you can create doors or windows. Just press A to create a door or Y
    to create a window. All doors open automatically.
    Now, lighting effects.
    If you want to show off with something fancy, such as a flickering light
    that seems broken, or a red alarm flashing, this is for you.
    Take the room you want to change. Move onto the Light tab with the left and
    right buttons on the d-pad, and then click on the light (a white dquare)
    that you want to change.
    First, choose the colour. Then, move to the side and choose what sort of
    style you want. Here are some preset lighting effects i thought up:
    Spooky: Colour: White   Style: Flicker  This is handy for creating the
    effect of broken lights or lightning.
    Alarm: Colour: Red    Style: Pulse   This gives a sort of alarm effect,
    useful for creating atmosphere.
    <ill add more soon>
    And that just about concludes beginner mode. When you think you've mastered
    it, move onto advanced mode, where you can make you own
    single player mission, add mounted gun turrets, add triggers and many more
    Advanced Mode tutorial
    Welcome to advanced mode! This mode gives you much more freedom. You can
    create multiple floors, bridges, etc.
    I'll begin by showing you how to do a basic 2 floor map. Nothing too
    adventurous to begin with. First create a long corridor with small rooms on
    both sides every so often. At either end, you should put a ramp so it leads
    upwards. Just connect it as if it were a corridor. It may seem to have no end,
    but thats on the next floor. Do not change floors, if you put the ramp in the
    correct place, it will lead upwards. Do this at the other end, then press up on
    the d-pad to move up a floor. You should see the layout below but darker, and
    your two ramps. Build a similar layout on top, with a long corridor and rooms
    coming off.
    Just connect this to the top of the ramps and test your map out. If done
    correctly, you should be able to move to the next floor via ramps at
    both ends of the corridor. You've made your first multi-floored map!
    Now, lets try something more adventurous. We're going to do a single player
    mission, with mounted guns, bridges, and triggers.
    The objectives for the map will be to:
    a) Eliminate Captain Snow
    b) Plant the bomb on the terminal
    c) Escape the base before it explodes (this will add when objective b is
    d) Do not allow the missile to fire
    First, lets create the layout. Make the player start in a small room, with a
    pistol and ammo next to them. Outside the room, build a corridor network
    connecting other rooms. In one of the rooms, place a red key. Do this via the
    items tab. Build a ramp leading out of the tunnel network, and place a door at
    the bottom of it. press x twice and the door will change to a blue door. This
    means you will need the blue key to open it. Bring another corridor off,
    leading into a large room only accessible through red doors, and in this place
    the blue key. Then, above the ramp, place lots of open rooms together, but do
    this so it is on the floor below the top of the ramp. In the room, you'll need
    bridges and bunkers arranged correctly. Move to the floor above. The lighter
    squares will be ones you can walk on, so make sure they are all connected. Put
    yellow and green keys in the room, at opposite ends. At one end of the room,
    make a corridor leading to a pit,and put green and yellow doors at either end.
    and finally a ramp in the next room. The layout is complete!
    Next, add some enemies. Scatter troops such as nikolai and sergeant shivers
    around the map. Place about three in the tunnel network, one guarding the red
    key, one guarding the blue key, and put the rest in the large room. Save a slot
    at the end for captain snow, place him next to the pit. Give him a weapon such
    as double SPB90 machine guns.
    Now, we need to add the most crucial part, the triggers. Move across to the
    game logic tab, and click on add new logic. On the menu that comes up, click on
    game started so there are white dots on it. Then click done. ON the next one,
    select new action. Choose timer, name it timer 1. Save the logic operation as
    missile time.
    Next trigger. Click on add new logic, then new trigger, choose enemies, the
    captain snow. From the menu, choose captain snow is killed. Click done and add
    a new action. Click objective, objective a. Call it Eliminate Captain Snow.
    Then change it to objective a complete.
    Next trigger. Click add new logic, choose new trigger, new switch. Call it
    switch one and place it near the blue key. Then choose switch one activated. On
    the next menu, choose new action, and choose timer. Click add new timer, call
    it timer 2, and choose timer 2 start. Add another action, objective. Choose new
    objective, and call it Plant Bomb. Highlight them both then click done.
    Next trigger. Add new logic, choose new trigger, choose timer one. Then when
    timer 2 reaches 3 minutes. On the next menu, click new action. Put objective,
    then new objective. Call it Escape the base before the bomb explodes. Then
    choose objective c failed. Then choose done.
    Next trigger. Add new logic, choose new trigger. Choose timer, timer 1. Then
    select timer one reaches 5 minutes. On the next menu, choose new action. Put
    objective, the new objective. Call it Do not allow the missile to fire. Then
    choose objective d failed. Then click done.
    Final Trigger. Add new logic, choose new trigger. Choose Location. Select
    the location at the bottom of the ramp after the pit. Then choose objectives c
    and d as the action, and move the arrows so they both say complete.
    If you did it correctly, the map and objective system should work. Phew!
    That's all there is to mapmaker. Now get making maps!
    (Thanks to Callum Hamilton for this section. Email him for questions regarding
    his tutorial at lordkal@hotmail.com. Please don't abuse his email addy with
    spam and junk or I'll personally remove [his addy].)
      +                                                               +
      |   7.  Credits                                                 |
      +                                                               +
    Credits, in the order of the date of his/her/their contribution:
    gamewinners.com      :  For [some] of the rewards section information
    Richard Giles        :  For the information on Sergio's Last Stand
    Cropolite2401        :  Information on the Stain Removal challenge
    Michael Green        :  For a diagram in the Aztec level
    Turbo G              :  Although many people later emailed about this, Turbo G
                            was first: he informed me of the purpose of the
                            weapon parts in "Return to Planet X"
    mogtaka              :  Monkey Business information
    Jeff Mitchell        :  "Pane in the Neck" Mis-information brought to my
    Aardvark2103         :  More mis-information brought to my attention.
    Marc Louisseize      :  Pointing out mis-information.
    RbrtTurner           :  Lotsa corrections, as those are always good, and some
    Tagrineth            :  For corrections in the tables, as well as a few hints
                            for the single player. She also contributed the
                            "Game Cards Rewards" section.
    Husky219             :  Some corrections in Siberia, letting me know that it
                            only takes 3 mines to destroy the biocontainment
                            container, and he told me that it's the *special
                            forces* that attack you on the dam, not mutants
    Firaga01             :  Gave me more precise information on the R-109 Beta
                            Challenge, and corrected the "Half Death" requirement
                            for getting the Drone Splitter.
    ifandonlyif600       :  More specific locations of the weapons part in
                            "Return to Planet X," and s/he gave me a multiplayer
                            tip, seen in my description of the ElectroTool
    Jonathan Petersen    :  Pointed out that objective I missed in NeoTokyo. Good
                            thing he emailed me ;)
    Billy Bissette       :  For quite a few chart corrections (could I be any more
    Acdmitchell          :  For supplying me with the information of what you earn
                            by beating the single player missions on Hard.
    Rory Scollard        :  A tip in the "Aztec" level, saying that you can use the
                            explosive watermelons to kill the golems, and a
                            correction in the Arcade charts.
    MonstrousBilly       :  Correcting me, saying that the Thompson Machine Gun
                            wasn't used in WWII.
    Tyson Reinhart       :  This guy informed me that the Tommy Gun WAS used in
                            WWII. This is getting rediculous.
    sliderx666           :  Arcade challenge "Superfly Lady" information. More
                            specifically, s/he informed me that you get the
                            Assault Level Hanger as a reward.
    Callum Hamilton      :  ENTIRE mapmaking tutrial submitted.
                           FAQ/Walkthrough by black hole sun
                          (c) 2002 Paul 'black hole sun' Lauria
                             Completed in November of 2002
                                  All rights reserved