############# #### ######## # % ## ## .%### #####*# #% . ### %## ## =#. ## +#* #: ########### ###% #% ### ####### # ##@#### #- ## #- # ## ## # *#. + %% - ### #*# # ## #. ### ## ## # # ## *# # ## =#= %### ### # ### #= ###- #* #- # ### ##+#: ### ###- .#* # ## ## #### #### #@-+ #+ #% ## # # #* # ## *##+ * ## ## ## # #### # ## #- ## # # ## # # =##: #. #@ ## # . ###-#. # *###* #@ #@####### ##*#### -## ####.= :# #### #### .#### #### # +#: ## ### .-= %##: - -@######## *- :*#### #% -@#+ . @##+ *##+ -## -* . ## ++*@##########################*. .-=:. ## @### ## ## ######## ###= ## Future Perfect .#+ _____________________________________ / \ |Written by: Kevin Richards (shamu200)| |Copyright 2005 Kevin Richards | \_____________________________________/ Note: This guide was written with the GCN version of TimeSplitters: Future Perfect, and while most of this guide can be applied to both the Xbox and PS2 versions of the game, there are certain differences between this one and the other two that can't be covered (like the online play.) If you would like to jump to any of the sections or their sub-sections just use your browser's find feature (usually Ctrl + F) and type in the section name or the sub-section ID (i.e. #0.0) and you'll be taken straight to it. ,----------------- |Table of Contents `----------------- Pre-sections: #0.1 - Version History #0.2 - Introduction Section 1: Story Mode #1.1 - (2401) Time to Split #1.2 - (1924) Scotland the Brave #1.3 - (1969) The Russian Connection #1.4 - (1969) The Khallos Express #1.5 - (1994) Mansion of Madness #1.6 - (1994) What Lies Below Section 2: Arcade League #2.0.1 - Amateur League #2.1.0 - One Gun Fun #2.1.1 - Rockets 101 #2.1.2 - Big Game Hunt #2.1.3 - Divine Immolation #2.2.0 - Night Stick #2.2.1 - Commuting Will Kill You #2.2.2 - Toy Soldiers #2.2.3 - Dam Cold Out Here! #2.3.0 - On the Take #2.3.1 - Vamping in Venice #2.3.2 - Pirate Gold #2.3.3 - Virtual Brutality #2.0.2 - Honorary League #2.4.0 - Dead Weight #2.4.1 - A Pox of Mox #2.4.2 - Rumble in the Jungle #2.4.3 - Freak Unique #2.5.0 - Fever Pitch #2.5.1 - Outbreak Hotel #2.5.2 - Missile Bunker #2.5.3 - Bag Slag #2.6.0 - Mode Madness #2.6.1 - I Like Dead People #2.6.2 - Zany Zeppelin #2.6.3 - Lip Up Fatty #2.0.3 - Elite League #2.7.0 - Smash 'N Grab #2.7.1 - Screw Loose #2.7.2 - Oh Shoal-O-Mio #2.7.3 - Astro Jocks #2.8.0 - Group Therapy #2.8.1 - Zone Control #2.8.2 - Front Loaded #2.8.3 - Old Blaggers #2.9.0 - Retro Chique #2.9.1 - The Dead, The Bad and The Silly #2.9.2 - Ninja Garden #2.9.3 - Sock It To Them Section 3: Challenge Mode #3.1.0 - Behead the Undead #3.1.1 - Brain Drain #3.1.2 - Rare or Well Done? #3.1.3 - Boxing Clever #3.2.0 - Cut-out Shoot-out #3.2.1 - Hart Attack #3.2.2 - Come Hell or High Water #3.2.3 - Balls of Steel #3.3.0 - Cat Driving #3.3.1 - The Cat's Out of the Bag! #3.3.2 - Lap It Up #3.3.3 - The Cat's Pajamas #3.4.0 - Super Smashing Great #3.4.1 - Avec Le Brique #3.4.2 - Absolutely Potty #3.4.3 - Don't Lose Your Bottle #3.5.0 - TimeSplitters 'Story' Classic #3.5.1 - Queen of Harts #3.5.2 - Sammy Hammy Namby Pamby #3.5.3 - Glimpse of Stocking #3.6.0 - Monkeying Around #3.6.1 - Electro Chimp Discomatic #3.6.2 - Melon Heist #3.6.3 - Brass Monkeys #3.7.0 - Miscellaneous Challenges #3.7.1 - Cortez Can't Jump! #3.7.2 - TSUG: TimeSplitters Underground #3.7.3 - Plainly Off His Rocker Final Sections: #F.1 - Contact #F.2 - Contributions/Thanks #F.3 - Legal /-----------------------------------------------------------------------------\ | Pre-sections | \-----------------------------------------------------------------------------/ ,---------------------- |#0.1 - Version History `---------------------- ____ /0.01\ Just started writing the FAQ. I have completed 3.1% of the game so far. ____ /0.02\ Added some ASCII art made by using the TimeSplitters: Future Perfect logo in ASCII Generator. Also added various ASCII borders around headings. ____ /0.03\ I've finished the walkthroughs all the way up to (1924) Scotland the Brave on Easy. I've also added a walkthrough for the Cat Driving part of Challenge Mode. ____ /0.12\ I've completed walkthroughs for all parts of the first three challenges in Challenge mode. ____ /0.17\ The walkthrough for (1969) The Russian Connection is now finished. ____ /0.19\ I've added the fourth challenge in Challenge Mode to the FAQ now. I've also given two new sites permission to use this FAQ, which are listed down in the Legal section. Finally, in case you are wondering how I come up with the version numbers here (as they are pretty jumpy), I am using the whole numbers of my percentage of the game that is complete at the time I change versions. EDIT: In this version, I spent about 30 minutes stripping out the line breaks in each paragraph so I could use this FAQ in Microsoft Word. This will allow me to have a more powerful spell checker, and now I'll also have a grammar checker. In addition, I'll be able to let Word take care of most of the line breaks when I save the file over to its text version. This will let me worry about other things than trying to keep each line at 79 characters. ____ /0.27\ I've added a Contributions/Thanks section. I've added walkthroughs for some of the Arcade League missions. I've also added some more walkthroughs for Challenge Mode. The codes for Challenge Mode have been changed to accommodate the Arcade League. I've improved the codes for Challenge Mode to make it easier to get to the individual challenges. ____ /0.53\ Sorry that it's been so long, but I've added a whole lot to this update. I now have walkthroughs for all the Arcade League challenges, and all but two of the Challenge Mode missions. You're also getting another Story Mode walkthrough, this time the second '69 mission: The Khallos Express. Umm... there's been more contributions, so go check 'em out. I've also added another website to the list of people who can host this FAQ, but you will be able to always find the most recent version here on CheatCC.com. Finally, I've changed the look of the version history. I think it looks better and is easier to read :D ____ /0.66\ Sorry that it's been so long, but I have another two levels for you. I've also finished up the walkthroughs for Challenge Mode. Umm... I can't really remember anything else, so that's all for now :D ,------------------- |#0.2 - Introduction `------------------- Well, this is my very first FAQ here on CheatCC, or really anywhere else. When I had my own website (Game Cheats Central) on Geocities a couple of years ago I was planning on writing a complete walkthrough for all aspects of TimeSplitters 2, but I sadly lost interest in the site before I had completed it. I had complete walkthroughs up through the NeoTokyo level on Easy. Anyways, seeing as three days after TimeSplitters: Future Perfect came out there still wasn't a FAQ written I decided to write one myself (impatient, aren't I?) I knew that the void would be quickly filled so I started as soon as I got the idea. I most likely won't be finishing the sections in perfect order (i.e. First Story Mode, then Arcade League, etc.) I'll just be writing them up as I play them. As you can see I've already shown that I'll be doing it fragmented. I have (as of 3/29/2005) the first three Challenge Mode walkthroughs finished, along with the first three Story Mode levels. I don't really like to play it all in perfect order on a game like this, so I'll end up writing it in an imperfect order. You can find the legal and contact info at the bottom of this FAQ. Please take the time to read it if you want to contact me or if you are interested in using this FAQ on a site other than CheatCC.com ,--------------------- |Section 1: Story Mode `--------------------- /-----------------------------------------------------------------------------\ | #1.1 - (2401) Time to Split | \-----------------------------------------------------------------------------/ ,----------------------------------------------------------------------- |Sergeant Cortez returns from a daring assault on a TimeSplitter space |station - with him he carries the recovered Time Crystals which could |bring the war to an end. On his final approach a laser hit causes his |ship to malfunction and Cortez is forced to crash land. It is essential |that he brings the crystals back to Spacetime Marine HQ. `----------------------------------------------------------------------- After the cut scene ends, you'll still be unable to control yourself for a short bit. Blame it on the fact that Cortez decided he wanted to land upside down. Anyways, after you drop out of the ship a Marine will hand you the Scifi Handgun. He'll then run off, so equip the Scifi Handgun and follow him. If you want, you can change the fire mode to 'Ricochet' by pressing UP on the D-Pad. NEW OBJECTIVE: Reach the rebel base You'll catch up with another marine who is taking cover behind some debris, and when you get close enough you'll be attacked by three of the enemy. Dispatch them and then run ahead some. You'll find two of them across the gorge; one is next to some debris and the other will come running up from the left. After they are gone, your Marine friend will tell you to follow him again. He'll take you across a ship that just happened to be lying over the gorge (convenient, eh?) Anyways, follow him across and you'll find another three enemies. You can use the debris for cover, but with the two Marines helping you I don't think you really need to worry about them damaging you much (if at all.) The first two shouldn't be a problem but the third one is taking cover behind a boulder. If you zoom in you should be able to have a pretty clear shot at his head. Of course, there's still the Marine you met up here shooting at them from the other side of the gorge and the one who you are following, so he shouldn't pose any real threat either. Run ahead and don't forget to pick up the enemy's ammo while you're at it. Very quickly, you'll come up to a turn that will take you straight to several Marinesthat are pinned down by enemy fire. If you need the health, either before or after this shoot out, you'll find some by the first Marine on your right. There are probably around a half-dozen of the enemy right here. As before, don't miss their ammo. In addition, one of the enemies dropped a Plasma Rifle. Makesure to pick that up so you'll have an automatic weapon in you arsenal. Down by the end of the rocks along the wall to your right you will find some more ammo and some Plasma Grenades. Up ahead you'll see some Marines on a bridge. Sadly, they didn't see the fighter crashing towards it until it was too late. They both blow up, taking the couple of Marines standing on it with them. Below the bridge along your path, you'll encounter five more enemies. You can pick them off with the Scifi Handgun or rip them to shreds with your new weapon. You could probably even get them with a Plasma Grenade. The first four are grouped together near the boxes just under the bridge, but the fifth one you probably won't be able to see until you've walked over to the boxes. Run up ahead and you'll see this MASSIVE Splitter mothership floating there. The Marines waste no time in shooting her down, and she'll come crashing down straight towards you! There's nothing to really worry about though :P Anyways, plenty of ammo is just lying at your feet, and along the wall to your right you'll see another health pack. Now you have two Marines tagging along with you, and they'll both run around the corner. Around the bend you'll find another Marine who is standing by a Sniper Rifle. Turns out that the enemy has a little bunker just up ahead and they can't kill them. In an in-game cut scene, you'll see a soldier (Miller) who decides to be brave and promptly gets filled with holes. Anyways, take the Scifi Sniper from the Marine, crouch down, and peek around the corner. You can shoot them both down, but another two enemies will just replace them. What you need to do is shoot the barrels on the right. They blow up, as all barrels are supposed to, and you'll be free to move ahead. Your new friends won't be joining you, as they need to hold that canyon. Move on ahead. Just around the bend, you and your now solitary friend will have to deal with a TimeSplitter. He'll come running down the wall to your right. If you've played the last game (and possibly the first, although I've never played it), you'll remember the Splitter's annoying ability to turn invisible. If you can kill him before that happens, good for you. Otherwise you'll just need to either follow the Marine's gunshots, wait for the Splitter to reappear so he can shoot you (with electricity), or catch sight of him when he gets hit. Your Plasma Rifle is best for this as it can fire rapidly enough to take down the Splitter before you receive too much damage. After he's been taken down another will come up, running towards you from the hill in up ahead along the right wall. Dispatch him just as you did the first one. Afterwards, follow the Marine ahead. You'll be hearing gunfire, and you'll soon see why: Three Splitters are ganging up on one Marine! They are all to your right, with one getting uncomfortably close to the Marine. He's to your left, sitting down against the canyon wall, and screaming for help and a medic. Anyways, take out the closest one first and then the other two that are moving towards you. After you have finished up with them, the Marine will thank both of you and ask you to follow him. NEW OBJECTIVE: Use the gun emplacement to defend against the TimeSplitter attack He happened to be sitting next to a machine gun nest, and he wants you to man it. I would've manned it without him asking, but... Anyways, you had better man it quickly as you'll have plenty of Splitters to deal with shortly. They will start by coming towards you from in the front, but soon you'll have to deal with some coming out of the canyon pass that you came out from. They will also be coming down the canyon wall in front of you. The Marine will gladly alert you to Splitters coming from new directions, so just make you pay attention to him. Overall, I'd say there is 1-2 dozen of them. After you finish them off dismount the gun so you don't accidentally shoot your fellow Marines that are coming towards you. You should pick up the ammo that is behind you after you dismount. OBJECTIVE COMPLETE: Use the gun emplacement to defend against the TimeSplitter attack Run over to where the Marines came from with your Marine friend and turn the corner at the end. You'll see a bunch of Marines and several Splitters battling it out. NEW OBJECTIVE: Help defend the rebel base All you have to do is help kill off all the TimeSplitters. There are at least a half-dozen of them, so this won't just rush by in a couple of seconds. There several that are right in front of you, and more will be coming from up ahead and to the right. After you clear the path directly in front of you, go ahead and move closer. Eventually you'll get close enough to look down the path they are coming from, but make sure none have slipped past you or you might get a good blasting from the side. Once enough of them are dead you can move on, so head back behind the row boxes some of the Marines are using for cover. OBJECTIVE COMPLETE: Help defend the rebel base Don't worry about the Marines you've left alone, as they'll be getting fire support from the ledge. Quickly run to the back of that area and take the door to your right. Congratulations, you've just passed the first level and given humanity a second chance for survival! OBJECTIVE COMPLETE: Reach the rebel base /-----------------------------------------------------------------------------\ | #1.2 - (1924) Scotland the Brave | \-----------------------------------------------------------------------------/ ,------------------------------------------------------------------------- |Cortez has been sent back in time to Urnsay, a small island off the coast |of Scotland to investigate the time travel residues which Anya detected. |On arrival he finds himself in the midst of a battle raging between the |British Navy and foreign troops occupying the island. Fortunately the |eccentric Captain Ash has offered to lend a hand. What ho! `------------------------------------------------------------------------- Cortez yet again decides to make trouble for you, this time by initiating the British Navy's attack on the island. The cut scene is truly funny though, as is Captain Ash. After you've all agreed to help each other, Captain Ash will take you over to the island. Once landed, he'll hand you the Kruger 9mm. You also have your Temporal Uplink now, which is really quite useful. In its default mode it can pick up certain objects (like barrels), and then when you release the trigger it will shoot it forward. The results can be quite explosive sometimes! Its secondary mode happens to be your map/radar. It can't see too far ahead and it takes a couple of second to warm up, but it still can be useful. Anyways, take out your Kruger and let's head off. NEW OBJECTIVE: Protect Captain Ash NEW OBJECTIVE: Infiltrate the castle If you head over to the little boat you two came over in, you can pick up the Flare Gun. After you've run up the hill a short ways, you'll come across an archway that Captain Ash will crouch down by. You should to, that way you'll be able to listen in on the guards' radio transmission without them noticing you. Anyways, they won't start to say anything until you move under the archway, but it would probably be best to wait until after Anya is finished chatting with you and Captain Ash talks about how *shady* they look, that way you can easily understand them. After the radio transmission is over go ahead and take them out. If you want to be sneaky with killing them, you can always use the Kruger's secondary fire mode, which adds a silencer to the end of the gun. Using the silencer seems to make them completely oblivious to you if you go for headshots. After you have taken down the two in the lookout post move forward and you'll see a third guard standing off to the left where the first two were. Once you have moved close enough to him, some artillery or something will come crashing down on him, saving you the trouble of eliminating him. Of course, if you weren't trying to be stealthy he would've come after you by now. Once all three are dead, you should head over to where the first two were. There you'll find the Vintage Rifle and some ammo for your Kruger. If you went for headshots though it'll only increase your ammo by two bullets, but you never know when they could come in handy. Now walk up the pathway and when you get close enough to the first building it will blow up! Make sure you've pulled out your Vintage Rifle, because you'll have at two enemies shooting at you from up on the ledge just ahead of you. You can always use the building for cover against the one to your right while you take care of the one on the left. Once you've eliminated both of them, go just past the blown up building and make a right. Continue all the way forward as far as possible and then make another right. Enter the building there and climb up the stairs. At the top, you'll find five Grenades. After you've picked up the Grenades, head back to the slope and continue up it. It would be wise to crouch down and hug the right side of the path, because just around the bend is another machine gun nest pointed straight at you. Once you get close enough a plane will bomb the hell out of it and you'll be safe to move on. Close enough would happen to be along the wall just behind Captain Ash. Once you hear the satisfying explosion and see a plane fly closely over your heads you'll know it's safe to move on. After you run up the hill, you'll have several enemies to deal with. There are one on each side of the balcony on the ground, and then one on top of the balcony. The one to the right of the balcony will be blown to kingdom come, so don't worry about him. You can snipe the one on the balcony and Captain Ash should take care of the one on the ground. Now before you run off to the castle with Captain Ash you have some things to take care of. Switch over to your Kruger 9mm and look over to the two buildings to your right. There is an enemy standing on the side facing the ocean that has a Kruger 9mm (x2). Run around the building and fill him with holes. Take his double Kruger and then switch to another weapon and back again (it won't automatically pull out the second Kruger as soon as you pick it up, so this'll get it out.) Now that he's been taken care of, run into the building he was next to. In the back-right corner you'll find some Body Armor. Pick it up and head over to the door under the balcony to catch up with Captain Ash again. Once inside, head out into the opening. You'll see two gates fall down, trapping you and Captain Ash with the enemy. *Checkpoint Reached* There are four guards on the lower level, and at least two up on the second floor. After they are taken out, run over their weapons. You'll find a new one, the K-SMG. This is your automatic weapon for the level, although as Anya mentions it isn't listed for this time period. If you need more Grenades, you can find a box of them on the left side of the room behind some boxes near the back. NEW OBJECTIVE: Escape the trap All right, now it's time to head up the stairs. You'll find them at the back of the room on the right side. Right at the top of the stairs is another enemy. Dispatch him and make a left to find two more guards. Kill them quickly and move to the end of this side of the platform. You can either go into the room there or stay right at the entrance, but either way you'll have one last enemy shooting at you from the room at the end of the platform on the other side of this room. Once you've taken him out you can begin to worry about getting out of the trap they set for you. Oh, if you're low on Body Armor you can find some more in the left corner of the room nearest you inside the room on this side of the platform. In the room opposite of this one is a health pack if you're in need of that as well. Ok, in the room with the health pack is a switch to raise the portcullis. Flip it and you'll raise the gates. OBJECTIVE COMPLETE: Escape the trap Once you've run about halfway down this side of the platform, you'll find out that the water is rising in the middle of the room, bringing the gunboat there with it. You'll have to disable the gunboat so Captain Ash can move on, so head over to the crane controls on the platform that connects the two sides together. Activate the crane and lift the gun, and the gunman, off the boat. Drop him into the water and you're free to go. If you drop him back onto the boat though, well things will be a tad more difficult now. You won't be able to pick him up again with the crane, so head back down to the first floor and use your Temporal Uplink to grab him. Lift him over the water and let him go. With luck, he'll be shot into the railing and fall into the water. After that fiasco is finished, head back over to Captain Ash so we can move on. Run through the door and you'll be back outside. Once you turn around the bend, you'll see a building off to your right. *Checkpoint Reached* Go on a little further and a plane will bomb a truck, sending its passengers and itself to a watery grave. Anyways, head down to the end of this road and hand a right. You'll see another truck just waiting for you to drive it, but first you need to take care of the enemies inside the building. There are explosive barrels inside & outside the building, so you can use your Temporal Uplink to toss them around in there. You could also throw a Grenade into the building with similar effects. There are three guards in there, so take them out as you wish. After they are gone head into the back room where you'll find a Vintage Rifle on the table and some more Grenades on the floor. If you climb the stairs behind you, there's a Health Pack at the very top of them. Once you have finished up in here, go outside and take the drivers seat of the truck. Captain Ash will mount the machine gun in the back. That doesn't mean he'll have all the fun though, as you are free to run over anyone you wish! All right, now drive the truck back onto the road and just follow the path. Two enemies down and you'll come across a gate. Just run that down like you probably did the enemies and take down the third one just past it. Up ahead is another lookout post thingy along with another soldier. You'll find some more Grenades behind it if you need them. Now just past the lookout station is a drawbridge, but it's not lowered! Don't worry though, as you can use your Temporal Uplink to grab a hold of the lever on the other side and pull it down, lowering the bridge. If Captain Ash hasn't already taken them out with the machine gun, you'll have two enemies to deal with. The first will have mounted the machine gun nest on the other side of the gap. The second will be on top of the castle ahead, so you'll need to use the Vintage Rifle to take him down unless you're a really good shot. The first can be eliminated however you see fit ;D Once you've lowered it, jump back into the truck and make your way across the bridge. Just past the archway up ahead are two enemy soldiers that are quickly dispatched under the might of your truck. Make your way around the bend and you'll run into another guard. If Captain Ash doesn't take him out with the machine gun, you surely will with your truck. Don't worry about the barrels rolling down the hill just after him, as it doesn't seem like you can set them off by running them over. Climb to the top, taking out the last two enemies on this path and park your truck somewhere. By the truck on its side, you'll find another Health Pack along with some TNT. Grab the TNT and place it on the left door (the right door seems to do nothing but waste your time and ammo.) Stand back and watch the fireworks. You may need to use your Temporal Uplink to clear away the barrels around the explosives if you can't move past them. Anyways, now that the door is gone you should head through it. You'll find a couple of dead guards just inside it, so feel free to loot them for their ammo. You may also want to pull out your K-SMG, because you'll have to deal with three guards who are packing that same weapon almost as soon as you enter the room. *Checkpoint Reached* OBJECTIVE COMPLETE: Infiltrate the castle NEW OBJECTIVE: Locate the time crystal mining site Two will be up on the second floor, and the third will be on the staircase. Take them out quickly, and climb the staircase. Go around the pathway and you'll run into another two guards. The first will come out of the room right in front of you while the other one will come out of the room that is to the right of the first one. After they are all gone, Captain Ash will start talking about needing to find a good vantage point. He'll go into the room where the last guard came out of, where he'll end up looking through two crates before finding a pair of binoculars. After that, he'll go through the only other door in here and find a box of flares. He'll tell you to move on and he'll catch up to you later, but if you stick around until after he has lit the box of flares on fire and moved over to the left side of the balcony you can see a rather nice fireworks show. Just head out onto the balcony and look straight up. If you look over to the box you'll see the flares shooting out of it. This won't last forever though, so head on back to the room with the stairs so we can move on. All you have to do is head straight and just follow the pathway, since it only goes one way. Once you enter the next room, you can choose to go left or right. If you don't need any health go right, but if you do, there's a Health Pack to your left. Anyways, go to the other side of this room and try to open up the door. This'll start up an in-game cut scene. I won't ruin it for you, but it's definitely funny. Afterwards you can now go through the locked door, so let's not waste time doing so. This room appears to be a wine cellar, and inside happens to be one really drunk guard. He poses no threat to you, so no need to kill him. You can pick up some more ammo for your Flare Gun next to him though. After you're finished there go to the lift on the right side of the room. Get on it and Captain Ash will activate it for you. He won't stay long though, as he still has "someone he needs to rescue!" *Checkpoint Reached* Go into the hallway and hang a left. Duck into the indention in the wall and pull up your radar on your Temporal Uplink. You'll hear a guard complaining about the bugs in here, followed by him sneezing. He's on the other side of the metal bars, and he will walk past you without seeing you. On your radar, you should see a big room ahead of you. He's heading for there, but he will be back shortly. Now make sure you are hugging the right side of the indention (that is your right when you are facing the large room on radar.) Another enemy is coming towards you in the hallway you are in, so watch yourself. Wait until the guy heading into the large room disappears on radar (it seems like enemies only stay on it while they are moving), stand up, and club the guard who is in the hallway with you over the head with your fists. It should only take one hit since he'll never see it coming. Now, run back into the room with the lift so the remaining guard doesn't spot you. Wait for him to head back towards the large room. After he is past the metal bars, run up to the room's entrance and wait for him to start leaving. Once he has begun to leave, run up to him and club him in the back of the head just like the first one. Not only is this quiet, but it also only takes one hit if they don't see it coming. Now head back to the large room because you have one more guard awaiting a beating. If you were quiet about all this, he'll never have heard a thing. He's standing by the windows at the end of the room. Run up to him and take him down the same way as the others. You could hit him with a weapon if you wish, but your fists do just as good of a job as any of the weapons would. Leave this room again to go into the hallway the second guard you hit was. You'll find the door just to your right locked, so head left. Once you get up to the stairs, you'll hear two soldiers talking. You can take them out now or you can let them finish and then kill them, it's really up to you. Just keep in mind that as soon as you turn that corner they will spot you. There are also two more soldiers up there, one of which is down the hallway that the two soldiers who are chatting are in. As soon as you pop your head around that corner, those three closest guards will begin shooting at you. You can do several things to help even the odds. The first you can do is turn around at the top of the stairs. You'll see a balcony, and if you throw a Grenade towards the archway on the left, you can take out one of the guards. If you are quick enough you could toss another Grenade, but this time around the corner I told you not to peek around. The third guard won't be taken out so easily, so just whip out your K-SMG and blown him to kingdom come. Finally, climb to the top of the stairs and make a left. You'll find the last soldier in the room right in front of you. My favorite way to take him out is with the Flare Gun, but you can take him out any way you see fit. Of course, you could just run up the stairs blasting anything that moves with the K-SMG and then take out the guy in the bedroom, but where's the fun in that? I like to be creative in the way I take out bad guys, at least when I have to replay a part six or seven times to find all the things you need to know! If you need a restock on Grenades, they're on the table in the bedroom. Nothing else is too interesting in there, although there is a decent view of the court- yard if you look out the window. Anyways, go back out into the hall and head towards the end. On your left, you'll see a small room. There are three cameras in there. The first one shows the Kitchen, along with one guard beating on another. The middle one shows you the Briefing Hall Internal and will also activate your next objective. Finally, the last camera shows us the Briefing Hall External, which happens to be the room we are currently in. NEW OBJECTIVE: Gain entry to the meeting hall Leave the camera room and turn left. You'll find two doors there, and you need to be taking the one on your right. Once you are in this room, go towards the bed and turn right. Make another right and then a left and you'll find some Body Armor. Pick it up if you need it and then go back into the bedroom. Go around the bed and head to the room on your left. Inside you'll be able to listen into the Lieutenant's conversation with their Leader. After they are done talking, enter the next room. The camera will pan out and give you a good look at the room until it finally comes to rest on the Leader. Give it a second and control will pop back to you. In addition, the Leader will now notice you standing up there, so be prepared for a fight. OBJECTIVE COMPLETE: Gain entry to the meeting hall There are around three soldiers, so they shouldn't pose too much of a problem. After they have been eliminated, hop downstairs and take the door on the other side of the room. Once you run up to the grate on the floor another in-game cut scene will start up. Look familiar? I thought so. *Checkpoint Reached* Once it's over, continue moving forward. If you take a left, you'll find the Kitchen along with a guard looking out the window. You can easily get in a head shot with the Kruger, but to keep from drawing attention you might want to switch over to its silencer. After he's dead, go all the way over to the end of the room and turn right. You'll find a Health Pack along with some ammo for your Kruger. Once you're done in here, leave and continue on the path you were following. At the top of the stairs, you'll find another guard who is oblivious to you presence. That won't last for long though, as he'll turn to face you after a few seconds. Take him out as you see fit and then take out the guard to the right of him who may or may not have noticed the commotion. Once they are out of the picture make a right and you'll see another set of stairs to your right. You don't need to worry about the bedroom up here, as it is completely empty. Anyways, pop up the stairs and continue on until you find a room to your left. Sitting inside of it on a table are some Anti Tank Rockets (which the game calls K-SMG Grenades.) They are the ammo for your K-SMG's secondary fire mode nonetheless. Make sure to save these as they will used in the upcoming boss fight. Leave the room and continue down the hallway. Go into the camera room on your right and take out the soldier standing on the left side. Now if you look into the left camera you'll see the Wine Cellar. There are now two guards standing over the drunk. Next we have the middle one, which has an uncomfortably close look at Captain Ash's face in Prison Cell A. Finally, there is Prison Cell B in the right camera. If you need ammo for your Vintage Rifle just climb the stairs in here. Now leave this room and follow along the path you were previously on. Once you enter the next room, you'll see a plane come crashing down into the courtyard, killing off all the enemies that were there along with all those poor, defenseless barrels! Oh, right, the walkthrough :P Anyways, continue on and you'll find the Prison Cells in the next room. The first one will contain Captain Ash and his 'assistant.' You'll be given a new objective after he is done talking to you. NEW OBJECTIVE: Help Captain Ash rescue his assistant Head over to the next room, unless you want to take a quick look at his assistant and her skimpy outfit ;D Anyways, shoot some holes into the barrel so its contents spill out onto the floor. At this point, his assistant will move to the other side of her prison cell, clutching onto the bars in a desperate attempt to break free. Your Flare Gun will make short work of the liquid, and when it gets to it, the wall and bars. She'll come hopping out (literally) and you can get the best look at her in the game, if you're interested. Captain Ash will come running into the room after a few seconds. OBJECTIVE COMPLETE: Help Captain Ash rescue his assistant After you move out of the captain's way, he'll run over to his assistant and you'll hear another one of this game's funny conversations. Now it is time to part ways with Captain Ash and his pretty assistant, so leave the room and hang a left. Go down the stairs and you'll find some Body Armor on a table. Just below the stairway is an organ. About 10 or so seconds after Captain Ash is finished talking, Anya will start up a conversation with you and this'll clue you in to where you need to head next. NEW OBJECTIVE: Access the underground areas of the island Anyways back to the organ. If you go up and play it, you will get one of four songs played for you, one of which is the theme from the Anaconda mini game in TimeSplitters 2 and another that you would hear at a game of baseball. There's another one there I recognize, but I don't know its name. The fourth one I've never heard before, so I can't give you anything on that one. Other than for entertainment, the organ is completely useless to your goals. Once you're done fooling around with it, take the pathway to its right, which will take you out to the courtyard. Make sure you have your K-SMG out and have the rockets equipped. OBJECTIVE COMPLETE: Protect Captain Ash *Checkpoint Reached* All right, once you step out into the courtyard this level's boss fight will begin. The boss for this level is a tank, and it will burst through the wall to your right. NEW OBJECTIVE: Destroy the enemy tank While this might seem like a difficult task it's really pretty simple. You will need two things to destroy the tank. The first is the K-SMG's Anti Tank Rockets, which you should already have equipped. The second would be some TNT. If you didn't pick up another stick after you destroyed the door earlier on you don't have anything to really worry about. There are Rockets and TNT ammo boxes in this courtyard. Ok, the first thing you will need to do is pop off a rocket into the tank. Be careful with the machine gun on the tank though, as it has a pretty rapid rate of fire. Also, remember that your rockets won't hurt it until AFTER it has begun firing its machine guns. If you are in need of TNT, head over to the right corner up ahead. You will find a stick of TNT right by the support pillar. Once you have your TNT out plant them onto the rear of the tank. It won't stay stalled forever, so you have to be quick about this. If you want to make the explosion look even cooler, try shooting a flare into the TNT before it goes off on its own. This will take out the tank, so as I said it isn't a very difficult boss battle if you are prepared for it. The first time I played this level, I was caught off guard, so it ended up being a lot more difficult for me than was necessary. OBJECTIVE COMPLETE: Destroy the enemy tank You being able to destroy the tank all by your lonesome seems to impress Anya, and that can't be a bad thing. You can pick up some more TNT, just in case, at the same spot you grabbed the first stick. If you need health and more rockets, go to the other side of the courtyard and head down the passage on the right. Now head back up and go over to where the tank popped out of the wall. Since all of the doors are locked (including the one you came in through), there's really no point in wasting time trying to get them open. You can't even blow open the two large doors with TNT (the ones at the end of either passage that heads down.) Once you enter the room, the tank came from you'll realize that it is actually a massive elevator. Once you hit the bottom two large doors will slide open. Enter the new room to complete another objective. OBJECTIVE COMPLETE: Access the underground areas of the island You'll see a plane taking off in here and there's really nothing you can do about it. Climb up the ramp and enter the door at the end of it. The other area has a shaft going up, but you can't even get a good look at it because the game won't let you look up at a 90-degree angle. Anyways, once you enter that door you'll finish the level. OBJECTIVE COMPLETE: Locate the time crystal mining site /-----------------------------------------------------------------------------\ | #1.3 - (1969) The Russian Connection | \-----------------------------------------------------------------------------/ ,------------------------------------------------------------------------- |Cortez follows the mysterious Time Traveler from 1924 Scotland to a train |Depot in Russia in 1969. Here, it seems that the Time Traveler is leading |a cult and has teamed up with the arch criminal genius, Khallos. A |potentially lethal alliance but no match for the combined talents of |Cortez and super chilled agent Harry Tipper! `------------------------------------------------------------------------- NOTE: In this level, you'll run across a couple of Jeeps, but the game calls them 'Zeeps', so I'll call them that too. Alrighty, after you've gained control of Cortez again you'll have a couple of options here. The first would be just to kill anything that moves, except for Harry Tipper of course! The next would be to do what Harry Tipper says and go in for a stealthy approach. If you decide to listen to him, pull out your Pistol 9mm and switch over to its silencer. In addition to having the silencer, it'll now have a scope attached, so you can take out targets from a distance a little easier. NEW OBJECTIVE: Find the Time Traveler Ok, after he's done talking (or while if you like to multitask), move over towards the box with his binoculars on it. You'll want to be crouched down so the enemy can't spot you. You'll see a soldier in a guard station. Take him down in one shot, because if you miss he'll most likely notice and sound the alarm. Now you'll want to move over to your right some, as several soldiers will be exiting the building on the other side of the boxes you've been using as cover. The first will leave the building and start moving your way. If you've kept low and moved back away from the box with the binoculars, she shouldn't see you at first. Take her down quickly. Shortly after she has left the building, two more soldiers will leave. Wait until they are both out and then take them down with headshots again, starting with the one closest to you. If you've successfully taken down all four enemies without the alarm being raised, Harry will comment that you must've done this before. If you fail to be silent, either purposely or accidentally, he'll say that in space no one might hear you but down here you're as loud as a blaze of fireworks. Anyways, after they are all eliminated go around the building for their ammo. If you are interested in some funny dialog and two more henchmen to kill, head inside the building and go through the other door. Walk down the stairs and wait for them to start talking. Afterwards you can kill them, and luckily you don't need to worry about keeping silent. After you have killed both of them, you can find some Body Armor in here. It's on the bookshelf to your right. Now head back upstairs and outside to Harry Tipper. He's to the right of the guard station. Once you get close enough to him, he'll start to move towards the ditch. Follow him and hop right down. He'll head over to the bars on your left and pull out some laser glasses to cut them away. If it isn't already, switch your weapon back over to its silencer. After Harry is finished with the bars, he'll move forward some, before telling you he's going to take a different route. He'll then climb into the pipe on the left and crawl away, leaving you alone and idiot free. (I personally like Harry Tipper, sort of, but he really seems like he is completely high in this game, and for some reason in the last I always liked to kill him. He's still pretty funny though.) *Checkpoint Reached* NEW OBJECTIVE: Rendezvous at the Water Tower After he's left you on your own, continue along the ditch until you reach the stairs at the end. Crouch down and move up them until you can see the henchman on the right. Using your pistol's scope make sure to put a bullet right through his head. This will help keep you from raising any alarms. Now move over to where he was, crouch back down, and peek around the corner. You'll find a guard right in front of the door leading into a large building. After a short bit, another henchman will waltz around the right side of the building, so keep that in mind. You don't want to blow your cover now do you? After a short bit, he'll come back around and stop at the corner of the building. After pausing, he'll turn to face down the side of the building and pause yet again before making his way down the side of it. Since he'll never notice the guard missing, take him down before this guy even moves around the corner. Afterwards, wait for him to pause at the edge of the building. This is your best chance at eliminating him, mainly because he isn't a moving target now. Now that they are both dead you can move forward, but I'd suggest that you keep crouched to prevent any one from spotting you. You'll want to move forward to where the guy in front of the door was, and while you're there you might as well grab his Machine Gun. By now, you've most likely noticed a guy standing over to your right. You *could* take him down now, but then you'd only be making things harder on yourself. You should've also taken notice of the large, steel crate on the left side of the door. On the side facing the guy by the fence in another henchman, and the second you kill fenceman he'll take notice and run over to him. What you need to do is move along the wall of the building so you will be on the backside of the steel crate. Keep on moving along the wall until you hit the corner. Now you'll probably need to take a step forward, but you'l have a near perfect head shot you can line up. Using your pistol's silencer/scope, you can zoom in and put a bullet right through the back of his head. Do so now and then take the other guy down in a similar fashion. Now head back over to where the first two henchmen were and go around the corner there. If you've been quiet up to now you'll be rewarded with an easier time for now. If you where loud a Zeep would be pulling around the corner at the end of this building once you walked down the side about halfway. If you were quiet though, no one will be coming around the corner at the end. Anyways, keep to the wall until the end and look around the corner at the end. You'll see a bunch of boxes, the Zeep, and a single henchman. You can take him down the same way as all the others: A single bullet to the head with your silencer on. After he is eliminated, head over to the building by the boxes and enter it. You're going to find two opponents in here. The first is a henchwoman and she'll be standing in about the middle of the room facing the table there. The other is a henchman and he's standing by some machinery all the way on the other side of the building. Yet again, you are rewarded for being stealthy. If you had been all noisy, the henchwoman would be standing just around the corner waiting for you and the henchman wouldn't have his back turned to you. If you weren't quiet, your Machine Gun may come in handy here. If you were stealthy, you'll also receive another interesting conversation. As the girl says, she wishes she was dead anyways. Why don't we grant her that wish? Pop around the corner quietly and kill them both. You can take them out in any order, so don't worry about alerting the other one by killing them in the wrong order. Anyways, once they are both dead you have one thing to do in here and two items you can pick up. You'll find the items on the two bookcases to your right. The first one has a Health Pack while the second contains a box of Grenades. Finally, head over to the machinery and shut it down. OBJECTIVE COMPLETE: Deactivate Electricity I have no idea what is needed to get that objective in your list, but I know how to complete it. Maybe if you moved close enough to the electric fence you could get it added to your objectives list, but it really doesn't matter. Now head back outside and go all the way back to where you killed the henchmen near the electric fence. I know it's tempting to just drive the Zeep around some, but that thing is so loud odds are you'll alert someone. If you do alert them, you'll have over a half-dozen enemies to take down, all with Machine Guns. Anyways, once you have gotten close to the electric fence you need to be aware of something. Around the corner of the building, just before the fence, is a henchman. He's a little past it and facing the same was as you are when looking at the gate, so if you keep low and don't do anything to draw attention to yourself you can sneak through the gate without alerting him. In addition, after you move through the gate all the enemies who didn't notice you will disappear! This is because of your next objective. *Checkpoint Reached* OBJECTIVE COMPLETE: Rendezvous at the Water Tower Once you pass that gate, you'll see Khallos and his new friend go into the complex's bunker. Harry will then crawl out of the pipes just below the water tower. He'll tell you that you guys won't be able to get in there without disguises. Your job will be to protect Harry Tipper while he is running through the barracks stealing people's clothes! Climb the water tower to find a Sniper Rifle, some Sniper ammo, and a drunken guard. NEW OBJECTIVE: Protect Harry Tipper Take out your Sniper Rifle and move over to the left side of the tower. Turn to face the barracks on this side of the tower and look over to the left side of them with your newfound toy. You'll find a bunch of boxes and barrels, and this is where Harry will first appear. You can find his health bar along the top-middle of the screen. He'll come out of the ground on the left while guards will pour out of the building on the right. They will take cover behind the boxes and try to fill Harry full of holes. You can snipe all of them, but if you see several of them gathering near a barrel, you might as well blow them all up. There will be six of them in this area. The next area will have Mr. Tipper crawling out of the ground again. He's going to head into the building on the right this time, and of course the enemies will be on the left. There are six of them again, and if you want things to be easier on you here's a tip. The first three will come out together and stay near each other for a short while. If you look on the other side of the boxes the middle one is using as cover you'll find a barrel. Shoot that and you'll take all three of them out. After they are all dead, Harry will crawl back into the ground. OBJECTIVE COMPLETE: Protect Harry Tipper Now you may think you can just waltz right down the tower the same way you went up it, but you'll be quite surprised. The game doesn't want you heading back down the ladder, so try as you might you're stuck up there. It's time to find another way down. Go around the tower until you see a wooden board leading from the building up to the platform you are on. Take it down and enter the building through the hole in the roof on your right. You should equip your Machine Gun now, as you'll be fighting your way down this building. If you wait long enough a henchman will burst through the door, but you can just go through the door and shoot him as he is coming towards you. You happen to be on the third floor, and they have a wooden walkway leading all the way to the bottom. If you went out the door before he entered, you'll probably find him on the other side of this room. Shoot him down. If you wait a little longer, a henchwoman will pop through the door on the other side of this room on the first floor. You might as well take her down from up here. Anyways, walk around to the other side and look down to find another henchwoman coming though a door. This time it's on the second floor, so fill her full of holes and continue down. Once you get over to her corpse look over at the other side. Gun down the guy in the opening there before he does the same to you. Once you've moved towards his corpse, turn around and take a look downstairs. There are two henchmen there, so kill them off so that we can take care of some things. As you are now probably in need of it, turn back around and enter the room behind you. You'll find some Body Armor on the far table. If you want to have a slight advantage on the final person in this building, listen up. Leave the room you are now in, but rather than go all the way down the stairs go into the room across from the one behind you. You'll find a hole in the floor that you can drop down. Now you can either pop out the opening in the wall and shoot him as he pops through the door on the other side of the stair room, or you can go over to the steel grating and do the same basic thing. Ok, go into the room he just came from. If you need some more Grenades, there is a box of them by the table closest to you. Now head through the only other door and you'll meet up with Harry Tipper again. He'll give you your disguise and you'll head into the guard post to change. Afterwards Harry will do the same, but his outfit is a little different than yours. I never spotted this at first, so take a close look at him ;D After Harry has stood in front of the camera in between the two large doors, the one on the left will open up. Follow Harry Tipper inside, and don't worry about all the enemies. They'll think your one of them, so just act natural. *Checkpoint Reached* Harry will run up ahead and turn through the small passageway connecting this tunnel with the one on the right. Go through there, and if you are interested eavesdrop on the two girls in there. Harry will wait for you, so don't worry about being left by yourself. You probably should hang around, as you and Anya will learn some interesting things about the Time Traveler. After their little conversation, move on into the main area of the train station. Harry will stop a short ways in, pointing over to a large blast door. That's where your target is, but you won't be able to get through it until you restore power to the door. NEW OBJECTIVE: Gain Access to Sector 3 As some guy over the base's loudspeaker says, the main power was deactivated in Sector 1. It's up to you to reactivate it, so head over to stairs and take the ones leading up. You'll find a door at the top that will take you to Sector 1A. Enter it and follow the corridor until you get to an intersection. Take a right and you'll be in the main generator room. After Anya is done speaking, the technician will finish up in there and leave. NEW OBJECTIVE: Activate Starter-Motor As he says, the turbines downstairs are next on his list. Once you leave Sector 1A you'll find some guy hitting on Harry Tipper. It's pretty funny, so stay for a while and enjoy the show! After you are done here take the stairs below the ones leading to Sector 1A. This will take your straight into Sector 2, starting with Sector 2A. Run down the stairs and go all the way to the end of the corridor. You'll find the Technician there screwing with the machine, and Anya will decide to check over the gauges. She'll find that you need to restore the water pressure to get this machine working. If you need any health, there is a Health Pack to the left of the machinery on the floor. NEW OBJECTIVE: Restore Water Pressure Ok, turn around, make your way back to the intersection, and take a right. Go through the door around the next bend and you'll be in Sector 2C. Anya will point out the turbines and mention that's why there is no water pressure. You'll need to find the controls, so follow the pathway around to the stairs. Just after them, you'll see a water pressure gauge on the wall. Anya will alert you to the fact that the turbines are inactive. Continue moving forward, crossing the turbines and moving down the stairs along the second one. Go through the middle of them and make a right. This will lead you to the flow control. You'll be in a small and basically pointless hallway. You can take either way as they both end up in the next room, just on different sides. To make things easier on you whip out your silenced pistol and put a bullet through this guy's head. Trust me, things will work out a lot better this way. Now, head to the end of this room and go through the opening there. Follow the stairs down and go through the next opening. On your left, you'll see a wheel that you need to turn. This will open up the passage for the water, reactivating the turbines and alerting people to the problem. Pull out your Machine Gun because you're going to need it back in the turbine room. Since you've already eliminated the guy in this area you'll be free to run safely until you get back to the turbine room. OBJECTIVE COMPLETE: Restore Water Pressure You'll need to head back to the turbine room, where you're first enemy will be that Russian Technician you've been stalking. Kill him and look up at the turbine closest to you. There will be a Henchwoman appearing there shortly. You'll also find an enemy up on the top level of this room, opposite the side your on. If you want, you can try to take him down from here. If not, head into hiding for a few seconds. Two Henchmen will run out onto the turbines where they will be easy prey. Once they've been dispatched move onto the turbines. Once on the second turbine, turn to face your right and kill the enemy up on the top platform. Run up to where he was and leave the room. Oh yeah, you'll be picking up a new weapon in this room: the Soviet Rifle. You probably won't have much ammo for it right now, so save it for later and just use your Machine Gun in its place. Head back to the machinery in this Sector and you'll pick up the Engineer's Swipe Card. Activate the machine and let's head back to Sector 1A. OBJECTIVE COMPLETE: Activate Starter-Motor Harry's already killed off everyone out here, so you don't need to worry about being shot at. Once you've gotten back to the machinery head down the stairs in here and pull the lever. This will restore power to the blast door protecting Sector 3, so let's head over there. OBJECTIVE COMPLETE: Restore Main Power Since you have the swipe card, you'll have to open the blast door. The panel is on the left with the glowing green light. Since you have more ammo for your Soviet Rifle (unless you didn't accidentally run over any in this room), you might as well switch over to it. If you need more ammo though, let's get some before you open that blast door. There is one right here, one where Harry was standing when you got back from Sector 2, and two up on the catwalks above you. You'll find the stairs to those to the left of Sector 1A. Now, open up the door and be prepared for a fight. *Checkpoint Reached* OBJECTIVE COMPLETE: Access Sector 3 You'll find four soldiers in here. Three will pop out from around the corner at the end of this area and one is on the other side of the Zeep. Take them all out and watch for Grenades! After they are all gone Harry will take to the stairs, but you can have some fun by jumping into the Zeep and running everyone down. Just be careful though, because if you hit Harry it's game over. Your first enemy is standing in front of one of those wooden arm thingies that people use to stop cars. Of course, that won't stop you and neither will the guy standing in front of it. Run them both down and then move on. You'll find one more enemy before the next turn. After he's gone make a right, but don't back up. Harry will be coming down the stairs that you saw before you turned, so don't back up or you're liable to run him over! There are five more enemies at the end of the tunnel, and you can either run them down or get out and shoot them. Jump out of your Zeep once if you haven't yet and head into the room right in this area on your left. If you were quick, you'll find another Henchman either in here or just leaving. Kill him and head inside. You'll find Body Armor and a Health Pack on the table, plus two prisoners: A bitchy rich girl and a Monkey! Harry will immediately start whining about how he hates to save hostages, and then will promptly be chewed out by the rich girl after he tells you to go on ahead. Stay and listen if you want. After you're done though, head back into the tunnel and climb into your Zeep. If you need any ammo for your Soviet Rifle now is as good a time as any. Anyways, back your Zeep up and take the tunnel that you passed while running everyone down. You don't necessarily need your Zeep, but it is loads of fun to drive around. Once you get to the end Anya will complain about the blast door. Looks like you'll need to find something that will make a big bang. NEW OBJECTIVE: Locate Khallos's Train Make your way down the hall and stop at the first door. You'll have to get out of your Zeep (if you still are in it) so you can open the door. If you want to, jump back in your Zeep, because this door is large enough to move it through. There are enemies in this room, so you'll need to take them out somehow. You will find it a little hard to drive in here, but you can take down at least three of the soldiers with your Zeep. Once you can't maneuver well anymore get out and finish the rest of with your guns. You'll find that there was a total of six hench-people in this room. If you need health, you'll find some in the back of the room to your left on some shelves. You'll also find out Khallos's plans for world domination. Leave this room and head to the end of the tunnel. Enter the room there and you'll find a nice explosive sitting along the wall to your right. You'll also see two shelves along the back wall. The one on the left has some Grenades. This room is a shooting range and if you want, you can practice on the targets here. Just like in a real shooting range, you can press a button to bring your target to you after you're done to see how well you've done. The button is on the right of each section. After you are ready to leave here, pull out your Temporal Uplink. We're going to pick up the explosive and take it back to that blast door down the tunnel. Take it down there and just let it fly into the door. Jump back into your Zeep, unless you left it somewhere, and go through your newly made door. *Checkpoint Reached* You will find four more enemies here, but it's hard to maneuver in this are with all the boxes here so if you have your Zeep ram it into some of them and jump out to take the rest down with some good old fashioned lead. Head to the end of this tunnel on foot and go right. Look down the stairs to find a henchman and fill him full of holes. Continue down and you'll find a henchwoman with a henchman just below her. Take them both down and move on. There are no more enemies on the stairs, so keep moving until you've exited the stairwell. Move down the tunnel to the end and you'll activate an in-game cut scene. OBJECTIVE COMPLETE: Find Time Traveler Have fun with it because you'll be thrown into a firefight as soon as it is over. After you have killed the two of them, head through the door at the end to finish the level. OBJECTIVE COMPLETE: Locate Khallos's Train /-----------------------------------------------------------------------------\ | #1.4 - (1969) The Khallos Express | \-----------------------------------------------------------------------------/ ,------------------------------------------------------------------------- |The Time Traveler has given Cortez the slip - but back at base Anya hopes |to trace the Brotherhood of Ultra Science into the future and find a new |lead. Meanwhile there are pressing issues to attend to! That twisted dude |Khallos is threatening to start World War 3 by firing a nuclear missile |from his train. "Hey spaceman!", Harry Tipper needs a hand to save the |world and rescue his girl! `------------------------------------------------------------------------- Well even though you were almost left behind while Tipper was already aboard the train, Cortez's pure muscle and determination come through to get your there. At the start of the level, you'll see the camera panning in from above while Anya goes on about the Brotherhood of Ultra Science. As it moves in you get to see Tipper toss a guy out the window of the train ;D I'd like to mention one thing before starting though. When you are walking on top of the train be careful not to fall off. The game doesn't place invisible walls to prevent that, so just watch your step. NEW OBJECTIVE: Find Khallos NEW OBJECTIVE: Prevent the missile launch Run up into the car where you'll find Tipper ducked down to avoid a guard. He's on the roof of the next car, over on the left side. If you look through the window in front of you, you'll be able to see him. You can shoot him through here, but remember that the window is pretty strong so while your bullet will travel through it, the first shot will make the window pretty hard to see through. It will take a couple of shots to break the window, so make sure you've got your gun pretty much lined up with the target before your trigger finger loses control of itself. After he's been eliminated, Tipper will start talking about 'saving the world' again. He'll then run outside and up to the next car. Follow him, but you're gonna have to climb the ladder first. I guess Harry Tipper is working on his "self-preservation" skills. Once you're on top move forward. A henchwoman will run up along the right side of the second round thing poking out of the roof of the car. After she's gone move up ahead, but don't run off the end just yet. On the next car are several guards moving about. If you let Harry move ahead of you just go up to him, otherwise make sure you don't go far enough to be noticed. Anyways, Harry will ask you "Shall we take them silently, or go in shooting?" That's really up to you, but make sure to switch over to your silencer if you're going the quiet route. There are four people on this car. Two are close to you and two are closer to the other end. The one on the other end on the left side is stationary, although he does turn to face a couple of directions. The other three will be patrolling specific paths, so if you want to go silently you should watch them for a couple of moments to figure out when it's best to shoot. You don't need someone watching their friend just before a bullet travels through his head, now do you? After they have all been eliminated, jump onto the train car if you already haven't and head to the other side. *Checkpoint Reached* Travel through this door and quickly shoot the barrels to the right. This will cause them all to come crashing down on the two enemies in here, along with preventing the henchman from getting behind the machine gun nest. Run to the other side of the room now, being careful not to trip over the barrels, and shoot the two guards on the other side of the door here. They will open it just shortly before you get there, so be ready to shoot them. Go outside and into the next car, but stay put for now. Listen to the henchman talking over the radio along with the two henchmen chatting afterwards. Proceed to whip around the next two corners and dish out a healthy serving of irony by blasting them! If you are not quick, the one in the middle will flip his table over and use it has cover, so shoot him first. After they are done pick up their Machine Guns while Harry Tipper, a.k.a. Shower of Gold, contacts his people, a.k.a. Cloudy Rainbow :D You can find a Health Pack on the opposite wall the radios are against, but you'll probably need to use your Temporal Uplink to pull it down to you. You should probably listen to Mr. Tipper and take your leave. Head over to the next train car. When you get inside go around the first corner and you'll here a henchwoman in the bathroom. Try and open the door and you'll receive the expected "This door is locked" notice, but the first time you do it the lady will also say "Oh God it's like giving birth!" It's pretty funny, but only for so long. If you've ever played GoldenEye 007 for the N64 before, this area will probably remind you of the Train level. There is a bunch of enemies in here. There is also a helicopter that will cause you some problems once you round the corner after the bathroom. Turn the corner here at the bathroom and sneak towards the next one. After you start to hear gunfire, run back and use the bathroom for some cover. It may not work completely, but it should help a lot. Once the helicopter is finished shooting up the windows, you can head back around the bathroom again. You may want your Machine Gun for this, mainly due to the large number of enemies. The first to come around the corner (if you wait long enough) will be a henchwoman with a pistol. She'll be quickly followed by a henchman with a Machine Gun. There's another henchman a little farther past these two, but he only has a pistol so it should be too much of a problem. If you need some health after this, there is a Health Pack in the third room down. This is also around the time you'll hear the toilet flush. The henchwoman is quite quick and will be on your ass within seconds. Make sure you're prepared for her, but don't worry about it too much. Once you make it to the forth room a henchman will scream "No!" and then proceed to shoot you. He's located near the end of this car and is toting a Machine Gun. If you want some Body Armor, you'll find some in the sixth room. You'll need to use your Temporal Uplink on this as well, because it is sitting on a shelf above the window. Now it's time to leave this car, so head over to the next one and prepare for a fight for survival. *Checkpoint Reached* Once you run out onto the next car that helicopter will begin shooting at you. Make use of the crates as cover, but keep in mind it won't last forever. You'll need to be shooting out some crates to make a passageway, so pull out your Machine Gun. There are two crates you'll need to smash. They are wooden, so they shouldn't be too hard to spot. After you have made it past them, you'll find some surface to air missiles. Anya will tell you to find the control panel, which happens to be located on the other side of the missiles. Run around the boxes there and activate the missiles. Now enjoy the show! After the helicopter is no more, climb the ladder leading to the next car. There are several hatches on top of this car. A henchman will climb out of the first one on the left, so quickly shoot him and move on. The next one on the left also carries a henchman that can be dispatched just as easily. After they are both gone, head to the end of the car. You'll find four guards down on the next car that will easily spot you, so just watch yourself. If you want to have some fun, switch to your pistol's scope, crouch down, and sneak up to the edge of this car. Stop when you spot a white tank and a barrel. The tank is on the right and the barrel is on the left. If you shoot any of the barrels on this car, they will only leak out some flammable liquid, but if you shoot the white tanks they will leak out gas, possibly spin or roll some, and then explode. You can use this to your advantage by shooting them both in quick succession. The barrel's contents will light up when the tank explodes, burning the person there to the ground. There are a couple more like this, so repeat if you wish. There is one henchman near the end of the car that this doesn't seem to always reach, so fill him full of lead when he shows himself. Oh yeah, something I forgot to mention up above. It seems that the flammable liquid can still be dangerous to your health, but it's probably because of the fires that are still raging. Anyways, time to meet up with yourself again. A chopper is going to fly over your head trying to shoot you once you get on this flatbed car, but another train will pull up beside you carrying none other than Cortex himself. He'll take down the helicopter, but you're going to have to give him some cover fire. The two tall cars on either side of him will have henchmen shooting at him from above, so gun them down quickly. As usual, Future Cortez's health bar is up on top. If you picked up the Soviet Rifle, you may find it doing a better job than the Machine Gun, but maybe not. It probably depends on the person who uses it. Anyways, that's just and option and suggestion for you. After the chopper is damaged enough it will crash into the wooden car that was blocking your path. A guy should come staggering out in a blaze, and even though he's on fire he'll still try to gun you down. Eliminate him before he has the chance to do that. Ok, run through the wreckage and head into the next car. You'll see through the metal grating three guards talking. Pop around the corner and fill them full of lead. There are also two more guards around the corner leading to the next car. At least one of them will pop around the corner, so just keep that in mind. Anya will mention that this is "such a guy room." Well it really is a stereo- typical "guy" room, what with all the Machine Guns and stuff lining the wall. You'll find that you can actually use the weapons on the wall for ammo. The ones on the left are Soviet Rifles, the middle ones are Machine Guns, and you'll find a couple of Tactical 12-Guages along the right. You'll also find some ammo for your pistol below the Machine Guns. On the table to the left is a Health Pack and high up on the other side is another Health Pack along with some Body Armor. Once you are done acting like a kid in a candy store, head over to the next car. *Checkpoint Reached* Climb up this car and you'll activate an in-game cut scene. Remember your future self helping out with that chopper earlier? Well, now it's time to repay the favor. The game is a little unforgiving at this moment, because as soon as the cut scene ends you'll have four guards to deal with. If you don't kill him quickly, the henchman furthest back will duck behind the two large boxes in the center of the room. Make sure to count bodies, and if you can't count four, he may be alive but hiding. Flush him out and finish what you started. Now go through the door across the room from the spot you landed in. You'll find some Heatseeking Rockets on either side of the small ramp in here. Grab a box and then head outside where you'll find the Heatseeker on a platform. Pick it up and bring it out. NEW OBJECTIVE: Destroy the helicopter Look for the chopper above the car you were on not five minutes ago. You'll want to keep it in your crosshair's site for a moment. This will allow the Heatseeker to lock on to the target. Wait for it to say, "Target acquired" in flashing red text in the top-right corner. That is when you should fire. It will take three rockets to bring down the helicopter. After it crashes into the train next to you head back into the previous room. OBJECTIVE COMPLETE: Destroy the helicopter If you want them bad enough, you can restock your Heatseeker ammo in here, but you will lose your Heatseeker in just a moment. Continue on all the way back to the opposite side of the train car, allowing Cortez to get you out of here. He'll jump back on the previous train, landing you in a bathroom. A guard will hear this and walk over to it. Since the bathroom door is open, make sure you are prepared to shoot him. In addition, this is where you'll discover that your Heatseeker is now gone. It must have been left behind so Cortez could make the jump. Anyways, leave this room and grab the guy's Machine Gun (x2). Switch over to your Machine Gun and then flip over to its secondary fire mode to bring out the second one. There are around four guards in the next hallway, and then another who will run around the corner at the end. Your Machine Guns should do the trick, so let lose a hail of fire on them. You may find a henchman in the fourth room, so get rid of him as well. Continue down the car, but watch out for the guy who'll run through the door at the end. Go into the next car where you'll find several henchmen jumping over from the train riding beside this one. It seems like three always make it, one misses, and one doesn't even attempt to jump. Kill the first three and then move over to the open door to kill the fourth one. After they are all dead, Harry Tipper will swing down into this car from the roof. If you watch him, he'll begin to thrust into the after mentioning that he's back. Weird, eh? Alrighty then, let's continue forth, shall we? Go to the other side of the car and move through the door there. It's kind of hard to see, I know, but it is there. It just sort of likes to blend in with the wall. Once in the car, don't move much past the bathroom to hear another interesting conversation. A couple of henchwomen will be talking about Harry Tipper, but I'll let you guys hear it firsthand ;D Once you are ready run around the corner and start shooting away. There is a guy just down the stairs and around the corner with a Machine Gun. You'll find a henchwoman running towards you, and two more guards should be around the middle of the car but moving towards you. The fifth one is on the opposite end of this room. He'll be shooting at your from atop the stairs. There is a sixth guard in here, but he's completely wasted and lying across the mini-bar's counter. If you hit him or push a chair into him, he'll sit up and fire his gun into the ceiling, with the force of the shot knocking him backwards onto the ground. Go up to him and he'll begin rambling on like all the drunks in this game do. He's not quite as funny as some of the others are, but he's funny enough. Now climb the stairs over here and then move up the next set of stairs you run into, taking you to a second floor on this car. *Checkpoint Reached* Head into the white room, and then move about halfway into it to activate an in-game cut scene. You'll soon find yourself trapped, and finally you'll meet up with Khallos. After he goes on about his "big weapon", he'll activate the second part of the trap: green gas! OBJECTIVE COMPLETE: Find Khallos NEW OBJECTIVE: Deactivate the gas trap You can deactivate the gas trap by bringing out your Temporal Uplink and using it on the statue Khallos activated the trap with. If you wait long enough Harry will break into the safe in this room. You'll find a Health Pack inside. You'll want to pull the lever on the right wall, which in turn will send several henchwomen to you. Turn around, blast them, and head back down the stairs. Also, make sure to remember that you have a time limit starting when Harry mentions it. OBJECTIVE COMPLETE: Deactivate the gas trap Head over to the next car to find a French missile. Keep on going forward and two men will pop out of the room on that end. Shoot them and then enter it. Go to the right and you'll find the missile control console. You have to connect two switches, in this a case a green and a blue one. There is a four-by-four grid of wires, which can be turned four directions: up, down, left, and right. Each time you play this mission the position of the two ends for each color change, so I'll try to play through it several times to pick up each version and give you the directions for them. In addition, you have a time limit here. You can view your time limit on the control console just above the wires. The way I'll lay things out here is as follows: 1) The version number (i.e. Version Zero) 2) Each color indented and followed by some codes, as in Blue (A1 [Left], D4 [Right]). The codes for each color represent the two ends of the switches. The code tells it position on the grid (which can be seen below) and what side of the grid it is on (top, bottom, left, or right.) 3) Finally, I'll give all the directions for that color. Since the wires only turn one direction, I tell you how many times to turn them along with their position on the grid (yet again pictured below.) Here's a basic picture of the grid, along with letters and numbers for me to refer to them by: 1 2 3 4 _ _ _ _ A |_|_|_|_| B |_|_|_|_| C |_|_|_|_| D |_|_|_|_| Version One: -- Blue (A3 [Top], D1 [Left]) 1) Turn A3 three times 2) Turn A4 twice 3) Turn B4 once 4) Turn C4 once 5) Turn C1 three times 6) Turn D1 once -- Green (A1 [Left], D2 [Bottom]) 1) Turn B1 once 2) Turn A1 twice 3) Turn A2 twice 4) Turn D3 once 5) Turn D2 three times OBJECTIVE COMPLETE: Prevent the missile launch NEW OBJECTIVE: Stop the train All right, now that the missile has been stopped you can continue chasing Khallos. You'll find some Body Armor under the table by Harry if you need any. Leave through the door in this room and climb the ladder onto the next car. You might do best here with your dual Machine Guns. Anyways, it's time to stop Khallos. *Checkpoint Reached* NEW OBJECTIVE: Defeat Khallos Walk along the train top towards the fire. Khallos will pop out of it once you get close enough, flying around on his jetpack. He shouldn't be too hard to defeat, and as with boss battles his health bar will appear along the bottom of the screen. Once he is defeated the fire will die down, so keep on moving. OBJECTIVE COMPLETE: Defeat Khallos Once you get to the end jump onto the train engine. Run into the cabin from the right and activate the console. This will finish off the mission. OBJECTIVE COMPLETE: Stop the train /-----------------------------------------------------------------------------\ | #1.5 - (1994) Mansion of Madness | \-----------------------------------------------------------------------------/ ,------------------------------------------------------------------------- |Anya has traced the Brotherhood of Ultra Science to an isolated creepy |Connecticut mansion house in 1994. There's no time to lose - Anya's |research has revealed that the mansion will burn to the ground on this |very night! Good news is that Cortez has a resourceful new chum to help |him out, the very capable Jo-Beth Casey, the bad news is that the mansion |is infested with zombies. Eugh! `------------------------------------------------------------------------- This level starts out with one of the most awesome cut scenes in the game! Well, at least in my opinion. After the cut scene is over, you'll be a little ways from the front door. Now I wonder why they didn't just walk around the building and end up right on the porch, rather than ending up about 50 feet from it? NEW OBJECTIVE: Investigate the Mansion Anyways, you'll start out weaponless, but that won't last very long. First, you need to get into the house, so head over to the front door. Jo-Beth will be talking as you walk up to the house, but it's nothing mission critical. Same goes with Anya. If you take too long though, Jo-Beth will complain, so hurry up! Once you open the door, you'll be treated with a short in-game cut scene. This is where you'll find you are now trapped in the house, namely due to a lightning strike to a tree. Inside is a scientist who'll be going on about how you shouldn't be there, blah, blah, blah. After he is done talking, a massive chandelier will come crashing down on him, pretty much ruining what was left of his life. Jo-Beth will comment about how gross that is, and then promptly will take a couple of pictures of the scene. Caring little girl, ain't she? There is a Flamethrower to your right and just in front of you. Now would be a good time to pick it up, because you have some ghosts to deal with! They will come flying towards you from the other side of the fire caused by the chandelier, but they can blend in with things so keep your eyes peeled. Start looking for them *after* Jo-Beth talks about suddenly feeling cold. They are easiest to spot by their red eyes. Blast them all (there are a total of five), and then go to the right and follow the hallway there to Jo-Beth. *Checkpoint Reached* You know, some parts of the music on this level really remind me of Resident Evil. Anyways, there is a cabinet on your left with a Health Pack if you need it. Now pick up the Baseball Bat on the floor and enter the next room. Make sure to equip your new weapon, because the Flamethrower won't be needed until later. There will be a zombie maid on the pool table to your right, and another zombie somewhere on the left. As Anya says, aim for their heads. Take those two out and then turn your attention to the hole in the wall on the other side of the room. Another zombie should already have come through there by now, so take him out quickly. Go over to the hole and wait, because that is where the rest of the zombies will be coming from. The next one to leave will be just like the previous ones, but the one after that will be holding a Baseball Bat. Be careful, as the undead are quite skilled with weapons in this game. Two more will come out afterwards, one with a Baseball Bat and one without. After they are all gone, the door to your left will open. Go through it and you will see a little ghost girl (Edwina) on the other side of the room. She is capable a creating fire, and will bring up a wall of it shortly after you have entered the room. Two zombies will walk through it on the right, lighting themselves on fire as they move through. Kill them both, but luckily you don't have to really worry about lighting yourself on fire! After they are both dead, a door to your right will open up. Switch over to your Flamethrower and go through it. You will now be in some little courtyard thing, and you'll see two scientists hanging from a tree on the other side. As Jo-Beth points out, there are things moving under the ground, and when one scientist gets brave enough to try to make a run for it, he'll be quickly devoured by them. As the second scientist tells you, fire is the only way to kill them. If you didn't waste all your Flamethrower ammo, then you are all set. Otherwise, you will need to pick up some from his colleague's Flamethrower lying in the grass the creatures are moving under. You can find this to your left, just off the concrete section you are on. If you need it, grab it. NEW OBJECTIVE: Rescue the scientist Ok, these creatures are actually pretty easy to take down. One hit from your Flamethrower and they are toast. The problem lies in getting them to surface, but it really isn't difficult. Just run around the grass and they will target you. When you hear one surface, you will probably need to turn around. Do so and then quickly blast the creature with fire. After you have done that, begin to run around again until the next one surfaces. There are a total of five of the worms. Don't worry about the scientist's cries about slipping; so far, he has never slipped for me. OBJECTIVE COMPLETE: Rescue the scientist NEW OBJECTIVE: Investigate the attic Head back into the room with the fire. It will die down now, and then the door behind it will open up. Don't even bother with the other door; it's been locked now. If you need some health, there is a Health Pack in the low-lying cabinet in the back-left corner. Now head into the next area and grab the Shotguns on either side of the walls. Don't worry about hogging them all, Jo-Beth seems to manage just fine. *Checkpoint Reached* Switch over to your Shotgun and go through the next two doors. The first one leads to a room that is useless, so don't worry about it. You will find yourself in a large room that seems to be a library. It is two stories tall, and there are a bunch of zombies along the balcony up above you. They will slowly, but surely, toss themselves over the balcony and onto this level so they can rip you to shreds. You will have to be careful of the later ones, as they will be equipped with both Baseball Bats and Shotguns. Just blast away at them, but try to conserve ammo by going for headshots. There are around 11 zombies in here, and it seems the only ones with Shotguns are the butlers. Anyways, after they are all gone a short in-game cut scene will begin, showing that the head mounted on the wall is still attached to its body! I'd like you to meet the Deer Haunter. Since he really doesn't seem to care for introductions, let's just blast him instead! He is quite powerful, and can take a lot of shots. He is a boss I guess, mainly because he has a visible health bar along the bottom. Now you could always go running around the level popping off shots at him as I did the very first time I played this mission, but there is a better way. I have seen this a couple places around the internet, but it seems like if you go into the area he came out of he can't hurt you! Now one thing most people won't tell you is that after you are in there, you don't have to attack him at all. Just let Jo-Beth take him out and save you some ammo. She seems to have really good aim here (as opposed to other places), so you don't need to worry about her shooting you while you're in there. After he has been eliminated, leave your hiding spot and go through the door on the right. A scientist will come running down the stairs, followed by a very fast zombie. Quickly blast it, and then listen to the scientist afterwards if you wish. Once you are done here, climb the stairs and go through the door in front of you. Kill the zombie right across the room from you, and then enter it. There will be a zombie maid right inside the room, but she may not rise immediately. To your right will be a Shotgun wielding zombie, and Jo-Beth doesn't seem to mind blasting you to get to him. Be careful with that one. You can find some Shotgun ammo to the left of the zombie with the Shotgun. You'll also find two dead scientists, and by the furthest one from you is a Revolver. Pick it up and then leave this room. If you listen carefully, you may hear a whispering voice say "Cortez..." This is really creepy, and it appears to be coming from that ghost girl you met up with earlier. Anyways, leave the room and go through the other door in the stair room. Be careful in here, because once you get far enough in the zombies here will all spring to life. There is the maid you probably saw lying on the floor in this hallway, and there a two zombies in the room on your left. The maid in there is carrying a Shotgun, so take her out quickly. Several more zombies will run into this hall from the next area, and one of them will be running quite quickly. In total, there are five zombies in the hall, and then the two in that one room. If you want to see some creepy pictures, look no farther than this hallway's walls. Anyways, go into the previously mentioned room to find a bloody scene along with some Shotgun ammo. Leave this room and continue down the hallway, taking the next door on the right. You'll find a really freaked out scientist in there, and both cabinets have a Health Pack in them. Leave here and go through the final door in this hallway to find a zombie. Blast him and move on. Once you get to the end of this room, the door there will open and four zombies will come through. One has a Shotgun, so be careful and take them out quickly. The cabinet in here is empty, and the zombie lying on the floor is currently not a threat. Go through the door they all came from and take the door on the left. This will place you into another two-story library with zombies. There are four zombies on this lower level, two of which have Shotguns. The first with a Shotgun is on your right, just past the first part of the wall that sticks out. The second is to your left, just around another part of the wall sticking out. Take them in any order you wish, and watch out for the remaining two zombies that will ambush you while you are preoccupied with the Shotgun wielders. You can find some Shotgun ammo in here around the stairs. Once Jo-Beth runs up the stairs you'll know you are done down here, so you had better follow her quickly so you can protect her. She'll be preoccupied with taking pictures of another dead scientist while a zombie maid is heading towards her. The zombie is to the left once you get to the top, so blast her before she has a chance to get her undead fingers into your friend. After everything is clear, go through the door next to the scientist. There is a zombie lying on the ground just inside the door, but it isn't a threat. You'll also find your first drunk in this level. He's sitting to the left of the couch. *Checkpoint Reached* Leave this room through the only door in here. Now you are in an extremely creepy portion of the house. There is nothing in the room to your left except for a bloody mess. Continue down the hall and you'll find a bathroom on the right and a little kid's room on the left. The bathroom doesn't really have anything of interest, but in the kid's room, you'll find a rocking horse still moving... The cabinets in here are empty though. Continuing down the hallway, but not taking the right to go further down you'll find two more rooms. The one on the left is a bathroom. You'll find a tub full of blood with a body soaking in it. The remaining room is another bloody bedroom, but this time with a twist. The big cabinet in here contains a zombie, rather than health. Blast him, and then turn your attention to the smaller cabinet on the left. You'll find a Health Pack in there if you need it. My sister finds this room really creepy because of the TV, saying it reminds her of the movie The Ring. Anyways, leave and go down the part of the hallway I told you to skip earlier. Make sure you have your Flamethrower out first, though. This will spawn another in-game cut scene, and you'll see some poor scientist blasting away at something with a Flamethrower before being killed off-screen. Turns out you have more ghosts to deal with; dozens of them will come flooding out from the end of the hall! Jo-Beth will do the smart thing and hide, but you don't really have that choice. She'll be in the blood bath bathroom, so just concentrate on staying alive. As before, they are easily killed with the Flamethrower. Since there are so many, you may have to keep on waving your Flamethrower back and forth, and you probably will have to be backing up as you do this. The best direction to back up would be towards the door you entered this hallway from. If you end up running out of ammo for your Flamethrower, use your Shotgun, followed by your Revolver. If you total run out of ammo you just may be screwed, so restart from the last checkpoint. Once they are all finished, Jo-Beth will say she's gonna stay in there for a while. Anya will tell you to leave the girl, so you best not disobey orders. Head down the area they all came from and take the first right for some more Shotgun ammo. That is where the scientist died, but luckily you don't have to worry about him becoming a zombie. The next room on the right, on the other hand has a zombie lying on the floor. Unlike the previous ones lying on the floor however, this one will prove to be a threat in a minute. When you go into the next room (directly across from this area), she will spring to life and try to get you from behind. You can prevent this by lighting her on fire, which will bring her to life early. Then you can switch over to your Shotgun and blast her head off. If you are in need of some Flamethrower ammo, there is some lying by her body. After she is eliminated, turn around and move into the next room. Make sure you haven't forgotten to switch over to your Shotgun, because the Flamethrower will be utterly useless in here. One zombie will enter from this room's other entrance. The other two will pop out of cabinets, with one being in front of you and the other to your right. Kill all three of them and head into the next room. The small cabinet in here is empty, and the door at the end is locked. Take the door on the right to end up in a stair room. *Checkpoint Reached* Climb these stairs to reach the attic. There are several zombies in here, but they won't animate until you move far enough into the room. In addition to animating the zombies, this will summon Edwina (the dead girl.) OBJECTIVE COMPLETE: Investigate the attic This fight will be throwing a couple of things at you. The first is several zombies, some of which have Shotguns. The second is Edwina, who can summon fire (if you already forgot), and will shoot a line of it towards you every once in a while. The fire is easy enough to avoid, and you can tell she is ready to shoot it when she wraps her arms close to her body. The zombies are fairly easy too, especially since there are only five, but the two on the opposite side of the room with Shotguns can be a real pain. One all the zombies have been eliminated, Edwina will leave the room. Back by the stairs, to their right, a wooden panel will pop off. A zombie will come through there, so blast him and move through it. Turn the corner and you'll spot a zombie lying on the ground. To prevent any problems from cropping up a few seconds into the future, blast him with some fire and quickly whip out your Shotgun to deliver the finishing blow. Be careful though, because he is carrying a Shotgun. Head into the next room and prepare to deal with several more Shotgun wielding zombies. The first one is the maid on the left, with a regular zombie on the right. Two more zombies will come in from the hall on the right. The first will pose little trouble carrying only a Baseball Bat, but the last one will be toting a Shotgun. After you have dispatched all of them, move on down the hallway those last zombies came from. Drop down into this next room and head over to the scientist on the left. There is a Health Pack to his right if you need it. Anyways, he will tell you about their secret lab beneath the mansion before dying off. NEW OBJECTIVE: Locate Lab entrance As he says, the entrance is through the kitchen. Shall we head over to there now? Go down the stairs he is resting against, and about halfway down look over to your right. You should see a zombie maid toting a Shotgun just below, so knock off her head to save you some trouble. You may have noticed the zombies lying on the ground; they will animate when you move off the stairs. Do just that and blast the one to your left. All three zombies in this room have Shotguns, so be careful. Anyways, take down the one on the right now, followed by the one to the left of the stairs in the back. After they are all gone, head over to the door that just opened up. This will spawn another in-game cut scene that will have Cortez plummeting down to the next floor just before making it through the door. The door will then close, allowing you to take control of Cortez again. *Checkpoint Reached* Go down the stairs and enter the room at the bottom. You'll find another scientist on your right. He'll begin bitching about their "wonderful leader", and he'll clue you into the fact their leader is still in the labs below. Take the door on the left and enter the small storeroom on your immediate right. You'll find plenty of ammo and health, so stock up. Sadly, you won't find any Body Armor in here. Anyways, take the next door in this room and then go through the door on the right in the next room. This will put you outside in some courtyard. Make sure to pull out your Shotgun and prepare for another boss fight. Walk out into the courtyard until you small a short in-game cut scene that shows part of the building collapsing, effectively trapping you in here. The boss will then proceed to climb out of the opening in the middle. NEW OBJECTIVE: Defeat the creature This boss has several attacks. The most commonly used are its melee attacks. It will use its massive claws to quickly swipe out at you, making this a difficult attack to dodge. Its other melee attack consists of it lunging forward to bite you. It usually reserves this attack for when you are really close to it, as its range seems somewhat limited. Its other two attacks are fire based. The first one is basically a simple flamethrower attack, which it usually sweeps side-to-side in a small area. The second one is where it throws fireballs from its claws. I have heard that you can dodge its first melee attack by staying as close to the creature as you can, but I have never been able to get this to work. My tactic consists of strafing around the area, both left and right. I will occasionally stop, but if you stay in one place too long, the creature will smash its claw down on you. I keep this up until the creature shows its weak spot. Speaking of that, the creature's weak spot is its eye. This eye isn't located on its head though, but on its lower body. There is a bulge in the skin, and this is where the eye is located. Unless you keep that spot in your sights at all times, you will need to keep your ears listing for a squishing sound. This will signal to you that the eye has opened. The eye will only stay open for a very short time, and will close as soon as you shoot it. It will take around four shots to the eye before the creature is completely finished off, so this will be a long battle. After you deliver the final blow, be careful of the creature's claws as it slides down the hole, because they can still cause you damage. OBJECTIVE COMPLETE: Defeat the creature After this battle is over, you'll see Jo-Beth climbing over the rubble. This will cause the rubble to collapse, allowing you to leave this area. You'll find the only path through is along the left side of the rubble. Once past it, go through the door on the left. *Checkpoint Reached* Go through the next door and you'll spot Gaston Boucher. Shoot his head off before you get his attention. This will alert all the dead cows lying about though, so be prepared to take them down. They will take about three hits each from your Shotgun, and there are around five of them. After they are all gone, go into the kitchen and grab the Health Pack on the table to your left. Now go through the door on the other side of this room, and then enter the freezer. You'll find a second Gaston Boucher in here, this time carrying a Shotgun. Blast his head off like the first one and head into the next room. This will finish off the level and start up another funny cut scene ;D OBJECTIVE COMPLETE: Investigate the Mansion OBJECTIVE COMPLETE: Locate Lab entrance /-----------------------------------------------------------------------------\ | #1.6 - What Lies Below | \-----------------------------------------------------------------------------/ ,------------------------------------------------------------------------ |Cortez and Jo-Beth descend to the catacombs below the mansion. There's |still now sign of the Time Traveler but the horrors and craziness around |them are clearly the result of the twisted research of the Brotherhood |of Ultra Science. Who is behind this madness? `------------------------------------------------------------------------ Remember all those pretty weapons you had in the previous mission? Well, somehow Cortez manages to lose all but the Revolver, along with 36 bullets. Jo-Beth on the other hand has her trusty Shotgun. Anyways, you are now in the mansion's cellars. Pretty quickly a box will be thrown, scaring Jo-Beth as she is creeping around. Shortly after Anya is finished talking, another box will be thrown. If you stay where you started until that happens, you won't need to worry about either of them hitting you. NEW OBJECTIVE: Uncover the identity of the mystery time traveler After that second box is thrown, Jo-Beth will start to run until she is safe from the boxes. Before you follow her, pick up the case of Revolver ammo that was near her start point. Now follow her, and when you get to the entrance of the hall, she will stop and mention that she is suddenly feeling cold. After she is done chatting it up, move down the hallway. This will spawn an in-game cut scene showing a scientist being dragged away by something off screen, coupled with some corny dialogue. After he is gone, Jo-Beth will run down the hallway and notice some wooden boards blocking a passageway on the left. She'll decide to climb through a small gap in it, and immediately tell you "No comments about the size of my butt, ok?" Seems like she's had some trouble with boys talking about her butt before. Anyways, she will walk over towards the pentagram painted on the wall, but as she is pulling her camera out the ground collapses beneath her. She seems to survive without any serious injuries, and will tell you that she can't climb back up. You'll have to meet up with her later, so let's move on. Go into the area the scientist was dragged off to. You'll hear some guy talking to 'princess' and talking about needing to make her eye better, but you can't get to that area yet. You can't do anything on the right, so take the left and move into the next hallway. Don't rush into the hallway though, because a box will be thrown across it trying to hit you in the side. Once you move far enough forward the floor will collapse, dropping you down into the next level. Turn around and you will see what appears to be Jo-Beth. Sadly, this isn't Jo-Beth, but a shape shifter that has taken on all but her face quite accurately. Rather than waiting for her to turn around and charge after you, just shoot her head off now. Now move forward some and you should hear a scream. Back up some, because three more shape shifters will literally climb right out of the ground in front of you. Since they can move fast, you will need to deliver those headshots pretty quickly. Now that they are all dead, move forward and into the next room. You'll hear Jo-Beth struggling, and when you enter the room, you'll see that she is hanging from the ceiling by her leg. She somehow got caught in a trap meant for zombies, and now you will have to protect her until she can free herself. NEW OBJECTIVE: Protect Jo-Beth from the zombie horde As usual, her health bar appears along the top-middle of the screen. You will have zombies coming out of the doors to the left, along the conveyer belt in front of you, and from under the platform to your right. There will also be the occasional one coming down the stairs of the platform. Just keep delivering headshots until she can free herself, and make sure to keep an eye on her health bar. OBJECTIVE COMPLETE: Protect Jo-Beth from the zombie horde There is a Shotgun propped up against the stairs, so if you haven't already picked it up, do so now. You'll find ammo for it underneath the platform. Be quick though, because a zombie will be coming through the door on the end of the platform. Once you are ready and he has been eliminated, move through that door. I would suggest switching over to your Shotgun now, if you already haven't. Go down the first set of stairs and you will have another zombie to face. Blast him before he can run up to you, and then move on down. Go down the next set and kill the zombie you meet up with here. Continue moving down until you get to the double doors, which you need to move through. *Checkpoint Reached* Ok, once you get into this you'll hear a scientist screaming for help or something, but there's nothing you can really do for him. Go on to the end of the hallway and take the door on the left (the right door is locked right now.) Blast the scientist zombie right inside of it and move on around the corner at the end. You'll find two zombies attacking the scientist, so blast them away. You will have to end up blasting the scientist too, since you weren't able to get to him in time to prevent him from being turned into a zombie. There are some Shotgun Shells to the left of the computer on the floor, so grab those and then activate the computer. You control the computer's cursor with the Control Stick, can open a file or folder with the activate button, and the B Button should be what you use to exit the computer or go back once if you have opened a file/folder. All right, now move the cursor to shut off the screen saver. The Trash Can is empty, and so far I haven't been able successfully drag anything into it. Now there a two folders in here: Security OpSys v5.10.23 and Lab Communications. The first one has a red stripe on it while the second one says COMS. You can pretty much skip the Lab Communications, but for people who skip it and want to know what it contains, I'll tell you. The Lab Communications folder contains for files: Company Forums New message: LabCon2: EAT BRAAIINS! New message: LabCon2: BRAAAAAINS! Webcam Open this file up to view the only webcam in the labs. There is currently a zombie in the room with the camera. The "Previous" and "Next" buttons are grayed out, but if you want you can hit the "X" on the bottom right to shut off the camera. It doesn't really matter though, because it won't change anything. Maintenance log (audio) This is A. Lenard's maintenance log for week 72. All the essential systems seem to be functioning fine. Secondary output is back to between 3 & 5% after the panic last week. Still don't know quite what happened there. Anyway, I put all the electrical tools and the body armor back in the locker. Just hope I don't need it again in a hurry. The combination is 3-5, uh no, uh 362? No dammit, that was last week's. Oh, it'll come to me. It's probably not wise to leave that kind of information in my log anyway; god knows who's listening in. Anyway... 400! That's it, four hundred or something. I uh, I've been seeing those apparitions again, don't know if they are connected with the malfunctions or not, probably coincidence. Everyone seems to think I'm crazy; maybe they're right. Anyway, that's my maintenance log for the week. Sorry to be spilling my guts, you know. Recording time's almost up, signing off. Oh wait, that's it! Four hundred & fifty... Disk full, recording terminated. Research log 09/08/93 Success at last! Our first reanimation took place this morning, test subject IEH26 was given now life after being dead for 6 days. Unfortunately his mind has not also been restored and he has to be restrained to prevent him eating people. One of the nurses says he reminds her of an ex boyfriend and so we have christened him Trevor. All right now, let's take a look at the Security OpSys folder now, shall we? You'll find two files in here. The first one is a padlock, and that will unlock the door to the next area. The second one allows you to Monitor CCTV Transmissions, or in plain English, look through the various security cameras. If you look through the camera, you'll start out in Containment Area A. You will notice a small cell with a zombie in it, and then some ammo on a table to the right. Go to the next one and you'll see a similar room, but with a scientist in the cell rather than a zombie. The third one looks into the Operation Room, which is where the webcam was looking into. You can leave all these cameras on, as they won't set off any alarms. Finally, click on the padlock to unlock Security Door A. Move through it and into the next area. You will see a wire hanging from the roof, crackling with electricity. If you touch this, it will deliver some damage, so be careful. Around the corner there will be another zombie, but with a twist. It is coated with electricity, and can shoot this out at you. Take him down quickly before he gets the chance. Now turn around the corner he was by and you'll run into two more zombies along with some stairs. Blast them both quickly before they can shoot you. Now run down the stairs and shoot the zombie around the corner, as per usual. You'll find two more zombies around this last corner, and you should no what to do by now. Go into this room here, and after Jo-Beth gets in the door will slam shut. This is the operation room, and if you looked through either the webcam or the security cams, you should recognize it. The zombie that was sitting at the computer is gone now, but that doesn't mean you can relax. Before the zombies start to flood in, pick up some more Shotgun ammo from over by the computer. You'll find the Harpoon Gun in here as well, sitting on a small table in between the two operating tables closest to the room's entrance. Don't use the Harpoon Gun unless you absolutely have to, because you will need all the Harpoons you can get for this level's boss battle. If you do have to use the Harpoon Gun, make sure to pick up the Harpoons from where the landed. Anyways, as I was saying you shouldn't relax, because zombies will begin to enter the room from the slides above the three operating tables. Jo-Beth will try to get the door open for you guys, but you will have to protect her while she is doing it. This isn't really that difficult, so just keep on going for headshots and you should make it out without a scratch. All right, after she has opened the door, go through it. Around the first corner you'll find a drunken scientist, and he's actually pretty funny. Now go through the door by him and then through the next one, shooting the zombie in this hallway. Once you move into the room, a second zombie will run out of the room on the right, just past the window. You are now in Containment Area A, and if you look to your right, you'll see a lovely view of a zombie. There is a glitch in the game it seems, so sometimes there will be a second zombie in the cell. Anyways, go into this room by the cell to grab some more Shotgun and Harpoon Gun ammo. When you access the computer, you will find three things to click on from the beginning: Research Documents, Memo, and Main Control. None of these are mission critical, and are really just to add some flavor to the level and give you some fun things to do other than blast things. Anyways, for the people who want to skip them but still are curious what they do/say, just read below to find out. We shall first start out with the three files under Research Documents, followed by what the Memo contains. Subject Omega-37: Final Result Subject: Omega-37 Day 6: Specimen was subjected to a level 5 thermal-endurance test. Subject failed to meet pass criteria. Status: DECEASED Subject Lambda-14: Final Result Subject: Lambda-14 Day 3: Subject was terminated at 7:15 AM and was determined to be in an unsuitable condition to undergo further test procedures. Subject terminated. Status: DECEASED Subject Delta-27: Final Result Subject: Delta-27 Day 18: Delta-branch subject with augmentation has surpassed his expected lifespan by 5 days now. Status: LIVE Memo To all heads of department. As you may already be aware Dr Harvey, growing impatient with the lack of test subjects decided to administer the new serum to himself. This has proved a rather rash decision and the once brilliant doctor now has the IQ of a turnip. Or perhaps a politician. On the plus side he has developed great strength and extraordinary regenerative properties, he seems almost impossible to kill by conventional means. Unlike the other subjects he seems entirely harmless and we have placed him in charge of transporting the corpses from storage to the labs. If you encounter him wheeling his trolley about its best to just stay out of his way. We will of course be investigating the positive effects of his serum as full as possible, although sadly he does not appear to have recorded the exact formula used. Anyways, if you are interested in the Main Control, here's what it does: It allows you to test various properties of a zombie, for instance its thermal resistance. You have seven options after the program has booted up: Thermal, Electric, Zombify, Stretch, Cranial Expansion, Flatten, & Shrink-Ray. You will also see several meters to the right of all these options, along with a large "Activate" button along the bottom. You can activate each option by pressing the "X" to its right. If it is lit up, it is active. The two columns of bars on the right give you information about the various options on the left. The first column lights up the corresponding bar of each active setting, while the column on the right shows how high the power setting for that option is. If it is too far into the red, the subject is liable to be terminated from the test. Now, if you are curious about what each option does, just look below. Thermal This will shoot a blast of fire out of the wall, lighting the subject on fire. Electric This will electrocute the subject. Zombify If the subject is a human, this will turn them into a zombie. It seems to have no effect on zombies. Stretch This will stretch the subject's body. Cranial Expansion This will increase the subject's head at an alarming rate, and is the most effective way to kill the subject if they are a zombie. Flatten This will flatten the subject down. Shrink-Ray This will shrink the zombie, making them smaller than a monkey :P Anyways, you can control the power of each option with the bar above its title. Moving it farther to the right increases the power, while moving it farther to the left decreases its power. The options will be executed in order once you hit the Activate button, and there is no real way to cancel to test. If you run into the glitch where there is a second zombie in the cell, he will NOT be affected by any of the programs options, although if you decide to blow up the zombie's head it will damage him to some degree. Since the cell's door is locked, you can't just open it and blast him. It's best just to ignore him for now. If you want to, you can look through the Microscope to the right of the computer. You'll see a single organism in it, but that one will quickly become two, then four, then eight, etc. They will keep on multiplying forever, but it seems like the game prevents them from multiplying so fast that they can't be contained in the area they are in. In addition, some will die off to help with this. Once you are done fooling around in here, head over to the next room (Containment Cell 2.) A scientist will start talking, and if you looked through the cameras, you should remember that he was in a cell. Turns out he locked himself in there to keep away from the zombies. As he says, "I helped create them, I'm not gonna be killed by them." I have found no way to get him out of there for now, but there is a computer in the room by his self... If you do decide to "experiment" on the poor scientist, make sure to turn him into a zombie or he won't be able to handle too much. You can find some more Revolver ammo on the table in here, and a Health Pack on the floor. If you encountered the Dual Zombie glitch above, then you will probably find two scientists in here. The game seems to occasionally duplicate the characters in each cell, but as before, you can't hurt the duplicate. The documents on the computer are the same as the previous one, so you can just skip them if you want. Now let's go through the last door in this area. *Checkpoint Reached* Now go through the next door and you'll hear Harvey talking again (he's the one who was talking about getting Princess' eye all better.) Well here he is now, in all his glory. He'll be tossing down the severed legs of zombies to 'Princess'. If you go up to him after he is done talking, he'll open up a short conversation with you. He's perfectly harmless, so there is know real need to kill him. Once you are finished up here, continue on down the hallway and through the next door. You should probably whip out your Revolver now and reload it. After that is all over, move through the final door to start up another in-game cut scene. You'll both walk into this cultish looking room, and then turn around when the scientist in here starts talking. I'll let you enjoy the rest, so have fun :D Now once you regain control of yourself, you'll find you are in a mine cart. The fall seems to have moved the cart some, and now it will start careening down the tracks until it hits the end. Usually this wouldn't be a problem, but the ceiling will be lined with the undead, ready to try and knock your head off! That's why you will need the Revolver. These aren't your regular undead though, but the Headsprouter's. They will only need one hit from your Revolver to take down, but when you start moving faster, it can be difficult to hit them in time. When you are moving around a corner is the best time to reload, and you should do so unless you have at least 3-4 bullets left. Another really good time to reload is when you are moving on a steep incline. After you get to the end, another in-game cut scene will occur. Watch this to learn about your next objective. It's not really your traditional objective, as it doesn't appear in your objectives list, but that doesn't make it any less important. You'll find your future self's health bar along the top-middle, as per usual. You can find some Shotgun ammo to the left once you regain control, so pick them up and switch over to your Shotgun. There are a total of three flaming zombies along this path, and plenty of regular ones. After you have cleared an area of zombies, move on forward to the next one. Once they have all been defeated, just move on down to the end of the path. You'll know that you didn't miss any if the in-game cut scene starts up. Anyways, after it is over take the pathway to your right. The Ghost Gun and goggles pair will be just a short ways up the path. No matter what your settings are though, the gun will be set as your active one. You will need it though, so don't switch back to something else. Now let's move on up the path, taking down all ghosts that we run into. Your Ghost Gun doesn't require any ammo or reloading, so when you see a ghost, just keep that trigger pressed. When you get to the fifth ghost, you may not be able to eliminate him before he collides with you. Shortly after that ghost the path splits two ways, and you can grab a Health Pack if you go left. All in all there are seven ghosts along this path. Now go along the other direction and you'll find another one of those handy wormholes. You'll run into the same cut scene as before, but this time you will be playing the role as future Cortez. There are around eight ghosts along this path, so you should no what to do by now. Your past self doesn't seem too skilled with the Shotgun, but if you can kill all the ghosts and get to the end, everything should turn out all right. After the cut scene, you'll find some Shotgun Shells right in front of you. Pick them up, but rather than pulling out that gun, you should equip your Harpoon Gun. The boss battle is almost here, and that is about the only weapon that can successfully take down the boss. Now drop down the hole to your right, and prepare yourself for the battle. NEW OBJECTIVE: Eliminate 'Princess' *Checkpoint Reached* Ok, you notice how Princess ate that barrel, but it got stuck in its mouth? This is your target, and it is the only way to defeat Princess. The Harpoon Gun does the most damage to this barrel, so that's why I had you equip it earlier. The easiest time to shoot it is when Princess is breathing fire. You can try shooting it at other times, but you aren't as likely to hit the barrel since her mouth is pretty much shut (even though there are holes in Princess' mouth.) Other than breathing fire, Princess can create these fiery bat things. They only prove to be a small nuisance, so just ignore them. You have to remember that this battle is timed. After about one minute, when Jo-Beth's health bar is fully depleted, Princess will look up and devour the poor girl. If you run out of ammo for your Harpoon Gun, you should probably bring out your Shotgun. There is a box of Harpoons by a rock, so run around popping off shots until you find it. The last thing to worry is the lava pit Princess is sitting in. If you even touch it, that'll spell an instant Game Over. With this knowledge, the boss shouldn't be too difficult, but if you run out of Harpoons it will be a lot harder. OBJECTIVE COMPLETE: Eliminate 'Princess' After you have finished off Princess for good, Jo-Beth will be raised up through the tunnel in the roof. If you want, you can wrap around this area to pick up any stray ammo. It seems like there is only Harpoons, and they have limited it to two boxes (they don't respawn.) When you are ready to leave, head over to the elevator (it's a metal door with a star on it.) Your Shotgun would be a good weapon to use now, so pull it out before you make it to the top. At the top, Jo-Beth Casey will be waiting for you. *Checkpoint Reached* All right, now head back into the room where you were trapped before (leave this room and take a left.) Move through it and into the next room. On your left is a Health Pack along with some Harpoons and on the computer table (again on the left) is a Revolver. You can't access any of the other computers, so just stick with this one. There are only two files on this one: Email & Personal Diary of Jacob Crow. If you click on the diary first, you won't have a chance to read the e-mail, and for those of you who skipped it, I'll give you a chance to read it below. Email Things going bump in