Timesplitters Future Perfect Walkthrough :
This walkthrough for Timesplitters Future Perfect [Game Cube] has been posted at 14 Jan 2010 by leo25 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up leo25 and share this with your freinds. And most important we have 6 other walkthroughs for Timesplitters Future Perfect, read them all!
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FAQ/Walkthrough For any system By Raining Metal Version 1.06 =================== >Table of Contents < =================== 1.0 Introduction 1.1 Version History 2.0 Basics 2.1 Controls 2.2 Basic Tactics 2.3 Weapons (All around statistics) 3.00 Story Walkthrough 3.1A Time To Split (2401) 3.1B Scotland The Brave (1924) 3.2A The Russian Connection (1969) 3.2B The Khallos Express (1969) 3.3A Mansion Of Madness (1994) 3.3B What Lies Below (1994) 3.4A Breaking And Entering (2052) 3.4B You Genius, U-Genix (2052) 3.5A Machine Wars (2243) 3.5B Something To Crow About (2243) 3.6A You Take The High Road (1924) 3.6B The Hooded Man (2401) 3.7A Future Perfect (1924) 4.00 Arcade League ------------------- 4.10 Amateur League 4.11 One Gun Fun 4.12 NightStick 4.13 On The Take ------------------- 4.20 Honorary League 4.21 Dead Weight 4.22 Fever Pitch 4.23 Mode Madness ------------------- 4.30 Elite League 4.31 Smash 'N Grab 4.32 Group Therapy 4.33 Retro Chique 5.0 Challenges 5.1 Behead The Undead 5.2 Cut-Out Shoot-Out 5.3 Cat Driving 5.4 Super Smashing Great 5.5 Timesplitters "Story" Classic 5.6 Monkeying Around 5.7 Miscellaneous Challenges 6.0 Arcade 6.1 Arcade Modes 6.2 Arcade Maps 6.3 Arcade Options 7.0 Mapmaker 7.1 TS2 vs. TS:FP 7.2 Mapmaker Basics 8.0 And The Rest! 8.1 F.A.Q 8.2 Email Guide 8.3 Website List 8.4 Credits 8.5 Legal Disclaimer To search for the section wanted in this Guide, Highlight the Number beside the subject (Such as 3.3) and press Ctrl + C, then F, and then V. This will activate a finding system to look for the text put in (in this case, a number with a decimal) and simply click “Next”. ================== 1.0 > Introduction < ================== Hello Everybody! Raining Metal makes another guide! This guide will show lots of neccessary information about Timesplitters: Future Perfect, and I will show some unique hints on some of those frustrating parts! --------------------- 1.1 > Version History < --------------------- Version 1.06 Added new ASCII art to the title. ------------------------------------------------------------------------------- Version 1.05 Changed the weapon names to make them more generic and less confusing. ------------------------------------------------------------------------------- Verison 1.01 Made a few adjustments to the Controls section. ------------------------------------------------------------------------------- Version 1.00 Complete Guide. ============ 2.0 > Basics < ============ These are the main basics for playing this game. -------------- 2.1 > Controls< -------------- The Controls for the three systems are very different, so I should keep this quick. These are the Gamecube Controls: On foot: A Button: Action. B Button: Crouch. Y Button: Reload. L Button: Manual Aim/Use Scope. R Button: Fire. Z Button: Secondary Fire. C Stick: Look, Turn. Control Stick: Move, Strafe. Control Pad Up/Down: Zoom Scope. Control Pad Sideways: Change Weapon. Start: Pause. When mounted on a gun: A Button: Fire. B Button: None. Y Button: Dismount. L Button: Fire. R Button: Fire. Z Button: None. C Stick: Turn. Control Stick: Turn. Control Pad Up/Down (In Scope Mode): Zoom Scope. Control Pad Sideways: None. Start: Pause. Driving Cars: A Button: Accelerate. B Button: Brake/Reverse. Y Button: Dismount. L Button: Brake/Reverse. R Button: Accelerate. Z Button: None. C Stick: None. Control Stick: Steer. Control Pad Up/Down: None. Control Pad Sideways: None. Start: Pause. It should be noted that the controls can be customized via the options menu. Feel free to contribute the controls for the other systems. ------------------ 2.2 Basic Tactics < ------------------ Out there in the field, there aren't many allies (or there may be, but there will certainly be lots of enemies). Here are a few tips on survival and efficiency. -Strafe like crazy when in combat. This will decrease enemy accuracy. -Find Cover. Cover can be used for extra protection. -Glass can be penetrated by bullets, so go ahead and shoot that person through the window in the head! -Use Stealth. Headshots and suppressed weapons are essential to stay under the radar. -Zombies can be easily killed by a headshot. -Use and preserve Armour, as well as Health. -Weapons are automatically cooled down when switched. ============= 2.3 > Weapons < ============= In FPSes, the weapon is the best friend, it is the ONLY friend! And to be more precise, the weapon must be mastered! ***************** *Temporal Uplink* ***************** In-game Name: Temporal Uplink. Clip Size: None. Carrying Capacity: None. Power: N/A. Accuracy: N/A. Rate of Fire: N/A. Range: Long. Reload Time: None. Dual-wieldable: No. Alternate Mode: Radar. The Uplink is available in the Story Mode, except for the first mission, where it is given by Anya at the end. The Uplink is capable of lifting items, which can prove useful in many situations. The Map mode is similar to the one in TS2. ************** *Home Run Bat* ************** In-game Name: Baseball Bat. Clip Size: None. Carrying Capacity: None. Power: Medium. Accuracy: N/A. Rate of Fire: Swing. Range: Melee. Reload Time: None. Dual-wieldable: No. Alternate Mode: None. The Home Run Bat is a melee weapon. Its power is more than standard melee attacks. **************** *Concrete Brick* **************** In-game Name: Brick. Clip Size: None. Carrying Capacity: 40. Power: Low. Accuracy: Medium. Rate of Fire: Throw. Range: Short. Reload Time: None. Dual-wieldable: No. Alternate Mode: None. Thanks to the decent aiming system, the Brick is no longer useless. Try to aim for the head with this weapon, even though it is difficult. The Brick is unlocked once the "Don't Lose Your Bottle" challenge is completed. ********** *P220 9mm* ********** In-game Name: Pistol 9mm. Clip Size: 8. Carrying Capacity: 52. Power: Low. Accuracy: High. Rate of Fire: Semi-automatic. Range: Long. Reload Time: Medium. Dual-wieldable: Yes. Alternate Mode: Silenced & Scoped. The P220 is back, and when silenced, it now comes with a scope. Although the scope is VERY short, it can steady the accuracy of the weapon, making it ideal for stealth situations. *********** *Luger 9mm* *********** In-game Name: Kruger 9mm. Clip Size: 8. Carrying Capacity: 52. Power: Low. Accuracy: Medium. Rate of Fire: Semi-automatic. Range: Medium. Reload Time: Fast. Dual-wieldable: Yes. Alternate Mode: Silenced. The Luger 9mm is a past version of the P220, and it has a faster reload time but lacks the scope. ************ *Lex-18 9mm* ************ In-game Name: LX-18. Clip Size: 18. Carrying Capacity: 42. Power: Medium. Accuracy: High. Rate of Fire: Semi-automatic. Range: High. Reload Time: Medium. Dual-wieldable: Yes. Alternate Mode: Silenced & Scoped. The advanced pistol in the 2050s carries a big clip for a pistol, and has the same capabilities as the P220s. ********************** *Garret Revolver .357* ********************** In-game Name: Revolver. Clip Size: 6. Carrying Capacity: 74. Power: High. Accuracy: Medium. Rate of Fire: Single. Range: Short. Reload Time: Long. Dual-wieldable: No. Alternate Mode: None. The Revolver has more power than the other pistols, however, it is unable to dual-wield (for some reason), and it takes a long time to reload. Also, its rate of fire can get in the way, making it a rarely used weapon. ************************* *Science Fiction Handgun* ************************* In-game Name: Sci-Fi Handgun. Clip Size: 16. Carrying Capacity: 184. Power: Medium. Accuracy: Medium. Rate of Fire: Semi-automatic. Range: Medium. Reload Time: Medium. Dual-wieldable: Yes. Alternate Mode: Reflective Shots. The Sci-Fi can be a formidable pistol, especially when paired up. The upgrade to the Sci-Fi Handgun removes the burst fire, but allows it to either bounce off materials or not to, and even then, the shots rarely go back to the shooter. Micro technology has allowed a high carrying capacity, despite the Sci-Fi's large clip. *************** *Dart Injector* *************** In-game Name: Injector. Clip Size: 8. Carrying Capacity: 48. Power: High. Accuracy: High. Rate of Fire: Semi-automatic Range: Medium. Reload Time: Medium. Dual-wieldable: No. Alternate Mode: None. The Injector is a dangerous weapon, and is one of the reasons why this game is rated M. In Story Mode, the Injector is the only way to dispatch Mutants. In Arcade, too many shots to a target will make the victim explode in an inappropriate amount of gore. ********* *MP5 SMG* ********* In-game Name: Machine Gun. Clip Size: 32. Carrying Capacity: 224. Power: Medium. Accuracy: Medium. Rate of Fire: Automatic. Range: Medium. Reload Time: Fast. Dual-wieldable: Yes. Alternate Mode: None. The MP5 is a fast-firing weapon, which can clear out areas in a short time. When dual wielded, this SMG can be dangerous. ************ *Kronen SMG* ************ In-game Name: K-SMG. Clip Size: 32. Carrying Capacity: 168. Power: Medium. Accuracy: Medium. Rate of Fire: Automatic. Range: Medium. Reload Time: Medium. Dual-wieldable: Yes. Alternate Mode: Rocket. The Kronen SMG is a past version of the MP5, but it has a slower firing rate and less-compact clips, but it can launch rockets. ************** *FN FAL Rifle* ************** In-game Name: Soviet Rifle. Clip Size: 30. Carrying Capacity: 170. Power: High. Accuracy: High. Rate of Fire: Automatic. Range: Long. Reload Time: Medium. Dual-wieldable: No. Alternate Mode: None. The FN FAL is a well-balanced assault rifle, and is the superior of the MP5. Although it cannot be dual-wielded, it is far more accurate and powerful than the MP5 alone. ******************** *SBP500 Machine Gun* ******************** In-game Name: SBP500. Clip Size: 64. Carrying Capacity: 196. Power: High. Accuracy: High. Rate of Fire: Automatic. Range: Medium. Reload Time: Very Long. Dual-wieldable: No. Alternate Mode: None. The SBP500 Heavy Machine Gun is a very powerful weapon, but its large clip causes a long reload time, which can be a bad thing. ************** *Plasma Rifle* ************** In-game Name: Plasma Autorifle. Clip Size: None. Carrying Capacity: 400. Power: High. Accuracy: High. Rate of Fire: Overheat Automatic. Range: High. Reload Time: None. Dual-wieldable: No. Alternate Mode: None. The Plasma Rifle is a powerful weapon, and can really put danger into the strongest of threats. ********** *Chaingun* ********** In-game Name: Minigun. Clip Size: None. Carrying Capacity: 400. Power: Very High. Accuracy: Medium. Rate of Fire: Overheat Automatic. Range: Medium. Reload Time: None. Dual-wieldable: No. Alternate Mode: Default Charge Up. The Chaingun is a leathal foe-stopper! The machine gun can clear out enemies in a pinch, but when it overheats, its rate of fire will decrease. ************ *Monkey Gun* ************ In-game Name: Monkey Gun. Clip Size: 64. Carrying Capacity: 194. Power: Very High. Accuracy: High. Rate of Fire: Burst Fire. Range: Medium. Reload Time: Long. Dual-wieldable: No. Alternate Mode: None. The Monkey Gun has a similar design to the MAG-Charger (see below), but it fires a salvo of bullets, which are, individually, powerful. A single push on the trigger will release ALL of the bullets! It has a long reload time though. ******************* *Sawed-Off Shotgun* ******************* In-game Name: Shotgun. Clip Size: 2. Carrying Capacity: 38. Power: Very High. Accuracy: Low. Rate of Fire: Semi-automatic. Range: Short. Reload Time: Long. Dual-wieldable: No. Alternate Mode: None. The Sawed-Off Shotgun is a great weapon at close range, but due to its archaic clips, it takes a while to put shells in. *************** *SPAS-12 Gauge* *************** In-game Name: Tactical-12 Gauge. Clip Size: 8. Carrying Capacity: 32. Power: High. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Time: Varies. Dual-wieldable: No. Alternate Mode: None. The SPAS-12 Shotgun can also be a good weapon at close combat, but its shells are less dense than the Sawed-Off. It can hold 8 shells though. ************************** *Sonic Dispersion Shotgun* ************************** In-game Name: Dispersion Gun. Clip Size: None. Carrying Capacity: 40. Power: Medium. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Time: None. Dual-wieldable: No. Alternate Mode: None. The scenario "Astro Jocks" really gives this weapon an infamous reputation. It is very poor at killing numerous opponents, but it is a quick killer on single threats. It takes a second or two to charge it fully to its most powerful state. ******************* *Lee Enfield Rifle* ******************* In-game Name: Vintage Rifle. Clip Size: 8. Carrying Capacity: 32. Power: High. Accuracy: Very High. Rate of Fire: Bolt. Range: Very Long. Reload Time: Medium. Dual-wieldable: No. Alternate Mode: None. The Lee Enfield Rifle is the oldest sniper rifle. Although it has the shortest scope magnification, it has a large clip, and it has some good power. *********** *AWM Rifle* *********** In-game Name: Sniper Rifle. Clip Size: 5. Carrying Capacity: 35. Power: High. Accuracy: Very High. Rate of Fire: Bolt. Range: Very Long. Reload Time: Medium. Dual-wieldable: No. Alternate Mode: None. The AWM is similar to the Enfield, but it is the conventional version, it is scilenced, has a stronger scope, but has a shorter clip. **************** *Magnum-Charger* **************** In-game Name: MAG-Charger. Clip Size: 12. Carrying Capacity: 28. Power: High. Accuracy: High. Rate of Fire: Beam. Range: Long. Reload Time: Long. Dual-wieldable: No. Alternate Mode: Electrical/Thermal X-Ray. The MAG-Charger can be a threat in various ways. In Single-Player, the MAG- Charger is one of the only weapons that can destroy electronic security measures, and its X-ray can detect those security objects. In Multiplayer, the MAG-Charger is capable of shooting through walls, and can detect opponents. Its scope can improve accuracy. ******************* *Gauss Laser Rifle* ******************* In-game Name: Sci-Fi Rifle. Clip Size: 8. Carrying Capacity: 32. Power: High. Accuracy: Very High. Rate of Fire: Bolt. Range: Very Long. Reload Time: Long. Dual-wieldable: No. Alternate Mode: Defensive Shield. The Gauss is the future Sniper Rifle. This is the only rifle that is not scilenced, but it has a defensive shield, which can assist hard-core snipers. ****************** *Harpoon Launcher* ****************** In-game Name: Harpoon Gun. Clip Size: 12. Carrying Capacity: 36. Power: High. Accuracy: Medium. Rate of Fire: Semi-automatic. Range: Short. Reload Time: Medium. Dual-wieldable: No. Alternate Mode: None. The Harpoon Launcher is a very scary weapon, and it can be very fun to use. The harpoons themselves are renewable, meaning that they can be used again after being used. ******************* *M2-2 Flamethrower* ******************* In-game Name: Flamethrower. Clip Size: None. Carrying Capacity: 1500. Power: Medium. Accuracy: High. Rate of Fire: Automatic. Range: Short. Reload Time: None. Dual-wieldable: No. Alternate Mode: None. The Flamethrower is now a better weapon than it used to be in TS2. It is a good weapon on normal targets, but don't bother trying to use this on mechanical enemies. ******************* *Shock Electrotool* ******************* In-game Name: Electrotool. Clip Size: None. Carrying Capacity: 1500. Power: Medium. Accuracy: High. Rate of Fire: Automatic. Range: Medium. Reload Time: None. Dual-wieldable: No. Alternate Mode: Single. The Electrotool can be used to destroy plasma gates and shields, but it can also harm organic enemies (except for zombies). The single mode is very useless. **************** *Ghost Imploder* **************** In-game Name: Ghost Gun. Clip Size: None. Carrying Capacity: 960 (Multiplayer). Power: Medium. Accuracy: High. Rate of Fire: Automatic. Range: Medium. Reload Time: None. Dual-wieldable: No. Alternate Mode: None. The Ghost Imploder in Story Mode is the only way to defeat ghosts. In Multiplayer, the Ghost Imploder can harm any opponent, and can steal health from them. *********** *Flare Gun* *********** In-game Name: Flare Gun. Clip Size: 1. Carrying Capacity: 10. Power: High Accuracy: Low. Rate of Fire: Single. Range: Short. Reload Time: Long. Dual-wieldable: Yes. Alternate Mode: None. The Flare Gun fires a flare which, in direct contact, will set the target on fire! The Flare Gun has a long reload time though, which can be abused by a glitch. ***************** *Rocket Launcher* ***************** In-game Name: Rocket Launcher. Clip Size: 6. Carrying Capacity: 6. Power: Very High. Accuracy: Low. Rate of Fire: Single. Range: Medium. Reload Time: Very Long. Dual-wieldable: No. Alternate Mode: Burst Fire. The Rocket Launcher can do some damage. Although it doesn't have instant salvo firing rates like its more superior versions, it still can unleash all of its rockets, just not all at once. ********************* *Heatseaking Bazooka* ********************* In-game Name: Heatseeker. Clip Size: 1. Carrying Capacity: 10. Power: Very High. Accuracy: Medium. Rate of Fire: Single. Range: Medium. Reload Time: Long. Dual-wieldable: No. Alternate Mode: None. The Heatseeker is a very effective weapon on armoured mobile targets, as well as singular targets in Multiplayer Mode. ***************** *Proximity Mines* ***************** In-game Name: Proximity Mines. Clip Size: N/A. Carrying Capacity: 20. Power: High. Accuracy: Low. Rate of Fire: Throw. Range: Short. Dual-wieldable: No. Alternate Fire: None. For all Mines, including the Proximity version, they are thrown and will explode in different styles. The mines should be thrown onto another player for best effect. The Proximity Mines are Mines that explode on impact. They explode when a player comes close. Distinguished by the triangular shape. ************* *Timed Mines* ************* In-game Name: Timed Mines. Clip Size: N/A. Carrying Capacity: 20. Power: High. Accuracy: Low. Rate of Fire: Throw. Range: Short. Dual-wieldable: No. Alternate Fire: None. The Timed Mines explode in a few seconds after they have been thrown. Distinguished by the square shape. ************** *Remote Mines* ************** In-game Name: Remote Mines. Clip Size: N/A. Carrying Capacity: 20. Power: High. Accuracy: Low. Rate of Fire: Throw. Range: Short. Dual-wieldable: No. Alternate Fire: None. The most fun of all the mines, the remote mines explode via detonator. Distinguished by the miniature antenna. ***** *TNT* ***** In-game Name: TNT. Clip Size: N/A. Carrying Capacity: 1. Power: VERY High. Accuracy: Low. Rate of Fire: Throw. Range: Short. Dual-wieldable: No. Alternate Fire: None. Similar to the timed mines, only that it trades it capacity for its higher damage. For story mode only. ************************ *Fragmentation Grenades* ************************ In-game Name: Grenades. Clip Size: None. Carrying Capacity: 5. Power: High. Accuracy: Low. Rate of Fire: Throw. Range: Medium. Reload Time: None. Dual-wieldable: No. Alternate Mode: None. All grenade types can be thrown without having to change weapons. Grenades can be thrown further if the grenade button is held longer. This specific version will bounce and in a second or two, it will explode. ************************ *Plasma Sticky Grenades* ************************ In-game Name: Plasma Grenades. Clip Size: None. Carrying Capacity: 5. Power: High. Accuracy: Medium. Rate of Fire: Throw. Range: Short. Reload Time: None. Dual-wieldable: No. Alternate Mode: None. Futuristic Plasma Grenades automatically stick to any surface and detonate. ******************** *Time Halt Grenades* ******************** In-game Name: Time Distortion Grenades. Clip Size: None. Carrying Capacity: 5. Power: High. Accuracy: Medium. Rate of Fire: Throw. Range: Short. Reload Time: None. Dual-wieldable: No. Alternate Mode: None. In story mode in the near future, the Time Halt Grenades explode whenever they touch any surface. In addition, the surrounding area affected will slow down movement, bullets, etc, EXCEPT for the user, which can be minipulated. ======================== 3.00 > Story Walkthrough < ======================== Here's the part where the history of the Timesplitters war continues. All walkthroughs are specifically for NORMAL difficulty, but nothing much changes, only the power and the amount of enemies do. In Co-op, the gameplay will hardly change. ==================== 3.1A > Time To Split < ==================== Objectives: -Report to the General at the Human HQ. -Clear the enemy bunker. -Fend off the Timesplitters at the outpost. -Fend off the Timesplitters at the Human HQ. Secondary Objectives: None. Weapons: Science Fiction Handgun (x2) Plasma Rifle Gauss Laser Rifle Plasma Sticky Grenades Unlockable: Characters: The General, Anya. Co-op Character: Pvt. Hicks. Enemies: -Time Assassin These guys are hooded, and are hostile. They aren't Timesplitters however, but they are intent on stopping Cortez. -Berserker Splitter Apparently, the only Timesplitter species that can invade the Earth. They can turn invisible, like the Reaper Splitters, and can shoot lightning shots. Briefing: After destroying the Timesplitter Space Station, Cortez returns to the Earth. He must return to the HQ and deliver the time crystals to the Base. However, his ship is shot down, and he needs to return to the HQ, on foot. Meanwhile, a mysterious figure takes interest in Cortez's journey back and follows him... At last, a Timesplitters game has an actual tutorial level. It is brief for one, but the basics are all covered. Cortez starts out hanging upside-down from a narrow piece of metal from the remains of his spacecraft. Two human soldiers come to his rescue. Once Cortez drops down, one of the men gives him a Sci-Fi Pistol and tells him that he needs to hurry. Follow the pair and when the first soldier gives the go, attack the hostiles dressed like ninjas that ambush the platoon. Although they aren't aliens, they are still dangerous, so attack the men at the other side of the ravine. Cross it on the crashed space shuttle. To the right area, there is a pair of Sci-Fis that will help Cortez fight off the bad guys that appear to the left of the "bridge". When done, approach the trapped soldier. He is in trouble, and his partner, Pvt. Jameson, is down. Help the alive man shoot the assassins. Pick up the Rifle and the Grenades. Below the now broken bridge, there are even more hooded men! Dispatch them and notice how the enormous Timesplitter Mothership gets downed by gunfire. Go right and meet the soldier. He says that the way is blocked by enemy snipers, as displayed by the demise of Pvt. Miller. The soldier then gives Cortez a Gauss Rifle. Use it on the barrels just behind the men in the bunker. One of the soldiers will accompany Cortez while the rest try to hold the valley entrance. When turning around, a Timesplitter will come from the top of the valley. Shoot it! Another one will come from the corner. When it is killed, advance to the position where a squad of soldiers are under attack! When Cortez approaches the area, the soldier with the machine gun gets killed in an explosion and another one gets brutally attacked by a Timesplitter. Clear the way and rescue the last soldier. He says that Cortez cannot advance until the wall is destroyed. In the meantime, they need to fend off the Timesplitters that are attacking the place. Use the gun emplacement to destroy anything "with teeth bigger than its face". If needed, collect the medkits and Plasma Grenades next to the emplacement. Once the wall is blown up, some more soldiers will come to the rescue. Now Cortez and his buddy can go to the HQ! The HQ is in trouble. The soldiers are desperately trying to prevent the Splitters from entering the big building. Take cover behind the debris and shoot the aliens! Use the supplies next to the wall. After a while, the area will become secure enough for Cortez to enter through the big garage wall. Cortez meets back with the General, and then the two go into an elevator. The General explains that they have built a time machine in order to find out the cause of the Timesplitters War. Once they are at the top, the General introduces Anya, first in charge of the science department, to Cortez. Anya shows where she believes where the Time Crystal source is. She then gives Cortez the Temporal Uplink and sends him to that location... ========================= 3.1B > Scotland The Brave < ========================= Objectives: -Infiltrate the Castle. -Escape the Trap. -Locate the Crystal Mining Site. -Gain entry to the Briefing Hall. -Destroy the Tank. -Get to the underground of the island. -Captain Ash must survive. Secondary Objectives: -Rescue the Jungle Queen. Weapons: Temporal Uplink Luger 9mm (x2) Lee Enfield Rifle Kronen SMG Flare Gun TNT Fragmentation Grenades Unlockable: Characters: The Jungle Queen, Warrant Officer Cain. Co-op Character: Captain Ash. Enemies: -Ivor Baddic, Polov Yuran, and Comrade Papadov The soldiers defending the island are dressed in brown uniforms and in a gas mask. They might also have helmets, either closed or open. Some of the soldiers have a higher rank than others, and take the role of semi-officers. -Warrant Officer Cain. Male officers have better combat skills than the regular soldiers, and in this mission, they are only seen in the briefing hall. -Tank. The Tank is seen in the near end, and it is only vulnerable to Kronen SMG explosives and TNTs. Briefing: The year is 1924, six years after the Great War, and the Royal Majesty's service is astounded to find some defectors in the island of Urnsey, who have decided to join the Triple Alliance. However, the defectors have something else in mind other than to join the Germans... The British army has sent in an agent, Captain Ash, to rescue a hostage in the castle on the island. Cortez arrived and used the flare gun, which, unfortunately, signaled the British Navy to bomb the island. It looks like the Captain is going to go through a harsher adventure than he planned... This is a favourite mission of mine, and it is an easy mission, yet it is one of the funnest. Some stealth tactics will be introduced. Captain Ash will give Cortez a Luger 9mm. Go to the left, ignoring Ash and get the Flare Gun in the boat. Join Ash and sneak up on the soldiers in the bunker. Dispatch them and nab the Lee Enfield Rifle. The radio will sound the castle alarm! Go up the hill and dispatch the two soldiers camping at the ridge. The next threat will be a machine gun nest. In easy and normal, a plane will come by and bomb the soldier. On hard, wait for the machine gun to overheat, and shoot the gunner. Go up and go into the nearest building, and get the rifle. Turn around and shoot the soldier that has two Lugers. Get them and help Ash kill the two soldiers. Get inside the garage. It's a trap! Both portcullises will close! The controls for them are located on the second floor of this dock. Fend off any soldiers that attack and go up the stairs (grabbing the K-SMG on the way up). More soldiers have positioned themselves at the top. Go left and dispatch the soldiers. Go into the post, grab the armour, and shoot the guy on the other side. This switch will open the portcullis for the entrance. The switch for the portucllis leading to the next area is on the opposite post, so go there. Flip the switch and go back. Soon after, a U-Boat will come up of the dock. Cortez can't get back down until the gunner is dealt with. Use the crane controls (located on the bridge between the opposite sides of the second floor) and use it to lift the gunner and drop him into the water. Get back with Ash and proceed to the next door. Outside, ignore the crashing truck and assault the garage. Pick up any supplies there, and get into the truck. If Cortez takes the gunner position, shoot any soldiers, planes, or any other threats that come across the truck. If Cortez takes the driver position, drive up to the edge, ram the gates, and keep going along the road until the truck meets an open bridge. Captain Ash will take the other seat. When at the bridge, dispatch the gunner and use the Uplink on the switch (at the stand where the gunner was) to bring down the bridge. Take out the sniper on the castle bridge and deal with the pair of soldiers. Keep going up the road, killing any hostiles that get in the way. At the front Castle gate, use the TNT next to the fallen truck to blow up the doors (don't worry, it will respawn). Get in the castle, getting the Lee Enfield Rifle to the left, and clear the foyer of all of the guards. Once done, Captain Ash will need to signal the navy with flares that he just found in a room. This is where he steps off (of battle). Proceed across the hallway, dealing with the soldier that guards a medkit, and go to the double-doors. The doors are locked, but fortunately, a man who is exactly like Cortez gives our current hero a key in order to open them. What's going on? Anyhow, Cortez unlocks the doors, leading to a wine cellar. A drunk soldier goes rambling on about silly subjects (this will be a recurring joke in most of these missions). Take the Flare Gun and get into the tiny elevator. Captain Ash gives Cortez the lift and dissapears. Silently take out any guards in sight and move up the stairs. A conversation is going on between two soldiers. Take them and two other men out. Another soldier is to the left room, where some grenades lay. Go ahead and look into the scopes in the tiny room. The one on the left shows the room just outside this one, the one on the right shows the kitchen, where two soldiers are childishly fighting one another, and the one in the centre shows the Briefing Hall, where a bald man and three other officers are talking. This is the next destination. Go to the door currently on the left and explore the area; there's some armour in a secret area. Go left twice and listen to the conversations in the next room. Open the secret door and attack the three officers. Follow the leader through the fireplace to discover an elevator shaft. Go back and go through the door on the left. Cortez finds a wormhole and walks through it, repeating the cutscene described at the beginning of the previous paragraph. Anya warns Cortez that when the "Time Loop" occurs between him and his other self, he is vulnerable to a Time Paradox (meaning that if one of the copies die, then disaster will strike). Listen to the conversation between the two soldiers in the room to the left, and strike them down silently. Go up the stairs and take out the guy that approaches. Go right and dispatch the other two guards, taking the K-SMG explosives in the room to the left. Keep going and take out the two soldiers in the scope room. Go up the stairs in there and snipe the three guards examining the scene in the near-beginning of this mission. Explore the three scopes. The one on the left shows the wine cellar, the one on the centre shows Captain Ash examining the camera and the Jungle Queen in a jail cell, and the one on the right shows a clue how to complete the secondary objective. Go outside, ignoring the crashing plane, and meet with Captain Ash once again, who seemed to infiltrate the castle sucessfuly. He asks Cortez to help him out. Go to the next cell and shoot the barrel (it will leak oil). Then take down the light, causing an explosion that will let the Queen out. Continue on, taking the armour, and go outside into the courtyard. A Tank will come out of a garage! Use K-SMG grenades to stun and hurt the Tank, and use TNTs on the Tank when it is stunned to defeat it. When it is destroyed, go into the elevator where the Tank came from. When Cortez reaches the bottom, explore the mysterious area, and get through the door, completing the mission. Cortez enters the tiny room, where the Bald Leader is. When the bald man sees Cortez, he quickly grabs a device and dissapears. Cortez suspects that the bald guy is responsible for the Time Crystals. He then picks up a photo and finds out another location where the bald guy went. ============================= 3.2A > The Russian Connection < ============================= Objectives: -Find the Time Traveler. -Get to the Water Tower. -Deactivate Electricity. -Access Sector 3. -Restore Base Power. -Activate Starter Motor. -Restore Water Pressure. -Locate Khallos' Train. -Harry Tipper must survive. Secondary Objectives: -Make it to the Water Tower undetected. Weapons: Temporal Uplink P220 9mm MP5 FN FAL Rifle AWM Rifle Fragmentation Grenades Unlockable: Characters: Swining Tipper, Henchman Cortez. Co-op Character: Harry Tipper. Enemies: -Henchmen and Henchwomen The Henchmembers of Khallos' organization have different uniforms than the ones in his Atomsmasher. Instead of yellow, the body area is blue. More people have been assigned in the Hencharmy. -Elite Henchmen and Henchwomen (aka, Dark Henchpeople) In the train base, Elite Henchsoldiers guard the majority of the Train Station. They usually have better weapons and training than the regular kind. -Leonid, Vlad, and Oleg Engineers in the Base are located in Sector 2, where the electric pumps are present. They are armed with P220s in case anything goes awry... -Booty Guard Some of Khallos' female soldiers can get promoted for even more important uses, and they are highly trained. Briefing: In the year 1969, the conflict between the USA and USSR have been rising dangerously, and the Americans have sent in Harry Tipper to examine the scene. Khallos, the infamous madman, has been suspected of confidential activity in the Stalingrad Train Station. Recently, a proffessor has been visitning the base, and is suspected to have a connection with Khallos. When Cortez arrives at the scene, Tipper tells him what he knows so far: the Time Traveler is wanting a small army from Khallos in exchange for "Eternal Life"! This is the mission where stealth is introduced. Also, there's a few mini- activities to play in this mission. Use the silenced P220s to take out the Henchman in the guard post. Get behind the building and listen to the conversation. Wait for the Henchwoman to go out of sight in the boxes and then plug her in the head. Turn around and silently dispatch the two Henchmen. Go into the building, go downstairs, and take out the two Henchmen, and grab the Armour. Return back to Harry Tipper and go through the canals. Harry will go into the sewer pipes while Cortez must continue topside. Assassinate the nearby Henchman and go across the wall. Shoot the two Henchmen. Go left of the door and take out the near Henchman that is next to the red box, then kill the far Henchman. Go to the other side of the door and assassinate the Henchman next to the car. Ignore it and go into the building, where there is an electric generator. The fence next to the Water Tower is electricuted. The Henchwoman has a headache. When the Henchman in the building is done talking, silently kill him. Then make the Henchwoman's wish "come true". Take the Grenades and medkit, and deactivate the electricity. Move on, silently killing the Henchpeople in this area, and when ready, advance to the Water Tower. Harry Tipper will come out of the manhole underneath the Tower. There's no way that Harry and Cortez can get into the base, unless they infiltrate it. He decides to get some disguises. Cortez will need to cover him with the AWM Rifle found at the Water Tower. Ignore the drunk Henchman at the top and help out Harry. Do the same when Harry reaches the area on the right. Also, Grenades can help clear out the bad guys. When Tipper is safe, go into the building from the roof and mow down any Henchpeople with the MP5. Check any rooms for supplies, and meet back with Harry at the exit. Cortez and Harry get into their disguises. Apparently, Harry is not "fat" enough to wear a Henchman's uniform, so he instead wears a HENCHWOMAN'S uniform! After laughing, the Base gates will open. Get inside and listen to the Henchwomen's conversation if necessary. The organization that this time traveler's managing is called the Brotherhood of Ultrascience. Anyways, there are a few methods of getting to Sector 3, but I will go over the basic walkthrough. Go up the stairs and into the power room, where Leonid is just finished dismatling an electric box. He and his card are the only means of getting into Sector 2. Follow him (and chuckle at the Elite Henchman talking to Harry Tipper) and check out the motor. Then go to a room where there are electric turbines. Listen to Vlad's and Eric's conversations, then go down and keep walking until Cortez sees a wheel at the end, which will restore the water pressure. Oleg will notice. Here are the different methods: 1. Don't attack anybody! Just keep walking until Cortez turns the water back on. Then simply shoot any bad guys in the backtracking (Health preservation: Low). 2. Don't attack anybody in Sector 1! When Leonid is in sight, shoot him and take his swipe card. Go down to Sector 2, and silently try to take out all of the engineers. When returned at Sector 1, shoot all of the Henchpeople when the announcements come after restoring the power (Health preservation: Medium). 3. Advance into Sector 1 and silently take out the patrolling Elite Henchman at the higher level. When nobody is looking, assassinate the Elite Henchman guarding the Sector 3 door. Then snipe the two Elite Henchwomen above. Go to the electric generator and talk to Leonid. Go out and wait for him to get to Sector 2 and out of sight, then silently take out the Elite Henchman in front of Harry. Then shoot the two Henchwomen at the entrance. Go down and restore the water pressure, then shoot any engineers that get in the way (Health preservation: High). Method 3 is the safest, but hardest. Anyways, once Sector 3 has been breached, attack the Elites that guard the car (forget about stealth). Drive the car and drive it down, and park it wherever accessible. Shoot the incoming Elites and go to the room on the left, and collect the supplies (ignore the elevator). Harry will need to rescue the hostages. Drive the car through the gate, and notice how the large door is blocking the way. To the large room on the right is some regular Henchpeople that are producing Khallos' new currency. The room on the far and left is some grenades and an explosive shell, which Cortez will need to grab with the Uplink to blow up the blast door. Continue on foot and shoot any Booty Guards with the Rifles. Go down the stairs and dispatch any resistance. Near the end is that Time Traveler, who is brining in Elite Henchmen into a time portal. Two of them are left behind, so take them down, and go through the door. Harry managed to get on the train before Cortez did. Fortunately, Cortez manages to catch up and meet with the groovy agent. ========================== 3.2B > The Khallos Express< ========================== Objectives: -Encounter Khallos. -Find the SAM launcher's control panel. -Help Future Cortez fight off the Henchmen. -Help Past Cortez take down the Appache. -Meet back with Harry Tipper. -Escape the Gas Trap. -Prevent the Nuclear Missile from launching. -Stop the Train. -Harry Tipper must survive. Secondary Objectives: None. Weapons: Temporal Uplink P220 9mm MP5 (x2) FN FAL Rifle SPAS-12 Gauge Heatseeking Bazooka Unlockable: Characters: Kitten Celeste, Elite Henchwoman. Co-op Character: Harry Tipper. Enemies: Henchmen and Henchwomen The Henchmen will be the main enemy force, but some Henchwomen will fight too, although the regular Henchwomen only use P220s for some reason. Elite Henchwomen It seems that the Time Traveler has taken all of the Elite Henchmen with him. The Henchwomen are the only Elites left behind, and there aren't many. Khallos On his fancy jet device, Khallos will be encountered in this mission. He uses lasers to fight, and his firey jetpack can be dangerous. Briefing: The plan is revealed. Khallos has a Nuclear Missile on his train and is planning to use it to cause turmoil! Harry Tipper and Cortez will need to prevent that from happening, and Tipper also needs to rescue his loved one too! This is the first mission where the Time Loop concept goes into action. Some mekdkits and armour are on the shelves of most cars, so use the Uplink to take them. Harry throws out a Henchman out the window. Advance toward his position; he is under attack by a Henchman on the roof of the next car. Take him down and climb the ladder, and then kill the incoming Elite Henchwoman. Down below is a group of Henchpeople, and they can be taken silently, here's how: 1. Kill the guards in this order, the nearest Henchman. 2. The Henchwoman. 3. The Henchman on the left. 4. The Henchman on the right. When done, go down to the flat car and advance to the next. At once, shoot the pile of barrels in order to take out the machine gunner easily (and possibly the Elite Henchwoman next to him too). Go through the mess and shoot the two Henchpeople that come in from the next car. To the right is a box that contains some armour. The next car has a room where a Henchman is radioing the Missile Control centre, and another one badmouthing Harry sitting at the table. Kill them and take the MP5 and Medkit. Harry will need to radio his HQ and warn his folk about the Missile. Meanwhile, Cortez needs to advance. Shoot the Henchpeople in the corridor and dodging the gunfire from the Apache. When the Henchman appears from the corner, the Elite Henchwoman who was in the bathroom will come too. Smash them both and check the rooms for some supplies. Advance to the open car full of crates. The same Apache is back! Shoot any crates in the way with the MP5 and push the button for the SAM launcher. Go up the ladder and dispatch the two Henchman that come from the roof holes. The next car is the flat and open kind. Shoot the Henchwoman, the Henchman, and the Henchman that is behind the box on the left. Take the FN FALs that the Henchmen drop. There's no ladders, the doors are locked, and another Apache has come! Fortunately, Future Cortez comes to the rescue! He'll take down the Apache with his Bazooka as long as the current Cortez covers him from the incoming Henchmen from the two rooftops of the other train. Once Future Cortez is done, the Apache will crash in the car in the front and will burn two unlucky Henchmen. Go across the demolished cars and secure the armoury from the Henchmen there. My method of some fun is to grab the SPAS-12 Gauge on the shelf with the Uplink and blasting the Henchmen! Collect the rest of the guns and supplies before heading over to the next car. When Cortez is up the ladder, he fights off more Henchmen (by hand) and then goes through the wormhole to the second train. Dispatch the Henchmen in this car using any means necessary. Next, collect the Bazooka Rockets and the Bazooka outside. Use the Bazooka to help Past Cortez survive against the Apache. When the "body" of the Apache is hit, it's GAME OVER for it! Return back. Cortez is back onto the original train. Shoot the Henchman that comes by and take his dual MP5s. Use the new toys to clear the corridor clean. Check the |
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