TimeShift Walkthrough :
This walkthrough for TimeShift [PC] has been posted at 06 Aug 2010 by megabodyrocks151 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up megabodyrocks151 and share this with your freinds. And most important we have 2 other walkthroughs for TimeShift, read them all!
Walkthrough - FAQ/Walkthrough
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Timeshift (PC) Complete Walkthrough v.1.02 Last update: 11/12/07 Created by: JediMeister (firstname.lastname@example.org) Copyright 2007 Alvin Shek Table of Contents ----------------- 1. Introduction - Legal Info - Version History - About the Author 2. Weapons - KM-33 - KM 2103 Karbine - ShatterGun - Echo Rifle - ThunderBolt - E.M.F. Cannon - Bloodhound - Hell-Fire - SurgeGun - Grenades - Clutch Grenade - Spring Mines - Swarm Grenade - Laser Trip Mines 3. Level Maps 3.1 Arrival 3.2 Back Again 3.3 New Blood 3.4 Infiltration 3.5 Ground Floor 3.6 Heist 3.7 Getaway 3.8 Disputed Airspace 3.9 Better Late... 3.10 Point of Impact 3.11 Liberation 3.12 Road Trip 3.13 Forced Entry 3.14 Test Labs 3.15 Factory Recall 3.16 Some Assembly Required 3.17 Sabotage 3.18 Exeunt 3.19 Drive-By 3.20 Gate Crashers 3.21 The Wind Tunnel 3.22 Repo Men 3.23 En Route 3.24 Consequences 4. Credits 1. Introduction Legal Info This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Version History: v 0.10 - Began playing 11/1/07, got through several levels but then got sick of Notepad WordWrap so copied and pasted to Word. v 0.50 - Continued playing, occasionally going back to record locations of autosaves and exploring areas for additional ammunition crates. v 0.95 - Finished playing through the game, now re-pasting content back to Notepad for re-formatting to GameFAQs specifications. v 1.00 - Official Release v 1.01 - Made a couple of changes after playing through the game again, notably on Level 10: Point of Impact, Level 18: Exeunt, and Level 19: Drive-By. v 1.02 - Minor update to Level 24: Consequences About the Author Welcome to my third game walkthrough. I haven't published any game walkthroughs for ages because of college and life in general. Hopefully I haven't lost the touch, because I've stayed in practice by writing walkthroughs for friends. Any and all suggestions and tips are welcome, please email me at the address posted above. 2. Weapons: 1) KM-33 - this pistol is by no means the best weapon, but its better than nothing. Get rid of it as soon as a new weapon is available. Use only the alt-fire, because a single shot from this peashooter won't kill anything. Clip size: 16, Max ammo: 112 2) KM 2103 Karbine - when you use the minizoom and fire in short bursts, this makes a decent sniping gun. Its the most common gun out of all the soldiers you'll run into, so you'll never run out of ammo for it. Use the alt fire and clutch grenades to clear up groups of enemies. Clip size 30, Max ammo: 210 & 4 grenades. 3) ShatterGun - the best close quarters weapon you'll find. Not recommended for using against targets more than a few feet away due to its wide spread of bullets. Use alt-fire to guarantee kills. Clip size: 10, Max ammo: 112. 4) Echo Rifle - a good sniping weapon, but unless you get headshots every time, the Thunderbolt is far superior. Clip size: 4, Max ammo: 20 5) ThunderBolt - this crossbow is good for engaging targets both near and far. It guarantees one-shot kills for all infantry but not the Quantum Guards. Use time pause with this weapon to kill the shielded troops quickly. Clip size 10, Max ammo 30. 6) E.M.F. Cannon - this weapon is better than the Karbine in my opinion. Best at taking out targets from close to medium range. Didn't find much use for the alt-fire. Clip size 20, Max ammo 100. 7) Bloodhound - use alt-fire to down moving targets, and primary to take out stationary ones. Clip size 4, Max ammo 12. 8) Hell-Fire - primary fire eats up ammunition quickly but kills things quickly as well. The alt-fire uses different ammunition and is effective against any kind of unshielded infantry. Clip size: 45, Max ammo 315/220. 9) SurgeGun - not terribly useful until the last mission. Primary fire is a heavily damaging shot comparable to a rocket. You can only manage six shots with a full charge before you have to pick up an ammo refill. Alt-fire is a sustained burst of lightning. Hold it down to make the enemy extra crispy. Clip size: N/A, Max ammo, 6 primary fire or about 15 seconds of sustained alt-fire. 10) Grenades Clutch Grenade - similar to Halo's plasma grenades, they stick to the unlucky target and explode. If you get stuck with one in singleplayer, use time reverse quickly to make it fly off you. You can carry a max of 3. Spring Mines - you can't use these, but you do run into them through the singleplayer campaign. As long as you run through the minefield with Time Slow, you shouldn't find things too difficult. Swarm Grenade - never saw these in singleplayer. I assume they're only for the multiplayer maps. Laser Trip Mines - again, never saw these. Most likely only in multiplayer. General Weapons Notes: My standard weapons loadout for the majority of the game was the Hell-Fire, the E.M.F. cannon, and the Thunderbolt. Because these aren't available until midway through the game, the Karbine, Shattergun, and the Echo Rifle were my options for the first half. I didn't really see any point into holding onto the Bloodhound because whenever you need it there's always one in a crate nearby. In my opinion, upgrade to the next best thing whenever a new weapon becomes available. Enemies: Infantry - not really a problem these guys. They're either armed with Karbines, ShatterGuns, E.M.F. cannons, Thunderbolts, Echo Rifles, or Bloodhounds. They go down pretty quickly. Timeslow Soldiers - They move crazy fast, so use Time Pause to quickly even the odds. Quantum Guards - metal constructs, they're armed with SurgeGuns. They use Time Pause to get around behind you. Can only be killed with explosive rounds like another SurgeGun or a Bloodhound. Grenades do not stick to them. Shielded Soldiers - these enemies carry a portable shield with them. Use Time Pause to hit them when their shield is down otherwise you'll never kill them. SurgeGun Guards - these guards only show up on the last two levels. I almost confused them with Quantum Guards except they are so much easier to kill. Use Time Pause as soon as they appear and empty a clip into them. If you are attacked by multiple ones, try to keep your back to a wall as you move around the room or rooftop and hide behind objects so your health has a chance to regen. 3. Missions 3.1 Level 1 - Arrival When your character regains consciousness, you find yourself in an alternate timeline, in a 1939 with walkers and helicopters of some sort. You awake in a room with only one exit and an npc instructing you to follow him. Take some time to check your objectives when they are updated and exit out the door. Continue around the wall, and through an archway. Ignore the stairs leading down, and exit through the doorway to the left and up the stairs. Continue up the stairs and enter through the door that the npc opens up. Once you enter, the game automatically saves and before you have a chance at some peace and quiet, a walker busts through the wall in front of you and opens fire. Exit left once the npc has broken through the boards. Sadly, he suffers an untimely demise after jumping over a low wall of bricks. Go up the stairs and out the hole blown up top. Jump over the table and continue through the door at the other end of the floor. Crouch to get through another gaping hole and drop down to the basement. Pass the npc and exit through a hole on the left-hand side. Find the green door to the left and walk into it to open. As soon as the enemy troops on the other side of the wire fence have passed by, a resistance fighter will lower a fire escape for you to climb up. Up top, the fighter will hand you his weapon. In the next room, walk past the guy futily trying to save his friend's life, and go right into the hallway where the game auto-saves. In front of you are two fighters setting up a barricade against troops who are about to bust down the door. Kill the troopers through the window, or ignore them, and go up the stairs. You pick up a pistol near another fighter's body. At the very top of the stairs, head through the door to an autosave and watch another resistance fighter get shredded by the helicopter. On your radar you should see the enemy trooper marked in red. Take him out, as well as his two buddies. Nab their ammunition and head up the stairs alongside the other building. Hop into the building through the broken window and find your progress blocked by some boards. A helicopter will do a flyby and in the process of shooting the npc talking to you, will enable you to proceed. Jump over the debris and go around the thick pipe. Ignore the hole in the floor to the right, and head across the room, past the strange-looking generator to the far end and then drop down to the floor below. Exit through the door and jump out to another set of stairs. Go down the stairs and drop through the hole in the roof into a ventilation shaft. Continue along the shaft to find yourself standing on a vantage point with a clear view of two enemy soldiers where the game autosaves. After taking care of them, exit through the door at the end of the hallway to the left. Through the window in front of you, a resistance fighter is about to be executed. Unfortunately, you can't do anything to save him, but you can avenge his loss by shooting the explosive (red) barrels in the courtyard below. Two more soldiers will charge out of the alleyway. After they're finished, turn right and drop through the hole to the next lower floor. Grab the free ammo refill and cautiously peek out into the courtyard between the buildings. A soldier stands watch from a window in the right building. Kill him and exit through the double doors. Stand near the ammo crate in front of you to refill ammo to full. You'll face four enemies across the canal, two standing on the remnants of balconies, one on the roof across the way, and one on "ground" level across. The column of tires is a temporary form of cover at best, so shoot at the opposing soldiers with short bursts. After they’re dead, slide down the broken bridge and exit left, killing the two troopers on the ground level, as well as the two on the streetway above, behind them. As you turn right, and pass under a T-shaped bridge, fire at the explosive barrels on the next further bridge to eliminate the two soldier up there. Then run into the open grating along the left side of the canal. Follow the sound of gunfire and drop down into an area defended by the resistance fighters. There's another ammo crate you can collect ammo from, but it’s a moot point since your suit removes you from the battlefield and ditches your weapons to boot. 3.2 Level 2 - Back Again When your suit finally stabilizes, grab the pistol from the ground and eliminate the three soldiers. Follow the wounded pair of resistance fighters out onto the street and help their posse take out the charging troops with your new abilities. Eventually a sentry will show up and blow a hole in the building to your right. Run through and go up the stairs. Go out to the exterior of the building by exiting out the hole and climb up the ladder. The game autosaves at the top. Break the window and walk towards the rubble. Drop down the hole and see the connecting bridge between this building and the next getting torn to pieces by the sentry. Use the time reverse ability to rewind time as you walk along the bridge. Don't forget to nab the new gun laying on the ground. Around the corner is a table with a trio of weapons. Exit through the door on the right to another autosave. Drop into the area below, where six or seven soldiers are scattered throughout the ruined structure. I found that the scattergun (shotgun) is the most effective weapon for this area since it’s great in such close quarters. In the furthest room, you’ll see a hole in the floor. Drop down with your trigger finger ready, as well as slow time, and the three troopers below shouldn’t pose much of a threat. Exit out the wooden door and drop down to an autosave. Pause time to make it to the right side of the pool of electrified water. Continue down the canal and follow the two bodies to a pipe. Enter the pipe and exit to two fighters under fire. Help them out by wiping out the overzealous troops who charge you and your companions. After they’re all sorted, a sentry will show up and blow the gate that was blocking your way into smithereens. Collect ammo from the ammo crate near the barrel platform and continue past the gate. Go up the wooden planks and turn right at the top. Face the concrete pipe and use time slow to make it to the other end before it tips to too extreme an angle. Immediately rush behind the chimney-like structure to avoid the laser sight. There’s a sniper in the section ahead, so use time slow to make it to the next piece of cover, some crates stacked up. From there, make your way along to the remains of a wall, eliminating whatever enemies you come upon, still using time slow to dodge the sniper’s aim. Eventually you’ll get close enough to chuck a grenade into the guard tower. Continue through the trench, under a bridge, into a little area filled with crates and a rifle leaning up against the wall. Kill the three soldiers in the area and turn left into the broken rubble of a building. There’s a soldier that doesn’t appear on your radar towards the right in the rubble. Jump over the crates and follow the path to the green dots and the objective symbol on your radar. Follow the npc and then go up the concrete ramp to the next floor of the building. Use the turret and time slow to mow down the troops. Eventually a sentry walker will show up and then its time to get off the turret and back up to the rear wall. Follow the two npcs back down the ramp where they’ll open the red-lit grate. Drop down to end the level. 3.3 Level 3 – New Blood Wait for the COM transmission to end and follow your allies up the hill. Follow them and help mop up the troops shooting from windows and from behind cover. There are six or seven in total. Eventually your allies will take up firing positions facing the gate. This is your cue to go back and search for ammo if you’re low, otherwise make for the massive hole in the street to the left. Slide down and duck into the lit pipeway. At the first intersection, use the wheel to raise the grating and use time slow to make it through before it drops all the way. Game autosave. Take a right and go up the ladder. I’d recommend taking a deep breath here because you’re about to face the largest concentration of enemies you’ve come upon so far in the game. There’s three baddies immediately in sight with a larger group of eight or so close to the vehicle in the middle of the park. One strategy is to jump out of your hidey hole every now and then to mop up smaller packs of soldiers. Or you could make a beeline straight for the vehicle and use its mounted turret to mow down the opposing forces. In any event, you’ll reach the other end of the park, which is defended by two overlapping manned turrets and probably three or four additional soldiers depending on difficulty. Behind the left turret are explosive barrels so use slow time to light ‘em up with a few rounds to eliminate that threat. When all is quiet, resupply your ammo and visit both tents to complete the objective. Then duck into the pipe on the far right end, near the right turret. Turn right when you can and use slow time to pass through each jet of fire. Turn right and head up the gravel. Follow the radar marker to an enemy camp. The major threat is the guy on what looks to be a triple-A gun, so make him your first priority to down. When you’ve wiped them all out, you’ll get a new transmission warning you of an approaching threat, a tank. This is where the game autosaves. You don’t have any weapons capable of dealing with it, so use time slow and make a run for the right stairs leading down into the subway. You can’t jump over the railing to the tank fyi. Kill the three soldiers down here and then turn left to go deeper into the subway. Take the left set of stairs and eliminate the two soldiers on your side as well as the two soldiers across the way. When you get closer to the water, the suit will warn you of the electrical shock. Use the suit to walk on water to the left. End of level. 3.4 Level 4 – Infiltration Walk forward and kill the two unsuspecting soldiers. Then take a right towards the collapsed ceiling and use the suit to make it past the electricity. Climb up the makeshift ramp on the left and jump across to the other side. In the distance you should see another enemy camp. Approach the area taking cover where you can. Once you are near the green dumpster, plan your attack. There are four infantry soldiers, an additional soldier on the turret, and a sniper hiding out in the tower overlooking the camp. Use time slow to your advantage and target the trio of explosive barrels next to the turret, this should eliminate at least two of the ground troops as well as the turret guy. Eliminate the remaining troops while maintaining cover out of the field of vision of the sniper, then chuck a grenade into said tower to eliminate that threat. Autosave. Follow the wall to the left, where two additional troopers attack. Find the hole in the cargo containers and kill the five soldiers hampering your progress. Follow the brown pipes and kill the soldier who attacks from the platform above. Keep following the brown pipes until you run into a wall, then drop down to the ground on the right. Continue around the corner and get to the ragged hole in the side of the building ahead. Walk through the door with a green light above it, and through the next one. Follow the chain link fence and drop down. Take the ladder hidden in the shadows to get to the next green-lit door. Go through the hole in the brick wall to the next room and make a wide U-turn to find the next door. Listen to the npc and take a deep breath. Autosave. See that hole in the building to the right? Use time slow to get into that hole and go up the stairs. You can take another breather before proceeding up past the chain link fence where you’ll be temporarily exposed. Keep going up the stairs and then rush to cover behind the stack of concrete support beams on the left. From there, ignore the red-lit door and continue along the edge of the building, turning right at the corner, and up both flights of stairs. Wait for your timeshift bar to refill, and make a break for another stack of conveniently placed concrete beams. Face the red-lit door, and turn left as you approach the mound of debris, and fall down through the hole. Autosave. Listen to the transmission and follow the wooden planks around the chain link fence to drop down to the level below. Keep following the planks and meet your temporary squad. Autosave. They’ll wait until you make the first move so go ahead and charge in. You face two troopers armed with the standard rifle and another to the left standing guard at a turret. As soon as you attack, an armored vehicle will approach with two soldiers and another one manning the mounted turret. Man the turret you cleared the opposition from, and help your squadmates deal with the troops from the vehicle. Instead of helping your team with the next vehicle that shows up, go through the door near the blue forcefield. Flip the switch near the narrow windows and use time slow to go back outside make it through before it reactivates. Flip the next switch and repeat. Autosave. Use the statue in the middle of the courtyard as cover while you engage another large group of enemies. These enemies deploy from a truck and an apc, one of which will park in front of the Admin building, and the other will park on the other side of the statue. Continue past the apc to the downward sloping concrete ramp and kill the two enemies taking cover behind the concrete barricades. If you find yourself a little short on ammo, there are crates of rifle ammunition near the apc. Hit the switch at the very bottom of the ramp, and enter the double doors to end the level. 3.5 Level 5 – Ground Floor As soon as you hit the switch, make a beeline for the security station on the right side. Eliminate the two soldiers within, as well as the one who will attack from the left. Hit the knob on the security station panel next to the windows to open up a side room with two additional soldiers standing next to an apc. Exit the room with the apc to return to the garage area. Turn right and engage the hostiles to the left past the double concrete barricades. The concrete columns are effective cover against the trio of soldiers manning the turrets on the apcs. The quickest way of dealing with the two soldiers on the turrets on the right is shooting the fuel drums next to the apcs. Be sure to watch out for the crazy driver of the fourth apc as he tries to run you over. Find the switch near a cluster of boxes next to one of the apcs you ruined. Autosave. Flip it and then jump onto the boxes, use reverse time to return the crane back to its original position so you can jump through the grating. Autosave. Face right, and walk down to ground level. Make your way through the opposition, seven in total, and find another switch. Look for a hole currently blocked by a box along the conveyor belt. Flip the switch and use time pause to make it through before it gets blocked again. Turn right and head towards the light source in the distance and drop down. Keep along the path and your character will automatically open the grating. Two armed technicians await you, as well as a trio of soldiers out the door leading back into the garage proper. Autosave. Use your time abilities to jump over and get around the lasers and eliminate the soldier on the other side. Enter the security station and find the green knob. Hit it and a soldier from a side room in the hallway will attack. Enter the room he exited from and use time pause to make it up the metal ramp to a piece of machinery. Look for the red-lit ventilation shaft and enter. Use time reverse to get through the spinning machinery. You can examine the prison cells at your leisure, but eventually you’ll have to go right. Turn left at the T-intersection, and use time reverse to make it through another spinning mechanism. Find the unoccupied cell and drop through the broken grating. Kill the two nearby guards, as well as the two further down the hallway to the left. Three additional troopers will engage you from the second intersection. Go down the hallway they came from, past the cells, and up some stairs. Autosave. Use time slow to make it past the turrets, and in the room with the two doors, and the ladder standing next to them, turn right and use the boxes to make it into the ventilation system. Turn right and exit into the security room. Turn the knob on the desk to deactivate the turrets. Exit the office and turn left at the turret to enter a new room. Exit through the door to end the level. 3.6 Level 6 – Heist Go up the stairs and exit through the door. Enter the room on the right, and kill the ‘bot that’s sweeping or something, watch out though, it makes an awful big explosion for a small thing. Use the desk as cover when you are attacked. Enter the room he vacated into a library of sorts. Follow the red stripe and turn right and then right again to engage the enemy. Use grenades to flush out the opposition. Exit through the door at the other end of the room and collect the ammo in the hallway. Head through the double doors into an open lobby, where enemies will be pelting you with gunfire from the top floor. Shoot the explosive barrels on the top level to eliminate one group of enemies. Autosave. Eventually the door next to the desk on the right-hand side will unlock and several troopers will emerge. Autosave. Kill them and open the next two doors until you see the lettering “Data Processing Center: Block 1A,” then turn left. Wait for the soldiers to open the door, but make use of your time waiting by picking off what soldiers you can, because they are also found on the upper level. Get to the terminal marked on your radar, and access it. As soon as you do, an alarm will go off, and a door that was previously locked will open. There’s a guard behind it though, and two soldiers await you when you get onto the catwalk on the upper level of the server room. Cross to the other side of the room, and turn right, and get yourself into the hole in the wall above several bundles of cable. Autosave. Proceed left, past the flickering light, and keep going until you reach a ladder. Go up and exit through the double doors to the right. Go straight through the hallway to another set of double doors which open up to reveal the top floor of the lobby. Kill the guards, as well as some who have appeared on the lower level. Enter the green-lit door and kill the guard that rushes you. Head out a series of doors where you’ll find two guards using a couch and a recliner as cover. Use the desk to the left as cover if need be, and then exit the room through the tall double doors to the left. Four soldiers await you within. At the other end of the room, by the terminal with the four display screens, flip the switch to access the terminal and the door to the left will open, with two troopers beyond it. Make sure you kill the ‘bot too. Head into the elevator despite its warnings and just before you hit bottom, you’ll be able to pause time so you can run into a room guarded by a technician. Break out the window of the security room if you need more ammo, but then turn around and enter the other elevator shaft which will automatically take you to the next level. 3.7 Level 7 – Getaway Exit when the elevator stops, and walk through the green door and up the stairs. Autosave. You’ll step out onto the rooftop. Turn left and go into the service passageway. Kill both of the troopers up here and grab the sniper rifle, replacing your pistol. Use the sniper rifle to eliminate the soldier manning the turret on the roof to the right. Autosave. Switch back to a close quarters weapon and kill the soldier that rushes you from the door behind you. Autosave. Exit onto the next section of rooftop and kill the two soldiers. Go up the metal steps and take aim at the other soldier manning a distant turret. After you kill him, take cover behind the structure on the roof from the fire of the helicopter. It will soon leave, after blowing apart a section of gate. Go through the hole made by the helicopter, and turn left and then right. Autosave. Follow the fence and kill the soldiers in the next area. You can wipe out a clump of them by throwing a clutch grenade. Get onto the metal grating where a sniper rifle rests and take aim at the rooftop across the way. Autosave. Kill the troops behind you and exit to the back right of the area if you were facing the turret. Eliminate the two troopers in this area and proceed past the broken wall. This area is swarming with troops, so take your time in clearing the area. Follow the objective marker and use time pause to get past the jets of fire from a broken pipe. Keep following the marker and kill the two soldiers who try to stop you. Go enter the shed and exit out the other door. Collect ammo from the crate and use your sniper rifle to eliminate the remaining turret soldier. A crashing flyer will reveal the path, through a service junction. Turn left and go up the walkway, and use the fallen beam to cross into a nearby building through the hole. Drop down, go through the door, and through the door across the hallway. Enter the elevator. Autosave. Open the door and exit onto the rooftop. Switch to your automatic weapon, you’re about to face some new enemies. They are equipped with jetpacks. My advice is to stay in the doorway and switch between your shotgun and automatic to deal with enemies on the ground and in the air. And if need be, you can always retreat back into the room to regen. Continue clearing the area, refill at the ammo crate. Face the elevator and turn around, hit the switch to end the level. 3.8 Level 8 – Disputed Airspace This is probably the shortest of the levels thus far. The tactics are pretty simple. Look on your radar, use your powers liberally, kill destroyers before mines, and your turret can track around 360 degrees. Throughout the game will autosave, and you don’t have to worry too much about your zeppelin’s health since it will regen over time if it doesn’t take too many hits in succession. 3.9 Level 9 – Better Late… You start out stripped of all grenades, which would make this starting bit a whole lot easier. You will come under attack from about 10 soldiers, who arrive upon a mix of Quads and an APC. The biggest threat is the trooper standing in the APC gunwell, so find some cover, either the big rocks or the far side of the road. If possible, cross the road and wait for the APC to show with your shotgun equipped. As soon as the troops begin to disembark you’ve already closed distance with the gunwell so you can start eliminating threats before their boots have even touched the ground. You can also use the body of the APC itself as cover, making sure to watch your radar to tell which direction enemy troops will engage from. Eventually you’ll thin their numbers to the point where you can mop up and collect ammo from the fallen bodies. Your allies, sadly, don’t survive the encounter. Board a Quad and turn in the direction they came from. Along the road, the game will autosave. Continuing along the road you’ll see a bridge, use your time slow ability in conjunction with the boost from the Quad to make it across. Autosave. Continue along the road and you’ll face opposition from an APC and several troops beyond it. You can either choose to stop to fight them or just boost past and co