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!
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Walkthrough - FAQ/Walkthroughxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Timeshift (PC) Complete Walkthrough v.1.02 Last update: 11/12/07 Created by: JediMeister (alvinshek@hotmail.com) 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 continue along the road. Keep going and you’ll hear a foghorn. As you approach the train you start coming under fire from the troops, but of course you can avoid them. In any event, whatever you choose, get onto the bridge and into the tunnel. Autosave. At the other end of the tunnel you’ll see a total of five enemies, two working on the train tracks, and three additional guards, one of whom you probably can’t see. One of the guards is armed with the Thunderbolt crossbow, which does pretty impressive damage, so you might consider swapping it for your sniper rifle. Drive towards the camp indicated on your radar and use the Thunderbolt to eliminate the threats from afar, especially those annoying jetpack troopers. Once they’re dead, enter the tent and restock your ammo from the ammo crate and the weapon crate containing a Thunderbolt. Be sure to grab the explosives on your way out. Autosave. Exit and board a new Quad to get to the objective marker. As soon as you plant the explosive, use your time slow ability to get clear of the blast radius, which is quite prodigious considering the short timer that it’s on. To be on the safe side, get behind the rocks before the timer finishes counting down. Autosave. Hop onto the railcar and flip the lever to get it started down the tracks. Bust through the first barricade and then use time slow to get clear of the railcar before it tumbles off the cliff. Kill the soldiers nearby and hop onto the Quad. Continue down the unpaved road, using time slow to get past the minefield. Autosave. You’ll rejoin the main road, around the bend of which is a military installation. Take out as many guards as you can from a distance using the Thunderbolt and then mop up with a weapon more suited to close-quarters. To get inside the compound, go to the right side of the gate, by the stacked cargo containers. Use time slow to get up the wooden ramp before it tips over, and onto the boxes. Jump over the fence where there’s a missing section of barbed wire. Check the tents for ammo, and climb the ladder up the tower. Autosave. As soon as you flip the switch up top, use time slow to get down the tower before the speeding truck rams into it, and kill the technician who jumps off. Board a Quad and exit the encampment through the gate you just opened. Autosave. Use the Quad boost to get over the ramp to the other side. Enter the tunnel and use your time abilities and the boost to clear the electrically charged pool of water. End. 3.10 Level 10 – Point of Impact Continue down the tunnel until you’re blocked. Kill the trio of troopers in front of you and prepare for battle. Beyond the gate, an APC will pull up and several additional troops will attack from the other side of the truck. In this scenario, the biggest threat is up in a tower from the direction the troops ran from. He’s armed with a Bloodhound rocket launcher which can easily toast you if you’re not careful. His tower also has ammo refills for the automatic rifle, the sniper rifle, and an ammo crate. Once in the tower, you have a commanding view of the enemy controlled landscape. Target the other Bloodhound-armed trooper in the distant tower and make him your first priority. Or just shoot out the explosive barrels positioned under his tower. Kill all of the soldiers in the distant camp that appear on your radar with a weapon of your choosing, then climb back down the ladder and head towards the objective marker. Two soldiers are guarding a tunnel, so kill them and head inside. Drop through the grating and turn left at the first intersection. Turn the wheel and use time slow to make it through to the cliffside. Autosave. Wait for your suit bar to refill and then walk along the path until it begins to crumble. Use your suit to get to a stable area and get ready to fight your way through the trenches. I have no idea why a lot of these enemies respawn, so if someone could point out why that would be nifty. After clearing the area, follow the trenches around and hop out at the other end. Flip the switch on a supporting pillar of a vehicle lift to raise the ramp. Autosave. To the left are three unsuspecting soldiers whom you can quickly sticky grenade if you wish. After they’re dead, an APC will ride up the ramp and drop off several troops, whom you can also stick with grenades as they’re disembarking. Autosave. The lift behind you will lower and a Thunderbolt wielding soldier will begin attacking you. Kill him, and then go to the turnwheel by the lift. Turn it to raise the lift, and after the lift has gone back down to the ground, rewind time to make the lift go up a level. Turn left, go up the ramp, and jump onto the boxes to go up the mini-ladder. Go around the barrels and turn left, go along the walkway to the stacked up crates. You can jump over the left most one and walk up the metal thingie. Drop down and turn around. Walk forward, turn left at the box, and left again after going around it. Drop down a level and go up the ramp, killing the soldier who is in the area. Climb up the leaning ladder and shoot the cable holding the plank up like a drawbridge. Autosave. Cross the plank and climb down the ladder. You’ll come under attack from soldiers hiding in the tents. Clean ‘em up, and exit the encampment through the first tent on the right, and pass through the door on the other end. Kill the attacking soldier and another one hiding in the bathroom. Go back to the tent and face right towards the rusting remains of the zeppelin. There’s a narrow path leading down into an area strewn with the corpses of resistance fighters. Walk up the support beams to get into the zeppelin itself, and go up the stairs. You’ll enter a room with a hole in the wall to the left. Exit out that hole and make your way down the broken beams to an open compartment. Go up the nearby stairs from the engine room to the flight deck. Go around the sparking wires to another door and walk out onto the left side of the zeppelin. Autosave. Go around the red cargo container towards the slowly spinning propeller. Use time slow to ride one of the propeller blades to a broken piece of walkway along the cliff. Autosave. Walk up the path and kill two soldiers standing by an ammo crate. You should see a laser sight slowly moving around now, so you know there’s a sniper in the area. Kill him first and pick off the other ones moving around. Don’t jump down until you’re sure they’re all dead so that you can refill ammo from the crate you cleared earlier. Go down the tunnel on the right and flip the switch on the railcar to get it moving. Autosave. Jump off as soon as possible and go towards the tunnel on the left. You’ll have to go under a girder and climb up another one to get into a new railcar, which you’ll use to go down the tunnel. End of level. 3.11 Level 11 – Liberation Exit the car and go through two doors. You’ll enter a cave with many defenders, some of them armed with Thunderbolts. Two jetpack troopers also hover next to the bridge. The long narrow bridge separates you from your objective. As you get towards the other end, a train approaches, so use time pause or time rewind to avoid it. In the next section of tunnel, four soldiers with timesuits will attack you. Use time pause to make easy work of them. Each of them is armed with E.M.F. cannons. Proceed down the left tunnel, and walk through the door into the next room, which contains explosives and ammo refills. Autosave. Exit and return to the fork, this time going behind the railcar on the right and planting the explosives. Use your time slow to get out of range, and walk through the hole you made after they’ve detonated. Go under the hanging railcar and find the wood-framed passageway from which the lamp is hanging. You’ll pass a burning barrel and come upon two pools of electrified water. Autosave. You can’t cross the whole thing in one go, so stop on the island between the two pools. Climb the wooden ladder and walk along the planks to an area overlooking the prison cells. You have to go around the room to find a hole in the chain link fence so you can drop down. Eliminate the guards and go down the flight of stairs. Enter the green-lit door on the right-hand side, and go through another door into the control room. Flip the switch on the wall to release the prisoners. After the cutscene, exit the room, turn right, and then right again to exit through the opened gate. Follow the exit arrow, passing the body of a guard, and walk through the door at the end of the hallway. Go right, through the opened tunnel towards a Quad. End. 3.12 Level 12 – Road Trip Continue along the road to a new cutscene. When you see a barricade blocking the road, go up the ramp on the right. You’ll engage several troopers here, or you can just stay on the Quad and avoid them. The goal is to make a wide turn, hugging the right wall of the area, until you can return to the road. Two soldiers await you a little further down the road. Stay on the road and kill the soldiers at the next roadblock. Watch out for the Thunderbolt-wielding soldiers on the walkway above the gate, as well as the two E.M.F. cannon troops at ground level. There’s an ammo crate and a Thunderbolt near the truck. Flip the switch in the security station across the bridge and use time slow to get back onto the bridge. Boost the Quad over the gate to continue. Autosave. Go slowly around the bend until you have a fairly clear view of the group of enemies ahead. Snipe them dead, and drive the Quad to the wooden panels along the right side of the road. Use them as cover to get into the back of the truck, which contains a rocket launcher and an ammo crate. Now you have a choice to make. You can either use the Bloodhound rocket launcher to pelt the Sentry with rockets until it dies or you can just make a run for it using the time slow ability to make it between the gaps of the obstructions in the middle of the road. In any event, you’ll have to abandon your Quad. To the right of the sentry (assuming you left it alive) is an unpaved road, with a new Quad marked on your map. Board it and boost jump across to the other side. Autosave. In the distance is yet another enemy camp. Snipe as many as you can, and mop up. You can bring the Quad with you by skirting the left edge of the road. At some point, a truck will pull up, bringing more enemy troops. An E.M.F. cannon, a Thunderbolt, and an ammo crate lay in the center of the camp. Keep following the road, going around the truck, and running over the two soldiers who try to stop you. Check the back of the next truck for rifle ammo if you need it. Further up the road, you’ll pass a burning vehicle and some bodies. Along the way, your suit will fill you in on some additional story info. Autosave. Turn left down the unpaved road when you come to a road block. Jump the gap with boost, and take out the three soldiers. You should take notice of the yellow signs along the path, marking a concealed minefield. Use time slow and boost to clear it, until you reach another road. Turn right and continue along. Kill the soldiers manning this area, including the one on a walkway above the gate. When all is quiet, chuck a grenade into the rear of the truck and use time slow to get out of the immediate area before it explodes, taking the gate with it. Drive the Quad past its smoking remains and follow the road to another roadblock. Turn left and exit the Quad when your path is blocked by two boulders. Drop down and end the level. 3.13 Level 13 – Forced Entry Pick up the Thunderbolt if you want, and head in the general direction of the objective marker. Your suit will pick up shielded targets, which are located ahead to the left. A single shot with a Thunderbolt is sufficient to take out each one. A trio of regular soldiers will also attack. One of the shielded soldiers is armed with a new weapon, the Hellfire, a combination sub-machinegun and flamethrower. Continue heading towards the objective marker, which leads you to some railroad tracks. Autosave. Stay on the tracks until you can’t proceed any further without crossing into the minefield. Use time slow to get across without dying and swim across the lake to your rendezvous point. Autosave. After receiving your briefing, join your team in charging in guns blazing. Crouch to move around in the trenches without getting your head shot off, and make your way towards the turret. Autosave. Use the turret to shoot the enemy until two shielded soldiers emerge from the bunker to the right down the hill. Abandon the turret and one-shot the two of them with your Thunderbolt. Continue past them deeper into the trenches and eliminate the enemy with extreme prejudice. When there aren’t any stragglers left, head towards the objective indicator and climb down the stairs. Shoot the shielded soldier who rushes from the doorway and continue up the stairs. Exit through another door, and go down another set of stairs. Autosave. Kill the two soldiers and proceed through the next door. Go up the stairs, through the door, and turn right, exiting through another door. At the base of the stairs is a door. When you exit it, turn left and eliminate the soldiers to the left. As you advance down the hallway, a soldier will reveal himself from the door on the right, with two shielded soldiers playing escort. Walk through the door they came from, and kill the three soldiers on the far side of the train tracks. There’s an ammo crate to the left as soon as you enter the room. Jump onto the train and flip the lever. End of level. 3.14 Level 14 – Test Labs Exit the tram and walk through the door to the left. Autosave. The suit will warn you of a hidden defense system. Use time slow to make it into the first hallway on the left, where you can flip a switch to deactivate the first rocket turret. The next hallway is on the right, where you can again turn off the turret. Rinse and repeat for the next two turrets. The control panel for the fourth node is opposite the door. Autosave. The door behind you opens to reveal two surprised soldiers. Kill them and cautiously poke your head out into the wide open area beyond the other door. Two snipers are on the upper catwalk, so use your Thunderbolt or sniper rifle to kill them before they kill you. The first door on the left has a Thunderbolt inside if you need one. Go down the steps in front of you, towards the middle of this area, and go right, around the boxes to engage the two soldiers who emerge from a door. Kill them and then find the walkway leading into the middle and walk down it. Autosave. You’ll come under attack from the right and across the way. Kill them all and then continue to the opposite side of the room. Once across, turn right and go through the door to collect ammo for the E.M.F. cannon. When you exit, look for a ladder on the right side leading up to a catwalk. Climb up and go into the room on the left. Flip the red switch to start the exhaust fan. Autosave. Turn around and blast the soldier who rushes from the door behind you. Enter and do the same with his pal. The door to the right leads back out into the cavernous arena where some troops have responded to the alarm. Kill them and collect ammo from the crate before going down the ladder. Continue left, wiping out the opposition. You’ll have to jump over a rusted pipe and walk around a silver one to continue. Jump onto the thick brown pipe and continue left around more pipes. Jump over a silver one, still killing the opposition. Eventually you’ll pass what looks like an electrical fusebox on the left. Keep going straight, jumping over a pipe. Use time slow as you’re walking up the see-saw grate. Autosave. Kill the soldier standing by the explosive gas tanks, but try not to blow them up. You’ll just have to use time pause to get past the jets of fire that are created by burst pipes. Clear the area, still facing the same direction. You’ll find a console which controls the entrance into the exhaust fan area. Flip the switch, and pause time to make it through the bottom half when it opens up. Autosave. Inch as close to the blades as you can without falling down, and use time reverse to go up the tall shaft. Try to move towards the edges of the shaft so that you will land on solid ground when the ability runs out. Kill the four soldiers up top here and exit through the door. End of level. 3.15 Level 15 – Factory Recall Enter a control room through the door on the left. Kill the two soldiers manning their posts and grab the E.M.F. cannon ammo if you need it. Exit through the door on the other end and kill the enemy at the end of the hallway. Out the door is the munitions area, guarded by several soldiers armed with Thunderbolts. Autosave. Pick them off and then climb down the ladder. Go along the walkway towards the nearby platform, and climb up the ladder. You’ll be under attack by three soldiers, all in front of you in a wide arc. One has a standard rifle, another has an E.M.F. cannon and the furthest away has a Thunderbolt. If you need additional Thunderbolt ammo, there’s a refill around the platform from the ladder you climbed up. Continuing along the walkways, your suit will detect a new enemy who uses time stop. Ignore it for now, and climb down the ladder on the platform beyond. The Quantum Guard reappears temporarily as you go down the ladder. Face the center of the platform and strafe to the left, shoot the farther explosive barrel to kill the two troops by the boxes. Jump over the obstruction and kill more troops on the same level to the right. Two additional troops armed with Thunderbolts will appear on a higher catwalk to the right. Take the catwalk towards their former position and climb the ladder on the far side of the platform. Turn around and walk to the other platform and climb down. Walk across and climb up the ladder to the right into a control room. Hit the button, which deploys several timesuited soldiers and drops a tank to the ground floor. Autosave. Since you can’t climb back down the ladder, exit the control room through the green-lit door. The timestopping trooper will reappear and shoot at you once. Exit the hallway |
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