TimeSplitters: Future Perfect Walkthrough :
This walkthrough for TimeSplitters: Future Perfect [Playstation 2] has been posted at 10 Jul 2010 by reyrey and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up reyrey and share this with your freinds. And most important we have 4 other walkthroughs for TimeSplitters: Future Perfect, read them all!
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Walkthrough - FAQ/WalkthroughTimeSplitters: Future Perfect By: Castelanox7 (Celest Castellano) E-Mail: Goldeneyx@hotmail.com Subject line: TSFP (Otherwise I won't open it) ***This Guide is my property, and I have given www.gamefaqs.com, www.cheathappens.com, and http://www.cheatcc.com the rights to post it. If any other site posts this guide, I would like the readers to please send me an e-mail. IF you would like to post this walkthrough, please e-mail me above.*** There are no fancy things for the simple reason that they take up space and increase load time. In addition, due to the formatting that Gamefaqs.com wants me to have this guide in, the lines will appear choppy. At this time I haven't a clue how to fix it. Any suggestions are welcome. In addition, this walkthrough is done on normal difficulty on the Playstation 2 version. A word about the updates on Gamefaqs.com, The updates will usually be "to XXX" where XXX is the first letter of the level name. For instance, if the last level that is on the faq is Breaking and Entering: 2052, the update would read "To BAE" So without further ado, here is the Walkthrough. 2041: Time to Split Intro: After nicking off the TS ship (in TS2) with the crystals, Cortes zips towards Earth. En Route, however, his ship gets smashed by a laser and plummets to the ground. On the ground are various (albeit quite mutated from TS1 and 2) 'splitters who are attacking the military base. Playtime: Cortez is hanging upside down after the wreckage. You are handed a Scifi Handgun and you need to follow the map until the wreckage of an even larger ship. Here you are assaulted by strange human-like creatures in black suits. Kill off these and continue. Bridge across the rift by walking on the wreckage, which landed ever- so-nicely across the valley. CHECKPOINT More Humanoid guys, you should be able to pick up a plasma autorifle here, save it, trust me on this one. Listen to a small reference to Cpl. Hart (the girl in TS2 that you left without, you bad bad Cortez you.) There should be a box of plasma Grenades by a rock. In front of you is a bridge that various fighters are zipping over. Behind that is a huge Star-Trek-ish Mothership. Say hello to the TS Mothership. That gets destroyed. More guys come from the wreckage, there are weird boxes that have light in the middle, these are explosive. Use them to your advantage. Walk to your right into a gully. CHECKPOINT A cutscrene will commence, afterwards you are given a sniper rifle to take care of two guys on a bridge. Either shoot the barrels or the guys. Your choice. Switch back to the Handgun, then find another handgun on the ground, this lets you go double barreled. Take your left and see a Timesplitter jump down. (If you didn't see it, the private escorting you should yell it out) Remember these guys can take and deal some hits--but wait there's more: they can cloak too. Your 2x Handgun should work for the lot of them. Walk a few more steps, another should appear. Blow him to kingdom come and continue on. CHECKPOINT Another TS, and to the left of you is a small outcropping with guns and a stationary Gatling gun. Pick up the supplies, walk towards both men, one should instruct you to man the gun and blow away some 'splitters. A new Objective should appear (stating the same thing) and let them have Hell. Go straight ahead, equip your Autorifle if you want, you and a few others will be against a small army of 'splitters. After you have successfully defended the base, turn around and look up at a small outcropping on the cliff w/your sniper. Hmm... Keep that in mind. Go around the small wall and into the base. END OF "TIME TO SPLIT: 2041" BEGINNING OF "SCOTLAND THE BRAVE: 1924" Intro: Cortez gets warped in someplace around the Atlantic Coast just in front of Captain Ash's (The man who I'd share my hairbrush with.) rowboat. Ash says that the British Navy, for some strange reason or another, is planning on bombing the castle that both Ash and Cortez need to be in. Cortez needs to find a mining site, Ash needs to rescue an "assistant" of his. Playtime: Ash gives you a Krueger 9mm. Affix the silencer on it by pressing up on the D-Pad (if not because silencers are cool, but because of the added scope ability) and trod along to see the two men trying to radio HQ. Two well placed shots will take care of them, (don't worry, the other dies in an explosion) Try shooting the guard standing up, the other won't notice. ADDITIONAL NOTE: Futurama812@yahoo.com and timhann@gmail.com says that: At the beginning go back to the boat and there is a flare gun you can use which is actually quite useful when killing the 2 guards at the radio. In the house beside the radio is grenades. Go into the small pillbox and find the Vintage Rifle. Pick it up and brandish it. Turn to your left and walk towards a small hill. A guard should order two other soldiers to his left and right. The one on the Guard's left will simply try to snipe you with a 9mm, the one on the right, however, will man a machine gun and fire at you. Your choice on how to handle whichever one first. As a side note, the machine gun the solder is manning DOES overheat. Use that time to place a round in his head. If you can't see the head, aim for slightly to the left or right and below the actual gun. If you go in the house in front of the nest, there will be additional Vintage Rifle ammo and a guard in your sight in back of the house. (Just turn around after you pick up the ammo) Go back down, rifle still in hand, and snipe the guard Ash is shooting at on the ground, and the soldier on the balcony above the castle's front door. If you go in the house behind the house you received the vintage rifle ammo in, there lays a Krueger 9mm 2x. In the house is body Armour. Go into the castle. A cutscreen should occur in which the gates should close, trapping you in. Go to your right and take care of the assorted guys that come to try to kill you (this is called the "trap" in your objectives). On the far left corner should be a box of grenades. To the Far right should be a staircase, as well as a guy with a machine gun that, according to Anya (the little voice in your...arm) is not registered/out of place/not supposed to be in this time period. Shrug it off and arm it if you want. I prefer using the silencer (but you could tell that already, couldn't ya). Go up the staircase slowly, at the very top are two guards aiming downwards. Either guns blazing or two head shots will work. This should be the top level of the weird submarine pen. Once again, finish off the guards, and work your way to the far corner's lever. This pulls the gates up. Ash then complains about a sub that is rising and the turret on the ship. Man the crane operations (on the bridge you crossed to get to the gate controls) and pull the sucker off. Just drop it anywhere, the objective will be completed. Waltz down the stairs and meet up with Ash again by the gate you just opened. Go through the door and outside. CHECKPOINT There is a house in the distance. With your newly acquired grenades, (first shoot the windows out) throw a few down to smoke the guys out. Ash should take the hint and walk down, and attempt to plug the guys (while commenting about some "vek-u-ler" transportation). I have found that your assistants can't really die. I've shot one in the head about 30 some times with the strongest pistol. Gotta Love Free Radical. Walk into the little shop and toss a grenade into the back room. A guy decides to explode along with it. Inside should be ammo and grenades. On your way out, climb the staircase to your left and obtain some health supplies. You need to use the car to bust through a gate, either opt for shooting (hit the gun in the back of the truck) or driving (the driver's seat) I prefer to drive so I can get out of there ASAP. Run over the guys and continue until you get to a small drawbridge that is raised. Park/hide after you got off the gun behind the raised wall end beside the opening. There is a machine gun nest. You know what to do from earlier in the level. Anya tells about using the temporal uplink to move the lever. The uplink is a nice little gadget that enables you to move most destructible things INCLUDING zombie heads. (There is a challenge level that requires the beheading of zombies with only your uplink. FYI.) Use it to flip the switch, snipe the guy on top of the castle. Pesky little fellow. Drive/walk across the bridge. Two guards will come out from under the arch, so while you have your Vintage out, use it. Turn the bed, shoot the guy under the arch and walk up. Barrels should be falling down; they don't hurt nor explode, so worry about the two guys who are kicking them down. Walk up, Ash says something about a "big strong wall" Grab the TNT and plant it on the door. Kaboom. Equip your Silencer or your Auto before entering the castle, soldiers will be around the staircase in the Castle's Foyer. Two more guards should charge down the staircase at the top floor. The foyer is clear when Ash says, "We took care of them..." Go up the main staircase, around the floor and turn left (instead of going up the second flight of steps) brandish your auto and walk down the corridor gun blazing. A guard should die and health should be on the floor. Turn around; there should be a small, 6 step staircase on your left. Go up it. There should be a set of teal doors in this room. Go to them and press the action button. A cutscreen should occur in which a past self hands the present self a key. Albert Einstein said that (in layman's terms) the same, molecular, animate object cannot occur in the same area. Meaning if the real you were to go back in time and touch you as a baby, time would screw up and you would never exist. What about the skin cell's that were on the key that was passed? But I digress... The door should open into a cellar. Go down, listen to the drunken guy, grab the flare gun, then in the far right corner should be a makeshift elevator. Ash should hoist you up. Enjoy the incessant vibration of your controller while the elevator rises... No not there! Brandish your silencer. CHECKPOINT Go through the door, listen to the guard's Question, turn right and pop him in the head, turn to your left and you should see a guard walking past. Once he can't see you, peek around the corner and pop him too. You should be in a dining room of sorts. Turn around and up the stairs to an arch. To your left will be a guard. Shoot. To your right will be a locked door. Go down the hallway until you get to a "t" junction at the top of stairs. A guard should ask, "What are they talking about in there." Brandish your auto or your flare gun and turn left. The guards should freak and assume battle positions. Kill them all. Go through the room (to the left is a bunch of periscopes [makeshift cameras] you can look through, make sure you look at the middle one. Anya should say something about getting in the meeting silently. Doesn't work. Turn around (from the periscope room) and walk almost back to the staircase, turn to your left to find a golden door. Go in here and walk out of the small "foyer." To your extreme right is a room with body armor in it. Exit the Body armor room and turn to your left, there should be a door to the right side of the bed. CHECKPOINT: Arm your Vintage or Auto Enter in the door, a cutscreen should occur. Blow them all away. Enter through the door beside the fireplace. Another cutscreen should occur. You become the one who gave the key. It's a Wormhole. You can hear the game's explanation. You end up giving the key to yourself. (Although how the first one got it is beyond me). The first door on your left is two guards. Shoot them in you want. But any non-silenced fire may attract them. Shoot the guard against the wall on your right in the room first. The far left corner has an alcove that has heath and ammo in it. Go back to the hallway. Shoot the periscope in the Kitchen; watch it make sparks as its non-existent circuitry is fried. Go up the staircase; be warned that at the top is a guard making his rounds. At the top of this staircase, the hall to your left is a dead end; the corridor to the right is an actual hallway. Straight ahead is an empty bedroom. On the right side is a staircase. Go up it. There is a guard. If you are loud, another one comes, if not. Walk down the hallway and turn. Down this hallway is one room on your left (silenced people, this is where the other guard is). On the table is a K-SMG Grenade (a rocket launcher secondary function for your out of place machine gun) Go down the hall, on your right will be another periscope room with two guards (be warned, the middle one will give you a great shot of Ash's face. Up the stairs is a tower with Vintage ammo. Returning back to the hallway, you will go to the end. You will emerge outside just in time to see a plane take a nose dive into the castle wall. Go across the small veranda and into the castle again. You should hear Ash's voice talking. Go in the first door on your left and find him talking to the Jungle Queen (Remember his "assistant?") Go out and take the second door on your left. Shoot the barrel to get oil oozing out, then K-SMG Rocket the sucker. The door and barrel and wall should explode, and Queenie should roll out. Ash will say goodbye. Go down the steps, grab the Armour arm your K-SMG grenade. Then walk out. CHECKPOINT: Enter in your first big bad guy. ENEMY: Big Tank. WEAKSPOT: Back of tank METHOD: Disable with Rocket K-SMG, nab TNT and place on back. Repeat steps. From this area, run to the far left corner, grab extra grenade ammo. Go into the small circular room and grab the TNT. Once you shoot the tank with the missile, run up, set the TNT and watch the life go down. Repeat as necessary. Q: What about if I just shoot it with the K-SMG grenade? A: Won't do as much as the TNT, but that'll work. Q: And the flare gun? A: Nope. Try Again. With any luck (hopefully not much) the tank should become scrap metal and you should hear Anya. Enter in where the tank shot out of. You can explore the battlefield for goodies as well. Go up the middle Bridge and watch the level end. END "SCOTLAND THE BRAVE: 1924" BEGIN: "THE RUSSIAN CONNECTION: 1969" Intro: Through the Picture Cortez found in Scotland, Anya beams Cortez into 1964 during a stakeout done by the infamous Harry Tipper. Tipper tells Cortez that Khallos is up to his old schemes again and has kidnapped the sexy Kitten Celeste (who I would gladly share...yeah...we wont get into that). On lighter notes, Khallos has stolen a nuke from the French (I thought they didn't have them at this time?) and has equipped an army in hopes to take over the world. A figure (the guy in the picture found in Scotland) is with Khallos as the picture is being taken. The man is from a cult called the Cult of Ultrascience and, in exchange for eternal life, has been given a small army by Khallos to further the... "Research" of the cult. Playtime: Tipper challenges Cortez to take out the guards silently. It really doesn't matter if you do or not. Q: How do I be quiet? A: As Harry is explaining the French Story, silence and snipe the dude in the guard post, hide behind the crates until you see a henchwoman walk beside them. Shoot her. Go back to Harry and wait until he says on how to kill them "Brainbox..." At this time go to where you shot the first woman and take out the man standing nearby, further down should be another guy on patrol. For armor, go into the building and downstairs, go into the door and shoot the two guys. Q: Help, I can't find a way to take them both out without getting shot. A: You figure it out and tell me how. Harry and you should jump down into the storm drain. Walk towards one end of the pipe (it should have the rest of the level on the other side). Harry will eyeglass laser the pipes off. CHECKPOINT Both of you should split up after a short talk. Go up the steps and snipe the guard at the far right corner. Go through the right corner and turn left. There should be two guards, one walking in the alley away from you and one by a door. Shoot them both. Walk towards the barn-looking building and turn to your left. There should be an electric door. Beside it should be some henchman. Kill him. Go down the alley to your right and watch the car come towards you. If you're good, you can snipe both of them while they are in the car. If not, blow their heads off on solid ground. Depending on how much ruckus the three of you made, there will be a guard shooting at you from behind and from in front of you. Snipe them and grab the automatic gun. Enter the building on your left. Take the two guards out and shut down the generator, head towards the not-so-electric door. From here on out, you need to check the tops of the boxes, Khallos' men have a fun time trying to snipe you. And their outfits blend in. Ouch. Go around the small outside and shoot the guards that are in the way of you and the door. Go through and head on up the water tower. There should be a cutscreen in here. Go up the tower, shoulder the sniper. To your left should be two bricked in sections. Harry will go find disguises while you snipe the henchpeople that try to kill him. Q: Help I can't protect Tipper! A: Make sure you are using head shots. Make sure that you are zooming in as much as you need, and that, at last resort, you blow up the barrels before the guards get smart and do. Go down the plank into the house. Fight your way downstairs. After you exit, you and Harry should get into disguises. (ooh la la Harry!) The two of you will go into the Train Depot. CHECKPOINT The disguises will work! You need to go through the train station until you get to the main room, to your right should be a small staircase that leads up to a "Keep Clear" marked door. Go in there, take your first right, kill the guy and take his keycard. Afterwards, go back down the steps and turn to your left to go down another flight of steps. Enter here. Go down the steps, take your first left. Go through the door and down onto the silos. After the armed engineers have a slight distance between them, use your silencer to kill them. This will make things easier later Go to the end of the silos and turn right, go down the steps. Go around both silos and enter a door on the opposite side as the steps. Go through either door, kill the guard. Go through the arch, down the steps and turn the valve. Return back to the entrance of the silo room. Once at the entrance of the silo room, exit the way you came in, Go through the door and take your first left. Hit the action button while against the weird, turbine/generator item. It should power up. The "Activate Starter Motor" Objective should be completed. Exit the hallway the way you came in and return to where you shot the first engineer and picked up the keycard. Go down the steps in the Motor room and throw the lever by the generator. By this time the guards will be after you. Blow up all those involved and enter the blast door. Q: I can't kill the guys after I started the motor. A: Sometimes it is easier to take the guards out before you do anything. I have been able to take out all guards without the others knowing. But that was rare. Try starting with the guards on the catwalks if you plan to take them out beforehand. If you plan to take them out w/o them knowing, try the guy on the raised platform first (he should be behind a pillar when you shoot) then the two on the catwalks, then the guy beside the blast door, then snipe the two women near the start. Then worry about the guy who flirts with Tipper There are two guards and a jeep. Kill them CHECKPOINT Harry will take the stairs. Follow his lead for now. You will go down a flight of steps and fight a corridor of bad guys Grenades work well here, hold the L1 button for extra distance. Once this is done, go into the room on the far left, to get the much-needed Armour and Health. Harry will rant about having hostages, you can shoot the hostages, and they won't die. Go back up and get the jeep and drive down, smashing the stop barricades. By now you should be wondering what the other tunnel is for. Drive the jeep down there and bust through the other Stop barricade. Go down the hallway on your right. On the first right is a room with a lot of soldiers, you don't have to go in if you don't want, however, there is a health container there. Go down to the first left. Use the temporal to grab the bombshell, walk to the blast door (in front of the second stop barricade) and fling her. The door should explode. CHECKPOINT Equip Auto Go through the door, kill the guards and venture to the very end of the tunnel, take your left and go down the stairs. Kill the guards that are lurking. Then the two after the cutscreen at the end of the tunnel. END "The Russian Connection: 1969" BEGIN "The Khallos Express: 1969" Intro: Harry and Cortez have made it aboard Khallos' train with the nuke. The next step is to disable the missile, kill Khallos, and rescue Celeste. What a Day! Playtime: You start on the caboose of the train and must fight your way up towards the engine. Follow Harry up to the end of the caboose, where he will exclaim about some guards on the roof. Equip your scope and pop one in the head. Get out of the caboose by going to the far left corner, down the steps and across the rail connector to the next car. Go up the ladder and continue "train surfing" until you see what is on a flatcar in front of you. Harry asks if you wanna snipe or go in guns blazing. Your pick. Walk to the end of the Flatcar. Q: I can't shoot them all without the others knowing. A: Pretty tricky this one... Wait until the girl walks around towards you and pops up at the right side of the flatcar. Shoot. Turn to the guy on your right. Shoot. At this time, the guard on the far right will start patrolling, he wills top behind a box, closer to you. Shoot the other guard, (far left), then the other guy. Harry will say its all clear. CHECKPOINT In the next car are a machine gun nest and two guards. Try to open the door, and then run out for cover. The door should close, and the gunner should kill both of the guards. After the gun overheats, snipe his head. Try getting it in-between the left and right top corners of the gun (Kinda where the sights of the machine gun would lay). Two other guards will come in, fire at them both, or let Harry get shot up while he deals with them. Enter in the car; listen to the guard radio in. Shoot him, and then the other will hide behind the table. You can let Harry take care of him. Brandish your Temporal and turn to the right of this room, grab the health can and continue on. Harry should leave you for the time being. Enter in the car, listen to the attack 'chopper, and then plow your way through the 4 guards, shooting them. You may want to check the separate coach rooms for anything useful. At this point in time, the lady who had massive sphincter (the nerve that controls bowel movements) problems will have fixed herself and continues patrol. Shoot her. Another guard at the front of the car should get smart and start patrolling as well. Fire. Get to the exit of this car. Pull out your machine gun. There will be boxes on the next flatcar that need to be destroyed. To make matters worse, the 'chopper will be firing at you. Blow through these wooden boxes and run to the end of the flatcar. To the left is a control panel for the Surface to Air Missiles. Blow the 'chopper away. Go up the car, across it, blowing the guys that pop up from the car below away, then snipe the two guards on the flatcar before you. There will be another hiding behind a destroyable crate. Either go down and blow him away, or get rid of the crate then kill him. Anya will say that you are trapped. Arm the gun of your choice; you will be attacking guards on the opposite track. Another 'Chopper will start attacking, but lucky you, your past Cortez will handle the 'chopper while you protect him. The explosion of the helicopter will destroy the walls of the car in front of you, so you can go on through. Arm your auto or Soviet and pull through, guards should start arming themselves. Blow them away. Restock. Kill the two guard son the other side of the "guy's room" Exit the car. Arm your Auto CHECKPOINT: Get ready to blow away. Unfortunately, Free Radical places you, after the cutscreen, in a firefight. The guards will have no aiming ability at the time, so blow them away. After this, make sure you grab as much rocket Launcher ammo as you can. You know what's coming up. Exit the car and grab the launcher BOSS: Chopper WEAKSPOT: Whole Body METHOD: One Rocket after Another, the launchers locks on for you. Just make sure you see "Target Locked" on the left side of the screen. After this, go back the way you came, a cutscreen should occur. CHECKPOINT Cortez will jump the train. Make sure you shoot the guard who comes to investigate. He should drop a Machine Gun 2x. Arm it; blow everyone in this next car away. Once again, loot the coach cabins; there should be a health in the 5th door. Go to the end of this, pull out your silencer or your soviet and shoot through the glass to kill the guards that are nearby. There may be some who didn't jump over from the other car. Equip your 2x Machine guns and go into the lounge car, shoot the 4 or 5 guards there. Q: What is the slot machine for? A: Haven't a clue, I once got three cats and it did nothing. Exit the car; go to the end of this car. CHECKPOINT Go up the stairs, arm your temporal. Go into the clear room. This is a trap that emits poison gas. On the side that Khallos talks to you, use the Temporal to pull the level. (The statue) don't worry, it's there. There is Strudel, the cat with wheels. She serves no purpose. To the middle right side of Khallos' office, there is a switch, pull it. Arm your machine guns and walk out towards the glass room. Guards should start entering, you know what to do. Afterwards, grab the health in the safe if you need it. There is a small puzzle to defuse the bomb. You are to use the energy running through each wire to turn the pieces so they form a complete circuit. Unfortunately, Free Radical places these puzzles at random If the graph is numbered 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Then Blue should follow 1->2->3->7->8 Green Should follow 5->9->13->14->10->11->15->16->12->8->4 OR Blue follows 1->5->6->7->11->10->9->13 Green Follows 2->6->10->14->15->16->12->8->4 If there are others that I haven't listed, please E-mail me, I will attribute to who provided me with the info, as well as place it here. If you are bummed for an answer, try working both ends at the same time of one energy beam Grab the Armour and walk out of the car. Arm your fastest shooting/most powerful gun (auto or soviet) up the steps. CHECKPOINT Walk towards the flame. Here we go BOSS: Khallos (in jet pack resembling that from 007 in "Thunderball") WEAKSPOT: Whole Body, but shooting his head makes him spin around weirdly. METHOD: Shoot, reload, Shoot, repeat until desired consistency. Run towards the engine, press the button, and watch the cutscreen. Listen to Kitten Celeste's only Line in the whole game. END "The Khallos Express: 1969" BEGIN "The House of Horrors: 1994" INTRO: Anya tells Cortez that in '94 the HQ of The Brotherhood of Science burnt down. Anya teleports him and finds Jo Beth Casey (Nope, not the teenage cheerleader anymore, the punk rock annoying little teenybopper. PLAYTIME: Grab the flamethrower, use it against the flying thingies, and put it away. Walk towards the right room and grab the bat. In the armoire is a health. Note: Unlike TS1 and TS2, hitting/swinging off heads is now much more difficult. I suggest aiming directly above the head, almost in the air. Arm the bat and go into the next room, deal with the zombies, them grab the revolver. This should be useful. Arm it. Go into the next room and stay near the door. A ghost should light up half the room. Kill the zombies with revolver shots. Follow Jo-Beth outside. Arm your flamethrower. Walk on the grass, keep moving, unless you walk directly on top of them, they shouldn't hurt you. When they pop up, fry 'em. Go back into the room, in the left corner is a small cupboard, inside is a health. Go down the hallway, CHECKPOINT Stock up on shotgun ammo. Use either the revolver or the shotgun, whichever you feel more comfy with. Inside the next room is an empty armoire. ADDITIONAL POINT BY NEKADA: "At the beginning or the mansion of madness, the corridor before where the ghost sets half the room on fire, there are two shotguns on the wall." NOTE: At least one armoire (in Normal) has a Zombie which pops up. I will dis |
