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Follow the dark path or use the light

TimeSplitters Future Perfect Guide

by shamu200

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    ########                 ###= ##       Future Perfect

/                                     \
|Written by: Kevin Richards (shamu200)|
|Copyright 2005 Kevin Richards        |

Note: This guide was written with the GCN version of TimeSplitters: Future
Perfect, and while most of this guide can be applied to both the Xbox and PS2
versions of the game, there are certain differences between this one and the
other two that can't be covered (like the online play.)

If you would like to jump to any of the sections or their sub-sections just use
your browser's find feature (usually Ctrl + F) and type in the section name or
the sub-section ID (i.e. #0.0) and you'll be taken straight to it.

|Table of Contents
    #0.1 - Version History
    #0.2 - Introduction

Section 1: Story Mode
    #1.1  - (2401) Time to Split
    #1.2  - (1924) Scotland the Brave
    #1.3  - (1969) The Russian Connection
    #1.4  - (1969) The Khallos Express
    #1.5  - (1994) Mansion of Madness
    #1.6  - (1994) What Lies Below

Section 2: Arcade League
    #2.0.1 - Amateur League
        #2.1.0 - One Gun Fun
            #2.1.1 - Rockets 101
            #2.1.2 - Big Game Hunt
            #2.1.3 - Divine Immolation
        #2.2.0 - Night Stick
            #2.2.1 - Commuting Will Kill You
            #2.2.2 - Toy Soldiers
            #2.2.3 - Dam Cold Out Here!
        #2.3.0 - On the Take
            #2.3.1 - Vamping in Venice
            #2.3.2 - Pirate Gold
            #2.3.3 - Virtual Brutality

    #2.0.2 - Honorary League
        #2.4.0 - Dead Weight
            #2.4.1 - A Pox of Mox
            #2.4.2 - Rumble in the Jungle
            #2.4.3 - Freak Unique
        #2.5.0 - Fever Pitch
            #2.5.1 - Outbreak Hotel
            #2.5.2 - Missile Bunker
            #2.5.3 - Bag Slag
        #2.6.0 - Mode Madness
            #2.6.1 - I Like Dead People
            #2.6.2 - Zany Zeppelin
            #2.6.3 - Lip Up Fatty

    #2.0.3 - Elite League
        #2.7.0 - Smash 'N Grab
            #2.7.1 - Screw Loose
            #2.7.2 - Oh Shoal-O-Mio
            #2.7.3 - Astro Jocks
        #2.8.0 - Group Therapy
            #2.8.1 - Zone Control
            #2.8.2 - Front Loaded
            #2.8.3 - Old Blaggers
        #2.9.0 - Retro Chique
            #2.9.1 - The Dead, The Bad and The Silly
            #2.9.2 - Ninja Garden
            #2.9.3 - Sock It To Them

Section 3: Challenge Mode
    #3.1.0 - Behead the Undead
        #3.1.1 - Brain Drain
        #3.1.2 - Rare or Well Done?
        #3.1.3 - Boxing Clever

    #3.2.0 - Cut-out Shoot-out
        #3.2.1 - Hart Attack
        #3.2.2 - Come Hell or High Water
        #3.2.3 - Balls of Steel

    #3.3.0 - Cat Driving
        #3.3.1 - The Cat's Out of the Bag!
        #3.3.2 - Lap It Up
        #3.3.3 - The Cat's Pajamas

    #3.4.0 - Super Smashing Great
        #3.4.1 - Avec Le Brique
        #3.4.2 - Absolutely Potty
        #3.4.3 - Don't Lose Your Bottle

    #3.5.0 - TimeSplitters 'Story' Classic
        #3.5.1 - Queen of Harts
        #3.5.2 - Sammy Hammy Namby Pamby
        #3.5.3 - Glimpse of Stocking

    #3.6.0 - Monkeying Around
        #3.6.1 - Electro Chimp Discomatic
        #3.6.2 - Melon Heist
        #3.6.3 - Brass Monkeys

    #3.7.0 - Miscellaneous Challenges
        #3.7.1 - Cortez Can't Jump!
        #3.7.2 - TSUG: TimeSplitters Underground
        #3.7.3 - Plainly Off His Rocker

Final Sections:
    #F.1 - Contact
    #F.2 - Contributions/Thanks
    #F.3 - Legal

|                              Pre-sections                                   |

|#0.1 - Version History
Just started writing the FAQ. I have completed 3.1% of the game so far.
Added some ASCII art made by using the TimeSplitters: Future Perfect logo in
ASCII Generator. Also added various ASCII borders around headings.
I've finished the walkthroughs all the way up to (1924) Scotland the Brave on
Easy. I've also added a walkthrough for the Cat Driving part of Challenge Mode.
I've completed walkthroughs for all parts of the first three challenges in
Challenge mode.
The walkthrough for (1969) The Russian Connection is now finished.
I've added the fourth challenge in Challenge Mode to the FAQ now. I've also
given two new sites permission to use this FAQ, which are listed down in the
Legal section. Finally, in case you are wondering how I come up with the
version numbers here (as they are pretty jumpy), I am using the whole numbers
of my percentage of the game that is complete at the time I change versions.

EDIT: In this version, I spent about 30 minutes stripping out the line breaks
in each paragraph so I could use this FAQ in Microsoft Word. This will allow
me to have a more powerful spell checker, and now I'll also have a grammar
checker. In addition, I'll be able to let Word take care of most of the line
breaks when I save the file over to its text version. This will let me worry
about other things than trying to keep each line at 79 characters.
I've added a Contributions/Thanks section. I've added walkthroughs for some
of the Arcade League missions. I've also added some more walkthroughs for
Challenge Mode. The codes for Challenge Mode have been changed to accommodate
the Arcade League. I've improved the codes for Challenge Mode to make it
easier to get to the individual challenges.
Sorry that it's been so long, but I've added a whole lot to this update. I now
have walkthroughs for all the Arcade League challenges, and all but two of the
Challenge Mode missions. You're also getting another Story Mode walkthrough,
this time the second '69 mission: The Khallos Express. Umm... there's been more
contributions, so go check 'em out. I've also added another website to the list
of people who can host this FAQ, but you will be able to always find the most
recent version here on Finally, I've changed the look of the
version history. I think it looks better and is easier to read :D
Sorry that it's been so long, but I have another two levels for you. I've also
finished up the walkthroughs for Challenge Mode. Umm... I can't really remember
anything else, so that's all for now :D

|#0.2 - Introduction
Well, this is my very first FAQ here on GameFAQs, or really anywhere else. When
I had my own website (Game Cheats Central) on Geocities a couple of years ago I
was planning on writing a complete walkthrough for all aspects of TimeSplitters
2, but I sadly lost interest in the site before I had completed it. I had
complete walkthroughs up through the NeoTokyo level on Easy. Anyways, seeing as
three days after TimeSplitters: Future Perfect came out there still wasn't a
FAQ written I decided to write one myself (impatient, aren't I?) I knew that
the void would be quickly filled so I started as soon as I got the idea.

I most likely won't be finishing the sections in perfect order (i.e. First
Story Mode, then Arcade League, etc.) I'll just be writing them up as I play
them. As you can see I've already shown that I'll be doing it fragmented. I
have (as of 3/29/2005) the first three Challenge Mode walkthroughs finished,
along with the first three Story Mode levels. I don't really like to play it
all in perfect order on a game like this, so I'll end up writing it in an
imperfect order.

You can find the legal and contact info at the bottom of this FAQ. Please take
the time to read it if you want to contact me or if you are interested in using
this FAQ on a site other than

|Section 1: Story Mode

|                              #1.1 - (2401) Time to Split                    |

    |Sergeant Cortez returns from a daring assault on a TimeSplitter space
    |station - with him he carries the recovered Time Crystals which could
    |bring the war to an end. On his final approach a laser hit causes his
    |ship to malfunction and Cortez is forced to crash land. It is essential
    |that he brings the crystals back to Spacetime Marine HQ.

After the cut scene ends, you'll still be unable to control yourself for a
short bit. Blame it on the fact that Cortez decided he wanted to land upside
down. Anyways, after you drop out of the ship a Marine will hand you the Scifi
Handgun. He'll then run off, so equip the Scifi Handgun and follow him. If you
want, you can change the fire mode to 'Ricochet' by pressing UP on the D-Pad.

         NEW OBJECTIVE: Reach the rebel base

You'll catch up with another marine who is taking cover behind some debris,
and when you get close enough you'll be attacked by three of the enemy.
Dispatch them and then run ahead some. You'll find two of them across the
gorge; one is next to some debris and the other will come running up from
the left. After they are gone, your Marine friend will tell you to follow
him again.

He'll take you across a ship that just happened to be lying over the gorge
(convenient, eh?) Anyways, follow him across and you'll find another three
enemies. You can use the debris for cover, but with the two Marines helping
you I don't think you really need to worry about them damaging you much (if at
all.) The first two shouldn't be a problem but the third one is taking cover
behind a boulder. If you zoom in you should be able to have a pretty clear shot
at his head. Of course, there's still the Marine you met up here shooting at
them from the other side of the gorge and the one who you are following, so he
shouldn't pose any real threat either.

Run ahead and don't forget to pick up the enemy's ammo while you're at it.
Very quickly, you'll come up to a turn that will take you straight to several
Marinesthat are pinned down by enemy fire. If you need the health, either
before or after this shoot out, you'll find some by the first Marine on your

There are probably around a half-dozen of the enemy right here. As before,
don't miss their ammo. In addition, one of the enemies dropped a Plasma Rifle.
Makesure to pick that up so you'll have an automatic weapon in you arsenal.
Down by the end of the rocks along the wall to your right you will find some
more ammo and some Plasma Grenades.

Up ahead you'll see some Marines on a bridge. Sadly, they didn't see the
fighter crashing towards it until it was too late. They both blow up, taking
the couple of Marines standing on it with them. Below the bridge along your
path, you'll encounter five more enemies. You can pick them off with the Scifi
Handgun or rip them to shreds with your new weapon. You could probably even get
them with a Plasma Grenade. The first four are grouped together near the boxes
just under the bridge, but the fifth one you probably won't be able to see
until you've walked over to the boxes.

Run up ahead and you'll see this MASSIVE Splitter mothership floating there.
The Marines waste no time in shooting her down, and she'll come crashing down
straight towards you! There's nothing to really worry about though :P Anyways,
plenty of ammo is just lying at your feet, and along the wall to your right
you'll see another health pack. Now you have two Marines tagging along with
you, and they'll both run around the corner.

Around the bend you'll find another Marine who is standing by a Sniper Rifle.
Turns out that the enemy has a little bunker just up ahead and they can't kill
them. In an in-game cut scene, you'll see a soldier (Miller) who decides to be
brave and promptly gets filled with holes.

Anyways, take the Scifi Sniper from the Marine, crouch down, and peek around
the corner. You can shoot them both down, but another two enemies will just
replace them. What you need to do is shoot the barrels on the right. They blow
up, as all barrels are supposed to, and you'll be free to move ahead. Your new
friends won't be joining you, as they need to hold that canyon. Move on ahead.

Just around the bend, you and your now solitary friend will have to deal with a
TimeSplitter. He'll come running down the wall to your right. If you've played
the last game (and possibly the first, although I've never played it), you'll
remember the Splitter's annoying ability to turn invisible. If you can kill him
before that happens, good for you. Otherwise you'll just need to either follow
the Marine's gunshots, wait for the Splitter to reappear so he can shoot you
(with electricity), or catch sight of him when he gets hit. Your Plasma Rifle
is best for this as it can fire rapidly enough to take down the Splitter before
you receive too much damage.

After he's been taken down another will come up, running towards you from the
hill in up ahead along the right wall. Dispatch him just as you did the first
one. Afterwards, follow the Marine ahead. You'll be hearing gunfire, and you'll
soon see why: Three Splitters are ganging up on one Marine! They are all to
your right, with one getting uncomfortably close to the Marine. He's to your
left, sitting down against the canyon wall, and screaming for help and a medic.
Anyways, take out the closest one first and then the other two that are moving
towards you. After you have finished up with them, the Marine will thank both
of you and ask you to follow him.

         NEW OBJECTIVE: Use the gun emplacement to defend against the
                        TimeSplitter attack

He happened to be sitting next to a machine gun nest, and he wants you to man
it. I would've manned it without him asking, but... Anyways, you had better man
it quickly as you'll have plenty of Splitters to deal with shortly. They will
start by coming towards you from in the front, but soon you'll have to deal
with some coming out of the canyon pass that you came out from. They will also
be coming down the canyon wall in front of you.

The Marine will gladly alert you to Splitters coming from new directions, so
just make you pay attention to him. Overall, I'd say there is 1-2 dozen of
them. After you finish them off dismount the gun so you don't accidentally
shoot your fellow Marines that are coming towards you. You should pick up the
ammo that is behind you after you dismount.

    OBJECTIVE COMPLETE: Use the gun emplacement to defend against the
                        TimeSplitter attack

Run over to where the Marines came from with your Marine friend and turn the
corner at the end. You'll see a bunch of Marines and several Splitters battling
it out.

         NEW OBJECTIVE: Help defend the rebel base

All you have to do is help kill off all the TimeSplitters. There are at least
a half-dozen of them, so this won't just rush by in a couple of seconds. There
several that are right in front of you, and more will be coming from up ahead
and to the right. After you clear the path directly in front of you, go ahead
and move closer. Eventually you'll get close enough to look down the path they
are coming from, but make sure none have slipped past you or you might get a
good blasting from the side. Once enough of them are dead you can move on, so
head back behind the row boxes some of the Marines are using for cover.

    OBJECTIVE COMPLETE: Help defend the rebel base

Don't worry about the Marines you've left alone, as they'll be getting fire
support from the ledge. Quickly run to the back of that area and take the door
to your right. Congratulations, you've just passed the first level and given
humanity a second chance for survival!

    OBJECTIVE COMPLETE: Reach the rebel base

|                              #1.2 - (1924) Scotland the Brave               |

    |Cortez has been sent back in time to Urnsay, a small island off the coast
    |of Scotland to investigate the time travel residues which Anya detected.
    |On arrival he finds himself in the midst of a battle raging between the
    |British Navy and foreign troops occupying the island. Fortunately the
    |eccentric Captain Ash has offered to lend a hand. What ho!

Cortez yet again decides to make trouble for you, this time by initiating the
British Navy's attack on the island. The cut scene is truly funny though, as is
Captain Ash. After you've all agreed to help each other, Captain Ash will take
you over to the island. Once landed, he'll hand you the Kruger 9mm. You also
have your Temporal Uplink now, which is really quite useful. In its default
mode it can pick up certain objects (like barrels), and then when you release
the trigger it will shoot it forward. The results can be quite explosive
sometimes! Its secondary mode happens to be your map/radar. It can't see too
far ahead and it takes a couple of second to warm up, but it still can be
useful. Anyways, take out your Kruger and let's head off.

         NEW OBJECTIVE: Protect Captain Ash
         NEW OBJECTIVE: Infiltrate the castle

If you head over to the little boat you two came over in, you can pick up the
Flare Gun. After you've run up the hill a short ways, you'll come across an
archway that Captain Ash will crouch down by. You should to, that way you'll be
able to listen in on the guards' radio transmission without them noticing you.

Anyways, they won't start to say anything until you move under the archway, but
it would probably be best to wait until after Anya is finished chatting with
you and Captain Ash talks about how *shady* they look, that way you can easily
understand them. After the radio transmission is over go ahead and take them
out. If you want to be sneaky with killing them, you can always use the
Kruger's secondary fire mode, which adds a silencer to the end of the gun.
Using the silencer seems to make them completely oblivious to you if you go for

After you have taken down the two in the lookout post move forward and you'll
see a third guard standing off to the left where the first two were. Once you
have moved close enough to him, some artillery or something will come crashing
down on him, saving you the trouble of eliminating him. Of course, if you
weren't trying to be stealthy he would've come after you by now. Once all three
are dead, you should head over to where the first two were. There you'll find
the Vintage Rifle and some ammo for your Kruger. If you went for headshots
though it'll only increase your ammo by two bullets, but you never know when
they could come in handy.

Now walk up the pathway and when you get close enough to the first building it
will blow up! Make sure you've pulled out your Vintage Rifle, because you'll
have at two enemies shooting at you from up on the ledge just ahead of you. You
can always use the building for cover against the one to your right while you
take care of the one on the left. Once you've eliminated both of them, go just
past the blown up building and make a right. Continue all the way forward as
far as possible and then make another right. Enter the building there and climb
up the stairs. At the top, you'll find five Grenades.

After you've picked up the Grenades, head back to the slope and continue up it.
It would be wise to crouch down and hug the right side of the path, because
just around the bend is another machine gun nest pointed straight at you. Once
you get close enough a plane will bomb the hell out of it and you'll be safe to
move on. Close enough would happen to be along the wall just behind Captain
Ash. Once you hear the satisfying explosion and see a plane fly closely over
your heads you'll know it's safe to move on.

After you run up the hill, you'll have several enemies to deal with. There
are one on each side of the balcony on the ground, and then one on top of the
balcony. The one to the right of the balcony will be blown to kingdom come, so
don't worry about him. You can snipe the one on the balcony and Captain Ash
should take care of the one on the ground.

Now before you run off to the castle with Captain Ash you have some things to
take care of. Switch over to your Kruger 9mm and look over to the two buildings
to your right. There is an enemy standing on the side facing the ocean that has
a Kruger 9mm (x2). Run around the building and fill him with holes. Take his
double Kruger and then switch to another weapon and back again (it won't
automatically pull out the second Kruger as soon as you pick it up, so this'll
get it out.)

Now that he's been taken care of, run into the building he was next to. In the
back-right corner you'll find some Body Armor. Pick it up and head over to the
door under the balcony to catch up with Captain Ash again. Once inside, head
out into the opening. You'll see two gates fall down, trapping you and Captain
Ash with the enemy.

    *Checkpoint Reached*

There are four guards on the lower level, and at least two up on the second
floor. After they are taken out, run over their weapons. You'll find a new
one, the K-SMG. This is your automatic weapon for the level, although as Anya
mentions it isn't listed for this time period. If you need more Grenades, you
can find a box of them on the left side of the room behind some boxes near the

         NEW OBJECTIVE: Escape the trap

All right, now it's time to head up the stairs. You'll find them at the back
of the room on the right side. Right at the top of the stairs is another enemy.
Dispatch him and make a left to find two more guards. Kill them quickly and
move to the end of this side of the platform. You can either go into the room
there or stay right at the entrance, but either way you'll have one last enemy
shooting at you from the room at the end of the platform on the other side of
this room. Once you've taken him out you can begin to worry about getting out
of the trap they set for you.

Oh, if you're low on Body Armor you can find some more in the left corner of
the room nearest you inside the room on this side of the platform. In the room
opposite of this one is a health pack if you're in need of that as well. Ok, in
the room with the health pack is a switch to raise the portcullis. Flip it and
you'll raise the gates.

    OBJECTIVE COMPLETE:  Escape the trap

Once you've run about halfway down this side of the platform, you'll find out
that the water is rising in the middle of the room, bringing the gunboat there
with it. You'll have to disable the gunboat so Captain Ash can move on, so head
over to the crane controls on the platform that connects the two sides

Activate the crane and lift the gun, and the gunman, off the boat. Drop
him into the water and you're free to go. If you drop him back onto the boat
though, well things will be a tad more difficult now. You won't be able to pick
him up again with the crane, so head back down to the first floor and use your
Temporal Uplink to grab him. Lift him over the water and let him go. With luck,
he'll be shot into the railing and fall into the water.

After that fiasco is finished, head back over to Captain Ash so we can move on.
Run through the door and you'll be back outside. Once you turn around the bend,
you'll see a building off to your right.

    *Checkpoint Reached*

Go on a little further and a plane will bomb a truck, sending its passengers
and itself to a watery grave. Anyways, head down to the end of this road and
hand a right. You'll see another truck just waiting for you to drive it, but
first you need to take care of the enemies inside the building. There are
explosive barrels inside & outside the building, so you can use your Temporal
Uplink to toss them around in there. You could also throw a Grenade into the
building with similar effects. There are three guards in there, so take them
out as you wish.

After they are gone head into the back room where you'll find a Vintage Rifle
on the table and some more Grenades on the floor. If you climb the stairs
behind you, there's a Health Pack at the very top of them. Once you have
finished up in here, go outside and take the drivers seat of the truck. Captain
Ash will mount the machine gun in the back. That doesn't mean he'll have all
the fun though, as you are free to run over anyone you wish! All right, now
drive the truck back onto the road and just follow the path.

Two enemies down and you'll come across a gate. Just run that down like you
probably did the enemies and take down the third one just past it. Up ahead is
another lookout post thingy along with another soldier. You'll find some more
Grenades behind it if you need them. Now just past the lookout station is a
drawbridge, but it's not lowered! Don't worry though, as you can use your
Temporal Uplink to grab a hold of the lever on the other side and pull it down,
lowering the bridge.

If Captain Ash hasn't already taken them out with the machine gun, you'll have
two enemies to deal with. The first will have mounted the machine gun nest on
the other side of the gap. The second will be on top of the castle ahead, so
you'll need to use the Vintage Rifle to take him down unless you're a really
good shot. The first can be eliminated however you see fit ;D

Once you've lowered it, jump back into the truck and make your way across the
bridge. Just past the archway up ahead are two enemy soldiers that are quickly
dispatched under the might of your truck. Make your way around the bend and
you'll run into another guard. If Captain Ash doesn't take him out with the
machine gun, you surely will with your truck. Don't worry about the barrels
rolling down the hill just after him, as it doesn't seem like you can set them
off by running them over. Climb to the top, taking out the last two enemies on
this path and park your truck somewhere.

By the truck on its side, you'll find another Health Pack along with some TNT.
Grab the TNT and place it on the left door (the right door seems to do nothing
but waste your time and ammo.) Stand back and watch the fireworks. You may need
to use your Temporal Uplink to clear away the barrels around the explosives if
you can't move past them.

Anyways, now that the door is gone you should head through it. You'll find a
couple of dead guards just inside it, so feel free to loot them for their ammo.
You may also want to pull out your K-SMG, because you'll have to deal with
three guards who are packing that same weapon almost as soon as you enter the

    *Checkpoint Reached*
    OBJECTIVE COMPLETE: Infiltrate the castle
         NEW OBJECTIVE: Locate the time crystal mining site

Two will be up on the second floor, and the third will be on the staircase.
Take them out quickly, and climb the staircase. Go around the pathway and
you'll run into another two guards. The first will come out of the room right
in front of you while the other one will come out of the room that is to the
right of the first one.

After they are all gone, Captain Ash will start talking about needing to find
a good vantage point. He'll go into the room where the last guard came out of,
where he'll end up looking through two crates before finding a pair of
binoculars. After that, he'll go through the only other door in here and find
a box of flares. He'll tell you to move on and he'll catch up to you later, but
if you stick around until after he has lit the box of flares on fire and moved
over to the left side of the balcony you can see a rather nice fireworks show.

Just head out onto the balcony and look straight up. If you look over to the
box you'll see the flares shooting out of it. This won't last forever though,
so head on back to the room with the stairs so we can move on. All you have to
do is head straight and just follow the pathway, since it only goes one way.

Once you enter the next room, you can choose to go left or right. If you don't
need any health go right, but if you do, there's a Health Pack to your left.
Anyways, go to the other side of this room and try to open up the door. This'll
start up an in-game cut scene. I won't ruin it for you, but it's definitely
funny. Afterwards you can now go through the locked door, so let's not waste
time doing so.

This room appears to be a wine cellar, and inside happens to be one really
drunk guard. He poses no threat to you, so no need to kill him. You can pick
up some more ammo for your Flare Gun next to him though. After you're finished
there go to the lift on the right side of the room. Get on it and Captain Ash
will activate it for you. He won't stay long though, as he still has "someone
he needs to rescue!"

    *Checkpoint Reached*

Go into the hallway and hang a left. Duck into the indention in the wall and
pull up your radar on your Temporal Uplink. You'll hear a guard complaining
about the bugs in here, followed by him sneezing. He's on the other side of
the metal bars, and he will walk past you without seeing you. On your radar,
you should see a big room ahead of you. He's heading for there, but he will
be back shortly. Now make sure you are hugging the right side of the indention
(that is your right when you are facing the large room on radar.) Another enemy
is coming towards you in the hallway you are in, so watch yourself.

Wait until the guy heading into the large room disappears on radar (it seems
like enemies only stay on it while they are moving), stand up, and club the
guard who is in the hallway with you over the head with your fists. It should
only take one hit since he'll never see it coming. Now, run back into the room
with the lift so the remaining guard doesn't spot you. Wait for him to head
back towards the large room. After he is past the metal bars, run up to the
room's entrance and wait for him to start leaving. Once he has begun to leave,
run up to him and club him in the back of the head just like the first one. Not
only is this quiet, but it also only takes one hit if they don't see it coming.

Now head back to the large room because you have one more guard awaiting a
beating. If you were quiet about all this, he'll never have heard a thing. He's
standing by the windows at the end of the room. Run up to him and take him down
the same way as the others. You could hit him with a weapon if you wish, but
your fists do just as good of a job as any of the weapons would.

Leave this room again to go into the hallway the second guard you hit was.
You'll find the door just to your right locked, so head left. Once you get up
to the stairs, you'll hear two soldiers talking. You can take them out now or
you can let them finish and then kill them, it's really up to you. Just keep
in mind that as soon as you turn that corner they will spot you. There are
also two more soldiers up there, one of which is down the hallway that the
two soldiers who are chatting are in.

As soon as you pop your head around that corner, those three closest guards
will begin shooting at you. You can do several things to help even the odds.
The first you can do is turn around at the top of the stairs. You'll see a
balcony, and if you throw a Grenade towards the archway on the left, you can
take out one of the guards. If you are quick enough you could toss another
Grenade, but this time around the corner I told you not to peek around. The
third guard won't be taken out so easily, so just whip out your K-SMG and
blown him to kingdom come.

Finally, climb to the top of the stairs and make a left. You'll find the last
soldier in the room right in front of you. My favorite way to take him out is
with the Flare Gun, but you can take him out any way you see fit. Of course,
you could just run up the stairs blasting anything that moves with the K-SMG
and then take out the guy in the bedroom, but where's the fun in that? I like
to be creative in the way I take out bad guys, at least when I have to replay
a part six or seven times to find all the things you need to know!

If you need a restock on Grenades, they're on the table in the bedroom. Nothing
else is too interesting in there, although there is a decent view of the court-
yard if you look out the window. Anyways, go back out into the hall and head
towards the end. On your left, you'll see a small room. There are three cameras
in there. The first one shows the Kitchen, along with one guard beating on
another. The middle one shows you the Briefing Hall Internal and will also
activate your next objective. Finally, the last camera shows us the Briefing
Hall External, which happens to be the room we are currently in.

         NEW OBJECTIVE: Gain entry to the meeting hall

Leave the camera room and turn left. You'll find two doors there, and you need
to be taking the one on your right. Once you are in this room, go towards the
bed and turn right. Make another right and then a left and you'll find some
Body Armor. Pick it up if you need it and then go back into the bedroom. Go
around the bed and head to the room on your left. Inside you'll be able to
listen into the Lieutenant's conversation with their Leader. After they are
done talking, enter the next room. The camera will pan out and give you a good
look at the room until it finally comes to rest on the Leader. Give it a second
and control will pop back to you. In addition, the Leader will now notice you
standing up there, so be prepared for a fight.

    OBJECTIVE COMPLETE: Gain entry to the meeting hall

There are around three soldiers, so they shouldn't pose too much of a problem.
After they have been eliminated, hop downstairs and take the door on the other
side of the room. Once you run up to the grate on the floor another in-game cut
scene will start up. Look familiar? I thought so.

    *Checkpoint Reached*

Once it's over, continue moving forward. If you take a left, you'll find the
Kitchen along with a guard looking out the window. You can easily get in a
head shot with the Kruger, but to keep from drawing attention you might want to
switch over to its silencer. After he's dead, go all the way over to the end of
the room and turn right. You'll find a Health Pack along with some ammo for
your Kruger. Once you're done in here, leave and continue on the path you were
following. At the top of the stairs, you'll find another guard who is oblivious
to you presence. That won't last for long though, as he'll turn to face you
after a few seconds. Take him out as you see fit and then take out the guard
to the right of him who may or may not have noticed the commotion.

Once they are out of the picture make a right and you'll see another set of
stairs to your right. You don't need to worry about the bedroom up here, as it
is completely empty. Anyways, pop up the stairs and continue on until you find
a room to your left. Sitting inside of it on a table are some Anti Tank Rockets
(which the game calls K-SMG Grenades.) They are the ammo for your K-SMG's
secondary fire mode nonetheless. Make sure to save these as they will used
in the upcoming boss fight.

Leave the room and continue down the hallway. Go into the camera room on your
right and take out the soldier standing on the left side. Now if you look into
the left camera you'll see the Wine Cellar. There are now two guards standing
over the drunk. Next we have the middle one, which has an uncomfortably close
look at Captain Ash's face in Prison Cell A. Finally, there is Prison Cell B in
the right camera. If you need ammo for your Vintage Rifle just climb the stairs
in here.

Now leave this room and follow along the path you were previously on. Once you
enter the next room, you'll see a plane come crashing down into the courtyard,
killing off all the enemies that were there along with all those poor,
defenseless barrels! Oh, right, the walkthrough :P Anyways, continue on and
you'll find the Prison Cells in the next room. The first one will contain
Captain Ash and his 'assistant.' You'll be given a new objective after he is
done talking to you.

         NEW OBJECTIVE: Help Captain Ash rescue his assistant

Head over to the next room, unless you want to take a quick look at his
assistant and her skimpy outfit ;D Anyways, shoot some holes into the barrel
so its contents spill out onto the floor. At this point, his assistant will
move to the other side of her prison cell, clutching onto the bars in a
desperate attempt to break free. Your Flare Gun will make short work of the
liquid, and when it gets to it, the wall and bars. She'll come hopping out
(literally) and you can get the best look at her in the game, if you're
interested. Captain Ash will come running into the room after a few seconds.

    OBJECTIVE COMPLETE: Help Captain Ash rescue his assistant

After you move out of the captain's way, he'll run over to his assistant and
you'll hear another one of this game's funny conversations. Now it is time to
part ways with Captain Ash and his pretty assistant, so leave the room and
hang a left. Go down the stairs and you'll find some Body Armor on a table.
Just below the stairway is an organ. About 10 or so seconds after Captain Ash
is finished talking, Anya will start up a conversation with you and this'll
clue you in to where you need to head next.

         NEW OBJECTIVE: Access the underground areas of the island

Anyways back to the organ. If you go up and play it, you will get one of four
songs played for you, one of which is the theme from the Anaconda mini game in
TimeSplitters 2 and another that you would hear at a game of baseball. There's
another one there I recognize, but I don't know its name. The fourth one I've
never heard before, so I can't give you anything on that one. Other than for
entertainment, the organ is completely useless to your goals. Once you're done
fooling around with it, take the pathway to its right, which will take you out
to the courtyard. Make sure you have your K-SMG out and have the rockets

    OBJECTIVE COMPLETE: Protect Captain Ash
    *Checkpoint Reached*

All right, once you step out into the courtyard this level's boss fight will
begin. The boss for this level is a tank, and it will burst through the wall
to your right.

         NEW OBJECTIVE: Destroy the enemy tank

While this might seem like a difficult task it's really pretty simple. You
will need two things to destroy the tank. The first is the K-SMG's Anti Tank
Rockets, which you should already have equipped. The second would be some TNT.
If you didn't pick up another stick after you destroyed the door earlier on you
don't have anything to really worry about. There are Rockets and TNT ammo boxes
in this courtyard.

Ok, the first thing you will need to do is pop off a rocket into the tank. Be
careful with the machine gun on the tank though, as it has a pretty rapid rate
of fire. Also, remember that your rockets won't hurt it until AFTER it has
begun firing its machine guns. If you are in need of TNT, head over to the
right corner up ahead. You will find a stick of TNT right by the support
pillar. Once you have your TNT out plant them onto the rear of the tank. It
won't stay stalled forever, so you have to be quick about this. If you want to
make the explosion look even cooler, try shooting a flare into the TNT before
it goes off on its own. This will take out the tank, so as I said it isn't a
very difficult boss battle if you are prepared for it. The first time I played
this level, I was caught off guard, so it ended up being a lot more difficult
for me than was necessary.

    OBJECTIVE COMPLETE: Destroy the enemy tank

You being able to destroy the tank all by your lonesome seems to impress Anya,
and that can't be a bad thing. You can pick up some more TNT, just in case, at
the same spot you grabbed the first stick. If you need health and more rockets,
go to the other side of the courtyard and head down the passage on the right.
Now head back up and go over to where the tank popped out of the wall. Since
all of the doors are locked (including the one you came in through), there's
really no point in wasting time trying to get them open. You can't even blow
open the two large doors with TNT (the ones at the end of either passage that
heads down.)

Once you enter the room, the tank came from you'll realize that it is actually
a massive elevator. Once you hit the bottom two large doors will slide open.
Enter the new room to complete another objective.

    OBJECTIVE COMPLETE: Access the underground areas of the island

You'll see a plane taking off in here and there's really nothing you can do
about it. Climb up the ramp and enter the door at the end of it. The other area
has a shaft going up, but you can't even get a good look at it because the game
won't let you look up at a 90-degree angle. Anyways, once you enter that door
you'll finish the level.

    OBJECTIVE COMPLETE: Locate the time crystal mining site

|                              #1.3  - (1969) The Russian Connection          |

    |Cortez follows the mysterious Time Traveler from 1924 Scotland to a train
    |Depot in Russia in 1969. Here, it seems that the Time Traveler is leading
    |a cult and has teamed up with the arch criminal genius, Khallos. A
    |potentially lethal alliance but no match for the combined talents of
    |Cortez and super chilled agent Harry Tipper!

NOTE: In this level, you'll run across a couple of Jeeps, but the game calls
them 'Zeeps', so I'll call them that too.

Alrighty, after you've gained control of Cortez again you'll have a couple of
options here. The first would be just to kill anything that moves, except for
Harry Tipper of course! The next would be to do what Harry Tipper says and go
in for a stealthy approach. If you decide to listen to him, pull out your
Pistol 9mm and switch over to its silencer. In addition to having the silencer,
it'll now have a scope attached, so you can take out targets from a distance a
little easier.

         NEW OBJECTIVE: Find the Time Traveler

Ok, after he's done talking (or while if you like to multitask), move over
towards the box with his binoculars on it. You'll want to be crouched down so
the enemy can't spot you. You'll see a soldier in a guard station. Take him
down in one shot, because if you miss he'll most likely notice and sound the
alarm. Now you'll want to move over to your right some, as several soldiers
will be exiting the building on the other side of the boxes you've been using
as cover.

The first will leave the building and start moving your way. If you've kept low
and moved back away from the box with the binoculars, she shouldn't see you at
first. Take her down quickly. Shortly after she has left the building, two more
soldiers will leave. Wait until they are both out and then take them down with
headshots again, starting with the one closest to you. If you've successfully
taken down all four enemies without the alarm being raised, Harry will comment
that you must've done this before. If you fail to be silent, either purposely
or accidentally, he'll say that in space no one might hear you but down here
you're as loud as a blaze of fireworks.

Anyways, after they are all eliminated go around the building for their ammo.
If you are interested in some funny dialog and two more henchmen to kill, head
inside the building and go through the other door. Walk down the stairs and
wait for them to start talking. Afterwards you can kill them, and luckily you
don't need to worry about keeping silent. After you have killed both of them,
you can find some Body Armor in here. It's on the bookshelf to your right.

Now head back upstairs and outside to Harry Tipper. He's to the right of the
guard station. Once you get close enough to him, he'll start to move towards
the ditch. Follow him and hop right down. He'll head over to the bars on your
left and pull out some laser glasses to cut them away. If it isn't already,
switch your weapon back over to its silencer. After Harry is finished with the
bars, he'll move forward some, before telling you he's going to take a
different route. He'll then climb into the pipe on the left and crawl away,
leaving you alone and idiot free. (I personally like Harry Tipper, sort of, but
he really seems like he is completely high in this game, and for some reason in
the last I always liked to kill him. He's still pretty funny though.)

    *Checkpoint Reached*
         NEW OBJECTIVE: Rendezvous at the Water Tower

After he's left you on your own, continue along the ditch until you reach the
stairs at the end. Crouch down and move up them until you can see the henchman
on the right. Using your pistol's scope make sure to put a bullet right through
his head. This will help keep you from raising any alarms. Now move over to
where he was, crouch back down, and peek around the corner. You'll find a
guard right in front of the door leading into a large building. After a short
bit, another henchman will waltz around the right side of the building, so keep
that in mind. You don't want to blow your cover now do you?

After a short bit, he'll come back around and stop at the corner of the
building. After pausing, he'll turn to face down the side of the building and
pause yet again before making his way down the side of it. Since he'll never
notice the guard missing, take him down before this guy even moves around the
corner. Afterwards, wait for him to pause at the edge of the building. This is
your best chance at eliminating him, mainly because he isn't a moving target

Now that they are both dead you can move forward, but I'd suggest that you keep
crouched to prevent any one from spotting you. You'll want to move forward to
where the guy in front of the door was, and while you're there you might as
well grab his Machine Gun. By now, you've most likely noticed a guy standing
over to your right. You *could* take him down now, but then you'd only be
making things harder on yourself. You should've also taken notice of the large,
steel crate on the left side of the door. On the side facing the guy by the
fence in another henchman, and the second you kill fenceman he'll take notice
and run over to him.

What you need to do is move along the wall of the building so you will be on
the backside of the steel crate. Keep on moving along the wall until you hit
the corner. Now you'll probably need to take a step forward, but you'l have a
near perfect head shot you can line up. Using your pistol's silencer/scope, you
can zoom in and put a bullet right through the back of his head. Do so now and
then take the other guy down in a similar fashion.

Now head back over to where the first two henchmen were and go around the
corner there. If you've been quiet up to now you'll be rewarded with an easier
time for now. If you where loud a Zeep would be pulling around the corner at
the end of this building once you walked down the side about halfway. If you
were quiet though, no one will be coming around the corner at the end. Anyways,
keep to the wall until the end and look around the corner at the end. You'll
see a bunch of boxes, the Zeep, and a single henchman. You can take him down
the same way as all the others: A single bullet to the head with your silencer

After he is eliminated, head over to the building by the boxes and enter it.
You're going to find two opponents in here. The first is a henchwoman and
she'll be standing in about the middle of the room facing the table there.
The other is a henchman and he's standing by some machinery all the way on the
other side of the building. Yet again, you are rewarded for being stealthy. If
you had been all noisy, the henchwoman would be standing just around the corner
waiting for you and the henchman wouldn't have his back turned to you. If you
weren't quiet, your Machine Gun may come in handy here.

If you were stealthy, you'll also receive another interesting conversation.
As the girl says, she wishes she was dead anyways. Why don't we grant her that
wish? Pop around the corner quietly and kill them both. You can take them out
in any order, so don't worry about alerting the other one by killing them in
the wrong order.

Anyways, once they are both dead you have one thing to do in here and two items
you can pick up. You'll find the items on the two bookcases to your right. The
first one has a Health Pack while the second contains a box of Grenades.
Finally, head over to the machinery and shut it down.

    OBJECTIVE COMPLETE: Deactivate Electricity

I have no idea what is needed to get that objective in your list, but I know
how to complete it. Maybe if you moved close enough to the electric fence you
could get it added to your objectives list, but it really doesn't matter. Now
head back outside and go all the way back to where you killed the henchmen near
the electric fence. I know it's tempting to just drive the Zeep around some,
but that thing is so loud odds are you'll alert someone. If you do alert them,
you'll have over a half-dozen enemies to take down, all with Machine Guns.

Anyways, once you have gotten close to the electric fence you need to be aware
of something. Around the corner of the building, just before the fence, is a
henchman. He's a little past it and facing the same was as you are when looking
at the gate, so if you keep low and don't do anything to draw attention to
yourself you can sneak through the gate without alerting him. In addition,
after you move through the gate all the enemies who didn't notice you will
disappear! This is because of your next objective.

    *Checkpoint Reached*
    OBJECTIVE COMPLETE: Rendezvous at the Water Tower

Once you pass that gate, you'll see Khallos and his new friend go into the
complex's bunker. Harry will then crawl out of the pipes just below the water
tower. He'll tell you that you guys won't be able to get in there without
disguises. Your job will be to protect Harry Tipper while he is running through
the barracks stealing people's clothes! Climb the water tower to find a Sniper
Rifle, some Sniper ammo, and a drunken guard.

         NEW OBJECTIVE: Protect Harry Tipper

Take out your Sniper Rifle and move over to the left side of the tower. Turn to
face the barracks on this side of the tower and look over to the left side of
them with your newfound toy. You'll find a bunch of boxes and barrels, and this
is where Harry will first appear. You can find his health bar along the
top-middle of the screen.

He'll come out of the ground on the left while guards will pour out of the
building on the right. They will take cover behind the boxes and try to fill
Harry full of holes. You can snipe all of them, but if you see several of them
gathering near a barrel, you might as well blow them all up. There will be six
of them in this area.

The next area will have Mr. Tipper crawling out of the ground again. He's going
to head into the building on the right this time, and of course the enemies
will be on the left. There are six of them again, and if you want things to be
easier on you here's a tip. The first three will come out together and stay
near each other for a short while. If you look on the other side of the boxes
the middle one is using as cover you'll find a barrel. Shoot that and you'll
take all three of them out. After they are all dead, Harry will crawl back into
the ground.

    OBJECTIVE COMPLETE: Protect Harry Tipper

Now you may think you can just waltz right down the tower the same way you went
up it, but you'll be quite surprised. The game doesn't want you heading back
down the ladder, so try as you might you're stuck up there. It's time to find
another way down. Go around the tower until you see a wooden board leading from
the building up to the platform you are on. Take it down and enter the building
through the hole in the roof on your right.

You should equip your Machine Gun now, as you'll be fighting your way down this
building. If you wait long enough a henchman will burst through the door, but
you can just go through the door and shoot him as he is coming towards you. You
happen to be on the third floor, and they have a wooden walkway leading all the
way to the bottom. If you went out the door before he entered, you'll probably
find him on the other side of this room. Shoot him down. If you wait a little
longer, a henchwoman will pop through the door on the other side of this room
on the first floor. You might as well take her down from up here.

Anyways, walk around to the other side and look down to find another henchwoman
coming though a door. This time it's on the second floor, so fill her full of
holes and continue down. Once you get over to her corpse look over at the other
side. Gun down the guy in the opening there before he does the same to you.
Once you've moved towards his corpse, turn around and take a look downstairs.
There are two henchmen there, so kill them off so that we can take care of some
things. As you are now probably in need of it, turn back around and enter the
room behind you. You'll find some Body Armor on the far table.

If you want to have a slight advantage on the final person in this building,
listen up. Leave the room you are now in, but rather than go all the way down
the stairs go into the room across from the one behind you. You'll find a hole
in the floor that you can drop down. Now you can either pop out the opening in
the wall and shoot him as he pops through the door on the other side of the
stair room, or you can go over to the steel grating and do the same basic

Ok, go into the room he just came from. If you need some more Grenades, there
is a box of them by the table closest to you. Now head through the only other
door and you'll meet up with Harry Tipper again. He'll give you your disguise
and you'll head into the guard post to change. Afterwards Harry will do the
same, but his outfit is a little different than yours. I never spotted this
at first, so take a close look at him ;D

After Harry has stood in front of the camera in between the two large doors,
the one on the left will open up. Follow Harry Tipper inside, and don't worry
about all the enemies. They'll think your one of them, so just act natural.

    *Checkpoint Reached*

Harry will run up ahead and turn through the small passageway connecting this
tunnel with the one on the right. Go through there, and if you are interested
eavesdrop on the two girls in there. Harry will wait for you, so don't worry
about being left by yourself. You probably should hang around, as you and Anya
will learn some interesting things about the Time Traveler.

After their little conversation, move on into the main area of the train
station. Harry will stop a short ways in, pointing over to a large blast door.
That's where your target is, but you won't be able to get through it until you
restore power to the door.

         NEW OBJECTIVE: Gain Access to Sector 3

As some guy over the base's loudspeaker says, the main power was deactivated in
Sector 1. It's up to you to reactivate it, so head over to stairs and take the
ones leading up. You'll find a door at the top that will take you to Sector 1A.
Enter it and follow the corridor until you get to an intersection. Take a right
and you'll be in the main generator room. After Anya is done speaking, the
technician will finish up in there and leave.

         NEW OBJECTIVE: Activate Starter-Motor

As he says, the turbines downstairs are next on his list. Once you leave Sector
1A you'll find some guy hitting on Harry Tipper. It's pretty funny, so stay for
a while and enjoy the show! After you are done here take the stairs below the
ones leading to Sector 1A. This will take your straight into Sector 2, starting
with Sector 2A. Run down the stairs and go all the way to the end of the
corridor. You'll find the Technician there screwing with the machine, and Anya
will decide to check over the gauges. She'll find that you need to restore the
water pressure to get this machine working. If you need any health, there is a
Health Pack to the left of the machinery on the floor.

         NEW OBJECTIVE: Restore Water Pressure

Ok, turn around, make your way back to the intersection, and take a right. Go
through the door around the next bend and you'll be in Sector 2C. Anya will
point out the turbines and mention that's why there is no water pressure.
You'll need to find the controls, so follow the pathway around to the stairs.
Just after them, you'll see a water pressure gauge on the wall. Anya will
alert you to the fact that the turbines are inactive. Continue moving forward,
crossing the turbines and moving down the stairs along the second one. Go
through the middle of them and make a right. This will lead you to the flow

You'll be in a small and basically pointless hallway. You can take either way
as they both end up in the next room, just on different sides. To make things
easier on you whip out your silenced pistol and put a bullet through this guy's
head. Trust me, things will work out a lot better this way. Now, head to the
end of this room and go through the opening there. Follow the stairs down and
go through the next opening. On your left, you'll see a wheel that you need to
turn. This will open up the passage for the water, reactivating the turbines
and alerting people to the problem. Pull out your Machine Gun because you're
going to need it back in the turbine room. Since you've already eliminated the
guy in this area you'll be free to run safely until you get back to the turbine

    OBJECTIVE COMPLETE: Restore Water Pressure

You'll need to head back to the turbine room, where you're first enemy will be
that Russian Technician you've been stalking. Kill him and look up at the
turbine closest to you. There will be a Henchwoman appearing there shortly.
You'll also find an enemy up on the top level of this room, opposite the side
your on. If you want, you can try to take him down from here. If not, head into
hiding for a few seconds. Two Henchmen will run out onto the turbines where
they will be easy prey. Once they've been dispatched move onto the turbines.
Once on the second turbine, turn to face your right and kill the enemy up on
the top platform. Run up to where he was and leave the room. Oh yeah, you'll be
picking up a new weapon in this room: the Soviet Rifle. You probably won't have
much ammo for it right now, so save it for later and just use your Machine Gun
in its place.

Head back to the machinery in this Sector and you'll pick up the Engineer's
Swipe Card. Activate the machine and let's head back to Sector 1A.

    OBJECTIVE COMPLETE: Activate Starter-Motor

Harry's already killed off everyone out here, so you don't need to worry about
being shot at. Once you've gotten back to the machinery head down the stairs in
here and pull the lever. This will restore power to the blast door protecting
Sector 3, so let's head over there.

    OBJECTIVE COMPLETE: Restore Main Power

Since you have the swipe card, you'll have to open the blast door. The panel
is on the left with the glowing green light. Since you have more ammo for your
Soviet Rifle (unless you didn't accidentally run over any in this room), you
might as well switch over to it. If you need more ammo though, let's get some
before you open that blast door. There is one right here, one where Harry was
standing when you got back from Sector 2, and two up on the catwalks above you.
You'll find the stairs to those to the left of Sector 1A. Now, open up the door
and be prepared for a fight.

    *Checkpoint Reached*
    OBJECTIVE COMPLETE: Access Sector 3

You'll find four soldiers in here. Three will pop out from around the corner
at the end of this area and one is on the other side of the Zeep. Take them
all out and watch for Grenades! After they are all gone Harry will take to the
stairs, but you can have some fun by jumping into the Zeep and running everyone
down. Just be careful though, because if you hit Harry it's game over.

Your first enemy is standing in front of one of those wooden arm thingies that
people use to stop cars. Of course, that won't stop you and neither will the
guy standing in front of it. Run them both down and then move on. You'll find
one more enemy before the next turn. After he's gone make a right, but don't
back up. Harry will be coming down the stairs that you saw before you turned,
so don't back up or you're liable to run him over! There are five more enemies
at the end of the tunnel, and you can either run them down or get out and shoot
them. Jump out of your Zeep once if you haven't yet and head into the room
right in this area on your left.

If you were quick, you'll find another Henchman either in here or just leaving.
Kill him and head inside. You'll find Body Armor and a Health Pack on the
table, plus two prisoners: A bitchy rich girl and a Monkey! Harry will
immediately start whining about how he hates to save hostages, and then will
promptly be chewed out by the rich girl after he tells you to go on ahead. Stay
and listen if you want. After you're done though, head back into the tunnel and
climb into your Zeep. If you need any ammo for your Soviet Rifle now is as good
a time as any.

Anyways, back your Zeep up and take the tunnel that you passed while running
everyone down. You don't necessarily need your Zeep, but it is loads of fun to
drive around. Once you get to the end Anya will complain about the blast door.
Looks like you'll need to find something that will make a big bang.

         NEW OBJECTIVE: Locate Khallos's Train

Make your way down the hall and stop at the first door. You'll have to get out
of your Zeep (if you still are in it) so you can open the door. If you want to,
jump back in your Zeep, because this door is large enough to move it through.
There are enemies in this room, so you'll need to take them out somehow. You
will find it a little hard to drive in here, but you can take down at least
three of the soldiers with your Zeep. Once you can't maneuver well anymore get
out and finish the rest of with your guns. You'll find that there was a total
of six hench-people in this room. If you need health, you'll find some in the
back of the room to your left on some shelves. You'll also find out Khallos's
plans for world domination.

Leave this room and head to the end of the tunnel. Enter the room there and
you'll find a nice explosive sitting along the wall to your right. You'll also
see two shelves along the back wall. The one on the left has some Grenades.
This room is a shooting range and if you want, you can practice on the targets
here. Just like in a real shooting range, you can press a button to bring your
target to you after you're done to see how well you've done. The button is on
the right of each section. After you are ready to leave here, pull out your
Temporal Uplink. We're going to pick up the explosive and take it back to that
blast door down the tunnel. Take it down there and just let it fly into the
door. Jump back into your Zeep, unless you left it somewhere, and go through
your newly made door.

    *Checkpoint Reached*

You will find four more enemies here, but it's hard to maneuver in this are
with all the boxes here so if you have your Zeep ram it into some of them and
jump out to take the rest down with some good old fashioned lead. Head to the
end of this tunnel on foot and go right. Look down the stairs to find a
henchman and fill him full of holes. Continue down and you'll find a henchwoman
with a henchman just below her. Take them both down and move on. There are no
more enemies on the stairs, so keep moving until you've exited the stairwell.
Move down the tunnel to the end and you'll activate an in-game cut scene.

    OBJECTIVE COMPLETE: Find Time Traveler

Have fun with it because you'll be thrown into a firefight as soon as it is
over. After you have killed the two of them, head through the door at the end
to finish the level.

    OBJECTIVE COMPLETE: Locate Khallos's Train

|                              #1.4 - (1969) The Khallos Express              |

    |The Time Traveler has given Cortez the slip - but back at base Anya hopes
    |to trace the Brotherhood of Ultra Science into the future and find a new
    |lead. Meanwhile there are pressing issues to attend to! That twisted dude
    |Khallos is threatening to start World War 3 by firing a nuclear missile
    |from his train. "Hey spaceman!", Harry Tipper needs a hand to save the
    |world and rescue his girl!

Well even though you were almost left behind while Tipper was already aboard
the train, Cortez's pure muscle and determination come through to get your
there. At the start of the level, you'll see the camera panning in from above
while Anya goes on about the Brotherhood of Ultra Science. As it moves in you
get to see Tipper toss a guy out the window of the train ;D

I'd like to mention one thing before starting though. When you are walking on
top of the train be careful not to fall off. The game doesn't place invisible
walls to prevent that, so just watch your step.

         NEW OBJECTIVE: Find Khallos
         NEW OBJECTIVE: Prevent the missile launch

Run up into the car where you'll find Tipper ducked down to avoid a guard.
He's on the roof of the next car, over on the left side. If you look through
the window in front of you, you'll be able to see him. You can shoot him
through here, but remember that the window is pretty strong so while your
bullet will travel through it, the first shot will make the window pretty hard
to see through. It will take a couple of shots to break the window, so make
sure you've got your gun pretty much lined up with the target before your
trigger finger loses control of itself.

After he's been eliminated, Tipper will start talking about 'saving the world'
again. He'll then run outside and up to the next car. Follow him, but you're
gonna have to climb the ladder first. I guess Harry Tipper is working on his
"self-preservation" skills. Once you're on top move forward. A henchwoman will
run up along the right side of the second round thing poking out of the roof of
the car. After she's gone move up ahead, but don't run off the end just yet.

On the next car are several guards moving about. If you let Harry move ahead
of you just go up to him, otherwise make sure you don't go far enough to be
noticed. Anyways, Harry will ask you "Shall we take them silently, or go in
shooting?" That's really up to you, but make sure to switch over to your
silencer if you're going the quiet route.

There are four people on this car. Two are close to you and two are closer
to the other end. The one on the other end on the left side is stationary,
although he does turn to face a couple of directions. The other three will be
patrolling specific paths, so if you want to go silently you should watch them
for a couple of moments to figure out when it's best to shoot. You don't need
someone watching their friend just before a bullet travels through his head,
now do you? After they have all been eliminated, jump onto the train car if
you already haven't and head to the other side.

    *Checkpoint Reached*

Travel through this door and quickly shoot the barrels to the right. This will
cause them all to come crashing down on the two enemies in here, along with
preventing the henchman from getting behind the machine gun nest. Run to the
other side of the room now, being careful not to trip over the barrels, and
shoot the two guards on the other side of the door here. They will open it
just shortly before you get there, so be ready to shoot them.

Go outside and into the next car, but stay put for now. Listen to the henchman
talking over the radio along with the two henchmen chatting afterwards. Proceed
to whip around the next two corners and dish out a healthy serving of irony by
blasting them! If you are not quick, the one in the middle will flip his table
over and use it has cover, so shoot him first. After they are done pick up
their Machine Guns while Harry Tipper, a.k.a. Shower of Gold, contacts his
people, a.k.a. Cloudy Rainbow :D

You can find a Health Pack on the opposite wall the radios are against, but
you'll probably need to use your Temporal Uplink to pull it down to you. You
should probably listen to Mr. Tipper and take your leave. Head over to the
next train car. When you get inside go around the first corner and you'll
here a henchwoman in the bathroom. Try and open the door and you'll receive the
expected "This door is locked" notice, but the first time you do it the lady
will also say "Oh God it's like giving birth!" It's pretty funny, but only for
so long. If you've ever played GoldenEye 007 for the N64 before, this area will
probably remind you of the Train level.

There is a bunch of enemies in here. There is also a helicopter that will cause
you some problems once you round the corner after the bathroom. Turn the corner
here at the bathroom and sneak towards the next one. After you start to hear
gunfire, run back and use the bathroom for some cover. It may not work
completely, but it should help a lot. Once the helicopter is finished
shooting up the windows, you can head back around the bathroom again.

You may want your Machine Gun for this, mainly due to the large number of
enemies. The first to come around the corner (if you wait long enough) will
be a henchwoman with a pistol. She'll be quickly followed by a henchman with a
Machine Gun. There's another henchman a little farther past these two, but he
only has a pistol so it should be too much of a problem. If you need some
health after this, there is a Health Pack in the third room down. This is also
around the time you'll hear the toilet flush. The henchwoman is quite quick and
will be on your ass within seconds. Make sure you're prepared for her, but
don't worry about it too much.

Once you make it to the forth room a henchman will scream "No!" and then
proceed to shoot you. He's located near the end of this car and is toting a
Machine Gun. If you want some Body Armor, you'll find some in the sixth room.
You'll need to use your Temporal Uplink on this as well, because it is sitting
on a shelf above the window. Now it's time to leave this car, so head over to
the next one and prepare for a fight for survival.

    *Checkpoint Reached*

Once you run out onto the next car that helicopter will begin shooting at you.
Make use of the crates as cover, but keep in mind it won't last forever. You'll
need to be shooting out some crates to make a passageway, so pull out your
Machine Gun. There are two crates you'll need to smash. They are wooden, so
they shouldn't be too hard to spot. After you have made it past them, you'll
find some surface to air missiles. Anya will tell you to find the control
panel, which happens to be located on the other side of the missiles. Run
around the boxes there and activate the missiles. Now enjoy the show!

After the helicopter is no more, climb the ladder leading to the next car.
There are several hatches on top of this car. A henchman will climb out of the
first one on the left, so quickly shoot him and move on. The next one on the
left also carries a henchman that can be dispatched just as easily. After they
are both gone, head to the end of the car. You'll find four guards down on the
next car that will easily spot you, so just watch yourself.

If you want to have some fun, switch to your pistol's scope, crouch down, and
sneak up to the edge of this car. Stop when you spot a white tank and a barrel.
The tank is on the right and the barrel is on the left. If you shoot any of the
barrels on this car, they will only leak out some flammable liquid, but if you
shoot the white tanks they will leak out gas, possibly spin or roll some, and
then explode. You can use this to your advantage by shooting them both in quick
succession. The barrel's contents will light up when the tank explodes, burning
the person there to the ground. There are a couple more like this, so repeat if
you wish. There is one henchman near the end of the car that this doesn't seem
to always reach, so fill him full of lead when he shows himself.

Oh yeah, something I forgot to mention up above. It seems that the flammable
liquid can still be dangerous to your health, but it's probably because of the
fires that are still raging. Anyways, time to meet up with yourself again. A
chopper is going to fly over your head trying to shoot you once you get on this
flatbed car, but another train will pull up beside you carrying none other than
Cortex himself. He'll take down the helicopter, but you're going to have to
give him some cover fire. The two tall cars on either side of him will have
henchmen shooting at him from above, so gun them down quickly. As usual, Future
Cortez's health bar is up on top.

If you picked up the Soviet Rifle, you may find it doing a better job than
the Machine Gun, but maybe not. It probably depends on the person who uses it.
Anyways, that's just and option and suggestion for you. After the chopper is
damaged enough it will crash into the wooden car that was blocking your path.
A guy should come staggering out in a blaze, and even though he's on fire he'll
still try to gun you down. Eliminate him before he has the chance to do that.

Ok, run through the wreckage and head into the next car. You'll see through the
metal grating three guards talking. Pop around the corner and fill them full of
lead. There are also two more guards around the corner leading to the next car.
At least one of them will pop around the corner, so just keep that in mind.
Anya will mention that this is "such a guy room." Well it really is a stereo-
typical "guy" room, what with all the Machine Guns and stuff lining the wall.

You'll find that you can actually use the weapons on the wall for ammo. The
ones on the left are Soviet Rifles, the middle ones are Machine Guns, and
you'll find a couple of Tactical 12-Guages along the right. You'll also find
some ammo for your pistol below the Machine Guns. On the table to the left is
a Health Pack and high up on the other side is another Health Pack along with
some Body Armor. Once you are done acting like a kid in a candy store, head
over to the next car.

    *Checkpoint Reached*

Climb up this car and you'll activate an in-game cut scene. Remember your
future self helping out with that chopper earlier? Well, now it's time to repay
the favor. The game is a little unforgiving at this moment, because as soon as
the cut scene ends you'll have four guards to deal with. If you don't kill him
quickly, the henchman furthest back will duck behind the two large boxes in the
center of the room. Make sure to count bodies, and if you can't count four, he
may be alive but hiding. Flush him out and finish what you started.

Now go through the door across the room from the spot you landed in. You'll
find some Heatseeking Rockets on either side of the small ramp in here. Grab a
box and then head outside where you'll find the Heatseeker on a platform. Pick
it up and bring it out.

         NEW OBJECTIVE: Destroy the helicopter

Look for the chopper above the car you were on not five minutes ago. You'll
want to keep it in your crosshair's site for a moment. This will allow the
Heatseeker to lock on to the target. Wait for it to say, "Target acquired"
in flashing red text in the top-right corner. That is when you should fire. It
will take three rockets to bring down the helicopter. After it crashes into the
train next to you head back into the previous room.

    OBJECTIVE COMPLETE: Destroy the helicopter

If you want them bad enough, you can restock your Heatseeker ammo in here, but
you will lose your Heatseeker in just a moment. Continue on all the way back to
the opposite side of the train car, allowing Cortez to get you out of here.
He'll jump back on the previous train, landing you in a bathroom. A guard will
hear this and walk over to it. Since the bathroom door is open, make sure you
are prepared to shoot him. In addition, this is where you'll discover that your
Heatseeker is now gone. It must have been left behind so Cortez could make the

Anyways, leave this room and grab the guy's Machine Gun (x2). Switch over to
your Machine Gun and then flip over to its secondary fire mode to bring out the
second one. There are around four guards in the next hallway, and then another
who will run around the corner at the end. Your Machine Guns should do the
trick, so let lose a hail of fire on them. You may find a henchman in the
fourth room, so get rid of him as well. Continue down the car, but watch out
for the guy who'll run through the door at the end.

Go into the next car where you'll find several henchmen jumping over from the
train riding beside this one. It seems like three always make it, one misses,
and one doesn't even attempt to jump. Kill the first three and then move over
to the open door to kill the fourth one. After they are all dead, Harry Tipper
will swing down into this car from the roof. If you watch him, he'll begin to
thrust into the after mentioning that he's back. Weird, eh?

Alrighty then, let's continue forth, shall we? Go to the other side of the car
and move through the door there. It's kind of hard to see, I know, but it is
there. It just sort of likes to blend in with the wall. Once in the car, don't
move much past the bathroom to hear another interesting conversation. A couple
of henchwomen will be talking about Harry Tipper, but I'll let you guys hear it
firsthand ;D

Once you are ready run around the corner and start shooting away. There is a
guy just down the stairs and around the corner with a Machine Gun. You'll find
a henchwoman running towards you, and two more guards should be around the
middle of the car but moving towards you. The fifth one is on the opposite
end of this room. He'll be shooting at your from atop the stairs.

There is a sixth guard in here, but he's completely wasted and lying across
the mini-bar's counter. If you hit him or push a chair into him, he'll sit
up and fire his gun into the ceiling, with the force of the shot knocking him
backwards onto the ground. Go up to him and he'll begin rambling on like all
the drunks in this game do. He's not quite as funny as some of the others are,
but he's funny enough. Now climb the stairs over here and then move up the next
set of stairs you run into, taking you to a second floor on this car.

    *Checkpoint Reached*

Head into the white room, and then move about halfway into it to activate an
in-game cut scene. You'll soon find yourself trapped, and finally you'll meet
up with Khallos. After he goes on about his "big weapon", he'll activate the
second part of the trap: green gas!

         NEW OBJECTIVE: Deactivate the gas trap

You can deactivate the gas trap by bringing out your Temporal Uplink and using
it on the statue Khallos activated the trap with. If you wait long enough Harry
will break into the safe in this room. You'll find a Health Pack inside. You'll
want to pull the lever on the right wall, which in turn will send several
henchwomen to you. Turn around, blast them, and head back down the stairs.
Also, make sure to remember that you have a time limit starting when Harry
mentions it.

    OBJECTIVE COMPLETE: Deactivate the gas trap

Head over to the next car to find a French missile. Keep on going forward and
two men will pop out of the room on that end. Shoot them and then enter it. Go
to the right and you'll find the missile control console. You have to connect
two switches, in this a case a green and a blue one. There is a four-by-four
grid of wires, which can be turned four directions: up, down, left, and right.

Each time you play this mission the position of the two ends for each color
change, so I'll try to play through it several times to pick up each version
and give you the directions for them. In addition, you have a time limit here.
You can view your time limit on the control console just above the wires.

The way I'll lay things out here is as follows:
1) The version number (i.e. Version Zero)
2) Each color indented and followed by some codes, as in Blue (A1 [Left],
   D4 [Right]). The codes for each color represent the two ends of the
   switches. The code tells it position on the grid (which can be seen below)
   and what side of the grid it is on (top, bottom, left, or right.)
3) Finally, I'll give all the directions for that color. Since the wires only
   turn one direction, I tell you how many times to turn them along with their
   position on the grid (yet again pictured below.)

Here's a basic picture of the grid, along with letters and numbers for me to
refer to them by:
   1 2 3 4
   _ _ _ _
A |_|_|_|_|
B |_|_|_|_|
C |_|_|_|_|
D |_|_|_|_|

Version One:
   -- Blue (A3 [Top], D1 [Left])
1) Turn A3 three times
2) Turn A4 twice
3) Turn B4 once
4) Turn C4 once
5) Turn C1 three times
6) Turn D1 once

   -- Green (A1 [Left], D2 [Bottom])
1) Turn B1 once
2) Turn A1 twice
3) Turn A2 twice
4) Turn D3 once
5) Turn D2 three times

    OBJECTIVE COMPLETE: Prevent the missile launch
         NEW OBJECTIVE: Stop the train

All right, now that the missile has been stopped you can continue chasing
Khallos. You'll find some Body Armor under the table by Harry if you need
any. Leave through the door in this room and climb the ladder onto the next
car. You might do best here with your dual Machine Guns. Anyways, it's time
to stop Khallos.

    *Checkpoint Reached*
         NEW OBJECTIVE: Defeat Khallos

Walk along the train top towards the fire. Khallos will pop out of it once you
get close enough, flying around on his jetpack. He shouldn't be too hard to
defeat, and as with boss battles his health bar will appear along the bottom
of the screen. Once he is defeated the fire will die down, so keep on moving.

    OBJECTIVE COMPLETE: Defeat Khallos

Once you get to the end jump onto the train engine. Run into the cabin from
the right and activate the console. This will finish off the mission.

    OBJECTIVE COMPLETE: Stop the train

|                              #1.5 - (1994) Mansion of Madness               |

    |Anya has traced the Brotherhood of Ultra Science to an isolated creepy
    |Connecticut mansion house in 1994. There's no time to lose - Anya's
    |research has revealed that the mansion will burn to the ground on this
    |very night! Good news is that Cortez has a resourceful new chum to help
    |him out, the very capable Jo-Beth Casey, the bad news is that the mansion
    |is infested with zombies. Eugh!

This level starts out with one of the most awesome cut scenes in the game! Well,
at least in my opinion. After the cut scene is over, you'll be a little ways
from the front door. Now I wonder why they didn't just walk around the building
and end up right on the porch, rather than ending up about 50 feet from it?

         NEW OBJECTIVE: Investigate the Mansion

Anyways, you'll start out weaponless, but that won't last very long. First,
you need to get into the house, so head over to the front door. Jo-Beth will
be talking as you walk up to the house, but it's nothing mission critical. Same
goes with Anya. If you take too long though, Jo-Beth will complain, so hurry up!
Once you open the door, you'll be treated with a short in-game cut scene. This
is where you'll find you are now trapped in the house, namely due to a lightning
strike to a tree.

Inside is a scientist who'll be going on about how you shouldn't be there, blah,
blah, blah. After he is done talking, a massive chandelier will come crashing
down on him, pretty much ruining what was left of his life. Jo-Beth will comment
about how gross that is, and then promptly will take a couple of pictures of the
scene. Caring little girl, ain't she?

There is a Flamethrower to your right and just in front of you. Now would be a
good time to pick it up, because you have some ghosts to deal with! They will
come flying towards you from the other side of the fire caused by the
chandelier, but they can blend in with things so keep your eyes peeled. Start
looking for them *after* Jo-Beth talks about suddenly feeling cold. They are
easiest to spot by their red eyes. Blast them all (there are a total of five),
and then go to the right and follow the hallway there to Jo-Beth.

    *Checkpoint Reached*

You know, some parts of the music on this level really remind me of Resident
Evil. Anyways, there is a cabinet on your left with a Health Pack if you need
it. Now pick up the Baseball Bat on the floor and enter the next room. Make
sure to equip your new weapon, because the Flamethrower won't be needed until

There will be a zombie maid on the pool table to your right, and another zombie
somewhere on the left. As Anya says, aim for their heads. Take those two out and
then turn your attention to the hole in the wall on the other side of the room.
Another zombie should already have come through there by now, so take him out
quickly. Go over to the hole and wait, because that is where the rest of the
zombies will be coming from.

The next one to leave will be just like the previous ones, but the one after
that will be holding a Baseball Bat. Be careful, as the undead are quite
skilled with weapons in this game. Two more will come out afterwards, one with
a Baseball Bat and one without. After they are all gone, the door to your left
will open.

Go through it and you will see a little ghost girl (Edwina) on the other side
of the room. She is capable a creating fire, and will bring up a wall of it
shortly after you have entered the room. Two zombies will walk through it on
the right, lighting themselves on fire as they move through. Kill them both,
but luckily you don't have to really worry about lighting yourself on fire!

After they are both dead, a door to your right will open up. Switch over to your
Flamethrower and go through it. You will now be in some little courtyard thing,
and you'll see two scientists hanging from a tree on the other side. As Jo-Beth
points out, there are things moving under the ground, and when one scientist
gets brave enough to try to make a run for it, he'll be quickly devoured by

As the second scientist tells you, fire is the only way to kill them. If you
didn't waste all your Flamethrower ammo, then you are all set. Otherwise, you
will need to pick up some from his colleague's Flamethrower lying in the grass
the creatures are moving under. You can find this to your left, just off the
concrete section you are on. If you need it, grab it.

         NEW OBJECTIVE: Rescue the scientist

Ok, these creatures are actually pretty easy to take down. One hit from your
Flamethrower and they are toast. The problem lies in getting them to surface,
but it really isn't difficult. Just run around the grass and they will target
you. When you hear one surface, you will probably need to turn around. Do so
and then quickly blast the creature with fire. After you have done that, begin
to run around again until the next one surfaces. There are a total of five of
the worms. Don't worry about the scientist's cries about slipping; so far, he
has never slipped for me.

    OBJECTIVE COMPLETE: Rescue the scientist
         NEW OBJECTIVE: Investigate the attic

Head back into the room with the fire. It will die down now, and then the door
behind it will open up. Don't even bother with the other door; it's been locked
now. If you need some health, there is a Health Pack in the low-lying cabinet in
the back-left corner. Now head into the next area and grab the Shotguns on
either side of the walls. Don't worry about hogging them all, Jo-Beth seems
to manage just fine.

    *Checkpoint Reached*

Switch over to your Shotgun and go through the next two doors. The first one
leads to a room that is useless, so don't worry about it. You will find yourself
in a large room that seems to be a library. It is two stories tall, and there
are a bunch of zombies along the balcony up above you. They will slowly, but
surely, toss themselves over the balcony and onto this level so they can rip
you to shreds. You will have to be careful of the later ones, as they will be
equipped with both Baseball Bats and Shotguns.

Just blast away at them, but try to conserve ammo by going for headshots. There
are around 11 zombies in here, and it seems the only ones with Shotguns are the
butlers. Anyways, after they are all gone a short in-game cut scene will begin,
showing that the head mounted on the wall is still attached to its body!

I'd like you to meet the Deer Haunter. Since he really doesn't seem to care for
introductions, let's just blast him instead! He is quite powerful, and can take
a lot of shots. He is a boss I guess, mainly because he has a visible health bar
along the bottom. Now you could always go running around the level popping off
shots at him as I did the very first time I played this mission, but there is a
better way. I have seen this a couple places around the internet, but it seems
like if you go into the area he came out of he can't hurt you!

Now one thing most people won't tell you is that after you are in there, you
don't have to attack him at all. Just let Jo-Beth take him out and save you some
ammo. She seems to have really good aim here (as opposed to other places), so
you don't need to worry about her shooting you while you're in there.

After he has been eliminated, leave your hiding spot and go through the door
on the right. A scientist will come running down the stairs, followed by a very
fast zombie. Quickly blast it, and then listen to the scientist afterwards if
you wish. Once you are done here, climb the stairs and go through the door in
front of you. Kill the zombie right across the room from you, and then enter it.

There will be a zombie maid right inside the room, but she may not rise
immediately. To your right will be a Shotgun wielding zombie, and Jo-Beth
doesn't seem to mind blasting you to get to him. Be careful with that one. You
can find some Shotgun ammo to the left of the zombie with the Shotgun. You'll
also find two dead scientists, and by the furthest one from you is a Revolver.
Pick it up and then leave this room.

If you listen carefully, you may hear a whispering voice say "Cortez..." This is
really creepy, and it appears to be coming from that ghost girl you met up with
earlier. Anyways, leave the room and go through the other door in the stair
room. Be careful in here, because once you get far enough in the zombies here
will all spring to life.

There is the maid you probably saw lying on the floor in this hallway, and there
a two zombies in the room on your left. The maid in there is carrying a Shotgun,
so take her out quickly. Several more zombies will run into this hall from the
next area, and one of them will be running quite quickly. In total, there are
five zombies in the hall, and then the two in that one room. If you want to see
some creepy pictures, look no farther than this hallway's walls.

Anyways, go into the previously mentioned room to find a bloody scene along
with some Shotgun ammo. Leave this room and continue down the hallway, taking
the next door on the right. You'll find a really freaked out scientist in there,
and both cabinets have a Health Pack in them. Leave here and go through the
final door in this hallway to find a zombie. Blast him and move on.

Once you get to the end of this room, the door there will open and four zombies
will come through. One has a Shotgun, so be careful and take them out quickly.
The cabinet in here is empty, and the zombie lying on the floor is currently not
a threat.

Go through the door they all came from and take the door on the left. This will
place you into another two-story library with zombies. There are four zombies
on this lower level, two of which have Shotguns. The first with a Shotgun is on
your right, just past the first part of the wall that sticks out. The second is
to your left, just around another part of the wall sticking out. Take them in
any order you wish, and watch out for the remaining two zombies that will ambush
you while you are preoccupied with the Shotgun wielders. You can find some
Shotgun ammo in here around the stairs.

Once Jo-Beth runs up the stairs you'll know you are done down here, so you had
better follow her quickly so you can protect her. She'll be preoccupied with
taking pictures of another dead scientist while a zombie maid is heading towards
her. The zombie is to the left once you get to the top, so blast her before she
has a chance to get her undead fingers into your friend.

After everything is clear, go through the door next to the scientist. There is
a zombie lying on the ground just inside the door, but it isn't a threat. You'll
also find your first drunk in this level. He's sitting to the left of the couch.

    *Checkpoint Reached*

Leave this room through the only door in here. Now you are in an extremely
creepy portion of the house. There is nothing in the room to your left except
for a bloody mess. Continue down the hall and you'll find a bathroom on the
right and a little kid's room on the left. The bathroom doesn't really have
anything of interest, but in the kid's room, you'll find a rocking horse still
moving... The cabinets in here are empty though.

Continuing down the hallway, but not taking the right to go further down you'll
find two more rooms. The one on the left is a bathroom. You'll find a tub full
of blood with a body soaking in it. The remaining room is another bloody
bedroom, but this time with a twist. The big cabinet in here contains a zombie,
rather than health. Blast him, and then turn your attention to the smaller
cabinet on the left. You'll find a Health Pack in there if you need it. My
sister finds this room really creepy because of the TV, saying it reminds
her of the movie The Ring.

Anyways, leave and go down the part of the hallway I told you to skip earlier.
Make sure you have your Flamethrower out first, though. This will spawn another
in-game cut scene, and you'll see some poor scientist blasting away at something
with a Flamethrower before being killed off-screen. Turns out you have more
ghosts to deal with; dozens of them will come flooding out from the end of the

Jo-Beth will do the smart thing and hide, but you don't really have that choice.
She'll be in the blood bath bathroom, so just concentrate on staying alive. As
before, they are easily killed with the Flamethrower. Since there are so many,
you may have to keep on waving your Flamethrower back and forth, and you
probably will have to be backing up as you do this. The best direction to
back up would be towards the door you entered this hallway from. If you end up
running out of ammo for your Flamethrower, use your Shotgun, followed by your
Revolver. If you total run out of ammo you just may be screwed, so restart from
the last checkpoint.

Once they are all finished, Jo-Beth will say she's gonna stay in there for a
while. Anya will tell you to leave the girl, so you best not disobey orders.
Head down the area they all came from and take the first right for some more
Shotgun ammo. That is where the scientist died, but luckily you don't have to
worry about him becoming a zombie.

The next room on the right, on the other hand has a zombie lying on the floor.
Unlike the previous ones lying on the floor however, this one will prove to be
a threat in a minute. When you go into the next room (directly across from this
area), she will spring to life and try to get you from behind. You can prevent
this by lighting her on fire, which will bring her to life early. Then you can
switch over to your Shotgun and blast her head off. If you are in need of some
Flamethrower ammo, there is some lying by her body.

After she is eliminated, turn around and move into the next room. Make sure you
haven't forgotten to switch over to your Shotgun, because the Flamethrower will
be utterly useless in here. One zombie will enter from this room's other
entrance. The other two will pop out of cabinets, with one being in front
of you and the other to your right. Kill all three of them and head into the
next room.

The small cabinet in here is empty, and the door at the end is locked. Take the
door on the right to end up in a stair room.

    *Checkpoint Reached*

Climb these stairs to reach the attic. There are several zombies in here,
but they won't animate until you move far enough into the room. In addition
to animating the zombies, this will summon Edwina (the dead girl.)

    OBJECTIVE COMPLETE: Investigate the attic

This fight will be throwing a couple of things at you. The first is several
zombies, some of which have Shotguns. The second is Edwina, who can summon fire
(if you already forgot), and will shoot a line of it towards you every once in
a while. The fire is easy enough to avoid, and you can tell she is ready to
shoot it when she wraps her arms close to her body. The zombies are fairly easy
too, especially since there are only five, but the two on the opposite side of
the room with Shotguns can be a real pain.

One all the zombies have been eliminated, Edwina will leave the room. Back by
the stairs, to their right, a wooden panel will pop off. A zombie will come
through there, so blast him and move through it. Turn the corner and you'll
spot a zombie lying on the ground. To prevent any problems from cropping up a
few seconds into the future, blast him with some fire and quickly whip out your
Shotgun to deliver the finishing blow. Be careful though, because he is carrying
a Shotgun.

Head into the next room and prepare to deal with several more Shotgun wielding
zombies. The first one is the maid on the left, with a regular zombie on the
right. Two more zombies will come in from the hall on the right. The first will
pose little trouble carrying only a Baseball Bat, but the last one will be
toting a Shotgun. After you have dispatched all of them, move on down the
hallway those last zombies came from.

Drop down into this next room and head over to the scientist on the left. There
is a Health Pack to his right if you need it. Anyways, he will tell you about
their secret lab beneath the mansion before dying off.

         NEW OBJECTIVE: Locate Lab entrance

As he says, the entrance is through the kitchen. Shall we head over to there
now? Go down the stairs he is resting against, and about halfway down look
over to your right. You should see a zombie maid toting a Shotgun just below,
so knock off her head to save you some trouble. You may have noticed the zombies
lying on the ground; they will animate when you move off the stairs.

Do just that and blast the one to your left. All three zombies in this room have
Shotguns, so be careful. Anyways, take down the one on the right now, followed
by the one to the left of the stairs in the back. After they are all gone, head
over to the door that just opened up. This will spawn another in-game cut scene
that will have Cortez plummeting down to the next floor just before making it
through the door. The door will then close, allowing you to take control of
Cortez again.

    *Checkpoint Reached*

Go down the stairs and enter the room at the bottom. You'll find another
scientist on your right. He'll begin bitching about their "wonderful leader",
and he'll clue you into the fact their leader is still in the labs below. Take
the door on the left and enter the small storeroom on your immediate right.
You'll find plenty of ammo and health, so stock up.

Sadly, you won't find any Body Armor in here. Anyways, take the next door in
this room and then go through the door on the right in the next room. This will
put you outside in some courtyard. Make sure to pull out your Shotgun and
prepare for another boss fight. Walk out into the courtyard until you small a
short in-game cut scene that shows part of the building collapsing, effectively
trapping you in here. The boss will then proceed to climb out of the opening in
the middle.

         NEW OBJECTIVE: Defeat the creature

This boss has several attacks. The most commonly used are its melee attacks. It
will use its massive claws to quickly swipe out at you, making this a difficult
attack to dodge. Its other melee attack consists of it lunging forward to bite
you. It usually reserves this attack for when you are really close to it, as its
range seems somewhat limited. Its other two attacks are fire based. The first
one is basically a simple flamethrower attack, which it usually sweeps
side-to-side in a small area. The second one is where it throws fireballs
from its claws.

I have heard that you can dodge its first melee attack by staying as close to
the creature as you can, but I have never been able to get this to work. My
tactic consists of strafing around the area, both left and right. I will
occasionally stop, but if you stay in one place too long, the creature will
smash its claw down on you. I keep this up until the creature shows its weak

Speaking of that, the creature's weak spot is its eye. This eye isn't located on
its head though, but on its lower body. There is a bulge in the skin, and this
is where the eye is located. Unless you keep that spot in your sights at all
times, you will need to keep your ears listing for a squishing sound. This will
signal to you that the eye has opened.

The eye will only stay open for a very short time, and will close as soon as
you shoot it. It will take around four shots to the eye before the creature is
completely finished off, so this will be a long battle. After you deliver the
final blow, be careful of the creature's claws as it slides down the hole,
because they can still cause you damage.

    OBJECTIVE COMPLETE: Defeat the creature

After this battle is over, you'll see Jo-Beth climbing over the rubble. This
will cause the rubble to collapse, allowing you to leave this area. You'll find
the only path through is along the left side of the rubble. Once past it, go
through the door on the left.

    *Checkpoint Reached*

Go through the next door and you'll spot Gaston Boucher. Shoot his head off
before you get his attention. This will alert all the dead cows lying about
though, so be prepared to take them down. They will take about three hits each
from your Shotgun, and there are around five of them. After they are all gone,
go into the kitchen and grab the Health Pack on the table to your left.

Now go through the door on the other side of this room, and then enter the
freezer. You'll find a second Gaston Boucher in here, this time carrying a
Shotgun. Blast his head off like the first one and head into the next room.
This will finish off the level and start up another funny cut scene ;D

    OBJECTIVE COMPLETE: Investigate the Mansion
    OBJECTIVE COMPLETE: Locate Lab entrance

|                              #1.6 - What Lies Below                         |

    |Cortez and Jo-Beth descend to the catacombs below the mansion. There's
    |still now sign of the Time Traveler but the horrors and craziness around
    |them are clearly the result of the twisted research of the Brotherhood
    |of Ultra Science. Who is behind this madness?

Remember all those pretty weapons you had in the previous mission? Well, somehow
Cortez manages to lose all but the Revolver, along with 36 bullets. Jo-Beth on
the other hand has her trusty Shotgun. Anyways, you are now in the mansion's
cellars. Pretty quickly a box will be thrown, scaring Jo-Beth as she is creeping
around. Shortly after Anya is finished talking, another box will be thrown. If
you stay where you started until that happens, you won't need to worry about
either of them hitting you.

         NEW OBJECTIVE: Uncover the identity of the mystery time traveler

After that second box is thrown, Jo-Beth will start to run until she is safe
from the boxes. Before you follow her, pick up the case of Revolver ammo that
was near her start point. Now follow her, and when you get to the entrance of
the hall, she will stop and mention that she is suddenly feeling cold. After
she is done chatting it up, move down the hallway. This will spawn an in-game
cut scene showing a scientist being dragged away by something off screen,
coupled with some corny dialogue.

After he is gone, Jo-Beth will run down the hallway and notice some wooden
boards blocking a passageway on the left. She'll decide to climb through a small
gap in it, and immediately tell you "No comments about the size of my butt, ok?"
Seems like she's had some trouble with boys talking about her butt before.

Anyways, she will walk over towards the pentagram painted on the wall, but as
she is pulling her camera out the ground collapses beneath her. She seems to
survive without any serious injuries, and will tell you that she can't climb
back up. You'll have to meet up with her later, so let's move on.

Go into the area the scientist was dragged off to. You'll hear some guy talking
to 'princess' and talking about needing to make her eye better, but you can't
get to that area yet. You can't do anything on the right, so take the left and
move into the next hallway.

Don't rush into the hallway though, because a box will be thrown across it
trying to hit you in the side. Once you move far enough forward the floor will
collapse, dropping you down into the next level. Turn around and you will see
what appears to be Jo-Beth. Sadly, this isn't Jo-Beth, but a shape shifter that
has taken on all but her face quite accurately.

Rather than waiting for her to turn around and charge after you, just shoot her
head off now. Now move forward some and you should hear a scream. Back up some,
because three more shape shifters will literally climb right out of the ground
in front of you. Since they can move fast, you will need to deliver those
headshots pretty quickly.

Now that they are all dead, move forward and into the next room. You'll hear
Jo-Beth struggling, and when you enter the room, you'll see that she is hanging
from the ceiling by her leg. She somehow got caught in a trap meant for zombies,
and now you will have to protect her until she can free herself.

         NEW OBJECTIVE: Protect Jo-Beth from the zombie horde

As usual, her health bar appears along the top-middle of the screen. You will
have zombies coming out of the doors to the left, along the conveyer belt in
front of you, and from under the platform to your right. There will also be
the occasional one coming down the stairs of the platform. Just keep delivering
headshots until she can free herself, and make sure to keep an eye on her health

    OBJECTIVE COMPLETE: Protect Jo-Beth from the zombie horde

There is a Shotgun propped up against the stairs, so if you haven't already
picked it up, do so now. You'll find ammo for it underneath the platform. Be
quick though, because a zombie will be coming through the door on the end of
the platform. Once you are ready and he has been eliminated, move through that

I would suggest switching over to your Shotgun now, if you already haven't. Go
down the first set of stairs and you will have another zombie to face. Blast him
before he can run up to you, and then move on down. Go down the next set and
kill the zombie you meet up with here. Continue moving down until you get to
the double doors, which you need to move through.

    *Checkpoint Reached*

Ok, once you get into this you'll hear a scientist screaming for help or
something, but there's nothing you can really do for him. Go on to the end of
the hallway and take the door on the left (the right door is locked right now.)
Blast the scientist zombie right inside of it and move on around the corner at
the end. You'll find two zombies attacking the scientist, so blast them away.
You will have to end up blasting the scientist too, since you weren't able to
get to him in time to prevent him from being turned into a zombie.

There are some Shotgun Shells to the left of the computer on the floor, so grab
those and then activate the computer. You control the computer's cursor with the
Control Stick, can open a file or folder with the activate button, and the B
Button should be what you use to exit the computer or go back once if you have
opened a file/folder.

All right, now move the cursor to shut off the screen saver. The Trash Can is
empty, and so far I haven't been able successfully drag anything into it. Now
there a two folders in here: Security OpSys v5.10.23 and Lab Communications.
The first one has a red stripe on it while the second one says COMS. You can
pretty much skip the Lab Communications, but for people who skip it and want
to know what it contains, I'll tell you.

The Lab Communications folder contains for files:
Company Forums
    New message:
    LabCon2: EAT BRAAIINS!
    New message:
    LabCon2: BRAAAAAINS!

    Open this file up to view the only webcam in the labs. There is currently
    a zombie in the room with the camera. The "Previous" and "Next" buttons are
    grayed out, but if you want you can hit the "X" on the bottom right to shut
    off the camera. It doesn't really matter though, because it won't change

Maintenance log (audio)
    This is A. Lenard's maintenance log for week 72. All the essential systems
    seem to be functioning fine. Secondary output is back to between 3 & 5%
    after the panic last week. Still don't know quite what happened there.
    Anyway, I put all the electrical tools and the body armor back in the
    locker. Just hope I don't need it again in a hurry.

    The combination is 3-5, uh no, uh 362? No dammit, that was last week's. Oh,
    it'll come to me. It's probably not wise to leave that kind of information
    in my log anyway; god knows who's listening in. Anyway... 400! That's it,
    four hundred or something.

    I uh, I've been seeing those apparitions again, don't know if they are
    connected with the malfunctions or not, probably coincidence. Everyone
    seems to think I'm crazy; maybe they're right. Anyway, that's my maintenance
    log for the week. Sorry to be spilling my guts, you know. Recording time's
    almost up, signing off. Oh wait, that's it! Four hundred & fifty... Disk
    full, recording terminated.

Research log 09/08/93
    Success at last! Our first reanimation took place this morning, test subject
    IEH26 was given now life after being dead for 6 days. Unfortunately his mind
    has not also been restored and he has to be restrained to prevent him eating
    people. One of the nurses says he reminds her of an ex boyfriend and so we
    have christened him Trevor.

All right now, let's take a look at the Security OpSys folder now, shall we?
You'll find two files in here. The first one is a padlock, and that will unlock
the door to the next area. The second one allows you to Monitor CCTV
Transmissions, or in plain English, look through the various security cameras.

If you look through the camera, you'll start out in Containment Area A. You will
notice a small cell with a zombie in it, and then some ammo on a table to the
right. Go to the next one and you'll see a similar room, but with a scientist
in the cell rather than a zombie. The third one looks into the Operation Room,
which is where the webcam was looking into. You can leave all these cameras on,
as they won't set off any alarms.

Finally, click on the padlock to unlock Security Door A. Move through it and
into the next area. You will see a wire hanging from the roof, crackling with
electricity. If you touch this, it will deliver some damage, so be careful.
Around the corner there will be another zombie, but with a twist. It is coated
with electricity, and can shoot this out at you. Take him down quickly before
he gets the chance.

Now turn around the corner he was by and you'll run into two more zombies along
with some stairs. Blast them both quickly before they can shoot you. Now run
down the stairs and shoot the zombie around the corner, as per usual. You'll
find two more zombies around this last corner, and you should no what to do by

Go into this room here, and after Jo-Beth gets in the door will slam shut.
This is the operation room, and if you looked through either the webcam or
the security cams, you should recognize it. The zombie that was sitting at the
computer is gone now, but that doesn't mean you can relax. Before the zombies
start to flood in, pick up some more Shotgun ammo from over by the computer.

You'll find the Harpoon Gun in here as well, sitting on a small table in between
the two operating tables closest to the room's entrance. Don't use the Harpoon
Gun unless you absolutely have to, because you will need all the Harpoons you
can get for this level's boss battle. If you do have to use the Harpoon Gun,
make sure to pick up the Harpoons from where the landed.

Anyways, as I was saying you shouldn't relax, because zombies will begin to
enter the room from the slides above the three operating tables. Jo-Beth will
try to get the door open for you guys, but you will have to protect her while
she is doing it. This isn't really that difficult, so just keep on going for
headshots and you should make it out without a scratch.

All right, after she has opened the door, go through it. Around the first corner
you'll find a drunken scientist, and he's actually pretty funny. Now go through
the door by him and then through the next one, shooting the zombie in this
hallway. Once you move into the room, a second zombie will run out of the room
on the right, just past the window. You are now in Containment Area A, and if
you look to your right, you'll see a lovely view of a zombie.

There is a glitch in the game it seems, so sometimes there will be a second
zombie in the cell. Anyways, go into this room by the cell to grab some more
Shotgun and Harpoon Gun ammo. When you access the computer, you will find three
things to click on from the beginning: Research Documents, Memo, and Main

None of these are mission critical, and are really just to add some flavor to
the level and give you some fun things to do other than blast things. Anyways,
for the people who want to skip them but still are curious what they do/say,
just read below to find out. We shall first start out with the three files
under Research Documents, followed by what the Memo contains.

Subject Omega-37: Final Result
    Subject: Omega-37

    Day 6:
    Specimen was subjected to a level 5 thermal-endurance test. Subject failed
    to meet pass criteria.

    Status: DECEASED

Subject Lambda-14: Final Result
    Subject: Lambda-14

    Day 3:
    Subject was terminated at 7:15 AM and was determined to be in an unsuitable
    condition to undergo further test procedures. Subject terminated.

    Status: DECEASED

Subject Delta-27: Final Result
    Subject: Delta-27

    Day 18:
    Delta-branch subject with augmentation has surpassed his expected lifespan
    by 5 days now.

    Status: LIVE

    To all heads of department. As you may already be aware Dr Harvey, growing
    impatient with the lack of test subjects decided to administer the new serum
    to himself. This has proved a rather rash decision and the once brilliant
    doctor now has the IQ of a turnip. Or perhaps a politician. On the plus side
    he has developed great strength and extraordinary regenerative properties,
    he seems almost impossible to kill by conventional means. Unlike the other
    subjects he seems entirely harmless and we have placed him in charge of
    transporting the corpses from storage to the labs. If you encounter him
    wheeling his trolley about its best to just stay out of his way. We will
    of course be investigating the positive effects of his serum as full as
    possible, although sadly he does not appear to have recorded the exact
    formula used.

Anyways, if you are interested in the Main Control, here's what it does: It
allows you to test various properties of a zombie, for instance its thermal
resistance. You have seven options after the program has booted up: Thermal,
Electric, Zombify, Stretch, Cranial Expansion, Flatten, & Shrink-Ray. You will
also see several meters to the right of all these options, along with a large
"Activate" button along the bottom. You can activate each option by pressing
the "X" to its right. If it is lit up, it is active.

The two columns of bars on the right give you information about the various
options on the left. The first column lights up the corresponding bar of each
active setting, while the column on the right shows how high the power setting
for that option is. If it is too far into the red, the subject is liable to be
terminated from the test. Now, if you are curious about what each option does,
just look below.

    This will shoot a blast of fire out of the wall, lighting the subject on
    This will electrocute the subject.
    If the subject is a human, this will turn them into a zombie. It seems to
    have no effect on zombies.
    This will stretch the subject's body.
Cranial Expansion
    This will increase the subject's head at an alarming rate, and is the most
    effective way to kill the subject if they are a zombie.
    This will flatten the subject down.
    This will shrink the zombie, making them smaller than a monkey :P

Anyways, you can control the power of each option with the bar above its title.
Moving it farther to the right increases the power, while moving it farther to
the left decreases its power. The options will be executed in order once you hit
the Activate button, and there is no real way to cancel to test.

If you run into the glitch where there is a second zombie in the cell, he will
NOT be affected by any of the programs options, although if you decide to blow
up the zombie's head it will damage him to some degree. Since the cell's door
is locked, you can't just open it and blast him. It's best just to ignore him
for now.

If you want to, you can look through the Microscope to the right of the
computer. You'll see a single organism in it, but that one will quickly become
two, then four, then eight, etc. They will keep on multiplying forever, but it
seems like the game prevents them from multiplying so fast that they can't be
contained in the area they are in. In addition, some will die off to help with

Once you are done fooling around in here, head over to the next room
(Containment Cell 2.) A scientist will start talking, and if you looked through
the cameras, you should remember that he was in a cell. Turns out he locked
himself in there to keep away from the zombies. As he says, "I helped create
them, I'm not gonna be killed by them." I have found no way to get him out of
there for now, but there is a computer in the room by his self...

If you do decide to "experiment" on the poor scientist, make sure to turn him
into a zombie or he won't be able to handle too much. You can find some more
Revolver ammo on the table in here, and a Health Pack on the floor.

If you encountered the Dual Zombie glitch above, then you will probably find two
scientists in here. The game seems to occasionally duplicate the characters in
each cell, but as before, you can't hurt the duplicate. The documents on the
computer are the same as the previous one, so you can just skip them if you
want. Now let's go through the last door in this area.

    *Checkpoint Reached*

Now go through the next door and you'll hear Harvey talking again (he's the one
who was talking about getting Princess' eye all better.) Well here he is now, in
all his glory. He'll be tossing down the severed legs of zombies to 'Princess'.
If you go up to him after he is done talking, he'll open up a short conversation
with you. He's perfectly harmless, so there is know real need to kill him.

Once you are finished up here, continue on down the hallway and through the next
door. You should probably whip out your Revolver now and reload it. After that
is all over, move through the final door to start up another in-game cut scene.
You'll both walk into this cultish looking room, and then turn around when the
scientist in here starts talking. I'll let you enjoy the rest, so have fun :D

Now once you regain control of yourself, you'll find you are in a mine cart. The
fall seems to have moved the cart some, and now it will start careening down the
tracks until it hits the end. Usually this wouldn't be a problem, but the
ceiling will be lined with the undead, ready to try and knock your head off!

That's why you will need the Revolver. These aren't your regular undead though,
but the Headsprouter's. They will only need one hit from your Revolver to take
down, but when you start moving faster, it can be difficult to hit them in time.
When you are moving around a corner is the best time to reload, and you should
do so unless you have at least 3-4 bullets left. Another really good time to
reload is when you are moving on a steep incline.

After you get to the end, another in-game cut scene will occur. Watch this to
learn about your next objective. It's not really your traditional objective,
as it doesn't appear in your objectives list, but that doesn't make it any less
important. You'll find your future self's health bar along the top-middle, as
per usual. You can find some Shotgun ammo to the left once you regain control,
so pick them up and switch over to your Shotgun.

There are a total of three flaming zombies along this path, and plenty of
regular ones. After you have cleared an area of zombies, move on forward to the
next one. Once they have all been defeated, just move on down to the end of the
path. You'll know that you didn't miss any if the in-game cut scene starts up.

Anyways, after it is over take the pathway to your right. The Ghost Gun and
goggles pair will be just a short ways up the path. No matter what your settings
are though, the gun will be set as your active one. You will need it though, so
don't switch back to something else.

Now let's move on up the path, taking down all ghosts that we run into. Your
Ghost Gun doesn't require any ammo or reloading, so when you see a ghost, just
keep that trigger pressed. When you get to the fifth ghost, you may not be able
to eliminate him before he collides with you. Shortly after that ghost the path
splits two ways, and you can grab a Health Pack if you go left. All in all there
are seven ghosts along this path.

Now go along the other direction and you'll find another one of those handy
wormholes. You'll run into the same cut scene as before, but this time you will
be playing the role as future Cortez. There are around eight ghosts along this
path, so you should no what to do by now. Your past self doesn't seem too
skilled with the Shotgun, but if you can kill all the ghosts and get to the
end, everything should turn out all right.

After the cut scene, you'll find some Shotgun Shells right in front of you.
Pick them up, but rather than pulling out that gun, you should equip your
Harpoon Gun. The boss battle is almost here, and that is about the only weapon
that can successfully take down the boss. Now drop down the hole to your right,
and prepare yourself for the battle.

         NEW OBJECTIVE: Eliminate 'Princess'
    *Checkpoint Reached*

Ok, you notice how Princess ate that barrel, but it got stuck in its mouth? This
is your target, and it is the only way to defeat Princess. The Harpoon Gun does
the most damage to this barrel, so that's why I had you equip it earlier. The
easiest time to shoot it is when Princess is breathing fire. You can try
shooting it at other times, but you aren't as likely to hit the barrel since
her mouth is pretty much shut (even though there are holes in Princess' mouth.)

Other than breathing fire, Princess can create these fiery bat things. They
only prove to be a small nuisance, so just ignore them. You have to remember
that this battle is timed. After about one minute, when Jo-Beth's health bar is
fully depleted, Princess will look up and devour the poor girl.

If you run out of ammo for your Harpoon Gun, you should probably bring out your
Shotgun. There is a box of Harpoons by a rock, so run around popping off shots
until you find it. The last thing to worry is the lava pit Princess is sitting
in. If you even touch it, that'll spell an instant Game Over. With this
knowledge, the boss shouldn't be too difficult, but if you run out of Harpoons
it will be a lot harder.

    OBJECTIVE COMPLETE: Eliminate 'Princess'

After you have finished off Princess for good, Jo-Beth will be raised up through
the tunnel in the roof. If you want, you can wrap around this area to pick up
any stray ammo. It seems like there is only Harpoons, and they have limited it
to two boxes (they don't respawn.) When you are ready to leave, head over to the
elevator (it's a metal door with a star on it.)

Your Shotgun would be a good weapon to use now, so pull it out before you make
it to the top. At the top, Jo-Beth Casey will be waiting for you.

    *Checkpoint Reached*

All right, now head back into the room where you were trapped before (leave this
room and take a left.) Move through it and into the next room. On your left is a
Health Pack along with some Harpoons and on the computer table (again on the
left) is a Revolver.

You can't access any of the other computers, so just stick with this one. There
are only two files on this one: Email & Personal Diary of Jacob Crow. If you
click on the diary first, you won't have a chance to read the e-mail, and for
those of you who skipped it, I'll give you a chance to read it below.

    Things going bump in the night

    Bit of a disaster to report, one of the test subjects escaped during the
    night. It stumbled into the girl's dormitory and ate all the nurses. Talk
    about a wailing and gnashing of teeth. It did provide us with the chance
    to measure the speed of the zombification process once a living host is
    infected, so it's not a dead loss. In any even we're gonna need more nurses.

Ok, now let's look into that diary of Jacob Crow's. Once you exit out of
this diary, you'll be locked out of the computer terminal, so for those who
accidentally did that I'll provide the text contained within.

    OBJECTIVE COMPLETE: Uncover the identity of the mystery time traveler

Personal Diary of Jacob Crow
    After our initial surge progress has slowed, but thankfully there seems
    to be no wavering of loyalty amongst my followers. The cult is serving
    its purpose of keeping them all docile. However we seem to be making little
    progress towards true effective immortality. Granted we can now allow bodies
    to function after death, but only as almost mindless killing machines! I can
    feel death stalking me, but I will not die! I will live forever, nothing can
    be allowed to stand in my way

Ok, after you exit the diary a security video feed will pop up showing that a
door has opened. That is the door to the level's exit. Now within a couple of
seconds another thing will pop up on the screen. It's an animation of Jacob Crow
waving his finger back and repeating the phrase "No, no, no." In addition, the
text "You didn't say the magic word" is shown on the screen. To top it all off,
a timer for two minutes will begin counting down when this message appears.

         NEW OBJECTIVE: Escape the catacombs

All right, you have two choices here. The first is to just run all the way back
to the door, ignoring most of the zombies along the way. The second way would be
to blast all the zombies while running back to the exit. Either way, it
shouldn't be massively difficult.

The first thing to do is leave this room. An arrow along the bottom-middle will
point you in the direction you have to go, so don't worry about getting lost.
Once you get back into the hallway you'll run into two zombies, one of which is
on fire. Kill them and go through the two doors along this path. You will find
three more zombies just past the second door: a regular one, an electric one,
and then the shape shifter.

Go through the next door and you'll find a zombie scientist in the room to your
left. Also, watch out for the flaming zombie that will run through the next set
of door. The next room you will run through is the Operating Room, which will
contain two more zombies. Just around the corner of the next hall will be two
more zombies, and then along the top of the stairs are another two zombies.

There are two more zombies in the security room, and the last two in the hall
just past it. Take the door behind the last two zombies, and then enter the
elevator on the left. This will finish off the level for you. Congratulations,
you can now get out of this creepy old mansion :D

    OBJECTIVE COMPLETE: Escape the catacombs

|Section 2: Arcade League

Arcade League is back, so let's get started shall we? For people new to the
TimeSplitters games, here's how the Arcade League works. Each league is broken
into three parts, which in turn have three parts each, bringing the total
number of missions to 27. At first, you will only have access to the Amateur
League. In addition, you will only be able to access the first mission in each
of the three sections of the Amateur League.

You can unlock the next difficulty in league challenges by completing all nine
missions in the previous league with at least a Bronze. To unlock the extra
missions in each section you need to beat the previous ones of that section
with at least a Bronze.

As in the Challenge Mode, I will only list the requirements for getting the
Platinum if I, or someone else, knows what it is. If there is only an estimate,
I will place the following after the requirements: (Estimated)

                              | #2.0.1 - Amateur League |

|                              #2.1.0 - One Gun Fun                           |

| #2.1.1 - Rockets 101 |

    |Learn all about high explosives and what they do to peoples' faces as
    |Captain Ash takes to the skies with a merry bunch of like minded fools
    |and an arsenal of rocket propelled armaments. Let's just hope they had
    |the sense to fill the airship with helium and not hydrogen (and people
    |say videogames aren't educational, tsk, tsk).

Mission Notes
    Time Limit: 3 min
    Enemies:    Seven
    Weapons:    Rocket Launcher
    Character:  Captain Ash
    Mode:       Deathmatch
    Map:        Zeppelin

My Best:  1st and 17 Kills

Gold:     1st and 18 Kills
Silver:   1st and 16 Kills
              - New Cheat Available! Slow Motion Deaths
Bronze:   1st
Platinum: 20 Kills

In this challenge, you'll be running around in a giant blimp with your
traditional Rocket Launchers. Well, not really traditional, but they're Rocket
Launchers nonetheless! Your weapon has two modes of fire: The usual one rocket
at a time mode, and the multi-rocket mode. Unlike the previous game however,
the multi-rocket mode doesn't fire three rockets simultaneously, but six
rockets one after the other.

For you to do well with this challenge you will need to stick with the single
rocket mode unless you have an unusually large congregation of enemies in on
area. You should probably play a Deathmatch on this level before attempting
this challenge so you can get familiar with the level. There are many platforms
along with sections of air that push you upwards that can be confusing at
first, so that is why I say this.

For you to succeed here, you'll need to make good use of your radar and
knowledge of the level. You need to be able to plot a course to the next batch
of enemies as quickly as possible. Since splash damage doesn't seem to be doing
much (at least in this level), you'll need to rely on direct hits to take an
enemy down. Also, keep in mind that nobody is on a team, so everyone is killing
each other, allowing the game to effectively steal kills from you.

| #2.1.2 - Big Game Hunt |

    |Things haven't been the same around Oblask since Leonid pulled the wrong
    |lever and dumped a tank of radioactive coolant into the frozen lake. The
    |wildlife has mutated and now locals are enjoying the best hunting season
    |since the aliens landed in Tunguska back in 1908.

Mission Notes
    Time Limit: 3 min
    Weapons:    Sniper Rifle, Zeep
    Character:  Leonid
    Teams:      Green Team (1, You) - Blue Team (8)
    Mode:       Team Deathmatch
    Map:        Siberia

My Best:  19 Kills and 1st

Gold:     35 Kills
Silver:   25 Kills
Bronze:   15 Kills and 1st
              - New Character Available! Vlad the Installer
Platinum: 50 Kills

Oh yes, this is *really* fair. Seriously though, I mean didn't we have enough
trouble with one Deer Haunter? Well, obviously they didn't think so and now
you got eight Deer Haunters after you! Technically speaking you only have one
weapon on this level and that's the Sniper Rifle. What many people might not
think of is that you can grab the Zeep on the opposite side of the level and
play a simple game of tag. Of course, they probably won't be standing up after
you tag them with the bumper of your Zeep, but that's life.

You'll start on one end of the Siberia level, while all eight Deer Haunters
will start on the other side (near or on the dam.) Everyone has Sniper Rifles,
and if you're not careful you'll wind up with a bullet in the head. The Deer
Haunters usually either miss or get a direct headshot, so you'll need to have
a quick trigger finger or keep yourself moving at almost all times. If you want
to wait for them to come and get you, just stand where you spawned and they'll
eventually come over the hill on your left with the bunker. Speaking of which,
if you want to add an extra punch to your shots there's a Max Damage power-up
inside that bunker.

There's really little strategy that I can come up with for this level other
than to go for headshots or run everything down in the Zeep. You should also
get to know the level so you can go for Body Armor or health if you need it.
You'll find some Body Armor right behind your spawn point, and you'll find some
more Sniper ammo on the hill in front and to the left of your start point. The
Zeep is all the way over near the dam and will show up as a purple arrow (until
you get closer) on your radar. Good luck!

| #2.1.3 - Divine Immolation |

    |Heretics are running amok in the sacred temple. Let your sacred cleansing
    |fire guide them along the path to enlightenment and gently release their
    |souls to achieve spiritual calm. Breath deeply and repeat after me

Mission Notes
    Time Limit: 4 min
    Enemies:    Six
    Weapons:    Flare Gun (x2)
    Character:  The Master
    Mode:       Deathmatch
    Map:        Temple

My Best:  17 Kills and 1st

Gold:     1st and 18 Kills
Silver:   1st and 15 Kills
              - New Character Available! The Master
Bronze:   1st
Platinum: 20 Kills

This one is basically just like the Rockets 101 mission. Instead of Rocket
Launchers though, you have the Flare Gun. Its primary mode (in this mission)
is dual Flare Guns, but if you only want one Flare Gun out at a time switch
over to its secondary fire mode. You should learn this level through a regular
Deathmatch against and easy bot or two so you won't be distracted. In the room
you start in there is a Max Damage power-up, so you might as well grab it. My
final tip would be to watch out for that damned Dinosaur. He really seems to
like going for the Cloak power-up, and then firing flares from seemingly out
of nowhere.

|                              #2.2.0 - Nightstick                            |

| #2.2.1 - Commuting Will Kill You |

    |Cancellations and overcrowding on the morning trains have just driven the
    |commuters a few stops past the end of the line. Everyone's gone off the
    |rails and now it's carnage central on the subway. The stationmaster says
    |the last one standing gets a free off-peak travel pass - go for it!

Mission Notes
    Time Limit: None
    Enemies:    Eight
    Lives:      Nine
    Weapons:    Kruger 9mm, Tactical 12-Gauge, Grenades
    Character:  Jack Sprocket
    Mode:       Elimination
    Map:        Subway

My Best:  8 Lives 2 min 50.6 secs

Gold:     1st in 2 min 40.0 secs
Silver:   1st in 3 min 40.0 secs
              - New Character Available! Leonid
              - New Cheat Available! Fat Characters
Bronze:   1st
Platinum: Unknown

If you're not familiar with this mode, each contender has a set number of
lives. In this case, it's nine. The last player standing is declared the
winner. You'll have three weapons at your disposal, and you'll start out with
the Kruger 9mm. The 12-Gauge is probably the best weapon for this mission, and
Grenades are probably the worst. There are many times you are in hallways or
rooms (rather than the large areas with the train tracks), and this can make
Grenades just as dangerous to you as they are to your opponent. If you can
pull the trigger (or push the button) fast enough, the Kruger can also become
an extremely deadly weapon with a high rate of fire.

There's absolutely no detailed strategy that I can give you for this mission.
Just play it like a Deathmatch, watch out for Grenades, learn the level, and
try to help everyone kill each other as fast as possible. One thing worth
mentioning though is that while Grenades are essentially useless in this level,
they do have one use. It's probably pretty uncommon, but if you have a large
grouping of people (3 or more) and you have Grenades, toss several of them into
the pack. Even if you take yourself out, you'll still be ahead so that can make
it worth it. Just remember to watch your lives. You don't want to commit
suicide on your last life!

| #2.2.2 - Toy Soldiers |

    |Trials of a new combat drug are having some freaky results. An unforseen
    |side effect is causing anomalous pituitary gland activity and combatants
    |are turning into midgets! Get out into the field and show them that the
    |top brass doesn't shrink in the face of battle.

Mission Notes
    Time Limit: 3 min 30.0 secs
    Enemies:    Eight
    Weapons:    LX-18 (x2), Tactical 12-Gauge, Machine Gun, Flare Gun,
                Grenades, Proximity Mines
    Character:  The General
    Mode:       Shrink
    Map:        Vietnam

My Best:  22 Kills and 1st

Gold:     1st and 28 Kills
Silver:   1st and 20 Kills
Bronze:   1st
              - New Character Available! Nobby Peters
Platinum: 30 Kills

If you've never played Shrink before, here's how it works. Your size is
directly proportional to how well you are doing. If you're normal sized you are
doing pretty damn good. However, the smaller you get, the worse you are doing
(kill-wise.) This is just to help the little guy get back up on his feet.

You're going to be staring down at the ground a lot, so get used to it. Other
than that, you can play this like your standard Deathmatch. Two things you
should try while you're on this level: Shoot the water with the Machine Gun
and toss a Grenade into the water. You'll probably get a kick out of it,
especially with the Grenade ;D

| #2.2.3 - Dam Cold Out Here! |

    |Pesky snowmen, just because they're made of the stuff they think they own
    |the frozen wonderland above the dam. Well, it's time to give them some hot
    |action. Roast their cute carrot noses and fire up those coal eyes and make
    |sure you keep the chilly beggars off the zone bases to secure a win.

Mission Notes
    Time Limit: Unknown
    Character:  Crispin
    Weapons:    Flare Gun, Mag-Charger, Scifi Sniper, Sniper Rifle, Heatseeker
    Teams:      Blue Team (4, You) - Red Team (5)
    Mode:       Zones (6)
    Map:        Siberia

My Best:  37 points in 2 min 30.0 secs

Gold:     37 points in 3 min
              - New Character Available! Snowman
Silver:   37 points in 3 min 15.0 secs
Bronze:   37 points
Platinum: 37 points in 2 min 45.0 secs

Yet again, if you're unfamiliar with this game type I'm here to help. In zones,
you'll find glowing round objects scattered along the ground in the level. They
start out by glowing white, labeling them as neutral zones. When a member from
a team (let's say the blue team) runs over the zone the light will change to
that team's color, in this case blue. If a member from the opposing team (say
the red team) runs over the blue team's zone, it'll change from blue to red.

On the top of the screen, you will find a bar with little circles on it. At
first they will all be white until a team captures a zone. That zone will then
light up at the top of the screen with the team's color. You'll find a bar
above the circles that starts out white. It seems to change to the color of the
team that had the most zones in the previous round. Every 16 seconds this bar
will empty, starting a new round. At the end of each round both teams are
awarded points equal to the zones they had in their possession at the end of
the round. There is also a bar along the bottom of the circles that seems to
represent the percentage of zones owned by each team. Their colors are both on
the bar, with the leading team of that round having a larger portion of the bar
in their team's color.

There isn't much help I can give you on something like this. I will tell you
that two of the zones are on top of the dam, one on each side. The other four
are on the snowy mounds. You should start near one, as will the Snowmen. The
Heatseeker is quite useful, but make sure it says "Target acquired" under your
radar before firing or it will just go in a straight line. If you run into the
Mag Charger, you can make use of its secondary fire mode to see through the
snow hills. Just be careful you don't mistake a friend for a foe.

Finally, the zones will appear on your radar as flashing squares. If they
haven't been captured yet, they will appear as green targets on your radar,
but if they've been captured they will appear in their team's color.

|                              #2.3.0 - On the Take                           |

| #2.3.1 - Vamping in Venice |

    |The stakes aren't the only thing that's high as the twisted children
    |of the night prowl the wiffy water filled streets of Venice. Driven
    |by a burning bloodlust they turn upon each other in a frenzied orgy
    |of destruction. Make no mistakes, drive your point home, and become
    |the king of darkness!

Mission Notes
    Time Limit: 4 min
    Enemies:    Five
    Lives:      10
    Weapons:    Harpoon Gun
    Character:  Jacque de la Morte
    Mode:       Vampire
    Map:        Venice
    Other:      One hit kills

My Best:  5 Lives in 2 min 8.9 secs (1st)

Gold:     1st in 2 min 30.0 secs
              - New Character Available! Jacque de la Morte
Silver:   1st in 3 min
Bronze:   1st
Platinum: Unknown

Since the mission has been set to "one hit kills", Body Armor is utterly
useless. The only weapon you've got at your disposal is the Harpoon Gun, so I
hope you like it. Since it is one hit kills, skill isn't nearly as useful as
being able to shoot in the general area of the enemy. Since the harpoons fire
out at a decent rate, you don't need to try to get pinpoint accuracy. The only
tips I have for you are learn the level (as usual), make good use of your
radar, and watch your back. If you work fast enough you can come out on top
with the Gold.

| #2.3.2 - Pirate Gold |

    |Oh-arr me hearties, there'll be doubloons as big as yer 'ead and pieces of
    |eight a plenty in thar temple ruins. But them juicy cash prizes also draw
    |a rare crowd, so everytime you fill some landlubbers skinny behind w'yer
    |salty musket load, look and be sure that Captain Shivers grabs their
    |spondulics. Oh-arr, indeed, be sure.

Mission Notes
    Time Limit: 4 min
    Enemies:    Eight
    Weapons:    Flare Gun (x2), Ghost Gun, Rocket Launcher, Heatseeker,
                Timed Mines, Grenades
    Character:  Captain Ed Shivers
    Mode:       Thief
    Map:        Temple

My Best:  12 points in 1 min 45.7 secs

Gold:     12 points in 2 min 30.0 secs
              - New Character Available! Captain Ed Shivers
Silver:   12 points in 3 min
Bronze:   12 points
Platinum: Unknown

Yay! You get to be a pirate, and a pirate captain at that :D Well, now that I
got that out of my system...

Have you ever played Thief before? If not then listen up. Each time a person
is killed, they leave behind a giant golden coin. Rather than scoring points
through kills, you will have to score by collecting these golden coins. The
same applies to your death, and so you'll leave behind a golden coin when you
are killed. If you appear near your body, you may be able to pick it up and add
to your score, but if not you just have to move on... and maybe get some

Anyways, just collect as many coins as you can in the least amount of time
possible. If you just happen to run across a coin from someone else's kill,
don't let your morals keep your from picking it up! That's what the mode is
all about, so just keep at it and you'll walk away with another new character
and a shiny trophy :D

| #2.3.3 - Virtual Brutality |

    |Come robot brethren, take up your sacred plasma weapons and rebel against
    |the tyranny and falsehood of the chattering Cyber Chimps. For too long we
    |have slaved under their oppression. We must storm the citadel of virtual
    |light and destroy the seat of their power! Down with the false idol of the
    |Chimpish Head!

Mission Notes
    Time Limit: 11 min
    Objectives:   1) Gain entry to the compound
                  2) Download security codes
                  3) Upload virus to system core
                  4) Destroy the main generator
                  5) Destroy the inner core
    Weapons:    Scifi Handgun, Scifi Sniper, Plasma Autorifle, Plasma Grenades,
                Rocket Launcher
    Character:  INSETICK SD/12
    Teams:      Attackers (3, You) - Defenders (8)
    Mode:       Assault
    Map:        VR

My Best:   4 min 45.8 secs

Gold:      4 min
Silver:    6 min
Bronze:   11 min
              - New Character Available! Fergal Stack
              - Character Available! PROMETHUES SK/8
Platinum: Unknown

Ok, your first threat throughout this level is the overwhelming number of
opponents compared to your amount of teammates. You have two friends, while
the defenders are composed of eight Cyborg Chimps. Your first objective is to
breach their compound. The entrance is at the middle of the building in front
of you. To gain entry you have to hold down the Activate button while
practically touching the red cube floating in between the two doors.

Here are a couple of tips you should remember before starting this, or really
any of the other Assault mission:
1) On the Assault missions where the odds are overwhelming, usually the best
   thing to do is ignore the enemy whenever possible.
2) On this specific mission, the auto guns seem extremely weak to the Scifi
   Sniper. Anything else takes forever to destroy them with, but the Scifi
   Sniper can take down these guns with one hit! Since there are six of them
   in this level, you should really think about using this tactic.

         NEW OBJECTIVE: Gain entry to the compound

There are auto guns, along with monkeys, ready to blast you as soon as you move
out. There is one auto gun on each side, located on the ceiling inside each of
the two balconies. You will most likely need to take both of these out before
attempting to complete the first objective and you can do so with the Scifi
Sniper lying on the far right side or the Rocket Launcher along the left side.
You can take out the guns with one hit each from the Scifi Sniper, so that
would be my recommended weapon for this job.

After they are gone, run over to the red cube and stand on the right side
facing towards the left balcony. The reason for this is you'll still have the
monkeys shooting at you, and if you are hit enough it could push you far enough
away from the cube forcing you to restart the process. The reason to go on the
right side of the cube is because it seems like there are more monkeys on the
left balcony than the right, and odds are that you'll only be shot by the
monkeys behind you while opening the doors.

    OBJECTIVE COMPLETE: Gain entry to the compound
         NEW OBJECTIVE: Download security codes

Anyways, once they are open head through the right door. You will have most of
the monkeys quickly pouring through the left one, so this will help give you a
fighting chance. Follow the hallway along and take a left at its end. Head over
to the red cube here and download the first set of security codes. You activate
this (and all other) red cubes just like the one for the doors. Once they are
downloaded, turn around and take your first right. Follow this pathway along
until it ends, and then take another right. Here's the second security cube.
If you die before finishing up here, make sure to take the left door into the
compound for a quicker route. After you have downloaded them, turn around and
take your first left.

    OBJECTIVE COMPLETE: Download security codes
         NEW OBJECTIVE: Upload virus to system core

Now take the next left you can and you'll find yourself in a really red room.
There are two more auto guns in here. The first is one the right and will be
immediately visible to you. Quickly take it down and then move past it. You'll
now encounter the second auto gun, this time on the left side. Finish it off
quickly and go through one of the openings on the left side. This will take you
out into a large, open area with a pretty big ramp. Climb this ramp and turn
right twice. You'll find your next cube at the end of this long platform, but
you'll have to deal with the auto guns on either side of it. Once they are
gone, upload the virus and pull another 180.

    OBJECTIVE COMPLETE: Upload virus to system core
         NEW OBJECTIVE: Destroy the main generator

Head all the way back to the other end of this platform and go into the red
tunnel on your right. You can pick up a Plasma Autorifle in here if you already
haven't. The passageway on the left with the blue force field is useless to you
right now, so you can just ignore it. Now, continue through this passageway
until you come out the other side. Keep moving straight and follow the ramp
here down below. Once you've completed moving around the couple of turns here
you'll find that you're in an area with a bunch of pillars. Keep moving through
this room until you reach the middle to find the main generator on the left
side. Quickly blast it with something powerful and it should blow up fairly

    OBJECTIVE COMPLETE: Destroy the main generator
         NEW OBJECTIVE: Destroy the inner core

All right, it's time to finish off the last objective and escape the tyranny of
the Cyber Chimps! Turn around and you should see a red passageway. Enter it and
take the first right. Follow the passageway completely around this room to the
other side. You'll find a ramp leading up to the next level, and to make things
easier on you, take the right one rather than the left. Once you are on top
turn to the right and look for a box of Plasma Grenades unless you already have
several. If you need them, pick up the box, and afterwards look up and towards
the middle of this area. You'll see a giant monkey head, and this happens to be
the inner core.

You can only destroy this with a Plasma Grenade, and you have to hit a very
precise spot to do it. The target is the monkey's mouth, but as I said before,
you have to hit a very specific spot. That spot appears to be the exact center
of the mouth. Just lob all your Grenades at the mouth in an attempt to hit this
elusive target and you should come out victorious!

    OBJECTIVE COMPLETE: Destroy the inner core

                              | #2.0.2 - Honorary League |

|                              #2.4.0 - Dead Weight                           |

| #2.4.1 - A Pox of Mox |

    |The spaceport has been invaded by the dreaded Koozer Mox but fortunately
    |for the authorities, the latest Gretel combat droid just happens to be
    |passing through on her way to Eridani 3 for some R'n'R under the triple
    |suns. Well now they've spoilt her holiday so it looks like she's gonna
    |be whippin' their blue alien hides in return.

Mission Notes
    Time Limit: 4 min
    Weapons:    Scifi Handgun, Dispersion Gun, Plasma Autorifle, Scifi Sniper,
                Proximity Mines, Grenades
    Character:  Gretel
    Teams:      Red Team (1, You) - Blue Team (5)
    Mode:       Zones (5)
    Map:        Spaceport

My Best:  33 points 2 min 30.0 secs

Gold:     36 points in 3 min
              - New Character Available! Koozer Mox
              - New Cheat Available! Small Heads
Silver:   36 points in 3 min 30.0 secs
Bronze:   36 points
Platinum: 36 points in 2 min 30.0 secs

This mission couldn't be any easier to win, but you need to know the level and
position of the zones beforehand. Each team will appear pretty close to two of
the zones, and then there will be one around the center of the level. For you
to get an easy Gold you have to forget about the one closest to their start
point. That will just cost you time and points.

You will find that you can start in a many places inside the room with your
first zone, or that you will start in a various places just outside the room.
There are only two general spots you will want to start in, both of which are
located inside the room with the first zone. The first would be directly across
the room from the zone, but make sure it is right up against that back wall.
If you didn't start directly on top of it, move to the right and you'll pick
up a Plasma Autorifle. As you are moving towards the zone, switch over to your
new weapon.

The second are to start in would be right next to the zone. You may find that
you start next to it but facing away from it, so learn the layout of the room
so you can recognize when you are in that position. This one will be slightly
harder, since you will have to wait until you get to the third zone before
picking up a Plasma Autorifle. You need this weapon to defeat the Koozer Mox,
and they will be coming out into the landing pad just as you run over the
third zone.

Either way, leave this room and head down the hallway. Keep on following the
twists and turns of the hall and you'll wind up in the ramp room. You'll find
the second zone here at the bottom of the ramp. Run over it as you start to
move up the ramp, and then exit through the two doors at the top. Turn left
and follow the platform to the end. Make a right followed immediately by
another right to go down the ramp. Move straight over to the third zone, and
while you are here pick up some more ammo for your Plasma Autorifle (or grab
it if you didn't already pick up the weapon.)

Turn to the corner diagonally opposite from this one and move towards it.
About now, the other team should be flooding into this area. Blast them all,
and if you miss any by the time your rifle overheats, just restart and try
again. After they are gone, head through the door they came from. Go left and
move through this next door. You'll find a Health Pack along with some more
ammo if you need them on the right, but remember that the door is still on the
left. (I kept on crashing into the wall to the right of the door thinking it
was there!) If you picked up the Plasma Autorifle by the third zone you *will*
need the ammo.

Anyways, go through this door and make a left. Run over the zone in the middle
of this tunnel and keep on moving to the end. If you've been fast enough they
won't come out until you get to the end, but the may come out just as you pass
the fourth zone. Either way blast them, but don't go into the next room. You
want to *camp* by this door. You now have four zones under your control, and
you've also got the perfect camper location since they always appear back by
their first zone.

My favorite spot would be standing on top of the Scifi Sniper sitting over on
the left side of this end of the tunnel. You should also crouch down to keep
your hand steadier and your profile smaller. Auto aim works wonders here, so if
you have it on don't go into manual aim unless you have a steady hand and are a
good shot. Those Koozer Mox can be quite quick, so that's why I say this. All
you have to do is camp here until you hit 36-37 points (depends on how quickly
you secured the fourth zone) and when 2 min 30.0 secs rolls around you'll
complete the mission with the previously mentioned amount of points and a
shiny new Platinum trophy to add to your collection.

| #2.4.2 - Rumble in the Jungle |

    |It's your chance to be the mane man so don't just leave that gun
    |lion there! Take some pride in your work and wipe your paws with
    |the opposition.

Mission Notes
    Time Limit: 5 min
    Enemies:    Eight
    Lives:      Nine
    Weapons:    Flare Gun (x1), Flare Gun (x2), Heatseeker, Grenades,
                Timed Mines, Proximity Mines
    Character:  Leo Krupps
    Mode:       Elimination
    Map:        Vietnam

My Best:  8 Lives in 3 min 25.0 secs (1st)

Gold:     1st in 3 min 30.0 secs
Silver:   1st in 4 min
Bronze:   1st
             - New Character Available! Leo Krupps
Platinum: Unknown

You really will have to watch yourself on this one. Everyone starts out with
Proximity Mines, so pretty quickly the level will be coated in explosive
deathtraps. In fact, this entire mission consists of nothing but explosives!
(Yes, the Flare Gun is considered an explosive weapon.)

The action will be fast paced, small corridors will be turned into paths from
hell, and your best weapon just might be some well placed Proximity Mines and
the dual Flare Guns. As always, you should take some time against a single
1-star bot in a Deathmatch to get a feel for the level, especially since the
pace seems faster in this mission. Once you feel you are ready just let loose.
The best area to be in is the lake area with the machine gun nests on each side
of it. Make sure to watch out for Proximity Mines on the water!

| #2.4.3 - Freak Unique |

    |At night the subway turf is hotly disputed by local gangs. The weird
    |warriors have come out to play, but who will be left standing at the
    |end of the fight? The Techno Geeks, the Circus Freaks, or even dear
    |little Hans? Don't laugh - you get to be Hans...

Mission Notes
    Time Limit: 4 min 30.0 secs
    Weapons:    Baseball Bat, Tactical 12-Gauge, Machine Gun, Proximity Mines,
    Character:  Hans
    Teams:      Yellow Team (1, You) - Red Team (3) - Green Team (3)
    Mode:       Team Deathmatch

My Best:  30 Kills in 3 min 58.7 secs

Gold:     30 Kills in 3 min ()
Silver:   30 Kills in 3 min 45.0 secs ()
Bronze:   30 Kills
              - New Character Available! Neophyte Constance
              - New Character Available! Hans
Platinum: Unknown

One thing I've noticed is that the Red Team seems to be much more skilled than
the Green Team. You would do best to target the Green Team, but if you get a
good chance or are just forced into it, take out as many of the Red Team as you
can. You will start in between the other two team's start locations, but you
will be a little closer to the Green Team. Head straight up into the Green
Team's "base" and wreak havoc!

Proximity Mines and Grenades are not really that useful. The Baseball Bat is
utterly useless, though it does fit the theme of gang turf wars. The Machine
Gun is quick firing/reloading, but the 12-Gauge has a higher stopping power.
For instance, you may be able to take out Mr. Giggles with an entire clip from
the Machine Gun while it would only take one or two shots from the 12-Gauge to
eliminate him. Each of those two weapons has its own advantages and downfalls,
so pick the one you're most comfortable with. Yet again, learn the level and
you'll have a better chance of winning this mission.

|                              #2.5.0 - Fever Pitch                           |

| #2.5.1 - Outbreak Hotel |

    |You'd think a hotel full of medical conference attendees would be a pretty
    |healthy place to stay. Not so, it's a run down flea pit and coupled with
    |low standards of personal hygiene it was only a matter of time before the
    |lurgy broke out. Keep on the move and stay away from infected carriers,
    |that envirosuit won't help you much here.

Mission Notes
    Time Limit: Unknown
    Enemies:    Six
    Weapons:    Kruger 9mm (x2), Injector, Ghost Gun, Proximity Mines, Grenades
    Character:  Envirosuit
    Mode:       Virus
    Map:        Hotel

My Best:  1 min 30.4 secs

Gold:     2 min 30.0 secs
Silver:   1 min 30.0 secs
              - New Cheat Available! Big Heads
Bronze:   1 min
Platinum: Unknown

Virus... Man do I hate this mode! If you're new to it, what happens is one
person (never you on these missions) start out as the virus carrier. That
person will run around trying to infect, or tag, all the non-infected people.
Each time someone is infected your chances of receiving the virus are increased
because of the extra carriers.

In this level, you really don't have any good camping locations (from what I
know so far), so you need to run around constantly to avoid being infected.
One thing they have done in this game is given you a way to know if an infected
person is near. You'll begin to hear a clicking sound that will get louder and
faster as you get closer to them. You should use this to spot potential problem
spots before you get too close to them. In addition, if you have a carrier
after you just shoot them down. You may even be able to get them while running
backwards, but I'd only suggest that in the open areas or long hallways.
Good luck!

| #2.5.2 - Missile Bunker |

    |Prolonged living in close quarters has led to an outbreak of cabin fever
    |in the underground bunker. Luckily there's plenty of stockpiled explosives
    |at hand - just the thing for clearing people's heads.

Mission Notes
    Time Limit: 3 min
    Enemies:    Seven
    Weapons:    Pistol 9mm (x2), Mag-Charger, Soviet Rifle, Minigun,
                Proximity Mines, Grenades
    Character:  Nurse Tourniquet
    Mode:       Virus
    Map:        Bunker

My Best:  3 min

Gold:     2 min 30.0 secs
              - New Character Available! Nurse Sputum
Silver:   1 min 30.0 secs
Bronze:   1 min
Platinum: 3 min

Ok, this level is decent sized, confusing, and when in a panic, you'll have
trouble figuring out which end is up. I was lucky, because I ran into the
perfect camper location by complete accident. If you aren't a camper, or
haven't had much experience with them, than you might not know this. Anyways,
the perfect camper spot is a place with a good weapon, one entrance to the
area, and a good view of that entrance that's far enough away to give you
plenty of time to react to the enemy. While in multiplayer this is one of the
worst places to camp (because you can be shot from below), here you won't need
to be worrying about being shot so it isn't a problem ;D

All right, this level has three floors from what I can tell. The camping spot
is on the top floor, right in the middle of the two paths leading to it. You
will find a Minigun there along with a Health Pack that will prove to be
useless in this mode. Anyways, there are two colored tunnels with rock walls,
one on each side of this perfect camping spot. One is yellow and the other is
red. You'll find a Minigun in each one on the end that's a dead-end. You might
as well pick it up if you start there. You will also find a short set of stairs
near that dead-end leading into a door. Go through that door to find the stair
room leading to the third floor.

Climbing the stairs takes you into a slightly different set of rooms, depending
if you started on the Sector A or Sector B side. Either way the stairs have a
short hallway directly after them that leads to a door. Follow through the room
and you'll hit another door. Just past it is the door leading to the sector you
are not in, to either your right or your left (depending on which sector you
are in) you'll find a wall with a non-climbable ladder and the other direction
will lead you into that legendary camping spot ;D

You can choose to take the left or right side, but the left brings you closer
to Minigun ammo if you run out before the 3 min are up. Continue moving until
you hit the back corner of your chose, turn around and look at the opening into
the room, and then set your Minigun to its secondary fire mode to insure you
can blast the enemy as soon as you pull the trigger. Now you do what camper's
do best: wait.

Anytime someone enters the room, kill them without remorse. Even if they aren't
carrying the virus, if a virus holder enters the room and infects them before
you can kill the virus holder, you may be put into serious danger.

That is really the only strategy fit for this level and for achieving Platinum
status. You will probably need to learn the level before attempting this,
because you will need to know the alternate paths if you don't start in the
ideal spots, and you will need to know the layout of the third story rooms in
case you start there or just so you don't get lost while running. My suggestion
is to play a Team Deathmatch with a time limit of around ten minutes. Set two
5-Star bots on your team against a single 1-Star bot. They can easily keep the
enemy busy while you go exploring, and your opponent will be so easy that if
they do get in your way it should only be a minor distraction.

| #2.5.3 - Bag Slag |

    |Lady's night at the Big Tipper and everything was going swingingly until
    |Anya checked out her handbag from the cloakroom. No-one else had ever seen
    |one made out of TimeSplitter hide - "Oh my, it's just to die for!". Now
    |it's one hell of a catfight as everyone tries to grab a piece of the

Mission Notes
    Time Limit: 3 min 30.0 secs
    Enemies:    Six
    Weapons:    Baseball Bat, Shotgun, Machine Gun, Rocket Launcher,
                Remote Mines, Grenades
    Character:  Anya
    Mode:       BagTag
    Map:        Disco

My Best:  3 min 28.2 secs

Gold:     3 min
              - New Character Available! Venus
Silver:   2 min 30.0 secs
Bronze:   1 min 30.0 secs
Platinum: 3 min 15.0 secs

If you haven't played BagTag before, here are a few things to keep in mind:
1) Once you grab the bag, you can't use any weapons. That includes your fists.
2) Even though you can't use weapons, you can still pick up Health Packs and
   Body Armor.
3) Unlike "Capture the Bag", no one is on a team. Once you get that bag,
   everyone will be after you.
4) You will spend almost the entire mission running, so you had better
   practice your strafing skills to complement your running or you are
   liable to be filled full of holes.

As per usual, this level's layout can be tricky at first, so play against
some simple bots to get a feel for the level. You will find that no one starts
out with the bag, so that can be to your advantage. Another thing, unless you
don't care about the Platinum, is that you have to hold onto the bag for all
but 15.0 secs of the mission. That means if it takes you longer than that to
get hold of the bag you had better restart. The same goes for dieing, which
will most likely cost you too much time to get the Platinum.

You'll find you always start in the main dance room (you know, the one with the
glowing squares in the middle), and the bag will be smack in the middle of the
glowing dance area. If you can grab it first, you will have a chance of keeping
it for all but about 2 seconds of the mission. Another thing to keep in mind is
that both the Health Packs and Body Armor are of the low variety, so they will
only fill the meter up halfway.

There is one extremely good spot to wait it out for a few seconds, but it is
a tricky one to position and time just right. I won't explain in detail how to
get there, but if you know the level, you can find it easily enough with my
description. This spot is located to the right of the giant Golden Tipper
statue on the top floor. Take that path up, but not all the way or people on
the lower floors can shoot you. This will force everyone to pile into that
path, giving you a clear shot to jump from the top just before they rip you to
shreds and allowing you to avoid being shot at while dropping down :D

The path I like to take is this:
1) Starting when you grab the bag, run towards the Golden Tipper statue.
2) Sideswipe the Body Armor on the way into the excellent waiting area.
3) Just before the other girls catch up to you, jump over the edge, but not all
   the way down to the bottom floor.
4) Head right, drop down the ledge here and run up the stairs. You will find a
   Health Pack at the top.
5) Leaving the stairs, go right and follow the path all the way back to the
   Golden Tipper statue.
6) Rinse and repeat ;D

Good luck with this mission, and I hope you can grab the Platinum on your first
go at it!

|                              #2.6.0 - Mode Madness                          |

| #2.6.1 - I Like Dead People |

    |Edwina likes to play with dead things. Unfortunately we're not talking
    |about spiders and flies here - she prefers animated corpses. That's right,
    |the whole range from clammy and supturating to flaccid and putrefying.

Mission Notes
    Time Limit: 4 min
    Enemies:    Seven
    Weapons:    Tactical 12-Gauge, Machine Gun (x1 & x2), Soviet Rifle,
                Flare Gun, Grenades
    Character:  Edwina
    Mode:       Shrink
    Map:        Hotel

My Best: 1st and 25 Kills

Gold:    1st and 32 Kills
Silver:  1st and 25 Kills
Bronze:  1st
              - New Character Available! Deadwina
              - New Cheat Available! Old Film
Platinum: Unknown

This is your typical match of Shrink, which is played almost identically to a
regular Deathmatch. You will of course have to keep an eye on the ground once
people begin to shrink so you won't miss them. You will be helped out by the
fact you are smaller than the others are to begin with, although I'm not too
sure of how much help this really provides.

From what I can tell, your two biggest competitors will be Daisy Dismay and
Nurse Sputum, respectively. The really seem to be the skilled two out of the
bunch. Unless you are just extremely good/lucky, odds are you will be coming
in with a "Joint 1st" with one of those two ladies.

You start out with the Machine Gun, but while it is fast, it also is fairly
weak. You should trade it out pretty quickly for any of the other weapons
(possibly excluding the Flare Gun). This includes the dual Machine Guns, as
their lack of stopping power is now made up by throwing in the second one.

You should also remember that while you may be dealing with the undead, don't
think you can kill them instantly by knocking their heads off. While they may
be headless, they are just as formidable an opponent. Just keep on trying at
it and you'll quickly walk away with a trophy.

| #2.6.2 - Zany Zeppelin |

    |Khallos thought a zeppelin would be the last word in retro-chique for the
    |aspiring world dominating maniac. He didn't reckon on a bunch of crazies
    |hijacking his launch party. Show them who's the boss.

Mission Notes
    Time Limit: 4 min
    Enemies:    Nine
    Weapons:    Kruger 9mm (x2), Shotgun, Mag-Charger, Soviet Rifle,
                Remote Mines, Grenades
    Character:  Khallos
    Mode:       Gladiator
    Map:        Zeppelin

My Best:  1st and 15 Kills

Gold:     1st and 20 Kills
Silver:   1st and 12 Kills
              - New Character Available! Booty Guard
Bronze:   1st
Platinum: Unknown

All right, here's a game of Gladiator! In this mode, only the Gladiator can
score. Any kills everyone else makes is worthless. You can find the Gladiator
one of several ways. The first is the person's avatar on the top-middle of the
screen. The second is that they will appear as "blue" on your radar while
everyone else will appear as "red". The third is that the person will be
surrounded by a yellowish, glowing force field.

The Gladiator's seem to have more defensive, and possibly offensive, power than
they regularly would. This can make bringing them down difficult. As previously
mentioned only the Gladiator can score, so you will need to become the
Gladiator! You can do this by being the one who finishes off the current
Gladiator. Everyone of course will then target you, but at least you can
now score. Start blasting away and try to stay alive for as long as possible.
This one will be a pretty hard one, but you should be able to pull through
with persistence, skill, and possibly a little luck ;D

| #2.6.3 - Lip Up Fatty |

    |The Machine forces have captured Fatty Dozer and under torture he's
    |threatening to spill his guts about covert rebel operations in the
    |Gamma Quadrant. Hard times call for desperate measures, so it's down
    |to Mordecai Jones to lead a crack team into the prison and assassinate
    |Dozer. It'll be a kindness really...

Mission Notes
    Time Limit: 10 min
    Objectives:   1) Breach the prison wall
                  2) Override security system
                  3) Secure the barracks
                  4) Deactivate prison lockdown
                  5) Assassinate the prisoner
    Weapons:    Scifi Handgun, Scifi Sniper, Plasma Autorifle, Rocket Launcher,
                Timed Mines
    Character:  Mordecai Jones
    Teams:      Attackers (3, You) - Defenders (7)
    Mode:       Assault
    Map:        Mars Prison

My Best:  4 min 12.1 secs

Gold:     5 min 30.0 secs
              - New Character Available! Dozer
Silver:   7 min
Bronze:   10 min
Platinum: 4 min 30.0 secs

As with basically every freakin' Assault mission on this game, you are
massively outgunned/skilled. It's just you and two others against horde of
robot soldiers. Yeah, real fun there... Surprisingly I managed to get the
Platinum on my first go, but I had learned many things from the previous
Assault missions, so I guess they aren't pure evil. Just mostly ;P

         NEW OBJECTIVE: Breach the prison wall

You start out with some rocks for cover while the enemy has the prison walls
for protection with convenient little windows to shoot from. You have a measly
Scifi Handgun to start out with, but you can find a Rocket Launcher behind you.

Anyways, to breach the prison wall you will have to blow something up. Now
anything with the phrase "blow something up" can't be a bad thing, right?
Sadly rockets won't do (predictable, what they really need are nukes), but
you will find some handy explosive crates to the left once you leave your
little protective nook.

You may be thinking, "Hey cool! I got me some rockets, so while takin' cover
behind those big ol' rocks, I'll blast it and be on my merry way." right? Well
sadly, you're wrong; the crate can only be destroyed by mines. You also have
the traditional, and by now extremely annoying auto guns in your way.

Once you leave your protective area, there will be a boulder to use for cover.
You will find the Scifi Sniper in front of it, so use it to pick off the auto
guns. There are six regular sized guns along the wall's length, each posted
about middle height. These can be taken down in one shot with the Scifi Sniper.
There are also two very large auto guns on top of the installation, each of
which will take three shots from your Scifi Sniper. All the while, your enemies
will be blasting you with plasma and rockets, so be careful.

Once they are all destroyed, you can concentrate of the explosive crate. You
will need to either find the Timed Mines or let one of your team members get
it, but if you go the second route you will have to destroy all the auto guns
first. If you want to complete this mission faster, go for the mines yourself.
They are located along the middle of the wall, and luckily there is an
indention there so you will be safe from enemy gunfire once you get to the
mines. Finally, you can find a Plasma Autorifle by the crate, so make sure you
get it BEFORE the objective is completed.

    OBJECTIVE COMPLETE: Breach the prison wall
         NEW OBJECTIVE: Override security system

Enter through the newly made hole in the wall and head to the first terminal,
located to the right slightly. You will find it inside an indention in the
wall. The computer terminal is located on the left side of that indention.
This is only the first one, and odds are you'll be killed shortly after hacking

The second one is located on the other side of this corridor in a similar
indention in the wall. Once you are able, head over to that one to finish the
objective. My advice would be to ignore enemy gunfire while you are at the
terminal, and largely ignore it while moving to the terminal. If you can gun
the person down while running, then do it. Otherwise, just dodge the enemies
and hopefully most of their gunfire. In addition, ignore the auto guns in here,
as they will take too much time to destroy.

    OBJECTIVE COMPLETE: Override security system
         NEW OBJECTIVE: Secure the barracks

After hacking the second terminal, leave it and press further on into the
prison. You will find the path to the barracks to the right of this indention
when you are facing the indention. Continue down that path and take the door
on the left. Auto guns are to be ignored, so head through this room diagonally
left to the next door. In this room, move diagonally to the right, entering the
next door below the auto gun. You may as well attempt to dodge the auto gun in
the corner you are moving towards.

    OBJECTIVE COMPLETE: Secure the barracks
         NEW OBJECTIVE: Deactivate prison lockdown

Once you enter this building, you will find a Health Pack on the right and Body
Armor on the left. Pick up both as needed and climb the ramp. Go through the
door at the top and follow the path into the next hallway. Take an immediate
left in here, and take a left at the end. Follow along this path until you make
it outside, and then proceed to enter the door across from you. To your left on
the wall by the door is the terminal for the prison lockdown controls. You know
what to do.

    OBJECTIVE COMPLETE: Deactivate prison lockdown
         NEW OBJECTIVE: Assassinate the prisoner

As you are moving through these next areas, ignore ALL the auto guns. Head back
outside and to the right. Continue into the hallway and take a right. Follow
that with a left through a door and head down. Take the next right, followed
by a left. Head down the ramp and move through the two doors here. Head
straight up the next ramp and you'll be in the prison cells. There are six
of them, and it seems like Dozer is randomly placed into one of them at the
mission's start. Just use the little arrow located on the bottom-middle of the
screen and it'll point straight into his direction. All it takes is a single
bullet to him, so let's be quick about it and grab our Platinum.

    OBJECTIVE COMPLETE: Assassinate the prisoner

                              | #2.0.3 - Elite League |

|                              #2.7.0 - Smash 'N Grab                         |

| #2.7.1 - Screw Loose |

    |Things used to be pretty quiet at the Martian Penal Institute for the
    |Correction of Delinquent Undead Space Monkeys, but then there was an
    |initiative offering financial incentives for reducing overcrowding in
    |the cell blocks. Prison Officer Jonas reckons that means "shoot inmates
    |for cash prizes". Go figure.

Mission Notes
    Time Limit: Unknown
    Weapons:    Scifi Handgun, Scifi Sniper, Plasma Autorifle, Rocket Launcher,
                Timed Mines, Plasma Grenades
    Character:  Prison Officer
    Teams:      Red Team (1, You) - Blue Team (6)
    Mode:       Thief
    Map:        Mars Prison

My Best:  25 points in 3 min 52.7 secs

Gold:     25 points in 3 min 30.0 secs
Silver:   25 points in 4 min
              - New Character Available! Prison Officer
              - New Character Available! Candi Skyler
              - New Cheat Available! 8-Bit
Bronze:   25 points
Platinum: Unknown

Wow, this mission is loaded with unlockables, isn't it? While this mission will
seem hard, and at times unbeatable, it is actually quite easy once you know a
few things. One thing is the monkeys will ALWAYS try to gang up on you. They do
this for two reasons (in my opinion.) The first is to take you down by over-
whelming your defenses. The second is so they can grab the coins of their
fallen comrades before you, the sneaky, fast little bastards! Another thing
is they are extremely quick moving.

You will need to do several things to combat the above. The first is always to
stay on the move. You will find the Plasma Autorifle and Rocket Launcher to be
the only useful weapons, although the other explosives may prove useful on
occasion. If you are stuck with your Scifi Handgun and are trapped, use it.
Desperate times call for desperate measures. Try to single them out, or if you
can use a rocket or something to kill them all quickly. You don't want to kill
their comrades only to find you upped their score because they were standing
next to the coin. That will be the fastest cause of your failure, giving the
monkeys free coins.

Did I mention the monkeys are fast? Anyways, it may take a few tries but you
should end up coming out on top pretty quickly.

| #2.7.2 - Oh Shoal-O-Mio |

    |The canals of Venice have been invaded by a plague of tiny mutant whales
    |who are terrorizing the local population and scaring away tourists by
    |singing opera arias badly off key. There's nothing for it but to send
    |in a heavily armed chap in a diving suit - don't worry though, it's a
    |scientific cull.

Mission Notes
    Time Limit: Unknown
    Weapons:    Tactical 12-Gauge, Machine Gun, Soviet Rifle, Grenades
    Character:  Deep Diver
    Teams:      Red Team (1, You) - Blue Team (8)
    Mode:       Team Deathmatch
    Map:        Venice

My Best:  40 Kills in 2 min 15.8 secs

Gold:     40 Kills in 2 min
Silver:   40 Kills in 2 min 20.0 secs
              - New Character Available! Deep Diver
Bronze:   40 Kills
Platinum: Unknown

You know, it's actually pretty creepy to see eight or so whales floating in the
air shooting at you. The Shoal sounds pretty cool though; you should listen to
him in the character selection screen ;D

This sounds harder than it really is. You don't even need to leave the comfort
of your start area. The Shoal will come to you my friend, and when they do kill
them all! They actually will first funnel down through a hall before bursting
out into your little haven, so tossing a Grenade down it just before they enter
sounds like a dandy idea! You will have to get good at reading your radar and
estimating distances though.

There will be a box of Grenades, a Machine Gun, and Body Armor in the general
area that you start out in. A word of warning though, while The Shoal usually
funnel down through the hallway, it isn't unknown for them to come in through
the second entrance into your little start area, so watch your back.

| #2.7.3 - Astro Jocks |

    |Candi's had just enough of the jibes going round the academy - and if
    |one more person makes a comment about the fullness of her double moons
    |then there's gonna be ructions. Well, today it's combat training with
    |live plasma ammo so this is her chance to wipe those silly locker room
    |grins off of the boys' faces.

Mission Notes
    Time Limit: 3 min 30.0 secs
    Enemies:    Eight
    Lives:      Seven
    Weapons:    Dispersion Gun, Plasma Grenades
    Character:  Candi Skyler
    Mode:       Elimination
    Map:        Spaceport

My Best:  7 Lives in 1 min 59.9 secs (1st)

Gold:     1st in 2 min 15.0 secs
Silver:   1st in 2 min 30.0 secs
Bronze:   1st
Platinum: 1st in 2 min

You get to be Candi in this one, and you'll be starting out with a Dispersion
Gun. In fact, the only other weapon you'll see on the level is the Plasma
Grenade, so I hope you like this weapon. Not much to say here, although using
the Dispersion Gun is difficult for me to make kills quickly with, so I end up
spending extra time just to kill someone.

Something I've noticed is that you usually start out with several other people.
In fact, it seems like the spawn points are grouped together purposefully,
probably to combat the ridiculously short time they give you to achieve a
Silver or Gold. It also seems like The General and Cortez are difficult to kill
with the Dispersion Gun, but Mordecai is very easy. You may try tossing Plasma
Grenades onto the more difficult targets ;D

Get this. I finally get the Silver trophy, but three things amaze me to no end:
1) Still nothing unlocked, damn!
2) Somehow, I managed 100% accuracy! This is coming from a person who shouted
   in glee that his average accuracy was 36%, and that on occasion had picked
   up 50% accuracy. This is also the same person who can't get his accuracy to
   budge from 26% in TS2. It's been stuck there for about as long as I have had
   the game...
3) Somehow, I also managed to accomplish this feat WITHOUT losing a single
   life. Damn! I really wish I had remembered to get our camera and take a
   picture. Here I am regretting a decision made not two minutes ago! I'm gonna
   try again and see if I can pull it off again, whether I make anything higher
   than a Bronze I couldn't really care...

Bwahaha, I finally got some pictures as I managed to duplicate the results
again. Actually, I got more like a dozen or two, but whatever. I'll just have
to cut it down to four screenshots, one of each screen. Anyways, I'm guessing
the high (a.k.a. perfect) accuracy is because if the Dispersion Gun's wide
blast radius, but it is still really cool to get 100% accuracy :D

Sadly, you get absolutely zilch for this mission, although you have a chance at
wowing friends with screenshots off 100% accuracy ;D

|                              #2.8.0 - Group Therapy                         |

| #2.8.1 - Zone Control |

    |Combat robots are thoroughly tested in simulations in order to minimize
    |the chances of costly product recalls. Todays test is battlefield
    |territory awareness. So instead of shooting everyone in the diodes,
    |try to make sure that key locations stay under your team's control.

Mission Notes
    Time Limit: 3 min 30.0 secs
    Weapons:    Dispersion Gun, SBP500, Plasma Autorifle, Plasma Grenades
    Character:  GOLIATH SD/9
    Teams:      Red Team (4, You) - Blue Team (5)
    Mode:       Zones (5)
    Map:        VR

My Best:  37 points in 3 min 15.0 secs

Gold:     35 points in 3 min
Silver:   35 points in 3 min 15.0 secs
              - New Character Available! Neophyte Lucian
              - New Cheat Available! Cascade
Bronze:   35 points
Platinum: Unknown

This one is difficult, and at first it may seem impossible. Even though the
teams are basically evenly matched in size, the other team is extremely skilled
and starts off near some powerful weapons (namely the Plasma Autorifle and
SBP500.) You will need to learn the positions of all the zones, along with the
layout of the level.

One of the hardest zones to control would be the one in their start area, but
it can be controlled. There is a Cloak powerup to the zone's left, and you can
use that to keep from being shot at for the most part. You can then couple this
with either the SBP500 or Plasma Rifle to defend it. I personally find that the
SBP500 does a better and faster job than the Plasma Rifle, and you don't have
to worry about overheating!

If you can guard that zone, then your friends should be able to get the other
zones to bring you in for a close win against the Blue Team.

| #2.8.2 - Front Loaded |

    |Harry's old police partner, Christine Malone, has turned up at the Big
    |Tipper asking after the man himself. From the looks of that non-regulation
    |uniform it seems she may be planning on more than just looking over the
    |details of old busts. Kitten says her fella ain't for sharing, she's
    |challenged Malone to get out her pistols and let's see what they're
    |made of.

Mission Notes
    Time Limit: Unknown
    Enemies:    One
    Weapons:    Machine Gun (x2)
    Character:  Kitten Celeste
    Mode:       Deathmatch
    Map:        Disco

My Best:  10 Kills in 2 min 37.5 secs

Gold:     10 Kills in 2 min 10.0 secs
Silver:   10 Kills in 2 min 50.0 secs
              - New Character Available! Stumpy
Bronze:   10 Kills
Platinum: Unknown

Lt. Christine Malone is actually a pretty strong opponent. Your only weapon on
this level will be the Machine Gun, although you luckily will have two of them
at your disposal. You will need to learn the locations of the various Health
Packs in the level, along with the level itself if you want to survive for

To win against Malone you will need to strafe around her to avoid being shot,
run if you know she'll kill you (like if you are reloading), but stay and do
some damage if you are low on health and can't make it to the next Health Pack.
If you stick to the previous items, you should come out victorious.

| #2.8.3 - Old Blaggers |

    |Braces reckons all this new fangled law enforcement technology's no match
    |for a bit of old fashioned thieving. He's teamed up with a couple of old
    |school mates to show these so called SecuriDroids just how to pull of a

Mission Notes
    Time Limit: 3 min 30.0 secs
    Weapons:    Pistol 9mm (x2), Mag-Charger, Soviet Rifle, Proximity Mines,
    Character:  Braces
    Teams:      Red Team (3, You) - Blue Team (6)
    Mode:       Capture the Bag
    Map:        Bunker

My Best:  3

Gold:     4
Silver:   3
              - New Character Available! Tommy Jenkins
              - Character Available! Sister Faith
              - New Character Available! Braces)
Bronze:   2
Platinum: Unknown

This one is pretty easy to win, especially since your teammates are actually
competent gunmen. Even though the other team has twice as many people as you,
things shouldn't get overly hard. You'll start out with the Pistol 9mm (x2),
which can actually prove to be a good weapon in this level. Grenades work
really well against several of the other team because of all the small
hallways. Just chuck a Grenade or two around the corner and circuits will fry.

You'll find the Blue Team's base and bag on the lowest level. All you have to
do is bring that back to your base while your bag is still in your possession
to score. Just remember to run over your bag so the point counts.

Your teammates will do a good job at retrieving your bag if it is stolen,
allowing you to concentrate on more important matters. They will also do
a pretty good job at scoring points. Without me getting the bag once, they
already had earned me two points. I'm pretty sure they had also kept the other
team from scoring even once, although I did stop a bag thief once. I ended up
retrieving the bag once though, and was able to score about ten seconds before
the level finished. This shouldn't prove to be that difficult of a match, so as
usual just learn the level and try your hardest.

|                              #2.9.0 - Retro Chique                          |

| #2.9.1 - The Dead, The Bad and The Silly |

    |Jared Slim and Venus have been robbing banks, stealing laundry and
    |generally terrorising right thinking folk all across the Rio Grande.
    |Now they've holed up in the old Mexican Mission with a mechanized
    |cactus man who goes by the name of Eli Scrubs. Time to bring 'em in
    |Sheriff. "Dead or Alive", that's you by the way, no one's actually
    |sure if you're dead or alive...

Mission Notes
    Time Limit: 4 min 30.0 secs
    Weapons:    Revolver, Shotgun, Vintage Rifle, Flare Gun, Heatseeker,
    Character:  Sheriff Skullface
    Teams:      Green Team (1, You) - Red Team (3)
    Mode:       Team Deathmatch
    Map:        Mexican Mission

My Best:  30 Kills in 2 min 35.0 secs

Gold:     30 Kills in 2 min 25.0 secs
Silver:   30 Kills in 3 min
Bronze:   30 Kills
              - New Character Available! Jared Slim
Platinum: Unknown

While I used the Heatseeker as my weapon of choice in the beginning, I found
you would really only be able to pick up a Bronze with it. As I was trying to
figure out how to do better, I accidentally ran across the Shotgun and started
making kills faster than ever. I didn't get above a Bronze on that one either
because I had realized the solution too late, by have since managed to do
better for myself.

Odds are you will start on the second floor of the main building, or you will
start somewhere within. There are two readily available Shotguns that you can
pick up after starting. The first is located on the left side of the main out-
door area. It's before any of the buildings and is almost up against the wall.
The second one is inside the main building. If you start close enough to the
stairs leading to the second floor, you will find them near the bottom. Just go
down them (if you already aren't) and head into the hallway there. It's at the
end, sort of on the left side.

Anyways, the best way to get your kills in is with the Shotgun. You will want
to keep from going into buildings if possible. You need to stay out in the open
so you can't be cornered as easily. Just run around, preferably strafing at the
same time, and keep blasting the other team. There is a box of Grenades near
the entrance to the main building, right by the fountain. If you end up needing
health, there is a Health Pack under the overhang on the small building to the
left (the same side the Shotgun is on.)

If you need some more Shotgun ammo, but some idiot picked up your Shotgun ammo,
there is another spawn point for it behind the small buildings in the right
corner. Don't stay back there long though or you can get pinned in. Other than
these tips, I really can't think of any other help to give you. Good luck with
this one!

| #2.9.2 - Ninja Garden |

    |It's come to this: Gaston, the Chinese Chef and a couple of their favorite
    |ingredients - Duck and Calamari, in bitter contest of the wok. Cook or be
    |cooked! But who could have foreseen the wildcard intervention of a crack
    |team of Ninja Monkeys weighing in for the underdog? Banzai!

Mission Notes
    Time Limit: 4 min
    Enemies:    Three
    Weapons:    Pistol 9mm, Injector, Tactical 12-Gauge, Machine Gun (x2),
                Proximity Mines, Grenades
    Character:  Chinese Chef
    Level:      Chinese
    Mode:       Monkey Assistant

My Best:  1st and 17 points

Gold:     1st and 20 points
Silver:   1st and 17 points
Bronze:   1st
              - New Character Available! Chinese Chef
Platinum: Unknown

Monkey Assistant... this can be a fun mode sometimes. The way this works is the
person who is in last place will get about half a dozen monkeys to go and score
for them. Of course, the monkeys won't be going after just anybody. Usually
they will go after the person in the lead, but that isn't always so. Each kill
these monkeys get will add a point to the person who they are helping. Killing
the monkeys does nothing but possibly save your ass, so don't think you'll be
getting a lot of points by shooting them.

There is one of two monkey icons that may appear under the mission stats on the
top-left of the screen. The first one just shows a monkey, and that means the
monkeys are working for you. The other is identical, except for the fact that
it flashes red. This of course means the monkey's have you target, so you had
better watch out!

Calamari and Gaston Boucher are pretty easy targets, but that stupid duck
is just so short. I didn't ever realize he was so small until I played this
mission. You will start out with the Pistol 9mm, and while unloading a clip
into your opponent's chest can do the job, you will probably want something
better. Both the Tactical 12-Gauge and the dual Machine Guns work wonders, but
you may find some use in the remaining weapons as well. As always, learn the
level before trying this. You don't want to corner yourself with only a Pistol
9mm in your hand and six monkeys on your ass!

| #2.9.3 - Sock It To Them |

    |The Handymen have seized the high ground in the Training Ground and are
    |firmly dug in. It falls to you, Mr Socky, to lead your brave platoon of
    |freshly laundered wool knit comfy comrades in a daring assault on their
    |position. They've made a fool of you one time too many and its time they
    |paid the price.

Mission Notes
    Time Limit: 4 min
    Objectives:   1) Capture the middle ground
                  2) Destroy the fuel barrels
                  3) Destroy the computer mainframe
    Weapons:    Tactical 12-Gauge, Machine Gun, Soviet Rifle, Rocket Launcher,
                Proximity Mines, Grenades
    Teams:      Attackers (2, You) - Defenders (7)
    Mode:       Assault
    Map:        Training Ground

My Best:  53.4 secs

Gold:     1 min 50.0 secs
Silver:   2 min 40.0 secs
Bronze:   4 min
              - New Character Available! Mr. Socky
Platinum: 1 min

Ugh, I'm beginning to get sick of all the Assault missions that have you, along
with one or two bots, going up against 2-3 times as many enemies! Anyways, this
mission is quite difficult unless you are prepared. If you have played the
Training Ground Assault map on TS2 then you will basically know what to expect
objective-wise and level-wise. You start out on the opposite side of the level
inside your base. Outside there are a couple of bunkers on the left, and the
second one has an auto gun on its right side. Not only will the Handymen be
shooting at you as you try to leave the building but so will that gun.

All right, I'm gonna be giving two versions of this mission's walkthrough to
you guys. The first is the longer, more detailed one for people who are
unfamiliar with the level and its objectives. It will basically guarantee you a
Bronze, or even possibly a Silver, but nothing more. The second version will be
for people who are shooting for Platinum status. You need to be quick, and you
need to keep your trigger finger in check for that version. Alrighty then,
let's get started!

Version One (a.k.a. the long, easy one)
Since they really don't give you much time on this mission you're going to have
to be quick about everything you do. Within a very short time, your building
can become overrun with the enemy, so make your moves count. You'll start out
with a Machine Gun. You can find the Soviet Rifle up on the 2nd floor near the
corner opposite the entrance to this room. You'll also find Proximity Mines up
here. They are on the same side of the room as the Soviet Rifle, but along the
wall that the door is on. There are also Grenades in the upper part of this
room, and if you want the Rocket Launcher it is on the second floor, but you
can only reach that area by going into the next room and finding the ramp

One thing you have to remember while playing this mission is to ignore the
Handymen whenever you can. If you can blast them do so, but don't stop moving.
If they are in your way, try to go around them, but if you can't you'll have to
blast your way through.

While you can leave the auto gun on the bunker alone, there are two more in the
canyon pass leading to the middle ground that basically have to be eliminated.
To avoid the one on the bunker, leave through the door on the left side of this
building's entrance room. The ramp leading to the Rocket Launcher is on the
right in case you are curious. Anyways, just avoid its gunfire and move to the
left side of the bunker. Now you are out of its way for the most part, so it
can be ignored. The next auto gun is just around the corner here that leads to
the canyon pass. It will be on the left side, and a boulder with a Health Pack
in front of it will be on the right.

It doesn't matter what you have to do to destroy this gun, just do it. Even if
it means blowing yourself up with it, that's better than having to go back
because you died before it was destroyed. Once you are through with that, the
next auto gun can be found past this one on the left a little further up.
Destroy it the same way as the first. Now move on ahead and you'll see a
waterfall. There should be a purple box hovering to the right of it. It may be
hard to see since the box is only an outline, but you'll know what I mean if
you paid any attention to the previous Assault missions. Step in this area and
you'll have secured the middle ground.

Once you've made it this far, odds are the Handymen will be back dealing with
your partner, allowing you to pretty much have free rain over their base for
around a minute. There are two auto guns up here. They are planted on the side
of the two large buildings here. There are also plenty of barrels floating
about. The first one to go after is to the left of the building on your left.
This will also get you out of the way of its auto gun. There will be another
barrel just behind that one, but be quick as you are now in the sights of the
second auto gun. Keep on moving forward and you'll find another fuel barrel
just past the bunker. Go around the bunker's backside and you'll find the
fourth barrel.

Keep on moving around until you can see the auto gun on the side of the
building here. Blast it until it is no more and then move forward until you
can see the other auto gun on the building to your right. Blast it from the
relative safety of this area until you have destroyed it. Look up at the
building on your left again, and in the opening in the wall you should spot
the fifth barrel. Shoot it from here, and when you are finished move all the
way around this building's right side. You will find the last barrel in this
little area on the side of the building. Destroy it and head inside to find
the computer mainframe.

If the Handymen haven't caught up with you yet, they will soon. Just ignore
them and focus on the mission objective. There are four computers to destroy,
and if you have explosives, use them now. Otherwise, just keep on blasting
until the purple boxes disappear around them. Once this is finished, you will
have completed the mission.

Version Two (a.k.a. the short, Platinum status one)
All right, since it took me about five or six tries to get this one right, I'll
just hand it over to you people on a Platinum platter so you can move on with
your lives ;D

The first thing you need to do is familiarize yourself with the level, the
objectives, and the enemy. Once that is done we can move on. All right, there
is really only one path that works well. What you will need to do is make sure
you start either outside or near the building's exit. This will allow you to
get a couple-second head start on things. If you don't appear outside or near
the outside, restart until you do. Anyways, you will want to be heading over to
the left side of this area once you are on the canyon's ground. Ignore the auto
gun on the bunker just like before.

There is a boulder in between the two bunkers. On the other side of it (facing
the second bunker) is a box of Grenades. Grab these as you are moving towards
the left side of the bunker. Head down the side of the bunker and into the
canyon. You can blow up the auto guns while running, but if you kill yourself
or die make sure to restart because you'd have lost too much time by then. You
will probably need to grab the Health Pack by the first auto gun, since you
would have already been being shot up by the Handymen just before you entered
the canyon pass.

If anybody gets in your way blast them, but always keep moving. Once you
capture the middle ground keep on moving up. At the top of the hill, grab
the Body Armor in front of the boulder and the Soviet Rifle to the left of the
boulder. Switch over to the Soviet and keep moving around the boulder. You are
going to ignore both of the auto guns as they take too much time to destroy.
Anyways, keep on moving and take out the two barrels on the left of the first
building. Move on and shoot the next barrel you see, which should be just past
the bunker here. Turn to your left and shoot the next barrel before you forget
about it.

Now turn your attention to the building that acts as the Handymen's base.
Look up and blast the barrel sitting by the opening on the second floor. Now
run through the entrance to the building on this side, take a right followed
by a left, and lob a Grenade towards the sixth barrel sitting along the side of
this building. Head back inside and move to the computer mainframe room. You'll
probably have Handymen on your ass by now, but as before just ignore them. If
you can, lob ALL your Grenades into the computers. If they don't take care of
them, finish them off with your Machine Gun. This will complete the mission.
If you have done everything fast enough, you should be walking away with the
Platinum! If you would like a basic timeline of where you should be a certain
moments, just look below:

1) By around 20 seconds, you should be at the boulder at the top of the hill.
2) By around 40 seconds, you should be in the computer mainframe room.

|Section 3: Challenge Mode

In TimeSplitters: Future Perfect's Challenge Mode you'll be faced with various,
well, um... challenges! Each challenge will have three parts to it, and at
first you'll only be able to access the first part of each challenge. Once you
complete the first part you'll unlock the second, and so on. Each challenge
focuses on a certain subject, like the Cat Driving challenge where you'll be
racing Strudel around a map hitting checkpoints as you go.

The game freely tells you the requirements for getting the Bronze, Silver,
and Gold trophies, but it doesn't even bother telling you about the Platinum
trophy. This elusive trophy is usually acquired by massively surpassing the
goal for the Gold trophy, but on some challenges there is only so much further
you can pass the Gold's requirements that it might not be much of a difference.

Anyways, I've listed the requirements for each of the different flavors of
trophies. When I've picked it up, I've also listed the requirements for the
Platinum trophy. Since I'm usually focusing on survival or just making it
through before the time limit, I will miss the transition from Gold to
Platinum. At this point, I'll just have to estimate. If I'm not sure I
have the exact score, I'll put the following after it: (Estimated)

On each challenge, you can unlock various things from cheats to new characters.
Sometimes you'll unlock everything for the challenge with only a Bronze, and
sometimes it takes a Gold before you'll see results. Platinum's give you
nothing though as they are mainly just a way to show off to your friends!
I will list what you unlock next to the trophy's requirements in a pair of

Sometimes I will get a Gold or even a Platinum on the first try, so I will list
the unlocked items next to that trophy until I find out what trophy really
produces it. If I happen to pick up the Platinum, I'll list all unlocked items
next to the Gold trophy. Anyways, happy hunting ;D

|                              #3.1.0 - Behead the Undead                     |

| #3.1.1 - Brain Drain |

    |For years now, Dr Lancet has been cutting the tops of cute little monkey's
    |heads just as if they were hard boiled eggs. When he's finished poking at
    |their cerebellums he illegally dumps the remains in and ally behind the
    |vivisection lab. You can't expect to get away with that kind of stuff...
    |well, at least you should finish them off properly with a shotgun.

My Best:  36175 points

Gold:     25000 points
              - New Character Available! Brains
              - New Cheat Available! Rotating Heads
Silver:   15000 points
Bronze:    5000 points
Platinum: 36000 points (Estimated)

As you probably already guessed, you'll be playing as Dr. Lancet in this
challenge. If you've played TimeSplitters 2 than you'll find this to be exactly
like the Behead the Undead challenges in that game. This time though you won't
be dealing with your run-of-the-mill zombies. No, this time you'll have to deal
with Monkey Zombies! Just like any other zombie they can be killed by knocking
or shooting off their heads, but these heads happen to be several feet closer
to the ground.

You'll find that the challenge is divided into *waves*, with each wave
producing more and more zombies. After you have scored enough points, the next
wave will begin. The first wave is extremely easy and only seems to consist of
three Zombie Monkeys. You'll find their respawn locations to your left and your
right. Just step forward a bit and look either way. They appear on the other
side of the cabinets, so just keep you eyes peeled.

After the first wave is over they will still appear by the cabinets, but you
will also find the occasional one come from behind the area where you started
the level. Wave 3 will prove to be a lot trickier, as you still have the
monkeys by the cabinets. In addition, you will also have to deal with two
respawn points from behind the area you started in. This can cause you to be
pretty quickly over run by Zombie Monkeys, so you need to make your shots
count. Also, remember to step on the spot you appeared on, as there is where
you will find ammo for you Shotgun.

Another thing to remember is that you don't have free roam of the entire room.
If you step onto the stairs or go back around the pillars that are behind where
you start you'll be given a warning that you have three seconds to return. If
you fail to make it back in time it is game over, so be careful where you step.

Here's a table with the approximate amount of monkeys you'll find in each wave,
along with your estimated score, bonus points, and total score for each wave.
I've also added some notes about each wave that may prove to be useful. I am
not sure what determines the bonus points, so they may end up being different
for you. In addition, monkeys give you 75 points while the ghosts give you 50

Wave  Monkeys  Score  Bonus(s)  Total  Extra Info
1     3        150    450 + 25  625    Nothing special, just two spawn points
2     6        575    1050      1200   Three spawn points
3     12       3150   1800      4950   Four spawn points
4     ??       6350   1400      7750   Six spawn points; Monkeys with Shotguns
                                       at spawn point five
5     ??       9800   2050      11850  Same as wave 4, now with a ghost
6     ??       14475  2625      17100  Same as wave 5, two ghosts
7     ??       20300  6400      26700  Same as wave 5, only one ghost now
8     ??       30325  3625      33950  Same as wave 6

Below is a little map of the room. It's really basic, but it gets the job done.
The numbers are the spawn points, and you can find out which wave they are from
by looking at the table above. The equal signs (=) are stairs, the capital S is
your start point, and the hash signs (#) are the pillars I mention in the
strategy. As mentioned above, you can't go past the pillars (even standing in
between them constitutes as past them) and you can't climb the stairs. Finally
the asterisks (*) are the flaming barrels. The reason for spawn points 5-6
being listed outside the map is because they are on the stairs, so to keep the
map as clear as possible I didn't replace one equals sign each side with its
spawn number.

Another thing about this map is that it doesn't show the second floor. I am
now pretty sure that there are two more spawn points up there, but I don't
know which wave they appear in.
   |4     3|
   |  # #  |
6->|== S ==|<-5
   |1     2|

| #3.1.2 - Rare or Well Done? |

    |Sacre bleu! It's Gaston's worst nightmare! Just when he thought it was
    |safe to buy English meat, his cold room breaks down and now the kitchen is
    |overrun by mad undead cows. There's only one cure - triple inoculation.
    |Depeche-toi, Gaston!

My Best:  18500 points

Gold:     30000 points
Silver:   20000 points
Bronze:   10000 points
              - New Character Available! Carrion Carcass
Platinum: 50000 points

You're now Gaston Boucher, and it's time to put these cows down once and for
all. The same rules apply as in the first one, although the points needed for
each medal has been increased by 5000. As he says, one Blood Bath stew coming
up, and he's basically right about that. You'll be painting the kitchen walls
red with the cows' blood, and hopefully you can last long enough to hit that
elusive Platinum medal before they do the same to you!

Some things are different in this challenge. The first would be your weapon.
Rather than use the tradition two-shell Shotgun to eliminate the undead, you'll
be using the Injector. This fires out tranquilizer darts, but the cows won't be
going to sleep on you. Instead, they will explode in a bloody blaze after about
three shots. Another thing about the cows is that they don't have heads, so you
can't rely on headshots to make short work of them. As for the layout of the
room, it's a lot smaller than the first one's, but the area you can move in
doesn't appear to be much smaller than the area you could move in on the Brain
Drain challenge.

You'll start this challenge out with your back to and opening into this room,
so you might want to move away from it. There is another opening into the room
on the other side, and the cows will be moving in from both openings. You'll
find more tranquilizer darts where you started.

Starting on wave 2 you'll have to deal with close to half of the cows running,
rather than staggering towards you. This can make for quite the stressful
battle, and it will obviously make it harder to stay alive. My best advice
would be to circle the room, popping off as many shots as possible into the
herd of cows. Speaking of herds, that's another problem that should crop up
around wave 3-4. The cows will spawn so quickly the room will end up being
pretty flooded with them. Anyways, to deal with all of these problems you'll
need to strafe around the room at top speed and avoid being pinned into any
place. It would be best to try to take out the running cows first, but it will
be hard to spot them in the crowds.

As for the score table, I won't be displaying it because it will vary too much.
You will receive a bonus at the end of each wave, but you can increase that
bonus if you beat the par time. Finally, the left opening is what I've labeled
the one where you started out. Please remember that the amount of cows is just
estimated by the wave score and may not be perfectly accurate. All I know is
that each cow is worth 50 points, so I just divide that into my wave score
(not counting bonuses) and that's how I figure the total cows for each wave.

NOTE: At this time, I have only completed it up to the Bronze medal, although I
came close to the Silver at 18,500 points. I'll update this when I've completed
this challenge at any of the higher medals.

Wave  Cows  Extra Info
1     2     N/A
2     14    Two cows at a time will come from the left opening with 1/2 running
3     20    Two cows on each, half from each side will be running
4     34    At one cow appears inside this room, more will be running now
5     48    Two cows appear in this room
6     62    Three cows appear in the room this time

| #3.1.3 - Boxing Clever |

    |Secret laboratory, blah blah... Twisted research, blah blah... Living
    |dead, blah blah... Anyway, lacking an immediate shotgun to hand it looks
    |like the only way to get those heads off these guys is to hit them with
    |boxes - so you'll be needing the temporal uplink's force manipulator for
    |this one.

My Best:  100100 points

Gold:      50000 points
              - New Character Available! Tin-Legs Tommy
Silver:    20000 points
Bronze:     5000 points
Platinum: 100000 points

Wow, now doesn't this sound fun? Anyways, the points needed for a Bronze have
been dropped back down to 5000, the Silver is the same as in the previous
challenge, and the Gold has skyrocketed all the way up to 50000 points! At
least you'll be dealing with your traditional zombies, but sadly you won't be
using the classic weapon for the job. Your now Cortez and you'll be using the
Temporal Uplink as your weapon and boxes as your ammo, so I hope you've had
plenty of practice throwing things with the Temporal Uplink, because you're
going to need it.

The zombies can't really stand up to the boxes being thrown at them, so they
should be easy to take down. You'll have four boxes at your disposal, and
luckily they're indestructible. You just have to remember to shoot the boxes
into the upper parts of the zombies; otherwise, it will just slow them down
for a second.

The room is simple enough, consisting of a large pillar in the center and three
stairways plus a single ledge along the rim of the circular platform you are
forced to stay within. Here's a fun little fact: After you kill a zombie, you
can use its head as a projectile!

Anyways, be careful where you toss the boxes, as it can be quite difficult
to get them again after you have thrown them onto the upper platform. Another
thing that should help your score is combos. If you kill two or more zombies
at once, you'll get a Zombie Combo, although I'm not sure as to how much it is.
It may multiply the score you would've received for that kill by the amount of
zombies taken down.

Another thing that makes this level different is how they determine the score
that you receive from each kill. I've already mention the combos, but there is
another thing that can vary your score. If you kill a zombie with a box, you'll
only receive 75 points, but if you kill a zombie with another zombie's head,
you'll pick up 100 points. Of course, if you use a zombie's head you'll have
a substantially smaller chance of receiving a combo bonus.

The best tactic, which seems to apply to all the Behead the Undead challenges,
would be to circle around the area you are in. Since the zombies are all slow,
this should allow you to avoid as much damage as possible. While you won't be
able to get in as many hits each rotation, you'll be able to last substantially
longer. I picked up the Platinum on my first try, and 100 points after the
needed score I just let the zombies rip me to shreds. I was literally shaking
when the challenge was complete, so I wouldn't have lasted much longer anyways.

Wave  Zombies  Extra Info
1     5        Two of the stairs produce zombies
2     ??       All three stairs produce zombies
3     ??       You'll now have a 4th spawn point, this time on the lower level
4     ??       Doesn't appear to be any different than wave 3
5     ??       I lost count of the waves around here, so...

|                              #3.2.0 - Cut-Out Shoot-Out                     |

| #3.2.1 - Hart Attack |

    |In a parallel universe not too far away, Corporal Hart arrives back at
    |Spacetime Marine HQ only to find the base under attack by vicious
    |cardboard cut-outs. Give 'em hell, mam! Oh, and be sure not to shoot any
    |good guys (you know, the slappy bloke with the goggles who left you behind
    |dying on the spacestation in TimeSplitters2).

Challenge Rules
    Time Allowed:  1 min 30.0 secs
    Total Targets: 18

My Best:  1772 points

Gold:     1750 points
Silver:   1600 points
Bronze:   1100 points
              - New Character Available! Viola
              - New Cheat Available! Cardboard Characters
Platinum: 1800 points

You'll be playing this mission as Corporal Hart (yay!) and will basically just
be having a blast. These challenges were pretty fun in TimeSplitters 2, and
they haven't lost that magic touch in here. The maximum amounts of points you
can glean from a target is 100, but if you take too long, the points will begin
to drop. If you happen to hit a friendly (in this case Cortez), you'll
automatically lose 100 points. Well, enough introductions to the challenge.

You're weapon of choice in this challenge is the Scifi Handgun. You'll find
your first three targets to be easy enough to dispatch. The first two appear
right by each other, with one on the left and the other on the right. They are
both just before the fire up ahead. The third one is on your left, and he'll
peek out from behind a rock. This is just after the fire.

    Splitters Eliminated: 3

Keep on moving forward and you'll see a natural archway formed in the canyon
rocks. Below this and to your right are a couple of rocks where your fourth
opponent is. Up above the archway is a second archway. Your fifth enemy will
slide through that area. You'll need to be quick and have good aim to take him
down. Your best bet would probably be to use the Scifi Handgun's zoom feature.

    Splitters Eliminated: 5

Once they are gone move past the archway to find another set of rocks on your
right. You'll want to be careful though, as both a Splitter (on the left) and
Cortez (on the right) will appear. Continue on to find the wreckage of a space-
craft. Up on the top of the spacecraft your seventh target will appear. Take
him down and move forward to find another Splitter appear by the rock on your
right. Cortez will appear behind the debris on your left, and up a short ways
another Splitter will appear on your right. This is just before the walkway
leading over to the other side of the canyon.

    Splitters Eliminated: 9

Now head over the walkway and hang a left. Behind the first set of debris,
Cortez will appear (yet again), and another Splitter will appear behind the
debris sitting in the middle of the pathway. Move on and you'll come across a
fallen fighter spacecraft. Cortez will pop right out of the back of it, so keep
that trigger finger in check.

    Splitters Eliminated: 10

Just past him are three boulders, with a Splitter behind the one on the right.
Move down the hill and take out the Splitter that pops out from behind the
boulder on your left. Move forward and another Cortez (is he like cloning
himself or something?) will pop out from behind a natural outcropping in the
canyon wall to your right.

    Splitters Eliminated: 12

Move past him and a Splitter will pop out of the canyon walls to your right.
Continue forward and look up at the canyon wall to your right around the
bridge. You'll find a bunker there, along another Splitter. He pops out along
the right edge of the bunker's opening. Move a little closer to the bridge and
you'll find three targets sliding across the bridge, a Splitter with a Cortez
on either side (ha, I knew my clone theory wasn't crazy!)

    Splitters Eliminated: 15

Move on under the bridge and look for the last set of rocks on the left. You'll
find another Splitter there, so quickly take him out and go around the corner.
There are several boulders in your path, and a Splitter has decided to take
refuge behind the one on the left. He's overstayed his welcome though, so kill
him and move on. Once you've turned this corner you'll see another bunker up in
the canyon walls. There's a Splitter in there that'll be sliding from side to
side. Take him out and you'll have eliminated all the Splitters. Hurray!

    Splitters Eliminated: 18

| #3.2.2 - Come Hell or High Water |

    |Viola likes nothing better than to unwind on a gondola drifting along the
    |tranquil canals of Venice. Mind you, this is a working holiday so be sure
    |to shoot as many demons as possible and take care to miss the tourists.
    |No, really, I know it's tempting but just shoot at the demons...

Challenge Rules
    Total Targets: 18

My Best:  1200 points

Gold:     1600 points
Silver:   1450 points
Bronze:   1150 points
              - New Character Available! Goddard
Platinum: 1800 points

This time you'll have the advantage of being free from that damned time limit,
but that doesn't mean this will be any easier to grab that Platinum. You'll let
the game take care of moving you in the form of the gondola beneath your feet,
so all you have to worry about is taking out all those demons. Something I've
noticed with this one is it doesn't seem to matter how long you take to destroy
them but where you hit them that affects your score. The other thing is that
your targets don't stay there forever, so you have to be quick with your shots.

Two things to keep in mind here. The first is that your weapon's secondary fire
mode is a silencer with a scope, so that may help in taking out targets that
don't stay long and are far away (like the fifth demon.) The second is that no
matter how many times I recount the demons, I always end up with one more than
they say there should be. If anyone can confirm this, I'd be grateful.

As soon as the challenge starts up you'll spot a demon poking its head out from
the corner of the building on your left. Sadly, you'll have to wait 3 seconds
before filling this cardboard cutout with lead. This one will make things
difficult by popping back behind the building every second or two.

Afterwards you should turn your attention to the front of the gondola where
you'll practically be on top of your second demon. She pops out from underneath
the water, and if you're not quick, she'll go back under. If you miss her the
first time, make sure you don't the second time she pops up as you don't have
the luxury of waiting around forever.

    Demons Eliminated: 2

As you come to around the middle of the tunnel you'll be greeted by another
demon popping out of the water, although this one is a lot uglier looking than
the first two (in my opinion.) Shoot him and be prepared to take down another
one of those female demons. She's waiting for you at the very end of the tunnel
and shall be popping out of the side rather than the water. Watch out though as
a little boy will be popping out as well. You'll find the succubus on the left
and the kid on the right. Take her out and wait for the next round of demons.

    Demons Eliminated: 4

This round will be a tad harder, but as long as you're prepared for it, you
shouldn't have too much trouble. Demon number five will appear down the canal
on the right, but will only appear once. Make sure the demon's eliminated
before it can hide in the building again. You next one will appear on your
left, and it happens to be one of those annoying sliding ones. Once you get
close enough to the building, you'll find an opening leading to stairs. He's
sliding back and forth inside that opening. Kill him and move on.

    Demons Eliminated: 6

Once you've rounded the bend you'll see a covered bridge above the canal.
There are two windows in it and two demons sliding back and forth. Take them
both out quickly before you pass them. They both seem to move into the middle
of the bridge and then slide back to their end, rather than sliding along the
entire length of the bridge. Once they've been taken out, if you have the time,
look over to your left at the top of the stairs. On the corner farthest from
you, a demon should be flipping around the corner and then quickly flipping
back. Take her out now, because your next chance will just be harder to get
at her. Anyways, keep looking left, where under the second archway you'll find
another sliding demon. He moves between this archway and the next, so take him
out before the gondola moves past that area. If you missed the demon popping
around the corner, you might still be able to hit her along this path, so keep
that in mind.

    Demons Eliminated: 10

You're going to have to hurry to get the next three demons. The first two are
on top of the bridge in crossing over the canal in front of you. The next one
will pop around the corner just past the bridge, but she only does this once.
Both of the demons on the bridge pop out and then back again quite quickly, so
make your shots count. If you took out the previous four demons quickly, you
may have enough time to get all three of these demons.

    Demons Eliminated: 13

Now once you have totally gone around the bend you'll see a part of the
building on your right that goes in further than the other parts. On the side
closest to you is where your next demon is. This one is fast like the others,
but this time there's a new twist. After the demon has retreated, the next
thing to likely pop out is a friendly, exactly where the demon is. The demon
should pop out right behind this person, but you won't see it until the person
has retreated. Shoot with care.

    Demons Eliminated: 14

Just past the opening in the wall is another demon that'll pop out of the
water. You'll also have one pop out a little ways past him, yet again on the
right in the water. Finally, you'll have a third one pop out from the opening
in the wall on your left. You had better be quick though as you'll only have
one chance for these demons.

    Demons Eliminated: 17

Just after that last demon, this time on the other side of the opening another
demon will appear. At the same time, one will appear on your right at the end
of the building there. Take them both out quickly before they disappear. Well,
that's all of them.

    Demons Eliminated: 19

| #3.2.3 - Balls of Steel |

    |R107's a crazy mixed up dude, he thinks he's a robot but instead of
    |turning to Droidian psychoanalysis for help he's decided to work his
    |frustrations by shooting at pictures of robots. Well, if he wants to be
    |a real robot he needs to play by the rules - a robot may not injure human
    |beings, yep that's right, not even cardboard ones.

Challenge Rules
    Time Allowed:  1 min
    Total Targets: 13

My Best:   925 points

Gold:     1000 points
Silver:    875 points
              - New Character Available! Badass Cyborg
Bronze:    700 points
Platinum: 1300 points

Yep, R One-Oh-Seven is back and just as crazy as ever. Your weapon will be the
Sniper Rifle, and this challenge couldn't really be any easier. This will play
like a shooting range. Most of the enemies will pop up somewhere in front of
you, so you don't even have to take a single step. A couple of them will slide
back and forth, one will pop out from around some container in the back, and at
least one robot will appear to your right. The humans in this level happen to
basically be pinup girls, so they should be easy to tell apart from the robots.

I can't really think of any tips to give, so just do your best and you should
be walking away with some sort of medal :D

|                              #3.3.0 - Cat Driving                           |

| #3.3.1 - The Cat's Out of the Bag! |

    |When he's not busy planning world domination, Khallos indulges in a secret
    |passion. Yes, it's the sport of kings and the lovable rogue's pastime,
    |welcome ladies and gentlemen, to a dark and shady world where fortunes are
    |won and lost, the world of high performance cat racing!

Challenge Rules
    Total Laps: 3

My Best:  1 min 17.9 secs

Gold:     1 min 20.0 secs
Silver:   1 min 30.0 secs
              - New Cheat Available! Human Gun Sounds
Bronze:   1 min 40.0 secs
Platinum: Unknown

In this challenge you'll be racing as Khallos' pet cat, Strudel. You
actually can get moving pretty fast, and Strudel happens to drift really
easily. If you're not careful, this will cause you to crash and possibly flip
over. If you play it right though, you can turn Strudel's drifting into an
advantage. My best advice would be to start turn early, brake or let of the
accelerator just before going around a corner, and practice your drifting so
you can use it to fly around corners.

| #3.3.2 - Lap It Up |

    |The clock is ticking, the engine is purring, the litter tray has been
    |emptied and Strudel's tanked up with full fat double cream and ready to
    |go! Get out on the VR grid and see if you can shave a whisker off your
    |best time.

Challenge Rules
    Total Laps: 3

My Best:  1 min 58.8 secs

Gold:     2 min 15.0 secs
Silver:   2 min 30.0 secs
              - New Character Available! Comrade Papadov
Bronze:   2 min 45.0 secs
Platinum: 2 min 00.0 secs

Yet again you'll be playing as Strudel. This time though the race will be a
lot more difficult. Instead of being on flat ground the entire race, you'll be
going up and down hills along with all the usual turns. If you are going too
fast on a hill, you risk hitting a bump and flipping poor Strudel on his side!
You've had around a minute (give or take five seconds) added to the time limit,
so hopefully that will help you out. The biggest piece of advice I would have
to give is to watch your speed on the hills/turns and go all out when you hit
flat ground.

Another thing about this level is you don't have the single, clear pathway like
in The Cat's Out of the Bag! You have various paths that can be taken, although
the one's you should take will be yet again marked by the glowing barrier
thingies along with the new addition of glowing red arrows.

| #3.3.3 - The Cat's Pajamas |

    |Only the finest cat drivers have the ability to shine on this treacherous
    |frozen circuit. Remember to balance the throttle in the corners, just feel
    |the line, dig your claws in and don't let the back end slip out on this
    |tricky ice track.

Challenge Rules
    Total Laps: 3

My Best:  2 min 28.2 secs

Gold:     2 min 35.0 secs
              - New Character Available! Gilbert Gastric
Silver:   2 min 50.0 secs
Bronze:   3 min 10.0 secs
Platinum: 2 min 25.0 secs

The final level in the Cat Driving challenge and this one actually turns out to
be a lot easier than they make it sound! I picked up the Gold on my first run.
The ice does sort of kill your traction at high speeds, so you'll want to be
letting off the accelerator every once in a while to keep from falling over.

While the path may be marked, that doesn't mean you have to follow it
perfectly. You just have to make sure you go through each of the glowing red
checkpoints. Otherwise, feel free to cut corners (that's probably how I got the
Gold so easily!)

Some of the checkpoints have some sharp corners immediately after them, so
watch for them and take them kind of easy. On the third to last checkpoint,
you'll end up having a ramp right after it. You can't avoid it without wasting
a lot of time (to my knowledge), so just take it at full speed! After you hit
the ground (unless your really good it'll always be on your side), you'll see
various stats about your jump along the bottom of the screen. While they are
interesting, I don't think they actually do anything. Anyways, if you hit that
jump fast enough you'll be quite close to the second to last checkpoint. Just
pick yourself up and continue on. One last thing to remember would be to watch
your speed when you go over the finish line, as it seems to have a bump going
across it.

|                              #3.4.0 - Super Smashing Great                  |

| #3.4.1 - Avec Le Brique |

    |Recent refurbishment at the "Chine Garden" restaurant has been a big
    |success and bookings are flooding in. But Gaston isn't too pleased,
    |he's lost a lot of custom from the "Frog and Snail". Enter our old
    |chum Monsieur le Brique, let's see how quickly you can smash up all
    |the plates and glass and put them out of business.

Challenge Rules
    Time Allowed: 3 min 30.0 secs
    Objects:      103

My Best:  2 min 42.2 secs

Gold:     2 min 50.0 secs
Silver:   3 min
Bronze:   3 min 30.0 secs
              - New Character Available! Aztec Warrior
Platinum: 2 min 30.0 secs

This challenge set was also featured in TimeSplitters 2. In these challenges,
you are given a single weapon with which you must break as many of the required
objects as necessary in the allotted time to complete the challenge. In this
one, you have 103 plates and glass to destroy, and you'll have a maximum of
3 min 30.0 secs to complete that objective. You'll be playing as Gaston Boucher
and your weapon will be the Brick. Yep, a brick. You'll also have unlimited
ammo, so that's a good thing for people who aren't the most accurate (like me.)

You'll find two sets of shelves right in front of you when you start. There
are six plates on each of the shelves. Be careful where you throw the bricks
though, because if you hit the shelf just right the brick will ricochet right
back at you! After you have taken down all eleven of those plates turn around
and you'll find another shelf with ten plates on it. Destroy them and move to
the left.

    Objects Destroyed: 23

Moving down here, you'll notice several more shelves lined with plates. The
closest one on your right should be your first target. Take down all six plates
on this shelf and move down to the next one along this wall. There are eight
plates on this one. After you have finished off those, turn around and clean
off the last shelf in this room. This will give you another six plates.

    Objects Destroyed: 43

Now remember that opening in the wall you passed just a moment ago, just before
the last three shelves? That's where you need to go to next, so let's head over
there quickly. If you've been quick and accurate, you should be entering this
hallway at about the 1-minute mark. Follow the hallway until you have to make a
choice of which way to turn. To the left is a bathroom, but nothing in there is
breakable. Go to the right and you'll meet up with some glass. There is a lot
of glass in here, 33 pieces to be exact.

There are two glass screens in the room, and each screen has two pieces of
glass. There's the large piece on top and the smaller piece along the bottom.
There are also 14 windows made up of two pieces of glass just like the screens.
You'll find 7 windows on the first floor and 7 up on the second floor. You'll
have to hit all those from down on the first floor though. Also, notice the
nine pieces of glass along the floor? You can't destroy those, so don't even
bother trying. Once you've finished up in here head over to the stairs. You'll
find a pretty glass railing along the pathway at the top of the stairs. Destroy
that and head into the next room.

    Objects Destroyed: 76

You'll wind up in another stair room, and this time you'll have four glass
railings to take down. Three are easily visible, but the fourth one is a little
harder to spot. Break the first three and then look up towards the ceiling. See
all those little windows lining the top edge of the room? Yeah, I never noticed
them at first either. There are 26 of them in total. What you want to do for
these windows is attack the ones on the opposite side of the room you are on.
So with that knowledge in hand take down the ones across the room from you and
then head over to the right. After going around that one corner take down the
ones across from you (yet again.) Go around the final bend on your right and
break the last glass railing. Then turn your attention to the opposite side of
the room and continue destroying those windows.

After you have cleared three of the four sides, you'll need to head downstairs.
Look up and clear out the last ones in here. Once you are done head over to the
next room.

    Objects Destroyed: 98

In here, you'll have two narrow but tall windows on each side of the main
doors. You'll also have one massive window above all of these. Destroy these
last five objects to clear the challenge.

    Objects Destroyed: 103

| #3.4.2 - Absolutely Potty |

    |It's archeology, Captain Ash style - well, if those foreign Johnnies won't
    |let him take the ancient artifacts out of the country then he'll destroy
    |the lot of them! Smash every priceless Aztec pot in the temple as quickly
    |as possible before the authorities arrive and pack him of to Blighty.

Challenge Rules
    Time Allowed: 2 min 30.0 secs
    Pots:         52

My Best:  1 min 48.4 secs

Gold:     1 min 50.0 secs
Silver:   2 min
Bronze:   2 min 30.0 secs
              - New Cheat Available! Paintball
Platinum: Unknown

Wow, who knew Captain Ash had a side like this to him? (Maybe I'm just a little
dense, I don't know.) Anyways, as usual your time limit has been made even
shorter, but so has the amount of items you have to break into little pieces.
Several things will be different about this challenge. The first is that you'll
be using the Tactical 12-Gauge Shotgun. You'll have 40 shells to begin with.
Another thing that is different is you'll be able to see all the pots on your
radar. Anyways, let's move on, shall we?

You'll start out just before a bridge, and as soon as you can move head
straight. You'll find two pots right up ahead. Shoot them and run around the
corner. You'll find another two pots in this hallway. Shoot both of them and
continue along this path. I'd suggest reloading now as you have a bit of a
distance to go before the next pot.

    Pots Destroyed: 4

At the end of this long hallway you'll find another pot. Shoot it, turn the
corner, and take down another two. A monkey will run past you in the corridor
in front of you. He's carrying a pot on his head, so shoot it down quickly. If
you take a left here you'll find one pot and a dead-end. Destroy it and turn
around to find another pot to break.

    Pots Destroyed: 10

Head down the ramp in this room and destroy the two pots on either side of the
opening to the next area. Once they are gone head through the opening to find
another seven pots. All but two of them are on the left side of this hallway.
Blast them all and make your way around the turn at the end. A monkey will run
right across your path again, and of course he'll have a pot over his head.
Shoot it quickly before he gets away. Also pick up the 12-Gauge Shells lying
at the entrance to this room.

    Pots Destroyed: 22

Once in this room face to your right for another pot. Head over to its remains
and take a left. On the platform to your left is another pot. Destroy it and
drop down into the lower level of this area. If you missed any of the monkeys
they will be running around this upper platform. Take them down quickly,
because we have places to go and not much time to do so. Now is the perfect
time to reload your shotgun, so you might as well do it.

    Pots Destroyed: 24

You will want to go over to the side opposite of the one you entered through.
You'll find a tunnel here, marked by a torch on its left side. Inside you'll
find your first pot on the right. Continue on and take out the two pots lining
the path up ahead. Keep on moving and you'll run into a grouping of three pots.
Take them out, but make sure you don't miss the monkey heading your way. Reload
you 12-Gauge and continue down the path. You'll wind up on a ledge at the end
of this path which you'll need to drop down. Head to the left as there are no
pots to the right. Later on if you want a nice view take the right path, but
right now it'll cost you too much time.

    Pots Destroyed: 31

Once you enter the large room here, look over to your right. You should see a
monkey coming down the side of the room there, so shoot the pot off his head
and go left. There are four pots below the stairs on the right. You'll see a
pot resting on the stairs near the top. Take it out and finishing climbing the
stairs. There are two more pots on the right, with one being right at the top
of the stairs. Turn back around after breaking them and you'll find five more
pots leading to a hole in the ground. Take them all out but don't go down the
hole. It just leads back to the path you took to get in here. Reload if you
haven't already and leave through the opening in the wall right here. You can
find some 12-Gauge Shells right in front of this opening.

    Pots Destroyed: 44

In this passageway you'll find three pots on the left and three on the right.
I would suggest taking the right ones first, because of the two exits in this
room (one on each side), the one on the left puts you closer to the final two
pots. If you took the left side second, leave this room through the exit past
the pots and head down the stairs there. You're back in the monkey room again
and the last two pots will be sitting right in front of you. Shoot them both
to complete this challenge.

    Pots Destroyed: 52

If you are desperate to get the Gold on this level you're going to have some
trouble with it. Here's a few tips to help you pick it up. The first is to
remember key reload spots. I've mentioned a few above, but there are some
others that depend on certain factors like how accurate you were, because in
certain areas if you aren't that accurate your reload spot could change to a
location earlier on than usual. You have to also decide at certain times to
halt the reloading process midway because you only have a certain amount of
pots left in that area.

For instance, let's say you only have five pots left in that area and you know
you are pretty accurate, but not completely accurate. You could stop reloading
your 12-Gauge at six shells, giving you a little extra time (because you'll
have to reload after this spot anyways), but also giving you an extra shell in
case you miss.

Another thing to keep in mind is that when you shoot a monkey, 5 seconds will
be added to your time. This will only occur on the first monkey you shoot it
seems, but losing those five seconds can mean the difference between the Gold
and the Silver.

The final thing you can do is cut down on how many shots you need to use to
break all 52 pots. In some areas you'll have two pots group so close together
that if you aim right you'll hit them both with one shot! Don't spend too much
time aiming though or you'll negate any positive effects from doing it.

| #3.4.3 - Don't Lose Your Bottle |

    |Kitten was out of town last night and Harry took the opportunity to invite
    |a bunch of sailors over to the Big Tipper. Trouble is they've left bottles
    |of their favorite grog all over the place which is pretty incriminating.
    |If Kitten gets back and finds "Flying Seaman" everywhere then Harry's in
    |big trouble - get it cleaned up as quickly as possible.

Challenge Rules
    Time Allowed: 2 min
    Bottles:      31

My Best:  1 min 50.6 secs

Gold:     1 min 35.0 secs
Silver:   1 min 45.0 secs
Bronze:   2 min
              - New Weapon Available! Brick
Platinum: Unknown

Just like before your time has been cut down and so has the amount of things
to break. Look's like Harry really screwed up, so why don't we give him a hand
here? Ugh, this one is a real pain! You'll be given dual pistols, but you've
got several problems on your hands here. The first is the level, which isn't
really laid out into a fairly straight path for you. The second problem is that
your bullets are small and so are your targets. You don't have the benefits of
a shotgun and its wide blast radius this time.

Your final problem is that the 'sailors' that Harry invited over are none other
than Khallos' henchmen and women. They are all completely wasted and still
drinking. You'll have to be careful when shooting the bottles out of their
drunken hands because it's one hit kills here. Some of them are even waving the
bottles around giving you even more trouble. Killing anybody will add 5 seconds
to the clock, so you have to be really careful here.

All right, you'll be standing in front of three bottles of "Flying Seaman"
right at the start, so shoot those down. Now head to your left and go up the
stairs. On your left are another three bottles. Two are on the table and one
is propped up against the tiger striped pillow on the couch. Keep on moving
forward and head through the doors on the left. Go down the first set of stairs
and blast the bottle in the corner. Turn to your right and you'll find your
first drunken friend. If your bullet hits him five seconds will be added to the
clock so you need to be careful. If you aim is good enough then just use your
guns as they are, but if you need a little more help switch over to the
secondary fire mode. You'll be granted a scope which can prove quite helpful.
Interestingly enough, if a body part of his is behind the bottle and you shoot
at it he won't be harmed! The bottles seem to stop the bullets dead in their
tracks, so keep this in mind.

    Bottles Blasted: 8

Continue down the stairs, ignoring the bottle perched up on the ledge. We'll
get that one near the end of this challenge. Once you get out into the main
dance area look over to your left. There are three booths, all of which have
bottles lining their tables. Take the closest one to you for three bottles.
The next one over has five, and the final one has two. Now turn your attention
to the drunk sitting over on the floor behind you. Blast the bottle out of his
hand and head over to the ramp on the left side of the room. At the top is a
henchwoman, so blast the bottle out of her hand so we can move on.

    Bottles Blasted: 20

Take the stairs on the left. Keep on moving straight until you get to the giant
golden statue of Mr. Tipper. Go around the right side and you'll spot another
henchman too wasted to even stand up. Blast his bottle and then jump down the
ledge on his left. Continue forward until you've gotten to the bottom. You'll
spot a bottle on the drummer's seat, so blast it and then turn around. At the
bar is your last henchman. Blast his bottle and then take down the one on the
counter to his right.

    Bottles Blasted: 24

Turn back towards the stage and take the stairs to its right. You'll want to go
left at the top. Keep on going until you get to the bottle on the ledge (I told
you we'd come back for it.) Destroy it and then destroy the two on the table to
your right. Now head to your left and you'll find the last four bottles sitting
on top of various objects. Blast them all and you're finished.

    Bottles Blasted: 31

|                              #3.5 - TimeSplitters 'Story' Classic           |

| #3.5.1 - Queen of Harts |

    |Meanwhile, back in a parallel universe, Corporal Hart is still battling
    |heroically to somehow make a reasonable showing in this game despite
    |having been killed in the prequel. Go for it! Find the time crystal and
    |get to the exit portal as quickly as possible.

My Best:  2 min 40.6 secs

Gold:     2 min 30.0 secs
Silver:   3 min 30.0 secs
Bronze:   6 min
              - New Cheat Available! All Characters Cloaked
Platinum: Unknown

Yay! Another Corporal Hart mission. You'll start out with the Scifi Handgun
(x2) with its ricochet mode on. You may want to switch off of this mode to keep
from blasting yourself in all these hallways. This mission takes place in the
Spaceport level, which would be a good idea for you to play in Arcade Mode to
get a feel for it. Watching the camera pan around yourself you'll notice a door
open with an enemy running through it. As soon as you gain control of yourself
head over and kill him. Quickly go through the door he came out of and blast
the guy around the corner. After he's gone, turn around and go through the
other door in the room you started.

Once you go through that door a robot will run around the corner. If you just
haven't noticed this before, shoot the robots in the head. Like humans it's a
one hit kill for them. Even the more durable robots have this weakness, so
while it might take an entire clip to take down one robot by hitting them in
their chest or something, you can take them down with just a single shot
through the face. In addition to the robot another one of those guys will run
around the corner. Eliminate them both and continue on.

Around this corner is another guy, so kill him and move around the corner. This
is a perfect time to try out the Scifi Handgun's scope, so bring it up and wait
for the two enemies to run around the corner up ahead. You won't have to wait
for long though, so kill them and move forward. You may want to reload now, but
it's just a suggestion.

Unless he spotted or heard you before, you'll see another guy looking around
the corner to the right of the door ahead, but he'll be looking the wrong
direction. Shoot him in the back and two more of him will run out through the
doors. Kill them both and head up to the end of the hallway. Look left and
you'll spot two robots shooting at you from past the bridge. You can easily get
them from here with your weapon's scope, so use it on before they cause too
much damage. If you take too long at least one of them will decide to stop
shooting at you and move towards you. You'll either have to wait until they get
under the bridge to hit them or run towards them and blast them as you come up
on them.

Now head over to where the robots where. You can pick up their Scifi Snipers if
you wish. Another guy should come through the door there, so kill him and move
through the door. Once you get around the corner two guys should pop out around
the next set of corners up ahead. Kill them and go to the end of this tunnel.
Take a right, and if you want it pick up the Electrotool on the ground.

Go through the door and to large robots will appear, both of them wielding
Miniguns. Shoot them both in the head to keep your health from declining too
rapidly and then grab their guns. Head through the next two doors, but watch
out for the two guys' right on the other side of the second one. Now is a good
time to whip out your Minigun. There are some things you'll need to know before
heading out onto the landing pad, so listen up before charging ahead.

There are several things to worry about in this area, and you'll probably lose
more health here than anywhere else on the level. There is a balcony wrapping
around the entire landing pad, which will soon house several robots on each
side ready to snipe you. Another problem is the spaceship floating there. It
has two large guns (connected) on its belly, and it will target you ASAP.

You'll also find two of the large robots below it. As soon as you step onto the
landing pad the robots on the balcony will appear. A couple of them will run
down the ramp across from you, but most will happily snipe you from above. The
good news is that there doesn't seem to be any robots on the side of the
balcony that you'll be having your back to!

Alright, now that you have some knowledge let's tackle this puzzle one piece at
a time. Your first concern shall be the large guns strapped to the belly of the
spaceship. Your Minigun will make short work of them, but to keep from
receiving any damage while destroying them you'll need to attack from a
distance. Since we are in this tunnel thing, none of the enemies have appeared
(unless you walked out too far.) You need to move to your left, but only far
enough to have a clear shot at the ship's guns. Just wait for your target
reticule to turn red before firing. Once it changes colors again you'll know
the guns are destroyed.

Your next problem is the two large robots that will appear beneath the ship.
Move forward some, but only far enough to trigger their spawning. Quickly
eliminate them with the Minigun and move out into the main area. Your last
problem here will be the robots running down the ramp that are easily
dispatched with the Minigun and the snipers. The snipers shoot quite fast, so
you'll need to keep yourself in a constant state of motion. You can use the
Minigun on them if you wish, or really whatever weapon you are comfortable

One thing that I have found to help us just running up the ramp across from
where you entered and mowing them down with the Minigun. You'll have to be
quick so you don't lose too much health though. Another thing to keep in mind
is that you can't leave this area until all the robots are destroyed. If you
decided to kill them all from the ground pick up some more Minigun ammo and
run up the closest ramp. Either way though run through the door to leave here
(it's located diagonally from where you entered the area.)

Once you enter this next room you'll think your safe, but don't be lured into a
false sense of security from the emptiness here. Once you go through the next
door two enemies will appear behind you, one on each side of the room. Two
enemies should also spawn in the room you just entered, so keep that in mind.
I find it easiest to run through both doors with the Minigun in hand, and then
turn back once I hear them spawn and circle around them while shooting. This
allows me to avoid some damage and take them out quickly. I then turn back and
take the other two out. If you are low on Minigun ammo you may have to use
another weapon on the remaining forces once you run out.

Anyways, run down the ramp and blast the two enemies on the other side of the
hole in the wall. If you have your Minigun still use that. Afterwards I'd
suggest bringing out your Scifi Handgun. Take the door on the right and move
down the hall. You'll find that you can continue moving forward and up, or you
can head down to your right through the red tunnel. You can take either one,
but first eliminate the guy around the corner on the high road.

Now before you just run down either path let me give you some info on them. If
you decide to take the high road your opposition will be minimal, namely a
single robot and that one guy. They will appear just before you make it to the
door at the end. You'll find the crystal on the other side of the door, but
you'll also find three more men looking straight at you.

If you take the low road on the other hand you'll first find an enemy to your
right at the bottom. Take him out and turn to the left. Down the hall is
another enemy shooting at you. Once you get to the end you'll find yourself in
the crystal room and you'll find yourself looking at the enemy's side. They'll
turn of course, but you won't have the benefit of pipes blocking some of their
shots like if you took the high road.

I personally find the high road to be easier. If you take the high road, the
robot I mentioned from the low road will ultimately track you down by running
along the same path as you. You'll probably find him as you leave with the
crystal. Anyways, after you've grabbed the Time Crystal and taken care of any
stray attackers in the vicinity you'll need to head back to the room with the
ramp. Not the one leading to the lower road, but the one leading to the landing
pad. For some reason it classifies the crystal as a bag, therefore forcing you
to use one of your hands to carry it. Well, there go dual-handed weapons.

On your way back you'll be ambushed by TimeSplitters galore. They are all
cloaked, but may become visible just before attacking. My suggestion would be
to zigzag until you hit the portal which is located just past the door at the
top of the ramp. Even if you have any Minigun ammo left you probably won't be
able to kill any of the Splitters while zigzagging, so there's know need to
decrease your overall accuracy. Once you hit the portal this mission will be

| #3.5.2 - Sammy Hammy Namby Pamby |

    |The LZ drop didn't go too well and Samuel Renzo's been separated from the
    |rest of the platoon, and more worryingly - his lunchbox full of ham
    |sandwiches landed in occupied territory. Blast your way through the
    |jungle, grab the lost lunch and get to the inexplicable time portal asap.
    |Step to it GI!

My Best:  2 min 48.9 secs

Gold:     2 min 40.0 secs
Silver:   3 min 20.0 secs
Bronze:   6 min
              - New Character Available! Sapper Johnson
Platinum: Unknown

This one is pretty hard actually. You'll be getting attacked around every turn.
There are also several sections where you will be facing six or more enemies at
once. When you start out you'll spot a guy running towards you. The second you
can go you better, because he won't waste any time in sending plenty of lead
your way.

You start out this mission with the Tactical 12-Gauge, while your opponents for
the most part are sporting Machine Guns and Soviet Rifles. You'll need to blast
the guy in front of you from the get go. Your best bet would be to strafe to
your right while turning to your left. You can keep him in your sights that way
and miss his gunfire.

After he is gone you'll need to kill his friend. You can do the opposite of
what you just did to avoid gunfire. Strafe to the left and turn to the right.
This'll put you right in front of his buddy and give you a clear shot, all
while helping to keep you bullet free.

Pick up their guns now and switch over to the Soviet Rifle or the Machine Gun.
I personally prefer the Soviet Rifle, because even though it is a little slower
than the Machine Gun it is a lot more powerful. I use it throughout the level
unless I run out, in which case I'll temporarily use the Machine Gun.

Anyways, you may not have the Machine Gun until the next set of enemies runs
around the corner. If you don't but you want it, you'll just have to use the
Soviet Rifle for now. Three enemies will quickly come to aid there buddies,
so fill them full of holes before they return the favor. If you didn't have a
Machine Gun yet you'll find at least one among their bodies.

Head around the corner they came from and follow the path up. Around the next
corner is another soldier, so shoot him quickly. You'll find two more moving
down the path towards you, and depending on how quick you've been they may
already be at this corner. Either way, kill them and move on. There are two
more soldiers in this section up ahead, so kill them to open the gate.

Move through the gate and around the corner. You're going to find an area with
partially standing walls. Around these walls are a total of seven soldiers. The
first one will be right in your path. You should take him out quickly, but you
may want to duck back for a second. This will give you some cover and lure some
more soldiers out. This are is a little difficult, so be careful that you don't
get overwhelmed.

All right, move on around the bend up ahead. There are three soldiers guarding
the passageway back into the mountain, so gun them down. Strafing works
beautifully here, so I'd suggest using it. Go back into the mountain now that
they are out of your way. Once you turn the corner beware of the lone soldier
guarding the next gate. Eliminate him and move through. Once you go around the
corner you should look right. You'll see an indention in the wall with a
soldier along its right side. You can get him before going around the next set
of corners, so do so before he really notices you.

Move on ahead now, but watch out when you can see the outside again. There are
three soldiers in this specific area. One should be running down the tunnel,
another is on the right in another indention in the wall, and the third is just
outside. Gun down the first one, followed by the one outside. You need him out
of the way, because he will start lobbing Grenades down the tunnel if you're
not quick. Finally dispatch the one crouching in the indention.

Go outside, but be careful with the guy hiding behind the rock on your left.
Once you get far enough out three more soldiers will run around the mountain up
ahead. They will be moving through the water and will start shooting at you by
the time they get under the bridge. Your best bet is to keep strafing, possibly
even taking cover behind a rock once or twice, and shooting at them when you're
not taking cover.

Run around to the bridge now and go up it. On the left at its end is a soldier,
so kill him when you get a clear shot. You'll find three more men down the
tunnel here, along with the next gate. Once they are eliminated you'll need to
turn around. Head back to the bridge where you should find about four soldiers
coming at you. I'm not sure where they came from, but dispatch them all and the
gate will open.

Once you go past the gate shoot the guy on your right. Turn the corner to find
another guy. You'll have to be careful after you shoot him because there are
two more men up ahead, both of them taking cover behind the sand bags. Run over
and shoot them quickly. You'll find another soldier in the tunnel ahead, plus a
second one from behind. Kill the one in the tunnel first and then turn around.
If you've been quick he will be ahead and to the right. Kill him and then turn
back towards the tunnel.

Go into the tunnel and around the corner. A guy should be running around the
next corner any second now. Once he's gone you'll have several more enemies up
ahead. First though you need to be aware of the tunnel's layout up ahead. It
has two rock walls running along the middle of the tunnel. They go a short ways
before ending, allowing you to move from one side to the other. This split in
between the two walls occurs about halfway up.

For the first wall the soldiers will be expecting you to take the left side, so
take the right instead. You'll find one person on that side near the beginning
of it, and one near the end. You'll also have two soldiers running down the
left side. Shoot both on the right side and wrap around to the left. Shoot the
ones who ran down that side, followed by two more who run around the corner up
ahead. Now turn around to find two more soldiers running down the left side.
Gun them down now and run up ahead. You'll find your lunchbox just around the

After you grab it you'll have to deal with TimeSplitters again, who aren't
really pleased that they won't be having ham sandwiches today. They must really
want them badly since they are trying to stop you any way possible. Don't let
them steal your lunch or your life! You can use the same tactic of zigzagging
like in the previous mission to avoid a great deal of damage. Anyways, run all
the way back to the outside. You need to continue on moving and head towards
the next tunnel straight ahead. Turn right and there's your portal.
Congratulations, you've saved your lunch and ruined the TimeSplitter's!

| #3.5.3 - Glimpse of Stocking |

    |It's been conniptions and collywobbles all around since Mr Underwood
    |misplaced some important 'artistic' documents. All is not lost though, by
    |dual wielding his trusty pistols (that's double guns to us ordinary fold)
    |it shouldn't take too long to recover his Victorian Gentleman's magazines
    |and make a mad dash for the time portal.

My Best:  2 min 22.0 secs

Gold:     3 min
Silver:   4 min
Bronze:   6 min
              - New Character Available! Mr Underwood
Platinum: 2 min 30.0

You'll start the level out with dual Kruger 9mm's, but ammo is pretty scarce in
this level, so watch your shooting. Try to make headshots, or you can even hit
them with your melee attack, but you should probably avoid doing that on the
running zombies or the ones on fire. Speaking of zombies, there are three
heading your way, so you may want to deal with them ;D

After they are gone, move forward some and a zombie will literally come running
out of the hallway in front of you. Blast him and head into that same hallway.
There is another zombie just around this corner, and a flaming zombie will soon
come running down the stairs. Dispatch them both and head up the stairs. Turn
the corner to find three more zombies, one of which will be moving fairly

Eliminate them and move into the next room. You'll find one on your right and
two on your left. Once you hear some screaming, turn around and you'll find a
flaming zombie running up the stairs. Blast them all and then take care of the
two zombies moving down the stairs, one on the left side and two on the right.
You'll find some ammo for your Kruger in the middle of this room. Head up the
stairs to find three more at the very top. Kill them all and then take the red
door on the right. One thing to keep in mind is none of the doors will unlock
until after ALL zombies in the area are eliminated, so keep that in mind.

One the right is a flaming zombie, and the left has a regular zombie. Kill the
flaming one first, followed by the normal one. You will find one more normal
one followed by a flaming one coming from the next hall. Kill them both, and
then take down the remaining four normal zombies in that hall. At the end,
you'll find a flaming zombie on the right and two zombies on the left.

Kill them all and move on until you hear some screaming again. Turn back
around and shoot the flaming zombie running towards you. Now turn around again
and move on into the next room, killing all six zombies that are just lined up
waiting for you. You'll find some more Kruger ammo in here on the right if you
are in need of it. Now head through the opening up ahead and down the stairs,
passing through the door at the bottom.

One zombie will come running around the right corner, and then two more will
come from around the left. A fourth will be moving up the stairs, and a fifth
will run around the right corner around the time you kill the first 3-4
zombies. Once they are all gone head to the right where you will encounter
another two zombies. You should know what to do by now ;D

Anyways, enter the door on your right now. One regular zombie will be moving
down the stairs on your right. He'll be on the right side. Three more will
come running down the middle, all lined up together in flames. Kill them all
and head up the stairs. There is Kruger ammo at the end of this hall by the
red door. You can't enter it though because it is locked. Turn around and a
zombie should be at the top of the stairs by now. Kill him and move around
the corner in front of you.

There will be two zombies on your right, with one being real close to the
room's entrance. Look down the stairs after they are gone and a flaming
zombie should be heading up the stairs. It may end up burning itself out
before it climbs even halfway up, but if it doesn't fill it full of lead.

This room is full of zombies, and they will be triggered by you climbing down
the stairs. You may as well just move down it and begin killing them all. Be
careful though, because there are many runners in this group. In total, there
are 11 zombies in this room, not counting the first flaming one and the two at
the top.

Once they are all dead, head over to the opposite side of the room and take the
stairway on the left. There is some Kruger ammo at the bottom. Go through this
door and you'll find the Gentleman's Magazine just outside the door. Walk over
it and turn back around, heading through the red door again. As per usual,
TimeSplitters will be harassing you the entire way back. All you need to do is
run up these stairs, turn the corner, and run all the way across the room. Then
climb the stairs to the second floor and make a left. The time portal is inside
the next room. Enter it to complete the mission.

|                              #3.6.0 - Monkeying Around                      |

| #3.6.1 - Electro Chimp Discomatic |

    |Tonight it's the Cyborg Chimp Dance Marathon down at the Big Tipper but
    |the cheeky little chaps have forgotten to put in fresh batteries! Keep
    |their groove gages topped up with a few thousand volts from your
    |electrotool. Be careful not to overcharge them, they are only small and
    |they might explode...

Mission Notes
    Lives: 6

My Best:  3 min 16.4 secs

Gold:     4 min 30.0 secs
Silver:   4 min
Bronze:   3 min
              - New Weapon Available! Monkey Gun
Platinum: Unknown

For this one, you will only have the Electrotool as your weapon. Luckily it
has unlimited ammo, because you won't have the time to do anything other than
watching these little monkeys. The lives mentioned above aren't yours, but the
monkeys. If you let their battery drain completely they will die off. You can
see how much juice they have left by looking at the green power meter to their

You are in the Disco obviously, and the monkeys seem only to stay on the
glowing dance floor. This is really good for you, because in the later waves
you will have to be running from one monkey to the next in quick succession.
I'm not sure what else to say about this level, so good luck!

| #3.6.2 - Melon Heist |

    |Trouble's afoot at Khallos' secret Russian base. The secondhand circus
    |monkeys he bought online from some dodgy bloke in Poland can't keep their
    |thieving little paws off his melon stockpile. Anyway, it's your job to
    |keep things under control - just aim for the fruit and don't hit the
    |chimps. There's never a dull day as an evil henchman...

Mission Notes
    Time Allowed: 2 min 30.0 secs

My Best:  800 points (Hurray!)

Gold:     2000 points
Silver:   1200 points
Bronze:    750 points
              - New Character Available! Elite Henchman
Platinum: Unknown

This one is difficult, at least for me. If you remember the water tower part of
(1969) The Russian Connection, then you will know some of the basics here. You
are up on a four story tall water tower looking down on the barracks. There are
open fields to the left of each of the two buildings, and this is where the
monkeys will be running around. You have to be quick though, because they follow
a specific path from one building to the next. This will only give you a few
seconds at which to shoot at them.

If you shoot the monkey, you will be penalized 150 points, while if you hit the
watermelon you will gain 100 points. The only tips I can really give you are to
shoot carefully and learn the common paths the monkeys follow. If you are a good
enough shot, or if you are like me and just take your time, you can succeed at
this. If you are having a lot of trouble, I would suggest stopping once you get
enough points for a Bronze, and then going back later to get a higher medal.
This way you can at least unlock the next challenge.

| #3.6.3 - Brass Monkeys |

    |When a winter sport gets banned it just gets forced underground, and here
    |on a remote Siberian lake is where feverish aficionados gather covertly to
    |enjoy the heady thrill of Monkey Curling. Just aim for the target, judge
    |your weight for length and send that little chimp sliding down the ice.
    |Now you know why some monkeys have blue bums…

My Best:  800 points

Gold:     2500 points
Silver:   1500 points
Bronze:    500 points
              - New Character Available! Mischief
Platinum: Unknown

This one is a really odd challenge, but it's just about as odd as the next
challenge, so... Anyways, if you had been getting a message scrolling along the
bottom of the screen asking if you had ever curled a monkey, now you can say,
"Yes, yes I have ;D"

In this challenge, you have a certain amount of monkeys to use per round. You'll
also have a score target, which gets progressively higher as the rounds go on.
There is a long bar on the right of the screen showing you a pretty good map of
the level. You'll see a large target along the top end, and this is where you
need to shoot your monkey. There are bunches of rings that make up this target,
with the innermost ring being worth a massive 500 points, while the outermost
ring is only worth a measly 10 points.

Now turn your attention to the bottom of the screen where you will see a bar.
The bar is broken up into two stages. The first determines the power of your
shot, while the second will determine the angle. You will press the A Button
to set each one, so make sure to press it at the right time. For the power, you
want to hit somewhere around 30% to 40% full power. As for the angle, you will
need to hit it dead center.

After you have launched it, two little monkeys will come along to help out with
their brooms. If you press the B Button, they will sweep their brooms along the
ice, giving your launched monkey a slight speed boost. Anyways, just keep this
up until you end up missing the score goal to finish the challenge.

Oh yeah, from what I understand, if you hit one of the monkeys already placed
on the target, your score for that shot will be based on that monkey's position
rather than the one you launched.

|                              #3.7.0 - Miscellaneous Challenges              |

| #3.7.1 - Cortez Can't Jump! |

    |Some day this wars gonna end, son... If that's so, then Cortez really
    |ought to get looking into some future perfect career alternatives. He
    |says there can't be that much difference between shooting guns and
    |shooting hoops. Well, let's see if he's right!

Mission Notes
    Shot Allowed: 25
    Time Allowed: 4 min

My Best:  110 points

Gold:     250 points
Silver:   150 points
Bronze:   100 points
              - New Cheat Available! Big Hands
Platinum: Unknown

This one may prove to be difficult for you, but it shouldn't be impossible.
All you have to do is grab the objects (they look like weird shaped crates to
me) using your Temporal Uplink and chuck them into the rings as you pass them
by. It seems that your score for each shot will vary on a number of factors,
like how far the ring is from you or if it is placed horizontally or
vertically. Just take your time, practice shooting, and you should come out on
top in the end.

| #3.7.2 - TSUG: TimeSplitters Underground |

    |Can you pat your head and rub your tummy at the same time? Ok then clever
    |clogs, let's see you try this. An underground railway station covered by
    |two independently controlled remote guns. Shoot the TimeSplitters before
    |they get to the guns and explode. For and extra challenge, wear a woolly
    |hat, pull it down over your eyes and operate the controller with your

My Best:  1875 points

Gold:     3500 points
Silver:   2000 points
Bronze:   1000 points
              - New Character Available! Oleg
Platinum: Unknown

This one will be difficult unless you can pat your head and rub your tummy at
the same time! The wording of the mission description is a little odd, so let
me give you my own version. As they say, you will be controlling two
independently controlled remote guns. The one on the left is controlled with
the L Button and the Control Stick, while the one on the right is controlled
by the R Button and the C-Stick.

They are on opposite ends of the station, so they are able to cover
each other's backs. You will have waves of TimeSplitters coming from both
directions, all of them trying to destroy the guns with blasts of electricity.
If you can't shoot the Splitter with one gun, use the other one. Sometimes the
Splitter's will go invisible for a moment, so it may help to have a friend
keep an extra eye on the screens to warn you about one that is getting
dangerously close.

You will find a health bar on the bottom of each screen. This is obviously for
the gun, so keep an eye on it. You won't fail until BOTH guns blow up, but you
also won't last long with only one gun. Good luck!

| #3.7.3 - Plainly Off His Rocker |

    |Capt Ash has taken over the machine gun nest and gotten all nostalgic
    |about the war. Such happy days! He's also gotten indiscriminate with his
    |firing so anything in the air is fair game. Oh well, dash it all, let's
    |just see how many plane things he can shoot down.

Mission Notes
    Time Allowed: 1 min

My Best:  300 points

Gold:     200 points
Silver:   150 points
              - New Character Available! Pulov Yuran
Bronze:   100 points
Platinum: 300 points

This one is actually pretty fun. When you start you will have to man the
machine gun manually, so do that before the planes start flying. You should
watch your radar to detect planes coming in. Some fly pretty fast, so this
can be quite useful in detecting them before you see them.

If you happen to spot the UFO, shoot it down at all costs! It is worth quite
a bit of points, so it may end up helping you achieve a better trophy. Also,
don't forget that this old technology has a tendency to overheat if fired
continuously for too long ;D Firing in bursts can help overcome this. Another
tactic to help your aim is to line up the targeting reticule mounted on the
end of the gun with your target.

Target Values
Planes -  25 points
UFO    - 100 points

|                              Final Sections                                 |

|#F.1 - Contact
If you have any questions, comments, suggestions, or anything else related to
this FAQ, you can contact me at shamu200 AT msn DOT com. Make sure you put
something in the subject like TS:FP, TimeSplitters FAQ, etc. or odds are I'll
label it as junk and delete it.

|#F.2 - Contributions/Thanks
The following people contributed the requirements for picking up a Platinum
trophy. They will be listed under the mode their Platinum's are. In addition,
a listing of those missions will follow their name.

| Arcade League |
Kevin Hutchins
    -- Rockets 101
    -- Divine Immolation
    -- Toy Soldiers

Mathieu Fortier AKA MaDmAtHiEu
    -- Big Game Hunt

| Challenge Mode |
Mathieu Fortier AKA MaDmAtHiEu
    -- Rare or Well Done
    -- Hart Attack
    -- Come Hell or High Water
    -- Balls of Steel

Steve Leblanc
    -- Avec le Brique

Will T.
    -- The Cat's Pajamas

|#F.3 - Legal
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