TimeSplitters: Future Perfect - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for TimeSplitters: Future Perfect - Strategy Guide (Page 02).
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.
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
on.
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
thing.
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
control.
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
room.
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
jump.
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!
OBJECTIVE COMPLETE: Find Khallos
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
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