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Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter T » TimeSplitters: Future Perfect - Strategy Guide (Page 03)

TimeSplitters: Future Perfect - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for TimeSplitters: Future Perfect - Strategy Guide (Page 03).

    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
later.

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
them.

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
hall!

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
spot.

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
bar.

    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
door.

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!

Webcam
    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
    anything.

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
now.

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
Control.

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

Memo
    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.

Thermal
    This will shoot a blast of fire out of the wall, lighting the subject on
    fire.
Electric
    This will electrocute the subject.
Zombify
    If the subject is a human, this will turn them into a zombie. It seems to
    have no effect on zombies.
Stretch
    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.
Flatten
    This will flatten the subject down.
Shrink-Ray
    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
this.

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.

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