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Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter T » TimeSplitters: Future Perfect - Strategy Guide (Page 04)

TimeSplitters: Future Perfect - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for TimeSplitters: Future Perfect - Strategy Guide (Page 04).

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.

Email
    Things going bump in the night
    JC

    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
    |'Ommmm'.
    `-------------------------------------------------------------------------

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
revenge.

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
fast.

    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.

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