TimeSplitters Time Splitters FAQ

TimeSplitters: Uber Compilation
 Compiled By: Doug Ashworth
 
 Contents
 I: Version Info
 II: Intro and Legal Shitstorm
 III: Legend
 IV: Story Mode Rewards
 V: Time Attack Rewards and Time Estimates
 VI: Challenge Mode Rewards
 VII: Weapon Firing Guide
 VIII: Cheat Explanations
 IV: Miscellany
 V: Special Thanks To...
 VI: Afterword
 
 
 I: Version Info
 
 1.0: Started on 01/03/2001, Completed on 01/05/2001
 1.1: Started on 01/24/2001, Completed on 01/25/2001-Added Confirmations, 
 Weapon Firing Guide
 1.11: 1/26/2001, Changed Spelling of Compiliation to Compilation, Edited 
 Legal Shitstorm, Added Confirmations
 1.2: Started on 2/4/2001, Completed on 2/04/2001-Added Remaining 
 Confirmations, More Weapon Data, Cheat Explanations
 
 II: Intro and Legal Shitstorm
 
 Welcome to my TimeSplitters Uber Compilation. Contained herein is all the 
 information I have on Time Splitters, be it confirmed or not. Most of the 
 unconfirmed stuff is pretty reliable anyway. Anyhow, now for the shitstorm. 
 This is my work, call it your own and get sued. The only sites I am 
 currently allowing to use this Compiliation are gamewinners.com and 
 game-revolution.com. It's okay to use this Compiliation for personal 
 purposes, like printing it out to see what you still need to unlock and 
 whatnot. That's about it.
 
 
 III: Legend
 
 Here are a list of abbreviations I will use throughout my compiliation.
 
 AMPC=Arcade Mode Playable Character
 B=Bot
 BS=Bot Set
 C=Cheat (Story Only)
 AC=Cheat (Arcade AND Story)
 NW=New Weapon
 AL=Arcade Level
 PF=Primary Fire
 SF=Secondary Fire
 SAA=Same As Above
 PS=Color of Paint Splatter when Paintball Cheat is on
 C/MA=Maximum Amount of Ammo in Clip/Maximum Amount of Ammo that can be 
 Carried
 GSE=Sound Effect played when Gun is Fired when Gun Sounds Cheat is on
 Note: All items marked with an asterisk are yet to be confirmed.
 
 
 
 IV: Story Mode Rewards
 
 These are the rewards you get for completing the levels on the listed 
 difficulty. Once you beat three levels, you will open up the next three 
 levels on the same difficulty. As you beat the level "sets" on Easy, the 
 characters from those levels will be AMPCs and those levels will be ALs. 
 After you beat all the levels on any difficulty, the View Credits option 
 will appear on on the Mode Select Screen.
 
   1935 Tomb
   Easy: Cultist AMPC
   Normal: Graveyard AL
   Hard: Eyes Mummy AMPC
 
   1970 Chinese
   Easy: Chinese Chef AMPC
   Normal: Site AL
   Hard: Suit Hoodlum AMPC
 
   2005 Cyberden
   Easy: Badass Cyborg AMPC
   Normal: Streets AL
   Hard: Female Cyborg AMPC
 
   1950 Village
   Easy: Period Horror BS
   Normal: Castle AL
   Hard: Fishwife Mutant AMPC
 
   1985 Chemical Plant
   Easy: Usual Suspects BS; Lumberjack, Malehood, & Waiter B
   Normal: Bank AL
   Hard: Lumberjack AMPC
 
   2020 Planet X
   Easy: Space Opera BS; Tuxedo Cyborg, Red Alien, & Green Alien B
 
   Normal: Spaceship AL
   Hard: Pillar Alien AMPC, B
 
   1965 Mansion
   Easy: Horror Schocker BS; Fishwife Mutant, Hick Hyde, Insect Mutant, 
 Overall Mutant, Police Zombie, Girl Zombie, Jacket Zombie B
   Normal: Mall AL
   Hard: Priest Mutant AMPC
 
   2000 Docks
   Easy: Law and Order BS; Male Soldier, Female Soldier, Gasmask Soldier, 
 Male SWAT, Female SWAT, Gasmask SWAT B
   Normal: Compund AL
   Hard: Gasmask Soldier AMPC, Shock Trooper B
 
   2035 Spaceport
   Easy: Challenge Mode Available
   Normal: Warzone AL
   Difficult: Spaceways Stewardess AMPC, B
 
 
 V: Time Attack Rewards and Time Estimates
 
 These are the Time Estimates and Rewards for beating the said level on said 
 difficulty in said time or less. Please note that my estimates may or may 
 not be correct. If I find them to be incorrect, I will change them.
 
   1935 Tomb
   Easy: 1m0s-Paintball AC
   Normal: 3m0s-Priestess AMPC
   Hard: 6m15s-Teeth Mummy AMPC
 
   1970 Chinese
   Easy: 1m15s-Chinese Waiter AMPC
   Normal: 3m0s-Gun Sounds AC
   Hard: 6m5s-Mr Big AMPC
 
   2005 Cyberden
   Easy: 0m50s-Siamese Cyborg AMPC
   Normal: 1m50s-Tuxedo Cyborg AMPC
   Hard: 3m30s-Enemy Rockets C
 
   1950 Village
   Easy: 0m30s-All Heads Detachable C
   Normal: 2m40s-Hick Hyde AMPC
   Hard: 3m0s-Insect Mutant AMPC
 
   1985 Chemical Plant
   Easy: 0m30s-Male Swat, Female SWAT AMPCs
   Normal: 1m15s-Infinite Ammo C
   Hard: 2m55s-Malehood AMPC
 
   2020 Planet X
   Easy: 0m50s-Green Alien AMPC
   Normal: 2m20s-Float Alien AMPC, B
   Hard: 2m30s-All Characters Headless C
 
   1965 Mansion
   Easy: 2m0s-Big Heads AC
   Normal: 4m30s-Overall Mutant AMPC
   Hard: 9m55s-Girl Zombie AMPC
 
   2000 Docks
   Easy: 1m15s-Male Soldier, Female Solider AMPCs
   Normal: 2m40s-Big Hands
   Hard: 2m40s-Shock Trooper AMPC
 
   2035 Spaceways
   Easy: 1m05s-Red Alien AMPC
   Normal: 1m05s-Female Alien AMPC, B
   Hard: 3m5s-Small Heads AC
 
 
 VI: Challenge Mode Rewards
 
 Here is what you get when you beat the listed Challenge. Beating the A part 
 of a Challenge unlocks its B part, as beating its B part unlocks its C part. 
 Once you beat the A, B, & C parts of a Challenge, you'll unlock the A 
 section of the next Challenge. For a Challenge that requires a certain 
 number of points in a certain time period, the Challenge will end at the end 
 of the time period, not when you score the number of points; this allows you 
 to surpass the minimum score.
 
   1-A Behead the Undead: The Living Dead BS
   1-B Putrid Punchout: Green Zombie, Brown Zombie AMPCs
   1-C Dusk of the Dead: Police Zombie, Skull Zombie, Jacket Zombie AMPCs
 
   2-A Flock Around the Dock: Duckman Drake B
   2-B Pro Am Duck Shoot: All Enemies Are Ducks C
   2-C Crispy Duck: Duckman Drake AMPC
 
   3-A Tin Man Challenge: Robofish B
   3-B Lobster Run: All Enemies Are Robofish C
   3-C Bowl Them Over: Robofish AMPC
 
   4-A Shame if Something Got Broken: None
   4-B Don't Wait Around: Enemy Bricks C
   4-C Brick Flung High: Brick NW
 
   5-A First Impressions: Impersonator B
   5-B Lasting Impressions: All Enemies Are Impersonators C
   5-C Who's He Trying to Impress?: The Impersonator AMPC
 
   6-A Barrel Blast: None
   6-B Bodygaurd: Gasmask SWAT AMPC
   6-C Heist: Veiled SWAT AMPC
 
   7-A Shop 'til You Drop: Ginger B
   7-B Sorry, Was That Your Bag?: All Enemies Are Gingerbreads C
   7-C Everyone Must Go!: Gingerbread AMPC
 
   8-A Girls 'n' Boys: Fun-Bunny B
   8-B Dinner Dates: All Enemies Are Bunnies C
   8-C Bone Grab: Farrah Fun-Bunny AMPC
 
   9-A I Can't Hear Anyone Screaming: TimeSplitters BS; Timesplitter, 
 TimeSplitter (same name, different guy) Bs
   9-B Flight Delay: TimeSplitter AMPC
   9-C Space Vandals: TimeSplitter (different than above) AMPC
 
 
 VII: Weapon Firing Guide
 
 This section covers all the weapons' Primary and Secondary firing methods. 
 In a future update, I plan to list all the weapons that use the same type of 
 ammo.
 
   Pistol
    PF: Shoot regular bullet
    SF: SAA
   PS: Orange
   C/MA: 10/500
   GSE: Ribbit
 
   Pisol x2
    PF: Shoot regular bullet
    SF: SAA
   PS: Orange
   C/MA: 10 (per Pistol)/500
   GSE: Ribbit
 
   M16
    PF: Pretty good fire rate
    SF: SAA
   PS: Light Blue
   C/MA: 30/200
   GSE: Corkgun
 
   M16 x2
    PF: Pretty good fire rate
    SF: SAA
   PS: Light Blue
   C/MA: 30 (per M16)/200
   GSE: Corkgun
 
   Assault Rifle
    PF: Faster than M16
    SF: SAA
   PS: Light Blue
   C/MA: 30/200
   GSE: Wip
 
   Sniper Rifle
    PF: Slow fire rate
    SF: SAA
   PS: Light Blue
   C/MA: 5/200
   GSE: High Stringed Note
 
   Raygun
    PF: OK fire rate
    SF: Slightly Faster, Less Powerful
   PS: Red
   C/MA: 20/200
   GSE: Squeak/Double Squeak
 
   Raygun Carbine
    PF: Fast fire rate
    SF: Even faster fire rate
   PS: Green
   C/MA: 20/200
   GSE: Boing
 
   Scifi Autorifle
    PF: Good fire rate
    SF:  Contact Explosive, uses 10 ammo
   PS: Blue/Purple
   C/MA: 50/200
   GSE: High Pitch Boing/Noisemaker
 
   Scifi Handgun
    PF: Good fire rate
    SF: Ricocheting Bullet
   PS: Orange
   C/MA: 20/500
   GSE: Squeak
 
   Rocket Launcher
    PF: Fires 1 rocket
    SF: Fires 3 rocket spread, Poor Accuracy
   PS: Purple
   C/MA: 1/30
   GSE: Slide Whistle
 
   Mauser Pistol
    PF: Good fire rate
    SF: Slower fire rate
   PS: Orange
   C/MA: 15/500
   GSE: Wah
 
   Mauser Pistol x2
    PF: Good fire rate
    SF: Slower fire rate
   PS: Orange
   C/MA: 15 (per Pistol)/500
   GSE: Wah
 
   Minigun
    PF: Fast fire rate
    SF: Faster fire rate, Less Accurate
   PS: Light Blue
   C/MA: 60/200
   GSE: Whirr
 
   Minigun x2
    PF: Fast fire rate
    SF: Faster fire rate, Less Accurate
   PS: Light Blue
   C/MA: 60 (per Minigun)/200
   GSE: Whirr
 
   Grenade Launcher
    PF: Contact Explosive
    SF: Delayed, but more powerful blast
   PS: Purple
   C/MA: 8/20
   GSE: Doing
 
   Scifi Sniper Rifle (Greater Zoom than Sniper Rifle)
    PF: Slower than sniper Rifle
    SF: SAA
   PS: Red
   C/MA: 10/200
   GSE: Spring
 
   Proximity Mine
    PF: Throw Mine
    SF: SAA
   PS: Green
   C/MA: 1/10
   GSE: Noisemaker
 
   Remote Mine
    PF: Throw Mine
    SF: Detonate All Thrown Mines
   PS: Green
   C/MA: 1/20
   GSE: Noisemaker
 
   Timed Mine
    PF: Throw Mine
    SF: Throw Mine
   PS: Green
   C/MA: 1/10
   GSE: Noisemaker
 
   TNT
    PF: Throw stick
    SF: Weaker Throw
   PS: Light Blue
   C/MA: 1/20
   GSE: Noisemaker
 
   Tommy Gun
    PF: Pretty Good fire rate
    SF: Slower fire rate
   PS: Orange
   C/MA: 32/500
   GSE: Dip
 
   Tommy Gun x2
    PF: Pretty Good fire rate
    SF: Slower fire rate
   PS: Orange
   C/MA: 32 (per Tommy Gun)/500
   GSE: Dip
 
   Assault Shotgun
    PF: Tight Cluster
    SF: Wider Cluster
   PS: Yellow
   C/MA: 8/100
   GSE: Bow and Plunger
 
   Uzi
    PF: Fast fire rate
    SF: SAA
   PS: Orange
   C/MA: 20/500
   GSE: Buzz
 
   Uzi x2
    PF: Fast fire rate
    SF: SAA
   PS: Orange
   C/MA: 20/500
   GSE: Buzz
 
   Blunderbuss
    PF: Tight Cluster
    SF: Wider Cluster
   PS: Yellow
   C/MA: 1/100
   GSE: Horn
 
   Colt Pistol
    PF: Slow fire rate
    SF: Slower fire rate
   PS: Orange
   C/MA: 6/500
   GSE: Cuckoo
 
   Colt Pistol x2
    PF: Slow fire rate
    SF: Slower fire rate
   PS: Orange
   C/MA: 6 (per Pistol)/500
   GSE: Cuckoo
 
   Shotgun
    PF: Tight Cluser
    SF: Wider Cluster
   PS: Yellow
   C/MA: 2/100
   GSE: Slide Whistle
 
   Shotgun x2
    PF: Tight Cluster
    SF: Wider Cluster
   PS: Yellow
   C/MA: 2/100
   GSE: Slide Whistle
 
   Brick
    PF: Toss
    SF: Lob
   PS: None
   C/MA: 1/20
   GSE: Noisemaker
 
 The guns are listed by what other guns use the same type of Ammo. They 
 usually have the same color paint splatter, except in the case of the energy 
 weapons.
   Small Caliber: Pistols, Scifi Handgun, Mauser Pistols, Tommy Guns, Uzis, 
 Colt Pistols
   Larger Caliber: M16s, Assault Rifle, Sniper Rifle, Miniguns
   Energy: Raygun, Raygun Carbine, Scifi Autorifle, Scifi Sniper Rifle
   Shells: Assault Shotgun, Shotguns, Blunderbuss
   Doesn't Share With Other Guns: Rocket Launcher, Grenade Launcher, 
 Proximity Mines, Remote Mines, Timed Mines, TNT, Brick
 
 
 VIII: Cheat Explanations
 
 Here's what each of the Cheats do.
   Big Heads: All heads are larger than normal. Much larger.
   Small Heads: All heads are smaller than the character's fists.
   Big Hands: The hands and guns carried in them of all characters are huge.
   Infinite Ammo: All the ammo you can shoot.
   Paintball: Replaces bullet holes with paint splatters.
   Gun Sounds: The regular gun sound effects are replaced with weird and 
 amusing sound effects.
   Enemy Rockets: All weapons in the level are Rocket Launchers.
   Enemy Bricks: All weapons in the level are Bricks.
   All Enemies are Impersonators/Bunnies/Gingerbread's/Ducks/Robofish: All 
 enemies in the level use The Impersonator/Farrah 
 Fun-Bunny/Gingerbread/Duckman Drake/Robofish bot for their appearance. They 
 still behave as coded though.
   All Characters Headless: All characters are lacking heads.
   All Heads Detachable: All characters have weak necks, allowing for cranial 
 decapitation.
 
 IV: Miscellany
 
 Here's some random information that doesn't fit into any of the other 
 categories.
 
   Headless Allies: You need to have bots on your Team in either Deathmatch 
 or Capture the Bag. Turn off Friendly Fire Damage. You must either have 
 Zombies/Mutants on your team, or any other bots so long as the All Heads 
 Detachable Cheat is on. You can blow off your allies Heads without them 
 dying, they'll continue to fight/grab bags as normal.
 
   Pacifist Enemies: Play an Arcade game with the Weapon Set to Custom and 
 have it empty. Turn on Always Start With Gun. Any bots in the game will just 
 stand there and perform some action (such as stretching or rubbing their 
 neck), but not attack; allowing you to victimize them.
 
   Be More Professional: Set Aim Mode to Toggle to have an easier time 
 shooting heads off.
 
   Kiss Your Social Life Goodbye: The Score Limit in Arcade Mode goes up to 
 1,000,000 pts. Let's say you get 530 kills an hour, thats about 9 kills per 
 minute, or about 1 kill every 6 seconds. If you played at that rate 
 constantly, it'd still take you nearly 78 days to play a 1,000,000 point 
 Death Match.
 
 V: Special Thanks To...
 Special Thanks To...
 
   Free Radical Desgins for making TimeSplitters
   Eidos for Publishing TimeSplitters
   Al Amaloo and the guys at game-revolution.com for putting the TSUC on 
 their sites.
   All the guys at gamewinners.com's TimeSplitters Forum for giving me input 
 on Time Attacks and other nonsense.
   All my jackass friends who still get a kick out of playing TimeSplitters.
   And the reader quite simply for reading this massive text file.
 
 
 VI: Afterword
 
 This brings the TimeSplitters: Uber Compilation to a close. I will continue 
 to update this as I get more information. I also plan to add information on 
 Arcade Mode Rewards soon. If you have any questions, comments, or other 
 ramblings; I can be emailed at [email protected]. Thanks for 
 reading.
 
 -Doug Ashworth
 
 Extra special thanks to Revolution reader Doug Ashworth!
 
 
 
 
 
 
 
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