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The Prima Games logo is a registered trademark of


Random House, Inc., registered in the United States
and other countries. Primagames.com is a registered
trademark of Random House, Inc., registered in the
United States.
2007 by Prima Games. All rights reserved. No part
of this book may be reproduced or transmitted in any
form or by any means, electronic or mechanical, including photo-
copying, recording, or by any information storage or retrieval
system without written permission from Prima Games. Prima
Games is a division of Random House, Inc.
Product Manager: Todd Manning
Editor: Alaina Yee
Design & Layout: Calibre Graphix
Manufacturing: Suzanne Goodwin
2007 Sierra Entertainment, Inc. All rights reserved. Designed
and developed by Saber Interactive. TimeShift, Sierra and the
Sierra logo are either registered trademarks or trademarks of
Sierra Entertainment, Inc., in the U.S. and/or other countries. The
NVIDIA logo, GeForce and The Way Its Meant To Be Played logo
are registered trademarks or trademarks of NVIDIA Corporation
in the United States and/or other countries. The Creative logo,
Sound Blaster logo, X-Fi logo, EAX logo, EAX ADVANCED HD logo are
registered trademarks of Creative Technology Ltd., in the United
States and/or other countries. Microsoft, Xbox, Xbox 360, Xbox 1
LIVE, and the Xbox logos are trademarks of the Microsoft group of
companies. PlayStation, PLAYSTATION, and the PS Family logo
are registered trademarks of Sony Computer Entertainment Inc. All
other trademarks are property of their respective owners.
All products and characters mentioned in this book are trademarks
of their respective companies. About the Author
Please be advised that the ESRB Ratings icons, EC, E, E10+,
T, M, AO, and RP are trademarks owned by the Enter- Through the course of an
tainment Software Association, and may only be used with their
permission and authority. For information regarding whether a eleven-year career in the
product has been rated by the ESRB, please visit www.esrb.org. gaming industry, Joe Grant
For permission to use the Ratings icons, please contact the ESA at Bell has written over 50
esrblicenseinfo.com. strategy guides, including
Important: Primas ofcial guides for
Prima Games has made every effort to determine that the infor- Tourist Trophy, Condemned:
mation contained in this book is accurate. However, the publisher Criminal Origins, and Mortal
makes no warranty, either expressed or implied, as to the Kombat: Shaolin Monks. He lives in Madison,
accuracy, effectiveness, or completeness of the material in this
WI, where he is sometimes assisted in his
book; nor does the publisher assume liability for damages, either
incidental or consequential, that may result from using the infor- work by his wife, Susan. When not writing
mation in this book. The publisher cannot provide any additional about games he is often playing them, and
information or support regarding gameplay, hints and strategies, when not playing them he is often asleep.
or problems with hardware or software. Such questions should
be directed to the support numbers provided by the game and/or We want to hear from you! E-mail comments
device manufacturers as set forth in their documentation. Some and feedback to jgbell@primagames.com.
game tricks require precise timing and may require repeated
attempts before the desired result is achieved.
ISBN: 978-07615-5253-6
PRIMA GAMES
Library of Congress Catalog Card Number: 2005911080 A Division of Random House, Inc.
Printed in the United States of America 3000 Lava Ridge Court, St. 100
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Introduction ...............................4 Fight from Cover ...................................... 25
Acknowledgments ...................................4 Match Weapons to Situations ................. 26
Controls and HUD ......................5 Manage Shields....................................... 26
Controls ....................................................5 Consider Grenades .................................. 26
Movement and View Controls ................... 5 Move Laterally When Not
Behind Cover............................................ 26
Combat Controls ........................................ 6
Aim for the Head ...................................... 26
HUD ............................................................7
Using TimeShift Abilities ........................27
Weapons and TimeShift
Slow and Snipe........................................ 27
Abilities ........................................9
Slow and Melee ...................................... 27
Guns ..........................................................9
Slow and Escape ..................................... 27
KM2103 Karbine
(Assault Rie/Grenade Launcher) ............ 9 Pause and Shoot...................................... 27
KM-33 (Pistol) .......................................... 10 Rewind Time When Called For ................. 28
Shattergun (Shotgun) .............................. 11 The Opposition ........................................28
Thunderbolt Typical Enemy Behavior .......................... 28
(Explosive-Firing Crossbow) .................... 12 Krone Guards (Soldiers) .......................... 29
Echo Rie (Sniper Rie) ........................... 13 Jetpack Soldiers ...................................... 30
Bloodhound Flash Guards ............................................ 30
(Rocket/Missile Launcher) ..................... 14
Storm Guards ........................................... 31
EMF Cannon
Warp Guards ............................................ 32
(Magnesium-Projectile Rie) .................. 15
2
Hellre (Combination Single-Player
Submachine Gun/Flamethrower) ............ 16 Walkthrough, Part I
(Arrival through
Surge Gun (Electricity-Based Weapon) .... 17
Ground Floor) .......................... 33
Weapon Summary ................................... 18
Arrival .....................................................33
Grenades ................................................18
Back Again ..............................................38
Clutch Grenade ........................................ 18
New Blood...............................................45
Laser Mine ............................................... 19
Spring Mine ............................................. 20 Inltration ..............................................50
Swarm Grenade ....................................... 20 Ground Floor ...........................................55
Time Powers ...........................................21 Single-Player
The Beta Suit and Time Energy ................ 21 Walkthrough, Part II
(Heist through Point
Time-Slow ................................................ 21
of Impact) ................................. 60
Time-Stop (aka Pause or Freeze) ............. 21
Heist .......................................................60
Time-Reverse (aka Rewind)..................... 22
Getaway .................................................64
General Strategy .................. 23
Disputed Airspace ..................................68
Managing Weapons and Ammo ..............23
How to Get Weapons and Ammo ............. 23 Better Late ...........................................69
Which Weapons to Carry ......................... 24 Point of Impact .......................................74
General Combat Techniques ..................25

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Single-Player Weapon Tips .........................................139
Walkthrough, Part III KM-33 Pistol .......................................... 140
(Liberation through
Factory Recall) ..................... 80 KM2103 Karbine .................................... 140
Liberation ................................................80 Shattergun ............................................. 140
Flash Guards ............................................ 81 Echo Rie ............................................... 140
Thunderbolt ........................................... 140
Road Trip .................................................83
EMF Cannon ............................................ 141
Forced Entry ............................................87 Bloodhound............................................ 141
Storm Guards ........................................... 88 Hellre ................................................... 142
Test Labs.................................................92 Surge Gun .............................................. 142
Factory Recall ........................................95 Grenades ............................................... 142

Single-Player Multiplayer-Only Items


Walkthrough, Part IV and Abilities .........................................142
(Some Assembly Required Time-Energy Packs................................. 142
through Gate Crashers) ...... 99 Chrono Grenades
Some Assembly Required ......................99 (aka Time Grenades).............................. 143
Sabotage ..............................................103 Time Shield ............................................ 143
Warp Guards .......................................... 106 Time-Resistance Artifact ....................... 144
Armor (Yellow and Red) ........................ 144
Exeunt ...................................................107
Heavy Damage ....................................... 144
Drive-By ................................................111
Multiplayer Modes...............................144
Gate Crashers .......................................116
Game Modes and Presets ..................... 144
Single-Player Other Host Settings ............................... 145 3
Walkthrough, Part V
(The Wind Tunnel Multiplayer Maps.................................147
through Consequences) ...... 120 Sky Hook (28 Players) ......................... 147
The Wind Tunnel ...................................120 Rooftop Excess (26 Players) ............... 148
Repo Men ..............................................123 Deadly Wind (412 Players) ................. 148
Trench Warfare (816 Players) ............. 149
En Route ................................................127
War Room (28 Players) ....................... 149
Consequences ......................................131
Uncivil Engineering (216 Players) ....... 150
The Sentinel ........................................... 133
Frost Bites (416 Players) .................... 150
The Sentinel (Continued) ....................... 134
Supply Dump (416 Players) ................ 151
Multiplayer Tips ................... 138 TimeShaft (28 Players)........................ 152
General Multiplayer Advice .................138 Abandoned Warehouse
Play Single-Player TimeShift ................. 138 (416 Players) ...................................... 152
Learn the Maps ...................................... 138 Sanctorum (28 Players) ...................... 153
Find Appropriate Games ........................ 139 Corrupt Data (410 Players) ................. 154
Understand the Importance Tower of Power (416 Players) ............ 154
of Equipment .......................................... 139 Blow Me (410 Players) ....................... 155
Use Spectator Mode .............................. 139

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In TimeShift, you assume the role of a top physicist researching a time-travel suit. You work under the
direction of the talented (but corrupt) Dr. Aiden Krone, along with your colleagues Marissa Forster and Nathan
Tucker. Your laboratory has produced two working modelsthe Alpha Suit (Krones original prototype) and
the Beta Suit, an improved model with extra functionality.
Suddenly, things go wrong; unforeseen events are taking shape. An explosion rocks the lab and kills both
your colleagues. Meanwhile, Krone has taken the Alpha Suit and hightailed it for an alternate timeline. You
have no choice but to grab the Beta Suit and follow him. Your task: to defeat him in his alternate timeline and
somehow repair the horric events in your own.
When the fog clears, you nd yourself in an alternate timeline reminiscent of the 1930s. Krone has taken
control of the world, styling himself as the fascist Magistrate. In this universe, he commands vast armies,
which he has equipped with a strange blend of 1930s technology and futuristic gear of his own invention.
A resistance movement called the Occupant Uprising is ghting Krones rule but failing. You must assist the
Occupants in any way possible.
All of this is certainly exciting, but it can also be daunting. Legions of enemies and a host of dangerous
traps stand in your way; you must master an arsenal of strange weapons and your Beta Suits array of
special time powers. Only by fully understanding your weapons, powers, and enemies will you have a shot
at restoring your own timeline.
This book provides all the information you need to conquer the single-player
game and to get a leg up on your multiplayer opponents.
Chapters 1 through 3 provide general information on your controls, weapons,
and time powers, and they provide general strategies that will help you
progress through the game.
Chapters 4 through 8 walk you through the entire single-player campaign,
providing detailed maps and tactical advice. This walkthrough steers you
through all the traps, ambushes, and time puzzles you encounter.
Finally, Chapter 9 sets you on the path to multiplayer dominance. Here
4 youll learn how to translate your single-player prowess into kills on the
online battleeld.
The road is difcult, but there are many weapons in your arsenal; this
book is one of them. Read on, and prepare yourself for success
because now its only a matter of time.

Thanks for the following people for making this book


happen:
At Sierra:
James Bonti
Michael Cabison
Ryan French

At Prima:
Carrie Andrews
Julie Asbury
Todd Manning
Jody Seltzer
Alaina Yee
Lex Scheuble
And of course, everyone at Saber Interactive, for making the game itself.

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Before getting into the ner points of strategy, you must know the basics. Read on to familiarize yourself
with TimeShifts control scheme and interface.

are some notes on those that arent.


Crouch is a toggle (meaning you dont need to hold
The following tables provide control info for the PS3
and Xbox 360 versions of TimeShift.

PC player: The PC controls are completely custom-


izable; you can use any combination of keyboard and
mouse buttons. Just go into the Options menu before
you start your rst game and congure the controls
however you want them.
Youve probably played rst-person shooters
before, so youll already have a preferred keyboard the button down to stay crouched). Crouch to make
and mouse layout. With that in mind, just set up the most of low cover.
TimeShift in a similar fashion.
You can use minizoom with most weapons. Click
However, you must make sure to place your Time
Control buttons in a prime location where theyre this button to
easy to trigger. Youll be manipulating time a lot! zoom in just a
bit; this slightly
reduces your
While the control schemes for PS3 and Xbox 360 are overall eld
less customizable than those of the PC, they each of view but
feature a couple of alternatives. Play around with enlarges targets
your control settings if you arent comfortable with and makes
the default. them a bit easier to hit from a distance. 5
Minizoom is nowhere near as powerful as the big zoom

For the record, we nd the default controller


settings for both consoles very playable. When
in doubt, stick with the defaults. lenses attached to the echo rie or thunderbolt. Its
just a way of squeezing a little extra accuracy out
Movement and View Controls of weapons that werent designed for long-range
combat. Learn to use it whenever your target is a bit
farther off than youd like.
These controls
allow you to
look around and
get from one
spot to another.

MOVEMENT AND VIEW CONTROLS


Control Xbox 360 PS3
Move/Steer Vehicle Left Analog Stick Left Analog Stick
Look Right Analog Stick Right Analog Stick
Crouch Click g Click Left Analog Stick
Minizoom Click k Click Right Analog Stick
Jump/Boost 1 u

Most of these controls are self-explanatory. Here

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a Boost button
when youre then press a second button (follow the on-screen
driving a quad prompts) to select the power you want.
(an all-terrain
tThe PC version provides individual time-power
vehicle that keys (defaults are V, G, and B for Slow, Stop, and
appears on Reverse, respectively). Unlike the console versions,
certain levels). Boost gives the quad a surge of you dont need to press and hold the time control
speed and power. Its sometimes necessary to button while pressing these keys. Just tap them
boost in order to clear a difcult jump. to select the desired time power.
The effect of the Primary Attack and Secondary

Aside from the


minizoom, zoom Attack buttons depends on your selected weapon.
lens controls Refer to the next chapter for detailed information
arent listed in this on all weapons, including data on the re modes of
section. Since zoom each gun.
lenses are only Your Primary Attack and Secondary Attack buttons
attached to certain convert to accelerate and brake/reverse controls
weapons, and since theyre triggered with the when youre driving a quad.
Secondary Attack button, theyre listed in the next
section (Combat Controls). The Reload button becomes a Use button

Combat Controls

whenever youre standing on or near something that


you can use or pick up. An onscreen notication will
appear, letting you know that pressing and holding
These controls allow you to ght and to manage the button will use or collect that object. (Example:
your weapons and your Beta Suits time-control the notication message appears when youre
powers. standing on a weapon that you can pick up or are
near a button that you can press.)
MOVEMENT AND VIEW CONTROLS
The Time Control button activates or deactivates
Control Xbox 360 PS3
your time
Primary Attack/Accelerate 8 r
powers. Press
Secondary Attack/Brake and Reverse 7 l once to activate
Melee Attack 2 o the currently
Reload/Hold Button to Use 3 p selected
Default Time Control P L time power,
Manual Time Control Press and hold P Press and hold L
and press a
second time to
Throw Grenade + R
deactivate. Press and hold to see a menu of time
Previous Weapon a $
powers, and then press a second button to activate
Next Weapon d 6 the power you want.
Change Grenade Type x 2
To manually select time powers on the Xbox 360 or
PS3, rst press and hold the time control button, and

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3. Damage Location: Red indicators near the screens
center specify from which direction youre taking
damage.
If you just tap the Time Control button (and do not 4. Reticle: This weapon-targeting aid turns green
hold it) you will activate the default time power. The when an ally is targeted, or red when an enemy is
default power is context-sensitive and determined targeted.
by S.S.A.M. (your suits A.I. program). For example, if
5. Weapons bar: Shows currently equipped weapon,
youre near a hazard that will harm you unless time
along with ammo available for both Primary and
is stopped, then time stop will be the default power.
Secondary Fire modes.
6. Grenade Display: Shows type and amount of
Information Controls currently selected grenades.
7. Time Control meter: The bar on top shows how
much time energy you have left. The Slow, Stop,
and Reverse icons light up to indicate which time
power S.S.A.M. suggests you use for survival.

Dont assume that your shots will hit the enemy


just because the reticle is red. The reticle doesnt
account for distance or enemy movement or for your
These controls display vital info or access the game weapons speed or trajectory.
menu. Use the reticles color-changing ability to gure
out whether a target is friend or foe, and use it as a
MOVEMENT AND VIEW CONTROLS tool to recognize when you are aiming directly at the
Control Xbox 360 PS3 target. Make any needed adjustments, taking all the
above-mentioned factors (distance, weapon charac-
Objectives/Score 0 t
teristics, and so on) into consideration before ring.
Show Menu 9 s
7
The Objectives button displays your current In addition to the basic HUD elements we just
objectives (in single-player) or your score (in multi- covered, there are a few that appear only at specic
player). The Menu button shows the in-game menu, times:
which lets you adjust various game settings.

TimeShifts HUD (heads-up display) provides a lot of


useful information at a glance. Heres a summary of
what you can expect to see:

T
1
5 6 3 2
The Use Prompt pops up whenever you can pick up
4 or use an item. Press and hold the Use button to take
or use that item.

1. Radar: Important objects are color coded. Blue


= current objective; green = ally; red = enemy;
yellow = usable vehicle.
2. Shield meter: This is essentially a health meter.
If it reaches zero, youre dead. Shields recharge
over time.
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Armor gives an added level of protection. It is
available only in multiplayer. Yellow armor artifacts
give you +50 armor, while red armor gives +100. Your
maximum armor level at any given time is 200.

The Zeppelin meter appears when youre riding in a


zeppelin. The lower the meter, the more damaged d
the zeppelin. Use this indicator to determine how
w
successful youve been at defending the zeppelin.n.
You die if the Zeppelin meter reaches empty.

The Objectives/Scores display pops up when you u


8 press the appropriate button (0 on the Xbox 360;;
t on PS3). If youre in a single-player game, your our
current objective(s) are listed. If its multiplayer,
youll see a scoreboard.

Finally, in multiplayer games, look for a white


indicator on the radars right side. This indicator
mirrors your green shield indicator and is the Over er
Armor display; the more lled it is, the more armor orr
you have collected.

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To master TimeShift, you must rst familiarize yourself with a wide selection of weapons (both guns and
grenades) and with your Beta Suits time-manipulation abilities. Once youve got both weapons and time-
shifting under control, youre ready to start tearing through the game.

TimeShifts guns run the gamut from a simple point-


and-shoot machine pistol (the KM-33) to a wild
combination of machine gun and amethrower (the
Hellre). You can carry three guns at a time; if youve already
Every weapon has a Secondary Fire mode, the got three and want a different one, you must drop
effects of which vary greatly between weapons. For one to make room. This sometimes forces you to
example, some weapons secondary modes simply make hard decisions, both in the single-player
campaign and in multiplayer battles.
shoot more bullets, faster, than the primary mode
(i.e., the KM-33 pistol). Other secondary modes just
enhance or modify the primary modefor example, The following pages detail each gun in the game.
the thunderbolt crossbows Secondary Fire mode is At this sections end, a table summarizes the
simply a powerful zoom lens. important characteristics of each weapon so you
can easily make comparisons.
We discuss weapons in roughly the same order
you encounter them in the single-player game.

KM2103 Karbine (Assault RifLe/Grenade Launcher)


The Karbine
is effective
at a variety of
ranges. It deals
9
good damage to
up-close targets
due to its high
rate of re, and
it can take on targets at medium range thanks to
its respectable accuracy. In a pinch, you can even
snipe at long-range enemies (particularly in the
single-player campaign); however, this is not its
Primary Fire Mode: Full-auto assault rie
primary role and is not recommended in multiplayer
Secondary Fire Mode: Grenade launcher battles.
Primary Ammo Type and Capacity: Rie bullets; 240
maximum30 in the weapon and 210 in reserve The under-
Secondary Ammo Type and Capacity: Grenades; 4 mounted
maximum2 in the chamber and 2 in reserve grenade
launcher is
The Karbine is an assault rie with an under-mounted
what transforms
grenade launcher.
the Karbine
from a modest
performer to an
extremely viable weapon. Without it, the Karbine has
The Karbine uses rie grenades that are different a hard time competing with, say, the EMF cannon
from the hand-thrown grenades covered later in this at short range. With it, you can quickly obliterate a
chapter. In other words, you cannot throw Karbine crowd of enemies or instantly destroy a single tough
grenades, and you cannot re thrown grenades opponent.
(such as the clutch grenade) from the Karbine.

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Hold down the Secondary Fire button to put a delay
on the Karbines grenades. This allows you to bounce
them around corners or around cover and can turn
the weapon into a subtlerand deadliertool.

When to Use
In the single-player campaign, you can carry the
Karbine at all times; it is never useless. However, by
the time you reach the later levels, you will probably
abandon the Karbine in favor of more specialized The combination of high ammo capacity and versa-
weaponsthe EMF cannon for short-range work, tility allow you to carry the Karbine through most
the thunderbolt for long-range attacks, and so forth. of the single-player campaign. There is no situation
But again, the Karbine is versatile, so you cannot go in which you cannot use it. However, in the games
wrong by having it. later levels, abandon it for more specialized
In multiplayer games, you probably wont carry weapons that deal more damage at very specic
the Karbine for its assault rie, though you can ranges.
certainly score kills with that feature. Rather, youll In multiplayer battles, carry the Karbine as
carry it for its quick-shooting grenades, which allow a midrange stopper. Put it away if your style
you to mow down opponents. emphasizes extremely close combat or long-range
Though the Karbine is versatile, multiplayer games sniping.
p g
typically feature more challenging opponents than
the single-player game, so use the Karbine only at
the range its best atmedium. At this range, the
weapons accuracy is better than that of, say, the
Hellre, and the secondary launchers grenades are
very accurate and deadly. There are better weapons
10 for both short and long range.

KM-33
33 (Pistol)
The single-shot mode deals modest damage but
you can use it to good effect if you are an accurate
shooter, while you can use the Secondary Fire mode
to fell enemies quicker at close range.

When to Use
Youll probably
carry the KM-33
a fair amount
through the rst
few levels of
the single-player
game, where
Primary Fire Mode: Single-shot pistol youll nd it
Secondary Fire Mode: Four-shot burst more effective than the Karbine against distant enemies.
Primary Ammo Type and Capacity: Pistol bullets; 128 Later, however, you will nd more potent weapons,
maximum16 in the weapon and 112 in reserve and you wont nd
many opponents
Secondary Ammo Type and Capacity:
wielding the KM-33,
In its primary state, the KM-33 is a single-shot pistol which makes
with high ammo capacity. Its Secondary Fire mode nding ammo a bit
res a four-shot burst, trading extra damage for a challenging. Therefore,
modest decrease in accuracy. move on to something
else when the oppor-
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The KM-33 can be a
respectable weapon in multiplayer, provided that Final Thoughts
youre a very skilled shot with it and are good at
Feel free to use the KM-33 whenever its available
scoring headshots. Your opponents will usually
and when no other weapon strikes you as a better
have a different weapon, and that weapon is likely
choice. Most players score kills more easily with
to be easier to use. Therefore, unless you take a
other weapons, but a few will nd that this guns
real shine to the pistols accuracy and are a superb
midrange precision suits their personal style.
close-range marksman, go with a different weapon
in multiplayer.

Shattergun (Shotgun)
When to Use
The shattergun
appears early
in the single-
player game,
and it is so
potent up
close that it
never becomes
obsolete. The only two reasons to abandon it in later
levels are: one, you might nd other weapons you
want to play with, and two, fewer enemies have it
Primary Fire Mode: Single shotgun blast
later on, so ammo can sometimes be a little scarce.
Secondary Fire Mode: Double shotgun blast (2 shots But again, the weapons close-range power is
red simultaneously) unquestioned.
Primary Ammo Type and Capacity: Shotgun shells; In multiplayer, the shattergun is the short-range
120 maximum8 in the chamber and 112 in players preferred weapon. Once the battle moves
reserve to longer range, you must use a different weapon.
Secondary Ammo Type and Capacity: However, if you plan to ght up close, its difcult to 11
touch the shatterguns damage and ease of use.
The shattergun is essentially a combat shotgun.
Its Primary Fire mode shoots a single shell, while Final Thoughts
its Secondary Fire mode shoots two shells simul-
This is one of the most satisfying weapons in the
taneously, trading reload speed for higher instant
game. The Primary Fire mode works well for most
damage.
single-player situations. However, get in the habit of
using the Secondary Fire mode, especially in multi-
player, to maximize the guns best quality: its ability
to instantly deal massive damage.

The shattergun is dominant close up. In fact, there


is no weapon quite as satisfying when youre facing
an enemy at point-blank range. For that reason alone
we can recommend it.
Of course, the shatterguns effectiveness tapers
off very quickly with range, so put it away if youre
facing a mid- to long-range confrontation.

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These drawbacks do not make the thunderbolt an
inferior weapon. Thanks to its combination of great
range, great power, and high ammo supply, we think
its the most useful weapon for the single-player
campaign.

When to Use
Carry the
thunderbolt
as much as
Primary Fire Mode: Crossbow ring explosive arrows possible in the
Secondary Fire Mode: Variable zoom lens single-player
game. It can
Primary Ammo Type and Capacity: Crossbow bolts;
serve as your
4010 in the weapon and 30 in reserve
primary sniping
Secondary Ammo Type and Capacity: weapon rather than the echo rie, if you dont like
The thunderbolt is a crossbow that res explosive that weapon. In addition, it is quite useful at medium
arrows. Its secondary mode is a powerful zoom lens and even short range, if you get used to ring it
comparable to that of the echo rie (which is the from the hip (in other words, without engaging the
games primary sniping weapon). secondary zoom).
Thunderbolt missiles are potent enough to kill
most enemies in a single shot. Only the very
toughest opponents, such as Storm Guards, can
withstand more than one of these explosive You can damage yourself with the thunderbolt
projectiles. missiles explosion if you are right next to the target
when the crossbow bolt explodes. However, this is
usually very minor damage (especially compared to
what the target sustains!) and should not dissuade
12 you from ring at close-range enemies.
Thunderbolt missiles stick in the target for a moment
before exploding. The initial shock of the missile
stuns the enemy, so dont worry about them Without the thunderbolt or echo rie, youll be at
shooting back in the moment between the missile the mercy of snipers and be unable to pick away at
strike and the explosion. big groups of enemies from a safe distance. With
one of these weapons, you are much more versatile.
As we suggested earlier, if forced to pick just one
The thunder-
of these weapons, we would carry the thunderbolt.
bolts powerful
With its higher ammo reserve and ability to one-shot
zoom lens makes
kill most opponents, you can really make the
it a great sniping
thunderbolts ammo last.
weapon, but it
has drawbacks. The thunderbolt is a skilled players weapon in
First, you can multiplayer. Since human players are more erratic
only re at a slow and unpredictable (and generally better at dodging)
rateso, unlike with an echo rie, you cannot rapidly than AI foes, youll have a harder time landing
re multiple shots at a super-tough target. Second, the thunderbolt shots on moving human targets. But
thunderbolts explosive missiles take a while to reach a try it; if youre good at it, youve got an extremely
distant target. This means that, unlike with the echo rie, deadly weapon.
you need to lead a moving target quite a bit.
Final Thoughts
The thunderbolt is truly one of the single-player
campaigns mainstay weapons. Grab one and carry
it as long as possible; it will make everything you do
Minimize your targets movements by slowing that much easier.
or freezing time. This allows greater thunderbolt
accuracy, as you dont have to lead a moving target
as much (or at all, if time is paused).

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Echo RifLe (Sniper RifLe)
When to Use
Whenever
you have a
long-range
target, the echo
rie is your
best choice.
The thunderbolt
is a very good
alternative, especially if you have the energy
available to slow time and make the shot easier (or
if the target isnt moving). But if your target requires
Primary Fire Mode: Sniper rie multiple shots, or if you dont have time energy to
spare, the echo rie is the preferred choice.
Secondary Fire Mode: Variable zoom lens
The same applies in multiplayer situations, but
Primary Ammo Type and Capacity: Sniper rie bullets;
even more so: A player with an echo rie will have
24 maximum4 in the weapon and 20 in
an easier time sniping fast-moving enemies than
reserve
one with a thunderbolt. And in a long-range, multi-
Secondary Ammo Type and Capacity: player showdown between two snipers, one with a
The echo rie is the purest sniping weapon in the thunderbolt and one with an echo rie, the echo-rie
game. In its (seldom-useful) primary mode, you player has a distinct advantage, as he can more
shoot it without the scope; the Secondary Fire mode easily avoid the enemys crossbow bolts simply by
engages the scope that youll want to use almost moving from side to side.
all the time. Put this weapon away whenever youre within
While the thunderbolt has a better ammo supply medium range (or less) of the target. Looking through
and is more versatile, the echo rie deals damage the scope gets clumsy at shorter ranges, and at
faster at extreme range. Neither weapon is neces- close range many weapons can deal more damage,
sarily superior; the echo rie is simply a more more easily, than this one.
specialized weapon. It does one thing only, but it is 13
Final Thoughts
very good at that one thing.
While the echo ries rate of re is not stellar, you
can empty its four-chambered rounds into a target
with reasonable speed. That translates to a massive
amount of damage. The thunderbolt cant unload
crossbow bolts quite as fast, and the bolts take
longer to reach its target. This means you can dispatch
enemies quicker, on average, with the echo rie.
Speed of kills increases still further if you score
headshots. The thunderbolts slower projectiles
make headshots difcult unless time is slowed;
with the echo rie ring nearly instant bullets, Limited ammunition aside, those with a taste for
super-damaging headshots become very possible. sniping will love the echo rie. Whenever you have a
clear s
clea shot at long range with this weapon, you are in
drivers seat.
the dri
Consider
Coons this weapon a must in a multiplayer
battle
batttle with long-range opportunities. In single-
player
playyer games, always balance your desire to snipe
against
aga ins the availability of ammo and the type of
terrain
ain youre facing; always keep the echo rie
terra
when
whe en youre outdoors or in giant indoor spaces, but
consider
c
co nsid dropping it for something else if youre in a
more
m ore cconned area.

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Launcher)
Unl When to Use
The Bloodhound
is a difcult
weapon to carry
for long periods
of time in the
single-player
game. It runs
out of ammo
very quickly, rendering it useless. Also, its extreme
power isnt truly needed against the majority of your
Primary Fire Mode: Dumb-re rocket launcher (no opponents.
guidance)
Nonetheless, you will face dense packs of
Secondary Fire Mode: Turns rockets into guided enemies, where the Bloodhound will be quite useful.
missiles Furthermore, youll also face special opponents that
Primary Ammo Type and Capacity: Missiles; 16 you can destroy only with the Bloodhound.
maximum4 in the weapon and 12 in reserve The Bloodhound is more versatile in a multiplayer
Secondary Ammo Type and Capacity: game. The ability to shoot four extremely potent
The Bloodhounds primary ring mode shoots rockets, each with a big explosive blast radius,
straight-ying rockets that detonate upon impact, opens the door to multiple kills. And if you aim at
damaging targets within a wide radius. opponents feet, you dont need much precisiona
selling point for those without super-precise aiming
The Secondary Fire mode deploys a targeting skills.
screen and turns the rockets into guided missiles.
By centering the targeting screens cursor on the
desired target, you can steer the missile in ight.

You can easily kill yourself if you shoot the


14 Bloodhound at point-blank range. Be sure that your
target is a reasonable distance away before ring.
Rocket is the proper term for an unguided, self-
propelled projectile, while missile denotes a
There wont be many occasions in a multiplayer
guided, self-propelled projectile. Technically, the
game when you get the chance to stand still and
Bloodhound is both a rocket and a missile launcher;
guide a missilebut when those opportunities do
the type of weapon you get depends on the ring
mode you use. arise, you can easily decimate long-range opponents
by engaging the Secondary Fire mode and steering
Just for consistency, we generally refer to the
missiles straight into the target.
Bloodhound as a missile launcher.
Final Thoughts
The Blood- A big, powerful weapon, the Bloodhound is limited
hound is the in the single-player campaign by its modest ammo
ideal weapon supply. But there are times in the game when you
for destroying must have it.
strongly armored
In multiplayer games, the Bloodhound makes a
targets, such as
disturbingly
g y effective medium-range
g killer.
vehicles or extra-
Get
Ge
et in the habit of aiming at walls or
tough foes such
spots
pots on the ground rather than
sp
as Storm Guards. It may be overkill when youre dealing
directly
di
irectly at opponents, and use
with standard enemies, though a well-placed missile
the
th
he splash damage to rack k
can be very useful for clearing out dense packs.
p easy kills.
up
Standard practice when ring rockets (with the
Primary Fire mode) is to aim at enemies feet. That
way, even if you miss, the rocket will hit the ground
near the enemy and deal splash damage. Obviously,
this rule doesnt apply if youre ring at a helicopter
or some other armored vehicle.

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EMF Cannon (Magnesium-Projectile RifLe)
Hold down the trigger to charge up the Secondary
Fire mode. The longer you hold the trigger, the more
ammo is consumed (and the more damage done)
when you eventually let go.

Primary Fire Mode: Magnesium-projectile launcher


Secondary Fire Mode: Charged-up magnesium- The only real downsides of the Secondary Fire
projectile launcher mode are that it eats ammo quickly, and it takes
somewhat longer between shots than the primary
Primary Ammo Type and Capacity: Magnesium; 120 mode (even if youre just tapping the Secondary Fire
units maximum20 in the weapon and 100 in button).
reserve
Secondary Ammo Type and Capacity: There is, however, a risk. Once the Secondary Fire
mode has fully charged, you start taking damage.
The EMF
(Look for the red visual cues on your screen to gure
cannons
out when, exactly, you start to get hurt.) Assuming
Primary Fire
that you started at full health (and nothing is
mode shoots
damaging you in the meantime), you have a little
glowing
under 10 seconds to discharge the weapon after it
magnesium
rst starts hurting you. Take longer than that, and
projectiles. (Tap
youll die.
the trigger to
re just one, or hold down the trigger for a steady
stream.) These magnesium shots have a downward
trajectory, so when ring at distant targets, you
must aim higher. Fully charging the EMF cannon in Secondary Fire
mode uses eight units of ammunition. If you dont
hold down the trigger long enough to fully charge up,
15
you will consume less ammo.

It is extremely difcult to hit a target at medium-


long range with the EMF cannons Primary Fire mode, When to Use
because you must judge how high to aim. Switch The EMF cannon
to the Secondary Fire mode (or a different weapon) is an excellent
when the target is far away. mainstay
for close- to
medium-range
The EMF cannons primary-mode shots explode
combat in the
in a small blast radius when they hit something.
middle to later
However, the damage is not so wide that you should
stages of the
exclusively try to kill targets with splash damage;
single-player campaign. The Primary Fire mode is
direct re is still the way to go.
damaging enough to kill most opponents quickly,
The Secondary and it doesnt use much ammo, so youll use this
Fire mode mode the most.
shoots a bigger,
When you are in a sticky situation, you can
more damaging
always switch to Secondary Fire mode, which can
projectile that
quickly take down tougher opponents or kill several
moves a lot
weak targets that are bunched together.
faster, goes
farther, and
travels much straighter than the primary modes
shots. When it strikes the target, there is a large,
damaging blast radius.

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Unl choice; in fact, youll probably go for this weapon
over most others. In multiplayer, one of the
Carry the EMF cannon throughout much of the single-
player game, and consider using it as a mainstay
challenges is to remember the weapons Secondary
weapon in multiplayer games. If you use this
Fire mode. Yes, you must charge it up, and yes,
weapon in multiplayer, your skill at managing the
you can damage yourself if you hold the charge
Secondary Fire modeguring out when to start
too long. But the projectile is so damaging and fast
charging it, for examplewill go a long way toward
that its worth those trade-offs. If you, say, round a
deciding your effectiveness with it.
corner with this weapon fully charged and suddenly
encounter an opponent, youre at a great advantage
and have an excellent chance to score a swift kill.

Hellf Ire (Combination Submachine Gun/Flamethrower)

While the submachine-gun mode has better range


than the amethrower, neither mode is particularly
suited to long-range ghting. The submachine guns
bullets become somewhat inaccurate at longer
distances, and the amethrowers ames just stop
after a short distance.
Therefore, the main appeals of this weapon are
its great power and versatility in short- to medium-
range combat and its excellent ammo supply.

When to Use
Primary Fire Mode: SMG (submachine gun) ring
incendiary bullets
Secondary Fire Mode: Flamethrower
16 Primary Ammo Type and Capacity: SMG bullets; 360
maximum45 in the weapon and 315 in reserve
Secondary Ammo Type and Capacity: Flamethrower
fuel; 240 units maximum20 in the weapon
and 220 in reserve
The Hellres
Primary Fire
The Hellre is a very good choice as a close- or
mode is a
midrange weapon in the single-player game. Its
submachine gun
power is great for close combat, and its twin ammo
ring explosive
reserves (one for each ring mode) will keep you
bullets. It can
ring for a long time.
re at a very
high speed, and On the other hand, there are other good choices for
its bullets deal quite good damage. short-range ghting, such as the shattergun and EMF
cannon. Each weapon has its own merits and disad-
vantages, so you decide. (The shattergun is more
The Secondary
of an instant killer but is more limited in range than
Fire mode,
the Hellre; the EMF cannon can deal with ranged
which uses
targets, thanks to its Secondary Fire mode, but the
its own ammo
Primary Fire modes shots are a bit slow-moving.) We
supply, is a
assure you, though, that you wont go wrong with
amethrower.
the Hellre.
The ame-
thrower deals In multiplayer combat, the Hellre is a stream
severe damage to targets at close range, and as weapon, meaning you must hold the target for
an added benet, the ames obscure the targets a moment or two rather than simply ring and
vision. forgetting. This means someone with, say, a
shattergun can take you down quickly, nishing you

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off with a single pull of the trigger. But your weapon Final Thoughts
has more range and versatility than the shattergun,
The Hellre is a very strong short- to midrange
and sometimes its benecial to have that stream of
performer with big ammo reserves. If you maneuver
repower, especially when your aim starts out a bit
to keep your opponents about 20 feet away, this is
off, but then is quickly corrected.
one of the best choices in the game.

Surge Gun (Electricity-Based Weapon)


When to Use
The surge gun is a hard gun to hold on to in the
single-player game. It chews through ammo very
quickly and not many enemies carry it, so if you
insist on keeping it, you may spend lots of time
with an empty weapon. As a result, we grab these
weapons when theyre available, use them for a
while, and then discard them in favor of something
Primary Fire Mode: Explosive electricity sphere with more ammo capacity.
Secondary Fire Mode: Continuous electric beam That said, youd be hard-pressed to nd a better
Primary Ammo Type and Capacity: Electrical charge; gun for getting you out of a jam. If you can rely on
6 shots worth of primary re and about 15 your other two guns most of the time and only pull
seconds worth of secondary re out the surge gun when things truly get ugly, you
can make this weapon pay off in a big way.
Secondary Ammo Type and Capacity:
Multiplayer games are less about ammo supply
The surge guns than instant killing power, and the surge gun has
Primary Fire that in spades. The explosive Primary Fire mode can
mode shoots score quick, easy multikills, while the secondary
a fast-moving, beam mode is great for zapping single opponents
vastly powerful without completely draining your ammo supply. We
electrical heartily recommend this weapon for multiplayer 17
sphere that games; just have an ammo supply or a backup
detonates on weapon ready.
contact. The sphere itself is tremendously lethal,
and anyone caught in its blast sustains severe Final Thoughts
damage. This weapon would be overwhelmingly powerful and
universally recommended if not for its limited ammo.
The Secondary
That limitation makes it tough to use as a single-
Fire mode shoots
player mainstay, but it cant dim our recommen-
a continuous
dation for multiplayer. Pick it up and use it whenever
stream of energy
possible in multiplayer situations.
that can be
lethal within
a fraction of a
second. This
energy stream travels a moderate distance, making it This is the only weapon that cannot be replenished
a good choice for close-range to mid-range battles. by an ammo crate. Once its empty, its useless
The weapon is a true powerhouse and has but so throw it away in favor of a different gun.
a single weakness: ammo supply. The Primary
Fire mode exhausts the weapons ammo supply
in merely six shots; the secondary mode can re
continuously for about 15 secondswhich is
actually a lot of killing power, when you consider
that a fraction-of-a-second pulse can be lethal.
But its still a very limited amount of ammo when
compared to just about any other weapon.

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Unl The following table compares each weapon in the game in several key areas. Both Primary and Secondary
Fire modes are covered.

Weapon Comparison
Effective Zoom
Weapon Damage Accuracy Rate of Fire Ammo
Distance Available?
KM-33 pistol (Primary) Low High Medium Medium Average No
KM-33 pistol
Low Medium High Medium Average No
(Secondary)
KM2103 Karbine
Low High Very high High Average No
(Primary)
KM2103 Karbine
High High Low Very low Average No
(Secondary)
Shattergun (Primary) High Very low Medium Medium Near No
Shattergun (Secondary) Very High Very low Low Medium Near No
Echo rie (Primary) High Very low Low Very low Near No
Echo rie (Secondary) High Very high Low Very low Very far Yes
Bloodhound (Primary) Very high High Low Low Far No
Bloodhound (Secondary) Very high Very high Low Low Far Yes
Thunderbolt (Primary) High High Low Medium Far No
Thunderbolt (Secondary) High Very high Low Medium Very far Yes
EMF Cannon (Primary) Medium Medium Medium High Average No
EMF Cannon (Secondary) Very high High Very low Low Far No
Hellre (Primary) Medium Medium High High Average No
Hellre (Secondary) Medium Medium Medium High Near No
18
Surge gun (Primary) High Medium High High Far No
Surge gun (Secondary) Ultra High High Low Medium Far No

There are four grenade-style weapons in the game: the clutch grenade, laser mine, spring mine, and swarm
grenade. Each has a distinctive use and behavior.

Clutch Grenade A clutch


grenade will
Clutch gre
grenades
na are the games stick to a
default grenades.
gr Theyre the humanoid
type
ype of grenade that your
only ty target. If it
enemies
e
en mie will use in single-
em doesnt hit
player
play games, and theyre a humanoid
tthe
he grenades that youll target, it
use the most in that
u bounces and rolls like a regular grenade, detonating
game mode.
g a few seconds after being thrown. The blast radius
is signicant, capable of killing multiple opponents
simultaneously.

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If you see a clutch grenade coming your way in
the single-player game, immediately slow time and
simultaneously slide left or right. This prevents the
Clutch grenades never lose their sticking ability grenade from sticking to you. After you avoid that,
even after they touch the ground. Therefore, dont be keep moving away from wherever the grenade fell.
afraid to roll a clutch grenade at an opponent rather
than lobbing it; the grenade will stick to feet and
legs even if it has already bounced a couple times.

If the grenade goes past you, its often best to run


There are
toward the enemy that threw it. Make sure youve
several ways
got a suitable gun equipped and be ready to start
to use clutch
shooting as you run.
grenades.
Throwing them
into a group
is the more
straightforward.
Its usually best to stick the grenade to one of the Avoiding incoming clutch grenades is one of the
group members. That way at least one of them will most important skills in the single-player game. Get
be incapable of escaping. However, even if you just in the habit of slowing time the instant you see an
drop the clutch grenade on the ground, it can be incoming clutch grenades distinctive blue glow.
very effective. AI opponents arent great at avoiding
these grenades; human players are generally better
Use clutch grenades frequently in the single-player
at it.
campaign; dont be miserly with them. Enemies
The other often drop them, so you will get more eventually.
use for these
grenades is to
ush opponents
out of cover. Lob
them over the
19
cover or bounce
them around a
corner the opponent is hiding behind. At best, youll
damage or kill the target; at worst, you can make
him move, which usually gives you a clean shot
with your primary weapon.

Laser Mine
Laser
Lase
La er m
mines are essentially
traps.
trap Shortly after you throw
tr
them,
tthe they emit a red laser
beam.
be The mine explodes
when
w someone walks
through
th the beam (or when
the
t
th mine itself is heavily
damaged
da by explosions or
weapons
we re).

If you throw a laser mine onto the oor, the red


laser beam shoots straight toward the ceiling. This
is usually not what you want, since a vertical beam
is easy to see and easy to avoid. Its better to throw
the laser mine onto a wall, where it sticks and
shoots out a horizontal beam that acts as a trip wire.

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Unl like laser mines,


are made for
A laser mines damage comes from the mine, not multiplayer
the laser beam. The beam is simply a detonating (though you
mechanism. Therefore, if you see a laser mine with a will encounter
very long laser beam, its perfectly safe to cross the pre-placed
beam if you do so far enough from the mine. mineelds in
When placing laser mines, remember to place the single-player game). Use them to set nasty traps
them in locations where the beams will be short; in high-trafc areas or to guard your back if you plan
otherwise, opponents can simply cross the beam at to hide somewhere near soft ground.
the farthest point from the mine. Remember: as you approach a spring mine its
top pokes out of the ground. Watch for these small
Youll use warning markers as you traverse soft ground. Also,
laser mines both as you familiarize yourself with multiplayer maps,
as traps and get to know the terrain and not places where spring
as insurance mines may be placed. Any time you see the top of a
in multiplayer spring mine, back up and choose another path. Or, if
games. Lay the mine has already sprung up, freeze time and then
them down in get away before it detonates.
various spots
as traps for the unwary or use them to guard the Swarm Grenade
approach to your current position. If your back
is guarded by laser mines, keep an ear open for
explosions; they will alert you to the fact that
someone is behind you, and has tripped the mine.

If youre sniping from a place thats accessible only


20
from one direction, consider guarding your back with Swarm tiny, robotic gun
m grenades are essentially tiny
laser mines so nobody can sneak up on you.
turrets with wings. When you release one, it ies
into the air and looks for enemies. It then repeatedly
Spring Mine shoots those enemies with a small laser.
If you release
a swarm
grenade and
Yo can plant spring mines
You it sees no
only in soft groundnot on
on enemies, it
metal or concrete oors.
m drops back to
When you deploy them, they
W the ground after
burrow into the earth and
bu a moment or
lie in wait for passersby. two. You may then reclaim it.
When someone gets close,
W
Swarm
they briey poke out of the
th
grenades are
ground, and then shoot into
gr
great tools of
tthe air and detonate,
th
distraction.
While theyre
denitely
capable of
scoring kills
on their own, its best to send them up and then
follow them in with weapons re. The combination
If you try to throw a spring mine onto hard ground, it of repower plus the distracting effect of the swarm
remains dormant and can be picked up again. grenade hovering over the opponent will give you a
decided advantage in any ght.

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While not a weapon per se, your Beta Suits time powers are an integral part of your TimeShift arsenal.
Manipulating time correctly can give you a big advantage in any ght; on the ip side, squandering your
suits time energy can leave you in a terrible situation.
Heres a look at your time powers. Well discuss when you can use them, when you should use them, and
how to get the most out of them.
The Beta Suit and Time Energy
Your time suit has a limited supply of time energy. S.S.A.M.
Any use of the Time Control button will immediately
start draining that energy. When the energy runs out, S.S.A.M. is a computer assistant that helps you
time resumes its normal ow. use the advanced functions of your beta time
suit. S.S.A.M. is also one of your key advantages
over Krone: his alpha suit does not have this
advanced computer.
Instead of letting your time powers run until the Whenever you get a hint about what time
energy depletes, press the Time Control button a power to use in a specic situation, S.S.A.M.
second time to deactivate the power and conserve is the one providing it. Ditto for default time
energy. powers: S.S.A.M. is in charge of deciding which
time power is active by default. As you proceed
through the game youll notice that S.S.A.M.
Time energy starts to regenerate after several
changes default powers based on the situation.
seconds of inactivity. The energy regenerates very
For example, when ghting Storm Guards your
slowly at rst, and then picks up speed until youre
suit will usually default to time-stop, allowing
back to full power.
you to effectively pierce their temporal shields.
And when you enter a situation that demands
time-reverse, that will typically become the
default power.
Time energy regenerates faster if you allow it to Finally, S.S.A.M. is capable of assimilating
21
recharge without interruption. Therefore, its best to and recording a vast amount of data from its
let it fully recharge instead of continually using it surroundings. This ability gures prominently in
after recovering just a portion of the energy. the storyline (but we wont say any more about
it; youll just have to play the game to nd out)!
Managing time energy is one of the most
important techniques in the game. Specically, you
want to have full time energy before you attempt
any difcult feat or time-based puzzle. And you want Time-Slow
me Slow
to have some time energy in reserve whenever you When you
get ambushed (or otherwise get into hot water). press the Time
Being able to slow or stop time makes any situation Control button,
easier, so keep that ability available as often as you usually
possible. slow time by
default. When
this happens,
you continue
to move and act at normal speed, but everyone and
Pressing the Time Control button activates the everything around you is slowed. Enemies move and
default time power; if you want a power other than re more slowly; elevators rise and fall more slowly;
the default, youll have to manually select it (see even bullets in midair travel at a greatly reduced
Chapter One for details). The default time power speed, so you can avoid many types of projectiles.
changes based on the situation. Usually it is
Slowing time consumes the least amount of
time-slow, but when facing specic obstacles or
enemies it may become time-stop or time-reverse.
energy of any time suit function, so you can keep
time slowed for several seconds at a time.

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Unl time-slow gives Time-reverse causes time to ow backward. A few
you a good situations, such as certain time puzzles, specically
advantage in demand this power. At those times, your Beta Suit
combat, and the automatically sets the default action of your Time
effect lasts for Control button to time-reverse, so you just have to
quite a while, it tap that button to reverse time.
should be your
most frequently used time power. Use it to improve
your shot accuracy or to deal with any difcult
situation. (See the time power tips in Chapter 3 for
more suggestions on how to use time-slow.)

Time-Stop
Time-stop (also referred to as pausing or
freezing time in this book) causes everything
around you to halt, including enemies, bullets, re,
and electricity.

With time frozen, you can safely cross through Time-reverse is often used for navigating through
obstacles otherwise-impassable spots. For example, if you
(usually need to reach a higher level but the elevator is
electricity or dropping instead of rising, you can get on the
re) that would elevator and reverse time; this makes the elevator
otherwise be reverse and rise back to the top.
lethal. And
you can get
perfect shots at
completely motionless enemies.

22 A form of time-reverse appears in multiplayer games,


thanks to time grenades. Refer to Chapter 9, Multi-
player Tips, for information on time grenades and
that specic form of time-reverse.

Refer to the walkthrough chapters (4 through 8)


for specic instructions time-reverse
ructions on using tim
me reverse to
navigate puzzles.
s.

Time-stop is obviously more effective than


time-slow in combat situations, because your
enemies wont hurt you at all while time is frozen,
nor will they move, so you can shoot them with
perfect accuracy. But you can engage time-stop
for only a few seconds at a time, so in most cases
its better to use time-slow. Only engage time-stop
when facing an enemy or obstacle that truly
demands you freeze time.

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This chapter explains the basics of how to succeed in TimeShift. Though you can apply many of the tips in
this chapter to both single-player and multiplayer games, the focus here is primarily on single-player. (See
Chapter 9 for multiplayer-specic advice.)
This chapter will provide you all the basic tools needed to play through the single-player game. Then you
can refer to Chapters 4 through 8 for help with specic parts of the game that are giving you trouble.

You can carry three primary (gun-type) weapons at any given time, plus an array of grenades. The weapons
you choose and the amount of ammo you collect will greatly affect the games difculty.

How to Get Weapons and Ammo Weapons in Containers


Weapons
often appear
in special
glowing chests
or in sealed
weapon racks.
On weapon
racks, look for a
glowing button on the racks side. Press the button
to open the rack and get the guns. However, if you
cannot press the button, the rack is sealed.
If you walk across a gun lying in the environment, a
Weapons
few things can happen:
in containers
If you dont already have this type of weapon, are always
and you are not already carrying your full fully stocked
23
complement of three guns, you automatically with ammo.
pick up the weapon. Therefore, they
If you dont already have this weapon, but you do offer a great
have three other weapons, you can press the Use way to switch
button to drop your currently equipped gun and to a new weapon without worrying about collecting
replace it with the new one. ammo for it. Theyre also a great way of topping off
ammo if you already possess that weapon.
If you already possess this type of weapon, but
you dont have full ammo for it, you automat-
ically obtain ammo from the weapon on the Weapon-Grabbing
ground. You have
If you already possess this type of weapon, and the ability to
you have full ammo for it, the weapon remains grab enemy
where you found it. You can come back for it weapons while
later, however, when you do need ammo. time is paused.
Here are the
Fallen Enemies Weapons rules for doing
Fallen enemies weapons never contain full ammo. this:
However, by continually collecting fallen enemies Time must be paused. Just slowing it down wont
guns, you can ensure yourself a steady ammo enable weapon-grabbing.
supply.
You must be right next to the enemy and looking
Since fallen enemies are a consistent source of at the weapon.
ammunition, its benecial to use the same type of
If you already possess the type of weapon
guns they do.
youre trying to grab, you must have space in
your ammo reserve. If youre already carrying
maximum ammo for that weapon, you cant grab
the opponents weapon.

PRIMAGAMES.COM
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Unl Guards, and Warp Guards, who well discuss
later in this chapter, are robotic; they grip their
weapons too hard for you to steal them.
Sometimes even humans have tight grips on their
weapons, making the guns impossible to grab.
The only way to know whether a human enemy is
holding a weapon too tightly is to try to snatch it.
If you already possess three weapons, and the
weapon youre grabbing is not one of those three
types, youll automatically drop your currently
equipped weapon in favor of the weapon youre
stealing. Ammo chests are scattered throughout most levels.
Unlike weapon chests, they do not glow, so pay a
bit more attention. Stand next to an ammo chest
to slowly gain ammunition for all three of your
currently carried weapons. The ammo gain continues
If you dont want the weapon you stole, just drop it
until all your weapons are topped off. Ammo chests
and take back the weapon you lost.
have an unlimited supply. You can come back to
them repeatedly.
Its important to note the ammo restriction on
stealing weapons. If you have a full ammo reserve
for the weapon type you want to steal, you must
make room before youre allowed to grab it. The
easiest way is to equip that weapon, re a shot or Ammo chest will not restock for the surge gun. This is
two, and then reload. Now you have some empty the only gun that cannot benet from an ammo chest.
space in your ammo reserve, and you can steal the
weapon.
The most important thing about ammo chests
is that they supply ammo for any weapon youre
carrying. This allows you to carry weapons you
24 otherwise couldnt, due to ammo shortages. For
Reloading is necessary to make room for a grabbed example, a particular level might not contain any
weapon. Its not enough just to have empty space in echo ries in chests, and it might not have any
the weapon; you need space in your backup reserve. opponents with echo ries. Thats bad news if youre
Reloading the weapon removes ammo from that carrying an echo rie, because you cant raid a
reserve, thus clearing the way for the grab. weapon chest or shoot an enemy to collect ammo.
But if the level contains a few ammo chests, you
can stock up your echo ries ammo supply.
Weaponless
enemies Which Weapons to Carry
are largely Now that you know how to collect weapons, which
helpless. They ones should you carry? Here are a few suggestions.
tend to stand
in place and
cower; you can
usually ignore
them after disarming them. However, if you leave a Our walkthroughs in Chapters 48 give tips on which
weapon on the ground nearby, they will sometimes weapons are best for a particular level or for a
claim it. If they succeed, they are armed again and particular section of a level.
will resume standard combat behavior.
Take a Variety
You need
weapons that
To prevent weaponless enemies from re-arming, can handle
either kill them or immediately pick up any dropped opponents at all
weapons in the vicinity. ranges: short,
medium, and
long. Therefore,
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weapons that cover all those ranges.
You can do this in a couple of ways. One way There are no situations in which you cant take a
is to take three specialized weapons and quickly weapon you like, but think twice about lugging one
shufe between them, depending on your target. For of the aforementioned weapons through a big chunk
example, if you have a shattergun, Karbine, and echo of a level, especially when ammo sources are not
rie, pull out the shattergun for close work, switch forthcoming.
to the Karbine for midrange, and use the echo rie for
long-range shooting.
Or, you could take a Hellre, an EMF cannon, and a
thunderbolt. While there are some range differences Again, our walkthroughs periodically suggest
between these three weapons (i.e., the thunderbolt is weapons for a given level. Refer to our tips if youre
better than the others for long-range combat), you could perplexed about what to carry.
use any of them for most situations. In that case, youd
mainly use the weapon you feel most comfortable with
(or that you have the most ammo for). Consider Temporary Pick-Ups
Either approach works, but youll probably be a When dealing
better player if you use specialized weapons. By with weapons
forcing yourself to switch between specialized that quickly eat
weapons, you get into the habit of using the best ammo, a good
weapon for a particular situation. This gives you a compromise is
distinct edge in combat. to take them
briey, use
Consider Ammunition them, and
Another consideration is ammunition. Some levels discard them when their ammo runs dry.
have enough ammo chests that you can afford to
When doing this, drop a very common weapon
carry any weapon you choose. Others are a little
in exchange for the temporary weapon. That way,
more sparse with the ammo chests, which can
when you eventually discard the temporary weapon,
cause problemsespecially when youre carrying
you can easily nd a replacement for the one you
the Bloodhound (or to a lesser extent, the echo rie);
sacriced earlier.
these weapons chew through ammo very quickly.

25

The following combat techniques apply to most shooter-style gamesbut well review them briey, just for
the sake of completeness.

This means that partial cover is very benecial.


However, if you are getting hurt, you need to look for
cover that hides your entire body.
Strategies that use your unique time powers are
covered in the next section.

Fight from Cover


Your AI
opponents are
not great at
adjusting their
re to defeat
your cover. In
other words, if
youre standing
If youre facing multiple enemies, some may
behind partial cover that hides your legs and part of
charge in and try to rush behind your cover. Wait
your chest, several enemy shots will slam into that
for them to appear, then greet them with your best
cover rather than hit you. (A human opponent would
short-range weapon.
immediately switch to headshots.)

PRIMAGAMES.COM
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Unl You have
various types
of grenades at
your disposal.
(See Chapter 2
for a review of
grenade types.)
Theyre best
used when facing big groups of enemies or partic-
ularly tough enemies, or when youre trying to hit
someone whos hidden behind good cover.
Always pick a weapon appropriate to the range
Conversely,
youre ghting at. Dont get locked into using a
always look
single weapon at many ranges. For example, while
for incoming
you can use a thunderbolt at multiple ranges, you
grenades. Your
should generally put it away when youre facing
AI opponents
short-range opponents. Bring out a Hellre or
use only clutch
shattergun instead. These weapons are tailored for
grenades, but
short-range battle and will complete the job more
they make up
quickly and efciently. Also, this way you wont
for this by using them quite a bit. Always watch for
waste all your thunderbolt ammo and have nothing
the blue are of an incoming clutch grenade, and
left in a long-range ght.
start moving sideways (preferably while slowing
time to give yourself more margin for error) to avoid
Manage Shields
it striking you.

If you get hit with a Clutch Grenade, all is not lost.


26 Quickly press the Time Control button. If youre fast
enough, your time powers will (briey) be set to
Reverse, and you can make that grenade pop back
off. Xbox 360 players: The rst time you do this, you
also unlock an Xbox Live Achievement.

Move Laterally When Not


Your shields drop when youre hit by weapons re. Behind Cover
Monitor them at all times. When youre seriously hurt, If you dont have any cover, move laterally while
hide behind full cover or retreat to a part of the level you ght. Slide left or right, then switch direction;
that youve already cleared. Wait for your shields to this fakes out your enemies. As you get more
fully regenerate, then get back into the fray. experienced, throw jumping into this mixits
possible to jump over some enemy shots while
moving sideways (or at least convert what would
have been deadly headshots into less-damaging
torso shots).
Like your time suits energy, your shields eventually
regenerate. This happens slowly at rst, but the speed Aim for the Head
of regeneration gradually increases as more time goes
by without you getting hit. Because of this, when Since
youre injured, its best to leave the ght completely; if headshots deal
you get hit by just one stray bullet, youll interrupt (and substantially
greatly slow) your shield regeneration. more damage
than any other
type of hit, it
pays to aim for
the head. Do
this, especially, when time is slowed or stopped,
and its easier to aim precisely.
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Chapter 2 provided an overview of your time energy and your three time-shifting abilities (slow time, stop
time, and rewind time). Here are some more-specic tips for getting the most out of this ability.

Slow and Snipe Slow and Escape


When you see This technique should be at the top of your playbook,
enemies at especially whenever youre uncertain what youll
a distance, a face. With this technique, you save some time energy
common tactic in case things get out of control. Maybe youll be
is to slow time ambushed, or maybe there are just more opponents
and snipe them. in a given area than you expected; if you have time
Or, if you lack energy to spare, you can slow time and escape the
a true sniping mess much easier than you could in real time.
weapon, get just a bit closer and pick away at them Once you slow time, either shoot the nearest
with your best midrange weapon. enemies, thus clearing away your biggest threats, or
The benets of this technique are obvious: With run back to better cover (or both).
time slowed, your enemies move slower, which
makes sniping much easier. This is especially Pause and Shoot
true if theyre trying to run, and even more so if
youre using the thunderbolt (with its not-so-fast
projectiles). Also, with time slowed, you wont take
nearly as much incoming re.
When your time energy runs low, duck behind
cover until it regenerates. Then repeat.

Slow and Melee


If you are close
27
to an enemy
group, your Instead of slowing time and attacking, you can
tactics will pause time and attack. The disadvantage of this is
change. Instead you cant pause time for as long as you can slow it.
of sniping, you Thats why you usually slow time instead. However,
may slow time there are distinct advantages to pausing time. You
and run into the should pause time whenever these conditions
midst of your opponents. You can move a lot faster occur:
than them and cover a lot of ground while theyre
Youre facing superelusive enemies. Some
slowed; this, combined with the fact that your
enemies, like jetpack soldiers, are extremely
melee strike is very powerful, allows you to beat
mobile and hard to hiteven when time is
down several opponents before you run out of time
slowed. Therefore, pause time and get a perfect
energy.
shot at them.
A variant of this tactic is to slow time, run amidst
Youre facing Storm Guards. Storm Guards have
your enemies, and shoot them with a potent short-
energy shields that are neutralized when time is
range weapon. If you have, say, a shattergun, you
paused. Therefore, pausing time makes them a
can clean up enemies even faster than you would
lot easier to kill.
by punching.
You want to cross an obstacle that might
When your time energy runs out, be sure to either
otherwise kill you. Fire, electricity, and other
clear out most of your enemies or be back behind
environmental hazards are rendered temporarily
cover. If it runs out while youre still surrounded, you
harmless when you pause time. Slowing time
may be in serious trouble.
confers no such benet.

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Unl There are only a


reversing time is often the only thing thatll save
you. Be fast on the Time Control button, and youll
few obstacles
rescue yourself from any number of potentially
or puzzles that
deadly grenade blasts.
demand time-
reverse, and
when you reach
them, your
time suit will Our walkthrough notes every instance in the
automatically select the rewind power. Therefore, game that requires you to rewind time. Check the
you dont need to worry much about this power. walkthrough whenever youre unsure when to use
The only other situation that demands time-reverse this power.
is getting stuck by a grenade. If youre stuck by a

Well close out the chapter with some info on the most common enemies of the single-player game. Keep
these tips and factoids in mind as you play.

Typical Enemy Behavior They can


punch and
generally
ght very
well at close
range. Its
best to have
some time
energy to spare when ghting in close, so you
can slow your opponents down and deal with
them more easily.
28
They throw
The vast majority of your enemies in the single- grenades very
player game are human soldiers. Despite their accurately and
differing weapons and various degrees of armor, tend to throw
they tend to act in similar ways: only when they
They use cover but will also rush to get behind have a chance
your cover. If youre facing a big group, expect at to stick you
least a few of them to charge your position. Have with one. Once
a short-range weapon trained on the spot where the grenade appears, move sideways to avoid it.
theyre likely to appear. Just because you shoot them down doesnt mean
theyre dead. They can get back up, and they
can shoot at you while theyre still lying on the
oor. Watch out for this: If the enemy is falling
and his weapon ies from his hand, youve killed
him. If not, expect him to re from the ground or
eventually get back up.
You can shoot weapons from their hands. If
you aim at the gun in a soldiers hand, you can
disarm him without killing him. Youll know
youve done this if the weapon ies away but the
soldier remains standing (and looking more than
When they lack cover, they tend to stand and re, a bit confused). This is a neat trick (and fun when
then move around a bit, then stand and re again. it happens), but tough to accomplish on a regular
Theyre easiest to hit when theyre standing and basis. We dont recommend shooting weapons
ring (or reloading). on purpose, therefore; just enjoy it when it
happens.

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Any soldier is capable of manning a turret.
Therefore, dont assume that youre done with a
turret just because you shot the gunner; if more
enemies are in the vicinity, you may be facing
another turret gunner shortly.
While they tend not to use Secondary Fire modes
in obvious ways, soldiers with Karbines will
occasionally use the Secondary (grenade) mode
of that weapon, so beware.
Now well discuss the various common enemy
types youll face.

Krone Guards (Soldiers)

We sometimes
refer to unarmored
Krone guards as
technicians (or
techs), because
theyre typically
found xing things or
operating computers or machinery. The actual front-line
troopers usually have more armor and better weapons
than technicians. Despite their lack of armor, though,
technicians are still armed, so dont ignore them.

Weapon type
is the other big
distinguisher of
Krone guards. 29
This big
category Most of these
encompasses guys wield
most of the Karbines, but
bad guys youll some have
face. In our heavier-duty gear. A soldier with a Karbine might
walkthrough, not be an immediate priority, but a soldier with
we refer to a Bloodhound missile launcher demands your
Krone guards as soldiers, troopers, and Magistrate immediate attention!
troops. Sometimes
we mention
snipers in the
walkthrough.
Snipers are
Generally speaking, if we refer to a generic soldier-
just Krone
type enemy, we mean a Krone guard; all the terms we
guards with
just mentioned are interchangeable in this book.
thunderbolts or
echo ries who have typically positioned themselves
Krone guards are generally distinguished by their up high. Take them out before most other enemies;
gear. For example, a Krone guard wearing body armor thanks to their superior weapons, theyll cause you a
and a helmet will absorb more punishment than one great deal of anguish if you let them live.
without armor. Expect to shoot (or punch) these guys
a couple extra times before they fall.

Watch for the red laser beam of an enemy snipers


echo rie; this is often the best tip-off that a sniper
is in the area.

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Unl if possible. Snipe them with long-range weapons


when you can; usually you are a better shot than
they are.

If you must
ght Krone
guards up close,
slow time to
give yourself
an advantage.
Use grenades
Jetpack soldiers are very difcult to hit when
against big
moving from one spot to another, and they can be
clusters but not against loners; they just arent
a little tricky to hit even when theyre maintaining
tough enough to warrant grenades.
position and ring at you.

To ght these
guys, slow or
pause time
When facing a large group of these soldiers, prioritize (thus ensuring
your kills by enemy position and weapon type. First, an easier shot)
take down anyone with a really dangerous weapon
and then pick
(like a Bloodhound or echo rie) and anyone in a
them off with a
position to cause you serious trouble (right next
thunderbolt or
to you, for example, or up high, where he can see
echo rie. At the standard difculty level, a single
behind your cover). Then take on the rest, starting
thunderbolt shot or two quick echo rie shots should
with the nearest and working your way to the
farthest.
do the trick.
When youre out of time energy, hide. Try to get
behind full cover; remember that these enemies can
Jetpack Soldiers y, so its best to be protected overhead as well as
30 from the side. Reemerge only when you have more
time energy.

Flash Guards

Jetpack soldiers are ying Krone


guards. Unfortunately, theyre more
durable than a typical soldier and
often re EMF cannons.
The real problem with these
guys is that theyre hard to hit.
Their typical modus is to it
to one position, hover there
(sometimes they drift a bit even
after they reach their desired
spot), and shoot at you. After a short while, they zip
over to a new spot.

Flash Guards are


cybernetic foes
who can move
at superspeed
for short periods
of time. When
they do this,
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to blur, making them very hard to keep track of.
They are also somewhat more durable than typical Storm Guards
soldiers and often carry EMF cannons.
Flash Guards are very dangerous when theyre
using their superspeed, but not so much when they
arent. Use your time-slowing abilities to negate
Flash Guards powers.

If you slow time when a Flash Guard is using his Storm Guards, like Flash Guards,
superspeed, the Flash Guard moves about as fast as are cybernetic opponents. They
a normal enemy does in real time. And if you slow are among the toughest enemies
time while the Flash Guard is not using superspeed, in the game.
hell be very easy to shoot.

Our best advice: dodge or take cover while the


Flash Guard is zipping around. Retreat if necessary to
maintain some space between you and him. When
the Flash Guard takes cover, slow time, charge in, 31
and take him down. Hes just as vulnerable as any Storm Guards dening characteristic is their
other soldier if you do this. energy shields, which help make them super
durable. This durability is what makes them so hard
to handle.
A typical Storm Guard carries a Hellre, which is an
excellent weapon at close to medium range. Storm
You can also snipe Flash Guards. Wait until they get Guards can also use their shields as weapons if you
behind cover. When they lean out to shoot at you,
get close enough; their shield bash inicts severe
gun them down.
damage.
When ghting Storm Guards, the rst rule is to
keep your distance. If youre close enough to be
burned by the Hellres amethrower, youre too
close.

The Hellres amethrower is deadly and disori-


enting, as its hard to see through the ames. Best
to avoid it completely.

If the Flash Guard gets close and hurts you, either


slow or pause time. This ensures that you get off a
few quality shots at him, which (if you have the right
weapon) should be enough to kill him.

PRIMAGAMES.COM
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Unl rule: Pause time


whenever you
have the suit
energy. Storm
Guards shields
are rendered
useless when
you freeze time; you need to inict only about half as
much damage to kill them as you would with their
shields up.
To handle Warp Guards, freeze time the instant
they fully materialize (you could slow time, but that
allows them to shoot back and possibly teleport
away while youre shooting them). Then light them
A fully shielded Storm Guard is roughly four times
as durable as a well-armored soldier. A Storm Guard
up from close range with your best short-range
with his shield down is only about twice as durable. weapon. Fire repeatedly; nish off a Warp Guard
before time resumes and he disappears.
In practice, then, youll ght retreating battles If the Warp Guard survives and disappears, run for
against Storm Guards: youll pause time, shoot them cover. Avoid open spaces; go somewhere cramped.
from a distance, and then retreat behind cover while Put your back to a wall so he cant appear behind
your time energy regenerates. Repeat this process you. If youre lucky, he wont reappear until you go
until you are victorious. back out in the open. If not, start running as soon as
he starts to are into existence.
Warp Guards

32

Warp Guards are cybernetic


troopers who can warp in
and out of existence. This Keep avoiding the Warp Guard until your time
makes them unpredictable. energy is full again; dontt try to
n; don
If you arent careful, a Warp ght before that. When
hen you
Guard can pop into existence have the energy, pause
auuse
behind you and deal severe time when the Warp rp
damage before you even Guard is fully
know hes there. visible, and then
nish him off.
Worse, Warp Guards always have superior
weapons, including EMF cannons oreven more
deadlythe ultrapowerful surge gun.

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The following walkthrough chapters guide you through TimeShifts single-player campaign. This is where
youll nd the detailed instructions that will help you reach the games end.
These chapters provide tips on how to deal with tough situations and difcult ghtsbut there are
certain basics that you should already know. If you nd yourself struggling with mundane encounters, we
recommend going back to the rst three chapters, which give a thorough primer on the controls, weapons,
and general tactics needed to survive in this game. A complete understanding of those basics goes a long
way toward success.

Fire Escape
p

Stairs from
Starting Area
Are

33

Occupant
Occuup ntt b
upa breaks
reaks
ak
k
through
thr
th
hrough
hd door
Security breaks
through here

Objective Legend
Locate fugitive scientist Dr. Aiden Krone
in alternate time stream
Turret
Turr Weapon
Follow the Occupant to the Ammo
Amm
mo
meeting room

The Occupant
resistance
You awaken in ghter who
a cell-like room. woke you up
Go through the has moved
door directly ahead, and
ahead. expects you to
follow him. (This
is one of your two current objectives; the other is to
locate Dr. Aiden Krone.)

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Unl
Follow the
only available
path until you
reach stairs that
lead both up
and down. You
meet up with
the Occupant Instead of joining the dead guide amidst the
here. He leads you up a couple ights of stairs, then rubble, look left. A slab of concrete has fallen,
pauses at a locked door. Eventually you are both let forming a ramp. Take it upstairs.
through.

Objective
Rendezvous with Commander
Cooke at edge of Alpha District

You emerge
in a fortied
bunker held
by resistance
ghters, and
are told that
you should This path leads you back into the chamber where
rendezvous with the Sentry is poking its head in. Dont worry about it;
the rebels Commander Cooke. But you cant stick just turn right, hop over some debris, and go through
around here for longsoon after you get in here, a a door.
34 Sentry (one of the Magistrates giant, mechanized
war machines) bursts through the wall. Nope, thats Follow the
not good at all. hall, duck to
crawl through
a break in the
wall, and then
drop through a
hole in the oor.

Take the hall


past another
resistance
ghter. Go left
at the end and
keep moving
Your guide does the sensible thing: He pries the
until a door
boards off a side door and ees. Follow him quickly,
leads you
or be shot by the Sentry.
outside, into an alley.

Follow at a Another
distance as your resistance
guide runs ahead ghter crouches
and vaults a low in the alley.
wall. Suddenly, Wait while he
the ceiling hides from a
collapses Sentry and
on him. a platoon of
marching soldiers out on the street.

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When the
patrol passes,
the ghter pulls
down the re-
escape ladder Legend
of a nearby
Turret
Turr Weapon
building. Climb
the ladder. Ammo
Amm
mo

Drop through hole in oor

Go up reescape

Hide
H
Hid
de fr
d from
rom Helo
l Drop
D rop int
into
o
ventilation
ion
on dduct
uct

Barricaded
d dddoor
do
doo
with soldiers

Another
resistance
ghter at the
top of the re You dont have access to any of your time suits
escape notices powers as you play this rst level. Youll get them
your sad, soon.
35
weaponless
state and hands
You emerge
you a Karbine assault rie. Finally, some repower!
on a rooftop,
Go inside the where a helo
building and (a Magistrate
weave through military
the apartment, helicopter)
veering rst to is assaulting
the left, and resistance
then to the right. ghters. You dont have anything suitable to bring
You come upon down a helo right now, so just hide behind some big
some resistance ghters watching a barricaded door. ducts until it leaves. Then gun down a soldier on the
rooftops other side.
Magistrate
soldiers breach Grab a KM-33
the door from pistol from the
the other side, fallen enemy;
killing the then go through
resistance a gap in the
ghters. You can wall, onto
shoot through another re
the aming door and kill them, or not. Regardless, you escape. A few
cant go through the door. You must turn right and run more Krone soldiers are out here; hang back and
up the stairs. Take the door at the top. exchange re until you down them. Follow the re
escape up.

Theres a KM-33 pistol on the stairs.


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Walk over every fallen body; this is a good way
to pick up grenades. You will periodically collect
clutch grenades as you progress through the games
levels. Toss these grenades any time youre in a
difcult situation.

Upstairs, go
inside. Youre
now in an attic Veer right and head to the attics other end. Go as
area. Another far as you can before dropping through a hole in the
Occupant oordont drop through the rst one you see.
resistance
ghter is on the
grates other
Legend
sidelike the others, he soon falls to gunre from Turret
Turr Weapon
outside. (You appear to be bad luck for those around Ammo
Amm
mo
you.)

Sentinel appears
pp

36

Drop
p onto soldiers

Drop into
ntto cana
canall

Follow the Follow the


downstairs duct to a place
path until you where you can
reach a door. look down on a
Take the door to pair of soldiers.
another rooftop. Gun them down
Pause here and from up here,
notice the giant then jump down
Sentinel (a walking, mechanized fortress) lumbering and follow the hall.
in the distance. Dr. Krone is safe inside that beast;
looks like getting to him isnt going to be as easy as
you thought. Look for a ventilation duct in the oor.
Drop into the duct.
PRI
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Open a door
and enter an
apartment.
Through a break
in the wall, you
see a pair of
Krones men
gunning down
a resistance ghter in a courtyard below. Open up
with your Karbine from here; shoot the red explosive
barrels to deal additional damage. Several more
soldiers appear in the courtyard; mow them down as As you drop into the empty canal, look around and
they show up. Toss a clutch grenade if you like. neutralize anyone that you failed to notice before.

After you Follow the


eliminate them canal. When a
all, look for a pair of soldiers
hole in the oor run toward you,
that leads to the blast them.
courtyard. Then turn your
attention up,
where several
enemies patrol the canal side and a bridge overhead.
Hang back and take them down with controlled
bursts of the Karbine, or with pistol shots. Stand
Enter the courtyard cautiously. Theres a soldier under the bridge itself and use it for cover.
holed up in an apartment to the right, and he snipes
down at you as you enter the clearing. Peek out and
take him down. This is a good place to practice using
your weapons minizoom.
37
Keep moving
forward until
you reach the
brink of an
empty drainage
canal. Hang
back here. First
gun down a pair
of soldiers on the other side; then creep forward and Jump over some debris and follow the canal to the
look all around, noting a few more soldiers stationed end. Several more soldiers appear up above as you
up high. Take them all out from the relative safety of get near the end. You can either retreat back under
your position. Use the nearby ammo crate to keep the bridge for cover and ght from there or simply
yourself ush with bullets, and dont advance until hurry along and ignore them. Regardless, when you
its completely clear. reach the canals end, jump into the big circular
opening on the left.

Remember that you can mini-zoom with both the


Karbine and the pistol; this will help you re more
accurately at distant targets. Theres a red barrel up high; shoot it to take down
a couple of enemies very easily.

Just stand near an ammo crate to slowly accumulate


ammo for all your weapons. The ammo crate will
never run dry.

PRIMAGAMES.COM
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Unl through another


circular opening. You can shoot at the Sentinel if you want, but right
Now youre now you dont have any weapons that will even
amongst scratch it. Just hang back and watch the show. In
a bunch of a few moments youre caught up in a time jump,
resistance which takes you on to the next level.
ghters
defending against the onslaught of a Krones
Sentinel which has reappeared dead ahead.

Reverse
everse
verse time
ime to
Help occupants
s cross bridge

Goons
Gooons beating
resistance
resis
stance g
ghters
ght

38

Legend
Turret
Turr Weapon
Ammo
Amm
mo

Objective
Assist Occupant uprising and
re-locate Dr. Aiden Krone

Your time jump didnt go quite as planned; youre


still in the alternate 1939 and still faced with hordes You pop up in an alley. Nearby, a few of Krones
of Krones minions. Theres no choice but to press goons are roughing up resistance ghters. Run
onward. around the corner and show the goons whos boss.

PRI
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ICIAL
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GUIDE
E
You have no weapons when you rst appear, but
there is a fully loaded pistol on the ground nearby.
You can also now use your time suits powers.

This is a good time to learn how your suit assists


with close-range combat. There are a couple of Run up to the resistance ghters. Take cover
obvious techniques that take advantage of your among them, and help them by ring at enemies.
suits powers at close range: the weapon grab and Take the opportunity to practice using cover and
the punch. To grab a weapon, run up while time is using the mini-zoom to get good shots at the enemy.
paused, and press the Use button. Just be aware: If
you already possess that weapon and you already After gunning
have the maximum amount of ammo, you cant down several
grab the weapon. If necessary, you can re the carloads of
weapon and then reload, thus creating space in your Magistrate men,
inventory for a grabbed weapon.
a mechanized
In some cases the enemy holds the weapon Sentry appears
too tightly to grab; in these cases you receive a at the streets
message to that effect, and are prevented from end and starts
taking the weapon. If thats the case, just punch blasting away. Take cover. (Notice that some of the
until the enemy falls. It usually takes only a couple Sentrys shots destroyed a nearby building.) Shortly,
of punches to drop an opponent. you receive new objectives.

Objective
Rendezvous with Occupant resis-
39
tance at construction site

Run into
the building
the Sentry just
shot open, and
take the stairs
up. Climb out a
After you deal with the three thugs, the liberated window onto a
resistance ghters take some time to recover before re escape, and
urging you to follow them. They break down a nearby climb the ladder. Repeatedly punch the window up
fence and go through an alley. here to break it, then get inside.

As you
emerge from Follow the
the alleys end, hall and drop
turn right to see through a
a battle: the hole. Youre
resistance is now looking
entrenched at at a covered
one end of the bridge that
street, ghting Krones men. goes across the
street. The Sentry starts to blow up this bridge.

Objective
Defend Occupant position

PRIMAGAMES.COM
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Unl the Time Control button. Dont worry about selecting


a specic time power. Youre automatically set to
rewind, because this situation demands it. As you If you fail to start rewinding time quickly enough,
rewind time, you restore the bridge to its intact youll lose your chance to restore the bridge and get
state. Quickly run across the bridge before you run across and will have to reload.
out of time energy and the bridge gets destroyed
again.

Your suit generally selects the right time power for


the situation, so you just have to press the button at
the right time.
If there is no particular situation that demands a
specic power, the suit defaults to either slow or
stop (it picks the mode it thinks is best). You can Legend
manually override this mode at any time; refer to
Chapter One for details on how to adjust modes. Turret
Turr Weapon
Ammo
Amm
mo

Fight off assault


40

Hanging
Ha ging pipe

Drop to
to lo
lower
ower lev
ower level
el Drop
Drop
p to lo
llower level

Electried pool From bridge

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Press forward
through this
area, killing
all of Krones
soldiers. After
you clear them
all, a door
bursts open and
a couple more emerge. Greet them with shattergun
blasts, then go through the door from which they
emerged.
Near the destroyed bridge, grab a shattergun from
a fallen Occupant, then proceed down the hall and
take a door on the right.

Go through and turn right. A couple more troopers


approach from up ahead. Have some time power
ready so you can slow things down and blast them
as they approach.
Objective
Eliminate enemy forces in build-
ing complex

You approach a hole in the oor and see a 41


Magistrate soldier execute an Occupant. Stay up
Make sure you have time energy before you advance
here and open re on the Magistrate troopers: there
into a new area so you can slow things down and
are a few of them down there.
maintain control whenever youre ambushed.
After you
clear the
troopers, drop
downbut
beware. There
are more
Magistrate
soldiers down
here, behind a crumbling wall with a hole in it.
Practice using your radar to see where they are, then
re from cover. Use clutch grenades to pop them out
of cover if you want. Also, never forget your time
powers.
Keep pushing forward, into the area where the
troopers are coming from. Gun down a couple more
of them as they appear, then look for a big hole in
the oor.
You can use your time powers to slow things down,
thus making it easier to aim and get off some nice
accurate shots from cover. Or, use them to rush right
into the fray and eliminate enemies with punches,
point-blank shots, or weapon grabs, all before they
have a chance to really react. Both techniques are
viable.

PRIMAGAMES.COM
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Unl join the
Occupant
ghters and get
behind cover.
Then start
returning re.

After making sure you have time energy to spare, A block of concrete near where you entered provides
drop through the hole. Be ready to immediately slow good cover. Just remember to duck when you get
time, as three soldiers ambush you. Run among hurt, since it wont fully protect you while youre
them and steal weapons or punch them while time standing. And dont forget to slow time periodically
is slowed, thus clearing the ambush. especially if some of Krones boys rush you and get
behind your cover.

Open a door and look for a hole in the oor. Drop


Stay behind your cover and methodically pick
42 down and approach a pool of dangerous, electried
off enemies using your Karbine. Take out the ones
water. Approach the pool, then stop time. As time is
rushing your position rst, then concentrate on
stopped, run across the pool, veering right.
targets farther away. Remember to crouch behind
cover when youre hurt. Eventually you clear out all
the enemies and receive a new objective.

Objective
Advance to Occupant fortication
Crossing the pool without rst stopping time will
likely be fatal. You will encounter many such
obstacles where you need to stop time to neutralize
the effects of re, steam, or electricity before you
may cross.
Before you move along, notice the ammo box in this
area. Stand near ammo boxes to slowly gain ammo
Cross a for every weapon in your arsenal. A message tells
rubble-lled you when your ammo is full.
clearing, and
enter a giant
pipe to the Move to where
right. Follow the Krones men
pipe until you were attacking
reach another from. Climb a
clearing. This one contains Occupant forces that are series of ramps
pinned down ghting a Magistrate assault. until you reach a
hanging pipe.

PRI
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Stop time,
then jump into
the pipe. Run all
the way through
it, and get onto
a ledge on the
other side.
(By slowing or
stopping time as you ran, you prevented the pipe
from tipping too fast; this allowed you to reach the
high ground on the other side.)
Dont relax when you reach the high ground! Turn
left and notice the guard tower up ahead. Theres a
sniper in there, armed with an echo rie. Sink behind
cover and use your pistols or Karbines mini-zoom to
If you got dumped out youre in for a nasty surprise,
gradually pick him off. This will require many shots,
as theres a pool of electried water below. Get out
but it can be done; advance to closer cover if you
of the water before time resumes its normal ow,
need to get a better look. (Remember, as always,
then try again. Remember: its best to stop time
you can slow time to make your shots even easier.)
before you set foot in the pipe.

43

Drop into
Drop t sewerr
From ha
hanging
h anging
g pipe

Fire Turret

Legend
Turret
Turr Weapon
Ammo
Amm
mo
PRIMAGAMES.COM
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Unl the guard


tower. You nd
powers when youre manning a turret. Slowing
time makes things a lot more manageable.
yourself in a Take out the closest enemies rst: They will do
debris-lined the most damage if you let them hang around.
tunnel. Keep
These small turrets dont overheat: Theres nothing
moving ahead
preventing you from just holding down the
but beware:
trigger indenitely, so take advantage.
Soldiers will attack, both from your level and from up
above. Be prepared to slow time and deal with them You can leave the turret at any time and take
as you advance. cover: Abandon the gun if youre critically
wounded; get behind the concrete wall to regain
The soldiers
your shields before getting back on the turret.
get particularly
thick as you
briey duck
under the cover
of a ruined Most of these tips hold true any time youre
building. (Look controlling a turret.
for a spare
Karbine inside this building.) Stay back and pick
them off, then keep following the debris-lined path.
Jump over a pile of crates that block your progress.

44
After you destroy all the troopers, a mechanized
Scout shows up and shoots your windows shut.
Leave the turret
urret and g
go
back downstairs.
stairs. Your
The twisting path brings you to an Occupant, who
Occupant friends
iends pry the
leads you into a huge round sewer tunnel. Enter it,
lid off a sewer
weer grate.
then climb a ramp of fallen concrete.
Take the ladder
dder
You join thats revealed.
aleed.
several
Occupant
ghters up here;
outside, a bunch
of Krones troops
are attacking.
Notice the
empty gun turret in front of the window. Thats your
ticket to slaughtering the troopers outside.

Approach the
gun turret and
press the Use
button to man
it. Start gunning
down the bad
guys. Some
important things
to keep in mind while manning the turret:

PRI
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GUIDE
E
Enter pip
pipe

Join occupants Tents


TTe
en
ent
ntts
ts

Hide
de be
behind
ehind rock
ro k

Enterr pi
pipe
p pe

Emerge
Emerg
Emerge in pa
p
park

45
After a brief
Legend dialogue, your
Turret
Turr Weapon rebel friends run
up a slope and
Ammo
Amm
mo into a courtyard.
Follow them. Get
behind cover
and start taking
down several of Krones men scattered across the
courtyard. Watch for a few inside windows as well.

Veer right to nd a Karbine in a weapon case.

Keep
advancing with
You emerge at a broken sewer exit, along with three your friends. As
resistance ghters. You have a new objective. you approach
the courtyards
Objective
other side,
Advance through subway tunnels another group
to Krones Military Administration of Magistrate
Building troops appears up ahead. Fight them from cover.

PRIMAGAMES.COM
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Unl nearest pair of


troops and slow
time while theyre
still startled. Run
up and smack
them down. Now,
turn around and
run back into the parks corner. Theres a weapon case
with a shattergun back here: grab it for ammo.
Now things
Eventually the ghters tell you to go ahead while get tricky.
they hold off the enemy; you get a new objective. There are lots
of troops in this
Objective park, and theyre
Proceed to the lower fortied likely to come
park via drainage system from multiple
angles. You can
Run up a approach this in several ways, but see the tip for our
few steps to a recommended method.
covered porch,
then veer left
and down into a
rubble eld with Look for a big, grassy rock near the sewer entrance
a big sewer pipe you climbed out of. Crouch behind it and continually
at the end. Run scan for enemies coming from each side. (Use the
into the sewer pipe. radar to make this easier.) Several enemies will run
up to get behind the rock. As they do, immediately
Follow the slow or stop time and blow them away with your
pipe until you Karbine or shattergun.
46 nd a gate with Also watch for grenades. If one falls nearby or if
a valve wheel you are severely damaged, consider reversing time,
next to it. Press to throw it back at the enemy. If youre overwhelmed
and hold the or out of time energy, consider dropping back into
Use button to the sewer tunnel you emerged from.
turn the valve Eventually the enemy stops rushing your position.
wheel and lift the gate. When the gate is fully up,
simultaneously release the Use button and hit the When
Time Control button. Then run beneath the gate as it enemies are no
falls. (Without slowing time, the gate would fall too longer rushing
quickly for you to get past it.) you, equip the
Karbine and
slide out to
the left of your
cover rock.
Theres likely to be an enemy on a vehicle turret near
this areas center. Slowly advance from one cover
spot to the next, taking down anyone remaining in
the areaespecially anyone manning that turret.

Always aim for turret gunners heads. If you aim for


At the end of the sewer line, climb a short ladder. the body, the turret is likely to deect your shot.
Now youre in a big park thats lled with Magistrate If you dont have a sniping weapon (and right now,
troopsand a lot of them are shooting at you. you dont), youll have to get relatively close to the
turret gunner before you can kill him. Sometimes this
means moving from one piece of cover to the next
PRI
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ICIAL
AL GAM
GAMEE GUID
GUIDE
E until youre right up near him. Then use mini-zoom to
get the best possible shot.
Move toward
the parked
vehicle. When
you get there, There are spare weapons inside the two military
hop onto the tents, so go in there if you need ammo.
turret and gun
down any
enemies up
When all is
ahead. (There may or may not be any left.) There
clear again,
are a couple of emplaced turrets at this areas end,
explore the area
so gun down anyone on those rst. There are red
near the two
explosive containers near each turret; shoot those
tents. Behind
to score easy kills.
one of them is a
When the area trench with an
is clear, get exposed sewer
off the vehicle pipe. Drop down and follow the pipe.
turret and
advance toward Two deadly
a pair of big jets of ame
military tents. block your
As you do, progress
soldiers pour out of both tents. You have a couple through the
good options now: hide behind a tent and shoot sewer. To
enemies as they come around it, or run back to the bypass the rst
vehicle turret and use it to blow everyone away. ame jet, pause
Either way, slow time to make the job manageable. time (slowing time wont work; it has to be paused)
Slowing time is particularly important if you use the and then quickly run through. Let your time energy
turret, because it allows you to gun down the rst replenish and cross the second one in the same
few enemies before they get a chance to re back. fashion.

47

Enter subway

Gate
t
Enemy tank
Enter park
k

Go throu
through
ugh am
ames
es

Legend
Turret
Turr Weapon
Ammo
Amm
mo PRIMAGAMES.COM
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nl
Objective Objective
U Secure the upper park Locate entrance to subway
system
The sewer
exits at another After you clear all the enemies from the area,
park area. Get approach a small gate on one side of the park.
out and veer Eventually it opens, and several more soldiers come
left. There are through it. You can either deal with them from cover
a couple more or hop on the big central turret and mow them down.
military tents (We recommend avoiding the turret, even though it
in this area. is very tempting; sitting on the turret exposes you to
Instead of running right into the center and attacking lots of enemy re.)
the soldiers out here, creep around behind the tents,
and approach the soldiers by going between them. Shortly after
As the soldiers notice your presence, slow time and you dispatch
wreak havoc; then drop back behind the tents. these enemies,
a tank appears
behind the gate
they came
through. This is
bad! Get off the
turret (if you were on it) and immediately move to
the side so you arent in the tanks line of sight.

The tank is too


big to enter the
gate, so it just
sits on the other
Pick away at the remaining enemies from behind
side waiting.
the cover of the tents. Theres an emplaced turret
Approach the
48 at this areas center, and its likely to be manned.
gate from the
We recommend that you rst pick off everyone
side so the tank
else from cover, and then slow or stop time as you
cannot see you.
run out from cover, mini-zooming in on the turret
gunners head and taking him down too. When youre
very close to
the gate, hit
the Time Control
Enemy AI is capable of manning a turret, even if that button to slow
enemy didnt start out on the turret. In other words: everything
dont be surprised if you shoot a turret gunner only down. Dash
to nd that a few seconds later another soldier has through the
hopped into that same turret and started ring at gate, weaving slightly to avoid the slowed-down
you. You have to stay alert. tank bullets. Stairs lead to the subway on both the
left and right. The left entrance is blocked (though
you cant see it from up here), so youll want to take
the right one. Get down those stairs quicklybefore
the time-slowing effect wears off.

If you run out of time energy while youre still in the


tanks sights, youre quite likely dead. Try again, and
get down the stairs faster this time!

PRI
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A trio of
Magistrate
troopers
is chatting
downstairs. A
clutch grenade Legend
(or just some Turret
Turr Weapon
fast gunplay)
Ammo
Amm
mo
will deal with them.

Enter from surface


Stop time and
cross
cros
ss wate
water

49

Look for a series of turnstiles near the middle of Several Magistrate troopers are guarding the
this underground area. (Dont go to the other end; platform. As you come down the stairs, snipe at
there are only stairs leading back up to the enemy them with your Karbine; back up if necessary to
tank.) Go through the open turnstile, then bear left avoid the initial rush. Then slowly inch forward,
and head down some steps to the subway platform. destroying anyone in your sights, until the platform
is clear and you can walk on it freely.

PRIMAGAMES.COM
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Unl The subway tracks are ooded with electrically
charged water. Go to the platforms left side and look
across the water. Theres a ledge on the other side,
leading deeper into the train tunnel.
To cross the charged water, simply pause time and
run across. The water becomes solid while time is
frozen, so dont worry about sinking in. Hop onto the
ledge when you reach the other side, and a new level
loads.

To city streets

Electri
ed
ed deb
debri
debris
tunnel
unnel

50

Legend
Turret
Turr Weapon
Ammo
Amm
mo

Objective
Inltrate Krones Military Admin-
istration Building
Advance through Construction
site and nd viable access point Move ahead, veering right, and go through a
turnstile. Two techs are xing something, but theyll
Your task is still to proceed to the Military Adminis- pull guns as you approach. Do them both in with a
tration Building, so onward we go. surprise attack.

PRI
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ICIAL
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GUIDE
E
Turn right
and approach
a debris-lled
Notice the box that passage lled
one of the techs with electricity.
was rummaging Pause time
through. It looks before dashing
almost exactly like into this
an ammo box, but passage.
the contents are
slightly different. Boxes like these are useless; you
have to get very close, however, before you can tell At the
whether a box contains useful ammo or junk. passages end,
take a ramp of
fallen concrete
up to street
level. Theres
only one way
you can proceed
up here. Circle around the big hole in the ground.

To
o Administration
tion
building
Garage
age with force
eld
eldd lever

Force
e elds
elds
ld
51
Electried debris
s
tunnel
nnel

End of Sent
Sentry
try
avoidance
voidance rrun
un
Run alo
along
ong pipes
pipe
pes
Hide
de be
behind
ehind tras
trash
sh
h
containers
conttainers

Start of Sentry
avoidance
avoid
d run

Legend
Turret
Turr Weapon
Ammo
Amm
mo

PRIMAGAMES.COM
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ash
e Take cover

Unl behind a big


green trash
container.
Peek around
the left side of
the container
and start
taking down enemies up ahead. Remember to use
mini-zoom to make your weapons more accurate at a
distance, and stay very close to the trash container.
Start with a sniper in the tower to the left, then sink When you hit the streets end, turn right and look
back and blast any soldiers who try to crash your up. Before advancing, blast a couple would-be
position. snipers out of the windows of a nearby building.

Turn the
corner and you
face a high-low
attack from
a soldier up
on a cargo
container and
one on street
level. Back up a little rather than face them both
immediately.

Continue to peek around the trash container and


snipe anyone else you can see; sink back and regain After dealing
health whenever youre hurt. For now, ignore the big with these two,
emplaced turret up ahead. Go after everyone else. advance down
52 the street. As it
widens out on
the left, watch
for another
high-low
attack: one soldier on the ground, one on slightly
raised ground in the distance, and another up on the
building to the left.

Take care of
these guys,
then proceed
down and walk
When everything but the turret is clear, crouch across a set
down and sneak around the left side of the trash of rusty pipes.
container. Creep up to a pair of smaller containers up Keep advancing
ahead; these will shelter you from the turret gunner. until you can
When you have full time energy, stop time, stand enter a building on your left.
up, and run toward the turret. Run to the side of the
turret and gun down (or punch) the gunner while time
Go through
is still frozen.
a door, then
Now go down the street to the left. Neutralize a another. Drop
pair of soldiers who appear at the streets end. into a utility
room, cross it,
and climb up a
short ladder on
the other side.

PRI
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Take the
door and you
emerge near an
outdoor area.
An Occupant
ghter is
crouching here.
He explains that
theres a Sentry outside, and you need to get past it.

Objective
Evade Sentry The next step is to dash down the hall, turn
left, and then crouch down at the base of another
stairwayall while time is slowed, of course.

Evading the Sentry is a matter of slowing time as


you run to cover, then allowing your time energy to
recharge before slowing time again and running to
the next bit of cover.

Next, run up the stairs, turn left, and hide behind a


concrete pillar.

Next, go
forward, turn 53
right, then left.
This last turn
Start by slowing time and running outside. Turn takes you deep
right and run inside the building. Run up the rst set enough into the
of stairs and crouch on the landing. building that the
Sentry no longer
has a shot at you. Drop through a hole in the oor,
deeper into the building.

The Sentry can shoot out sections of concrete wall,


but certain parts will not be destroyed. Use these
as cover. The wall next to the landing is a good
example.

Continue up
to the next oor
when you have
enough energy
to slow time
again. The next Drop down a series of ledges until youre reunited
piece of cover with some Occupant resistance ghters. Listen to
is at the top of the dialogue. You get some new objectives.
the stairs.

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Objective
the second force
U Gain access to courtyard through
force eld defense system eld, just pull
the lever next
to it and run
through. No need
to freeze time for
this one.

Objective
Break into Administration Building
through garage

Now you
must ght your
Follow the resistance ghters as they run off and way along
take cover near a big clearing. Advance to a pile of another trooper-
sandbags, which serve as cover. Open re on the infested street.
Magistrate troops in the clearing. Start by taking
cover behind a
Destroy all the parked vehicle
troops you see. and blasting enemies that try to sneak around the
A Magistrate vehicle.
vehicle tears
into the clearing Next, start
and parks. leaning out,
Target the turret freezing time,
gunner rst, and sniping at
then pick away at the other soldiers who emerge enemies as you
from the vehicleall from cover, of course. (You hang back near
54 may need to advance to closer cover before you can your cover. Your
hit the turret gunner.) rst priority is
anyone approaching your position. Also notice the
Advance vehicle turrret in the distance, but dont deal with it
when your rebel yet. Sniping the turret gunner is easiest if you hold
friends do. They off until youre behind much closer cover.
tell you to keep
moving. While
they press
forward, slide
around the
Magistrate vehicle. Notice the force elds blocking
access to the next street. Also notice the garage
door to the force elds left. Take the door.

Inside, press
the button
on a weapon
rack to get a Slowly advance from one small concrete barricade
Karbine and a to the next, crouching down behind the barricades
shattergun. Then to maximize cover. Only advance when youre
pull the lever sure there are no surviving troopers close to
on the wall youotherwise theyll just run up and get behind
and immediately freeze time. Run back outside and your cover.
through the rst force eld, which the lever tempo- When youre quite close to the vehicle with the
rarily dropped. turret, freeze time, pop out, and snipe the gunner.

PRI
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When you Continue
reach the down the street
vehicle with the and follow it to
gun turret, hop the left. Press a
in, slow time, button between
and mow down a pair of garage
several more doors to open
troopers in the the rightmost
street ahead. one. Go through the open door and keep moving. The
next level loads.

Machinegun
M
Machi
ineg trap 2

Machinegun trap
p1
Assembly
line Gate
ate
te
contr
control
c trol
Prrison
Prison
P From
rom streets
entrance
t

Time 55
puzzle
puzzl

Laser
Las
ser hallw
hallway
way
wa y

Legend
Turret
Turr Weapon
Ammo
Amm
mo

Youre now inside the Military Administration


Building. Your task is to locate that server!

Objective
Proceed to upper oors and lo-
cate weapons database server Theres a button on the left wall. Press it to make
Disable alarm system in security a second garage door open in front of you, then go
room
through. An alarm is triggered. Watch for several
guards who spill both out from an ofce on the right.
The shattergun is a good choice for gunning them
down and from behind cover on the left.

PRIMAGAMES.COM
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Unl side ofce


where the
with your pistol,
then re until
troopers hes neutralized.
emerged. Press Advance
a button on the very cautiously
weapon case in from this pillar,
there to access keeping left.
a shattergun and a pistol. Turn around and turn a One of the parked vehicles comes to life and drives
knob on the desk. This disables the alarm and opens toward you. Slow time if necessary and veer left, out
a gate in the main garage. of its path; it crashes behind you. More troops appear
up ahead, and at least one is likely to man a turret.
Objective Its safest to sink back behind cover, pop out just far
Gain access to loading dock enough to pick away at enemies, and then sink back.
storage area
When the on-foot enemies are largely gone, either
repeat this pop-out-and-snipe process with the turret
Walk back out gunners (aim for their heads, and be sure to slow
to the garage time as you snipe at the gunners, or those turrets
and turn right. will chew you up) or slow time and rush from one bit
Approach the of cover to the next, until you can get close enough
gate you just to shoot them at close range (again, with time
opened. A slowed, as you never want to be in full view of a
garage door turret in real time).
slides open up
ahead, revealing two Krone guards and a vehicle with
a gun turret. Slow time as you approach and blast
them both. If you dont slow time, you risk letting one
of them get in the turret and shooting you.

Keep
56 advancing
through
the garage.
Approach a set
of concrete
slabs that
serve as cover.
Nearby is a time puzzle. To solve the puzzle, look for
Several Krone troops pop up ahead of you; use the
a pedestal with a lever on it. Then do the following:
slabs and pick away at them. Dont charge too far
forward yet. Pull the lever. This makes a suspended cargo
container start moving toward you.
After you Jump up on the pile of crates the container is
clear out just moving toward.
about everyone When the container is near enough, walk onto it
from the safety and press the Time Control button. It is automat-
of the slabs, ically set to rewind. Time now rewinds, sending
run to the cover the container back across the room.
of a concrete
At the rooms other end, hop off the container,
pillar. More
onto a ledge, and enter a duct.
vehicles are parked farther down the garage, and
a soldier probably mans the nearest one on the If you fail, go back to the pedestal and use the
right. Your best bet is to shoot red explosive barrels lever to reset the cargo container to the far wall.
from behind cover, thus destroying the vehicle. Then follow those steps again.
Optionally, slow or stop time and mini-zoom on the
Objective
Proceed through pipe system to
locate security sector

PRI
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GAMEE GUID
GUIDE
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Crawl through
Objective
the duct. You Deactivate laser security system
emerge high in a
room lined with
tall shelves.
Drop down and
quickly dispatch
a surprised
worker. Start heading through the winding shelves.
Expect soldiers to appear ahead of you, at ground
level, and up high. Use the shattergun for the closest
enemies and use the Karbine for the farther ones.

Navigating the laser beams is not as hard as it


Theres a Karbine in a weapon case as you proceed looks, though you will probably die once or twice,
through this room. especially if youre impatient. There are safe alcoves
on both sides of the halluse them.
Here are some tips on getting through the beams:
The room
terminates at an The safest method is to move from one alcove to
assembly line the next, never attempting to cross more ground
with boxes on than necessary.
it. Behind one of Each time you want to make a move, be sure you
the boxes is a have maximum time energy. Then slow down
hole you must time.
crawl through.
Once time is slowed, watch for an opening and
The trick here is to pull a pedestal-mounted lever,
take it.
then start moving around the railing toward that
hole. Quickly freeze time when a box is not blocking Its easier to safely crouch than jump, as jumping
can send you into a higher laser beam. 57
the hole, then quickly crawl through.
The proper sequence is to move from the start to
Follow a the rst alcove on the left, then to an alcove on
series of narrow the right, then to a door on the left, and nally to
service ducts the end.
until you see a
grate overhead. If youre having difculty despite these tips, save
Pop it out and the game as you reach each new safe alcove.
then gun down a
pair of surprised
techs. Also beware of the door on the right: It leads
back to part of the level you already cleared out, but
a pair of new soldiers have appeared there and are
likely to burst through the door. Be ready for them.

Around
the corner is
a hall lled
with rapidly
moving lasers.
On the laser halls other end, enter an ofce and
The lasers are
turn a knob. This disables the lasers. Go back into
instantly fatal
the now-safe laser hall (an armed tech may appear
if they touch
as you go there; gun him down).
you. Before even attempting the hall, gun down any
Krone guards at the other end of it. Youll need to
concentrate!

PRIMAGAMES.COM
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Objective
you reach a
U Access prison through boiler
room ventilation system spot where
you can drop
out of the duct
and into the
prison block. Do
so, equip your
shattergun, and start blasting the guards from your
position of relative safety.

Objective
Escape from prison

When most
Take a side door leading away from the laser hall.
of the enemies
Notice a platform balanced on a central pivot: essen-
are down, run
tially, its a teeter-totter.
forward and
Get on the slightly left. At
teeter-totters this halls end,
left end (left hold up: There
as you enter are more guards
the room, that both to the left and right. Cautiously pick away all of
is), then freeze them, sinking back into the hall as needed.
time. Run to the
teeter-totters
other end and leap onto a row of machinery. Freezing
time keeps the far end up high, so you can make the
jump; failure to freeze time results in the teeter-totter
58 crashing down. From the machinery, climb up to a
duct near the rooms top and crawl inside.

Follow
the duct. At
two different
points there
are rotating
gates that At the halls end, to the left, you can press a
sweep in the button on a weapon case and get a Karbine and a
wrong direction, shattergun, if necessary.
pushing you back if you try to get through them. To
get through, reverse time when you get close, and Continue
sneak through. through the
winding halls
until you reach
a pair of gates.
At the other side
of the gates is a
You have views down into a prison block at various slot in the wall
points in the duct. Youll get down there in just a with an automatic machine gun poking out. This is a
moment. trapwhen you run between the gates, they crash
closed, trapping you inside for the gun. Foil the trap
by freezing time before you run through. Keep going
when you hit the other side.

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GUIDE
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If you do get caught between the gates, you can still
rewind time, thus opening them again so you can
escape.

Across the room, notice a vent. Jump up and crawl


into it. Follow it a short way to an ofce. Drop down
and kill the ofces occupant, then turn a knob on the
desk to disable the machine gun and open a gate.

Next you emerge in another room with a slotted


machine gun guarding it. Again, freeze time before
crossing the room, or the machine gun will shred
you. Your goal is to reach the opposite corner,
diagonally from where you entered.

Walk
W youre
alk out the ofce door. Now you back in the
ure b
machine-gun
maachine-gun room. Go through a gatgate next to the
te ne
machine
c ine gun (it opened when you tturned
mach urned the knob).
e a door, go up a ight of stairs, and ttake a
Take 59
level
second door at the top. The next lev loads.
vel lo

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These next ve levels raise the difculty level (modestly) from what youve already experienced. Expect
more foes, tougher situations, and the introduction of a particularly pesky opponent: the jetpack soldier.

Computer Room

FFrom
r Prison

60

Ducts
t
Two
Two-level
Two-le
wo-le
levell
chamber
cham
h

Legend
Turret
Turr Weapon
Ammo
Amm
mo

Youre now inside Krones Military Administration


Building, searching for a remote server that will
provide vital information.

OBJECTIVE Take the door at the top of the stairs. In the hall
Proceed to remote server room
beyond, take another door on the right. Youre now in
and access weapon database
a reception area. Ignore or destroy the little cleaning
robot on the oor; its your call.

PRI
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ICIAL
AL GAM
GAMEE GUID
GUIDE
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Hook around Once you
to the left and have taken out
take another all the guards
door leading out on your level,
of this area. You just ignore the
emerge in a hall remaining ones
with a Krone upstairs. (There
guard ahead of are lots of them,
you and another behind a glass wall on the right. and youre in a very poor position to deal with them.)
Take the door on the right (the one those soldiers
Go right and came through).
proceed deeper
into this area. The next room
Several more in an armory.
guards appear Open a weapon
behind another case to restock
glass wall up your shattergun
ahead. This is a ammo supply.
good place to throw a clutch grenade. Then open the
next door.

Peek through
this door. It
leads to a
hallway that
provides a view
of a two-level
computer room
via a metal
gate. The computer room is packed with soldiers, 61
Proceed after eliminating the guards. Take a door some on the ground oor and some on a metal
on the right, then poke your head through another. catwalk. Start sniping them from the hallway as
Youre now looking into a two-level gallery. Youre best you can, ducking back through the door to the
on the bottom oor, unfortunately, and there are armory room if you get hurt.
several guards overhead. Hang back in the hall and
exchange re, moving farther into the gallery only After you
after felling all visible opposition. down most of
the enemies in
the computer
room, the
gate opens.
You can use the marble-faced pillars holding up the Pick away
gallery as cover, but they are destructibleonce any remaining
one is torn to shreds, move to another. enemies you can easily shoot from here, and
then slow time and charge in. Blast the remaining
soldiers with the shattergun, and use the central
Use cover
computer bank as cover if necessary.
and carefully
keep picking
away guards
overhead.
Glance period-
You can shoot through the metal grate that forms the
ically to your
catwalk oorand so can your foes. Dont expect
right, because
it to provide cover, but do look for opportunities to
eventually a door opens and several more troopers
shoot through it.
run into the gallery, this time on your level. When
they appear, slow time and mow them down,
preferably with the shattergun.
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OBJECTIVE
U Access central mainframe in top
oor control room [05-012.bmp]

When the room is clear, approach a computer


terminal on the right-hand side.

Press the Use


A door on the computer rooms side gives access
button to use
to a short staircase, which leads to the catwalk.
the terminal.
Get up there and look for an access hole leading to a
You now receive
duct lled with cables. Crawl in there.
a new objective.
Also, a couple
guards assault Legend
the roomone Turret
Turr Weapon
high, one low. Blast them both.
Ammo
Amm
mo

LOWER FLOOR

62

KRONES OFFICE

Elevator
Elevators
tors
s

TOP OF TWO-LEVEL
CHAMBER

From ducts
Fr

PRI
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AL GAM
GAMEE GUID
GUIDE
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Follow the Approach a
winding duct to console on the
a ladder. Climb wall, behind
the ladder to the big desk in
a small room. this ofce. Turn
Take the door on a knob. This
the right, then updates your
follow the hall objectives and
to another door. Open it. Now youre looking at the unlocks a small side door to the left. Turn left and
two-story gallery you were in earlier, but this time deal with a pair of guards who emerge from that door.
youre upstairs.
OBJECTIVE
Proceed to the rooftop for
exltration

Take that
door and follow
the short
hall beyond
to a pair of
elevators. Only
one elevator is
operational
Peek into the gallery and methodically pick off the and only partially so; get inside that one.
Krone guards up here, ducking back into the hall if
youre injured.

After you
defeat all the
guards on your
level, move into
the gallery. There 63
are more guards
below, but as
before, you need
only gun them down if youre a perfectionist. When
youre done here, take the only unlocked door leading The elevator jerks and lurches, then drops at an
away from hereits on the left. alarming rate. It pauses briey at a lower oor. Slow
Go through time when this happens to give yourself a little
a small room extra margin for error, and hop out of the elevator.
lled with (If you fail to get out here, youll die as the elevator
cleaner bot crashes at the shafts bottom.)
parts. Enter
another Whack the
reception area, single guard
where a pair of here and turn
guards are taking cover behind some furniture. Slow back to face the
time, run up to them, and either take their weapons two elevators.
or bash them into submission. The left one just
destroyed itself,
Peek through but the right
the massive one now works. Get in the right one and ride it to the
doors on this buildings top.
rooms left
side. Youll see
a massive,
opulent ofce
with a pack
of guards holed up inside. This is prime grenade
territory! Toss one in and watch em y! Pick off the
PRIMAGAMES.COM
rest from the doorway, sinking back as necessary
when hurt.
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EEcho
cho
cho Rie & 3
3rdd Run across
ss beam
m
sniper
iper point

Echo Rie &


1st sniperr
point
oint From elevators
Fr

Ammo
A mmo
m &
Leverr & Level
Leve 4th
4t
th snip
sniper
exit point
i

Elevators

Flame jets
s

EEcho
h Rie & 2nd
sniper
sn
nipe point
nip

64

Legend
Turret
Turr Weapon
Ammo
Amm
mo

Its time to get out of here. Krones men are on full


alertso it wont be easy. But you can handle it.

OBJECTIVE
Reach the exltration point
Go left. Duck and crawl through a ventilation duct.
On the other side, gun down a pair of soldiers and
advance slightly.

Grab the echo


rie leaning
against the
wall. Then look
over the roofs
edge and scan
the nearby
rooftops. In the
Get off the elevator and take the door on the right. distance, a Magistrate trooper sits on a turret, ring
Climb a ight of stairs and take another door. Now at rebel craft in the sky. Your new task is to take
youre on the rooftop. down all four of the turret gunners in this area.

PRI
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AL GAM
GAMEE GUID
GUIDE
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Stand next to
OBJECTIVE
Use the radar to eliminate the the echo rie
four anti-aircraft guns on adja- and zoom in on a
cent rooftops nearby rooftop.
Once again,
destroy the
turret gunner
either with a
headshot or by detonating red explosives near him.
This is the second gunner youve eliminated.

Theres an ammo box nearby. Use it when you get


the chance.

Zoom in on the turret gunner and kill him, either Just after
with a headshot or by shooting the red explosive you shoot that
canisters beside the turret. gunner, a helo
swoops in and
res at you.
Slow time and
backtrack to
the safety of
the last covered hall. Dont worrythe helo leaves
after shooting up your surroundings, opening up a
passage for you to take in the process.

After the helo


departs, keep
moving along 65
Turn from the roofs edge. Another trooper appears the rooftop,
through a nearby door. Gun him down, then take following the
that door. winding path
and gunning
The door down a few
leads through a stray guards along the way.
short passage
and to another When the
door. Take that path opens
and emerge out into wider
in a twisting space dotted
passage along with ventilation
the rooftop. Follow it, taking down two more guards ducts, hang
along the way. back. There are
several soldiers
Near where up ahead. Consider tossing a grenade or two and
the two guards use your time-slowing abilities liberally as you pick
stood is a them off.
slightly raised
platform with Move forward
another echo and turn right.
rie leaning There are more
against the soldiers in the
wall. Here you have a shot at a turret gunner. immediate area;
again, a grenade
is a good idea
here.

PRIMAGAMES.COM
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Unl another slightly
raised platform
now-twisting
path to a place
with an echo where ames
rie leaning block your path.
against the Freeze time to
wall: a clear pass them.
sign that you
have another shot at a turret gunner. Stand on the
platform and look for the gunner.
Past the
ames, a couple
more soldiers
ambush you.
Gun them down
and proceed
through a small
rooftop shed.

On the sheds
other side, look
for an ammo
When you see him, nish him with a headshot.
box sitting next
There are no explosives near this one. Thats
to a crescent-
three down.
shaped
window. Get
Just after
ammo and look
you shoot that
out the window, to the right, to see the fourth and
gunner, a new
nal rooftop gunner.
set of soldiers
66 lters into the
forest of venti- Blast the
lation ducts gunner by
behind you. shooting the
There are lots of them. Since the ducts let you get explosives near
very close to them easily, consider slowing time him. You now
and running madly between them, blasting each have dealt with
with a shattergun (or punching repeatedly) before all the gunners,
fading back as you run out of time energy. A couple and a new
of these assaults will clear out the grid of ducts. objective appears.

OBJECTIVE
Proceed to higher position and
activate docking beacon

Advance
through the
opened grate
of a rooftop
generator. (It
Put down a few last guards as you leave the venti- is destroyed in
lation duct area. As you enter a long, straight section an explosion
of this rooftop maze, several guards appear in front just after you
of you. Veer left and hide in a recessed area; pick take down the fourth gunner.) From there, take a left,
them off from there. go up a few steps, and look for a horizontal beam.
Run across the beam to an interior space and drop
inside.
PRI
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ICIAL
AL GAM
GAMEE GUID
GUIDE
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OBJECTIVE
Locate and activate switch for
docking beacon

When all
visible jetpack
soldiers are
down, advance
to a part of the
roof dotted with
a grid of venti-
Run through a couple of ofces until you locate an lation ducts. As
elevator. Get inside and ride it upstairs. you reach this spot, more of Krones troops rush at
you from the roofs far side. A few remaining jetpack
Upstairs, exit
soldiers may also be in the mix. Hang back; let them
the elevator and
come to you. Use time-slow and the excellent cover
go back to the
of the ducts, popping in and out of enemy view and
rooftop. Another
nishing them quickly with punches or shattergun re.
echo rie in a
Be methodical and run back inside if youre injured.
case waits for
youas do a
few jetpack
soldiers. Gun down the rst one while hes still on
the ground, then sink back to the protection of the
doorway and prepare for an assault. Theres an ammo box near the grid of ventilation
ducts, and a Karbine and shattergun are in weapon
cases scattered across the rooftop.

Jetpack soldiers y very quickly and erratically. When the roof


They like to zip to one spot, hover there, then zip to is entirely clear,
another place. Its generally best to nd cover that 67
approach a
protects you above and to the side, build up some sealed elevator.
time energy, and then pop out and slow or pause You cant get in
time when you have one in your sights. Then unload
the elevator, but
on him. A couple of echo rie bullets or a thunderbolt
the switch you
shot works best, though any weapon will do.
must throw to
The key is to use time energy to either slow or pause activate the docking beacon is near it.
time. If you merely slow time, youll still have a
difcult shot while the soldiers it from one position
to the next; its best to let them settle into one
spot before shooting. However, you can solve this
problem by pausing time entirely, which gives you a
brief opportunity to shoot at a perfectly motionless
enemy. You decide which method you like better.

Stay close to
the door you just
came through.
First youll want
to deal with the
onslaught of Stand in front of the elevator and turn around to
ground troopers, see a lever mounted on a post. This can be easy to
using your overlook. Throw the lever to load the next level.
Karbine or shattergun. Then, when no regular troops
are attacking, pop out, slow or stop time, and snipe
the jetpack soldiers one by one. But beware: there are
lots of ground troopers up here, and youll likely face
more of them as you ght the jetpack soldiers.

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The Occupant Slowing time is just as important here as when
rebels have youre on foot. Make the best use of this ability,
extricated destroying as many targets as possible while
you from that time is slowed.
sticky situation
If you have no nearby targets, turn off your time
in Krones
powers and conserve your time energy. Dont
buildingbut
waste it while youre shooting at a really distant
now you have
target.
new problems. After a bit of dialogue, your zeppelin
is attacked. You must man a turret and keep the Balloons are bigger targets than the mines they
airship from going down. carry, and if the balloon explodes, so does the
mine. Therefore, aim for the balloon if the mine is
Since this level simply consists of shooting at
still attached to it. (Shooting balloons after their
targets from your turret gun, we cannot provide a
mines detach is pointless, however.)
step-by-step walkthrough. However, we can give
you a heap of tips and techniques for maximizing Prioritize near mines over far ones. Take down
your effectiveness, and then provide a general incoming mines rst, then scan the horizon and
sense of what youll face. First, some basic infor- aim for those in the distance.
mation: Your turret wont ever stop ring, but its most
effective if you let it cool off a bit between
bursts. Dont hold down the trigger, therefore,
when you have no target.
Pressing the Use button makes you get off the
turret. But theres no reason to do that in this
level. If you accidentally nd yourself off the
turret, immediately get back on board.
Your best shots at jetghters are when theyre
ying straight toward you, and then for a short
68 time as they y away. But any time theyre close
is a good time to shoot.
Your two main enemies in this level are aerial Dont forget your minizoom. Its still operational
mines and jetghters. while youre using a turret! Engage it while
Aerial mines are deployed on balloons. shooting at distant targets.
Eventually, as they get close enough to your
airship, the mines detach from their balloons and OBJECTIVE
y toward the airship. Defend zeppelin
Destroy mines deployed from
Jetghters y toward the airship, shooting, and bombers
then rocket past it. They then loop around and
come back for another pass. With those
Your airships health bar is in your HUDs upper tips in mind,
left. If you allow the airship health to reach zero, settle in and
the level fails and you must try again. start shooting.
Now for some tips: The rst major
wave of foes
consists
of balloon-
mounted mines, directly ahead. Start gunning those
mines as soon as you see them. Aim for balloons if
the mines are still attached; otherwise, aim for the
mines.
Bombers arrive after a little while, adding more
mines to the mix. Just keep targeting and destroying
mines.

PRI
RIMA
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OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E
As some Keep blasting
mines get jetghters
close, slow and watch
time and the skies.
destroy them; Eventually a
then go back to bomber cruises
shooting distant by, releasing
mines. a long line of
When the mines. Slow time and methodically gun down the
mines are line, taking out as many mines as possible.
largely gone, After
a wave of destroying
jetghters the big line
appears. Again, of mines, you
use time-slow must divide
to make it easy your attention
to gun them down. It takes a lot of repower to bring between a
down each ghter, but its much easier when the jet smattering
is close and time is slowed. of balloon mines ahead of your vessel and the
remaining jetghters. A good policy is to shoot all
the nearby mines (and any really dense clusters
of faraway ones), and then quickly turn to blast a
jetghter when no mines are close.
Dont get locked into looking straight ahead. The
jetghters attack from all angles, so use the full Repeat
range of your turret to look around. this process
until the
airship lands,
and youre
home-free.
69

Veer right onto Jump


p Brid
Bridg
Bridge
dge
train
n br
bridge
b idge Ambush
bush
Camp with
explosives
p
Gett off train
n

Legend
Gett o
Ge on
n train
n Turret
Turr
Weapon
Get quad
d
Mines
Mi
M ines
s Ammo
Amm
m

Blast open gate


gat
Guard
G uar
arrd
d tow
to
tower
werr

JJump
ump ele
um electri
ectrie
ed
water
wa
ater
t r

Jump
ump

Gate
Gate
t

PRIMAGAMES.COM
ed
ash
e Youve survived your wild airship ride and landed As you

Unl with a couple other Occupant rebels. Your new task


is to nd the crash site of a previous rebel zeppelin
approach
a covered
that went downbut theres no time to think about bridge, simulta-
that now: some of Krones troopers have found you neously engage
already. time-slow and
use the quads
OBJECTIVE turbo boost. This
Locate zeppelin crash site gets you across the bridge. The bridge is unstable
and tips as you drive across, so failure to slow time
Two quad or turbo boost could send you down for a deadly fall.
bikes and a
vehicle with a
manned turret
roar in from the
nearby road. The
turret vehicle
is on the right.
Start running toward that vehicle, slowing time if
you get hit with heavy re. Blast the gunner out of
the turret, taking advantage of slowed time.

Continue to Keep driving along the road. Soon an ambush


the vehicles appears up ahead, consisting of several Magistrate
right side, soldiers, including one manning a vehicle gun turret.
where youre You have a couple choices here. If you have an
covered from appetite for destruction, you can take on the ambush.
most of the If not, just gun your engine and drive through the
newcomers. ambush, veering right to get past the parked vehicle.
From here, gun
70 down anyone whos visible, and let a little time
energy regenerate. Then, hop onto the turret, slow
time again, and nish off the remaining troopers.
If you decide to take on the ambush, drive straight
into the vehicle, engaging time-slow when you start
When the to get shot; then quickly dismount and nish off
coast is clear, nearby soldiers with close-range attacks. Then get in
get on one of the turret and destroy a few more soldiers down the
the two quad road. Be sure to grab the thunderbolt that one of the
bikes (the guards held; drop your shattergun for this.
four-wheeled
all-terrain Regardless
vehicles the of whether
attackers leave). Practice driving in circles a bit, you ght or
including in reverse. The button normally reserved ee, keep
for jumping (while on foot) activates a turbo boost. driving past
the ambush
When youre ready, drive down the road.
site. The road
takes you up
Follow
a mountainside and into another ambush: A few
the winding
troopers stand in front of a train, which blocks the
road. Pulse
road. Take them down.
the throttle
instead of
holding it fully
down. Driving
full-speed is A good technique is to drive in at full speed, ram one
likely to send you off a cliff. or two troopers with the quad, then dismount and
slow time as you clean up any others. Watch out for
a soldier or two hiding behind the train!
PRI
RIMA
MA OFF
OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E
OBJECTIVE
Locate the explosives in the
enemy camp

The camp
doesnt know
youre here. Get
behind a fallen
tree, throw a
grenade into
the midst of
After you clear the area around the train, get back the circle of
on your quad and take a right, driving onto a covered unwitting enemies, then quickly slow time and
train bridge. pull out a thunderbolt or echo rie to snipe a few of
them.
Follow the
train bridge,
which becomes The pack
a tunnel. Just of enemies
outside the includes both
tunnels end normal and
is a large open jetpack soldiers.
area and a The jetpack
small ambush of Krone soldiers. We recommend variety launch
driving into the ambush, running over a soldier or immediately,
two, and then slowing time and mopping up the and the regular ones spread out. After your initial
others. Or, just hang back in the train tunnel and pick attack, we recommend falling back to the cover of a
away at the enemy slowly. big tree and sniping at enemies. Pick off the ground
troops that rush you rst, then concentrate on
farther enemies and jetpack troopers. Remember to
slow or pause time when shooting jetpack troopers
out of the sky. 71

At least one of these guys has a thunderbolt


crossbow. We nd the thunderbolt very useful in
Take your
these outdoor areas, along with the echo rieso
time. When you
have at least one of these weapons at all times. If
can no longer
youre carrying only one or the other, we recommend
see enemies
the thunderbolt, due to its larger ammo capacity. (We
tend to hold the echo rie, thunderbolt, and Karbine
from a particular
for this section of the game.) cover spot,
move to another
and scope for
After the more. Be methodical and clear everyone out.
ambush, you
could get back
on the quad and
follow the road, When the
which takes you clearing is
in a semicircle nally empty,
around this approach the
area. Instead, we recommend hugging the left ridge camp. Grab
and walking forward. The ground slopes down, and weapons from
you approach a camp lled with Krone troops. The the fallen. Also
camp is located on low ground in this areas center. collect some
specialty grenades (laser mines and such) from a
Around this time, you may also receive a new
table.
objective, which becomes clearer shortly.

PRIMAGAMES.COM
ed
ash
e Go inside the Keep riding,

Unl tent and make


sure its clear;
but pay close
attention to the
then grab a track up ahead.
thunderbolt from When you can
a case if you see another
dont already small barricade,
have one. Use slow time and
an ammo box to max out your ammo levels. jump off. The train is about to smash through the
small barrier and off a cliff, and you dont want to be
on it when that happens.

A trio of
Krones troopers
is stationed
here. Run up to
the guardrail
and blast the
trooper nearest
a parked vehicle
so he cant get into the turret. Then deal with the
Finally, grab an explosive device from the table. other two.

OBJECTIVE After dealing


Destroy the train track gate with with the three
the explosives troopers, hop
into the turret
Exit the tent and look down
and hop on one the ridge.
of the quads Several more
72 parked behind troopers are
it. Drive the bike running up the slope toward you. Let them all eat
straight ahead turret.
until you reach
a huge sealed Jump off the
gate. turret and into
a nearby quad.
Approach
Slowly ride it
the gate on
down the slope,
foot, plant the
following the
explosives with
road. Hold up
the Use button,
when you reach
then slow time
a section of road marked by yellow warning signs.
and backpedal.
There are mines here!
Keep moving
away from the door until your time energy runs out.
(You dont want to be anywhere near the door when
Slow time,
it explodes.) After the door does blow, go through it.
then drive
straight through
There are train
the mined
tracks in here.
section of road.
Climb on a train
The mines dont
and throw a
have time to
lever to start
detonate while
it moving. Ride
time is slowed.
the train as it
breaks through
a wooden barricade.

PRI
RIMA
MA OFF
OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E
Keep Explore the
following the camp beyond
road until you the fence. Inside
see some one of the tents
concrete is a Karbine and
barriers and a a shattergun
guard tower. in a case.
Get off the bike Remember,
and stand behind one of the barriers. Snipe the guy we recommend having both the echo rie and the
standing in the guard tower. This tips off the rest of thunderbolt whenever possible for these outdoor
the soldiersand there are a lot, both in front of and areas. The Karbine makes a ne third weapon, but we
behind a big fence up ahead. dont recommend the shattergun for outdoors.

When youre
done, climb up
the ladder on
the tall guard
tower. Look
for a red lever
up here. This
controls the far
gate. Pull the lever and immediately start crawling
back down the laddera Magistrate vehicle is
about to come crashing into your towers supports.
Methodically snipe enemies, starting with the
ones nearest you, then moving to those behind the Let the
fence. vehicle crash
into the tower;
When all is just be far
clear, move away when it
toward some happens. Gun
down a pair of 73
big cargo
containers to soldiers who
the right. Near managed to get off the vehicle before it crashed.
the containers Then climb aboard a quad and roll through the newly
is a wide opened gate.
wooden board balanced on a central pivot: in other Up ahead is
words, a teeter-totter. Get on the low end, pause what looks like
time, and run up the high end. Jump onto the nearest a partially open
cargo container. drawbridge
made of logs.
Use your turbo
From here,
boost to y
jump to the
over it.
cargo container
thats nearest
the fence. Then
leap right over
the fence.

OBJECTIVE
Activate gate controls on tower
to exit enemy stockade

Drive into a tunnel, but be watchful. As you round a


bend, a pool of electried water appears.

PRIMAGAMES.COM
ed
ash
e
Unl Back up the quad, giving yourself some room to gain
speed. Rev the engines and drive full speed toward
the pool, using turbo boost for added power as you
approach the edge. Freeze time just as you y over the
edge. With luck and skill, your quad will clear the pool.
If you end up in the pool, immediately bail off the
quad and run the last few steps to the other side. The
next level loads when youre a short distance past
the pool.

Train
Tr
rain
rai
an1

Giant pr
propeller
propell
prope
p opellle
Crashed
Cr
Cras
as
shed ze
zeppelin

Han
Hand-crank
nd-crank ele
elevator
t scaffol
to scaffolding
scaffoldi
Train
rain 2

Vehicle ramp
Vehicl

TTent with
th
h
74 o
open back
ck
k

Treachero
Treacherous
h ous
Fence
Fen
Fe
ennc
ce Abandon quad
Abando
ground
ou
und
d

Drop into
to
o ho
hole
ole
ole
Sniper
S niper
iper tower with
ammo & weapons

Legend
egend
Turret
Turr Weapon
Ammo
Amm
mo

Youve found the spot where the zeppelin crashed.


Now your task is to proceed into this area and see if
Krones men are holding any prisoners.

OBJECTIVE
Inltrate zeppelin crash site pe-
rimeter and proceed to the prison Drive forward until a row of barriers blocks further
Utilize tower vantage point to driving. Get off the quad and sneak up on three Krone
clear out enemy defenses guards who havent noticed you yet. When they do
Flank the trenches via tunnel
notice you, slow time and run up to beat them down.
drainage system

PRI
RIMA
MA OFF
OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E
Move forward, of the tower.) Look out across a teeming Magistrate
toward a parked military base. Just think: here you are, with two great
troop transport sniper weapons and an unlimited ammo supply.
vehicle.
Enemies are
swarming here.
Also, up ahead
is a parked Theres also a Bloodhound rocket launcher up here,
vehicle with a gun turret just behind a fence and a but dont feel obligated to grab it. The echo rie and
tower with a Bloodhound-equipped sniper in it ahead thunderbolt remain our two must-have weapons
at this point.
and to the left. First things rst: Run and jump into
the back of the transport vehicle. Ambush anyone
who runs around back to shoot at you. Your task now
When nobody is to completely
else comes depopulate
at you around the base.
the back of the Thats not hard,
truck, jump considering the
out. There are weapons you
two major have. You also
threats still have decent cover in the form of boxes. If youre
lurking out here: the vehicle turret (on the right as hurt, retreat behind the boxes until your health is
you approached from the level start) and the sniper restored.
tower (on the left). We recommend immediately
slowing time as you exit the truck. Slide to the
Start by
right so the tower cant see you. Zoom in on the
taking out the
vehicle turret gunner beyond the gate, and plant a
occupants of
thunderbolt projectile in his head.
the bases two
Now slide other sniper
to your cover towers. Those
75
vehicles other guys have an
side and do the angle on you, so
same with the get rid of them rst. Start by picking off the one on
Bloodhound- the left, as he has a Bloodhound missile launcher.
wielding sniper Then snipe the one on the right; he has an echo rie.
up in the tower.
Also watch for soldiers coming from the vicinity of
the tower; a couple are still down there.

When the Due to the long distances involved and the fact that
sniper falls, even with time slowed your opponents may move
move to the around a bit (and thus dodge a crossbow bolt), the
sniper towers echo rie is our weapon of choice for this.
base, taking out
the remaining
soldiers in the Now start
vicinity as you picking off
move. Climb up the sniper tower. everyone else.
Stay patient,
Up here, fully
use cover to
restock your
limit how many
ammo from
enemies can
an ammo box.
see you at once,
(Remember,
and hide behind the larger, immobile boxes when
you should
youre seriously hurt.
have both an
echo rie and a
thunderbolt, and theres another echo rie at the top
PRIMAGAMES.COM
ed
ash
e Some of Pause for a

Unl the toughest


enemies are the
moment on the
ledge, letting a
ones manning pair of enemy
turrets in small, helos y by
enclosed huts. overhead. Turn
There are two right. When your
of these: one time energy
straight ahead and one way to the left. Slow time is back, run along the ledge, up toward the military
and use precise headshots to clear these enemies. base. Along the way is a patch of ledge that will
crumble underfoot. To ensure that you make it across,
When nothing slow or pause time as you run across that bit.
more is stirring
Now youre
in the military
at a gap looking
base, consider
into the back of
dropping your
the base. There
Karbine in
are several
favor of the
more enemies
Bloodhound.
alive in the base
Then go back down the ladder (look down at it to
(despite your
climb down; a fall will kill you). Then head toward
sniper rampage moments ago), so start the process
a parked transport vehicle and gun down a few
of moving forward a bit, shooting one, and then
soldiers there.
sinking back into the gap.

There are a
few enemies
on your right
as you creep
up the slope.
Clear them out
76 early; then you
can concentrate
on the left, which is where most of them come
from. Dont be surprised by their numbers: a truly
remarkable stream of soldiers runs in from the left.
Go back into the tunnel behind the parked vehicle.
When the
Near the back wall is an open grate. Drop through the
coast seems
grate into a smaller steam tunnel.
clear, move
ahead and
start collecting
weapons, as
youve used
tons of ammo.
An echo rie is in a turret hut on the right, and there are
many dropped weapons all over. Dont hesitate to drop
your Bloodhound for something else once its empty. As
you advance, watch for more soldiers running in from
the left: again, there are a surprising number of them.

Keep
advancing,
Follow the tunnel to a valve wheel and a gate. using the
Press and hold the Use button to use the wheel and trenches for
crank open the gate. Pause time as you release the cover and
wheel, then run through the gate. But dont go too gunning down
fartheres a very narrow ledge out there. several more
soldiers as they
appear. Eventually your path veers left; keep moving.
PRI
RIMA
MA OFF
OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E
When all is clear, approach the elevator of that
unnished building. Theres a wheel mounted on
the ground nearby. To use the elevator, press and
hold the Use button on the wheel. This makes the
elevator rise above your level. Release the wheel
and run to the elevator, which starts sinking as soon
as you let go of the wheel. When the elevator gets
back down to your level, hop inside and immediately
rewind time. This reverses the elevators descent
and you rise. Quickly jump off at the top.

Approach a vehicle ramp. Pull a lever on the right Youre now


to drop the ramp. Then climb it. on some
scaffolding.
Watch for Climb up a ramp,
a cluster of then jump some
soldiers on the crates to a short
left, including ladder. Take
one manning the ladder and
a vehicle follow the scaffolding to a series of boxes. Jump the
turret. Slow boxes and drop to a slightly lower bit of scaffolding.
time and pick
off the turret gunner, then run to the right and take
cover near an empty troop carrier. Keep ghting the Keep
soldiers in the distance. following the
scaffolding,
As you ght, dropping or
another troop climbing when
carrier drives needed. All of
in from behind the chain-link
you. Hop into fence makes
77
the back of things a little confusing, so pay attention or youll
the empty nd yourself back where you started. Eliminate a
troop carrier single guard who gets in your way. Eventually you
youre using for cover, slow time, and blast the reach a spot where a wide board is hanging by a
newcomers. Finish off the group you were working rope. Shoot the rope to make the board drop, forming
on. Watch out for a guy with a thunderbolt in an open a bridge to a guard tower.
elevator on the building under construction to your
left. Take him out as soon as possible if he appears.

Take the bridge to the guard tower, and grab the


Bloodhound missile launcher from the case at the
OBJECTIVE top. Its a somewhat clumsy weapon despite its
Navigate through the scaffolding power, but its worthwhile to take one now and
to reach the enemy encampment practice using it. Wed drop the Karbine to make
room for it, if you still have a Karbine.

PRIMAGAMES.COM
ed
ash
e Go down the Inside the

Unl ladder. There


are lots of
zeppelin, go up
some stairs,
soldiers in the then look for
small minibase a hole leading
down here; back to the
slow time and exterior. Go
immediately through the
start launching missiles into the midst of them. Pop hole. Walk along more debris ramps. Keep following
forward and back, using cover when necessary, the path through the zeppelin.
and clean out all the soldiers. Switch to precision
weapons to get the ones farthest away.
Finally you
emerge on the
other side. Up
ahead is a giant,
rapidly spinning
propeller blade.

Approach the
propeller blade,
getting as close
as you can
Investigate the military tents in the area. Watch without falling.
for survivors as you do this. One of the tents has a Slow time and
back door. Take it. walk onto the
blade as it
reaches you. Ride the blade about halfway around
its circular path, then drop off onto a ramp on the
78 other side. This is a tricky maneuver, but it can be
done!

You cant reach the section of ramp thats easily


visible from your starting point. Its too far away.
The ramp section you want is almost directly on the
other side of the propeller from where you started.
On the tents other side, veer hard to the right,
Your ride on the blade takes you so close to it that
going down a slope. Ahead is the zeppelin youve
you can literally walk onto it (no jumping required).
been looking for. A new objective appears.

OBJECTIVE Follow a
Locate the train tracks on the op- switchback
posite side of the canyon
ramp up the
mountainside,
gunning down
Go up a ramp two of Krones
of fallen debris, men along the
and get inside way. Theres an
the askew ammo box here: ll up your weapons.
zeppelin.

PRI
RIMA
MA OFF
OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E
At the ramps
top, a guard
tower overlooks
a train depot
thats swarming
with Krones
men. Take down
the sniper rst,
then use the Bloodhound to start blasting away
at the men around the train. There are a surprising
number of them, so rushing down there is a bad
idea. Hang back and re away at them. Go back to The engine surges forward, knocks into a second
the ammo box to replenish your ammo supply as train, and blows itself up. In the process it clears
needed. debris from the tracks.

OBJECTIVE
Clear the obstruction on the train
tracks

After you
clear out all
these tenacious
defenders, drop
onto the train
tracks. Take a
right and follow
the tracks into Now run up to the second train, which was not
a short tunnel, where youll nd a small train engine damaged in the explosion. Get in front and throw the
loaded with explosives. Get on board the engine, lever. The train chugs forward, taking you to the next
throw a lever to start it, and immediately drop off. level.
79

PR
RIMAGAMES.COM
ed
ash
e
Unl
The last two levels ramped up the difculty level somewhat, pitting you against greater numbers of
opponents. Well, good news: The number of enemies you face wont go up much from this point forward. In
fact, some areas have fewer enemies than you have previously encountered. However, the quality of your
foes slowly increases, so expect some tough battles ahead.

Explosives,
ammo, an
and EMF
cannon
cann on

Pause
P
Pa
ause ttime
me as
soon
s
sooon a
as train Sealed gate
e
appears
appe
ppeears

Control
Co
ontr
tro
ol room
Electried
d
puddles Pr son
Prison
Pris nb
block
loc
ck
entrance
en
ntra
ta
ance
ncee

Up ahead,
Legend the tunnel
Turret
Turr Weapon widens out into
Ammo
Amm
mo a larger cavern.
The cavern is
80 packed with
Youre close to a secret prison where Krone is
Krones soldiers.
keeping the captured resistance ghters from the
Approach the
crashed zeppelin. Now its time to get in there and
cavern but dont go inside; open re from back here.
set them free.
There are explosive barrels at a few spots, which
OBJECTIVE
you can shoot to good effect.
Inltrate prison and rescue Oc-
cupant captives Slowly work
your way
forward, to
more cover, as
you clear out
the nearest
enemies.
Completely
clear the cavern. There are a couple opponents
across a narrow rail bridge. Dont cross the bridge
yet; just snipe them.

After clearing
the cavern, look
Get off the stalled train and go through a small on the right side
door on the right. Take a second door. You emerge on for an ammo
another set of tracks. Turn left. box and a case
containing a
thunderbolt.
Grab it to stock
up on ammo.

PRI
RIMA
MA OFF
OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E
When youre
done here, start Flash Guards
running across
the narrow rail Flash Guards are recognizable by their periodic
bridge. As you bursts of hyperspeed. A glowing nimbus
approach the surrounds them as they jet around, ring
midpoint, two magnesium projectiles at you and generally
jetpack soldiers making your life miserable.
pop up, one to either side. Slow time and backtrack The key to dealing with Flash Guards is to
all the way to cover. Destroy the jetpack soldiers have time energy available. If youre low on
from cover, let your time energy build back up, and energy, get behind cover, as far from the Flash
then go back onto the bridge. Guards as possible.
When youre more than halfway across the bridge, When you do have time energy, wait for a
a door opens and a train comes at you full speed. moment when the Flash Guards are not using
Pause time (to prevent the train from smashing into their hyperspeed. (This opportunity often arises
you) and keep running. When you reach the other when the Flash Guards have taken cover.) Then
side, immediately get off the tracks. When time slow down time, rush the Flash Guards (going
resumes, the train blasts by. around their cover if necessary), and shoot them
Enter the as you would any other opponent. They are not
tunnel the train especially durable.
came from.
There are several Up ahead and
Flash Guards to the right, note
in here. These the barred gate,
Magistrate which requires
troopers are explosives
equipped with time suits, just like you. Consequently, to open. Then
they periodically move around at hyperspeed. This follow the
makes them extremely unpredictable. tunnels left fork.
Theyre also equipped with EMF cannons, which 81
are potent short- to medium-range magnesium- Take a
projectile guns. small door
on the right,
OBJECTIVE
into a supply
Find the explosives and destroy
the gate room. Grab
the explosive
device on the
Take down the table. Grab the
Flash Guards. EMF cannon from the chest (if you didnt grab one
Dodge and use earlier) and use the ammo chest to max out your
cover when ammunition.
theyre on the
move, then slow Go back to the
time and snipe gate that needs
them with the the explosives.
thunderbolt when they pause to shoot. When you slow Plant the
time, Flash Guards hyperspeed becomes more like explosives and
normal speed. They are as slow as any other enemy slow time; get
whenever they are not using their speed powers. as far away
from the gate as
possible before it blows.

We recommend grabbing an EMF cannon from a


fallen Flash Guard. At this point in the game, we like
to carry a thunderbolt, an EMF cannon, and an echo
rie (the rie is not necessary, but were suckers for
sniping, even indoors). Substitute a different weapon
for the echo rie, if you prefer a different gun. PRIMAGAMES.COM
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ash
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Unl the gate, drop


down a slope,
more prison
guards emerge
then turn around through doors
and enter a on this level.
tunnel beneath Gun them
the ledge you down. Look for
dropped from. the security
room; it has a small red sign by the door that reads
Approach the
Security.
electried pool.
To cross it, rst Go inside the
pause time and security room
run across the and pull a lever
rst part to a located on the
patch of dry wall, just above
ground in the the console.
middle. Then, when you have time energy, pause This frees the
time again and cross the second part. prisoners and
completes your most recent objective.
Climb a
ladder and keep Exit the
moving until security room,
you emerge at immediately
the top level of turn right, and
Krones secret take another
prison. You right when you
receive new reach the wall.
objectives. Go through the
now-open gate next to the security room door and
OBJECTIVE follow the corridors beyond.
82 Evacuate Occupant forces from
prison
Eliminate all threats preventing You emerge
prison evacuation on a train
Find the control room and free the platform. Three
Occupant prisoners of the four
train tunnel
Circle around entrances
the top oor, leading away
shooting prison from this
guards below platform are sealed. Locate the open one, and start
you. You can running down the tracks.
shoot right
through the
chain-link fence.
Keep moving around and shooting until you see no
guards below.

Circle around
to the rooms
other side,
and look for a
missing section
of chain-link
fence. Drop A short distance down the tracks is a quad. Hop on
through that it and drive into the next level.
hole to a lower oor, then go down a ight of stairs.

PRI
RIMA
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OFFICI
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GAMEE GUID
GUIDE
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Tent Veer left onto
Enemy
y Truck dirt
rt road

JJump
ump
mp
p

Sent , guard
Sentry, TTruckk with
w h Mines
Mines
es
tower,
ower,, turret
turrets
s Bloodhounds
Bllloodhounds
lood
dh
dhounds
d d Bridge,
B
Bridge
idge,, quad
quad, &
gatehouse
gate
teh
house
h ouse
e
Drop back
onto
o road
Snipe
Sn
Snipe
e from
frrom here

Jump
Ju
ump Mines
i s

Roadblocks
R
Roadb
db
bl k
blocks
Gate
G ate
a w with
parked
par
rked truck
Drop o
off
ff road
road

Legend OBJECTIVE 83
Proceed through enemy check-
Turret
Turr Weapon points

Ammo
Amm
mo
There are
several soldiers
OBJECTIVE lurking in the
Proceed to Occupant rendezvous grass on the
point
ridge. Use
Drive your slowed time
quad until you and thunderbolt
reach some shots to thin
roadblocks. them out. When you arent taking much re, advance
While you to a boulder in this areas middle. Using it for cover,
can drive clean out the remaining enemies.
around these
roadblocks, When all is
theres debris blocking the road ahead, and enemies quiet, advance
on a ridge to the right can shoot down at you if you toward a
drive any farther. burned-out
tower. Stay to
Therefore, get off the quad when you reach the
its right. Youll
roadblocks, then move up the ridge, bearing to the
reach a spot
right as you go.
where you can
jump back down to the roadpast the big pile of
debris that blocked your path earlier. Drop down here.

PRIMAGAMES.COM
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Unl pair of soldiers


patrolling the If you fail to clear the gate, you need to wait. After
road, then about a minute, the bridge settles back down to its
run forward. original position. Park the quad back on the bridge
Up ahead is a (right where it was before), return to the gatehouse,
platform with a and then try the whole thing again.
bridge running
over it. Start sniping at the soldiers on the platform Drive ahead a
and at a pair of them perched on the overhead bridge. short distance;
Slowly get off the quad
advance, after you turn a
sniping any bend and can
remaining see a guard
soldiers. On the tower in the
platform is an distance.
ammo chest Staying well
and a weapon back, snipe the
chest containing a thunderbolt. Stock up on ammo. soldier in the
Walk across guard tower,
a short bridge or shoot the
(ignore the quad explosives at
parked on the the towers
bridge for now) base, thus
and notice the destroying it and him. Then turn your attention to
EMF cannon in a cluster of soldiers guarding the ground near the
the chest by tower.
the gatehouse. Grab it if you dont have this weapon
already. As you
shoot the
84
soldiers, a giant
mechanized
Sentry appears
near the guard
tower and starts
ring at you.
Immediately slow time and retreat back around
the bend in the road until the Sentry cant see you
anymore.

OBJECTIVE
Inside the gatehouse is a lever that controls Evade the Sentry
the bridge (which is actually an unusual form of
a drawbridge). Throw the lever, then immediately
slow time and run toward the quad parked on the At this point,
drawbridge. Get on the quad just as your time wait for your
powers run out. Then wait as the bridge section time energy
youre on rises into the air. (Dont worryunlike a to return, then
typical drawbridge, this one doesnt tip you off.) slow time and
pop out of
When the bridge is done moving, back the quad up
cover. Snipe any
very slightly, then drive full-throttle ahead, using the
visible soldiers
quads boost power in addition to the accelerator.
near the Sentrys feet, then drop back behind the
You drive right off the bridges end, and over the gate
bend in the road, again using it for cover. Repeat this
up ahead.
process until no more soldiers are visible near the
Sentry.

PRI
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GAMEE GUID
GUIDE
E
When you Now you are
can no longer in business.
see soldiers, When you have
charge up your time energy
time energy again, slow
and run down time, pop out
the road, which of cover, and
leads more or run sideways
less toward the Sentry. Slow time as the Sentry starts while launching four missiles into the Sentry. (Just
ring at you. Your goal is to get behind a very wide tree dumb-re them; you dont need to use the weapons
before your time energy runs out. When youre safe Secondary Fire mode.) Then duck back behind the
behind the tree, you can recharge your time energy. truck.

Repeat this
process until
you blow up the
Ignore the smaller pieces of cover along the way.
Sentry. You can
The big tree is the one you want to hide behind.
easily destroy
it before the
Bloodhound
needs more
ammo; however, if you do need ammo, slow time
There may be a few soldiers left up ahead; at and use the ammo crate near where you got the
least one may be manning a gun turret. Cautiously Bloodhound.
peek out of cover and snipe anyone who remains,
meanwhile avoiding the Sentrys guns.

If you wish to, you can drop the Bloodhound right


after you destroy the Sentry. We prefer to go with the
thunderbolt, echo rie, and EMF cannon in these big
85
outdoor areas, unless something (in this case, the
Sentry) makes us pick a different weapon.

Advance
past a line of
metal vehicle
Charge your time energy, then slow time and barricades, then
advance toward a parked truck thats just to the roads take a right and
right (and very near the Sentry). Jump right in back of walk up the
the truck before time resumes its normal ow. slope.

Just for fun: if


you havent
already, shoot the
explosives at the
guard towers base
to make it collapse.

There are Bloodhound missile launchers in the


back of the truck, along with a handy ammo box.
Grab a Bloodhound and stock up on ammo.

PRIMAGAMES.COM
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Unl over here,


a transport
vehicle bursts
through a fence
back near the
road, parks,
and discharges
several more of Krones men. Get behind the military
tent for cover and snipe all the newcomers. Then get
ammo from the ammo chest.
Up ahead, on the roads right side, is a quad. And
farther ahead is a log bridge with a gap in it. Get on Walk through
the quad and jump the bridge, using the quads turbo the gate the
boost. transport
vehicle just
destroyed. Get
on a quad on the
other side, and
drive forward.
Youll encounter two more soldiers, who you can
either run over, shoot, or just drive past. (Theres also
a truck parked here containing a Karbine, but you
dont need a Karbine, so just drive past.)

Keep driving.
When you feel
Drive to a T-intersection. Get off the quad and look and hear a
right. Snipe a pair of soldiers standing in the road, giant thudding
then take cover behind the quad and snipe several sound, dont
86 more in that general area. worryits
just a giant
Magistrate
Slowly
Sentinel walking nearby. It wont attack you; its
advance on
going after other targets.
foot, hugging
the roads right Keep driving until you reach a fork where the
side. Advance to paved road continues to the right and a dirt road
a telephone pole goes left. Take the dirt road.
and take out
all remaining
soldiers; be aware that theres a turret up ahead.

Move ahead
until you nd
some rolls of
barbed wire
blocking the
road. Now cross
to the roads left
side. Here youll A broken log bridge is up ahead. Drive straight for it
nd a full military camp, complete with a tent, some and use the quads turbo boost to jump to the other
weapon chests, and an ammo chest. side. Then either get off the quad and quickly gun
down two soldiers or just drive past them.

PRI
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Just past the
jump, as the
road slopes
down, is a big
section of road
with mines in
it. (There are
yellow caution
signs, but theyre hard to see.) Slow time as you
approach this section of road, and then put the pedal
down. Race along with time slowed until you reach
a T-intersection with a paved road. Youre safe from A gate blocks your pathbut conveniently, the
mines when you reach the T. parked transport is loaded with explosives. To
Turn right detonate it, lob a clutch grenade into the back of the
and pause to truck, then slow or pause time and run as far away
let your time as possible before it explodes. You can also shoot
energy recharge. a thunderbolt into the back of the truck; just be sure
Get off the quad to pause time before you re, and then get away
and slowly quickly.
advance. A Get back on
couple soldiers the quad and
stand near a parked transport vehicle up ahead. drive through
Keep advancing and picking off anyone you see; the newly
there is a turret beside the vehicle, so be prepared to destroyed gate.
snipe the gunner as quickly as he appears. Drive forward
until aming
debris appears
ahead, blocking the road.
Leave the quad and drop off the roads left side.
Watch out for a lone soldier on a bridge up above.
Follow the path until the next level loads. 87

Train
ain
ai
Underground
Undergro
g
entrance
entran
t nce

Big ttu
Bi turret
turre
ett
e

Legend
Metal
Metal
etal
al traile
trailer Turret
Turr
with
witth
h ammo
Weapon
Ammo
Amm
m
Storm guard
Storm d
ambush
amb
a b h
bush
B i
Barriers
(drop
(d
drop off track
d tracks
tracks)

Rebels, ammo
ammo,
o,
and weapons
apons

PRIMAGAMES.COM
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e Youre getting close to Krones munitions plant,

Unl where youll meet up with some rebels and get to


wreak all sorts of havoclater. For now, you just
Storm Guards (Continued)
Storm Guards are much more durable than
need to get there. And getting there will not be an regular soldiers, and their energy shields make
easy task. them even more so. Heres an important tip:
Their shields are rendered temporarily useless
OBJECTIVE
when you pause time (slowing time wont get it
Locate the Munitions Plant under-
ground entrance done). Therefore, its best to stay away (behind
Proceed through mineeld to cover when possible), build up time energy, and
reach rendezvous point pop out and freeze time. Then unload on them.
While it is possible to kill Storm Guards
Move forward, without pausing time to bypass their shields,
collecting their shields make them about twice as
thunderbolt resistant to damage as theyd otherwise be.
ammo from a So, for example, two thunderbolt missiles will
weapon chest generally kill a Storm Guard on the Medium
nearby. Follow game difculty, if you pause time. However, if
the curve of time is free-owing, it will often take four bolts
a mostly dry to nish him off.
riverbed. Overhead, notice one of Krones airships. It
almost looks like its dropping some sort of payload It takes many punches to kill a Storm Guard,
up ahead. so slowing time and running up for punch kills
is effective only if youre facing one of them.
(Youll have to punch that lone guard at least
Keep moving
ve or six times to get the kill.) Again: the
cautiously
safest policy is to use cover, stay back, and
forward.
unload on Storm Guards whenever you have
Suddenly, shots
enough energy to pause time.
start coming
from up ahead. Finally, dont be shy about using your
Several enemies grenades against these guys. They were made
88 dropped by the for this sort of tough enemy.
airship are attacking you. A few of them are regular
soldiers, but mixed in are Storm Guards, sometimes Did you read
known as Quantum Guards. You havent dealt with them the sidebar?
before. Check the sidebar for details on these guys. Good. Now
drop back to
the cover of a
Storm Guards boulder. Start
dealing with
Storm Guards, the soldiers
aka Quantum and Storm Guards in the way we suggested: pop out
Guards, carry briey, pause time, and use powerful weapons (ideally
energy shields the thunderbolt or echo rie) to blast a Guard while
and typically time is frozen. Then hide and repeat. Use grenades too.
wield Hellres, Retreat to farther cover if you get swarmed.
which are
combo submachine guns and amethrowers.
They are at least partially robotic, so they grip
their weapons too tightly for you to steal them
while time is slowed.
The amethrower portion of Storm Guards
Hellre weapon makes them exceptionally
dangerous at close range.

Itll take a while, but eventually youll nish off all


the attackers.
PRI
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OFFICI
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AL GAM
GAMEE GUID
GUIDE
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Should you collect Hellres from the Storm Guards?
Theyre cool weapons but are better for indoor
situations. Consider holding off for now; later, when
you get inside, think about dumping the echo rie for
one of these.

Instead of
following the
Wade directly through the pond. On the other side
riverbed, climb
are several Occupant rebels. Approach them and
up the slope to
listen to what they say. It seems theyre about to
the left. Move
stage an assault on the munitions plant to the right.
forward, staying
left. Remain on When theyre
high ground and done talking, ll
circle around the riverbed. Eventually a path appears. your ammo from
Follow it. an ammo chest
on the ground.
(Theres also
a thunderbolt
and EMF cannon
There are mineelds in this area: a good reason to here, but you should already have those.) Turn right
stick to the path once you nd it. and start running up the hill toward the munitions
plant.

When you
OBJECTIVE
reach railroad Ambush the fortied perimeter
tracks, get on with Occupants
89
them, turn right,
and walk until
you reach a set Take cover
of barriers and behind a
barbed wire that boulder. Settle
prevent further travel along the tracks. in, equip your
echo rie or
thunderbolt, and
Slow time start sniping.
and drop off Tons of Krones
the tracks men are on the slope leading to the plant, and the
left side. You hillside is carved with trenches. Start taking down
must slow time these guys. Your rebel allies will help.
before dropping,
because there After killing
are mines here, the majority of
and theyll detonate if you approach them in real the enemies,
time. Run straight forward, toward a pond. advance to a
fallen log and
take cover
behind it.
Continue to
Youre only safe from mines when youve entered snipe. Eventually a turret near the hilltop starts
the pond. laying down blistering re; remain behind cover until
your allies order you to take down that turret.

PRIMAGAMES.COM
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e When you Immediately

Unl have some time after shooting


the gunner, drop
energy built
up, slow time, off the turrets
then run forward side into a
and to the left, nearby trench.
advancing up Crouch down.
the hill. Drop Circle around
into the nearest trench. and look for nearby enemies and any snipers on the
munitions plant who are shooting at you. Deal with
these enemies but remain crouched.

Keep a lookout for a Bloodhound in a chest on the


hillside.
Theres an ammo chest nearby. When you have a
free moment, replenish your ammo supply.
Crouch and advance through the trench, until it
starts to turn right. Note that the trench will not
Your rebel
always protect you from the turret, so keep moving
allies advance
until you nd a spot where youre safe from it. Pause
to join you by
only then.
the turret. Move
Move from up until youre
trench to trench, right beside
staying as far them; help them
left as you to shoot down
can while still enemies. After a short while they urge you to move
beneting from ahead on your own. When this happens, back up a bit
the trenches. and look right to see a few Storm Guards on the hillside.
Advance up Pause time and pick off any you can see, along with
the hill (with time slowed) whenever you have time any conventional soldiers in the trenches to the right.
90 energy, and recover your time energy whenever
youre behind cover. Eventually you will emerge in a When the
trench to the left of the turret. hillside looks
clear and your
time energy
is restored,
slow time and
As always, make sure to slow time when you run across the
attempt these difcult passages. And to maximize hillside toward
your cover, crouch when youre in the trench.
a small, rectangular building (it looks like a metal
trailer). Shoot anyone who pops up along the way
When youre but keep moving. Run until youre inside the trailer.
as close to the
turret as the Restock from
trench will take an ammo chest
you, slow time, in the trailer.
jump out of the Peek out both
trench, and run sides of the
for the turret. trailer and gun
(You will have to veer to the right in order to actually down any foes
reach the turret, as in some places the ground you see, either
leading up to it is too steep. Look for a slope that you nearby or up on the munitions plant.
can manage.) When you get there, circle around the
side and shoot the gunner. With time slowed, the When things
gunner cant turn fast enough to avoid you. are more or less
clear, restock
ammo again,
then exit the
trailer on the
opposite side
PRI
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GUIDE
E
from where you
entered.
Slow time and run through a trench, toward the Keep
munitions plant. When the trench dead-ends slightly following the
to the plants right, jump out of it and veer right, path. Theres
away from the munitions plant. only one tricky
part, where you
Theres a must go through
square hole a door and then
in the ground immediately go
nearby. Its a through a second door directly to the right. Theres
little hard to see a seemingly open corridor that leads left, but it
from a distance, dead-ends; your mistake will be obvious if you make
so if you miss it. Just keep advancing.
it and run out
Gun down
of time energy, take cover, let the energy replenish,
another pair
and then search again. A ladder leads down into the
of guards in a
hole. Take it.
corridor, then
open a door.
Youre now
looking out on a
freight-loading
dock. Be careful: There are a couple Storm Guards
out here, in addition to regular soldiers. Freeze time,
blast one of the Storm Guards, and then back into
the hall. Repeat the process until all visible enemies
are gone.

OBJECTIVE
Find your way deeper into the
At the ladders base is a pile of explosives. A complex
Storm Guard opens a door ahead. Get behind the
corner and wait for him to advance a few steps, Now get out 91
nearer to the explosives. Pause time, shoot the on the loading
explosives, and get back behind the corner. The dock and clear
explosives blast him into oblivion. the rest of
it. Theres an
ammo chest on
the left side;
stock up after
You may consider dropping one of your weapons
clearing the loading dock.
here in favor of a Hellre. But we also like
snipingso consider keeping the thunderbolt and
the echo rie. Its your call. Just make sure you
always have at least the thunderbolt so you dont
completely give up your long-range sniping abilities.
We keep both the echo rie and the thunderbolt here
and grab the Hellre to temporarily replace the EMF
cannon.

Theres only
one path to
follow inside. Go
up some stairs,
Jump onto the trains front car in the middle of
around a curving
the loading dock. Throw the lever. A door up ahead
hall, and down
opens, and the train takes you to the next level.
more stairs.
Open a door to
reveal a couple soldiers. Slow time, rush forward,
and nish them off.

PRIMAGAMES.COM
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Giant fan

EEntry
ntrry door tto
o
giant
giian
nt fan
MISSILE
MISSSILE
TURRETT HALL
Entry
ntry to
Tall
Tal
ll ladd
ladder
ladd circular
ular room
Fan co
control
controll

92
Legend Beyond the
door, move
Turret
Turr Weapon
ahead until you
Ammo
Amm
mo see a red-tinged
hall guarded
Youre now inside the munitions plant. Your task is to by multiple
dig deeper, into the central corethats where you gun turrets.
can do some real damage. Immediately
sink back; getting through this hall requires some
OBJECTIVE technique.
Find a way to the upper levels of
the Munitions Plant OBJECTIVE
Advance through the rocket
defense system

Make sure
you have full
time energy;
then slow time
and dash into
the turret hall.
Dodge from side
to side as you
advanceeven with time slowed, the turrets in the
hall shoot missiles that move very fast.
Get off the train. Collect a thunderbolt from a
weapon chest on the platform, then take a side door.

PRI
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OFFICI
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GUIDE
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When you reach the rst turret, duck into an This door
alcove to the left and press the button you nd opens on a
there. This disables the rst turret, making it safe for giant central
you to remain here indenitely. shaft that leads
up through the
Let your
building. Stay
time energy
near the door
replenish. Slow
and look for
time and once
targets. Several soldiers run up close to attack, but
again dash
there are also a couple echo rie[EN]wielding snipers
into the hall,
on balconies. Clear out everyone in sight before
strang a bit as
advancing through this door.
you advance to
avoid incoming missiles. When you reach the next When you
turret, duck into an alcove to the right and press the cant see
button to disable this turret. anyone else
from the door,
Wait here
go down a short
until your
stairway to a
time energy
lower platform.
replenishes.
Follow this
Then slow
platform to the right, gunning down a few more
time and dash
soldiers that appear. Take a left, going through a
toward the third
narrow area lined with chain-link fence, toward this
turret. When you
rooms central hub.
get there, duck into the alcove on the left, press the
button to disable the turret, and rest here.
Several more
When your soldiers appear
time energy is on the right as
back, slow time you approach
and rush toward the central
93
the fourth and hub. Take care
nal turret, of them and
dodging any continue on. Go
missiles that directly to the hubs other side, then move to this
are red. When you get near the turret, an alcove rooms other side. Take out a trio of soldiers on the
opens to the right. Go in there, but the button to right, then turn left.
deactivate this last turret is in the alcoves back
Look for a
wall, not in the front like the last three buttons.
very tall ladder.
Press the button before time resumes its normal
Its close to
pace. The nal turret is now deactivated.
an inoperative
A door in lift-style
front of you elevator and a
opens up, and a massive door
pair of soldiers that you cant
approach. Gun use. Climb this ladder.
them down
and go through Upstairs,
the door, into a enter a control
control room. Go through the control room and open room and gun
a second door. down a pair of
armed techs.
Look for a
OBJECTIVE
Access the upper control rooms console in the
and activate the wind turbine far corner. Press
a button on it. This makes a giant fan nearby start to
spin.

PRIMAGAMES.COM
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nl
OBJECTIVE
U Proceed to the wind tunnel and
nd a way up to the main level

Another of
Krones techs
emerges from
a previously
locked door
behind you. Gun
him down and
take the door he When you reach a piece of metal balanced like
came through to enter a second control room; take a teeter-totter, get on it; to ensure that the far end
out another tech in there. Open a door that leads back stays up, pause time and run forward. Jump from the
out into the massive chamber with the central shaft. far end to a higher ledge.

Drop down
on the other
side, blasting
Theres likely an echo rie from a fallen sniper on the a soldier as
railing past the door. Its up to you whether to grab it. you go. Keep
You are inside here, but there are lots of big spaces, moving ahead,
so having the thunderbolt, the echo rie, and a taking out more
Hellre would be a winning combination. enemies, until
you reach a console on a pedestal.
Press the button on the pedestal; it makes
Peek out the panels on a round door ahead of you spin
through the aroundbut so quickly that you cant get through it
door into at normal speed.
the massive
94 chamber, and Press the
snipe anyone button again,
you see out but now pause
there. At time when
minimum, there will be three soldiers below. the panels are
not blocking
the door. Run
When all is
forward, crouch,
clear, go out
and sneak through the door.
onto the railing
and turn left.
At the railings
end is an ammo
chest (stock
up!) and a ladder
leading back down. Take the ladder.

Go forward,
then turn left.
Youre now
in a narrow
area lled
with pipes. Go You emerge on a platform. Just ahead is the giant
through this fan that you set to spinning a little while ago. Stand
area, jumping here and let your time energy recharge.
over and moving around pipes as necessary and
gunning down soldiers.

PRI
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OFFICI
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GUIDE
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When its full,
walk toward the
fan. Just before
you walk into it,
press the Time
Control button:
it should be
automatically
set to rewind.
Now the fan blades are pushing air up instead of
sucking it down; when you walk on the fans top, it
blasts you up. When your time energy runs out, you fall onto the
circular walkway at the shafts top (or die if you
As you y failed to get off in time; if that happens, try again).
up through the There are several guards on the walkway; gun them
shaft, look up. down. Take a small door that leads out of here.
As you approach
the shafts top,
steer yourself
toward the You cant shoot through the shafts center, because
edge. You want the fans suction takes your shots right down with
to be over the walkway circling the shafts top (and the air. Therefore, you must get close to these guards
not over the shafts center) when your time energy before you can shoot them.
runs out.
The next level loads as you proceed down the hall,
past that door.

95
Button drops tank
ank
and releases Flash
ash
h
Guards Snipe
Snip
p from here

1st
st Wa
Warp
arpp Guard Tank
Ta kggarage
appearance
appe
ppe
eara
aa
arance

Ladder
La
ad
d
dder to gar
g
garage

Legend
Turret
Turr Weapon
Ammo
Amm
mo PRIMAGAMES.COM
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Unl through a munitions warehouse. Theres a lot of


explosive material out here, so be very cautious.
clear, go down
a ladder to
a walkway.
Follow the
walkway to
another ladder,
Explosive containers are always bright red. If your
this one going
path takes you close to them, blow them up from a
up. Climb this ladder.
short distance away. This prevents an enemys stray
shots from detonating them while youre standing
At the
too close.
ladders top,
shoot a single
OBJECTIVE guard patrolling
Secure the warehouse
ahead of you.
Activate the control room switch
to open the assembly doors Then check
behind the
ladder for a
Take the door
thunderbolt in a weapon chest. Grab it for extra
at the halls
ammo, if necessary. The thunderbolt is an excellent
end. Gun down
all-around choice for this level.
an armed tech
in the control
Follow this
room beyond,
upper walkway
and collect an
as it twists
EMF cannon in a
across the
weapon chest if you prefer it over some of your other
warehouse,
guns.
gunning down
the soldiers on
patrol up ahead.

96 As you
approach a
certain section
of walkway,
note a strange
electrical
disturbance
ahead. A Warp
Guard (a new type of enemy) briey appears in the
Proceed out the rooms other side, through a hall, electricity, and then vanishes. For now, just watch,
and through another door. Now youre on a balcony and keep moving when the electricity dies down.
overlooking the massive munitions warehouse.
Keep going
Youll be traveling through this warehouse for quite a
until you reach
while, so get a good look at it.
a ladder leading
Soldiers patrol down. Go down
on several the ladder. At
levels of the the base youll
warehouse. catch another
Slow time, glimpse of the
snipe a couple Warp Guard before he disappears.
of them, and
then sink back
through the door. When you have additional time
energy, enter the door again and snipe some more.
Warp Guards special ability is to warp in and out of
Repeat this until no more enemies are visible in the
existence.
warehouse.

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For now, the Warp Guard isnt attacking, so turn
OBJECTIVE
your attention to some EMF cannon-wielding soldiers Proceed through munitions ware-
up ahead. Gun them down, using some explosive house to the assembly doors
barrels to speed up the process, then start moving
along the series of platforms.

When you
reach a spot The tank itself isnt important; what is important is
where you can that your eventual exit from this warehouse lies
go forward or beyond the assembly doors through which the tank
veer off ninety was lowered.
degrees to
As for the Flash Guards, well, they are important
the right, veer
because youll soon need to ght them.
rightbut
watch out, because directly ahead, a pair of soldiers
is waiting on a higher platform. Snipe them both with Exit a door
the thunderbolt and keep moving. at the control
rooms end.
Directly below In the hall
where those beyond, you
soldiers you catch another
just sniped sight of the
were standing elusive Warp
is a ladder Guard, along with an electrical disturbance. Stand
leading up. Take back until the electricity dissipates, then get moving
it to where they again.
were.
This path
When you takes you back
reach the out onto a ledge
ladders top, overlooking the
look for a trio warehouse. 97
of snipers with Immediately
thunderbolts. turn right and
Theyre standing climb down a
across the ladder.
warehouse, up high, at the spot where you originally
entered. Take them all down, then move along the Now youre
walkway. on a lower
Advance walkway that
until you nd leads to another
a ladder going ladder going
down. Take down. Before
it, then move taking the next
along the ladder, though,
walkway until snipe some of the Flash Guards zipping around on
you reach the the warehouse oor. Sink back to cover by the
warehouses wall. Go right and look for a ladder warehouse wall whenever youre injured.
leading up. Its in a dark spot by the wall, so look
When you
carefully. Climb it.
nally climb
This ladder down to the
leads to a warehouse
control room oor, a few
overlooking the more Flash
warehouse. Guards pop
Press a button out of boxes.
on a console Fight them, using the boxes as cover, hiding when
in here. This you have no time energy, and slowing time as you
causes a new tank to drop into the warehouse attack in order to get good shots.
along with a whole bunch of Flash Guards.
PRIMAGAMES.COM
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Unl of where those


snipers were,
near a lone
tank, look for
a very tall
ladder leading
up. Take it.
Almost immediately, take a second ladder that leads
partway back down.

Head across the warehouse. New Flash Guards pop


out of boxes as you pass; deal with them as they
appear.

When you
nd a double
row of tanks,
approach it, but
bewarean
extra-strong
wave of Flash
Guards awaits Advance slightly along this platform and turn right.
you beyond the tanks. Sink back when they rst Go into a garage cut into the warehouse wall. Look
appear, and ght from a position of cover. When for a pile of crates. Jump onto the pile, and crawl into
things are under control, advance through the tanks. a ventilation hole near the ceiling.
As you do this, theres a burst of electrical
disturbance and a few soldiers appear right behind
Past the
you; ignore them and hop through the hole, then
tanks, beware
98 down to the room on the other side. Proceed a short
a couple of
distance and the next level loads.
snipers with
thunderbolts
on a raised
platform ahead
and to the left.
Avoid them until you deal with the Flash Guards,
then snipe them.

If you decide to venture into the maze of containers


beneath those snipers, you might encounter several
normal soldiers in there. But there isnt any reason to
go there, and we recommend avoiding it.

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If you made it this far, you denitely understand the game. You dont have to worry about common
encounters with the numerous typical soldiers because youve developed tactics for dealing with them. The
same can be true when you face smaller numbers of elite enemies.
Nevertheless, the game still has a few monkey wrenches to throw in your gears. You will encounter some
sticky situations in these next ve levels, but dont worry: well keep you on the right path.

Drop
D
Dr
rop
r pooff
assembly
assem mbl line

A
ASSEMBLY
Y LINE Drop
p down

Hand-
Hand-crank
d-crank
elevator
elev
vator

Flame
Flam
me jets
Drop down
down ont
onto
to 99
assembly
mbly line

Button
Bu
uttton
on to
release
l se ladde
ladd
lladder
dd

Legend
Turret
Turr Weapon
Ammo
Amm
mo

Youve managed to make it papast that huge,


extremely dangerous warehouse. Now you must go
to the core of the munitions plant, which means you
must go through the central assembly line.

OBJECTIVE
Locate plants central core You start out in a long hall. As you approach the
Proceed through central assem- end, a soldier opens the far door. Take him down,
bly line then advance to the door. Open the door and look out
onto a walkway above an assembly line.

PRIMAGAMES.COM
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Unl more guards


are patrolling
hammers are at
your back, and
this walkway. a tunnel lled
Eliminate them with ame jets
all, then look for is just ahead.
a spot where no Replenish your
railing protects time energy
you from the assembly line below. Go there. before taking on those jets; spend some time here,
walking slowly backward in order to counteract the
assembly lines forward motion (and maintain your
safe position between hammer and ames). Dont
get too close to either hazard.

When your
time energy is
relled, freeze
time again and
move full speed
through the
ame tunnel.
Drop off the walkway, onto the assembly line. The
assembly line slowly moves you forward. On the
tunnels other
A giant side, look
hammer rises right and gun
and falls on down an armed
the assembly assembly-line
line in front of worker. Slowly
100 you. Allow the walk backward
assembly line to maintain your current position, and wait for your
to drag you time energy to replenish. When it does, freeze time
fairly close to this hammer (but not too close). When and dash under a third hammer.
the hammer is at a high point, freeze time and run
beneath it.
On the
hammers other
side is a crusher
that smashes
in from the left
and right. Again,
charge up your
time energy,
then get close to the crusher. Pause time while the
crusher is open, and hurry through.

Just past the


crusher, the
Take refuge on a stationary area just to the
assembly line
assembly lines side, and let your time energy
ends in a torrent
recharge. Look down the assembly line to a second
of ame. You
hammer. Pause time while this second hammer is
dont want to
elevated and scoot under it.
go there! To the
left and right is
a walkway that runs just beneath the assembly line.
Drop onto either side of that walkway.

PRI
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OBJECTIVE
Utilize elevator to gain access to
lower levels of the factory

Two doors
lead away from
the ends of this
walkway. One is
locked; collect
a thunderbolt
from behind the
Stock up from an ammo chest near this platforms
other. Return to
back edge. Then look around; notice a couple of
the walkways center and climb down a ladder.
snipers positioned along the far wall of this area.
As you reach (The red beam from an echo rie will give them
the lower away.) Snipe both of them.
platform, you
Look for an
see several of
elevator with
Krones armed
a big wheel
workers lurking
beside it. Press
down here. Slow
and hold the
time and blast
Use button to
them quickly with your EMF cannon or Hellre.
turn the wheel
Also look for a couple of enemies above. They and raise the
appeared on the walkway you just came down from. elevator. When the elevator is on your level, pause
time and dash inside.
Two narrow Immediately conserve any remaining time energy
walkways, one by turning off your time power.
to each side,
lead away from 101
this platform.
Take either; they
both take you to
an even larger
platform stacked high with boxes and crates. Expect
a big ambush of Krones soldiers as you approach
those boxes and crates!

Slow time,
pick off a
couple of the
enemies amidst The elevator sinks as soon as you unfreeze time.
the boxes, and When it reaches the bottom, several soldiers attack.
maybe throw a Use the elevator for shelter, and blast these enemies
grenade or two. with an EMF cannon or Hellre. If youre in trouble,
Hide behind the use any remaining time energy to slow time.
massive concrete pillar at the platforms front while
your time energy recharges, then repeat the process.

There are more explosive canisters here; destroy


them when enemies are near them to score very
easy kills.
There are lots of explosive canisters around here.
Use them to blow up enemies, and avoid standing
near them.

PRIMAGAMES.COM
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Unl clear, look for a


silver walkway
that leads to the
side wall. Take
the walkway,
and gun down
another cluster
of soldiers that appears ahead and to the right.

When you
reach the Keep moving along the platform. Up ahead, an
side wall, go explosion rocks the wall and jets of ame shoot out,
right and keep blocking your forward progress. Gun down anyone on
moving and the other side of the ames.
ghting until
you nd a door.
Take it, entering Pause time
a small control room. Gun down an armed tech in and run past
here, then press a button on a console. This drops a the rst two,
ladder outside. closely paired
jets. Wait and
OBJECTIVE let your time
Locate the vent shaft that leads energy return
to the plants central core before pausing
time again and moving through the next two.
Exit the
When youre through the ames, take the door at
control room.
the walkways end.
The ladder you
just dropped is
right in front of Grab an EMF
102
you: climb it, cannon from
but slow time a chest inside
just as you the small room
reach the top. Several soldiers are up there, waiting beyond the
on all sides; destroy as many as possible before door. Notice
time energy runs out. Then look for cover and deal that the only
with the rest. exit is the door
you entered through. Walk back out that door and
immediately turn left.

Look down.
Notice a venti-
lation duct in
the wall, just
below the
walkway. Jump
over the railing
and drop into
that duct. Follow it straight to the next level.
Explore the platform when its clear; there are
several weapon cases in this area. But also watch
for snipers on raised platforms near the assembly
lines middle: one has a Bloodhound missile
launcher. Its imperative to take him out before he
hits you with a missile.

PRI
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Exit c
crate
t Elevator

Ride u
up in crate

Laser halls

FFlush rea
reactor
re cto
c tor
coolant
coolan
l nt

Silver elevator
Two levers
verrs
s

Gun down a 103


Legend soldier on the
Turret
Turr Weapon walkway youre
standing on,
Ammo
Amm
mo
then turn your
attention to
Now that youre near the heart of the munitions several guards
factory, its time to nd the central core and deal scattered
some serious damage. around the lower level. Strafe back and forth along
the platform as you pick them off from above.
OBJECTIVE
Locate controls and ush reactor
coolant At the
platforms end,
a ladder leads
down to the
supply room
oor. Blast
any guards
remaining on
the oor, then go down the ladder.
Downstairs, carefully move between tall shelves
packed with crates. Clean out any foes still down
here while periodically looking up. One or two
soldiers appear on high ledges.
Approach a spinning fan. Pause time and
sneak through the fan; now youre on a walkway
overlooking a supply room.

PRIMAGAMES.COM
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Unl reach this


rooms end,
Now the boxs sides are replaced, the box is lifted
back upstairs, and eventually the sides come
notice a short away again. Youre now on a conveyor belt in a
ladder that new room. Quickly exit the box.
leads to an
elevated OBJECTIVE
section of oor. Find an alternate entrance into
Climb that ladder, then climb a second, longer ladder the reactor core room
that leads to a control room.
Shoot a guard
There are
in this new
two levers on
room, then take
pedestals in the
the only door
control room.
leading out of
Throw both of
here.
them in quick
succession,
then return to The door leads
the walkway and turn left. to a somewhat
confusing
areathere
are partially
transparent
walls and
assembly lines
on either side of you. Ignore the robotic troops being
assembled on either side: concentrate on this halls
end, where a Storm Guard awaits. Freeze time and ll
him full of lead.
104 When
you reach a
The levers activated two moving platforms, which
T-junction with a
are now approaching. When both platforms are lined
aming core of
up in front of you, slow time and jump across both
energy hovering
platforms to the walkway on the rooms other side.
in front of it, go
Dont ride the moving platforms; just use them as
left (the right
stepping stones to the rooms other side.
path is a dead
end). But watch for soldiers both ahead and across
Climb down
the gap, on a different walkway. Gun them down as
the ladder on
they appear.
this walkways
other side. Now In the dark room to the left are several regular
youre next to a troopers. Slow down time, enter the room, and blast
conveyor belt. them all.
Periodically, a Take a door
crane drops an out this rooms
empty, man-sized box onto the conveyor belt. Your other side,
task is to ride upstairs inside one of those boxes. To then approach
do this: another corridor
1. Get on the conveyor belt and maintain a position junction. Several
near the boxes drop location. Make sure your enemies,
time energy is full. including a
couple Storm Guards, attack from up ahead. This is
2. After the crane drops a box, it pulls the sides of
a tough situation, so pause time, throw a grenade
the box away, exposing the interior. Dash into the
or two, then back up while your time energy regen-
box when this happens.
erates. Grenades (and efcient shooting while time
is paused) will get you through situations like these.

PRI
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Proceed
OBJECTIVE
straight down Advance to the coolant control
the corridor, room beneath the reactor
ignoring the
branch on the Keep ghting
left. Go through until you
a door into a eliminate all
control room. the jetpack and
Gun down a few armed techs. conventional
soldiers. Then
Go through head across the
another door room toward a
into a small silver-colored cylinder, which is actually a strange-
supply room looking elevator. As you approach, soldiers may
containing an emerge from it. Deal with them, then get inside the
ammo chest. Fill elevator.
up your ammo
and proceed
through yet another door.
Eventually you reach a big, roughly circular room
lled with both regular and jetpack soldiers. A big, If the elevator doesnt open, just walk up to it and
pulsing blue energy sphere lights the room. This is quickly back away. Repeat if necessary. Eventually
the reactor core. the silver facing slides back, revealing the interior.

OBJECTIVE Ride the


Eliminate reactor core defenses elevator down
and exit in a
lower corridor.
Just to the right
is a weapon
case. Grab an 105
EMF cannon (if
you dont already have one), along with assorted
grenades.
Advance past
a gate, and you
get a nasty
surprise: ve
This is a tough spot, due to multiple enemies, Storm Guards
including the highly mobile jetpack soldiers. Slow advancing
time, pick off an enemy or two with the thunderbolt in lockstep!
or some other high-powered weapon, then sink back Immediately
behind cover as your energy recharges. pause time and lay down spring mines or laser
mines. Then quickly back up before you run out of
time energy.

Hide behind
Your best cover is to actually leave the room, the corner as
ducking back through the door you came in. best you can
However, theres also a big cargo container while your
immediately to the doors right to hide behind. time energy
replenishes.
Hopefully you
took out two or
three Storm Guards with your grenades, but you still
need to avoid the remaining Guards re until you get
that energy back.

PRIMAGAMES.COM
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Unl again when


youve got the
back up in the
reactor core,
energy. Then with the blue
hose down the energy sphere.
remaining Storm Watch out:
Guards with youre now
EMF cannon re. about to face
Proceed down the corridor after eliminating them all. three Warp Guards, one right after the other. See the
sidebar for tips on dealing with these guys.

Ignore the energy bolts the sphere throws. They


wont damage you. Just concentrate on your
enemies.

On the right is a short tunnel guarded by three


Warp Guards
rotating laser beams. To bypass each beam:
Warp Guards can warp in and out of existence,
1. Approach the tunnel and stand close to the rst and they have surge guns, which are potent
beam. Stand as far to the left or right as possible electricity-based weapons. A bright ash
while still being ready to enter the tunnel. of light heralds their appearance (or disap-
2. When the nearest rotating beam is almost pearance). Use this visual cue to get ready for
vertical, slow time. Then squeeze past either side your opponent (or relax for a moment, if the
of the beam while it is vertical. Warp Guard is disappearing).
3. Repeat these steps for the second two beams. Warp Guards can easily warp into existence
106 Dont try taking more than one beam at a time; behind you. To avoid that, get your back to a
this only leads to mistakes. wall or into a corner whenever theyre around.
Limit the possible areas where the Warp Guard
You enter a
might appear, and dont let any of those areas
small room with
out of your line of sight.
a console. Press
a button on the Killing Warp Guards is simpleyou just have
console to drain to execute it properly. When the Warp Guard
the munitions fully materializes (but before he starts shooting),
factorys freeze time and unload with everything youve
reactor coolant. got from medium-close range. An EMF cannon is a
Pressing this button also seals the corridor you good choice, because it inicts severe damage
entered through and opens another short tunnel and can be red relatively quickly. Repeat this
guarded by two rotating lasers. Bypass these lasers process every time the Warp Guard appears.
just as you did the last three. If youre low on time energy the next time the
Warp Guard appears, just hide behind cover (if you
OBJECTIVE have no cover, keep moving quickly from side to
Proceed past security and exit
side, dodging). Dont try to attack; just defend.
the facility
Resume attacking when you have time energy again.
Follow the
wide corridor
beyond the
lasers. At the
end is what Surge guns are fun weapons, capable of shooting
looks like either a destructive pulse or a constant lightning
another silver bolt. However, their low ammo makes them a
elevator, but bit tricky for long-term use in the single-player
theres a ladder inside. Climb it. campaign. We grab them, use them up, and then
discard them for a Hellre or EMF cannon when the
PRI
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Continued Guards surge gun, and use its secondary re mode
to destroy the next one. (Again, refer to the sidebar
Surge guns not only are rare, but theyre also the
for info on killing Warp Guards.) A third will appear
only gun that cannot be relled with ammo at an
after the second one falls, so eliminate that one as
ammo chest. Thats why their ammo is so precious.
well.
One useful tip: use the Secondary Fire mode
After you clear the entire room, grab a thunderbolt
(the beam) most of the time. This mode kills most
from a weapon case. Then locate an elevator and
opponents in a millisecond, and by ring in very
ride it up to the next level.
short pulses you can conserve ammo.

Kill the rst


Warp Guard by
stopping time
and unloading At this stage of the game, we like to carry a
with a full EMF thunderbolt, echo rie, and surge gun.
Cannon clip.
Then grab the
fallen Warp

Laserr hall
h

Start of moving
g Drop jet
cart path
107

E off moving
End
cartt path

TOWER

Elevator from
reactor
torr core
Bloodhound ght
held here
herre
e

Elevator
Elevato
v tor

Youve succeeded in draining the reactor coolant,


Legend thus leaving the munitions factorys reactor in
Turret
Turr Weapon critical condition. At some point shes gonna blow!
But dont worry: though various rumblings and
Ammo
Amm
mo explosions will lend a sense of urgency as you
proceed through this next level, there is no timer
running down. In other words, proceed at your own
pace.
PRIMAGAMES.COM
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nl
OBJECTIVE
you collected the Bloodhound. Stay back there
U Escape the facility
Locate drop jet bay for exltra- whenever youre low on time energy.
When you do have time energy, pop out of cover,
tion slow time, and look for a good shot. The helo
You emerge likes to make passes: it ies toward you, looks
from the for an opportunity to attack you, and then ies
elevator onto a away before looping back. Attack it while its
small platform. approaching from a distance but before it starts
To your left is shooting at you. During these times, its ying
a much bigger straight toward you (and thus easy to aim at), but
platform. Move its not yet close enough to deal any damage to
along a walkway and turn left (but watch out for you.
a lone soldier hiding at the bend in the walkway), Before taking a shot, engage the Bloodhounds
toward the bigger platform. Secondary Fire mode. This pops out an orange
When soldiers from the big platform start shooting display with a central cursor. Center the helo
at you, head for cover behind a massive pile of inside the cursor and re. Keep the cursor
crates and containers. squarely on the helo until the missile hits. The
Fight from missile will home in on the target as long as you
behind these keep the helo centered inside the cursor.
containers. Repeat this process after the rst missile hits or
There are misses. Just be aware of your time energy, and
several soldiers duck behind cover immediately if it gets too low
to gun down. (or if the helo starts seriously hurting you despite
After eliminating your time being slowed).
the conven- Keep repeating this process. Theres an ammo
tional soldiers, Flash Guards emerge from some of the chest just beyond the row of crates youre using
crates. Stay back and use the big central crate pile for cover, so you can stock up on missiles at any
as cover; slow time to get good shots at the Flash time.
Guards, and hide when you run low on time energy.
108 If youre getting torn apart, you are probably
Up ahead choosing bad times to attack. Concentrate on
is a aming ring when the helo is not already ring at you;
tower. Run past that way you wont be taking damage the entire
the tower and time youre guiding your missile.
immediately
veer left. Along Eventually,
the wall, behind the helo takes
various crates one too many
and containers, is a weapon chest containing a missiles and is
Bloodhound missile launcher. blown to smith-
ereens. No time
OBJECTIVE to get excited,
Find heavy repower to destroy though: a pair
the Helo
of Storm Guards appears up ahead. Freeze time and
blast them both.
Grab the Bloodhound (trading it for a surge gun or
a Hellre, if you have one of those), and get behind OBJECTIVE
cover. A helo has just appeared overhead, and you Use the elevators to proceed to
need to avoid getting shot by it. the top of the facility

Now you Get in a


must battle the nearby elevator
helo with your and ascend to
Bloodhound. a new platform.
Here are some Immediately
tips: get out and
duck right,
where some
crates provide you cover. A transport plane deposits
PRI
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GUIDE
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several soldiers ahead of you.
Upstairs, look
at a building
face labeled
Also beware of a sniper up on the tall, partially Sector 07.
ruined tower to the left, and a few more soldiers on Three guards
your level to the right. are on this
buildings
different levels.
Your best strategy is to slow time and charge
Snipe all of them. If you need cover, hide behind the
straight ahead, killing several of the guys in front of
curve of the tower you just climbedjust dont fall
you. Get in amongst the big, piled crates; these will
off the platform.
protect you from some of the side attacks.
Approach
the Sector 07
building and
quickly climb
two ladders.
At the top,
look across
at another
platform, where another guard or two are likely to be
stationed. Snipe them. Then climb a nal ladder and
beat down anyone waiting for you at the top.
Look for a
After dealing with anyone in the immediate hanging cart
vicinity, as well as the sniper in the left tower, keep with a lever
your eyes peeled for a Warp Guard. When he pops beside it. Throw
up, kill him in the way we discussed earlier, freezing the lever and
time whenever he appears and unloading massive immediately
repower into him while hes frozen. get into the
cart. Equip the 109
Explore the thunderbolt. The cart starts moving forward.
platform. There
are several Zoom in on
weapons in the far end
cases; we of the carts
recommend track. When the
keeping the cart is about
thunderbolt, halfway to its
the EMF cannon, and one other gun of your choosing. destination, a
Then go left, toward the smoldering tower. You may soldier with a
have to clean up a couple stray guards as you go. Bloodhound missile launcher emerges from a door
down there. Immediately rewind time and snipe him.

If you want
get off the cart
on one of the
platforms to
either side,
do so. You
can collect a
thunderbolt
and EMF cannon from either side. Just use the levers
on these platforms to reverse the cart when youre
Veer around the towers left side and look for a tall done. Send the cart back in the direction you came
ladder. Climb it. from, and let it pass you. Then throw the lever again
to make it go in the direction you were originally
traveling, and hop back in.

PRIMAGAMES.COM
ed
ash
e When youre If you froze the lasers in an awkward position,

Unl back in the cart


and moving,
retreat back to your alcove, build up more time
energy, and try again. Try this as many times as you
zoom in on the like, freezing the beams and moving ahead to see if
door again. A they stopped in an easily navigable position.
second soldier is Only make the passage when you can easily avoid
likely to pop out. or safely jump all the lasers in the path to the third
Snipe him too. alcove.

From the third


alcove, simply
When you
slow or pause
reach the end of
time and move
the line, get off
through the
the cart and go
last few beams
through a door.
to safety. Gun
down an armed
tech lounging at this halls end.

Enter the
control room at
the halls end.
Look for a ladder
leading up.
Climb it, then
enter a venti-
lation duct and
follow it until you emerge in a hangar.
Several armed technicians are oblivious to your
arrival. Slow time and light them up with a grenade
110 or weapons re.

Gun down an armed tech in the hallway beyond. OBJECTIVE


Activate the lift, then board the
Now approach a moving-laser trap, which is very drop jet
similar to the one you dealt with in the Ground
Floor level. Clear the
room. Then
This ones
circle around
a little trickier
and walk up a
than the last.
ramp, into the
Start by slowing
drop jet thats
time and going
parked in the
the short
center. You get a
distance into
new objective.
the rst alcove
on the left. Next, let your time energy fully recharge,
and then pause time and run forward, past a second OBJECTIVE
Prepare drop jet for takeoff
alcove. Duck into the left side of the third alcove.
Get out of the
jet and move
to the hangars
front. Pull the
You may have to hop over a frozen laser beam or
green-ashing
crouch to get under one. Crouching is always okay;
lever along the
jumping is okay, unless theres a beam overhead,
wall to open the
in which case you may hit your head and die as you
hangar doors.
jump.

PRI
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ICIAL
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GUIDE
E
Turn the knob
while simul-
taneously
slowing time.
Then run directly
back into the
hangar, straight
toward the drop
jet. (Jump over some crates along the way, rather
than going around them.) When you reach the drop
jet, run up the ramp and jump into the plane.
A short bridge extends beyond the hangar doors. The plane
Gun down a couple armed techs on the bridge. Then, rises and
walk into a small gatehouse near the bridges end. automatically
Go inside and notice the knob on the console. takes off. You
y out of the
munitions
factory just as
it explodes.
Youve done good work here, but the adventure
denitely isnt overas youll see when the next
level loads.

Bunker with
gate
te
e con
control
cont and U crates to
Use
turret
turret jjump
p fence

111

Gates
G t sccontrolled
d
by lever
by

Safe
fe alc
alcove Reverse
MINEFIELD
NEFIELD assemblyy line

Train control
lever
Electri
El
lectried
llectri
ectried
t ied
dbbeam
Vehicle
e
stops
st ps here
tops he
ere
Platform
m lever
err

From vehicl
vehicle
veh
chase sequen
sequence Hop onto tra
train
ain

Legend
Turret
Turr Weapon
Ammo
Amm
mo

PRIMAGAMES.COM
ed
ash
e After watching a brief dialogue, you nd yourself Now turn

Unl manning the turret of a rebel vehicle as you make


haste toward another of Krones factories.
around and
run up to a
Judging from the start, you might expect this to be concrete barrier.
a turret-shooting level, just like Disputed Airspace. Get behind the
Thats a good guess, but your ride will be extremely barrier and start
short, and then its back to pounding the ground. helping your
rebel friends as
they ght the onslaught of Krones troopers.
OBJECTIVE
Inltrate the zeppelin factory At rst the troopers are simple soldiers. Stay
loading docks behind cover and pick them off one by one. Watch
Get to the factory perimeter for a turret gunner ensconced in a distant bunker,
and a smaller turret down on ground level, slightly
to your right. Shooting gunners off these two turrets
should always be your rst priority.

Eventually,
another wave
of enemies
appears up
ahead: Storm
Guards, bearing
their energy
shields. Stay
You start out on the vehicle turret, looking back at behind cover. Pause time when you get the chance,
several of Krones vehicles, which are in hot pursuit. then sneak out from cover and shred them. Keep this
Shoot at whichever one you like; it doesnt matter. up until theyre all gone.
After only
a short bit of
driving, your
112
vehicle crosses
a drawbridge
Remember that any enemy can become a turret
as its rising.
gunner, so dont be surprised if you have to pick
The other enemies off both turrets several timesparticularly,
vehicles get left the big turret in the bunker. Use the thunderbolt to
behind, and your vehicle crashes to a halt. You get score precise head shots against these gunners.
summarily booted from the turret.

OBJECTIVE
When the last
Find switch in bunker to open the
entry gate of the Storm
Guards falls,
start moving
Behind you
from concrete
is a gatehouse.
barrier to
There are
concrete barrier.
several
Your rebel allies
weapons in a
do the same.
case inside and
another couple Around this time, a few more soldiers appear up
scattered ahead.
around outside. Run back and take your pick. Among the newcomers are jetpack soldiers. Gun
The only really essential gun right now is the down a couple of them, then move ahead until you
thunderbolt; make sure you have that one, plus two reach the concrete barrier nearest the turret bunker.
others of your choosing.

PRI
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ICIAL
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GUIDE
E
When youre When your
safely behind time energy is
the closest full, slow time
barrier, clean and run from
out all remaining cover directly
enemies from toward the
this position. Be sealed gates.
patient; there Ignore all the
are lots of bad guys inside the bunker, and a few may enemies up there and concentrate on your path.
pop up after you think youve cleared them all out.
When all is quiet, veer left and take a path that
leads around to the bunkers rear.

Enter the Dont veer off the road. There are mines on both
bunker through sides, so wandering off into the grass before we tell
the back door. you to can be deadly!
Raid a weapons
case on the way When youre
in to top off your only feet from
ammo supplies. the sealed
Then whack gates, veer right
anyone you nd in here. and get behind
a big pile of
crates. Snug
up close to the
crates and crouch down. They should protect you
from most enemies.

113
Before your position is truly safe, you may need to
snipe a jetpack soldier or two from back here.

Theres a red lever on the wall inside the bunker.


Throw it. This opens the outer gates to Krones
zeppelin factory.

OBJECTIVE
Advance past the mine eld and
activate the loading dock gate
controls

Exit the
bunker. Your
allies have
moved up and
Wait here and build up your time energy again.
are now ring
When its full, back away from your cover a bit. Look
at the factorys
at the crates youve been hiding behind. The ones
giant closed
nearest the road form a ladder up to the tall crates.
main gates.
Quickly hop from these lowest crates onto the top
Go stand ones. Dont slow time yet. Now notice that you can
near your jump from the top crates over the nearby chain-link
allies and look fence.
ahead. Notice
the walkway
leading to the
sealed main
gates. Crouch
PRIMAGAMES.COM
behind cover and wait until you have full time energy.
ed
ash
e Run across Now youre

Unl the crates and


leap at the last
standing in
a train yard
second so your between two
jump takes you buildings. There
over the fence. are several
Just as you are soldiers on
about to hit the your right, both
ground, slow time. This saves you from the mines on on ground level, and possibly some on a buildings
the fences other side, which detonate if you touch upper oor. Run behind a cargo container and start
them in real time. picking them off from cover.
When you hit the ground, keep running. Run mostly Slowly
straight ahead, but also veer a little bit to the left. advance. When
Time should still be slowed as you run. the area is clear,
run toward
As you run, the building
watch the wall youre already
on your left. facing. Theres
As your time an entrance
energy runs low, on the left. Go inside and up some stairs. Gun down
you approach any stragglers who are still inside the building, and
an alcove or collect a thunderbolt from a weapon case.
indentation
in the wall, where there is only a sloping patch
of dirtno grass. Run straight into that alcove. If
youre standing in there when your time energy runs
out, youre safe: there are no mines here.

114
If you got blown up by mines, you were either too
slow or you missed the safe alcove. Remember,
watch the wall on your left as you run through the
mineeld. The spot you want is where the wall very
distinctly cuts away, leaving a sloping patch of dirt Walk outside, onto a walkway that overlooks the
with no mines in it. train yard. Go left. At the walkways left end is a
lever. You now get a new objective.
Stand still
in this alcove, OBJECTIVE
waiting for your Find a way into the inner perimeter
time energy through the train loading dock
to replenish.
Meanwhile, look
Before
ahead. Notice
worrying about
a thin metal
that new
ramp (created by a fallen beam) that leads across an
objective, look
electried chain-link fence into a train yard.
at the roof of
When youre at full time energy, leave the alcove the building
and approach that metal beam. (Theres no need opposite you,
to slow time for this part, as there are no mines across the train
between the alcove and the beam.) yard. There are two snipers wandering around up
However, when you do reach the beam, you there. Slow time and thunderbolt them both.
must stop time before running across it. (The beam
is electried, and will kill you if you attempt it
in real-time.) Run up the beam and drop onto the
fences other side.

PRI
RIMA
MA OFF
OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E
Now your task on your side of the tracks. Slow time as necessary,
is to get inside and keep retreating to better cover if youre exposed.
the building Use the various explosive containers scattered
across the across the dock to help nish off these enemies.
train yard. This
is a multistep When all is
process. First, clear, restock
make sure you ammo from an
have full time energy, and throw the lever on the ammo chest.
walkway. This makes a train emerge from the target Look for a small
building and slowly drive toward you. platform with a
red light beside
it. Get on the
Move to the platform, and it automatically takes you up a level.
right until you
reach the broken
walkway railing.
Wait here.

After the
rst train car
passes directly
underneath you,
jump down,
aiming to land
on the second
car. As you Theres a lever up here. Throw the lever once to
jump, press the Time Control button to reverse time. summon a moving platform.
You land on When the
the train. Time is platform arrives,
115
now reversed, throw the lever
so the train a second time
goes backward, and immediately
right back into slow time.
the building it Jump onto the
came from. As platform. When
soon as youre inside, jump off the trains right side, youre safely on board, you can let time resume its
onto the loading dock. normal ow. The platform carries you to the rooms
Take cover. other side.
In a moment,
several soldiers Jump off the
spill out onto platform and get
the loading on a smaller,
docks other vertically
side. Fight them moving platform
from cover. that takes you
back down to
There are lots the oor of the
of soldiers, loading dock. Youre now on the other side of the
and more keep tracks from where you entered.
coming. Most of
them are on the
loading docks
opposite side,
but a couple
will appear on high ledgesand one of those will be

PRIMAGAMES.COM
ed
ash
e Approach Climb up a

Unl a moving
assembly line.
series of steps
to a walkway
Reverse time that runs along
and jump onto the rooms
the assembly edge. Follow the
line. It carries walkway to its
you into a end, where you
smaller room. Jump off the line, and gun down a few can drop behind a fence and land on some pipes.
soldiers and armed technicians. Then walk along the pipes until you reach a venti-
lation duct; crawl inside. Keep crawling through the
duct until the next level loads.

Explosives
Explo
osive

Elevator
El
levator
evator
v r

Ramps
R
Ra mps
mps

Gate llevers
v Entrance
Entra
an (requires
explosives)
exx
116
Spare
p Bloodhou
Bloodhound
und
(after
after helo appe
appears)
appears

Echo
o Rie
Bloodhound
oodhou
dh und
d
Fl h Guards
Flash G ds

Legend
Turret
Turr Weapon OBJECTIVE
Find gate controls and open the
Ammo
Amm
mo
main gate
Gain access to Wind Testing
Your main task is still to nd the factorys gate Facility
controls, then open the main gates so your rebel
friends can enter the compound. Youre getting
closer; you just have to keep pressing forward.

PRI
RIMA
MA OFF
OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E
Drop out of As you
the ventilation proceed down
duct. Youre the street, a
now on a large number of
street, behind a regular soldiers
front-end loader. appear ahead.
Slow time and Take cover and
start picking off blast them.
the soldiers patrolling the street. Crouch behind the Shoot explosives to make your task easier; there are
front-end loader for cover. lots of them scattered about.

Soldiers run Keep


in from the left moving ahead.
and right. Watch Suddenly, a few
for a pair of Flash Guards
Storm Guards pop out of
who appear sealed crates.
from the right. Slow time, back
Pause time and up to cover, and
pump them full of thunderbolt missiles when they take care of them as well.
appear. Look for opportunities to shoot red barrels
The road
and score explosive kills.
loops around
a corner to the
When all is right. Follow it.
quiet, you can After you round
go either left or the corner,
right. Go right. another wave of
This leads you troops appears
to a dead end up ahead. This one includes a few Storm Guards.
with a single Hang back, behind cover, and start sniping with the
enemy and 117
thunderbolt or echo rie.
some weapon cases. Carefully shoot the bad guy
(minding all the explosives back here). Grab an echo OBJECTIVE
rie from one of the weapon cases. Access gate control lift through
fenced off area

When all
is clear, run
Our preferred weapon set at this time is the forward and
thunderbolt, the EMF cannon, and the echo rie. veer left when
you have the
chance. Restock
your ammo
from an ammo
chest on the roadside. Keep moving ahead, veering
left again. Gun down a few armed techs who appear
ahead.

Look for a
stack of crates
next to a
chain-link fence.
A crate lid forms
Now backtrack and follow the street in the other a ramp. Run up
direction. the ramp, onto
the crates, and
jump over the fence.

PRIMAGAMES.COM
ed
ash
e Immediately Your rebel

Unl turn right. A allies drive


through the
garage door
opens, releasing opened gates
two Storm and park in
Guards and two the courtyard.
conventional An enemy
soldiers. Freeze helo appears
time and blast the Storm Guards; then nd some overhead, and now you have a new objective.
cover and take out the other two.
OBJECTIVE
Destroy the Helo

Ride back
After you eliminate these enemies, you can go down on the
through the garage door they came from and access little elevator
a weapons case. This is optional; you probably have you came up on.
lots of ammo right now. Look for a ramp
on your right
Keep moving that leads onto
forward. Up a pile of crates.
ahead are the Run up that ramp, onto the crates, and jump over a
factorys main fence. Now youre amidst the pinned-down rebels.
gates. As you
approach,
several soldiers
appear ahead
If the helo attacks as you head toward the rebels,
of youincluding a sniper on the gates. Sink back
slow time and seek cover until it ies away again.
immediately, equip a sniping weapon, and start
picking them off from cover.
If you
118
When the area didnt grab a
is clear, move Bloodhound
forward. At the before, one
base of the is lying in the
gates is a small middle of the
elevator. It street, right
descends with amongst the
a soldier inside. pinned-down rebels. Run up and grab it if you didnt
Eliminate the soldier, get in it, and throw a lever to get the one from atop the gates.
ride to the walls top. (If the elevator isnt ready,
look around; there is another soldier somewhere that
you need to eliminate rst.)

There are two Theres an ammo chest in the street nearby as well.
gate control This means you have as many Bloodhound shots as
levers on the you need to take down that helo.
walls top. They
are spaced quite Take down
far apart, but you this helo just
are supposed like you did in
to throw them Exeunt: spend
simultaneously (or nearly simultaneously). most of your
To open the gates, rst throw one lever, then time behind
immediately slow time and run to throw the second. cover at the
The gates open when you throw the second lever. streets edge.
After throwing both levers, grab a Bloodhound from Look for the helo. When its approaching (but not
a weapon case near the second lever. ring at you yet), or when its busy ring at someone
else, slow time and engage the Bloodhounds
PRI
RIMA
MA OFF
OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E
Secondary Fire mode. Aim at the helo, re, and keep
the targeting cursor painted on the helo until the
missile strikes.
Keep ring
missiles until
you run out of
time energy or
until the helo
starts getting
good shots at
you. Then seek
cover, let your time energy replenish, and repeat.
OBJECTIVE
Remember, you are in no hurry, and thanks to the Locate explosives and blast open
ammo chest in the street, you have an unlimited Wind Testing Facility doors
supply of missiles. There is no reason to rush this.
Gun down any
soldiers your
allies havent
yet killed, and
then run down
If you get killed, it was likely because you got
greedy and tried to shoot too many missiles in a the ramp the
row, despite the fact that your time energy was enemy soldiers
running out and the helo was ring at you. Start are emerging
over and try just ring one or two missiles at a time from. Youll have to deal with a few more of them as
and then immediately hiding until your time energy you go down.
returns.
When you
reach the
ramps bottom,
go through the
garage door
119
on the right.
The explosive
device you need
is sitting on a table in there. Take it and rejoin your
allies.

Theres a
red indicator
on the factory
It will take quite a few direct hits, but eventually doors. Run up
the helo blows up in a most satisfying fashion. there and plant
the explosive.
No time to Pause time and
celebrate, run away from
though. A few of the door until time resumes its normal ow and the
Krones soldiers doors are blown apart.
run up a ramp
to assault the The rebels
courtyard, and pour in through
you receive a the destroyed
new objective. doors. Follow
them until
the next level
loads.

PRIMAGAMES.COM
ed
ash
e
Unl
Weve reached the nal few levels of the single-player campaign. The going will get tough, but the previous
levels battles and obstacles have prepared you well. You have already seen much of what TimeShift can
throw at you.
Of course, there are a few nasty twists and turns yet to come . . . and thats why youve got this book.
Read on, and prepare for your sprint to the nish line.

Train with
drop jet

Safe alcov
alcove

Button to disable
able
blle WIND
D TUNNEL
wind tunnelel
120

Button
B utt
tton
tt n tto
o llo
load
oad
d
drop
dro
opp jjet

Levers
Leve
ers to move drop jet
(in
n roomm below loading butt
b
button)
to
on)
on)

Your task is to nd a way past this wind tunnel,


Legend then deactivate it so the others can follow. Later,
Turret
Turr Weapon after you quiet the turbine, you will try to steal one
of Krones drop jets.
Ammo
Amm
mo

As this level OBJECTIVE


Acquire drop jet and rendezvous
opens, your
with rebel forces
rebel allies Deactivate wind turbine
charge deeper Eliminate enemy threats and
into the factory. prepare drop jet for transport
The point man
advances into
a wind tunnel.
Krones soldiers, seeing this, activate the wind
tunnels giant turbine, which sucks the point man in
to a grisly death.

PRI
RIMA
MA OFF
OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E
You start When your
out in a small time energy is
room with your back, reverse
rebel allies. time again. Step
Only one door back into the
is unlocked. wind and turn
Open it and peek right (thats the
into the wind direction the
tunnelbut dont go out there yet! Look straight wind is pushing you). Theres a door very close to
across the tunnel and a little bit to the left to see an you. Get inside it. Now youre safe from the wind.
alcove.
OBJECTIVE
Let your time Rotate drop jet and proceed to
energy charge the ground oor
up fully. Then,
press the Time
Control button Youre now
and step into inside a control
the wind tunnel. room with a
pair of armed
technicians. Gun
them down and
look for the stairs
leading up.
Pressing the Time Control button reverses time. Now,
instead of blowing you to the right, the wind in the
tunnel pulls you to the left. Take the
stairs up to
a platform
While time is overlooking the
reversed, run wind tunnel.
across the wind There are 121
tunnel, aiming several troopers
for that alcove. here. Gun them
If you have any down, retreating back to the stairwell for cover if
doubt where the necessary.
alcove is, look
for a pair of windows set in the alcove walls. Theyre
the only windows you can see from your current
position.
Since the wind is pushing you left as you run, If you need ammo, theres a thunderbolt in a weapon
compensate by running slightly to the right of your chest out here.
destination. Keep making adjustments so you dont
get blown too far off course.
Go through
the door at the
You can
platforms other
easily reach
end, then climb
the alcove
up a ladder on
before your time
the other side.
energy runs out.
At the top,
When it does,
locate a second
wait here for it
ladder and climb that as well.
to return. You
are fully sheltered from the wind in here.

PRIMAGAMES.COM
ed
ash
e Look for a

Unl walkway on
this platforms
other side (not
the side you
came from; look
on the other
side). Follow
this walkway to a door set in the wall.
To reach this door, you can take two different
paths across the walkways and platforms; the left
Open a door at the ladders top. Now youre looking path requires a short jump, and the straight-on path
out over a series of platforms near the wind tunnels requires you to climb down a short ladder. Either way
roof. Enemies are all across these platforms. Start to is ne.
snipe from the door.
Go through
Concentrate on detonating explosive barrels; there the door, then
are lots of them up here, and theyll instantly kill climb down
nearby enemies. a ladder and
go through a
After you
couple more
down most of
doors. When
your enemies,
you emerge in a
advance onto
control room with two armed techs, blast them both.
the nearest
of two very Press the button on the pedestal near the bay
large central windows. Notice the drop jet below you; pressing
platforms. Go the button loads it onto a transport system, thus
to the platforms end. Youll see a walkway on the completing an objective.
right.
Go back out
Theres a small gap between your platform and the the door you
122
walkway. Jump the gap, then follow the walkway. entered through.
The walkway Take a second
leads to a door. When you
platform at the reach a platform
wind tunnels with ladders
end. Theres a leading both up
pedestal with and down, go down.
a button on it; Move ahead
press the button until youre on
to deactivate the wind tunnels turbine. a side platform
You now get a new objective. overlooking the
wind tunnel.
Gun down a pair
OBJECTIVE of soldiers who
Load drop jet on transport system
emerge from a
door up ahead. Shoot explosives near them to make
A trio of this easy. Then go through the door they came from,
jetpack troopers and walk down the stairs.
appears when
you press the Keep moving
button. Quickly ahead until
slow time, you emerge in
equip your another control
thunderbolt, and room, this one
take down all three. with three
armed techs.
Gun them all

PRI
RIMA
MA OFF
OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E
down. Now look around the room. There are two Run
levers on pedestals. You must throw these almost diagonally
simultaneously, so rst throw one lever, then pause across the wind
time and run over and throw the second lever. This tunnel, and
completes the last bit of business with the drop jet. enter the same
door that you
took when you
Take the door
rst crossed the
at the control
tunnel (when the turbine was active and you were
rooms other
ghting against the wind).
end, then turn
left and take a Climb the
second door. stairs beyond
Now youre out this door, then
on the wind advance along
tunnel oor again. Overhead, the drop jet is being the platform you
winched away. emerge upon.
Turn left when
you approach
the platforms middle. Youll see the drop jet and
your allies waiting for you. Run to your allies to
complete the level.

Enter hangar
ng
g Button to open
gate
ate for tra
ttrain
ain
in
Train stops
ps here;
p
re
e
ght
gght
h
123
Lift
ift

Lever
Lev
v to
ver to rraise
e
cargo
ca
argo
o tracks
k
Button to
Button
relea
release
ase zeppel
zepp
zeppelin
lin
anchors
h

Train w
with
drop jet

Legend
Turret
Turr Weapon
Ammo
Amm
mo

PRIMAGAMES.COM
ed
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e The drop jet has been loaded onto a train, along with Your

Unl your allies. The train is set to leave, but it waits until
you climb aboard.
attackers
include
both regular
OBJECTIVE soldiers and
Inltrate hangar and steal zep- Storm Guards.
pelin
Immediately
crouch down,
Check out the equip the thunderbolt or echo rie, and start sniping
loading docks at enemies on high platforms on the hangars
left side before exterior. Slow time as you do this. After you
getting on board eliminate everyone on those high platforms, your
the train. Youll cover becomes much better, as most ground-based
nd an EMF enemies cant shoot over the back of your train car.
cannon and a
Bloodhound in When some
weapon cases. of your time
energy returns,
pop up, slow
time, and target
enemies on the
There are no giant enemies up ahead that demand ground. Start
the Bloodhound, so it boils down to whether you by shooting an
want to use one for a while. We tend to leave it. explosive barrel on the tracks to kill anyone near the
barrel. Then look to the hangars left, where enemies
with thunderbolts like to hide. Clear those guys out.
There are several back there, and more will appear
as youre shooting.
Meanwhile, your allies do a good job of pinning
down the soldiers directly in front of you. Help them
124 take out the remainder of those soldiers when you
no longer see anyone to the hangars left.

A couple of
jetpack soldiers
now rise into
the air. When
Get on board the nearest train car. Throw a lever to you have some
set the train in motion. time energy
built up, snipe
Look out the them, then clear
back of the out any stragglers left on the ground.
train as you
When all is clear, you receive a new objective.
roll down the
tracks. You pull
away from the OBJECTIVE
Load drop jet onto zeppelin
factory. As you
pass a hangar, a
veritable army of Krones men spills out and attacks Get off
you, and the train grinds to a halt. the train and
approach the
hangars left
OBJECTIVE side. Youll have
Eliminate enemies guarding
to shoot another
hangar
soldier or two
as they emerge
up ahead. Find a small door on the hangars left side,
and go inside.

PRI
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GAMEE GUID
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E
Move ahead Move
to a room with forward,
two armed weaving
technicians through piles of
inside. Gun crates. Look for
them both a pedestal on
down, then wait the left. Throw
for a couple of the lever on the
soldiers to burst through the door on the other side. pedestal, then immediately sink back behind the
Take them out as well. crates, as several soldiers are about to rush onto
Open a weapon case on the rooms right side. the platform directly across from the lever.
Collect thunderbolt ammo from in there, and choose
any other weapons you like. Enter the door the OBJECTIVE
soldiers came through. Locate control room and activate
hanger doors
OBJECTIVE
Raise cargo tracks From cover,
slow time and
peek out at the
soldiers. One
soldier mans
a turret; hes
on a higher
level than
the rest. Snipe him rst with the thunderbolt, then
concentrate on the others.

As you
whittle down
Youre now on a wide ledge. Look left to see the
the soldiers
vast expanse of the hangar interior. Ahead is another
on the other 125
small door. Go through this door.
platform, build
up some time
energy and
periodically
glance at the door over your right shoulder. After
Theres an EMF cannon in a weapon case atop some youve destroyed most of the soldiers on the far
crates by the door. platform, two ambushers run through that door.
When that happens, slow time and eliminate them
immediately. Then clear out the remaining soldiers
Take a second across the way.
door and climb
the stairs. When all
Pause to equip is clear, take
your thunderbolt the door the
at the door at ambushers
the top of the used. Go down
stairs. a ight of stairs,
Now open the door, immediately slow time, and then advance
look out. There are several enemies on your level, until you enter
and on a higher level, a soldier will soon be running a control room lled with three armed techs. Gun
to man a turret. Plant thunderbolt missiles in anyone down all three.
you see out there, then back into the doorway
and let your time energy recharge. Pop out again
and take down the others when you have full time
energyand dont forget that turret gunner up high.

PRIMAGAMES.COM
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Unl the door on the


rooms other
another control
room. Shoot a
side. Now youre pair of armed
standing on the technicians
cargo tracks. and enter the
Walk across door on the
the tracks, go other side. Keep
through another door, and walk into a second control moving until you nd stairs leading up. Take them.
room. Shoot two more armed techs in here.

Theres a
console with a
button in here.
Press the button
to open the
hangar doors.
Your allies drive
their train into
the hangar. The drop jet is raised to the hangars top
and readied for ight.
You now get a new objective. At the top of the stairs, run out on a platform.
Watch a platform directly ahead. When troopers start
OBJECTIVE spilling out onto that platform, slow time and snipe
Release zeppelin anchors them with the thunderbolt.

After you
clear that
far platform,
turn right and
126
approach the
wall; throw the
big red lever
you nd there.

Now back up
slightly and
Run through a door on the control rooms far side, notice that
into a small storage area. Take a door on the right. In theres a small
the area beyond, approach some big folding doors on elevator next
the right wall. They open for you. to the lever you
just threw. Get
inside and ride it
upstairs.
Upstairs, shoot a guard, then enter yet another
control room and gun down a pair of armed
technicians.

Press the
button on
the console
in this room.
This releases
Run forward. A couple soldiers come through the zeppelin
another set of folding doors ahead. Gun them down anchors,
and keep moving. Go through those folding doors. fullling your
current objective and completing the level.

PRI
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E
After a brief conversation aboard the zeppelin, it Its fairly easy
becomes clear that the zeppelin must dock in order to shoot down
to refuel. That means landing at one of Krones all the helos.
heavily armed bases. When youve
The action begins; you nd yourself on one of the accomplished
zeppelins turrets. The enemy base lies just ahead. this, wait as the
zeppelin docks
OBJECTIVE with the enemy
Eliminate base defenses to base.
secure docking procedure
Find fuel reserves and refuel Turn your
zeppelin
turret to the
right, and notice
You start out a long bridge
near a patch leading to the
of mines. base. There are
Slow time a few enemy
and destroy troopers there.
as many as Hose them down with turret re. Keep it up until
possible. nobody is moving on the bridge.
When the
mines are gone, notice that a host of helos is taking OBJECTIVE
off from the enemy base. When youre close enough Exit the zeppelin via central load-
to get a good shot, start ring your turret at them. ing platform on the outer deck
You can score a few hits from long range.

Eventually the Press the Use


helos approach, button to get off
and you have the turret. Get
127
quite a decent on the small lift
shot at them. just behind the
Slow time and turret. Press a
unload on them, button to ride
one at a time. upstairs, and
exit through a side door to the zeppelins main deck.

In the middle
of the zeppelins
Note that you can either continuously shoot with the deck is a lift.
Primary Fire button, or use Secondary Fire to charge up Pull a lever on
a single, powerful shot. Either way works just ne. the wall near
the lift, then get
on the lift and
slowly descend.

Stop ring at a helo when you see lots of ames Now youre
coming out of it; its probably going down, so its facing a bridge
unnecessary to keep shooting it. Best to move on to leading to the
another target.
base. Slow
time and snipe
Keep up a
a few soldiers
more-or-less
guarding the
continuous
bridge. These
stream of re.
shots are tricky because the zeppelin is bobbing up
(Your turret will
and down, but with time slowed, you can handle it.
not overheat
or lose power
from continued
shooting). Keep slowing time whenever your time PRIMAGAMES.COM

energy is full.
ed
ash
e Stop running when the door opens. Watch as the

Unl grenade detonates the farthest barrels; increasingly


closer barrels then start to explode in a fast chain
reaction.
Heres the tricky part: You must freeze time just
before the barrels closest to you explode. As you
freeze time, run forwardand keep running until your
time energy runs out. If you time this right, you can
run unharmed (or at least, only somewhat harmed)
past the barrels that are currently exploding.

When the bridge looks clear, let your time energy


replenish, then jump onto the bridge. Run down
the bridge, gunning down anyone who appears
You might have to try this several times. If youre too
and slowing time if you get shot from somewhere
late on the Time Control button, you wont stop the
unexpected. (Some helos are still circling; get to nearest barrels from exploding, and theyll kill you.
cover if one starts shooting at you.) And if youre too early on the button, you wont have
enough time to run past the exploding barrels; in that
case, you will be killed when you run out of time
energy.
Theres a thunderbolt and a Bloodhound in weapon Work on freezing time just before the barrels
cases behind a gatehouse on the right. nearest you detonate. Be sure youre running forward
as you freeze time. Eventually youll get it.
At the bridges
end is a tall
ladder. Climb
it, then move
across a narrow
ledge. Ignore the
enemies below;
128
just slow time
so they wont damage you much and continue along
the ledge. Climb into a ventilation duct at the ledges
end. Youre now inside the enemy base.

OBJECTIVE
Locate fuel reserves and load When you reach the rooms end, the grenade-
onto zeppelin
throwing soldier peeks out through the door. Gun him
Head through down.
the duct, and
drop into a long Dont enter
room thats the door the
jam-packed soldier came
with explosive through; stay
barrels. Stand in the long
here a moment room where the
and look at the rooms other end. Allow your time barrels exploded
energy to fully regenerate. and look down
through a grate in the oor. Youll see another red
Now start explosive barrel down there. Stand as far back as
moving toward possible and shoot that barrel. This destroys part of
the rooms the grate, allowing you to drop through the oor.
other end. As
you do, a door OBJECTIVE
opens there Locate upper control room and
and an enemy open doors to zeppelin
soldier tosses a
grenade into the room.

PRI
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GUIDE
E
Crawl through
a tunnel until
it spills out in
a dark, green-
tinged sewer
area. Swim
across this area
until you see
a couple of huge, rusty pipes rising up at an angle.
Jump on the rightmost pipe and run up it.

You emerge When the wooden platform stops moving, jump


on the ground onto a metal walkway and climb the stairs.
oor of a
big cavern.
Several armed
technicians are
standing around Theres a thunderbolt in a weapon case up here.
on the oor.
Slow time and use grenades to start the battle, then
gun down several more enemies with conventional Look for some
weapons. When you run out of time energy, slide red metal pipes
back down the pipe into the sewer. that form a
ramp. Jump onto
Let your the pipes and
time energy climb them. As
recharge, then you climb the
go back up the ramp, a few
pipe. Slow time snipers emerge at various levels of the cavern. Slow
again. Gun down time whenever one appears, and snipe him before he
more enemies; gets a chance to shoot you.
129
in particular,
look for soldiers positioned on the various platforms Continue
suspended above the cavern oor. climbing red
Repeat this process until you thin out the bad pipes until you
guys. Get on the ground oor and take cover behind reach a wall
a parked train. Continue picking off soldiers until the with a venti-
area is empty. lation duct.
Jump into the
duct and follow
it until you see a grate underfoot. Equip your EMF
cannon (or any short-range weapon you prefer) and
Theres an EMF cannon in a weapon chest out here. drop through the grate.

You drop into


a small room
containing a
Warp Guard.
Immediately
freeze time and
unload your EMF
cannon into
the Warp Guard, shooting him as much as possible.
There isnt much cover down here, so nish off the
Warp Guard as quickly as possible.
Theres a lever on a pedestal in the oors middle.
Throw the lever once to make a wooden platform
drop. Throw it a second time and immediately slow
time. Hop onto the wooden platform and allow time
PRIMAGAMES.COM
to resume its normal pace.
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Unl hit the cavern


oor, another
Warp Guard
appears. As you
did with the
last one, freeze
time when he
appears and unload a tremendous amount of ammo
into him.

Go around the corner and look for a ladder. Climb After the
the ladder, get in a ventilation duct, and follow the Warp Guard
duct until you can drop into a new room. falls, another
appears. Run for
cover after you
defeat the rst
Warp Guard, and
recharge your
time energy. This allows you to freeze time again and
defeat the second Warp Guard.

This new room contains an EMF cannon in a chest


and a lever mounted on a pedestal. Throw the lever.
This loads fuel onto the zeppelin, completing your
objective.
130
Exit the
room through
a circular door
Jump onto the trains ffront
on your right.
middle.
car in the caverns mi dd
Go back and
Look for a lever. Throww it to
look down over
start
s
st moving.
art the train moving After a
g. A
the big cavern
brief cutscene, the next
you came up
llevel
le vel loads.
through earlier. Its been restocked with enemies.
Pull out the thunderbolt, slow time, and pick off
everyone you can see from up here.

When all is
clear, equip
your EMF cannon
and look for a
ventilation duct
to the left of the
spots where
you can look
down over the cavern. Crawl into the duct, which
leads to a red pipe.
Drop onto the pipe, and head down to a second red
pipe. From here, drop onto some containers on the
cavern oor.

PRI
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MA OFF
OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E
Hide behind roof post
Ideal path: move back and forthh
here while ghting Sentinel

Climb in window Attic entrance

Climb
Clim
Cl mb o
onto ro
rooftop

Balcony
Balc
Ba cony
con
(nall showdown)
howdown)
howdown
h d )
Climb re escape
e

Legend
Turret
Turr Weapon
Ammo
Amm
mo

Youve made it to the nal level. Congratulations! But


dont pat yourself on the back yet: you still have an
extremely tough battle ahead. Off we go . . .
131

Exit the wrecked drop jet and walk to the streets


end. There are two low windows in the wall there; go
through the one that isnt barred.

Youre now
in a dingy hall.
Go down the
hall, then pass
through a pair
You start the level in a crashed drop jet and of doors. Climb
receive a new objective. a short ight
of steps. Now
OBJECTIVE youre outside.
Locate Krone to retrieve Alpha Suit
Origin Drive for return time-jump On the
street ahead, a
bunch of rebels
are leading
captured Krone
Essentially, this objective can be translated as, troopers through
Find and defeat Krone, since hes in possession of
the city. Ignore
the alpha time suit.
them for now
and look right. Locate a re-escape ladder and climb
it. Then climb some exterior stairs.

You dont have any weapons right now. Thats okay;


youll get some before you encounter any foes.
PRIMAGAMES.COM
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nl
OBJECTIVE
on the right remains relatively intact, shoot it, then
U Proceed to higher position for
tactical advantage clean out any soldiers hiding behind it.

Move through
this room and
into a second
small room with
a crumbling
wall. Shoot any
soldiers you
can see through
holes in the wall, and then advance.

Keep moving until you reach a spot where you can


drop to a slightly lower re-escape platform.
This wall, too, can be shot into oblivionso dont
Another
count on it for cover.
ladder leads
up from this
lower platform. Enter another
Climb it, then room, this one
crawl inside a with a reception
window. Inside desk on the
youll nd a left. Hang back
shattergun, an EMF cannon, a thunderbolt, and an in the doorway
ammo chest. Grab all three weapons and stock up and gun down
on ammo. the soldier who
emerges from behind the desk; then turn right and
132 shoot a second soldier.

Go up a small
We recommend holding on to these weapons until
ramp into an
we tell you to drop one. If nothing else, keep the
adjacent room.
shattergun, as youll ght lots of enemies at close
range in the next few minutes.
Climb the stairs
in this room,
but watch for a
Open the next
soldier with a
door and go
Hellre as you
into a short hall
approach the door at the top. Take him down and
with a chain-link
keep moving.
fence blocking
half of it. Gun
Climb some
down a soldier
more stairs.
on the fences
Keep following
other side. Turn your attention to another door. Shoot
the only
any soldiers who come through it.
available path
Open the door until you reach
and enter a a bench resting
small room. As below a high
you enter, the window. Outside the window is a giant, robotic
wall on the right Sentinel. Jump onto the bench and climb out through
probably gets the window.
blown up. If it
does, back up
and let the dust settle; then slow time, reenter, and

PRI
RIMA
MA OFF
OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E
Also notice
three weapon
chests
Krone is inside that Sentinel. However, you cant deal scattered
with him just yet. across the roof.
Each contains
a surge gun.
OBJECTIVE These surge
Destroy Sentinel plasma turrets guns reappear shortly after you take them, so you
Destroy Krones Sentinel can continually go back to the same chest to get
more ammo.

Go to the
front left corner
of the metal
walkway on the
roofs front, and
hide behind a
tall post. Notice
that if you
stand a bit back from the wall (but still on the metal
walkway) you can get a good view of the three
Now youre outside, on a rooftop. Dont worry turrets atop the Sentinel.
about the Sentinel right now; it does not notice Check out the sidebar for information on the Sentinel.
you. Do look around for a Warp Guard. Destroy it by
freezing time just after he warps into existence and
then pumping several shattergun shells into him at
The Sentinel
point-blank range.
The Sentinel
After the is a giant,
rst Warp Guard spiderlike
falls, another mechanized 133
appears, and fortress. The
then another. most important
Use the same parts to notice
tactics you are the three turrets on top of it. These re very
always use damaging plasma projectiles.
against these guys: freeze time and blast them
The Sentinel has two attacks. One, the turrets
repeatedly. Whenever youre low on time energy, run
re plasma. Two, the Sentinel can re a volley
behind cover (in this case, behind one of the brick
of artillery shells.
chimneys) and hide until it replenishes. Then pop out
and nish off the Warp Guard. The plasma projectiles are fast, and therefore
are difcult to avoid in real time; you must start
moving sideways pretty early if you hope to
avoid them. Therefore, whenever the Sentinel
is actively targeting you with its plasma
The Sentinel will not bother you until youre done shots, you must either have time slowed, be
ghting the Warp Guards. Shortly after you kill the
constantly moving sideways, or (best of all)
last Warp Guard, however, the Sentinel will start
getting behind cover.
ring at you.
The Sentinel will keep ring plasma at you
until you destroy one of its turrets. When this
When no more
happens, the Sentinel warns you that it is
Warp Guards are
about to re its artillery volley. It does this by
forthcoming,
violently rearing into the air. The artillery shells
pick up a surge
start ying soon after.
gun. Notice the
metal walkway
along the roofs
front. Youll be
using that very soon.
PRIMAGAMES.COM
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Unl The Sentinel (Continued)
The Sentinels plasma will not target you
during an artillery barrage, so once the shells
start ying, concentrate fully on avoiding them
(without worrying about plasma shots).
To defeat the Sentinel, you must destroy all
three of its turrets. Destroy a turret by ring
multiple surge gun projectiles into it. (Use
Primary Fire mode, which shoots discrete
projectiles. The Secondary Fire beam will not
Watch to see if the turret was destroyed. If not,
work.) We recommend mini-zooming in on the
sneak a bit to the right, behind the post. Wait back
turret for greater accuracy, and slowing down
here as the Sentinels turrets re blue plasma at
time as you shoot. You do not have to shoot the
you. The post will protect you. When you have full
blue-glowing gun part of the turret; instead, aim
time energy, run to one of the weapon chests and
just below the actual cannons, at the somewhat
get more surge gun ammo. Then return to this spot,
fatter pieces the cannons are attached to.
get your time energy back, and re some more shots
at that central turret.

Repeat this
process until
you obliterate
the turret.
Shortly after
you destroy the
front turret, the
Sentinel rears
into the air. Now an artillery barrage is coming. When
this happens, look straight into the sky. (Dont just
134 Now, stand on the metal walkway. Three concrete raise your view a little; look as close to straight up
posts are on the wall in front of you, which you can as possible.) When the artillery shells start to fall,
use as cover. (Actually there are four posts, but the be prepared to move sideways along the metal ramp
fourth one is in the corner, where you cannot use it to avoid them. However, dont immediately start to
as cover.) Make sure to stand just to the left of the dodge; wait until some shells are coming straight
leftmost usable post. in your direction, then move to one side. React to
the individual shells rather than moving in a prede-
Aim the surge gun at the closest of the Sentinels
termined direction.
three turrets (the middle one), and mini-zoom in on it.

Many shells will y over your head, and many will y


Theres an indentation where each turret attaches off to one side of you. Its tricky, but you must watch
to the Sentinels main section; if you hit the Sentinel their trajectories and gure out which ones are safe
anywhere above that indentation, you will hurt the to ignoreworry about the ones with the shorter
turret. trajectories, which are headed directly your way.
Dont try to re at the blue-glowing cannons;
they are very small targets. Aim for the center of Whenever shells are going to hit you (or at least
the turret piece the cannons are attached to. get very close), tap the Time Control button to slow
time and give yourself extra time to move aside.

Center your aim perfectly on the turret, slow down


time, and then re at the turret until your surge gun
is dry. (Remember: use the Primary Fire mode, which
We recommend slowing time just long enough to
is the energy spheres. If youre shooting an energy
dodge shells that are coming very close, and then
stream, youre using the wrong ring mode.) immediately turning your powers off again. You do
not have enough time energy to leave time slowed
for the entire duration of the barrage, making conser-
PRI
RIMA
MA OFF
OFFICI
ICIAL
AL GAM
GAMEE GUID
GUIDE
E vation necessary.
Now that youve destroyed the Sentinels front turret,
aim at the rightmost turret, slow down time, and unload
your entire surge gun at it. (Remember to mini-zoom!)
We recommend staying on the metal walkway rather Immediately shut off your time powers when youre
than using the entire rooftop to dodge incoming done shooting, to conserve some time energy.
re for a couple of reasons. First, you can use the
Watch to see
chimneys on other parts of the rooftop for cover
if your shots
against plasma shots, but they quickly get shot
to pieces, leaving you without cover. The concrete destroyed the
posts in front of the walkway, on the other hand, can right turret. If
get severely damagedbut never so damaged that not, regenerate
they stop serving as good cover. some time
energy, get a
Second, and just as importantly, the chimneys
fresh surge
are spaced in such a way that youre likely to
gun, and unload more projectiles into it. Repeat this
run into them if youre staring into the sky while
dodging artillery shells. This can be lethal, as getting process until you destroy that turret. Then watch as
stuck for a second can allow a shell to hit you. The the Sentinel rears up and res another artillery volley.
walkway, on the other hand, stretches from one side Avoid this volley in the same way you avoided
of the roof to the other without any obstacles (save the last one: by looking straight up, sliding back
a single weapon chest) to tangle you. (If you do run and forth on the walkway, and briey pausing time
into that weapon chest, jump without looking down. whenever an artillery shell gets too close, or when
This will allow you to clear it and keep moving.) you are injured.
When this
volley is done,
reload the surge
gun and take
your place near
the leftmost
wall post.
(Again, save
your game at this point.) 135
Aim carefully at the nal Sentinel turret, slow down
time, and unload all your surge gun ammo into it.
Watch to see if you destroyed the turret. If not,
Eventually the shells stop. If you died, reload the you know the drill: build up some time energy, get a
game and try again. Expect to die several times as fresh gun, and take some more shots until that nal
you get used to dodging artillery shells; they are turret goes up in ames.
quite tricky to avoid.
Now theres a nal artillery barrage. As before,
look straight up and move back and forth on the
walkway to avoid the artillery shells. Briey slow
time whenever a shell gets too close to you.

Now youll be left alone until you attack the


Sentinel again. Go back to a weapon chest, fully
reload the surge gun, and return to the metal
walkway near the leftmost wall post. This is a good
When this last barrage is over, the Sentinel
time to save the game.
appears to start walking toward you. Dont worry:
its actually leaving. Watch as it strides off to your
buildings right. Reload the surge gun.

PRIMAGAMES.COM
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Unl see the bright


blue cannon,
mini-zoom for
a better look,
slow time, and
start ring at
it. As before,
use the surge guns Primary Fire mode (the energy
spheres). Youll have to lead the cannon a bit, since
the Sentinel is moving. Accuracy is more important
A hole has opened in the wall to the right, than speed here, as you only need a few quality hits.
exposing a view into an attic space. Go through
Just keep
the hole, into the attic, and down a ramp formed of
ring at that
rubble.
blue cannon.
If you stay as
far back as
possible, youll
automatically
pick up a
replacement surge gun when your ammo runs low.

Eventually
the Sentinel
stops, and the
cannon starts
Bear right and drop through a hole in the oor. Keep powering up.
advancing; theres only one path to take. Eventually, If you havent
this path leads to a tall window with a surge gun scored enough
and a bench in front of it. Jump on the bench and hop hits on it yet,
136 this is your best opportunity. Fire away!
through the window.
If you were accurate enough and if enough of your
Now youre on
projectiles struck the blue cannon, it now explodes.
a tiny balcony
The Sentinel is mortally wounded and crashes to the
containing
ground.
another surge
gun in a chest.
You cant move
around much
while youre out If you failed to destroy the cannon in time, it zaps
here, but stand directly on the surge gun chest to you. Reload and try again. Remember: it all boils
ensure you have no ammo worries. down to accuracy. If you can score some quality
hits when the blue cannon rst appears (while the
Meanwhile, glance down. Several enemy soldiers
Sentinel is still moving), you are in a good position to
are down there, but rebels are in the process of
succeed.
eliminating them. Ignore them.
Now equip Krone was
your surge gun inside that
and look left. Sentinel. He
The wounded manages to
Sentinel starts crawl out after it
plodding into falls but doesnt
view. Keep a make it far: he,
special watch like the Sentinel,
on the Sentinels lower half. has sustained a mortal wound. Congratulations: you
The Sentinel has one more cannon left; this one have beaten the single-player game!
dangles below its central chassis. Wait for that
glowing blue cannon to appear.

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Dishing out advice for multiplayer is tricky. Single-player levels tend to be fairly predictable: Enemies appear
at specic times, in specic places, and behave in well-understood ways. Puzzles and traps dont change
from one play session to another.
Multiplayer, however, is a whole other ball of wax: your foes vary greatly in number, caliber, and tactics.
They appear in unexpected places, they hide, they set traps with specialized grenades, and they use
different weapons and unexpected techniques. In addition, the games host can tweak the rules and
settings of each game in a hundred different ways, thus making your strategy a little different each time.
Nonetheless, there are several multiplayer tips we can give you. These range from advice applicable to
any multiplayer game to tips on the specic weapons, maps, and game modes youll encounter. Read on to
partake of our wisdom, but bear in mind that in multiplayer games, practice is the only real teacher.

The following advice applies to the multiplayer mode of just about any rst-person shooter. However, while
generalized, these are the rules to live by if you want to succeed in multiplayer TimeShift.

Play Single-Player TimeShift Learn the Maps

137

Play single-player TimeShift all the way through. This cannot be stressed enough: Learn the maps and
Human enemies are the toughest, so its useful learn them well. If you dont, youre at a huge disad-
to ramp up slowly by shooting ng g AI foes. vantage. Eve
Even if your skills are marginally superior to
While some tactics and techniques
hniques that those of you
your opponents, they will have a vast edge
ur o
work in single-player dont wo work
ork very well if they truly kn
know the map youre playing.
(or at all) in multiplayer, a lott of
o your Weapons and equipment make the
We
W
knowledge will translate. difference
difffere between life and death, and if
Your single-player experiences
nc
ces you
yoou dont know the map, you wont be
will teach you many things; able
abble to regularly collect high-quality gear.
at the very minimum, they With
W intimate knowledge of the map,
get you intimately familiar however,
how
h youll develop a pattern of
with the controls, and movement
mo
m through the level. This pattern
thats crucial. You dont takes
ake you past lots of high-quality gear,
ta
want to accidentally press allowing
all you to collect the best stuff
the Grenade button when youre
ure just available.
av It also gives you a sense
trying to duck. of
of purpose
p and allows you to become
Single-player teaches you o other
ther intimately
intima familiar with the areas youre
stuff toolike how high you u can
c passing
pass sin through.
jump, how each weapon works, rk
ks,
how grenades tend to bounce, ce,, and
so on. If you leap into multiplayer
la
ayer
without beating the single-player
la
ayer
game, your opponents will likely
keely so
thoroughly dominate you that at you
wont want to play again.

PRIMAGAMES.COM
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Unl of Equipment
Top players tend
Some maps feature soft covernotably, bushes to consistently
that you can hide in but also re through. Knowing gather the
where these soft cover areas are located is crucial;
best weapons,
if you dont know them, youre likely to get shot from
lots of armor,
them (and never know what hit you).
and lots of
power-ups.
Knowing the map also provides another crucial Lesser players
benet: knowing immediately where shots are often get sucked into the ow of action right after
coming from. Playing a level repeatedly makes you they respawn; consequently, they end up ghting
aware of what spots are visible (and shootable) from with inferior gear.
other spots, allowing you to avoid these vulnerable
Sometimes theres no way to avoid a ght, but
areas. This saves you valuable time and allows you
in general, avoid initiating ghts until youre well
to react more quickly to attacks. That often means
equipped. After spawning, spend your rst few
the difference between life and death.
moments searching for good gear; when youve got
a suitable weapon, and possibly some armor, run
back into the fray.

Use Spectator Mode


If youre getting manhandled, you wont be able to One of TimeShifts server settings allows spectators
concentrate enough to learn a new level. Consider to join the game. Spectators are nonparticipants who
starting a new game with just you in it. Then explore can watch the action from a variety of viewpoints.
the level alone. Youll be surprised at how much more
you can remember when you arent getting shot. While watching is not as fun as playing, it can be
useful. However, rather than watching indiscrimi-
nately, wait until you meet a player whos really
Find Appropriate Games giving you trouble. Then switch to Spectator mode
Some games are going to be rough on you. The and concentrate on watching that player.
most common reasons for this are unfair teams,
138 When observing, notice things like the following:
too-skilled opponents, or even a bad connection
(when playing online). Any of these factors can What weapons does the player use?
make the game impossible. Learn to recognize these What parts of the level does the player spend the
problems. most time in?
Once you recognize a bad game, simply leave. Under what circumstances is the player
That might be hard on your pride, but in the long run switching weapons or using grenades?
itll keep your enjoyment of TimeShift intact. Look
What movement patterns does the player use
for games that you can compete in; it makes all the
once a ght has started?
difference in the world.
Spend some time at this to learn techniques that
you can use to improve your own game.

Chapter 2
covered
weapons in
depth, noting Get in the habit of reloading weapons any time
their basic youre alone; you dont want to run out of ammo
characteristics during a reght.
and providing Also, remember that switching weapons can
suggestions sometimes be faster than reloading. If youre out of
geared toward the single-player game. The following ammo for your current weapon, you may be better
weapon tips are geared specically for multiplayer. off pulling out a replacement than fumbling to reload
the current one.

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KM-33 Pistol Some maps have wide-open spaces and often
The KM-33 is the default starting weapon. In a pinch, have specic areastowers or rooftopsthat have
its adequate for picking away at an enemy, but a been built for sniping. Look for these areas but also
smart player will replace it quickly. It just cant deal beware: as players get familiar with maps, they
the sort of quick, massive damage necessary in learn to look at these areas whenever possible. If
multiplayer. you can nd a great sniping spot thats used less
often, you can give yourself a real advantage.
KM2103 Karbine
The Karbine is
a big upgrade
over the KM-33,
A head shot with the Echo Rie will score an instant
particularly killunless the target is absolutely maxed out both
if you use its on health and armor.
Secondary Fire
mode (grenades)
to soften up the Its best to scan for enemies without using the
target before letting loose with the Primary Fire mode. zoom, then engage the zoom only when a target has
Use those grenades early and often, and aim for the been spotted. This is for two reasons: rst, your eld
feet to ensure some splash damage if you miss. of view is greater when youre looking with your
naked eye. Second, when zoomed in, the echo ries
Still, most players will agree that this is not the
laser targeting system can give away your position.
preferred weapon to have in most situations. While
it can deal very good damage, you want to deal
massive damage in multiplayer.
The bottom line on the Karbine: grab it if its
nearby, but keep looking for something better. Enemies are particularly vulnerable after theyve
leaped off a bounce pad, because they temporarily
Shattergun have little control over their direction. Try to snipe
If you anticipate them in midair.
spending lots
of time in close Always pair the echo rie with a good short-range 139
combat, the weapon, because the enemy will rush you when
shattergun is they gure out what youre doing.
your weapon.
Nothing can
beat it at point-
blank range. However, its power drops very rapidly
as you move away from the target. Even at the near If possible, guard your back with laser mines while
edge of medium range, its a poor choice. youre busy sniping.

We recommend taking one of these if its available


and equip it only when you anticipate close-quarters Thunderbolt
action. (This is where knowing the level inside out The thunderbolt
really helps.) Then put it away at all other times. is a weapon
When you have this gun out, maximize its potential that demands
by sticking to areas that force short-range battles. skill, thanks to
Slink around in narrow corridors. Hang out near its somewhat
corners or at the top or bottom of ladders. Anywhere slow-moving
combat must happen at extremely close quarters is projectiles.
a place you should be. However, the
more time you spend with it, the better youll get.
Echo Rif le And getting good with this very powerful weapon is
The echo rie worthwhile.
is just as
specialized as
the shattergun,
but at long
range: use it
when youre in
a prime sniping
PRIMAGAMES.COM
spot, but put it away at all other times.
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Unl zoom lens, which is so helpful in the single-player


game, is much less useful in multiplayer. Your
inability to slow time indiscriminately, plus your Turn the arc of the EMF Cannons Primary Fire mode
opponents tendency to constantly move, generally into an advantage, rather than a liability! You can
makes zooming in during a multiplayer session a shoot an opponent hiding behind cover by aiming
bad idea. Instead, learn to re this weapon without above that cover; if you aim properly, the projectiles
using the zoom. Itll be easier to lead your target, and will just barely clear the cover, then drop onto the
you wont have to worry about an active opponent targets head.
slipping out of the scopes view.
Bloodhound

One exception: If your target is standing still, its


okay to zoom in with the thunderbolt. This is usually
the case only when your target is sniping with an
echo rie and is unaware of your presence.

Learn to anticipate players movements, and re at


the location where theyll be in half a second. Thats
a useful skill with any weapon, but particularly so
with the thunderbolt.
The Bloodhound is your ticket to one-shot kills and
EMF Cannon multikills, but reload time is a big downside. Back
The EMF cannon into cover (or switch weapons) immediately after
is a great ring.
weapon for Avoid super-enclosed spaces when youre using
every map this weapon. A smart opponent may try to get right
and situation; up in your face, forcing you to kill yourself (as well
aside from the as him) with your shot. If this happens, consider a
140
surge gun, it is melee strike; if thats not feasible, just re. In most
arguably the game modes, its acceptable to kill yourself if you
best all-around weapon for multiplayer. Look for it also drop your opponent (the kills effectively cancel
and use it! each other out).
The Secondary Fire modes charged shots can Learn to aim either for the ground near opponents
kill in a single shot. Start charging up the weapon feet or at walls or other nearby architecture. This is
while the target is at reasonably long range; then let often easier than hitting a moving target with the
loose when you have a good shot. Or, start charging slow-moving missile.
up as you approach a spot where you anticipate
You can use the Secondary Fire mode to improve
enemies lurking. If you pop around a corner with a
missile accuracy, but unless you have an unaware
fully charged secondary shot, you can kill an unsus-
target, keep moving even while you maintain the
pecting target before they get a chance to re back.
targeting cursor on your enemy. Thats a rough task.
Most players have an easier time just using the
weapons Primary Fire mode. However, if you can get
good at using the Secondary Fire mode on the run,
The EMF Cannons Primary Fire shots will go through youll be that much more dangerous.
grates and fences, but its Secondary Fire shots
will not. Plan to use Primary Fire mode when your
opponent is on the other side of these semi-
permeable objects.
It is possible to rocket jump in TimeShift. To do
The Primary Fire mode deals potent splash this, look down and shoot the Bloodhound while
damage, so consider aiming for enemies feet (and leaping. Youll y up into the air. This feat damages
avoid shooting the ground too close to yourself). you, of course, but it can be useful if you need to get
The actual splash radius isnt huge, but the damage some elevation and no bounce pads are convenient.
dealt by the blast is very potent.

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HellF Ire have to worry about it. However, if you can get it,
you should. Both of its re modes can kill in a milli-
Use the Hellre
second. The primary mode is best for dealing with
if you like
multiple enemies at once; the secondary mode
to ght up
quickly eliminates single foes. This weapon trumps
closebut not
everything else and transforms you into a fearsome
too close. The
killing machine. Take it if its there.
shattergun will
generally trump Grenades
this weapon Heres a review of the different grenades:
if youre close enough to touch the enemy, but the
Clutch grenades: These can stick to opponents even
Hellre (particularly its secondary-re amethrower)
after theyve bounced, so it often pays to throw
will prevail as the ght moves toward medium
them low, even at long range. If one is stuck to
range.
you, charge in toward your enemies and see if
Since many maps (particularly the smaller ones) you can take them down with you.
feature a lot of ghting at close-to-midrange, the
Spring mines: These work only on soft ground.
Hellre is generally a very solid choice.
Place them near a weapon or valuable pick-up
to score lots of cheap kills, or around your base
when playing CTF matches. (If you see the stem
of one of these poking out of the ground, be
When ghting an opponent with a Hellre, try to stay carefulthe stem only appears when youre
just outside the amethrowers range (unless you just about to enter the mines blast radius!)
have a shattergun; in that case, lure the opponent in Laser mines: The beams may stretch off into
and go for the point-blank kill). innity, but its the mines (not the beams) that
deal the damage. Place them in high-trafc
Surge Gun spots where the laser beams will be relatively
short; this ensures that players running through
This weapon is
them will be close to the actual mines. The tops
available only
and bottoms of ladders (and anywhere players
on one multi-
are going to travel vertically) are great places
player map 141
for these mines.
(unless the
host decides Swarm grenades: These are re-and-forget
to override assistants. Launch them and immediately forget
the maps about them. Concentrate on taking down targets
default weapons); therefore, you dont usually who are distracted (and damaged) by the swarm
grenades.

A few items and abilities appear only in multiplayer games. Its important to know what they are and how to
use them.
Time-Energy Packs you can get. Whenever the regeneration rate is
Collect a time- limited or nonexistent, time-energy packs become
energy pack extra important.
to restore a
chunk of your
time energy.
Multiple packs
are needed If the host sets the time energy to fully regenerate
to restore an on its own, at a reasonably fast rate, time-energy
empty Time Energy bar. packs become much less important. You can still run
over them to quickly top off your energy, but dont go
Depending on the game settings the host chooses,
out of your way to get them.
your time energy may or may not automatically
regenerate. Or you may automatically regain some
time energy, but there may be a limit on how much

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Unl Grenades)
Multiplayer Throw a time-reverse grenade to deect shots,
games dont effectively serving as cover. If the enemy foolishly
allow you to shoots the grenades sphere, he may kill himself
manipulate when those shots come right back at him.
time in the
Time-reverse grenades can also be a great asset
same way
when youre eeing. Drop them behind you; they
as in single-
block your pursuers and provide temporary cover
player. Instead from their shots.
of simply pressing a button to make everyone else
slow down, stop, or reverse, you can expend your
time energy in the form of chrono grenades. Time-reverse grenades effects last the longest of
any chrono grenade. Next come time-slow grenades.
Chrono grenades are not pick-ups; you start Time-stop grenades are the shortest-lasting.
the game with the ability to throw them (they are
formed directly from your suits energy and are thus Each chrono grenade has uses both obvious and
on demand if you have enough energy). Youre not-so-obvious. For example, time-stop grenades
simply limited by your time energy, which burns up are great in CTF (capture the ag) games; throw
whenever you throw a grenade. A time-slow grenade them down at a chokepoint to prevent enemies from
costs about a quarter of your time energy bar; a crashing your gate, or to prevent opponents from
time-stop grenade takes about half; and a time- pursuing your ag carrier.
reverse grenade consumes about three-quarters. Time-slow grenades can be used to soften your
fall; just toss one below you as you drop, and youll
Using Chrono Grenades fall into its zone of safety rather than splattering all
First, select the type of chrono grenade to throw. over the oor.
Then, simply toss the grenade at the enemy (or at Time-reverse grenades can instantly kill (or at
a spot where the enemy is likely to be). The appro- least foil) an enemy on a turret, because all that
priate amount of time energy is automatically spent heavy turret repower gets sent right back at the
as you throw the grenade. turret operator.
142 When the grenade detonates, it forms a sphere of All chrono grenades can be potent when thrown at
time inuence, affecting any player caught inside the landing site for a bounce pad; your opponent will
that sphere. If the player manages to get outside fall right into the sphere of inuence.
the sphere (or if the grenade effect wears off), he
escapes the time effects. Time Shield
Instead of turning your time energy into chrono
Grenade Effects grenades, you can use it defensively in the form
of a time shield. When activated, the time shield
drains all your time energy and temporarily (about 10
seconds) makes you immune to all chrono grenade
effects. This includes grenades that have already hit
you. For example, if youre frozen inside a time-stop
grenade, you can activate your time shield and
automatically break free.
The time shield also slows down normal
projectiles that get too close to you, and will even
slow or stop an opponent who gets caught up in the
shield. This means the time shield can be not only a
Time-slow grenades slow anyone caught in their potent defensive tool, but also an offensive weapon.
sphere of inuence, making them very easy to hit. You must constantly decide whether to use your
Time-stop grenades freeze anyone caught inside time energy offensively (with chrono grenades) or
the sphere, making them extremely easy to hit. defensively (with time shield). Let the situation and
Time-reverse grenades act almost like barriers, your play style be your guide.
pushing players back outside the sphere. Projectiles
shot into these grenades inuence spheres will pop
right back at whoever red the projectile! This makes
them a deadly trap for the unwary.

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Time-Resistance Artifact
Grab the time-
resistance
artifact to gain Continually collect new armor to replace armor lost
temporary during combat.
immunity to
time effects Heavy Damage
(such as chrono
The heavy-
grenades or the
damage artifact
time-slow elds that appear in certain levels). Now
temporarily
you can walk through enemy time grenades without
confers a x2
any worries. Just be sure to watch the timer, as the
bonus to all
resistance doesnt last forever.
your attacks. Go
nuts and score
Armor (Yellow and Red)
as many kills as
possible before the timer runs out.

You cannot hold the heavy-damage artifact and the


Yellow armor confers +50 armor points; red armor time-resistance artifact simultaneously. Its one or
confers +100. Collect as much armor as possible (up the other. (Both at once would just make you too
to 200 maximum) to make yourself extra durable. powerful!)
This gives you a real edge in multiplayer matches.

There is a wide range of game settings for the host to tweak. We wont cover every setting, but we will
143
discuss the most important host settings and the six major game modes.

Game Modes and Presets Team Deathmatch: The team with the most kills at
the end wins. Traveling in packs is a surere
way to increase your odds of victory in these
games.
King of Time: Somewhere in the level is a time
sphere. Grab it. Youre now immune to all time
effects. Score kills while holding the sphere
to increase your score. Kills scored while not
holding the sphere dont count.
Meltdown Madness: Each team has a machine
thats performing a vital but unspecied task.
Slow the opponents machine by lobbing chrono
There are six major game modes. A game mode is grenades onto it. The team whose machine
a basic set of rules that determines how the game completes its task rst wins (in other words,
will be played; while modications can be made the one whose machine got hit with the fewest
to various other settings, the core rules remain enemy grenades).
immutable. A Deathmatch is always won by the Capture the Flag: Grab the enemy ag and bring it to
player with the most kills at the end; a Capture the your base. Touch it to your own ag to score a
Flag game is always won by the team with the most capture. The team with the most captures wins.
ag captures.
One-on-One: Two players battle to the death. This is
The game modes are as follows: the purest form of multiplayer.
Deathmatch: Every man for himself. The winner is
the one with the most kills when the score or
time limit is reached.

PRIMAGAMES.COM
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Unl selects a game
mode, he may
The number
of public and
select a preset
private slots
that modies
determine how
gameplay.
many players
Presets are
can be in your
simply a way to
game. Add up
quickly modify some of the many host settings and
the number
include the following:
of public and private slots to get the possible
Classic presets named after game modes (such number of players in the game. The spectator limit
as Deathmatch Classic): Sets the game rules to determines whether people can watch your game
defaults for that game mode. without playing.
Last Man Standing Classic: Every player gets a
Time and Score Limit
limited number of lives and is out of the game
when those lives are gone. The time score and time limit affect how long the
game will last. A low score limit means that you
Steel Skin: Weapon damage is set very low, so
probably wont reach the time limit, and vice versa.
battles last longer.
Make sure youre okay with these settings. If you
Low Gravity: Gravity is set lower than usual. Players
dont pay attention, you might get sucked into an
jump higher and descend slower.
hour-long game when you just wanted a 15-minute
Slow to Kill: Only players who have been slowed quickie.
with chrono grenades can receive damage.
Nonslowed players are invincible. Weapon Presets
Athletic: Players jump higher and move faster than
normal.
One Shot One Kill: Every weapon is instantly lethal.
Note that this applies to splash damage as well
as direct hits, so weapons with a blast radius
144 become even more useful.
Rocket Arena: All weapons are changed to Blood-
hounds.
Sniper Arena: All weapons are changed to echo
ries, and one shot is always lethal.
Vampire: Players health is constantly decreasing. Weapon presets allow you to increase or decrease
To stay alive, kill enemies. Each kill gives you a the damage dealt by all weapons and to increase or
health and armor bonus. decrease the possible damage dealt to yourself or
teammates (via friendly re). They also determine
how long it takes picked-up weapons to respawn.

You can further adjust host settings after a preset


has been selected. For example, you could select
Vampire and then tweak the rate of health loss
Many players prefer the realism of enabling Friendly
(or the health and armor gain from kills). To avoid
Fire and Self Damage. However, these settings open
missing an important change, pay close attention to
the door to griefers who kill themselves or their
all settings your host selects.
teammates, thus ruining multiplayer games. Disable
these two settings if you suspect you are dealing
Other Host Settings with a griefer.
After the host selects the game mode, map, and
preset, he can alter several other settings. Some You can also change all weapons on the map to a
of these can radically alter the nature of the game. certain type or affect the starting weapon(s) given
Heres a look at the most important settings. to all players when they spawn. And you can decide
how long it takes for weapons to reappear after
theyve been taken.

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These are all huge changes, and they can greatly
affect the game experience. For example, a game
in which all default weapons are replaced with
Karbines plays much differently from one with A higher Respawn Delay makes it easier to score in
a standard mix of weapons. And a game where Capture the Flag and Meltdown Madness games,
everyone begins with an EMF cannon minimizes while a short Respawn Delay encourages defensive
the importance of seeking weapons right after you struggles. The reason: with a high Respawn Delay,
spawn because you start out with a really strong dead enemies stay dead longer, giving you more
weapon! time to grab ags or pelt machines with grenades.
Decide what sort of game you want to play, and Short delays mean that enemies can instantly
respawn in their bases, providing extra base
adjust the presets accordingly.
defense.
Time Control Presets If your games tend to become static, low-scoring
The most affairs, consider using a higher Respawn Delay.
powerful
settings in the Respawn Protection Time makes newly spawned
Time Control players temporarily invulnerable. Higher Respawn
section allow Protection Time prevents spawn camping;
you to disable however, making it too long gives newly spawned
time control characters too much of an advantage. A second or
completely two is usually sufcient.
(thus making the game a vanilla shooter with no
Max Lives is typically set to Unlimited. If its not,
time-control elements) or to enable Damage on
players have a limited number of lives and the game
Slowed Only, which means only slowed players
becomes sort of a last-man standing affair where
can be damaged. (The latter, obviously, makes
each kill is extra important.
slowing opponents with chrono grenades extremely
important, since normal-speed enemies cannot be The Bonus on Kill settings (i.e., Bonus Health on
damaged at all!) Kill, etc.) reward players with health, armor, time
energy, or bonus lives for scoring kills. Play with
Other adjustable settings affect how much time
these settings to reward efcient killers.
energy each player starts with, whether time energy
naturally regenerates over time, and how much time 145
Item Presets
energy in total can be regenerated (if regeneration is
Item presets
enabled).
allow you
to enable or
disable time-
energy packs,
High Energy Start Values, Energy Regeneration time-resistance
Limits, and Energy Regeneration speeds encourage artifacts,
games with lots of time manipulation. If you want heavy-damage
time-power use to be a rare occurrence in your artifacts, and red and yellow armor. You can enable
game, keep these values low. all, none, or a mix of these items.

Gameplay Presets
These presets
let you tweak If you plan to let players use time powers, either
a wide array of leave time-energy packs enabled or allow players
settings. Use a time energy to regenerate on its own, or award time
high Respawn energy for kills. If you disable all these options,
Delay to punish players will never get any time energy and you
players for wont see any time manipulation.
dying, while
a high Max Dead Time lets players loiter before
respawning.

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e Miscellaneous Presets A disabled radar encourages sneaky tactics,

Unl as players must visually notice you rather than


just glancing at their radars.
Autobalance: When enabled, this shufes players
from one team to the other as needed to
maintain a fair game.

Player Presets
Player presets
allow you to
adjust players
starting health,
Warm-Up options: These allow you to specify some health regen-
practice time before the game begins, while eration rate,
the Ready System option allows players to armor start
press a button when theyre ready for the game value, and
to start. armor regeneration rate. These settings let you really
adjust the multiplayer experience: for example,
Overtime rules: These enable or disable overtime to
choose low starting health and no regeneration to
break ties and set the overtimes length.
make everyone fragile.
Sound on Hit: Plays a sound when an opponent is
You can also tweak gravity (falling speed), player
hit. Some players prefer having this extra level
jump height, and player movement speed here.
of feedback.
Adjust these values to enable more-mobile or less-
Radar: A hugely important option. With it enabled, mobile players, thereby making the game either
you can see both friends and foes on the radar; more twitch-based or more slow and tactical.
this makes hiding a much less useful technique.

146
As mentioned previously, knowing the map is crucial to success. Theres no substitute for exploring the
maps yourself, but here are some tips on how to play these levels and what to look for while youre there.

Sky Hook (28 Players) The echo rie is not usually a good weapon on this
map. Midrange weapons like the Karbine and Hellre
rule; you can also use the shattergun to great effect,
especially if you stick to the interior areas.
Capture the Flag games tend to be quick, since
theres not a lot of ground separating the ags.
Become familiar with the trio of booster pads near
the airships front; they let you reach the ships top
very quickly.

There are
turrets on each
wing of the
This maps locale is a massive zeppelin. There are zeppelin. Feel
lots of cramped, crowded interior spaces, but the free to man
exterior decks and turret platforms offer some fairly them briey
open places too. but beware:
The echo rie
located in front of the main steering wheel is good
for sniping would-be gunners out of their turrets.
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When youre in the zeppelins rear, look for the EMF The rooftop
cannon on a lower level; also, you can jump onto the is the highest-
zeppelins tailns and run around out thereequip a trafc area
midrange weapon to surprise someone by standing and the area
out here. with the most
Time resistance and armor artifacts often appear options (you
in the stern, at the ships bottom. And for the daring, can either go
notice that time resistance and armor artifacts also inside or drop
appear beneath each of the zeppelins two giant into the tunnels
spinning propellers. To reach these items, approach from out here).
the spot around the propellers where there isnt Beware of laser
any guard fence, drop onto a metal strut, and walk mines and set
across to the power-ups. (Avoid dropping into the a few of your
propellers themselves, obviously! Aim for that own. If cleverly
skinny metal strut.) placed (say,
at the base of
Rooftop Excess (26 Players) ladders in the tunnels or just inside the windows of
the indoor area), you can score some easy kills with
these.
Deadly Wind (412 Players)

Look for the control panel in an upper room with bay


windows; it overlooks the rest of the level. Press the
button on the panel to activate a random sequence
This small map of time-slowing elds below. Activate the button
features a again to toggle the elds off. 147
modestly sized
Theres an echo rie on the roof above this room
indoor area and
(which is accessible both by ladder and by jumping
the meandering
on some crates outside). Theres also a Bloodhound
rooftop that
in the room behind the control panel.
surrounds it. A
small tunnel is
accessible from
a few different
points on the
rooftop.
This is a great
Take care when youre on the ground oor; the
map for mid-
time-slowing elds can turn on unexpectedly,
and short-range
trapping you. You have the most options when
weapons. Look
youre on the higher walkways.
for armor and suitable weapons scattered all across
the map. Theres an EMF cannon at the bottom of the Theres a time-resistance artifact on an inter-
blocked-off stairway in the indoor area, and theres a mediate platform, which you can drop to from the top.
laser mine at the top of it. These two items are also Red armor (+100 armor) periodically appears in the
in the tunnel (accessible from several points on the time-slowing elds on the ground oor; go for it at
roof). your own risk.
Note the various points where you can go from Capture the Flag games tend to be quick due to the
outdoors to indoorsusually by jumping on crates small level size. Keep to the upper walkways, and
and through windows. learn the locations of all the bounce pads on the
oor. If youre down below, theyll help you get back
up to relative safety.

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Unl Try for the echo rie in the sniper tower; the
thunderbolt on the ground near one of the bunkers;
or the Bloodhound in the tunnel, which can be very
effective at long range if you use its Secondary Fire
mode.
If you prefer short-range combat, stick to the
tunnel or the trenches that dot the hillside
however, true short-range ghts are uncommon here.

War Room (28 Players)

This under-
ground facility is
reminiscent of
the big cavern
in the single-
player level
En Route.
This is a big map that players can really get lost
Its a very
in. As a result, there are many hiding and sniping
vertical level,
opportunities. The levels bulk is an outdoor hillside
with bounce
thats carved with trenches. Three important points
pads leading
form a sort of triangle: a sniper tower (complete with
up to various
echo rie) at the hills base and two bunkers up high
platforms
on the hill. One of the bunkers has an entrance to
and rooms
a tunnel, which cuts through the hillside and exits
overlooking
through a ladder near the second bunker.
various levels of the cavern.
The underground area is a high-stakes place,
Check out the basement beneath the caverns
as it contains a Bloodhound and a heavy-damage
main oor. You can score a time-resistance artifact,
148 artifactboth very potent items.
plus armor and several weaponsincluding a
Red armor appears in front of a sealed train-yard Hellre, a thunderbolt, and an EMF cannon. This
door, located between the two bunkers. A time- makes it a nice place to stock up. (Dont miss the
resistance artifact appears near the maps center, in tunnels leading over to an adjacent area, which
the midst of a circle of time-energy packs. contains a heavy-damage artifact.) Climb pipes or
use the bounce pad to get out of here.
The main oor contains lots of weapons and
goodies; check out the red armor on top of the
parked train. Also notice the bounce pad and stairs
leading up.

On the upper
oor, look for a
ladder leading to
an upper duct.
This leads to a
couple of choice
sniping areas
at the caverns
top. Find a
thunderbolt on
The hillside is dotted with turrets. Consider using one of them.
them briey, but remember that sitting in turrets
indenitely is usually a recipe for disaster. Hop in,
score some kills, and then leave.

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Dont forget the middle levels, though. A Each base
Bloodhound sits on the walkways end in the contains a
caverns middle. pit covered
Finally, dont neglect the silo at one end of the by a grate.
cavern. You can ascend through it quickly, thanks In Meltdown
to a bounce pad inside. Look for an echo rie just Madness
outside the silos top. While this isnt a huge level, games, this
you can get some quality sniping opportunities, is where each
particularly if you stay up high. teams vital
machines
Uncivil Engineering (216 appear. Pull
Players) a lever high
inside each
base to retract
the grate,
giving easy
access to the machine. (If you dont pull back the
grate, you must access the pit through that narrow
tunnel that runs beneath the bridge.) Make sure your
teammates know when youre about to open the
enemy grateand try to station guards at both your
bases lever and the enemys so you can control
both grates as much of the time as possible.
Look for thunderbolts at the top of each base,
overlooking the bridge. The points where the
thunderbolts appear are good for sniping; stay here
and re at anyone trying to get across the bridge.
Play this level solo before trying a real multiplayer
game of Meltdown Madness or Capture the Flag.
Since the bases interior layouts are subtly different, 149
you must know exactly what theyre likeor risk
getting stuck and killed when you nally inltrate
the enemy base.

This level is set Frost Bites (416 Players)


up as a classic
Capture the Flag
battleground,
with two
similar (but not
identical) bases
connected by a
bridge.
The bridge is covered with time-energy packs
and contains a heavy-damage artifact up high and
a Bloodhound in the middle. But the presence of
multiple balconies on each base makes this bridge
prime sniping territory, so dont linger.
If you want to cross from one base to the other,
the alternative to the bridge is a small tunnel that
runs beneath it. Be prepared with a short- or medium-
range weapon if you take this tunnel.
This map is a big outdoor area with two distinct base
areas. The two sunken bases are separated by a
rambling fence thats broken in spots; study the map
carefully and learn where the breaks are.

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Unl and the other has an echo rie. (A second echo
rie is on the road near the dividing fence, on the
opposite end of the map from the echo rie tower.)
You can take a left, right, or central path from one
base to the other. The central path features a heavy-
damage crate near the break in the fence.

The Supply
Dump consists
mainly of a yard
surrounding
a central
warehouse. The
yard contains
many big supply
containers
suitable for
cover. Weapons,
armor, and time-
energy packs
are scattered
throughout the
yard.
A tunnel system runs beneath the yard and is
150
Near the echo rie tower is a secret path. Enter accessible from two outdoor spots and from one
this path from either base, then follow a dangerous location inside the warehouse.
ledge until you reach the enemy base. (Look for a
time-resistance artifact if you follow this path.) You can
The remainder of the map is a snowy wasteland access the
dotted with trenches and turrets. Medium- to warehouse
long-range weapons work best if youre planning to through the
stay out here. Otherwise stay down in the trenches, aforementioned
near the bases, or on the secret side path, where tunnel, through
shorter-range weapons can be useful. sliding doors on
Time-energy packs are largely placed in the maps one side of the
center, so plan on punching through the middle with yard, or through
a large attack force when assaulting the enemy ag a conveyor belt
or machine (depending on game type). Large groups that pokes out
and good organization are necessary elements for through the
CTF and Meltdown Madness games, as theres a lot warehouses
of ground to cover. opposite side
(next to a pair of
Watch out for spring mines. Theyre plentiful, and inoperable sliding doors; you must use the assembly
theres a lot of space to place them. They make line).
travel through the trenches a bit more exciting than
you might like.

Hide by the conveyor belt to surprise players riding


in on it.

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There are some nice prizes inside the warehouse, This level seems very simple, but the various
making it a tempting place to visit. A Bloodhound is tunnels and ledges that puncture the central core
stashed in a side ofce. To also score a red armor, are not completely symmetric. You must be very
climb an interior stairway, follow a duct to a ladder, familiar with the level before you, say, know which
and drop out on an assembly line at the rooms top. of the four small interior rooms contain the time-trap
levers and which two do not. Study the level; this
TimeShaft (28 Players) experience will pay off in Deathmatches.

Abandoned Warehouse
(416 Players)

This small level,


designed for
Deathmatch-
style conict,
is built around
a central core.
A ring-shaped
corridor goes
around the central core; at one point you can climb
a ladder on the back wall and reach an echo rie.
(There isnt much call for this weapon here, but its
location is adequate for sniping.) 151
Theres some armor in the central cores interior,
near the middle, and a time-resistance artifact on
the oor in there. This big level
consists of two
The central
large warehouse
structures
spaces, each
interior is
with an upper
actually a trap.
and lower level.
There are four
These two
small rooms
big areas are
accessible
connected by a smaller room
ooom
through round
(which also consists of two
wo
doors at the
levels) with a Heavy Damageagge
structures
artifact up high, along with
th
middle; you may
a Bloodhound. This centralal
jump to these
area is important not onlyy
from the middle
for what it contains, but
or access
because its the only
them through
way of getting from one
tunnels. Two of
of the big warehouse
these four rooms have levers that activate a time
areas to the other.
trap. Once the trap is activated, everyone inside the
central structures main room is slowed. For this
reason, be very careful when entering the central
core. (Of course, if youre fast enough to grab the
time-resistance artifact, you can freely traverse the
center for a short period of time.)

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Unl Deathmatch
map takes place
in a two-story,
cathedral-like
hall. The main
areas are the
ground oor,
the upper
walkway that
encircles the
Each major hall (providing
warehouse many points to
area has an shoot down at
extensive top those below),
oor, reached and a much
either by a less opulent side hallway that runs the main halls
big ramp or length.
by ladders. As The main hall is roughly key-shaped. At the keys
you might expect, its a good idea to claim the high fat end (the handle), a great statue on the ground
ground, which allows you to snipe down at those oor stands above a red armor. But beware: The oor
below (and at anyone trying to climb a ramp or around the statue is a time-slowing trap. Grab the
ladder to reach your level). time-resistance artifact from near the oors middle
Another good idea is to get inside the central before venturing in to grab the armor.
area, claim the Bloodhound (and possibly the Heavy
Damage artifact) and pick off anyone trying to cross
from one warehouse to another. You can control the
ow of players between one warehouse and another
just by standing on the high ground.

152 Dont miss the side ofces, which contain laser


mines. And dont miss a semi-secret path up to one
of the warehouses upper oors: to use it, jump up
on a cargo container and then follow a short ramp.
Weapons are distributed quite evenly throughout
the level, and a couple of Yellow Armors provide
some incentive to venture down (at least briey) Air jets at
to the lower oors. We recommend weapons like either end of the
EMF Cannons and Thunderbolts for this level, thanks grand hall allow
to the fairly wide-open spaces. And of course, the you to blast
Bloodhound is always an excellent choice if you to the upper
manage to get your hands on it. walkway. Up
Sanctorum (28 Players) here is a wide
selection of
weapons and gear, including a Bloodhound sitting in
a suspended cart.
The plain side hallway has its uses too: thats
where the heavy-damage artifact lies. Its also a
very simple area with only two exits, perfect for
some straightforward midrange combat.
Spend most of your time upstairs with a good
midrange weapon. Periodically drop to collect
artifacts and goodies, but avoid prolonged stays on
the main halls ground oor.
Theres nowhere to truly hide in this map, so
constantly move, picking up armor and power-up
artifacts along the way.

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Corrupt Data (410 Players) A platform
overlooking the
server room is
accessible from
the walkway
above the
cathedral room.
The platform
contains an EMF
cannon. You can
snipe from up
here or jump to a
central platform
overlooking the
server room.
This platform isnt accessible from anywhere else;
you can sometimes surprise players on lower levels
by lurking up here.
Like Sanctorum, this is not a level that encourages
hiding or sitting behind cover. Keep moving and keep
collecting power-ups. Stick to the upper walkways
as much as possible, but dont hesitate to drop
down if itll help you score a kill.

Tower of Power (416 Players)

153

Two large rooms dominate this compact map. One


is a two-level server room that features several
octagonal platforms accessible via ladder or bounce
pad. You can also approach this room via upper and Tower of Power
lower passages from the maps second big open is an extremely
area. vertical level.
It consists
The second big area is a two-story cathedral-like
of several
chamber, where bounce pads give access to a
big platforms
walkway circling most of the cathedral.
layered one
Important gear is scattered pretty evenly across upon the other.
the level. Yellow armor sits in the blazing electric In the middle
chandelier in the cathedral room (jump to reach is a skinny
it); a time-resistance artifact is on the cathedrals tower with
ground level. Heavy damage is located in a small several smaller
connecting room that joins the two big rooms. A platforms
thunderbolt is located atop some stairs, off to the attached to it.
server rooms side. You must use
bounce pads to
rise from one platform to another.

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e The lowest platform contains a Bloodhound and The skinny towers top is where you want to be.

Unl some yellow armor. Dont linger down here, though;


just about everyone can see you, and aside from a
From here, you can snipe at almost anyone and
can gun down anyone trying to jump up to join you.
few pillars (including a massive concrete one), there Spend as much time as possible up here; if you get
isnt much cover. low on ammo, drop onto the echo rie for a reload,
Instead, use a bounce pad to leap to a small ledge then bounce over and back to the top.
containing a thunderbolt; from there, hop down to Blow Me (410 Players)
the largest platform of the entire level, which forms
a rough U shape above the Bloodhound platform. This
is a great place to use your Bloodhound, as it offers
good views of the other platforms, has plenty of
room for you to run, and offers lots of cover. A time-
resistance artifact also appears out here. This will
be your preferred spot if you arent a great sniper.
The next higher platform offers an ammo chest (a
multiplayer rarity) and another thunderbolt.

154 This in another


extremely
vertical level.
Its a big open
space with
three massive
wind turbines at
the base. These
turbines blast air jets up through the level; these air
Above that is a ledge with a heavy-damage jets, along with numerous bounce pads, allow you
artifact. You can bounce from here up to a platform to reach various platforms and achieve the coveted
near the skinny central towers peak, where you high ground.
can grab the echo rie, which is the true king of this
wide-open snipers paradise. Make no mistake: this
is the weapon you want.
From here you have options. You can drop back
down to any of the big platforms or stick around Shoot projectiles such as rockets into the air jets,
and snipe. Or, carefully drop from level to level on and those projectiles will get caught up in the jets.
the skinny tower itself. Just below the echo-rie Use this to your advantagesend projectiles up to
hit opponents standing on higher ground.
level is an ammo chest, and below that is another
Bloodhound. Shooting a projectile that is already caught in the
air jets can change that projectiles path!
Near that Bloodhound is a bounce pad leading to a
platform separate from the others. On that platform
you can collect red armor, then bounce to the skinny
towers topa spot inaccessible from any other
place on the map.

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But for all the usefulness of high ground, the Many of the bounce pads in this level dont shoot
levels biggest prizea surge gun, which isnt you higher. Instead, they launch you laterally. These
available on any other levelappears on the ground pads are useful for getting from one side of the level
oor. It spawns on top of some cargo containers to the other. Learn where each bounce pad goes, and
between the three wind turbines. youll have a much easier time navigating the level.
A platform near the levels top contains the heavy- Also, notice that many of the platforms have a
damage artifact. One of the three bounce pads on sandwich design: Theyre two nearly identical
this platform takes you up still higher, to a spot with platforms sandwiched on top of each other, with
a thunderbolt and a time-resistance artifact. This enough room for you to get into the space between.
platform (with the thunderbolt and time-resistance If you arent on one of the highest platforms, the
artifact) is the highest you can go; its a very good inside of those sandwiches is a safe place to
place for sniping. roam, as the top platform gives you cover from
This level demands practice. Without some solo enemies looking down from overhead.
time (or a lot of multiplayer bouts) in here, you wont
know how to get from one platform to the next.
Sometimes an air jet is the only way; sometimes
a bounce pad is your only option. Often you can
There are several small rooms carved into this
choose between the two. (In these cases, bounce
areas side walls. These are great places to
pads are usually faster and safer.)
duck into and scan for enemies outside; your
opponents are often so busy looking at the big
platforms that youll briey go unnoticed in
these side rooms. Some of these rooms also
The air jets never stop blowing, but if you arent contain
c
co
ont
ntain yellow
waarmor.
rmor
rm
rmor
o
or.
careful, you may slide to one side as you ascend.
If you suddenly nd yourself outside the air jet, you
will lose altitude and may take a nasty tumble.
Concentrate on keeping yourself centered in the jet iff
you intend to ride it to the top.

155

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The following tables list every Xbox Live achievement in TimeShift and how to collect them.

Achievements are listed in roughly ascending order Completing an act at a high difculty setting unlocks
of Gamer Points awarded. Exceptions are made for lower-difculty achievements as well. For example,
related achievements, which are clustered together. completing Act 1 on Elite difculty unlocks the Act 1
achievements for Casual and Skilled play, as well as
the Elite achievement.

References to Acts in the following tables refer


simply to sets of missions; there are ve acts total
in the game, each comprised of several single-player
missions.

SINGLE-PLAYER LEVEL-COMPLETION ACHIEVEMENTS


Achievement How to Achieve Points
Alpha District: Casual Complete Act 1, Alpha District, on Casual difculty 10
The Stronghold: Casual Complete Act 2, The Stronghold, on Casual difculty 10
The Forgotten: Casual Complete Act 3, The Forgotten, on Casual difculty 10
Munitions Plant: Casual Complete Act 4, Munitions Plant, on Casual difculty 10
Airborne: Casual Complete Act 5, Airborne, on Casual difculty 10
Alpha District Revisited: Casual Complete Act 6, Alpha District Revisited, on Casual difculty 40
Alpha District: Skilled Complete Act 1, Alpha District, on Skilled difculty 15
The Stronghold: Skilled Complete Act 2, The Stronghold, on Skilled difculty 15
156
The Forgotten: Skilled Complete Act 3, The Forgotten, on Skilled difculty 15
Munitions Plant: Skilled Complete Act 4, Munitions Plant, on Skilled difculty 15
Airborne: Skilled Complete Act 5, Airborne, on Skilled difculty 15
Alpha District Revisited: Skilled Complete Act 6, Alpha District Revisited, on Skilled difculty 55
Alpha District: Elite Complete Act 1, Alpha District, on Elite difculty 20
The Stronghold: Elite Complete Act 2, The Stronghold, on Elite difculty 20
The Forgotten: Elite Complete Act 3, The Forgotten, on Elite difculty 20
Munitions Plant: Elite Complete Act 4, Munitions Plant, on Elite difculty 20
Airborne: Elite Complete Act 5, Airborne, on Elite difculty 20
Alpha District Revisited: Elite Complete Act 6, Alpha District Revisited, on Elite difculty 70
Beginners Luck Complete a level without dying on Casual difculty 15
That Guy Is Swift Complete a level without dying on Skilled difculty 25
Death-Proof Complete a level without dying on Elite difculty 35

SINGLE-PLAYER TIME-TRICK ACHIEVEMENTS


Achievement How to Achieve Points
Get It Off Me! Remove a stuck clutch grenade using time powers 5
Look What I Can Do Walk on water using time powers 5

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SINGLE-PLAYER TIME-TRICK ACHIEVEMENTS
Achievement How to Achieve Points
All Fall Down Kill three enemies at one time during time-stop 10
Pickpocket Swipe 10 weapons out of enemy hands using time powers 10
Youre It Tag 15 enemies with clutch grenades 10
Disarmed! Shoot ve weapons out of enemy hands 15

The following table notes Achievements awarded for your rst Fury Kill and Reaper Spree.
But what, exactly, are those?
Fury Kill: Score ve consecutive kills in multiplayer without being killed in the
interim.
Reaper Spree: Score 25 consecutive kills in multiplayer without being killed in the
interim.

MULTIPLAYER ACHIEVEMENTS
Achievement How to Achieve Points
The First of Many Win a Ranked match 10
Have It Your Way Host and complete 10 games with custom presets 10
Very Gracious Host a dedicated server for 48 hours total, then quit 15
Are You Cheating? Score 30 headshots with any weapon in multiplayer games 20
Bullets Are Expensive Kill 25 opponents with melee attacks in multiplayer games 20
157

MVP Capture 25 ags in Capture the Flag 20


Yoink! Retrieve 50 ags in Capture the Flag 20
Is on Your Side Kill 50 opponents in time grenades or time elds 25
Anytime, Anyplace Win a Ranked match on every map 25
I Dont Rent, I Own Win a Ranked Deathmatch game by at least ve kills 25
Jack of All Frags Win a Ranked match in every game mode 25
King Me! Win a Ranked King of Time game by at least ve kills 25
Keep Away! Win a Ranked Capture the Flag game without the other team capturing your ag 25
Not Even Close Win a Ranked 1v1 game without dying once 25
Nuclear Winter Wonderland Win a Ranked Meltdown Madness game by at least 30 seconds 25
Berserker Go on a reaper spree 30
Boy in the Bubble Score 30 kills while trapped in a chrono grenade 30
Did I Do That? Score a Fury Kill 30
TimeShift Veteran Play 100 multiplayer games 25
TimeShift Champion Win 100 multiplayer games 50

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