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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
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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.
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.
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Combat Controls
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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.
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.
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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.
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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.
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Thunderb
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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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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.
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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.
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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.
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.
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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.
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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.
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).
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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.
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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.
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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.
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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.
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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.
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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.
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.
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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
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.
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32
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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.
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
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.
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
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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
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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.
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
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Hanging
Ha ging pipe
Drop to
to lo
lower
ower lev
ower level
el Drop
Drop
p to lo
llower level
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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.
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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.
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.
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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
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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:
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Enter pip
pipe
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.
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.
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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.
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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.
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.
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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.
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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
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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.
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.
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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.
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.
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.
PRIMAGAMES.COM
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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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GUIDE
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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
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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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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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.
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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If you do get caught between the gates, you can still
rewind time, thus opening them again so you can
escape.
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
PRIMAGAMES.COM
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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
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
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GAMEE GUID
GUIDE
E
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]
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
E
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
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
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.
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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.
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.
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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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.
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.
PRIMAGAMES.COM
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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.
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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
Legend
Gett o
Ge on
n train
n Turret
Turr
Weapon
Get quad
d
Mines
Mi
M ines
s Ammo
Amm
m
JJump
ump ele
um electri
ectrie
ed
water
wa
ater
t r
Jump
ump
Gate
Gate
t
PRIMAGAMES.COM
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e Youve survived your wild airship ride and landed As you
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
PRIMAGAMES.COM
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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.
PRI
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GAMEE GUID
GUIDE
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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
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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
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
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GUIDE
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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
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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
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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.
PRIMAGAMES.COM
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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!
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.
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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
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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.
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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.
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.
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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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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.
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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.
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.
PRIMAGAMES.COM
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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.
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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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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.
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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.
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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.
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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.
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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.
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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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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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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.
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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
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
ed
ash
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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.
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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.
PRIMAGAMES.COM
ed
ash
e When all is
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.
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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
PRIMAGAMES.COM
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e When you 3. Rewind time just as youre getting inside the box.
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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.
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
ed
ash
e Pause time Now youre
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
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,
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.
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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
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.
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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.
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
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.
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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.
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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.
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
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
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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.
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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)
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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
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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
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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
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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.
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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.
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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.
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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.
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.
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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.
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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.
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.
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.
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Hide behind roof post
Ideal path: move back and forthh
here while ghting Sentinel
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
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.
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.
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
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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.
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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.
PRIMAGAMES.COM
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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.
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.
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.
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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
PRIMAGAMES.COM
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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.
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.
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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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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)
PRIMAGAMES.COM
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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.
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.
PRIMAGAMES.COM
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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.
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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)
PRIMAGAMES.CO
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e This classic
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.
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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.
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e The lowest platform contains a Bloodhound and The skinny towers top is where you want to be.
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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.
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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.
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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
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