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