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TimeSplitters Time Splitters FAQ

Version 1.2 by

01/23/04

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!







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