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TimeSplitters Future Perfect Guide

TimeSplitters: Future Perfect

What does randomization do to this game?

All 48 Arcade League missions and Challenges, all 13 story levels, all 150 characters, the 13 cheats and 34 arcade weapons are locked until you receive them from the multiworld. All three Arcade Leagues are open from the beginning, so any mission can be unlocked at any time. You start with one or more missions (chosen by the Starting Mission options), one random character and one random weapon.

Nothing unlocks the normal way any more. Beating a story level does not open the next one: if you do not have it, the game returns to the level select. Characters, cheats and weapons are never needed to reach a check; they unlock for the Gallery, the Cheats menu and Arcade Custom.

Only the North American GameCube version (game ID G3FE69) is supported.

What are the checks?

Your first trophy on Rockets 101 being a Platinum sends four checks. 1924 Future Perfect has no objective checks.

What is the goal?

Chosen in your options:

Items

Options

Game Options

Goal Options - 1924 Future Perfect (only with that goal)

Goal Options - Trophy Hunt (only with that goal)

Difficulty Settings

Bonus Items

Milestone Locations

Streamer Mode

With Streamer Mode on, the licensed song in the Disco map and the credits is replaced with "Like A Monkey", another track from the game. It applies while the client is connected, from the next time that music starts.

With Death Link on, failing a mission sends a death to everyone else with it on: dying in a Story level, failing a Story objective, or failing an Arcade League mission or Challenge. Dying and respawning in an Arcade League match does not count. When someone else's death arrives, the mission you are playing fails; nothing happens if you are in the menus or a custom Arcade match. Finishing an Arcade League mission or Challenge below Bronze counts as failing it. Receiving deaths needs Dolphin's cheat codes to be off.

How it works

The client changes the game's own unlock rules in memory while it is connected, and one small piece of the game's code so that story levels follow your items (when you beat a level, the game only carries on into the next one if you have it; otherwise it returns to the menus). Your save data is not changed, and everything goes back to normal when the game is restarted without the client.

Universal Tracker

If Universal Tracker is installed, the client shows its tracker tab and knows which checks are in logic. No YAML is needed: it rebuilds the logic from the game you connect to.