Xbox walkthroughs for TimeSplitters 2
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TimeSplitters 2 (Xbox)
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TimeSplitters 2
Walkthrough for Xbox
Game Name:
TimeSplitters 2
Format:
Xbox
Submitted By:
mikelar
With plenty of weapons to choose from, it can be hard to choose which weapon you feel like destroying somebody with so, as a I guide, I thought I'd help you out with the weapons. A quick description as well as my perception of that weapons power (1 being weak 10 being able to kill instantly), firing rate (1 meaning a reload after every round 10 being firing until no ammo left) and distance (1 being just infront of you, 10 being any distance across any map) shows what I believe to be the best and worst weapons in the game. Enjoy! ==Brick== Never a game to skip the more gimmicky weapons (see the Sci-Fi Handgun), the brick is strictly used for its comedy value. After all, what's more funny than nailing an opponent square in the eyes as he comes round the corner killing him instantly. I'll tell you - nothing. Not being the strongest or most well-ranged weapon in the game, it'd be pretty stupid to use the brick if your playing a serious deathmatch. Power: 6/10 Firing Rate: 7/10 Distance: 2/10 ==Crossbow== A brilliant weapon, the crossbows bolts will stick in the legs, arms, chest, back and, most brilliantly, head of anyone you fire it at. The bolts, although having a decent range, do tend to dip as they would in real life, so it shouldn't be used for snipering. Unless you're Robin Hood. Power: 7/10 Firing Rate: 6/10 Distance: 5/10 ==Electricbeam== The Electricbeam gun does exactly what it says on the tin, it shoots a straight beam of electric wherever you point it. The beam has brilliant range and is fairly powerful to boot so makes for a good weapon, the only quirk is that you have to be able to target well as the beam is narrow. Another advantage is that successfully hitting the opponent with this gun will stun the enemy for a split second, handy for a quick getaway. Power: 8/10 Firing Rate: 10/10 Distance: 10/10 ==Fire Extinguisher== As a weapon, it's totally useless. However, if you start to get a bit hot under the collar i.e. you realise your actually on fire, then your going to need a partner to grab one of these to spray you with because, unfortunately, there is no 'stop-drop-and-roll' feature in Timesplitters 2. Power: 0/10 Firing Rate: 10/10 Distance: 4/10 ==Fist== If you think your opponent has a glass jaw (or if your fresh out of ammo), then there's no more an appropriate weapon than the fist. A successful hit does a fair amount of damage but the fact that the range is limited to within one foot in front of you means that if your opponent has a shotgun, your best off running. Fast. Power: 6/10 Firing Rate: 7/10 Distance: 2/10 ==Flame-thrower== Spewing a fairly wide blanket of fire engulfing anybody caught in it, the flame-thrower makes for a useful weapon in a crowded area as any unlucky victims caught in the initial blaze will run around in a panic inadvertently setting others nearby alight providing a nice, if not hot, domino effect. Power: 9/10 Firing Rate: 10/10 Distance: 5/10 ==Garett Revolver== A nice, powerful handgun, the Garett Revolver is a useful side arm to have. Being accurate even at a good distance, the bullets will plough satisfyingly into the head or chest of anybody unfortunate enough to get in the way. The only advantage other side arms have over this gun is their clip size - the Garett can only fire off 6 before having to reload. Power: 7/10 Firing Rate: 7/10 Distance: 9/10 ==Grenade Launcher== An excellent weapon to have if your able to fire down on any unsuspecting victims below, the grenade launcher has two firing modes. The first is the ability to fire a regular grenade over a far distance whilst the second (and better) mode, let's you fire a flaming propelled grenade over a greater distance. Both attacks deal a nice amount of splash damage. Power: 9/10 Firing Rate: 6/10 Distance: 5/10 ==Homing Missile Launcher== Surely the newbies choice, the Homing Missile Launcher offers up some easy kills. Simply aim this beaut at an enemy long enough for the target over them to turn red then fire away. Watch as the enemy hopelessly try to evade the incoming missile which can bend and dip to reach it's target. Power: 9/10 Firing Rate: 7/10 Distance: 10/10 ==Laser Gun== Having three firing modes, the Laser Gun can fire in quick succession, can be charged for a more powerful beam and can even be used as a shield against enemy attacks. The latter mode does tend to drain the battery of the gun somewhat though, best not to leave it on then. Power: 6/10 Firing Rate: 5/10 Distance: 9/10 ==Luger Pistol== Another good pistol, the Luger is powerful close up and at a distance and can hold more than the Garett. The rate of fire does seem to be slower than other side arms but it still remains to be a worthy addition to your arsenal. Power: 7/10 Firing Rate: 7/10 Distance: 7/10 ==Minigun== Undoubtedly the best weapon in the game, simply charge this baby up to see the barrel spin, then watch as a hail of bullets pummel into the enemy. As a bonus, if you don't want to wait for the charge before the gun fires, use the secondary fire to let the barrel spin constantly allowing you to fire instantly upon anybody unfortunate enough to witness you hauling one of these around. Watch out that this gun doesn't overheat however as it has a tendency to do so. Power: 10/10 Firing Rate: 10/10 Distance: 8/10 ==Plasma Rifle== One of the better guns in the game, the Plasma Rifle fires small but powerful light balls at a steady rate. Meanwhile, the secondary fire will launch a grenade that will stick to an enemy allowing for you to run off maniacally laughing as they frantically try to shake it off......in vain. Power: 8/10 Firing Rate: 7/10 Distance: 9/10 ==Proximity Mine== Pretty obvious what this does really. Simply stick it on a surface, preferably somewhere the opponent won't spot easily, then run, hide and wait for an unsuspecting victim to get close enough to set it off result in much explosion, fire and ultimately, death. Power: 8/10 Firing Rate: 7/10 Distance: 4/10 ==Remote Mine== Used like the Proximity Mine, simply stick this somewhere on the map, then wait for somebody to walk past before setting it off. For best results, stick this to an enemy and pretend to threaten them in a fun and comical manner. Don't forget to set it off once you're down though. Power: 8/10 Firing Rate: 7/10 Distance: 4/10 ==Rockter Launcher Similar to the Homing Missile Launcer but, strangely, without the Homing part. Aim this bad boy roughly in the direction you think somebody might be hiding and let rip with a mighty rocket that does a fair amount of damage. As a plus, if your feeling particularly feisty, use the secondary fire to let rip three rockets at a time. Beeeee-utiful. Power: 9/10 Firing Rate: 7/10 Distance: 9/10 ==SBP90 Assault Rifle== A nice rifle, the SBP90 allows for you to zoom in on a target but, unlike the sniper rifle, will then allow you to unload a magazine on the opponent targeted. The only disappointment is the quality of the zoom view, it's been purposely distorted to balance the weapon. Fair but it's still a shame. Power: 8/10 Firing Rate: 8/10 Distance: 9/10 ==Sci-Fi Handgun== Probably the worst handgun, the Sci-Fi handgun will fire three short beams of purple energy at a time which will then bounce of the walls and roof of a room until they reach a target. Having a slow rate of fire and being fairly weak means you probably won't be reaching for this gun first if a war breaks out Power: 5/10 Firing Rate: 5/10 Distance: 5/10 ==Double Barrel Shotgun== Classic looking and brilliant to fire, the double barrel can unload a powerful shell into any opponents face without needing to aim precisely. Meanwhile the secondary fire allows for you to unleash both barrels on the stomach of an enemy dealing some serious damage. Power: 8/10 Firing Rate: 4/10 Distance: 5/10 ==Silenced Pistol== Perfect for cover missions, the Silenced Pistol has a good rate of fire as well as being fairly powerful. As you've probably guessed, because it's silenced, nearby guards won't be alerted if you blow somebody's face off....as long as they don't see you do it. Power: 7/10 Firing Rate: 7/10 Distance: 7/10 ==Sniper Rifle== It was disappointing to only see a couple of Sniper Rifles in the game but using this gun, you can see why there's no real need for lots. Simply zoom in using the nice scope, align the cross-hair over someone's bonce and let rip. A head shot on an unsuspecting victim leaves them no chance for survival. Nice. Power: 10/10 Firing Rate: 6/10 Distance: 10/10 ==Soviet S47== A bog standard rifle, the Soviet S47 can fire quite rapidly, if not slightly inaccurately. It's a fairly powerful rifle and with the grenade launcher as a secondary fire, makes for decent weapons if there's not much else lying around. Power: 7/10 Firing Rate: 8/10 Distance: 7/10 ==Tactical 12-Gauge== The Double Barrel's cousin, the 12-Gauge can fire 8 shells before you'll need to reload which makes it a far greater weapon in the thick of it than it's counterpart. Like the Double Barrel, the secondary fire allows you to release two shells at the same time for double damage. Nice. As always, with both shotguns, get up close before firing because the spray from the shell spreads out over distance making the shot weaker. Power: 9/10 Firing Rate: 7/10 Distance: 5/10 ==Timed Mine== The third mine in this explosive trio, the timed mine needs no involvement form you after you've thrown it. Just lob it in the general direction of the enemy (it'll stick on them if you aim right), wait 6 seconds and BOOM. Mister, you got yourself a lot of dead bodies. Power: 8/10 Firing Rate: 7/10 Distance: 4/10 ==TNT== Only one of these can be held at a time but being the best of the explosive weapons, it's not surprising. TNT will stick, like mines, to the walls, roof and face of the enemy. For best effect, throw it in a crowded area, the sheer power will kill most caught remotely near it whilst offers will suffer damage according to their distance from the blast. A smashing weapon. Power: 10/10 Firing Rate: 4/10 Distance: 4/10 ==Tommy Gun== The Tommy Gun can hold plenty of bullets for you to carry out a prolonged assault on anybody hiding on the map. The Tommy Gun really comes into its own when you duel two at a time leaving the opponent no choice but to scarper if he sees you strutting around with a couple of these. Power: 8/10 Firing Rate: 8/10 Distance: 8/10 ==Vintage Rifle== The Sniper Rifle of the Wild West, it works in very much a similar way - just align the cross air and blow somebody's head clean off. Using the same ammo and carrying the same amount of shells, the Vintage Rifle is less an alternative and more a different design of the Sniper Rifle. Power: 10/10 Firing Rate: 6/10 Distance: 10/10 So thats yer lot, experiement more with each weapon because my marks aren't nesasarily definite, firing it at somebody's head and see. mikelar.
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