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:
spoonbeast
Part 2 section 2 of the guide. [SECTION 2: ENEMIES] Here’s a list of foes that will protect their freakish master and will stop at nothing to kill you. These will be the various kinds of enemies you’ll relieve of their artificial misery. Spare no one. I’ve broken down each the information into several ways. The first will give you a profile of their stats. These are SPEED: how fast they move. N/A means they don’t move or isn’t calculable. STAMINA: The amount of damage it can take assuming you’re firing at them in the torso. It doesn’t take into account single headshots. THREAT LEVEL: the risk level and the threat posed to you. Some enemies have special abilities that are worth a special mention. Notes provide further details on the particular foe. ----------------------------------------------------------------- --------- [CHASSIS ROBOT] SPEED: Fast STAMINA: fair THREAT LEVEL: Medium to low NOTES: The most common enemy you’ll face throughout this level. Effectively, these are the robotic equivalent of a human enemy and react more or less the same way. They teleport in large packs and weld Scifi pistols and is not uncommon for them to come in several waves. Unlike their human kind, they take only 4 shots to kill instead of the customary 6 for human guards. But they move much faster and are a lot thinner than humans as they are made of the simplest of circuitry. Electrotool helps immensely when combating their mass numbers as the Electrotool shorts circuits the robots for a period of time. Long enough for you to run up to them and draw out a Scifi pistol and shoot them each in the head to save ammo. ----------------------------------------------------------------- --------- [SENTRY ROBOT] SPEED: very slow STAMINA: Very high THREAT LEVEL: very high SPECIAL ABLITY: cannot be killed with single headshots NOTES: If you’re not fighting the chassis robots, than you’ll be fighting these. These tall heavily armoured warriors are no push over and unaffected by headshots. You’ll know it’s on the move because of their distinct stomping sounds. They usually carry the heavier equipment that protects the robot factory, ranging from their standard arm the plasma Autorifle to the dreaded homing rocket launcher and they know how to use them well and accurately. Your only real advantage against these robots is to play them for their slow reactions and their not so smart AI. One on one fight is not an option and they’ll consume a lot of ammo before falling over. Its best to latch one or two plasma grenade on them and fire at them whilst retreating round corners or far distances to pick them off. You could try hiding in areas above or below them and when any part of them comes exposed you shoot them. Provided you’re not in their sight, they’ll not spot you. Near the last parts of the level, you could use the lasergun and snipe them but if they spot you and fire homing rockets, be sure to run out of the room. ----------------------------------------------------------------- --------- [SECURITY RAILBOT] SPEED: Medium STAMINA: Low THREAT LEVEL: low NOTES: These are the cameras of this level. Unlike the pervious levels, these cameras are stuck on rails and move around in a circuit with a laser gun built on. These cameras maybe restricted but they use their guns with grim efficiency and they can take off immense damage if you’re not careful. Thankfully, you can tell when a security railbot is near as they make a distinct beep sound and where there are rails, there’s always a security railbot around. Also should be noted that these security railbots don’t take much damage. A simple shot of the Scifi pistol or the Electrotool will make them drop to the ground and explode dishing out damage to who ever was close to them. It’s best that you clear these bots off their rails before entering the room so to eliminate the threat of them shooting you. Remember that each rail will have 2 security railbots on them. ----------------------------------------------------------------- --------- [SECURITANK] SPEED: Slow STAMINA: low THREAT LEVEL: very low NOTES: There’s only one of these around and provided it doesn’t see you or you don’t get close to it, they are easily dispatched. Just shoot them with a Scifi handgun. They are armed with the same laser gun built onto the security railbots and miniature missiles. ----------------------------------------------------------------- --------- [TURRETS] SPEED: Immobile N/A. Mobile ones are fair in speed. STAMINA: Medium/ High THREAT LEVEL: Immobile ones Medium. Mobile ones are high. SPECIAL ABLITY: Immobile turrets not damaged unless directly shot at areas exposed when it’s shooting. Mobile Turrets only receive damage from shots to its head and stem. NOTES: They come in 2 types, mobile and immobile ones. Immobile turrets are effectively fixed to the floor and they activate when you get close and shoot green lasers at you. They are best tackled with the Scifi pistol or Electrotool to the slit when it opens up. More damage can be done when shooting directly at the gun part. Shooting anywhere else will not damage it. Explodes when killed preventing any chance of getting too close to it. Mobile turrets are unidentifiable from their immobile cousins unless it starts moving its legs. It welds the same green laser. The best strategy is to remember which ones are mobile and rush them and provide as many shots before its fully formed. When its formed, step back and continue to shoot it in the head till it malfunctions. When killed it does not explode. Scifi pistols and grenades are useful in killing them. Electrotool doesn’t work as well. ----------------------------------------------------------------- --------- [CAMERA BOT] SPEED: fair STAMINA: Very weak THREAT LEVEL: very low NOTES: This is effectively a flying camera that moves around. It doesn’t attack you directly and they hide in their pods unless you get close to them. They only call in additional chassis bots to swarm your area if you wait long enough for them to sound an alarm. The only damage they can do to you directly is the explosion if you shoot them too closely. They sometimes come out in groups and should be best combated with a single dose of electricity or a blast from the Scifi pistol when they are all close together. Camera bots make a distinctive “warping” noise when they launch from their hiding places and a low humming noise when it travels. ----------------------------------------------------------------- --------- [REAPER SPLITTER] SPEED: N/A STAMINA: medium THREAT LEVEL: medium/ low SPECIAL ABLITY: Cloaking powers and uses teleportation to move. You’ve probably come across these foes enough times to know they can be easily dispatched, if one teleports in, they would want to shoot lightning at you. So the best strategy would be to just keep moving and don’t move in straight lines to avoid its attack, so constantly move forward with a side step. There is very little point wasting time and resources fighting them unless they get in your way and any that get in the way that can’t be out manoeuvred should be dispatched with a hail of plasma to the head. These aliens only pop up once you’ve got the time crystal and the time portal has been stabilised (In other words, dashing for the exit). ----------------------------------------------------------------- --------- [NEXT TIME] We’re almost ready to tackle the level. Next time we’ll cover a basic survival guide and tactics to defeating enemies in section 3 and finally section 4: the walkthrough itself.
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