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Retro Game Walkthroughs For
"TimeSplitters 2"
(Xbox)

This game is also available on GameCube and PS2.

Retro Game Walkthroughs for TimeSplitters 2 (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.
Submitted By: spoonbeast
Part 3: completing the robot factory.

Right, this is the last section of the faq. We'll cover basic tactics we can employ and the walkthrough to the whole thing.

[SECTION 3: BASIC SURVIVAL GUIDE]

As you know, something’s never go according to plan. Sometimes plans have to be adapted the best they can to cope with new situations. This basic survival guide will give you general tips and ideas for you to use so that you can survive that bit longer. As well as giving you the advantage and when things do go to plan something to fall back on. So consider these ideas when you’re playing:

*If you need a basic layout of the level or what you might expect, play the level on normal to map out a rough idea of what each part looks like. Just know that there are some changes so don’t remember the whole thing completely.

*When switching between weapons, instead of fumbling around with the d pad, try using the start menu. This prevents those nasty times when you can’t scroll properly. Simply press start scroll right and scroll down to the weapon you want. This saves plenty of time and helps in combat situations when weapons have to be switched around quickly.

*If you’re out numbered by numerous chassis bots, try hiding around corners and pointing your gun at a 45 degrees angle, that way you can still shoot them but you also maximise the cover. NOTE: for best affects try this on the left side of a wall at all times as the enemies right hand will still be behind the wall when you’re shooting, avoiding all that hassle of receiving fire back at you.

* If you still think you’re getting overwhelmed, retreat (whiles laying down ground fire) and repeat process.

* Never go fighting the enemy head on unless you know you can stun it or kill it before it lets a shot out at you. The head on tactic should only be used against one or 2 chassis bots and mobile turrets.

* In some situations, barriers block off progress. These areas have to be opened most likely after a massive scrap. If you don’t know the number of enemies that come, just keep killing till you see the barrier deactivated. Till than, stay in your hiding spot till you finish them off.

* The chassis bots teleport in at times, its best to remember where they teleport and aim approximately at their heads so you can kill one of them before they attack. The same with mobile turrets as they take sometime to set up. It wouldn’t hurt to put in some extra firepower.

* Be wary of the flying cameras if you hear a distinct sound of one, make a runner out of the room and shoot it when it leaves the room to get you. By than they should all have grouped up and would all go down if one of the cameras were hit.
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[SECTION 4: THE WALKTHROUGH]

You know your tools of your trade, you know the enemy and you have a basic idea on how to survive in the mission. Now its time to know what to do and how to achieve those aims.
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[Getting across the bridge]

Right at the start the alarms are already sounding so expect trouble. Move to the left of the First door and point your gun at a 45 degrees angle towards the door and shoot the 2 chassis bots that greet you. (NOTE: If somehow one of your bouncing lasers hits the sentry bot located on the right path of the corridor restart it as he’ll be on the attack and it won’t do us any good). Slowly move forward so to activate the second wave of chassis robots repeat process. Go left and make your way through the tunnel using the boxes as cover and lay down covering Fire whilst in the open. Killing the sentry bot isn’t the top priority, as you’ll kill him later on.

Make your way round till you notice a room with 6 idle Chassis bots. DON’T SHOOT THEM JUST YET! Instead, notice the machine that moves up and down the room emitting that red laser on the right? Shoot that machine when the laser goes through the middle of the group. The explosion will wipe out at least 2-3 (even 4) of the chassis bots before they even know what hit them. Finish off the survivors and make your way round to the laser barrier blocking the bridge switch.

Retrieve the armour on the right hand corridor of the laser fence. Activate security rail bot and drive it into the laser fence to destroy the laser barrier. Pick up plasma grenades and hit switch. Skip the sequence and make your way back down the tunnel taking care of the 3 chassis bots that teleport in. Now wait at the doorway of the room at an angle for the sentry bot we left behind. Throw a plasma grenade when you see him standing in the door (If you can’t stick the grenade on sentry bot, shoot grenade at the doorway). If it survives the explosion, continuously shoot at exposed parts of the robot.

Make your way back to the starting point where 5 more chassis bots teleport in, retreat and shoot them dead and continue on the path till you in a square room. Tip your butt into the room and 2 more chassis bots teleport in to fight you. Leave room as the immobile turret closest to you will try and shoot you. Once you’ve lured out and killed the chassis robots deal with the immobile turrets.

When you open the next door you’ll see 2 sentry bots standing side by side walking up the first side of the production line, lob 2 plasma grenades on one of the sentry bots and run away, laying down fire against the other one as you Retreat. Hide behind the wall that concealed the first immobile turret and from there, finish any surviving sentry bots. Re-enter production line area and make your way to the other side, destroying the immobile turrets and security railbots.

Enter next section and shoot out the furthest immobile turret and move forward and kill the 2 chassis bots. Once finished, destroy the other immobile turret closest to you when you entered. Move through the doors and hide under the ramp, shoot a plasma grenade (two if you can spare) at the sentry bot in the second alcove and run. finish it with gun fire. Once dead if another sentry bots moving, crouch and point your gun at the top of the ramp and when you see its feet continue shooting till destroyed. Otherwise, move forward and destroy the 5 chassis bots that teleport in and then finish off the sentry bot as mentioned. Make your way up the ramp and destroying the turret at the entrance. Destroy the 2 mobile turrets on the bridge and on the other side.
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[Destroying the 1st node]

As you move down the tunnel, a security camera will pop out, shoot it before the alarms go off. Take out the second one that would be behind you. Make your way round and down the ramp and take the armour underneath the ramp. Latch a grenade onto the sentry bot on the right side and run back up the ramp and stand on the landing looking down on the right opening. Shoot out any security cameras that had been activated and shoot the sentry bots legs when you see them appear through the doorway. Once he’s dead, stand on top of ramp and when the second sentry bot’s head gets exposed shoot him till he dies. Pick up laserguns and go through the right double doors. The right side leads to the same area.

Make your way down tunnel and take out security camera and open door and shoot out immobile turret on the other side of the door. Wait and destroy the security rail bots. Destroy the security tank. Move towards the electric tool BUT DON’T PICK IT UP YET! As you’ll have to contend with the mobile turret. Once killed retrieve electric tool and zap the 2 chassis bots that appear. Kill them 2 and repeat process till no more waves of chassis bots appear. Ignore the left over turrets on the opposite side of the area. Return to the room with ramp and from the bottom of the ramp shoot the node above the landing. Once destroyed chassis bots appear. Retreat into tunnel and kill the chassis bots as they come along. Do not stop killing them till you see the laser barrier at the top open.
--------------------------------------------------------------------------
[Destroying the 2nd node]

As you enter wait for the 4 railbots and destroy them using your SCI FI pistol or electric tool. Run across the other side and pick up the plasma grenade and use one on the sentry bot down the corridor and finish it off with plasma shots. Once eliminated, destroy the mobile turret behind it and pick up the armour on the left.

Notice outside on the left window is the node. Shoot it and prepare to kill off the 5 chassis bots that arrive to kill you. Head down the corridor.
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[Destroying the 3rd node]

At the end of the corridor there’s a switch. Hit it and use the security railbot to destroy the other rail bots that move around. Once destroyed keep moving the camera forward and you’ll enter a large room with a generator. Notice the huge generator producing the shielding over the node. No problem, just shoot at the square box on each of the 3 legs. Once destroyed, the shield is down for you to destroy the node. To overload the node, continue to shoot at it till it explodes. But beware, once it detonates, 5 more chassis bots will teleport into the corridor that YOU stand in. Switch off the camera and retreat back down the corridor where you found the second node and eliminate all the chassis bots.

Progress through the large corridor and taking out the flying camera bots along the way. Some will pop up behind you, so every time you hear one pop out, run back to the entrance of the corridor and blow them away. Make your way down the corridor and past the checkpoint.
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[Destroying the 4th node]

Go forward (ignoring the railbot camera for now) and pick up the plasma Autorifle ammo. Move around slowly so to only activate the mobile turrets and not the flying cameras that appear behind the mobile turrets. Destroy the mobile turrets and the flying cameras till you reach the end. But beware when you reach the end of the curved corridor, a sentry bot will teleport in. Throw plasma grenades at it and flee. Once everything from the curve corridor is destroyed, return to the railbot control switch near the start of the checkpoint and move the camera so that it points at the lip of the entrance.

Move through again and shoot just enough times so to alert the first of the two sentry bots in the next room. When he’s alerted, make a run back to the control switch that controls the security railbot in the curved corridor and wait for the sentry bot to become a target. Since the turret has infinite ammo, its best to shoot it when he’s feet become exposed to shooting. If the second sentry bot is moving, you can wait for him and repeat process, but if you’re impatient continue forward till you make 5 chassis bots to teleport in. From here retreat back to the small corridor and shock all the chassis bots and kill them. By now the robot should be pretty close so head back to the security railbot controls and kill the second sentry bot like before. NOTE: IF THE SECURITY RAIL BOT IS DESTROYED, RESTRART FROM THE CHECKPOINT! THE RAILBOT IS VITAL FROM NOW ON!!!

With both sentry bots and chassis bots dead, its time to move up the ramp. Pick up the armour underneath the ramp and when you head to the bottom of the ramp, a chassis bot will teleport in the landing above the way you came in. You can simply pick him off with a single shot or a hail of plasma. When you reach the top of the ramp shoot the mobile turret dead, if it gets to close for comfort run down to the bottom of the ramp and than waste the turret. Once dead, get out your electric tool and on the left corner is a immobile turret. Destroy that and than hit the switch. If you look across you’ll see that the node is now exposed for you to shoot. Destroy node and make your way back to the small corridor for protection and waste the chassis bots. Continue forward as planned and you’ll see what looks like the final part of the production line.
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[Destroying the 5th node]

Hit the switch on the side to move the node forward. With that done, use your LASERGUN and zoom in and snipe out the sentry bots with homing rocket launchers. Each one will require 2 fully powered shots to kill try and make them head shots. There are 4 sentry bots in total. 2 making their way up on the opposite side, another using the main bridge to reach you and one robot patrolling the bridge leading to the homing rocket launcher.

Snipe the closest one first as he has the best chance of getting you with a rocket and than the one on the main bridge. The other 2 should be left till last because they may be able to point the gun at you but they can’t get a positive target on you. If any of the robots manage to shoot a rocket, run back 2 rooms or till you hear the explosion as these homing rockets are quite good at their job.

Make your way across (you’ll see a laser fence) and make your way down taking out the mobile turrets as you go along. On the back of lowest bridge leading to the rocket launcher is the last of the game cartridges called RETRORACER. You should have picked up other ones throughout your journeys. This ones a little unique, as you see, this one can only be picked up on hard and its the best of the lot, but I digress. Make you way round the production line killing off the mobile turrets. NOTE: Its best that you use the SCI FI pistol for the job because the Autorifle will come in handy for the last bit.

Once you’ve made your way to the other side of the lower bridge make your way forward. IGNORE THE SWITCH FOR NOW. Take out the mobile turrets and go through the door on the left. You see a homing rocket launcher. Pick it up and NOW HIT THE SWITCH. A mirror like board will now move directly underneath the nodes laser. This will make the node blow so now head back to the curved corridor and wait for the final node to blow...

A massive force of robots will be called in to stop you and it isn’t pretty. There are at least 17 chassis bots and 6 sentry bots with homing rocket launchers waiting to kill you. The sentry bots will take their time and with come in 2 waves grouped into 3 and the chassis bots will replace any that have been killed. The chassis bots are the faster of the 2 so you should kill them first. Try and get as much distance between you and the chassis bots as there’s simply too many to shock and shoot at a time, you’re best option is to shock the first wave and kill as many chassis bots possible before more teleport in. If there’s a breather repeat process shock a few of them to get in the way of the entrance so other chassis bots to delay the others. Forget accuracy, shoot into the crowd of chassis bots with the SCI FI pistol and hope for the best. By the time you’ve eliminated the last of the chassis bots, take out the sentry bots with the prescribed tactic (You know, run back to security railbot camera control switch and shoot them). Its a tedious but highly effective tactic that will save you energy for the last bit.

Once you’ve killed everyone, the laser fence becomes deactivated. Continue moving forward and follow the path till you reach the final area.
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[Mechanist and retrieving the time crystal.]

Finally, we’re here. We’ve reached the factory core and here to retrieve the crystal. But the door doesn’t open... and what’s that massive drilling noise?

The door will finally open and to greet you is the mechanist. To even the odds, he’s jumped into a robot and wants to drill holes into you. As you enter the room hug to the door. You want to make one dash to one of alcoves on the sides (containing rocket launcher ammo) hug to the left side of those alcoves (In other words the opposite end as to where the homing rocket launcher ammo is). Now whip out that rocket launcher and shoot the mechanist. He’s in the centre of the machine and you’ll only see a small window. Shoot into that window to hurt him. This is extremely frustrating, as sometimes the arms will get in the way.

Every so often at certain intervals, chassis bots with Autorifles with teleport in from the alcoves containing the homing rocket launcher ammo. Since you’re in one of the alcoves switch to the Autorifle and blow the closest one (should be easy enough to take him out with headshots) and take out the one that comes towards you from the side. Continue to pound the mechanist and pick up any necessary ammo on the way but its not as easy as it seems. His arm will only give you a split moment to grab the box and if you hesitate during that time he’ll get you. You should grab the rocket ammo when the drill has just left you alone or when it poses every so often and doesn’t get a hit in. Just keep your cool and your nerve and you’ll eventually prevail. But once he’s dead, don’t pause as the chassis bots will still continue to arrive despite the death of the mechanist, so you should head up the ramps and go round the back of the mechanist boss and retrieve the crystal. Now run like hell to the exit. Reaper spitters will start to arrive and you should ignore them. Any that do get in your way (usually occurs in the tunnel leading between floors) should be dispatched with a lot of firepower. Now run to the teleporter and escape to the final level.
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Congratulations! You’ve just completed the level. Give yourself a pat on the back, any unspoken profanities or swearing not released out of your system should be spoken out loud now. Thanks for reading! tune in at a future date for anymore FAQs on the excellent Timesplitters 2! Good bye!

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