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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: spoonbeast
TIMESPLITTERS 2 ROBOT FACTORY (HARD)

If you’re having trouble getting past the last hurdle to the last level, then this general tips guide might help. For starters, I’ve broken down my walkthrough into 3 parts covering 4 sections. Part 1 (This one) will go over the equipment that we have to combat the evil that is the mechanist. Part 2 will give us a guide over the various enemies that protect the factory and the mechanist and part 3 will cover general tactics and the walkthrough itself.

[SECTION 1: THE WEAPONS]

If we’re going to get through this level on hard, we must understand the tools that are provided and the best ways we can use them effectively. Here’s a list of what we can use to defeat the mechanist, stop his production of robots and turn his men into scrap metal.

--------------------------------------------------------------------------------------------------------------------------
[SCI FI HANDGUN]

USEFUL AGAINST:

CHASSIS BOTS, SECURICAM BOTS, MOBILE/IMOBILE TURRETS, CAMERA BOTS

You’ve come across this weapon earlier in Neo Tokyo and planet X. Pistol shoots out 3 shots at a time and any shots that miss target will bounce around. There is a risk that it could hit you and could prove fatal or disastrous on this difficulty setting. The more you shoot and the more that miss mean the greater the chance it’ll hit you. Ammunition is plentiful as all of the chassis robots (except for those in the mechanist room) use them.
-------------------------------------------------------------------------------------------------------------------------
[PLASMA AUTORIFLE]

USEFUL AGAINST:

SENTRY BOTS, MOBILE TURRETS

This weapon has a limited use throughout the level, yet has an important use in taking on stronger enemies. Ammo is too limited to be used as your main weapon throughout the level and stronger foes will absorb a lot of its ammunition before collapsing. If Fired long enough, the rate of fire will increase with little or no accuracy loss. But you’ll rarely find occasions’ when doing this except for getting extra shots into a mobile turret before its ready. It also consumes a lot of ammunition and it can overheat. The only feature that’ll be using the most is its secondary fire plasma grenades. These grenades are powerful and stick onto its target. Putting 2 or more of these plasma grenades will guarantee certain death. The Weapon should be sparingly used as a hit and run weapon against sentry bots, where you stick a grenade and provide covering fire whiles retreating and finishing off with ground fire at a safe well protected area.
------------------------------------------------------------------------------------------------------------------------
[LASERGUN]

USEFUL AGAINST:

SENTRY BOTS, MOBILE TURRETS

The lasergun in primary mode shoots out lasers. In this mode, without a charge up, this weapons useless against almost everything in this level. You’ll find better use charging up the shots and using its zooming ability in aim mode to take down the stronger enemies from long distances. The secondary function, the shield, should not be used as consumption for it is too high and you’re better off hiding behind some cover. The shield is useless in protecting you against projectile weapons and homing rockets. Ammunition is limited and can only be found on Sentry bots. Both forms of using it can consume ammunition quickly. Therefore, it should only be resorted to taking out sentry bots near the end of the level, as you would have gathered enough ammunition to charge up all your shots to kill the sentry bots in 2 shots to the head.
-------------------------------------------------------------------------------------------------------------------------
[ELECTROTOOL]

USEFUL AGAINST:

CHASSIS BOTS, CAMERA BOTS, SECURICAM BOTS, MOBILE TURRETS

The Electrotool is a requirement if you want to take out all five Nodes and progress throughout the game. There’s only a primary mode to shoot and it fires a constant beam of electricity. This weapon is highly versatile and can be used for other things. Such as short circuiting chassis bots to give you an edge against their superior numbers or taking out weaker enemies such as secricam bots. Ammunition is plentiful, as there is always a regenerating source of Electrotool until you destroy all five of the nodes.
---------------------------------------------------------------------------------------------------------------------------
[HOMING ROCKET LAUNCHER]

USEFUL AGAINST:

MECHANIST

The homing rocket launcher can only be found near the end of the level and to say the least, it won’t be useful unless it’s against the mechanist. Ammunition is highly limited and top ups can only be found in the chamber with the mechanist. So don’t expect to use this weapon heavily till you meet the mechanist. The primary fire shoots out one homing missile whiles the secondary shot fires three out at a time. Reloading is not required. Once fired, the missile will do its best to lock onto the enemy and hit it. For best results, wait till target on enemy reaches green. NOTE: Mechanist does not have a target therefore the homing feature can not be used.
--------------------------------------------------------------------------------------------------------------------------
[SECURITY RAILBOT (FIXED WEAPON)]

USEFUL AGAINST:

SENTRY BOTS, SECURITY RAILBOTS

This is not a weapon you carry as such but never the less use. The security railbot can only move on the rail that it is on. The gun it carries can fire at a constant fast rate and can be very useful in the right situations. You can increase/ decrease the speed that it moves on the rail by pushing forwards and backwards. The security railbot should only be used against other security railbots and sentry bots when placed on the front of entrances
--------------------------------------------------------------------------------------------------------------------------

[NEXT TIME]

Section 2- knowing your enemy.

This was made by SPOONBEAST (AKA: Kegmiester)
Submitted By: spoonbeast
Completeing the robot factory on hard.

[INTRODUCTION]

If you're having trouble getting past the last hurdle to the last level, then this general tips guide might help. For starters, I've broken down my walkthrough into 4 sections.

SECTION 1: THE WEAPONS
SECTION 2: THE ENEMIES
SECTION 3: BASIC SURVIVAL GUIDE
SECTION 4: THE WALKTHROUGH.


[SECTION 1: THE WEAPONS]


If we're going to get through this level on hard, we must understand the tools that are provided and the best ways we can use them effectively. Here's a list of what we can use to defeat the mechanist, stop his production of robots and turn his men into scrap metal.

-------------------------------------------------------------------
[SCI FI HANDGUN]

USEFUL AGAINST:

CHASSIS BOTS, SECURICAM BOTS, MOBILE/IMOBILE TURRETS, CAMERA BOTS

You've come across this weapon earlier in Neo Tokyo and planet X. Pistol shoots out 3 shots at a time and any shots that miss target will bounce around. There is a risk that it could hit you and could prove fatal or disastrous on this difficulty setting. The more you shoot and the more that miss mean the greater the chance it'll hit you. Ammunition is plentiful as all of the chassis robots (except for those in the mechanist room) use them.
-------------------------------------------------------------------

[PLASMA AUTORIFLE]

USEFUL AGAINST:

SENTRY BOTS, MOBILE TURRETS

This weapon has a limited use throughout the level, yet has an important use in taking on stronger enemies. Ammo is too limited to be used as your main weapon throughout the level and stronger foes will absorb a lot of its ammunition before collapsing. If Fired long enough, the rate of fire will increase with little or no accuracy loss. But you'll rarely find occasions' when doing this except for getting extra shots into a mobile turret before its ready. It also consumes a lot of ammunition and it can overheat. The only feature that'll be using the most is its secondary fire plasma grenades. These grenades are powerful and stick onto its target. Putting 2 or more of these plasma grenades will guarantee certain death. The Weapon should be sparingly used as a hit and run weapon against sentry bots, where you stick a grenade and provide covering fire whiles retreating and finishing off with ground fire at a safe well protected area.
-------------------------------------------------------------------

[LASERGUN]

USEFUL AGAINST:

SENTRY BOTS, MOBILE TURRETS

The lasergun in primary mode shoots out lasers. In this mode, without a charge up, this weapons useless against almost everything in this level. You'll find better use charging up the shots and using its zooming ability in aim mode to take down the stronger enemies from long distances. The secondary function, the shield, should not be used as consumption for it is too high and you're better off hiding behind some cover. The shield is useless in protecting you against projectile weapons and homing rockets. Ammunition is limited and can only be found on Sentry bots. Both forms of using it can consume ammunition quickly. Therefore, it should only be resorted to taking out sentry bots near the end of the level, as you would have gathered enough ammunition to charge up all your shots to kill the sentry bots in 2 shots to the head.
-------------------------------------------------------------------

[ELECTROTOOL]

USEFUL AGAINST:

CHASSIS BOTS, CAMERA BOTS, SECURICAM BOTS, MOBILE TURRETS

The Electrotool is a requirement if you want to take out all five Nodes and progress throughout the game. There's only a primary mode to shoot and it fires a constant beam of electricity. This weapon is highly versatile and can be used for other things. Such as short circuiting chassis bots to give you an edge against their superior numbers or taking out weaker enemies such as security rail bots. Ammunition is plentiful, as there is always a regenerating source of Electrotool until you destroy all five of the nodes.
-------------------------------------------------------------------

[HOMING ROCKET LAUNCHER]

USEFUL AGAINST:

MECHANIST

The homing rocket launcher can only be found near the end of the level and to say the least, it won't be useful unless it's against the mechanist. Ammunition is highly limited and top ups can only be found in the chamber with the mechanist. So don't expect to use this weapon heavily till you meet the mechanist. The primary fire shoots out one homing missile whiles the secondary shot fires three out at a time. Reloading is not required. Once fired, the missile will do its best to lock onto the enemy and hit it. For best results, wait till target on enemy reaches green. NOTE: Mechanist does not have a target therefore the homing feature can not be used.
-------------------------------------------------------------------

[SECURITY RAILBOT (FIXED WEAPON)]

USEFUL AGAINST:

SENTRY BOTS, SECURITY RAILBOTS

This is not a weapon you carry as such but never the less use. The security railbot can only move on the rail that it is on. The gun it carries can fire at a constant fast rate and can be very useful in the right situations. You can increase/ decrease the speed that it moves on the rail by pushing forwards and backwards. The security railbot should only be used against other security railbots and sentry bots when placed on the front of entrances
-------------------------------------------------------------------

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