TIMESPLITTERS 2 ROBOT FACTORY (HARD)
This GAMEFAQ has been made by Johnway lee A.K.A Kegmiester,
spoonbeast. You are not allowed to copy any information without
permission from the author of the FAQ. All trademarks and
copyrights contained in this document are owned by their respective
trademark and copyright holders. Copyright 2004 Johnway lee (AKA
Kegmiester, spoonbeast on the SR forums)
Composed on 28/4/04
[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.
Any further questions or problems or you think something needs to
be improved, send to
[email protected]
[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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).
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[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.
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[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!