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Started by Torture Trilogy at 09-12-2008 4:32 PM. Topic has 17 replies.
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   09-12-2008, 4:32 PM
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TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs  (V.2)


Table Of Contents:

                  1. Intro
                   2. General Information
                    3. Single Player
                     4. Weapons/Enemies
                      5. Sources

--------------------------

1. Intro-

Hello, my name is Torture Trilogy and this is my TimeShift Guide, i decided to pull together all the information i could and compile it into one post.

hope you enjoy it and hope it helps you on your way to 1250/1250 or just beating the game ..


also throughout the whole guide look out for *bolded navy blue* (quick tip) those are small tips.





2. General Information-

Title: TimeShift
Genre: FPS
Developer: Saber Interactive
Release Date: October 2007
Platforms: Xbox 360, PS3 and PC
ESRB: RP (Mature Expected)






3. Single Player Information-



Timeshift is essentially what you'd get if you cross-bred Halo and F.E.A.R. The game features the basic gameplay of the Halo series (regenerative energy shields, console-style movement controls, grenades and melee attacks) with the combat elements and special powers from F.E.A.R. (human enemy soldiers with complex animations, 3-weapon carrying limit, zoom-able weapons, Slow Motion combat). It's also got a touch of Prince of Persia: Sands of Time (Stopping and reversing time).




Difficulty Settings/Info

Timeshift has 3 difficulty settings; Casual (easy), Skilled (normal), and Elite (hard). Difficulty primarily affects how much damage enemy attacks do.



  •On Casual difficulty, enemies do 50% damage
.
    •On Skilled difficulty, enemies do 100% damage.
        •On Elite difficulty, enemies do 120% damage.



(quick tips)

- Also, on Casual, health starts to regenerate after only 5 seconds,instead of the 7 seconds it takes on Skilled or Elite difficulty.

   - Difficulty does not seem to affect the durability of enemies, the
     amount of suit energy you have, or the time it takes to regenerate
     suit energy.

   - Difficulty may affect enemy accuracy or intelligence, but the
     difference doesn't appear to be large enough to be noticeable.




Level Maps-  (With Video Walkthroughs)

    
1. Arrival
Part 1
Part 2

     2. Back Again
Part 1
Part 2
Part 3

     3. New Blood
Part 1
Part 2
Part 3

     4. Infiltration

Part 1
Part 2

     5. Ground Floor
Part 1
Part 2

     6. Heist

Part 1
Part 2


     7. Getaway
Part 1
Part 2

     8. Disputed Airspace
Part 1
Part 2

     9. Better Late...

Part 1
Part 2
Part 3

     10. Point of Impact
Part 1
Part 2
Part 3

     11. Liberation
Part 1
Part 2

     12. Road Trip
Part 1
Part 2

     13. Forced Entry
Part 1
Part 2

     14. Test Labs
Part 1
Part 2

     15. Factory Recall

Part 1
Part 2

     16. Some Assembly Required
Part 1
Part 2

     17. Sabotage

Part 1
Part 2

     18. Exeunt
Part 1
Part 2
Part 3

     19. Drive-By
Part 1
Part 2

     20. Gate Crashers
Part 1
Part 2

     21. The Wind Tunnel
Part 1

     22. Repo Men
Part 1
Part 2

     23. En Route
Part 1
Part 2

     24. Consequences
Part 1
Part 2

ENDING


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   09-12-2008, 4:35 PM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
4. Weapons/Enemies

(quick tip)

You are allowed to carry only 3 weapons at a time. Once you have 3 different weapons, you'll need to drop one of them before you can pick up a new type of weapon.

Throughout the game's levels you'll also find ammo crates. You can refill the ammo for your weapons at these crates, allowing you to fill up to the maximum amount of ammo you can carry for your weapons.

the only weapon you cannot refill ammo for at an ammo crate is the Surge Gun, which uses its own unique energy as ammo.



KM-33: [Pistol]

   •Damage: 35
     •Rate of Fire: 200 rpm
        •Clip Size: 16
           •Max Ammo: 112 + 16

              •Primary Fire: Single shot
                  Secondary Fire: 4-shot burst

First Acquired: Level 1: Arrival



Description:

The KM-33 is the game's standard sidearm, a select-fire pistol with a large magazine that can be fired in either single shots, or 4-shot bursts. It's one of the first weapons you acquire in the game.


Enemy Usage:

Very few enemies carry KM-33 pistols. A few Engineers carry KM-33s,
and one or two Krone Police fight with them also. The pistol does
slightly more damage to you than the KM 2103 Karbine, but overall
the relatively low damage and rate of fire make this weapon not
much of a threat to you.

Enemies with pistols use the single-shot primary fire at long
range for accuracy, and the 4-shot burst secondary fire at
close-to-medium range.




KM 2103 Karbine: [Assault Rifle]

   •Damage: Primary Fire: 15
     Secondary Fire: ~ 200

•Rate of Fire: 600 rpm
        •Clip Size: Primary Fire: 30
          Secondary Fire: 2

           •Max Ammo: Primary Fire: 210 + 30
              Secondary Fire: 2 + 2

               •Primary Fire: Automatic rifle
                  Secondary Fire: Grenade launcher

First Acquired: Level 1: Arrival



Description:

The KM 2103 Karbine is the standard weapon used by the majority of the
enemy soldiers you fight in Timeshift. It's a basic FPS "assault rifle"
type weapon, with an undermounted grenade launcher attached. You'll
probably be using it as your main weapon for the game's first several
levels, until you can get your hands on better weaponry.




Enemy Usage:

The KM 2103 Karbine is the standard weapon of Krone's military,
and the majority of enemies in the game carry one. Enemies with
Karbines have a high rate of fire and pretty good accuracy, even
at long range. The individual bullets are relatively weak,
and you can survive a moderate amount of Karbine fire (you die
after about 23 to 25 hits). Still, with their high rate of fire
and good accuracy, enemies can drain your shields very quickly.
It's best to use cover extensively to avoid damage and allow your
energy shields to recharge.

Krone Police and Krone Guard soldiers can use the Karbine's
secondary fire to launch impact grenades at you. These do good
damage, and can knock off more than 1/2th of your health with a
direct hit. The earlier Krone Police enemies rarely use the
grenade launcher, but the later Krone Guards will frequently
use it against you.



ShatterGun: [Shotgun]

  •Damage: 35 x 6
   •Rate of Fire: 160 rpm
     •Clip Size: 8
       •Max Ammo: 112 + 8

         •Primary Fire: Single shot
            Secondary Fire: Double shot

First Acquired: Level 1: Arrival


Description:


The ShatterGun is essentially a combat shotgun that fires a tight
spread of 6 pellets with each shot. It has a good rate of fire and
packs a powerful punch, and can kill most enemies with a single blast
at close range, or 2 or 3 well-aimed shots at medium range. It's a
fairly common firearm, and you acquire one very early in the game.



Enemy Usage:

Many enemy soldiers are equipped with Shatterguns, especially in the
earlier stages of the game, as well as in indoor levels. Enemies with
shatterguns are murderous, and can kill you in just 4 shots on Skilled
(Normal) difficulty. You really must kill them as quickly as possible,
preferably using Time Slow to increase your reflexes and kill them
before they can shoot you.



Surge Gun: [Energy Cannon]

          •Damage: Primary Fire: ~ 750
             Secondary Fire: ~ 160

             •Rate of Fire: Primary Fire: 60 rpm
               Secondary Fire: 600 rpm

               •Battery Charge: 150

                  •Primary Fire: Energy ball
                    Secondary Fire: Energy beam

First Acquired: Level 17: Sabotage



Description:

This huge energy cannon is by far the most powerful weapon in Timeshift's arsenal. It's the weapon used by the Warp Guards, the game's toughest enemies, and won't be available to you until the last 1/4th of the game. An incredibly powerful beam weapon that can also shoot exploding energy balls.



Enemy Usage:

Surge Guns are used exclusively by the powerful Warp Guards. They
attack you with the powerful secondary fire lightning beam, and
will make you explode into little pieces with less than a second
of constant fire. The Surge Gun beam is also undodgeable; Warp
Guards won't miss as long as you're in their line of sight.
The only way to survive their assault is to either take cover
behind a solid object, or kill them before they can open fire.

Clutch Grenades:

    •Damage: 1000+
      •Max Ammo: 3

(quick tip)

If you get stuck by a clutch grenade, you can use Time Reverse to "rewind" the grenade
off you and send it back to the soldier who threw it.


Description:

Clutch grenades are the only grenade type available in the game's single-player campaign.

they work similar to frag grenades, in that they explode about a
second or two after landing. The damage radius is reasonably large,
and can kill multiple enemies.



Enemy Usage:


Enemy soldiers will often toss clutch grenades at you; they're actually
very accurate throwers, and will usually tag you with the grenade unless
you dodge quickly. Clutch grenades are dangerous, but not instantly
lethal; as long as you have full shields, a direct clutch grenade hit
should take away about 75% of your shields, but leave you still alive.

If you are tagged with a grenade, you can use Time Reverse to unstick
the grenade from you and send it back to the guy who threw it. Note that
the grenade will return to your position once you turn off Time Reverse,
so you'll want to move to another position before that happens.



Echo Rifle: [Sniper Rifle]

    •Damage: 125
     •Rate of Fire: 120 rpm
      •Clip Size: 4
       •Max Ammo: 20 + 4

        •Primary Fire: Single shot
          Secondary Fire: Variable scope

First Acquired: Level 7: Getaway



Description:

The Echo Rifle is a very accurate sniper rifle with both a laser-sight
and a variable scope for sniping distant enemies. The bullets are
hitscan, and will strike your target the instant you pull the trigger.
The Echo Rifle has an extremely long range (with a maximum zoom of 9x,
according to the game's manual), and allows you to pick off enemies
from a safe distance. However, it has a very low clip size, and needs
to be reloaded after every 4 shots. It's also poor for close-range
combat, since it has no crosshair when unzoomed and thus is difficult
to aim when firing from the hip
.


Enemy Usage:


You'll occasionally see enemy snipers armed with Echo Rifles, typically
positioned high up in guard towers or catwalks where they can snipe
at you from long range. Fortunately, echo rifles emit a red laser
targeting beam that gives away the position of the sniper.

Enemy snipers are very dangerous. They can bring you down to 1%
health on Skilled (Normal) difficulty, and kill you in 2 shots on
Elite (Hard) difficulty. Also, thanks to their laser targeting
system, snipers are very accurate and have nearly perfect aim.
Fortunately, there's a second or two delay between their shots,
allowing you to dodge behind cover.

Enemy snipers are best counter-sniped with your own Echo Rifle
or ThunderBolt crossbow. As always, using Time Slow to increase
your speed makes killing them much, much easier.



ThunderBolt: [Crossbow]

  •Damage: ~ 500
   •Rate of Fire: 60 rpm
    •Clip Size: 10
     •Max Ammo: 30 + 10

      •Primary Fire: Single shot
        Secondary Fire: Variable scope

First Acquired: Level 9: Better Late...


Description:

My favorite weapon in the entire game, the ThunderBolt crossbow fires
rocket-propelled crossbow bolts with small explosive charges attached
to them. After the bolt sticks into an enemy, the charge will detonate,
blowing the enemy into small red body parts. The ThunderBolt is
equipped with a variable scope, allowing you to snipe enemies at long
range with it. It has a good clip size and a decent rate of fire,
allowing you to tag several enemies with explosive bolts before needing
to reload.



Enemy Usage:


In the second half of the game, ThunderBolt crossbows are frequently
carried by the Krone Guard soldiers you'll be fighting. Practically
every squad of soldiers has one guy armed with a ThunderBolt.
The ThunderBolt bolts are much like mini-rockets; they travel
quickly (but slower than bullets), explode on contact, and do decent
damage. On Skilled (Normal) difficulty, 6 crossbow hits will reduce you
to 1% health.

the plus side, Krone Guards with ThunderBolts only have average
accuracy, and will often miss you at long range. Their rate of fire is
also pretty average.



Bloodhound: [Rocket Launcher]

  •Damage: ~ 550
   •Rate of Fire: 60 rpm
    •Clip Size: 4
     •Max Ammo: 12 + 4

      •Primary Fire: Single shot
        Secondary Fire: Variable scope + laser-guided rocket

First Acquired: Level 10: Point of Impact



Description:

The Bloodhound is a powerful shoulder-fire rocket launcher. The rockets
do lots of damage, with a decent splash damage radius, and can kill any
enemy (with the exception of Warp Guards) with a single shot. The
rocket launcher is also the only weapon you have that is effective
against enemy vehicles, such as Sentry mech robots or Helo attack
helicopters.



Enemy Usage:


Only a handful of enemy soldiers carry rocket launchers. However,
the ones that do are EXTREMELY dangerous; a direct rocket hit will
drop your health down to 1% on Skilled (Normal) difficulty, and kill
you outright on Elite (Hard) difficulty. The rockets also have
a fairly large damage radius. Enemy rocket launcher
soldiers typically snipe at you from long range, from guard towers
or catwalks.

Fortunately, your suit's S.S.A.M.A.I. will usually warn you when
a soldier with a rocket launcher is about to appear. Take cover
and counter-snipe them with an echo Echo Rifle or ThunderBolt
crossbow.


E.M.F. Cannon: [Energy Rifle]

  •Damage: Primary Fire: 75
    Secondary Fire: ~ 120 to 1000+

    •Rate of Fire: 300 rpm
     •Clip Size: 20
      •Max Ammo: 100 + 20

       •Primary Fire: Single shot
          Secondary Fire: Charged shot

First Acquired: Level 11: Liberation


Description:

The E.M.F. Cannon is essentially an electromagnetic rifle that fires
white-hot magnesium projectiles. The weapon has a good clip size and a
reasonably high rate of fire, and works great for close-to-medium range
combat. The E.M.F. Cannon can also be charged to fire a much more
powerful energy blast.

About halfway through the game, Krone Guards begin carrying E.M.F.
Cannons quite frequently, and use it as a standard weapon alongside the
KM 2103 Karbine.


Enemy Usage:

The E.M.F. Cannon is frequently carried by Krone Guard soldiers in
the later half of the game (they use it almost as much as they
use the KM 2103 Karbine), which they use to rapid-fire arcing
energy projectiles at you. The energy projectiles are slower than
bullets, but still travel at decent speed and have slight splash
damage when they land. Enemy E.M.F. Cannons are about twice as
powerful as their KM 2103 Karbines, and can reduce you to 1%
health in just 12 shots. Kill these guys as quickly as possible
with your own heavy weapons, such as the E.M.F. Cannon or ***-Fire
submachine gun.


***-Fire: [Submachine Gun]

  •Damage: Primary Fire: Varies
            Secondary Fire: ~ 160

      •Rate of Fire: Primary Fire: 600 rpm
              Secondary Fire: 600 rpm

         •Clip Size: Primary Fire: 45
             Secondary Fire: 20

            •Max Ammo: Primary Fire: 315 + 45
                Secondary Fire: 220 + 20

                •Primary Fire: Incendiary rounds
                 Secondary Fire: Flamethrower

First Acquired: Level 13: Forced Entry



Description:


The ***-Fire submachine gun is the signature weapon of Krone's Storm
Guards. This small, pistol-sized automatic weapon might not look
particularly fearsome, but it rapid-fires powerful incendiary thermite
bullets that can kill enemy infantry with only a few hits. The ***-Fire
is also equipped with a white phosphorus/carbon disulfide flamethrower for
barbequing enemies at short range. The ***-Fire has a large clip size,
and is also quite accurate, allowing you to shoot enemies at medium-long
range using zoom mode.




Enemy Usage:


The ***-Fire is the signature weapon of the Storm Guards, who are
always armed with one. They can use the primary fire to mow you
down in a couple seconds, or the flamethrower secondary fire to
bbq you faster at close range. Their ***-Fires make
Storm Guards extremely dangerous at close-to-medium range, so
you'll want to keep as far away as possible.

Generally, normal human soldiers aren't equipped with ***-Fires.
However, on the last level of the game (Level 24: COnsequences),
you'll find two Krone Police Sergeants armed with ***-Fires.
These guys will ambush you at close range, so watch out or they'll
kill you in a second or two. A Krone Guard can also be seen wielding
a ***-Fire towards the end of Level 23: En Route.




Surge Gun: [Energy Cannon]

  •Damage: Primary Fire: ~ 750
        Secondary Fire: ~ 160

        •Rate of Fire: Primary Fire: 60 rpm
           Secondary Fire: 600 rpm

           Battery Charge: 150

            •Primary Fire: Energy ball
              Secondary Fire: Energy beam

First Acquired: Level 17: Sabotage



Description:


This massive energy cannon is by far the most powerful weapon in
Timeshift's arsenal. It's the weapon used by the Warp Guards, the
game's toughest enemies, and won't be available to you until the last
1/4th of the game. An incredibly powerful beam weapon that can also
shoot exploding energy balls, it's a LOT of fun to use.


Enemy Usage:

Surge Guns are used exclusively by the powerful Warp Guards. They
attack you with the powerful secondary fire lightning beam, and
will make you explode into little pieces with less than a second
of constant fire. The Surge Gun beam is also undodgeable; Warp
Guards won't miss as long as you're in their line of sight.
The only way to survive their assault is to either take cover
behind a solid object, or kill them before they can open fire.




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   09-12-2008, 4:35 PM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
Enemies:



•Enemies: Infantry -


not really a problem these guys. They're either armed with Karbines, ShatterGuns, E.M.F. cannons, Thunderbolts, Echo Rifles, or Bloodhounds. They go down pretty quickly.





• Timeslow Soldiers -


They move crazy fast, so use Time Pause to quickly even the odds.







• Quantum Guards -

metal constructs, they're armed with SurgeGuns. They use Time Pause to get around behind you. Can only be killed with explosive rounds like another SurgeGun or a Bloodhound. Grenades do not stick to them.






• Shielded Soldiers - these enemies carry a portable shield with them.

Use Time Pause to hit them when their shield is down otherwise you'll never kill them.





• SurgeGun Guards - these guards only show up on the last two levels.

I almost confused them with Quantum Guards except they are so much easier to kill. Use Time Pause as
soon as they appear and empty a clip into them. If you are attacked by multiple ones, try to keep your back to a wall as you move around the room or rooftop and hide behind objects so your health has a chance to regen.







5. Sources

TimeShift (.com)
Here
Level Walkthroughs
Weapons/Enemies information provided by: Alan Chan


thanks and hope this helps Yes [Y]



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   09-12-2008, 8:09 PM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
Great guide, always liked Time Shift, a bit on the under rated side though.

Great guide friend.  Yes [Y]


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   09-12-2008, 8:14 PM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
 Cinotix wrote:
Great guide, always liked Time Shift, a bit on the under rated side though.

Great guide friend.  Yes [Y]



you know same, i rented it and played it before i had Xbox Live.

it was really fun, just not fun enough to buy.


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   09-12-2008, 10:17 PM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2

I saw this in your sig, so I checked it out. I have to say, it's very organized and thorough.

Great Job Torture. Yes [Y]


Lieutenant Orange
 Cpt. Price wrote:
Flashbang through the door!
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   09-12-2008, 11:06 PM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
thanks.
  Yes [Y]


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   09-14-2008, 1:14 AM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
how do you do these wihtout really playing the game? TT your just beast i guess, we gotta play some cod soon also
My Youtube Modern Warfare 2 videos
Brett Favre <3
Eric Decker <3
Joe Mauer <3
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   09-14-2008, 1:15 AM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
lol i did own the game buy i just rented it.

it was on my offline profile, but i don't have it anymore.

i might rent it again


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   09-14-2008, 1:46 AM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2

When I first read it I thought it was made Sync/Phycho Exodus(that was a compliment) and if you ever seen one of his COD4 FAQS thats a compliment. Anyways Congrats and great job.


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   09-14-2008, 2:12 AM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
ya believe me i know it's a compliment he's the one who got me into guide making.

and thanks for your comment im also working on another one, will be up tonight or tomorrow morning


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   09-14-2008, 2:29 AM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
 Torture Trilogy wrote:
ya believe me i know it's a compliment he's the one who got me into guide making.

and thanks for your comment im also working on another one, will be up tonight or tomorrow morning

Ya he told me my Index's inspired him to start making FAQ's but I don't make as many any more. Good Luck on your next FAQ. Maybe I might have to bring out my old FAQ/Index Making machine todayYes [Y].
The Minion Avenging Titans Only Minion™
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   09-14-2008, 6:02 PM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
 AgonisingNewt wrote:

When I first read it I thought it was made Sync/Phycho Exodus(that was a compliment) and if you ever seen one of his COD4 FAQS thats a compliment. Anyways Congrats and great job.

I'm Torture's master and as you can see, this young padawan has learned well.

Clean looking and informative. Yes [Y]

desynch's minion #000002
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   09-15-2008, 8:09 PM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
 Syncshock wrote:
 AgonisingNewt wrote:

When I first read it I thought it was made Sync/Phycho Exodus(that was a compliment) and if you ever seen one of his COD4 FAQS thats a compliment. Anyways Congrats and great job.

I'm Torture's master and as you can see, this young padawan has learned well.

Clean looking and informative. Yes [Y]

Yea, definitely I had nothing to do with it.  Stick out tongue [:P]

I wonder if this game has an active community.  Cool [H]


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   09-15-2008, 11:44 PM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
 Cinotix wrote:
 Syncshock wrote:
 AgonisingNewt wrote:

When I first read it I thought it was made Sync/Phycho Exodus(that was a compliment) and if you ever seen one of his COD4 FAQS thats a compliment. Anyways Congrats and great job.

I'm Torture's master and as you can see, this young padawan has learned well.

Clean looking and informative. Yes [Y]

Yea, definitely I had nothing to do with it.  Stick out tongue [:P]

I wonder if this game has an active community.  Cool [H]



the game is very underrated.

don't think it does.


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   09-08-2009, 6:32 AM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
Excellent guide, nice work for a great game.
What if...I became a Spectre? Conrad...I haven't been shot in the head nearly enough times to think that's a good idea.
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   09-10-2009, 11:31 AM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
Almost hit a year bump on the mark, nice and thanks.

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   11-01-2009, 10:30 PM
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Re: TimeShift Weapons/Explosives/Enemies Analysis + Walkthroughs V.2
Trust me, I promise I am not trying to be a smart@ss or be mean or anything like that, but I just want to know (and you can be honest please) if you put all this together (and it looks great and I'm sure was very time consuming) for your fellow xbox'ers out there just to be nice or did you do it just so you could get a stickied thread and perhaps get a "faqs" icon under your tag? If I was going to do it just for a stickied thread I'd do it for a little played game like this too.
I love the smell of Napalm in the morning...
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