Autoguns are sentry guns, or automated gun turrets, that immediately target and start shooting at the player when they are detected. They come in a variety of different configurations, and can use a wide variety of ammunition types. Usually appearing as a machine gun mounted on a tripod on the ground or suspended from the ceiling, autoguns use a camera to identify and lock on to targets. While autoguns can be simply destroyed through conventional means, it is possible to neutralize them without risking harm to the player by disabling their camera. This option was only available in the two sequels.
These automated defences are often used by enemies attempting to stop the player from completing their objectives in Story and Assault missions. In later games, autoguns can be hijacked and deactivated, or even used against the enemy by locating and accessing switches or terminals that control them. Not all autoguns have this luxury however, and must be dealt with manually.
Automated turrets make several appearances in the original TimeSplitters.
Other - More conventional machine gun turrets with cameras are encountered in the three present-day, crime-drama levels (Chinese, Chemical Plant, and Docks). Spaceways is protected by autoguns that fire Raygun lasers and launch rockets.
In TimeSplitters 2, autoguns received a buff from the previous game, boasting sharp accuracy with rapid fire bursts to back.
Not only do they feature in Story mode but also aid in Blue Team's defence in Assault Mode on Arcade. Like in the original TimeSplitters, autoguns can be destroyed using gunfire, explosives, or even with the fists. Yet, the sequel allows autoguns to be safely disabled by damaging a small camera mounted on the side of the turret, or through turning them off via a connected terminal, which also enables the player to use them against enemies.
The most common type of autogun encountered in Story mode is a Gatling gun-style turret resembling the minigun that uses a camera to identify, target, aim, and fire at intruders. They are found mounted on both tripods and fixtures suspended from the ceiling. Autoguns in levels set in the far future use energy-based ammunition, and also come in floor and ceiling-mounted variants.
Siberia - Four ceiling-mounted autoguns are found throughout the Oblask Dam facility in Normal and Hard difficulties. Two protect the control room containing the terminal that the computer disk is inserted into to power the generators, and the switch that unlocks the security door leading to the dig site where the biohazard container must be destroyed. A third autogun is found within the dam itself, guarding the door that is blocked by steam from leaking pipes that must shut off using the valves. The fourth one is found within a checkpoint in the dig site that can be activated to kill a guard that blocks access to an operating theatre where the computer disk is found.
Return to Planet X - Two mounted guns protect the teleport leading into the interior of the crashed UFO. They can acquire targets from a large distance and shoot them with slow green plasma rounds that are easy to dodge.
NeoTokyo - Four white ceiling-mounted Gatling turrets with cameras are installed throughout the hackers' base in NeoTokyo. Initially, they are powered down, but activate after the evidence is uploaded to the police server using the terminal in the locker room. The autoguns only appear on Normal and Hard difficulties.
Atom Smasher - A Gatling turret mounted from the ceiling can be found in the corridor leading out of the starting area next to the exit. It is inactive, but can be remotely controlled from the terminal in the booth just outside the laser trap room on Easy and Normal. The turret can help clear some of the henchmen patrolling the hallways. On Normal and Hard, the first autogun is encountered just before the first checkpoint. Two more are later located further towards the second fire, on top of a container next to the third bomb and later on in the curved hallway. Another can be found in corridors just before the control room, which disables the lasers leading to the reactor. All four are active and will fire upon the player immediately upon detection.
Autoguns serve as Blue Team's defence against the player and any entourage he/she may bring in Assault.
Training Ground - Four autoguns can be found in this level; two mounted on the walls of the buildings in Red Team's base, one mounted on the wall of the buildings in Blue Team's base, and a floor-mounted one next to the main building in Blue Team's base. They are remotely controlled. The turrets in the Blue Team Base, on Assault, become automated, and an additional, roof-stationed floor gun protects the entrance into the valley near Red Team's base, where several more can be found.
Hangar - Several autoguns are placed to stifle Red Team's advance towards the plane, in the hangar. These must be disabled or destroyed as part of the first Assault Stage. Some are mounted on the ceilings, some on the fuselage of the plane, and some on the floor.
Scrapyard - What makes these autoguns different from the other two Assault Maps is that they are different from each other, and use different types of ammunition.
- Plasma - These guns dish out damage that equals to the Plasma Autorifle. They shoot out these rounds rapidly.
- Laser - Deadly turrets that quickly fire fully-charged Lasergun shots with surgical precision. Four defend the entrance leading into the scrapyard's inner complex. A few more are found next to a stairway surrounding a large pit.
- Rocket - Slower-firing turrets that launch rockets. They are accurate and deadly, given the nature of their munitions.
- Grenade - Much like their Rocket counterparts, these turrets shoot out Grenade Launcher rounds at the enemy. They can be considered less dangerous than the other variants, but one must be careful, as their shots scatter into clusters after they hit the ground and explode on a timer or contact. Two are encountered in total, above and immediately after the entrance to the inner scrapyard.
These autoturrets have been given several nerfs compared to their predecessors, but can be seen using a variety of ammunition. They generally turn slower towards their target, but are just as deadly and accurate.
Breaking and Entering - Inactive autoguns dot the interior and rooftop of the building, and will activate when Cortez triggers the alarm by running through a laser tripwire or getting caught by a security camera. He takes control of one using a terminal to protect Amy Chen from U-Genix Security, while she hacks a computer in an inaccessible office until the security grid is shut down, locking him out.
You Genius, U-Genix - In some parts of the level, the player will encounter railbots, some of which will fall down to the ground and turn into spider-bots if damaged enough, unlike the Robot Factory turrets. The railgun in the security checkpoint manned by Inceptress can be hacked and turned against the guards, using the terminal behind the switch that disables the detector. If the gun is used to kill the guards, Amy will comment on its use by Cortez.
Machine Wars - Several autoguns flank the UltraNet defensive lines in an area where trenches have been dug to cut down the advancing rebels. Cortez can use the Sci-Fi Sniper Rifle that he finds here to disable the autoguns to aid the resistance's offensive. They are also among the many measures that the robots use to protect the path to the worker's entrance to their facility. The autoguns are used in a last-ditch attempt to stop Cortez, as he and R-110 traverse the treacherous road by car, but the effort is ultimately a failure for the UltraNet forces.
Most autoguns are found in the Assault Levels, with various types, though they are place-able in Mapmaker levels.
Assault - In all Assault levels, these autoguns fire upon the attackers, including the players. They are split into two types: heavy autocannons and ceiling-mounted autoguns. The former are larger and more powerful than their smaller counterparts.
The autoguns are once again place-able in Mapmaker levels and in all modes. They can be set to only attack players on the opposite teams to that which they're assigned to. A switch can also be used to control the one that is connected to it.
Much like the normal gun emplacements, their ammunition and scan radius can be changed. Their mounting can also be toggled from ceiling or floor, and can range from bullets, to rockets, to even Injector syringes.
Like in TimeSplitters 2, each autogun has a status indicator in the form of a coloured light, though they have one additional mode now; an alternating pink/yellow light for when a target is detected but is outside of the turret's offensive range.
|Egyptian||Vickers Machine gun with a camera mounted on top.|
|Horror||Silver, boxy, steam-punk turret with a single Gatling barrel. The ceiling version is an aging, golden-dome turret.|
|Military||Similar to their manual counterparts, but without a shield, and a camera on top.|
|Lab||Similar to their manual counterparts, but without a shield and a camera on the side. The light indicator is strangely separated from the camera and is placed on top.|
|Virtual||Very large with twin-barrels and a side-mounted camera. Ceiling turret is a red, virtual-style version of its Horror counterpart.|