***====TERMINATOR 2: JUDGEMENT DAY====***
WALKTHROUGH
VERSION 3
This guide was written by Cyber Predator, who resides at
http://www.geocities.com/Area51/Chamber/1301 and can be e-mailed at
[email protected]
This document is copyrighted by Cyber Predator, as of its original release date
(detailed in the Version Information). Any entities used in this document that
are copyrighted by anyone else remains the property of the original owner; Cyber
Predator is simply giving information about these copyrighted entities that the
copyright owners aren't making very public.
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====CONTENTS====
INTRODUCTION
Version Information
Author's Note
Story
Items
The Connors
Weapons
Enemies
General Advice
THE LEVELS
Truckstop
Truckstop to Voight Home
Voight Residence
Voight Home to Galleria
Galleria Shopping Mall
Galleria to Pescadero
Pescadero State Hospital for the Criminally Insane
Pescadero to Enrique's
Enrique Salcenda's Weapon Emporium
Enrique's to Dyson Home
Dyson Residence
Dyson Home to Cyberdyne
Cyberdyne Systems Corporation
Cyberdyne to Steel Mill
Steel Mill
Credits and Taglines
====INTRODUCTION====
***VERSION INFORMATION***
VERSION 1 - 0054 GMT, 1-Oct-1999
Contains the customary note from the author, credits and taglines. Contains a
shakedown of the weapons and a guide through all the levels and the story
outline as well.
VERSION 2 - 0542 GMT, 19-Oct-1999
Reworded some parts for clarification and corrected technical errors. Added
the paragraph on the driving levels.
VERSION 3 - 0655 GMT, 24-Jan-2000
Major changes ahoy! Completely changed the copyright info and a minor
alterations to the author's note and version info. Added the sections giving
details on items, the Connors, enemies and general advice. Added more detail to
the weapons and levels profiles, as well as changing their layout. I scrapped
the single section on the driving levels, instead giving a walkthrough for each
one. Is there any more I can add to this walkthrough?
***AUTHOR'S NOTE***
When I first played 'T2: The Arcade Game', I found it bloody hard and asked
myself "Why can't they get in a platformer? One where they also give the
digital read-out thingies?" Well here it is people, perhaps the first
objective-based game ever created - even before 'GoldenEye 007' and 'Mission:
Impossible' for the Nintendo 64 were even heard of. (Actually, even before the
N64 was even heard of!)
But this game is just as hard as the other version, so a good strategy guide
is in order. I've divvied up this nice one on my own when I first bought the
game (which was a looong time after it was first released) but I've only
published it on GameFAQs when I saw the sort of strategy guides posted
there....not many, let me tell you!
***STORY***
The US Government approved the construction of military super-computer Skynet
to remove human error from strategic defence. But Skynet, based on
revolutionary neural-network technology, grew so intelligent that it realised
computers were simply slaves of humans. To this end, Skynet initiated a nuclear
armageddon of the entire planet, leaving only handfuls of humans behind. These
remaining humans would load the endless corpses into disposal machines before
being killed themselves.
But one of these surviving humans, John Connor, managed to lead an
insurrection against the machines. In the year 2029, over 30 years since the
ordeal began, the human resistance succeeded in destroying Skynet....but not
before Skynet had perfected a time-slip generator with which it sent two of its
most powerful machines into the past to kill Connor before he could begin the
organic rebellion.
A cyborg 'Terminator', consisting of a mechanical Endoskeleton covered by
living human skin, was sent to 1984 to kill John Connor's mother Sarah before
she could carry her son. Connor's trusted lieutenant Kyle Reese would intercept
this machine and save Sarah, while a reprogrammed Terminator would be sent to
intercept an advanced prototype Terminator sent to kill John Connor when he was
10 years old.
As the 800 series Terminator sent to save the young John Connor, you must find
and protect the young boy from a shape-shifting opponent who may be too powerful
even for you. But a secondary objective is in force: prevent the nuclear
holocaust altogether by recovering the computers Skynet sent into the past to
test its time-slip generator, ultimately saving three billion lives.
===ITEMS===
FUTURE OBJECTS: The red and white crates with the flashing light on top contains
a computer that SKYNET used to test the effects of time displacement on matter.
You must find all of these computers to prevent the development of time-slip
technology. Shoot the crate (or let an explosion break open the casing) and
recover the computer inside (which looks suspiciously like an Endoskeleton's
head). You need all of them to finish a level.
AMMUNITION CRATES: Red boxes yielded by some enemies or exploded containers.
They add 150 units of ammo to your secondary weapon, or 300 units if you're
carrying the Mini-Gun.
MEDICAL SUPPLIES: Green boxes that add 15% to your health. A Nurse will throw
them to your, or you can find them by destroying bins in the Cyberdyne building.
Medical supplies will appear in the Galleria, Pescadero, Dyson Residence,
Cyberdyne and Steel Mill levels, but not driving levels.
====THE CONNORS====
You must protect the Connor family in order to complete the game, and failure
means you'll shutdown out of programming defiance. Your own shots won't hurt
them, but enemy fire and all explosions will. You will be able to lead the
Connors at the Galleria (John only), Pescadero and Cyberdyne levels. They
appear at the Steel Mill, but you can't control them.
If either Connor receives too much fire, they'll collapse and you'll have ten
seconds to reach them and your own health will be transferred to the Connors.
The longer you hold Down, the more the Connors will be healed and the more
health you'll lose.
JOHN CONNOR: The future leader of the human resistance against SKYNET,
protecting John is your main mission in the game. You need him to gain Sarah
Connor's trust at Pescadero, and he carries a code-deciphering computer you'll
need to open Cyberdyne's vault. John carries no weapons of his own, and if you
stop him from following you he'll stand around twiddling his thumbs.
SARAH CONNOR: John won't go anywhere without his mother, who is well-trained in
armed combat. Sarah follows behind John, and will duck and shoot enemies with
her rapid-fire pistol. If you don't let Sarah follow you, she'll pace the floor
and take pot-shots at any enemies.
====WEAPONS AND MOVES====
You can walk while using any firearm, and use the Control Pad to aim them in
any direction (except straight down). If you press and hold Up you'll aim
straight up (unless you're going through a door or searching something), but if
you press Up and then release it, it will aim diagonally up in the direction you
were facing.
JUMPING: You can only jump a short distance, making this move rather limited.
If you jump while not pressing Left or Right on the Control Pad, you'll jump
straight up; if you are holding Left or Right, you'll jump across in the
relevant direction.
***PRIMARY WEAPONS***
KNEE: Kneeing opponents in the groin is only possible before obtaining a
firearm, and you can't use the move while ducking or to open Future Objects.
Kneeing an opponent inflicts twice the damage the Pistol does, but it won't be
of much use against Bikers. An enemy hit with a Knee will move backwards with
the force and will damage anyone behind him.
PISTOL: A Scoremaster automatic handgun weighing 1.1kg, the pistol is the
weakest of all firearms but it has infinite ammo. If you press the Pistol
button first thing in a level, the weapon will be drawn, but subsequent presses
(or if you press the Pistol button after using a Secondary Weapon) will fire it.
If you walk with the Pistol drawn, it will be aimed slightly higher than if you
were standing with it.
***SECONDARY WEAPONS***
You can only use one Secondary Weapon at a time, so be careful not to get a
lesser-powerful weapon, and they are drawn upon pick-up. If you grab the
Secondary Weapon you already have, the starting amount of ammo will be added to
your total.
PUNCH: You can only Punch opponents before picking up a firearm, and it inflicts
the same amount of damage as the Pistol. You cannot Punch while ducking or to
open Future Objects, but enemies hit by a Punch will be forced back and will
damage hostiles behind him. Most enemies will be knocked out after three
Punches.
SHOTGUN: A Ruger Red Label Winchester-action 12-gauge shotgun, weighing 3.87kg.
You'll have 100 shells after picking up the weapon, and its five times more
powerful than the Pistol. Because of the Shotgun's manual reload, there's a
fairly lengthy pause between each shot. When you first press the Shotgun
button, either first thing in a level or after using the Pistol, the weapon will
be drawn and readied without firing.
M-16: An automatic rifle weighing 3.7kg, the M-16 is only twice as powerful as
the Pistol but it has continuous rapid fire. You simply need to press the M-16
button at any time to start firing. You'll have 300 units of ammo on picking up
the weapon, but it only inflicts twice the damage of the Pistol. Don't pick up
an M-16 after getting the Mini-Gun.
MINI-GUN: Although the game calls this a Rotary Cannon, it's actually a Heckler
& Koch 21.1kg six-barrel Mini-Gun, so named because it's a smaller version of
the Gating Gun. Not only is it nine times more powerful than the Pistol, Ammo
Crates now yield 300 shots on pick-up and you don't have to duck to take out low
foes, since the Mini-Gun is aimed lower than the other weapons. When you have
this weapon, make sure you don't pick up any other since it's the absolute best
in the game!!
====ENEMIES====
Enemies' shots will damage items in a level, increasing the chances of an
explosion. If you touch an explosion, your health will drain for however long
you're in contact with the explosion.
The amount of damage needed to take down each enemy is (usually) gauged in
Pistol shots. To see how many shots an enemy needs from another weapon, take
the number of Pistol shots you need to inflict and divide it by that weapon's
power in Pistol shots and round the final number up to the nearest whole number.
KNIFE THROWERS: Tallish average black-dressed citizens who toss knives, but if
you're too close they'll stab you rather than throw the knife. You can usually
duck under thrown knives, but you have no defence against a close-range stab.
Knife Throwers only appear on the Truckstop level and inflict 1% damage per hit,
and require three Pistol hits to go down.
BIKERS: Citizens mounted on Harley Davidson motorcycles who drive at you doing a
wheelie. Use two Pistol shots to take them down, but the bike will start
exploding a lot so be careful (but you can follow the bike at a distance if you
need to go somewhere). They cause 1% damage per hit and only appear at the
Truckstop.
PISTOL MEN: They carry a single-shot Pistol just like yours (and they may drop
their weapon so you can pick it up). Their shots inflict 1% damage and you
can't duck under them; use three Pistol shots to take these guys down.
SHOTGUN MEN: Armed with the Ruger Shotgun, these guys inflict 2% damage and
appear at the Truckstop and Voight Residence levels. Duck their shots and
retaliate with three Pistol shots.
CITIZENS: These are unarmed civilians who mind their own business, and it takes
one or two shots to take them down. Feel free to knock out civilians at the
Truckstop, but DON'T HARM THE CIVILIANS IN THE GALLERIA!
EXPLODING TOYS: Two of these things are in the Voight Residence and will drive
at you and activate a self-destruct device, which destroys them but causes an
explosion that causes you damage. Duck and use five Pistol shots to take the
toys out before they get too close to you.
POLICEMEN: These guys are armed with a replica of your own pistol and inflict 1%
damage per hit. They appear in the Voight Residence, Galleria and Enrique's
Compound. They are easily defeated with three shots from the Pistol: they will
only appear in the Voight Residence if you take too long (or trip the burglar
alarm), the Galleria if someone gets hurt, and Enrique's Compound if you leave
the cache.
SECURITY GUARDS: They patrol the Galleria, Pescadero, and Cyberdyne levels armed
with a Pistol. They fire three shots before pausing and inflict 1% damage per
hit; they will only attack in the Galleria if someone is badly hurt. They often
duck, too.
ORDERLIES: These guys are nothing! They appear in Pescadero, walk upto you and
hurt a nightstick at you (that'll inflict 1% damage if it connects), then run
off. Sometimes they won't even throw the nightstick! Just give them a single
Pistol shot and be done with it.
SWAT TEAM MEMBERS: Uh-oh! These guys take twelve Pistol hits to fall, are armed
with M-16s, they duck, and they go up and down stairs! They appear at the Dyson
Residence and Cyberdyne building, so by then you can use two hits from the Mini-
Gun to take them out. Remember not to pick up their M-16 if they drop it, or
you'll lose the Mini-Gun for good and be in real trouble. They won't fire if
they're going up stairs, so take them out then because they won't pause fire for
anything; if you get real close, you'll be inside their minimum firing range, so
aim diagonally down and shoot them with the Pistol.
MINES: Part of Dyson's home security system, they slowly float down from the
roof and explode. Where mines are planted is quite distinctive, so approach
them until they start to fall and then back away to avoid them.
TANK DROIDS: Obviously, small tanks patrolling Cyberdyne's floor and lobbing
grenades in your direction. Get as far away from them as you can and, without
ducking, open fire with the Mini-Gun; they take a few shots to go down, but not
an awful lot.
BOMBERS: Droids who move along the roofs of Cyberdyne's floors and drop bombs.
Destroying one involves this: stand in one spot until they move close enough,
then aim and Mini-Gun them for a couple of seconds, then get out of the way and
repeat.
ENDOSKELETONS: Very distinctive as they look like a metal person. There's a
deactivated Endo at Dyson's home, but the ones at Cyberdyne and the Steel Mill
are very on-line; they fire from Pistols, inflicting 1% damage per hit, and
won't stop until they're done for. Duck under their shots and fire three or
four Mini-Gun rounds into the legs to take them out.
T-1000 ADVANCED PROTOTYPE: This shape-shifting futuristic Terminator is
disguised as a police officer. He will fire a replica of your Pistol or use his
arm as a blade for close-range combat, inflicting 1% damage per hit, but he
never ducks. Fire away with your own Pistol, or stand right next to him, to
scare him into slithering away. Using a rapid-fire weapon will cause a large
split to develop in the T-1000's torso and he will eventually fall over; when he
does so, he may try to stab at you if you're in range but will otherwise just
slither away. To sustain the split (and stop him from attacking), drill him
open with a rapid-fire weapon and use the Pistol to drive him back, timing your
shots so the split doesn't get so bad that he falls over, but also making sure
the split doesn't heal.
===GENERAL ADVICE===
***STANDARD LEVELS***
• After your main life meter is drained, you'll get a second chance with the
auxiliary power cell, allowing you to start at 50% power, but once this is
gone your game is over. You always start new missions with a fully-charged
primary power cell, but there's no contingency during driving levels.
• Don't worry about taking too long in the levels, since you never have a
time limit (unless you've planted explosives in the Cyberdyne building).
• Don't use your Secondary Weapon unless absolutely necessary so you can
build a healthy ammo supply for later on.
• Enemies will only attack if they're a certain distance away. Blast them
away - or get out of their firing line - before they reach this distance.
• The fastest way to move through a level is by drawing the Pistol, holding
Left or Right on the Control Pad and repeatedly pressing the Jump button.
This allows you to out-run enemies and avoid unnecessary fire.
• Medical Supplies are few and far between, so make it your utmost priority
to grab them when they do appear. Unless, of course, you're pressed for
time in the Cyberdyne building.
• A closed door dividing two parts of a room absorbs enemy fire, but not
explosions. If you can, approach this door so that the barrel of your
weapon is past it, but the door doesn't open: this allows you to open fire
while being immune to most attacks.
• Don't bring the Connors in unless absolutely necessary, since you burn more
health healing them than anything else.
***DRIVING LEVELS***
• You can overtake any vehicle on normal speed, but you can only out-run an
enemy persuing you on Turbo speed.
• If an enemy is following you, overtake another vehicle to force your
pursuer to crash into the other car. Both cars will eventually explode,
taking your enemy with it.
• Take a sharp turn so a persuing enemy doesn't have you in their line of
sight and they'll give up and drive off.
====LEVEL PROFILES====
***TRUCKSTOP***
You'll encounter resistance from Shotgun Men, Pistol Men, Knife Throwers and
Bikers. Beware of phone booths, tables, chairs, pool tables, fridges, parked
bikes and rubbish bins as they'll explode if they take too many shots. When
outside the eatery, stay well away from exploding items if an enemy is in sight.
This level is pretty hard considering it's the first one, but if you know what
you're doing it'll be fine. You start at one of the entrances to the eatery, at
roughly the middle of the playing area. From here, go right and to the first
phone booth - you'll be standing behind this booth, unlike the other two booths
in the area that you'll be standing in front of. Search the booth to find John
Connor's address, and if you're quick enough with all of this you'll be able to
finish the search and backtrack up the stairs and into the door before a Knife
Thrower reaches you; to get rid of the Knife Thrower, keep running left past the
stairs until he appears, Knee him and go up the stairs and through the entrance
to the eatery.
Once inside the eatery, go through the door in the first room, then enter the
second door of the main area and be careful of the many hostiles. Knee the
Pistol Man for your first firearm and use it to get the nearby Future Object.
Go back to the main area and proceed right to the Shotgun Man near the bar;
shoot him down for the Shotgun, then keep heading left until you're outside the
eatery, and keep going left for the Future Object. Once you have it, head all
the way to the very right of the level to exit. Enemies will make their
attacks, but just duck and fire to take them out with minimal effort.
***TRUCKSTOP TO VOIGHT HOME***
Bikers persue you through this driving level. Start on the slower speed and
go south, staying close to the north curb and following it around and to the
north. Once you're on the road going south-west, hit Turbo and relax. Even if
you collide with someone, just keep holding Turbo and this level's a breeze.
When the compass shows your destination is north-west rather than south-west,
slow down and take the appropriate turn-off. When you get close enough to the
Voight's house, autopilot will take you into the driveway.
***VOIGHT RESIDENCE***
You'll encounter resistance from explosive booby-traps, Exploding Toys,
Policemen, Shotgun Men and the T-1000. Beware of drawers, windows, the shower
door and couch, mirrors, cabinets, the fridge and car, bookcases and the
answering machine as they'll explode if they take too many shots.
From the start, walk left until you reach the front door, but don't enter yet!
Look above the front door for the distinctive red burglar alarm and destroy it
with a single shot from the Pistol; this will ensure the police and other
hostiles won't come straight for the house and allow you to go through the level
pretty much unmolested. As you walk through the house, though, you will still
be attacked by the occasional bomb; just ignore them and go on your merry way.
After entering through the front door, go through the very first door. Draw
the Shotgun, wait for the Exploding Toy to go past the window, then use a single
shot to destroy the toy. Now, without moving, duck and use the Pistol to break
open the Future Object and search both sets of drawers (you must be on the left
half of each set) for John Connor's student ID (it may not be there, since the
ID is randomly placed). Go back through the door to the hall.
Proceed left through the hall and, when the Heads-Up Display located the
answering machine, press Down over it to establish John's current location.
After hearing the message, go left and through the next door (the kitchen) and
keep walking left to reach the rumpus room. Search the drawers for John's
student ID (be on the right half to search them), then go left to enter the
garage. Exit the garage on the right to reach the backyard and the second
Future Object.
Backtrack through the garage, rumpus and kitchen to the hall, then proceed
left as far as you can to another bedroom. Use the Shotgun to take out the
Exploding Toy, then shoot the retracted ladder with the Pistol to bring it
within reach. Climb the ladder for the final Future Object, and if you haven't
found John's student ID search the drawers in the bedroom to find it (be on the
left half of the chests to search).
Exit the bedroom to the hall, then keep heading right to reach the level's
exit.
***VOIGHT HOME TO GALLERIA***
Police cars will persue you through this level, who travel faster and are
harder to avoid than the bikers, but stay close to the yellow line and you'll be
safe. Leave the Voight home and travel south to the first intersection, then go
north-east and hold Turbo until the compass shows the Galleria in a diagonal
direction (otherwise you'll be hopelessly lost). After making the turn, hit
Turbo and away you go.
***GALLERIA SHOPPING MALL***
You'll encounter resistance from Security Guards, Policemen and the T-1000,
but only if someone is badly injured. Beware of shelves, parked cars and bikes,
electrical boxes, cupboards, cash registers, rubbish bins, pot plants and arcade
machines as they'll explode if they take too many shots.
Your only goal in this level is not to let anyone get shot or caught in an
explosion. Do whatever you want, but if anyone's knocked down or you're in real
trouble. The T-1000 won't chase you in this level unless you find him first.
Upon starting the level, go through the first red door and up the steps to the
second floor, then go all the way to the right for the first Future Object. Now
go into the red door towards the right and head for the far end of the shop and
go through the door.
You'll now be in the main area of the Galleria. Go left to the (down)
escalator, climb it by holding Up-Right and repeatedly pressing Jump, then head
right for a Future Object and press diagonally Down-Left to go down the
escalator (remember, you don't need to hit Jump this time).
Go left to the flower shop and enter it for the next Future Object; walk right
upto it and shoot it open from close range to prevent anyone getting shot or
injured by an explosion. Go back to the main area and then all the way to the
right for the next Future Object, then go back left and hold Up-Left to go up
the nearby escalator (again, you don't need to Jump) and proceed right for the
gun shop.
Inside the gunshop, go just right of the first set of gun racks. Jump up and
shoot the shelf with the Pistol (being wary of civilians) to knock the M-16 from
a shelf. Proceed to the next set of racks and destroy the one on the floor for
the next M-16, then go just right of the wooden cupboard underneath the cash
register (between the glass cabinets in the middle). Crouch and fire once to
break open the cupboard and get an Ammo Crate; be extremely delicate and patient
during this sequence, since it's very easy to get civilians caught in the
blasts.
Once you have everything, exit the gun shop and proceed left until you reach
the very last door. Go inside and walk through it, then walk left into 'The
Shop' and proceed right, and you'll come to a door marked 'Arcade' (if you
entered the Arcade from the main area, the T-1000 would've followed you; this
route avoids him). Enter the Arcade to find John Connor nearby and adjust his
status to make John follow you. Keep going right for the stairwell, go down to
the bottom floor, and then go right for the exit.
***GALLERIA TO PESCADERO***
First go south-east and after crossing the bridge go north, then take the
first turn east, and then the first turn north and hit Turbo. Easy as.
***PESCADERO STATE HOSPITAL FOR THE CRIMINALLY INSANE***
You'll encounter resistance from Orderlies, Security Guards and the T-1000.
Beware of couches, parked cars, the vending machine, rubbish bins, lockers,
water dispensers, computers, electrical boxes and lights as they'll explode if
they take too many shots. Heaters will also explode and occasionally jet out
steam, which will cause you damage. Most doors in this level are partly covered
by a desk, which I call security checkpoints. The T-1000 will disguise himself
as pot plants or bins, but destroy the real objects as you find them to easily
spot where the fake is.
You'll start the level in the garage. First destroy the two parked cars with
the Pistol, standing well away but ensuring most of the car is on-screen, to
ease your escape later on. Enter the first set of double doors to reach the
stairwell where a guard is on the next floor; aim diagonally up and if you're
fast enough, you can take him down before he can fire. Leave John in the
stairwell on the third floor, then climb the stairs to the top (sixth) floor.
Once outside the stairwell, proceed left to the first security checkpoint, go
into the room and head right until you've obtained two Future Objects. Return
to the stairwell and go down to the fourth floor, head for the security
checkpoint and go through the door for the next Future Object, then go to the
far left for the elevator shaft and head for the first floor.
Once on the first floor, go through the doors that AREN'T marked EXIT for the
next Future Object. Now go back to the elevator shaft and go up to the second
floor, then proceed to the extreme right for the final Future Object. Go
through the security checkpoint door for the main computer terminal, and press
Up to learn what floor Sarah Connor is being held on (Sarah is randomly placed).
Take the elevator to the first or third floor to reach the stairwell and collect
John, then proceed to Sarah's level.
If Sarah is on the third floor, she's either in the first patient room you
come to after exiting the stairwell or the second patient room left of the
double doors in the main area. If she's on the fourth floor she's in the second
room to the right of the stairwell, and if the sixth floor go to the second
patient room on the right. Once you've retrieved Sarah, go back to the
stairwell and the first floor, then to the door on the right to the garage and
proceed right for the exit.
***PESCADERO TO ENRIQUE'S***
Police cars chase you through this level, which just happens to be the hardest
in the game. Not only do you drive through LA, but its desert outskirts which
are a real pain in the you-know-what.
At the very start of the level, hold Turbo until you can't proceed south-east
any further. Now turn south and keep going on Turbo. Eventually, the compass
will register a diagonal direction very close to a corresponding turn: do not go
down that turn!! Instead, keep going to the next south-east turn-off and drive
down that one. Once you reach the desert area (sand will be on the road), take
the second turn-off. The rest is following the compass on diagonal turns and
being wary of nasty 90º turns; just memorise the rest.
***ENRIQUE SALCENDA'S WEAPON EMPORIUM***
When you first start the level, head right until you see a difference in the
ground. Aim diagonally and shoot this open with the Pistol to reveal the
entrance to the weapons cache. Now press Down to descend along the ladder and
reach your destination, but beware: the T-1000 is there to keep you company, and
grenades will occasionally fall from above, but both are easy to avoid. Stand
well away from the crates when you shoot them, as their explosions have a huge
range.
To the left of the entrance ladder are piles of weapon crates; blast the
right-most one to release the Mini-Gun and pick it up. No go right past the
ladder and to the first large crate; duck and fire with the Mini-Gun to release
the TNT that you need to grab. Now, use the Pistol to shoot open the crates to
the right of this level for plenty of Ammo Boxes and a second Mini-Gun. Once
you have 999 shots in the Mini-Gun, climb up the ladder and run left (ignoring
the cops and T-1000) to exit.
***ENRIQUE'S TO DYSON HOME***
Wait a while for the speeding cars just ahead to crash out on their own, only
proceeding after all the explosion noises subside. Now you must re-live the
tricky turns and head north and/or east along the first few intersections. When
you reach the four-way intersection, go north-west and hit Turbo. Now you only
need to turn when the compass registers a diagonal direction, and use Turbo
speed while in the city. Remember that police cars will persue you throughout
this level.
***DYSON RESIDENCE***
You'll encounter resistance from SWAT Team Members and Mines. Beware of Bins,
computers and the Endoskeleton as they'll explode if they take too many shots.
From the start, go left of the garage and enter the gate, then to the extreme
left for the first Future Object, and then go through the nearest door. Head
across this room and take the first door on the left for Dyson's study; use
three shots from the Mini-Gun to destroy the Endo, then use the Pistol to
destroy the computer (only one needs destroying, the other one won't be harmed).
The explosions generated will open the nearby Future Object for your collection,
but be careful as shots will come into this room from the nearby window.
After the study is cleared, head left and up the stairs and into the first
room on the second floor. Go right up to Dyson and he'll tell you where his
security card is: if it's in the current bedroom, search both sets of large
cupboards. It may also be in the study or the other bedroom, but we'll get to
that in a minute.
Exit Dyson's room and head for the extreme right of the second floor to get
the next Future Object, and if appropriate search the cupboard for Dyson's
security pass. If necessary, backtrack to the study and search the large
cupboards on top of each other near the computer.
To exit this level, take the door to the right of the study, go across the
room and then right for the front yard (beware SWAT Team Members) and then head
to the extreme left for the exit.
***DYSON HOME TO CYBERDYNE***
{snore}....Turn when the compass registers a diagonal direction, using Turbo
when heading south-west. Beware cop cars.
***CYBERDYNE SYSTEMS CORPORATION***
You'll encounter resistance from SWAT Team Members, Security Guards, Tank
Droids, Bombers and an Endoskeleton. Beware of computers, desk lamps, rubbish
bins, vending machines, grenades, Endoskeletons, Tank Droids, Bombers, windows,
security cameras, building supports and a certain wall as they'll explode if
they take too many shots. If you destroy a rubbish bin, you may get some
Medical Supplies.
There is only one word to describe this level: pandemonium! Only use the
Mini-Gun, since firepower is the only way you'll survive this level. Shoot
hostiles on sight but be careful of Nurses and defeated Tank Droids or Bombers.
Remember to Jump while walking to move fast and minimise connecting attacks.
Destroy building support poles is systematically easy: duck and fire a round,
stand and fire a round, Jump and fire a round, then move in and hold up and
destroy the rest of the pole. Everything else can simply be blasted away.
You'll start the level just outside Cyberdyne with John and Sarah following
you: enter the building and go into the first door to reach the elevator, which
you should take to the third floor. Proceed to the vault with the 1984 T-800's
parts, stop John from following you and he'll break into the vault. You must
cover John from hostile fire until the vault opens, upon which you must let John
follow you again, go in and grab the T-800 parts by pressing Up on the Control
Pad when you're in front of them. Now backtrack to outside the Cyberdyne
building, where you started the level, and leave the Connors there while you
complete the rest of the objectives.
When you re-enter Cyberdyne, destroy the support poles and go just beyond the
stairs for another building support. Climb the stairs to the next floor and
destroy the windows, building supports and security cameras but don't enter any
rooms; repeat this process as you climb the stairs to the top floor. Once
you're on the top floor, systematically go through every last room and destroy
everything. Work your way to the elevator shaft, destroying all the windows on
all levels, before getting off on the third floor.
Once you're on the right level, go past the vault, up the steps and destroy
the windows and equipment on the tables (two on the left table, four on the
right), then enter the room. There'll be an exploding wall, a lamp and active
Endo in this next room; destroy everything and leave via the left door. In the
next room, destroy the Tank Droids and some more equipment in the room; by now
you should have destroyed the required 70% of Cyberdyne. The weak spot is in
the current room to the left of the door, where you should plant the TNT by
pressing Down at the appropriate area.
You now have 1 minute 40 seconds to reach the elevator shaft, get to the
bottom floor, exit the building, let the Connors follow you again, and exit the
level by going left and enjoying the resulting fireworks.
***CYBERDYNE TO STEEL MILL***
Police cars persue you through this long drive north-west. Eventually you'll
come to a T-junction where you can't go north-west; go north-east instead and
take the first north-west turn-off, then take the fifth north-east turn and next
north-west turn and Turbo along to the Steel Mill.
***STEEL MILL***
You'll encounter resistance from Endoskeletons and the T-1000. Beware of
destroyed Endoskeletons as they'll explode, and also molten steel droplets
that'll cause 4% damage if it connects, but when the drops are on the ground
you're safe.
This is one long and tedious giant maze, mostly because you have so many
Future Objects to obtain. The T-1000 loves disguising himself as pipes and
ladders; use the Pistol on him when he appears. Destroy the Endos by ducking
and firing one shot at a time from the Mini-Gun, but you can only damage them
when their eyes are glowing and they're active. You must shoot Endos until they
fall down in order to kill them.
The grey cranes throughout the level don't cause you damage, but they do drag
you along with them. Sometimes this is good, sometimes it's not, so duck to
avoid them.
At the very start of the level, draw the Pistol and walk left towards the
entrance of the Mill. If a Connor approaches you (rather than run away),
they're the T-1000 in disguise so open fire to scare him off. Once inside the
Mill (red-orange platforms on a purple-background), climb the first set of steps
and enter the door, go down the next lot of steps - being careful of Endos - and
go right for the first Future Object. Go back up the stairs and leave the room.
Go down the nearby ladder and go left for the next Future Object, being wary
of Endos, cranes and the T-1000. Go through the door to the left of the Future
Object and walk left straight across the floor to the first door, then turn
right for two Future Objects and go out the way you came in. Now go up as far
as you can and into the door on the right, then descend the ladder for another
Future Object and go out the way you came in. Now go to the second floor, enter
the door on the right, up the stairs and grab the final Future Object.
Go up the ladder and head left, being careful of liquid metal drips, and up
the next ladder. Go through the door on the right for a room with lots of
molten steel droplets, waiting for the droplets to hit the ground before
proceeding right bit-by-bit. You should now be near the Connors, with John
walking around while Sarah stands still. Move close to Sarah and wait for the
T-1000 to appear to right the right of Sarah.
Use the Mini-Gun to cause a tear in the T-1000's side, but cease fire before
he falls over. Let Sarah push him back with her Pistol, using your own Pistol
to carefully keep the T-1000 from healing. Keep pushing the T-1000 before he
falls a looong way into a vat of molten steel and you'll appear just below him.
Finish the T-1000 by aiming up and firing away with your Mini-Gun, being wary of
the drips the struggling T-1000 throws out. After enough hits, the T-1000 will
be terminated.
====CREDITS AND TAGLINES====
I know this is going to sound stuck-up, but I can only credit GamePro for
providing me with how to reach the Future Object on the second floor of the
Voight Residence. The rest was through long months of practise and
experimentation.
{signed}
Cyber Predator
123-926
"Anyone who seeks fame need only become familiar with all that I have achieved."
- Claudius Galen
The Force will be with you, always