Terminator: Dawn Of Fate - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Terminator: Dawn Of Fate - Strategy Guide (Page 02).
More cyborgs have made an appearance so make sure you take them out.
Grab the weapons they drop then make your way around the southern end
of the train. Head back towards the west and shoot anymore cyborgs on
your way there.
Before you exit through the door though, check to the north on the
other side of where you entered for some tech points, as well as
behind a pillar on the west wall. When you're ready go through the
doorway on the southwest side. Once you're in the toilets shoot any
more cyborgs and collect the weapons and healing items that are
scattered around, then exit through the hall to the south and go
through the door to the next section.
SUBWAY SECTION 3
Luna will warn you about the flying machines around here, so watch
out. You might want to equip the shotgun you should have been given
earlier for them seeing as Reese doesn't have the R-6 that Perry had.
Also watch out for explosive tanks in this area. Some bad targeting
when you're near one and BOOM! It's game over.
If you check the west way it will lead up some escalators to some more
cyborgs, however it's not worth your time to check right now. Some of
them will eventually come down from here if you don't do this now
though, so keep this in mind. There is another subway car to the east
which you have to open. Inside is a guy in it who will give you a
canister bomb.
Head to the north end of this subway car and you'll find you can climb
around to the east side of it. More cyborg await here so destroy them
and take the items they drop. Head up the boards leading to the door
of the next train and use the first person view to shoot the lock off
this door. Talk to the guy inside for another item, then exit the way
you came.
There will be a ton of the cyborg guys waiting for you when you exit
so take them all out then make your way back to where you started.
There will probably be one or two more of them standing guard here if
you haven't already taken all of them out. When you do, the bionet in
here will drop allowing you to make it into the area beyond. What this
is though is a hole in the ground. Press the action button to climb
down the ladder inside.
HYDRO POWER CONTROL
Run down the tunnel, and check to the east for some tech points. Turn
to the west then switch to first person mode. Target the tank in the
middle of the blockage to explode everything and clear it. Shoot the
cyborgs which come in from the west and south then continue west a
little. Another lot of stuff is blocking the exit, except it's around
the bend a little. Move back from it then use your weapon selection to
pick CANNISTER BOMB and throw it to destroy the second blockage.
Run forward and drop into the room. Shoot all the cyborgs in here,
grab any items around, then follow the snake like walkway to the
northwest. Once you reach the hallway near the end, watch out for some
more cyborgs. Once they're gone, go past the open lift and check the
small passage to the north for some weapons and health, then return to
the lift and push the button with action to go up.
ASYLUM FLOOR 1
Once Connor is finished, exit the lift and go down the hall. Shoot any
cyborgs around and then collect any items they drop. The room directly
to the north has some armor in it. The path to the west leads to an
intersection. From here the path west is a dead end, and the path
north has some tech points.
Head south and take the first room on the west side. In here will be
some crates, the red one contains an item for you to collect. Return
to the hallway and continue south and then west. Ignore the exit
doorway for now and head into room to the south. Kill the cyborgs here
and collect all the weapons and items around.
Approach the large grey door on the east side of the room and open it
like any normal door. Once inside check the table for some important
items. Once the talk is over you'll have the key card. Grab the
explosive sitting on the table as well, then the grenade launcher and
health packs too before you leave, then return to the exit door we
passed earlier, shooting invading cyborgs on your way. Once you're
there, use it.
ASYLUM LOBBY
Ignore the path leading upstairs to the west. It's a dead end.
Instead, head south and then west through the next door. Shoot all the
cyborgs around, but watch out as you enter the middle of the room
because there is another mounted gun here.
Run to the far north side of the room and up the stairs there. Shoot
the cyborgs here and follow the hall back into near where you started,
but on the other side of the blockage. Up here you'll be able to use
the stairs which aren't blocked to reach the second floor. Follow the
hall right down to the southern end, then go through the nearby gate
leading east into the second floor area.
ASYLUM FLOOR 2
The area straight ahead will be blocked, so duck in the door to the
south and start shooting. Once the cyborgs are gone, go ahead straight
ahead to the table to collect the items on the table. This include the
second card. A scene with John will take place. Once it's over grab
the remaining items and exit to the northwest.
Shoot the cyborg hiding in the hall the dodge into the door on the
west side of the hallway. All other ways are blocked. Shoot more
cyborgs and go through the hole in the north wall and exit out of the
door here. The way to the east is blocked by a gate, so continue north
even though it heads back to the Lobby direction. Instead you'll find
another grey door, but with Key card A you can gain access. Shoot the
cyborgs inside then enter the room next door.
Reese will contact Luna about some suspicious canisters. Once the
scene is over, place some C4 on the cans then step well back from them
and detonate the C4. Once you've done that exit through the door to
the south, if you haven't already, and go east and open the door on
the south wall.
ASYLUM STAIRWELL
Straight away, shoot the cyborg to the east of you. Walk up the stairs
to the third floor and shoot the next cyborg, before exiting through
the single door up here.
ASYLUM FLOOR 3
Head west to the central hallway. The path south is blocked and
covered by cyborgs so go north. Shoot any more pesky cyborgs around.
The room to the northeast has some health in it so make sure you pick
that up. The room to the north on west path can be ignored, so
continue west and use the grey card reader door on the south side
instead. This will use card B to be accessed. Walk inside and shoot
the three cyborgs inside.
Exit through the door to the east to return to the main hallway. The
path south is blocked again, so head north then east and then into the
room to the south. Shoot more cyborgs then exit through the doorway
into another hall. There is another room to the south with a cyborg
and some tech points, then head west into the main hallway once more.
Shoot the last remaining cyborg, grab the tech points nearby, then
exit out the door to the west.
ASYLUM LOBBY (2)
The lobby this time is more like one long hall, except halfway along
it has a walkway bridge leading west. This bridge will lead you into a
computer room. Load up your weapon and switch to first person view.
Shoot at the small screen to the right of the large one to start the
next cutscene and finish the level.
02 // 07 // a s y l u m a s s a u l t
SUBWAY STREETS
Time for another character change, this time you'll be playing as
Catherine Luna. Once Luna is finished talking to John Connor, you'll
be out on the streets. The start of this section is fairly hectic, so
be careful. Out on the streets you're going to have to avoid large
machines so keep running. Run straight ahead to the west and across
the street, hopefully avoiding the fire from the large walking machine
in the street itself.
The building on the left side will be able to be walked into and there
is weapons to collect in here. After that you can exit through a
doorway on the north side to the north street. Now there will be two
of these walkers after you. Check the movie theater area on the north
side for some tech points, then run west down the street around the
walker and towards the wrecked bus at the end. As soon as you reach
it, head north to the front of the bus to go inside it.
ASYLUM STREETS
Run down to the southern end of the bus where you can collect some
armor and exit the bus onto the street. The building on the southern
side (which you may recognize from the backgrounds of the main menus
of the game) is the Asylum you need to get into. On the north side
near the bus are some medical packs and behind a nearby car, some
weapons as well. At the very western end of this street, if you look,
you should also find some tech points.
Once you can, take the road straight to the south, but again - watch
out for the walker located here. There is a small recess in the
western wall halfway down with some points and a weapon too if you
need it. Continue south and look for the path beside the asylum wall
heading to the east. If you follow it, you'll come to a part of the
asylum wall which has collapsed, giving you access inside it's
grounds. Once you're inside the area, run forward and Luna will
contact John. Once that's over, run to the end and use action to climb
the ladder.
ASYLUM FLOOR 3
Of course the game would make you return here, just so you have to
work your way all the way back down again after the last level.
Thankfully, given that you should know your way around here now makes
this an easier job for me. Head west and down the hall to the exit
door, where there will be some tech points. Use the door.
ASYLUM LOBBY
Shoot the cyborg you can target from the start then run down to the
middle walkway and into the computer room where Reese finished the
last level at. In here are two more cyborgs and a whole lot of
weapons, ammo, health, and tech points. Grab everything then backtrack
to the Asylum Floor 3 entrance.
ASYLUM FLOOR 3 (2)
Run east and back towards where you entered the floor, except then go
through the room to the north. Exit and then go down the hall to the
east and a cutscene will take place. Once the scene is over you'll be
forced into threatening Alex to get him to take you where you need to
go. To do this you need to hold the weapon aim button and he will
begin to walk forward. The problem comes in the fact you'll also have
enemies to dispatch while doing this so be careful. Also watch out
that you don't target and kill Alex Stone while you're at it. Shooting
him once or twice though, probably won't hurt ;) Alex will take you
north, east, south, east, and then south into the stairwell.
ASYLUM STAIRWELL
Again, target Alex and follow him down the stairs. He'll take you
through to the second floor.
ASYLUM FLOOR 2
Just as you enter Alex will make a break for it and you'll be left to
chase him shooting Cyborgs in your way. Follow the rooms north, west,
south and back into the main hallway, then go south, west into one of
the padded rooms, south through a hole in the wall, shooting some more
cyborgs, then east out the door and south down the main hallway. From
there, head east into the large room where Kyle Reese picked up one of
the key cards, and shoot four more cyborgs here. Exit the room at the
west side and back to the other side of the main hallway, then use the
door to enter the lobby again.
ASYLUM LOBBY (2)
Shoot any cyborgs around then head north and take the stairs down to
the first floor of the Asylum. Shoot more cyborgs standing around down
here then head north and then west to reach the front of the lobby.
More cyborgs await as you head down the stairs and continue south to
the other side. Continue south and up the stairs, then around to the
east. Go north up the hallway and enter the door into the first floor.
ASYLUM FLOOR 1
Run into the room to the south and shoot some cyborgs. Grab any
weapons around and check the area where Reese got the first key card
from for some tech points. Return to the main hallway and take it
north until you reach the 4 way intersection. The room to the
northeast has some tech points in it, but take the path to the west
and use the path with the open gate that was closed when Kyle came
through here.
Once you've taken on the cyborgs in this room you'll find Stone
standing around (be careful not to kill him) and then threaten him
again with your gun to get him to move. He'll walk around the desk to
the computers on the other side and that will be the end of the level.
02 // 08 // i n f i l t r a t i o n
ASYLUM FLOOR 1
You'll start this level after the video with a Terminator on your ass.
This is, surprisingly, one of the most fun tasks in the entire game
even though you wouldn't think so. To be entirely honest they totally
have underused the whole Terminator ideal in the game, and could have
used this to effect more than just this one time.
Anyway, back to the guide. There is ample ammo and health and you're
given help by large explosive tanks located in various rooms. What you
need to do is work room to room, eating away at the Terminator's
energy.
The Terminator has 300% health. It's first form is armed with the
plasma cannon. Taking this form down to 0% (which should be
accomplished by using the tanks scattered on this floor and occasional
bursts of fire from your weapon between areas) will then take you into
the second form, which is the "pursuit" mode. Tanks are located in the
cell where Kyle was (just behind where you start), a storage room to
the west of the starting room (you need to go south past the opened
gate then west to access it), and one more in another small storage
room nearer the southwest, but not in the large southwest room.
The second Terminator "form" - if you will - will continually follow
you trying to beat you to a bloody pulp. It also occasionally uses a
shockwave ideal of smashing it's fist into the ground in order to
knock you over. As you slowly shoot at this form it's skin will come
off revealing the skeleton underneath. However you can't keep constant
fire on this form as it will use it's arm to block the fire. Instead
shoot at it in bursts and use the different sounds to know if you're
causing damage. A standard thump or later a general metallic sound
means you're hitting it's arm, while a fleshy thud means you're
hitting body parts and are causing damage.
The final form which happens once you've defeated the last form is
half of it's skeleton crawling, much like at the end of the first
Terminator film. This form crawls at a very quick pace and tries to
swipe your legs out from under you, but if you load up your weapon(s)
and keep firing at it while backing off down the various hallways
(instead of trapping yourself into a corner) then this form will be a
piece of cake.
As soon as the Terminator explodes into bits for the final time,
you'll receive a message from John and the level will be over. Onto
Colorado.
02 // 09 // s t o r m i n g n o r a d
NORAD SECURE ENTRANCE
After the cutscene and discussion with Connor it'll be back to the
game with Perry. You'll be inside of a truck and armed straight away
with a rocket launcher. This is going to come in very handy. Talk to
the soldier in the back for more rockets, which you'll need, then head
south and exit the truck. Straight away you will have a turret on the
hill firing a couple of shots of energy at you at a time. Hide behind
the nearby rock on the east side if you want, then when you're ready
run into the open and aim the rocket launcher at the turret. When you
get a red target on it, hopefully near it's base, quickly fire and
dodge any oncoming fire from the turret. You should hopefully blow it
to bits.
Continue to follow the road south and watch out for more turrets
firing at you as you approach more rocks, this time on the north side
after the road bends. Once you've destroyed your second target, Connor
will radio in to tell you that some flying H/K's are on their way in.
Thankfully you have this rocket launcher... :) Wait for the HK to fly
into position (you won't be able to hit it when it's moving) then when
it's still it's time to fire at will. Avoid being hit by hiding behind
objects, then fire at the H/K. It will take 3 rockets to destroy it.
Return back to the truck you started at if you need more rockets by
now (talk to the guy and hopefully he'll give you more ammo - if not
return when you've used some more). Then get ready to take out two
more gun turrets up on the hill right near the end of the road. Hide
behind the rocks again if you need to, but make sure you take them
out. Once you do, Connor will warn you about more H/K's on their way.
Return to the truck again if you need more rockets, then get ready for
the H/K's.
With the first one, it's the same deal as before - 3 shots will take
it out, but just wait for it to be stationary. However they're going
to make you work for the last one, which will just circle around
firing at you. You need to try and pre-empt the flight path so that
you can fire a rocket that will intercept the H/K as it flies across
the sky. As soon as you do this the engine will burst into flames and
the H/K will come crashing down. As soon as that happens the door will
unlock into Cheyenne Mountain, but Luna will contact you about an EMP
weapon you can collect back at the truck. Walk back and grab the EMP
GENERATOR from the back of the truck, and also talk to the guy once
more to see if he has any rockets to give you. Sometimes he does,
sometimes not.
When you're ready, return to the doorway and grab all of the medical
packs sitting around inside the arch, then approach the button on the
west side and press action to gain access inside the doors.
NORAD ACCESS TUNNEL
Once the talking is over, firstly grab all of the weapons on the east
and west sides of the tunnel. Once you've done that walk north and
you'll be attacked by cyborgs at first, then Terminator Endos. Here
you can use the EMP weapon to briefly stop them in their tracks and
attack them without worry. Halfway down the tunnel will be more
weapons and some health packs sitting on the east side. Continue
forward until you reach the near the door and John will contact you
about passcodes for the door. Go to the north end and grab the tech
points then go to the panel which opened beside the large door to the
west. Stand in front and use action to unlock the first lock.
Once you've done that a whole new slew of machines will make their
entrance. You'll have to fight off this wave before the second lock
will become assessable, which once you unlock, will then bring a third
lot of machines. When they're gone the third lock will go, which when
opened will bring a forth lot. When they're gone, the final lock will
be assessable, and when that goes a fifth and final lot of machines
will arrive. Once you've *finally* destroyed all of them, the door is
finally opened. Make sure you backtrack to the start of the access
tunnel to pick up refills on some of the weapons you've got, you're
going to need them, then exit through the now open doorway.
SKYNET TERMINATOR FACTORY
This is a bit of chaos, this one. You'll start off in a small room
with another door. Flying machines will invade and when they're
destroyed the next door will open. This brings a new set of machines
which when they're all destroyed will open the next door along. This
continues onwards and the enemies continue to get stronger as it goes
along. When you've finally destroyed them all, about 5 or 6 different
rooms full that is, you'll get access to the exit doorway. Again, you
might be happier if you backtrack a little to the previous access
tunnel and refill your ammo before you proceed. When you're ready,
exit through the doorway.
TRANSFER TUNNEL GAMMA
Start off by shooting the flying machines which come in for attack.
Once they're destroyed, walk forward a short bit until you see the
large walker up ahead. You can't run past this one because the door at
the end won't open. Instead, keep this long distance (but close enough
to get a lock on) and open up fire on anyone of the three targets. If
one gets destroyed, lock onto another. Strafe from north to south in
the tunnel to avoid as much of the oncoming fire as you can, and you
should be able to destroy the walker before it kills you. Once it's
destroyed, follow the tunnel down to it's eastern end and exit through
the doorway.
SKYNET REAR DEFENSE GRID
Luna will contact you, but will come under attack from endos. Once the
talking is over, head west into the room, then north and check the
north side of the central control panel where there is a bionet up
around the central unit. Press the action button to gain control of
it, and then press the weapon fire button to jump to the turret
controls
SKYNET COLD STORAGE
All right, we're now in control of the turret. This is no different
than the turret shooting from the earlier levels, except everything is
in red and you're not in any current danger. At the bottom is a
counter with the two TechCom forces marked and a number for the SkyNet
enemies in the area at the time. Enemies will teleport in and then
have a yellowish target around them. These are what you need to shoot
at. Keep in mind that pressing L3 (thats pressing down on the analog
stick) will allow you to zoom in to target easier.
Once you've destroyed enough of the normal endos, walkers will appear,
then when they are gone there will be more endos. Once everything is
clear, you'll return to the defense grid area.
SKYNET REAR DEFENSE GRID
The bionet will power down, and once the second lot of talk is over,
you'll be left in the grid room with lots of enemies coming in to
defend it. Target and shoot the center of the terminal where the
bionet was quickly before all the machines teleport in to clear the
next task, then get to fighting as best you can. Try and watch out for
the machines on the floor above you and take them out quickly as
they'll just continue to be a pain. Once everything is taken out, you
might again want to backtrack to the access tunnel to restock on
supplies, but either way when you're ready exit through the door on
the west side of the room.
SKYNET GROUND H/K FACTORY
Once the scene of the H/K tank is over, you'll be left to fight it.
But thankfully you're two up over the H/K which makes this battle very
easy. First you have the EMP GENERATOR which will work on the H/K.
Once you've fired this, you also have the MOB-M LAUNCHER you also got
at the start of this level. Each successful rocket which hits will
take off 10% of the H/K's energy points. Beyond that, should you run
out of rockets, the EMP can still be made useful for hitting the rest
of the H/K with normal gunfire and avoiding being hit. Should you need
health though, scout the room because there is plenty of healing items
around. Too bad Luna isn't any help.
Once the fight is over there will be a discussion with John about what
is next on the list of goals, and a elevator will lower to the next
floor near the northwest corner of the room. Walk onto it and then
press the action button to be taken upstairs. Follow the catwalk
around south and then east to it's end, which is another elevator.
Press action again to be taken up to the next floor level. Luna and
Reese will be waiting here, so run forward and Perry will have a
discussion with Luna. Once that's finished, go through the nearby
doorway to finish the level.
02 // 10 // t i m e d i s p l a c e d
SKYNET CENTRAL SHAFT
The final level is here. Back to playing as Reese of course. You'll
start in a circular shaft with three doors leading away from it. Once
the discussion with John is over, explore the outside of the room.
You'll find there is a lot of weapons and items in crates in two
separate areas of the room. These also regenerate some of the weapons,
so make sure you stick around for a minute to grab as much as you can
carry. Once you've grabbed everything, make your way to the north most
part of the shaft where you'll find a robot working on a panel beside
one of the doors. Smash the robot to bits and a entry panel will come
out of the wall where it was. Use it to access the area beyond the
door.
SKYNET FORWARD DEFENSE GRID
You'll come into a hallway where there are a couple of endos. Destroy
them and then a couple more should appear. Once the next pair are
destroyed, the door at the end will open letting you near the main
room. But watch out because one of the walkers are around. Strafe fire
to the left and right with something like the PLM40 on all 3 targets
until it blows up. Make your way further north into the room and there
will also be some of the flying machines to take out. Run right to the
end of the room and you'll find the platform at the end is a lift
which will take you upstairs.
Once you reach the top you'll talk to John about what is going on.
You'll end up with a new task which requires you to defend 12 TechCom
soldiers from the machines using another one of SkyNet's own turrets.
Walk straight ahead of you to the large bank of computers, and press
the action button to man the turret.
CANYON BETA
12 soldiers, and a whole lot of machines. Endos, walkers, flying
H/K's... it's going to take you a while to get through the onslaught.
Once you've destroyed roughly 15 of the Endos, H/K's will appear.
Target their engines on either side to take them out quickly. Once
you've done as much as you can with the first turret, you'll be
switched to the second. This is when it'll begin to get hectic.
Walkers need to be taken out first, quite a few of them to be exact.
They each require roughly two shots too. More H/K's will arrive and
begin firing on the squad.
Once you've taken the walkers out, it's time to switch to turret 3.
This is even worse. Walkers and H/K's everywhere. Then turret 4. More
chaos. Once all the walkers are out of the picture, and the H/K's that
sit around, there will then be flying H/K's which need to be taken out
mid-flight. You'll need to guess their flight location and shoot early
to hope it hits one of the engines. Once you've taken out several of
these you'll finally complete the task.
SKYNET FORWARD DEFENSE GRID
You'll be shown a bionet disappearing. Walk to the path on the east
side of the room and take on the endos and the flying machines around.
There are also the two sections of the defense grid here on the north
and south walls in the hallway to destroy. Doing so will take out the
other bionet on the west side of the room. Run over to the west side
and you'll have to repeat the same actions here - destroying enemies,
and taking out the defense grid.
Once this is all completed, a panel will open. Make your way back to
the main part of the room and either walk off the side of the walkway
or use the lift to return to the ground floor. Keep an eye on the east
wall on your way out for the panel you opened. Approach it and press
the action button to complete the task. Once you've finished talking
to John, head south and return to the central shaft.
SKYNET CENTRAL SHAFT
The next panel will come out on one of the doors. Check to see if
there are anymore weapons you can collect then head to the second door
located on the south east side of the shaft. Use the panel to access
the area behind the door.
SKYNET FUSION REACTOR
Walk forward to the west and the door will open. You'll talk to Perry
about what you find. Once you're finished, continue forward and take
out the two cyborgs. Once they're gone, walk around the very outside
of the reactor so you can reach the far side. There will be another
tunnel on the other side, and on the north side just after you enter
it will be crates with the remote C4 you'll need for your current
task, as well as some extra supplies.
Return into the reactor core area and approach the center. A panel
will open up and when you press action in front of it, will open a
part of the reactor. This also however brings in some enemies you'll
need to take out first. Once they're all destroyed, walk to the
reactor core object which appeared. Pressing the action button in
front of it will bring up a mini-lift. Hold the weapon selection
button and select C4 EXPLOSIVE from the list, then use the weapon
button to plant it. To return to the ground after this, press the
action button once again.
You'll need to make your way around the room doing this at 3 other
points of the main core. Approaching the panel in the center, pushing
the button to open the reactor, fighting enemies, then planting the
remote C4. Once you've done it to all 4 parts of the reactor, the task
is complete. Return down the corridor to the east and back into the
central shaft.
SKYNET CENTRAL SHAFT
The final door of the three remains. It's on the southeast side of the
room. Once again, approach the open panel to get through to the next
area.
TIME DISPLACEMENT CHAMBER
Another hallway and more endos to take on. Once they're all
destroyed, continue east until you arrive inside the chamber and a
cutscene will take place. Once the scene is over go collect everything
you can from both the areas in front of Luna and Perry. Once you've
done that walk around the outside to the eastern side of the chamber
and follow the hallway you find there. It will take you to the next
section.
TRANSFER TUNNEL GAMMA
There is another long tunnel to run along. Make your way to the
eastern end where you'll find yourself on a lift. Approach the control
panel on the north side and press the action button to ride the
elevator up. Once you reach the top, continue east and down the next
hallway and exit through the door at the end.
SKYNET PRIMARY COMPUTING CORE
You'll find yourself on a large platform in the core. To the south
you'll find some stairs which wind up around the outside of the core.
As you go on each step, the entire platform will begin to move up to
make a walkway around the outside of the core. Once you get around to
the other side of the core you'll become trapped and be under attack
from one of the SkyNet Guardians.
Once it shows off it's flashy moves and jumps onto the platform, it's
time to get to action. The quickest way of taking it out is explosive
and electric weapons, and the best choice overall with what you should
have right now is the MULTI CASTER or GRENADE LAUNCHER. Direct hits
with the launcher will quickly eat away at it's health, and the caster
will chew through it's energy. Beyond using the grenade launcher or
multi caster alone, you can also use the EMP GENERATOR to freeze it
for a few sections and get in some extra quick damage.
Once the guardian has been destroyed you'll be able to continue your
way up the stairs and around the outside of the core again. When you
reach the other side of the core again, yet another Guardian will
attack, but this one has a new trick up it's sleeve. That is to pin
itself on the wall and use two large conductors to throw energy at you
to knock you over. You can avoid this energy most of the time by
standing on the edge of the platform behind the two conductors on
either side.
To get the Guardian off the wall though, you'll need to move out into
the middle, switch to a weapon like the PLM40 or the R-6 PAK and
shoot, first at the Guardian, then when the shield goes up - at the
red target holding up the shield on the sides of the Guardian. Once
you take this out, it will jump down onto the platform to attack you.
Once it does this repeat the previous strategy from the first
Guardian. It may also jump back up onto the wall again at some stage,
in which case you'll have to repeat taking it off the wall again
before going back to attacking it normally. Once you've destroyed it,
you'll be able to continue up the outside of the core again.
When you reach the top of this you'll find yourself in the central
core with the SkyNet "Eye" - this oddly has the power of mind control.
You'll also have another Guardian, a shield blocking SkyNet (which
needs it's generator points destroyed before you can attack the eye
and stop the mind control), and occasionally endos and flying
attackers will also come make an appearance to stop you. And just to
throw your targeting off they've included some flying robots who don't
really do anything by fly in circles.
The first thing to do is take out the Guardian using the same tactics
as before. You don't have to worry about the attaching itself to the
wall part this time, so it's just like destroying the first one you
came across. The only issue has to do with the fact you'll have to
destroy it without knowing just how much you've taken off, and doing
so quickly so that SkyNet doesn't get "mind control" over you.
Once you've destroyed the Guardian here, attack the shield generators
around the outside. You'll need to probably take out two of them
before the eye hides and the mind control resets to zero. Once you've
taken out the third one it'll probably return, but there will also be
endos around now as well. You'll want to try and switch your focus
between taking out the generators and attacking the eye itself
whenever it's not shielded. Keep this pattern up constantly of
switching between the two with all the ammo and weapons you have left
and you should have enough to take SkyNet out. Once you've destroyed
it a cutscene will take place, and then you'll be taken back down to
the bottom of the shaft. Exit out the door and back to the transfer
tunnel.
NOTE - Try not to be near the fields created by the
generators, even when they're not there. If you happen to
stand where they should be when they appear then you can
get caught in a nasty game bug where you're trapped inside
the shield even though you're really not. You'll just end
up dying or having your mind taken over by SkyNet if this
happens.
TRANSFER TUNNEL GAMMA
Run west and back to the elevator. Use the control panel on the north
side of the platform to take the elevator down. Continue west and
along the next corridor and go through the doorway at the end.
TIME DISPLACEMENT CHAMBER
Reese will use the chamber to go to the past. Once the scene is over -
check your rank, save your game, and then select continue to watch the
final cutscene for the game. Congratulations, you've finished
Terminator: Dawn Of Fate.
How about a replay for some secrets?
----------------------------------------------------------------------
03 // s e c r e t s & c o d e s
Menu Movement
-------------
On any menu screens you can move the camera in the background. Move
the right analog stick left and right to pan horizontally or up and
down to do so vertically. Pushing L1 and R1 will allow you to zoom in
and out.
Each sub-menu also has a different background so you can look at
different parts from the start of mission seven.
Training Bonus
--------------
If you complete all of the tasks in the training mode you'll be given
the "T-400 ENDO" threat data. It can be found under the extras menu.
Level Bonus
-----------
On each of the 10 levels of Dawn Of Fate you are able to earn
unlockable extras. These range from videos, to music, to skins, and
your standard cheats. There isn't just 10 overall either, to be exact
there are extras you can earn for every level in all 3 difficulty
modes. Beating a level in easy will earn you one extra, while beating
it in normal will earn another, and Terminal one more than that.
How you do this is accomplished by earning medals during the missions.
There are six different ones you can earn, and you'll need to collect
four out of the six to unlock the bonus item for that mission and
difficulty. The medals you can earn are the following:
- Ground Pounder
Destroying a large amount of enemies, if not everything in a level.
- Martial Arts Master
Destroying enemies by using physical combat more than weaponry.
- Raging Valor
Using adrenaline in battle often.
- Sharp Shooter
Having a high accuracy rate on your weapons fire.
- Speed Demon
Completing the mission in the fastest time possible.
- Untouchable
Completing the mission with low damage.
While it seems likely that this can be considered as difficult, it can
be surprisingly easy. The most easy combo of medals to receive
consists of the first four awards. This is because if you kill all
enemies, in combat, using occasional bursts of adrenaline, and then
shoot some infrequently but accurately, then you'll receive all 4
medals. But you can easily decide what 4 you wish to aim for in any
combo you want.
While I shouldn't have to note it by now, but just in case, you can't
"save" medals and then earn up to four by playing the mission over and
just focusing on one at a time. You have to earn 4 in one go.
All of these items will appear under the Extras menu once you unlock
them. The unlockables are all in categories. Videos, Cheats &
Character Model Skins, Music, Threat Data, and Concept Art. Music and
Art are just two unlockable options of themselves. Threat Data,
Videos, Cheats and Skins all have their own separate items to unlock.
Here is the list of items you'll get from getting 4 medals. Notes on
certain items are located after the list.
Easy Mode | | Notes #
--------------|----------------------------------------------|--------
Level 1 | Threat Data - H/K Recon |
--------------|----------------------------------------------|--------
Level 2 | Threat Data - T-500 Endo |
--------------|----------------------------------------------|--------
Level 3 | Threat Data - T-800 Endo |
--------------|----------------------------------------------|--------
Level 4 | Threat Data - Auto Palette |
--------------|----------------------------------------------|--------
Level 5 | Threat Data - SkyNet Loader |
--------------|----------------------------------------------|--------
Level 6 | Threat Data - SkyNet Initiate |
--------------|----------------------------------------------|--------
Level 7 | Threat Data - H/K Spider Tank |
--------------|----------------------------------------------|--------
Level 8 | Threat Data - Alexander Stone |
--------------|----------------------------------------------|--------
Level 9 | Threat Data - Ground H/K |
--------------|----------------------------------------------|--------
Level 10 | Threat Data - Aerial H/K |
----------------------------------------------------------------------
Normal Mode | | Notes #
--------------|----------------------------------------------|--------
Level 1 | Bonus Material - Game Intro FMV | 1
--------------|----------------------------------------------|--------
Level 2 | Threat Data - Gabriel Stone |
--------------|----------------------------------------------|--------
Level 3 | Bonus Material - L4 Intro FMV | 2
--------------|----------------------------------------------|--------
Level 4 | Cheats: Characters - Soldier Skin | 3
--------------|----------------------------------------------|--------
Level 5 | Bonus Material - L6 Intro FMV | 4
--------------|----------------------------------------------|--------
Level 6 | Bonus Material - Prototype (Pre-Vis) FMV | 5
--------------|----------------------------------------------|--------
Level 7 | Concept Art - Gallery |
--------------|----------------------------------------------|--------
Level 8 | Bonus Material - L9 Intro FMV | 6
--------------|----------------------------------------------|--------
Level 9 | Music Gallery |
--------------|----------------------------------------------|--------
Level 10 | Bonus Material - L10 Ending FMV | 7
| Bonus Material - Game Ending FMV | 8
| Difficulty - Unlocks "Terminal" Difficulty | 9
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