Terminator3-RiseOfTheMachinesprimasOfficialStrategyGuide-2003.pdf

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TM
Prima’s Official Strategy Guide
Contents
Greg Kramer
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Prima Games
A Division of Random House, Inc.
Tactics and Techniques . . . . . . . . . . . . . . . . . . . . . . .3
3000 Lava Ridge Court
Roseville, CA 95661
1-800-733-3000
www.primagames.com
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
The Prima Games logo is a registered trademark of Random House,
Inc., registered in the United States and other countries.
Primagames.com is a registered trademark of Random House, Inc.,
registered in the United States.
Humans and Machines: . . . . . . . . . . . . . . . . . . . . . . .19
A Guide to Friends and Foes
© 2003 by Prima Games. All rights reserved. No part of this book may be
reproduced or transmitted in any form or by any means, electronic or
mechanical, including photocopying, recording, or by any information storage
or retrieval system without written permission from Prima Games. Prima
Games is a division of Random House, Inc.
Walkthrough . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Level 1: Tech-Com Base . . . . . . . . . . . . . . . . . .24
Level 2: Tech-Com Base Sub-Level . . . . . . . . . . . .30
Level 3: Tech-Com Base Perimeter . . . . . . . . . . .36
Level 4: Tech-Com Base Staging . . . . . . . . . . . . .40
Level 5: Tech-Com Base Staging Area Fight . . . . .45
Level 6: Downtown Los Angeles . . . . . . . . . . . . .46
Level 7: Hollywood . . . . . . . . . . . . . . . . . . . . . .53
Level 8: The Valley . . . . . . . . . . . . . . . . . . . . . .58
Level 9: Skynet Labs Perimeter . . . . . . . . . . . . .63
Level 10: Skynet Labs Level One . . . . . . . . . . . .68
Level 11: Skynet Labs Level Two . . . . . . . . . . . .74
Level 12: Skynet Labs Time Chamber . . . . . . . . .79
Level 13: Vet Hospital . . . . . . . . . . . . . . . . . . .80
Level 14: Crane Chase . . . . . . . . . . . . . . . . . . .83
Level 15: Downtown Los Angeles (Revisited) . . . .84
Level 16: Mausoleum . . . . . . . . . . . . . . . . . . . .91
Level 17: Cemetery . . . . . . . . . . . . . . . . . . . . .96
Level 18: CRS Headquarters—Labs . . . . . . . . . .98
Level 19: CRS Headquarters—Offices . . . . . . . .100
Level 20: CRS Headquarters—Bathroom . . . . . .103
Level 21: CRS Airfield . . . . . . . . . . . . . . . . . . .105
Level 22: Crystal Peak . . . . . . . . . . . . . . . . . .109
Product Development Manager: Jennifer Crotteau
Senior Project Editor: Brooke N. Hall
Editorial Assistant: Kate Pastoor
Design & Layout: Derek Hocking and Simon Olney
Terminator® 3: Rise of the Machines TM © 2003 Atari, Inc. & IC Video LLC. All
rights reserved. Developed by Black Ops Entertainment. Developed by
Paradigm Entertainment. Terminator® used under license. TM © 2003 IMF
Internationale Medien und Film GmbH & Co. 3 Produktions KG. All other
Trademarks are the property of their respective owners. Manufactured and
marketed by Atari, Inc. New York, NY.
All products and characters mentioned in this book are trademarks of their
respective companies.
Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”, “M”, “AO”
and “RP” are copyrighted works and certification marks owned by the
Interactive Digital Software Association and the Entertainment Software
Rating Board and may only be used with their permission and authority.
Under no circumstances may the rating icons be self-applied or used in
connection with any product that has not been rated by the ESRB. For
information regarding whether a product has been rated by the ESRB, please
call the ESRB at 1-800-771-3772 or visit www.esrb.org. For information
regarding licensing issues, please call the IDSA at (212) 223-8936. Please
note that ESRB ratings only apply to the content of the game itself and does
NOT apply to the content of this book.
Cheats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Important:
Prima Games has made every effort to determine that the information
contained in this book is accurate. However, the publisher makes no warranty,
either expressed or implied, as to the accuracy, effectiveness, or complete-
ness of the material in this book; nor does the publisher assume liability for
damages, either incidental or consequential, that may result from using the
information in this book. The publisher cannot provide information regarding
game play, hints and strategies, or problems with hardware or software.
Questions should be directed to the support numbers provided by the game
and device manufacturers in their documentation. Some game tricks require
precise timing and may require repeated attempts before the desired result
is achieved.
Special Features . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Acknowledgments
Hails of gratitude go out to everyone at Atari and Black Ops
Entertainment that made this book possible: Peter Wyse,
Jay Boone, John Polyhar, and James Haywood.
To my team at Prima who shared this book’s unique historical
moment, I am thankful as always: Jennifer Crotteau, Brooke
Hall, Matt Sumpter, Kate Pastoor, Derek Hocking, Simon
Olney, and Scott Carter.
ISBN: 0-7615-4339-2
Library of Congress Catalog Card Number: 2003112663
Printed in the United States of America
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PRIMA’S OFFICIAL STRATEGY GUIDE
Introduction
Welcome to the battle of man and machines. As the Terminator (model T-850), you’ll travel through time—backward and
forward—in the defense of mankind’s future salvation: John Connor.
To accomplish this mission, you must understand what you can do, what you can’t do, and how the world works. That’s
what we can provide. This book supplements the game’s manual to offer assistance of all kinds and detail; from the general
techniques of combat to the meticulous instructions of a walkthrough, whatever amount of help
you desire can be found between these covers.
Guide to the Guide
This guide is organized into six chapters:
A Note on the Manual
Your first source of information is the
manual that came with the game; this
guide is not meant to replace or repeat
that resource. What we’ll give you is
the stuff that’s not in the manual: the
under-the-hood, behind-the-scenes,
inside information.
Generally, information contained in
the manual will not be repeated in this
strategy guide except where clarity
and ease of reference demand it.
• Chapter 1: Tactics and Techniques.
Introduces you to the essential
skills and knowledge necessary to
understand the game from the
beginning. Many skills will still
require practice and experience to
master, but you’ll be able to get up
and running faster knowing the
things most players just discover
gradually through trial and error.
• Chapter 2: Weapons. A statistical
breakdown of the Terminator’s
arsenal of both modern and futuristic
weaponry and pick-ups.
Difficulty Levels
You have the choice of three
difficulty levels: Easy, Medium, and
Hard. Choose which one you want
via the Options menu before starting
a new game. If you don’t select the
level of difficulty, the game defaults
to Medium.
Your choice of difficulty dictates
three factors:
• Chapter 3: Characters. A directory
of the characters you’ll encounter
in this story. It includes their
statistical attributes and weapons
preferences.
• Chapter 4: Walkthroughs. These
walkthroughs are designed to serve
a range of requirements. Maps give
you the layout of the area and the
location of essential items and
power-ups. The headers for each
level describe the level’s objectives,
what weapons can be found on it,
and what enemies you’ll encounter.
The walkthrough itself describes
the critical path through the game,
along with all weapons and power-
ups close to that path. Text boxes
throughout the walkthroughs indi-
cate when objectives are achieved
and new ones assigned.
• Enemy health: The greater the
difficulty setting, the more health
enemy units have, and the harder
they are to defeat.
• Enemy shot accuracy: The greater
the difficulty setting, the more
accurate enemy shots are. Enemies
on Hard miss less.
• Enemy shot frequency: The greater
the difficulty setting, the more
shots an enemy will fire.
• Chapter 5: Special Features. How
to unlock all of the game’s special
features.
• Chapter 6: Cheats
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Tactics and Techniques
Tactics and Techniques
Learning to function as a powerful,
heavily armed cybernetic killing machine
may seem like a lot to absorb. Don’t
worry; with a little help and inside
information, you should be up and
terminating in no time.
The Standard HUD is your default
and, ideally, primary lens through which
to view the game. Except for several
specialized circumstances, most of
your combat and navigation should be
done in this view.
To use this very straightforward view
to its greatest advantage, you must
understand what it tells you.
It’s always a good idea to reload
before a big battle even if your clip still
contains shots. Although wasteful, few
things are worse than having to stop in
the midst of a firefight to reload; you’ll be
either fatally exposed and unable to shoot,
or you’ll be forced to duck behind cover
while you pop a new clip into your
weapon. Neither option is ideal.
tip
Consult the game manual for
the basics. Whenever possible we have
avoided duplicating the information in that
resource and provide only the stuff they
didn’t tell you. In some places, however,
clarity and ease of reference require some
repetition. We hope you’ll find it helpful.
NOTE
Charge
The charge display (lower left) shows
your current “health.” Charge (or
“Power”) is depleted by damage and
replenished by Power Cells found
throughout the game.
Note that each
Power Cell con-
tains 50, 75, or
100 points of
Charge, so using
one when your
Charge is greater
than 50 is a bit
of a waste. To
maximize its
benefit, try to
wait until you
need it before
picking one up.
Some Power Cells,
by the way, respawn at their same
original locations, meaning you can pick
one up and come back later to find it
in the same place. This gives you a
refueling station you can go back to
again and again.
When a weapon has a secondary fire
mode that uses a different ammo type
(such as grenades) than primary fire
mode, secondary ammo count is shown
below the primary ammo count.
Heads-Up Displays
(HUDs)
You can view the action three ways:
Standard HUD, Infrared HUD, or
Sniper Scope. Each has its own bene-
fits, drawbacks, and unique features.
You will spend most of the game in
Standard HUD, but it helps to know
when to employ the other two vision
modes.
To further assist you, here’s a
breakdown of each view in detail that
includes stuff they don’t tell you in the
game manual.
Radar
Your radar display numerically and
graphically shows the direction and
proximity of your selected objective.
When you have more than
one active objective, pressing the Display
Mission Objectives button cycles between
them. The yellow indicator in your radar
changes as well to reflect the currently
displayed objective.
NOTE
Power Cell
The direction of the objective is
indicated by a small yellow dot near the
perimeter of the radar display. Your
current heading is represented by the
white cone that always faces up.
The distance to the objective is
shown in two ways. The actual distance
is numerically displayed below the
radar in meters. Also, as you approach
an objective, the three rings inside the
radar display illuminate as you cross
various distance thresholds:
Standard HUD
Radar Ammo
Ammo
The upper-right indicator shows, graph-
ically and numerically, the amount of
ammo in your currently loaded weapon
clip. It also displays the total amount of
ammunition in your possession.
Ammo count is shown as the current
amount in your clip and the amount
of ammunition carried separated by
a slash, such as 7/100. When a clip is
emptied, it must be reloaded. Reloading
can happen automatically whenever a
clip reaches zero, or you can reload
manually at any time by pressing the
Reload button.
• Outer ring: 50 meters
• Middle ring: 25 meters
• Inner ring: 15 meters
Charge Weapon Reticule
This feature lets you determine how
much distance remains between you
and your objective without looking at
the actual number below the radar.
The Standard HUD shows all basic
information and has the clearest,
most uncluttered view of the action.
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TM
PRIMA’S OFFICIAL STRATEGY GUIDE
Weapon Reticle
The look of the weapon reticle is
particular to each individual weapon,
but it’s always located in the center of
your view.
Mission Objectives/Status Updates
New mission objectives, updates to
mission status, and other important
messages pop up in the top-center of
the screen.
Target Indicators
If an indicator pops up around a person
or object, you can tell what it is by the
indicator’s color:
The weapon reticle changes with each
weapon, but all thrown weapons have
the small stack of lights down the
right-hand side to indicate the strength
of your throw. The more lights, the
farther the grenade will be tossed.
This display shows important
messages regarding your objectives.
You can review your current objectives
any time by pressing the Display Mission
Objectives button. Press the directional
pad up and down to scroll through all
active Objectives. Switching Objectives
will change the bearings on the Radar
to reflect the direction and distance to
whichever objective is being viewed.
Generally, the reticle serves as a
crosshair, showing where you shots
will go. Sometimes, however, the reticle
tells you more. With throwing weapons,
for example, the longer you hold the
fire button, the farther the explosive
will be thrown. The strength of this
throw is shown on a vertical stack of
lights to the right of the reticle. This
same display feature is used for
weapons that can load multicharge
shots when you hold the fire button
(such as the Skynet Assault Cannon).
Pickup Information
Pick-up information is shown
temporarily in the top-center of
the screen.
Color coding tells you what you’re
looking at.
• Red: hostile
• Blue: ally
• Yellow: interactive object (shoot,
approach, or press Use Object
button)
Whenever you pick up an item, a quick
read-out of its identity is displayed in
the top-center of the screen.
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