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    ||    T   H   E      T   E   R   M   I   N   A   T   O   R    ||  
    ||    D    A    W    N       O    F       F    A    T    E    ||
    ||       F  A  Q   //   W  A  L  K  T  H  R  O  U  G  H       ||
    ||       P L A Y S T A T I O N  2    A N D    X - B O X       ||
    ||      Written by: Rob McGregor -- mcgregorr@xtra.co.nz      ||
    ||                       June 5th 2003                        ||
    ||                        Version One                         ||
    
    ||  No portion of this walkthrough may be reproduced without  ||
    ||  written permission from me. You may contact me at         ||
    ||  mcgregorr@xtra.co.nz for any authorizations, comments,    ||
    ||  or corrections or additions. Please make sure your        ||
    ||  subject line contains "The Terminator" or "Dawn Of Fate"  ||
    ||  in it somewhere however.                                  ||
    ||                                                            ||
    ||  If you wish to put this walkthrough on a web site,        ||
    ||  e-mail notification is needed. If you do wish to use      ||
    ||  this on a page in HTML please make sure you tell me       ||
    ||  before doing so with information on how and where it      ||
    ||  will be used. This document may not be sold or used for   ||
    ||  profit.                                                   ||
    ||                                                            ||
    ||  This FAQ is not authorized by, endorsed, or associated    ||
    ||  in any way with Atari Interactive, Paradigm               ||
    ||  Entertainment or any a associated or affiliated           ||
    ||  company(ies). This FAQ should not be confused with any    ||
    ||  publication that is distributed or authorized by Atari    ||
    ||  Interactive or any associated or affiliated               ||
    ||  company(ies). The Terminator, all characters, locations,  ||
    ||  etc. (c) & TM 1984, 2002 by StudioCanal.                  ||

 ----------------------------------------------------------------------
 00  //  t a b l e   o f   c o n t e n t s   

 XX. Section ------------------------------- | Last Updated           |
 01. Introduction -------------------------- | 05/06/2003 (Version 1)*|
 02. Walkthrough --------------------------- | 05/06/2003 (Version 1)*|
 03. Secrets & Codes ----------------------- | 05/06/2003 (Version 1)*|
 04. Revision History & End Bit ------------ | 05/06/2003 (Version 1)*|

 * New/Updated section.

             CURRENT WALKTHROUGH COMPLETION = 100% COMPLETE                 

 ----------------------------------------------------------------------
 01  //  i n t r o d u c t i o n 

 Welcome to this guide to "The Terminator: Dawn Of Fate" for
 PlayStation2 and X-Box.

 While early previews and reviews of this game didn't sound as 
 promising as I'd hoped, being one of the many fans of The Terminator, 
 I managed to pick the title up cheaply very recently and found it to 
 be better than I was expecting... even though I didn't actually 
 realize a lot about the games actual contents until I played it the
 first time. 

 I was still fairly annoyed over Fox's dropping of Cameron's other
 future solider invention for Aliens - their Colonial Marines title for
 PS2. This however nearly makes up for it, telling the events which
 lead up to the original Terminator. 

 Anyway, it seems heaps of people have been looking for a guide for 
 this game and so here I am with a walkthrough. Yay!

 Anyway, enough of my rambling, lets get onto the guide.

 - Rob

 ----------------------------------------------------------------------
 02  //  w a l k t h r o u g h 

 Notes:
 ------
 - This guide was written using the PlayStation 2 version, so the 
   button actions have been associated with this version. With the 
   X-Box edition, please check the control instructions to associate 
   which buttons control action, shooting, and so forth. The PS2 only
   instructions are kept at a minimum, and should be able to clearly be
   associated against the buttons of the X-Box version.
 - Directions are according to the map. When I say west I mean the left
   side of the map, north is the top of the map, etc. This hopefully 
   makes navigating the areas of the game more clearer for you reading. 
 - Talk to everyone you meet along the way. They all have something to
   say and will give you health items and weapons. I won't be noting
   everything you need to collect from these people, just the most 
   important ones. 
 - Enemies will drop refills of the weapon you're currently using more 
   often than any other. This is good as certain weapons are more 
   effective against certain types of enemies. It's like the old RPG 
   system where enemies carry items which either cure their status 
   effects on you or will kill them. =)
 - Important things to check out flash as little circles on your map so
   make sure you check these out. 
 - Pressing L1 uses the adrenaline shots which makes you more likely to
   strike harder or give critical hits against machines. Apart from
   the strong suggestion to use this against bosses, it's best left up 
   to you to choose when to use it, but the best idea is to wait until 
   there are enemies you have trouble with.
 - Some of the weapons have a zoom function you can use by pressing 
   R1. You can zoom into objects by a few times.  
 - On the same note, when using Turrets you can also zoom in 4X by
   pushing down on the left analog stick (L3).


 02  //  01  //  g r a v e  i n t r o d u c t i o n

 BASE CONTROL ROOM
 Once the cool lengthy opening movie and the transmission with Perry is
 over you'll be left to play as Kyle Reese in the control room. Your
 first objective is to take out the two large computer banks at the
 back of the room. Target them by holding R1 and hold SQUARE to shoot
 them until the explode. Once both are destroyed, you'll be told the
 task is complete at the bottom of your screen.

 Check the room for some scattered weapons, then make your way up the
 left side set of stairs. Talk to the guy if you wish, then approach
 the door. TRIANGLE is your action button, and pressing it here will
 open the door through to the next room.

 BASE CORRIDOR
 Once you make your way down the hallway you'll meet John Connor. Once
 the talk is over, you'll be assigned the task of turning off the flame
 jet. Make your way towards the camera through the open fence and go
 around to the boiler. Press TRIANGLE and the flames will be reduced
 allowing passage. Make your way through the open area and talk to the
 first guy you meet for a canister bomb. Move around to the back of
 the room, then exit the room.

 BASE POWER PLANT AND BARRACKS
 Make your way through the power plant (both ways will lead you to the
 same door) and talk to the guy there for another canister bomb. Go
 through the open doorway and through the next area until a cutscene
 takes place. Kill the machines that make their way into the room, then
 follow through the hole they made and destroy any others around. Once
 they're gone and the talk with Connor is over, talk to the other guy
 in the room for a Shotgun. Check the room thoroughly for a medical
 kit, body armor (hanging in a locker) and SkyNet Tech Points. Once
 you've grabbed everything make your way through the double doors to
 the west of the room. 

 BASE ENTRANCE AND STORAGE
 Once the scene with Connor is over, run to the south until another
 cutscene takes place. Time to take out the machines with a turret gun.
 Be warned that these things can overheat from prolonged use, so try to
 keep your attacks to shortened bursts and let it cool while new
 enemies appear. You use it like a normal weapon, by pressing SQUARE,
 and targeting with the LEFT ANALOG stick. Be sensible in targeting
 enemies as well. Shooting for the head will likely disable them
 quicker than shooting anywhere else. 

 Once you've destroyed all the invading machines, you'll close the
 doors. Once you have control again, check behind the sandbags to the
 right of the doorway for some more points and a medical kit. Return
 down the stairs and meet back up with Connor. You'll get another task,
 so follow the path to the east.

 As you approach a larger room a cutscene will take place of some
 machines jumping through a hole. This is in the next room you're
 coming to. Kill the machines as quickly as you can, then check the
 northern most point for a crate which has some C4 sitting on it before
 the next lot of machines can get close.

 Head south to where John has gone, and grab the tech points as you go
 past. As you continue following the tunnel to the east, you'll see two
 grey fuel barrels with red tops sitting by a pillar. Get near them,
 then hold L2. A drop down menu will appear from the top left of the
 screen. Select "C4 EXPLOSIVE" from the list and then press SQUARE to
 attach the C4 to the fuel tanks. Run forward to John then press SQUARE
 again to detonate the C4. Once the short scene is over, exit through
 the doors ahead.

 HOTEL BASEMENT
 Move straight ahead and talk to the wounded guy on the ground for a
 medical pack (WTF? I think he needs it more than you do... LOL), but
 before you go through the doors to the left, back track a bit and
 check the path leading to the north and follow it until it ends.
 You'll find weapons, armor, tech points, and if you talk to the guy
 here you'll also get another shotgun. Once you've done that, return to
 the wounded guy and then go through the door he's beside. 

 WATER PROCESSING STATION
 Before you continue, hold L2 and select SHOTGUN from the list. You're
 going to be glad you have it in a second. Move forward a few steps and
 then the "flying manhole covers" the guy talked about in the last
 corridor will attack. These machines can be difficult against most
 weapons, but the shotgun will make short work of them. For their
 attacks, they let off a small charge which takes a few seconds to
 work, so make sure to move back from them when it gets close to
 "exploding" to avoid damage. Shooting them at moderate range will
 still take them out easily.

 Once they're all destroyed (and there is quite a few of them) head
 upstairs and pick up the numerous weapons and tech points that are
 sitting around the room. Once that's done, exit out the door upstairs.

 HOTEL BASEMENT (2)
 Once Connor is finished talking about the people in the hotel, grab
 the tech points at the blocked end, then continue east along the hall
 until your near the door. Another discussion will take place about
 TechCom soldiers upstairs. Talk to the guy by the fire for a shotgun,
 then go through the door to the east. 

 HOTEL POWER PLANT
 Run to where John is then take note of what the camera shows you as he
 tells you to get the power on. You need to flip the middle switch,
 then hit one of the two switches on the outside. Wait for a while
 after this because that part needs to power up. Once the light has
 stopped blinking yellow and is fully green, then you can flick the
 other red switch. Once that is fully up and running, power will be
 restored.

 Grab the tech points and then follow the path east, and head up the
 stairs to the 2nd floor of the power plant. Follow the path around the
 2nd floor either way and exit out the only door up there. 

 HOTEL STORAGE
 If you came up here before the power is on, you won't be able to see
 anything. Now the power is on, you can easily take on the machines
 with no problems. You will probably also want to change back to your
 AP50 guns, so hold L2 and select them from the list. Close combat here
 by pressing X might also not be too bad if you can keep clear of being
 shot. Then again maybe not changing from the Shotgun is worth it as
 well, as some of the "manhole covers" are flying around here too. 

 Once all the machines are gone, check the west side of the room for a
 blocked stairwell that has some tech points, and any weapons in the
 rest of the room you can find. Then check the east end for some more
 points by a vending machine. The "battle music" should still be going
 even if enemies don't seem to be around because of a machine
 struggling to hold on in the broken elevator shaft near the eastern
 side of the room. Go into the elevator shaft and shoot it a couple of
 times until it drops, and doing so will give you the ability to exit
 the area as it takes down part of the broken beams with it.

 Walk across the bridge that is made and through the hole in the wall.
 Collect the weapons sitting on the shelves, then exit through the door
 at the end.

 HOTEL LAUNDRY
 Check the area just as you enter for some weapons and more tech
 points, then head to the west where a scene will take place with more
 machines entering the area. Once the first lot are taken care of, head
 into the second area of the Laundry where you will find a couple of
 bionets and more machines. Destroy them all until the music stops, but
 the nets won't disappear. Collect all the weapons and tech points in
 the area then backtrack into the first part of the room again to find
 more machines to destroy.

 Once you get rid of this second lot of machines, which also includes
 more of those flying things, Kyle will tell John they're good to go.
 Make your way to where the bionets were on the doors, and you'll find
 one of them has disappeared. Exit through this doorway. 

 EMERGENCY EXIT STAIRWELL
 Once the talk is over, check under the stairwell for some more tech
 points, then walk up the two flights of stairs to the next level. Once
 the guy is finished talking, go through the door to finish the level
 and be taken to the ranking screen.

 RANKING SCREEN
 Just for this first time, I'm going to go through the ranking screen
 options with you. From here onwards, you'll just have to work through
 the screen yourself after finishing the next levels.

 Firstly, you should go buy some upgrades with the points you got. The
 better options early on are the amount of healing and max weapon ammo
 you can collect. Personally health is the #1 but you can decide what
 you want to buy (especially if you didn't collect enough points). 

 Press L1 to see your score and see if you won any awards on this
 level. Pressing L1 will show you the awards you've won here, out of
 the six types. Getting four of the six on any level will unlock a
 bonus feature for you. Check the secrets section for more information
 on this.

 Once you're ready, save your game, then once you've done that, select
 continue to carry on in the game.


 02  //  02  //  f i n a l  d e l i v e r y

 HOTEL LOBBY
 Once the scene is over, you'll start in one of the lobby's side rooms.
 There are some weapons here (PLM40 and a Shotgun) if you want them.
 You need to take on the machines and cover Connor's position inside
 the lobby. Once all of the machines have been destroyed, go upstairs
 and try to exit (or talk to John) and you'll find out about some
 troops caught down  in the restaurant. Make your way back down the
 stairs, and enter one of the two sets of doors under the balcony John
 is on to continue.

 HOTEL RESTAURANT
 Make your way down the hall to the middle of the area, then head into
 the restaurant, where the machines, already swarming around the men,
 are joined by many more who crash through the roof. The battle will
 take some time, and you'll need to explore the small area thoroughly,
 including the kitchen, to destroy them all. Once you have you'll
 complete the task, then return back to the Lobby.

 HOTEL LOBBY (2)
 Make your way back upstairs and meet back with John, then exit through
 the door to the left of where he is standing.  
 
 BALLROOM LOBBY
 Once the cutscene is over you'll be split up, and Reese will be stuck
 downstairs. Move to the north where you will find some tech points,
 and notice the path leading under the 2nd floor and behind the rubble
 sitting on the ground where you started. You'll find a guy here who
 will give you a medical pack and a door leading out of the lobby.

 HOTEL BALLROOMS
 It's full on machine chaos in the ballrooms. You might want to equip
 the shotgun to take out the flyers before taking on the rest with the
 PLM40. Once they're all destroyed, the bionet blocking the exit will
 go. Pick up any items, weapons, and tech points around that you
 haven't collected already, and then go through the doorway.

 When you get part way into this kitchen more machines will begin to
 attack, dropping in from both ends of the room. Once you kill several
 more of these, the next bionet will drop allowing you to exit from the
 kitchen into the second ballroom.

 Once you get inside, yet more machines will come in for the attack.
 Once more, clear the area, then collect anything you haven't already.
 Exit through the door where the final bionet cleared once you're
 finished. 

 BALLROOM LOBBY (2)
 You'll probably hear John as you arrive on the other side of the
 lobby. Grab the tech points to the west of where you start, then go
 east into the center of the lobby. Meet up with John by the stairwell,
 and then fight some machines. Make your way up the stairs, then turn
 around and follow the balcony running along the stairs, and exit out
 the door to the northwest of the map. 

 EXIT ESCALATORS
 Make your way through the room, and talk to some of the guys around
 for some items. Continue down the escalators. There are some more guys
 and tech points near the bottom of the escalators (check to the left
 and right), then go through the broken doorways and exit through the
 western doors.

 PARKING GARAGE
 Starting in the garage, there are a couple of large medical packs if
 you need them. Run forward and take a hold of the turret gun, and
 start shooting machines. Watch out because some of them like throwing
 grenades. And of course, don't forget that the gun can overheat as
 well. 

 When you're ready, head to the western end of the area where the
 bionet is which is allowing the machines through. Here you'll find
 another mounted gun which you can use against the machines coming
 through. Keep shooting them all until they're all gone and the bionet
 drops allowing you to continue through the garage.  

 As you exit this first part, make sure you pick up any tech points
 that are sitting around on the ground (and double check the area
 in front of the first gun as well) then continue around and up the
 ramp to the next area. As you make your way up the ramp, more machines
 will come down. Take them out, then man the gun mounted at the next
 corner. Another bionet is setup ahead, so start shooting at anything
 which comes through.

 Once they're all gone, and the bionet drops, walk forward and collect
 the tech points. Once that's done, just after walking past where the
 net was, a short scene will show T-500's invading the area. These are
 defiantly more difficult to destroy. You can either stand and shoot,
 or move back and use the turret to take them out. Eitherway, once
 you've killed enough of them, the levels final cutscene will take
 place, and you'll be taken to the ranking screen. 
 

 02  //  03  //  m a s s  d e s t r u c t i o n 

 PARKING GARAGE
 A bit of a change now, as you're going to play as Justin Perry and
 work your way back into the hotel in order to blow it all up. A bionet
 will go up behind you as you start and you'll have an awesome R-6 PAK
 mini-RPG launcher to take out the machines in the area. Shoot them all
 then make your way back down to the bottom floor of the garage,
 destroying anymore on your way there. The two bionets at both ends
 will spawn numerous machines, so be careful because you're being
 attacked from both sides. Once you've killed them all (and any
 stragglers from upstairs), collect any weapons, items, and tech points
 they've dropped, then go through the eastern door on the bottom floor
 where the bionet disappeared.

 EXIT ESCALATORS
 Check the area directly to the north of where you start for some
 medical packs, and the area to the south for some tech points. Go
 through the broken doorway, and then check the area to the southwest
 corner by the glass window for more tech points, and just across from
 that for more medical packs. Climb up to the top of the escalators and
 destroy the two machines here. Grab the weapons they drop as well as
 the ones sitting along the west wall. 

 Once you have a guy will approach you, who is the one who will rig the
 place with C4. You need to protect him while he does his work, so as
 you make it through the next series of rooms, fight the machines while
 he plants the explosives. In here he will place 4 lots. When he's
 finished, he'll tell you the C4 is placed then come back to you. Wait
 for him to plant all the explosives in the escalator area, then exit
 through the doors on the north west wall. 

 BALLROOM LOBBY
 You'll arrive back out on the second floor in the middle of some more
 machines, including flying ones which are now very easy to take down
 with your new explosive toy. The guy will blindly walk through the
 chaos to plant the C4, so make sure you make the machines focus on you
 and destroy them before they have a chance to get close. 

 Once you move forward, more will attack... but the guy will probably
 be way ahead on the C4's by then. Make your way downstairs, and take
 out any more machines which may appear. When the guy is finished if he
 isn't already, exit through the only way out downstairs. 
 
 HOTEL BALLROOMS
 Back here again, and more bionets block the exit. The guy will go
 straight ahead planting C4, so go to work on destroying the machines.
 At the back of the room you will also find some large medical packs
 and some more tech points. Make your way into the kitchen when the net
 clears, and continue to destroy the invading machine force. They'll
 drop lots of items, so make sure you collect them too.

 Once the guy has placed the one lot of C4 in the kitchen and the
 machines have been dealt to, go to the last part of the ballrooms and
 destroy the remaining machines. As soon as they are gone, and all the
 C4 is placed, the bionet will drop and you'll be able to exit through
 the doors to the north. 

 BALLROOM LOBBY (2)
 There will be machines upstairs, but before you go up the climbable
 rubble, check around down on the ground floor for some items and tech
 points near the northeastern wall. The guy will plant the second lot
 of C4 in this area too. When you're ready climb up the rubble that is
 sitting in front of the door you used to arrive here, and follow the
 winding path up, shooting any machines around. Once they're taken care
 of, go through the door you arrive at the top of the rubble. 

 HOTEL LOBBY
 Back in lobby again, and another restaurant mission is given to you,
 this time by Luna. The C4 guy will stay in the lobby you go to check
 things out. Head down the stairs and grab the weapons by the doors,
 also check the area near the opposing flight of stairs for some body
 armor. Explore the rest of the lobby for some more weapons and tech
 points, then exit through one of the double doors leading back into
 the restaurant. 

 HOTEL RESTAURANT
 You'll arrive to find a few soldiers taking on some machines. Destroy
 them then run to what is left of the restaurant. A turret gun is set
 for you to shoot at the H/K's flying around, but another craft will
 drop machines in now and then. Do not use the turret to kill these,
 instead press triangle to leave the turret and go out and fight them
 with your own weapons. This makes you less prone to getting shot, but
 also allows you to pick up weapons, points, and especially health they
 will drop.

 Repeat the pattern of running around destroying machines, collecting
 items, then returning to the turret to shoot at the H/K, then go back
 to running around again. Also keep in mind that if you're waiting for
 the H/K and then get shot from somewhere, it's likely from either the
 gaps in the left and right of the building. Also the quickest way to
 kill the machines who drop into fight you is with the R-6 PAK. Once
 the H/K is destroyed and the task complete, return back to the Hotel
 Lobby.

 HOTEL LOBBY (2)
 A cutscene will take place in which one of the machine H/K battle
 tanks will roll in through the wall, but will get stuck in the rubble,
 spinning up it's treads. Once you're back in control, targeting the
 tank will lock onto one of 4 targets at the very top. Start destroying
 them as quickly as you can. Be careful not to get too close to the
 tank because it has flame jets and throws grenades as well. Beside
 that some machines will also drop in too and you'll have to contend
 with them at some stage. 

 Once they're all destroyed, avoid any of it's attacks it's still
 throwing until the guy placing the C4 is finished (wouldn't it have
 been easier for him to do this when I was fighting the HK before???).
 Destroy anymore invading machines again by now, and when the guy is
 finished with the C4, find him and approach him. Press triangle and
 he'll give you a bunch of C4. 

 Now you need to approach the tank. Hold L2 and pick "C4 EXPLOSIVE"
 from the list. Get the treads on both the left and right sides as
 safely as you can and then plant some C4 on them. Stand back after
 doing each and blow each of the treads. As soon as both of the treads
 are disabled, it'll let Perry make his escape. Level over.


 02  //  04  //  e n e m y  w i t h d r a w l

 FEDERAL RESERVE VAULT 1
 This is a full on action level, so be prepared. Once the talking is
 over, run through the open vault towards the first vault area. Another
 scene will take place and some discussion with Connor will take place.
 You'll then be shown the locked door and the way to disable the locks
 before you'll be thrown into the action.

 Continue to the end of the vault hall. Shoot any machines that get in
 your way. First we need to unlock the switch which is assessable in
 this area. From the exit of the hallway, take the path to the north
 around the top floor balcony. Follow the balcony around the corner and
 you'll reach a small room. Go inside and collect the two small medical
 packs and then flick the switch at the back of the room using
 TRIANGLE. 

 Exit out of the room and back onto the balcony. From here you can
 continue to destroy all machines coming into the room and collect all
 the weapons, armor, health and tech points on both floors if you wish,
 or continue to the west on the top floor and go through the door to
 the next vault room. Either way do this when you're ready. 

 FEDERAL RESERVE VAULT 2
 Walk forward to the west and you'll enter a similar vault room as
 before. Shoot the machines, and continue following the path north and
 then west to find another room like the one before. Grab the weapons
 if you need them, then approach the panel at the back of the room and
 press TRIANGLE again to deactivate door lock #2. 

 Exit the room. You can stand your ground and fight the machines
 throughout the two floors of area if you wish (collecting more weapons
 and items), but either way take either path west or east from this
 room and follow it south to the southern side. You can find an
 identical room on the other side, in which will be some weapons and a
 green flashing light on the ground which you should approach. 

 Once you have finished talking to John, head back to the east and
 you'll find another vault doorway which leads back into Vault 1.
 However it will go to an area of the vault you couldn't access the
 first time you were in there.

 FEDERAL RESERVE VAULT 1
 Run forward and follow the only path you can. Some more of the flying
 machines will make their appearance, but they aren't too hard to take
 out with the R-6. Enter the room you come to for some more health and
 the final switch for the locked door. Flick it then exit the room.
 Check to the eastern end for some tech points, then return to Vault 2
 the way you came.

 FEDERAL RESERVE VAULT 2 
 Make your way to the western side of the room, then go down the stairs
 to the bottom floor. If you haven't already been down here, then check
 the bottom floor for some weapons and items, then approach the now
 unlocked door on the lower west side of the bottom floor and press
 TRIANGLE to go through.

 FEDERAL RESERVE VAULT 3
 Check the room to the south after you enter for some tech points and
 medical packs, then return to the north. As you walk towards the door
 leading to the west a lengthy cutscene will take place. Once it is
 over you'll be surrounded by machines. 

 This will be a lengthy battle. Keep moving because fire is going to be
 coming from all directions, and eventually even grenades will be
 thrown into the room. Try and keep stocks of ammo by checking the
 places where you destroyed various machines as well. Also make your
 way up to the top floor of this vault area and check the rooms on both
 the north and south sides for more weapons should you get low on ammo.
 Actually just check them anyway as machines will normally spawn in
 these rooms. 

 Once all of the machines are destroyed, head to the area where the
 bionet was in the southwest corner of the room. Walk into the now
 black area and you'll finish the level. 


 02  //  05  //  l o a d i n g  z o n e

 SEWER SECTION 1
 Once the talk with Connor is over check just to your east for some
 weapons and armor. This way is blocked further, and the path to the
 north is where you just came from (it now has another bionet blocking
 it too). Make your way east then south, and  follow the sewer back
 west again. Check behind the rubble where the weapons were on the west
 side for some tech points, then exit this area using the door in the
 south west corner of the map.

 SEWER SECTION 2
 You'll see Alexander Stone running off as you enter. Stay in this
 first little area for a while and take on the machines. Moving into
 the main section right away will get you shot at from all sides.
 Slowly work your way around the open path and along the main sewer to
 the north until all of the machines are destroyed. Watch out for the
 large plasma grenade fire directed at you (shots with a blue trail
 behind it) too, as if you're in their landing range they'll knock you
 over. Once everything is gone, make your way to the south and up the
 stairs. There are some tech points around here if you look, then exit
 through the door in the southwest again. 

 SEWER SECTION 3
 More machine chaos. Again, stay near where you started to avoid
 getting surrounded by machines and slowly take them out with the R-6,
 collecting the ammo they drop as they explode. Follow the path to the
 east for some tech points, then return to the east along the southern
 walkway. Go across the bridge at the very end to reach the northwest
 door. If you check to the east a little, there is more points by some
 rubble, then exit this area through the northwest door.

 SEWER SECTION 4
 Another appearance from Alex as you enter this area. Slowly walk your
 way around this long area and take out all of the machines. Watch out
 for the blue plasma grenade shots again, but hopefully you'll avoid
 most of that. Once they're all destroyed and the bionet disappears,
 check the western end for some health and tech points, then exit
 through the doors to the north where the net disappeared.
 
 FACTORY SMELTER
 Alex again. And machines again. Not a lot of cover in this area, so
 make sure you take them out as quickly as you can. One plasma
 grenadier will probably turn up in the mix too, so make sure you take
 that one out first when it does especially. Many more of these will
 appear in the future which I won't mention, but do keep in mind that
 they should be your target more than any other endo around at the
 time. 

 Once they're all destroyed head north and check the area to the west
 of the lift for some weapons and armor. Return to the lift and push
 the green button to take it up to the smelter itself. Once you exit
 the lift, a discussion will go on with Connor who will give you your
 next task.

 Head to the east for some items, then take the path to the west and
 then follow the narrow walkway northwards until you reach a small
 control booth. Grab the medical packs then use the only computer to
 open a doorway. Continue following the walkway north past some stairs
 to it's end for some tech points. Return to the stairs and go
 downstairs. Get ready for some fighting. Head back towards the south
 once you're at the bottom of the stairs, dispatching any machines in
 your way. Watch out for any who appear on the walkway upstairs because
 they'll throw grenades down at you. 

 Make your way around the southern most point again and head back
 towards the north. On the eastern side of this area, the smelting
 machines will be working. Look out for the first of three switches as
 you fight the various machines. Flick it then continue north.
 Eventually you'll pass another small staircase on the east leading
 onto the machine. At the base of the stairs will be the second switch,
 so flick it, and then go up the stairs. At the top of these stairs
 will be the third and final switch. Once you flick this one, it will
 complete half of your current tasks.

 However the door you closed at the control panel upstairs will have
 closed again by the time you reach it, just north of the final two
 switches. You'll need to backtrack along the way you came and back
 upstairs to it, destroying any machines in your way, and flicking the
 switch again. Once you've done that, race back to where these two
 switches were again and then continue north, and look for the open
 doorway on the western side. Go through the door and through to the
 other side, and exit through the double doors.

 WAREHOUSE HANGAR
 This might take you a few tries to get a hang of, then again maybe
 not. Who knows... you'll see when you get here I guess. Anyway...

 There is a large loader in here who will take blocks of the platinum
 and use it as an energy weapon against you. This is deadly stuff and
 can kill you fairly quickly. Firstly you should head to the southwest
 corner and hide behind the belt there so that when the loader shoots
 the first shot it will hit something other than you. Once the shot is
 gone run west and past the loader (wait a couple of seconds for it to
 start to walk away from the belt if you need to) to a large crate just
 north of the southwest belt. You'll grab the C4 there. Quickly dash
 behind this large crate and stick to the south wall behind it (where
 you'll pick up some tech points) to avoid being hit by the second
 blast. 

 Once the second shot has been thrown by the loader quickly run back
 between the belts and use the walkway ladders on the south side to
 reach a walkway above the warehouse. Wait just inside the ladder for
 the third shot to hopefully hit the railing instead of you, then
 quickly run around the walkway on the east side, collecting all the
 goodies you can until you reach the ladder on the north side. Again,
 wait for the next shot, the forth, to hit the stairs or railing
 instead of you, then continue around the walkway on the west side.
 Collect all of the items here as well until you return to the ladder
 that got you here. Wait for the fifth shot to hit the railing, then
 quickly run down the ladder back to the warehouse floor.

 Now it's time for the business work. You don't want to get close to
 the loader or it will use it's arms to electrocute you, so obviously
 the smarter idea is to beat the loader to the blocks of metal, plant
 the C4 near the front of the metal, then run away from both the metal
 and machine and wait for the machine to get close and detonate the C4.
 Then hide behind an object so the loader can't hit you with the blast. 

 The easiest way to do this is to just wait by the southwest belt where
 the first lot of C4 is. You can hide behind the large crate from all
 of the shooting spots, grab C4 when you need it, and then leave C4 on
 the north side of the metal every time the metal comes out of the
 southwest belt. Detonate it every time the machine comes for the
 platinum. Once this is done 10 times you'll destroy the loader.
 Mission complete.

 
 02  //  06  //  c y b e r n e t i c  s u p r i s e

 SUBWAY SECTION 1
 Welcome to the longest level yet in Dawn Of Fate. The starting few
 sections of this level are as long as some of the full missions in the
 game, so be ready for anything.

 Once the scene is over it's back to Reese now. Run down the hall and
 into the main area of the section. Keep running though because two
 mounted guns will start firing at you. Once you reach a section of
 rubble which blocks their fire, wait. To the east you can see a hole
 in the wall where some fire is. This is where you need to go. Make a
 run for it and hopefully you won't be hit too much. 

 Once you're in the area you'll be under-fire by some odd cyborg-like
 drones who disappear in a red-pink splash. There will be three or four
 of these to take out. Once you have, approach the derailed subway car
 door, which you'll find is all chained up. Hold R2 to change to the
 first person view and shoot the chain a few times until it opens it
 and the door breaks open. As you walk in Luna will talk to you about
 the mission. 

 Go inside the car and talk to the guy at the end for a shotgun. Go
 back up to where you entered, but turn around and shoot the chain and
 lock on the other door. Walk forward, but then turn around and walk
 back across to the other side of the subway car because more of the
 cyborgs are coming. Once you've destroyed them, walk back through the
 subway car to the one on the other side, and repeat the destruction of
 the lock and door. The task will be completed. Talk to the guys inside
 if you want, then return to the first area with the mounted guns. 

 Run through the room to the south as quickly as you can to avoid being
 shot heaps. Make your way into the locker area to the south west and
 destroy a couple more of the cyborgs. Search the room for lots of
 weapons, health, and even some tech points. When you're ready, go
 through the door to the south. 

 SUBWAY SECTION 2
 Luna will talk to you again. Once she's finished, head east and follow
 the path through all the rubble to the subway train. Walk around to
 it's eastern side and destroy the three cyborgs you'll find there.
 Once they're gone, walk up the first wooden plank and shoot the lock
 off the doors to get inside. Talk to the first guy for info and an
 item, then run to the far end of the train for similar. Once you've
 done that, shoot the door open at this end and walk back out.

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

 Terminal Mode |                                              | Notes #
 --------------|----------------------------------------------|--------
 Level 1       | Cheats: Characters - Kyle Reese Skin         |   10
 --------------|----------------------------------------------|--------
 Level 2       | Cheats: Characters - John Connor Skin        |   11
 --------------|----------------------------------------------|--------
 Level 3       | Bonus Material - Game Animatic FMV           |   12
 --------------|----------------------------------------------|--------
 Level 4       | Cheats: Characters - Justin Perry Skin       |   13
 --------------|----------------------------------------------|--------
 Level 5       | Cheats: Characters - Catherine Luna Skin     |   14
               | Cheats: "All Guns" Unlocked                  |   15
 --------------|----------------------------------------------|--------
 Level 6       | Cheats: "Lethal Baton" Unlocked              |   16
 --------------|----------------------------------------------|--------
 Level 7       | Cheats: "Max Adrenaline" Unlocked            |   17
 --------------|----------------------------------------------|--------
 Level 8       | Cheats: "Max Ammunition" Unlocked            |   18
 --------------|----------------------------------------------|--------
 Level 9       | Cheats: "Iron Skin" Unlocked                 |   19
 --------------|----------------------------------------------|--------
 Level 10      | Cheats: "First Person" Unlocked              |   20
 ----------------------------------------------------------------------
 
 1.  This is the introduction move from the start of the game. Viewable
     under the Bonus Material option. 
 2.  The introduction to level 4. Viewable under the Bonus Material 
     option. 
 3.  Swaps any of the characters skin for that of one of the TechCom 
     Soldiers. Can be accessed through the cheats option. 
 4.  The introduction to level 6. Viewable under the Bonus Material 
     option. 
 5.  A previsualization of the game created to show off the basic
     action of the game. Consists of Reese kicking ass. Viewable under
     the Bonus Material option. 
 6.  The introduction to level 9. Viewable under the Bonus Material 
     option. 
 7.  The ending to level 10. Viewable under the Bonus Material option. 
 8.  The ending to the game. Viewable under the Bonus Material option.
 9.  The hardest difficulty of the game. Required to get the remaining
     secrets. Its not located under the extras option, but rather just
     when you start a new game.
 10. Swaps any of the characters skin for that of Kyle Reese. Use it on
     levels where Reese isn't the character. Can be accessed through 
     the cheats option. 
 11. Swaps any of the characters skin for that of John Connor. Can be 
     accessed through the cheats option. 
 12. A short video showing the animated storyboarding made for scenes
     in the game against what the final result was.
 13. Swaps any of the characters skin for that of Justin Perry. Use it 
     on levels where Perry isn't the character. Can be accessed through 
     the cheats option. 
 14. Swaps any of the characters skin for that of Catherine Luna. Use 
     it on levels where Luna isn't the character. Can be accessed 
     through the cheats option. 
 15. Unlocks all of the weapons in the game for you to select from. Can
     be accessed through the cheats option. 
 16. Unlocks an upgrade to your baton which allows you to destroy just
     about anything easily with it. Can be accessed through the cheats
     option. 
 17. Gives you an infinite amount of adrenaline. Can be accessed
     through the cheats option. 
 18. Gives you an infinite amount of ammunition. Can be accessed
     through the cheats option. 
 19. Gives you 10000 health points. Can be accessed through the cheats
     option. 
 20. Allows you to play the game entirely in first person mode. I guess
     this is what the Terminator 3 game will be somewhat like. Can be
     accessed through the cheats option. 

 For more information on the bonus' and extras beyond this basic list I
 have created, please check out TimiAzN's detailed Secrets FAQ for Dawn
 of Fate. I also give all credit to TimiAzN for the filling in the gaps
 for the bonus items I haven't yet collected so far. That is, most of
 the ones in Terminal Mode. 

 ----------------------------------------------------------------------
 04  //  r e v i s i o n   h i s t o r y   &   e n d   b i t

 Version One - June 5th 2003 - 86KB(?)
 -------------------------------------
 Everything which the guide should cover is here I'd say. Really all I
 could probably add is something for the training mission, but it's not
 really worth it. 

 I hope this guide helps those who requested it and hopefully won't 
 lead to much e-mail.


 The End Bit
 -----------
 It is now time to go. But not before some thanks and shout outs.


 This Guide!
 -----------
 James Cameron - For having some f'ed up dreams in the early '80s :)
 Paradigm Entertainment and Atari - For producing the game.
 TimiAzN - For the extra secrets info.
 Everyone who requested this guide.
 Anyone who read this far.
 CJayC and IGN - For both having this on their requested list. 
 

 The Usuals!
 -----------
 - Everyone who's supported my online projects.
 - Stix (Jason Buckley) for the years of support and the forum
   hosting. 
 - Rammy for being himself :p
 - Roody (Michael Baroody) for giving me so much support with
   RESitez.com - I don't know if the site would still be around
   without you. And for now letting me co-web REFan. 
 - Pure Evil - Just 'cause. :)
 - Solidus - As usual... what to say. :p Stop it with the CS!
 - CJayC for hosting my guides on GameFAQ's (as if I couldn't
   put this somewhere).
 - Those crazy people at IGN who invade my mail box.
 - And finally, my forum members from the New Blood forums (RIP) 
   who were an ever existing source of fun, information, and 
   everything else. This guide, as all of them have been recently
   is for all of you. Wherever you all are now.


 Personal Websites:
 ------------------

 Resident Evil Fan: A New Blood
 www.residentevilfan.com

 RESitez.com
 www.resitez.com



 2003 - RMc (mcgregorr@xtra.co.nz)


 ...the end...
 
 ----------------------------------------------------------------------