TERMINATOR 2: JUDGMENT DAY

"Terminator 2: Judgment Day" FAQ version 1.0
FAQ Author: Gustavo L. Lazo
Author's e-mail address: amazingbluntman@aol.com
Date: February 16, 2001

-TABLE OF CONTENTS-
I.	FAQ Updates
II.	Copyright Information
III.	FAQ Notes
IV.	Walk-through
A.	Game Information
B.	Controls/Options
C.	Stage 1: The Corral.
D.	To John Connor's home.
E.	Stage 2: John Connor's home.
F.	To the mall.
G.	Stage 3: The mall.
H.	To the state hospital.
I.	Stage 4: The state hospital.
J.	To Enrique's ranch.
K.	Stage 5: Enrique's ranch.
L.	To the Dyson residence.
M.	Stage 6: The Dyson residence.
N.	To Cyberdyne Systems, Inc.
O.	Stage 7: Cyberdyne Systems, Inc.
P.	To the steel mill.
Q.	Stage 8: The steel mill.
V.	Credits

-Part I. FAQ UPDATES-
Saturday, February 17, 2001: The date the FAQ is created. I added from 
the first stage (The Corral) to riding the motorcycle to the mall (the 
third stage).

-Part II. COPYRIGHT INFORMATION-
This document is copyrighted 2001 Gustavo L. Lazo. You are not 
permitted to post this document on your web pages because I don't trust 
that the owners will update the FAQ after I do. You are not permitted 
to sell this FAQ to anyone. This FAQ is intended to help others. It's 
all non-profit. You are not permitted to take credit for this FAQ, 
either.

-Part III. FAQ NOTES-
This FAQ is for "Terminator 2: Judgment Day", not "Terminator 2: The 
Arcade Game", which is a totally different game. The first few 
additions of this FAQ won't be complete. As soon as I am done 
completing this FAQ, I plan to make JPEG files of the motorcycle routes 
to get from one destination to another. Any errors can be corrected via 
e-mail. I will probably add a list of weapons. I will have to get back 
to that.

-Part IV. WALK-THROUGH-
A. Game Information
TERMINATOR 2: JUDGMENT DAY
Platform: Super Nintendo Entertainment System
Publisher: LJN Limited
Programmer: Bits
Release Date: 1993
Number of Players: 1
"Terminator 2: Judgment Day" 1991 Carolco Pictures Inc. (U.S. & 
Canada)

B. Game Controls/Options

T-800 Controls:

Directional Pad:
-Up: Aim your weapon at the sky. When near doors, drawers, phone 
booths, etc., you can execute a special action.
-Down: Crouch down. Crouch down to collect items.
-Left/Right: Move left and right.
-Up + Left/Right: Climb upstairs. Aim diagonally upward.
-Down + Left/Right: Climb downstairs. Aim diagonally downward.
-L Button: The default control has no action assigned to this button, 
but either "Fire Other," "Jump," or "Fire Pistol" can be assigned to 
this button.
-R Button: See "L Button."
-X Button: See "L Button."
-Y Button: Fires the pistol, which is acquired in the first stage.
-A Button: Fires the secondary weapon, which ranges from the shotgun to 
the assault rifle to the mini-gun.
-B Button: The T-800 jumps at the push of this button.

Motorcycle Controls:
-The L, R, X and A buttons are all unassigned controls by default. You 
can assign either "Accelerate" or "Turn."
-B Button: Accelerates the motorcycle.
-Y Button + Directional Pad: Turns the motorcycle north, south, east, 
or west.

C. Stage 1: The Corral.
You, the T-800, have just arrived from the future. After acquiring 
clothes, you set out on completing your mission objectives. Your 
primary goals are to acquire a pistol and a shotgun. You also must 
locate John Connor, the future leader of the Human Resistance. Not only 
that, but throughout every level in this game, you must collect these 
future objects. At your location, walk right and head into the first 
phone booth and press up on the D-pad. A message will confirm that John 
Connor's address has been stored into the Terminator's memory. After 
that is done, walk up the stairs and into the bar. Enter the middle 
door, where the bar is. Following that, enter the second door you see. 
It's to the right of the jukebox. Punch any guy that shoots at you with 
either his pistol or his shotgun. They may or may not drop their 
weapons, but if they do, grab them. The pistol, by the way, has 
infinite ammunition. The shotgun does not. Inside the room should be 
two pool tables, a jukebox, and your first of two future objects. Shoot 
the box and you will see the endoskeleton head spinning. Collect that 
and exit the room.  Go back the way you entered the bar, but this time, 
head to the left. Keep going to the left until you see the second 
future object. Collect that, and head all the way to the right. You'll 
get a message stating the mission objectives are completed and you'll 
head on your bike to the next stage.

D. To John Connor's Home.
You will ride your motorcycle to every destination once you've 
completed the previous one. The directions to get to John Connor's 
house are West, South, West, Northwest, and North.

E. John Connor's Home.

Your mission objectives here are to locate identification of John 
Connor, and locate the future objects. When you first start the level, 
shoot the alarm with your pistol so that when you enter, you won't set 
it off right away and the T-1000 won't show up until later. Enter 
through the front door. CAUTION. Throughout this stage, timed bombs 
appear and will explode and therefore lower your power cell. Once 
inside, enter the first door. One of the three future objects will be 
there along with the possibility of the identification. A possessed 
vacuum cleaner will attack you and explode. Shoot it with your pistol. 
You have two options here. You can either press Up on the directional 
pad to search for the I.D., or you can destroy the dressers. Either 
way, the I.D. will pop out if it's there. If it isn't there, leave the 
room and check the answering machine on the floor. Pete has planned to 
meet John at the mall tomorrow at 10:30. Now we know where we are going 
next. Destroy the answering machine. Next, go all the way to the left 
and enter the door on the flat side. Here's another room where Connor's 
I.D. could be. Shoot the toy truck with your pistol. Then, shoot the 
white dresser if you haven't gotten the I.D., yet. If it pops out, 
collect it and shoot the ladder. The second futuristic object is there 
for the taking. After collecting everything there, exit the room. Enter 
the door on the left of that door and you will enter the kitchen. Now, 
enter the flat-sided door and you'll end up in the bathroom. Shoot the 
shower. The I.D. could be there, too. If not, leave the bathroom and 
head to the door on its left. You will end up in the first part of the 
garage with blue drawers. Shoot those blue drawers for they are the 
last place for the I.D. CAUTION. By this time, the T-1000 must have 
shown up. He poses no threat in this stage. Just shoot him with your 
pistol. Enter the door near the blue drawers and you'll end up in the 
second part of the garage with the family car. Enter the door on the 
right, and the last futuristic object is there. Go back to the garage 
(with the car) and exit to the left near the car. The police and those 
thugs from the Corral will be there to try and take you out. Go all the 
way to the left. You'll recognize the front with the destroyed alarm. 
At the very end at the left, the mission will be complete.

F. To the Mall.

Getting to the mall is easier than it was getting to Connor's home. 
From the house, head east, and keep going straight until the compass 
displays south, followed by another east, and you're right at the mall.