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Atari Terminator 3: Rise of the Machines for PlayStation 2

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1. If you have a weapon with a rocket this is the time to use it You don t want to face a Medium Tank for long It has a lot more armor than the Small Tank and it has several more plasma guns F K Transport e Time Period Future e Health 225 e Weapons Multiple plasma guns They may just be transport vehicles but they re armed to the teeth Get them before they land if you don t want to see the troops riding inside F K Turret e Time Period Future e Health 35 80 e Weapons Twin plasma guns arc laser These stationary guns come in various sizes and configurations including a ceiling mounted version armed with an arc laser Whatever the form they re dangerous not because of their armor which is thin or firepower which is considerable but for their positioning Turrets are usually located in corners or other hard to see places so they can fire several shots before you can pinpoint the source Weapons with a high rate of fire are your best bet but a strong one hit kill also works e Time Period Present e Health 160 e Weapon Twin Mini Gun The T1 is the original Terminator It moves slowly and turns and targets even slower Once it has you in its sights however it s a hail of bullets Play duck and cover if you want to live e Time Period Future e Health 60 e Weapons Skynet Plasma SMG Skynet Phase Plasma Rifle These basic Terminator models are lightly
2. one means taking fire from another Continue moving and use a fast firing weapon such as the Skynet Plasma SMG e Time Period Future e Health 15 e Weapon Plasma gun The small mobile scouts fire at a high rate and can be hard to target because of their erratic movement Nail em fast downing them requires only a shot or two 0 PRIMAGAMES COM a a pe m re RISES MACHINES PRIMAS OFFICIAL STRATEGY GUIDE e Time Period Future e Health 10 e Weapon Fusion bomb These look a lot like a regular Rover but instead of keeping their distance they run right at you When you meet its kaboom thanks to the built in fusion bomb Avoid this suicide attack by using quick targeting it takes only a single shot to shatter them e Time Period Future e Health 350 e Weapons Multiple plasma guns Grenade Launcher These oversized turrets are the mother of all ground units With several guns and thick armor plating over their entire shell they re a nightmare Stay behind cover and hit them with the hardest weapons you have e Time Period Future e Health 160 e Weapons Twin plasma guns Grenade Launcher Light Tanks are common indoors and out Their double plasma gun fire isn t nearly as costly as the prolific grenade launches Never let them get a clean shot at you and hit them with a high powered weapon e Time Period Future e Health 240 e Weapons Multiple plasma guns Grenade Launcher
3. Period Future e Health 100 John is your responsibility In the several e Weapon Hand to hand present day levels his preservation is crucial if you or anyone else terminates him your mission fails In these levels Terminator that killed John Connor in John will often fight on his own but will the future Eventually the worlds col mostly hang back while you clear the way Jide as the good T 850 and the evil face In one future episode in which the T off in hand to hand combat 850 is fighting for the machines he ll appear briefly as a Tech Com Officer Then and only then may you kill him This exact replica of your T 850 is the e Time Period Present e Health 100 e Weapon Hand to hand The T X the ultimate killing machine appears four times in hand to hand combat levels three times with her human appearance and once as a machine With each encounter she grows stronger faster more heavily armed and capable of deadlier combinations e Time Period Present e Health 100 e Weapons Various N I A j In the present day levels Kate like John is your other responsibility You must protect her and make sure nothing happens to her or all is lost The Prima Games logo is a registered trademark of Random House Inc registered in the United States and other countries Primagames com is a registered trademark of Random House Inc registered in the Unit
4. armored but carry enviable weapons Their targeting and rotation can be slow however so strafe when ever possible while fighting them T 900 Yellow e Time Period Future e Health 80 e Weapons Twin Skynet Plasma SMGs Though they have the same limitations as the green variety the yellow T 900 carries more armor and a second Plasma SMG for double the firepower e Time Period Future e Health 100 e Weapon Skynet Assault Cannon Other than sheer self preservation there s a good reason to blast a red T 900 its weapon The Skynet Assault Cannon is the best all purpose weapon in the game the sooner you get your hands on one the better Red T 900s take longer to kill but are still vulnerable to an opponent who stays on the move Humans are by and large to be pro tected But not always Some levels require you to fight humans some times to the death and other times just to disable Follow your objectives carefully and you ll know who s friend and who s foe Air Force Personnel TERMINATOR RISES MACHINES e Time Period Present e Health 25 45 e Weapon 9 MM Pistol These folks are hapless victims during your visit to the CRS Labs in the present day cannon fodder for the rampaging T1s and Hunter Killers Do what you can to save them but focus on protecting John and Kate S W A T e Time Period Present e Health 45 e Weapons MP5 Grenade Launcher When you encounter thes
5. low It s also hampered with a slow multistep reloading procedure that requires a lengthy duck behind cover Against fast weak enemies like the Hunter Killer however it s a very strong choice The short burst secondary fire mode is good when the goal is to maim not kill e Time period Future e Secondary fire Detonate on impact e Blast radius 1 000 e Damage 150 You can throw these always useful future period grenades individually or use them as ammo in any grenade launching weapon When throwing hold the fire button longer to throw this pineapple farther For quick use or use against heavy stationary objects walls and cave ins use secondary fire mode to have the grenade detonate on impact rather than bouncing off the target to diminished effect e Time period Present e Secondary fire Single shot tap or constant fire hold e Damage 25 per shot e Ammo Bullets e Shots in clip 100 This gun s handiwork is anything but mini A single trigger pull squeezes off five quick high damage bullets the primary fire button must be released between bursts to fire again Use the secondary fire button to fire a single shot tap it or fire a hailstorm of lead hold the button di Pg a e Time period Present E e Secondary fire Physical strike e Damage 5 per shot e Ammo Bullets e Shots in clip 8 The Pump Shotgun doesn t do much damage per shot which makes it a go
6. IAL STRATEGY GUIDE thrown Normally grenades detonate a fixed time after being thrown so there may be a delay before detonation To arm them to detonate on impact throw instead with the secondary fire button Shoot grenades by using any present day weapon modified with a grenade launcher These grenades serve as the ammo for those weapons Time period Present e Secondary fire Physical strike e Damage 150 per shot Blast Radius 800 e Ammo Gas grenade e Shots in clip 8 This specialized weapon holds eight gas grenades that can be fired individually or in rapid fire by holding primary fire Reload time is extremely long however so don t stand in the middle of the room shoving in charges e Time period Future e Secondary fire None e Blast Radius 1 500 e Damage 800 This bomb is the single most damaging weapon in the game Throw tt far because its blast radius is wide Rest assured however that nothing in its wake will be left standing e Time period Present e Secondary fire Detonate on impact Blast Radius 800 e Damage 150 You can use the Hand Grenade two ways thrown or shot Throw by pressing the primary fire button the longer you hold the button the farther the grenade is e Time period Present e Secondary fire Three shot burst e Damage 15 per shot e Ammo Bullets e Shots in clip 30 The MP5 is a top gun in firing rate although its damage per bullet is pretty
7. PRIMA S OFFICIAL STRATEGY GUIDE HIDDEN REVEALED n primagames com weaPons Sure you re stronger than any human but you still need firearms Luckily you ve got plenty to choose from Consult this chapter for the skinny on every weapon in the game Here you ll also find your guide to all the power ups littering the battlefield Find out what each does and what it contains Knowing your power ups helps you use them to their greatest advantage e Time period Present e Secondary fire Physical strike e Damage 20 per shot e Ammo Bullets e Shots in clip 120 Weapons Directory Not many guns have the rate of fire of this monster but the individual shots don t pack quite the punch of the Mini Gun or the G36 e Time period Present e Secondary fire Rapid fire e Damage 10 per shot e Ammo Bullets e Shots in clip 33 This basic sidearm is just that basic In primary fire mode it shoots single rounds with each trigger pull great when you want to wound rather than kill For more damaging fire use the fully automatic secondary fire mode e Time period Present e Secondary fire Grenades e Damage primary 20 per shot 150 per shot e Ammo primary secondary Bullets grenades 30 1 The AR 15 is a great multipurpose weapon but its rate of fire and dam age are less than the G36 s Given the choice go with the G36 If you have only the AR 15 however you re still in
8. distances The SAMI is good at its specialized use but isn t good for combat because it has a slow reload time and a single shot clip e Time period Future e Secondary fire Grenades e Damage primary secondary 20 per shot 150 per shot e Ammo primary secondary Energy Plasma Grenade e Shots in clip primary secondary 20 2 Your basic weapon is anything but It has a built in grenade launcher that comes in handy against bunches of T 900s Still its rate of fire is pretty slow which makes it a bad choice against fast moving Kites or Rovers e Time period Future e Secondary fire Activates sniper scope e Damage 100 per shot e Ammo Energy Cell e Shots in clip 3 e Rate of fire 1 The Sniper Cannon is capable of destroying an armored target with one shot Its clip holds only three rounds however so aim carefully or you ll have to wait out a long reload IT TERMINATOR 3 Activate the sniper scope by pressing the secondary fire button In this view you can zoom up to x16 with your stan dard zoom controls Power ups are the items you can pick up in the game that provide weaponry ammunition or increases to health Knowing what they look like and what they do is crucial to your survival Often you ll find weapons on the ground that you can pick up and add to your collection When you are using normal view weapons on the ground pulsate slightly red When you have infrared vis
9. e law enforcement officers in the present day remember They re just doing their job They don t know you re helping mankind to them you re just a big guy with a big gun Still they ll hurt or capture John if you don t do something Follow John s and Kate s instructions and don t kill anyone Single shots from a pistol or a shotgun are enough to hobble or scare off the S W A T officers so aim and shoot carefully and conservatively If one of them dies your mission fails That said they are shooting to kill you so take cover whenever possible Mm e Time Period Future e Health 45 e Weapons Tech Com Plasma Rifle Tech Com Micro Rocket Launcher Ny These grunts of the human forces are your friends in most of the future episodes firing at the same targets as you and manning gun turrets In one level however a flashback or is it a flash forward to the T 850s successful assassination of John Connor they re your enemies Show no mercy in this situation and remember that EMP weapons won t work on them Tech Com Officer e Time Period Future e Health 35 e Weapon Tech Com Plasma Rifle You don t see these leaders in the field very often except when your objectives require you to rendezvous with them You won t see them as foes in combat either Humans and Machines A Guide to Friends and Foc Bosses e Time Period Present e Health 100 e Weapons Various e Time
10. ed States C Inte terminator of their Dus SAARI INN ise of the Machines De elo Jed b y
11. h a five grenade clip e Time period Future e Secondary fire Two to seven shots in single burst e Damage 5 per shot e Ammo Energy Cell e Shots in clip 50 Although it s effective only against machines this electromagnetic pulse gun easily disables any machine unlucky enough to meet it For large groups of enemies take the extra seconds and charge up the secondary fire mode for a multicharged blast e Time period Future e Secondary fire Physical strike e Damage 20 per shot e Ammo Energy Cell e Shots in clip 100 lts shots are only moderately powerful but they launch at such a high rate that this won t matter Reload is very Slow so duck behind something inde structible during clip changes and be sure to pop in a new one before a battle starts e Time period Future e Secondary fire Three shot burst e Damage 75 per shot Blast Radius 650 e Ammo Rocket e Shots in clip 5 A truly great weapon even in heated combat Because it boasts a multishot clip the time between shots is brief though actual reload time is long The secondary fire three missile salute deals handily with even the strongest foe e Time period Future e Secondary fire Physical strike e Damage 500 per shot e Ammo Rockets e Shots in clip 1 The SAM Launcher is great for taking out airborne units and tanks Use the built in sight but keep in mind that it s accurate only at long
12. ion turned on they show up highlighted Any character friend or foe who expires leaves behind a weapon for a short time Search near fallen characters as quickly as you can or the trusty sidearm won t be there when you arrive Power The T 850 runs not on health but on power Power is drained whenever the T 850 is injured for any reason If power reaches zero the T 850 suffers a total system failure In other words if you take too much damage you ll have to restart the level or use a resume Many but not all Power NOTE Cells respawn in their original positions so you can keep coming back to find the same Power Cell in the same place if you wait long enough The only way to replenish power is to find Power Cells These green cylinders restore 50 75 or 100 percent power so don t use them unless you are below 90 percent full power You can find Power Cells throughout the game levels and many that appear along the game s critical path are high lighted in the walkthroughs Ammunition Ammunition is acquired whenever you pick up a weapon dropped by another character or when you find a power up containing the ammunition Energy Cells Energy Cells power most future weapons Each cell contains 30 energy and 20 plasma charges that can be utilized by any energy or plasma based weapons a FISE MACHINES Ammo Crates Ammo Crates come in many shapes and sizes and can contain a variet
13. l e Shots in clip 200 This high energy weapon sends out a devastating blast of electricity into anything in the beam s path Fire it in primary mode for some pretty impressive devastation but use the quintuple power secondary fire mode for those really sticky situations this chain lighting bolt is more powerful but it uses up charges five times as fast e Time period Future e Secondary fire Physical strike e Damage 10 per shot e Ammo Energy Cell e Shots in clip 40 Skynet Phase Plasma Rifle Compared to the Tech Com Plasma Rifle this weapon has a much higher firing rate but a weaker punch to each shot This makes it great for use against quick weak units like Kites and Rovers and even green T 900s but less effective against more powerfully armored targets It also lacks the Tech Com version s mounted grenade launcher Steal one from a T 900 at e Time period Future the earliest opportunity e Secondary fire Grenades e Damage primary secondary 15 per shot 150 per shot e Ammo primary secondary Energy Cell Plasma Grenade e Shots in clip primary secondary 30 5 Rate of fire primary secondary 1 1 Tech Com EMP Gun The Phase Plasma Rifle is a definite improvement on the basic model taking many of the best features of the Tech Com version and improving on them Damage is greater than the Plasma SMG and the rate of fire is nearly as high but what really rocks is the grenade launcher wit
14. od choice for maiming rather than killing Otherwise its small clip and lag between shots don t compensate for its moderately quick reload time e Secondary fire Physical strike e Damage 200 per shot e Blast radius 1 300 e Ammo Rockets e Shots in clip 1 The RPG packs a serious wallop but it holds only one rocket at a time and must therefore be reloaded after every shot Because this is a slow procedure limit use of the RPG to sniping situations e Time period Future e Secondary fire Charged blast 1 5 charges e Damage 25 per shot e Ammo Energy Cell e Shots in clip 35 This is the granddaddy of the Skynet weapons used by the elite red T 900s The damage and rate of fire for this portable cannon is tremendous and the multicharge secondary fire mode hold the button longer to bundle up to five charges in a single shot is a great tank buster Reload time is quick too Lea Arc Laser e Time period Future e Secondary fire Physical strike e Damage Two per second e Ammo Energy Cell e Shots in clip 400 The damage number seems low but the Arc Laser can dish out a lot of damage in a short period Keep its con stant beam focused on a locked target and it ll be toast before you know it Skynet Lightning Gun Es PRIMAGAMES CON TERMINATOR IA MACHINES e Time period Future e Secondary fire Chain lightning bolt e Damage Three per second e Ammo Energy Cel
15. ood shape g p e Shots in Clip primary secondary e Time period Both e Secondary fire Detonate all placed charges e Blast Radius 1 500 e Damage 500 C4 is great for booby traps or breaking up environmental barriers Use the pri mary fire button to affix the bomb to a surface Or you can throw it toward a surface and it ll stick automatically Place as many charges as you like with the primary fire button When you re ready for the earth shattering kaboom press the secondary fire button to detonate all mounted charges simultaneously e Time period Future e Secondary fire Detonate on impact Blast Radius 900 e Damage 150 This special grenade short circuits machines while leaving people and inanimate objects unaffected You won t seem them often but they do work wonders against large clusters of mechanized foes e Time period Present e Secondary fire Grenade e Damage primary secondary 25 per shot 150 per shot e Ammo primary secondary Bullets hand grenades e Shots in clip primary secondary 40 1 The best multipurpose weapon in the present day armory It deals out high damage with its quick bullet fire and the secondary fire button can lob a shrapnel spewing grenade Reload is pretty quick too Use it if you have need for the grenade feature other wise choose the Mini Gun PRIMAGAMES COM re TERMINATOR 3 RISE MACHINES PRIMAS OFFIC
16. ove victorious whenever you encounter a new enemy F K Fighter Light With double the firepower and consid erably more armor than the Light version the Standard Fighter is a serious threat Ground it quickly when you sense fire from above The machines are generally your enemies but will in one instance be your allies Unless it s clear otherwise however kill em all as the Tech Com grunts say CRS Labs Hunter Killer F K Fighter Heavy e Time Period Future e Health 80 e Weapon Plasma gun The smallest of the Fighter class air borne machines the Fighters can t e Time Period Present take much punishment but they can e Time Period Future A dish out plenty in the meantime e Health 140 Health 70 e Weapons Multiple plasma guns e Weapons Machine gun rockets F K Fighter Standard Although it s only a bit tougher in defensive attributes the Heavy Fighter Is jam packed with even more guns for multiple simultaneous attacks More heavily armored than their futur istic incarnations the F K Kite but no less dangerous Best countered with a high rate of fire weapon e Time Period Future e Health 120 e Weapons Twin plasma guns Plasma Grenades TERMINATOR 3 e Time Period Future e Health 20 e Weapon Plasma gun A commonly seen foe buzzing in the air indoors and out the Kite is easy to dispatch Unfortunately they usually travel in large packs so dealing with
17. y of explosives such as grenades missiles and the like It s important to note that Ammo Crates will be different in future glow ing red or blue cylinders and present levels wooden crates Future Ammo Crates In future scenarios Ammo Crates contain rockets or Plasma Grenades or both The number depends on which crate blue or red you find Present Ammo Crates In present day scenarios they could contain either bullets primary ammo for most present weapons or some combination of rockets and Hand Grenades Humans and Machines A Guide to Friends HUMANS AND MACHINES A GUIDE TO FRIENDS AND Foes The forces standing in the way of victory are many varied and terrifyingly powerful so powerful that only another machine that s you can vanquish them Machines aren t however the only opposition you ll face You must protect and preserve several innocents at all costs In one episode you actually switch sides and fight with the future machines against the future humans Very confusing To make matters even more complicated you must take scrupulous care to hurt but not kill certain characters This guide covering machines humans and special characters only encountered in hand to hand combat will tell you everything you need to know about each how strong they are what weaponry they possess how to fight them and in what time periods you ll see them Check back here for the information you ll need to pr

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