Terminator Walkthrought
Here’s The Terminator on Sega — the 1984 movie tie-in, straight up Mega Drive/Genesis vibes. No rushing, just clean execution: from the blasted future to the factory’s hydraulic press. It’s all about your route and smart micro‑calls. Below: where to push, where it’s dicey, where to stock up, and when it’s wiser to turn your back on the endo than play the hero.
The Future: trench lines and the complex entrance
You spawn in the ruins — long “pockets” of trenches with berms and turrets. Stick to the lower lanes: laser emplacements up top fire on diagonals and will delete half a health bar if you daydream. First medkits hide by cave‑ins — before the floodlight platform there’s a niche that’s safe to reload in. Infantry endos arrive in waves: drop two or three at range, then a short lull — perfect moment to shift position. Flying HKs arc in loops: pop them as they swing toward you; the line is straight and your shots won’t drift.
Rock‑solid gameplan: clear the frontline, then short “burst” upward, deleting turrets left to right. Mid‑stage you’ll see gap segments; don’t land on the skinny edge stones — they’re short and crumble underfoot. Take a run‑up from a wide slab. Save grenades for armored hardware. The walking HK likes to pin you on ledges: aim roughly a body‑length from the lip so its shells detonate on the edge and the shrapnel misses you.
Right before the bunker is the nastiest pocket: two platform tiers, turret above, endo pushing from behind. Don’t flex — drop down, hose the turret, climb back up via the right step, then clean your tail. The door panel glows green — it’s live, but behind it is another corridor full of choke points. Inside: short rooms, two with medkits tucked behind metal partitions marked by a blinking lamp. At the end is the generator bay: plant the charge (the script starts after a full clear), then roll back to the exit. Once the siren howls, don’t linger at the doors — spawns go infinite.
1984: LA back alleys and Tech Noir
Time jump — tempo change. In the Mega Drive Terminator, street punks melt fast but hit in clusters. Start at the left edge cautiously: early ammo tends to sit on fire escapes, a medkit usually hides in a storefront with a telltale flicker. Neon doors can be “dead,” but check anyway — you’ll find safe pockets to reload. Dog lunges are caught by crouch — let the rush sail overhead and answer point‑blank. Cops push in pairs; best to crack them as they step through a doorway — the first drops, the second stumbles on the step.
Tech Noir is a maze of tables and columns with strobing light. Don’t trash the furniture early: tables soak damage — free mobile cover. The stage by the bar is a bad hold: fire from above, pressure from below. Best spot is the narrow entry corridor — you control both angles. When the T‑800 shows up “in skin,” don’t face‑tank; slice the gap: two shots up close — step back — repeat. He loves hugging the dance floor column; don’t bite — swing fire to the flanks and clear adds or you’ll get boxed in. The scene ends after several waves — bail as soon as the window opens.
Police Station: floors, stairwells, long hallways
In the precinct, The Terminator flips the script: lots of doors, floors, and tight corridors. Don’t dive down the first stairwell you see — the correct path usually goes through reception to the right stair; fewer blind angles there. Medkits hide in rooms with wall plaques; if a door has a window, always peek — often it’s a safe room. Next is a long office hallway. The problem: the T‑800 periodically walks in, ice‑cold, ignoring flinch — your only goal is space. He hesitates a fraction on stairs — enough to drop a level and shred the mob tailing you.
Glass partitions break, but ammo’s precious — use doors as gates instead: rush in, fire, close, reset around the corner. Midway there’s a “firing lane” — a long bare corridor; don’t camp it, that’s a kill box: the T‑800 strides through with nowhere for you to hide. You want diagonals: duck into a two‑desk office, lure him to the doorway, hop back out, kite a loop until the exit trigger pops. Lost? Simple tell: the floor packed with filing cabinets leads to the right stair and the “correct” corridor. Save ammo for the police waves by the locker room — they come in threes.
Factory: conveyors, steam, the press finale
At the plant, the “movie game” leans vertical again. Conveyors pull against you, steam vents cycle in bursts. The rhythm’s easy: two short puffs, one long — move on the empty beat. First reverse switches sit by dense machines; flip to your favor so the belt stops dragging and you can short‑hop safely. On the second tier above the line there’s a safe beam with a medkit — grab it after the steam stretch or you’ll backtrack empty and gas out.
Before the end is a section of offset presses. Read the audio: heavy “boom” — pause — light “thunk.” On the thunk it’s always safe to run tight to the ram. Ammo often hides under presses — don’t get greedy; take it only if the lane is clear. Then you’ll enter the central bay with catwalks up top — that’s the endo boss round. In “Terminator on Sega,” trading face‑to‑face is suicide: the metal brute slow‑walks you on a cramped platform. Reliable loop: power the conveyor, climb to the catwalk, drop to the right platform and “tow” him to the press, staying close enough to keep aggro leashed. Once he’s on the press plate, sidestep and hit the button. Early? No big deal — repeat the cycle. Keep him centered on the plate for a guaranteed crush.
Quirk: the endo loves a fake stall — stops at the edge like he’s stuck. Don’t fall for it: he surges at the last moment if you pre‑press the switch. Wait until he clearly steps in and starts to speed up toward you — that’s your green light. Clear adds if the game spawns them in waves — they’ll throw off your timing and ruin the setup. When the press slams, don’t hang around — jump out; steam from above can tag you in the final seconds.
That’s the full run of “Terminator ’84”: future ruins to Tech Noir, then the precinct, and finally the industrial hell with the hydro press. Want a refresher on why that jagged tempo slaps and how the hitboxes behave? Swing by /gameplay/. And to revisit how this version landed on the Mega Drive, check /history/. Keep the pace, save grenades for armor, and remember: versus the T‑800, it’s not raw damage — it’s the route.