Robocop Versus Terminator Walkthrought
Ease in but stay sharp: in RoboCop vs. The Terminator on Sega, the opening blocks of Old Detroit greet you with rooftop turrets and gunners in windows. Keep to the right, feather short bursts along the ledges—snipers love perching on fire escapes. Spot a billboard? Hop onto its rim and the camera will lift; there’s often your first upgrade up top. Don’t hug the pavement: dumpsters can blow, and passing vans sometimes spit out shotgun goons. Prioritize targets above—they ruin your jumps the most—then clear the ground.
Old Detroit and the Delta City construction
On the bridge section, take the top beams: crossfire shreds you below, while up high is safer—and those ledges hide weapon-letter pickups. In RoboCop vs. The Terminator upgrades are easy to lose, so grab them but don’t dive into the blender—wipe the screen first, then jump. See a narrow vent with a grate? It’s penetrable, and inside are short corridors with extra lives and ammo.
The Delta City site is your first stress test. Conveyors roll girders, and a crane sweeps its hook on an arc. Count the rhythm: “one—two—jump” across moving platforms, and only linger on the third perch—it’s the best angle to pop the turret above the gap. Falling deck plates always clatter before they drop; wait for the cue, step back half a pace, then clear the whole section. Secrets hide under the lower scaffolds: smash the wooden boards to find medkits and the rare homing—self-guided rounds are priceless against drones.
Before heading into the basement, stand by the ladder and fire up and sideways—you’ll tag two enemies on the lip without getting tagged back. Down below, welder sparks hit on a timer: go after a short pause, and don’t try to cross two at once—there’s a narrow safe pocket between them.
OCP Headquarters: security, lasers, and ED-209
In OCP HQ, lift-doorways can be “pre-cleared”: stop in the frame and shoot the ceiling—sometimes a turret hides above the top edge. Red wall sensors shut off if you destroy the power block—a chest-high square module with a blinking light. Break it and the laser line dies for a couple of seconds—plenty to slip to the next cover. On stairwells, practice diagonal bursts: guards with grenades love camping around corners.
Before the server hall, grab range—laser or triple shot. In Robocop Versus Terminator these corridors reward long sightlines; it’s easier to pick off cameras methodically than face turrets point-blank. Gray vented cabinets can be smashed; behind them you’ll often find an extra life or level passwords. Spot a screen with letters? Snap a pic or write it down—it’ll save you from backtracking when you continue on Mega Drive.
ED-209 shows up in a roomy chamber with two platforms. Stay off-axis to its guns: when it advances, hold mid-range and hose the chassis, backpedaling during rocket volleys. Rockets come in threes: first low, second high, third low again. Jump the first, duck the second, step back on the third. If it lifts a “leg,” that’s the tell for a lunge—don’t stand right in front. Climb platforms only to dodge a burst, don’t loiter: they’re great for arcing shots, but ED-209 loves to box you against the edge.
After the boss, don’t sprint ahead: the next rooms have floor presses. Their loop is “pause—two strikes—long pause.” Get close, wait for two cycles, then slide-jump through the lane and swat drones midair. Use explosive barrels properly—many walls have thin “glass” panels that ignore regular bullets but shatter from barrel shrapnel. Behind them run short bypass corridors around nasty rooms.
The Future: war with the machines and Skynet plants
Once the vortex kicks in, you’re in the “war with the machines” block. T‑800s pour out of alcoves forever until you destroy the feeder cabinets. Look closely: small panels blink near the workbenches—shoot those first and the endoskeleton stream dries up. On belt lines, don’t sprint against the flow; move diagonally: step—burst—step. Jump at section seams so the belt doesn’t eat your distance.
In Skynet’s lower shops, presses and burners are the hazards. Burners fire in pairs: a short lick, then a long one. Don’t contest the long; roll under the short and immediately hop to the next platform. Capsules sometimes hang from the ceiling—they pop if you run beneath and drop mini-drones. The trick: bait the open, take a step back, and shred the capsule while it’s exposed. Track-spider bots are simpler: sit on the edge of a platform, hold a downward diagonal, and they’ll crawl right into your lead.
The walking “hunter” in the hangar (basically an HK) hits in two tempos: a ground-level gun sweep and a fan of rockets upward and outward. No panic: camp the middle upper platform. When the ground spray starts, just stay above and pound the chassis. When the rocket fan comes, shift to the neighboring platform and short-hop through the window between rockets. Homing rounds are stellar here, but the triple shot also strips armor fast if you land strings.
On assembly lines, watch for ceiling hooks—you can catch them with the tip of a jump to clear long gaps. The camera doesn’t pan up right away, so audit the top: tap a hop—if you see a beam edge—keep going; they stash upgrade crates up there. One more thing: blue force fields sometimes disable from the previous room, not the current one. Hit an unbreakable grid? Step back a screen and look for a sparking wall panel.
Skynet nodes and the final halls
The Skynet core mazes repeat their modules. To avoid getting lost, mark “beacons”: double-lit columns point to the exit; single-lit ones lead to dead ends with secrets. In RoboCop vs The Terminator, passwords don’t show after every screen, but after major beats—don’t miss the board; it often sits in a room with a turret by the entrance and another by the exit. The play is simple: pick off the top turret with diagonal fire, then from a lower position delete the second, and only then step in for the password.
Before the network’s “brain,” there’s a room of crisscrossing lasers. Don’t get brave: hug the edge, wait for the beams to open into an angle, then take a jump or two—otherwise the trap snaps shut. Small generators sit low in the corners—“switch” them off with a few accurate shots to slow the sweep. On the last stretch, splash damage rules: rockets pierce shutters that hide drone feeder pipes. Pipes first, then the center.
The final node is vulnerable while the central iris is open. The loop goes: add spawn—short lull—open—dump fire into the core. Don’t trade with endless drones; hold your aim where the iris will be and only clear what’s in your face. When it closes, take one step to the side, scoop the ammo, and return to position. Rush it and you’ll eat a string of micro-lasers—they carve health faster than any bullet stream.
And a few sanity savers in RoboCop vs. The Terminator. On the streets, save the triple shot for rooftops; in OCP corridors, grab the laser for cameras. On future belt lines, bank your homing for bosses and use regular bursts to “clean” feeder cabinets. And don’t forget passwords: finish a major stage—write it down. That’s how a Robocop Versus Terminator run stays tight and snappy—no hell loops and no restarts over one slip.