Terminator 2D: NO FATE Walkthrough: First Clear and All Three Routes

John Connor firing on a Centurion in Terminator 2D: NO FATE

Terminator 2D: NO FATE changes its rules almost every other level. Sarah’s opening run-and-gun stages become John Connor firefights, a T-800 brawl, a motorcycle chase, and a stealth escape before the story asks you to choose a timeline. The useful route is therefore not a collectible sweep. It is a sequence of control checks, resource decisions, and two story choices that determine which closing levels you receive.

This walkthrough takes a fresh save through the forced first ending, then maps the two replay branches without pretending that they can be selected immediately. It reflects the official Patch 1 released on June 22, 2026, including its checkpoint-based Save Progress behavior and its changed HK-Bomber encounter. Story spoilers begin at the Level 8 choice.

Patch 1 changed what a failed level costs

Older launch walkthroughs describe losing a run or restarting a whole level after exiting. Patch 1 makes Save Progress restart at the last reached checkpoint in most Story Mode levels. Use it from the Story Mode continue-or-exit screen. Reaching a level also unlocks it in Level Training, so a difficult boss or format switch can be practiced without rebuilding the entire campaign.

The exceptions matter because they tell you where a continue is worth more than score:

Level or level type Patch 1 resume behavior Practical consequence
Desert Town No checkpoint resume Learn Bandit Bob’s spacing instead of trading health to finish quickly.
Biker Bar Restarts inside The Corral if that point was reached The opening street section is protected, but the timed bar fight still needs a clean rhythm.
Truck Chase The bridge confrontation becomes the return point once reached Survive the motorcycle half once; practice the aiming switch separately.
Cyberdyne Infiltration or Assault Restarts at the latest elevator floor, not the last medkit Finish a floor before exiting; a medkit alone is not a durable save point.
Cyberdyne Annihilation as the T-800 Restarts at the boss fight if reached Getting to the A.P.C. once is the important progress state.
Freeway Chase and Steel Mill Save Progress sends either stage back to its opening Enter with patience; there is no mid-level resume to rescue a rushed attempt.

The Story Mode result screen now also marks whether a hidden Continue was collected in each level. That is the reliable cleanup record for SKYNET SECRET FINDER. Do not trust an old list that still counts the two bonus skulls removed from Future War: Resistance and Pescadero Hospital by Patch 1.

Levels 1-3 teach one move in three different ways

Sarah’s slide is the common answer across the opening trio. In Desert Town, take the assault rifle hidden below the first raised platform, then use aim to remove enemies above or behind cover before climbing into their fire. A breakable wall beside a barrel after a drop hides a Continue. Bandit Bob is safest at long range: move away from his jump, pass under horizontal fire with a slide, and do not wait directly beneath him where he can shoot downward.

Cyberdyne Research turns aim direction into a target test. Crouch or aim low for the small explosive robots; aim high for ceiling turrets. Slide under the closing doors so Sarah exits with her weapon ready. At Lab Security, the displayed boss health falls when the guards emerging from the doors are killed. Stand slightly off center so several doors are in your firing lane, but relocate instead of trying to cover the entire room from one spot.

Cyberdyne Factory uses the slide as hazard control. Conveyor belts change Sarah’s movement speed, crushers punish early jumps, and the jet flames require you to move during the inactive window rather than racing the animation. Difficulty changes both how many hazards are active and how short those windows become. Patch 1 reduced the jet-flame hitbox and made the lab boss easier on harder settings, so current timing may be more forgiving than launch footage suggests.

For the Factory Defenses fight, shoot upward from beneath the central target when that lane is safe. Cross a ceiling laser with a slide rather than jumping into it. The central grenades can also be knocked away by sliding. If the arena fills with minor enemies, decide by boss health: clear the adds early, but finish the target when only a small amount remains instead of creating another damage cycle.

Levels 4-5 are won by saving bombs for large hitboxes

John Connor enters Future War with an automatic plasma weapon and pipe bombs. Fire continuously while moving, but do not spend every bomb on corridor enemies. The temporary weapon pickups have distinct jobs:

  • Quad-Particle covers several firing lanes and is ideal when drones or spawned enemies would otherwise split your aim.
  • Homing-Plasma lets you keep moving through a busy section instead of stopping to line up each target.
  • Deflector-Pulse fires through walls, so use it before leaving cover when enemies occupy the room above or beyond it.

Cover is a state, not background decoration. Step out to fire, then return when a bullet or grenade crosses John’s lane. The Centurion is large enough that aiming should be secondary to avoiding its sweep. Hold fire, spend the bombs you preserved, and move on the attack signal. Harder difficulties make its ground-level machine-gun sweep faster; Patch 1 also corrected the misleading missile presentation on Easy Money.

Future War: Resistance asks for the same discipline over a longer stage. Aim down while descending ladders to clear enemies that cannot answer from below. A breakable wall immediately to the left after one descent holds a Continue. Carry Homing-Plasma through the rotating-platform section, then use Deflector-Pulse to remove enemies through the ceiling before the elevator completes its approach.

Do not empty your bombs into the mid-boss because a refill follows it. Use only what buys a safe passage. At the HK-Bomber, take the Quad-Particle pickup, fire upward, and move to the raised platforms as soon as the game announces WARNING; the ground is about to ignite. Patch 1 added plasma turrets and rebalanced this boss, so a launch guide that describes only the bomber and spawned enemies is incomplete. Clear a turret when its crossfire removes your escape lane, then return damage to the bomber while it is inside bomb range.

Levels 6-8 switch the failure condition

Biker Bar gives the T-800 a timer instead of a normal health problem. Enemy hits remove time. Shoulder-charge into a standard combo, then leave the attack line before the next group closes around you. The back attack is optional; forcing it while surrounded often costs more time than a simple charge. Inside The Corral, keep the Angry Bartender offset from the T-800 rather than standing in front of him. Punching the jukebox beside the blond biker triggers the hidden Continue. Patch 1 changed the shoulder-charge sound, but not its role as the safest way to start contact.

The T-800 firing backward at the T-1000 truck during Truck Chase
Truck Chase alternates between lane survival and two firing directions. Official Steam screenshot from Bitmap Bureau and Reef Entertainment.

Truck Chase begins as a two-lane survival test. Take speed arrows only when the next obstacle leaves a clear lane. When control shifts to the T-800, hold the fire input while shooting backward at the truck; tapping reduces the useful fire rate. Chain-link fences still appear ahead, so do not lock the weapon backward. The readable route observed a repeating warning rhythm of obstacles followed by a fence, but react to the live road rather than treating that rhythm as a permanent fixed count. A Continue appears near the start of the shooting section, just after its first obstacle.

Sarah Connor sneaking behind hospital security in Pescadero Hospital
Pescadero Hospital rewards waiting for patrols and cameras to turn away. Official Steam screenshot from Bitmap Bureau and Reef Entertainment.

Pescadero Hospital is melee-only stealth. A guard taken from behind falls in one hit. If Sarah is spotted, slide into the guard to stun them, then attack before they recover. Lock picking is a timing check: press when the moving marker enters the lit area. Learn it while no one is chasing you because the same input returns under T-1000 pressure. Cameras trigger an alarm and extra guards, so wait for the viewing cone to pass instead of sprinting across every opening.

When the T-1000 appears ahead, use the nearby doorway as concealment and let it run past. Patch 1 adjusted the final male guard and fixed a gunner who could continue firing through lower floors. It also improved the Stealth Ninja trigger. If a supposedly clean stealth attempt fails under the current build, review the last patrol and camera rather than compensating for the old guard bug.

Your first timeline is locked to Reset Chip and Reconsider

The end of Level 8 contains the first decision. On a new save, Reset Chip is the only available choice. At Dyson’s house, Reconsider is likewise the first-run route. Together they spare Dyson and lead into Cyberdyne HQ: Infiltration, Freeway Chase, Steel Mill, and Future War: Retaliation.

The other paths unlock only after Story Mode has been completed once on any difficulty. A choice cannot be changed halfway through its run; reaching another ending means replaying Story Mode from the beginning.

Ending route Required choices Availability Route-specific payoff
Spare Dyson Reset Chip, then Reconsider Forced first-clear route Primary four-level closing path
Terminator kills Dyson Leave Chip After one Story Mode clear T-800 Annihilation stage and Boss Rush unlock
Sarah kills Dyson Reset Chip, then Pull the Trigger After one Story Mode clear Shorter alternate close and Mother of the Future unlock

Leave Chip removes the second choice entirely because the T-800 kills Dyson. Pull the Trigger requires Reset Chip first; that leaves Sarah to kill Dyson. If the option you want is absent, the problem is not a missed pickup. Either Story Mode has not been cleared once, or the preceding chip choice locked that branch.

Finish the spare-Dyson path without losing its objective

Cyberdyne HQ: Infiltration is built around explosive objectives. Follow the on-screen arrow to the nearest marked canister and place each bomb before taking the route onward. Many gunmen cannot hit crouched Sarah, while shielded enemies expose the real solution: shoot to raise the shield, close the distance, then use two melee hits. Blue overhead lasers are timing hazards; red units react to Sarah underneath them and are safer to destroy.

On the fourth floor, do not take the left exit until the bomb objectives are finished. Rooms containing bombs are useful late stops because their nearby checkpoints preserve more of the floor. Patch 1 added a T-800 bonus section to this primary Infiltration route and moved the top-floor medkit to account for it. Treat a live objective arrow and the current elevator-floor save as authority over a pre-patch room description.

Freeway Chase alternates driving and shooting. Move vertically around the road hazards, then keep the aiming reticle on the helicopter’s red weak point and hold fire. Cover as soon as an incoming attack is signaled. Higher difficulties shrink the weak-point target, so repeated misses are a precision warning, not evidence that the helicopter is invulnerable. Patch 1 now announces the weapon Sarah receives from John with both text and a sound; check that message before assuming her fire pattern failed to upgrade.

Steel Mill has one essential escort rule: stay with John. Fire on the T-1000 every time it closes on him and do not turn a short side exploration into distance the enemy can use. This level restarts from the beginning under Save Progress, so the safe route is the direct escort line. At the final exchange, keep firing until the scripted handoff occurs instead of approaching the T-1000.

Future War: Retaliation is the last endurance check. Keep firing while advancing through the helicopter pressure; the stage allows forward progress during that fight. Preserve some bombs for the deeper encounters. Once Deflector-Pulse appears, use its wall penetration to control the approach to the next machine rather than entering a full screen of projectiles.

The dangerous transition comes after the next checkpoint and Continue pickup: descending into flying enemies and lasers. A roll can cross a laser if timed correctly, but a failed roll is a signal to slow down, remove the nearest aerial target, and cross one beam at a time. The final machine has a ground wave that must be jumped. In its lower-position phase, take short firing windows; standing still to aim down for too long is the greed check that turns an otherwise readable pattern into damage.

Use the replay branches for new levels, not duplicate cleanup

After the first clear, decide which unlock you want before starting again.

The Leave Chip path runs through Police Station, Cyberdyne HQ: Assault, the T-800’s Cyberdyne HQ: Annihilation, Freeway Chase, Steel Mill, Future War: Redemption, and a Sarah version of Future War: Retaliation. During Annihilation, reaching the A.P.C. boss creates the useful Patch 1 resume state. Stay toward the rear of its arena to reduce the pressure from thrown grenades, then damage it during the open lane. In the T-808 pair, focus one machine until the fight becomes one-on-one; distance removes much of the grenade threat, while crouching answers horizontal fire. Completing this branch unlocks Boss Rush.

The Reset Chip plus Pull the Trigger path uses Police Station, Cyberdyne HQ: Assault, Freeway Chase, Steel Mill, and Future War: Redemption. It omits the T-800 Annihilation level, and its story consequences change the final rescue. Completing it unlocks Mother of the Future. That mode is the prerequisite for Judgment Day difficulty, which in turn is the official route to the Cheats Menu.

Read a stalled run from the missing state

  • The next ending choice is unavailable: finish Story Mode once, then begin a new run. For Sarah’s branch, pick Reset Chip before Pull the Trigger. Leave Chip bypasses the Dyson prompt.
  • Infiltration will not advance: follow the nearest-objective arrow and verify every canister on the current floor before taking the left exit or elevator.
  • HK-Bomber feels unlike an older guide: account for the Patch 1 plasma turrets and keep the raised platform lane free for the WARNING fire attack.
  • Save Progress returned farther back than expected: check the exception table. Elevator floors, the truck bridge, The Corral, and the Annihilation boss are explicit partial states; Freeway Chase and Steel Mill have no mid-level resume.
  • A reached level is difficult to practice: open Level Training. Patch 1 unlocks a level there when it is reached, not only when it is completed.
  • The completion percentage or S-rank target looks short: the current result screen tracks all 19 distinct Story Mode levels across the three paths. One ending does not expose the full roster.

A clean first clear is the start of the route, not the whole completion task. It unlocks the two real choices. From there, take Leave Chip for the longest alternate line and Boss Rush, then Reset Chip plus Pull the Trigger for Mother of the Future and the path toward Judgment Day. That order turns each replay into a new level set instead of another copy of the same ending.

Official sources and media credits

Game identity, release metadata, screenshots, modes, and the June 22, 2026 checkpoint and balance changes were checked against the official Steam page, Patch 1 announcement, and official Terminator 2D site. Difficulty behavior comes from Bitmap Bureau’s developer-authored overview. Level order, encounter tactics, choice locks, and ending routes were cross-checked against readable community guides and verified walkthrough references. Images are untouched original Steam JPGs supplied for the game by Bitmap Bureau and Reef Entertainment.