This document is mine. Please don't rip it off or take credit for it. If you
use any of the information provided in this guide in your own FAQ,
walkthrough, or guide, you must acknowledge that you obtained the information
from me, and give me proper credit.
That being said, feel free to post it on any site you want, provided you a)
don't make any changes to it, and b) don't charge money for it. You
don't even have to get my permission to post it (as long as it remains
unaltered), but it would be nice if you emailed me and let me know
(joylock @ hotmail.com).
Purpose of this Guide:
After playing through Turok, I found the game was pretty fun, so I took a
look at the game files and wrote this singleplayer FAQ for the game's
weapons and enemies. I hope you find it useful.
- Turok has 3 difficulty settings: Normal, Hard, and Inhuman. Oddly,
looking at the game files, it seems "Hard" is actually considered the
"default" difficulty. Not to say that Normal is an "easy" or "casual"
difficulty, however, since it still presents a decent challenge,
especially when you play the game for the first time. Difficulty setting
affects multiple gameplay factors.
On Normal difficulty:
- You have more health, and can survive a relatively high amount of damage.
- Enemies have less health.
- Enemy soldiers are less accurate.
- Enemy dinosaurs are less aggressive, delay more between attacks,
attack in smaller groups, and rarely use their maul attack.
- Knife kills are relatively easy to perform.
On Hard difficulty:
- You have 400 health, but and can survive a decent amount of damage.
- Enemies have standard health.
- Enemy soldiers have standard accuracy.
- Enemy dinosaurs have standard aggressiveness, delay less between
attacks, attack in standard-sized groups, and regularly use their
maul attack.
- Knife kills are slightly harder to perform than on Normal, but the
difference is not that noticeable.
On Inhuman difficulty:
- You have much less health, and can be killed by a second or two of
gunfire or a few dinosaur hits.
- Enemies have more health.
- Enemy soldiers are more accurate.
- Enemy dinosaurs are more aggressive, delay much less between attacks,
attack in larger groups, and use their maul attack annoyingly often.
- Knife kills are harder to perform, and many dinosaurs cannot be knife
killed from the front, only from the sides.
- Turok uses a regenerating health system. There is no life meter;
instead, when you take damage, your vision gradual becomes red
and blurry. When critically damaged, your vision will be severely
impaired. To regenerate your health, you need to take cover and
avoid being hit for a few seconds.
Also, the rate at which you regenerate is also affected by how much
damage you've taken. If you've only taken minor damage, your
health will regenerate after only a couple seconds of not getting hit.
However, if you're seriously injured, it takes several seconds before
your health begins regenerating again.
- Turok includes many optional stealth segments, where enemy
soldiers are initially unaware of your presence, and can be picked off
one by one using stealth tactics. Your "stealth weapons" are your bow
and your knife, which make no sound to alert enemies with. Of these,
the bow is the best, as it allows you to pick off enemies at long range,
whereas the knife forces you to walk into the area the enemies are
patrolling, making it easy for them to spot you.
While patrolling, enemies will walk over to investigate any fresh
corpses they see, but won't raise the alarm. However, if they see
another enemy soldier die while in their line of sight, they will go into
combat mode and raise the alarm. So, don't worry about leaving
corpses behind while you snipe enemies with the bow, but be sure not
to snipe an enemy down while they're in the line of sight of another
enemy soldier. Enemies will also raise the alarm if they see or hear
nearby projectile impacts (i.e. if you shoot at them and miss), or if they
see or hear gunfire of any kind.
If patrolling enemies become alert to your presence, they'll usually
shoot off a flare to summon reinforcements, who will typically either
be dropped off via helicopter, or come running in from nearby areas of
the level.
- When fighting most standard dinosaurs (i.e. Raptors or Lurkers), the
best strategy is to use knife instant-kills against them. You're
invincible against melee attacks while performing a knife-kill stabbing
animation, so you can literally mow through a pack of Raptors
stabbing each one in the head, without taking a single hit yourself. It
takes a little practice to getting the timing of the knife-kills down right,
but once you manage it you should be able to take out dinosaurs
pretty easily.
Note, however, that knife kills are much harder to perform on Inhuman
difficulty, since most dinosaurs must be stabbed from the sides, and
cannot be stabbed from the front. On Inhuman, you're better off
mowing dinosaurs down with automatic weapons fire.
- Enemy soldiers are best fought at long range, using a weapon with
good accuracy and range, such as the submachine gun or pulse rifle.
It's a good idea to fire from near or behind cover, so that you have a
place to duck or hide and regenerate if you end up taking damage.
Because of the game's large, open environments, enemy soldiers will
often try to flank you from the sides to blast you while you're hiding
behind cover. Watch out for enemy attempts to do this, and try to find
a good piece of cover in the back where enemies can't get a good
angle on you.
- You can perform a sideways roll by pressing the jump button while
strafing left or right. Rolling sideways is a good way to evade dinosaur
attacks, or quickly dodge behind cover when being shot at by enemy
fire.
- Watch out for enemy mounted machinegun turrets. These are very powerful
and can cut you down in a second or two of gunfire. They're also very
accurate, and can mow you down even at long range. Use grenades against
enemies manning a turret, or pop in and out of cover while blasting
them with gunfire.
On the plus side, enemies never seem to run over and man an empty turret
after you kill the soldier originally manning the turret.
- In Turok's single-player campaign, you can only carry 4 weapons at a
time (not including frag grenades, which you can always carry). Of
those 4 weapons, 2 will always be the knife and the bow (Turok's
signature weapons), which you are required to always carry for the
entire game. As a result, you can only carry 2 firearms (such as a
submachine gun and a shotgun), and will need to drop 1 firearm to
pick up a new one.
- Although you can only carry 2 firearms at a time, your ammo reserves
are persistant. So, if you acquire 30 sniper rounds on Mission 3, but
drop your sniper rifle, you'll continue to carry those 30 sniper rounds
through the rest of the game, and can use them whenever you next
pick up a new sniper rifle.
- Turok features both one-handed and two-handed firearms. One-
handed firearms can be dual-wielded, with one in each hand (unlike
Halo 2 and 3, when you dual-wield 2 weapons, you are unable to
carry a third weapon in reserve). Any combination of one-handed
firearms can be dual-wielded, so for example you could dual-wield
two submachine guns, a submachine gun and a shotgun, a shotgun
and a pistol, etc. While dual-wielding, the fire button fires the left
weapon, and the zoom button fires the right weapon. Dual-wielding
takes away your ability to zoom your view, but you can still use each
weapon's secondary fire mode.
- Every weapon in Turok has a secondary fire mode. On the PC version
of Turok, to use the secondary fire mode, you need to hold down the
"SHIFT" key, then press the fire button. To throw grenades, you need
to hold down the "SHIFT" key, then press the zoom button. For some
reason, this is never explained in the manual or within the game itself,
nor can you remap the "secondary fire" function to any other key
besides the "SHIFT" key.
A military combat knife. At close range, it can be used to perform special
instant-kills on most enemies, by pressing the fire button when a button
prompt appears on-screen. You also run faster when you're holding a knife
rather than a firearm. The instant-kill ability makes this probably your
best weapon for mowing through packs of dinosaurs.
DETAILED DESCRIPTION:
In Turok, you'll always carry a knife in the single-player campaign. At
first, the knife seems rather useless, with it's attack being a slow stab
that doesn't do much damage and has pitiful range. However, the
knife is in fact one of the most powerful weapons in the game. This is
because you can perform "instant-kills" with the knife. When you get
close to an enemy while holding the knife, an "instant kill" icon will
appear on your screen. Pressing the fire button when the icon
appears will perform a special "instant-kill" animation showing Turok
killing the enemy with one hit using the knife. Performing "instant-kills"
takes some practice, since you need to get the timing right (the icon
disappears if you're too far away or too close to an enemy), but once
you get the hang of it, it's pretty easy to do. When surrounded by
dinosaurs, you can actually chain together several "instant-kills" one-
by-one, allowing you to wipe out an entire pack of dinosaurs using
only the knife.
You also run much faster when holding the knife than when holding a
firearm, so be sure to switch to the knife when you need to travel
quickly (such as when running away from a T-Rex).
SECONDARY FIRE:
The knife's primary fire is a slow stab attack that takes 2 seconds to
perform (and thus there's a 2 second delay between each stab). The
secondary fire is a quicker slash attack that only takes 1 second to
perform (thus allowing you to slash once every second). You can't
perform instant kills with the secondary fire, but its somewhat quicker
slash speed makes it slightly useful for cutting down small pests such
as Echindons and Mini-Raptors. Generally, however, the slash
doesn't do much, and really shouldn't be used. Although faster than
the primary stab attack, it's still much slower than most other FPS
melee weapons (i.e. Half Life's crowbar or Bioshock's wrench).
EVALUATION:
The knife is one of the game's most powerful weapons, due to your
ability to perform "instant-kills" with it. When performing an "instant-
kill", you're immune to melee attacks, but will still take damage from
bullets. Thus, "instant-kills" are great against dinosaurs (you can wipe
out an entire pack of raptors without a scratch), but are suicidal
against a group of enemy soldiers, as the other soldiers will mow you
down while you're busying stabbing the first soldier.
NOTE that the knife is much less useful on Inhuman difficulty. On
Inhuman difficulty, "instant-kills" are much more difficult to perform, as
you can no long "instant-kill" most dinosaurs from the front (the
"instant-kill" icon only appears if you manage to get around to the side
of the dinosaur). The "sweet spot" in which the "instant-kill" icon
appears is also much smaller on Inhuman difficulty. Therefore, on
Inhuman difficulty it's probably better to mow down dinosaurs with
your firearms rather than try to "instant-kill" them with the knife.
=====
Oro C9 Perforator Compound Bow:
Normal Arrows:
Damage: SP: 105 to 180
MP: 225 to 435
Max Ammo: 50
Tek Arrows:
Damage: SP: 250
MP: 150
Max Ammo: 10
Movement Speed: 80%
Primary Fire: Draw Bow
Secondary Fire: Switch Arrow Type
BRIEF BLURB:
A modern compound bow. Has a long range 3x zoom for sniping enemies
at long range. At full torque, the bow kills enemy soldiers with
a single shot. It's also completely silent, and won't alert enemies
to your presence. A very nice sniping weapon that's with you the
entire game. Can also be used to fire powerful explosive-tipped
Tek arrows.
DETAILED DESCRIPTION:
Along with the knife, the compound bow will always be with you in the
single-player campaign. To use the bow, you need to hold down the
fire button to draw an arrow backwards and torque the bow. The more
your torque the bow, the further the arrow will travel and the more
damage it will do when it hits. You'll know the bow is at full torque
when the crosshair and the bow itself become vertical instead of
diagonal. At full torque, the bow has very good range; even at
relatively long range you don't have to worry to much about gravity,
and the arrow will strike pretty much where you point the crosshair.
Only at extreme long range do you have to worry about the arrow's
downward arc.
Note, however, that you can only hold the bow at full torque for a few
seconds, after which your arm will fatigue and involuntarily release the
arrow, causing it to fire uncontrollably off-target.
The bow is very powerful, and can kill most enemy soldiers in a single
hit. Only M-G RPG troopers, M-G Heavy Weapons soldiers, and M-G
Pyros are heavily armored enough to survive an arrow hit (On
Inhuman difficulty, M-G Elites are also tough enough to survive one
arrow hit). It's less useful against dinosaurs; it usually takes a few
arrows to kill a dinosaur, unless you manage to score a headshot
against them.
One of the primary advantages of the bow is that it can zoom much
further than most of your firearms (the bow has approximately a 3x
zoom), allowing you to target enemies at longer range. In fact, only
the pulse rifle and of course the sniper rifle can zoom to a similar
degree as the bow.
The bow is also perfectly silent, which makes it great for picking off
enemies without alerting other nearby enemies to your presence.
Note, however, that while enemies won't be able to hear the bow, they
WILL go into combat mode if they see one of their fellow soldiers die
from an arrow hit. So, if you're picking off a group of enemies one-by-
one, be sure not to shoot a soldier while he's in the line-of-sight of
another soldier.
SECONDARY FIRE:
Secondary fire switches the type of arrows you're using. You can fire
either normal arrows, or Tek arrows. Tek arrows explode on impact
and do seriously heavy damage, however like sticky bombs the
splash damage radius is below average, so direct hits are pretty
important. On Hard difficulty, a single direct hit will kill any enemy
(including M-G Heavy Weapons soldiers) except for DIlophosauruses
and M-G Pyro soldiers. On Inhuman difficulty, however, M-G Heavy
Weapons soldiers and M-G Pyros require 2 Tek arrows to kill.
Tek arrows are heavier than normal arrows, and thus have shorter
range due to being more affected by gravity. Keep this in mind if you
try hitting enemies at long range with them.
AMMO AVAILABILITY:
Arrows are less common than submachine gun or pulse rifle bullets,
but you still find them reasonably often. Arrows can't be acquired from
killed enemies, but you do frequently find arrow quivers in enemy
ammo stockpiles. Each individual ammo pickup also gives you a LOT
of arrows (you get 25 arrows per normal arrow quiver, and 10 Tek
arrows per Tek arrow quiver). Arrows are certainly common enough
for you to use the bow regularly without worrying too much about
running out of ammo.
EVALUATION:
The bow is a great weapon for sniping, due to its increased zoom
range. Its silent nature also makes it good for picking off enemy
soldiers steathily. Against most enemy soldiers, the bow is a 1-hit kill
weapon, making it very effective against them. Ammo for it is also
reasonably plentiful. It's overall pretty useful, which is good since you
have to carry it with you for the entire game.
=====
Oro FG8 Grenade:
Damage: SP: 200
MP: 150
AI: 300
Max Ammo: 3
DESCRIPTION:
In Turok, you can carry up to 3 frag grenades, which can be used at
the same time as your primary firearms. To throw a frag grenade, hold
down the SHIFT key, then press the "zoom" button. Frag grenades
are thrown in an arc, and explode about a second or so after landing.
They do good damage, and can usually kill most enemies outright.
Unfortunately, their splash damage radius is pretty average (less than
a dozen feet), so you need to land the grenade pretty close to an
enemy to damage them. Still, they're good for taking out a close-
together group of enemies, or killing enemies who are hiding behind
cover.
M-G Veteran shotgun soldiers are pretty good at diving away from frag
grenades. Otherwise, M-G soldiers tend to spot frag grenades and will
belatedly try to run away from them, but their reaction time is pretty
average, and they usually get caught in the splash radius as long as you
manage to land the grenade close enough to them.
Oro Hog 9mm Handgun:
Damage:
Single Shot: SP: 45
MP: 60
AI: 40
3-Shot Burst:
SP: 40 x 3
MP: 50 x 3
Rate of Fire: 450 rpm
Clip Size: 15
Max Ammo: 150 + 15
Movement Speed: 100%
Primary Fire: Single Shot
Secondary Fire: 3-Shot Burst
BRIEF BLURB:
A select-fire pistol that be fired in either single-shot or 3-shot burst.
Does about twice as much damage as the submachine gun and has a decent
rate of fire, but the clip size is "only" 15 shots, and the pistol
also only has average accuracy. It's decent at medium range against one
or two enemies, but not too good for large firefights. I see no
particular reason to carry it.
DETAILED DESCRIPTION:
The pistol is pretty much your standard FPS sidearm. It fires in single
shots, and you need to press the fire button each time to fire each
individual shot. The pistol has decent stopping power, doing roughly
twice as much damage as the submachine gun per bullet. It also has
a quick rate of fire, a decent clip size, and fairly decent accuracy
(although not as accurate as the submachine gun or pulse rifle).
Unfortunately, although decent, the clip size is quite low compared to
that of the submachine gun or pulse rifle, and you'll find yourself
reloading frequently if you engage in firefights against multiple
enemies using the pistol.
SECONDARY FIRE:
The pistol's secondary fire is a 3-shot burst that fires 3 bullets at once.
If all 3 bullets hit, this can drop an M-G Grunt in a single burst.
Unfortunately, the 3-shot burst has quite a lot of recoil, and
your gun will jump upward with each bullet in a 3-shot burst, making it
hard to stay targeted on enemies.
Indeed, the recoil means the 3 bullets won't land in the same place,
but rather will form a vertical line. This can limit the 3-shot burst's
effective range to medium range. Be sure to aim at the lower portion
of the enemy's body to ensure all 3 shots hit them.
AMMO AVAILABILITY:
The pistol, and ammo for it, are actually pretty rare. M-G Grunts
occasionally carry pistols (especially in indoor bases), and pistol
ammo can be found on ammo shelves inside enemy bases. However,
ammo for the pistol is overall pretty scarce, and you'll barely find any
at all in the game's later levels.
EVALUATION:
Overall, the pistol is a decent weapon, but the standard automatic
weapons such as the submachine gun or pulse rifle simply perform
much better with their higher automatic rates of fire and superior
range and accuracy. I don't see any real reason to use the pistol,
although it is a decent weapon if you do decide to use it (the
downside being that the scarce ammo means you'll probably run out
of bullets pretty quickly).
=====
Oro FP9 SMG:
Damage:
Normal Fire: SP: 25
MP: 32
AI: 15
Silencer Fire: SP: 20
MP: 25
Rate of Fire: 600
Clip Size: 45
Max Ammo: 300 + 45
Movement Speed:
SP: 100%
MP: 95%
Primary Fire: Normal Fire
Secondary Fire: Attach Silencer
BRIEF BLURB:
A fully automatic submachine gun. Does decent damage, with a good
rate of fire, good accuracy, and a pretty large clip size. Overall,
this is a good weapon, and works well both for shooting down enemy
soldiers in long range combat, or mowing down attacking dinosaurs in
close range combat. This should be your default weapon for the
first several levels of the game, until you can upgrade to the
pulse rifle.
DETAILED DESCRIPTION:
The submachine gun is essentially the game's default weapon. It's the
first firearm you acquire, and the one you'll probably be using for most
of the game's first several levels. As you'd expect, the submachine
gun is a full-auto weapon with a high rate of fire and pretty good
accuracy.
The submachine gun works well against most standard foes; it can
mow down M-G Grunts with a couple quick bursts, or M-G Elites with
a second or two of sustained fire. It can also mow down Raptors or
Lurkers with sustained automatic fire, especially when dual-wielded.
The submachine gun has good accuracy, especially if you use zoom
mode, and works well even at long range. The submachine gun also
doesn't suffer from recoil issues; you can fire sustained automatic fire
without your aim rising upward.
SECONDARY FIRE:
The submachine gun's secondary fire attaches a silencer to the
barrel, reducing the noise it makes when fired. Unlike the knife or
bow, a silenced submachine gun isn't perfectly silent. Enemies can
still hear the noise it makes if they're close by, or already on alert for
nearby danger. Still, it makes less noise than a regular weapon, and
thus reduces the chances of enemies figuring out your position from
the sound of your gunfire. Note that the silencer slightly reduces the
damage the SMG's bullets do, so don't use it if stealth isn't a factor at
all.
AMMO AVAILABILITY:
Ammo for the submachine gun is very, very common, especially in the
first several levels of the game. Pretty much every M-G Grunt you
encounter will drop submachine gun ammo when killed, and you'll
also find a lot of it in enemy ammo stockpiles or near enemy corpses
scattered around the jungle. Feel free to use the submachine gun
liberally, as you won't have to worry about running out of ammo.
EVALUATION:
The submachine gun is pretty much your default weapon, until you
get your hands on the pulse rifle. It's a standard FPS automatic
weapon, and works well for mowing down dinosaurs at close range,
or M-G soldiers at long range. I found it much more reliable and
effective than some of the more specialized weapons, such as the
shotgun or sticky bomb gun. That said, it's weaker than the pulse rifle,
so you should upgrade to a pulse rifle once you finally find one.
=====
Oro Enforcer Shotgun:
Damage:
Shotgun Blast: SP: 30 x 6
MP: 40 x 6
AI: 40 x 6
Flare:
SP: 5
MP: 5
AI: 20
Rate of Fire: 180 rpm
Clip Size: 10
Max Ammo: 50 + 10
Movement Speed:
SP: 85%
MP: 75%
Primary Fire: Shotgun Blast
Secondary Fire: Flare
BRIEF BLURB:
A full-auto combat shotgun. Has a relatively high rate of fire, and
does good damage at close range, but the wide pellet spread limits
its effectiveness to close range (a maximum of about 15 to 20 feet).
Not much use against soldiers (who are usually fought at long range).
Decent against dinosaurs, but usually requires 4 to 5 shots to kill
a single Raptor or Lurker. The high, full-auto rate of fire lets you
kill close-range enemies quickly, but also results in significant
recoil. Overall, I prefer the submachine gun or pulse rifle, but your
mileage may vary. The shotgun can also be used to launch signal flares,
which can be used to lure dinosaurs away from you and towards groups
of enemy soldiers.
DESCRIPTION:
This full-auto shotgun fires 6 pellets per shot, and with its relatively
high rate of fire you can deliver several high-power shotgun blasts in a
couple seconds. The downside to the shotgun is that the pellet spread
is pretty wide, seriously limiting its effective range. Evening when
using zoom mode for a better shot, you can only reliably hit enemies
up to about 15 to 20 feet or so, and you have to be at nearly point-
blank range to do full damage. Another major problem with the
shotgun is that it has significant recoil, so if you fire it full-auto your
aim will quickly be jerked skyward.
As a result of its limited range, the shotgun isn't much use against M-
G soldiers, who are usually fought at long range. The shotgun is
moderately effective against dinosaurs, but it often takes about 4 to 5
shots to kill a single Raptor or Lurker. On the plus side, a full blast
from the shotgun will often knock enemies to the ground for a second or
so, stopping their attacks and giving you a chance to shoot them while
they're down.
SECONDARY FIRE:
The shotgun's secondary fire launches a bright red flare that travels
for several dozen feet before dropping to the ground. You have an
infinite number of flares, but can only fire a flare once every 8
seconds. Flares attract dinosaurs to them, so you can use them to
lure dinosaurs away from you, or towards a group of M-G soldiers.
Note that dinosaurs usually won't be distracted by a flare if they
already see you and are walking towards you to attack.
If you stick a flare directly onto an enemy, it will often cause nearby
dinosaurs to attack that enemy. Sticking a flare to an M-G soldier or
dinosaur will also cause them to drop to the ground for a couple seconds
and try to extinguish themselves, which leaves them vulnerable to your
gunfire.
AMMO AVAILABILITY:
Ammo for the shotgun is pretty common, and can be found
throughout the game in ammo stockpiles or near soldier corpses
scattered throughout the jungle. Along with the submachine gun and
pulse rifle, the shotgun is one of the game's 3 most common, ammo-
available weapons.
EVALUATION:
Overall, I'm not a big fan of the shotgun. Most of the game's combat
takes place at long range, especially when fighting enemy soldiers, so
the submachine gun or pulse rifle work much better than the short-
range shotgun. At close range against dinosaurs, the knife seems
superior to the shotgun with its one-hit instant-kill ability (except on
Inhuman difficulty, where instant-kills with the knife are much harder).
Still, the shotgun is a decent weapon for blasting dinosaurs at close
range. Just remember it usually takes about 4 to 5 shots to kill each
enemy, so use full-auto fire while pressing downward to compensate
for the upward recoil.
The shotgun actually works pretty well against dinosaurs when
dual-wielded along with a submachine gun. Use the SMG to fire at dinos
from a distance, then shotgun them when they get close to knock them
down and finish them off. You can also use the flare launcher to
stick flares to charging dinos and stun them for a couple seconds,
allowing you to perforate them with your SMG.
A pistol-sized cannon that fires grenade-like sticky bombs, which
travel for several dozen feet and will stick to any enemy or
surface they hit. Press the fire button again to detonate the
bomb. A single hit will kill all but the toughest enemies,
but ammo capacity is a bit limited, and it can be hard to hit
fast-moving or sidestepping enemies at long range. The secondary
fire creates proximity mines that explode when stepped on.
Personally, I just used it whenever it became available, then
discarded it for something else whenever ammo ran out.
DETAILED DESCRIPTION:
The sticky bomb gun fires small grenade-sized bombs that stick to
whatever they impact against, whether it be a wall, the floor, or an
enemy. Pressing the fire button again after shooting a sticky bomb will
detonate the bomb. Sticky bombs do decent damage; on Normal and
Hard difficulty, a direct hit will kill any enemy except for
Dilophosauruses, M-G RPG Troopers, M-G Heavy Weapons Soldiers,
and M-G Pyros. However, on Inhuman, M-G Elites and Lurkers can
also survive a sticky bomb hit.
The sticky bomb gun has decent range; the bombs can travel for
several dozen feet before falling to the ground. On the downside, the
sticky bomb's blast radius is kind of small (about several feet or so),
so you'll generally only be able to really hurt enemies by sticking a
bomb directly to them, or detonating one while they're very close to it.
SECONDARY FIRE:
The sticky bomb gun's secondary fire causes the sticky bomb to form
a patch of many mini proximity mines when it hits a surface. Enemies
that step on the mines will detonate the patch, creating an explosion.
The proximity mines are useful for boobytrapping tight corridors, but
aren't much use out in the open as enemies can simply step around
them. Be careful, as the mines will explode if you step on them also.
The secondary fire can also be used as a direct-fire weapon, as the
sticky bomb will explode on impact with an enemy, instead of merely
sticking to them.
AMMO AVAILABILITY:
Ammo for the sticky bomb gun is somewhat uncommon, so once you
use up all 15 of your shots for it, that's pretty much it. You do find
sticky bomb guns and sticky bomb ammo at multiple weapons
stockpiles, so you will have many opportunities to use it throughout
the game.
Also, whenever you pick up a sticky bomb gun, you always get the
max 15 shots you can carry, which is nice.
EVALUATION:
Overall, the sticky bomb gun does good damage, but the projectile
travels at an average speed, so it can be easy to miss enemies that
strafe around quickly or are at long range. As a result, it's good at
close-to-medium range against dinosaurs, but not too useful against
M-G soldiers. You also can't carry much ammo for it (you've got a
maximum of 15 shots at any one time). I personally don't use it that
much, as I prefer more rapid-fire weapons like the submachine gun or
pulse rifle.
Oro L66 Pulse Rifle:
Damage:
Pulse Fire: SP: 50
MP: 50
AI: 20
Disruption Grenade: SP: 50
MP: 50
Rate of Fire: 600 rpm
Clip Size: 100
Max Ammo: 400 + 100
Movement Speed: 85%
Primary Fire: Pulse Fire
Secondary Fire: Disruption Grenade
BRIEF BLURB:
A futuristic assault rifle that holds 100 rounds of ammo at once.
Does rather high damage, has good accuracy, and has a good rate of fire.
Also features a 3x zoom that lets you target enemies accurately at
long range. This is an extremely good weapon that I highly recommend
using as your default weapon for most of the game. The only weakness is
that it overheats and shuts down for a few seconds if you fire it
continuously for more than 3 seconds, so fire in short bursts. Can
also be used to launch disruption grenades, which do minor damage,
but have a high splash radius and knock enemies to the ground.
DETAILED DESCRIPTION:
The pulse rifle is essentially a futuristic assault rifle that loads 100
rounds per magazine, and fires depleted uranium bullets using
electromagnetism instead of propellant. The pulse rifle is powerful,
accurate, and has a high rate of fire, making it an excellent weapon.
You should probably use it as your default weapon once it becomes
available.
Besides its high damage per bullet and great accuracy, the pulse rifle
also has a much further zoom than the game's other firearms,
allowing you to target more distant enemies with it (the pulse rifle has
a roughly 3x zoom). Indeed, the zoom is equal to that of the
compound bow; the only weapon in the game with a longer range
zoom is the sniper rifle.
The pulse rifle's major weakness is that it heats up as your fire it. If
you fire continuously for 3 seconds (which uses 28 rounds), the pulse
rifle will overheat and shut down, forcing you to wait several seconds
before it can be fired again. As a result, you should fire the pulse rifle
in short bursts instead of using full-auto fire. Two or three short bursts
will kill most enemies in the game, so this isn't too much of an issue.
SECONDARY FIRE:
The pulse rifle is equipped with an undermounted disruption grenade
launcher, which is activated by the secondary fire. The launcher fires
a blue disruption grenade which travels a few dozen feet, bounces off
walls or along the floor, and explodes after a couple seconds. The
disruption grenade has a fairly large splash damage radius (the
largest in the game). It doesn't do much actual damage, but the blast
will send enemies flying through the air and knock them down on their
backs for a couple seconds when they hit the ground. Thus, the
disruption grenade isn't much good for killing enemies, but it's good
for stunning them for a couple seconds, allowing you to maneuever to
a better position or finish them off with the primary fire.
The undermounted grenade launcher holds 3 disruption grenades. It
will need to be reloaded after all 3 grenades are used, or you can
reload the launcher manually (although this has to be done seperately
from reloading the main rifle).
AMMO AVAILABILITY:
You'll find that pulse rifle ammo is very common once the weapon
becomes available to you. Like the submachine gun, you can often
get ammo from slain enemy troops (in this case, M-G Elite soldiers),
and you'll also frequently find pulse rifle ammo in enemy ammo
stockpiles or near the bodies of dead soldiers scattered around the
jungle.
Disruption grenade ammo is also very common, as every pulse rifle
you pick up from a killed M-G Elite will give you a few grenades. You
also get disruption grenades at enemy ammo stockpiles.
EVALUATION:
The pulse rifle is a great weapon, and works well both for picking off
M-G soldiers at long range, or mowing down dinosaurs up close. I
highly recommend using it as your default weapon as soon as it
becomes available. Just be sure to fire in short bursts to avoid
overheating it.
=====
Triglav 92 Stalker (T92) Sniper Rifle:
Damage: SP: 125
MP: 200
AI: 300
Rate of Fire: 30 rpm
Clip Size: 5
Max Ammo: 30 + 5
Movement Speed: 75%
Primary Fire: Single Shot
Secondary Fire: Scope Zoom (2x, 5x, 10x)
BRIEF BLURB:
A bolt-action sniper rifle. Does good damage and can kill enemy
soldiers and Raptors with a single shot to the body. However,
the bolt-action means there's a 2-second delay between each shot.
Scope features a 2x, 5x, and 10x zoom for picking off enemies at
long range. The sniper rifle is nice for long range combat, but
the pulse rifle and compound bow also have pretty decent zoom
abilities, so the sniper's not absolutely necessary for long
range combat. Also lacks a crosshair when unzoomed, so you can't
accurately fire it "from the hip" while running around at close
range.
DETAILED DESCRIPTION:
This bolt-action sniper rifle is pretty powerful; on Normal or Hard
difficulty, it can kill any standard M-G soldier (including Grunts,
Veterans, and Elites) with a single shot to the body (On Inhuman, it
takes 2 shots to the body to kill an Elite). Heavily armored M-G
soldiers such as Heavy Weapons soldiers or Pyros can be killed with
one headshot. It can also kill Raptors with a single shot to the body,
and can kill most other enemies with a single headshot. It also comes
with a variable scope that lets you pick off enemies at long range. The
drawback of the sniper rifle is it's low bolt-action rate of fire; there's a
2-second delay between each shot.
The sniper rifle's main weakness is that it has no crosshair when
unzoomed, so you can't really run-and-gun with it. You need to aim
through the scope to shoot targets accurately with it. Activate the
secondary fire while looking through the scope to zoom the sniper rifle
at a higher magnification.
AMMO AVAILABILITY:
Ammo for the sniper rifle is uncommon, so you're likely to run out if
you use it a lot. Still, sniper rifle ammo can be found at several enemy
weapons stockpiles, so you do get many chances to use it throughout
the game.
EVALUATION:
Overall, the sniper rifle is nice for picking off distant enemies, but it's
not really necessary. Both the compound bow and the pulse rifle also
feature relatively long-range zooms, and can be used to snipe
enemies effectively at long range. The one advantage of the sniper
rifle is that you can use it to snipe enemies from safely outside the
range of their firearms, but since enemies actually have a pretty long
effective range, you have to be really, really far away to take
advantage of this.
A short-range flamethrower that fires a stream of fire about 20
to 25 feet. Each individual hit does relatively low damage, but
the weapon has a high "rate of fire". The biggest advantage of
the flamethrower is that being hit by a flame stream will cause
enemies to be knocked down or backwards, preventing them from
reaching you and biting you. It's decent against Soldier Bugs
and good against Raptors, but not much use against enemy soldiers
due to the short range. I mostly use the flamethrower in
Mission 9: Down and Out against the Soldier Bugs, then discard
it afterwards.
DETAILED DESCRIPTION:
The flamethrower fires a stream of flames about 20 to 25 feet. Each
individual "hit" doesn't do much damage, but the flamethrower has a
high "rate of fire" and thus does good continuous damage. The main
advantage of the flamethrower is that it pushes enemies back and
also knocks them down; this stuns them and prevents them from
attacking you. It's very useful against Soldier Bugs and dinosaurs, but
not much good against M-G soldiers due to its short range.
SECONDARY FIRE:
The flamethrower's secondary fire launches a napalm grenade that
explodes on impact. Napalm grenades do decent damage and have
an average splash damage radius; they're especially good against
Soldier Bugs; a single napalm grenade hit will splatter a group of
Soldier Bugs, even on Inhuman difficulty. The downside of the napalm
grenades is that the flamethrower only holds one at a time, and needs
to be reloaded after each shot (you automatically reload the
flamethrower's grenade launcher after firing a napalm grenade, during
which you can't fire the flamethrower).
AMMO AVAILABILITY:
Ammo for the flamethrower is pretty common in Mission 9: Down and
Out, but otherwise it's pretty damn rare throughout the rest of the
game. You only really get flamethrower ammo from the M-G Pyro
soldiers in the game's last few missions. Likewise, the only times you
can even pick up a flamethrower after Mission 9 is to kill a M-G Pyro
soldier and take his flamethrower.
EVALUATION:
I find the flamethrower reasonably useful against Soldier Bugs in
Mission 9 (the game essentially forces you to fight them with it), but
otherwise didn't find much use for it elsewhere in the game. It's
decent for pushing back and burning down dinosaurs at close range,
but fairly useless against enemy soldiers armed with long-range
automatic weapons.
=====
Oro War-Horse Minigun:
Damage: SP: 45
MP: 50
AI: 20
Turret Health: Normal: 500
Hard: 500
Inhuman: 750
Rate of Fire: 950 rpm
Clip Size: 250
Max Ammo: 1000 + 250
Movement Speed:
SP: 100%
MP: 61%
Primary Fire: Minigun Fire
Secondary Fire: Automated Turret
BRIEF BLURB:
A powerful minigun that does relatively high damage and has a
high rate of fire. Unfortunately, it has below average accuracy and
an inability to zoom. It's good for mowing down enemies at medium
range, but not much good at long range. The minigun takes a second
to spin up before it begins firing, but you can pre-spin it by
holding down the zoom button. The minigun can also be turned into an
automated turret, which can be very useful for adding backup
firepower to heavy firefights. You can even create 2 turrets at
a time for maximum backup.
DETAILED DESCRIPTION:
As you'd expect, the minigun is a large portable heavy weapon that
fires powerful bullets at an extremely high rate of fire. With a huge
ammo capacity, you can spray bullets for a prolonged period of time
before needing to reload. The trade-off is that the minigun isn't as
accurate as a submachine gun or pulse rifle, although it is still
reasonably accurate at medium range. Just don't try sniping at long
range with it.
The minigun takes a second to spin up before it begins firing.
However, you can pre-spin the barrel by holding down the "zoom"
button, allowing you to fire instantly as soon as you press the "fire"
button.
SECONDARY FIRE:
The minigun's secondary fire lays down the minigun as a tripod-
mounted automated turret, which will automatically open fire on any
enemies that enter into its line of sight. This is VERY useful,
especially when defending an area against respawning enemies. You
can also have up to 2 minigun turrets operating at the same time.
Be aware that laying down a minigun portable turret uses up a lot of
ammo, since in addition to the bullets already loaded into the minigun,
you'll also load the turret with up to 750 bullets from your ammo
reserve. On the plus side, this allows the minigun turret to fire for a
very long period of time before it runs out of ammo.
AMMO AVAILABILITY:
Ammo for the minigun is less common than submachine gun,
shotgun, or pulse rifle ammo, but you can still find a decent amount of
it throughout the game. Minigun ammo can occasionally be found at
enemy ammo stockpiles, and can also be acquired from slain M-G
Heavy Weapons soldiers. Each minigun ammo pickup gives you a
LOT of bullets, so you can max out your ammo to full capacity pretty
quickly.
EVALUATION:
The minigun is great for mowing down enemies en-mass at medium
range; it's great against dinosaurs, and also works well against M-G
soldiers. The minigun's greatest advantage, however, is it's ability to
function as a portable automated turret that you can lay down
anywhere to provide you with supporting firepower. This can be very
useful, especially in some of the game's tougher areas where you
have to deal with overwhelming odds or respawning enemies.
The only weakness of the minigun is its inability to zoom and reduced
accuracy, limiting it to medium-range combat. So be sure to also be
carrying a pulse rifle for long-range firefights.
=====
Oro Redfist RPG:
Damage: SP: 500
MP: 80
AI: 200
Rate of Fire: N/A
Clip Size: 1
Max Ammo: 10 + 1
Movement Speed: 80%
Primary Fire: Rocket Shot
Secondary Fire: Lock-On Targeting Scope
BRIEF BLURB:
A one-shot rocket launcher. Extremely powerful, this will kill any
non-boss enemy with a single direct hit. A targeting scope can be used
to lock onto enemies and fire heat-seeking rockets. The only drawback
is that the rate of fire is low, since the launcher needs to be
reloaded after each shot. Also, ammo is really rare for this
weapon, so your chances to use it are somewhat limited. It's
fun for turning large dinosaurs into ludicrous gibs, though.
DETAILED DESCRIPTION:
The RPG launcher fires a powerful rocket propelled grenade, and is
easily the most powerful weapon in the game. A single direct hit will
kill ANY non-boss enemy; even the large and powerful
Dilophosauruses will be blown into bloody chunks by a direct RPG hit.
Pretty much the only enemies that can survive multiple RPG hits are
the M-G Spider Tank and the T-Rex. The splash damage radius is
also pretty good, and you can kill a group of several close-together
enemy soldiers with a single RPG blast. Unfortunately, the RPG
launcher has to be reloaded after each shot, giving it a fairly low rate
of fire (although the reload speed is actually not that bad).
SECONDARY FIRE:
The RPG launcher's secondary fire activates a computerized targeting
scope, through which you can "lock-on" to enemies by pointing the
scope at them for a second until the crosshair aligns and turns red.
This activates the RPG's heat-seeking feature, allowing you to fire a
heat-seeking RPG that will track their movements and home in
directly on them.
AMMO AVAILABILITY:
Unfortunately, RPG ammo is damn rare, and pretty much only shows
up in the assorted mini-boss and boss fights where you need to use it
(such as against M-G helicopters or the M-G Spider Tank).
EVALUATION:
The RPG launcher is extremely powerful, but the severely limited
ammo means you'll probably only be using it in the boss fights where
it's required. It's also serious OVERKILL against most enemies
anyway, although it's nice for taking out M-G Heavy Weapons soldiers
or Dilophosauruses in a single shot.
- Dinosaurs are the native inhabitants of the Lost Land, and serve as a
neutral faction in the game. While they will attack you and your
Whiskey Company squadmates, they will also attack the enemy
Mendel-Gruman soldiers. This occurs if the dinosaurs spot the enemy
soldiers before they spot you, or if you use a shotgun flare launcher to
lure dinosaurs near Mendel-Gruman troops.
- Dinosaurs occasionally attack each other as well; predators are
especially likely to attack both herbivores and predators of a different
species.
- Some dinosaurs takes extra damage from most firearms, so killing
them requires somewhat less ammo than their health stats would indicate.
Dinosaurs are still overall tougher than soldiers, requiring more bullets
to bring down.
- On Normal and Hard difficulty, dinosaurs are easily wiped out with
knife kills. On Inhuman difficulty, however, most dinosaurs can no
longer be knife killed from the front, only from the sides. This makes it
easier to simply mow them down with automatic weapons in Inhuman
difficulty.
Echindons are small, Compy-like scavengers found throughout the
Lost Land, usually in groups of 3 or more. They're mostly non-violent,
and will typically just follow you around and observe you (apparently
they're smart enough to realize they're too weak to do you serious
harm). This doesn't mean they're completely harmless, however;
every once in a while a Echindon will attack you by leaping at you
(Echindons seem to attack if they think you're weakened, or if you
agitate them by chasing or attacking them). However, their attacks are
rare and don't do too much damage, so they're not really a threat
even on the highest difficulty level.
KILL STRATEGY:
You can usually just ignore Echindons. It's pretty easy to knife-kill </pre><pre id="faqspan-2">
them or mow them down with automatic weapons fire (1 bullet will kill
them), but this is kind of a waste of time since they rarely ever attack
you anyway.
=====
Mini-Raptor:
Appearance: Small, 3-feet tall, blue bipedal lizard with spiky hair-
spines along their heads.
Health: Normal: 50
Hard: 50
Inhuman: 45
Attacks: Leap Attack
Maul Attack
DESCRIPTION:
Mini-Raptors are small wolf-sized predators that travel in packs of
several at once. They're similar in size and behavior to Echindons, but
are much more aggressive. While there are times Mini-Raptors will
simply hang back and observe you, they typically WILL attack you
with leaping claw attacks. They can also perform a maul attack where
they leap on your body and try to bite you; you need to peform a
button-pressing sequence to shake them off and kill them.
Generally, Mini-raptors run in circles around you while often
leaping at you or attempting to latch onto your face and gnaw it off.
Their running in circles around you makes them a little hard to target,
but you can counter this by backing off to get a clearer shot at them.
KILL STRATEGY:
Mini-Raptors don't do too much damage, and are pretty easily to kill;
you can either instant-kill them with knife kills, or mow them down with
your submachine gun or pulse rifle (1 or 2 bullets is enough to kill
one). They're more of a pest than a serious threat, although several of
them attacking you at the same time can be dangerous. Fortunately,
this rarely happens as your Whiskey Company soldier allies are pretty
good at distracting them and helping you kill them off.
Remember, Mini-Raptors can be distinguished from Echindons in that
they are blue instead of brown. So, mow down the small blue lizards,
and ignore the small brown ones.
=====
Velociraptor:
Appearance: Large, horse-sized, 6-foot tall, forward-facing bipedal
dinosaurs with spines along their face and back.
Health:
Normal Raptor: Normal: 750
Hard: 750
Inhuman: 850
Made famous by Jurassic Park, Velociraptors will serve as the most
common dinosaur enemies you'll encounter throughout the game.
They can be found in almost every level of the game. They have
above average speed (they run somewhat faster than you, but they
still move at a reasonable enough speed for you to track them
with your weapon without any trouble), and often attack in packs
of 3 or more.
NOTE: In real life, Velociraptors were turkey-sized, closer to the Mini-
Raptors seen in the game than the large, monsterous pop culture
versions (which are more akin to Utahraptors in terms of size).
BEHAVIOR:
Velociraptors have a number of attacks. They can charge at you and
bite you, knocking you down to the ground. They can also leap at you
and slash you with their claws, which also knocks you down to the
ground. Finally, they have a maul attack where they leap on you and
try to eat your throat, and you have to perform a button-pressing
sequence to knock them off you.
Typical Velociraptor behavior is pretty straightforward. They charge at
you once they spot you, attack you, and then will either circle
you a little to attack from a slightly different angle, or back off a
couple steps to roar at you for a second before attacking you again.
If they back off to roar at you, it gives you a split-second opening
to step forward and instant kill them with a knife stab to the cranium.
KILL STRATEGY:
Velociraptor attacks can be dodged by rolling sideways. On Normal
and Hard difficulty, they're pretty easy to kill with knife kills; just
approach them, and stab them when you get close enough and the
knife kill action prompt appears on screen. You can wipe out an entire
pack of Velociraptors using nothing but consecutive knife kills.
Velociraptors can also be mowed down with your firearms; it takes a
couple dozen submachine gun bullets or 4 or 5 shotgun blasts to put
one down. You can usually kill them from long range with a couple
seconds of sustained fire before they can reach you, and at close
range you can circle around them, roll away from their attacks,
and blast them when you're behind them or they pause to roar at you.
VARIANTS:
Velociraptors actually come in 3 different variants: Normal Raptors,
Albino Raptors, and Spitting Raptors.
NORMAL RAPTORS: The standard Velociraptors. These guys are
the most common dinosaur enemies you face throughout the game.
They can be knife-killed from the front on any difficulty, even on
Inhuman.
ALBINO RAPTORS: Raptors with white skin and red eyes. They
typically appear indoors, underground, or during night-time. Albino
Raptors behave similar to Normal Raptors, although they're slightly
quicker and more aggressive, and attack in slightly larger groups.
Albino Raptors are noticeably less durable than standard Raptors;
it only takes 2 shotgun blasts to kill an Albino Raptor, whereas
a standard Raptor takes 4 to 5 blasts to kill. On Inhuman difficulty,
Albino Raptors cannot be knife killed from the front, requiring you to
circle around to their side to knife kill them. On Inhuman, it's
actually easier just to mow them down with your firearms.
SPITTING RAPTORS: These raptors have a series of spines running
along their back, and a large fleshy sac in their throat. In addition to
the standard Velociraptor attacks, these guys can also spit a wad of
greenish goo at you from medium-long range that does decent
damage and can significantly injure you. Like Albino Raptors, on
Inhuman they cannot be knife killed from the front, and therefore are
much easier to fight using firearms instead of the knife.
These are overall the toughest Raptors you'll encounter, although
other than their spit attack, they're only slightly tougher than standard
Raptors.
Lurkers are four-legged, lizard-like dinosaurs that move and attack
like jungle cats. They're VERY fast, running across the ground at high
speed, and can also quickly scramble up and down tree trunks or
cliffs. Unlike Raptors, Lurkers don't explicitly cooperate or hunt
together in packs, but since you'll usually encounter several in the
same area, you'll often find yourself fighting 2 or 3 Lurkers at the
same time.
Lurkers are mostly encountered in the game's middle levels, where
they'll briefly serve as your primary dinosaur enemies instead of the
Raptors. They first appear towards the end of Mission 4: Reunions,
where you'll fight a couple dozen of them. You also fight a dozen or so
Lurkers throughout Mission 5: Ghost in the Shadows, and at the end of
Mission 6: Mother Superior. A couple will attack you in the middle of
Mission 10: Heroes End.
BEHAVIOR:
Unlike Raptors, Lurkers attack with hit-and-run tactics. They'll charge
at you, leap on you to knock you down, then run away, often
retreating up a nearby tree or cliff. They, after a couple seconds,
they'll run down again and charge at you once more. While their use
of hit-and-run tactics makes them harder to hit (especially with the
knife), it also means they'll do less damage to you since they don't
press their attacks. Often, by the time the Lurker returns to hit you
with its second attack, you'll have completely regenerated from its first
attack.
Lurkers have 2 basic attacks; they can ram and bite you with their
heads, or leap at you from several feet away. Both of these attacks
will knock you to the ground and do damage. Lurkers also have a
maul attack, where they leap on you and try to tear out your throat. As
per usual, you need to perform a button pressing sequence to knock
the Lurker off you.
KILL STRATEGY:
Lurker attacks can be dodged by rolling sideways. If you manage to
dodge their attack, a Lurker will usually run off for a couple seconds
before turning around and attacking you again. As with Raptors,
Lurkers are pretty easy to wipe out using knife kills on Normal and
Hard difficulty. On Inhuman difficulty, Lurkers can only be knife killed
from the sides, not from the front, and therefore it's much easier to
mow them down with automatic weapons fire. Lurkers seem to be
slightly more durable than Raptors, but can still be killed with
automatic weapons fire or several shotgun blasts. However, on
Inhuman difficulty they're quite a bit tougher than Raptors (on
Inhuman, Lurkers can survive a direct hit from the sticky bomb gun or
a Tek arrow shot).
Baby T-Rexs appear exclusively in Mission 6: Mother Superior, just
before the big boss battle against the big T-Rex, Mama Scarface. You
fight 10 of them before the boss battle, mostly in a pit-like arena which
is probably their nest.
Baby T-Rexes are marginally less durable than standard Raptors, but
can still take a couple dozen SMG bullets or a few shotgun blasts to
bring down.
BEHAVIOR:
Baby T-Rexs move and attack similar to Raptors; once they spot you,
they charge at you and will attempt to either bite or leap on you once
they get close. If they hit you, they'll somtimes back off a few steps
for a second before moving forward to attack you again. Baby T-Rexs also
can use a maul attack, where they tackle you to the ground and have to be
pushed off with a button pressing sequence before they rip out your
throat.
Baby T-Rexs are actually meaner and more dangerous than Raptors.
Their attacks are quicker and more vicious; they delay much less
between attacks, and as a result can keep you off balance with their
constant hits, murdering you at close range. Whereas Raptors often
back off and roar at you for a second or so after hitting you, Baby T-
Rexs often attack you as soon as you get back up from being
knocked down from the first attack.
KILL STRATEGY:
Baby T-Rexs are more difficult to instant-kill with the knife; not
only is their hit-zone/sweet spot for the instant-kill smaller, but on
Inhuman difficulty they can't be instant-killed from the front, only from
the sides. Additionally, their rapid attacks can often keep knocking
you to the ground and prevent you from successfully knife-killing
them.
Overall, Baby T-Rexs can be killed with similar tactics to those you
use against Raptors. However, they're quite a bit more dangerous at
close range, so you might consider mowing them down with your
firearms at long range instead of getting close and trying to instant-kill
them with the knife (especially on Inhuman difficulty).
=====
Hadrosaur:
Appearance: Large 8-foot tall, 15-foot long duck-billed green bipedal
dinosaur.
Health: 2000
Attacks: Ram Attack
Tail Attack
DESCRIPTION:
Hadrosaurs are large, rhino-sized duck-billed herbivores that can be
found roaming the Lost Land. They are often found in groups ranging
from a couple to up to several at once. Hadrosaurs are largely peaceful,
and will usually ignore you. However, they can injure you; if you get in
the way of a Hadrosaur when it's running away from something, it will
smash into you, doing damaging and knocking you over. Hadrosaurs
can also smack you with their tail if you stand too close to them for too
long or otherwise hassle them. Still, they almost never attack you
directly; even if you shoot them, they run away instead of defending
themselves by charging you.
Hadrosaurs are quite flightly, and will run away when faced with
predators such as Velociraptors or Dilophosauruses. Conversely, they
also make good distractions against predators; predators will
sometimes chase after the Hadrosaurs instead of attacking you.
KILL STRATEGY:
Hadrosaurs are easy enough to kill; you can instant kill them with the
knife (causing you jump up and slit their throats, which actually looks
pretty cool), or you can mow them down with concentrated automatic
weapons fire (it only takes about a dozen submachine gun bullets or
2 shotgun blasts to kill one). However, this is generally a waste of time
and ammo, and it's easier to simply ignore them and walk around them.
=====
Dilophosaurus:
Appearance: Large, 10-foot tall, 30-foot long bipedal carnivore with bony,
mace-like head and long tail.
Health: Normal: 2800
Hard: 3000
Inhuman: 3200
Attacks: Bite Attack
Tail Attack
Spin Attack
DESCRIPTION:
This very large carnivore is the toughest dinosaur in the game, other
than the boss-like T-Rex and Gigantosaurus. Dilophosauruses can
withstand a few dozen rounds of pulse rifle fire, or 18-20 shotgun
blasts. Fortunately, they're fairly uncommon; you'll face a total of 12 of
them throughout the entire game.
BEHAVIOR:
Dilophosauruses charge at you and attempt to bash you with their
bony head crests, this does pretty high damage and knocks you down to
the ground. At close range, they use a spin attack where they spin
around, smashing you with either their head or their tail. Finally, they
can whack you with their tails if you're standing behind them.
Dilophosaurus attacks are pretty strong, and can kill you in just a
few hits.
KILL STRATEGY:
These guys cannot be knife killed normally. To knife kill them, you
have to knock them to the ground with an explosive such as a frag
grenade or sticky bomb. When they're on the ground, you have a few
seconds to walk up to them and perform the knife kill (which is
actually a pretty cool animation where you leap onto their necks and
slit their throats). The knife kill is really tricky to perform on Inhuman
difficulty (you need to be at the absolute right angle), and I
recommend not to even bother.
Overall, Dilophosauruses are tough, but not too tough. They can be
killed with a couple 2.5-second bursts from the pulse rifle (just be sure
not to overheat, or else you'll be helpless for a few seconds while the
rifle cools down). Just fire at them as soon as you spot them at long
range, and back away from them, dodging around, if they get too
close before dying. Aim for the head (not too tough, since they charge
you head-first) to do the most damage.
Soldier Bugs are nocturnal giant scorpions, larger than a grown man,
that inhabit the underground tunnels beneath certain areas of the Lost
Land, burrowing up at night to hunt for prey. They appear primarily in
Mission 8: The Shortest Straw, and Mission 9: Down and Out, and
serve as your primary enemies in those missions. A few Soldier Bugs
can also be seen running around Kane's base in Mission 13: Into The
Breach. When they first appear in Mission 8, they get a surprisingly
long and atmospheric intro sequence ala The Flood in Halo: Combat
Evolved, where you witness them dragging Velociraptors
underground and harassing you just out of the corner of your eye
before you finally fight them properly.
BEHAVIOR:
Soldier Bugs scurry at you at an average speed, and bite you when
they get close, knocking you to the ground. They also have a maul
attack where they leap on you and try to sting you; as per usual, you
need to perform a button pressing sequence to push them off you.
Soldier Bugs CANNOT be knife killed, so don't bother trying.
Soldier Bugs have a high aversion to light; they are repelled by
shotgun flares on the ground (although they strangely don't seem to
react when shot directly with a flare), and also pause for a split-
second when faced with a flamethrower flame.
Because they're low to the ground, Soldier Bugs aren't knocked
backwards by shotgun blasts and sustained automatic fire like
dinosaurs sometimes are. Thus, they'll continue to advance on you
even as you shoot them. They're still pushed backwards by the
flamethrower, though, so that makes a good weapon against them.
KILL STRATEGY:
When you first face Soldier Bugs, your armament is limited to the
shotgun, minigun, and later the flamethrower. Of these, the
flamethrower is the best weapon against them, as it pushes them
backwards and thus keeps them away from you. The flamethrower's
napalm grenades can also be used to splatter an entire group of
Soldier Bugs in a single shot. The shotgun works in a pinch, but it
takes several shots to kill one Soldier Bug, and the shots won't stun
the bug or prevent it from attacking you. The minigun likewise lacks
the flamethrower's "push-back" effect.
Towards the end of Mission 9: Down and Out, you finally get a pulse
rifle. This works even better than the flamethrower against Soldier
Bugs, as it kills them very quickly and from long range. I recommend
you use the pulse rifle instead of the flamethrower against the bugs
once you get your hands on it.
Razorwings are giant flying dragonfly-like insects. They seem to
inhabit volcanic areas, and can be found in Mission 12: End of the
Road, and Mission 13: Into the Breach. Razorwings attack in large
swarms, which infinitely respawn as long as you're in their area.
Fortunately, you'll only encounter 2 such swarms throughout the
entire game.
BEHAVIOR:
Razorwings fly around, hovering over you while spitting corrosive
green goo at you. Their goo attacks do decent damage, and can kill
you in several hits. Because they attack in infinitely respawning
swarms, their attacks are also constant, and can prevent you from
regenerating.
KILL STRATEGY:
Individually, Razorwings can be shot down with a few shots from the
pulse rifle, but this only delays them a bit since new Razorwings
quickly appear to replace any that you kill. When faced with
Razorwings, your best bet is to run through the area accomplishing
whatever objectives you're supposed to, while hopping and dodging
around to try and avoid their attacks.
The minigun's automated turret function is very useful against
Razorwings. Setting up an automated turret creates a helpful ally who
will constantly shoot Razorwings down and keep them off your back.
When fighting through the Razorwing-infested reactor in Mission 13:
Into the Breach, setting up two minigun turrets to shoot down the
Razorwings harrassing you is pretty much the only way to survive the
area while you plant the bombs and escape.
=====
Gigantosaurus:
Appearance: Huge 20-foot tall bipedal carnivore, with brown skin,
ridged eyebrows, and 3 fingers per claw.
Health: 5000
Attacks: Bite Attack
Maul Attack
DESCRIPTION:
The Gigantosaurus appears at the beginning of Mission 3: Death
Valley, in a large open valley also inhabited by Velociraptors and
Hadrosaurs. Slade calls it a T-Rex (their appearance is quite similar),
but the Gigantosaurus is clearly distinguished by its ridged eyebrows
and 3-fingered claws. Anyway, the Gigantosaurus is basically
invincible (your weapons won't hurt it at all), so what you're supposed
to do is run around it and escape through a cave on the other side of
the valley.
BEHAVIOR:
Unfortunately, the Gigantosaurus moves somewhat faster than you
do, so you can't outrun it on open ground. Fortunately, the
Gigantosaurus has a pretty short attention span, and is likely to forget
about you and go chasing after a Hadrosaur or Velociraptor as long
as you stay as far away from it as possible. In fact, the Velociraptors
in the valley pose more of a threat than the Gigantosaurus, as they're
likely to gang up on and attack you (although they also can attack the
Gigantosaurus, providing you with a nice distraction).
The Gigantosaurus's basic attack is to run at you and bite you. This
attack does significant damage, and can kill you in 3 hits. However,
the Gigantosaurus will back off and roar at you every time it bites you,
which actually gives you time to back off and regenerate health. The
REAL threat is the Gigantosaurus's maul attack, which is an INSTANT
KILL: it basically scarfs you down whole. The Gigantosaurus uses its
maul attack if you're too close to it for a few seconds, so even trying to
fight it is just asking to be killed.
Really, just pull out your knife, run across the valley as fast as
possible while keeping as far away from the Gigantosaurus as
possible, and knife kill any Velociraptors that get in your way.
- Soldiers are the human military characters found in the Lost Land.
Some are Whiskey Company allies of yours, but most are enemy
Mendel-Gruman soldiers who have established several bases and
patrol routes throughout the jungle-like planet. M-G soldiers attack
you on sight, but they will also fight against any hostile dinosaurs they
come into contact with.
- Soldiers take several times as much damage from a headshot as they
do from a shot to the chest. Even the toughest, most heavily armored
M-G soldiers can be brought down with 2 or 3 pulse rifle headshots,
and a single headshot will kill most of the standard M-G cannon
fodder troops.
- The color of a M-G soldier's eye lens tell you what their current
combat state is. Blue lens indicate that the soldier is patrolling, and is
completely unaware of your presence. Yellow lenses indicate the
soldier is in "caution" mode, searching for danger, but unaware of
your exact position. When a soldier's lenses turn red, that shows
they've spotted you and are moving in to attack. Mendel-Gruman
Elites, Heavy Weapons soldiers, and Pyros all lack eye lens (seeing
through futuristic visors instead), and thus you can't tell what their
current combat state is by looking at them.
- Enemy A.I. in Turok is good and functional, but nothing revolutionary.
Enemies usually charge or strafe sideways while firing, often strafe behind
cover when threatened, and can pop in and out of cover to fire at you.
They will occasionally toss frag grenades at you to attack you or flush
you out of cover. Enemies will also retreat backwards or behind cover if
the fight is going badly for them, and will reposition themselves
if you manage to outflank them. Enemies move together in groups, and
cooperate to some degree to take you down. They're reasonably mobile
and can move across a decent portion of the battlefield, but once they
dig in behind cover they tend to stay there for a while popping out to
shoot at you instead to continuing to manuever around you.
Enemy soldiers in Turok are particularly good at circling around your
position, flanking you, and attacking you from the sides; this is mostly
due to the game's wide-open combat environments. Enemy soldiers
are pretty mobile and are usually constantly moving and firing when
they're not behind cover, although they do occasionally stand still and
make themselves an open target. Still, they're easily enough to hit even
when they're running around. Also, most standard enemy soldiers have only
average durability, and can be taken down with a burst or two of automatic
weapons fire.
Notably, enemy soldiers in Turok do not duck (unless sticking to
a piece of cover), roll, or use melee attacks. Then again, these
moves aren't much use anyway, so their absence isn't really any
sort of handicap. They can dive away from grenades, but most of
the time they don't try it soon enough to avoid getting caught
in the blast.
Whiskey Company:
Appearance: Allied soldiers wearing metal armor chestplates over
military uniforms.
Health: 200
Default Weapon: SMG
Other Weapons:
Slade: SMG, Shotgun, Flamethrower
Cowboy: SMG, Pulse Rifle
Shepard: SMG, Shotgun, Pulse Rifle
Reese: Sniper Rifle
Jericho: Minigun
Logan: Pistol
DESCRIPTION:
Throughout the game, you'll often be accompanied by 1 or 2 allied
Whiskey Company soldiers. WC soldiers follow you throughout the
level, and will help you fight against the Mendel-Gruman soldiers as
well as hostile dinosaurs. Most WC soldiers are equipped with
submachine guns, although a few particular characters are equipped
with various special weapons.
Whiskey Company soldiers have somewhat more health than
standard Mendel-Gruman Grunts, but not as much as Mendel-
Gruman Elite soldiers. Whiskey Company soldiers also have slightly
worse aim than Mendel-Gruman soldiers. On the plus side, Whiskey
Company soldiers have regenerating health just like you do; during a
firefight, their health regenerates to full if they don't take damage for a
couple seconds.
In terms of combat effectiveness, Whiskey Company soldiers fight
using the game's standard A.I. behavior for human soldiers. They
strafe while firing, take cover behind objects, etc. They don't
seem to toss frag grenades, though. They do attempt to generally
follow your lead in a firefight, but won't slavishly trail behind
you to the point of ignoring their own tactical situation.
If a Whiskey Company soldier's health is reduced to 0, they'll drop to
the ground and be incapacitated for the rest of the firefight. There's no
way to revive them in the middle of a fight, you'll have to kill all
enemies in the area before they can recover and start moving around
again.
Overall, your Whiskey Company allies provide helpful support in the
game's assorted battles, but you shouldn't be overly reliant on them to
do your job for you. They can take on a couple M-G soldiers at a time,
but will be overwhelmed and incapacitated if faced with several M-G
soldiers at once. WC soldiers are somewhat more effective against
dinosaurs, but still take a relatively long time to kill anything larger
than a Mini-Raptor.
=====
Mendel-Gruman Grunt:
Appearance: M-G soldier wearing black gas mask and helmet, with
black armor chestplate over brown camo uniform.
Health: Normal: Pistol: 80
SMG: 90
Hard: 100
Inhuman: 180
Weapon: Pistol (40 damage)
SMG (15 damage)
Other Weapons: Frag Grenades (300 damage)
DESCRIPTION:
The Mendel-Gruman Grunt is the basic enemy soldier. They're the
lowest ranking of the M-G soldier types, and will be the most common
human enemies you face throughout the game. Even in the later
levels, when higher-ranking M-G Veterans and Elites begin to appear
as standard enemies, you'll still frequently find M-G Grunts appearing
alongside them as cannon fodder for you to fight. M-G Grunts are
relatively easy to kill; it only takes a short burst or two of submachine
gun or pulse rifle fire to bring them down.
While patrolling the jungle, M-G Grunts typically wear black armor
over brown camouflage uniforms. In indoor bases, M-G Grunts wear
steel-colored armor over black uniforms.
M-G Grunts are typically equipped with submachine guns. They have
decent accuracy and range, but do hit you slightly less at long
range. They don't do too much damage with their weapons, but can still
kill you with a few seconds of concentrated fire, especially at close
range. Besides firing at you with their submachine guns, M-G Grunts
can also occasionally toss frag grenades at you to attack you or flush
you out of cover.
Although most are equipped with submachine guns, some M-G
Grunts are equipped with pistols, especially in indoor bases and the
game's earlier levels. Grunts with pistols are actually kind of
dangerous; they do decent damage, have good accuracy at medium
range, and can kill you with only a handful of shots.
BEHAVIOR:
M-G Grunts use standard enemy soldier tactics; they can charge
forward or strafe sideways while firing, take cover behind objects, will
work in squads to flank and circle around you, and will retreat to better
cover if the fight goes badly for them. They're pretty mobile and
usually on the move, although you can occasionally catch them
standing still while firing, making them an open target.
KILL STRATEGY:
Overall, M-G Grunts are fairly easy to kill individually, and not too
much of a threat even in groups. They die quickly when shot with
automatic weapons fire. Just be sure to engage them at long range,
and to fire from behind cover, to make sure they don't manage to
overwhelm you and kill you before you can regenerate your health.
=====
Mendel-Gruman Veteran:
Appearance: M-G soldier wearing Cylon-style helmet and large
goggles, with white armor chestplate over black uniform.
Health: Normal: 150
Hard: 200
Inhuman: 250
Weapon: Shotgun (40 x 6 damage)
Other Weapons: Frag Grenades (300 damage)
DESCRIPTION:
M-G Veteran soldiers wear white body armor over black uniforms,
making them look somewhat like Star Wars Imperial Stormtroopers
(Scout troopers, if you want to get technical). Veterans are tougher
and more skilled than the standard M-G Grunts; they can survive
roughly twice as much damage, and have better reaction times when
it comes to dodging grenades. Veterans are first fought in Mission 4:
Reunions, and will appear as standard enemies for the rest of the
game. Veterans usually appear in a group of soldiers alongside
Grunts and Elites.
M-G Veterans are equipped with shotguns; they're pretty powerful,
and can kill you in several shots. Since their weapons are full-auto,
Veterans have a reasonably high rate of fire, and can kill you in just a
couple of seconds at close range.
BEHAVIOR:
Because they're equipped with close range weapons, M-G Veterans
are very aggressive and will charge at you in an attempt to close the
distance to maximize the effectiveness of their shotguns. They're still
tactically-minded, however, and can take cover behind objects or try
to flank and circle around you. Additionally, M-G Veterans can toss
frag grenades, as well as use the secondary fire of their shotguns to
launch flares at you in order to attract hostile dinosaurs to your
location (in fact, Veterans seem to be the only enemy in the game
who use their weapons' secondary fire).
KILL STRATEGY:
Although Veterans are tougher than Grunts, their close range
shotguns limit the damage they can do to you at long range. Since
most of the game takes place at long range, you can actually pick off
Veterans with your submachine gun or pulse rifle before they can get
close enough to do serious damage to you. Indeed, at long range
Veterans can be less of a threat than Grunts. Just be aware that they
are quite dangerous at close range, so be sure to kill them before they
can get too close to you.
=====
Mendel-Gruman Elite:
Appearance: M-G elite soldier wearing full-body suit of metal armor
plates, with blue lights along spine.
Health: Normal: 200
Hard: 250
Inhuman: 330
Weapon: Pulse Rifle (20 damage)
Other Weapons: Frag Grenades (300 damage)
DESCRIPTION:
Mendel-Gruman Elites are the highest-ranking standard M-G soldiers
you face in Turok. Unlike other M-G soldiers, Elites wear a full-body
suit of metal armor plates, giving them a distinct appearance. Elites
can survive more than twice as much damage as the standard M-G
Grunts, and are also equipped with powerful, accurate pulse rifles.
Elites first appear in Mission 4: Reunions, and will be fought
throughout the game. They often appear in groups alongside M-G
Veterans and Grunts; you'll often face a few at once alongside other
M-G soldiers. In the game's later levels, they make the majority of
the enemy soldiers you face. They're quite a bit more dangerous than the
standard M-G Grunts, so be on your guard when you encounter them.
Elites are fairly durable, and it can take several submachine gun
bursts or a few pulse rifle bursts to kill them. A couple pulse rifle
bursts may knock a M-G Elite down, but they'll just get up again and
resume fighting. This can fool you into thinking you've killed an Elite
when you've simply knocked him down.
The pulse rifles carried by M-G Elites are powerful and accurate; they
can damage you with accurate automatic fire even at long range, and
can kill you relatively quickly, especially on the higher difficulties.
Good use of cover to avoid their fire and regenerate your health is
important for winning fights against them.
BEHAVIOR:
Like M-G Grunts, M-G Elites fight with standard enemy soldier tactics;
they can strafe while firing, will take cover behind objects, will work
together in squads, flank and circle around you, and toss grenades to
attack you or flush you out of cover.
KILL STRATEGY:
M-G Elites are tougher than average, but ultimately they're still more-
or-less standard infantry soldiers and can be brought down with
normal tactics. The best weapon to use against them is probably the
pulse rifle, which does more damage and thus kills them more quickly
than the submachine gun or shotgun. Headshots also work well
against Elites, as they can be killed with only 1 or 2 headshots.
They're quite dangerous in groups, however, so good use of cover is
pretty important.
=====
Mendel-Gruman Sniper:
Appearance: M-G soldier wearing blue gas mask and helmet, with
blue armor chestplate over black uniform.
Health: Normal: 115
Hard: 150
Inhuman: 230
Weapon: Sniper Rifle (300 damage)
Other Weapons: Pistol (40 damage)
DESCRIPTION:
M-G Snipers wear blue armor, and are equipped with sniper rifles,
allowing them to snipe at you from long range. Fortunately, they're
also very lightly armored, being only slightly more durable than a
basic M-G Grunt. A single arrow or a few pulse rifle rounds should kill
them.
M-G Snipers can be dangerous if they catch you by surprise. They
can kill you in just 2 or 3 shots, but fortunately their accuracy isn't
perfect, and they can occasionally miss you at long range. There is
also a couple seconds delay between each of their shots, giving you
time to dodge behind cover as soon as you get hit. Snipers are also
extremely rare, there are only 4 of them throughout the entire game; 3
in Mission 6: Mother Superior, and 1 in Mission 9: Down and Out.
BEHAVIOR:
Unlike standard soldiers, M-G Snipers don't really move around the
battlefield or try to dodge your attacks. Instead, they're positioned in
sniper spots, and will stand in one spot while sniping at you from long
range. M-G Snipers are also equipped with pistol sidearms, which
they will pull out and fight you with if you somehow manage to get
close to them.
KILL STRATEGY:
Since snipers attack you at long range, they're best taken out with
long range weapons such as the bow, the pulse rifle, or the sniper
rifle. A single arrow hit or a few bullets from the pulse rifle will kill a
sniper, and the long range zoom on both the bow and the pulse rifle
allow you to target snipers even from a significant distance away.
=====
Mendel-Gruman RPG Trooper:
Appearance: M-G soldier wearing green gas mask and helmet, with
green armor chestplate over black uniform.
Health: Normal: 250
Hard: 350
Inhuman: 400
Weapon: RPG Launcher (200 damage)
Other Weapons: Pistol (40 damage)
DESCRIPTION:
M-G RPG troopers can be distinguished by their green armor. The
most heavily-armed M-G soldiers, these guys carry RPG launchers,
which makes them incredibly deadly. Their RPG shots can seriously
injure you with one hit, and will also knock you to the ground and
leave you vulnerable to enemy gunfire. They also have a pretty big
splash-damage radius, so they don't have to hit you directly to
damage you. M-G RPG troopers have heavier armor than standard
M-G Grunts and even M-G Elite soldiers, and can survive a decent
amount of damage before dying. On the plus side, these guys are
also extremely rare. In fact, there are only two of them in the entire
game. One appears towards the end of Mission 7: Killing Fields, and
one towards the end of Mission 10: Heroes End.
BEHAVIOR:
Like M-G Snipers, M-G RPG troopers pretty much just stand in one
spot and fire at you from long range. They don't dodge around or try
to take cover. Although they have to reload after each shot, they still
have a decent rate of fire. This can be dangerous and annoying; an
RPG shot will knock you on the ground, and by the time you manage
to get up, you'll have a split second to dodge for cover before a
second RPG shot lands and kills you. M-G RPG troopers carry pistol
sidearms, which they will pull out and fight you with if you get too
close for them to safely fire their rocket launcher at you.
KILL STRATEGY:
M-G RPG Troopers should be a number one priority target, and you
should try to kill them as quickly as possible as soon as they appear.
A good strategy is to chuck a couple frag grenades at them when you
first spot them, or quickly launch 3 disruption grenades at them with
the pulse rifle, then blast at them with the pulse rifle's primary fire. If
you get knocked down by an RPG round, roll sideways as soon as
you get back up again to try and dodge the next round coming at you.
=====
Mendel-Gruman Heavy Weapons Soldier:
Appearance: 7-foot tall M-G heavy soldier, wearing full-body suit of
brown metal armor plates.
Health: Normal: 350
Hard: 500
Inhuman: 550
Weapon: Minigun (20 damage)
Other Weapons: Frag Grenades (300 damage)
DESCRIPTION:
M-G Heavy Weapons soldiers are the heavy hitters of the Mendel-
Gruman forces. They stand a head taller than the basic M-G soldiers,
and wear a heavy suit of metal armor plates that allows them to
sustain several times as much damage as a regular M-G soldier. M-G
Heavy Weapons soldiers are armed with miniguns, which they use to
blast at you with a rapid-fire stream of high-damaging bullets.
M-G Heavy Weapons soldiers first appear in Mission 7: Killing Fields.
They usually appear in pairs, or one may appear supporting a group
of standard M-G Grunts and Elites. There are about 27 of them
throughout the entire game. Sometimes, instead of attacking you
directly, they can be found manning mounted turrets, where their
heavy armor can make them particularly difficult to dislodge.
M-G Heavy Weapons soldiers do significant damage and have pretty
good accuracy, and can cut you down in just a second or two, even at
medium-long range. Additionally, their minigun fire will knock your aim
around and prevent you from hitting them. They are extremely
dangerous, and should be handled with caution when encountered.
BEHAVIOR:
M-G Heavy Weapons soldiers typically move towards you in a steady
walk while blasting away with their miniguns (although they can run to
get into firing range if they're too far away, and also can run sideways
if they're being shot at). They don't really use cover that much, but
they CAN sidestep while firing or even temporarily retreat backwards
or sidestep behind objects to hide from your return fire. Additionally,
they can also occasionally throw frag grenades at you to blast you out
of cover.
Heavy Weapons soldiers don't always try to walk right up to you;
instead, they often guard a given area and open fire on you
whenever you pop your head out of cover.
KILL STRATEGY:
M-G Heavy Weapon soldiers cannot be instant-killed with the knife;
their heavy armor is simply too thick to penetrate. Arrows are also
ineffective against them, as it takes several arrow hits to kill one.
Because of their heavy armor, M-G Heavy Weapons soldiers can
survive significant damage before dying. The best way to kill them is
with headshots; it only takes a few headshots from the pulse rifle to
kill a M-G Heavy Weapons soldier. Just aim roughly for the head, and
hope a few shots from your full-auto pulse rifle burst hit there.
Alternatively, you can fire a couple disruption grenades at a M-G
Heavy Weapons soldier to knock them off their feet, then blast them
while they're on the ground. In any case, you need to take cover to
avoid the M-G Heavy Weapons soldier's minigun fire. Pop out of
cover briefly to fire off a few shots, then strafe back behind cover
before you get hit by too many minigun bullets.
Although notably tougher than standard troops, Heavy Weapons soldiers
aren't quite walking tanks, and can be taken out with a reasonable
amount of sustained automatic weapons fire. The most annoying part
about fighting them is the fact their return fire will constantly
hit you and mess up your aim, especially at medium range or closer.
=====
Mendel-Gruman Pyro:
Appearance: 7-foot tall M-G heavy soldier, wearing full-body suit of
reddish-brown metal armor plates.
Health: Normal: 350
Hard: 800
Inhuman: 650
Weapon: Flamethrower (5 damage)
DESCRIPTION:
M-G Pyros are the most heavily armored Mendel-Gruman soldiers in
the game. Like M-G Heavy Weapons soldiers, M-G Pyros wear heavy
metal plate armor that allows them to survive several times as much
damage as a standard M-G soldier. Pyros are equipped with
flamethrowers, which they use to burn you down at close range.
Pyros deal decent damage, but due to the short range of their
flamethrowers, they can only hurt you at close range.
Pyros only show up towards the end of the game, and are also pretty
rare; they first appear in Mission 11: Salt in a Wound, and there are
only around 6 of them throughout the entire game. They typically
appear one at a time, usually at the end of a wave of enemy soldiers.
BEHAVIOR:
M-G Pyros pretty much walk towards you steadily, and will begin
blazing away with their flamethrowers once they get close enough.
They don't really dodge around or take cover, although they do
sometimes run at you to get within range more quickly.
KILL STRATEGY:
Like M-G Heavy Weapons soldiers, M-G Pyros cannot be instant-
killed with the knife due to their extremely heavy armor. Arrows are
also ineffective against them, and it takes several arrow hits to kill
them.
Because of their short range weapons, Pyros are best fought at long
range. Back away to keep out of their range, and blast at them with
your pulse rifle. They can survive sustained gunfire due to their heavy
armor, but you can bring them down with just a few hits if you aim for
their heads. If you get cornered by a Pyro, you can knock them off
their feet with a disruption grenade from the pulse rifle's secondary
fire.
Mama Scarface:
Appearance: Massive, 30-foot tall, 70-foot long, one-eyed T-Rex, with
a scarred, empty right eye socket.
Health: Normal: 7500
Hard: 7500
Inhuman: 10000
Attacks: Bite Attack
Maul Attack
DESCRIPTION:
"Mama Scarface" is a particularly nasty, 30-foot tall one-eyed T-Rex
that you'll encounter at various points in the game. Your first actual
fight against the T-Rex is the centerpiece of Mission 6: Mother
Superior, and takes place about 2/3rds of the way through the level.
You fight the T-Rex in a large arena-like crater pit with a single large
tree in the center. Along the sides of the arena are rocky side
passages you can go into to look for extra ammo and weapons (the
side passages contain grenades, submachinegun ammo, a pulse rifle,
and a quiver of Tek arrows). Unfortunately, entering the side
passages will cause an infinite supply of baby T-Rexs to spawn and
attack you (although fortunately they only do so about 1 or 2 at a
time). Because of the baby T-Rexs, it's best to avoid the side
passages entirely unless you really need the ammo.
BEHAVIOR:
Mama Scarface moves somewhat faster than you do (even when
you're running with the knife), so you won't be able to stay out of her
reach forever. However, running away from the T-Rex does allow you
to evade her for a few seconds before she manages to catch up to
you.
The T-Rex herself pretty much just charges at you and chases you
around the arena. If she gets too close, the T-Rex will ram and bite
you with her huge head. This does significant damage (it kills you in 3
hits) and also knocks you to the ground. Fortunately, after hitting you
the T-Rex will always back off a couple steps and roar at you for a
second or two, giving you time for your health to regenerate. Indeed,
unless the T-Rex pins you against a wall, there's really no way for her
to kill you with her bite attack, as her slow attack rate lets your health
regenerate between hits.
The big threat is that the T-Rex has an instant kill move that she uses
against you randomly if you're too close to her head for a few seconds
(a quick animation plays of her scarfing Turok down). As there's no
way to avoid the instant kill move (or even to see it coming), you
simply can't fight the T-Rex in open ground, despite the
ineffectiveness of her bite attack (which you can even dodge by rolling
sideways).
KILL STRATEGY:
The key to winning this fight is to hide from the T-Rex inside the roots
of the huge tree in the center of the arena. The T-Rex will
occasionally stick her head under the roots and try to bite you, but she
won't be able to reach you as long as you move to the opposite side
of the tree whenever she sticks her head in it. From the safety of the
area under the tree roots, you can blast at theT-Rex with your
firearms. There's some shotgun ammo under the tree also, which you
can use to refill your ammo if you run low shooting the T-Rex.
The T-Rex has a LOT of health, so it'll take a lot of shooting to bring
her down. Since she can't get at you as long as you stay in the roots
and move away whenever she sticks her head inside to bite at you,
however, it's only a matter of time before you win.
Finally, when the T-Rex's health runs out, she'll drop to the ground.
This is your cue to run up to her and perform an instant-kill with your
knife. Doing so will end the boss fight. If you fail to execute the knife-
kill, the T-Rex will regain some of her health, get back up again, and
continue attacking you.
=====
The Beast:
Appearance: Massive, moray eel-like sea serpent with 4 long tentacle
arms.
Health: 2000
Attacks: Bite Attack (275 damage)
Tentacle Swipe (190 damage)
Boulder Throw
Stalactite Throw (275 damage)
DESCRIPTION:
The Beast is fought in an underground lake cavern about 2/3rds of the
way through Mission 9: Down and Out. It's probably the most
annoying boss in the entire game, due to both its attacks and the fact
the manner you're required to hurt it requires special timing.
Anyway, the Beast is a massive sea serpent who head and very long
neck appears in the middle of the lake. You fight the Beast from the
shore of the lake, where there are 3 gas vents (on the left, center, and
right).
BEHAVIOR:
The Beast attacks by lunging at you with its head and trying to bite
you. The Beast also uses a variety of other attacks that change
throughout the battle as it takes more and more damage. These
attacks occur either after the Beast has tried to bite you a few times,
or after you succeed in damaging it.
1:
At first, the Beast will bring two of its long tentacles out of the water,
and try to lash at you with one of them 3 times in a row. This attack is
easily avoided by standing away from the lake, near the back wall of
the cave. The best place to avoid the tentacles is just slightly left of
the central gas vent. Avoid the right side of the cave when the
tentacles are out, because the back wall is much closer to the water
there, and the right tentacle can still hit you even if you stand as far
back as possible.
2:
After taking some damage, the Beast will throw a boulder at you with
one of its tentacles. It does this 3 times in a row. The boulder has
splash damage, and the Beast also somewhat leads its shots based
on your direction of movement. Try rolling sideways to dodge the
boulder, but don't worry too much if you get hit, as there's usually
enough of a pause between each shot that you have enough time to
regenerate your health.
3:
FInally, after taking enough damage, the Beast will throw two
stalactites at you at the same time. Again, it does this 3 times in a row
for every attack. This is probably the most difficult part of the fight,
since if both stalactites hit you, you die. If only one hits you, however,
you usually have enough time to regenerate your health before the
Beast throws the next pair of stalactites. As with the boulders, you
need to roll sideways to dodge the stalactites.
KILL STRATEGY:
To actually damage the Beast, you need to use the gas vents. As with
the ones seen earlier in the level, the gas vents will explode if you
shoot them with the flamethrower while they're releasing gas.
However, only one vent at a time will release gas, with the gas
moving from one vent to another every time you blow one up. Hurting
the Beast involves luring it to lunge its head at one, then blowing the
vent up while the Beast's head is over it.
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Doing this actually requires pretty accurate timing. There's about a
second's delay between when you shoot at the vent and when it
explodes, so you can't just shoot the vent while the Beast's head is
actually over it, as by the time the vent explodes the Beast will have
retracted its head back into the lake. Instead, you need to shoot the
vent just as the Beast is about to lunge its head at you, so that the
vent explodes at the exact moment the Beast's head swings over it.
The timing on this takes a little practice to get down right; I've found
the best time to shoot is just as the Beast rears back its head, a split
second before it actually strikes.
You'll know the Beast has taken damage if it starts shaking its head
back and forth. It takes several gas vent explosions to kill the Beast
(each explosion does about 251 damage to it). Remember, you'll need to
move from gas vent to gas vent throughout the battle, as the active gas
vent changes every time you blow one up.
=====
Mendel-Gruman Spider-Tank:
Appearance: M1 Abrams tank, without treads, instead walking on six
spider-like mechanical legs.
Health: 10000
Weapon: Tank Cannon (200 damage)
DESCRIPTION:
The Mendel-Gruman Spider-Tank appears at the end of Mission 7:
Killing Fields. Straightforwardly enough, the Spider-Tank is a modern
tank, only with 6 mechanical spider legs instead of treads. These legs
allow it to climb over obstacles and even scale cliff walls.
BEHAVIOR:
Anyway, the Spider-Tank's behavior is very straightforward. It will
climb a pre-scripted path up a cliff wall, where it will take up a fixed
position and start blasting you with its main cannon. The cannon does
significant damage, and a decent splash damage radius, and will
knock you on your back for a couple seconds every hit. The Spider-
Tank also has a much higher rate of fire than a real tank, and can
launch a shell every couple of seconds or so.
KILL STRATEGY (GETTING TO RPG AMMO):
The Spider-Tank is heavily armored, and can only be damaged with
the rocket launcher. You can grab a rocket launcher from a killed
RPG Trooper earlier in the level, and there's also a rocket launcher
just to your left in the area where the Spider-Tank appears. However,
you need rocket launcher ammo, which can only be found at the
campsite at the end of the valley.
What you need to do is run through the valley to reach the campsite,
all the while the Spider-Tank will be blasting you with its cannon. On
Normal and Hard difficulty, you can make it through the valley without
getting killed by dodging and rolling around to try and avoid some of
the Spider-Tank's fire. You'll still get blasted quite a bit, though, which
is rather annoying.
A MUCH better strategy is to make a run for the campsite as soon as
the Spider-Tank appears (you have to wait until the Spider-Tank is no
longer in your path, though, since touching it will damage you). This
way, you can run through the valley while the Spider-Tank is busy
climbing the cliff, before it can reach its fixed position and start
shooting at you. You should make it across the valley and into the
campsite before the tank can even begin firing.
KILL STRATEGY (KILLING THE TANK):
Once you're at the campsite, you can grab some rockets and hide
from the Spider-Tank's shots behind the large metal wall in front of the
rocket crate. At this point, you need to shoot the Spider-Tank with 3
rockets to destroy it. There are two ways you can do this.
First, you can pop out and fire rockets at the Spider-Tank between
each of its shots, then duck back behind cover before it can return
fire.
Secondly, there's an hole in the upper-left corner of the metal wall
where you can aim at the Spider-Tank, but the Spider-Tank still can't
hit you. Using the rocket launcher's secondary fire heat-seeking
scope, you can actually launch rockets through this hole and hit the
Spider-Tank while still remaining completely safe from its shots.
=====
Helicopters:
Appearance: Wingless black helicopter with single rotor and tail.
Health: 1
Weapon: Machine Gun
DESCRIPTION:
Mendel-Gruman helicopters are often seen dropping off enemy troops
into a battlefield. There are also 3 different occasions through the
game (in Mission 10: Heroes End, Mission 11: Salt in a Wound, and
Mission 12: End of the Road) when a helicopter will appear and attack
you directly with their nose-mounted machine gun.
BEHAVIOR:
Helicopter behavior is pretty simple. They usually just hover in one
spot and fire at you, although they do drift slightly left and right or up
and down, and the helicopter in Mission 12: End of the Road also flies
around and switches hovering positions. Helicopters fire continuously
for several seconds, then will pause for a couple seconds before firing
again, giving you a chance to pop out and shoot them.
KILL STRATEGY:
Helicopters are heavily armored, and can only be damaged with the
rocket launcher. Fortunately, it only takes 1 rocket hit to destroy them.
Since helicopters typically hover in one place, they're a pretty easy
target and you can usually hit them easily enough with the rocket
launcher's straight-line primary fire. If you want to make absolutely
sure you hit them, you can also use the rocket launcher's secondary-
fire heat-seeking scope.
Rocket launchers can always be found nearby whenever you're
required to fight a helicopter, so you don't have to worry if you're not
currently carrying one when the fight starts.
At the end of the game's final mission, Mission 14: Eye for an Eye,
Kane will start to leave the planet in a small spaceship, but will end up
sticking around long enough to try and kill Turok with it.
The fight with Kane's ship takes place on a narrow metal U-shaped
catwalk on the side of Kane's base overlooking the launch pad.
Kane's ship will basically hover in front of the catwalk while firing at
you with a pair of nose-mounted machine guns. After taking some
damage, the ship also starts launching rockets at you from the rocket
pods in the ship's wings.
You can hide from the ship's gunfire using the metal plates that armor
the left and right wings of the catwalk, but there doesn't seem to be
any consistent way to hide from Kane's rockets (since the splash
damage clips through the metal walls). Fortunately, there's a delay of
several seconds between each rocket launch, giving you time to
regenerate your health.
KILL STRATEGY (ROCKET TURRETS):
Kane's ship is heavily armored, and can only be damaged by
explosives. The most obvious way to destroy it is with the 2 rocket
turrets located at each end of the catwalk. It only takes 3 rocket hits to
destroy the ship, but the turrets are out in the open and manning them
makes you a sitting duck for the ship's machine guns and rockets.
It's possible to destroy the ship by hiding from Kane's gunfire behind a
metal wall, then quickly running to the turret and firing a couple
rockets at Kane's ship during the few seconds the ship stops firing at
you. You can then run back to cover when Kane resumes firing, and
run over and fire more rockets during the next pause in gunfire.
Unfortunately, this can be difficult on Hard difficulty and nearly
impossible on Inhuman, and may be one of the most frustrating parts
of the game (as a mis-step in timing or an unlucky strike by one of
Kane's rockets can get you killed).
KILL STRATEGY (TEK ARROWS OR STICKY BOMBS):
A MUCH, MUCH EASIER way to destroy Kane's ship is with Tek
arrows or sticky bombs. The ship can be brought down with 10 Tek
arrow hits or 10 sticky bomb hits (sticky bombs explode instantly upon
hitting the ship, instead of sticking to it). Just hide from Kane's gunfire
behind the catwalk walls, and pop out and fire some Tek arrows/sticky
bombs at the ship during the pauses between gunfire.
Personally, I recommend taking out Kane's ship with sticky bombs, as
you can use the Tek arrows for the final battle with the T-Rex.
NOTE: Be sure not to be ducking when you destroy Kane's ship with
the 10th Tek arrow/sticky bomb, or else a bug will occur that messes
up the following one-on-one knife fight with Kane (see below).
=====
Kane:
Appearance: Dark-haired, bearded military commander wearing black
leather jacket.
Health: 500
Weapon: Knife
DESCRIPTION:
The final knife fight with Kane is a series of quick-time event button-
pressing sequences, sort of like the knife fight with Krauser in
Resident Evil 4. Unlike Resident Evil 4, this knife fight is dynamic
instead of 100% pre-scripted; losing a button-pressing sequence
won't kill you, but will simply set you backwards a step in the fight.
The fight is a bit different each time depending on which button-
pressing sequences you win or lose. Kane can only kill you if he has
you on the ground, which only happens if you lose a few specific
button-pressing sequences.
Anyway, the fight is straightforward enough; win several button-
pressing sequences to stab and kill Kane. You can even win by
simply mashing all 4 potential buttons simultaneously, as (unlike
Resident Evil 4) the game will still register you hitting the right buttons
even if you're also pressing the wrong ones at the same time.
HOW TO WIN FASTER:
ONE MAJOR tip is that you actually win FASTER by NOT winning
every button pressing sequence, as losing certain button-pressing
sequences actually progresses you further along than winning them.
I.E., for the first button-pressing sequence, when Kane has his knife
at your throat, you can lose the sequence and end up on the ground
with Kane, ready to take his knife away by winning the next two
button-pressing sequences. This sends you straight to trying to stab
Kane from behind.
Finally, when you're trying to stab Kane from behind, again you
should actually LOSE the button-pressing sequence; Kane will try to
escape, but Turok will flip him on the ground, ready for the killing
blow!
POSSIBLE BUG:
If you destroyed Kane's ship with Tek arrows or sticky bombs instead
of using the rocket turrets, a bug may occur; instead of starting the
knife fight cutscene, you'll instead find yourself standing in front of
Kane, unarmed. Since Kane has no actual A.I., he just sits there
staring at you. What you need to do is jump over the rubble to the
final battle arena, grab a gun and/or some grenades, and shoot/blast
Kane to death (you'll need to jump and shoot to hit him from behind
the rubble, and it takes quite a few shots since he's got lots of health).
Killing Kane will trigger the final boss battle against the T-Rex.
The "no knife fight" bug seems to occur if you're ducking when Kane
ship explodes. To avoid it, you should make sure you're standing
when you hit it with the final explosive.
=====
Mama Scarface (Final Battle):
Appearance: Massive, 30-foot tall, 70-foot long, one-eyed T-Rex, with
a scarred, empty right eye socket.
Health: Normal: 10000
Hard: 13000
Inhuman: 26000
Attacks: Bite Attack
Maul Attack
DESCRIPTION:
The game's final battle pits you against the T-Rex in a fight to the
death. The T-Rex is much tougher than she was in the previous fight
against her (especially on Inhuman difficulty), and requires an
incredibly huge amount of firepower to bring down. Otherwise,
however, her attacks haven't changed at all, and are pretty easy to
avoid once you know what to do. Therefore, this fight is overall simply
an exercise in patience and blasting.
The final battle takes place in a huge helipad-type arena, divided into
sections by small streams of lava, with several scattered cargo crates
laying around the arena. The lava streams are actually small enough
for you to jump over. A wide assortment of weapons are scattered
across the arena, including a shotgun, a pistol, a submachine gun, a
pulse rifle, a couple sticky bomb guns, and a rocket launcher. Several
piles of explosive barrels are also around, which you can lure the T-
Rex near, then detonate, to deal some decent damage. Finally, there
are a few rocket turrets in the corners of the arena that you can use to
shoot at the T-Rex (but these are mostly just deathtraps, as the T-Rex
will simply walk over an eat you before you can inflict much damage
on her with the rockets).
Anyway, you start the fight armed only with your knife and bow, and
will need to acquire the various firearms scattered throughout the
arena, and use them to defeat the T-Rex. If you still have 10 Tek
arrows (which you should, assuming you didn't use them up against
Kane's ship), you can use them to deal good damage to the T-Rex,
but will still need at least 2 or 3 guns to finish her off.
BEHAVIOR:
As in the previous fight, the T-Rex moves somewhat faster than you
do, so you won't be able to keep out of her reach simply by running
away. Unlike the previous fight, there's no safe spot for you to hide
from the T-Rex. Instead, you need to use the cargo crates around the
arena to evade the T-Rex. The T-Rex moves in a straight line faster
than you do, but you turn around corners faster than the T-Rex. Thus,
by getting the T-Rex to chase you around the crates, you can keep
ahead of her while blasting her with your weapons. When you need to
move to a new crate to grab more guns or ammo, wait until the T-Rex
is on the opposite side of the crate to you, then pull out your knife and
make a run for it.
Getting hit by the T-Rex isn't actually that bad; on Hard difficulty it
takes 3 hits from the T-Rex to kill you, and since she backs off and
roars at you every time she hits you, she won't attack you 3 times in a
row unless she ends up pinning you against a wall or crate. As usual,
the main threat in this fight is her instant-kill move which she uses to
gulp you down in one bite if you stand in front of her for too long. So,
as long as you keep running away from the T-Rex, you should be fine,
even if you do take a hit or two running from crate to crate.
Anyway, after you do enough damage to the T-Rex, she'll collapse to the
ground for a few seconds. As before, you need to run up to her and
perform an instant-kill with the knife to finish her off once and for all. If
you fail to perform the instant-kill, the T-Rex will revive with a
significant portion of her life restored, and you'll have to keep blasting her
to bring it down again.
KILL STRATEGY (NORMAL AND HARD DIFFICULTY):
On Normal and Hard difficulty, the T-Rex can be brought down
relatively quickly, using only a shotgun and a couple sticky bomb
guns. When you start the fight, the crate in front of you (slightly to the
left) has a shotgun and shotgun ammo around it. Jump over the lava
and move to this crate, grab the shotgun and ammo, and blast the T-
Rex with it using full-auto fire. The shotgun actually does lots of
damage to the T-Rex (using all 50 rounds you can take off about
3/4ths of her health on Normal or Hard difficulty) , and since she's
such a huge target, you can blast her with full-auto fire at medium-
long range, and still hit her with most/all of the shotgun pellets despite
their wide spread. If you still have Tek arrows, you can also use those
against the T-Rex for additional damage.
Once you run out of shotgun ammo and Tek arrows, you can still use
the shotgun's flare launcher to briefly distract the T-Rex and send it
running in the opposite direction as you're going. Anyway, as soon as
you can, run to the crate directly across from you (on the same side of
the lava stream as the shotgun crate). There should be a sticky bomb
gun near that crate. Fire all 15 shots from the sticky bomb gun into the
T-Rex as it chases you around the new crate. At this point, the T-Rex
should die if you're on Normal difficulty. If you run out of ammo and
the T-Rex still isn't dead yet, jump across the lava stream to the third
crate immediately opposite the stream from you. There's a
submachine gun and a second sticky bomb gun near that crate. That
should be sufficient firepower to kill the T-Rex on Normal or Hard
difficulty. If the T-Rex is still standing, there's also a pulse rifle nearby,
next to a cargo crate sticking halfway out of the wall of the arena.
You can also lure the T-Rex to the pile of explosive barrels between
the first and second sticky bomb gun crates, and blow them up when she's
near them to do decent damage against her.
KILL STRATEGY (INHUMAN DIFFICULTY):
On Inhuman difficulty, the T-Rex has a truly obscene amount of
health. You'll have to empty almost every gun laying around the arena
into her to bring her down. As long as you're patient, however, you
should eventually manage it. Just remember to keep moving away
from her to prevent her from scarfing you down in one gulp.