Turok: Weapon and Enemy Guide: Document Started: August 20, 2008 by Alan Chan (joylock @ hotmail.com) The Usual: 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. Version History: ******************************************************************************* * * *1.0: Initial Release * * * ******************************************************************************* The latest version of this FAQ can be found at www.gamefaqs.com. TABLE OF CONTENTS: - Game Mechanics - Combat Tips - Weapons - Signature Weapons - One-Handed Weapons - Two-Handed Weapons - Enemies - Dinosaurs & Creatures - Soldiers - Bosses ***************** *Game Mechanics:* ******************************************************************************* - 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. ************** *Combat Tips:* ******************************************************************************* - 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. ********** *Weapons:* ******************************************************************************* - 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. ==================== =Signature Weapons:= =============================================================================== Oro P23 Combat Knife: Damage: Primary Fire: SP: 30 MP: 150 Secondary Fire: SP: 30 MP: 90 Movement Speed: SP: 120% MP: 115% Primary Fire: Stab Secondary Fire: Swipe BRIEF BLURB: 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. ===================== =One-handed Weapons:= =============================================================================== 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. ===== ESUS Blackfly Sticky Bomb Gun: Damage: SP: 300 MP: 50 + 150 Rate of Fire: N/A Clip Size: 5 Max Ammo: 10 + 5 Movement Speed: 100% Primary Fire: Sticky Bomb Secondary Fire: Proximity Mines BRIEF BLURB: 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. ===================== =Two-handed Weapons:= =============================================================================== 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. ===== ESUS Fireblade Flamethrower: Damage: Flamethrower: SP: 10 MP: 15 AI: 5 Napalm Grenade: SP: 200 MP: 100 Rate of Fire: 900 rpm Clip Size: 450 Max Ammo: 1200 + 450 Movement Speed: 60% Primary Fire: Flamethrower Secondary Fire: Napalm Grenade BRIEF BLURB: 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. ********** *Enemies:* ******************************************************************************* ======================== =Dinosaurs & Creatures:= =============================================================================== - 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. Echindon: Appearance: Small, 3-feet tall, brown bipedal lizard. Health: 25 Attacks: Leap Attack DESCRIPTION: 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 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 Albino Raptor: Normal: 400 Hard: 400 Inhuman: 650 Spitting Raptor: Normal: 900 Hard: 900 Inhuman: 1000 Attacks: Bite Attack Leap Attack Maul Attack Goo Spit (125 damage) (Spitting Raptors only) DESCRIPTION: 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. ===== Lurker: Appearance: Large, tiger-sized, four-legged lizard-like dinosaurs. Health: Normal: 500 Hard: 500 Inhuman: 600 Attacks: Bite Attack Leap Attack Maul Attack DESCRIPTION: 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-Rex: Appearance: Green-skinned, bipedal, forward-facing, 4-foot tall baby T-Rexes. Health: Normal: 350 Hard: 500 Inhuman: 600 Attacks: Bite Attack Leap Attack Maul Attack DESCRIPTION: 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 Bug: Appearance: Large, 8-foot tall blue-black scorpion-like bugs. Health: Normal: 500 Hard: 500 Inhuman: 550 Attacks: Bite Attack Maul Attack DESCRIPTION: 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. ===== Razorwing: Appearance: Pig-sized, giant dragonfly-like insects. Health: 700 Attacks: Goo Spit (75 damage) DESCRIPTION: 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:= =============================================================================== - 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. ========= =Bosses:= =============================================================================== 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. 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. ===== Kane's Ship: Appearance: Small, shuttle-sized hovership-like spaceship. Health: ~3000 Weapons: Machine Guns Rocket Launchers DESCRIPTION: 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. END OF TEXT Copyright 2008 Alan Chan