Turok Walkthrough :
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Walkthrough - Weapon/Enemy GuideTurok: 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. |
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