Turok: Evolution Walkthrough :
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Walkthrough - Walkthrough: EVOLUTION By Dinosoid TABLE OF CONTENTS 1. Introduction 8. Cheats 2. Weapon/Ammo Guide 9. Version History 3. Tips and Strategy 10. Special Thanks 4. Walkthroughs (chapter 1-5) 5. Enemy/Allie Guide 6. Walkthroughs (chapter 6-15) 7. Boss Guide 1. INTRODUCTION Hello, my name is Tyrannus, just as the evil warlord?s. I have decided a few months ago that I should try Turok: Evolution and see whether it sucks or not (I am a big Turok fan). After I played it, I decided that I need to write a guide for it because this game blows! My guide should help you to conquer the game and eradicate all resistances, but my guide is not entirely perfect, so keep that in mind as well. Now it?s time to step into the jungles of the Lost Land and destroy the Sleg Troop, good luck. 2. Weapon/Ammo Guide In the game, you will start with your trusty old warclub and regular bow, but as you proceed further into the game, you will find a whole slew of high-powered arsenals and ammos which will help you tear through the Sleg Troops. Warclub: This weapon is the basic of the basics. You use the R2 button to smack, and you can also charge it up by using the R2 button and give your victim a good nasty blunt end smack. Advantages: the warclub is good for stealth missions, and it is also good for smashing crates or consoles. Disadvantages: the warclub is too limited since it doesn?t have any range. Bow: The bow works like any bows you?ve seen before. What you do is to load up an arrow, to shoot, and to reload. The bow can shoot regular and explosive arrows. It is also a very stealth weapon, but you will lose it after a few chapters, though. Advantages: the bow can be fire in a rapid fashion if you tap the trigger repeatedly. Disadvantages: the bow is too weak and obsolete. Tek-Bow: The Tek-Bow will be your standard firefight weapon throughout the game; you will be able to use three types of arrows: regular, explosive, and poison arrows. (The Tek-Bow is a very, very fine weapon, and it also has the best zoom in the whole game.) Advantages: the Tek-Bow?s three types of arrows are truly remarkable, and it also has the best sniper zoom in all weapons. Disadvantages: the rate of fire is slow. Pistol: The pistol is, well, not completely useless, although weak, it can be fired in rapid succession, and if you pick up the sniper scope, you can make it twice as useful (Early in the game, this little fellow will be you major arsenal, so do not neglect it). Advantages: the sniper scope is good enough, and the pistol can be fired in rapid succession. Disadvantages: the bullet is too weak, and the view will get shaken if you fire a round in the sniper rifle mode. Shotgun: This weapon you will be using a lot after chapter 3, because it has plenty of ammo to pick up, and it is also lethal at close range, especially when aiming at the upper body and the head. The shotgun has a quad shot upgrade, which let you load up 4 shells at once, thus make it even deadlier (A very effective weapon against Scouts and Soldiers, not recommended for killing Monks). Advantages: having the quad-barrel upgrade, plenty of ammo, and tremendous stopping power at close range. Disadvantages: can not be fired in fully automatic mode, slow reloading time. Grenade: It acts like any standard issues: pull out the pin, throw, explode, and enemies flying everywhere. However, when you hit the secondary button, the grenade becomes a proximity spiked mine which is deadly useful for laying traps. Advantages: delivers a good punch if used properly, and the spiked mines are very good at being laid as traps. Disadvantages: none. Flechette Gun: This thing shoots steel darts, which is fired in a very fast rate, and at absolutely no sound at all, it can also be fired under water (When you gather the minigun barrels, this baby unfolds into an 18-barreled chain gun, which is pulverizingly lethal at killing Slegs). Advantages: the flechette gun can be fired in a semi-automatic manner, and it can be fired under water as well. The minigun is very lethal when the fire is concentrated on one enemy. Disadvantages: the flechette gun is a bit hard to aim, and the minigun eats up ammo too fast. Flamethrower: You won?t be able to have this baby with you all the time, so use it whenever you have it, ammo goes slowly, so do not worry. The flamethrower?s primary function is deadly on huge crowds of Scouts, and the secondary function is great at laying traps for those losers to walk into. Advantages: the flames can be used to clear narrow walkways of enemies, and the napalms are excellent when used properly. Disadvantages: almost useless when facing a large enemy, plus it lacks the range (ammo are rare, too). Spidermine: This trash is totally useless, and you often have to risk entering a room full of enemies to gather it, so don?t even bother to touch it (The reason I hate this thing so much is that when you are controlling it, someone could sneak up on you and beat the crap out of you). Advantages: can be used to see around corners and go where you cannot go. Disadvantages: hard to find and dangerous to use. Rocket Launcher: This piece of artillery is deadly useful. In the game, this baby can be used to clear large concentrations of enemies and blow up fortifications with its primary function, kill a single, huge enemy with its swarm bores, and kill every living creature in an area near you with the nuke function when you run out of all other options (Do not waste ammo, because they are not that much pick-ups in the game). Advantages: good for mass destruction and mayhem, all three functions are totally awesome. Disadvantages: ammos are scarce and hard to find. Plasma Cannon: The plasma cannon are best used to kill a large group of enemies at medium range. The primary function does medium amount of damage, while the homing projectiles are going to lock on and follow an enemy until they make contacts, and the chain lightning is great to kill more than one weak enemy in one shot (This weapon eats up ammo at a fast rate, so restock whenever possible). Advantages: fast firing rate and can dish out a good deal of damage. Disadvantages: upgrades and ammo are very scarce, plus the gun eats up ammo like rat eats up cheese. Gravity Disrupter: This thing is not much used by me, since it is not lethal, but it can be used to grab a Scout, Soldier, or Sniper and slam them into walls with the primary function, sending anybody flying backward with the secondary, and make everybody surrounding you flying away from you when you hold and release the R2 button (This weapon is very useful to use in Chapter 9 of the game, since there is a lot of places you can sent Slegs dropping thousands of feet down to the ground). Advantages: can be used to disable many enemies at once and to keep them down for a few seconds for you to breathe. Disadvantage: it is not lethal, and the ammo is hard to get. Dark Matter Cube: This cube can be used as a super grenade in its original state, but it can also being used as a mini black hole to crush groups of enemies. Advantage: very good for causing mass destruction within a small area. Disadvantages: too hard to find. 3. Tips and Strategy Here are some of those great tips I have accumulated over my gaming life, so enjoy and use them wisely! 1. DO NOT WASTE MED KITS- large med kits give you 50 health points, and small med kits give you 20 health points, so choose the small med kits when are not below 75 points and save the big ones for later. 2. USE COVER WHENEVER POSSIBLE- your enemies will use the foliage a damn great amount, so you must also do the same, or be killed. 3. PERFORM HEADSHOTS WHEN YOU ARE NOT IN A HURRY- will save you not only ammo, but health. 4. LEARN TO IDENTIFY ENEMIES- will help you by determine how to defeat them with minimum ammo and health. 5. DESTROY SPAWNERS AS FAST AS POSSIBLE- the longer you take to destroy an enemy spawner, the more enemy is going to pour out of it. 6. LINE UP ENEMIES- so they will shoot each other. 7. DON?T PLAY FAIR WITH THE SLEGS- if you knocked a Sleg down with an explosive arrow, hit him again while he is down to make sure that he doesn?t gets up again. 8. NEVER RUN AWAY FROM BATTLE- although some times you will have to run away, I recommend you guys to stay and fight to the last breath like a real man. 9. NEVER FEAR THE ENEMY- you have more guns than most of them, so if you are facing them up close and personal, stay and squash them like a bug! 10. REMEMBER: NO ENEMY IS A MATCH FOR YOU IF ENCOUNTERED ONE ON ONE AT CLOSE RANGE- the Slegs have far fewer HP points than you (most of the time), so why try to evade them? Get them! 4. Walkthroughs Chapter 1 Into the Jungle Welcome to the Lost World. Now, start to run on the path, and you will be attacked by a few Compies, use your warclub to kill them and continue. There will be a sharp bend to the left, come around and you can see a Sleg Scout in the path. Get out an arrow and kill him, and then come into the clearing. Avoid the Triceratops at all cost and proceed to the large pile of rocks (by the lake), and start climbing it. As you come around, take out your bow and kill the Sleg Soldier on the smaller rock, and he will drop a TarKeen key. Now, go all the way to the top of the larger rock pile, where you can get a pistol, and then come down to where you shot the Sleg to jump and grab the key. This key will open a bone gate by the left if you are facing the lake, jump into the lake and swim to the left shore. There will be 3 Sleg Scouts now, one is on the grassy hill near the Stegosaurus, one is hiding behind a bush to the right of the cave, and one more will be right in front of the gate. Kill all of these enemies and you are free to walk into the cave to exit the level. Jungle Hunter Now you have entered Raptor territory, you must be very careful. From the cave exit snipe the two Raptors on the little hill ahead, if you are accurate, two shots from the pistol and they goes to Raptor heaven. Continue along the dirt path until you reach the swamp, take a left onto the rock platform over the swamp and face a fallen log. Jump across onto the log and reach another platform, jump from this one and you can reach a highland above the swamp. When you reached this spot, be prepared for an ambush, there will be at least 5 Sleg Soldiers lying in wait. Once you have killed these guys, crouch low and enter the empty log to finish the level. Hunter?s Peril This level is enormous, so be careful to navigate, there will also be lots of enemies to kill. You begin by continue along the path until you reached the little lake, and you can go to the right and kill some crocs. Once the crocs are dead, go through the archway and grab the Tek-Bow behind the rock, use this weapon to snipe the two Slegs in the trees, and then swim to where they were. On this little island, you can go around the trees to grab some arrows, but, you must remember one thing: kill all crocs in the water with the Brachiosaurus. Once you are done, jump into the water and swim to the rock surfaces with vines on it, climb the vines and fill yourself with med kits, and proceed to the pillar formations. Now, get out your warclub and jump onto the first two pillars. When you do this, all pillars will lower and a horde of baboons will attack (!). Begin to backpedal and swipe the apes with you warclub, and they will die. Once all of the baboons are dead, the pillars will rise again, and you are free to go up and grab the key, which opens up an underwater passage way in the lake near the Brachiosaurus. Now, back track all the way back to the lake, beware of an enemy in a bush near the lake, take all of those med kits and dive through the cave to the other side of the lake with sandy beach (wow, nice little place). Move to your left and snipe the two Sleg Scouts on the beach, and then move closer to where they were, from there you can see two high ledges connected with vines and Sleg Scouts and Snipers on them. Take out your scoped weapons and snipe everybody you can see, and then climb the vines to the first, second, and third ledges. From the third ledge, snipe all visible Slegs you can see, and then go to the horizontal climbing vines. From here, you can jump up, grab on, and climb the vines until you reach the other side. After you have crossed, you will encounter a sort of wooden walk way around the hills. Walk carefully around and beware of gaps in the walk way, and you will see some Sleg Soldiers on a hill ahead. Kill everyone you see alive and proceed to the ravine, make a jump across and cross the small bridge on the other side, killing Slegs along the way and you can reach a wooden platform with Genn who will introduce you to your winged mount and be prepared for some ass-kicking actions in the sky! Chapter 2 Airborne Before we start, I must tell you that in chapter 2, you will fight Slegs on the back of a flying reptile called Quezalcoatlus, and you will have twin 50 cal. machineguns (ammo is unlimited) and 20 homing missiles at you disposal. So any ways you will start by following Genn?s plane (how come she?s got a plane and I got a stupid bird?), and you will fly over a vast area with lakes and dinosaurs, enjoy the view. After the lake area you will be flying through some ruins with Sleg jets and turrets shooting at you, give them a few missiles and fly into a cave in the end to finish the level. Stretch Your Wings You will start off in the cave, fly out of it and follow Genn, and then you shall reach the canopied jungle. Now, this place is very, very crowded, so watch your ass and concentrate on the flying instead of killing enemy jets, and you will be fine. When Genn tells you about the shortcut, give it a left and start dodging trees and branches, and as soon as you have flew through, you have beat the level. Dam the Defenses After you have flew through the part of the canyon with trees, stay to the left and grab a missile pick up if you need it, and then fly to the right of the path to avoid the rock slide and enter a huge open area. In this place you will have to kill a transport jet, follow him closely and fire away with you guns and missiles, if you don?t miss, 3 missiles and some gunfire shall do the job. Now, after the killing of the jet, you must destroy two turrets on either sides of the dam, fly toward one and unload 4 missiles into it, then fly away, restock, do the same to the other turret, and the dam will open. Stay to the right as you dive (oh yeah), and then pull up at the bottom to finish the level. Ground Assault This is the best flying level in the whole damn game! So any ways, fly through the narrow passage way in the rocks and blow up Sleg jets and ship if you like it, and when you see the narrow opening in the rock surface ahead, turn sideways and you will be in a huge open area. You will be ordered to kill 5 command tents, there are, however, a lot of things shooting at you, so dive low to grab overdrives and missiles and clear out the tanks, watch towers, airships, and flak launchers first. Once them are dead, fly toward those command tents and start shooting, they will go boom after 5 missiles, so keep hitting them and they will be out in no time. Mine Fields This level is pretty much the same as level 2, except there are lots and lots of floating mine hanging on balloons around, just shoot the balloons and they are done. When you reach the section with flak launchers and ruins, follow the airship ahead of you and you can see a HUGE assault transport taking off, fly under it and you will be safe for the rest of the level. Ancient Ruins This level is fun, too. The first thing you do will be to kill 4 turrets on the big temple ahead, they take 2 missiles each. After you have kill them, the HUGE assault transport will appear (this is the one you see taking off in the previous level). Unload all of your ammos into him by taking out the turrets under him first and then shoot the main body, after 24-30 hits, he will go down and the annoying flying levels are over? for now. Cinema: ?You have no choice!? Chapter 3 Mountain Ascent This chapter is incredibly long, but it is also fun, besides, all of the levels in this chapter are HUGE, so navigate carefully. Watch the little cinema, and then proceed past your fallen friend and into the area with feeding Compies. Now, if you want to restock, move away from the feeding area and snipe every single Compy with you pistol, and then move to the area where they were feeding to collect some ammo and a pistol, if you have enough ammo, proceed on to the small grassy hill to the left. From here, pull out your pistol and kill the Scouts ahead, and then jump across to the next hill and go down it. After that, you can see a switch, go and press it and a stone head will open its mouth partially. Now, go to the left of the head and press the other switch and the mouth will open fully. Enter the mouth and grab the pistol and sniper scope, and then get yourself behind one of those stone shields. There are two ways of making it to the top; one is to use the shield as much as possible and do a lot of back and forth sniping. The other way will be, if you are a hard core gamer like me, to run at enemies (most of them will be Scouts) and when at close range, blunt them to death with you warclub. Either way, proceed along the path, and enemies will be coming in swarms. Use explosive arrows or grenades to clear large groups of enemies (when using the E. arrows, fire at the ground in front of the enemies to expose more of them to the splash damage), and use the pistol or the Tek-Bow as the primary firefight weapon. Now, run past the fallen Stegosaurus and there will be a U-shaped bend, navigate carefully through and kill everybody you see alive. After the bend, you will encounter a dead Brachiosaurus (this is a sign, there is a Tyrannosaurus rex in the next level, this must be its previous meal) and a bunch of Scouts and Snipers near it. Kill all of these guys, and you will reach a final area with a BIG group of enemies (this group include Scouts, Snipers, and Soldiers). Waste all of these Slegs, and there will be the final ?boss?- a Sleg shotgun Soldier (warning: I only play this level ONCE, I don?t know whether this is a common Sleg Soldier or one of those HUGE shotgun Guards) kill him and the level will be over. Summit Battle This level is the WORST in the game, not because it is long or hard, but because it is BORING and CONFUSING AS HELL, many places look exactly the same! So, after the level starts, get out your grenades and walk into the clearing. There will be a SAVAGE Tyrannosaurus rex eating a dead Brachiosaurus, turn the grenades into spiked mines and drop 2-3 in front of you, and then change it back and cock it- by holding the R2 button, and then throw it on to the feasting beast. The T-rex will charge toward you when he gets hit, but when he gets near you, BOOM! The mines you?ve planted will explode, and he will be killed by them. After the beast goes to his T-rex heaven, move closer to the little hill near the waterfall and kill the unsuspecting Scout, and then go to the base of the waterfall to restock. Once you are done, jump into the river and move toward the big grey barricade, it will explode, and two sniveling Scouts will come out to fight you. Feed them an E. arrow and continue along the river, when you?ve reached the waterfall at the end, look up and you will see the summit bridge. Take out you pistol and snipe everybody you can see, and then move through the passage way and cross the fortified bridge. Now, there will be a ledge across the bridge, go there and jump on to the ledge next to it to grab the shotgun, wow. Go back to the place where you can see the river and the small platform with the large med kit on it, jump on to the platform, and go down to the river. Go along the river and you will end up in a clearing with ANOTHER dead Brachiosaurus, just like the first one, but there will be no T-rex, instead, there will be a few Compies. Kill the Compies and you will find a ladder leading up to a higher ledge, and the path from here to the end of the level will be straight forward, so I think you can manage it yourself. End of this hellish level, wheeeeee? Descent This level is straight forward with a lot of ass-kicking action, hope you enjoy! You will be in a cave with lot of dried bones; hum? something is in here. Sure enough, there will be a DAMN LOT of Saber Tooth tigers attacking you, and their attacks HURTS BAD. So pull out your shotgun or pistol and start shooting, and if you see two or more kittens at a distance, pull out the rocket launcher and blow the hell out of these horrible fur balls. After you have walked out of the cave, Slegs will be swarming at you. Get out the rocket launcher and empty the rockets into them. When you have reached the open section with a machinegun, go and grab the gun and mow down everybody you see. After you are done, a swarm of those new, shotgun Slegs will attack. They will be the most common enemies later in the game. They are just the size of the rifle Soldiers, with heavier armor, and carries a heavy shotgun. Again, waste these dudes and you will see the ANKLOSAURUS BOSS, which will launch rockets at you, the way to defeat him is to get close and blast with your shotgun, and he will be down after 5-8 hits. After the demise of the boss, move across the wooden gate and finish the level. Chapter 4 Infiltration Watch the little cinema, and notice the little brown-yellow hut the Scout was coming out from. In the level, when the alarm is on, enemies will pour out of these huts at you, and if you manage to get into one of these, there are often some ammos and a spidermine waiting in there. Now, go forward and grab the poison arrow and then snipe the two Sleg Workers and their spot lights in the guard towers (these Sleg Workers are rarely armed, and when they are, they often carries a rapid firing laser gun). After the guys are dead, go to the left and climb the fallen tree, from where you can see the inside of the camp. From the tree, use the Tek-Bow to kill the two Scouts who are patrolling (when you kill them, remember to get headshots, or they will see you and set off the alarm after your first hit). From the tree, jump on to the perimeter wall, and then on to the large box below to acquire the flechette gun. From here, if you need health, break the windows of the hut near you and you will find 2 med kits and a pack of poison arrows, otherwise go all the way to the end and hit the switch on the wall, this will open up a heavy metal door (remember that the switch have a little yellow lock on top of it, and when the alarm is on, the switch will lock up automatically and you won?t be able to hit it). Hug the left and you will avoid detection, and then go the end, hit the switch, and go through the door that opens to exit the level. Compound Wall From the starting point, hug the left wall and make it across the bridge. The Slegs will be alerted (now, kill him) and be ready for massive firefight. After the crossing, destroy all of those spot lights, and you are free to walk through the area, hit the switch, and exit the level through the open door. Short, isn?t it? Blockade This is my personal favorite of the infiltration levels. You start in a clearing with a dirt ramp to your left, go up the dirt path and you will find a cave. There are two branches of the cave you can go; to the left, there will be a lot of Slegs waiting, but worth it since you can find some cool stuffs like the flamethrower, quad barrel upgrade, dark matter cube, and some health and ammo. To the right you will discover a pathway going all the way to the bridge at the top, gather as much as health and ammo as possible, and then take the LOWER part of the bridge. The lower part has a lot fortifications and Slegs, but worth it since above you, there will be an Ankylosaurus waiting (you need to fight this one anyways, but later). So, move forward and kill Slegs, and a cutscene will show you two switches it the bridge towers with two Snipers on guard. Go to the end of the bridge and climb either ladders up into one of the towers, kill the Sniper, flip the switch, and go back down in order to get into the other tower, do the same thing in the second tower and the door will open. Now, go all the way back to the other end, dock into a tunnel, and there will be loads of health and ammo waiting. Grab them and go to the UPPER part of the bridge and get out the dark matter cube. Wait until you see the Ankylosaurus and those Sleg Soldiers, toss the cube (use the mini black hole function) to suck the enemies into it, then cross the bridge and enter the opened door to finish this level. Entering the Base This will be your last infiltration level, so enjoy it! Go through the area in front of you until you reached the river. Jump into the river and swim across, and you shall see some buildings in front of you. Now, go to the building with sliding doors, go into the left one and there will be 8 sleeping shotgun Soldiers, kill them all and go into the other door. Inside this room is a HUGE Sleg shotgun Guard, this dude can do heavy damage to you, and he will go down after at least half a dozen shotgun hits. However, after he is dead, you can find the minigun barrels and some ammo for it in the same room, so it is worth risking. Once you are done, go the top of the building and there will be a long cable, do some horizontal climb across the cable and onto a similar building. Except in this building, there will be those trapped comrades of yours, go ahead and hit the console to free them, and you will reach the above ground entrance to the underground Sleg Fortress. Chapter 5 The Sleg Fortress In this chapter of the game, you will have access to your most powerful weapons, and there will be an INCREDIBLE amount of fighting, so be prepared. Watch the cinema, notice the Sleg who were standing near the console (the one who wears a radio backpack, carries a heavy laser cannon, and was saying something about Lord Tyrannus), since this is the COMMANDER of the WHOLE base, and he is also the one who were shouting orders in the loudspeakers in the infiltration levels. The first thing you shall do is to break all of those wooden crates and restock, when you are ready, take out your flamethrower and BBQ the three shotgun Soldiers in the hall. When all of those Soldiers are dead, the commander is going to open up three doors and release those reinforcements. The first door that opens will have at least 4 shotgun Soldiers, 2 rifle Soldiers, and 2 Scouts, so get out your grenades and blow up most of them, and then kill the survivors. The second door that opens will have a slew of shotgun and rifle Soldiers coming out of, pull out your rocket launcher and fire three rockets into the crowd of them before them spread out (don?t worry about running out of rockets, there is a rocket pick-up inside one of the crates). The third batch of enemies will include 4 Scouts, 1 shotgun Soldier, and 2 rifle Soldiers, again, waste all of them and the commander is going to take care of things personally, he is very tough and he can cause major pains to you with his accurate and rapid-firing laser cannon. After the commander goes down, a cutscene will show you an enemy spawner being dropped, so go forward to it and wipe it out as soon as you can. When everything in the hall is dead or has stopped moving, smash open all crates and restock, then move up the ramp that opens to proceed into the next level. Sweep the Halls Watch the little cinema, and take notice of the Dinosoid Sergeant on the balcony, berating (your performance had been pathetic) a group of sniveling Scouts, don?t worry; you will have the chance to kill them. In the passage way, take out the rocket launcher and enter the hall with the enemies, fire two rockets at the concentration of enemies to wipe them out, and then fire one rocket up to balcony to get rid of the Dinosoid Sergeant. Proceed along the left wall and you will reach a large open area, drop down to the lower area and grab the flechette gun and the minigun barrels, and then pull the two levers to open another passage way. After the path, there will be a long hallway with two rooms on the right, which contains enemies and ammos. After the hallway, there will be a large open area with a tunnel at the end, dock into the tunnel and finish the level. The Search Continues Proceed out of the tunnel and kill the two Sleg Soldiers and Monks will appear. Jump into the water fountain (although Monks can teleport, them can not teleport into water) and start picking the Monks one by one. After the Monks are dead, a passage way to your left will open, go through it and you can find a TarKeen key in the hall. Make sure you have enough health and ammo before you grab the key, since it will trigger the Monks to attack. There is a DAMN LOT of them. After you have killed every one of them, the real key will appear. Grab the key and go back to the fountain area and then go through the door it opened. Be warned, however, that you will encounter deadly Sleg rocket launcher Guards, these dudes can absorb a horrific amount of punishment before going down, and their rockets HURTS. So, kill these Guards and you will be in a room with a pit of water in it, and as you enter it, the door close and two torches on statue in the middle will light up, and Monks will appear. Again, stay in the water and pick them off with the flamethrower, and after their demises, the torches will go out and the statue will lower, to reveal a pit below. Dive into the water and swim through the tunnel and into a similar room, and in this room, you will still be killing Monks, and when all Monks are dead, you are free to push the two round switches on the wall, and this will trigger a cutscene with the door in the first room opens and a Sleg rocket launcher Guard will appear. Get out your trusty rocket launcher and dive into the water to swim back to the first room. While underwater, lock on to the Guard and when you surface, fire the rocket and he will be flying, with a nice aim, one rocket and that?s the end of him. Go through the door he came from to finish the level. The Bowl of the Base From the start of the level, notice the traps, the way to get through this is to run through it after the two pieces clamp together but before the fire shoots out. So any ways get through the traps and there will be a HUGE Sleg minigun Guard at the end, he is very dangerous with his minigun, but he is very bad at shooting moving targets, so circle around him and fire away at the same time and he will be down in no time. After you have done with him, make a left and then a right turn, killing Slegs at the same time. The wooden columns can be shoot down, and if you time it correctly you can make it squash Slegs underneath. After the right turn, continue and then make another right, and you should end up in a room. On the walls of this room will be two switches, which when hit, opens a door. So run out of the room and get into the door, and then make a left, and there will be another of those rocket launcher Guards. Terminate him and follow the passage way until you have reached the area with a cage in the middle, walk around it and pull the level, this will make the elevator to go up, when the door opens, get into the elevator and exit the level. Reactor Core This level is the greatest level in chapter 5. In this level, you will be given the order to find and terminate six terminals, in order to shut off the reactor. From the elevator, prepare all of weapon, since a huge fight is coming up! Get out of the elevator and blast the Scouts and Snipers in the main area, and then hurry to the big structure in the back, and two of the terminals can be find there. Destroy them with you shotgun and then go back the door on your left, and there will be an enemy spawner there, fire three rockets into that room to blow up the spawner, and then go ahead to hit the switch on the wall. The switch will open a passage way on the right hand side of the hall, go into the passages and prepare you flamethrower. Soon enemies will come at you in waves, BBQ them and continue on, and soon you can find your self in a room. In this room, go around the machineries in the middle to trip the wall switch, or you can also climb the ladder to a higher ledge and then ?fall? across and land on top of the machineries, there you can find the flamethrower and 3 pieces of ammos for it. Get out of the room and proceed through the newly opened passage way. Again, kill everybody and go into the room, and then climb the ladder and destroy the terminal. There is another switch on the wall, so hit it and a door will open, go through it and you will be on a T-shaped platform. There are a whole slew of enemies above the ladders that goes up from the platform (they are guarding the terminals), so go up each one and kill the terminals, and then get back down. The final terminal is located on the last leg of the ?T?, so go there and destroy it as well. As soon as it is destroyed, pandemonium breaks loose, so jump down to the main area and into the exit. Meltdown This level is very simple, you will just have to run through a lot of doorways and passage way in order to obtain the warplan, which is located at the end of the level in a console, while Slegs is being tossed by explosions, and remember, don?t stick at one spot for too long, or you will be history. You will run into a room with two spawners so blow them up and you will be in the room with the twinkling lights. The warplan is contained in a console at the middle, so take the warplan and get out of there. Interrogation This level is also very straight forward. You will start in an area with a tower of some sort in the middle, blow it up and continue along, and there will be three HUGE minigun Guards waiting. Give them a rocket each and continue on, and very soon, you will be in hall way full of trap, which include blades, flamethrowers, and battery rams, just avoid them the best you can, and you will be out in no time. Rescue the Wise Father This level is very straight forward, and of course, with a lot of high explosive actions, so I hope you like it! You will start off in a room with 3 Slegs and a bunch of boxes. Kill the Slegs and smash the boxes to restock, and when you are ready, crouch into the window with broken bars (this is the one on the far fight side). Inside, there will be a tunnel, and you will be going underneath a large room with a HUGE Sleg in it, you will see him later, though, so don?t worry. After the room, you will encounter jail cells, so run past the pooping guy and you will meet up with the Wise Farther. After the cutscene, go around the cells and crouch into another tunnel, and you will be in a room like the one you started off in. Again, smash the boxes and get the pick-ups, and then go to the door and press the keypad to open it. There shall be a large, round area beyond it with a central structure and a set of doors around it, and that will be where the enemies will be coming out of. Now, get out your heavy-duty weapons and kill the Sleg Scouts and Soldiers in the area, and this will trigger one of the doors to open. Remember, there will be eight doors that will open, and the enemies that lay within can range from Sleg Scouts, Soldiers, and Guards, to even two of those GIANT Purrlins. But, besides enemies, inside each of these doors, there will be health and ammo to keep you going, and there is enough health and MORE THAN ENOUGH ammo to take care of everyone. Once everything is dead, the elevator in the central structure will lower, and the Co-Commander of the Sleg base (he is the deputy of the guy you see commanding the security station in level 1 of this chapter) will come after you himself. Kill him and the elevator will lower, thus allowing you to go up. Once you are on the top, kill the terminals and then go back down, in order to hit each of the keypads beside the cell doors to free its occupants. When you find the Wise Farther, go through the hallway that opens and reach the elevator to exit the level. Escape If you notice, this is the same area you run through in the first level of the chapter, except for this time, you just have to run through it and escape from the same door where you first entered the level from, and the Wise Farther will be behind you all this way. Freedom Cinema: ?Hello Savage!? Enemy/Allie Guide Okay, you may wonder why I have to insert this piece of information into your walkthrough, but I?ve done it for two main reasons: 1. After chapter 5, there will be enemies that you never seen before come after you, so you better know how to deal with them; 2. In chapter 8, 9, and 10, there will also be a lot allies running around to help you gunning down Slegs, so you better also know them; So, for all of the reasons above, I have written this guide to help you, hope you love it! ENEMIES (Slegs) Scout: this is the most basic of all enemies. Scout Rifleman often carries a long-barreled rifle as his primary weapon, and he is very, very accurate with it. The other type of Scout is the Demolition Specialist. The Demolition Specialist is kind brownish-reddish in color, instead of all brown, and he can very easily be mistaken as a Sniper. The Demolition Specialist also carries a rifle as a primary weapon, but he can also carry grenades, and he can be accurate with both weapons (the best way to kill either the Rifleman or the Demolition Specialist is headshot, and when killed, they will often leave behind small med kits or grenades). Soldier: these guys will be your most common enemies, and there are also two types of Soldiers. The first type is the Soldier Rifleman, he carries the same rifle as the Scouts does, and he does wear some light-grey colored armors, he can take some punishments before going down. The second type of Soldiers is the Shotgunner, he can be identified by his thick yellow armors and giant shotgun, and he some times also wears headgear, which prevents him from being killed from a single headshot. Sniper: he is the most deadly enemy at long range. The Sniper has reddish-orange skin, a deadly, heavy sniper rifle, and also a sniper scope which he wears over one of his eyes. Snipers are often dispatched to hold strategic areas, used as switch guards, and used as cannon fodders when at close range with Tal?set. Guard: huge, muscular, and powerful, these will be the best descriptions for Guards. There three types of Guards, each with very distinct differences, get to know them. The first type of Guard is the minigun Guard. The minigun Guard is kinda brownish with black strips in color, wears some light-gray colored heavy armor, wears a headgear, carries a minigun, and knows how to use it. They can be found in abundance in chapter 8, 9, and 10, and if you are not careful, they will fill you with lead in a few seconds. The best way to defeat them is to strafe around them at close range and to blast with you guns, since they suck at hitting moving targets. The second type of Guard is the rocket launcher Guard. These tough fellows are deep green-brownish in color, wear reddish-orange armor, and carry both a rocket launcher and a shotgun. The best way to kill a rocket launcher Guard is to hit him with something powerful, like your rockets, and when they are finally dead, they often leave behind large med kits. The third and final version of the Guard is the shotgun Guards. The shotgun Guards are rarely encountered, and when you do meet one, your best bet is to avoid him, because if he corners you, you will be dead in seconds. Dinosoid: these mixes of dinosaurs and androids are DEADLY, especially in groups, so keep an eye for them; also, they are EXTREMELY accurate with their laser cannon or rifle. The Dinosoids are part metallic, but they also has armors on their weak spots, like their heads, also, Dinosoids are often the leaders of squads, so kill them first whenever you meet these squads. There is also a variant of the Dinosoids, they are armed with flamethrowers, and they are deadly if you are trapped at close range with these dudes. Worker: these weaklings are rarely seen, and when they are, they are either working on their machines or standing guard in watch towers. The common worker are not armed, but the will melee you at close range, but the tower guards, on the other hand, are armed with a light laser gun, and are very accurate with their fire, so beware. Commander: there are only two such guys in the whole game and one is the commander of the entire Sleg base, while the other is his deputy and Co-Commander of the base. The Commanders are kinda grey in color, wear heavy headgears, armors, and radio backpacks. Commanders are very, very, very hard to kill, and they will dish out a DAMN LOT of damage to you from their heavy laser cannons. Cobra Guard: a rare breed of enemies, these guys can also be very easily mistaken as Dinosoids. The Cobra Guards are dangerous, and they can take much more damage than you can imagine, so be very careful when you spot them (the Cobra Guards tend to attack in groups of 8-10, and if they pinpoints you location, you are basically screwed). Rapier: Rapiers are often mistaken as Dinosoids since they carry the same guns, but Rapiers are slightly weaker and thus more easily to kill. The Rapiers are yellow with black stripes in color, wear very little armor, carry nasty laser cannons (not all of them, I?ve seen one with a minigun), and make things worse, they often drops into the battlefields from the sky! So be very careful when you see these guys around. Monk: these dudes are just down right nasty. They carry blades, fires fireballs, and can teleport at their wills! The shotgun won?t do much damage to them, but grenades and the flamethrower will. Purrlin: these monsters are towering terrors, and they are nearly indestructible. Purrlins has huge claws and feet, and to make the matter worse, they can also fire projectiles. If you are facing a Purrlin at close or melee proximity, they will kill you in one swipe of those claws, so you will need distance to fight them. ENEMIES (Air Units) Attack Jets: although these standard jet fighters are vulnerable to damage, they can still pose a threat if they attack in formations. You must watch out for these fast-attack jets at any cost. Turrets: there are two types of turrets, one is the basic turret, and one is the armored and advanced turret. The former pose a considerable threat for they will still shoot at you a few times even you have flown past already. While the basic turrets will be destroyed after one hit from you missiles, the advanced turrets can take as many as 3-4 missiles before exploding, so look out for these dangers as you fly on. Tanks: tanks are the most dangerous of all ground-based anti-aircraft weapons. There are two types of tanks as well, for one is the standard anti-aircraft gun and the other is the missile launcher carrier. Flak Launchers: flak launchers are encountered throughout your quest, and they can damage you quite severely if you don?t keep a wary eye on them. A flak launcher is often attached to vehicles, mounted on boats and towers, or set firmly into the ground. Paratroopers: take a standard Sleg shotgun Guard, give him a heavy laser cannon, suspend him on a balloon, and there you have it, the standard Sleg paratrooper. These pests are not hard to deal with, just shoot the balloon and they will fall to their deaths. Airships: these airships are not dangerous; for they are only harmless troop transports, just shoot them to make them explode. Assault ships: now for something really nasty. A standard assault ship often approach from the rear and then open fire on their targets. The worst nightmare you can expect while flying is to have 3-4 assault ships on your trail. So speed up and hope that you can out ran them before they can kill you. Troop Transports: these slow-moving jets are often the targets, for they are totally harmless and unarmed. Heavy Assault Gunships: unlike their lighter cousins, these heavily armed and armored behemoths are the pride of the Sleg air units. While an assault ship is built for speed, these behemoths are built for maximum firepower and armor protection. But luckily, they are very slow, so you can fly right past them without worrying. Assault Transport: this gigantic flying fortress is the boss in chapter 2, and it can transport battalions of Slegs at once. The assault transport is not built for speed, either. Instead, it serves as a heavily armed fortress for those who are inside, for it also has thick armors. ALLIES Marine: these guys will help you to plow through the streets of the Suspended City, and there are three types of them (they all look the same, but carry different weapons, like a shotgun, laser gun, or rifle). The Marines are very, very weak, and they will die after one hit from anything. River Village Trooper: these guys are very rarely encountered, there are only two in the game (one died after speaking to you while the other was almost torn to shreds by Raptors), and one is carrying a shotgun, while the other is carrying a crossbow. Special Marine: these dudes are only seen in the last level of the game, and there are 6-8 of them, they, just like the regular Marines, are very weak, one hit is all they will need to die from (special Marines are identified by the wide helmets they wear and the heavy laser cannons they carry). Walkthroughs Chapter 6 Shadowed Lands The main concept of chapter 6 is mainly about fighting Raptors and gathering TarKeen keys, plus that the levels are pretty big as well. So, watch the cinema and take notice of the TarKeen key near the fallen log and the Raptor running past it. You will have to see them both, later. Move forward carefully, and you shall see two stunt stone columns. Edge toward the right one and move past it (the left one is a trap, it is a huge claw that swings out), and move into the clearing with the Stegosaurus. Now, in this clearing will be a few trees as well, and these, just like the column, are hidden traps (it is a huge boulder that drops out of them every time you get too close). By moving slowly you can always trigger the trap before it actually hits you. After the trees, there is a cliff up ahead, and there will also be steps in the form of fallen columns, the last step has vines on it for you to climb, and you will get on to a higher area. In this area, there are three ways to take. One is to the left, one is to the right, and one is straight ahead. The first two will lead to keys while the third one will have a lot of Raptors. So move to the left along the ledge and you can reach the key you see in the cinema, and then turn and go back to where you climbed up from (be prepared, there will be the Raptor that you saw in the cinema). Now, move the right and you can see a key floating above a tree trunk. Go to the edge of the area and look down, and you shall see a platform sticking out below. Jump on to the platform and dock into the tunnel, then climb the ladder and you will be on top of the tree trunk, jump into the air to grab the key and get out of the place. After this key is collected, take the third path I mention earlier. There will be a few Raptors along the way, but they are not tough, one well-placed shot from the shotgun is all they will need. Eventually you will reach the bone gate that you keys had opened? partially, look at the left and you will see an empty log, crouch into it and you will find a room with a dozen Compies and a key. Give the Compies a grenade and grab the key, and the bone gate will be fully open. Go through the bone gate and some Saber Tooth tigers will come out, get out your rocket launcher and give them one of the contents, and that will be more than enough to make them play dead. After the tigers, a little cutscene will show Monks appearing, pull out your minigun and mow them down, and then enter the door that opens to finish the level. Ruined City First thing you do in this level is to get out you shotgun and proceed out of the passage way, and you will see some Monks disappear (what is that) and a TarKeen key sitting below the GIANT stone face. Grab the key and then go to the left of the passage way from which you came from. There, leaning against the wall will be a badly hurt shotgun River Village |
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