Weapon/Enemy Guide by Joylock

Version: 1.0 | Updated: 04/02/09 | Printable Version

Turok: Weapon and Enemy Guide:

Document Started: August 20, 2008

by Alan Chan (joylock @ hotmail.com)

The Usual:

This document is mine. Please don't rip it off or take credit for it. If you
use any of the information provided in this guide in your own FAQ,
walkthrough, or guide, you must acknowledge that you obtained the information
from me, and give me proper credit.

That being said, feel free to post it on any site you want, provided you a) 
don't make any changes to it, and b) don't charge money for it. You 
don't even have to get my permission to post it (as long as it remains
unaltered), but it would be nice if you emailed me and let me know 
(joylock @ hotmail.com).

Purpose of this Guide:

After playing through Turok, I found the game was pretty fun, so I took a
look at the game files and wrote this singleplayer FAQ for the game's
weapons and enemies. I hope you find it useful.

Version History:

*                                                                             *
*1.0: Initial Release                                                         *
*                                                                             *

The latest version of this FAQ can be found at www.gamefaqs.com.


- 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 

-  Watch out for enemy mounted machinegun turrets. These are very powerful
   and can cut you down in a second or two of gunfire. They're also very
   accurate, and can mow you down even at long range. Use grenades against
   enemies manning a turret, or pop in and out of cover while blasting
   them with gunfire.

   On the plus side, enemies never seem to run over and man an empty turret
   after you kill the soldier originally manning the turret.


-  In Turok's single-player campaign, you can only carry 4 weapons at a 
   time (not including frag grenades, which you can always carry). Of 
   those 4 weapons, 2 will always be the knife and the bow (Turok's 
   signature weapons), which you are required to always carry for the 
   entire game. As a result, you can only carry 2 firearms (such as a 
   submachine gun and a shotgun), and will need to drop 1 firearm to 
   pick up a new one.

-  Although you can only carry 2 firearms at a time, your ammo reserves 
   are persistant. So, if you acquire 30 sniper rounds on Mission 3, but 
   drop your sniper rifle, you'll continue to carry those 30 sniper rounds 
   through the rest of the game, and can use them whenever you next 
   pick up a new sniper rifle.

-  Turok features both one-handed and two-handed firearms. One-
   handed firearms can be dual-wielded, with one in each hand (unlike 
   Halo 2 and 3, when you dual-wield 2 weapons, you are unable to 
   carry a third weapon in reserve). Any combination of one-handed 
   firearms can be dual-wielded, so for example you could dual-wield 
   two submachine guns, a submachine gun and a shotgun, a shotgun 
   and a pistol, etc. While dual-wielding, the fire button fires the left 
   weapon, and the zoom button fires the right weapon. Dual-wielding 
   takes away your ability to zoom your view, but you can still use each 
   weapon's secondary fire mode.

-  Every weapon in Turok has a secondary fire mode. On the PC version 
   of Turok, to use the secondary fire mode, you need to hold down the 
   "SHIFT" key, then press the fire button. To throw grenades, you need 
   to hold down the "SHIFT" key, then press the zoom button. For some 
   reason, this is never explained in the manual or within the game itself, 
   nor can you remap the "secondary fire" function to any other key 
   besides the "SHIFT" key.

=Signature Weapons:=

Oro P23 Combat Knife:
  Primary Fire:   SP: 30 
                  MP: 150
  Secondary Fire:
                  SP: 30 
                  MP: 90
Movement Speed:  
                  SP: 120% 
                  MP: 115% 
Primary Fire: Stab 
Secondary Fire: Swipe


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.


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).

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).

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


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.


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 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.

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.


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

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 

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:
  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


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.


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.


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.


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.


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:
  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


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.


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 

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.


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 


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.


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:
  Shotgun Blast:   SP: 30 x 6 
                   MP: 40 x 6 
                   AI: 40 x 6
                   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


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.


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.

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


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.


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


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.


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. 


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 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.

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:
  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


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.  


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

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.

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).

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 

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.

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)


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


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 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.


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:
  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


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.


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.


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 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.


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


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.


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" 

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 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 

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


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.


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).


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.


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).


The RPG launcher is extremely powerful, but the severely limited 
ammo means you'll probably only be using it in the boss fights where 
it's required. It's also serious OVERKILL against most enemies 
anyway, although it's nice for taking out M-G Heavy Weapons soldiers 
or Dilophosauruses in a single shot.


=Dinosaurs & 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 

-  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 

Appearance: Small, 3-feet tall, brown bipedal lizard. 
Health: 25
Attacks: Leap Attack


Echindons are small, Compy-like scavengers found throughout the 
Lost Land, usually in groups of 3 or more. They're mostly non-violent, 
and will typically just follow you around and observe you (apparently 
they're smart enough to realize they're too weak to do you serious 
harm). This doesn't mean they're completely harmless, however; 
every once in a while a Echindon will attack you by leaping at you 
(Echindons seem to attack if they think you're weakened, or if you 
agitate them by chasing or attacking them). However, their attacks are 
rare and don't do too much damage, so they're not really a threat 
even on the highest difficulty level.


You can usually just ignore Echindons. It's pretty easy to knife-kill 
them or mow them down with automatic weapons fire (1 bullet will kill 
them), but this is kind of a waste of time since they rarely ever attack 
you anyway.


Appearance: Small, 3-feet tall, blue bipedal lizard with spiky hair-
            spines along their heads. 
Health:   Normal: 50 
          Hard: 50 
          Inhuman: 45
Attacks: Leap Attack
         Maul Attack


Mini-Raptors are small wolf-sized predators that travel in packs of 
several at once. They're similar in size and behavior to Echindons, but 
are much more aggressive. While there are times Mini-Raptors will 
simply hang back and observe you, they typically WILL attack you 
with leaping claw attacks. They can also perform a maul attack where 
they leap on your body and try to bite you; you need to peform a 
button-pressing sequence to shake them off and kill them.

Generally, Mini-raptors run in circles around you while often
leaping at you or attempting to latch onto your face and gnaw it off.
Their running in circles around you makes them a little hard to target,
but you can counter this by backing off to get a clearer shot at them.


Mini-Raptors don't do too much damage, and are pretty easily to kill; 
you can either instant-kill them with knife kills, or mow them down with 
your submachine gun or pulse rifle (1 or 2 bullets is enough to kill 
one). They're more of a pest than a serious threat, although several of 
them attacking you at the same time can be dangerous. Fortunately, 
this rarely happens as your Whiskey Company soldier allies are pretty 
good at distracting them and helping you kill them off.

Remember, Mini-Raptors can be distinguished from Echindons in that 
they are blue instead of brown. So, mow down the small blue lizards, 
and ignore the small brown ones.


Appearance: Large, horse-sized, 6-foot tall, forward-facing bipedal 
            dinosaurs with spines along their face and back. 
  Normal Raptor:   Normal: 750 
                   Hard: 750 
                   Inhuman: 850

  Albino Raptor:   Normal: 400 
                   Hard: 400 
                   Inhuman: 650

  Spitting Raptor: Normal: 900 
                   Hard: 900 
                   Inhuman: 1000
Attacks: Bite Attack
         Leap Attack
         Maul Attack
         Goo Spit (125 damage) (Spitting Raptors only)


Made famous by Jurassic Park, Velociraptors will serve as the most 
common dinosaur enemies you'll encounter throughout the game. 
They can be found in almost every level of the game. They have 
above average speed (they run somewhat faster than you, but they
still move at a reasonable enough speed for you to track them
with your weapon without any trouble), and often attack in packs
of 3 or more.

NOTE: In real life, Velociraptors were turkey-sized, closer to the Mini-
Raptors seen in the game than the large, monsterous pop culture 
versions (which are more akin to Utahraptors in terms of size).


Velociraptors have a number of attacks. They can charge at you and 
bite you, knocking you down to the ground. They can also leap at you 
and slash you with their claws, which also knocks you down to the 
ground. Finally, they have a maul attack where they leap on you and 
try to eat your throat, and you have to perform a button-pressing 
sequence to knock them off you.

Typical Velociraptor behavior is pretty straightforward. They charge at 
you once they spot you, attack you, and then will either circle
you a little to attack from a slightly different angle, or back off a
couple steps to roar at you for a second before attacking you again.
If they back off to roar at you, it gives you a split-second opening
to step forward and instant kill them with a knife stab to the cranium.


Velociraptor attacks can be dodged by rolling sideways. On Normal 
and Hard difficulty, they're pretty easy to kill with knife kills; just 
approach them, and stab them when you get close enough and the 
knife kill action prompt appears on screen. You can wipe out an entire 
pack of Velociraptors using nothing but consecutive knife kills. 
Velociraptors can also be mowed down with your firearms; it takes a 
couple dozen submachine gun bullets or 4 or 5 shotgun blasts to put 
one down. You can usually kill them from long range with a couple
seconds of sustained fire before they can reach you, and at close
range you can circle around them, roll away from their attacks,
and blast them when you're behind them or they pause to roar at you.


Velociraptors actually come in 3 different variants: Normal Raptors, 
Albino Raptors, and Spitting Raptors.

NORMAL RAPTORS: The standard Velociraptors. These guys are 
the most common dinosaur enemies you face throughout the game. 
They can be knife-killed from the front on any difficulty, even on 

ALBINO RAPTORS: Raptors with white skin and red eyes. They 
typically appear indoors, underground, or during night-time. Albino 
Raptors behave similar to Normal Raptors, although they're slightly 
quicker and more aggressive, and attack in slightly larger groups. 
Albino Raptors are noticeably less durable than standard Raptors;
it only takes 2 shotgun blasts to kill an Albino Raptor, whereas
a standard Raptor takes 4 to 5 blasts to kill. On Inhuman difficulty,
Albino Raptors cannot be knife killed from the front, requiring you to
circle around to their side to knife kill them. On Inhuman, it's
actually easier just to mow them down with your firearms. 

SPITTING RAPTORS: These raptors have a series of spines running 
along their back, and a large fleshy sac in their throat. In addition to 
the standard Velociraptor attacks, these guys can also spit a wad of 
greenish goo at you from medium-long range that does decent 
damage and can significantly injure you. Like Albino Raptors, on 
Inhuman they cannot be knife killed from the front, and therefore are 
much easier to fight using firearms instead of the knife. 
These are overall the toughest Raptors you'll encounter, although
other than their spit attack, they're only slightly tougher than standard


Appearance: Large, tiger-sized, four-legged lizard-like dinosaurs. 
Health:   Normal: 500 
          Hard: 500 
          Inhuman: 600
Attacks: Bite Attack
         Leap Attack
         Maul Attack


Lurkers are four-legged, lizard-like dinosaurs that move and attack 
like jungle cats. They're VERY fast, running across the ground at high 
speed, and can also quickly scramble up and down tree trunks or 
cliffs. Unlike Raptors, Lurkers don't explicitly cooperate or hunt 
together in packs, but since you'll usually encounter several in the 
same area, you'll often find yourself fighting 2 or 3 Lurkers at the 
same time.

Lurkers are mostly encountered in the game's middle levels, where 
they'll briefly serve as your primary dinosaur enemies instead of the 
Raptors. They first appear towards the end of Mission 4: Reunions, 
where you'll fight a couple dozen of them. You also fight a dozen or so 
Lurkers throughout Mission 5: Ghost in the Shadows, and at the end of
Mission 6: Mother Superior. A couple will attack you in the middle of
Mission 10: Heroes End.


Unlike Raptors, Lurkers attack with hit-and-run tactics. They'll charge 
at you, leap on you to knock you down, then run away, often 
retreating up a nearby tree or cliff. They, after a couple seconds, 
they'll run down again and charge at you once more. While their use 
of hit-and-run tactics makes them harder to hit (especially with the 
knife), it also means they'll do less damage to you since they don't 
press their attacks. Often, by the time the Lurker returns to hit you 
with its second attack, you'll have completely regenerated from its first 

Lurkers have 2 basic attacks; they can ram and bite you with their 
heads, or leap at you from several feet away. Both of these attacks 
will knock you to the ground and do damage. Lurkers also have a 
maul attack, where they leap on you and try to tear out your throat. As 
per usual, you need to perform a button pressing sequence to knock 
the Lurker off you.


Lurker attacks can be dodged by rolling sideways. If you manage to 
dodge their attack, a Lurker will usually run off for a couple seconds 
before turning around and attacking you again. As with Raptors, 
Lurkers are pretty easy to wipe out using knife kills on Normal and 
Hard difficulty. On Inhuman difficulty, Lurkers can only be knife killed 
from the sides, not from the front, and therefore it's much easier to 
mow them down with automatic weapons fire. Lurkers seem to be 
slightly more durable than Raptors, but can still be killed with 
automatic weapons fire or several shotgun blasts. However, on 
Inhuman difficulty they're quite a bit tougher than Raptors (on 
Inhuman, Lurkers can survive a direct hit from the sticky bomb gun or 
a Tek arrow shot).


Baby T-Rex:
Appearance: Green-skinned, bipedal, forward-facing, 4-foot tall baby 
Health:   Normal: 350 
          Hard: 500 
          Inhuman: 600
Attacks: Bite Attack
         Leap Attack
         Maul Attack


Baby T-Rexs appear exclusively in Mission 6: Mother Superior, just 
before the big boss battle against the big T-Rex, Mama Scarface. You 
fight 10 of them before the boss battle, mostly in a pit-like arena which 
is probably their nest. 

Baby T-Rexes are marginally less durable than standard Raptors, but
can still take a couple dozen SMG bullets or a few shotgun blasts to
bring down.


Baby T-Rexs move and attack similar to Raptors; once they spot you, 
they charge at you and will attempt to either bite or leap on you once 
they get close. If they hit you, they'll somtimes back off a few steps
for a second before moving forward to attack you again. Baby T-Rexs also
can use a maul attack, where they tackle you to the ground and have to be 
pushed off with a button pressing sequence before they rip out your 

Baby T-Rexs are actually meaner and more dangerous than Raptors. 
Their attacks are quicker and more vicious; they delay much less 
between attacks, and as a result can keep you off balance with their 
constant hits, murdering you at close range. Whereas Raptors often 
back off and roar at you for a second or so after hitting you, Baby T-
Rexs often attack you as soon as you get back up from being 
knocked down from the first attack.


Baby T-Rexs are more difficult to instant-kill with the knife; not 
only is their hit-zone/sweet spot for the instant-kill smaller, but on 
Inhuman difficulty they can't be instant-killed from the front, only from 
the sides. Additionally, their rapid attacks can often keep knocking 
you to the ground and prevent you from successfully knife-killing 

Overall, Baby T-Rexs can be killed with similar tactics to those you 
use against Raptors. However, they're quite a bit more dangerous at 
close range, so you might consider mowing them down with your 
firearms at long range instead of getting close and trying to instant-kill 
them with the knife (especially on Inhuman difficulty).


Appearance: Large 8-foot tall, 15-foot long duck-billed green bipedal 
Health: 2000
Attacks: Ram Attack
         Tail Attack


Hadrosaurs are large, rhino-sized duck-billed herbivores that can be 
found roaming the Lost Land. They are often found in groups ranging 
from a couple to up to several at once. Hadrosaurs are largely peaceful, 
and will usually ignore you. However, they can injure you; if you get in 
the way of a Hadrosaur when it's running away from something, it will 
smash into you, doing damaging and knocking you over. Hadrosaurs 
can also smack you with their tail if you stand too close to them for too 
long or otherwise hassle them. Still, they almost never attack you 
directly; even if you shoot them, they run away instead of defending 
themselves by charging you.

Hadrosaurs are quite flightly, and will run away when faced with 
predators such as Velociraptors or Dilophosauruses. Conversely, they 
also make good distractions against predators; predators will 
sometimes chase after the Hadrosaurs instead of attacking you.


Hadrosaurs are easy enough to kill; you can instant kill them with the 
knife (causing you jump up and slit their throats, which actually looks 
pretty cool), or you can mow them down with concentrated automatic 
weapons fire (it only takes about a dozen submachine gun bullets or
2 shotgun blasts to kill one). However, this is generally a waste of time
and ammo, and it's easier to simply ignore them and walk around them.


Appearance: Large, 10-foot tall, 30-foot long bipedal carnivore with bony, 
mace-like head and long tail.
Health:   Normal: 2800 
          Hard: 3000 
          Inhuman: 3200
Attacks: Bite Attack
         Tail Attack
         Spin Attack


This very large carnivore is the toughest dinosaur in the game, other 
than the boss-like T-Rex and Gigantosaurus. Dilophosauruses can 
withstand a few dozen rounds of pulse rifle fire, or 18-20 shotgun 
blasts. Fortunately, they're fairly uncommon; you'll face a total of 12 of 
them throughout the entire game.


Dilophosauruses charge at you and attempt to bash you with their 
bony head crests, this does pretty high damage and knocks you down to 
the ground. At close range, they use a spin attack where they spin 
around, smashing you with either their head or their tail. Finally, they 
can whack you with their tails if you're standing behind them.

Dilophosaurus attacks are pretty strong, and can kill you in just a
few hits.


These guys cannot be knife killed normally. To knife kill them, you 
have to knock them to the ground with an explosive such as a frag 
grenade or sticky bomb. When they're on the ground, you have a few 
seconds to walk up to them and perform the knife kill (which is 
actually a pretty cool animation where you leap onto their necks and 
slit their throats). The knife kill is really tricky to perform on Inhuman 
difficulty (you need to be at the absolute right angle), and I 
recommend not to even bother.

Overall, Dilophosauruses are tough, but not too tough. They can be 
killed with a couple 2.5-second bursts from the pulse rifle (just be sure 
not to overheat, or else you'll be helpless for a few seconds while the 
rifle cools down). Just fire at them as soon as you spot them at long 
range, and back away from them, dodging around, if they get too 
close before dying. Aim for the head (not too tough, since they charge 
you head-first) to do the most damage.


Soldier Bug:
Appearance: Large, 8-foot tall blue-black scorpion-like bugs. 
Health:   Normal: 500 
          Hard: 500 
          Inhuman: 550
Attacks: Bite Attack
         Maul Attack


Soldier Bugs are nocturnal giant scorpions, larger than a grown man, 
that inhabit the underground tunnels beneath certain areas of the Lost 
Land, burrowing up at night to hunt for prey. They appear primarily in 
Mission 8: The Shortest Straw, and Mission 9: Down and Out, and 
serve as your primary enemies in those missions.  A few Soldier Bugs 
can also be seen running around Kane's base in Mission 13: Into The 
Breach. When they first appear in Mission 8, they get a surprisingly 
long and atmospheric intro sequence ala The Flood in Halo: Combat 
Evolved, where you witness them dragging Velociraptors 
underground and harassing you just out of the corner of your eye 
before you finally fight them properly.


Soldier Bugs scurry at you at an average speed, and bite you when 
they get close, knocking you to the ground. They also have a maul 
attack where they leap on you and try to sting you; as per usual, you 
need to perform a button pressing sequence to push them off you. 
Soldier Bugs CANNOT be knife killed, so don't bother trying.

Soldier Bugs have a high aversion to light; they are repelled by 
shotgun flares on the ground (although they strangely don't seem to 
react when shot directly with a flare), and also pause for a split-
second when faced with a flamethrower flame.

Because they're low to the ground, Soldier Bugs aren't knocked
backwards by shotgun blasts and sustained automatic fire like
dinosaurs sometimes are. Thus, they'll continue to advance on you
even as you shoot them. They're still pushed backwards by the
flamethrower, though, so that makes a good weapon against them.


When you first face Soldier Bugs, your armament is limited to the 
shotgun, minigun, and later the flamethrower. Of these, the 
flamethrower is the best weapon against them, as it pushes them 
backwards and thus keeps them away from you. The flamethrower's 
napalm grenades can also be used to splatter an entire group of 
Soldier Bugs in a single shot. The shotgun works in a pinch, but it 
takes several shots to kill one Soldier Bug, and the shots won't stun 
the bug or prevent it from attacking you. The minigun likewise lacks 
the flamethrower's "push-back" effect.

Towards the end of Mission 9: Down and Out, you finally get a pulse 
rifle. This works even better than the flamethrower against Soldier 
Bugs, as it kills them very quickly and from long range. I recommend 
you use the pulse rifle instead of the flamethrower against the bugs 
once you get your hands on it.


Appearance: Pig-sized, giant dragonfly-like insects. 
Health: 700
Attacks: Goo Spit (75 damage)


Razorwings are giant flying dragonfly-like insects. They seem to 
inhabit volcanic areas, and can be found in Mission 12: End of the 
Road, and Mission 13: Into the Breach. Razorwings attack in large 
swarms, which infinitely respawn as long as you're in their area. 
Fortunately, you'll only encounter 2 such swarms throughout the 
entire game.


Razorwings fly around, hovering over you while spitting corrosive 
green goo at you. Their goo attacks do decent damage, and can kill 
you in several hits. Because they attack in infinitely respawning 
swarms, their attacks are also constant, and can prevent you from 


Individually, Razorwings can be shot down with a few shots from the 
pulse rifle, but this only delays them a bit since new Razorwings 
quickly appear to replace any that you kill. When faced with 
Razorwings, your best bet is to run through the area accomplishing 
whatever objectives you're supposed to, while hopping and dodging 
around to try and avoid their attacks.

The minigun's automated turret function is very useful against 
Razorwings. Setting up an automated turret creates a helpful ally who 
will constantly shoot Razorwings down and keep them off your back. 
When fighting through the Razorwing-infested reactor in Mission 13: 
Into the Breach, setting up two minigun turrets to shoot down the 
Razorwings harrassing you is pretty much the only way to survive the 
area while you plant the bombs and escape.


Appearance: Huge 20-foot tall bipedal carnivore, with brown skin, 
            ridged eyebrows, and 3 fingers per claw. 
Health: 5000
Attacks: Bite Attack
         Maul Attack


The Gigantosaurus appears at the beginning of Mission 3: Death 
Valley, in a large open valley also inhabited by Velociraptors and 
Hadrosaurs. Slade calls it a T-Rex (their appearance is quite similar), 
but the Gigantosaurus is clearly distinguished by its ridged eyebrows 
and 3-fingered claws. Anyway, the Gigantosaurus is basically 
invincible (your weapons won't hurt it at all), so what you're supposed 
to do is run around it and escape through a cave on the other side of 
the valley. 


Unfortunately, the Gigantosaurus moves somewhat faster than you 
do, so you can't outrun it on open ground. Fortunately, the 
Gigantosaurus has a pretty short attention span, and is likely to forget 
about you and go chasing after a Hadrosaur or Velociraptor as long 
as you stay as far away from it as possible. In fact, the Velociraptors 
in the valley pose more of a threat than the Gigantosaurus, as they're 
likely to gang up on and attack you (although they also can attack the 
Gigantosaurus, providing you with a nice distraction).

The Gigantosaurus's basic attack is to run at you and bite you. This 
attack does significant damage, and can kill you in 3 hits. However, 
the Gigantosaurus will back off and roar at you every time it bites you, 
which actually gives you time to back off and regenerate health. The 
REAL threat is the Gigantosaurus's maul attack, which is an INSTANT 
KILL: it basically scarfs you down whole. The Gigantosaurus uses its 
maul attack if you're too close to it for a few seconds, so even trying to 
fight it is just asking to be killed.

Really, just pull out your knife, run across the valley as fast as 
possible while keeping as far away from the Gigantosaurus as 
possible, and knife kill any Velociraptors that get in your way.


-  Soldiers are the human military characters found in the Lost Land. 
   Some are Whiskey Company allies of yours, but most are enemy 
   Mendel-Gruman soldiers who have established several bases and 
   patrol routes throughout the jungle-like planet. M-G soldiers attack 
   you on sight, but they will also fight against any hostile dinosaurs they 
   come into contact with.

-  Soldiers take several times as much damage from a headshot as they 
   do from a shot to the chest. Even the toughest, most heavily armored 
   M-G soldiers can be brought down with 2 or 3 pulse rifle headshots, 
   and a single headshot will kill most of the standard M-G cannon 
   fodder troops.

-  The color of a M-G soldier's eye lens tell you what their current 
   combat state is. Blue lens indicate that the soldier is patrolling, and is
   completely unaware of your presence. Yellow lenses indicate the 
   soldier is in "caution" mode, searching for danger, but unaware of 
   your exact position. When a soldier's lenses turn red, that shows 
   they've spotted you and are moving in to attack. Mendel-Gruman 
   Elites, Heavy Weapons soldiers, and Pyros all lack eye lens (seeing 
   through futuristic visors instead), and thus you can't tell what their 
   current combat state is by looking at them.

-  Enemy A.I. in Turok is good and functional, but nothing revolutionary. 
   Enemies usually charge or strafe sideways while firing, often strafe behind
   cover when threatened, and can pop in and out of cover to fire at you.
   They will occasionally toss frag grenades at you to attack you or flush
   you out of cover. Enemies will also retreat backwards or behind cover if
   the fight is going badly for them, and will reposition themselves
   if you manage to outflank them. Enemies move together in groups, and
   cooperate to some degree to take you down. They're reasonably mobile
   and can move across a decent portion of the battlefield, but once they
   dig in behind cover they tend to stay there for a while popping out to
   shoot at you instead to continuing to manuever around you.

   Enemy soldiers in Turok are particularly good at circling around your 
   position, flanking you, and attacking you from the sides; this is mostly 
   due to the game's wide-open combat environments. Enemy soldiers 
   are pretty mobile and are usually constantly moving and firing when
   they're not behind cover, although they do occasionally stand still and
   make themselves an open target. Still, they're easily enough to hit even
   when they're running around. Also, most standard enemy soldiers have only
   average durability, and can be taken down with a burst or two of automatic
   weapons fire.

   Notably, enemy soldiers in Turok do not duck (unless sticking to
   a piece of cover), roll, or use melee attacks. Then again, these
   moves aren't much use anyway, so their absence isn't really any
   sort of handicap. They can dive away from grenades, but most of
   the time they don't try it soon enough to avoid getting caught
   in the blast.

Whiskey Company:
Appearance: Allied soldiers wearing metal armor chestplates over 
            military uniforms. 
Health: 200 
Default Weapon: SMG
Other Weapons:
   Slade: SMG, Shotgun, Flamethrower 
   Cowboy: SMG, Pulse Rifle
   Shepard: SMG, Shotgun, Pulse Rifle
   Reese: Sniper Rifle
   Jericho: Minigun
   Logan: Pistol


Throughout the game, you'll often be accompanied by 1 or 2 allied 
Whiskey Company soldiers. WC soldiers follow you throughout the 
level, and will help you fight against the Mendel-Gruman soldiers as 
well as hostile dinosaurs. Most WC soldiers are equipped with 
submachine guns, although a few particular characters are equipped 
with various special weapons.

Whiskey Company soldiers have somewhat more health than 
standard Mendel-Gruman Grunts, but not as much as Mendel-
Gruman Elite soldiers. Whiskey Company soldiers also have slightly 
worse aim than Mendel-Gruman soldiers. On the plus side, Whiskey 
Company soldiers have regenerating health just like you do; during a 
firefight, their health regenerates to full if they don't take damage for a 
couple seconds.

In terms of combat effectiveness, Whiskey Company soldiers fight
using the game's standard A.I. behavior for human soldiers. They
strafe while firing, take cover behind objects, etc. They don't
seem to toss frag grenades, though. They do attempt to generally
follow your lead in a firefight, but won't slavishly trail behind
you to the point of ignoring their own tactical situation. 

If a Whiskey Company soldier's health is reduced to 0, they'll drop to 
the ground and be incapacitated for the rest of the firefight. There's no 
way to revive them in the middle of a fight, you'll have to kill all 
enemies in the area before they can recover and start moving around 

Overall, your Whiskey Company allies provide helpful support in the 
game's assorted battles, but you shouldn't be overly reliant on them to 
do your job for you. They can take on a couple M-G soldiers at a time, 
but will be overwhelmed and incapacitated if faced with several M-G 
soldiers at once. WC soldiers are somewhat more effective against 
dinosaurs, but still take a relatively long time to kill anything larger 
than a Mini-Raptor.


Mendel-Gruman Grunt:
Appearance: M-G soldier wearing black gas mask and helmet, with 
            black armor chestplate over brown camo uniform. 
Health:   Normal: Pistol: 80 
                  SMG: 90 
          Hard: 100 
          Inhuman: 180
Weapon: Pistol (40 damage)
        SMG (15 damage)
Other Weapons: Frag Grenades (300 damage)


The Mendel-Gruman Grunt is the basic enemy soldier. They're the 
lowest ranking of the M-G soldier types, and will be the most common 
human enemies you face throughout the game. Even in the later 
levels, when higher-ranking M-G Veterans and Elites begin to appear 
as standard enemies, you'll still frequently find M-G Grunts appearing 
alongside them as cannon fodder for you to fight. M-G Grunts are 
relatively easy to kill; it only takes a short burst or two of submachine 
gun or pulse rifle fire to bring them down.

While patrolling the jungle, M-G Grunts typically wear black armor 
over brown camouflage uniforms. In indoor bases, M-G Grunts wear 
steel-colored armor over black uniforms.

M-G Grunts are typically equipped with submachine guns. They have 
decent accuracy and range, but do hit you slightly less at long
range. They don't do too much damage with their weapons, but can still
kill you with a few seconds of concentrated fire, especially at close
range. Besides firing at you with their submachine guns, M-G Grunts
can also occasionally toss frag grenades at you to attack you or flush
you out of cover.

Although most are equipped with submachine guns, some M-G 
Grunts are equipped with pistols, especially in indoor bases and the 
game's earlier levels. Grunts with pistols are actually kind of 
dangerous; they do decent damage, have good accuracy at medium 
range, and can kill you with only a handful of shots. 


M-G Grunts use standard enemy soldier tactics; they can charge 
forward or strafe sideways while firing, take cover behind objects, will 
work in squads to flank and circle around you, and will retreat to better 
cover if the fight goes badly for them. They're pretty mobile and 
usually on the move, although you can occasionally catch them 
standing still while firing, making them an open target.


Overall, M-G Grunts are fairly easy to kill individually, and not too 
much of a threat even in groups. They die quickly when shot with 
automatic weapons fire. Just be sure to engage them at long range, 
and to fire from behind cover, to make sure they don't manage to 
overwhelm you and kill you before you can regenerate your health.


Mendel-Gruman Veteran:
Appearance: M-G soldier wearing Cylon-style helmet and large 
            goggles, with white armor chestplate over black uniform. 
Health:   Normal: 150 
          Hard: 200 
          Inhuman: 250
Weapon: Shotgun (40 x 6 damage)
Other Weapons: Frag Grenades (300 damage)


M-G Veteran soldiers wear white body armor over black uniforms, 
making them look somewhat like Star Wars Imperial Stormtroopers 
(Scout troopers, if you want to get technical). Veterans are tougher 
and more skilled than the standard M-G Grunts; they can survive 
roughly twice as much damage, and have better reaction times when 
it comes to dodging grenades. Veterans are first fought in Mission 4: 
Reunions, and will appear as standard enemies for the rest of the 
game. Veterans usually appear in a group of soldiers alongside 
Grunts and Elites. 

M-G Veterans are equipped with shotguns; they're pretty powerful, 
and can kill you in several shots. Since their weapons are full-auto, 
Veterans have a reasonably high rate of fire, and can kill you in just a 
couple of seconds at close range.


Because they're equipped with close range weapons, M-G Veterans 
are very aggressive and will charge at you in an attempt to close the 
distance to maximize the effectiveness of their shotguns. They're still 
tactically-minded, however, and can take cover behind objects or try 
to flank and circle around you. Additionally, M-G Veterans can toss 
frag grenades, as well as use the secondary fire of their shotguns to 
launch flares at you in order to attract hostile dinosaurs to your 
location (in fact, Veterans seem to be the only enemy in the game 
who use their weapons' secondary fire).


Although Veterans are tougher than Grunts, their close range 
shotguns limit the damage they can do to you at long range. Since 
most of the game takes place at long range, you can actually pick off 
Veterans with your submachine gun or pulse rifle before they can get 
close enough to do serious damage to you. Indeed, at long range 
Veterans can be less of a threat than Grunts. Just be aware that they 
are quite dangerous at close range, so be sure to kill them before they 
can get too close to you.


Mendel-Gruman Elite:
Appearance: M-G elite soldier wearing full-body suit of metal armor 
            plates, with blue lights along spine. 
Health:   Normal: 200 
          Hard: 250 
          Inhuman: 330
Weapon: Pulse Rifle (20 damage)
Other Weapons: Frag Grenades (300 damage)


Mendel-Gruman Elites are the highest-ranking standard M-G soldiers 
you face in Turok. Unlike other M-G soldiers, Elites wear a full-body 
suit of metal armor plates, giving them a distinct appearance. Elites 
can survive more than twice as much damage as the standard M-G 
Grunts, and are also equipped with powerful, accurate pulse rifles. 

Elites first appear in Mission 4: Reunions, and will be fought 
throughout the game. They often appear in groups alongside M-G 
Veterans and Grunts; you'll often face a few at once alongside other 
M-G soldiers. In the game's later levels, they make the majority of
the enemy soldiers you face. They're quite a bit more dangerous than the
standard M-G Grunts, so be on your guard when you encounter them.

Elites are fairly durable, and it can take several submachine gun 
bursts or a few pulse rifle bursts to kill them. A couple pulse rifle 
bursts may knock a M-G Elite down, but they'll just get up again and 
resume fighting. This can fool you into thinking you've killed an Elite 
when you've simply knocked him down. 

The pulse rifles carried by M-G Elites are powerful and accurate; they 
can damage you with accurate automatic fire even at long range, and 
can kill you relatively quickly, especially on the higher difficulties. 
Good use of cover to avoid their fire and regenerate your health is 
important for winning fights against them. 


Like M-G Grunts, M-G Elites fight with standard enemy soldier tactics; 
they can strafe while firing, will take cover behind objects, will work 
together in squads, flank and circle around you, and toss grenades to 
attack you or flush you out of cover.


M-G Elites are tougher than average, but ultimately they're still more-
or-less standard infantry soldiers and can be brought down with 
normal tactics. The best weapon to use against them is probably the 
pulse rifle, which does more damage and thus kills them more quickly 
than the submachine gun or shotgun. Headshots also work well 
against Elites, as they can be killed with only 1 or 2 headshots. 
They're quite dangerous in groups, however, so good use of cover is 
pretty important.


Mendel-Gruman Sniper:
Appearance: M-G soldier wearing blue gas mask and helmet, with 
            blue armor chestplate over black uniform. 
Health:   Normal: 115 
          Hard: 150 
          Inhuman: 230
Weapon: Sniper Rifle (300 damage)
Other Weapons: Pistol (40 damage)


M-G Snipers wear blue armor, and are equipped with sniper rifles, 
allowing them to snipe at you from long range. Fortunately, they're 
also very lightly armored, being only slightly more durable than a 
basic M-G Grunt. A single arrow or a few pulse rifle rounds should kill 

M-G Snipers can be dangerous if they catch you by surprise. They 
can kill you in just 2 or 3 shots, but fortunately their accuracy isn't 
perfect, and they can occasionally miss you at long range. There is 
also a couple seconds delay between each of their shots, giving you 
time to dodge behind cover as soon as you get hit. Snipers are also 
extremely rare, there are only 4 of them throughout the entire game; 3 
in Mission 6: Mother Superior, and 1 in Mission 9: Down and Out.


Unlike standard soldiers, M-G Snipers don't really move around the 
battlefield or try to dodge your attacks. Instead, they're positioned in 
sniper spots, and will stand in one spot while sniping at you from long 
range. M-G Snipers are also equipped with pistol sidearms, which 
they will pull out and fight you with if you somehow manage to get 
close to them.


Since snipers attack you at long range, they're best taken out with 
long range weapons such as the bow, the pulse rifle, or the sniper 
rifle. A single arrow hit or a few bullets from the pulse rifle will kill a 
sniper, and the long range zoom on both the bow and the pulse rifle 
allow you to target snipers even from a significant distance away.


Mendel-Gruman RPG Trooper:
Appearance: M-G soldier wearing green gas mask and helmet, with 
            green armor chestplate over black uniform. 
Health:   Normal: 250 
          Hard: 350 
          Inhuman: 400
Weapon: RPG Launcher (200 damage)
Other Weapons: Pistol (40 damage)


M-G RPG troopers can be distinguished by their green armor. The 
most heavily-armed M-G soldiers, these guys carry RPG launchers, 
which makes them incredibly deadly. Their RPG shots can seriously
injure you with one hit, and will also knock you to the ground and 
leave you vulnerable to enemy gunfire. They also have a pretty big 
splash-damage radius, so they don't have to hit you directly to 
damage you. M-G RPG troopers have heavier armor than standard 
M-G Grunts and even M-G Elite soldiers, and can survive a decent 
amount of damage before dying. On the plus side, these guys are 
also extremely rare. In fact, there are only two of them in the entire 
game. One appears towards the end of Mission 7: Killing Fields, and 
one towards the end of Mission 10: Heroes End.


Like M-G Snipers, M-G RPG troopers pretty much just stand in one 
spot and fire at you from long range. They don't dodge around or try 
to take cover. Although they have to reload after each shot, they still 
have a decent rate of fire. This can be dangerous and annoying; an 
RPG shot will knock you on the ground, and by the time you manage 
to get up, you'll have a split second to dodge for cover before a 
second RPG shot lands and kills you. M-G RPG troopers carry pistol 
sidearms, which they will pull out and fight you with if you get too 
close for them to safely fire their rocket launcher at you.


M-G RPG Troopers should be a number one priority target, and you 
should try to kill them as quickly as possible as soon as they appear. 
A good strategy is to chuck a couple frag grenades at them when you 
first spot them, or quickly launch 3 disruption grenades at them with 
the pulse rifle, then blast at them with the pulse rifle's primary fire. If 
you get knocked down by an RPG round, roll sideways as soon as 
you get back up again to try and dodge the next round coming at you.


Mendel-Gruman Heavy Weapons Soldier:
Appearance: 7-foot tall M-G heavy soldier, wearing full-body suit of 
            brown metal armor plates. 
Health:   Normal: 350 
          Hard: 500 
          Inhuman: 550
Weapon: Minigun (20 damage)
Other Weapons: Frag Grenades (300 damage)


M-G Heavy Weapons soldiers are the heavy hitters of the Mendel-
Gruman forces. They stand a head taller than the basic M-G soldiers, 
and wear a heavy suit of metal armor plates that allows them to 
sustain several times as much damage as a regular M-G soldier. M-G 
Heavy Weapons soldiers are armed with miniguns, which they use to 
blast at you with a rapid-fire stream of high-damaging bullets.

M-G Heavy Weapons soldiers first appear in Mission 7: Killing Fields. 
They usually appear in pairs, or one may appear supporting a group 
of standard M-G Grunts and Elites. There are about 27 of them 
throughout the entire game. Sometimes, instead of attacking you 
directly, they can be found manning mounted turrets, where their 
heavy armor can make them particularly difficult to dislodge.

M-G Heavy Weapons soldiers do significant damage and have pretty 
good accuracy, and can cut you down in just a second or two, even at 
medium-long range. Additionally, their minigun fire will knock your aim 
around and prevent you from hitting them. They are extremely 
dangerous, and should be handled with caution when encountered.


M-G Heavy Weapons soldiers typically move towards you in a steady 
walk while blasting away with their miniguns (although they can run to 
get into firing range if they're too far away, and also can run sideways 
if they're being shot at). They don't really use cover that much, but 
they CAN sidestep while firing or even temporarily retreat backwards 
or sidestep behind objects to hide from your return fire. Additionally, 
they can also occasionally throw frag grenades at you to blast you out 
of cover.

Heavy Weapons soldiers don't always try to walk right up to you;
instead, they often guard a given area and open fire on you
whenever you pop your head out of cover.


M-G Heavy Weapon soldiers cannot be instant-killed with the knife; 
their heavy armor is simply too thick to penetrate. Arrows are also 
ineffective against them, as it takes several arrow hits to kill one.

Because of their heavy armor, M-G Heavy Weapons soldiers can 
survive significant damage before dying. The best way to kill them is
with headshots; it only takes a few headshots from the pulse rifle to 
kill a M-G Heavy Weapons soldier. Just aim roughly for the head, and 
hope a few shots from your full-auto pulse rifle burst hit there. 
Alternatively, you can fire a couple disruption grenades at a M-G 
Heavy Weapons soldier to knock them off their feet, then blast them 
while they're on the ground. In any case, you need to take cover to 
avoid the M-G Heavy Weapons soldier's minigun fire. Pop out of 
cover briefly to fire off a few shots, then strafe back behind cover 
before you get hit by too many minigun bullets.

Although notably tougher than standard troops, Heavy Weapons soldiers
aren't quite walking tanks, and can be taken out with a reasonable
amount of sustained automatic weapons fire. The most annoying part
about fighting them is the fact their return fire will constantly
hit you and mess up your aim, especially at medium range or closer.


Mendel-Gruman Pyro:
Appearance: 7-foot tall M-G heavy soldier, wearing full-body suit of 
reddish-brown metal armor plates. 
Health:   Normal: 350 
          Hard: 800 
          Inhuman: 650
Weapon: Flamethrower (5 damage)


M-G Pyros are the most heavily armored Mendel-Gruman soldiers in 
the game. Like M-G Heavy Weapons soldiers, M-G Pyros wear heavy 
metal plate armor that allows them to survive several times as much 
damage as a standard M-G soldier. Pyros are equipped with 
flamethrowers, which they use to burn you down at close range. 
Pyros deal decent damage, but due to the short range of their 
flamethrowers, they can only hurt you at close range.

Pyros only show up towards the end of the game, and are also pretty 
rare; they first appear in Mission 11: Salt in a Wound, and there are 
only around 6 of them throughout the entire game. They typically 
appear one at a time, usually at the end of a wave of enemy soldiers.


M-G Pyros pretty much walk towards you steadily, and will begin 
blazing away with their flamethrowers once they get close enough. 
They don't really dodge around or take cover, although they do 
sometimes run at you to get within range more quickly.


Like M-G Heavy Weapons soldiers, M-G Pyros cannot be instant-
killed with the knife due to their extremely heavy armor. Arrows are 
also ineffective against them, and it takes several arrow hits to kill 

Because of their short range weapons, Pyros are best fought at long 
range. Back away to keep out of their range, and blast at them with 
your pulse rifle. They can survive sustained gunfire due to their heavy 
armor, but you can bring them down with just a few hits if you aim for 
their heads. If you get cornered by a Pyro, you can knock them off 
their feet with a disruption grenade from the pulse rifle's secondary 


Mama Scarface: 
Appearance: Massive, 30-foot tall, 70-foot long, one-eyed T-Rex, with 
            a scarred, empty right eye socket. 
Health:   Normal: 7500 
          Hard: 7500 
          Inhuman: 10000 
Attacks: Bite Attack 
         Maul Attack


"Mama Scarface" is a particularly nasty, 30-foot tall one-eyed T-Rex 
that you'll encounter at various points in the game. Your first actual 
fight against the T-Rex is the centerpiece of Mission 6: Mother 
Superior, and takes place about 2/3rds of the way through the level.

You fight the T-Rex in a large arena-like crater pit with a single large 
tree in the center. Along the sides of the arena are rocky side 
passages you can go into to look for extra ammo and weapons (the 
side passages contain grenades, submachinegun ammo, a pulse rifle, 
and a quiver of Tek arrows). Unfortunately, entering the side 
passages will cause an infinite supply of baby T-Rexs to spawn and 
attack you (although fortunately they only do so about 1 or 2 at a 
time). Because of the baby T-Rexs, it's best to avoid the side 
passages entirely unless you really need the ammo.


Mama Scarface moves somewhat faster than you do (even when 
you're running with the knife), so you won't be able to stay out of her 
reach forever. However, running away from the T-Rex does allow you 
to evade her for a few seconds before she manages to catch up to 

The T-Rex herself pretty much just charges at you and chases you 
around the arena. If she gets too close, the T-Rex will ram and bite 
you with her huge head. This does significant damage (it kills you in 3 
hits) and also knocks you to the ground. Fortunately, after hitting you 
the T-Rex will always back off a couple steps and roar at you for a 
second or two, giving you time for your health to regenerate. Indeed, 
unless the T-Rex pins you against a wall, there's really no way for her 
to kill you with her bite attack, as her slow attack rate lets your health 
regenerate between hits. 

The big threat is that the T-Rex has an instant kill move that she uses 
against you randomly if you're too close to her head for a few seconds 
(a quick animation plays of her scarfing Turok down). As there's no 
way to avoid the instant kill move (or even to see it coming), you 
simply can't fight the T-Rex in open ground, despite the 
ineffectiveness of her bite attack (which you can even dodge by rolling 


The key to winning this fight is to hide from the T-Rex inside the roots 
of the huge tree in the center of the arena. The T-Rex will 
occasionally stick her head under the roots and try to bite you, but she 
won't be able to reach you as long as you move to the opposite side 
of the tree whenever she sticks her head in it. From the safety of the 
area under the tree roots, you can blast at theT-Rex with your 
firearms. There's some shotgun ammo under the tree also, which you 
can use to refill your ammo if you run low shooting the T-Rex.

The T-Rex has a LOT of health, so it'll take a lot of shooting to bring 
her down. Since she can't get at you as long as you stay in the roots 
and move away whenever she sticks her head inside to bite at you, 
however, it's only a matter of time before you win. 

Finally, when the T-Rex's health runs out, she'll drop to the ground. 
This is your cue to run up to her and perform an instant-kill with your 
knife. Doing so will end the boss fight. If you fail to execute the knife-
kill, the T-Rex will regain some of her health, get back up again, and 
continue attacking you.


The Beast:
Appearance: Massive, moray eel-like sea serpent with 4 long tentacle 
Health: 2000 
Attacks: Bite Attack (275 damage)
         Tentacle Swipe (190 damage)
         Boulder Throw
         Stalactite Throw (275 damage)


The Beast is fought in an underground lake cavern about 2/3rds of the 
way through Mission 9: Down and Out. It's probably the most 
annoying boss in the entire game, due to both its attacks and the fact 
the manner you're required to hurt it requires special timing.

Anyway, the Beast is a massive sea serpent who head and very long 
neck appears in the middle of the lake. You fight the Beast from the 
shore of the lake, where there are 3 gas vents (on the left, center, and 


The Beast attacks by lunging at you with its head and trying to bite 
you. The Beast also uses a variety of other attacks that change 
throughout the battle as it takes more and more damage. These 
attacks occur either after the Beast has tried to bite you a few times, 
or after you succeed in damaging it.

At first, the Beast will bring two of its long tentacles out of the water, 
and try to lash at you with one of them 3 times in a row. This attack is 
easily avoided by standing away from the lake, near the back wall of 
the cave. The best place to avoid the tentacles is just slightly left of 
the central gas vent. Avoid the right side of the cave when the 
tentacles are out, because the back wall is much closer to the water 
there, and the right tentacle can still hit you even if you stand as far 
back as possible.

After taking some damage, the Beast will throw a boulder at you with 
one of its tentacles. It does this 3 times in a row. The boulder has 
splash damage, and the Beast also somewhat leads its shots based 
on your direction of movement. Try rolling sideways to dodge the 
boulder, but don't worry too much if you get hit, as there's usually 
enough of a pause between each shot that you have enough time to 
regenerate your health.

FInally, after taking enough damage, the Beast will throw two 
stalactites at you at the same time. Again, it does this 3 times in a row 
for every attack. This is probably the most difficult part of the fight, 
since if both stalactites hit you, you die. If only one hits you, however, 
you usually have enough time to regenerate your health before the 
Beast throws the next pair of stalactites. As with the boulders, you 
need to roll sideways to dodge the stalactites.   


To actually damage the Beast, you need to use the gas vents. As with 
the ones seen earlier in the level, the gas vents will explode if you 
shoot them with the flamethrower while they're releasing gas. 
However, only one vent at a time will release gas, with the gas 
moving from one vent to another every time you blow one up. Hurting 
the Beast involves luring it to lunge its head at one, then blowing the 
vent up while the Beast's head is over it.

Doing this actually requires pretty accurate timing. There's about a 
second's delay between when you shoot at the vent and when it 
explodes, so you can't just shoot the vent while the Beast's head is 
actually over it, as by the time the vent explodes the Beast will have 
retracted its head back into the lake. Instead, you need to shoot the 
vent just as the Beast is about to lunge its head at you, so that the 
vent explodes at the exact moment the Beast's head swings over it. 
The timing on this takes a little practice to get down right; I've found 
the best time to shoot is just as the Beast rears back its head, a split 
second before it actually strikes.

You'll know the Beast has taken damage if it starts shaking its head 
back and forth. It takes several gas vent explosions to kill the Beast
(each explosion does about 251 damage to it). Remember, you'll need to
move from gas vent to gas vent throughout the battle, as the active gas
vent changes every time you blow one up.


Mendel-Gruman Spider-Tank:
Appearance: M1 Abrams tank, without treads, instead walking on six 
            spider-like mechanical legs. 
Health: 10000 
Weapon: Tank Cannon (200 damage)


The Mendel-Gruman Spider-Tank appears at the end of Mission 7: 
Killing Fields. Straightforwardly enough, the Spider-Tank is a modern 
tank, only with 6 mechanical spider legs instead of treads. These legs 
allow it to climb over obstacles and even scale cliff walls.


Anyway, the Spider-Tank's behavior is very straightforward. It will 
climb a pre-scripted path up a cliff wall, where it will take up a fixed 
position and start blasting you with its main cannon. The cannon does 
significant damage, and a decent splash damage radius, and will 
knock you on your back for a couple seconds every hit. The Spider-
Tank also has a much higher rate of fire than a real tank, and can 
launch a shell every couple of seconds or so. 

The Spider-Tank is heavily armored, and can only be damaged with 
the rocket launcher. You can grab a rocket launcher from a killed 
RPG Trooper earlier in the level, and there's also a rocket launcher 
just to your left in the area where the Spider-Tank appears. However, 
you need rocket launcher ammo, which can only be found at the 
campsite at the end of the valley.

What you need to do is run through the valley to reach the campsite, 
all the while the Spider-Tank will be blasting you with its cannon. On 
Normal and Hard difficulty, you can make it through the valley without 
getting killed by dodging and rolling around to try and avoid some of 
the Spider-Tank's fire. You'll still get blasted quite a bit, though, which 
is rather annoying.

A MUCH better strategy is to make a run for the campsite as soon as 
the Spider-Tank appears (you have to wait until the Spider-Tank is no 
longer in your path, though, since touching it will damage you). This 
way, you can run through the valley while the Spider-Tank is busy 
climbing the cliff, before it can reach its fixed position and start 
shooting at you. You should make it across the valley and into the 
campsite before the tank can even begin firing.


Once you're at the campsite, you can grab some rockets and hide 
from the Spider-Tank's shots behind the large metal wall in front of the 
rocket crate. At this point, you need to shoot the Spider-Tank with 3 
rockets to destroy it. There are two ways you can do this.

First, you can pop out and fire rockets at the Spider-Tank between 
each of its shots, then duck back behind cover before it can return 

Secondly, there's an hole in the upper-left corner of the metal wall 
where you can aim at the Spider-Tank, but the Spider-Tank still can't 
hit you. Using the rocket launcher's secondary fire heat-seeking 
scope, you can actually launch rockets through this hole and hit the 
Spider-Tank while still remaining completely safe from its shots.


Appearance: Wingless black helicopter with single rotor and tail. 
Health: 1 
Weapon: Machine Gun


Mendel-Gruman helicopters are often seen dropping off enemy troops 
into a battlefield. There are also 3 different occasions through the 
game (in Mission 10: Heroes End, Mission 11: Salt in a Wound, and 
Mission 12: End of the Road) when a helicopter will appear and attack 
you directly with their nose-mounted machine gun.


Helicopter behavior is pretty simple. They usually just hover in one 
spot and fire at you, although they do drift slightly left and right or up 
and down, and the helicopter in Mission 12: End of the Road also flies 
around and switches hovering positions. Helicopters fire continuously 
for several seconds, then will pause for a couple seconds before firing 
again, giving you a chance to pop out and shoot them.


Helicopters are heavily armored, and can only be damaged with the 
rocket launcher. Fortunately, it only takes 1 rocket hit to destroy them. 
Since helicopters typically hover in one place, they're a pretty easy 
target and you can usually hit them easily enough with the rocket 
launcher's straight-line primary fire. If you want to make absolutely 
sure you hit them, you can also use the rocket launcher's secondary-
fire heat-seeking scope.

Rocket launchers can always be found nearby whenever you're 
required to fight a helicopter, so you don't have to worry if you're not 
currently carrying one when the fight starts.


Kane's Ship: 
Appearance: Small, shuttle-sized hovership-like spaceship. 
Health: ~3000 
Weapons: Machine Guns
         Rocket Launchers


At the end of the game's final mission, Mission 14: Eye for an Eye, 
Kane will start to leave the planet in a small spaceship, but will end up 
sticking around long enough to try and kill Turok with it. 

The fight with Kane's ship takes place on a narrow metal U-shaped 
catwalk on the side of Kane's base overlooking the launch pad. 
Kane's ship will basically hover in front of the catwalk while firing at 
you with a pair of nose-mounted machine guns. After taking some 
damage, the ship also starts launching rockets at you from the rocket 
pods in the ship's wings. 

You can hide from the ship's gunfire using the metal plates that armor 
the left and right wings of the catwalk, but there doesn't seem to be 
any consistent way to hide from Kane's rockets (since the splash 
damage clips through the metal walls). Fortunately, there's a delay of 
several seconds between each rocket launch, giving you time to 
regenerate your health.


Kane's ship is heavily armored, and can only be damaged by 
explosives. The most obvious way to destroy it is with the 2 rocket 
turrets located at each end of the catwalk. It only takes 3 rocket hits to 
destroy the ship, but the turrets are out in the open and manning them 
makes you a sitting duck for the ship's machine guns and rockets.

It's possible to destroy the ship by hiding from Kane's gunfire behind a 
metal wall, then quickly running to the turret and firing a couple 
rockets at Kane's ship during the few seconds the ship stops firing at 
you. You can then run back to cover when Kane resumes firing, and 
run over and fire more rockets during the next pause in gunfire. 
Unfortunately, this can be difficult on Hard difficulty and nearly 
impossible on Inhuman, and may be one of the most frustrating parts 
of the game (as a mis-step in timing or an unlucky strike by one of 
Kane's rockets can get you killed).


A MUCH, MUCH EASIER way to destroy Kane's ship is with Tek 
arrows or sticky bombs. The ship can be brought down with 10 Tek 
arrow hits or 10 sticky bomb hits (sticky bombs explode instantly upon 
hitting the ship, instead of sticking to it). Just hide from Kane's gunfire 
behind the catwalk walls, and pop out and fire some Tek arrows/sticky 
bombs at the ship during the pauses between gunfire.

Personally, I recommend taking out Kane's ship with sticky bombs, as 
you can use the Tek arrows for the final battle with the T-Rex.

NOTE: Be sure not to be ducking when you destroy Kane's ship with 
the 10th Tek arrow/sticky bomb, or else a bug will occur that messes 
up the following one-on-one knife fight with Kane (see below).


Appearance: Dark-haired, bearded military commander wearing black 
            leather jacket. 
Health: 500 
Weapon: Knife


The final knife fight with Kane is a series of quick-time event button-
pressing sequences, sort of like the knife fight with Krauser in 
Resident Evil 4. Unlike Resident Evil 4, this knife fight is dynamic 
instead of 100% pre-scripted; losing a button-pressing sequence 
won't kill you, but will simply set you backwards a step in the fight. 
The fight is a bit different each time depending on which button-
pressing sequences you win or lose. Kane can only kill you if he has 
you on the ground, which only happens if you lose a few specific 
button-pressing sequences.

Anyway, the fight is straightforward enough; win several button-
pressing sequences to stab and kill Kane. You can even win by 
simply mashing all 4 potential buttons simultaneously, as (unlike 
Resident Evil 4) the game will still register you hitting the right buttons 
even if you're also pressing the wrong ones at the same time.


ONE MAJOR tip is that you actually win FASTER by NOT winning 
every button pressing sequence, as losing certain button-pressing 
sequences actually progresses you further along than winning them.

I.E., for the first button-pressing sequence, when Kane has his knife 
at your throat, you can lose the sequence and end up on the ground 
with Kane, ready to take his knife away by winning the next two 
button-pressing sequences. This sends you straight to trying to stab 
Kane from behind. 

Finally, when you're trying to stab Kane from behind, again you 
should actually LOSE the button-pressing sequence; Kane will try to 
escape, but Turok will flip him on the ground, ready for the killing 


If you destroyed Kane's ship with Tek arrows or sticky bombs instead 
of using the rocket turrets, a bug may occur; instead of starting the 
knife fight cutscene, you'll instead find yourself standing in front of 
Kane, unarmed. Since Kane has no actual A.I., he just sits there 
staring at you. What you need to do is jump over the rubble to the 
final battle arena, grab a gun and/or some grenades, and shoot/blast 
Kane to death (you'll need to jump and shoot to hit him from behind 
the rubble, and it takes quite a few shots since he's got lots of health). 
Killing Kane will trigger the final boss battle against the T-Rex.

The "no knife fight" bug seems to occur if you're ducking when Kane 
ship explodes. To avoid it, you should make sure you're standing 
when you hit it with the final explosive.


Mama Scarface (Final Battle):
Appearance: Massive, 30-foot tall, 70-foot long, one-eyed T-Rex, with 
            a scarred, empty right eye socket. 
Health:   Normal: 10000 
          Hard: 13000 
          Inhuman: 26000
Attacks: Bite Attack
         Maul Attack


The game's final battle pits you against the T-Rex in a fight to the 
death. The T-Rex is much tougher than she was in the previous fight 
against her (especially on Inhuman difficulty), and requires an 
incredibly huge amount of firepower to bring down. Otherwise, 
however, her attacks haven't changed at all, and are pretty easy to 
avoid once you know what to do. Therefore, this fight is overall simply 
an exercise in patience and blasting.

The final battle takes place in a huge helipad-type arena, divided into 
sections by small streams of lava, with several scattered cargo crates 
laying around the arena. The lava streams are actually small enough 
for you to jump over. A wide assortment of weapons are scattered 
across the arena, including a shotgun, a pistol, a submachine gun, a 
pulse rifle, a couple sticky bomb guns, and a rocket launcher. Several 
piles of explosive barrels are also around, which you can lure the T-
Rex near, then detonate, to deal some decent damage. Finally, there 
are a few rocket turrets in the corners of the arena that you can use to 
shoot at the T-Rex (but these are mostly just deathtraps, as the T-Rex 
will simply walk over an eat you before you can inflict much damage 
on her with the rockets).

Anyway, you start the fight armed only with your knife and bow, and 
will need to acquire the various firearms scattered throughout the 
arena, and use them to defeat the T-Rex. If you still have 10 Tek 
arrows (which you should, assuming you didn't use them up against 
Kane's ship), you can use them to deal good damage to the T-Rex, 
but will still need at least 2 or 3 guns to finish her off.


As in the previous fight, the T-Rex moves somewhat faster than you 
do, so you won't be able to keep out of her reach simply by running 
away. Unlike the previous fight, there's no safe spot for you to hide 
from the T-Rex. Instead, you need to use the cargo crates around the 
arena to evade the T-Rex. The T-Rex moves in a straight line faster 
than you do, but you turn around corners faster than the T-Rex. Thus, 
by getting the T-Rex to chase you around the crates, you can keep 
ahead of her while blasting her with your weapons. When you need to 
move to a new crate to grab more guns or ammo, wait until the T-Rex 
is on the opposite side of the crate to you, then pull out your knife and 
make a run for it.

Getting hit by the T-Rex isn't actually that bad; on Hard difficulty it 
takes 3 hits from the T-Rex to kill you, and since she backs off and 
roars at you every time she hits you, she won't attack you 3 times in a 
row unless she ends up pinning you against a wall or crate. As usual, 
the main threat in this fight is her instant-kill move which she uses to 
gulp you down in one bite if you stand in front of her for too long. So, 
as long as you keep running away from the T-Rex, you should be fine, 
even if you do take a hit or two running from crate to crate.

Anyway, after you do enough damage to the T-Rex, she'll collapse to the 
ground for a few seconds. As before, you need to run up to her and 
perform an instant-kill with the knife to finish her off once and for all. If 
you fail to perform the instant-kill, the T-Rex will revive with a 
significant portion of her life restored, and you'll have to keep blasting her 
to bring it down again.


On Normal and Hard difficulty, the T-Rex can be brought down 
relatively quickly, using only a shotgun and a couple sticky bomb 
guns. When you start the fight, the crate in front of you (slightly to the 
left) has a shotgun and shotgun ammo around it. Jump over the lava 
and move to this crate, grab the shotgun and ammo, and blast the T-
Rex with it using full-auto fire. The shotgun actually does lots of 
damage to the T-Rex (using all 50 rounds you can take off about 
3/4ths of her health on Normal or Hard difficulty) , and since she's 
such a huge target, you can blast her with full-auto fire at medium-
long range, and still hit her with most/all of the shotgun pellets despite 
their wide spread. If you still have Tek arrows, you can also use those 
against the T-Rex for additional damage.

Once you run out of shotgun ammo and Tek arrows, you can still use 
the shotgun's flare launcher to briefly distract the T-Rex and send it 
running in the opposite direction as you're going. Anyway, as soon as 
you can, run to the crate directly across from you (on the same side of 
the lava stream as the shotgun crate). There should be a sticky bomb 
gun near that crate. Fire all 15 shots from the sticky bomb gun into the 
T-Rex as it chases you around the new crate. At this point, the T-Rex 
should die if you're on Normal difficulty. If you run out of ammo and 
the T-Rex still isn't dead yet, jump across the lava stream to the third 
crate immediately opposite the stream from you. There's a 
submachine gun and a second sticky bomb gun near that crate. That 
should be sufficient firepower to kill the T-Rex on Normal or Hard 
difficulty. If the T-Rex is still standing, there's also a pulse rifle nearby, 
next to a cargo crate sticking halfway out of the wall of the arena.

You can also lure the T-Rex to the pile of explosive barrels between
the first and second sticky bomb gun crates, and blow them up when she's
near them to do decent damage against her.


On Inhuman difficulty, the T-Rex has a truly obscene amount of 
health. You'll have to empty almost every gun laying around the arena 
into her to bring her down. As long as you're patient, however, you 
should eventually manage it. Just remember to keep moving away 
from her to prevent her from scarfing you down in one gulp.


Copyright 2008 Alan Chan