Turok2 Weapons

The following text was taken from the Turok2 Help Menu, all rights reserved to Acclaim.

Primary Weapons

 Primary weapons are those Turok uses on land

 NOTE:  The weapons descriptions that follow apply to Single Player Quest.  Weapons in Multi-Player games  often have unique abilities.  Also, not all weapons described here are available in Multi-Player games.

  Flare
  Better to light a flare than to curse the darkness.  Unlimited uses, but must be recharged.

  Talon
  This basic weapon is a powerful close range weapon in the hands of a skilled warrior like Turok®.  An  impressive twin-bladed weapon that is worn strapped to the hand with leather bands.

  War Blade
  The War Blade is a far more deadly hand-to-hand combat weapon by virtue of its size and striking power.  A  large weapon carved out of wood or Moose antler, the War Blade is capable of delivering far more powerful  blows than the Talon.

  Bow
  This basic bow fires standard arrows and is Turok® ’ s first
  distance weapon.

  Tek Bow
  The high-tech brother of the ancient hunting weapon of the Saquin Nation, no Turok® would be complete  without it.  This weapon fires standard arrows, as well as deadly Tek Arrows.

  .9 MM Pistol
  The entry-level firearm for the game.  Capable of semi-automatic fire, the pistol is not very useful against  larger enemies.  Max 50 rounds.  Collect extra ammo.

  Mag .60
  This semi-automatic machine pistol represents another leap forward in firepower.  Collect extra ammo.

  Tranquilizer Gun
  The Tranquilizer Gun provides a non-lethal, but effective means of temporarily dispatching enemies.   Depending on the number of hit points an enemy has, and whether or not it is immune to the tranquilizer, one  or more shots from this weapon can render the enemy unconscious for a time.  Once the tranquilizer wears  off, however, the enemy will regain consciousness, and harbor a serious grudge! Collect extra darts.

  Charge Dart Rifle
  This is an upgrade of the Tranq gun, and is effective against more enemies.  Charge Darts are electrified  flechettes fired at high speed.  The flechette carries a powerful electric charge that can temporarily stun many  enemies with a single hit, giving the player time to select another weapon and finish the enemy off, or retreat.

  Shotgun
  The shotgun is a powerful weapon, but has a slow rate of fire.  Extremely useful in close range situations.   Comes with 10 standard shotgun shells.  Max 20 standard shotgun shells, 20 explosive shells.

  The Shredder
  The Shredder is an ugly piece of weaponry.  It fires ricochet rounds which can bounce around corners, giving  you all sorts of stealth options.

  Plasma Rifle
  This high-tech version of an assault rifle fires tracer-like plasma bursts.  Comes with 30 plasma rounds  (counted down by 3 each time the weapon is fired).  Max 150 plasma rounds.

  Firestorm Cannon
  The Firestorm Cannon delivers a literal rain of firepower that can
 rip enemies to bits in seconds.  Comes with 90 plasma rounds.
  Max 150 plasma rounds.

  Sunfire Pods
  Sunfire pods are a mystical weapon devised by the ancients.  Sunfire Pods are smooth, spherical objects  made of a substance not unlike polished obsidian.  Said to contain the very essence of the Sun itself, these  unique weapons have no effect outdoors in well-lit areas.  However, when used in a dark environment, they  explode with a brilliant white flash, blinding any enemy within range (that is not immune) for a short time,  effectively rendering them helpless and unable to attack.  The Sunfire Pod has a more sinister effect when  used against the legions of the Blind Ones.  After many centuries beneath the earth they have a lethal allergy  to sunlight...the same light trapped in a Sunfire Pod.  The Sunfire Pod will effect certain other cave-dwelling  enemies in the same way.  Turok® can collect extras.

  Cerebral Bore
  Sounds like an academic cocktail party, but this is a particularly nasty bit of alien technology.  The Cerebral  Bore fires a projectile that locks onto brainwave activity.  Sets of hooked prongs are thrust deep into the  victims ’  skull upon impact, draining their brain fluid.  Messy! The Cerebral Bore is not effective against  creatures of low intelligence, as the signals given off by their brains are not sufficient for the Bore to track onto  brainwave activity.  As a result, the projectile will aim for the head of any enemy it is fired at.

  Proximity Fragmentation Mine Layer
  Proximity mines offer a particularly grueling death.  Proximity mines are fired forward from a special launcher.   A small green light blinks atop each mine.  When an enemy gets too close to a mine, the mine will let out a  high pitched beep and the green light will flash red.  A small charge launches the mine into the air where a  second charge detonates the mine.  When the mine explodes, it sends a wall of shrapnel out on a horizontal  path at about knee level.  This wave of shrapnel can cut a man off at the knees, and slice smaller enemies into pulpy goo.
 (NOTE: individually placed P.F.M.s can be used as a separate trap internal in the game) This weapon has an  extremely slow rate of fire.  Comes with 3 P.F.M.s Max 10 P.F.M.s.

  Grenade Launcher
  Lob some danger at your foes.  Each explosion affects an area
  around it-including you, if you ’ re too close! Be on the look out for
  extra grenades.

  Scorpion Missile Launcher
  Firing a barrage of small (4 to 6 inches) yet lethal missiles, Scorpion Missiles can track multiple targets.  Each  Scorpion Missile is a heat-seeking projectile capable of tracking a target with great accuracy Indeed, once a  Scorpion Missile has struck a target, other missiles from the same barrage may continue to track the hapless  victim.  Due to a built-in system that ensures multiple strikes against a single target (for maximum lethality),  three to four Scorpion Missiles from a single barrage may strike an individual before the other projectiles  home on another target.  Scorpion Missiles do not have a very fast rate of fire.
 This is compensated for by the weapon’s ferocity.  Comes with ammo for 3 Scorpion Volleys.  Max 4 volleys.

  Flame Thrower
  Douse hapless enemies with flaming liquid and they aren ’ t likely to
  come back.

  Razor Wind
  The Razor Wind is a throwing weapon which will slice enemies into julienne carrot strips, then return like a  boomerang.

  The Nuke
  The most powerful weapon in your arsenal.
 

Underwater Weapons

  Harpoon Gun
  The Harpoon Gun fires a single barbed projectile at high speed.  This is indispensable for dispatching  enemies at a distance before they can get too close and do serious damage.

  Concussion Torpedoes
  Concussion Torpedoes are a small but effective underwater grenade.  Fired from a special launcher, these  small charges can prove lethal to enemies and Turok® alike.  Take care not to discharge these powerful  charges in an area that is too confined.
 

E-mail
icq - # 36799481

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