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.
All rights reserved to <Proto-Type>a.k.a. <enemy
unknown>
1999 - 2001