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strategies

General Strategies

You have to be quick on your feet and clear in your head if you plan on getting to the Campaigner in one piece. Make sure you can blast through the in-game tutorial before you begin your journey, as you should be thoroughly familiar with all the moves before you enter the game. If you're still having trouble, or you think you need that little extra something, then check here for the lowdown on how to think and how to act as you make your way through the game. Knowing your enemy, being frugal with ammunition, and remembering where to look for hidden items will put you in good shape for the battles to come.


Running vs. Walking

Keep in mind that you can use the control pad to toggle between running and walking modes. If you're trying to walk across a narrow ravine, switching to walking mode may help you keep your balance. However, since you'll never get tired, you're better off running from place to place, as it makes you more difficult to hit and allows you to jump farther (though mind you, there are times when you don't want to jump too far).


Mapping

Get used to maneuvering about with the mapping mode (toggled by the left shoulder button) enabled. It will show you where you haven't been, and it can help you locate secret areas. Don't rely on the map at all times, however, because certain areas of The Campaigner's domain are completely uncharted. In turn, the map may get too convoluted at times and obscure your view. Immediately turn it off if the map threatens to restrict your visibility. Finally, learn to read the colors of the map: green represents open fields; brown means enclosed caverns; white suggests civilized structures; and pink refers to moving objects like doors.


Jumping

Get used to jumping; you'll need to pull off some of the most death-defying leaps of all time if you intend to succeed in your quest. Note that Turok is a very small guy. If you look straight down you'll see his shadow, and only about half that shadow represents Turok. So any jumping to be done actually allows for a considerable margin of error (though it definitely won't seem that way!). You'll pause briefly after you land, which prevents you from falling forward after leaping onto a narrow pillar. Consider the following strategies to help you with those tough jumps:

- Try looking down at a 45-degree angle as you leap. This is allows you to take a good look at the ground and the jump destination at the same time. Run forward and leap at the last possible moment, then compensate however necessary while airborne.

- Enable the map and concentrate on that, rather than the first-person view screen. This method is effective, but cannot be relied upon exclusively because some areas do not appear on the map. Also, the map doesn't reflect altitude, so jumping from one height to another can be tricky.

- The diagonal jump mentioned in the instruction manual is performed by running diagonally, then jumping. For instance, press and hold the top and right c-buttons to run diagonally forward and to the right. You will go farther if you use this method. Now make your character face away from his intended destination and try a diagonal jump and see for yourself. Note that diagonal jumping is never required in the game, but it can certainly help you when you go for those particularly big leaps.


Strafing

You run just as quickly whether you're moving forward, side to side, or backward. Get in the habit of running circles around your enemies as you attack. Press and hold two diagonally adjacent c-buttons to run diagonally, then compensate with the analog stick to keep the opponent centered in view. This way you can keep a constant bead on the bad guy, but he'll have an awfully hard time setting his sights on you. Mastering lateral movement is vital, especially once you come up against a boss character.


This strategy guide is not endorsed, sponsored, or authorized by Acclaim.
TUROK DINOSAUR HUNTER © 1997 Acclaim Entertainment, Inc. All rights reserved.
TUROK: ® & © 1997, GBPC, a subsidiary of Golden Books Family Entertainment. All rights reserved.
All other characters herein and the distinct likenesses thereof are trademarks of Acclaim Comics Inc. All rights reserved. Acclaim is a division of Acclaim Entertainment, Inc. ® & © 1997 Acclaim Entertainment, Inc. All rights reserved.