Davenport Games

A huge step up from the SNES in looks and playability

Turok 2: Seeds of Evil #6 Sequel to Turok: Dinosaur Hunter

Gameplay & Walkthrough

Turok 2: Seeds of Evil #6

N64® Turok 2: Seeds of Evil game box front.
  • Developer: Iguana Entertainment, Night Dive Studios, and Acclaim
  • Publisher: Acclaim, Night Dive Studios, Limited Run Games, and Tec Toy
  • Game Rating: M (Mature) Animated Blood and Gore, Animated Violence
  • Release Date:December 10, 1998
  • Borrowed from a guy that used to work at BPCA. Saw him at Sierra College in the fall of 2001
  • Players: 1 - 4
  • Miscellaneous Attributes: Vibration
  • Features: three playable characters; fight bugs; mix of shooter and platform elements; two-plyer cooperative mode; 15 worlds

Introduction

Turok 2: Seeds of Evil (暴力キラー:テュロック新世代, Violence Killer: Turok New Generation in Japan) is a first-person shooter video game developed by Iguana Entertainment and published by Acclaim Entertainment. The game was released on December 10, 1998, for the Nintendo 64. A Microsoft Windows port was released on February 10, 1999.

The second installment in the Turok franchise and one of the first Nintendo 64 games to allow use with the RAM Expansion Pak, Seeds of Evil serves as a sequel to the highly acclaimed and successful Turok: Dinosaur Hunter from 1997. Set an unspecified amount of time after the events of the first game, Seeds of Evil follows new protagonist Joshua Fireseed as he fights against a powerful and hostile alien lifeform known as the Primagen. A separate game, also titled Turok 2: Seeds of Evil, was released for the Game Boy Color in December 1998.

Similar to its predecessor, Seeds of Evil was met with critical acclaim and commercial success upon release, with several critics deeming it as a superior title to Dinosaur Hunter. Critics likewise praised the game for including a wide arsenal of weaponry and advanced artificial intelligence, visuals, and level design. A common criticism was directed towards the game's frame rate, which was noted to be inconsistent. A sequel, Turok 3: Shadow of Oblivion, was released in 2000.

On August 26, 2015, Night Dive Studios confirmed that Turok 2: Seeds of Evil, alongside its prequel, Turok: Dinosaur Hunter, would be getting remasters for the PC. The remaster finally arrived on March 16, 2017.

Plot

After the events of Turok: Dinosaur Hunter, Tal'Set threw the Chronoscepter directly into an active volcano so no one would ever be able to use it again. He unknowingly triggered a violent earthquake that awoke a being trapped inside a large, derelict hole deep in the Lost Land: the Primagen. The Primagen is an alien creature that was imprisoned long ago in the wreckage of his spacecraft after attempting to witness the Big Bang. This incident led to the creation of the Lost Land.

Now, the Primagen has mobilized several races of primitive, underdeveloped creatures and has used his telepathic powers to call upon the dark forces in the Lost Land to destroy the five Energy Totems. These totems, once destroyed, will release the Primagen, shattering reality and destroying our universe in the process.

Joshua Fireseed is then summoned by Adon, the Speaker of Forever Light. She explains that Joshua has been called by the Elders of the Lost Land, the Lazarus Concordance, to stop the Primagen from securing and destroying the Energy Totems that keep him from powering his Lightship. Joshua's task is thus clear: he must locate the Energy Totems, destroy all forces mobilized to attack them, and then destroy the Primagen himself to end the threat that he poses to the Lost Land once and for all. In the process, he must defeat the Primagen's armies and acquire ancient magical powers from the Sacred Talisman chambers.

Throughout the game, a mysterious force calling itself "Oblivion" attempts to thwart Turok's quest by creating false copies of the Talisman chamber portals that lead to areas populated by its servants, the Flesh Eaters. This sets up the plot for the sequel, in which two new Turoks must take on Oblivion itself.

Controls

Control Stick

To look up, down and all around, also to aim your weapon

C Button Up or C Button Down

, Move forward, Move backward

C Button Left, C Button Right

, Strafe left - Strafe Right

C Button Up + C Button Left or C Button Right

, or Strafe diagonal forward

C Button Down + C Button Left or C Button Right

, or Strafe diagonal backward

Z

Fire weapon/slash

R

To jump. Hold down longer to jump higher/further. Press and hold this button while zooming in/out while in sniper mode.

L

Toggle Map On/Off

D-Pad Up

Toggle Ammo Type (works only with shells or arrows)

D-Pad Down

Crouch/Stand

D-Pad Left

Toggle Weapon Upgrade

D-Pad Right

Sniper Mode On/Off

Start

Brings up subscreen for a bunch of options, mission status, inventory, etc.

Swimming
C Buttons

, , , and Move around

R

Rise to the surface

Z

Fire weapon

Riding the Dino
C Buttons

, , , and Move around

R

Fire Dino rockets

Z

Fire Dino cannon

Levels

Weapons

Flare Gun
Turok 2: Seeds of Evil Flare Gun.

The Flare is one of the three tools/weapons that the player is given at the start of the game. It is used to illuminate dark rooms if the player's flashlight pickup has died.

The Flare is a high-tech illumination gun that appears to be made of a type of iron. When fired, it releases a small green flare that illuminates dark rooms for a short period of time.

The Flare speaks for itself. The player fires the weapon, and it releases a small flare. This is a great tool for those who have trouble seeing in dark rooms, but the lighting will only last for about 15 seconds before it goes out again. This weapon does not require ammunition, but it must be charged up for it to fire another flare. This only takes up to five seconds, and the player will know if it is charged by its meter.

The Flare is only good for lighting up rooms; against anything else, it is completely useless. The weapon is not effective against any enemy whatsoever.

Talon
Turok 2: Seeds of Evil Talon.

The Talon is a weapon first appears in Turok 2: Seeds of Evil. It is the first weapon the player is equipped with upon beginning the first level, "The Port of Adia." It replaces the Knife from Turok: Dinosaur Hunter.

It consists of two sharp claws strapped in leather restraints and coupled to the hand. The Talon is one of four weapons that can be used underwater.

The Talon is a wrist-mounted weapon. It has a leather strap that wraps around the wrist and has two sharp, claw-like blades at the knuckles. For further grip, there is a handle that the user grasps. The name Talon comes from the fact that it is designed to look like a bird's talons.

The Talon is Seeds of Evil's answer to the Knife from Dinosaur Hunter. It serves the same purpose, being a close range melee weapon. It is not as useful as the Knife, however, as the Dinosoids are noticeably stronger than the enemies encountered in Dinosaur Hunter.

It can be used to take down Compsognathus in the earlier levels, and sometimes Leapers. It can kill a Raptoid, but it takes quite some effort in order to do so. As a consequence, the player can lose a portion of health if they fight a Raptoid with this weapon.

The Talon is noticeably slower than the Knife, too, as it cannot be swung as fast as the Knife. Overall, the Talon is a weapon only recommended for "The Port of Adia" and when encountering Compies.

The Talon can be upgraded to the War Blade, a stronger equivalent.

A twin bladed dino claw replica slashing weapon. Works great on Compys and Mites, can be used underwater.

It's a leather strap around Turok's hand, with one modification: A few steel spikes attached to it

War Blade
Turok 2: Seeds of Evil War Blade.

A Talon upgrade. It has two big survival looking knives with serated edges. It consists of large, sharp, retractable metal blades. It can be used underwater.

The War Blade is an arm-mounted gauntlet that has a sharp, split blade. It attaches to the owner's arm with leather straps, and the blade seems to retract on its own.

It is much larger than the standard Talon.

The ultimate in hand-to-hand combat, your Talon will be 100% useless with this bad boy. Can hack off limbs and heads in a single swipe, allowing for some gruesome kills. Also, since it's never fired or thrown, there's no need to worry about ammo! The only drawback: It's a knife, therefore, anything with a gun will have a substantial amount of time for target practice before you close in. Never use against a group of armed creatures

Razer Wind
Turok 2: Seeds of Evil Razer Wind.

A really awesome circular saw blade that acts like a boomerang. It slices clean through the enemy. If you're standing still while using this and aiming straight at an enemy, it will cut clean through the enemy and then again on the way back to you. Works quite well for being just a blade. You can seriously cut an enemy's head clean off and send it a rollin' with this weapon.

It is a throwing chakram that has a function similar to that of a boomerang.

In Turok 2: Seeds of Evil, the Razor Wind appears as a steel chakram. It has several blades that surround its central grip. These blades constantly rotate when it is wielded. Once thrown, this weapon spins towards its target and then returns to its owner. If the hit is successful, the Razor Wind will return with blood stains.

The weapon returns in Turok 3: Shadow of Oblivion and is available to both Danielle and Joseph Fireseed. The Razor Wind is noticeably smaller in size and now only sports three blades. Its function remains unchanged, and it retains its circular shape.

The Razor Wind can prove to be of great use. It can be thrown great distances and can take down most enemies with one hit, making it more effective than the War Blade against larger enemies. It can also pierce through targets, making this weapon kill multiple enemies in one throw. Once thrown, the Razor Wind will fly in a straight path and bounce off any walls it hits or enemies it slices. After about three or more seconds, depending on what is in front of the weapon's flight path, the weapon will return to the player.

The player should use this weapon very carefully, as missing an enemy or using the weapon with enemies spread apart would leave them open and vulnerable for attack. A bad throw can also sometimes get the weapon stuck behind a wall. This causes a delay and will put the player in danger of an attack while they are waiting for the weapon to return. Note that the player cannot switch weapons at this time either.

This weapon is recommended if the player wishes to conserve ammo or if the player has the element of surprise. When thrown, it takes a large, circular trip around the area, cutting off any body parts it comes across before returning to your hand.

The ultimate in hand-to-hand combat, your Talon will be 100% useless with this bad boy. Can hack off limbs and heads in a single swipe, allowing for some gruesome kills. Also, since it's never fired or thrown, there's no need to worry about ammo! The only drawback: It's a knife, therefore, anything with a gun will have a substantial amount of time for target practice before you close in. Never use against a group of armed creatures

Harpoon Gun
Turok 2: Seeds of Evil Unarmed Chop.

Long, skinny, and black, it always has the tip of the harpoon sticking out of the end. Shoots only underwater.

It is the underwater equivalent of the Bow. It is one of four weapons that can be used underwater.

The weapon is a steel, high-tech harpoon gun. It fires sharp spears that can put down underwater enemies slightly faster than the War Blade or Talon.

The Harpoon Gun is an optional, but effective, tool for disposing of swimming Raptoids or Leapers. Once fired, it shoots a metal spear through the water at high pressure. This results in the spear darting through the water faster than the Torpedo Launcher can fire.

It can kill most enemies underwater with two or more shots, but the aiming must be precise, as most enemies swim faster than the player. The player is likely to miss one or more times if they are not careful. This can drain ammo quite fast; however, like the Bow, spears can be recovered after they are fired. This compensates for its lack of ammo pickups.

If the spears hit the enemy, it will deal a great amount of damage and will stop them in their tracks. As far as ranged underwater weapons go, this is the better choice over the Torpedo Launcher, if the player is trying to kill an underwater enemy that is.

It is only found within "Lair of the Blind Ones." Afterwards, the player will not need it, as subsequent levels do not have many pools of water.

  • Power: medium
  • Max Ammo: 12 spears max
Torpedo Launcher
Turok 2: Seeds of Evil Torpedo Launcher.

It is a small, handheld device that fires explosives and can help make swimming much easier. It is one of four weapons that can be used underwater.

The Torpedo Launcher is a high-tech, compact/handheld device. The weapon has dual missile tubes that fire small torpedoes that detonate upon impact.

The launcher also has a small rotor that can propel the player though bodies of water at an incredible speed.

The Torpedo Launcher is quite a useful weapon underwater. It is mandatory if the player wishes to proceed through the underwater caves in "Lair of the Blind Ones."

As its name indicates, it fires small torpedoes which explode upon impact against an enemy or a wall. The weapon is hard to aim and is not a guaranteed one-hit kill. Enemies are hard to hit, since most enemies found underwater (i.e. Raptoids, Leapers, etc.), tend to move a lot. If the hit is successful, however, it can stun the enemies, allowing the player to proceed unharmed.

The weapon has a capacity of three torpedoes, with each shot firing a two-round burst, giving the weapon a total of six torpedoes maximum. The player should be wary, however, as ammo is scarce and can only be found on level four. Another option is to restock the weapon's ammo using the "Ammo" option at a save point, which will replenish all of the player's weapons, including the Torpedo Launcher.

It's quite large (takes up the bottom 1/3 of the screen). Shoots out torpedoes, which are self-propelled underwater missiles.

Bow
Turok 2: Seeds of Evil Bow.

A cheesy wooden Bow

The Bow is a weapon that appears in several Turok games. It is usually the second weapon that the player starts with. The standard Bow first appeared in Turok 2: Seeds of Evil.

The Bow is the second starting weapon in Seeds of Evil. It only carries standard arrows and can be charged so the arrows fly farther.

It is quite useful in "The Port of Adia" for long distance attacks and destroying explosive-filled barrels from a safe distance. Sometimes the player can get an instant kill if the weapon is aimed perfectly at an enemy's head.

This weapon is only recommended for use in "The Port of Adia" and is rendered pointless once Joshua obtains the Tek Bow. Fired arrows can be retrieved once they hit their target, that is if the arrows are within reach or if they were not destroyed in an explosion. The Bow can be upgraded to the Tek Bow.

Tek Bow
Turok 2: Seeds of Evil Tek Bow.

The Tek Bow is an iconic weapon of the Turok franchise, first introduced as Turok's signature weapon in Valiant's 1993 comic, Turok: Dinosaur Hunter, before being featured in Acclaim Entertainment's 1997 video game, Turok: Dinosaur Hunter.

Becoming a mainstay of the Acclaim series, the Tek Bow would feature in the original trilogy of Turok titles, before making its final appearance in Turok: Evolution. Prior to the game's cancellation, the Tek Bow was slated to return in the sequel to Evolution, Turok: Resurrection.

The Tek Bow returns in Turok 2: Seeds of Evil; however, unlike before, the Tek Bow is not available at the start. This version of the bow is made of iron and still maintains the compact design, sporting red stripes reminiscent of its predecessor's color scheme. The Tek Bow now has a scope that can be toggled for sniping.

The weapon has a capacity of three torpedoes, with each shot firing a two-round burst, giving the weapon a total of six torpedoes maximum. The player should be wary, however, as ammo is scarce and can only be found on level four. Another option is to restock the weapon's ammo using the "Ammo" option at a save point, which will replenish all of the player's weapons, including the Torpedo Launcher.

It's quite large (takes up the bottom 1/3 of the screen). Shoots out torpedoes, which are self-propelled underwater missiles.

Pistol
Turok 2: Seeds of Evil Pistol.

A .9mm Pistol. It fires fast enough so that it can take down most enemies in a small number of shots (especially if you plug a few in their head), but in the later levels, the opposition is just too tough for this thing

The Pistol is a standard firearm that appears in numerous Turok games, first appearing in Turok: Dinosaur Hunter. It is the first gun to be obtained by the player.

The Pistol in Turok 2: Seeds of Evil looks more high-tech and has a silver color. This Pistol can be upgraded to the Mag 60.

The Pistol functions similarly in every incarnation, with only a few downgrades to its strength in certain games. In every game (excluding Turok: Rage Wars) the Pistol is the first firearm to be found by the player.

In Turok: Dinosaur Hunter, the gun fires at an average rate, making it easy to take out enemies at mid-range. This weapon can be used to take out Poachers, usually only taking about two shots to kill them. While it instantly kills Giant Beetles in one shot, it is also a stronger equivalent of the Knife to use against Leapers.

Other humans like the Ancient Warriors will take about three to four shots to kill, being stronger than the Poachers. The Pistol can be used as a way to conserve ammo for stronger weapons, as it can easily kill some enemies within two shots.

Although it can kill Pur-Lin, High Priests, and other bigger enemies, it's not recommended. It also shares ammo with the Assault Rifle, a faster, somewhat stronger equivalent.

Mag .60
Turok 2: Seeds of Evil Mag .60.

A Pistol upgrade, shoots super high velocity, highly powerful three round bursts. 50 rounds max. The further away from an enemy you are, the more powerful this weapon is.

A handgun that looks like a magnum, upgrade to the pistol.

The Mag 60, or Magnum .60, is a weapon that first appears in Turok 2: Seeds of Evil. It is much larger and bulkier than the regular Pistol and fires three-round bursts. It replaces the Assault Rifle from Turok: Dinosaur Hunter.

In Turok 2: Seeds of Evil, the Mag 60 is a large, high-tech firearm that bears a heavy, rectangular shape. It appears to be made of steel, and unlike the typical Pistol, its magazine is loaded beneath the barrel. The overall length of the firearm is short and, while firing, the front muzzle of the gun pushes back with each successive shot to counterbalance the force and recoil of its heavy payload.

The Turok: Rage Wars incarnation of the weapon more closely resembles its first appearance, the only difference being that it now sports a laser sight function for better accuracy.

The Mag 60's appearance in Turok 3: Shadow of Oblivion greatly differs from its previous design. Instead of being a different weapon entirely, it is merely an attachment to the standard Pistol found in the game. Despite being arguably downgraded to a mere attachment, it bears a heavy connection to the original design by giving the Pistol a big, heavy front muzzle that recoils back with every shot. This weapon is exclusive to Danielle Fireseed.

The Mag 60 is an upgrade to the standard Pistol, firing three-round bursts with every shot. As a result, it does more damage and is capable of dismembering enemies. However, it does consume ammo faster than the Pistol.

This weapon is best suited for headshots/limb shots as a single burst can take care of most enemies. Alongside the Charge Dart Rifle, this weapon outshines almost everything else in the arsenal when it comes to dispatching enemies quickly.

Shotgun
Turok 2: Seeds of Evil Shotgun.

A double barreled Shotgun, can use exploding shells with this, 20 shell and 10 exploding shell max. The Shotgun is a firearm that fires a shell that contains many small pellets inside of it. Throughout the Turok franchise, the Shotgun has made several appearances, typically being the second firearm the player obtains.

The Shotgun's appearance, as well as the type of Shotgun, has differed throughout the series. The first incarnation in Turok: Dinosaur Hunter is a typical pump-action Shotgun with a wooden stock. Unlike some weapons in the Turok series, it does not have a futuristic/high-tech look.

In Turok 2: Seeds of Evil, the weapon is a double-barreled Shotgun, the only other difference being that the barrels are longer than its predecessor's, along with it being slightly more effective. This Shotgun can be upgraded to the Shredder.

The Shotgun of Turok: Rage Wars more closely resembles the Auto Shotgun, yet is a pump-action Shotgun. It retains the revolver-style mechanism of the Auto Shotgun and can be pumped several times to fire quicker, subsequent shots.

The Shotgun appears once again in Turok 3: Shadow of Oblivion. The weapon's barrels are slightly shorter than before, yet it remains a double-barreled Shotgun. Danielle Fireseed can upgrade her Shotgun to the Fireswarm. Joseph Fireseed can upgrade to the Shredder.

The Shotgun of Turok: Evolution has the same revolver mechanism as the Shotgun from Rage Wars. It is much more futuristic looking and has a silver color to it. A number of the Suspended City marines can be seen brandishing this weapon. It can be upgraded with the quad-shot barrel, allowing the player to pump four times as many shots, earning it the name "Quad Shotgun."

The weapon returns in the sequel to Turok: Dinosaur Hunter. It is now much more powerful and is likely to be used throughout the game. The weapon is still a pump-action Shotgun (despite being a double-barreled Shotgun).

It is now capable of dismemberment (due to Seeds of Evil's dismemberment system) and can take down most Dinosoids with two shots. This gun is great against the Deadkin, Purr-Linn War Clubs/Gunners, Mantid Drones, Raptors, and Fireborn.

Like its predecessor, it can fire Explosive shells and Buckshot shells. A new, useful feature introduced in the game is being able to switch between explosive shells and buckshot shells on the fly by tapping up on the Nintendo 64's directional pad.

Shredder
Turok 2: Seeds of Evil Shredder.

A big long gun, it's the upgraded version of the Shotgun. It uses 20 Normal Shells or 10 Explosive Shells.

It shoots a blue laser that bounces off any surface and breaks up into smaller lasers that also bounce around. This is lethal in small spaces or hallways.

The Shredder is a weapon featured in Turok 2: Seeds of Evil and Turok 3: Shadow of Oblivion. It is an automatic firing weapon and is quite similar to the Auto Shotgun.

The Shredder of Turok 2: Seeds of Evil is a high-tech Shotgun that has a revolver feed-style mechanism reminiscent of the Auto Shotgun. Unlike the Shotgun, it fires blue beams that are capable of bouncing off of walls. However, it still uses Shotgun shells. It sports a gray, black, and khaki color scheme.

The Shredder returns in Turok 3: Shadow of Oblivion, this time exclusive to Joseph Fireseed. However, instead of being an entirely separate gun, it is now merely an attachment for the vanilla Shotgun found in the game. It is a strange mechanism that wires up to the Shotgun's barrel, so that when the weapon is fired, it releases scattered beams of electric buckshot. These beams of electricity are also capable of bouncing off of most surfaces.

The Shredder is Seeds of Evil's answer to the Auto Shotgun, but unlike the Auto Shotgun, its rate of fire is slower.

With the Explosive Shells, the Shredder fires a single explosive beam which will ricochet until it loses power. The beam is strong and capable of taking down most enemies in a single shot. Explosive shells can be used to take out an enemy around the corner or from a distance. With its ammo capacity, however, it must be conserved for these occasions.

Buckshot shells work in much the same way. A beam is fired from the weapon, but when they hit any surface, the beam splits into smaller shards that will keep on bouncing around until they lose energy. It can be used to stun groups of enemies if the player is either stuck in a small room or cornered.

Tranquilizer Gun
Turok 2: Seeds of Evil Tranquilizer Gun.

The Tranqulizer Gun is a weapon featured in Turok 2: Seeds of Evil. As its name indicates, it is used to tranquilize enemies, giving the player a chance for an open hit. It's a rifle with one catch: Instead of bullets, it fires darts loaded with sedatives. 15 darts.

The Tranquilizer Gun is a grey rifle that emits a quiet sound when fired and is capable of putting enemies to sleep. It sports a small scope on top.

The Tranquilizer Gun is best used when the player wants to conserve ammo but wants to sneak past enemies as well. It is considered effective if the player happens to be low on health and will not be able to fight enemies without dying. Though useful at times, its effectiveness depends on the size of the enemy, and its dart capacity is quite small.

Dinosoids usually go down in two shots. Bigger enemies like the Purr-Linn can take up to five shots. Once the enemy is down, the player can use this opportunity to either flee or finish off their opponent. Targets will not stay down for long, however. They will eventually wake up within 15 seconds. The weapon can be upgraded to the Charge Dart Rifle.

Due to a bug in early copies of Seeds of Evil, ammo for this weapon does not spawn at all. The few pickups available for this weapon are also bugged and instead replenish the Chart Dart Rifle's ammo count. These bugs were fixed for the PC version of Seeds of Evil.

Despite the fact that the weapon has a scope, it cannot be used.

if you knock out an enemy, and allow them to wake up, they will hunt you down and be VERY angry

Charge Dart Rifle
Turok 2: Seeds of Evil Charge Dart Rifle.

A yellowish gun with a square end. Fires an electrical burst that stuns the enemy, the most effective stunning weapon in your arsenal. I don't use the stunning weapons unless I'm in a real hairy situation. In this game it's kill or be killed but if you use this, the enemy is so helpless you can just casually walk up to them and blow their heads clean off. 30 charges max, 1-3 rounds per use. Hold down the trigger for a more powerful burst to stun the enemies longer.

The Charge Dart Rifle is a weapon that appears in Turok 2: Seeds of Evil. It is the second "stun gun" acquired by the player. The weapon fires a jolt of electricity, stunning enemies for a short period of time.

The Charge Dart Rifle is a futuristic stun rifle. It has what appears to be a battery that is wired up to the weapon; this is most likely what charges up the electric shock it fires. The weapon's barrel has a unique cubical shape which vibrates as it charges. The weapon sports a dim yellow-khaki color scheme.

The Charge Dart Rifle is a weapon that is capable of stunning enemies for longer periods of time than the Tranquilizer Gun and can even kill if enough rounds are fired.

The weapon's electric shot can be charged up to stun enemies for longer periods of time. Shots change color depending on how long the fire button is held:

  • An orange discharge is fired by quickly tapping the fire button. Its effect lasts between three and five seconds.
  • A yellow discharge is fired by holding down the fire button for about a second. Its effect lasts between six and eight seconds.
  • A red discharge is fired by holding down the fire button for about two or three seconds. Its effect lasts between nine and ten seconds and can kill an enemy if they are already wounded.
  • A blue discharge is fired by holding down the fire button for about three or four seconds. Its effect lasts between 10 and 11 seconds and has a roughly 50% chance of killing the target.
  • A violet discharge is fired by holding down the fire button for more than five seconds. Its effect lasts between 12 to 20 seconds and is a guaranteed kill most of the time.

Despite the fact that the weapon has a scope, it cannot be used.

if you knock out an enemy, and allow them to wake up, they will hunt you down and be VERY angry

Plasma Rifle
Turok 2: Seeds of Evil Plasma Rifle.

A rifle that fires a plasma round at an enemy. You can go into sniper mode. 150 rounds max, each shot requires 5 rounds. The Plasma Rifle is a weapon featured in Turok 2: Seeds of Evil and Turok: Rage Wars. It is a highly advanced sniper rifle which uses superheated plasma as ammunition and features multiple firing modes.

The Plasma Rifle of Turok 2: Seeds of Evil is a large, futuristic rifle, complete with a scope on the top for sniping. It sports a black and silver color scheme. Its design borrows some elements from the Pulse Rifle.

In Turok: Rage Wars, its design remains virtually unchanged from its predecessor, though the scope has shortened and the grip has changed to a more traditional pistol grip. The rifle retains its color scheme.

This is an essential weapon for long-range kills. Headshots are a one-hit kill while body shots kill in either three or four rounds. Sniper mode allows the player to make silent kills; nearby enemies are not alerted when the weapon is fired and victims will either be dead or run in pursuit of the player, who may be hidden in plain sight or far away on an alcove. The downside to the Plasma Rifle is that it shares its ammo pool with the Firestorm Cannon.

Firestorm Cannon
Turok 2: Seeds of Evil Firestorm Cannon.

A plasma Mini Gun that fires a rapid burst of plasma rounds at the enemy to rip 'em apart like tissue paper. 150 rounds max, an awesome weapon! It's better to shoot this weapon off in short bursts to conserve on ammo.

The Firestorm Cannon is a weapon that first appears in Turok 2: Seeds of Evil. It is essentially a re-designed Minigun that fires rounds of plasma.

The Firestorm Cannon of Turok 2: Seeds of Evil is a futuristic minigun that has five barrels. When fired, its base rotates clockwise, while the barrels rotate counter-clockwise.

The weapon returns in Turok 3: Shadow of Oblivion, although this time it is exclusive to Danielle Fireseed. Its appearance has been greatly changed since Seeds of Evil and more closely resembles the Minigun from Turok: Dinosaur Hunter. Its barrels have a dull bronze color while its base is a metallic gray.

The Firestorm Cannon is one of the more effective weapons in the game as it can rapidly fire at enemies and can detach limbs with only a few shots. To be fired, the weapon requires a quick spin-up that takes up to one and a half seconds.

It can take down Dinosoids, Mantids, Blind Ones, and Raptors with relative ease. It can even be effective against some Purr-Linn but will take a little more effort. It can prove to be of use against bosses like the Mantid Queen, Mother, and the Primagen.

The weapon consumes ammo at a fast rate, but thankfully it is quite common in boss rooms and in Ammo Drop rooms. The Firestorm Cannon also shares ammo with the Plasma Rifle, and as such these weapons can run out of ammo quickly with their meager capacity of 150 rounds. It is recommended to use this weapon while either fighting a boss or defending an Energy Totem.

Flame Thrower
Turok 2: Seeds of Evil Flame Thrower.

Try to use this weapon in short bursts rather than holding the fire button down to conserve fuel. You can burn up a fuel tank up in seconds if you hold down the trigger, 50 gallons max.

The Flamethrower (called Flame Thrower in Seeds of Evil) is a weapon that first appears in Turok 2: Seeds of Evil. As its name indicates, it uses fire as a way to dispose of enemies.

The Flamethrower appears in Turok 2: Seeds of Evil as a high-tech, steel weapon. Its gas tanks hook up to a second barrel, where a third barrel lies on top with an active flame. When fired, it releases a stream of fire that can reach enemies at great distances.

The weapon returns in Turok: Evolution, this time taking on a much more worn look and sporting a military green color scheme.

The Flamethrower can prove to be quite the useful tool for quickly dispatching enemies, as a few seconds of engulfing an enemy in flames can instantly kill them. It is most effective in "Lair of the Blind Ones," as this level contains copious amounts of Cave Spiders that can drain health quickly.

The weapon fires quickly, having no delay or requiring a charge to fire. As a takeaway, the weapon drains ammo quite fast, subtracting two units from the player's ammo stock every second.

This weapon is great against groups of spider hatchlings that nip that the player's ankles, and it is highly recommended when the player encounters the Giant Spiders throughout the level, as it can do more damage than most weapons against these arachnids.

Sunfire Pod
Turok 2: Seeds of Evil Sunfire Pod.

Round, lumpy, lava rock Grenades. Use on Blind Ones to clear out a bunch of them at once. They only kill Blind Ones and stun all other enemies, 6 pods max.

The Sunfire Pod is a weapon that appears in Turok 2: Seeds of Evil. It acts as a flash grenade, temporarily blinding any enemy caught in its bright flash.

The Sunfire Pod is a sphere of cooled, cracked magma. It has sunlight energy visible through its cracks and glows when idle.

The Sunfire Pod is a weapon that is great for the level "Lair of the Blind Ones." When thrown, it flies for a short distance, or the player can "cook" the pod and launch it a larger distance by holding down the fire button for a few seconds.

Due to the Blind Ones' sensitivity towards light, one flash will set them ablaze, killing them. It can be useful against Endtrails as well, but they will only be stunned by the impact.

Ammunition is common near the lava pits in the Lair of the Blind Ones. The player must be cautious while in these areas, as Fireborn are present near these pits. The player can acquire the Heart of Fire Talisman to make the task of obtaining these pods much easier.

The Sunfire Pods can still prove to be of great use for stunning enemies, and they are quicker than the Charge Dart Rifle. Unfortunately, they can be found only in the Lair of the Blind Ones, and once they have been used up, ammo cannot be found in later levels. The player can, however, use the Ammo option in the Save Portals to replenish this weapon's ammunition.

Grenade Launcher
Turok 2: Seeds of Evil Grenade Launcher.

Launches grenades. Aim kind of high while using this, real high. 10 grenades max.

The Grenade Launcher's first appearance in Turok: Dinosaur Hunter is as a large, shoulder-mounted weapon. It has a silver color scheme for its interior. The exterior of the weapon has a black-brown color scheme.

In Turok 2: Seeds of Evil, the Grenade Launcher's length has been decreased, but it functions the same way as it did in Dinosaur Hunter. It takes on a much more futuristic look, with yellow lights on the side, and it appears to be made of steel.

The design for Turok: Rage Wars remains the same as the one from Turok 2: Seeds of Evil, with the minor difference of a slightly larger barrel.

The Grenade Launcher of Turok 3: Shadow of Oblivion is a worn, shoulder-mounted weapon, reminiscent of its original design. It also has a rusted look on its exterior, but its interior remains silver. Danielle Fireseed can upgrade her Grenade Launcher to the RPG. Joseph Fireseed can upgrade to the Napalm Cannon.

The Grenade Launcher in Seeds of Evil is quite effective against Raptors, Raptoids, and small clusters of enemies like Compies, Mites, and Fire Worms. Unlike its predecessor, the player can detonate a grenade at close range and not be harmed, a very useful trick when dealing with enemies up close.

Like the original, the grenades can be fired around corners, and the grenades will detonate when they hit an enemy. The rate of fire is slower compared to the original, so the player must make every shot count.

Proximity Fragmentation Mine Layer
Turok 2: Seeds of Evil Proximity Fragmentation Mine Layer.

The PFM Layer (Proximity Fragmentation Mine Layer) is a weapon that appears in Turok 2: Seeds of Evil and as a small pick-up in Turok: Rage Wars. The weapon lays proximity mines that are capable of blowing off the legs of most enemies caught within its radius.

Lets you fire a mine that will detonate when an enemy walks near it, 10 mines max.

The PFM Layer is a futuristic weapon that appears to be made of some sort of metal. It has a horizontal barrel designed to lay a flat item, like the PFM. It appears to run on drum rounds and has a similar feed style to that of the Auto Shotgun or Shredder.

The PFM Layer is intended to be used for booby trapping areas, mostly areas that have patrolling enemies. When the weapon is fired, the mine will deploy just a few feet from the player.

Once it lands, the mine will emit a small radar (indicated by a green, pulsating ring) which will detect any enemies in the vicinity and will trigger the mine to self-destruct. Any enemies caught within the blast radius will either die immediately or be mortally wounded. The player must be cautious as to where to deploy the mine; once the mine has been set, it cannot be picked up again.

This weapon can be useful for luring an enemy into a trap and can work on groups of three or more enemies. A situation where this weapon works best is if two enemies begin fighting each other; while they are distracted, the player can deploy a mine near them and, if lucky, the mine will detonate and take out both enemies at once.

Another technique that the player can use is to deploy a mine in advance and then shoot at a nearby enemy to get its attention. The player can then lure the enemy into the blast radius and observe the lethal aftermath.

The player will know when the mine is about to explode when it bounces into the air for a moment before exploding in a ring of shrapnel. Only one mine can be deployed at a time. If the player were to try to lay a second mine, the previous one will detonate. This can be avoided if the player deploys the next mine outside the range of the first mine, making this weapon perfect for clearing entire rooms. In Night Dive Studios' remaster of Seeds of Evil, the player can lay three mines in close proximity before a fourth detonates the lot.

Players must be cautious when groups of the enemies are attacking with a mine deployed, since enemies like Raptoids can backflip to avoid the explosion. Mantids can also take off in flight on their jetpacks. This weapon is not recommended for close encounters.

Scorpion Missile Launcher
Turok 2: Seeds of Evil Scorpion Missile Launcher.

The Scorpion Launcher, also called the Scorpion Missile Launcher, is a weapon first seen in Turok 2: Seeds of Evil and again in Turok: Rage Wars. It is a futuristic missile launcher that fires three small homing missiles.

Fires three missiles. You can take out an enemy from quite a distance with this weapon, 12 (36) missle max.

The Scorpion Launcher of Turok 2: Seeds of Evil is a high-tech homing missile launcher. It has three barrels that fire one missile at a time and reload all at once. It also sports a grey and green-striped color scheme. For multiplayer on the Nintendo 64, the weapon was redesigned and only capable of firing a single rocket at a time.

The Scorpion Launcher's appearance in Turok: Rage Wars greatly differs from its predecessor, as it is noticeably larger and sports a different color scheme. This version of the weapon fires only a single missile, similar to the scorpion launcher in the console multiplayer of Seeds of Evil.

The Scorpion Missile Launcher is a powerful weapon. Like the Cerebral Bore, it has a lock-on targeting system. This weapon is best used at medium to long range for maximum killing capabilities. Unlike the Cerebral Bore, the Scorpion can be fired without locking onto anything. If the weapon is fired without a target locked on, the missiles will fly in a straight path. Although it fires three missiles, it will only subtract one missile from your ammo stock.

It can be compared to the Quad Rocket Launcher from Turok: Dinosaur Hunter, as the Scorpion Launcher is essentially a modified version of that weapon. Both weapons have similarities in appearance and gameplay.

Cerebral Bore
Turok 2: Seeds of Evil Cerebral Bore.

The Cerebral Bore is a weapon first featured in Turok 2: Seeds of Evil. It is a weapon of unknown origin that consists of a homing projectile capable of latching onto its victim's heads, killing them by drilling into their skulls and exploding when they reach the brain. It has gained a reputation among fans, gamers, and reviewers alike, most of them considering it to be one of the most gruesome weapons in the history of gaming.

It fires a brain wave seeking bore that follows the enemy around like a heat seeking missle. Once it finds its target, the bore drills into the enemies head and then explodes to take it clean off. Love that sound, 10 bore max.

The Cerebral Bore of Turok 2: Seeds of Evil is a strange grey, circular device. It fires bores that are stored within its rotating ammo mechanism. It appears to be made of a type of metal and has blue lights visible on its side. The bores are strange golden spheres with several small, hook-like protrusions, a drill head, and a deadly explosive charge.

The weapon is present once more in Turok: Rage Wars. Its appearance is quite similar to its Seeds of Evil incarnation. A major difference is that the weapon's victims' executions are shortened due to the fast-paced gameplay of Rage Wars.

The weapon returns in Turok 3: Shadow of Oblivion. Its appearance is relatively unchanged from before, the major difference being that the weapon now has new lighting effects.

The Cerebral Bore features a lock-on targeting system, much like the Scorpion Launcher. The weapon scans, detects, and locks onto the brain waves of nearby targets. Once locked on—indicated by its blinking crosshair—the bore can be fired. The weapon's tracking ability makes it very useful for detecting enemies who may not be visible. This can alert the player of an upcoming ambush.

The weapon releases its projectile, and if it successfully locks onto an enemy, it latches on the the victim's head. It immediately begins drilling through the victim's skull, forcibly expelling copious amounts of blood and tissue out of a suction channel. Once it reaches the brain, the bore explodes, decapitating its victim.

While the weapon is useful for executing enemies in spectacular and gory fashion due to being a one-hit kill, it is one of the slower and less reliable weapons.

To be fired, the weapon must be locked onto a target, which can prove to be difficult against mobile enemies, especially Raptors. It is recommended to use from a distance or for a sneak attack. Given its maximum range, though, even sneak attacks can prove to be difficult with this weapon, as the player cannot be too far from an enemy or it will not detect them.

This weapon WILL NOT work against the following groups of enemies:

  • Compies/Swamp Wasps/Cave Spiders/Mantid Mites/Cave Worms (too small)
  • Deadkin (no brain activity)
  • Purr-Linn (low intelligence)
  • Sisters of Despair

Due to the fact that most Mantids are too fast for the Cerebral Bore to lock on, the player should use the Charge Dart Rifle to stun the enemy and then switch to the Cerebral Bore to make the kill.

Lastly, the Cerebral Bore is rendered useless against bosses due to the fact that it cannot lock onto such a large target.

Trivia
  • This weapon was inspired by the Tall Man's weapons from Don Coscarelli's 1979 horror film Phantasm. The silver orb-like weapon functions the same way as the bores in the Turok series, the only difference being that the weapon did not explode like the Cerebral Bore.
  • When the crosshair has locked onto an enemy's head, the target will begin to run away and flail their arms in fear. This is one of three weapons in Seeds of Evil that are capable of doing this. The others are the Riding Gun and the Scorpion Launcher.
  • The Cerebral Bore paved the way for more gruesome weapons in later Turok titles, like the Chest Burster in Turok: Rage Wars.
  • A similar weapon, the Swarm Bore, would later appear in Turok: Evolution.
  • There is a British death metal band called Cerebral Bore.
Nuke
Turok 2: Seeds of Evil Nuke.

The Nuke is a weapon that appears in Turok 2: Seeds of Evil. Unlike what its name implies, the weapon is not an atomic bomb. It is instead a stand-alone weapon that charges up fission then releases a powerful beam, causing the explosion. Much like the Chronoscepter, the Nuke's pieces must be located and assembled in order to be used.

You must find the 6 NUKE parts in order to obtain this weapon which are in the Oblivion Portals on each level. 5 War Heads max.

The Nuke is as a large, futuristic weapon. It appears to be made of a strange black/purple colored metal and has six arch-like bolts that constantly rotate. These bolts generate a blue light that darts back and forth, possibly being electromagnetic pulses that keep the nuclear fission from detonating early.

The Nuke is the most powerful weapon in Seeds of Evil, and as such, the weapon can be obtained only near the end of the game. The weapon is divided into six pieces, with one piece in each level, much like the Chronoscepter.

Unlike the Chronoscepter, however, the pieces are not hidden in out of the way areas of the levels themselves. They are hidden within the Flesh Portals or Fake Talisman Chambers. Inside these portals, the player is warped to dark, ominous facilities where they must fight the Flesh Eaters in order to exit the portal. Once all Flesh Eaters have been defeated, a door will open revealing a corridor. Inside, the player will find a nondescript piece of the Nuke and a portal leading back to the main level. Once all pieces have been obtained, the weapon can be used.

Unlike the Chronoscepter, this weapon does not harm bosses, with the sole exception of The Blind One. By the time this weapon is obtained very late in the game, the only bosses you encountered while having this weapon are Mother, if the player manages to acquire all six pieces before fighting her, and Primagen.

The weapon must be charged before it is be ready to fire. The Nuke's bolts will begin to tighten, rotate faster, and emit a whirring sound. The player will know when to release the charge once the sound reaches its highest frequency. Once fired, the weapon shoots a light blue beam of nuclear fission which begins to flash and condense before finally exploding in a light blue shockwave. Any enemy within its blast radius will be stopped in their tracks, and their bodies will begin to fade to black and be engulfed in flames. Shortly after, the flames will cease, and the victims' bodies will explode.

It will not work on the Primagen. The best time to use it is when the Primagen summons his drones. The player has ample time to charge the weapon before the drones are release, and the Nuke will clear them out easily, giving the player time to scout for ammo and health before the next phase of the boss fight.

Styracosaurus Machine Gun
Turok 2: Seeds of Evil Styracosaurus Machine Gun.

The Riding Gun, also known by the development name Styracosaurus Machine Gun, is featured in Turok 2: Seeds of Evil. It consists of two large artillery cannons mounted on the back of a Styracosaurus and a 20 mm. machine gun that fires powerful bullets as fast as the player can pull the trigger. The Styracosaurus can only be used during the level "Slaughter by the River of Souls."

The Riding Gun is one of the more powerful weapons in the game. It is found immediately when the player is warped to "Slaughter by the River of Souls." The player will be greeted with a blue-grey Styracosaurus in a wooden cage. Once the player approaches the Styracosaurus, they will automatically mount the dinosaur.

The dinosaur moves slow, but it moves faster than the player on foot. The cannons are designed to take out the turrets and cannons operated by the Dinosoids in the first portion of the level. The cannons fire grenades which can obliterate Raptoids and Endtrails alike, and the 20 mm. machine gun can be fired with the cannons simultaneously for effective kills. The player will not have to worry about ammunition, as the weapon's supply is unlimited. Double tapping C-Up or the W key will have the dinosaur perform a deadly charge attack which can send enemies flying dozens of feet into the air.

The player is not invulnerable while on the Styracosaurus. Turrets can still manage to gun down the player, and Dinosoids can attack the player up close. However, if the player has several Dinosoids attempting to attack, it can be quickly resolved by ramming the enemies. The player can use this ram to easily take down Entrails that attempt to attack with their ion gauntlets, as this attack sends the enemies flying and instantly kills them.

Once the player has taken down all turrets and cannons, they will eventually find a second cage with a Save Point and Portal nearby. The Styracosaurus must be discarded to continue and cannot be used in any other level.

Items

  • Yellow Health- Raises your health 100 points
  • Red Health- raises your health to 100
  • Blue Health- raises your health 10 points
  • Silver Health- Raises your health 10 points
  • Satchel Charge- used to destroy objectives
  • Key- found in every level, used to open up new levels
  • Red life force- gives you 10 life force points
  • Yellow Life force- gives you 1 life force point
  • Eagle feather- Take them to Talisman Chambers to receive a special ability
  • Primagen key- You have to open up the door in the center of the HUB
  • Cave Door Key- Used to unlock caves in the Lair of the Blind Ones

Talisman

If you take a sacred eagle feather inside the spirit will give you a talisman which gives you a special power, which you need to get the primagen keys.

Level 2: River of Souls

The Leap of Faith Talisman allows you to make great leaps. Literally jump across entire rooms.

Level 3: The Death Marshes

The Breath of Life Talisman allows you to swim in poisonous water.

Level 4: Lair of the Blind Ones

The Heart of Fire Talisman allows you to walk in lava.

Level 5: Hive of the Mantids

The Whispers Talisman allows you to be lifted to unaccessible ledges.

Level 6: Primagen's Lightship

The Eye of Truth Talisman allows you to see hidden paths otherwise invisible.

Warp Portals

Throughout the game you will use tons and tons of warp portals. Warp portals take you the next part of the level you are currently on, save your game, collect parts for the NUKE weapon or offer a feather to the Talisman. Your standard warp portals that transport you to different areas are round with white light and bluish/white rings inside.

Your save portal is a pyramid looking thing with purplre/pink rings inside. Once inside a save portal, you can save your game (which requires a memory pack and 96 pages must be available on your card) or restore your health and ammo. Note that you can only refill your health and ammo once on any given level. So if you restored your ammo on level one, beat the level, and came back at a later time to get the Primagen Key, you will not be able to refill your ammo. Since I will list most respawning health and ammo depots, do not worry about this too much. Also when you come back to the level and you took all of the ammo/health/life force previously, it does not re-appear.

Your Oblivion, at least that's what I call them, portals look like save portals but are locked and you must find a switch to unlock it. Inside are Oblivion Spawn. If you've played Turok 3, then you should be familiar with the Oblivion Spawn. If you defeat all the enemies inside one of these portals, your reward is a piece of the NUKE weapon, there are six NUKE parts in all.

Your Talisman Chambers look exactly like Oblivion Portals and have to be unlocked. Inside these portals you receive a special ability if you have the Sacred Eagle Feather to offer the Talisman (see above).

Enemies

During your adventure you will encounter and destroy a very unique list of enemies. There is not one human enemy in the entire game, they all consist of horrid monsters.

Raptoid
Turok 2: Seeds of Evil Raptoid.

The first two levels are infested with these yellow dinos. They are harmless from a distance and are not that deadly at close range. They hobble along and are very skilled at dodging your bullets so try to take them out from a distance. As one hobbles towards you, time their hops and shoot them in the head with a couple of pistol rounds as soon as they stand up. You'd be surprised at what your War Blade can do to one. You can seriously blow these things clean in half with an exploding shell, exposing their spinal cord and their legs do that twitch thing.

Endtrail
Turok 2: Seeds of Evil Endtrail.

These big, green, mean looking dinos will prove to be quite the menace for you. They shoot purple balls at you that will deflate your health at a very astounding rate. STAY AWAY from these guys, there are more endtrails to worry about than raptoids. Listen for them walking around and growling. If you hear one around the corner, almost every time they will come to you so get ready to take advantage of it and blast him as soon as he turns the corner. They are EXTREMELY deadly at close range.

When engaging an Endtrail, the player should strafe left and right to avoid the ion gauntlet fire while moving forward. Their grenades can also be easily avoided. The best weapon to take out an Endtrail is the standard Shotgun with buckshot shells; a well-placed shot will quickly dispatch it. If the Endtrail has yet to notice the player, the Tek Bow and/or the Plasma Rifle can make short work of them with a headshot. Getting to close to an Endtrail is very dangerous as the Endtrail will use its claws to tear the player apart. They can even do a leaping roundhouse kick. Endtrails will sometimes brawl with other beasts if provoked.

If damage dealt to an Endtrail upon its death is high enough, there is a possibility that instead of performing a normal death animation, the Endtrail will commit suicide by pressing a few buttons on his gauntlet and triggering a hidden explosive device. The explosion may harm the player if they are too close.

While defending the Energy Totems, the player should switch to explosive shotgun shells, as they will deal more damage and can take out multiple Endtrails at once. Ammo for the Shotgun will spawn around the totem as needed.

Compsognathus
Turok 2: Seeds of Evil Compsognathus.

Compsognathus, or Compy, is a small theropod dinosaur that, with the exception of Turok: Dinosaur Hunter, appears in every Acclaim-made Turok game. They are as vicious as their larger cousins and attack in groups. These small, knee-highed dinos will annoy you at most. It takes a couple of bites from one just to take 1 health away. They circle you and then begin to jump and nip away. Use your talon or war blade to hack them up into little tiny itsy bitsy teensy weensy bite size pieces.

Avoid using any weapon on these enemies other than the War Blade or Talon. They move too fast for the Pistol to be useful. Not only that, but they have low health; a blow from the Talon is more than enough to dispatch them.

Raptor
Turok 2: Seeds of Evil Raptor.

Very fast and agile, one of the fastest creatures in the game and they run back and forth and zig zag all over the place. If you want to improve your aiming skills, then go for these guys. They are difficult to hit with anything since they move so fast. I think the best way to kill them is to let them charge you and as soon as one lunges at you, literally blow his head off with the shotgun and watch him walk around headless before he drops, I love that gurgling sound they make when you kill one. Can you say exploding shells? If you hit a Raptor in his side with an exploding shell, you'll blow his arms, legs and head off leaving nothing but a bloody carcass on the ground with a huge hole in its side oozing blood!

Raptors in Seeds of Evil are much more active in hunting the player down and will speedily traverse the distance between them and the player with extreme prejudice. Their attacks are more relentless than their Dinosaur Hunter brethrens', and strafing and quick shots are a necessity when confronting them. The Shotgun is still the best weapon, but care must be taken as it is much easier for the player to miss their target.

Sentinel (Flesh Eater)
Turok 2: Seeds of Evil Sentinel (Flesh Eater).

Sentinels are muscular humanoid beings that use small amounts of armor. They stand a head taller than a normal human, even in their standard semi-crouched pose. They have no visible nose or ears, but rather a pair of nostrils and ear canals. They possess a single triangular, red glowing eye that covers most of their face; there is no evidence of a pupil or iris. They are also naturally bald. The Sentinels have broad jaws lined with vicious fangs. When it comes to their physique, they are shown to have a large mass of muscle on their hands, giving them enough strength to lift heavy objects such as their broad swords. Their hands have three fingers with large claws.

Their combat armor consists of a single shoulder pad on their right arm. Attached to it is a belt that reaches around their torso, connecting to the pad on the other side. They wear brown pants, and their knees are protected with large metal greaves.

You will find these guys in the Oblivion Portals. Big, fast, ugly, demonic, cyclops looking creatures armed with a big sword, they also hurl grenades at you. Use explosive shells on them to see half their skull and spinal cord, aim for the chest region at point blank range. They make good target practice and are really fast so be on guard and strafe all over the place when you see them near.

Death Guard
Turok 2: Seeds of Evil Death Guard.

Death Guards, also known as Oblivion Spawn, are an elite group of Flesh Eater that patrol the Warp Portal halls. They are sadistic, evil beings whose sole purpose is to inflict suffering and pain and feed on those who fall into their hands. They respect power and strength and naturally tend towards becoming bigger and stronger as they rise through their society.

They are also inside Oblivion Portals. These guys are BIG with a heavy set of blue armor, look at the size of that gun, holy mackerel! Don't get wasted by it and definitely do not get close to them, ouch! Use anything heavy you have in your arsenal to take them out. These guys are faster than a Raptor so get ready, they even roll out of the way when you try to shoot one. Their gun fire is about one and a half times faster and more powerful than an endtrails, isn't that great? No real imperssive death scenes here, just blood squirting everywhere if you blow his head off.

Lord of the Flesh
Turok 2: Seeds of Evil Lord of the Flesh.

"Feared by even the most brutal members of the Death Guard, Lords of the Flesh have attained the highest honor attainable within their society: they have partaken of the 'Flesh of the Mother'. This most secretive and sacred rite of passage from Death Guard to Lord of the Flesh is only successful one time out of four, with the consequences of failure being too terrifying to recount in these pages."
— Turok 2: Seeds of Evil Official Strategy Guide

The fiercest enemy in an Oblivion Portal. They are big and have huge, spiked, red shoulderpads. They have faster than Raptor speed and shoot at you in a never ending reign of Endtrail like gunfire with trails which are twice the speed, ditto on the damage. How lovely. Again, use anything heavy to deal with them, no impressive death scenes. The cerebral bore is a good choice when you get it, same for the scorpion missle launcher. The firestorm cannon is also an excellent choice for the baddies in an Oblivion Portal.

Lords of the Flesh are muscular humanoid beings that make use of a variety of armor pieces. They stand a head taller than other Flesh Eaters, even in their standard semi-crouched pose. They have no visible nose or ears, but rather a pair of nostrils and ear canals. They possess a single triangular, red glowing eye that covers most of their face; there is no evidence of a pupil or iris. They have multiple horns around their bodies and a pair on the side of their heads. On their backs are another pair of horns. On their chests are what seem to be either enlarged blood vessels or scars, perhaps incurred from the ritual that birthed them. The Lords of the Flesh have large, broad jaws lined with vicious fangs, larger than those of their brethren, the Sentinels and Death Guards. When it comes to their physique, they are shown to have a large mass of muscle, giving them enough strength to lift heavy objects. Their hands have three fingers with large claws, while from their left hands grow reddish crystals, possibly some type of mutation.

Their combat armor consists of shoulder pads that offer them protection from the sides and greaves that protect their knees and feet. Parts of the armor display sharp, bladed ornaments. The armor has a red coloration on the inside and is silver on the outer sides. The knee pads are red while the greaves are silver.

Araissi Gun Nest
Turok 2: Seeds of Evil Araissi Gun Nest.

These are small, silver, rectangular cannons. Blow them up with your dino cannon or an exploding shell.

Araissi Turret
Turok 2: Seeds of Evil Araissi Turret.

A lot bigger than a small one obviously, they pack quite a wallop. Use the dino cannon to destroy them.

Araissi Missile Battery
Turok 2: Seeds of Evil Araissi Missile Battery.

They hide up on high ledges and rooftops, aim very high with your dino cannon to blow them up. It takes some practice to master these guys. Listen for the whistling the incoming shells make just before they hit. I'd tell you to move out of the way, but that dinosaur is way too slow.

Cave Spider
Turok 2: Seeds of Evil Cave Spider.

There are two types of spiders lurking deep beneath the surface of the Lost Land.

Hatchlings

Usually found around egg nests, these spiders will attack the player in groups, but sometimes they may attack each other. They are not much of a threat, but in great numbers they may inflict a bit of damage. The player must be careful when entering a cavern where spider dens are found as they can easily be swarmed from all angles. The most effective way to kill the smaller variant of spider is with the Talon or War Blade.

Adults

Fully grown versions of the species, they lurk deep within the earthly tunnels of the Lair of the Blind Ones, waiting for prey to ambush, dragging helpless victims to their deaths. At close range, they attack by scratching the player with their sharp forelimbs, and from range they can spit a deadly acid. The adult Cave Spiders have the ability to use the silk from their spinnerets to pull themselves up off of the floor in an attempt to ambush the player. To defeat the Cave Spiders, a player can use the Charge Dart Rifle to stun them and then the Shotgun or Mag 60 to finish them off.

Deadman
Turok 2: Seeds of Evil Deadman.

"The fodder of Deadside, the Deadmen are far more than merely rotting corpses. Despite their advanced state of decomposition, the Deadmen are fleet of foot, and quite dangerous. Deadmen will get up repeatedly after being knocked down by gunfire, and prove quite stubborn when it comes to dying."
— Turok 2: Seeds of Evil Official Strategy Guide

These grotesque, skinless zombies hurl blood balls at you so strafe all over the place to avoid them. A shotgun blast to the face should take care of them. Sometimes when blown in half, their half bodies seriously crawl after you, very cool. They are pretty fast when blown in half, real fast compared to what they were before.

Deadman Half
Turok 2: Seeds of Evil Deadman Half.

"These are the living dead half-corpses of Deadman who met with nasty fates. Gibbering and grotesque, they crawl toward you, despite the fact that their legs were blown off in ages past."
— Turok 2: Seeds of Evil Official Strategy Guide

When fighting the Deadkin, the player must be mindful of their surroundings as the Deadmen will emerge from underground to attack. The best way to to vanquish these enemies is to use the War Blade or Talon, though a well-placed bullet between their eyes will also do the job.

Lord of the Dead
Turok 2: Seeds of Evil Lord of the Dead

"Held together more by arcane powers than by the bonds of flesh, these terrifying enemies are one of the most dangerous creatures you will encounter. Lords of the Dead have lost much of their physical bodies to decay and savagery."
— Turok 2: Seeds of Evil Official Strategy Guide

The Lords of the Dead are larger and more powerful than their fodder counterparts, the Deadmen. They can throw their own corrosive blood, as well as conjure a powerful ball of fire to propel at targets. At close range they attack with their large, deformed hands. Both of their ranged attacks can be easily dodged by strafing if the player is some distance away, but they become significantly harder to dodge in close proximity. The Mag 60 and Shotgun are recommended against the Lord of the Dead.

Big 10 foot tall deadmen that shoot a pretty hefty health deflating fire ball your way. Again, a shotgun blast to the face or two, or three, or four, or five should drop them.

Sister of Despair
Turok 2: Seeds of Evil Sister of Despair.

"The closest thing to a Boss on the game's first levels, this is a powerful enemy, capable of summoning other enemies with the wave of a hand. Protected by powerful incantations, the Sisters of Despair can destroy Turok with an array of powerful spells."
— Turok 2: Seeds of Evil Official Strategy Guide

Their appearance is of the top half of an undead, bald witch, with white eyes and two horns on her head. Their skin is a blue shade with some visible runes/sigils. Their skin tone seems to imply that putrefaction is still underway. Their hands no longer feature fingers; instead, they have three claws on each hand. Their breasts are covered with some sort of gold brassiere.

A devil woman torso floating about shooting a really cool Gauntlet like skull at you. Rapid fire these 3 female dogs with the Mag.60.

  • The Sisters of Despair are exclusive to the graveyards of "Slaughter by the River of Souls," and as such, these places will be devoid of useful ammunition. The player can find some Pistol ammo and Shotgun shell spawns in the arena where they are fought.
  • Before engaging the Sisters, the player must first take care of their bodyguards, the Lords of the Dead. After dispatching all of them, the main graveyard grave will open up, revealing the Sister.
  • She will attack from afar by casting two types of spell: a homing spell and a fire spell.
  • The homing spell will follow the player around the arena, even behind walls. It can be avoided simply by moving as far away from the main grave as possible. This is an excellent opportunity to hit her with the Shotgun.
  • The fire spell is a bit more dangerous as it has unlimited range. If the player gets cornered, the spell will make contact. To avoid this spell, stay behind a wall.
  • She will also summon Deadmen to come to her aid, but sometimes, the Deadmen and the Sister of Despair will end up attacking each other. The player can seize this opportunity to attack her and bring her health down.
  • Lastly, the Sister has a wail attack that can send the player flying and take out a good chunk of health.
Leaper
Turok 2: Seeds of Evil Leaper.

"Disgusting cave dwellers with a taste for blood. Their diagonal jumping patterns make them elusive targets in the open. Hatchlings and mature adults are not very strong, but large males can pack a wallop."
— Turok 2: Seeds of Evil Official Strategy Guide

Freaky, amphibious creatures that can jump incredible distances. The war blade rips them up quite nicely. Nail one with the harpoon gun while underwater and watch him wriggle to death. They are absolutely the freakiest freaks of all the freaks in the entire game.

These particular Leapers are able to climb ceilings and walls; unless the player has exceptional aim, using firearms would be a waste of ammo. The best way to take these Leapers out is to use the Talon or War Blade when they come near.

Cave Worm
Turok 2: Seeds of Evil Cave Worm.

Cave Worms are only a threat when the player is forced to explore the swamps; the murky water makes it harder to evade their tongue's whip-like attacks, causing the player to receive a great amount of damage. The player can easily kill a Cave Worm by using the Charge Dart Rifle to stun them and then the War Blade to finish them off.

A big worm that hides in the mud. They whack you with their tongue and are pretty tough to kill.

Swamp Wasp
Turok 2: Seeds of Evil Swamp Wasp.

Swamp Wasps look much like modern wasps with the notable exception of their larger size. These insects possess two large compound eyes with hundreds of small lenses with a purple coloration. They also have a visible pair of pincers. Their abdomens are covered with yellow and black stripes, and at the end of their abdomens are their stingers. They have two wings on their backs.

They are always in hives. First, shoot the hive with an exploding shell, then the wasps that fall out with another one. They can be highly annoying if they get close to you so try to kill them from a distance. They will follow you around and keep stinging you until you kill them.

War Club
Turok 2: Seeds of Evil War Club.

War Clubs pose a threat to the player when encountered in groups. A single War Club might pose a threat, but their speed in combat makes them formidable foes. They are able to deal large amounts of damage with their physical attacks. Some War Clubs can use a shockwave attack that also deals a fair amount of damage. When found in groups, if the player sees a War Club that uses the shockwave attack, they should make sure to dispose of that threat first before proceeding to kill the rest of the group. To avoid the melee attacks of the Purr-Linn, the player can circle strafe and move side-to-side while firing with the Mag 60 or Shotgun. The shockwave variant of War Club are quite easy to avoid; when the player sees the green glow on their arm, it means that they are about to attack, and the player must either react quickly and jump to avoid the attack or keep at a distance while using the Mag 60 or Shotgun.

Some War Clubs will toss nearby boulders at the player, while others may be armed with miniguns that shoot rocks.

Big Purr-linn that smash you with their fists or throw boulders at you. Even though they are so slow, do not get upclose to these things. Watch out when they punch the ground or shoot a green magic ball at you. Shredder round to the throat, problem solved. Look at him hold it and gurgle as he drops. If you shoot him in the chest with an exploding shell, you'll blow a hole right through him and you can look through it to wave at the other ones charging you.

Gunner
Turok 2: Seeds of Evil Gunner.

One of the most savage enemies of the game, Gunners can cause a great amount of damage and may cause the death of some players and other enemies if they are caught in the line of fire. What Gunners lack in speed and endurance are made up for in damage. They serve as mobile infantry, stationary guards, and sentinels when placed in high places. They are highly accurate, and it is hard to evade their rock projectiles, especially in enclosed spaces. To effectively combat against Gunners, the player can use long range weaponry such as the Tek Bow and Plasma Rifle. In close combat situations, the player should take cover and use the Shredder with explosive shells. Causing infighting among Gunners and other enemies is optional and does not quite work well but can save the player time and health.

Purr-linn with a box of ammo on their backs. They shoot a rapid fire rock chain-gun at you. Aim just below the top of the box for a head shot. Aim kind of low period, or your rounds will fly right over his head.

Juggernaut
Turok 2: Seeds of Evil Juggernaut.

Juggernauts are armored enemies and are deadly both in close combat and at range. They use their armor to deflect bullets and regular Shotgun shells; with this they are able to limit the amount of damage that they take. They are able to smash through certain walls, which can cause damage to the player if they are not mindful of their surroundings. Juggernauts use swords for melee combat, but the swords also have an attached blaster hidden in the hilt that fires energy blasts. Juggernauts also have a vertical jump attack that consists of jumping and using the sword to cause some sort of damaging shockwave.

To counter these formidable foes, the player must use a variety of tactics. In close combat situations the player can use the War Blade or Shotgun to attack the enemy while circle strafing. Farther away, the Shotgun with explosive shells is useful, though the player should be mindful of the sword's energy blasts, which can be avoided by strafing. The shockwave attack can be jumped over if the player is quick enough. The player can cause the Juggernauts to attack other enemies in order to save time and ammo.

The largest of the Purr-linn. They are armed with a HUMONGOUS sword so try not to get thwacked upside the head by it or shot by the green balls shooting out of them. These guys are pretty fast and are EXTREMELY deadly, especially when they bum rush and jump on you slamming their sword through your head. Again, a shredder round to the chest will dispose of them properly, don't hit his face mask with a round or it will bounce off of it. They make excellent target practice. For a real challenge, try to bounce an explosive shredder round under his face mask to blow it off, along with his head too! Try to hit one in the rib cage with an exploding shell to seriously blow his side clean off.

Fireborn Magmite
Turok 2: Seeds of Evil Fireborn Magmite.

"This creature dwells in the lava underneath the Lost Land. Don’t try to attack him with fire because it’s what he eats, sleeps and breathes. Watch out for the chunks of lava he will hurl at you."
— The Official Turok 2: Seeds of Evil Strategy Guide

Fireborn Magmites remain virtually unchanged from the first Fireborn appearance in Turok 2: Seeds of Evil through to their appearance in Turok 3: Shadow of Oblivion. Magmites are tall and muscular, and they have fiery black scales that cover their entire body, giving their skin the appearance of molten rock. They have fiery eyes and a tail. They possess a pair of large tusks and three clawed fingers on each hand. They have two clawed toes and three rear dewclaws on each foot.

While fighting with a Fireborn the best tactic is distance. This enemy can be a formidable opponent in hand-to-hand combat and can throw grenades faster than its Dinosoid brethren.

In multiplayer the Fireborn is a great, all-around character. It starts with 100 health points and is quite agile. Like the Fireborn in the main game, the multiplayer Fireborn is immune to lava.

They look like endtrails except they are black, yellow and orange, don't shoot at you. Oh, they're also on fire and throw lava balls at you. Do not get upclose to these guys unless you want to see yourself floating in the Hub, watch those grenades. The Mag .60 is very effective on them.

Fire Worm
Turok 2: Seeds of Evil Fire Worm.

"Smaller cousins of the Subterraneans, the Fire Worms spit flaming lava, and bleed the same."
— The Official Turok 2: Seeds of Evil Strategy Guide

Fire Worms, also known as Skimmers[2] and Flesh Worms,[3] are small worms that inhabit the deepest bowels of the Lost Land. These little creatures are summoned by the Blind One Guardians whenever they are needed.

Fire Worms look much like a typical garden worm but with large teeth and a needle-type tongue. They have a blue-gray coloration. The Fire Worm does not pose much of a threat to the player, even in greater numbers. They can be easily dispatched with the Talon or War Blade.

Little leeches, use the war blade on them. Guardians toss them at you.

Guardian
Turok 2: Seeds of Evil Guardian.

Guardians are armed with an impressive crossbow-type device that is worn along the full length of their arm. These odd devices fire very large bolts and are reloaded automatically. Due to their heightened senses, they are able to shoot with remarkable accuracy. They can also use it as a blunt weapon.

The Blind One Guardians might be slow both on their feet and with their melee attacks, but what they lack in speed they make up for with firepower. As stated before their physical attacks are extremely slow and easy to avoid, but if the player finds themselves in a enclosed space, the enemy will have the upper hand and can easily attack the player with their crossbows, dealing a great amount of damage. To counter the Guardians in an open area, use the Shotgun or Mag 60 and keep at a distance while strafing from side to side to avoid being hit by their high speed bolts. Some Guardians can summon Fire Worms that can distract the player for a moment, but it is easy to lure them back to the Guardian and cause infighting between the enemies. The player can then take advantage of the chaos and either sneak past or dispatch the winner.

When defending the Energy Totem the player must keep an eye out for Sentinels as they can reach the Totem faster than their slower counterparts. Recommended weapons for this situation are the Flamethrower and Sunfire Pod when close to the main arena and the Plasma Rifle if the player finds themselves on higher ground or at a distance.

These fat, pistacchio pudding colored blind ones toss grenades and peg you with arrows and flesh worms. Exploding shredder rounds work well but nothing beats a sun fire pod on a blind one. One can take out a whole bunch of them if thrown right in the middle of the room. Creepy cave dwelling freaks!

Sentinel (Blind One)
Turok 2: Seeds of Evil Sentinel (Blind One).

Blind One Sentinels are pure brutes when it comes to direct combat. They are equipped with a massive sword that is made of raw materials. They use this sword to slice their enemies, though they can also throw grenades and are not above bashing their victims with melee attacks. The player can evade both their melee and grenade attacks by strafing. The player must also be mindful when entering caves; it might be difficult to evade grenades and the explosions might alert other nearby enemies to the player's position.

By the time the player encounters these creatures, they will possess a wide range of weapons. It is recommended to use the Mag 60 in direct combat, the Plasma Rifle to snipe them, and the Shredder when confronting them inside tunnels to take the most advantage of the weapon's ricochet properties. Lastly, the Sunfire Pod or Flamethrower are super effective and can be used to great effect while defending the Energy Totem, as they can take out multiple Blind Ones at once.

Same as the sword weilding idiots found in an Oblivion Portal except green. Shred them or pod them, these guys seem to come out of nowhere. Shoot one in the chest with an exploding shredder round to make his arms pop right off, same for guardians.

Mantid Perimeter Turret
Turok 2: Seeds of Evil Mantid Perimeter Turret.

The Mantid Perimeter Turret is a turret found exclusively in the "Hive of the Mantids." Only four Mantid Perimeter Turrets are found in the game. All four are located in the very first room of the "Hive of the Mantids" level.

Mantid Mite
Turok 2: Seeds of Evil Mantid Mite.

"Mites are not Mantids per se, but insect symbiotes that are allowed to live within the hive because they sweep the colony clean of parasitic organisms, rodents, and other undesirable, unsanitary creatures."
— The Official Turok 3: Shadow of Oblivion Strategy Guide

Mites vaguely resemble real life mites, but unlike their real world counterparts, they seem more insect-like rather than arachnid-like. These Mites sport six legs as opposed to eight, possess sharp spines instead of smooth bodies, and have what appear to be compound eyes (most real world mites are blind).

The Mites encountered vary in size. This may suggest their stage in development in those eggs, a sort of rank, or gender (if associated with real world mites, in which females are often twice the size of males).

Mantid Mites are fairly straightforward enemies that are quite fast and agile. The player can avoid their attacks by circle strafing and using the Flamethrower, Talon, or War Blade. These enemies almost always travel in groups of three or more.

They hatch from eggs littered all around the Hive of the Mantids, but only the largest eggs spawn mites when destroyed. There are approximately five different sizes of eggs. They can also be deployed from special nests above ground from which they can drop to attack direct threats to the Hive. During the Mantid Queen's boss battle, huge Mites will attack the player periodically.

Small, brown bugs that level 5 is totally infested with. The flame thrower and the talon (yes, the talon) are good weapons to use here. The noise they make send chills down your spine.

Mantid Worker
Turok 2: Seeds of Evil Mantid Worker.

"Worker Mantids are the smallest and least deadly members of the Mantid Colony. Their primary duty is to see to the larvae that are growing deep within the bowels of the massive hive. Workers will not automatically attack Turok."
— The Official Turok 2: Seeds of Evil Strategy Guide

The Mantid Worker is a type of insectoid that bears resemblance to both wasps and crickets. These insects have no visible antennae or mandibles. Workers have a large pair of compound eyes made up of hundreds of small, black lenses, and they have six legs which they use to move around with ease. Mantid Workers also use their forelegs to use computer terminals, and it is possible that they also use their middle legs to use computers and attack enemies. Mantid Workers are protected by their exoskeletons which keep their thoraxes unharmed.

Mantid Workers use their forelegs and middle-legs to attack their enemies. They can also perform a type of jump attack.

Quite a bit larger than a mite. They are tan/blue crawling insects and are super fast. A short burst from your flame thrower works best on these creepy crawlers.

Mantid Drone
Turok 2: Seeds of Evil Mantid Drone.

"Drones compose the bulk of the Mantid population. Drones are four-armed warriors armed with heavy blasters and an aggressive nature. They serve as search-and-destroy units, venturing far from the hive in times of need in order to locate food supplies."
— The Official Turok 3: Shadow of Oblivion Strategy Guide

Mantid Drones are insectoid beings that greatly resemble mantises and ants. Being related to some insects, they have a pair of compound eyes made up of hundreds of small, blue lenses, and their mouth parts sport mandibles. What seems to be their arms have been modified to use laser blasters. They also have another pair of arms which they possibly use for grasping objects and slashing enemies.

Mantid Drones are bipedal creatures and do not seem to use their forelegs for locomotion. They also wear a type of upper body armor. Drones feature various epidermis coloration; they seem to come in green, brown, and blueish varieties.

Drones are specialized in various forms of combat. They use their laser blasters when an enemy is within range. When a Mantid Drone engages its enemies in close combat it uses its forelegs to batter its rival. Mantid Drones also use their jetpacks to acquire targets from the air, blasting them with lasers fired from above.

Tall, skinny Preying-mantis looking bugs equipped with jet packs and are super fast. Supremely skilled at dodging your fire and send a reign of return fire your way. In narrow passages use the shredder for its ricocheting capabilities and in open areas use the firestorm cannon to watch the bugs go SPLAT!

Mantid Soldier
Turok 2: Seeds of Evil Mantid Soldier.

"These massive, armored behemoths are the single most dangerous members of the Mantid colony. Huge, fast, and extremely dangerous, the Mantid Soldiers can make short work of even the most dangerous opponent. Their heavy exoskeletons protect the Soldiers from many weapons, making them extremely difficult to kill."
— The Official Turok 2: Seeds of Evil Strategy Guide

Mantid Soldiers are armored behemoths that are members of the Mantid colony. They are encountered within "Hive of the Mantids" in Turok 2: Seeds of Evil.

Big Cock-a-roach looking bugs armed with a gun on either arm and cannons on its back so strafe left and right to avoid their fire. The firestorm cannon is your best defense when up against these freak-a-zoids. What do you think, about 12 foot tall?

Primagen Drone
Turok 2: Seeds of Evil Primagen Drone.

Primagen Drones are robotic insects that are used by the Primagen in his Lightship.

Primagen Drones are released in large swarms by the Primagen after he returns to his control panel, which he does each time he takes enough damage and is prevented from healing. The best way to dispose of them is with the Nuke.

Mantid Queen
Turok 2: Seeds of Evil Mantid Queen.

The Mantid Queen is the boss of "Hive of the Mantids" in Turok 2: Seeds of Evil. She is an alien insectoid with two bigger legs, two claw-like legs, four claws in the chest region, and two small arms with laser weapons attached to them. She has a abdomen similar in form to an ant's. She lives deep beneath the Mantid's hive inside a large cocoon-type chamber defended and populated by Mantid Mites larger than the ones found outside of the chamber.

Lightship Turret
Turok 2: Seeds of Evil Lightship Turret.

They drop down on Primagen's light ship and pelt you with lasers. They are weak and almost anything you got will blow one up.

Araissi Missile Battery
Turok 2: Seeds of Evil Araissi Missile Battery.

"A bizarre, spider legged abomination. A primarily organic upper body is mounted atop an entirely mechanical lower body. Four spider-like limbs move the Bio-Bot with great speed. One 'arm' consists of a heavy blaster, while the other can extend like a telescope, and strike Turok from great distances with its razor sharp hooks."
— Turok 2: Seeds of Evil Official Strategy Guide

Bio-Bots are mobile enemies, the fastest of the Primagen's troops, and are quite dangerous, even if encountered alone. They are solely found in corridors, and when the player closes in, they will automatically engage whether or not the player has seen them. With their high speed and mobility, they have the advantage in corridors as they can easily reach the player and attack without missing. If the player decides to run away, it is likely that they will stumble into another Bio-Bot, get caught in a dead end, or attacked by a Turret.

To dispatch a Bio-Bot, use the Razor Wind inside corridors where is easy to land a hit and can attack enemies from behind. The Shredder and Plasma Rifle are also effective in medium-range engagements. The player must keep in mind that the Bio-Bots' attacks are effective in close quarters, and trying luring them into an open area may not be a good tactic, as the player may find themselves running into turrets or other enemies.

Metal robotic monsters who get around on a single wheel. Watch their gunfire and claws. An exploding shredder round will stop one dead in his tracks, or watch the razor wind slice right through one.

Primagen Trooper
Turok 2: Seeds of Evil Primagen Trooper.

"The Primagen Trooper is a humanoid monstrosity. A patchwork of metal and flesh, it is impossible to tell what type of creature they may have once been."
— Turok 2: Seeds of Evil Official Strategy Guide

The Trooper is an enemy featured in Turok 2: Seeds of Evil. They are a part of the Primagen's Army, a bizarre combination of biological and mechanical technology created to do their master's bidding.

The Primagen Troopers are the grunts of the Primagen's army and are the most common enemies of the Primagen's Lightship. Given the tight and claustrophobic nature of the Lightship, encounters with these or other Bio-Bots is always dangerous, as there is nowhere to run and they will almost always have the upper hand. They can, however, be heard from quite a distance when patrolling, making it easier to prepare and take them out before they can do serious damage. What they lack in speed they make up for in firepower. When stationary, they can inflict a great amount of damage by firing from strategic locations.

To fight Troopers effectively, the player can use a variety of tactics given the situation. When confronting a stationary Trooper, the player can snipe them with either the Plasma Rifle or Tek Bow. The Cerebral Bore also works as a last resort. When multiple enemies are present, and the player is confronting them in the open, circle strafing works efficiently when using the Firestorm Cannon. When the player finds themselves in a corridor, the best combo is to use the Charge Dart Rifle to stun them, followed up with either the Plasma Rifle or the Mag 60. Another effective tactic is to use Shredder if multiple enemies are around. The player can easily side-step their melee attacks.

A Predator with a moustache looking beast armed with 2 guns. The firestorm cannon is quite effective against them.

Elite Guard
Turok 2: Seeds of Evil Elite Guard.

"Heavy-duty versions of the Troopers."
— Turok 2: Seeds of Evil Official Strategy Guide

The Elite Guards are one of the most devastating enemies encountered in the game, and by any means, the player should never let their guard down for a moment. Alone, an Elite Guard is a dangerous adversary and will tear the player to pieces. Though it wears heavy armor, it can move quite fast and leap from great distances. They also have a cloaking ability at their disposal which they can use to ambush the player. They can attack using laser cannons that come out of their back and can fire multiple plasma projectiles in quick succession. Another of their attacks is focusing energy and firing it off in multiple locations. Their physical attacks consist of a jump attack and melee attacks with their arm cannons. This may cause the player to lose balance and fall to lower levels, forcing the player to traverse to their last location.

When it comes to fighting an Elite Guard in close quarters, it is almost impossible to avoid their attacks, and the player should try to find an open area in which to fight them. If the player is forced to fight them in an enclosed space, it is recommended that they use the Charge Dart Rifle to stun them and follow up with any explosive weaponry at their disposal. If the player encounters an Elite Guard in an open area, they can use the Firestorm Cannon while circle strafing. Use the Cerebral Bore as a last resort.

A super trooper with a bunch of armor that can turn invisible, the fiercest enemy on level 6 (excluding the boss of course). The scorpion missle launcher is also quite effective on them.

Mother
Turok 2: Seeds of Evil Mother.

Mother is the boss of Level 6, "Primagen's Lightship," in Turok 2: Seeds of Evil. She is a large one-eyed monster with tentacles for arms and a backside resembling the opisthosomata of arachnids. Her arms can divide into three separate tentacles, which she can use in battle like whips or to attack from underneath by sending them through the ground. These tentacles can stretch and are somehow capable of regenerating after being destroyed.

When the new arms are destroyed, Mother develops giant, spider-like legs and starts walking towards the player. She can summon smaller creatures to help her or emit a loud, damaging sonic wave. The player has to shoot her head multiple times for her to be defeated. When she is defeated, she covers her head with her arms and then flees.

Mother is an albino monstrosity with a cyclopean head and tentacles instead of arms. Her abdomen is swollen, likely because she serves as a matriarch for the Flesh Eaters.

The level 6 boss. The ugliest thing I have ever seen.Imagine waking up to THAT after a night of drinking?

Primagen

Turok 2: Seeds of Evil Primagen.The Primagen is the main antagonist and final boss of Turok 2: Seeds of Evil. After the events of Turok: Dinosaur Hunter, Tal'Set threw the Chronoscepter into a volcano in an attempt to destroy it, thereby keeping this weapon out of evil's reach. However, its destruction triggered an earthquake and energy wave, which awoke the Primagen from his slumber.

The Primagen is an alien lifeform with powerful telepathic abilities, whose actions led to the creation of the Lost Land many eons ago. Realizing the danger he possessed, the elders of the Lost Land erected five Energy Totems in locations thought to be vulnerable to the Primagen's power.

Upon awakening, he found that his Lightship had become encased in the center of this strange new world, filled with what he considered as nothing more than cockroaches. He decided to use his telepathic powers to call upon the Dinosoids to destroy the Totems and free him from the wreckage of his Lightship. He also made deals with other races in return for their help in his mission. It fell to Joshua Fireseed, guided by Adon, to defeat the Primagen and save the universe from the blast wave of temporal energy that would be unleashed from the destruction of the Totems.

History

Long ago, in a universe which no longer exists, there was an alien race of extremely intelligent, sapient beings. They had answered many of life's mysteries, with the exception of one: where did all life come from? One of them wanted to answer this very question. His peers tried in vain to stop him. He devised a "time machine," one which could theoretically allow him to travel back in time and discover the beginning of creation itself.

There was a problem, though: time travel to the past is impossible, as it goes against the very foundation of the universe. His device was a time machine, but not the one he intended to create. As the Primagen traveled through the Netherscape, bits and pieces of different worlds were dragged along with his Lightship, like a magnet, until he reached what he thought was the beginning of time. When his Lightship came to a halt, all of the matter around him began collapsing and compressing, and he realized this was his chance to witness what no mortal eyes had ever seen: the birth of our universe and the beginning of time.

As the universe reached its final moments, the hole left by the Lightship in the Netherscape had yet to be closed. Soon, matter dragged in by many of the Lightship's power cores began bombarding it. This bombardment destabilized the Lightship, sending it towards the One Point, triggering what is known as the Big Bang. Shortly thereafter, all that was left from this universal display of fireworks was the cosmic, primordial void that eventually lead to the creation of our universe.

The Big Bang sent the Lightship and its owner back into the Netherscape, sealing him away in a temporal prison of his own creation, one way in, no way out. Constant freak events occur all across our universe, such as objects disappearing to either never be seen again or re-appearing in another world, billions of light years away from their origin. There is a reason for this: the hole left behind in the Netherscape by the Primagen's Lightship allowed for energy from the Big Bang to affect its natural structure, and thus, these fragments of pure energy punched holes all across the vastness of the universe.

These holes are in constant flux, always unpredictable. Being sucked into a Netherscape vortex is like playing a game of Russian roulette; you will never know if the other side of the portal is either deep inside a planet's core or right in the middle of an intergalactic war.

Acclaim Comics

In the comic book adaptation of Seeds of Evil, the Primagen is depicted with less malevolence than what is seen in the video game. He displays sadness and deep regret for causing the destruction of his original universe that led to the death of his mate, the loss of his home, and everything else he was familiar with. Thus, he desperately intends to somehow return to his own universe by destroying the Obelisks and reactivating his Lightship, regardless of the harmful effects these actions will cause to the current universe.

The Primagen is also far more understanding and open-minded in the comics, as shown when Joshua Fireseed proposes to him an alternative method of returning to his own universe. After Turok points out the extreme uncertainty of Primagen reaching his intended destination with a ship that only travels forward and simultaneously creates and destroys universes, the former presents him with the energy emanating from his satchel: the Light Burden consisting of the previous universe's remnants. The Primagen agrees to cease his plans and instead attempts to return to his home through the use of the Light Burden, at which point Joshua aims the satchel towards the alien and envelops him in energy. The process causes Turok to pass out and wake up moments later, with the Primagen nowhere to be seen but his Lightship still present and functioning to maintain the stability of the Lost Land.

It is never confirmed if the Primagen successfully returned home, nor is it specified on how exactly the Light Burden was used to attempt this journey. The energy may have teleported him after enveloping his entire body, or he may have been pulled into the inside of Joshua's satchel, serving as a sort of gateway to his original universe.

Mother is an albino monstrosity with a cyclopean head and tentacles instead of arms. Her abdomen is swollen, likely because she serves as a matriarch for the Flesh Eaters.

The level 6 boss. The ugliest thing I have ever seen.Imagine waking up to THAT after a night of drinking?

Levels