home ➜ Nintendo® ➜ N64® ➜ Shooter ➜ Turok 2: Seeds of Evil ➜ Multiplayer Guide - Walkthrough
Turok 2: Seeds of Evil #6 Sequel to Turok: Dinosaur Hunter
Gameplay & Walkthrough
Turok 2: Seeds of Evil #6
- Introduction
- Plot
- Controls
- Weapons
- Items
- Talisman
- Warp Portals
- Enemies
- » Levels «
- Multiplayer
- Wiki
- INSTRUCTION BOOKLET PDF
Multiplayer Guide
Options
Options for Lookspring, auto aim, stick sensitivity, blood color, weapon select style, and brightness are on the options section that you see when the game is paused. The Multiplayer select screen also has slots for choosing weapons allowed, crosshairs on/off, and player speed. Leave the brightness at its default setting, since there are a lot of dark corners. Controller configuration and player handicaps are selected after players choose their character.
Players can also edit their names, so you get a message telling you who you killed or who fragged you. It also makes the stats a bit easier to read instead of just seeing 'player 1, player 2, player 3, and so forth.
The codes do apply to multi mode, but make the game very confusing. For an extra challenge, try playing a deathmatch or tag with the Blackout code on (LIGHTSOUT). Using the big cheat (BEWAREOBLIVIONISATHAND) can let you warp to the one player levels. You have to activate the warp twice to make it work. The problem is that there are no multiplayer weapons, so you will usually need to turn the weapons and ammo cheat on. Until someone finds some trick, the warps do not work as they should, so you cannot go very far into some levels.
If there were a true Co-op mode, Acclaim and Iguana would have advertised it. The 1 player levels aren't very good deathmatch levels, they were not intended to be used, and you will have to use a Gameshark to get it to work.
The Big Head code and Stick mode work, but the Tiny mode only works on enemies you will find in the one player levels. Big Hands/Feet works on some characters. Gouraud, Pen Ink, and Frooty Stripes work, but they are just as gimmicky in the multi mode as they are in the one player mode. i am sure that some of the deformation modes work in tandem, but I have not tried much.
Basic Strategy and Gameplay
Your best bet to become familiar with the levels is to explore them on your own without playing against anyone. Be aware that the framerate does drop a bit as players enter, so do not get too used to the view you get with fullscreen. There are a few that are either very large or so asymmetrical that no amount of text could give you a clear idea of what you are dealing with.
As always, strafing skills are useful, as is a general knowledge of the level and weapon locations. There is no radar in T2, so get better at using your opponents screens to give you a better idea of what's going on. Learn to use explosives and weapons that ricochet. Take note of which weapons do not require too much accuracy, damage at proximity, or can fire through water. Dark corners make excellent ambush spots, since other players cannot see you. Even when they look at your screen, they will usually have trouble figuring out where you are. Sniping does not work as well in this game, since the controller mechanics are a bit clunky. More often than not, you will get fragged before you can line up that perfect head shot. Head shots are an instant frag, no matter what the mode or options are set at, and regardless of player health. Some levels have lava pits that are damaging, but they do not count as a frag, even if you knock an opponent into it.
Many death-match players often fall into either the 'Hunter' or the 'Turtle' category. Hunters are spastic and always on the move, finding other players and chasing them down. Turtles prefer to hide, using sniper weapons or ambush spots. Some people are even a little of both. Turok 2 has levels that suit any playing style, and most complement both styles at the same time — a testament to good design.
Weapons are a bit slow to regenerate, so use it to your advantage. Pick up a weapon even if you do not want or need it, just to keep an opponent from getting it. Fire off a weapon to get below a full magazine, and pick up the weapons. do not forget the weapon capacities, listed below in the weapon section. This is especially helpful in the Frag Tag game. The monkey can take weapon cards and health as he runs, keeping them away from his hunters.
Bloodlust is your normal Death-match mode, configurable as either a timed game or by Frag limit. Choose a level and a texture set, pick any combination of times or Frag limits, and off you go. Show your friends how much they mean to you by blowing them to pieces.
Frag Tag is pretty sadistic (read: fun). One player is randomly selected to be it. Said player is turned into a small frightened monkey who must reach a safe pad before being fragged by the other players. The monkey only has 20 HP and cannot use weapons, although he can pick up weapons and health bonuses to keep them away from other players. Pressing the Z trigger while you are the monkey makes him scream, to the sheer delight of those hunting him. you will know if you are about to become the monkey when a blue bullseye appears on your screen, and then stays in the bottom right corner of your view. Getting fragged does not excuse you from being 'it' — you have to reach the pad no matter how many times you get killed. The safe pads look like the teleporters in the 1 player mode
All Frag Tag levels are the same as the Bloodlust levels, just with different names. In the level descriptions, the differences (pad location and weapon changes) are noted wherever possible. do not forget to change textures around occasionally Team Blood is death-match with teams (duh). Player choose either a red or a blue team. You can have a 2 on 2, 2 on 1, or 3 on 1. All the levels are the same as Bloodlust mode.
Character Guide
Joshua Fireseed (Turok)
- Hit Points: 100
- Speed: Average
- Special Abilities: n/a
- Comments: The most well rounded character and an excellent choice for beginners.
Adon
- Hit Points: 60
- Speed: Fast
- Special Abilities: Fast Health Regeneration at about 1 HP per second whenever she is injured
- Comments: Quick and maneuverable. An excellent choice for advanced players but a big mistake for beginners.
Gant
- Hit Points: 80
- Speed: Fast - A bit slower than Adon
- Special Abilities: Slow Health Regeneration
- Comments: Seems like a good choice but because of his height leaves him susceptible to head shots.
Flesh Eater
- Hit Points: 120
- Speed: Not incredibly fast, but tough
- Special Abilities: Death Aura
- Comments: A favorite among players
Purr-Linn (Juggernaut)
- Hit Points: 140
- Speed: Very Slow
- Special Abilities: n/a
- Comments: speed and size make this character the worst character in the game
Endtrail
- Hit Points: 100
- Speed: Average
- Special Abilities: n/a
- Comments: jumping abilities are outstanding
Fireborn
- Hit Points: 100
- Speed: Average
- Special Abilities: Death Aura
- Comments: basically the same as the Endtrail only lava does not harm him
Josh Fireseed / Programmer
- Hit Points: 100
- Speed: Average
- Special Abilities: n/a
- Comments: Some say he's Josh Fireseed dressed as a student (a comic book reference?), others say he's an Iguana staff member. His face has a different look each time he's re-spawns. Wears a red ball cap and snazzy T2 shirt. Has the same medium attributes as Turok.
Campaigner
- Hit Points: 120
- Speed: Slow
- Special Abilities: n/a
- Comments: A bit slower (but stronger) than an Endtrail
Tal 'Set
- Hit Points: 100
- Speed: Average
- Special Abilities: n/a
- Comments: The lead character from the first turok with the same stats as Joshua Fireseed
Raptor
- Hit Points: 70
- Speed: Very fast
- Special Abilities: extremely fast, can jump pretty far, and his claws do significant damage at close range
- Comments: The raptor can pick up weapon cards, but can only use his claws to attack
Levels
Experimentata [Blood Lust/Team Blood]
This is a pretty large level that has several floors, lots of pillars, 2 lava pits, and a few ramps that will mess up your aim. Take advantage of the heavy fog in the open areas, since the Plasma rifle will let you see farther than normal. Expect to do a lot of wandering in a two player match.
Moonlit Mayhem [Blood Lust/Team Blood]
Here is another asymmetrical level that you have to see to understand. it is pretty large and has several lava pits and platforms, so get 3 or four players together and try it out.
Close Quartered [Blood Lust/Team Blood] / Madhouse [Frag Tag]
Have fun with this one. there is a lot of winding passages and small rooms. you are better off exploring this one on your own. This is a small and cramped level, so be careful you do not frag yourself with some explosive weapons.
Vulcan's Forge [Blood Lust/Team Blood]
A pretty large level, but still has a few recognizable landmarks. there is a large lava pit room with ledges on three sides and a moving platform. The moving platform will take you to a Scorpion Launcher. there is a teleport on one side of this room. Another main room has a central platform that has to be accessed by climbing all the way to the top of the room and jumping across. This pillar has the Cerebral Bore in a small alcove and a Health bonus in the center. Underneath the pillar on the ground floor is an alcove with the Firestorm Cannon. you will find the Grenade Launcher in a room with 3 tall pillars, in which you have to jump from the tallest to the shortest. The Charge Dart is in a sniper's ledge overlooking the lava room. Since both of the brutal weapons are hard to get to, this level requires some interesting strategies. Expect to trade kills back and forth as players try to reach the Scorpion and CB. Charge Darts work well here, since players can get trapped in small alcoves easily. Explosives work well for players caught on ladders while trying to get to the Cerebral Bore, or on someone riding the platform to the Scorpion Launcher.
Teleportastic [Blood Lust/Team Blood]
There are only 2 teleporters. there is one central area with a shelf and three hallways, with the Grenade Launcher on the shelf The two side halls lead to a room with lava pits, passing a teleporter on one side and a Firestorm cannon on the other. The center hall leads to a room with two elevators and a tall catwalk, with the other teleporter on the ground floor to the right of the room's entrance. you will find the Scorpion Launcher at the end of the catwalk.
The lava pit room has a plasma rifle and the Charge Dart. In the center of the lava room is a moving platform that leads to an alcove where the Cerebral Bore appears. There is no escape if you fall into a lava pit. An ideal ambush strategy is to get the Scorpion and then head for the Cerebral Bore. If anyone else is trying to get the CB, the Scorpion will usually knock them into the lava. Unfortunately, lava counts as a suicide, not a kill. Once you have the CB, you can guard it from the alcove, using the Scorpion or the CB to discourage any intruders.
If someone has beaten you to the Bore, use Charge Darts to stun them, firing around the corner and bouncing them down the walls. Once they are stunned, lay into them with better firepower. Once they are dead, take the CB for yourself. The room with the catwalk can get interesting, since you cannot always see players up on the ledge from the floor. Scorpion missiles work to flush them out. Be careful with grenades, since they will usually just bounce off the ledge and fall back on you.
MirrororriM [Blood Lust/Team Blood] / Snap [Frag Tag]
This level has a pretty cool design: it has a sort of rotational symmetry. The field is divided into two large rooms. One has a large pit with two small pillars; the other has a large pillar with two small pits. A ring at mid level provides access between the two.
Find the Cerebral Bore in the large pit, with the Firestorm and Charge Dart on the small pillars flanking the pit. The small pits on the other side have the Assault and Plasma rifles, with the Scorpion sitting pretty on the large pillar. Health is in the center corridor on the main floor.
The pits make great places to lob grenades or scorpions from if no one knows that you are in them. Wait by the Cerebral Bore for someone to come after it with your finger on the trigger. Anyone coming near the pit gets their head ventilated. There are some large open areas that give the sniper mode of the Plasma Rifle a good workout. On the mid-level ring, use it for long range threats and shower explosive rounds down on closer targets.
Fish in a Barrel [Blood Lust/Team Blood]
there is not many places to run to in here. A tall pillar in the center of a water filled room. The Torpedo Launcher is at the top. Down in the water, there are four underwater hallways that all connect to the center. Find the most heavy weaponry underwater, including the Cerebral Bore. In the corners of the main room are platforms, some up high and two at the water level. You can fire Harpoons and Torpedoes from underwater and still hit dry land. Scorpions and grenades penetrate underwater, but Cerebral Bores often do not, even if it has a target lock.
H 2 Whoa! [Blood Lust/Team Blood] / Sneaks N Ladders [Frag Tag]
A small 3 level box with water-walled doorways that are used to access the upper levels. The large central area has a 2 level pillar, with the Cerebral Bore at the top. there is a Torpedo Launcher in the lower part of the water columns, with Assault Rifles in the upper part. Go all the way up the water halls and around the corners to drop down on the Cerebral Bore. The rooms on the second level have Scorpion Launchers.
Gain the high ground, using the ring around the second level to bomb the open area below. You can also cover the ledges across from you, and even fire Scorpions into the water walls. From this area you can also harass anyone who tries to get the Cerebral Bore. Option 2 is to use the corners on the first level near the water walls for cover. From there you can cover the high areas and still duck back into the water. This area is good against a Cerebral Bore lock-on, since the bore does not turn sharp corners well. It can follow you into the water if it gets around the corner, so be careful.
In Frag Tag mode, the water columns are now dry and have ladders to get to the top. The safe pads are in the rooms behind the ledge that surrounds the second level (Where you find Scorpion Launchers in both modes). there is also a pad on the central pillar that you drop down on from the top of the level. The Cerebral Bore is now on one of the ledges below the central pad, and there is another one in one of the spots where you'd find the Torpedo Launcher in Bloodlust mode. The other Torp launcher has been replaced with a Charge Dart Rifle. there is an extra Health icon on the very top level, before you drop onto the central safe pad.
Escheria [Blood Lust/Team Blood] / Primattica [Frag Tag]
This is a small area with 4 floors, making lots of pits and ledges. Two of the corners have pillars that you access by dropping down from the top floors. One pillar has the Cerebral Bore, the other has a Scorpion Launcher. Grenade Launchers, Assault Rifle, and a Plasma Rifle are in the corners of the first floor. The Firestorm and Charge Dart are in the 3rd floor up, and health bonuses are on the top and bottom floors. This level is very confined, making 3 and 4 player matches very chaotic. There is no hiding anywhere for long, but the short halls and tall ladders make for some exciting chases.
For Frag Tag mode, nothing major changes; the safe pads are on the corner pillars that you have to drop down on from the top level. Since the pads are where the Cerebral Bore and Scorpion used to be, they have moved. The CB is in the center of the second floor, and the Scorpion is in the corners of the lowest floor. The Grenade Launcher is at the very top next to the health bonuses.
Mosh Crypt [Blood Lust/Team Blood] / Crossfire [Frag Tag]
A large central room with platforms in the corners. Near two of the platforms are doorways, one on the platform and one at the edge of it. They are connected by a hallway that also drops down to the lower floor. The safe pads for Frag Tag are on opposite corner platforms of the central room. The lower floor of the central room has two elevators and two ladders. The ladders drop down one floor where the health bonuses are and where an elevator goes up to the hallway that leads to the safe pads. The Cerebral Bore is in the center of main room. The Charge Dart, Firestorm, Plasma and Assault rifles are on the platforms above. Scorpion and Grenade launchers can be found in the hallways connecting the platform doorways.
Squares Cubed [Blood Lust/Team Blood]
This level is a bit chaotic. It has basic symmetry, but it is still pretty large. Even when you can see your opponents' screens, the rooms are so similar that it is still confusing.
Crazy Eight [Blood Lust/Team Blood] / Y.N.G.W.T.S.F. [Frag Tag]
A small symmetrical area shaped roughly like a four leafed clover. There is a central room with 4 columns and 4 doorways. The health and Cerebral Bore are in alcoves in this room. Doorways on the same wall connect with each other via a hallway, corner area, and a short ladder climb. The corners are either green or purple. The purple side has the Charge Dart and Assault rifles in the hallways, with the Scorpion Launcher in one of the corner rooms. The green side has the Firestorm and Plasma in the hallways, with the Grenade Launcher in a corner room.
In Frag Tag, the safe pads are on the platforms between the ladders.
Bullseye [Blood Lust/Team Blood]
A ring hallway with 4 doorways that lead to a center pit. Health is in the center of the pit, with the Assault, Plasma, Charge Dart, and Firestorm rifles on the ledges surrounding the pit. The surrounding hall has the Scorpion, Cerebral Bore, and Grenade Launcher in the corners. Keep moving and use explosive weapons. Leap across the corners of the pit to try and lose someone chasing you. do not forget that you can use the sniper mode to pick off enemies across the pit that normally would not be visible. Take note of the fact that each doorway hall is a slightly different color.