Turok 2: Seeds of Evil Walkthrough :
This walkthrough for Turok 2: Seeds of Evil [Nintendo64] has been posted at 11 May 2010 by big balls285 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up big balls285 and share this with your freinds. And most important we have 6 other walkthroughs for Turok 2: Seeds of Evil, read them all!
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Walkthrough - FAQ/WalkthroughMore evidence that my good friend Adam Cooley has too much time on his hands: ______ __ ___ /\__ _\ /\ \ /'___`\ \/_/\ \/ __ __ _ __ ___\ \ \/'\ /\_\ /\ \ \ \ \/\ \/\ \/\`'__\/ __`\ \ , < \/_/// /__ \ \ \ \ \_\ \ \ \//\ \L\ \ \ \\`\ // /_\ \ \ \_\ \____/\ \_\\ \____/\ \_\ \_\ /\______/ \/_/\/___/ \/_/ \/___/ \/_/\/_/ \/_____/ Seeds of Evil ____ ______ _____ /\ _`\ /\ _ \/\ __`\ \ \ \L\_\ \ \L\ \ \ \/\ \ \ \ _\/\ \ __ \ \ \ \ \ \ \ \/ \ \ \/\ \ \ \\'\\ \ \_\ \ \_\ \_\ \___\_\ \/_/ \/_/\/_/\/__//_/ Author: marshmallow E-mail Address: m_mallow@hotmail.com Artwork By: Adam Cooley (See Credits Section) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Sick Sadistic Quotes "It's time for a bath, and I ain't talking water with bubbles!" - me "Since it's so playful, toss a few Grenades for it to play with!" -me "I would like to say that Turok 2 has been the first game to scare me enough that I felt my colon shrivel up." - 64 Underground (www.nintendorks.com) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You know what's funny? This game kicks serious rectum. More rectum than I thought it would kick...This game looks awesome, I keep thinking it's on the PC...but it's on my TV! And the blood...seriously, you can shoot people's head's off, and witness the brains and skull get shoved out the back. Yummy! ==================================================== - Version 1.2 - Revision History: March 21st - Well, I spellchecked everything and removed the Multiplayer Areas. Why? Because there are already a lot of great Multiplayer FAQs out there! Go check `em out at gamefaqs.com...like always! January 31st - Well, I just beat this game, and the time on the clock reads 64:35! The Primagen Key section is complete, I made a few changes in the Enemy and Boss areas (it's nothing to wet your pants over), added some more people to the Credits, changed the introduction to the Credits (it's humor-rific!). The next update will be an orgy of Multi-player goodies. Don't ask where I got that from... January 20th - Although the Walkthrough, Weapons, Enemy, and Boss Section may be complete, there's still a lot more to do. In the next update, look forward to me finishing off the Primagen Key List and the Multiplayer Areas, which would finish this guide and boost it past version 1.0. Viva Multiplayer!!! Oh, BTW, would anyone care to give me the Primagen Key Locations for the following levels (be as detailed as possible): 2, 3, 4 (I know where to go, but where is the key for the block?) 5, and 6. Whoa, that's pretty much all of them, except for level 1...oh well :) Don't be surprised to find out you're not the first one to tell me. The next version should also have a very large Credits Section update =)... January 16th - I better write this quick, as my eyes are about to glaze over and I feel the fingers of a large coma gripping my throat. Lots of new goodies, including a walkthrough for level 4 (HOORAY!!!), the cheat everyone has been waiting for (HOORAY!!!), a ton of new weapons (HOORAY!!!), new enemies (HOORAY!!!), found the Tailsman in Level 5 (look in paragraph # 10 foe details), along with the Nuke Piece for level 5 (check paragraph # 9 for that), some people in the credits section (HOORAY!!!) and I made a new section, just...go check it out (HOORAY!!!). Sorry for the HOORAYS!!!'s, it comes with the job. January 14th - If you think I'm doing a walkthrough for Level 4 you are INSANE! Let me spell it out for you: I-N-S-A-N-E. That level...I can't find goose dung in it. Therefore, I have skipped it and have gone on to greener pastures, namely Level 5, and I added a Walkthrough for THAT, along with a ton of new weapons, and I did a major overhaul in the Enemies Section. If anyone knows how to get the Tailsman in level 5, please tell me! BE VERY DETAILED. Oh, and the Nuke Piece too (short of exiting the level and coming back) :) January 5th - Wow, Level 3 was EASY! I added that, along with a few more additions... January 4th - After beating level 2, I scrambled to start the game over and write it down as I beat it. And it's all for you...YOU!!!! Do you see the dedication, the hard work? You better be grateful...oh, and I also added some new weapons. Try staying parasitically sustained to that for a few days, ok? Level 3 is brutal...Oh, I also added the BDAs in enemy section. What's that? Go look...Also, if you ask for the "good codes" YOU WILL BE IGNORED. December 28th - Finished typing this guide up, collapsed into coma, vital signs missing, nurses are nice, though... ==================================================== An "*" will appear next to the sections that have been updated, as of January 31st, 1999. Contents ---------- 1) Story 2) Basics - Controls - Items 3) Guns 4) Walkthrough 5) Primagen Key List* 6) Enemies* 7) Bosses* 8) Secrets/Codes 9) Multiplayer Modes 10) Characters 11) Multiplayer Tips/Tricks 12) Multiplayer Levels 13) Credits* 14) Legal Stuff 15) End Note: The most updated version can ALWAYS be found at www.gamefaqs.com. Now, most other sites also have the most updated version, but if you're going to ask a question, be 100% sure you're not viewing a way outdated version. In other words - if you're not sure, check out Gamefaqs. All other two dozen or so of my FAQs can also be found there. Enjoy! Or not... 2nd Note: For now I'm focusing on the one player area, but when that's done (or near it) I'll start adding content to the other sections. -------- 1) Story -------- After the events in Turok 1, Joshua Fireseed (you have been keeping up on the comics, right?) 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 large derelict deep in the Lost Worlds. Inside, Primagen, an Alien that crash landed thousands of years ago, used his psychic (or psycho, however way you look at it) powers to call upon the dark forces in the Lost Lands to destroy the five energy poles. These poles, once destroyed, will release Primagen so he can well...take over the Universe. Joshua Fireseed isn't about to let that happen without a fight, and a bloody one at that! Your job is go through six gigantic (which take up about 30 virtual miles altogether) levels and find them, and go inside the ship and kill Primagen. --------- 2) Basics --------- The controls are configurable, unlike the original Turok but not unlike GoldenEye 007. The default is identical to the original Turok. Some hated it, but most (including me) thought it was very original and useful, once you get used to it you'll never want to use anything else. Personally, I think it's perfect, it's the only type I ever use in Golden Eye. Here they are, the default controls... Looking: Control Stick - You should know about this, you can look anyway you want! This is also the only way to aim. Moving: C Buttons - C up for forward, C down for backwards, C left for strafe left, C right for strafe right. Simple? Yeah! You can even press C up and C right to go diagonally. Shooting: Z button - In this game it's good to have an itchy trigger finger. But be careful, Acclaim took a hint from GoldenEye 007 and made enemies that can actually hear gunshots. Cycle Through Weapons: A and B - B cycles backwards, A cycles forward. Simple, yes? Jumping: R button - The longer you hold it, the higher you jump. For jumping on small platforms, which is not as common as the original, look down at a 45 degree angle, and use your shadow. The overhead map is also useful. You can also jump as a last ditch effort to avoid gunfire. Overhead Map: L button - useful at first, but after you learn a level's layout, there is really no incentive to use it. Changing Ammo Type: What if you want to use normal arrows instead of Tek Arrows? What if you want to use normal shells instead of Explosive? Press up on the D-pad. Sniperscope: For those weapons with sniperscopes, press right on the D- pad, then hold R and press the C buttons (up and down) to focus the view. Duck: Down on the D-pad. Not very useful, but it's there if you need it. Strafing is an important skill to learn early! You must use it to avoid gunfire or to be in a shoot out fashion. For example, let's say there is a creature a few yards away and he's shooting energy balls at you. Hide behind a corner or a wall, when the firing stops strafe out, fire off a few rounds and see what happens. If he doesn't die, strafe back into hiding and try again! Conserve ammo! There is nothing more important than having enough ammo. As in the original, you're always like "I'm about to run outta ammo, what will I do?...NO!! RAPTORS!!" So explore around bushes, trees, corners, or plants to find ammo, they can be found in the darndest of places. If you can kill a creature with a simple pistol, don't waste ammo from your shotgun! Get my drift? You know in the original how if you looked up, then let go of the stick it would switch right back to the default view? Well, you can fix that in the options menu! However, if you look up, then move backwards, it still goes back to the default view. To fix this, go left or right instead. Use walls and boxes, along with the duck button to avoid shots. Head shots will take down the most powerful enemies...after awhile... When fighting the Undead, turn off the Blood (in the options menu) and they won't be able to toss blood...therefore, they can not harm you! For Sniping, turn off the auto-aim option. If you don't, it will aim for the center of the body, which makes it impossible to peg an enemy through the eye (which is heaps of fun, especially for the awaiting victim). It might be me, but the horizontal sensitivity on the control stick seems a bit...awkward. Change it to +3 on the options menu. Works for me! ITEMS: Silver Health (+) - Adds two points to your Health. Blue Health (+) - Adds 10 points to your Health. Orange Health (+) - Restores Health to 100 if possible. Golden Health (+) - A rare sight indeed, it adds a whopping 100 Health! Adon sure does sound kinky when she says "Ultra Health!" =) Note - Blue and Orange will stop working if you have 100 points, but Silver and Golden won't. For example, if you have 100 points and grab a Silver/Golden Health, your meter will go to 102/200. However, the almighty limit is 250, which is more than enough. Golden Life Force - Adds one point to your Life Force Meter. Once it reaches 100, you get an extra life. Red Life Force - Same as above, except it adds 10 points. Respawning Caches - Sometimes you might hear a "whishhhh" sound. This is a sign that ammo and/or health has respawned. Places like this are most common around bosses, major fights, and oblivion Warp Portals. Note that these can be found in the regular levels if you look hard enough. Ship - I'm not sure what it's really called...it's a large pyramid with a purple glow. When you go in, Adon will present three choices to you: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Save - Saves game (requires Memory Pak, it's 90 pages per game) Ammo - Each weapon's magazine is filled to the brim, includes special ammo (i.e. Explosive Shells, Tek Arrows, etc...) Health - Your Health is automatically restores to 100. That's it?! Note that you can only choose 'Health' and 'Ammo' once per level, but naturally, saving is unlimited. ------- 3) Guns ------- Guns, the Turok series is all about guns and they always will be. This time, Josh has some guns even more creative and destructive than the original! Hard to believe, but after witnessing them (or even maybe just reading this section), you'll be a believer. Here's how I will do explain each gun. (Weapon's Name) Power: Simple enough...how powerful is it? Usefulness: Will you use it a lot? Best Against: No explanation necessary. Worst Against: Ditto. Notes: The first paragraph will be a description of the actual weapon and shots itself, while the second one will hold additional information. # 1 - Talon Power: Small Usefulness: High Best Against: Anything on the same plane as the blade Worst Against: Small creatures underwater, anything with a gun Notes: This is a strap of leather attached to Turok's hand, and connected to it are several sharp, stubby spikes. When you attack with it, Turok will scratch with it, basically. This is actually one of the best weapons to use early on, especially when you're trying to stockpile ammo. The best method of attack is the "slash and back" method, which is quite useful against powerful enemies. Simply dash forward, slash, and before the enemy can attack or defend itself, step back! # 2 - Bow Power: Meager Usefulness: Medium Best Against: Large, slow creatures. Worst Against: Just the opposite! Notes: Just your normal bow and arrow. Hold down Z and then let go and the arrow will not only fly farther, but it will cause more damage. When aiming, try to hit the enemy's head, because anywhere else will barely cause any damage. Remember - you can pick up spent arrows, even if they're stuck in someone. It's pretty cool to see an 8 foot beast running around with an arrow stuck in his forehead... # 3 - .9mm Pistol Power: Above Average Usefulness: High Best Against: All around good weapon Bad Against: Large creatures in later levels. Bosses. Notes: If you've ever seen a real pistol, even a fake one, you should have an idea what this looks like. This gun should last you a long, long time. Very good gun for head shots, as it packs quite a punch and should knock down anything (within reason...). Although weak, a few shots will put your average enemy down. # 4 - Flare Power: None Usefulness: High Best Against: Dark Walls Worst Against: Enemies Notes: A gun that looks similar to the Pistol, except it has a larger barrel and is a different shade of gray. The Flare is totally useless against enemies, it's purpose is to light dark walls so you can actually see what is there. Useful is dark caverns and hallways where death might be waiting around the corner! After each firing, a meter will start to fill up. When it reaches the top, you can fire one more. Each pod (what comes out of the gun) will stick to any wall, crate, whether it be underwater or above, and stay there for several minutes. During this time, it will give off a bright, green light. # 5 - Tek Bow Power: Medium Usefulness: High Best Against: Anything that is tough Worst Against: Anything that is weak, or anything small and quick Notes: A bow and arrow made of steel and wood specially grown in the Lost Lands, the Tek Bow is also equipped with a large sniper scope. The Tek Bow uses special arrows tipped with explosives that, on impact, explode in a large blue flame, which is actually quite powerful. With the Sniperscope, you can zoom in and pick enemies off from afar, like GoldenEye. It may take a bit of practice to do this, though, because you have to press and hold several buttons. # 6 - Shot Gun Power: Very High Usefulness: Very High Best Against: Large targets at close range Worst Against: Opposite of above Notes: You know what a Shot Gun looks like...admit it... Almost useless at long range, a huge benefit at close range. Great for amputating limbs, blowing off torsos, and yes, decapitating. You can also collect Explosive Shells, making it a very lethal weapon! The only con is it's rather slow reloading time. # 7 - Mag 60 Power: Very High. Usefulness: Very High Best Against: Tough guys Worst Against: The opposite Notes: A more powerful Pistol An upgrade for the Pistol, the Mag 60 fires three bullets in less than a second. Although it seems somewhat weak when you use it, it takes a surprisingly small amount of bullets to lay the larger creatures down (Purr-Linn, for example). # 8 - Shredder Power: Extremely High Usefulness: Extremely High Best Against: Things that won't die Worst Against: Anything that can be killed with something else. Notes: An elongated, alien looking weapon. It's gray. Upgrade for the Shotgun, this thing is TWICE as powerful. This will take out the most formable opponents. When it hits something, flesh or otherwise, it will bounce off in a spray fashion and bounce around the walls like silly puddy. Lethal indoors! Also carries explosive shells. Too bad it doesn't have the same force as the Shot Gun (no blowing off limbs)...it's better at shooting from a distance, though. That's a plus. # 9 - War Blade Power; Extremely High Usefulness: Very high Best Against: Everything Worst Against: Um......bosses? Notes: A huge blade with serrated edges. Upgrade for the Talon. This makes the Talon look like a butter knife! This thing can rip off limbs and heads with a single swing, killing the mightiest of prey. Not too good at hitting people with a gun? Use this. If the creature in question is taller than you, just aim up. It's very easy to take down Endtrails and other monstrosities with a single swipe to the face, which will send the head rolling like a bowling ball. My weapon of choice. # 10 - Tranquilizer Gun Power: Medium Usefulness: Limited Best Against: Certain puzzles Worst Against: Everything else Notes: Medium sized rifle. It shoots darts coated in a sleep inducing agent, works almost instantly. That's about it... This will knock out medium sized creatures (Endtrails, for example) but it utterly useless against Purr-Linn and the like. If the creature wakes up, he'll want revenge, and will be a lot tougher, so watch out. Used in certain puzzles where a switch won't stay down. When the enemy is over it, stun it with this. Now the switch will stay down, allowing you to go through the door or whatever it opened. Other than that, it's useless. If you're desperate, you could make someone go night night and then use your War Blade... # 11 - Grenade Launcher Power: High Usefulness: Limited Best Against: Large monsters Worst Against: The opposite... Notes: Long weapon, glowing lights on the side...nice explosion! If you've played the original then you have a pretty good idea what to expect, just watch out, they handled the way the grenade acts a little. After getting used to it, blowing off torsos and watching the fountain of blood spew out is common place. You can only carry 10 rounds at once, so make every shot count. # 12 - Plasma Rifle Power: Very powerful (close-range), weak (long-range) Usefulness: High Best Against: Just about anything, really. Worst Against: Small creatures Notes: Gray, shiny weapon with a large sniper scope. The laser itself is green, when it hits something it explodes. It uses Plasma Paks for it's ammo, you get 150 plasma charges. Sounds like a lot? Wrong, each shot takes five off, so you get 30 shots. Fires a concentrated burst of laser, but it's effect diminishes the farther away your target is. In effect, this makes the Sniper Scope somewhat limited in use, but a shot to the head will usually put out anything in line with a Juggernaut (good thing, those bastards...). All around good weapon! # 13 - Cereboral Bore Power: Extremely high Usefulness: Extremely high Best Against: Bad-asses. Worst Against: Um...? Notes: Round, it looks almost like a sea shell. The bores are blue and spiral through the air. Possibly the grossest weapon in video game history, the Cereboral Bore has a tracking crosshair that is constantly darting around the screen, looking for potential victims. Upon finding a target, it will flash and remain on the enemy's head. When fired, a spiraling blue ball will quickly go to it's head, and land on it, drilling down to the precious tissue within. After a fountain of gore and sounds that make my legs weak, the bore will violently explode, just for that extra punch. Kills anything in one shot. However, the bore can not lock onto enemies without any intelligence, as it has no brainwaves to track. Do not stop playing until you have fired this gun! # 14 - Scorpion Missile Launcher Power: Very high Usefulness: High Best Against: Huge creatures Worst Against: Wimps Notes: Remember the rocket launcher in the original? Think of that, but with a green outline and more moving parts. Has four turrets. If this isn't overkill then I don't know what is. First, the target will scope for enemies, like the previous weapon. When it finds one it will lock on. Upon firing, two missiles will be fired at once, blowing the creature in question into the air (it should be dead right now). Before landing, a second pair will fire, blowing it to pieces in mid-air. No, that's not rain, it's blood! :) Each shot only takes one unit on the ammo reader. It is powerful, but ammo is hidden well, so make sure to save it for something BIG! # 15 - Charge Dart Rifle Power: N/A Usefulness: Limited Best Against: N/A Worst Against: N/A Notes: Long and yellow. The N/As are because, quite frankly, it has no power and I have not found a place where it helps tremendously (except for a few places in the Mantid Hive). However, I imagine it comes QUITE in handy when you have no weapons. Oh, sorry, I forgot to tell you what it does. See, later in the game, creatures get larger, and the Tranquilizer becomes useless, so here comes the Charge Dart Rifle to save the day! It's pretty much just a huge cattle prod, but you can attack from a distance. Enemies will stand in place for about 60 seconds or so, defenseless. Holding Z will make your shots become more powerful, making the effect last even longer. Nice electricity effects! # 16 - Flame Thrower Power: Medium Usefulness: Limited Best Against: Insect-like baddies Worst Against: Everything else, to be frank. Notes: Long and metallic. There's a nice pilot light burning at all times. Neat-o! Iguana proudly introduces the first Flame Thrower in video game history that shoots polygonal fire! Just be careful, it slows down the game a bit, especially in large rooms. Toast baddies and watch them run around the room, flailing their arms as the fire incinerates their flesh. It drains the tank very quickly, so be on the lookout for re-fills. # 17 - Firestorm Cannon Power: Very High Usefulness: Extremely, Extremely High Best Against: Everything... Worst Against: Small, moving creatures. Notes: Remember that one guy's gun in the original Predator? The machine gun? Well, take that and add some serious lightening effects and a few moveable parts and you got the Firestorm Cannon. It uses Plasma Paks, the same as the Plasma Rifle. Once you get your hands on this, trust me, you won't be dying as much! This gun can rip enemies apart in seconds, even the most awesome of them all. The catch? That's the beautiful thing, there is none. Each shot takes one unit of the ammo gauge, compared to the Plasma Rifle's five. Nice animation. # 18 - Proximity Fragmentation Mine (PFM) Layer Power: Very weak Usefulness: Very low Best Against: Leave this one in the garage Worst Against: Anything that moves, really. Notes: Long, shiny... Listen to what it does, and tell me if this sounds cool. It lays a mine that will beep. When a creature gets close, it will beep very quickly, and then flash red. It will then rocket up to about one foot off the ground and explode, and shrapnel will go out and take out anyone's knees, leaving them crawling along the ground. The catch is, it can take up to 5 mines to take out someone's legs, which will take forever since 75% of the time it won't rocket up, even when the enemy is standing on the friggin' thing. Why it's not in Multiplayer we may never know. # 19 - Sunfire Pod Power: Almost non-existent Usefulness: Very limited Best Against: Cave creatures Worst Against: Anything else Notes: A shiny sphere that can be tossed. Hold Z to throw it farther. Throw it at the ground and...FLASH! Enemies are blinded and paralyzed for several seconds. But, the Tranquilizer Gun, and (when you find it), then Charge Dart Rifle is a lot better. The only great use it has is killing the Blind Ones, toss one and they will scream as their head explodes. # 20 - Harpoon gun Power: Medium Usefulness: Limited Best Against: Underwater creatures Worst Against: Um... Notes: Skinny, always has a spear sticking out at the end. Really, it's just like having a Bow and Arrow underwater, and it's just as powerful. The sad thing is that the only underwater creatures are Leapers and a few Raptoids. So, I guess it does it's job quite nicely. # 21 - Torpedo Launcher Power: Very high Usefulness: Limited Best Against: Underwater creatures; when you need to get somewhere quickly Worst Against: Er... Notes: Covers the entire bottom of the screen, torpedoes are small charges with lots of bubbles coming out from behind. The main purpose of this, besides blowing enemies in half, is to increase the speed in which you can swim underwater. Just be careful when you stop, as you'll have a lot of momentum and will still continue to go forward. # 22 - Assault Rifle Power: Medium Usefulness: Medium Best Against: Anything Worst Against: Anything Notes: Just like the Assault Rifle found in the original. IT CAN ONLY BE USED IN MULTIPLAYER! Fires three bullets at once, each the power of the Pistols. Since it's only used in Multiplayer, there's not much more to say. # 23 - The Riding Gun Power: Extremely High Usefulness: Limited to level 2 Best Against: Anything Worst Against: Anything Notes: Lower screen is taken up by the Styracosaurus' head, while the upper left and right hand corners of the screen is taken up by the twin missile launchers and single gun. You can fire the side gun by tapping R, and fire missiles by pressing Z. Also, by tapping C up a few times while going forward, the Styracosaurus will charge forward and impale anything in it's way. Although powerful, the Riding Gun can only be used in level 2. The only con is that it is very slow and quite sluggish. On the plus side, you have infinite ammo! # 24 - Razorwind Power: Extremely High Usefulness: High Best Against: Bad-asses Worst Against: Bosses? Notes: A circular object, with a hole in the center (this is where you grip it). The edge is covered in serrated edges. AKA "The Frisbee of Doom!", the Razorwind is tossed, then it will cut through anything in front of you, then return to you, hacking anything off on it's return trip. Although powerful, it is very difficult to aim at long range (even with the Auto-aim ON!). Good for multiple opponents, as well. But the strange thing is, wouldn't you figure that that your arm would be ripped clean off when you tried to grab it out of the air? # 25 - The Nuke Power: It's off the damn scale Usefulness: Limited Best Against: Certain situations Worst Against: N/A Notes: A huge, spiraling, undulating gun with several pieces, it spins constantly, a sight to behold. It's purdy! Hold Z to charge it up. Once fired, a blue flash will emit from the end and form a ball of plasma about 30 feet away. Soon, it will start to gain energy and the ball will get larger, and larger...until...BOOM!!! The screen flashes white, then as you can see again, blue explosions are everywhere as blast waves emit from the center. Any creature within 500 feet will freeze, slowly turning black. After a few seconds, they will explode. It will send anything to Hell. CAUTION: Do not point at face. Keep out of reach of small children. -------------- 4) Walkthrough -------------- This section isn't very fun to read...So unless you're stuck, I'd skip this section. Also, I DO NOT list the locations of ammo caches. You can do that on your own...or check out Faceless' FAQ over at Gamefaqs, he lists them all. NOTE: It is note the fault of the author if someone falls into a spastic episode from hearing the word "go" 500 times. *********************** Level 1: Port of Adia *********************** P O R T O F A D I A Mission Objectives: a. Activate 3 Distress Beacons b. Rescue 4 Children c. Activate the Warp Portals d. Locate the Energy Totem and Defend it at All Costs New Weapons: .9mm Pistol Shot Gun Flare Gun Tek Bow Enemies: Raptors Raptoids Endtrails Compys Guardian Alien Gunner Follow the path, a bunch of stuff will blow up as you pass it. You'll find a small aclove with a strange piece of machinery on the wall - this is a Distress Beacon! You need a Power Cell to activate it, however. Keep going and you'll see a barrel against the wall, shoot it with an arrow and it will blow a hole in the wall. Go inside and climb the ladder. Aha! There's the Power Cell. Return to the Distress Beacon and put it in (all you have to do is walk up to it). Keep going through the tunnels and you will find a large room, shallow water, and a ladder against a platform. At the top is a warp; don't use it! Instead, jump to the nearby ladder. It's broken down the middle, so this is the only way to get up there. Inside is the Pistol! Now go through the warp... Run forward and grab the key off the pedestal. Run around the blind corner and wet your pants as two Raptoids leap at you. Dispatch them both and continue, then blast the barrel against the wall to create a small tunnel. Travel through to the other side, naturally. Dive into the water and swim through the short hallway. The end SEEMS to be blocked by rubble, but it's not. One of the stones will serve as a ramp to the upper area. Climb the ladder you find and now you're on a walkway above the water room. Turn right and kill the Endtrail there, then hit the switch he was guarding. Continue on the walkway to find a tunnel. Grab the flashlight, now you can see in these dark caverns! At the end is a switch, hit it to continue. Clear out the area, now you can see a child in a cage. Go behind it to find a path, you come to a fork. It doesn't matter which one you take, it goes to the same area. At the top is an Endtrail, kill him and a nearby door will open. Hit the switch inside: this will do two things. It will open a nearby door to let a Raptoid out, so be careful. And it will open the cage. Since the kid seems too stupid to walk out, you have to go and touch her. "Thank you Turok!" how utterly...cute...(shivers). Drop down to the water room and go through the portal you opened. You can just see the top of an Endtrail's head...I'm sure you know what to do. Among the rubble is a switch, hit it for some life. Go around the wreckage to find a group of Compys, take them out with your Talon. You can literally rip them apart! Now, hit the switch they were guarding to open a nearby tunnel. Go through to find an Endtrail running around a box, making him impossible to kill (almost). Just climb the nearby ladder, then kill him. Hit the switch to open the door for a couple of Raptors. Climb the ladder and hit that switch, then climb down and continue. At the end of all of this is a new area. Exploring the area, you'll eventually find the Endtrail guarding the exit. Kill it, then hit the nearby barrel. The hole it makes has the Power Cell. Backtrack and you will spot a huge stack of boxes and crates. Climb them to the top to find the Distress Beacon. Only one more to go! Go into the warp the Endtrail was guarding. This area is very similar to the last...just larger. Go up the ramp and leave the Endtrail full of lead. The door he was guarding will open up, inside is a switch. It will open up two more doors. One will have the switch that will open up the exit to this area, while the other will have the Power Cell. Get it, then go near the bundle of crates nearby. Behind one of them is the Distress Beacon (mission a accomplished)! Now exit through the doorway. At the end of this enemy infested path is a bridge. When you get near it will lower, allowing you to pick up the Shot Gun (just be careful of the Endtrail nearby!) Save this for when there are multiple Entrails in your face...Blast the barrels to keep on going. There is a Ship there (Name?). Save, then hit the nearby switch. This is a dead-end...If you haven't noticed, the bridge with the Shot Gun went over a previously explored area. But the switch opened up some new doors there, so leap off and kill the Endtrail there (don't worry about finding him...he'll find you!). Now enter the sewers! Wet your pants via the Raptoids, then climb the ladder and hit the switch, look to your left...aha! New passage. Another trapped kid...Two Endtrails will run to greet you. After they are both dead a nearby tunnel will open up, revealing the cage switch. Go touch the child, then run to the above portal. Climb the ladder, dispatch the Raptoid, then collect the Level Key. Now you are on the walkway from the start of the level, except this time a NEW door has opened up! Go inside and jump in the warp. Through path around the lake, through the tunnel, then activate the Warp Portal by touching the nearby switch on the wall. If you want to see a nice cinema, go in the Portal. However, it is not necessary for completing the level. Go trough the nearby hallway to go to the upper area, then continue. WAIT! Stop, go to your left and you will find a ledge with three Blue +'s. Look below...see the aclove with switch? Jump down there and hit it, it will open up a small room in the waterfall below. Inside is a Level Key, guarded by an Endtrail. Now make your way up to the upper area, at the end is a Ship and a warp. Collect the Tek Bow (the kind that lets you use Tek Arrows, it also has a Sniper Capability) that's right in front of your face. Turn the corner and wipe out EVERYTHING! Climb on the wreckage, then use it to climb the nearby ladder. At the top is a switch that will open up a nearby door. Go in, then you will fall into an underground area. Hit a switch and nearby doors will open as a pair of Raptoids are let loose. Just keep hitting the switches and you will eventually save another crying brat. Climb out of this hellhole. Jump over the wreckage, then find the waterfall with two switches on either side. Trip them both and the waterfall will open up, revealing a tunnel. Go inside. Go inside the house and hit the switch, go through the nearby door that has just opened up. At the end of the hallway is another house, this time the switch is in the area under the stairs. Go up the ramp, kill the nasty Endtrail, go across the bridge, 'nother Endtrail, then a warp... Yet another house! The switch is on top of a bunch of crates, it will open a door right under your nose, literally. Go backwards a few crates, then look at the wall: new tunnel! At the end is a child, locked up in a cage, where she belongs...er...poor thing. Walk towards the bridges and they will fall. Make your way to the top, where you will find a switch, that is heavily guarded. Now go rescue the bitch...er...that cute lil' girl (mission c accomplished). Fall down to the lower area and walk through the warp. You're back in the area with houses...Go to where you entered the area the first time, then hop on the roof to the first house. Turn to your left to find an aclove with a switch, make like Mario and jump over there! Go through the new hallway that opens. Hit both switches, then return to the houses to find yet another new area. Hit the next switch, go to the next room, kill everything...Go up the ramp and hit that switch. Go to the new area...now go through the warp! Hit both switches, go to the new area, hit the switch downstairs, hit the second switch that appears in the new downstairs...go upstairs, hit that friggin' switch, then grab the key, then merrily skip to the warp. If I have to say "switch" one more time I'll scream... Kill the pair of Endtrails by carefully aiming at their faces. Then climb the crates and hit the...switch...(AHHH!!!!). Follow the path, playing with your scaly friends until you come upon another Ship. If I were you, I would ask Adon to power up my ammo! The next area is brutal...walk into the warp. DO NOT use your Shot Gun unless you have NOTHING else to use! You'll need this later...You have to walk up in the air on thin walkways, with a ton of Endtrails everywhere. Ignore them, attempting to kill them will surely have the same effect as you. And besides, it's faster just to run. However, near the end you'll need to kill some to open up doors. Oh, and watch your step, it's a LONG way down. At the end you will drop down into a new area. Climb the ladder to the left and hit the switch, then go backwards and climb the ladder in the new aclove, inside is another Key. Then climb the series of ladders on the right to reach a new tunnel. Rip the Comps to shreds with your Talon, then hit the switch up the ladder to the left, then climb the ladder on the right for the new passage. More houses! Go upstairs, you'll face two Endtrails at once...inside a house...with a lot of passageways...ouchies. Upstairs is another Key. Keep hitting switches, eventually you'll be forced outside. Go into the two acloves at the bottom, hit that switch, then go across the bridge to the new area. Climb down the ladder, hit the switch on the wall (mission b accomplished), then jump into Warp Portal Machine. After an impressive cinema you will face three strange creatures with axes and grenades, then two 10 foot aliens with tons of armor and a HUGE gun (it's bigger than you for peat's sake!). If you have a lot of Shot Gun shells (preferably Explosive) this will be a bit easier, just blow their brains out. At the end you will collect a piece of the Nuke. Then Adon will explain that this was a trap for you, it was not a *real* portal. Ok...fair enough. When you re-appear you will be in front of the fake portal. Go through the hall that took you here, then drop down to the area with two Endtrails. Head left, towards the room with a blue glow. Hit both switches to open up an area a few inches away. Inside is an Endtrail guarding a Warp Portal and a stockpile of ammo. Collect it, then leap in. Now you have to defend the Energy Totem...against 10+ Endtrails...AT ONCE! Again, the Shot Gun does wonders here. It shouldn't be that difficult. After they are all dead (mission d accomplished) you will be warped to the "Hub" ************************* Level 2: River of Souls ************************* R I V E R O F S O U L S Mission Objectives: a. Destroy 2 Soul Gates b. Banish the 3 Sisters of Despair c. Locate and Defend the Energy Totem at All Costs New Weapons: War Blade Mag 60 Tranquilizer Gun Enemies: Gun Emplacement Endtrail (includes advanced type) Raptoid Raptor Small Spider UnDead Flame UnDead Leaper Guardian Alien Gunner (includes advanced type) Tailsman: Leap of Faith Special Enemy: Sisters of Despair (3) You start out in front of a pen, and inside is a Styracosaurus (large creature that resembles a Triceratops). Climb on...now this is a weapon of mass destruction! Remember, you can fire the gun on the side using R (most people forget about this). Ok, turn left and follow that path until you find a bunch of buildings. Now THIS is funny! Hilarious, even. All of the enemies will be walking around casually, then when they see you, run around, screaming, with their arms flailing in the air. Since you have infinite ammo...enjoy the slaughter! Ok, where was I...turn right, and go through the buildings. Follow the path there and you will find your first Gun Emplacement. Quickly take it out, then the gate behind it will drop. Go through... Either go through the tunnel or blast the wall for a detour (you can tell which walls are fake because they are lighter and have an outline on them). Either way you'll end up in the same place. To lower this gate you'll need to blast the missile launcher that is above on the building, you can just see it. You'll need to use your missiles...when it's gone, the gate will lower. Blow away that gun emplacement. Turn right and follow that path. Blow away those two guns and continue. Blow away the missile launcher on the nearby building to get the gate to lower. To avoid the missiles, strafe left and right, I forgot to mention that before. Ignore the missile launchers and just blow away the logs and run as fast as you can up the hill. After going through a long tunnel, you'll reach a band of trigger happy Endtrails. Quickly take them out before they sap your health, then continue. Blow away the two nearby missile turrets to lower the bridge. Across from it, blast the two gun emplacements (the side gun works well here). Follow the path, cross the bridge, blow up the logs, and quickly go past the missile turrets. Behind the buildings is a tunnel, follow it, running over Raptoids, then take out the two missile turrets at the end, then cross the bridge. Park yourself in the pen, you will automatically dismount the Styracosaurus. Climb the nearby ladder, save at the Ship, and go through the Warp. Take out the two friendly Endtrails. Look across the would-be- bridge...see those two, strange objects on the wall? This is, believe it or not, a switch. Hit the round object sticking out of the long one and it will be activated. Shoot both and the bridge will lower. After crossing the bridge, go to your extreme right to find a barrel against a wall. Blow it up and there will be a path behind it. Climb the ladder, then use your Tek Bow to look across the chasm. See that barrel? Blow that up and it will open up a new path over there. Jump down, then climb the ladder. Besides getting a TON of power-ups, you'll receive the War Blade! Continue. Kill the annoying bastards known as Compys, then search for power-ups. After that, go through the tunnel on the right. Kill all of the enemies. You'll spot a fortress with a switch on the wall, hit the switch to make it lower. Go left or right, it doesn't matter. At the end, in an aclove, is a Warp. This area is circular, and infested with enemies. Explore and you should find a Key. Go through the tunnel that is near here. It will have a path of Gold Life Force going into it, and there should be a wall on the RIGHT. If not, that's the wrong one, look for another one. Ok, this area is a lot like the previous one. You will find a switch under a barrel, this will open a nearby door. Go through the hallways here, you will eventually find a switch on the wall. Shoot the circular part, like before, and a large bridge will lower, allowing you to cross a nasty green water pit (which will kill you instantly if you fall in). On the otherside, besides two Raptoids waiting in ambush, is a Warp. To your right is a Ship, so if you want to save, save. This is another circular area. Go either left or right, it doesn't matter. You'll eventually stumble upon an Endtrail guarding a ladder. Take him out, then climb the ladder, naturally. At the top, run through the tunnel and you will come upon a large area that you saw in the intro to this level. Go up the large, golden path, the one where the Raptor is. Go to the locked door, and follow the path to your left. At the end of the walkway is an Endtrail guarding a switch. Hmm...those Endtrail doesn't guard things very well, do they? :) Anyways, the switch will open up a series of doors under your feet. Drop down. If you dropped to an area with a Raptor in a door, go to the other one, it should have an Endtrail AND a Raptor. Take care of them, then go through the tunnel. Here's your first encounter with your spidery friends...or should I say fiends? Anyways, up the path you'll find a Locked Warp Machine. Hit the nearby switch. It won't un-lock it, but it will open the barred doors that are on the fountains. Go back and collect the two Gate Keys, they are in small acloves inside the fountains. Walk up to the big door. Near it are two large slabs of stone with a hole in each. Walk up to them and the Gate Keys will be automatically placed in. You'll hear a bunch of mechanical noises, then after a few seconds, the gate will open up. Out come two Endtrails, so be prepared. Go to your left and hit that switch, it will open the door right there. Inside is the switch that will un-lock the Warp Portal Machine, it's ontop of some crates. Once it's un-locked, return to it. Again, it's fake, and you'll have to battle bloodthirsty Guardians and Alien Gunners. Remember, there are several acloves with health and ammo that respawn every few seconds, so be sure to stock up. After the first wave is gone, go through the paths that are to the left and right of where you entered. Kill the guardians there, then climb the ladder behind it's dead corpse to find a switch. Hit them both, it will un-lock another door. BE SURE NOT TO FALL IN THE LAVA! Unlike the original, it means instant death. After some more bloodshed, another piece of the Nuke is yours! Go back to the room that is behind the big door. Dive into the fountain, and as quickly as you can, swim to the bottom and activate the switch, then come back up. Go through the newly opened door. Collect the ammo, then jump in the Warp. Explore around, you'll find that the Endtrails are having a party, and I have the feeling you weren't invited. Despite that, blow their friggin' brains out before they have any time to bring out the cake. Near here is a switch, hit that and go through the door. After a long series of tunnels and switches, you'll find a new area where you can jump across and acquire the Mag 60, an upgrade for your Pistol. Return to the Endtrail party grounds. One of the barrels here will blow a hole in the wall. Follow it. Hit the switch on the wall with a single bullet to lower the bridge. Hit the switch in the tunnel to open that door. Go right, through the little alley, across the bridge, and hit that switch. Turn around and that door will open. Destroy (running out of verbs for the same action here) the Endtrail, then hit THAT switch. Near the entrance to this area is a ramp, go up it to discover a large, open door. Once you enter, the door will shut and lock itself. Welcome to the first Soul Gate! Muhahah...legions of UnDeads will start coming out of the ground. To make yourself invincible, turn off the blood on the options menu. Now, they can't hurt you, since they can't toss blood! Shoot at the Soul Gate until it blows up (about 20 Shot Gun shells). There is respawning ammo in the room, so stock up before leaving. As you exit (same door you came in), look on the right for an open door. If it's shut, you came in the wrong door to this area, so go back to the Endtrail Party place and blow up a barrel to find the correct path here. Once you get through, go left or right, it doesn't matter. At the end is a lot of ammo, plus a Warp. Go forward and clear out the area. You're probably wondering how to get up to where the Endtrails were...simple...there are thin paths near the entrance that will allow you to get up there. The Endtrail path on the right has a tunnel. At the very top is a switch that will lower a door, letting loose some Raptoids. Take them out, and follow the LOOOONNNNG trench. There's not much here, just a bunch of angry Endtrails to take out (and some good Sniping Areas, as well). At the end, go left, up the fountains. In the clearing, there is an Endtrail directly across from you and one to the left of when you enter, so be careful. Hit the two switches on the wall and the central pillar will rise, allowing you access to another Warp. Now, from now on, listen very carefully to what I say, as you can REALLY screw yourself up if you don't go to the right areas at the right time. Go up the ladder and when at the top, go through the tunnel that is to your right. Follow it and you will find two paths, follow the one with the Golden Lift Force (or, if you screwed yourself up and don't have those because you already collected them, the path on the right). Dive into the fountain. Swim down, then turn LEFT and follow that path to a |
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