Turok 2 Multiplayer Guide 
version 1.01

Turok 2:  Seeds of Evil, characters, weapons, and most other references to this 
incredible game are property and trademarks of the companies listed on the 
game's boot-up screen.  They are used without permission for this guide, but 
hey;  it's more free advertising, and I'm not making any money anyway : ) The 
same applies to GoldenEye.

This guide is copyright 1999 Xero.  Use it, print it out at home, or enjoy it on 
screen.  Please do not sell it or distribute it in hardcopy with any advertising 
attached.  Please e-mail Snake75@webtv.net if you would like to post it on the 
net anywhere other than GameFaqs.com


Contents:
        Revisions and credit
        Intro
        Options
        Basic strategy and Gameplay
        Character guide
        Weapon guide
        Level guide
        Miscellaneous



1.  Revisions and credits

This is version 1.01, posted to www.gamefaqs.com on 1/26/99.  GameFAQs will 
always have the most up to date version.

New to v.1.01:
Since v.1.01 is not much different, I'm leaving up the revisions from the last 
post.

More typos fixed.
Added strategy on the Velociraptor

Gave myself a smack in the head with something heavy.

Fixed the character guide.

Sort of fixed the warp cheat.  It still doesn't work well, but it's listed, for 
what it's worth.    Also patched up the code section a bit.  Thanks to those 
people who mailed in corrections.

Added strategy for H2 Whoa!

Added a trick for the Cerebral Bore, and some info on the Firestorm and 
Scorpion.

Fixed the inevitable typos, and probably made some new ones.



Thanks to Beachdog and Delsol for their detective work and sheer deviousness in 
the deathmatch arena.

Thanks to Fuzzball for confirming the team blood mode configuration.

 Also thanks to A.Jackson for the H2 Whoa! trick, and elaborating on the 
Firestorm Cannon damage.
Thanks to Ken Blake for the Raptor tips, and for reminding me of the similarity 
between the Cerebral Bore and the Phantasm movies : )



2.  Introduction


Wow.  This game's multiplayer section is simply incredible -- enough to give the 
mighty GoldenEye a run for its money.  It is slightly different, so what works 
for 007 does not always work for T2.  Furthermore, there are a few new tricks 
that you GoldenEye veterans can take advantage of.

This game's multiplayer mode is great.  For proof, observe the reaction of your 
friends when they get a Cerebral Bore lock on the frightened monkey in Frag Tag 
mode.

Just about everything in here is taken from actually experimenting with the 
game.  If anyone finds some observed discrepancies, by all means E-mail me and 
I'll change it.  I'm also interested in more strategy submissions, so don't hold 
back.  Feedback is what makes FAQs work.  

As the title of this guide implies, it does not cover the single player mode and 
I'm not keeping a list of cheats.  If you are stuck or want a cheat, don't ask 
me because I can't help you.  Check the guides on GameFaqs.

If you have more than one controller plugged in when you power up the game, you 
can select the 'Multi' option.  T2 even lets you explore the levels with one 
player (full screen).  Other players are added in as you press start on the 
other controllers.  Who gets what quadrant of the screen is determined by the 
order that people enter the match, not by the standard controller numbers.  In 
the main menus, any player can make the selections, and whoever does so gets the 
1 player slot (top left screen).



3.  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.  I'd recommend a player speed of 
about 4 or 5, with stick sensitivity around 5 to make up for some of the 
framerate lags.  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', etc.

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, but don't get excited.  You have to activate the warp twice to make it 
work.  The problem is that there are no multiplayer weapons, so you'll 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 can't 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'll have to use a Gameshark to get it to work.  Therefore, I'm not 
going to post anymore on it.  Refer to the Miscellaneous section for more 
detail.

The Big Head code and Stick mode work, but the Tiny mode only works on enemies 
you'll find in the one player levels.  Big Hands/Feet works on some characters. 
Gouraud, Pen Ink, and Frooty Stripes work, but they're just as gimmicky in the 
multi mode as they are in the one player mode.  I'm sure that some of the 
deformation modes work in tandem, but I have not tried much.  Who wants to be a 
bigger target?


4.  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 don't get too used to the view you get with fullscreen.  I've 
tried to explain some of the levels, but 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're dealing with.  If anyone wants to try, I'm open to submissions.

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.  The weaponry 
plays a more important role in this game than in GoldenEye -- learn to use 
explosives and weapons that ricochet.  Take note of which weapons don't require 
too much accuracy, damage at proximity, or can fire through water.  Dark corners 
make excellent ambush spots, since other players can't see you.  Even when they 
look at your screen, they'll usually have trouble figuring out where you are.  
Sniping doesn't work as well in this game, since the controller mechanics are a 
bit clunky.  More often than not, you'll get fragged before you can line up that 
perfect head shot.  Oh yeah....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 deathmatch 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.  I've started to note observed strategies for the levels, but 
this is really only a guideline.  You'll figure out soon enough what strategies 
will tip the frag balance in your favor.  

Weapons are a bit slow to regenerate, so use it to your advantage.  Pick up a 
weapon even if you don't 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.  
Don't 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 Deathmatch 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'll 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.  Don't forget to change textures around 
occasionally

Team Blood is deathmatch 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.



5.  Character Guide


These are listed in the order that they can be selected in the game, which is 
different from the (often wrong) instruction manual.  This section is incomplete 
at the moment, because we're still playing around with attributes.  All players 
seem to have the same vulnerability to weapons, but we're still checking.  So 
far I've seen that the Charge Dart is a slight exception, and that weapon damage 
is more a function of proximity than character.  Don't take my word for it, and 
expect me to make corrections later.

Joshua Fireseed (Turok) [100 HP]-- the Turok that we know and love from the 1 
player mode.  The typical middle of the road character who's balanced in all 
categories.

Adon (The Speaker of Forever Light) [60 HP] -- Quick and maneuverable, but 
Adon's best trait is that she will regenerate HP at about 1 HP per second 
whenever she is injured.

Gant (The Cold One) [80 HP] -- A humanoid figure with a Triceratops head.  A bit 
slower than Adon, but he's got a few more HP.  Gant shares Adon's HP 
regeneration trick.

Flesh Eater (Death Guard) [120 HP] -- One of the creatures who guards Nuke 
weapon pieces in the 1 player mode.  Not incredibly fast, but tough.  The manual 
says that Flesh Eaters have an 'aura' that harms people at close range, but I 
have not been able to make this happen.

Purr-Linn (Juggernaut) [140 HP] -- Don't expect to win any races with this guy.  
He's slow, but a very tough nut to crack.

Endtrail [100 HP] -- A walking lizard who has decent speed for a non-human.

Fireborn [100 HP] -- Looks like an Endtrail with a different outfit.  As far as 
I know, there's no other difference.

Josh Fireseed  [100 HP] -- 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 respawned, so I tend to agree with the latter.  
Wears a red ball cap and snazzy T2 shirt.  Has the same medium attributes as 
Turok.

The Campaigner  [120 HP] -- I thought I killed this guy last year after blowing 
up his fortress.  He's back, although he looks a bit different from when you 
last saw him in T1.   A bit slower (but stronger) than an Endtrail.  Thank god 
he doesn't do that leaping missile attack anymore.

Tal 'Set [110 HP] -- You know him and love him as the original Turok who fought 
the Campaigner.  He's an old timer now, stronger and wiser, but pretty slow.

Raptor [70 HP] -- Think "Slappers only" from GoldenEye.  The raptor can pick up 
weapon cards, but can only use his claws to attack.  He's extremely fast and can 
jump pretty far, and his claws do significant damage at close range.  Just be 
careful, since he's pretty low on the HP side and a head shot is still fatal 
(and a larger target).  The Raptor is so fast that he (if it is male) can 
usually outrun a Cerebral Bore lock as long as you don't tag any walls or 
corners.  This is really evident if you play with the player speed set above the 
default.



6.  Weapons


Turning all weapons off leaves players with only Crossbows.
The first number is what ammo you get for picking up the weapon card, the second 
number is the maximum amount of ammo the gun will hold.

Crossbow ( inf.)--Not much good against superior firepower, but a head shot is 
still lethal.  It's also fun to put arrows into your opponent, blocking their 
view.

Charge Dart Rifle (10/40)--Lots of fun, but not very damaging.  It fires an 
electrified dart that stuns an opponent, leaving them helpless so you can bring 
a more brutal weapon to bear.  Make use of its ricochet properties.  Use it to 
stun someone before getting a Cerebral Bore lock, or to flush enemies out of an 
ambush spot.  Remember that it can fire around corners.  It does anywhere from 5 
to 10 HP damage (more on humans, less on creatures) in addition to stunning a 
player.

Firestorm (40/100)  Think of the minigun from T1 or the chaingun from Doom on 
steroids.  As its name implies, it lays down a lot of bullets in the general 
direction of where you fire.  Each round does little damage (based on range), 
but we're talking about a _lot_ of rounds here.  The Firestorm will not score a 
head shot unless an enemy is below 30 HP (which happens fast when you lay into 
them with this gun)

Assault Rifle (30/100)  This one isn't quite as bad as the Klobb from GoldenEye, 
but it's not the best you can do either.  It fires quick 3-round bursts (like 
the Mag 60 in 1P).  It's better than nothing, and as always, head shots make up 
for its lack of power.

Plasma Rifle 50/100 (5 per shot)Has a sniper mode, just like the 1 player 
weapon, but without the fuzzy screen.  Sniper operation is the same;  press 
right on the control pad, hold R and use the c-up/down buttons to zoom.  It's a 
bit slow and clunky.  You stand a real good chance of having someone sneak up 
and frag you while you're stuck in sniper mode.  It fires a bit slow, but it 
does decent damage.


Cerebral Bore (1/1) Everyone loves this gun.  This is a one-shot only, so make 
it count.  Get a lock on and watch your opponents panic.  This puppy homes in on 
them and drills a hole through their head, while spewing brain fluid.  Both of 
its homing cross-hairs do not have to be lined up for it to have a lock.  In 
fact, you can just hold down the trigger on the CB while waiting to see an 
opponent.  The CB will not fire until it has a lock, so you don't have to be 
precise.  Just attempt to get the center crosshair somewhere near your 'friend'.  
A locked-on Bore is worth 50 HP off.  If you get Bored, you can still fire and 
move a bit, so if you're above 50 HP, don't give up.  Keep firing at people.  If 
you are watching someone get Bored, lay into them with another weapon while the 
drill does it's work--pay attention to your enemy's HP.

The Cerebral Bore is still a bit of an unknown around water.  It will lock on to 
underwater players (if you're above water), but the bore will not go underwater.  
We tried this in the Fish in a Barrel level and it would never follow anyone 
under, just detonate at the surface.  In the H2 Whoa! level, we've seen players 
duck into the water column and still get bored.  We'll find out, but we could 
use some other input.  Early feedback seems to suggest that you're not safe in 
the water in certain areas of H2 Whoa!.

It _is_ possible to avoid a Cerebral Bore, but you gotta be good.  Running 
smooth without getting snagged on a wall or corner can sometimes get you far 
enough away so that the bore runs out of gas.  In large rooms, you can sometimes 
avoid the bore by doing a fast u-turn back toward the bore.  It usually tries to 
do a u-turn as well instead of coming straight for you.  It is believed that the 
bore cannot turn a tight corner, so if you stick to the outside of a U shaped 
hall, it will explode against the wall before it makes the turn.  Play around a 
bit, but don't get cocky.  Even when you know how to beat it, you still stand a 
better chance of getting bored than escaping.

Grenade Launcher 10/50  As you may have guessed, it fires grenades.  Grenades 
will bounce off of walls and floors, and even back into your lap.  Your own 
grenades will hurt you, so do be careful.  This is an excellent weapon to use if 
you need to flush someone out of hiding, or harass them on ledges.

Scorpion Launcher (10/50)  Probably one of the most useful weapons in 
deathmatch.  A direct hit causes up to 35 HP damage.  The beautiful thing about 
this gun is that 'close' does indeed count.  If your shot lands near someone, it 
will take anywhere from 5 to 30 HP off their life.  It is great for flushing out 
snipers or harassing people on platforms and ledges.  Another fringe benefit is 
that direct hits throw enemies quite far into the air, relocating them off of 
small ledges.  Like the Firestorm, it can score a head shot at 30HP or less.

Torpedo Launcher (10/25) 10HP damage, can fire through water barriers.  This is 
a little jet propelled device that lets you move underwater fast, in addition to 
firing a pair of explosive torpedoes.  The ammo count is for pairs of torps, or 
number of shots you get, not the actual number of Torpedoes you carry.

Harpoon Gun (inf.) Your default weapon while underwater.  Similar to the 
Crossbow.  It can fire through water barriers.  Causes anywhere from 5 to 10 HP 
damage.


7.  Levels

As I mentioned above, the Frag Tag levels are just some of the Bloodlust levels 
with a new name and some minor changes.  The list below shows which maps 
correspond.

Frag Tag:               Bloodlust:
                         Experimentata
                         Moonlit Mayhem
Madhouse!                Close Quartered
                         Vulcan's Forge
                         Teleportastic
Snap                     MirrororriM
                         Fish In a Barrel
Sneaks N Ladders         H2 Whoa!
Primattica               Escheria
Crossfire                Mosh Crypt
                         Squares Cubed
Y.N.G.W.T.S.F.           Crazy Eights
                         Bullseye

The descriptions below follow the order that the levels are selected in 
Bloodlust mode, which screws up the Frag Tag order.  Life isn't perfect.


Experimentata

This is a pretty large level, and one that's not easily described.  It has 
several levels, 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

Well, I didn't see much moonlight, but plenty of mayhem.  Here's another 
asymmetrical level that you have to see to understand.  It's pretty large and 
has several lava pits and platforms, so get 3 or four players together and try 
it out.

Close Quartered (BL)/ Madhouse! (FT)

Have fun with this one.  There's a lot of winding passages and small rooms.  
You're better off exploring this one on your own.  This is a small and cramped 
level, so be careful you don't frag yourself with some explosive weapons.


Vulcan's Forge

This one is a pretty large level, but still has a few recognizable landmarks.  
There's 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's 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 level is an alcove with the 
Firestorm Cannon.  You'll 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

The title is a bit misleading, since there are only 2 teleporters.  There's 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 
level to the right of the room's entrance.  You'll 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're stunned, lay into them with better firepower.  
Once they're 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'll usually just bounce off the ledge and fall back on you.  


MirrororriM (BL)/ Snap (FT)

This level has a pretty cool design:  it has a sort of rotational symmetry (I 
think--chemistry classes were a long time ago).  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 (also symmetrical) provides 
access between the two.

You'll 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.

If no one knows that you're in the pits, they make great places to lob grenades 
or scorpions out of.  You can also use them as ambush spots.  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

There's not many places to run to in here.  You'll see 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.  
You'll find most heavy weaponry down underwater, including the Cerebral Bore.  
In the corners of the main room are platforms, some up high and two at the water 
level.  Don't forget that you can fire Harpoons and Torpedoes from underwater 
and still hit dry land.  Also bear in mind that Scorpions and grenades penetrate 
underwater, but Cerebral Bores often do not, even if it has a target lock.

H2Whoa!(BL) / Sneaks N Ladders (FT)

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's 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 doesn't turn sharp corners well.  
It can follow you into the water if it gets around the corner, so be careful.

From my e-mail and some code sites on the net, I've seen that there are some 
glitches with the water boundaries that can be taken advantage of.  Edging close 
to the boundary so that you're half in and half out can give you your dry-land 
weapons while being shielded by the water.   (I haven't checked to see if you 
can drown while doing this)  One good Scorpion blast can put a stop to this, and 
you stand a good chance of getting fragged while trying to get this set up.

There's also a way to play with the water column on the top level to achieve a 
similar effect, which leaves you floating above the Cerebral Bore.  Hold the L 
button to stay on the floor and edge toward the hole.  Stop moving just as you 
start to fall and you'll be stuck floating above the Cerebral Bore.  Again, 
speed and stealth are the key here, since a good torpedo blast can delightfully 
interfere with the precise movement needed to pull this trick off

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's 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's 
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's an extra Health icon on the very top level, before you drop onto 
the central safe pad.


Escheria (BL) / Primattica (FT)

This is a small area with 4 levels, making lots of pits and ledges.  Two of the 
corners have pillars that you access by dropping down from the top levels.  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 
level.  The Firestorm and Charge Dart are in the 3rd level up, and health 
bonuses are on the top and bottom levels.
This level is very confined, making 3 and 4 player matches very chaotic.  You 
can't hide 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 level, and the Scorpion is in the corners of the lowest 
level.  The Grenade Launcher is at the very top next to the health bonuses.


Mosh Crypt (BL) / Crossfire (FT)

You'll see 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 level.  The safe pads 
for Frag Tag are on opposite corner platforms of the central room.  The lower 
level of the central room has two elevators and two ladders.  The ladders drop 
down one level (where you find health bonuses), where you can take an elevator 
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

This one is a bit chaotic.  It has basic symmetry, but it's still pretty large, 
so you're better off exploring this one solo.  Even when you can see your 
opponents' screens, the rooms are so similar that it's still confusing.


Crazy Eight (BL) / Y.N.G.W.T.S.F. (FT)

A small symmetrical area shaped roughly like a four leafed clover.  You'll see 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.  You'll notice that 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

It doesn't get much simpler than this.  A ring hallway with 4 doorways that all 
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.  Don't 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.



8.  Miscellaneous

As always, this guide is a work in progress, and will change.  My apologies in 
advance if you find anything wrong or if I made some boneheaded mistake.  We 
invite corrections, comments, and submissions of any type to snake75@webtv.net.  
Remember that WebTv (sux) does not handle e-mail attachments well, so put 
anything in the main message body.  If that won't work, let me know and I'll 
give you a different address.

From what I've seen happen with GoldenEye, Duke Nukem 64, and Turok 1, I'm sure 
that people are going to find plenty of glitches and bugs, especially with 
cheats and a gameshark.  Since I won't be able to keep up after awhile, I've 
decided to narrow the field a bit.

I'm not going to keep track of bugs and glitches unless it's something quickly 
workable and affects strategy in the level.  If you have to cheat or spend a lot 
of time working a trick, I think it diminishes the game a bit.  For that reason, 
coupled with issues of time, I'm also not going any more in depth on the Warp 
cheat mode.

GameSages and N64CC do a better job of keeping track of this stuff, so I'll 
leave the bugs to them.  This guide is also posted at www.console-gamer.com 
(thanks, Richard)

Thanks for reading.