Turok 2

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0 ❌
25 ❌
0 ❌
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0
Generation

Generate for Offline

Receive starting inventory without connecting to AP. Only set to True if you want to play completely solo, with no auto trackers or AP server. If set to True... - The game will not work properly with the built-in tracker - You will receive duplicate starting items from the AP server if you do connect
25
0
0
Goal

Level Goal

The number of levels you need to complete for your goal. If the Primagen goal is None, it will fail to generate if this is not set to at least 1.
This is a range option.

Accepted values:
Normal range: 0 - 6
0 ❌
25 ❌
0 ❌
0
0
0
0

Primagen Goal

Sets the Primagen goal. See the RandomizePrimagenKeys setting for options on how to get to the lair. - None: The Primagen is not part of the goal. Primagen Keys are not in the item pool. - Defeat: Defeat the Primagen and view the ending cutscene. - Get to Lair: Arriving at the Primagen's lair will complete the goal. Use this if you want Primagen Keys to be part of the goal, but don't want to fight the boss.
0
25
0
0

Randomize Primagen Keys

If the Primagen goal is not None, sets how you get the Primagen Keys. - Vanilla In Pool If level Excluded: Primagen Keys are in their vanilla locations. If that level is excluded, it will be in the item pool. - Vanilla Start With If Level Excluded: Primagen Keys are in their vanilla loactions. If that level is excluded, you will start with it. - In Pool: The Primagen keys will be in the item pool to find. - Levels: The Primagen keys will be given to you after you complete the number of levels specified in the LevelGoal setting.
0
0
25
0
0
Level Progression Options

Starting Levels

The set of levels that will be unlocked at the start of the seed. You can add multiples of the following entries: - Random: Will pick from any non-excluded level - RandomEarly: Will pick from any non-excluded level, prioritizing levels 1-3 - RandomLate: Will pick from any non-excluded level, prioritizing levels 4-6 Valid levels: [ "Random", "RandomEarly", "RandomLate", "Port of Adia", "River of Souls", "Death Marshes", "Lair of the Blind Ones", "Hive of the Mantids", "Primagen's Lightship" ]

Excluded Levels

The set of levels that will never be unlocked. You can add multiples of the following entries: - Random: Will pick from any non-excluded level - RandomEarly: Will pick from any non-excluded level, prioritizing levels 1-3 - RandomLate: Will pick from any non-excluded level, prioritizing levels 4-6 Valid levels: [ "Random", "RandomEarly", "RandomLate", "Port of Adia", "River of Souls", "Death Marshes", "Lair of the Blind Ones", "Hive of the Mantids", "Primagen's Lightship" ]

Progressive Warps

Progressive Warp items for each level will be added to the item pool. Warp portals will now be blocked by a barrier if you do not have the required number of these items. Highly recommended for this to be on if on a multiworld, as it splits up levels into logical sections.
0
25
0

Progressive Warp Strength

Used if Progressive Warps are on. The number of warps each Progressive Warp item allows you to travel through. - Low: Each Progressive Warp advances through one warp - Quarter: Each Progressive Warp advances through roughly a quarter of the level - Half: Each Progressive Warp advances through roughly half of the level - Most: Each Progressive Warp advances through most of the level
This is a range option.

Accepted values:
Normal range: 1 - 15

The following values have special meanings, and may fall outside the normal range.
  • 1: Low
  • 3: Quarter
  • 5: Half
  • 8: Most
25 ❌
0 ❌
0
0
0
0

Starting Progressive Warps

Used if Progressive Warps are on. The number of Progressive Warp items you will start with. If set too low, this could cause generation failures for solo worlds if not a lot of item types are included in the item pool, depending on your starting levels. If set too high, your sphere 1 will be really big.
This is a range option.

Accepted values:
Normal range: 0 - 20
0 ❌
25 ❌
0 ❌
0
0
0
0

Level Unlock Method

Defines how levels that aren't set as starting levels are unlocked. - All Level Keys: Vanilla behavior (levels 1-5 need 3 level keys; level 6 needs 6 level keys) - One Level Key: One level key is needed for entry. Receiving it grants all level keys for that level. There will be only one level key in the pool for each included level. - One Progressive Warp: One progressive warp is needed for entry. The first one received will grant all level keys as well as the warp progression it normally does. This balances multiworlds by preventing huge level unlocks if a key is found late. This setting falls back to One Level Key if progressive warps are off.
25
0
0
0
Weapon Options

Randomize Weapons

Whether to include static weapon pickups in the list of locations to check. Each weapon will have one entry in the item pool. Any ammo in the item pool will be random ammo pickups, granting ammo in a random owned weapon (favoring those lacking ammo). This is to ensure that you can always get ammo for the randomly rolled weapons.
0
25
0

Starting Weapons

The list of weapons to start with. Include them multiple times in the list if you wish to start with multiple ProgressiveWeaponAmmoUpgrades. Will not be included if in the ExcludedWeapon list. Valid weapons: [ "War Blade", "Tek Bow", "Pistol", "Mag 60", "Tranquilizer Gun", "Charge Dart Rifle", "Shotgun", "Shredder", "Plasma Rifle", "Firestorm Cannon", "Sunfire Pod", "Cerebral Bore", "P.F.M. Layer", "Grenade Launcher", "Scorpion Launcher", "Flame Thrower", "Razor Wind", "Harpoon Gun", "Torpedo Launcher", "Nuke" ]

Excluded Weapons

The set of weapons to exclude from the item pool, meaning you won't see them in your seed. Valid weapons: [ "War Blade", "Tek Bow", "Pistol", "Mag 60", "Tranquilizer Gun", "Charge Dart Rifle", "Shotgun", "Shredder", "Plasma Rifle", "Firestorm Cannon", "Sunfire Pod", "Cerebral Bore", "P.F.M. Layer", "Grenade Launcher", "Scorpion Launcher", "Flame Thrower", "Razor Wind", "Harpoon Gun", "Torpedo Launcher" ]
 

Force Early Weapon

Forces an early weapon so you have more than just the bow.
0
25
0

Nuke Behavior

Defines how to get the Nuke weapon. - Disabled: There is no Nuke. Oblivion portals will have a random check. - Vanilla In Pool If level Excluded: The 6 Nuke Parts are in their vanilla locations. If that level is excluded, it will be in the item pool. - Vanilla Start With If Level Excluded: The 6 Nuke Parts are in their vanilla loactions. If that level is excluded, you will start with it. - Nuke Part Hunt: The 6 Nuke Parts will be shuffled into the pool. Oblivion portals will have a random check. - Weapon Pickup: The Nuke will be obtained as a single item. Oblivion portals will have a random check.
0
0
0
25
0
0

Use Weapon Barriers

Cannot be used unless playing with randomized weapons. Places green warp barriers at the start, middle, and/or end of each level that you cannot pass until you obtain a certain number of unique weapons. These include all weapons in the game, excluding the Talon, Bow, Flare Gun, Nuke, Harpoon Gun, and Torpedo Launcher. It's recommended to use this if you want to avoid potentially using the bow for longer periods of time (especially if using minimal accessibility). The specific settings are configured in WeaponBarrierSettings.
0
25
0

Weapon Barrier Settings

Controls when weapon barriers appear (see UseWeaponBarriers for more details). Must contain the keys "Level X Start", "Level X Mid", "Level X End" for levels 1-6, and "Primagen". - "Start" places a barrier on the second warp of each level - "Mid" places a barrier on the map of the second checkpoint station of each level - Level 6 is the exception, which places it on the portal to Wing 3 - "End" places a barrier on the exit portal, preventing entry to the totem/boss - "Primagen" is the Primagen boss fight Note that the max number of progressive weapons is 17.
This option cannot be modified here. Please edit your .yaml file manually.
Ammo Options

Randomize Ammo Pickups

Whether to include ammo pickups in the list of locations to check. Set this to the percentage of all ammo pickups you wish to include. Each 1% adds approximately 7 locations.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • 0: None
  • 100: All
25 ❌
0 ❌
0
0
0
0

Progressive Ammo Upgrades

Only used if randomizing weapons. Standard arrows are not affected for balance reasons. Does not include weapons with no ammo. Places multiple of each weapon in the item pool. For each of the same progressive weapon found, less ammo will be consumed. Use this in combination with the max ammo multipliers to nerf/buff weapons as the seed progresses. Example with the Mag 60: if set to 3, the first Mag 60 will consume 3x the normal ammo per shot (9). The second will comsume 2x (6). All three will be vanilla behavior (3).
This is a range option.

Accepted values:
Normal range: 1 - 5
25 ❌
0 ❌
0
0
0
0

Max Ammo Settings

Defines the max ammo percentages for the various ammo types. For example, 100 would be vanilla, 200 would be double vanilla, etc. Be careful with setting these to low values, as it will severely limit your shot count. Inputs accepted: - Any number between 1 and 400 - A range in the format "low-high" - e.g. "Bullets": "50-150" would generate a value between 50-150, inclusive - "quarter": Equal to 25 - "half": Equal to 50 - "vanilla": Equal to 100 - "double": Equal to 200 - "triple": Equal to 300 - "quadruple": Equal to 400 Vanilla ammo counts, for reference: - Bullets: 50 - Shotgun Shells: 20 - Explosive Shotgun Shells: 10 - Tek Arrows: 10 - Tranquilizer Darts: 15 - Charge Darts: 30 - Plasma Rounds: 150 - Sunfire Pods: 6 - Bores: 10 - Mines: 10 - Grenades: 10 - Scorpion Missiles: 12 - Flame Thrower Fuel: 50 - Nuke Ammo: 5 - Spears: 12 - Torpedoes: 3
This option cannot be modified here. Please edit your .yaml file manually.

Min Random Ammo Percent

When receiving a random ammo, the minimum percentage of ammo you can get in a random weapon. If greater than MaxRandomAmmoPercent, this becomes the max.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Max Random Ammo Percent

When receiving a random ammo, the maximum percentage of ammo you can get in a random weapon. If less than MinRandomAmmoPercent, this becomes the min.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0
Item Pool Options

Randomize Health Pickups

Whether to include static health pickups in the list of locations to check. Note that the four ultra healths in the Level 6 hub are excluded, as these only exist in lower difficulties. Set this to the percentage of all life forces you wish to include. Each 1% adds approximately 8 locations. - None: No health pickup locations will be included - All: All health pickup locations will be included - Full And Ultra Only (value of -1): Only full and ultra health locations will be included.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • 0: None
  • 100: All
  • -1: Full And Ultra Only
25 ❌
0 ❌
0
0
0
0

Randomize Life Forces

Whether to include Life Forces in the list of locations to check. Set this to the percentage of all life forces you wish to include. Each 1% adds approximately 13 locations. - None: No Life Force locations will be included - All: Both yellow and red Life Forces will be included - Yellow Only (value of -1): Only yellow Life Forces will be included - Red Only (value of -2): Only red Life Forces will be included
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • 0: None
  • 100: All
  • -1: Yellow Only
  • -2: Red Only
25 ❌
0 ❌
0
0
0
0

Randomize Eagle Feathers

Whether to include eagle feathers in the list of locations to check. Setting this to False will place them in their vanilla locations.
0
25
0

Randomize Talismans

Whether to include talismans in the list of locations to check. Setting this to False will place them in their vanilla locations. - Vanilla In Pool If level Excluded: Talismans are in their vanilla locations. If that level is excluded, it will be in the item pool. - Vanilla Start With If Level Excluded: Talismans are in their vanilla loactions. If that level is excluded, you will start with it. - In Pool: The talisman will be in the item pool.
0
0
25
0

Randomize Mission Items

Whether to include items needed to finish the level. For example, the power cells in level 1 or the graveyard keys in level 2.
0
25
0

Randomize Switches

Each switch triggered will be a check. Includes switches you touch and shoot. Talisman/Oblivion portal switches as well as the level 5 force field generators are included here. This will put one filler item into the item pool per switch.
0
25
0

Randomize Mission Objectives

Each mission objective task will be a check. For example, each rescued child is one check. This will put one filler item into the item pool per mission objective task.
0
25
0
Enemy Options

Randomize Enemies

Randomizes most enemies in the game. Every time an area is loaded, each enemy is replaced with one from a pool based on the option set here. Areas can be reloaded to see a different set of enemies if enemy-activated doors cannot be triggered (or if it's generally too hard). - Vanilla: Enemies are not randomized - Same Level: Uses a pool of enemies from the current level, excluding oblivion enemies. Oblivion portals will only contain oblivion enemies. - Same Level Include Oblivion: Uses a pool of enemies from the current level including all oblivion enemies. Oblivion portals can also include enemies from that level. This is generally harder than the "Same Level" setting. - Similar Difficulty: Uses a pool of enemies of similar difficulty to the ones in the current level. - Scale to Weapons: Uses pools from increasingly higher levels the more weapons you own (excludes underwater only ones). - Chaos: Any enemy from the game can be anywhere. This is generally the hardest setting.
25
0
0
0
0
0
0

Randomize Enemy Spawners

Only used if RandomizeEnemies is not set to Vanilla. Randomizes what enemies will be spawned by most enemy spawners. Every spawn will roll independently from the pool. Be careful, as this could potentially make some areas VERY difficult. Spawners affected include undead spawners (Sisters of Despair included), wasp nests, spider holes, and mite hives. Totem spawns are not affected, but are instead determined by the RandomizeEnemies setting. Spawners in boss levels always roll from the "easy only" pool if spawners are randomized at all. Primagen boss spawns will always be vanilla. - Vanilla: Enemy spawners are not randomized - Use Randomize Enemies Setting: Uses the same pool as RandomizeEnemies - Easy Only: Uses a pool containing low health, easy to kill enemies
25
0
0
0

Enemysanity

Adds a check for killing each static (non-enemy spawner) enemy in the game, excluding bosses. Note that this only includes enemies that exist in all difficulties. This works with RandomizeEnemies, but note that you may occasionally have to reload the map to re-randomize if an enemy ends up being too hard to kill due to its size, behavior, etc. Each 1% adds approximately 15 locations.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • 0: None
  • 100: All
25 ❌
0 ❌
0
0
0
0
Tricks

Level 3 River Ledge Jump

Enables a trick to jump to the ledge with the row of red Life Forces near the start of the level. This skips needing the Breath of Life to get them.
25
0
0

Level 3 Bridge Jump

Enables a trick to jump to the bridge from the second ammo storage facility (in 3-4). This will skip the progressive warp portal leading from the bottom to the top of the map.
25
0
0

Level 3 Eye of Truth Skip

Enables a trick to ledge grab the far end of the invisible Eye of Truth bridge to skip the talisman. This allows access to the new area, as well as all the pickups on the bridge.
25
0
0

Level 4 Skip Torpedo Launcher

If true, the Torpedo Launcher is not in logic for the last part of the water maze in Level 4. The two switches before you can drop back down to the start are always in logic.
25
0
0

Level 5 Jump to Primagen Key Path

Enables a trick to jump from the Embryo 3 catwalk to the Primagen Key path in Level 5. This allows you to skip the Breath of Life here.
25
0
0

Level 6 Eye of Truth Skip

Enables a trick to ledge grab the invisible part of the Eye of Truth bridge to skip the talisman. The invisible bridge can be navigated as if you had the talisman.
25
0
0

River of Souls Death Jumps

Some items on the surface of the River of Souls can be obtained by jumping into them and taking a death. This setting controls how this is handled logically. - Out of logic: If you would normally die getting this, it isn't in logic. Nothing prevents you from getting it. - In logic: Requires a death or save scumming AP checks. Infinite lives cheat may be required. - Prevent Collection: The mod will prevent collection until Breath of Life is obtained. The checks in logic for this are: - Level 3-1 - The 5 Life Forces at the start by the Breath of Life icon. - The 4 Life Forces by the single river log. The two far ones can be obtained from the platform near the wasp hive. - Level 3-3 - 3 of the Life Forces at the start by the Breath of Life icon. - The 4 Life Forces by the checkpoint ladder. The far one can be obtained by jumping to it from the bridge.
25
0
0
0

Jump Through Lava

You have a little bit of time to repeatedly jump through lava before you die. This can be used to get pickups without the Heart of Fire. This setting controls how this is handled logically. - Out of logic: If Heart of Fire is meant to be required, it isn't in logic. Nothing prevents you from getting it. - In logic: All lava items are in logic and will require you to jump through lava to get them. - Prevent Collection: The mod will prevent collection until Heart of Fire is obtained. The checks in logic for this are: - Level 4-7: All items in the small and big lava rooms - Level 5-9: The Life Forces on the lava in the exit room - Level 5-E3: The weapons on the platform (technically lava jumps aren't required to get here)
25
0
0
0
Local Item Pool

Local Weapon Percentage

The percentage of weapons forced to your local world. Make sure to set this higher if you are playing in a big multiworld so you can actually get new weapons.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Local Health Percentage

The percentage of filler health pickups forced to your local world. Make sure to set this higher if you are playing in a big multiworld so you can actually get health when you need it. Setting this too high could result in generation failures.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Local Ammo Percentage

The percentage of filler ammo forced to your local world. This includes the ammo fill percentages and those as generated filler items. Make sure to set this higher if you are playing in a big multiworld so you can actually get ammo when you need it. Setting this too high could result in generation failures.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0
Filler Item Pool

Filler Distribution

How the filler item pool will be calculated. In all options, traps will take up the given percentage of the item pool specified in the TrapPercentage setting. Filler items are Life Forces, Health, Ammo pickups, and traps. In all cases, if more locations need to be filled, the weights defined in the FillerWeights setting will be used. - Vanilla: Randomized vanilla items will be added to the pool. - Vanilla Custom Weights: Randomized vanilla items will be added to the pool, but health and life forces will use the weights specified in the HealthWeights and LifeForceWeights settings. - Custom: Uses the weights defined in the FillerWeights setting.
25
0
0
0

Filler Weights

The weights of non-vanilla pickups in the non-progressive item pool. Consider setting values to 0 if not including the respective pickup. Accepts values from 0-1000, inclusive.
This option cannot be modified here. Please edit your .yaml file manually.

Health Weights

Only used if FillerDistribution is set to Vanilla Custom Weights or Custom. The weight of health pickups when non-vanilla or custom weighted health pickups are rolled. Accepts values from 0-1000, inclusive.
This option cannot be modified here. Please edit your .yaml file manually.

Life Force Weights

Only used if FillerDistribution is set to Vanilla Custom Weights or Custom. The weight of Life Forces when non-vanilla or custom weighted Life Forces are rolled. Accepts values from 0-1000, inclusive.
This option cannot be modified here. Please edit your .yaml file manually.
Traps

Trap Percentage

The percentage of traps in the filler item pool. Generally, more locations means more traps, so be careful when including a ton of item types (such as all Life Forces).
This is a range option.

Accepted values:
Normal range: 0 - 100
25 ❌
0 ❌
0
0
0
0

Enemy Trap Pool

The pool of enemies that enemy traps will pull from. If using a level setting and you aren't in a level, it will choose from the pool of all enemies. - Same Level: Uses a pool of enemies from the current level, excluding oblivion enemies. Oblivion portals will only contain oblivion enemies. - Same Level Include Oblivion: Uses a pool of enemies from the current level including all oblivion enemies. Oblivion portals can also include enemies from that level. - Similar Difficulty: Uses a pool of enemies of similar difficulty to the ones in the current level. - Scale to Weapons: Uses pools from increasingly higher levels the more weapons you own (excludes underwater only ones). - Chaos: Uses a pool of all enemies.
25
0
0
0
0
0

Trap Weights

The weight of all trap types. Accepts values from 0-1000, inclusive. - Enemy Trap: - Spawns 1-3 random enemies near you. - Damage Trap: - Does damage to you depending on your difficulty. It will never bring your health to 0. - Easy: 5% of your current health - Normal: 10% - Hard+: 20% - Spam Trap: - Spams your screen with useless messages.
This option cannot be modified here. Please edit your .yaml file manually.
Gameplay Options

Unchecked Pickup Indicators

Whether to show all unchecked pickups with the game's important (!) indicator. Requires the in-game "Show Hints" option to be on. This can be toggled from the rando's custom UI. The value defined here is just the default.
0
25
0

Unchecked Enemy Indicators

Only applicable if using Enemysanity. Whether to show all unchecked enemies with the game's important (!) indicator. Requires the in-game "Show Hints" option to be on. This can be toggled from the rando's custom UI. The value defined here is just the default.
0
25
0
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.