Zero's Turok: Rage Wars The Complete Guide Version 1.0 By, Zero (ZeroX2004@hotmail.com) Started 7/15/00 Finished 7/18/00 *Introduction* Welcome to Zero's Complete Guide for Turok: Rage Wars! This is my first FAQ for any game, and I plan to make it bigger and better that any guide available for this game. Turok: Rage Wars is unlike any other game for the Nintendo 64. Rage Wars is a multiplayer exclusive game, containing many deathmatching aspects. Therefore, it is impossible to include a walkthrough. Instead, this guide contains strategies for every character, weapon, and much more. Enjoy, and happy hunting. -Zero *Contents* 1. Story 2. Zero's Laws of Survival 3. Weaponry -Bullet Weapons -Energy -Explosive -Special -Grade 4. The Cast -Character Bios -Strategy -How to Beat 5. Bosses -Bastille -Syra -Symbiont -Tal Set 6. Power Pills 7. Rankings 8. Map Lisitngs 9. Things to Unlock/ Medals -Codes 10. Misc. ********** *1. Story* ********** The Lost Land was born of chaos. Since the dawn of time, the Turok have maintained the balance between good and evil, order and chaos. The Turok control the "Light Burden," a sacred vessel that holds the last remnants of the pure energy source that created the Lost Land. Whoever controls the Light Burden controls the power of creation. Fierce battles were waged in an effort to wrestle control of the Light Burden from the line of Turok, and plunge the Lost Land into darkness. Now you must prove yourself worthy to wield the Light Burden. You must relive the challenge of your ancestors and survive the Rage WarsÖ ***************************** * 2. Zero's Laws of Survival* ***************************** Welcome to a little section I like to call, "Zero's Laws of Survival." This section includes basic rules to survive in a Turok: Rage Wars deathmatch. If you would like to contribute to this section, email me, and I will post your tip with full credit to the submitter. Ready? Let's begin! Rule No. 1: Mercy Is For The Weak Basically this says, don't let wounded enemies escape! To do so would be losing an opportunity to gain an all-important frag. Plus, the enemy will just return later, with more health and ammo to kill you. Rule No. 2: Don't Stop! The worst thing to do in the heat of battle is to stop to line up your shot. You'll only become cannon fodder, or an easy target for the all powerful chest-burster. On the other hand, sometimes stopping can be useful. "Camping," or hiding in the shadows, is definitely a cowardly way to win, but when there's no other optionÖ Rule No. 3: Keep Ammo Stocked This can be worse than stopping. So, you're in a brutal firefight, and you and your opponent are fatally wounded, and as you're about to deliver the deathblow that will win you the battleÖ you're switched to your warhammer and your opponent blows your pitiful head off. This should NEVER happen. Never run out of ammo. Feel free to flee battle to gain some more ammo, which leads us to the 4th ruleÖ Rule No. 4: "He Who Fights and Runs AwayÖ" "ÖLives to fight another day." And how true it is! This is the opposite of Rule 1. If you are badly damaged, don't be an idiot and continue to empty your ammo! Get outta there! Unfortunately for you, if your opponent realizes that mercy is for the weak, he/she will realize to stop you before you can pick up health or ammo. Rule No. 5: Camper's Paradise Certain levels in Rage Wars are very dark, with tons of shadows and alcoves. Use these to your advantage! Duck into the shadows and wait for a hapless victim to stumble along your path. When he comes near, blast him. Better yet, place a PFM or two to leave a nice present for the next victim to stumble into the shadows. Just be sure that victim isn't you! Rule No. 6: Know What You're Up Against Not every battle will be a cakewalk, especially against a skilled human player. Sure, they can claim that AI in video games is revolutionary, but bots can only do so much. In fact, in Rage Wars, they seem VERY stupid, even at their most difficult levels. But a human player can adapt to your strategies. Therefore, know your opponent. Know how they battle, and what weapons they are fond of. In Rage Wars, you can choose your own weapons, so bring weapons that suit how you fight, and counter how your opponent fights. If your opponent uses slow, powerful weapons, bring quicker weapons such as a Plasma Rifle or a Mag-60. Likewise, go into battle with weapons that compliment each other. If you bring a slow weapon such as a Flare Gun, compliment it with the Minigun. Mix and match! Rule No. 7: Be Aggressive! Sure, camping can be fun and effective. And it's sure fun to piss off your human opponents. But while you're waiting in the shadows, the other players are out getting frags off of each other! Plus, it's easy to get caught off guard and end up eating a Scorpion. Instead, hunt down your opponents, and try to catch THEM off guard. Rule No. 8: Memorize Spawning Locations After a brutal beating, knowing the spawning spot of the 50-health can mean the difference between life and death. That is exactly the reason to know the location of all spawning spots. This is especially useful while fleeing a relentless pursuer, and you're down to your warhammer. Most importantly, know where the elusive Power Pill spawns, so you can pick it up to gain a definitive edge over your opponents before a battle. Rule No. 9: Be Careful Now, this may sound weird to say in a deathmatch scenario, but it is very important to watch your step in Rage Wars. This includes falling into pits, lava, or shooting an explosive within a short vicinity to your own body. Not only do you look like an idiot, but also you then loose all your ammo, and worst of all, you loose a frag! And since frags decide the winner in Rage Wars, don't do more damage to yourself then to your opponents. And FinallyÖ Rule No. 10: Don't Fear Death Sure, victory is sweet. There's nothing as great as standing over your dead opponent laying in a pool of his own blood. But death is only a minor set back in Rage Wars. If you are killed in a prolonged firefight, don't sweat it. You'll come back fully healed, and healthy enough to hunt down your still weak opponent. Again, if you have any "Laws of Survival" to submit, E-mail me at ZeroX2004@hotmail.com You will be given full credit if it is posted. ************* *3. Weaponry* ************* AhhhhhÖ there's nothing like the feeling of hunting your foe with a powerful weapon in your arms. The weaponry is above all what makes this game (in my opinion). From the shotgun to the chestburster, there are tons of weapons to complement any fighting strategy. ---Warhammer--- Description -Requiring no ammo, this is what you're stuck with if you exhaust your ammo supplies down to zero. Move close to your target and swing away. It is a default weapon carried by all warriors except the Raptors and Mites. Primary Fire - Swing Secondary Fire-Rocket Hammer Ammo -None Strategy -So you're stuck with the warhammer. Get up close and swing away. Want a better strategy? Get some ammo. Bullet Weapons ************** ---Mag 60--- Description -A returning favorite from Turok 2. This baby is a semi- automatic pistol shoots three bullets at a time in primary fire mode. Primary Fire -Three round burst Secondary Fire-Laser sight mode Ammo -Bullet Rounds Strategy -The Mag 60 is back, and better than ever! It now includes A laser sight mode when B is held down to shoot a more powerful shot that deals 50 damage! This is a great all around weapon that I'm always sure to include in my arsenal. ---Minigun--- Description -Deathmatch's deadliest weapon. It sprays bullets at an Alarming rate, ripping anyone into pieces. Primary Fire -Continuous bullet spray Secondary Fire-Shield (energy rounds) Ammo - Bullet Rounds Strategy -Oh, yeah! Nothing better than cutting your opponent into pieces with this bad boy. That is, if you can shoot them enough to take them down. See, my biggest problem with the Minigun is this. Despite how fast it shoots, it is very Weak. It is definitely a good choice for the frantic shooter, but not for anyone who enjoys to knock an opponent off their feet. ---Assault Rifle--- Description -A basic rifle that shoots either a single bullet, or a continuous stream of them. Primary Fire -Single shot Secondary Fire-Automatic Assault Rifle Ammo -Bullet Rounds Strategy -This is a well-rounded weapon that has balanced attributes. Sense a "but" coming on? BUT, I have never been a big fan of the assault rifle. The single bullet does a good amount damage, sacrificing speed and accuracy. This gun conserves ammo fairly well, so it would be a good choice for beginners. ---Shotgun--- Description -The term Shotgun should be familiar to most deathmatchers, but this one is better. Great at point-blank range, not so great from a distance. Primary Fire -One double-barrel shot Secondary Fire-Street Sweeper Ammo -Bullet Rounds Strategy -I NEVER go into battle without this baby. This should be used point-blank to match max efficiency. The Street Sweeper is even better. You load 4 shells and shoot them off all at once, dealing massive damage at close range. Energy Weapons ************** ---Tek Bow--- Description -Another returning favorite from Turok 2 and Turok 1. It shoots off explosive arrows to lodge in your opponent. (Man, I love deathmatches!) Primary Fire -Arrow shot Secondary Fire-Sniper mode Ammo -Energy Rounds Strategy -A truly nostalgic weapon from Turok's past. In fact, what would a Turok game be without it? This weapon is a camper's dream. In sniper mode, take time to line up your shot, then let 'er rip. One shot should be enough to take down all but the healthiest opposition. ---Flare Gun--- Description -ANOTHER blast from Turok's past (Turok 2)! At least time It can be useful. Primary Fire -Radioactive Flare Secondary Fire-Radioactive Meltdown Ammo -Energy Rounds Strategy -Why? Why even consider bringing this into battle. Sure, it's radioactive flares do damage, if you're facing someone dumb enough to step into the light. Just leave this gun at home. ---Plasma Rifle--- Description -Okay, if you played Turok 2, you should be familiar with this baby. Except, in Turok 2, this was the weakest gun you could basically get. Now, its greatly improved. Primary Fire -Plasma energy shot Secondary Fire-Sniper mode Ammo -Energy Rounds Strategy -The great debate for me is always Tek Bow vs. Plasma Rifle. Usually I opt for the Plasma Rifle. Why? The main difference is that the Plasma rifle is faster, but a little weaker, and the Tek Bow is slower and stronger. ---Boomerang--- Description -Unlike a usual boomerang, this boomerang has three jagged edges that slice through your target once its thrown. Primary Fire -Throw Secondary Fire-Throw and slow Ammo -Energy Rounds Strategy -The boomerang is a unique weapon to find in a deathmatch. Even more unusual is finding someone who uses this weapon successfully in the heat of battle. The Boomerang is useful for taking out a foe who doesn't see you coming. It does a fair amount of damage, and the throw and slow is to get your opponents blood boiling. A major throwback is your vulnerability when waiting for the boomerang to return after you've thrown it. ---Emaciator--- Description -This alien looking piece of sickening machinery is used to turn your opponent into a living stick figure. Primary Fire -Rapid fire whither Secondary Fire-Charged shot whither Ammo -Energy Rounds Strategy -This is truly a wicked weapon to humiliate your enemies, while slowly draining their health. If an enemy escapes after you've whittled away at him, he'll slowly gain his shape back, so don't let him get away! I personally prefer the "Emaciator's Evil TwinÖ" ---Inflator--- Description -"The Emaciator's Evil Twin." Instead of whittling away at your enemies, you either pop 'em like a balloon or make them the biggest target around! Primary Fire -Oxygen dart Secondary Fire-"Balloon" shot (he he he) Ammo -Energy rounds Strategy -Man, oh, man do I love this gun! I mean, why make your opponents thinner (harder to hit) when you can make them easy targets?!? Charge up your shot and let it rip to really burst your opponents bubble (heheh). Opt for this instead of the Emaciator. ---Freeze Gun--- Description -NOT A KILL WEAPON! This rifle weapon is meant as support weapon to slow down your opponent before the big kill. Primary Fire -Liquid nitrogen shot Secondary Fire-Nitrogen frost Ammo -Energy Rounds Strategy -I said it once, and I'll warn you again. This is NOT a kill weapon! It is a great support weapon, but you won't get a kill from this gun alone. My brother for example is great with this baby. I am not a really big fan of this gun, but if it sounds good to you, who am I to judge? ---Chestburster--- Description -It doesn't get nastier than this. This alien weapon plants an alien fetus inside your opponent. Note: This must be unlocked in the Mantid Soldier trial before it is available. Primary Fire -Poison dart shot Secondary Fire-Embryo shot Ammo -Energy Rounds Strategy -I never imagined that a gun could be any cooler than the Cerebral Bore, but that was before the Chestburster. Primary fire mode is practically useless, but the embryo shot is a definite one hit kill. Plus, the death animation couldn't be cooler. On the other hand, if you're on the receiving end, not all is lost. Either run for the Power Pill, or kill the lil' sneak that planted it in you to abort the fetus. Explosive Weapons ***************** ---Napalm Gel--- Description -This puppy launches Remote explosives to label your victim. Primary Fire -Explosive gel capsule Secondary Fire-Detonation Ammo -Explosive rounds Strategy -The uses for Napalm Gel are endless. Simply place and detonate when you want. Place traps in shadows, near the Power Pill, enemy re-spawning locations, ON your enemyÖ Then just detonate to give the victim a fiery treat. Plus, you can just hold down the secondary fire button as you launch to get your gel to explode on contact. A great Choice to fill the explosive slot. ---Grenade Launcher--- Description -GrenadeÖ Launcher. Need I say more? Yeah, I guess so. these little explosives do heavy damage, so don't launch them close to you. Primary Fire -Grenade lob bounce Secondary Fire-Non-bounce grenade lob Ammo -Explosive Rounds Strategy -Though my least favorite explosive choice, these little packages do hefty damage. To use these effectively, know when and when NOT to bounce. It's that simple. ---Scorpion Launcher--- Description -Wow. This missile launcher is a welcome comeback from Turok 2, and it still packs a punch. Primary Fire -Missile launch Secondary Fire-Repulsor Ammo -Explosive Rounds Strategy -This is a standard explosive weapon; a high powered rocket that not only does severe direct damage, but good splash damage as well. There's really not much to say. It is a Rocket launcher. A great one. Special Pickups *************** Some levels contain some exclusive weapons pickups to aid in the massacre of your opponent. PFM Mines -Pick this up and you receive three proximity mines to place at your leisure. If anyone decides to wander into it's vicinity, it will explode and do severe splash damage. Iron Claw -This is a vicious and brutal weapon, that you lay in the middle of a path for a hapless victim to stumble into it. It only slows 'em down and does a mere 30 points of damage. Sentry Turrent-This deadly little number is possibly one of the deadliest pickups available. When used, you place a turrent, that locks onto and shreds anyone who steps near it. The bullets it sprays are high powered and are sure to severely damage, if not kill anyone nearby. Cerebral Bore ñThe nostalgic memories of liquefying opponent's brains in Turok 2 can be relived with the new Cerebral Bore pickup. Just keep your opponent in your sights so you can get a lock on their brain waves. After you get a lock, let it rip! Your victim shrieks in pain as the little bore drills into his brain, spewing brain tissue everywhere. Oddly enough, this isn't fatal! Also, now the bore will no longer lock onto the brain waves of Raptors or Mites. Plus, the bore no longer explodes after drilling into the victim's skull. I guess that's because if it did explode, it would be fatal. That means no more cool exploding heads. Grades ****** So, lets see what guns passed the test, and what guns are better off collecting dust on the shelves. I took into consideration the ROF (Rate of Fire), the power of it, its uses, and the overall usefulness of it. Without further ado, lets get to the grades! Bullet Weapons ************** ---Mag 60--- The Mag 60 is a great all around weapon and one that always ends up in my arsenal. The primary fire burst is great, and the laser sight is even better. This ones a keeper. ROF :8/10 Power :9/10 Useful :9/10 Overall:9/10 ---Assault Rifle--- The Assault Rifle is easily the most well rounded gun in the game, and pretty effective too. It's fast and strong; a solid choice to fill a bullet weapon slot. ROF :9/10 Power :8/10 Useful :8/10 Overall:8/10 ---Shotgun--- The shotgun is truly a gem to use in close quartered combat, but loses its efficiency the farther the distance from the target. Nonetheless, the shotgun can be your best friend in a heated firefight. ROF :7/10 Power :9/10 Useful :8/10 Overall:8/10 ---Minigun--- And then there's the Minigun! While many argue about the minigun's spectacular ROF. But I usually opt for the stronger assault rifle. However, it is still a solid gun. ROF :10/10 Power :7/10 Useful :8/10 Overall:7/10 Energy Weapons ************** ---Inflator--- The Inflator is not only strong, quick, and usefulÖ but its pretty damn cool too. Plus, the added humiliation that you deal to your opponents makes it all worth while. ROF :9/10 Power :10/10 Useful :9/10 Overall:9/10 ---Chestburster--- Yeah, so what?!? The Chestburster is hella cool, fast, and definitely strong. In fact, possibly the coolest thing in the game is listening to the increasing heartbeat as you've laid the seed, and you're debating whether to get outta there, cuz you still want to see the death sequence. ROF :7/10 Power :10/10 Use :9/10 Overall:8/10 ---Plasma Rifle--- As with the Tek Bow, the plasma rifle isn't meant for prolonged fire fights. Instead, sneak around (there's no radar) and snipe out your opponents. You gotta love it. ROF :8/10 Power :9/10 Useful :8/10 Overall:8/10 ---Tek Bow--- This weapon is for all you campers out there. A tek bow usually wont do much for you in a heated firefight, but if you hide in the shadows to pick out you opponents, you're using it right. ROF :6/10 Power :8/10 Useful :8/10 Overall:8/10 ---Emaciator--- Sure, this COULD be higher on the list, but if you constantly compare this to the Inflator, this gun looses its efficiency quick. Plus, by just thinning your opponent out, you're kinda doing him a favor. ROF :9/10 Power :8/10 Useful :6/10 Overall:7/10 ---Freeze Gun--- Now, you can tell that something's up if a non-kill weapon is found higher than the kill weapons. Why? The possibilities are endless. Wanna plant an alien embryo in your opponent, but the son-of-a-bÖ uh, gun, won't stand still? Freeze him first, the plant it. If you're lucky, the victim will still be frozen long enough for you to make your escape. ROF :8/10 Power :N/A Useful :8/10 Overall:7/10 ---Boomerang--- Don't get me wrongÖ this is a great weapon. Its just that I feel safer going into battle with a big gun instead of a boomerang. If you can get the drop on an opponent, good for you, this could be useful. Otherwise, leave this at home. ROF :5/10 Power :8/10 Useful :5/10 Overall:6/10 ---Flare Gun--- Okay. Okay. NO. Just don't. LEAVE it home. It an effective retreat gun to fire while you're fleeing, but with so many other good energy gun options, why bother? This needs to stay home. ROF :5/10 Power :7/10 Useful :5/10 Overall:5/10 Explosive Weapons ***************** ---Napalm Gel--- Dare I use the word "Perfect?" So its not completely perfect, but its pretty close. The possibilities are endless, so be sure to give this gun a try. ROF :9/10 Power :10/10 Useful :10/10 Overall:10/10 (not an average) ---Scorpion Launcher--- As great as the Napalm gel is, sometimes I just wanna blow stuff up in a more direct manner. Its strong, but its difficult to hit strafing opponents with. ROF :7/10 Power :10/10 Useful :8/10 Overall:8/10 --Grenade Launcher--- As I see it, all explosive weapons are great. Its great to scare the hell out of opponents by lobbing grenades towards them. The thrill is incredible. This one just came in last. ROF :7/10 Power :10/10 Useful :7/10 Overall:7/10 Healthy criticisms of my rankings are acceptable, and I may even post your opinion on this FAQ. But if your rant and rave, I don't have the time for it. ************* *4. The Cast* ************* -Joshua Fireseed (Turok)- Turok- Easy Warrior- Medium Master- Hard BIO -The ultimate champion of order, and guardian of the Light Burden. The latest Turok in the lineage, and is returning from his battle With the Primagen to take up the mantle. STRATEGY-Turok, the basic fighter. His attributes are well-rounded, So he's definitely a good choice for beginners and veterans Alike. The AI for Turok is actually smart, and will pop up all Over the map. -Adon- Adon- Easy Seeker- Medium Huntress- Hard BIO -The "Speaker of Forever Light" is formerly a speaker of peace. So, what is she doing in the Rage Wars? Anyway, she's an agile warriorÖ or something. STRATEGY-Oh, boyÖ let me think of how to put this. She is weak, but she is faster then other warriors. Opt for Syra to pack a punch. She doesn't regenerate her health anymore like in Turok 2 either. Against the Adon AI, she can be a big pain since she zips around. -Velociraptor- Raptor- Easy Slag- Medium Claw- Hard BIO -A vicious and vile prehistoric beast. It lives to hunt, and its bloodlust is unquenchable. It entered the Rage Wars because of its incredible hatred for the Turok lineage, and will not rest until Turok is dead. STRATEGY-The raptor is definitely my favorite characters. Most of my friends won't even play against me anymore, because I'm invincible with him. Sure, the raptor doesn't use guns, but with claws like that, who needs a gun??? Just go on the hunt, stalking your opponent. And with a one-hit kill attack, I can't get over how bad the raptor sucked in Turok 2. Fortunately for you, the computer raptors are retarded, even though they're fast. -Juggernaut- Juggernaut- Easy Sloth- Medium Mauler- Hard BIO -Deep from the recesses of the Death Marshes, the ape like Pur-Linn race have always hated the human race, especially the Turok lineage. The Turoks have massacred the Purr-Linn in the past, so they have joined the Rage Wars seeking revenge. They believe that if the Turoks fall, humankind will be next. STRATEGY-Big, slow, unable to jump worth crap, but tough as nails. He's too big to hide, and too slow to run, so why try? Just stand and shoot. This guy has about twice as much armor as the next guy, so use that to your advantage. Against the Juggernaut, use a hit and run attack pattern to throw him off. Use powerful weapons or he will beat you into a bloody pulp. -The Campaigner- Campaigner- Easy Slaver- Medium Tyrant- Hard BIO -The Campaigner is an evil Tyrant who once ruled over the Lost Land with an iron fist. Until the dramatic battle with Tal Set nearly ended his life. In previous Rage Wars battles, the Campaigner had battle Tal Set, only to be defeated by a crushing blow that almost ended his life. Now, the Campaigner returns with cybernetic limbs and synthetic organs as his battle scars. STRATEGY-The Campaigner is basically Turok, only a little slower, and a a bit stronger. He is also a little bigger than other warriors. He is one of my favorite characters to play as, but that's based on personal preference, and not much more. He's not too difficult to beat if he's a bot, but he seems smarter. -Dinosoid Fireborn- Fireborn- Easy Icelord- Medium Entrail- Hard BIO -Dinosoids are genetically engineered dinosaur hybrids. Pure evil, but truly dumb. They come in three forms, Fireborn of Fire; Ice Icelords of Ice, or the robotically enhanced Entrails. They all share the velociraptors hatred of Turok. STRATEGY-Fireborns are great, well-rounded fighters, and can be compared to Turok. He has no outstanding points, and no handicaps either. The Fireborn AI is also really stupid as the bio suggests, so you might as well be shooting fish in a barrel. -Lord of the Dead- Lorddead- Easy Maggot- Medium Vile- Hard BIO -These vile rotting bodies are merely transports for the evil Spirits from the Deadside. This zombie has risen from the dead with a thirst for revenge. Hell-bent on stopping Turok and Tal Set, the Lord of the Dead will stop at nothing. STRATEGY-When I first earned the Lord of the Dead, I was really excited. I mean, he looks cool, plus the zombies were my favorite from Turok THEN, I used him in battle. He's slow, but not strong as the classic tradeoff usually suggests. Plus, he constantly moans and groans. None of his low points are countered by high points. He is a huge disappointment. He's worse than Adon, so just stay away, unless you have the hope I did. -Mantid Drone- Drone- Easy Grunt- Medium Slave- Hard BIO -The Mantids are a highly evolved race of insect warriors. They live only to see that the hive may grow, and devour anything that stands in their way. After the death of the Mantids precious Queen, the Mantids decide that the "Light Burden" is exactly what they need to bridge the gap between the Lost Land and the Mantids' home world, allowing for a full scale invasion. STRATEGY-The Mantid Drone is a skinny little green guy, who's fairly fast and hard to hit. You're opponents will get screaming mad while trying to shoot you while you're hopping around. Against him, remember that he is very quick, so try using bullet weapons instead of energy ones. -Mantid Soldier- Soldier- Easy Captain- Medium King- Hard BIO -With her last breath(?), the Queen sent out her strongest soldier, a huge, armored warrior, who had survived many Turok attacks. Now, with its brethren the Drone and the Mites, it enters the Rage Wars seeking its revenge on Turok. STRATEGY-For such a big guy, the Mantid Soldier moves fairly fast. This is a unique trade off that makes the Mantid Solider the best in some respects. Unfortunately, the Mantid Soldier has a horrible weakness to bullet weapons, which is a huge handicap since most players start with a bullet weapon, putting the Soldier in danger early on in the game. When against him, use his weakness to your advantage. Keep him at bay with your assault rifle or Minigun. He is also a bit of a kamikaze, so it won't be too challenging. -Mantid Mites- Mites- Easy Compies- Medium Teddies- Hard BIO -Straight from the egg and already hungry for blood. Traveling in Packs, they entered the Rage Wars to avenge their Queen by killing Turok. STRATEGY-AwwwwÖ look at the cute little teddies. Look how they justÖ AAAAAAAAHHHHH!!! Well, I gotta hand it to the designers. The mites are the most creative creatures I've ever seen in a video game. But, my admiration ends there. So, they're small, so they're hard to hit right? Wrong. Just shoot near them, and watch the damage increase. If you fight them, they won't put up much of a fight. -Blind One Guardian- Guardian- Easy Ravage- Medium Cyclops- Hard BIO -The Blind Ones are a primitive bloodthirsty race of creatures who Live underground. They only rise to the surface to feed. After Joshua Fireseed wiped out almost their entire race, including their Queen, the Guardian enters the Rage Wars with a vengeful heart. STRATEGY-You probably couldn't tell by its appearance, but the Blind One Guardian is one of the best characters in the game. He is fast, but can take a beating. This means that we've finally found a character to use the two best tactics in the game with (camping and running). For example, the Juggernaut is too big to run, so it should camp out, while the weakling Adon should keep on the move. But with the Guardian, we have both. This ones a keeper. Against the AI, it just fights normal. -Oblivion Spawn (Flesh Eater)- Death- Easy Reaper- Medium Maw- Hard BIO -In Joshua's previous battle with the Primagen, he was attacked by a group of mysterious and brutal beings known only to him as the Flesh Eaters. It turns out that these beings were sent by an evil force known as Oblivion (here we go, Turok 3! ?). He is a brutal opponent who will stop at nothing to destroy Joshua Fireseed. STRATEGY-So, the scariest part of Turok 2 returns. I'll never forget the first time I stepped into a Flesh Portal in Turok 2. It scared me crapless. So why not use him now? Sure, he shares the same attributes as the Juggernaut only he's taller, and he's more noticeable, but why pass up the chance to scare your opponents as bad as they scared you in Turok 2? ---Bio Bot Elites--- Elite- Easy Biobot- Medium Killbot- Hard BIO -After Joshua destroyed the Primagen in Turok 2, he failed to destroy all of the Primagen's forces. At the time of his death, the Primagen sent the remainder of his forces after the young Turok. They tracked Turok for two years. In a frantic battle, Joshua decimated all but one of them. The survivor has followed him here to the Rage Wars. STRATEGY-Well, the Primagen has been left out of the Rage Wars, but at least he sent his guard. But can he put up a fight against all the other warriors? He's very big and slow, so he's a pretty easy target. Surprisingly enough, he also doesn't have much armor, so that makes him even worse. Against him, he is used smartly, and he'll set traps for you. But he's still an easy target. Such a shame though, since he was such a tough fighter in Turok 2. ---Rankings--- Here they are! I've listed the best characters from 13 (worst) to 1 (best) excluding bosses. 13. Lord of the Dead 12. Elite Guard 11. Mantid Mite 10. Adon 9. Mantid Soldier 8. Juggernaut 7. Mantid Drone 6. Oblivion Spawn 5. Campaigner 4. Fireborn 3. Turok 2. Velociraptor And FinallyÖ 1. Blind One Guardian Want an explanation for Number One? As I said before, the mix and match strategies can fit any type of player. He's fast enough to hit and run, but strong enough to hold and camp in any position. His only drawback is his size, but it's a small drawback. Trust me on this. PS: In my personal opinion, they should have used the Sentinel instead of the Guardian, cuz he looks way cooler. *********** *5. Bosses* *********** This section is divided into three sections for each boss. The first section is bio for the boss. The second section is a strategy for beating the boss. And finally, the third section is about using the boss as a player in multiplayer. ---Bastille--- BIO (Acclaim) Deposed Lord and General of a once mighty army, Bastille was sentenced to death when he and his honor guard attempted to assassinate the King. His standing as a Lord revoked, Bastille was on the precipice of death when a temporal distortion in his home world pulled him through a fracture in the Netherscape and deposited him in the Lost Land. Bastille found himself in a land ripe for the taking. A world full of technological marvels and a host of "lesser" races that could be easily controlled. Bastille's shield-generating armor was worn by a great warlord whom he poisoned after winning his trust. Although Bastille soon amassed a sizable following of warriors, he failed to attain recognition as anything more than a roving thug, commanding a host of rabble and thieves. Determined to win back his honor, and be regaled as a true leader, Bastille has set his eyes on the "Light Burden." With it, he could rule the Lost Land, and exact revenge on his former King. VS. STRATEGY Bastille is actually fairly difficult. In my opinion, he's the most difficult boss in the game! But the strategy is simple. Attack him hit and run style. With each run, fully deplete his shield until he falls to his knees. That means his shield is gone so let him have it! After a couple hits, his shield will be regenerated, and he'll be fighting fresh. Take this time to regain your health and ammo before your next run. Do this 3 or 4 times and the match will be over. STRATEGY To unlock, beat the Turok, Adon, and Bio-Bot trials. Bastille is big and fast, much like the Guardian. He is a solid choice in Rage Wars, because he is good with any weapon, and he can use the mixed attack methods much like the Guardian. Other than that, there's not much else. He's good, but there are better characters to choose. ---Syra--- BIO (Acclaim) Syra began her life as the child of an arms maker. Her father crafted the finest weapons the Lost Land had ever seen. Having forged weapons for the famed Army of Araissi, her father's skills were unmatched in his day. Syra felt a great kinship with her father, and the fine blades and rifles felt natural in her hands. Practicing in the predawn darkness with every manner of weapon she could obtain, Syra quietly honed her skills and perfected the art of killing. On a cold winter's morning, Syra was awakened by the sound of raised voices. As she peered through the window of her room, Syra saw a band of armor-clad men beating her father and demanding entry to his armory. When her father spat in the face of the man in charge of the mercenaries, he was cut down. In a blind fury, Syra burst through the window. A girl of only fourteen, she waded into the band like a deadly whirlwind of lead and steel. Three of the men fell, before their comrades knew what had happened. The rest fled for their lives. Syra buried her father and burned the house that she was raised in. Armed with her father's weapons, Syra set out to hunt for his murderers. As time passed, and the last of the killers fell from a bullet fired too far away to hear, Syra's heart grew even colder. The grief that she had felt for her father festered and turned to raw hatred. Syra's tragic childhood loss had birthed in her the seed of a cold hearted and lonely woman. Syra travels the Lost Land as a hired gun. The song of her long rifle, her only companion; the money she earns, her only solace. She has accepted a bounty on Joshua Fireseed, and has entered the Rage Wars to collect her trophy. VS. STRATEGY Be warned that Syra does not fight alone. Not only that, but the fact that the partner she has compliments Syra's fighting style like a glove. Syra likes to stick to the rafters in the Warehouse, sniping you out with weapons such as her Plasma Rifle and Tek Bow. Her Purr-Linn servant, the Warclub, on the other hand, loves to get in your face to beat you to a bloody pulp. Plus, if you kill one, it will resurrect if you don't kill the other within a minute. So the strategy is thisÖ First, head into the rafters after Syra. Damage her until she only has a few hits left, and then go back downstairs after the Warclub. Try to keep a distance between you and the Warclub, and use powerful weapons to kill it. Be sure to avoid Syra's sniping shots from overhead. After the Warclub is dead, go back after the fatally wounded Syra and finish her off. Ba-da-bing, ba-da-boom, its over! STRATEGY Finally, a girl that can do some damage! Syra is fast, flexible, a skinny target, but tall. MUCH better than Adon. Unfortunately, she has some weaker attributes than the other bosses, but she is still a good choice to use in battle. ---Symbiont--- BIO (Acclaim) The Symbiont are a race of large, highly intelligent arachnid parasites. Using the bodies of their hosts as vehicles, the Symbiont are able not only to control the physical actions of their host organism, but to tap into their collective knowledge, memories and will. Once the Symbiont has drained the mind of its host, it can create a psychic tether, the Symbiont can essentially control the hapless body as if it were its own. The Symbiont remains hidden while it's "other" body does its bidding. The Symbiont can push its host body beyond its normal limits, canceling out the effects of pain of injury, and driving onward as if the poor creature were nothing more than a tank or automation. Should the body that the Symbiont is riding become too damaged to function, the Symbiont will detach itself and scurry after a fresh body to usurp. However, the Symbiont can not animate a dead body. A Symbiont on its own is nearly helpless and unable to defend itself from all but the least skilled adversaries. The Symbiont wish to destroy Turok so that they may begin assimilating the Lost Land unchallenged. VS. STRATEGY Okay, this can get a little confusing. In this battle, there's three Symbiont running around, but two are "fake" and only one is the real one. Winning is a matter of finding the true Symbiont. Once to do determine the true Symbiont, it won't take long to finish him off. STRATEGY Nothing special here. He's a big spider that's basically an arachnid Bastille. He is good for scaring the crap out of your opponents though ? ---Tal Set--- BIO (Acclaim) The first man to take up the mantle of Turok, Tal Set is the greatest champion mankind has ever known, and the greatest Turok that has ever lived. Having witnessed the death of his wife and child, and the subsequent destruction of most of his tribe, Tal Set was pulled into the Lost Land through a fissure in the Netherscape. When it was made known to him that the fate of mankind rested on his shoulders, Tal Set was torn between the apathy the death of his people has fueled, and the sense of honor and courage that he had lived by his whole life. Ultimately, honor and courage triumphed. Tal Set embraced the Mantle and came to be known as "Turok: Son of Stone," the "Valiant One," the "Fury of Hope," and "Turok: Dinosaur Hunter." Tal Set is the veteran of more battles that can be counted, and that has made the name Turok feared by all that is black-hearted and evil. VS. STRATEGY Wow! So THAT'S Tal Set? The original Turok from Turok 1? He's now covered in a cool armor, and is ready to kick some tail. Tal Set is the final boss, so that alone should tell you it won't be easy. Tal Set comes into battle with every weapon in the game. Believe it or not, that is one of his weaknesses! More guns = more switching guns. The best strategy to fight this guy is don't stop. As soon as the battle starts, go for the Power Pill. After picking it up, go after him. I recommend the Plasma Rifle or Mag 60. Whatever you do, don't let him get the Power Pill. Once you take him down once, he'll sic a couple or bots on you (cheap trick for such and honorable warrior!) but these guys should be no sweat. Once they're down and out, Tal Set returns. Take him out again, being sure to pick up the Power Pill. Once again, he'll sic his bots on you. Take them out, and Tal Set will return with his bots to take you on all at once! Focus all your attacks on Tal Set, not bothering with the bots. Once he's done, the trial is won! Congratulations. STRATEGY The only special treat with Tal Set in multiplayer is that his massive arsenal has followed him, so you have all guns. But other than that, he's just Bastille. Play as Tal Set if you absolutely need those guns, or if you just want to play as the greatest warrior that ever lived. ? *************** *6. Power Pill* *************** Sure, you know what the Power Pill is! It's that swirly, pinkish whitish bluish thingamabob. Okay, maybe that wasn't such a good description. But the Power Pill will end up turning the tides of many battles in Rage Wars with its superhuman powers. Life Force Vampire ñThe amount of damage you do to your enemy is absorbed to give you health. Bullet Shield -You are invulnerable to bullet rounds. Damage Reversal -If an opponent damages you, they take an equal amount of damage. Blast Shield -You are invulnerable to explosive rounds. Invulnerability -You are invincible. Energy Absorption -Any hits you take from energy weapons raises your health. Massive Damage -You do incredible amounts of damage with your weapons. Most weapons can kill in one hit. Petrify -If you hit an opponent, they are frozen and unable to move. Regeneration -You slowly regenerate your health. Teleportation -If you take severe damage, you will be taken to a safe Place elsewhere on the map. Speed Burst -You can now move much faster for a short time. Slow Time -Everything is in slow motion except you. ************* *7. Rankings* ************* As you progress through Rage Wars, and earn more and more medals, you will proceed through the Rankings. The more medals you have, the more higher your ranking. For example, if you have two medals, you are a Newcomer. But if you gain two more, you become a Grunt. Ranking # of Medals Needed Skins Unlocked Novice -00 Medals -No Extra Skins Newcomer -02 Medals -Turok 2 Grunt -04 Medals -Adon 2 Scout -06 Medals -Mantid Drone 2 Brave -08 Medals -Juggernaut 2 Tracker -10 Medals -Campaigner 2 Hunter -12 Medals -Fireborn 2 Warrior -14 Medals -Oblivion Spawn 2 Darkling -16 Medals -Lord of the Dead 2 Seeker -18 Medals -Velociraptor 2 Assassin -20 Medals -Elite Guard 2 Bane -22 Medals -Mantid Soldier 2 Warlord -25 Medals -Guardian and Mites 2 Deathwind -28 Medals -Turok 3 -30 Medals -Adon 3 Conqueror -32 Medals -Mantid Drone 3 Master -34 Medals -Juggernaut 3 -36 Medals -Campaigner 3 Tyrant -38 Medals -Fireborn 3 Warslave -40 Medals -Oblivion Spawn 3 -42 Medals -Velociraptor 3 -44 Medals ? My ranking -Mantid Soldier 3 Godhand -46 Medals -Elite Guard 3 -48 Medals -Blind One Guardian 3 Chieftain -50 Medals -Mantid Mites 3 ***************** *8. Map Listings* ***************** Some day soon, I hope to have maps for all of the levels up on this FAQ. But I want Version 1 to be completed first. Therefore, here is a list of all the maps in multiplayer and Trial Modes. Bloodlust -Proving Grounds -Basic Training -Crossroads -Grim Retreat -Cathedral -Fallout -Warehouse -Bomb Shelter -Tempered -Fire Temple (My Favorite) -Tightrope -The Pit -Leap of Faith -Amphitheater -Crypts -Hopeless Team Bloodlust -Prey -Water Temple -Earth Temple (My Favorite) -Wicked Dance -Breakdown -Matrix -The Pedestal -Defcon 5 -Spirit Temple -Starlight Frag Tag -Boxed Set -Mystic -Bunker -Retaliation (My Favorite) -Fathom -Courtyard Capture the Flag -Dire Straight -Bottleneck -Firewalker (My Favorite) -Stronghold ***************************** *9. Things to Unlock/ Medals* ***************************** This section is devoted to the things that you need to unlock in Rage Wars. I planned to call this section "Secrets," but there are no Secrets in Rage Wars, so you need to unlock everything. And what you need to unlock everything is medals, so lets get to the medals first. ---Medals (and the cheap tricks to get them!)--- I have tried these strategies that my brother found, and I've found that these work very well to get the medals for Achievement on levels. Bloodlust Levels -Use two players -Frag Limit: 10 -Time Limit: 10 -Hold the second player's fire button in constantly. -Get 10 kills -Be sure to use different weapons -Repeat Voila! Once you repeat, you should have the medal for the level you just beat! Congratulations, and do this for every level. NOTE: Simply adapt this strategy to Team Bloodlust, Frag Tag, and Capture the Flag to win those medals. Medal 01- Achievement on Proving Grounds Medal 02- Achievement on Basic Training Medal 03- Achievement on Crossroads Medal 04- Achievement on Grim Retreat Medal 05- Achievement on Cathedral Medal 06- Achievement on Fallout Medal 07- Achievement on Boxed Set Medal 08- Achievement on Dire Strait Medal 09- Achievement on Prey Medal 10- Achievement on Warehouse Medal 11- Achievement on Water Temple Medal 12- Achievement on Bomb Shelter Medal 13- Achievement on Tempered Medal 14- Achievement on Earth Temple Medal 15- Achievement on Fire Temple Medal 16- Achievement on Mystic Medal 17- Achievement on Bottleneck Medal 18- Achievement on Tightrope Medal 19- Achievement on The Pit Medal 20- Achievement on Leap of Faith Medal 21- Achievement on Wicked Dance Medal 22- Achievement on Bunker Medal 23- Achievement on Amphitheater Medal 24- Achievement on Fire Walker Medal 25- Achievement on Crypts Medal 26- Achievement on Breakdown Medal 27- Achievement on Retaliation Medal 28- Achievement on Hopeless Medal 29- Achievement on Matrix Medal 30- Achievement on Fathom Medal 31- Achievement on The Pedestal Medal 32- Achievement on Defcon 5 Medal 33- Achievement on Spirit Temple Medal 34- Achievement on Stronghold Medal 35- Achievement on Courtyard Medal 36- Achievement on Starlight Medal 37- 15 Frags in 5 Minutes Medal 38- 25 Frags in 10 Minutes Medal 39- No Frags Medal 40- 5 Suicides Medal 41- Coming In Last Medal 42- Career Frag Award Medal 43- Career Death Award Medal 44- Sniping 10 People in One Round Medal 45- Not Being Killed (AC-10) Medal 46- Beat Bastille Medal 47- Beat Syra Medal 48- Beat Symbiont Medal 49- Beat Tal Set Medal 50- Co-Op Award *note *As far as I know now, there is no way to earn the Co-op award. I just got the game on June 20th, and it was still impossible to beat the Co-op trial! I emailed Acclaim, but I have yet to receive a reply. I will post more info when I get it. Codes ----- Unlike the previous two Turok games, there are no codes to just input. You must earn them by getting medals! Here is a list of the codes. Credits -This is automatically in the cheat menu when you start, but do you really care? All Characters-Earning 8 medals allows you to access the All Characters cheat. Sure, you get all the characters, but that spoils the game. All Weapons -Earning 10 medals allows you to access the All Weapons cheat. Basically, this allows you to use the Chestburster early, and that's good enough. Infinite Ammo ñEarning 12 medals allows you to access the Infinite Ammo cheat. You have infinite ammo! This is probably the best cheat. Extra Modes -Earning 14 medals allows you to access the Extra Gameplay modes, such as Time Trial and Frag Fest modes. ********** *10. Misc* ********** Well, I have edited Version 1.1! Before I end this, I'd like to thank a few people. -Thanks to IceLord and The Guardian, because whether you realize it or not, you really helped me. This was my first FAQ, and your FAQs gave me something to base mine off of. Thank you. -Thanks to my brother Matt who understood that this FAQ took a lot of time, and forfeited a LOT of his computer time. -And finally, thanks to Marshmallow. You probably don't know it either, but your FAQs are what possessed me to start writing FAQs. Thank you. Once again, I enjoy your input. Email me at ZeroX2004@hotmail.com for stuff to add, especially Laws of Survival, and comments. No flaming please. This entire FAQ is Copyright © 2000 by Zero This FAQ is intended for private use only, and may only be placed on your website if you email me for permission. Feel free to print it out for your own individual use. Turok Rage Wars is Copyright © Acclaim and Iguana Finally, this is a FAQ for a video game. In no way does this promote violent acts. Don't be stupid. ZeroX20042hotmail.com
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