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