__________________ __ __ | | | | / / |______ ______| | |/ / | | __ __ __ ____ ____ | / | | | | | | | |/ ___| / __ \ | / | | | | | | | _/ / / \ \ | \ | | | | | | | | ( ( ) ) | \ | | | |_| | | | | \ \__/ / | |\ \ |____| \_____/|_| |__| \____/ |__| \__\ ________ | ___ \ | (___) ) | ____/ _____ ____ ____ | \ |____ | / __ \ / __ \ | \ \ ____\| / / \ | /______\ | |\ \ / _ | ( ( )| (( | | \ \ ( (_) | \ \__/ | \\_____ |__| \__\ \______\ \____|| \_____| _____|| __ ____ __ |______/ | | | | | | | | | | | | | | | || | | | _____ __ ____ _____ | | | || | | | |____ | | |/ ___| / ____| | | | | | | ____\| | _/ ( (____ | | | | / _ | | | \____ \ | | | | ( (_) | | | ____) ) |___| |___| \______\ |__| |_____/ Turok Rage Wars Guide by KeeperBvK aka Burkhart von Klitzing ([email protected]) Dedication: I dedicate this work to my beloved dad who passed away on the 07/13/2005. I always loved you and I always will. Thank you so much for the time we had. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 0.1 Legal Stuff ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This Guide may only be posted on these websites: www.gamefaqs.com and its affiliates www.gamerhelp.com www.honestgamers.com www.supercheats.com and it may not be used commercially in any possible way. If you want to post it on another site please contact me via E-Mail or via the Message Board. Do not claim this guide or any part of it to be your creation. If you find any mistakes (even regarding the language as I'm German) please let me know. Copyright 2007 Burkhart von Klitzing ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 0.2 Contents ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When searching for something specific just press Ctrl + F and type whatever you are looking for. | Latest Update | Search Keys | --------------------------|---------------|-------------| 0.1 Legal Stuff | 1.05 | | 0.2 Contents | 1.05 | | 0.3 Version History | 1.05 | | --------------------------|---------------|-------------| 1.0 About the Game | 1.0 | AAA | 2.0 Controls | 1.0 | BBB | 3.0 Weapons | 1.0 | CCC | 3.1 Warhammer | 1.0 | CC1 | 3.2 Bullet Weapons | 1.0 | CC2 | 3.3 Explosive Weapons | 1.0 | CC3 | 3.4 Energy Weapons | 1.0 | CC4 | 4.0 Items | 1.0 | DDD | 4.1 Health | 1.0 | DD1 | 4.2 Ammo | 1.0 | DD2 | 4.3 Power Core | 1.0 | DD3 | 4.4 Special Weapons | 1.0 | DD4 | 5.0 Characters | 1.0 | EEE | 6.0 Hints | 1.0 | FFF | 6.1 General Hints | 1.0 | FF1 | 6.2 Raptor Hints | 1.0 | FF2 | 6.3 Mites Hints | 1.0 | FF3 | 7.0 Walkthrough | 1.0 | GGG | 7.1 Deathmatch | 1.0 | GG1 | 7.2 Team Deathmatch | 1.0 | GG2 | 7.3 Monkey Tag | 1.0 | GG3 | 7.4 Capture the Flag | 1.0 | GG4 | 7.5 Bosses | 1.0 | GG5 | 8.0 Special Game Modes | 1.0 | HHH | 8.1 Time Trial | 1.0 | HH1 | 8.2 Frag Fest | 1.0 | HH2 | 9.0 Goodies | 1.0 | III | 9.1 Minigame Icons | 1.0 | II1 | 9.2 Talismans | 1.0 | II2 | --------------------------|---------------|-------------| 10.0 Closing Comment | 1.02 | JJJ | 11.0 Experimental | 1.02 | KKK | --------------------------|---------------|-------------| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 0.3 Version History ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.0: Finished on 12/21/2005, 119 KB large - This is the first version and it might very well be the final one, too. There is everything in it you need to know for Singleplayer and also for multiplayer, besides the info on how to obtain medals (I've only played it solo so far). If somebody really wants me to add that, I might do it, anyway. 1.01: Finished on 01/06/2006, 120 KB large - Added the Experimental section and corrected a few typos. 1.02: Finished on 02/23/2006, 121 KB large - Added Search Keys. - Revamped the layout. - Experimental got its own section. - Redid the contents section. 1.03: Finished on 05/13/2006, 122 KB large - Added www.gamerhelp.com 1.04: Finished on 03/12/2007, 122 KB large - Added www.honestgamers.com 1.05: Finished on 03/17/2007, 122 KB large - Added www.supercheats.com ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.0 About the Game AAA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Turok Rage Wars is the third installment of the Indian dinosaur hunter and comic star on the N64 but still it was pretty much of a no-brainer not to name it Turok 3 as it does not only not focus on an elaborated single player mode but actually nearly even "forgets" about having a single player mode at all. Turok Rage Wars was released when so-called arena shooters like Quake 3 Arena and Unreal Tournament on the PC were the newest trend in gaming so some smart guys at Acclaim (or Iguana) decided to create one, too. Arena shooters like Turok Rage Wars are meant to be played with or against other human players and therefore offer a rich multiplayer experience but usually somewhat lack in the single player department. Turok Rage Wars doesn't have a story or separate single player maps but still the pre-set matches with bots n relatively small arenas are really fun and you'll have a lot to do before having unlocked every character, every stage and every weapon. This game also is perfectly suited for a few quick matches when you don't have the time or the ambition for a deeper gaming experience. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.0 Controls BBB ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You can choose between two controller configurations with the normal one being the pre-set configuration. Normal: Control Stick: Move view. C Up: Move forward. C Down: Move back. C Left: Strafe left. C Right: Strafe right. A Button: Change Weapon. B Button: Change Fire Mode. Z Button: Fire off Weapon. R Button: Jump. Arcade: Control Stick: Move. C Up: Look up. C Down: Look down. C Left: Move view to the left. C Right: Move view to the right. A Button: Change Weapon. B Button: Change Fire Mode. Z Button: Fire off Weapon. R Button: Jump. Unfortunately it seems to me that you cannot invert the X-axis. If I've just been to blind or dumb to find this option please tell me... and flame me if you feel like doing so. ^^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.0 Weapons CCC ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Weapons are split into four categories: The Warhammer, Bullet Weapons, Energy Weapons and Explosive Weapons. Every character that can use weapons has its own set of arms each consisting of the Warhammer and a set amount of other weapons. Turok for example uses the Warhammer, the Shotgun, the Assault Rifle, the Tec Bow and the Scorpion Launcher. In this case both the Shotgun and the Assault Rifle use bullets as ammunition, hence they share the same amount of ammo you have, giving you the choice of how to use the bullets. Weapons that can be picked up in the levels are dealt with in the items section of this guide. oo means infinite. ********************************3.1 Warhammer*****************************CC1 Description: Every FPS needs to have its close range melee weapon so here it is. Only use it when you're completely out of ammo as swinging the hammer leaves you way to open for counter- attacks. Note that when using the Secondary Fire you have to hit Z when the hammer has been fully charged to unleash the attack. Primary Fire: Normal Swing Damage: Ranges from 0.5 to 20 depending on how far away from the enemy you are Accuracy: Perfect Speed: Good Secondary Fire: Charged Swing (you need to press B again for every Secondary Fire Attack you want to perform) Damage: Ranges from 2 to 50 (maybe even less) depending on how far away from the enemy you are Accuracy: Perfect Speed: Terribly slow *****************************3.2 Bullet Weapons***************************CC2 My personal ranking: 1. Shotgun / 2. Minigun / 3. Mag 60 / 4. Assault Rifle =-=Mag 60=-= Description: The Mag 60 is a neat little handgun best used to finish off a hurt enemy or when aiming for a monkey in Tag Frag. Otherwise use it only when you don't have any other Bullet Weapon and no ammo for any other weapon category. The Secondary Fire combines great damage with some extreme auto-aiming but you better be sure about finishing off every danger around you with the first shot or otherwise the reload time will leave you extremely open for a counter-attack. Primary Fire: Three-Shot burst Damage: 12 per hit (a total of 36 if all three bullets hit) Accuracy: Perfect Speed: Good Ammo used: 3 Secondary Fire: Laser-Pointer assisted single shot Damage: 50 Accuracy: Perfect Speed: Terribly slow Ammo used: 25 =-=Shotgun=-= Description: The Shotgun is a really powerful all-rounder. You can either shoot quickly still dealing some very good damage with Primary Fire or you can take the time when not being in the middle of a duel to load up your weapon for Secondary Fire and kill off nearly any enemy when aiming well. Somehow the projectiles don't spread in Secondary Fire so this fire mode is your choice for long-range battles. Primary Fire: Normal Shotgun Shot Damage: Ranges from 6 to 46 depending on how many splinters hit Accuracy: Average (you hit the point you are aiming at, but when shooting from a far distance, usually only a minimum of splinters hit the target) Speed: Good Ammo used: 6 Secondary Fire: Multiple Shells Shot (you need to press B again for every Secondary Fire Attack you want to perform) Damage: 25 per hit (a total of 100 if all three bullets hit) Accuracy: Perfect Speed: Terribly slow Ammo used: 48 =-=Assault Rifle=-= Description: Pretty much useless, 'nuff said...OK, OK: The primary fire mode is to slow and the secondary fire mode is slower and less precise than the Minigun, less powerful than the shotgun and less precise than the Mag 60, so simply ignore the Assault Rifle. Primary Fire: Single Shot Damage: 17 Accuracy: Perfect Speed: Average Ammo used: 1 Secondary Fire: Rapid Fire Damage: 5 Accuracy: Weak (absolutely do not use it on long range) Speed: Very good Ammo used: 1 =-=Minigun=-= Description: A weapon of pure joy; if used correctly, that is. The Minigun fires off its rounds with extreme speed and therefore can deal lots of damage in no time, but you need to make sure you hit an enemy or else you can waste all ammo within a matter of seconds, generously having sprayed at the walls, only having dealt a bit of damage or even none at all. Ignore the Minigun when still running around with a maximum of 50 bullets, but later on in the game you will grow a great liking to it, especially in hallways or when directly facing an enemy, but only if you haven't got any energy or explosive ammo left. The shield mode on the other hand will come in handy really often: If you want to take down an adversary while running low on health, switch to the Minigun, activate the shield and rush in. Another good strategy is to use the shield when trying to escape towards a health pack for example. Primary Fire: Rapid Fire (and I mean RAPID) Damage: 5 for two hits Accuracy: Perfect Speed: Fantastic Ammo used: 2 at least Secondary Fire: A shield absorbs all damage dealt to you, yet still allowing you to attack Damage: N/A Accuracy: N/A Speed: Fantastic Ammo used: 25 per second (energy ammo) ****************************3.3 Explosive Weapons*************************CC3 My personal ranking: 1. Grenade Launcher / 2. Scorpion Launcher / 3. Napalm Gel =-=Scorpion Launcher=-= Description: Well, this is a rocket launcher; do I need to say more? The Primary fire mode launches off a rocket that flies in a straight line, whereas the secondary mode places a magnetic field at the point you are currently aiming at. This magnetic field sucks any rockets into its direction, but the effect is so weak that you should quickly forget about it and just concentrate on what a rocket launcher is supposed to do: Firing rockets at the ground or a wall near an enemy. Only try to hit an opponent directly if you are really sure to hit, otherwise the splash damage is your best friend for this great weapon. Primary Fire: Fire off a rocket Damage: 1-65 (depends on how close the target is to the explosion) Accuracy: Great (not only does the rocket go where you aim at, if there is no magnetic field around, but also the splash damage hits targets near the explosion; only downside is the rockets need some time to reach their target, so you might miss moving objects) Speed: Slow Ammo used: 1 Secondary Fire: Set a magnetic field that slightly attracts rockets (press B again to unset it) Damage: N/A Accuracy: N/A Speed: Fantastic Ammo used: None =-=Napalm Gel=-= Description: This is a remote mine launcher, that definitely has a hard hit, but compared to the other Explosive Weapons it doesn't compete that well. You can set up to three mines before having to detonate them manually and this restriction makes setting trap useless as those three mines nearly never suffice to either guard every possible path to your position or to deal enough damage to even a single enemy rushing in on you. Unfortunately the time delay for dealing damage also makes the Napalm Gel the weakest Explosive Weapon in direct combat. It certainly is a good weapon to have, but if you have the choice, pick any other weapon from this category. Primary Fire: Fire off a Remote Mine Damage: N/A Accuracy: Good (The mine follows a ballistic arc, so it requires some more thought when aiming but with a bit of practice you can hit whatever you want to hit and in addition you have got splash damage) Speed: Average Ammo used: 1 Secondary Fire: Detonate the Mines you have set Damage: 1-43 (depends on how close the target is to the explosion) Accuracy: N/A Speed: Fantastic Ammo used: None =-=Grenade Launcher=-= Description: A grenade launcher with a twist. In other games, the grenades would bounce off a few times before exploding or, if they hit a player, detonate on contact. In Turok Rage Wars this is what the Primary Fire does, but the other one lets you launch grenades that explode on their first contact to anything, so you can strategically switch between both modes: Lob the explosives around corners or quickly deal damage to an opponent in sight. Primary Fire: Fire off a grenade that either bounces off for a few seconds or explodes immediately when hitting an enemy Damage: 1-45 (depends on how close the target is to the explosion) Accuracy: Average (the grenades move arc-wise and they bounce off relatively unpredictably, but you have splash damage, once they explode) Speed: Average Ammo used: 1 Secondary Fire: Fire off a grenade that detonates when getting in contact with anything Damage: 1-55 (depends on how close the target is to the explosion) Accuracy: Great (The grenade follows a ballistic arc, so it requires some more thought when aiming but with a bit of practice you can hit whatever you want to hit and in addition you have got splash damage and the flying pattern eases aiming at an opponent's feet) Speed: Average Ammo used: 1 *****************************3.4 Energy Weapons***************************CC4 My personal ranking: 1. Inflator / 2. Freeze Gun / 3. Radioactive Flare Gun / 4. Plasma Rifle / 5. Emaciator / 6. Boomerang / 7. Tec Bow The Chestburster is pretty good, but as it can only be used in multiplayer where you get to choose the Inflator, there is no reason to equip it. =-=Tec Bow=-= Description: In Turok 1 and 2 the Tec Bow was an innovative weapon, that was fun to use and useful at the same time. In Rage Wars on the other hand it is merely useless. The arrow flies in a straight line, producing a neat little explosion on contact but yet it doesn't deal splash damage. The Tec Bow is slow (in dealing high amounts of damage), difficult to use and only its secondary fire mode (the sniping zoom) is fairly powerful. Ignore this weapon unless you have a really safe spot to snipe. Primary Fire: Single arrow shot Damage: 20 Accuracy: Very good (you always strike anything within the small crosshair but you need to aim very precisely) Speed: Between Average and Good Ammo used: 10 Secondary Fire: Zoom in Damage: 65 Accuracy: Perfect Speed: Terribly Slow Ammo used: 25 =-=Plasma Rifle=-= Description: Basically you might call this the Director's Cut of the Tec Bow: Both fire modes of these weapons work the same way, but the shot is larger, making it easier to hit, and the sniping mode is way quicker. The Plasma Rifle might be better then the Tec Bow, but still it is far from being a great gun. Use it only for sniping or when having nothing else at your disposal. Primary Fire: Single shot Damage: 35 Accuracy: Perfect Speed: Average Ammo used: 10 Secondary Fire: Zoom in Damage: 14 Accuracy: Perfect Speed: Perfect Ammo used: 10 =-=Boomerang=-= Description: A bit better than the Tec Bow, but the Boomerang still is far from being a weapon of choice. You can throw it whenever you want to, let it fly straight ahead and return after a while, or wait for a player to be locked on. The Boomerang has two crosshairs, with the outer one indicating what enemy you are aiming at and the inner one (that takes longer to lock on) showing you whether the weapon has successfully locked on or not. If the inner ring is green, the Boomerang will very probably hit, but if it isn't, it will just fly in a straight line. When having let go of the throwing device you can either flee, which doesn't alter the path of the weapon or change to another weapon to damage with two killing devices at the same time. Another nice twist is that the Boomerang also locks on to enemies behind walls, so you can use it to find out where an opponent is. Unfortunately it takes far too long to lock on and the Boomerang is rather slow, so I don't recommend using it. When having to use it, you should try to throw it without locking on and then run behind an adversary, so he gets multiple hits when the Boomerang returns Primary Fire: Throw it (it will return after a few seconds) Damage: 35 (sometimes you might even be lucky enough to strike multiple hits) Accuracy: Average (it is a homing weapon, but it's hard to lock on and when not locking on the boomerang flies too slowly for being considered precise) Speed: Terribly Slow (but you can switch to another weapon when the Boomerang is on its way) Ammo used: 10 Secondary Fire: Also a simple throw, but it will slow down anybody on contact Damage: 35 (sometimes you might even be lucky enough to strike multiple hits) Accuracy: Average (it is a homing weapon, but it's hard to lock on and when not locking on the boomerang flies too slowly for being considered precise) Speed: Terribly Slow (but you can switch to another weapon when the Boomerang is on its way) Ammo used: 20 =-=Radioactive Flare Gun=-= Description: Finally a kick-ass Energy Weapon. You can either set green radioactive flares anywhere you want to (not in mid-air) or slightly larger, purple flares that will deal damage to whoever steps into them or near them. It is possible to have multiple green flares at a time as opposed to a single purple one, but that's the only serious advantage of the Primary Fire. The purple ball stays a lot longer, it can be shot right inside a player (the green ones only do a bit of damage and vanish) and it deals way more damage, so before obtaining the Secondary Fire Mode the only good use of the Flare Gun is against Bastille, because it is possible to make him halt while standing on a flare, but other enemies will simple dodge or pass by quickly. Once you can use the purple balls on the other hand, this gun becomes incredibly powerful: Either shoot at an enemy or place the ball at some important place, like for example a monkey reversal pad or the exit of a teleporter. Primary Fire: Fire off and set a green flare ball Damage: 20 on a direct hit, 1-oo when somebody walks into or near the flare (depends on how close he is and on how long he stays there) Accuracy: Perfect Speed: Average Ammo used: 10 Secondary Fire: Fire off and set a purple flare ball Damage: 1-oo (depends on how close he is and on how long he stays there; its kills faster than the Primary Fire and somebody standing right in its centre won't even last a second) Accuracy: Good (it moves in a short arc, but with a bit of practice you can aim it pretty well) Speed: The slowest of all weapons (you need to wait for the first flare to vanish, so change weapons after firing) Ammo used: 50 =-=Freeze Gun=-= Description: This gun either extremely slows down an enemy for a brief moment or it freezes a player for a few seconds, with the first choice being rather useless and the latter one being the icing (got it? Icing? Sorry ^^) on any weapon selection. The slow-down attack works great on a single low-range enemy like a raptor or on a sole enemy in general, as you can quickly run around him, but if there's more than one opponent, refrain from using it, since you won't be able to deal with more than at a time. The second attack on the other hand is a great choice as it is quick and after freezing somebody you can quickly switch to any powerful weapon and finish him off. Primary Fire: Fire a single beam that slows down an enemy Damage: 1 Accuracy: Perfect (in addition to being very precise, it also bounces off the walls, without endangering yourself) Speed: Very good Ammo used: 3 Secondary Fire: Fire a single freeze beam that freezes an enemy Damage: None Accuracy: Perfect (if you don't hit, you will leave behind a frost cloud for about ten seconds that will freeze an enemy when it comes near) Speed: Good Ammo used: 50 =-=Emaciator=-= Description: The Emaciator is one of the more old-school weapons this game has to offer: The primary fire consists of rapidly shot energy balls (comparable to the Minigun in terms of effect) and the secondary fire is a charged energy ball that splits up into several lightning bolts if you miss splash damage. Neither mode is too bad or really good. Basically the Emaciator wastes lots of ammo in no time and simply is inferior to lots of other weapons, so only use it when there's nothing else available or when you can be sure of hitting with the secondary fire. Actually there is something special about the Emaciator but it has nearly no effect: Hitting an enemy with this weapon causes him to sort of dry out and make him shrink. If you get him to be completely sought out, he dies no matter how much health he has left. As this effect is neglected quickly you would need to hit him really quickly several times, rendering it nearly impossible to defeat somebody this way. Primary Fire: Rapid Fire with a dry-out effect Damage: 7 (six hits shortly after one another kill instantly) Accuracy: Good (you always hit the same spot, but the energy balls move relatively slowly) Speed: Very good Ammo used: 10 Secondary Fire: Charged Shot (The first shot comes quickly, but then you need time to reload) Damage: 65 on a direct hit, 0-oo when missing (the shot splits up into several small lightnings) Accuracy: Good (you always hit the same spot, but the energy balls move relatively slowly; on the other hand you get some nice splash damage for about a second) Speed: Slow Ammo used: 100 =-=Inflator=-= Description: The Inflator requires some getting used to it, but it's worth it. Both fire modes inflate a player when the beams strike him and similar to the Emaciator this kills any prey within a few hits no matter how much health it has left. The good thing of the Inflator is that the inflating effect lasts way longer than the one of the Emaciator so you can miss a few times or retreat shortly and still blow up an enemy. The secondary fire mode is even much better as it deals instant death to anybody only at the cost of charging up a bit before. You will certainly like this weapon in normal battles, but against bosses it simply takes the cake. A single charged shot can wipe off any boss (deplete Bastille's shield before and remember that you need to kill Tal'Set three times). Primary Fire: Single beam Damage: 10 (in addition you blow up the enemy, which also kills him after a few hits) Accuracy: Perfect Speed: Very good Ammo used: 10 Secondary Fire: Charged Shot (you need to charge up before every shot) Damage: Quickly deals consecutive damage, but the major effect is that the enemy blows up after a brief moment Accuracy: Perfect Speed: Terribly slow Ammo used: 50 =-=Chestburster=-= Description: The Chestburster is only available in multiplayer which actually isn't too bad. Don't get me wrong: It is a nice weapon to have and everybody should check it out just to see the neat effect of the secondary fire, but in fact it's not much more than a weaker version of the Inflator. The primary fire mode lets you fire low-damage bolts and the secondary fire mode lets you implant an embryo into an enemy's chest which will kill him within about five seconds if he can't either kill you or find a Power Core before that. So I think the first mode is rather superfluous and the latter one needs less time to charge than the Inflator, but on the other hand the enemy has a larger chance of surviving, so the Chestburster is weaker overall. Primary Fire: Single beam Damage: 5 Accuracy: Perfect Speed: Very good Ammo used: 10 Secondary Fire: Charged Shot (you need to charge up before every shot) Damage: 5 plus oo after five seconds Accuracy: Perfect Speed: Average Ammo used: 50 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4.0 Items DDD ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Without picking up items, nearly no match can be won, as you could only hardly compensate the lack of health replenishing items, ammo, special effects, etc. At the beginning of a game there is not a single item to be found, as they need to spawn after a while, first of all. After picking one up, it also needs to respawn which is not bound to a set countdown as it is in other games of the genre, so you cannot nab an item (or see any other player do it), look at the match time and calculate when the item is about to return. Instead items respawn randomly. At least you can say that health packs e.g. always take longer to come back than ammo packs. *********************************4.1 Health*******************************DD1 In multiplayer mode and in single player mode (before finding any Viper Talisman) the maximum health one can have is 100, so even if you pick up a large health pack when being on 95, you won't have 145 health points afterwards, but only 100. Health comes in two differently sized packs: The small health pack looks like a tablet with a red cross on both sides and it gives you 25 health points back. The large health pack looks similar but it's longer than its small companion and it replenishes up to 50 health points. **********************************4.2 Ammo********************************DD2 Like health, your ammo reserve is bound to a limit which can only be exceeded in single player by obtaining special talismans. Multiplayer ammo limit: Bullet Ammo: 100 Explosive Ammo: 10 Energy Ammo: 200 Singleplayer ammo limit (limit after having collected the last talisman is in brackets): Bullet Ammo: 50 (200) Explosive Ammo: 5 ( 35) Energy Ammo: 50 (200) Bullet Ammo packs look like three small grey and blue boxes stacked in form of a pyramid and they are worth 50 bullets. Explosive Ammo packs are rectangular red and black boxes containing 5 explosives. Energy Ammo packs come in green containers each worth 100 energy points. *******************************4.3 Power Core*****************************DD3 Power Cores are white and blue orbs that grant the one who picks them up a randomly chosen effect for a certain amount of time. The effects in question range from nearly useless to absolutely match-making incredible, but be aware that if a Power Core is still in effect (shown by a blue lightning on the left-hand side of the screen) picking up another Power Core will instantly stop the first effect. Most levels only contain a single Power Core. In order to make it clearer which effect to rely on and which one not to pay attention to, I rate each of them as follows: * - Why me? Anything but this! ** - Better than nothing, but you still need to rely on your skills a lot. *** - Good to have. **** - Very useful, yet no reason to let down your defense. ***** - Celebrate...after going mayhem among your enemies. Blast Shield (**)........: You don't take any damage from explosive weapons for a while; good for using Explosive Weapons on close-range but not for much else. Bullet Shield (*)........: The same as Blast Shield for bullet weapons. Damage Reversal (*)......: When anybody hurts you, he feels part of the damage, too, but it's not enough to be of real use. Energy Absorption (**)...: Energy weapons heal you instead of hurting you (use the Flare Gun to your favor) Life Force Vampire (****): Hurting enemies gives you really neat amounts of health. Invisibility (*****).....: Well, what do you assume? Watch out not to get between two players of different teams as they might very likely hurt you accidentally. Invulnerability (*****)..: Not exactly what you might think: Lava and drowning still hurt you. Massive Damage (*****)...: Deal way more damage than usually (also to yourself), so unleash the Minigun or any other fast weapon. Petrify (*****)..........: Freeze anybody you hit. Regeneration (***).......: Regenerates your health over a relatively long period of time (rather slowly unfortunately). Slow Time (****).........: Extremely slow down every enemy (your teammates are unaffected). Only downside is that any adversary you kill, respawns at normal speed. On the other hand this is the only Power Core effect that allows for another Power Core to be picked up (also note that the blue lightning vanishes before the effect wears off). Speed Burst (**).........: Run faster. Teleportation (**).......: Sometimes you are teleported away when taking damage, which can save your life and not only can, but will confuse you. *****************************4.4 Special Weapons**************************DD4 Special Weapons are those weapons that can be found in some levels instead of being equipped prior to the match. Those that need to be placed in the levels to make use of them disappear after a while, but until they do, they can be extremely useful. =-=Cerebral Bore=-= Description: This is the homing weapon you might still remember from Turok 2. It takes some time to log on (and it can only be used when having locked on) and again some time to reach its target before both dealing lots of damage and paralyzing for a few seconds. Use it. Damage: 70 =-=Sentry Turret=-= Description: Set this turret in some narrow place where lots of enemies are likely to come by and enjoy the sight of it firing well-aimed rapid laser beams. This is the best Special Weapon as it can kill several enemies and as it can be used to secure important hallways or rooms, especially in Capture the Flag. Damage: 5 per hit =-=PFM Mines=-= Description: A set of three proximity mines that are relatively devastating but can only deal damage three times total and furthermore they don't differentiate between enemies and teammates (or yourself). Pick them up if you're near them; don't make them a priority. Damage: 7-14 per mine =-=Iron Claw=-= Description: Do you know those bear traps? Here is one of them. Set it behind a corner or in an important hallway and hope for an enemy to step in. Once he does, the trap sticks to him, dealing damage over a short period of time. This is the weakest Special Weapon and it can also damage you as well as your teammates, so pick it up if you want to or just ignore it. Damage: 30 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.0 Characters EEE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Optional levels that grant you a reward which can be used even after finishing the path of the character you are currently playing as are listed first. If an optional level only gives you an eagle talisman (or just a half one or even nothing), it is just listed as an optional level without any remark. If you want to ease the game, you definitely should play these levels, too, but if you don't have any problems, you might simply ignore them and only play those levels that give you new weapons or a higher ammo maximum, etc. When two paths have the exact same length, but one of them gives you a reward, whereas the other one doesn't, I don't list these paths as a matter of choice, but instead one of them as the shortest and best way. In Singleplayer you face the same characters as those available in multiplayer, but there are three different versions of them in Singleplayer, each with a different difficulty setting. The first one is always the normal version that can also be selected in multiplayer matches. Turok (more precisely it's Joshua Fireseed; the Turok from Turok 2): -Turok -Warrior -Master Weapons: Warhammer Shotgun Mag 60 Scorpion Launcher Tek Crossbow Radioactive Flare Gun Levels: Minimum of 9 levels, Maximum of 10 levels Optional levels: The Pedestal Adon: -Adon -Seeker -Huntress Weapons: Warhammer Mag 60 Minigun Napalm Gel Plasma Rifle Boomerang Levels: Minimum of 9 levels, Maximum of 20 levels Optional levels: Prey (Minigame Icon) Warehouse (Napalm Gel) Basic Training Grim Retreat The Pedestal Fallout Boxed Set Dire Straight Fire Temple Hopeless Matrix Elite Guard: -Elite -Biobot -Killbot Weapons: Warhammer Shotgun Minigun Scorpion Launcher Plasma Rifle Radioactive Flare Gun Levels: Minimum of 11 levels, Maximum of 13 levels Optional levels: Bomb Shelter (either this or Tempered, it's a matter of your personal choice) Tempered (either this or Bomb Shelter, it's a matter of your personal choice) Grim Retreat Raptor: -Raptor -Slag -Claw Weapons: N/A Levels: Minimum of 12 levels, Maximum of 19 levels Optional levels: Tempered (Minigame Icon) Grim Retreat (Minigame Icon) Bomb Shelter Basic Training Dire Straight Prey Matrix Mantid Drone: -Drone -Grunt -Slave Weapons: Warhammer Mag 60 Assault Rifle Napalm Gel Plasma Rifle Boomerang Levels: Minimum of 12 levels, Maximum of 18 levels Optional levels: Basic Training (Minigame Icon) Water Temple (Minigame Icon) Grim Retreat Matrix Tempered Bomb Shelter Guardian: -Guardian -Ravage -Cyclops Weapons: Warhammer Mag 60 Minigun Scorpion Launcher Tec Bow Freeze Gun Levels: Minimum of 14 levels, Maximum of 22 levels Optional levels: Grim Retreat (Minigame Icon) Fallout (Minigame Icon) Basic Training Dire Straight Boxed Set Prey Tempered Bomb Shelter Campaigner: -Campaigner -Slaver -Tyrant Weapons: Warhammer Mag 60 Minigun Napalm Gel Tec Bow Emaciator Levels: Minimum of 11 levels, Maximum of 31 levels Optional levels: Bomb Shelter (either this or Tempered, it's a matter of your personal choice) Tempered (either this or Bomb Shelter, it's a matter of your personal choice) Warehouse (Cougar Talisman) Wicked Dance (Emaciator) Bunker (Minigame Icon) Basic Training Grim Retreat Water Temple Fire Temple Dire Straight Mystic Bottleneck Tightrope The Pit Leap of Faith Amphitheatre Crypts Breakdown Fire Walker Retaliation Hopeless Lord of the Dead: -Lorddead -Maggot -Vile Weapons: Warhammer Shotgun Assault Rifle Grenade Launcher Boomerang Emaciator Levels: Minimum of 19 levels, Maximum of 31 levels Optional levels: Dire Straight (Minigame Icon) Basic Training Grim Retreat Boxed Set Bomb Shelter Water Temple Tightrope The Pit Fire Walker Retaliation Matrix Bunker Juggernaut: -Juggernaut -Sloth -Mauler Weapons: Warhammer Shotgun Minigun Grenade Launcher Inflator Freeze Gun Levels: Minimum of 19 levels, Maximum of 31 levels Optional levels: Either Bottleneck and Leap of Faith Or Tightrope and The Pit (it's a matter of your personal choice) Basic Training Grim Retreat Fallout Boxed Set Bomb Shelter Water Temple Bunker Crypts Retaliation Matrix Fireborn: -Fireborn -Icelord -Entrail Weapons: Warhammer Minigun Assault Rifle Grenade Launcher Inflator Radioactive Flare Gun Levels: Minimum of 11 levels, Maximum of 30 levels Optional levels: Bomb Shelter (either this or Tempered, it's a matter of your personal choice) Tempered (either this or Bomb Shelter, it's a matter of your personal choice) Warehouse (Inflator) Bottleneck (Minigame Icon) Mystic (Coyote Talisman) Wicked Dance (Viper Talisman) Basic Training Grim Retreat Fire Temple Water Temple Tightrope The Pit Leap of Faith Bunker Amphitheater Crypts Breakdown Fire Walker Retaliation Hopeless Mantid Mites: -Mites -Compies -Teddies Weapons: n/a Levels: Minimum of 9 levels, Maximum of 17 levels Optional levels: The Pedestal (Minigame Icon) Bomb Shelter (Minigame Icon) Basic Training Grim Retreat Earth Temple Tempered Water Temple Matrix Oblivion Spawn: -Death -Reaper -Maw Weapons: Warhammer Mag 60 Shotgun Scorpion Launcher Radioactive Flare Gun Emaciator Levels: Minimum of 19 levels, Maximum of 31 levels Optional levels: Either Bottleneck and Leap of Faith Or Tightrope and The Pit (it's a matter of your personal choice) Boxed Set (Minigame Icon) Basic Training Grim Retreat Fallout Dire Straight Prey Bunker Crypts Breakdown Matrix Mantid Soldier: -Soldier -Captain -King Weapons: Warhammer Minigun Shotgun Grenade Launcher Inflator Radioactive Flare Gun Levels: Minimum of 19 levels, Maximum of 31 levels Optional levels: Either Fire Walker and Breakdown Or Crypts and Breakdown Or Fire Walker and Retaliation (it's a matter of your personal choice) Bunker (Minigame Icon) Basic Training Grim Retreat Tempered Bomb Shelter Water Temple Matrix Dire Straight Bottleneck Leap of Faith ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6.0 Hints FFF ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ******************************6.1 General Hints***************************FF1 Unlike in other Ego-Shooters, items and ammo in Turok Rage Wars need to spawn at the beginning of a match like if somebody collected them the moment the game began. So always remember that you don't need to run for the Power Core location at the beginning for a match, instead concentrate on the enemies. In Single Player Capture the Flag do not care too much about the enemies carrying the flag to a base point: It won't harm you in any way and the flag simply respawns in an instant. The only thing to worry about is to watch your remaining lives. In Single Player Frag Tag you can perfectly ignore the number of tags any adversary collects. Like in CTF (Capture the Flag) the only way to lose a match is to run out of lives. The same goes for Single Player Team Bloodlust: Unless you lose your last life you can always go on playing even if your team members get killed a few dozen times or so. But still you should watch out for your buddies in Team Bloodlust as Friendly Fire is always mandatory which means that everybody is able to hurt or even kill any player on the battlefield even those in the same team. If you should kill any member of your team your score is decreased by one and it might even fall below zero so keep an eye on your buddies. When swimming, don't hold the move button but press it repeatedly about every half second to move faster. You don't have to play every level in a single player campaign to beat it, but it helps. You can simply pick the shortest way to the top but the more levels you beat the more weapons and lives you have. In order to advance you usually need to defeat every boss in your mission tree, but some characters do not require this. You don't have to beat all the levels depicted by a larger circle on the mission tree and I actually don't have a clue on why some circles are bigger than others. If you know anything about it, please let me know. Enemies usually ignore you unless you hit them. Even if you're shooting at them (without hitting, though) when standing directly in front of them, they often run past you. Do you remember Donkey Kong Country? No matter what your answer is: In Turok Rage Wars it is possible to jump shortly after having begun falling (like in the classic Jump 'n Run). By doing this, you can jump further than usually and it is way easier to find the correct time to jump: Simply run towards an edge and right when you fall down a bit, press R. In Monkey Tag every player gets his health replenished when a new victim is turned into a defenseless creature. Consider this when you're in a situation where the loss of a life is worse than missing an opportunity to tag. Especially in Frag Fest in Courtyard you might want to let a monkey escape when running low on health. ******************************6.2 Raptor Hints****************************FF2 The Raptor is the only character without any long-range attack so it's all melee. Fortunately this creature is agile and strong to make up for it. At the beginning you need to choose a sole enemy and hunt him down. Jump relentlessly towards him and hold the attack button all the time. Try your best to close in on him as much as possible and staying with him, always facing him to hurt your opponent. He will try to get away from you away, but if you move swiftly you can take him down within a matter of seconds. Once you've got the Jump Claw Attack, use it. It needs some time to charge before being unleashed but when it does it can take down an enemy in one strike. Simply run and jump towards an adversary and press attack when you are only a few feet away. By timing it correctly you reach him just when the attack can be performed to kill him without losing any time. The Raptor cannot use any items (although he benefits from Power Cores and health packs, of course) and still you should pick up ammo and special weapons when playing as it, since he can carry an infinite amount of both, preventing an enemy from nabbing them. Primary Attack: Claw Attack Damage: 0-45 (depending on how close the victim is) Accuracy: Perfect Speed: Perfect Secondary Attack: Jump Claw Attack Damage: 3-oo (depending on how close the victim is) Accuracy: Good (it hits anything close-by in the crosshair but aiming is still somewhat hard, because of the charging phase) Speed: Slow *******************************6.3 Mites Hints****************************FF3 The Mites play similar to the Raptor, although they actually have a long- range attack. Sadly it is pretty weak and hard to aim with at a far-off spot, so simply hopping to an enemy and keeping the attack button pressed down is the better alternative. In short: As Mites, behave like a Raptor that's lacking the Jump Claw Attack. If an enemy tries to run away or if you know that an adversary is really low on life you might consider using the Spit Attack, of course. Primary Attack: Claw Attack Damage: 0-4 (depending on how close the victim is) Accuracy: Perfect Speed: Perfect Secondary Attack: Acid Spit Attack Damage: 25 Accuracy: Average (the attack moves in a short arc) Speed: Average ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 7.0 Walkthrough GGG ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-7.1 Deathmatch-=-=-=-=-=-=-=-=-=-=-=-=-=-=-GG1 Deathmatch is the oldest and best-known Ego-Shooter multiplayer mode so you probably know what to do but I'll give you a short outline anyway: Frag (i.e. kill) any other player you encounter to score a point. Sounds simple? So does it play, but often the simpler a game is the better it is. ^^ ________________ Proving Grounds:| The name says it all: This is just a nice little arena perfect for practicing. The map consists of a centre room with four openings leading to a circle- shaped, narrow path around the main centre room. You will find all sorts of ammo just about everywhere. Since you'll never have a hard time here simply stay in the main room, move backwards in a circle and shoot your targets. Position of the Power Core: In the green room on a small pedestal. Health: A 25 health pack can be obtained in the green room (just take the green-lit doorway from the centre room) and a 50 health pack in the centre room. Weapons: A set of PFM Mines can be found in the centre room. ___________ Crossroads:| This is another small level without any surprises: Most respawn points are on the higher level on a field missing any real possibilities to hide. From here you can either jump down in one of two holes located in the corners of the field or you can use the centre hole to collect the Power Core but this way you land in the crossing section of the lower part of the level which only consists of a single path forming an eight. You can climb back up at the two corner holes. The best thing to do here is to stay on the higher platform and camp behind one of the corner holes waiting for any enemy to respawn or to climb up but usually you can also jump down and hunt down any enemy you see without encountering too much of a problem. Position of the Power Core: In the centre hole on the upper platform (it can be obtained by letting yourself fall a tad bit and then pressing the jump; this way you can stay on the upper level) button. Health: Two 25 health packs spawn near the centre hole on the higher platform. Weapons: An Iron Claw and a Sentry Turret each lie near a corner hole on the higher platform. _____________ Grim Retreat:| At first glance this level seems more complex than it actually is, because of all the doorways that in fact only connect three major rooms. On one side of the map is a somewhat green-lit room, on the opposite side we have a bright brownish room and in the centre there is a grey room (watch for the abyss here). Both non-centre rooms have two hallways attached that lead to the grey room and to the other room and it is also possible to use a climbing wall in the green room to reach the grey room a bit quicker but also less protected. In the brown both a ramp and a climbing wall take you to a platform right above the grey room so you see, there are lots of possibilities for retreating when badly hurt. Directly run to the ramp in the brown room, pick up the Cerebral Bore once it spawns, position yourself on the upper end of the ramp and wait for your prey to enter the room. Now use the Bore and, if necessary, finish off the enemy, then go up further and nab the Power Core, which you should use to hunt down some more enemies. If this doesn't end the level already, just move around and collect the missing frags. Position of the Power Core: High up in the grey room, only reachable via the brown room. Health: A 25 health pack lies in the green room, another one near the Power Core. The latter one should be your choice since it lies in a good position and since the computer controlled characters won't pick it up. Weapons: A Cerebral Bore spawns on the ramp in the brown room. Use it for an easy frag. _________ Tempered:| This level is pretty much shaped like an eight...but with a few twists. There are two circle-shaped rooms connected by a slim hallway but is not possible to walk back and forth as you wish because of some ramps. __ / \ \__/ .:/\ \__/ The upper section of the eight can only be entered via the left doorway, whereas the lower section needs to be entered via the right-most doorway. The other two doorways are exit only as they are located higher than the other two. From the upper circle you can also walk up another ramp leading to left side of the lower circle (Sounds complicated? Sorry, that's just me; in fact the level is rather small and simple. ^^) Stand on the ramp of the upper circle and kill any enemy you see. If you run low on health, just step back so you don't take any additional damage and wait for the health to spawn. When you see that the Power Core has spawned, run for it, before your adversaries do and fight your way back to the ramp you camped on. By the way: You can swim in the lava pools found throughout the level and even alternate between them as they are connected, but don't do it. It doesn't really save any time and there is nothing spectacular to be found. Position of the Power Core: In the lower circle, but only reachable via the left ramp in the upper circle. Update: I just found out that it's possible to nab it by jumping of the ramp nearby. Health: Two 25 health packs; one at the end of both ramps leading to the centre area. Weapons: A Cerebral Bore floats in the lava in the centre section, but you don't want to pick it up. _____________ Bomb Shelter:| The main room here is a small square-shaped one with some platforms floating in it. From here you might either jump down (you can easily climb back up) or climb up or simply leave it via a doorway. If you choose the last possibility you'll soon reach an even smaller room with two climbing walls. One of them leads to a small cavern, the other one back to the place where you can jump down out of the main room. If you climb up in the main room you get to a very high, tube-shaped room with a pedestal in the middle. When jumping all the way down here you will come to the small room with the two climbing walls, but if you jump onto the pedestal you can walk to the lower region of the main room. In this level you should neither rely too much on the Power Core (as it lies in the room where most of the action usually takes place, hence it is easily stolen from you and you're easy to attack when picking it up) nor on any Special Weapons, as there are none. Instead, if you feel like ruling the level, run about and search for enemies to hunt down. If you don't, camp in the cavern on the mid-storey of the tube-shaped room. Here you are relatively safe and you can retreat if you need to. Position of the Power Core: In the main room on a floating platform. Health: Two 50 health packs; one in the cavern of the small room and one on the pedestal of the tube-shaped room. Weapons: None. _______________ Basic Training:| Definitely a telling-name: The level consists of two major storeys both simple built. The main place is a huge hall with two relatively broad pedestals that can be climbed via ramps or climbing walls. Right between these pedestals there's a floating platform that can be reached by and left towards both pedestals. Behind these constructions you can use a ramp to reach the cellar only made up of a single room with two walls in it, so there's at least some chance of hiding. At the beginning run down into the basement (unless you already spawn here) and pick up the Sentry Turret. If you place it right in the middle of the room you gain two advantages: You will cash in some easy frags without getting near an enemy and the health pack lying here is unlikely to be taken by an adversary. Now move up to the main room, kill any enemy you encounter and when you've cleared the way, nab the Power Core to allow for some more frags. If you run low on lives (which actually shouldn't happen, but who knows) hide in the basement and try to position yourself between your Sentry Turret and any enemy coming down. Position of the Power Core: On the higher level on the floating platform. Health: A 25 health pack spawns in the basement and another one just at the upper end of the ramp that leads to the first medi-kit. Weapons: A Sentry Turret lies in the centre of the basement. ____________ Fire Temple:| This stage basically consists of a centre room (like a lot of other levels), that is divided by a small river of lava, and a handful of hallways and small rooms outside of it. I start with the detailed level description on the bigger one of the two big platforms in the centre room: From here you can reach the high platforms via the centre doorway or you can enter the doorway just to the right of it leading either to the smaller platform of the centre room or via a climbing wall through two small rooms behind the smaller platform. Now you can either jump down into a hole and land by the platform on a small ledge or move on and walk down a ramp to the platform or move on even more so you might jump down a climbing wall to the bigger platform or jump onto the high platforms in the centre room (without the possibility of going back). In the Fire Temple you won't find any really safe places or easy-to-hold sniping places so you better have some close-combat skills. Try to nab the Power Core and use its effect for some frags, but if you get a rather lame effect like Teleportation your best bet is to either stand above the long climbing wall on the left of the bigger platform or to stand in the small room on the other side of the map, where the 50 health pack spawns. The latter strategy is better in my opinion as you will both encounter more enemies here (so you can get more frags) and as you can quickly pick up a whoopin' 50 health boost once you're in trouble. On the other hand you take more damage here and the Power Core takes a lot of time to reach from here, so if you want to play it really safe, use the first strategy. Note that it is possible to jump back and forth both major platforms in the centre room with some precise jumping. Position of the Power Core: On one of the high platforms in the centre room. Health: A 25 health pack spawns in the small room behind the smaller platform of the main room; another one spawns on the larger platform and a 50 health pack awaits in the small room that is connected directly to the small room that contains the first medi-kit. Weapons: None. _________ Hopeless:| Who the hell was responsible at Acclaim for the naming of the levels? Maybe it is hopeless for the creator of this map to wish for fame in the mod scene or something, as this map plays pretty decent but also is rather uninspired. The level consists of three small rooms all having two storeys (with stairs or climbing walls in all of them) and they are linked both on the lower level and on the upper level. Try to nab the Sentry Turret, position it in the lower centre of one of the rooms and move to the upper storey. Move around, frag anybody who tries to leave the lower level or anybody who has already done so and pick up the Power Core if possible. The best weapons to use when attacking targets on a lower level here are explosive weapons as you don't get a really clear view on the lower section, suited for precise and quick sniping. Position of the Power Core: On the upper level of the yellow "ramp-only" room. Health: A 25 health pack lies next to the Power Core. A 50 health pack awaits on the upper storey of the "climbing-wall- only" room. Weapons: A Sentry Turret spawns on the lower level of the mixed climbing wall and ramp room. ________ Fallout:| This level is nearly symmetrically built: On one side of the level there is a little hall from which you can take four different paths all going parallel and all of them leading to the other side of the level where a few small niches allow for some good hiding. If you take the two inner-most paths you can also first climb up a ramp and then a climbing wall to reach the upper level, being a great place for some sniping action. If you have an explosive weapon, the best thing to do is to stand on the upper level and to observe the ramps leading up. In case an enemy tries to get up, frag him and replenish your supply of explosive rounds. If you don't have any explosive weapon, you might still want to camp here a bit, but since you'll run out of ammo rather quickly you should get down after a while and pick up the Power Core as well as some ammo and test your skills in close- quarter combat. Position of the Power Core: In the small hall at the end of the level on the lower storey. Health: A 25 health pack lies in the Power Core room and another one awaits on the upper storey on a platform that can be reached via an additional climbing wall. Weapons: An Iron Claw spawns on the opposite side of the level as seen from the Power Core location. __________ Tightrope:| There is an outer square-shaped hallway going all around a centre room. The two areas are connected by a total of six doorways, with four of them leading into the lower storey of the centre room and into the lower segments of the hallway. If you simply follow the pathway, you will automatically move up a ramp, to reach the higher segments and to get access to the other two entrances into the hall. These lead onto a narrow platform going right through the room. I recommend following the outer hallway all the time, so you can both build up on a decent ammo stack and surprise the one or the other enemy on your way. If you run low on health, just go to the nearest health pack, but definitely do not traverse the hall as this is the most dangerous place to be in this level. If you see a Power Core while being at either one of the upper doorways, go get it and either go on as you did before or if you are lucky enough to get a devastating Power Core effect, drop down on the lower level and have fun. Position of the Power Core: On the narrow platform on the upper level of the hall (reachable from the high segments of the hallway). Health: A 25 health pack spawns in each of the lower hallway segments (so this makes for a total of 2). Weapons: None. ________ The Pit:| Another rather simple, but in my humble opinion at the same time intricate and interesting level: The main part where you and all enemies spend most of your time is a big yard with two storeys. Both storeys consist of an outer ring and four ramps leading up onto a small centre platform. You can reach the lower level from the higher level by jumping down, but watch out, since you will fall into the name-giving pit and die if you fall too far. Another one-way possibility to leave the upper level is to enter either one of the two doorways to fall down into a small niche on the lower level. To get back up, enter one of the other two doorways on the lower storey to go up a stairway being a one-way ticket to the upper area and also providing you with either two sets of rockets or two packs of energy ammo. If you dare to play a bit aggressive, stay on the upper level and take down any enemy near you while picking up additional bullets until a Power Core spawns. Pick it up and either use its effect for some additional frags or, if you want a different effect, jump down to the other Power Core and then move back up. In case you want to play it safe, jump down and move up either set of stairs but do not jump out of the doorway at its end but stay on the stairs. Here you should be able to both kill some enemies in the main area and at the same time keep your back clear (and you can pick up new ammo). Position of the Power Core: Here you will even find two Power Cores, one on each centre platform, but note that picking up a second Core will terminate the first effect. Health: A 25 health pack spawns in each of the small niches on the lower level (so this makes for a total of 2). Weapons: None. ______________ Leap of Faith:| Basically this level is a tower: The main area is a big room on the highest storey, where you can either jump (or easily fall) down to another big room, walk down a ramp to the very same room or go through either one of two doorways into the second big room on the upper level (where a leap of faith brings you to the bottom of the level). All of these are two-way paths (besides the leap of faith); if you jump down to the medium level, just climb back up the climbing wall at the ramp. Another possible way to take from here is to jump down to the bottom of the map. This area consists of two small rooms that are connected by a short hallway and both contain a teleporter each, which will bring you to the main room just at the top of the level (it doesn't really matter which one to take). Stay in the main room as long as possible, since you can rack up lots of frags here, keep an eye open for the Power Core, pick up some health and retreat quickly by jumping down whenever you are in desperate need of health or ammo. Position of the Power Core: On a platform in the main room on the highest storey. Health: A 25 health pack spawns near the ramp leading down to the medium storey and a 50 health pack lies on the bottom in front of a teleporter. Weapons: An Iron Claw awaits in the smaller room on the upper level, but don't care about it. _______ Crypts:| This level mainly consists of two rooms: A big one with various storeys and a small one that deserves the description of being a main room because of the many paths leading in and out. If you take the normal path out, you will get to the bottom of the big room from where you can climb up a wall and walk up some ramps. About half-way up you can enter a doorway that will bring you back to the small room (just jump down at a climbing wall to be back in the centre of the small room) or leads into a minor room if you climb up a wall, and if you go up the ramps all the way, you will get to an alternative entrance into the minor room at the top of the map. Besides the two ways in and out of this room, that I already mentioned you can also jump into a hole in the ground leading to the small main room (a one-way path) or jump down at a set of climbing walls, which will also get you to the small main room. Try to pick up the Sentry Turret and place it where you found it, but then leave the small room, since it doesn't hold any health and since it's hard to retreat quickly from here. Head for the Power Core location and pick up the rockets in front of you, without walking up the ramps to the ceiling, but by simply jumping near them. This place is relatively easy to defend, you can pick up health, ammo and the Power Core, and there are lots of frags to be made. Position of the Power Core: Run up the ramps in the big room until you can jump onto first small platform; from here you only need to jump onto the small ledge in front of you. Health: Two 25 health packs; one on the small platform near the Power Core and one in the small minor room. Weapons: Both a Sentry Turret and a set of PFM Mines spawn in the small room at the bottom of the map. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-7.2 Team Deathmatch-=-=-=-=-=-=-=-=-=-=-=-=-=GG2 Team Deathmatch is the same as Deathmatch only here you have an ally marked with a green arrow above his head who you shouldn't kill as it would result in a loss of one point. _____________ The Pedestal:| The main part of this level once again is a square shaped room but this time it is a more complex one. The upper area is shaped like this: ___________________ | | | | |___|___________|___| | | | | | | ____ | | | |__| |___| | | | |____| | | | | | | |___|___________|___| | | | | |___|___________|___| The four corners are higher than the rest of the room and the centre platform cannot only be reached via the two small ramps leading to it but also from the other two sides. If you happen to fall down (or if you need to) you'll find yourself in a slightly larger square-shaped area with lots of columns blocking both your sight and your movement, furthermore there is absolutely nothing to be found down here so climb up one of the two climbing walls in two adjacent rooms (the two other rooms here don't offer any way of getting back up again). On the upper level there are not only two small rooms which are only interesting when climbing up in them from the bottom but also two rooms with explosive rounds and health that requires you to jump down in order to collect it. This level is best played by staying on the upper level, keeping an eye on the spawn place for the Power Core and by standing on top of the climbing walls (when not being in a fierce battle at the moment) so any adversaries trying to come up get shot without you risking any counter-fire. Position of the Power Core: On the centre platform on the upper level. Health: Two 25 health packs: One in each of the small rooms with explosive rounds on the upper level. You can pick these up, by simply getting really close to them without actually jumping down. Weapons: None. _________ Defcon 5:| Like in so many other levels, the main action takes place in a square-shaped room. From here you can either enter a small system of hallways on the lower level via one of two doorways or you can move up a ramp leading both to a small cavern situated over the main room allowing for some nasty attacks that your enemies won't bother about most of the time or you can reach the Power Core. Since you can take your time in Team Deathmatches in Turok: Rage Wars, as deaths of your allies don't affect your score at all, I recommend you move near the small hole over the square room, nab the PFM Mines without jumping down or onto the small platform and wait for an enemy to appear below you. Now place two mines in the lower section and one in the hallway directly in front of you on your level and wait again. Once the two lower mines or the single one have exploded have a look and attack any surviving enemy with an explosive weapon (since only explosive rounds spawn near you). Of course you can also play it less safe and stay with your ally hunting down your foes but this is the easiest strategy for Defcon 5 in my opinion. Later in the game you will face lots of enemies without a single team-mate; this is when you should stay on the upper end of the ramp that connects the two levels and try to hold this position as long as possible before retreating to the Power Core and to the health packs to gain new strength. Position of the Power Core: In the hallway complex, but only reachable from the upper level. Health: Two 25 health packs are located in the hallway system. Weapons: A set of PFM Mines float over the small hole over the orange-lit centre room. ______________ Spirit Temple:| This level doesn't have a specific area where most of the action takes place; instead the computer-controlled characters move about the whole map and you can't really feel safe anywhere. A definitely pretty important place nonetheless is a bright, brownish room with two sorts of ammo and two exits. You can either jump down into a hole (with a climbing wall for getting back up again) or enter a doorway at the other side of the room. This doorway takes you to another rather small room being pretty uninteresting from this entry, but if you leave it through another doorway you can either jump down at a climbing wall getting you to the same hallway as the hole in the first room or you can move up a ramp to nab some ammo and the Power Core in the second room. From here you can also fall down another shaft that also leads to the down-most hallway (there is a lift you can ride to get back up again). On the lowest level directly next to the exit of the first room's hole in the floor you can (and should) enter a really interesting perversion of gravity: Beginning in a wall of water you can swim through a pretty dark but linear area leading to a Sentry Turret. After picking it up, have a look down, as you will see that you're actually swimming in the watery ceiling of the first room. Right after the level starts you better go for the Sentry Turret and deploy it in the bright, brown room. Afterwards pick up the Power Core and use its effect to start the hunt: Move around and frag any enemies you encounter until the Power Core has worn off and repeat. Position of the Power Core: In the second room on a column, only reachable from the upper level. Health: A 25 health pack is located between the two major rooms and a 50 health pack can be found near the climbing wall on the down-most level. Don't rely too much on the health items as they are very likely to be picked up by the computer controlled characters. Weapons: A Sentry Turret lies at the end of the water passage. _____________ Earth Temple:| This is just another simple square construction. The main room resembles a Roman arena: The outer ring is way higher than the inner section, so anybody standing in the middle can be easily shot without any chance to hide. You can jump onto the small platform from any side of the outer ring and also jump back but if you fall down, you need to get to either one of two ramps. On the outer ring you'll also find two side-arms; since I don't know how to explain this properly I just draw it. ^^ __________ | _____ |_____ | | | | | | | | __ |__ |__ |__| | | | | | | | |_____ _____| | |__________| This simple level doesn't leave much room for tactics so your primary target should be the Power Core to gain the momentum. Once you have it, use any explosive weapon and go for some frags. Don't worry too much about not wasting your explosive rounds, there are two spawn points for them on the outer ring. Position of the Power Core: On the flying platform in the centre. Health: There are two 25 health packs; one in each side-arm. Weapons: None. _______ Matrix:| This level's layout is nothing like the story of the movie with same name. It isn't complex but actually really, really simple. Basically all the action takes place in a large centre room with a big column in the centre and two doorways leading out to two water pools. These water holes only serve as an entrance to a great pool which actually is the big room's ceiling. You can either jump down through two holes into some corners of the room or swim further to a big watery area where the Power Core and some ammunition can be found. The best strategy for Matrix is to nab the Power Core (luckily, computer adversaries usually behave pretty stupid in the water) and depending on whether it grants you a really helpful effect or not you either position yourself in the great room and play aggressively or you camp on either ramp and wait for enemies to come from the centre room (if anybody approaches from the water hole, you can hear it and react accordingly). After a while (when the Power Core should have respawned) repeat the whole procedure. Position of the Power Core: In the large water area above the main room. Health: One 25 health pack lies in the centre room next to the column and another one is on a ramp. Weapons: None. _____________ Water Temple:| Do you remember the times when water levels in video games usually meant frustration and could render even the best games plain tedious? Luckily these times are over and the Water Temple in Turok: Rage Wars is quite nicely designed...but actually most of the level isn't even covered by water. ^^ The main action takes place in three rooms: On one side of the map we have a small brown room with a column in the centre. This room is connected to another (way bigger) brown room by two hallways and this one on the other hand has another hallway that leads directly to the third room, being green- lit. From here you can also move up a ramp and jump into the big brown room. The three rooms are also connected by a long, narrow underwater hallway which you should use to move between the locations unless you are really low on health. Computer controlled enemies don't behave smart at all in the water and also don't aim too well but you are very likely to encounter one when diving here, so use this path when you're healthy but not when two or three hits would be sufficient to finish you off. The best thing to do here is to camp on top of the ramp in the big brown room where the Power Core spawns. Stay there and unless you get an effect boosting your chances of winning in close-combat, just look into the watery opening and shoot any enemy you see in there (preferably with some strong, single shot, non-explosive weapon like the Plasma Rifle as it is pretty simple to hit in this situation). If you get a really nice Power Core like Invulnerability jump into the water dive to the left and up, move up the ramp, pick up the Iron Claw, place it in one of the doorways in the centre room and camp again on the ramp. On your way you should kill as many enemies as possible of course. Just in case you wonder why the water in the green room is green as well: It takes away ammunition when diving in it, so simply avoid it. Position of the Power Core: Up high in the centre room. Health: A 25 health pack can be found over the green pool on a small ledge and a 50 health pack (that is very likely to be taken before you can reach it) lies in the normal water between the brown rooms. Weapons: An Iron Claw spawns in the hallway under the ceiling between the green room and the centre room. _____ Prey:| The main action takes place in a large hall in the centre of the level with two side-hallways similar to those in the Earth Temple. From these hallways you can also take a climbing wall up to two small balconies in the main hall from where one can also jump onto the centre column. I recommend you position yourself on either balcony, watch over the climbing wall beneath you and wait for the special weapons and the Power Core to appear. Once they did, pick them up and make use of them, preferably when staying close to your team partner. As you should have some team frags by now, you can simply run about and hunt down any enemies but if you want to play it safe, stay on the balconies and shoot your foes from a safe distance, while your buddy scores some additional easy frags from time to time. Position of the Power Core: On the column in the centre room; only reachable from either balcony on the upper level. Health: Two 25 health packs; one in each hallway's turn. Weapons: A Cerebral Bore can be found on one of the balconies and a set of PFM Mines lies on the other one. _____________ Wicked Dance:| The main place here actually isn't as "main" as it is in other levels, but still pretty much of the action takes place in a relatively small room with an even smaller platform floating high up in it. The platform can either be reached by climbing up the walls near it or by walking up the ramp and then taking either way around the block. From here you might either enter the left or the right doorway. Both lead to the same room, but since the left one requires some wall climbing which leaves you open to attacks, I recommend the latter possibility which features a one-way teleporter, bringing you to a room with two exits: Either jump down at the left to get back to the main room or take a right to reach a hole in the ground from where you can jump right onto the floating platform or simply look down and shoot. This map is pretty fast-paced, with no really safe places, so you better stay in motion and watch your health. Maybe the best place to be is on the floating platform: Enemies above you will probably not try to hit you and your back is quite safe. In addition you can plant the PFM mines at the left doorway, run to the Power Core whenever it spawns and choose from all sorts of ammo. If you run low on health, sprint for the teleporter and pick up both health packs quickly before returning to the small platform. Grenade Launcher-wielding characters have an extremely easy time here. Just stand next to the hole in the ground right on the spot where the explosive ammo spawns and look down. When you see an enemy, shoot at him via the secondary fire mode and if you see that an adversary runs to the teleporter, look at the corner in front of you and lob grenades around it via the primary fire mode. You will receive new ammo just as quickly as you use it and nearly never will any enemy make it to your location. If one does, shoot him with the secondary fire mode and collect some health. Position of the Power Core: Behind the floating platform (jump down and go up the ramp). Health: Two 25 health packs, both being close to each other; one lies in the room you can be teleported to and the other one in the room with the hole right above the floating platform. Weapons: A set of PFM Mines awaits on the floating platform. __________ Breakdown:| There are two big halls, which are connected by various means. In the smaller one you can either take a teleporter on the bottom or enter a doorway on the bottom that leads to a ramp either bringing you to the bottom of the larger hall or up to the lower level of the first hall and from there to the highest level of the second hall via another ramp. If you choose this way, you will come to a platform high up in the big hall from where you can either jump down to the bottom or walk down a ramp to another small platform near the bottom (an elevator takes you up to this platform if you are on the lowest storey). The teleporter in the first hall sets you off on a ledge high above the elevator in the second hall. If you jump down in the larger hall, watch out for the lava pool, which offers absolutely nothing, but luckily depletes your health pretty slowly when compared to others. The high platform above the lava pool is a nice place to be: To recover some health you can either jump down or quickly retreat to the other health pack, you can snipe really well from here (and refill your sniping ammo) and whenever you fell like a bit of melee, you can walk down the ramp and pick up the Cerebral Bore. Position of the Power Core: On the upper level in the smaller hall. Since you need to ride the slow elevator, it is a bit to dangerous to pick it up in my opinion. Health: A 25 health pack lies in a short hallway on the lower level of the smaller hall and a 50 health pack lies on the second platform in the lava pool. Weapons: A Cerebral Bore spawns on the low platform in the bigger hall. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-7.3 Monkey Tag-=-=-=-=-=-=-=-=-=-=-=-=-=-=-GG3 In Monkey Tag you need to frag the participant who's it, you might say. At the beginning a player is randomly chosen to be a monkey, a chicken or a compsognathus (both play the same and both start with 10 health) who has to reach a blue-lit pad, so another player gets respawned and is transformed into a monkey. While it is possible to kill normal adversaries, this won't grant you any tag points. _______ Fathom:| Number of monkey-reversal pads: 3 An extremely simple level design meets an extremely simple difficulty. The main action takes place in a small square-shaped room with four ramps leading up and back to the room in a 180 degree angle, with four small platforms in the corners and a watery opening to a simple straight underwater tunnel leading to the middle part of one of the four ramps. Two of the three monkey-reversal pads (my very own name creation; isn't it great? ^^) can be found on ramps and the third one is located on one of the platforms. As a monkey you should have a quick look where your enemies are and then either run to the active monkey-reversal pad or climb up the nearest, safe ramp. If you find the right pad there: Great. If not, jump down onto the nearest corner platform and move up the next ramp and repeat if necessary. In case your enemies are too close-by or block the path to the right pad, try to enter the underwater tunnel as you'll be pretty safe down there and as you can find a neat banana crate (called Retaliation) that transforms you back into a blood-thirsty killing machine for ten seconds and it also makes all enemies run around as a monkey for these ten seconds. As a normal player just step onto the right pad and look from where the monkey approaches. On a medium or long distance you can use either quick weapons like the Mag 60 or splash damage weapons like the Scorpion Launcher, on short distance you may even stand in front of the pad and equip a melee weapon since even a single hit with a Warhammer will kill any monkey (that hasn't picked up a health goodie). Fortunately your enemies will never go for the Retaliation item, making this strategy nearly flawless. Sometimes you will need to take care of any other normal player attacking you but this shouldn't mean too much trouble. Position of the Power Core: On top of the pool entrance in the centre room. Health: A 25 health pack spawns near the Retaliation item. Unless you're aiming for the bananas or unless you desperately desire explosive rounds you don't need to get there. Weapons: None. Retaliation: In the middle of the underwater section. __________ Courtyard:| Number of monkey-reversal pads: 4 Hmmm, looks like Tron, if anybody remembers...actually I've never seen the movie myself, but this level reminds me of it anyway. ^^ The level is a stretched construction, resembling a broad tunnel with a monkey-reversal pad at both ends. These ends are connected by a wide open space in the centre as well as by two relatively safe pathways both including another monkey-reversal pad making for a total of four pads. As a monkey you should use these hallways to reach the right pad or if you are close to either health pack you can also nab one of those and try to reach the banana chest below the Power Core. A neat side effect of this method is that you'll collect a good amount of ammo on the way. As a normal player find out which pad is active at the moment and camp there. Remember that you are able to use the centre ramps to reach the platform with the Power Core. Position of the Power Core: On a small ledge in one of the ends of the hall right above the banana chest. Health: Two 25 health packs await near the other end of the hall in two small caverns. When jumping precisely you can even pick them up by jumping from the ramp to their position without actually landing on their platform. Weapons: None. Retaliation: In the centre area right below the Power Core. __________ Boxed Set:| Number of monkey-reversal pads: 2 Boxed Set? Oh well, I better not say what I think of the whole naming process at Acclaim...^^ Anyway; this level is really simple and shouldn't be a real problem as you can already see when looking at the amount of monkey-reversal pads. Both pads lie in different rooms on two towers made of boxes covered by climbing walls. These rooms are connected by a short hallway on the lower level as well as by a short hallway reachable from the peak of the towers. Alternatively you might also enter a third room that both connects the other two rooms and that features a banana chest on a small roof, but as this path takes longer and as you are extremely open to enemy fire when climbing the tower to reach the retaliation chest this room is best ignored. Instead always move on the upper level. When you're a monkey, climb the nearest tower and either step on the active pad or jump to the upper hallway and run to the other pad. When you're a normal character, step on the active pad and shoot the monkey, which should be extremely easy. Position of the Power Core: None. Health: Two 25 health packs; both spawn behind the monkey-reversal pads in a small cavern on the upper level. Weapons: A Cerebral Bore can be found under the roof in the room that lacks any pads. Retaliation: In the same room as the Cerebral Bore but on the roof; only reachable by climbing the nearby tower. _______ Mystic:| Number of monkey-reversal pads: 2 Err, what exactly is supposed to be mystical about this level? The textures have already been introduced in some other maps and the layout itself is pretty simple: There are three relatively large rooms and all of them are connected directly, only separated by short hallways. The largest room has two ramps leading up in it, of which one takes you to a monkey-reversal pad and the other one leading you to a red-lit room. Here you might either jump down into a small opening to get back to the first room (you can climb back up again), take a hallway to the third room, jump onto a small floating platform in the centre or jump down into a pit with some rockets at the bottom (which I don't recommend, since it's too dangerous and you can pick up rockets elsewhere). The third room, being slightly yellow-lit, can be reached from and left heading for both other rooms via short hallways and it contains the second reversal pad, located on the upper level. If you are the monkey, look at the nearest pad if it is the correct one. If it isn't, you need to go to the other one as safely as possible of course. Should the correct one be in the largest room, reach it by taking the direct connection of the yellow room with the big one. If you're aiming for the other pad, I recommend climbing up the wall into the red-lit room, since the bots are unlikely to kill you while climbing and, in addition, after a short run you will be near the pad and also already on the right storey. When another participant is the monkey, head for the lit pad and wait there: You have a great view of anything approaching the pad long before they can reach it and hence you can easily win the level. The banana chest can be ignored completely since the tagging can be done a lot easier, but what might cause a bit of a problem is the ammunition. Generally you should avoid the red-lit room, but this is where most of the goodies lie. Pick up the bullets in the large room and either the rockets or the energy ammo behind the pads and preserve some ammo: The monkey can definitely be eliminated via Warhammer. Position of the Power Core: None. Health: Two 25 health packs; one on the lower level in the yellow-lit room and one at the upper end of the ramp leading to the pad in the other room pad-room. Weapons: None. Retaliation: On the floating platform in the room with the deep pit. _______ Bunker:| Bunker consists of a large main room, another smaller room and lots of ramps and hallways. In the main room there is a monkey-reversal pad in a small building on the upper level (reachable either by climbing up or via either of the two platforms. The two doorways on the lower level and the left path on the upper level (seen from the pad) lead to the minor room of the map. Taking the only exit here that won't get you back to the main room, leads up some ramps, past the second reversal pad and then again near the big room. The path splits up into two ways: Either go right and jump down to the lower level of the main area or go left to reach the second upper level way to the first reversal pad. In this level your victory pretty much depends on where to spawn: Sometimes you or any enemy gets to be the monkey, spawning just next to a reversal pad, but sometimes you might not and in this case it is really difficult to reach the correct pad. At first, just play the usual way, by running to the pad if you are the monkey and trying to reach the pad before the tag victim to camp there. If this doesn't work, pick up the retaliation item over and over again to get the necessary score. As the monkey (or chicken or whatever) you can jump through the window into the small room with the upper reversal pad any you should make use of it when an enemy awaits you near the pad. Position of the Power Core: On the upper level in the smaller room. Health: Two 25 health packs; one on the lower level in the main room and one at the hallway split between the monkey-reversal pads. Weapons: A Cerebral Bore lies under the Power Core. Retaliation: Take a right at the hallway split. ____________ Retaliation:| This is the only monkey tag level with three reversal pads, but still you do not really need to know the layout better than in any other levels, since there are very little choices to be made: The biggest room consists of a large platform high up (with a reversal pad) that can be reached by walking up a long ramp. As a normal player the only exits are a doorway on the upper level and one at the bottom. The latter one leads to a small room, mostly filled out by a lava pool and the second pad, whereas the first one leads to the third room with the third pad after a relatively long hallway. This room also contains two climbing walls with two ramps necessary to get to a small floating platform in the centre and to the hallway leading back to the first room. On the bottom you will find another exit, directly leading to the lava pool room. As a monkey there also is another path, that can't be used by normal characters because of their height: On the lower storey in the first room, there is a teleporter behind the wall, which takes you to the pad in the other lava-free room. Like always, try to camp on the lit pad to tag the monkey and head for the pad as quickly as possible when you are it. Usually the upper path is safer than the lower one, so use it first to see if one of the pads in the bigger rooms is the correct one. If you need to head to the lava room, there are two good possibilities: When being in the really large room, take the teleporter and if you are in the smaller room, just run to the pad; the way you need to go is so short that you should be able to do it. Defensive players should wait near the pad in the big room for the 50 health pack to appear as this will make your run to the correct pad a lot safer. Position of the Power Core: None. Health: A 25 health pack spawns on the upper storey of the big room next to the lava room and a 50 health pack lies on a small ledge near the pad on the upper level of the biggest room on this map. Weapons: None. Retaliation: At the teleporter. -=-=-=-=-=-=-=-=-=-=-=-=-=-=7.4 Capture the Flag=-=-=-=-=-=-=-=-=-=-=-=-=-GG4 Usually CTF means that two teams both having a base and a flag both in the same colour, need to grab the other team's flag and bring it to their own base when still in control of their own flag but here the whole procedure is way simpler: Two teams aim for the same flag and just bring it to some neutral scoring point. ___________ Stronghold:| A relatively tall building stands in the corner of just another square room. You can either use a ramp to enter one of two hallways going parallel to the big room or enter the basement of the building where a climbing wall leads to one of the hallways or you can use a small ramp at the building to enter its second storey where the flag lies. An alternative to that is the hallway with the small balcony-like platform: Simply run towards the flag and you land right in the window leading to it. At the beginning, try to get to the flag as quickly as possible. Once you've got it, don't worry about the rest: Step out of the window, enter the basement, climb the wall and score. From here just enter the window and repeat. Position of the Power Core: On top of the roof. It can be reached from both hallways but why would you want to pick it up? It only makes you lose time and endangers you. In case you still want to nab it: Afterwards it is possible to step off the end of the roof and while falling, to move into the window near the flag. Health: Two 25 health medi kits lie in the hallways but if you follow my strategy, they are out of reach which isn't too bad since the path I recommend takes you right to the 50 health pack located in the basement. Weapons: None. ______________ Dire Straight:| This level is a relatively long but narrow, single room. On one end you will find an elevator taking you up to the flag on the other side you will find another elevator leading to up to the sole scoring place. On the way between these two places you can either take two pairs of stairs in the centre, taking you down a short way and then back up, or you can go around them. On the outside you may also climb up to two platforms giving you access to the higher level of the small centre building. If you see that any enemy would beat you in a race to the flag, just let him take it and let him bring it to the scoring place. Instead of wasting precious ammo or health when hunting him, nab the Power Core and take the elevator up to the flag spawn place. When the flag returns you can pick it up in no time and start running for the scoring place. Try not to run into any adversaries and don't stop before you've reached the glowing green ball. If you happen to meet an enemy you can try to kill him on the go, but don't stop for it. After scoring simply run back to the flag and repeat. Position of the Power Core: On the upper level of the small centre building; only reachable by climbing up the climbing walls at the sides of the stage. Health: Two 25 health medi kits spawn directly in front of the climbing walls. Weapons: An Iron Claw lies down the stairs in the small centre building. ___________ Bottleneck:| Like Dire Straight, this level is pretty much straight forward: The flag lies in an otherwise empty room (watch out for the lava pool, that has absolutely nothing to offer), from where you can enter either the left hallway or the right hallway. Both are the same, so don't waste any time on thinking here. They lead to a medium-sized room with a small hole in the floor. Jumping into it will once again give you a choice between two hallways, that are exactly the same length and both of them lead to a different scoring place (both scoring places lie in adjacent rooms). In order to get back to the upper level, you have to enter either one of two teleporters beneath the hole in the floor. Again, it doesn't really matter which one to pick. Run for the flag instantly after the level has begun and aim for the scoring places when you have picked it up. Try to choose a path where you won't encounter any enemies, but if you happen to meet a hostile bot, try killing him on the go. Position of the Power Core: There are two Power Cores here and you might always want to pick up one after scoring (and then eventually also the second one, if you're unhappy about the effect). There is one at each scoring place. Health: A 50 health pack can be reached by jumping into the hole in the floor. Weapons: A Sentry Turret lies just beneath the health pack. It proves very useful if placed just where you found it, since everyone has to pass this point when aiming for the flag or for the scoring places. ____________ Fire Walker:| Another simple CTF map: The flag waits in a square room with two platforms above one another, with a lava pool beneath (the flag is one the upper platform). From here you can choose between two doorways, both leading to a different small room with a slip of lava in the centre and a shirt connection between the two rooms. The upper one of these has an adjacent balcony-like platform from which you can jump down to be really close to both scoring places. Just run across either bridge and go up a ramp to score. The other small room also has a direct connection to the scoring hall, but this way is more dangerous and takes a bit longer, as the narrow doorway might be blocked and as you cannot leap a good part of the path. Try to get the flag at the beginning and go to the upper one of the two adjacent rooms from where you simply jump into the hall and head for the nearest scoring place as quickly as possible. Afterwards return to the upper room and jump into the lava pool to pick up a Sentry Turret which should be placed in the very same room (but of course not in the lava), before going to the flag place again. If the flag is taken, just wait there for it to respawn. Position of the Power Core: Below the flag on the lower platform. Health: Two 25 health packs, one in each of the small rooms with the lava slips. Weapons: A Sentry Turret swims inside the lava pool in the upper room and a Cerebral Bore spawns inside the lava pool in the other small room (but it should be ignored, since the loss of life required to reach it, isn't justified in any way). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-7.5 Bosses-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-GG5 Generally Boss Encounters follow the rules of a Deathmatch but with a twist: Bastille is protected by a shield that needs to be shot down before hurting him, Syra and Warclubs must be killed shortly after one another, etc. _____________________ Cathedral (Bastille):| No matter how you play, this will be your first boss fight and it shows in terms of difficulty. The stage consists of a big, open centre room and two pathways, one on the left and one (perfectly symmetrical) on the right both leading up on a pair of stairs back to the centre arena. When using either of these paths you will be able to hop onto a crate that would be out of reach otherwise but unfortunately you cannot reach the upper opening of either pathway from the crate. You're best advised to run in circles or in a path somewhat shaped like an eight: At the beginning move into either doorway depending on what kind of ammunition you feel more comfortable with (explosive ammunition on the left, energy rounds on the right), grab some ammo and position yourself at the upper end of the ramp where you should wait for Bastille to show up (which he always does as his only intention is to directly hunt in on you to go for the kill). When he does, use some explosive weapon or any other high-damage weapon until his pesky shield can stand only about one more hit. If you deplete his shield just now you'll probably run out of ammo for your momentary weapon so you have to switch to another gun, hence wasting precious time you could have used to damage Bastille. Now move out of the hallway back into the great hall and enter the other pathway where you once again pick up some ammo and wait at the upper level. If you don't feel so comfortable when aiming you might not want to stand directly at the end of the ramp but around the corner so you can hit the boss in close-combat when he comes around the corner and then land some safe hits on him, when he kneels down, replenishing his shield. When attacking him after the shield has turned off, you don't want to use a powerful but slow weapon like the Scorpion Launcher but rather some bullet weapons for example since you'll be dealing with a pretty tight time-frame before the shield will be turned on again. If you have it, definitely make use of the Radioactive Flare Gun: Stand on a ramp, shoot a few flares at the beginning of the ramp and enjoy. Bastille will walk right in and lose both his entire shield and all (or at least most) of his health if done right, but only if you do not set the trap too early. If you set napalm gel or radioactive flares while Bastille is still far away, he won't walk in. Position of the Power Core: None. Health: One 25 health pack can be found in far end of the centre hall but you better ignore it as it lies too far away from your normal moving pattern and as its location would leave you too open for attacks from behind. Instead you should nab the 25 health pack near the right entrance to the left hallway and especially (and basically automatically when following my strategy) the 50 health pack on the centre crate. Weapons: None. ______________________________ Warehouse (Syra and Warclubs):| Like the name already indicates, you fight in a great hall full of boxes. You can either walk on a lower level where lots of boxes allow for some great hiding or you can use an elevator in one of the corners to reach the upper level, only consisting of a ring-shaped platform at the edge of the hall, from which one not only gets the chance to jump onto the lower level but also onto some of the boxes. On the opposite side of the upper platform from the elevator a short hallway leads to a small two-storey room with the possibility to jump down but not back up again. The lower storey of the small room is connected to the big hall via another small room. Simply defeating Syra and Warclubs wouldn't be too much of a problem but after killing one of them you need to frag the other one soon after or else the first one will be completely regenerated so try not to finish off one of them too early. Instead hurt Syra (she can take more hits than her companion) until about one or two more hits would strike her down, then completely hunt down Warclubs and return to Syra. If Warclubs is on your heels and you can't shake him, you might also quickly kill him once, so you can take your time to nearly kill Syra, then kill Warclubs again and go in for an easy kill on Syra. The best place to be is the upper section of the hall, near the doorway to the small room. From here you can pick up the Power Core in no time as well as the health packs and you have a great overview without risking to be attacked from behind. Position of the Power Core: On the upper level of the small room. Health: Two 25 health packs; there is one in each of the small rooms on the lower level. Weapons: An Iron Claw spawns on a tower of boxes in the great hall; only reachable from above. ________________________ Amphitheater (Symbiont):| There is a large main arena, with few spots to hide. The small hallway you spawn in should be quickly forgotten, since there is nothing to pick up here and it is just a simple dead-end. A bit more interesting are the two hallways on the left and on the right: The left one contains two sets of rockets, whereas the right one supplies you with energy ammo. You do not necessarily have to take the far entrances to get there but walking up the ramps to enter the doorways right at the narrow platforms is relatively dangerous, so I don't recommend it. If you need some bullet ammo, enter either hallway on the far end and traverse it completely to get out at the platforms. Moving down the ramps just in the centre of the arena gets you to a really small room, only worthwhile if you are low on health, just like the even smaller room above it. Don't get intimated when you first see that there are four enemies around, all looking the same, but also don't get too cocky: Three of these bad guys are simple clones of the boss; they know how to shoot and they can be taken down, but refrain from doing so, if avoidable. Every time you kill one of them, another one will spawn and since they aren't that much of a threat, you should concentrate on the main enemy. If you have absolutely no clue on which one is the right one, just shoot at a bot. Hitting a clone will leave the boss's lifebar unaffected, but hitting the real boss will lower it, so you know you have hit the correct guy. Generally you might also note that the clones sometimes tend to block themselves in some place, not getting away anymore, but the boss doesn't, and usually Symbiont is the only enemy aiming for the Power Core. By the time you reach Symbiont, you should already have a decent amount of extra lives and even if not, this fight isn't too bad. Take your best gun, aim for the Power Core and try to keep up the attack on the right enemy as long as possible. All items reappear way quicker in this boss fight than they usually do, so you might e.g. wait at a health pack-place after having picked it up, to replenish more health. Position of the Power Core: On the pyramid-like structure in the centre (climb up either at the left or right side). Health: Two 25 health packs lie under the centre of the main arena, respectively on the medium storey in the centre. Weapons: None. ____________________ Starlight (Tal Set):| This is the final boss but still he's not really that hard to beat. The level consists of a flying fortress with lots of possibilities to step into some abyss or into a pool of magma. The largest area is a flat, long platform with two lava pools (don't worry too much if you happen to fall in, as you can simply hop back out), all three sorts of ammo and a ramp leading up to the junction of the map. From here you can either move down to three platforms sticking out of the building (they are connected by a hallway) or use one of two ramps taking you up to some bars that make up the roof. Tal Set makes use of lots and lots of different weapons like Mines, Rockets, Plasma Shots, Machine Gun Bullets, etc. and on a close distance he finishes you off really quickly whereas on a far distance he's somewhat lacking in aiming. Therefore position yourself on the roof, pick up the ammo and attack Tal Set with your explosive weapons and any other good weapon once you run out of Explosive Rounds until he closes in on you. Now jump down (watch out for the lava pools), pick up the ammo on the way and run to the lowest section of the level so you can refresh your health and pick up the Power Core. If you're lucky, which means getting an effect like invulnerability or invisibility, hunt down the boss, if not, just repeat. After losing a third of his health Tal Set disappears, leaving you alone with one or more normal enemies you need to frag once before the main bad guy reappears. When he's down to a third of his health he hides again but this time you have to beat more normal enemies than before. Try to be on the roof when the normal enemies appear. This way you can aim your explosive weapons at them and finish them off pretty quickly and from a safe position. Position of the Power Core: In the hallway between the three small platforms. Health: Two 25 health packs lie on the platforms next to the Power Core. Weapons: None. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 8.0 Special Game Modes HHH ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Obtaining Minigame Icons in Singleplayer unlocks two special game modes for the lone gamer: Time Trial and Frag Fest. Note that any items found in the normal Singleplayer are irrelevant in these modes. *******************************8.1 Time Trial*****************************HH1 In Time Trial you get to choose any normal Singleplayer character, equip him with any weapons you like (Mites and Raptors are exceptions, of course), except for the Chest Burster, and play a complete mission tree with every level the game has to offer. The amount of enemies and team-mates are fixed as well as a time limit for every level. Your objective is to reach a certain score within the time limit and (if you feel like doing so) to improve on your record times. Some levels are extremely easy, whereas others like Hopeless are nearly infuriatingly hard, but with a bit of patience, luck and the right weapon set you should be able to beat them all. The best weapons to take with you are: The Warhammer (you always have it) The Shotgun as the first bullet weapon so you can frag right after the match has started. The Mag 60 The Grenade Launcher The Radioactive Flare Gun to shred Bastille to pieces and also for some easy frags in the other levels. The Inflator to quickly kill the other three bosses and also for instant kills against other enemies. If you feel unhappy about your choice of character or weapon, you can change it at any time between the matches. It is possible to die as often as you need to as long as you stay within the time limit. The Raptor and the Mites are quite good for levels that require a single frag or for Monkey Tag and Capture the Flag maps, but you can also very well leave them aside. If anybody is interested, I might add my records here. Just send me a mail if you want me to do it; you can also send in your own times if you want them to be hosted here. ********************************8.2 Frag Fest*****************************HH2 In Frag Fest you also get to play in a complete mission tree but there is no time-limit and you cannot choose whom to play. Instead there is a certain score you need to get in a level, controlling a pre-set character with a (usually very limited) pre-set set of weapons. Most levels can be approached like in the normal Singleplayer, just with a bit of rethinking because of the weapon limitations. The only really challenging map is Starlight: It's nice of Acclaim to give you the Inflator here and you have to make use of it, but on the other hand you will need to survive Tal'Set twice, two sets of three enemies twice and at the end the boss plus three normal enemies at the same time, all without any lives. Stay on the upper level and pick up the Energy Ammo to charge the Inflator and get rid of Tal'Set for the first time. Afterwards charge the Flare Gun, set a purple ball on the lower level and attack with the Grenade Launcher from up above. If anybody comes up and you cannot kill him quickly, run past him, jump down and nab both some ammo and the Power Core before clearing the level. Tal'Set returns and you should repeat the whole procedure until you have to face four bad guys at the same time. If possible, charge the Inflator and finish off the boss. If you can't do it, use the upper level to your advantage to kill some of his companions and when being set under pressure, run to the Power Core and hope for it to give you a powerful effect. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 9.0 Goodies III ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ *****************************9.1 Minigame Icons***************************II1 I do not have a complete Unlockables-section in this guide as I just submitted everything that would have been to say about it to the cheats codes & secrets section on gamefaqs. The only stuff that doesn't fit there is where to obtain the Minigame Icons, so I decided on putting it into my guide. Turok: Spirit Temple Adon: Prey, Fathom Elite Guard: Cathedral, Matrix Raptor: Grim Retreat, Tempered, Hopeless Mantid Drone: Basic Training, Earth Temple, Water Temple Guardian: Grim Retreat, Water Temple, Fallout Campaigner: Proving Ground, Bunker Lord of the Dead: Dire Straight, Bottleneck, Leap of Faith, Crypts Juggernaut: Fire Temple, Fire Walker, Breakdown, Courtyard Fireborn: Bottleneck, Defcon 5 Mantid Mites: The Pedestal, Bomb Shelter, Starlight Oblivion Spawn: Boxed Set, Amphitheater, Retaliation Mantid Soldier: Tightrope, The Pit, Bunker, Stronghold ********************************9.2 Talismans*****************************II2 To see where you can get all the talismans, refer to the codes & secrets section on gamefaqs. Here you will only find a description of what talismans there are and of what they do. All talismans are obtained by beating certain levels, by the way. Eagle Talismans are the most common talismans you come across. They grant you an additional life, but unfortunately only for the character who received it. A half Eagle Talisman by itself does nothing, but getting a second one gives you an additional life like a normal Eagle Talisman does. Viper Talismans heighten the health limit by 5 for every character you choose. Bear Talismans heighten the explosive ammo limit by 5 for every character you choose. Cougar Talismans heighten the energy ammo limit by 50 for every character you choose. Coyote Talismans heighten the bullet ammo limit by 50 for every character you choose. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 10.0 Closing Comment JJJ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ And so it ends. This is my first guide whatsoever for an N64 game. The N64 is my favorite console of all time and Turok 1 and 2 are great games so I was pretty happy when I found the uncut version of Rage Wars (the German version, which is named Legenden des verlorenen Landes = Legends of the lost Land) on a flea-market for 5 Euros and after playing it for a short while I thought I might very well write a guide for what I though was a great game. After playing a bit longer I realized that it isn't that great after all, but I was amidst writing the FAQ and I don't like leaving something unfinished. So I completed it and I am glad to have done it. I just hope anybody will read it. ^^ BTW: This is the only guide for Rage Wars that gives you info on the levels and not only on weapons and general strategies. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 11.0 Experimental KKK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In some other guides I've seen the author implement the following and I thought "Why not give it a try for your own guides?": If you really like this guide and you think it helped you or entertained you a bit or whatsoever and you feel like rewarding me not only by writing a nice e-mail, feel free to send some money to my paypal account at: [email protected] Of course I don't want to make somebody send me money who doesn't really want to (even if I could, I wouldn't ;) ), but (also of course) I'd appreciate any contribution. Thank you very much for reading this guide and hopefully some more of my stuff on gamefaqs.