Rage 2

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In March 2021, I played Rage 2. It's an open-ended FPS of sorts that's been out since May 2019. Sort of like Borderlands. It got some bad press for being neither fish nor fowl, but I consider it comfort food... just something straight-up fun to play. I recommend it as a great way to pass some time shooting things in a funky post-apocalyptic wasteland.

I got it free via a special at the Epic Games store on 2/18/21; I found out about this promotion via IsThereAnyDeal.com (ITAD). I strongly recommend using ITAD for all your gaming needs.

As happens for most every game out there (except Minecraft and a few others), there are LOTS of websites that have lots of info on this game ... but almost all of it is what's easily available to everyone already. (Albeit often packaged much more nicely, and in a way that's easy to find.) Thus, as for many games, you can find tons of graphics, but few data tables.

So I made my own.


Rage 2 Vendors (plus other rough notes)
Rage 2 Vendors (only)

I couldn't find a table of what vendors sell in the game, for what price. Many game sites focus on the obvious and seem averse to tables of game data, sigh.

So I made it myself.

The table is too big for simple wiki or web tables, so I'm just posting the spreadsheet I made. In a couple of formats. If that's not good enough, sorry. It would take dozens of hours to convert it to wiki format, but a wiki table this big would be unwieldy, and I'm not sure anybody ever looks at any page on my site anyway, lol. In any event, a spreadsheet is the best way to view this kind of info.

Also note: A great set of maps to the Rage 2 world can be found on Game-Maps.com. Go to each region (see the nav bar at top of page) for a breakout of everything there. Based on their info, I found every vending machine in the game. (The only new one game-maps.com showed me was the unmarked "01" location at the east-most tip of Twisting Canyons. It's a real oddball.)


Feltrite and healing from various sources:

Feltrite Cell Crates and Feltrite Engines

The simplest of all; they always provide 5 Feltrite and 15 Healing. It's the highest healing-to-feltrite ratio, 1:3.

You can save them for the end of missions, in case you need healing. Or even leave them for healing later in the game, if the location is easily accessible. They're not adding much to your feltrite total.

Storage Containers (SCs)

The highest single source of feltrite (if you don't lump all the clusters of a meteor or outcropping together). They're also lowest on the healing ratio, always healing only 5 hitpoints regardless of feltrite harvest. I've seen them provide 130 to 140 Feltrite early in the game, and 130 to 225 Feltrite later in the game (median 180, average 172.4 ± 34.6 with N = 47 data).

Loosum's Lucky Feltzer Project gives "a 25% chance to get extra Feltrite from Storage Containers" and Lucky Mutie's Foot gives "double the activation chance for lucky items". Nota bene: they don't say "25% more feltrite"; they say a 25% chance of an unspecified amount more.

The amount is always a multiple of 5. For example, when I say "130 to 140", I mean 130, 135, or 140.

In the early game (before Lucky projects), I only got 130 to 140 Feltrite from Storage Containers (I only checked four). In the late game (with both Projects), I saw 130 to 140 (19 times) and 175 to 225 (28 times). Looking at these quantities (see Feltrite worksheet), I get the impression that Lucky adds 40 or 45 to a base 130 to 140 once or twice (since there are two Luckys), but rounding prevents it from being below 175 or above 225. Also, Lucky happened more than half the time; 28 is 60% of 47 (19+28). I don't want to speculate any further. Somebody should play the game through recording SC quantities when they have 0, 1, and 2 Lucky projects. I'd try to get at least 25 for each "level" before upgrading to the next one. This will give context and robustness to your findings.

Embedded Feltrite Rock (EFR)

Has some clearly defined patterns:

  • Meteors always have 22 EFR clusters (EFRs). Past this, I didn't notice any difference between meteor EFRs and ones not on meteors... they're all just EFRs, and meteors always have 22 of them.
  • Earlier in the game, I always got 24 Feltrite from each EFR. Mid-game, I got 34 or 39. Late in the game, I got 44, 49, or 54 from each one.
  • This pattern makes it look like 10 or 15 was added to the base of 24 in the mid game. And 10 or 15 was added to 24 twice in late game, resulting in: 44 (+10+10), 49 (+10+15), or 54 (+15+15).
    • I got these three values in roughly equal frequency. This gives the impression that it's not purely randomly adding 10 or 15 twice, because this would result in 49 occurring twice as often as 44 or 54.
  • I'd like to say that these are due to Kvasir's Feltrite Drill Project, which says "Embedded Feltrite Rocks release more Feltrite when harvested". But I didn't make a note of when I got the first Drill. I did make a note of when I got the second Deep Drill - but I was already getting 44/49/54 before then. Hmm.
  • So EFRs could use more research as well. In particular, watch what happens when you get the Feltrite Drill. (Or if your EFR harvest changes unexpectedly, think back to which Projects you recently added. Could the Lucky projects affect it? If so, it guess it's bugged... but who really cares.)
  • It's easier to keep notes on these amounts than it might sound. Because the values are so consistent at any point in time, all you need is a little table of core EFR quantities, then make tick marks for what you harvest. Like, 34 and 39, mid-game.
    • If you're harvesting a meteorite you can easily double-check your ticks. They should add to 22.


I had trouble finding a simple list of crafting versus components, so I made it myself:

Product Chem. Elec. Exp. Mech. Total Comp


Health Infusion 4 2 6 $120
Overdrive Infusion 3 3 6 $120
Ability Infusion 2 4 6 $120
Grenade 3 3 6 $120
Turret Drone 3 3 6 $120
Wingstick 2 4 6 $120
Total uses across products 9 9 9 9 36 $720

Observations on this table:

  • Every product needs two types of components for a total of 6 components. (Loosum's component projects reduce this to four.)
  • The cost column is how much those components would be worth if you bought them for $20 each. The $120 total (or $96 with Loosum's component-reduction projects), it's obviously much more expensive than simply buying the product from vendors. Now we know: You can't make a profit buying components to make products to sell. In fact, you'll lose money...
    • Even with all projects that improve expenses, it's still not worth it: 4 components at $16 each (with Trade Negotiations project) equals $64 spent on components. The highest-priced things are the Ability and Overdrive Infusions (base price $100). With Salesman you can sell them for $60 instead of $50, but that's still not good enough to make a profit versus $64.
    • The items with lowest base cost ($25 for wingstick, grenade, and health infusion) would still cost $64 to make from components, and the product would only sell for $15 at best, a loss of $49!

A few other thoughts on crafting and components:

  • You can only buy components from two vendors, Gunbarrel and Jack at Wellspring. (Not counting a few vending machines that sell them for $30 instead of $20, and don't have Mechanical Components.)
  • To have max Health Infusion backups, I kept 80 to 90 Chemical components on hand, leaving a little room to pick up any found during play. Also I kept at least 60 Mechanicals.
  • Otherwise, who knows when you might need a couple more grenades or whatever. So I kept the other two components around 60 and sold any excess. I don't do Overdrive or Abilities hardly any (except for Overdrive healing when possible) ... I'm just a grandpa camper shooter kind of guy, lol.

MBTV Tokens

I never saw much worth in these. I didn't enjoy any of the MBTV games - just did the minimum for the story line - and never saw a need to use Mutant Spores or MBTV tokens. (There's a special place in hell for game devs that make race games where you have to control something going down contorted tracks real fast with mostly just two extremely over-sensitive controls: the Left and Right keys.) I'm not the type of guy who cares about skins for weapons in mp games, much less solo. Still, I wasn't sure how useful tokens would be when I started getting info. So I got info on them, too.

MBTV Balloons

I got data from 8 balloons:

  • MBTV Tokens: Median 14, average 14.50, range 10 to 19
  • Mutant Spores: Median 17, average 16.63, range 14 to 19
  • Also always got exactly $50, and no Feltrite.
  • This isn't a lot of samples, shrug.

Some words on the balloons:

  • If you mark a balloon on your map, you can follow it on your compass. Using compass distance you can tell if it's moving toward or away from you, even if you can't see it. In very rugged terrain (high mountains, low canyons), let it come to you if possible. Otherwise if you shoot it down in rough terrain, it might be impossible to get to its crate in time, or even to find it.
  • Once you burst the balloon, a crate will drop. This crate is shown on your compass.
  • I did a very few tests of how static the balloon crate is. A.k.a., if you shoot down a crate but get preoccupied (gunfight), can you get it later, or will it poof? Results were very mixed.
    • One time I stared at a crate about 200 m away for 26 minutes straight (while at my PC, but not playing the game). It simply stayed there the whole time, no fuss no muss, and I got it.
    • But another time I looked away for about 5 seconds (as it landed) when it was no more than 250 m distant, and it disappeared. It's possible somebody ran over it. I didn't have a clear visual to it as it landed, and it was in the general vicinity of a road with a car on it.
    • Another time, I tried to find a balloon crate that fell into some very craggy land. I lost its symbol and never could find it.
    • To make a long story short: it's probably best to get a crate a.s.a.p. if you want to be sure of getting it. Keep your eye on the crate icon on the compass. Make a mental note of its direction (N, S, E, or W), if terrain is dense and it's not obvious.

MBTV Storage Containers

Once you get Kvasir's Project that tracks Storage Containers, you'll notice there are several of them in and around each of the three MBTV locations. The locations have MBTV crates, too. (See next section.)

MBTV Storage Containers have 286 MBTV Tokens (I tested ≈ 10 SCs). Every now and then you might miss a few of the rapidly-spawning coins, and get a little less than 286. Maybe standing very close to the SC helps.

MBTV crates only have about 4 tokens each (see next section). Thus the MBTV Storage Containers are the equal of ~71.5 MBTV crates.

If you revisit MBTV locations, crates will respawn but SCs won't. Sigh.

MBTV Crates

MBTV locations will also have crates marked "MBTV". You'll find them when you track down the MBTV Storage Containers mentioned in my previous section.

By testing a number of these, I found that each crate averages 4 MBTV tokens and 6 Feltrite. They do not drop dollars, junk, or Mutant Spores.

These crates will regenerate if you leave the location and come back later.

MBTV Island

Once you get the Icarus flying vehicle, you can visit a "toadstool island" northeast of Gunbarrel in the canyon on the way to MBTV Killbox. The island has three warehouses and a ton of MBTV boxes and other junk.

On my first visit I got 646 MBTV tokens and 119 Feltrite, as well as some components and some junk (but no dollars or Mutant Spores). I'm pretty sure this included two MBTV Storage Containers and 20 MBTV crates, although one of the SCs may have been at a secondary location at the base of that island.

On return visits, the SCs won't respawn, but the 20 MBTV Crates will. So you'll get ~80 MBTV tokens and 120 Feltrite each return visit. Normal Supply Crates won't respawn, so you don't get more junk or components. Looks like ammo will still be there IF you didn't pick it up previously. Or if it's a new type you didn't need before.

Thus, on your first visit (with two SCs that don't respawn), you'll get ~8.15 times as many MBTV coins as on subsequent visits ((2*286+80)/80).

This "island" tip is courtesy of LEMON at TrueAchievements. Together with AmyGrrl there, you can also look for a random Abadon Mutant Crusher near the Meteor Crater area, and catch a Rolla at the Underpass Bandit Den on the way back to Gunbarrel.

Or steal up to four Rolla cars at the Underpass. Rinse and repeat for $400 each (with Effective Vehicle Harvesting). AmyGrrl could get one every 50 seconds and says you can make $25k an hour doing this.

Other Rage 2 Notes and Observations

Authority Sentries

Can be real annoying unless you do this: Stand just outside their activation radius (100 m). Being in range is real obvious due to their icon on the interface, plus of course the big guys start complaining loudly.

Run within range to activate the Sentry. Shoot with your Assault Rifle for a few seconds, then run back out. Rinse and repeat. It only takes two or three potshots for each of its two or three levels, then it's toast.

  • Not a single one of its attacks (laser, mortar, or ripple) can touch you outside its radius.
    • You don't need cover. But you can get some if you want, shrug.
    • The ripples only hit at their vertical level. Slightly above or below that and they don't hit.
  • Ideally, you might approach it from a direction with a road so that if somebody drives down the road, it activates and you get some freebie potshots. But it can be more trouble than its worth... usually you can take it down faster than you can jockey for a position that ultimately only gives a chance at some potshots. Still, keep it in mind and do it when easy.

Shrouded Recharge Stations

These locations - mostly in the W and NW Dune Sea - can be tough if you're a cheap sniper camper like me, laugh. Here's how to handle it.

The problem is that you have to keep Shrouded away from the Recharge Station Pylons, the same ones you put your handprint onto. If you don't keep them away, the progress bar won't move. (Maybe kill everybody within ~4 m?)

As I found to my chagrin, this is impossible if you try sniping from outside the base. I used up almost all my ammo and health packs before giving up. Just find a higher location in the base and snipe from there, laugh. Keep them away from the pylons. It's a little more dangerous and you'll use plenty of health packs, but it's do-able. Make sure you have lots of components for making for health infusions.

You'll hear the pylons start to whir and spark again, when they're sufficiently cleared. The progress bar will move.

In theory I guess you could also try running through the base, drawing the Shrouded away from the pylons. I never really tried this. It could be nice if you're good with Overdrive and reflexes, etc. Of course, if you are, you probably don't have a problem with Recharge Stations anyway.

Mangoo the Unborn

This guy popped up for me in the southwest of the The Wilds, to the northwest of the Pit Stop, in the middle of a wide river area. This dude shows up in different places for different games, as an enigmatic witch's hat on your compass. (But nothing shows on your map itself, even after you find it.)

He has a bunch of buffs or cheats - whatever you want to call them - that change the game in helpful or fun ways. I only tried one, the Progress Booster. For $500, it doubles all Feltrite collected for four hours. It worked exactly as advertised. Every different type of Feltrite was doubled, for four hours. It also displays an obvious symbol on the interface when it's active that also says how much time is left. Nice.

Mangoo's buffs activate in an odd way. If you buy one, you will get a new Cheat option on the in-game menu. You have to use the Cheat to turn it on.

Distance Measurements displayed in game

The game compass shows distances in meters. Kvasir has projects that track Arks, Datapads, Embedded Feltrite, and Storage Containers.

In brief testing, I found that the farthest distance you first pick up a track is 75 m. When all bars are lit and the tracker is pulsing, you're within 7 m and it should be pretty obvious.

As for the distance of each bar: The farthest (fifth) one covers ~24 m. The middle three bars cover 14 to 15 m. The closest bar is 7 m. Thus, the outer bar is the least sensitive, and the inner bar the most sensitive.

As far as I can tell, it's spherical. Items might be above or below you.

If you're having trouble, triangulate by feeling out the "edges" of the response surface. The item should be in the center of the circle or sphere defined by the edges. Pinning something down can be a chore when it includes the vertical. Wellspring has a big mission directly under the town, plus I think Loosum has some stuff in her tower, above it.

Reload Losses

Different games have different approaches to picking up ammo. A few make you pick it up and/or use it manually. Most games work like Rage 2: You scoop it up as you walk past. If there is more ammo in your pickup than what you can carry, the excess is simply lost. If you don't need any of that ammo at all, you don't pick anything up; the ammo pack stays there.

But there's a tiny wrinkle here: If your weapon is not fully loaded, any ammo you pick up will still be lost. Stated another way: if your Assault Rifle needed 20 more rounds and your backpack could hold 10 more, and you picked up 40 rounds, you would only fill the 10 in the backpack. But if you had reloaded your AR before picking it up, you would have picked up 30 rounds, and not lost those 20.

So keep your weapons loaded at all times, as much as possible. Of course, this is something all FPS gamers try to do. Rage 2 just has a little more reason to do it. Enemies will drop ammo, so reload before walking around.

I didn't break ammo crates if I didn't need ammo. On the premise I could always break them later. I never tested whether ammo dropped from crates or dropped from enemies, persists. My feeling is that it doesn't. But obviously, supply crates persist. So don't break them if you don't need any ammo (or, don't need it badly). Maybe wait until the end of a location to see where you stand, before breaking crates. Especially if it's a location near a well-travelled road.

Game Testing and the UI

Rage 2 was easy enough, at Hard difficulty. But here are a few observations and tips, especially if you're testing the game like me.

  • The four symbols to the bottom left of the Inventory screen are:
Project Points
MBTV tokens
It took me a while to figure out the third one.
  • If you look at Inventory / Resources, the right side of the screen has "Upgrade Items" at the very bottom, but you can't scroll down to see what's under it, later in the game. I reloaded an early game and found that you can clearly see Feltrite here before you get your first car or find your first component, at which point the Auto and Component categories appear.
  • Eventually I realized that you need to hit Enter on the Resources screen, so that you can scroll down. In addition to a bunch of Upgrade Items, there's a whole 'nother "Other Resources" category (Junk, Mutant Spores, Ark Tek Cores, etc.). These numbers are helpful if you're trying to document the loot you get from different sources. Before I figured this out, the only way I knew to see my count of Junk or Spores was to visit a vendor or MBTV.

Other little things

  • The Firestorm Revolver is great against Shrouded. All of them except their Tank guy only need one round to burn to death. Sometimes you can kill two with one round, if they're near each other.
  • But the Hyper-Cannon makes short work of Shrouded Tanks. It's a one-shotty if you hit their sensitive (red) place, the fanny pack over their butt.
  • It may not be obvious, but every weapon upgrade adds to its damage. Watch the damage bar at the moment you upgrade it. Of course, the Assault Rifle is the best all-around weapon.
    • Also may not be obvious: When you get Cyber Doc's weapon damage augmentation, all your weapons will now sport a new "Global Damage Boost" modifier when you view them.
    • And: While Cyber Doc has a stock of 15 of his three different augmentations, you can only use 10 of them... you can only increase your health or weapon damage by 50% (10 x 5%). This is in vanilla; maybe it's different with DLCs or mods.
  • Once you unlock it, your Icarus (flying recon vehicle) will be perched above every town garage. Use your Nanotrite Focus (hold Control) if you can't find it.
  • If you get to the end of the game and have searched everything on your map but still can't find one or more Arks, don't forget that if you use Nanotrite Focus, it will show "spectral lines" leading down to any Arks you haven't found, quite far away (over a kilometer?). Fast travel to all towns and use Focus and you should find any Arks you missed.
  • I could swear that one of the voice actors is Stephnie Weir from MadTV. She has an unmistakable goofily fun voice.
    • I'd say that she plays Punchy McDuff of Wellspring's McDuff General Store, and Pepper Pox of Wellspring's Pepper's Palpable Promises. Also some of the random goon callouts that you hear.
    • But I don't see her credited! A YouTube of the voice actor credits can be found here at 8:13.
    • Yet while searching, I found that Debra Wilson from MadTV was a Rage 2 voice actor (1, 2).
    • Here's a little of Stephnie with her voice and attitude. Especially near the end. It's hard to find a specific good example, though. Here's another that sort of touches on it.
    • Stephnie plus Debra near nude! lol

A digression on collecting data in games

You may be reading this page and thinking "Why didn't you keep better records?" Especially for things like feltrite harvesting.

Sure, it would've been nice, but it's 20-20 hindsight. When I first started playing Rage 2, I didn't keep any notes. Being new, I had no idea what was important, and what info existed on such things, inside the game or outside it (on web pages).

This is how games always are for newbies. It isn't until well into a game that you realize what would be nice to know, but is missing from any usual source - at which point you might start keeping notes. Usually pretty poor notes at first, because you don't know everything that affects something until you start keeping notes and see oddities or "edges" that you need more data for, etc.

Ultimately, it's often not until you finish a complete game and start a new one (taking copious notes) that you can really get a good overview -- and can be pretty sure -- of all you've found.

Even then, there are lots of things you might miss. Such as the impact of game difficulty settings or perhaps other choices or factors in a particular game. Or maybe even the version, update, or DLC status of the game matters.

It is hard to make sure you've accounted for everything that might affect conclusions. But the good news is that once patterns are stated in black and white, they're much easier to see in your own game, even if yours is different. If it does play differently, it probably does it in a very predictable way, once you know how it worked in my game. Like, a different set of values for the feltrite from EFRs ... but it still has the same pattern.

So, Saul Goodman.