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Turks:Reno is a recurring boss in Final Fantasy VII, fought a maximum of four times. Only the first fight is mandatory; the player can choose to avoid the locations of the possible second and third battles, and can refuse to fight the fourth.

Turks:Reno is often accompanied by Turks:Rude, and at one point fights alongside Turks:Elena.

The Turks always retreat from battle when defeated, except for the battle against Rude in Rocket Town. However, the player always receives some EXP, AP, and items for defeating them, although in some battles the player can only collect the spoils for the Turk they defeat first.

When fought in Gongaga and Sector 8 (Final Fantasy VII field), it is possible to get a preemptive attack on Reno because there are random battles in the room he is fought in.

Stats[]

Sector 7

Gongaga

Gelnika

Sector 8

Formations[]

# Formation
412 Turks:Reno (Sector 7), Pyramid A, Pyramid B, Pyramid C
413 Turks:Reno (Sector 7), Pyramid A, Pyramid B, Pyramid C
414 Turks:Reno (Sector 7), Pyramid A, Pyramid B, Pyramid C
539 Turks:Reno (Gongaga), Turks:Rude (Gongaga)
807 Turks:Reno (Gelnika), Turks:Rude (Gelnika)
840 Row 1: Turks:Elena
Row 2: Turks:Reno (Sector 8), Turks:Rude (Sector 8)
841 Row 1: Turks:ElenaA
Row 2: Turks:Reno (Sector 8), Turks:Rude (Sector 8)
Row 3: Turks:ElenaB
842 Row 1: Turks:ElenaA
Row 2: Turks:Reno (Sector 8), Turks:Rude (Sector 8)
Row 3: Turks:ElenaB
843 Row 1: Turks:ElenaA
Row 2: Turks:Reno (Sector 8), Turks:Rude (Sector 8)
Row 3: Turks:ElenaB

Locations[]

Sector 7 Slums
Plate Support Upper 412 (fixed)
Gongaga
Reactor Jungle Path 539 (fixed)
Sunken Gelnika
Hallway 807 (fixed)
Sector 8 Tunnel
Tunnel 7 840 (fixed)

Battles[]

First battle - Sector 7[]

FFVII Electro-mag Rod

Reno uses Electro-mag Rod.

Cloud Strife, Barret Wallace, and Tifa Lockhart encounter Turks:Reno on top of the Sector 7 Support Pillar during "Prevent the Fall of the Plate". Turks:Reno resists Lightning and is immune to most status effects. He uses his Short Staff as standard physical attack. His best attack is Electro-mag Rod, which can temporarily paralyze a party member, although he can also use it as a counter-attack if hit with Lightning damage.

Reno's Pyramid always renders a party member imprisoned and flags them defeated; if all party members are trapped in Pyramids, it is Game Over. An unaffected character can perform a physical attack (magic also works but is unnecessary) on the imprisoned character to break the pyramid. Fire and Ice are effective and tend to do twice as much damage as physical attacks.

Turks:Reno will escape once his HP is depleted. The victory music will not play and the party will not pose.

Second battle - Gongaga[]

The party next encounters Reno alongside Rude in the Gongaga Jungle in "Gongaga, the Village of Sadness". This is an optional location that can be skipped on the party's way to Cosmo Canyon. This battle is available until before the party obtaining the Keystone. This battle is also one of the few boss battles in Final Fantasy VII where the player can get a preemptive battle.

Turks:Reno favors Turk Light, which does the most damage of his abilities. Despite its appearance it does not do fire-based damage. He will use Electroprod as a counter-attack if hit with Lightning damage.

Whichever of the two Turks, Turks:Reno or Turks:Rude, is defeated first is the one whose loot is collected by the party, and also determines the EXP and AP received. Reno is the default target, and his item drop is an unusually powerful item for this level, a seven-slot staff for Aeris: the Fairy Tale; Rude's is a X-Potion. The player may want to use a powerful attack to defeat both at once, such as Beta or Aqualung.

While this battle is optional, the player can get a small bit of story from taking part.

Third battle - Gelnika[]

FFVII Neo Turk Light

Reno uses Neo Turk Light.

The party encounters Turks:Reno for the third time at the Sunken Gelnika, another optional location. Turks:Reno is again accompanied by Turks:Rude.

Reno normally can only be found in the Gelnika if the party travels there immediately after receiving the submarine, but before the Raid on Midgar. If the player skips the battle with the Turks bypassing the walkmesh line to trigger the scripted scene from playing out during the return to Midgar segment, the Turks will still appear in the Gelnika in Part 3.

Reno's Neo Turk Light attack always inflicts Confusion on a target. He will use Electroprod 2 as a counter-attack if hit with Lightning damage. This is the first opportunity to steal the Tough Ring accessory. It increases both Vitality and Spirit by 50.

Fourth battle - Midgar Underground[]

The final time the party may fight Reno is beneath Midgar, in the Sector 8 Underground during "Mako Cannon Rampage". This fight is optional, and may be skipped by telling the Turks that "you don't feel like fighting", as long as the player has completed the "Homecoming of a Miserable Daughter" sidequest. This battle can also be skipped if the player avoids stepping on a specific part of the floor; if one runs behind the middle pillar of the area where the battle is supposed to start as soon as the area begins loading, the battle never triggers.

This battle can be preemptive. If this happens, however, Turks:Elena will still get the first turn and she has Sneak Attack enabled for the battle.

Turks:Reno fights alongside Turks:Rude and Turks:Elena. Once one of the three Turks is beaten, all of them will run, meaning no EXP or items from the other two. A good idea will be defeat the three Turks with one attack to get more EXP and AP.

This is the second opportunity to steal the Tough Ring accessory (known as the Touph Ring in the PlayStation version). Turks:Reno has the lowest Vitality of the three Turks, so to end this battle quickly, the party should focus their attacks to Turks:Reno. The party will not pose when they win.

AI script[]

Sector 7
Start of battle

Declare TurnTaken

Declare Count = 2

Declare DisableChars

Declare Char

Declare Warning = 0

Declare Counter = 0

Declare SelectedTarget

Turn

TurnTaken = 0

Count = Count + 1

DisableChars = 0

For (Char == 1st opponent to 3rd opponent)
If (Char is incapacitated OR Char has Imprisoned) Then

DisableChars = DisableChars + 1

Next Char

If (Count >= DisableChars + 3) Then
While (TurnTaken == 0)
1/3 Chance
If (1st opponent is alive AND 1st opponent does not have Imprisoned) Then

Activate Pyramid A

Remove Death on Pyramid A

Pyramid A HP = Pyramid A Max HP

Use Pyramid on 1st opponent

TurnTaken = 1

Count = 0

1/3 Chance
If (2nd opponent is alive AND 2nd opponent does not have Imprisoned) Then

Activate Pyramid B

Remove Death on Pyramid B

Pyramid B HP = Pyramid B Max HP

Use Pyramid on 2nd opponent

TurnTaken = 1

Count = 0

1/3 Chance
If (3rd opponent is alive AND 3rd opponent does not have Imprisoned) Then

Activate Pyramid C

Remove Death on Pyramid C

Pyramid C HP = Pyramid C Max HP

Use Pyramid on 3rd opponent

TurnTaken = 1

Count = 0

If (Warning == 0) Then

Display Message "Reno "Try and break it if you can.""

Warning = 1

If (TurnTaken == 0) Then
If (Counter == 1) Then

Use Electro-mag Rod on SelectedTarget

Counter = 0

Else
2/3 Chance

Use Short Staff on random opponent

1/3 Chance

Use Electro-mag Rod on random opponent

Counter - if attacked by Magic
If (Last Sub-Command is Bolt OR Last Sub-Command is Bolt2 OR Last Sub-Command is Bolt3) Then

SelectedTarget = last magic attacker

Counter = 1

Counter - if killed

Remove Pyramid A

Remove Pyramid B

Remove Pyramid C

Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/Manipulate/Berserk from Self

Display Message "Reno "It's time.""

Turn off Death Handling for Self

Use (Report)

This battle has an additional script for the character party, which is stated below. What this does is prevent characters who are imprisoned by Pyramids from being targeted.

Counter - if attacked
If (1st opponent has Imprisoned) Then

Deactivate 1st opponent

If (2nd opponent has Imprisoned) Then

Deactivate 2nd opponent

If (3rd opponent has Imprisoned) Then

Deactivate 3rd opponent

Gongaga Jungle

AI: Main {

TempVar:TurnTaken = 0
If (Rude has Death Status) Then
{
Choose Self
Use <(Report)> on Target
Remove Self
TempVar:TurnTaken = 1
}
If ((TempVar:TurnTaken == 0) & (TempVar:Counter == 1)) Then
{
Choose SelectTar
Use Electroprod on Target
TempVar:Counter = 0
} Else {
Choose Random Opponent
1/2 Chance: Use <Short Staff> on Target
1/2 Chance: Use Turk Light on Target
}

} AI: Counter - Death {

Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/
Manipulate/Berserk Statuses from Turks:Reno
Print Message [Reno "We may be retreating, but...]
Print Message [we're still victorious."]
Turn off Death Handling for Turks:Reno
Choose Self
Use <(Report)> on Target

} AI: Counter - Magical {

If (Last Sub-Command == 0x21 (Bolt) or 0x22 (Bolt2) or 0x23 (Bolt3)) Then
{
SelectTar = Turks:Reno's Last Attacker (Magical)
TempVar:Counter = 1
}

}

Gelnika

AI: Main {

If (TempVar:Counter == 1) Then
{
Choose SelectTar
Use Electroprod 2 on Target
TempVar:Counter = 0
} Else {
Choose Random Opponent
1/2 Chance: Use <Short Staff> on Target
1/2 Chance: Use Neo Turk Light on Target
}

} AI: Counter - Death {

Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/Manipulate/
Berserk Statuses from Turks:Reno
Print Message [Reno "These guys are pretty tough."]
Turn off Death Handling for Turks:Reno
Choose Self
Use <(Report)> on Target

} AI: Counter - Magical {

If (Last Sub-Command == 0x21 (Bolt) or 0x22 (Bolt2) or 0x23 (Bolt3)) Then
{
SelectTar = Turks:Reno's Last Attacker (Magical)
TempVar:Counter = 1
}

}

Sector 8 Underground

AI: Main {

If (Count == 0) Then
{
Choose Random Opponent
Use <Short Staff> on Target
Count = Count + 1
} Else If (Count == 1) Then {
Choose Random Opponent
1/2 Chance: Use Electroprod on Target
1/2 Chance: Use <Short Staff> on Target
Count = Count + 1
} Else {
Choose Random Opponent
Use Turk Light on Target
Count = 0
}

} AI: Counter - Death {

If (BattleVar:TurksFlee == 0) Then
{
BattleVar:TurksFlee = 1
Print Message [Reno "Let's call it a day."]
Choose Self
Use <(Report)> on Target
Remove Turks:Elena
Remove Turks:Reno
Remove Turks:Rude
}

}

Behind the scenes[]

The Raid on Midgar glitch allows one to skip the entire return to Midgar on Part 2, including the battle against the Turks. If the player skips the battle against the Turks with a glitch, Reno and Rude will appear within Gelnika in Part 3.

Gallery[]

Related enemies[]

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