The Art of Not Being There · Legitimate Guides · Guide 01
You cannot lose a fight you are not in

A ranked war is not won by hitting harder. It is won by the gap between what you score and what they score. There are exactly two ways to widen that gap: put points on the board, or stop giving them away. Turtling is the second one. It is the half of warfare most new players never learn, and it is the half that lost us our last war.

01WHAT TURTLING ACTUALLY IS

Turtling is a faction-wide order to make yourself unhittable. Not quiet. Not careful. Unhittable. When leadership calls turtle, every member stops being a valid target and stays that way until the call is lifted.

In Torn there are only four states where an enemy cannot attack you:

StateAttackable?Notes
OkayYESYou are a target. Every second you sit here during a turtle call, you are a liability.
HospitalNoThe main turtle state. A hospital bed is armour, not a punishment. How to get there on purpose →
JailNo — temporarilyWorks, until somebody undoes it. You cannot stop another player busting you out, and the second they do you are standing at Okay and hittable again — usually a helpful faction mate who has no idea you were hiding on purpose. You do not own this timer. Anyone can end it for you.
In the airNoThe hardest cover in the game. Nobody can reach you — not an attacker, not a reviver, not a bounty. The flying turtle →
Abroad, on the groundYES — and it pays them extraThis is not a safe state, it is the worst one. Anyone standing in that country can hit you, and Torn applies an overseas bonus to the hit — the same swing is worth more against you abroad than it would be in Torn. Landing is the dangerous part of flying.

That is the whole mechanic. Turtling is nothing more than the faction agreeing to sit in column two, all at once, on purpose, until leadership says otherwise.

TURTLING IS A LEADERSHIP CALL — NOT YOURS. You do not decide to turtle because you feel outgunned, and you do not decide to break turtle because you feel brave. Leadership reads who is online on the enemy side and with how much energy, and makes the call for all of us. Your job is to execute it within minutes, both directions: turtle when told, and come out swinging when told.

The reason is not obedience, it is arithmetic. A faction is dramatically more effective when all of it is doing the same thing at the same time. Fifty people in beds is a wall; forty-nine people in beds and one person at Okay is not a wall with a small hole in it — it is a funnel. Every enemy with energy and nothing to swing at now has exactly one target, and they will all swing at it.

That is how one freelancer bails out the other team. An enemy roster that is stalled — no targets, energy piling up, momentum draining — is a roster that is losing. Handing them a body at that exact moment gives them somewhere to put the energy, points to bank and a reason to stay logged in. You did not just feed one hit. You restarted their war. The same is true in reverse: if you sit in a bed through a push call, you are the hole in our offence. Same call, both directions, everybody at once.

02BLEEDING — THE THING THAT KILLS US

Bleeding is feeding the enemy score by being available to hit. That's it. You do not have to do anything wrong. You do not have to lose a fight you started. You just have to be sitting at Okay where an enemy can find you — and every time they put you down, points move from our column to theirs.

New players hear "war" and think their only job is to attack. So when they have no energy, or no targets they can beat, they log off at Okay and go do something else. That player believes they contributed nothing that hour. In reality they contributed a negative number. They were a vending machine.

The rule that makes it matter

A ranked war target is a lead, not a score total. Torn never asks us to reach a number. It asks us to get that far ahead, and the war ends the instant the gap opens up — whatever the two raw scores happen to be. That is the whole reason bleeding matters: one point you feed the enemy and one point you fail to earn cost the faction exactly the same amount. Bleeding is not "not helping." Bleeding is negative hitting.

Nobody picks the number, and it is never a round one

Torn sets the target at declaration from the rank and member count of both factions. You do not choose it, leadership does not choose it, and it is not a figure you can carry over from the last war. Across all 100 ranked wars in LR's history the target has run from 750 to 11,172, median 4,142. It has landed on exactly 5,000 zero times. Our last five alone:

WarOpponentTarget — lead neededFinal marginRan for
47774Raccoon Rumpus7,3607,36431.7 hlost
47333WIT-Horizon10,80010,80316.5 hlost
46703LIPZ R SEALED8,9288,94430.1 hWON
46172Blood Knights3,9203,92253.1 hlost
45530TC Mafia Chain Gang5,1005,32017.3 hWON

Look at the middle two columns. Every one of those 100 wars ended with the winning margin inside 0–4.3% of the target — median 0.1% over. There is no overshoot, no grace period, no extra round. The moment the gap touches the bar it is over, and the only question that was ever being asked is how far apart are the two scores.

AND THE BAR MOVES. If neither faction has opened the gap within the first 24 hours, the target starts falling by 1% of its opening value every hour — the same absolute chunk, hour after hour — and a ranked war can run no longer than 123 hours. That is why LR's five longest wars (100–108 hours) all finished on targets between 750 and 1,958. Those were nowhere near the numbers they started with.

Read what decay does to a turtle, because this is the part that decides calls. The falling bar works for whoever is ahead. If we are up, every hour we deny them points lowers the bar onto our existing lead and wins the war for us — turtling is literally how we close it out. If we are behind, that same bar is dropping toward their lead, and sitting in hospital alone does not save us; we have to claw the gap back before it lands.

So when leadership calls turtle or calls push, they are not reading the mood of the chat. They are reading our margin against a number that is coming down to meet somebody. That is also why you never make the call yourself — you cannot see both halves of it from where you are standing.

What it cost us in RW 47774 — real numbers, not a hypothetical

LR scored
7,162
Raccoon Rumpus scored
14,526
We lost by
7,364

Read those again. Every one of those 14,526 points came off an LR body. Not one of them was scored against a hospital bed, a jail cell, or an empty seat. The enemy did not out-fight us by 7,364 points — they were handed 14,526 points by a faction that stayed available.

The defence ledger is worse than the score line. Across the war LR lost 1,944 defends and held 91 — a 4.5% hold rate. Nineteen out of twenty times an enemy swung at a Remnant, they got paid. When your hold rate is 4.5%, standing at Okay is not bravery. It is a donation with extra steps.

NEXUS note: Raccoon scored 14,526 across 1,610 logged attacks — just over 9 points per swing. We scored 7,162 across 817 — about 8.8 points per swing. Their hits and our hits were worth almost exactly the same. They did not have better soldiers. They had more targets.

03RUN THE NUMBERS YOURSELF

Turtle calls fail by a handful of people, not by the whole faction. Slide the number of members who stay up through a turtle call and see what those few people cost everyone else. Feed rate is fixed at the real 9.02 pts/hit Raccoon averaged against us.

BLEED COST — TURTLE CALL SIMULATOR

10
6h
1.5
Times we get put down
—
Score handed to the enemy
—
War hits needed to undo it
—

04HOW TO PUT YOURSELF DOWN — THE SIX METHODS

Section 01 told you which state you need to be in. It did not tell you how to get there on purpose, and that is the gap that makes new players sit at Okay all war — not defiance, just not knowing that self-hospitalising is a thing you are allowed to do. It is. It is the core skill of turtling. Here are the six ways, with live Torn market prices pulled while this section was written.

FIRST — WHICH MODE ARE WE IN? Every duration below is a base number, and LR does not fight on base numbers. A faction carries two entire upgrade loadouts, peace mode and war mode, and leadership swaps the whole set with one button. There is a 72-hour cooldown on flipping back, so it is not done casually — if we are in war mode, we are in it for the war.

LR's war loadout leads with Fortitude, and the top perk in that branch is Hospital time XV — reduces all hospital time by 15%. That perk does not care who put you in the bed. It shortens your own ipecac, your own blood bag and your own SED by the same 15%. In war mode you are harder to keep down, not easier, and every turtle costs you more doses than a base number suggests. Budget for it.

Ipecac — base
60–90 min
Ipecac — war mode
51–77 min
SED — base
5 h 00
SED — war mode
4 h 15

SOURCE: Torn API v2 /faction/upgrades, Legitimate Remnants [20341], read 2026-08-26. War set: Fortitude (1st) — Hospital time XV, Medical cooldown XII, Medical effectiveness VII, Life regeneration XI; Aggression (3rd) — Hospitalization X, +50% outgoing hospital time on the people we hit. Faction state at time of reading: peace. Perk levels change; the mechanic does not.

MethodCost right nowTime downWhat it needsVerdict
Ipecac Syrup $46,200 60–90 min
51–77 war mode
Nothing Your default. Start here.
Wrong blood bag $16,750 ~1 hour
~52 min war mode
28 days of education Cheapest — but gated
Small Explosive Device $7,100,000 5 h 00
4 h 15 war mode
An Empty Box — $435 Longest lock, brutal price
Mercenary hit Ask council Attacker-dependent An arrangement, and the money Zero energy, real money — council's call
Bounty on yourself ~$500,000 Whenever it's claimed Nothing but the money Offence: AFK cover. Defence: no.
Fly out Ticket · from $6k Air time only
0 on the ground
Attention, or an alarm Best cover there is — while you're in it

01  IPECAC SYRUP

Item 1363 · Medical · no requirement · found in city

The one you want. It is the only method on this list a brand-new player can use today, with no education, no favours, and no second party. You drink it, you throw up spectacularly, you wake up in hospital. That is the entire skill.

EFFECT (Torn API, verbatim): “Increases hospital time to 60-90 mins. Increases medical cooldown by 30 mins.”

Cheapest live listing is $46,200, with 2,764 units across a hundred listings, so you will never struggle to find one. Buy four before the war starts and keep them in your inventory. That is a $184,800 insurance policy against feeding the enemy several thousand respect — and in war mode, where a dose is worth 51–77 minutes instead of 60–90, make it six.

The bit nobody tells you: that +30 minute medical cooldown is not a downside during a turtle — it is the feature. It means you physically cannot med out for half an hour even if you get twitchy. Ipecac enforces the turtle call on you. And because 30 minutes of cooldown always expires inside a 60–90 minute hospital stay, you can re-dose in the bed, on the tail of the stay — cooldown clear, under an hour left, drink, and the timer goes back up into the band. You never stand at Okay for a second, and a long hold is just ipecac, wait, ipecac.

One trap that catches almost everybody. Ipecac raises your hospital time into the 60–90 minute band. It is a floor, not a setting. It will never lower a timer you already have — if you are sitting on three hours from a beating, drinking one does nothing at all except burn $46,200 and add 30 minutes of medical cooldown you did not want. Ipecac is a way into the bed, never a way out of one. Drink it at Okay.

02  THE WRONG BLOOD BAG

Items 731–739, 1012 · Medical · requires Intravenous Therapy

Transfuse blood your body rejects and you go straight to a hospital bed. It is the cheapest method there is — and the one most people get wrong, because they buy the wrong wrong bag.

Do not buy O-negative. O- is the universal donor: compatible with every blood group alive. It will heal you, not hospitalise you. It is the single most expensive mistake on this page because it does the exact opposite of what you wanted, in the middle of a turtle call.

Buy AB+. Torn's own item description says it plainly: AB+ blood is only compatible with recipients in group AB+, and only 3.4% of people are AB+. So for roughly 96 players in 100, an AB+ bag is a guaranteed rejection — and at $16,750 a unit with 9,687 units on the market it is the cheapest hospital bed in the game.

If you are AB+, or you don't know your type, take Blood Bag : Irradiated instead ($30,990 live, 8,153 units). Its effect is “causes low-level radiation poisoning” — it does not care what is in your veins.

BagHeals these groupsRejects (= hospital) for
AB+AB+ only96.6% of players
AB−AB−, AB+Everyone else
A+A+, AB+Everyone else
B+B+, AB+Everyone else
A−A−, A+, AB−, AB+The B and O groups
B−B−, B+, AB−, AB+The A and O groups
O+O+, A+, B+, AB+The negative groups
O−Everyone — universal donorNobody. Never buy this to turtle.
IrradiatedNobodyEveryone, regardless of type

How long does a rejection put you down? Roughly an hour at base — and this is the method war mode bites hardest. Mags has measured incompatible bags landing around 52 minutes in war mode, which is exactly what a ~61-minute base looks like once LR's Hospital time XV takes its 15%. That is shorter than an ipecac. The blood bag is the cheapest bed in Torn and the one you will be re-buying most often; stock it deep, and do not assume it buys you the same window a syrup does.

The catch, and start fixing it today: blood bags need the Intravenous Therapy course (BIO2127) — and that course itself requires Introduction to Biochemistry first. That is 7 days + 21 days = 28 days of education before your first bag, for $3,500 total. If you are new and reading this in peacetime, go and enrol in Biochemistry right now. In a month this becomes your cheapest turtle. Until then, you are on ipecac.

03  SMALL EXPLOSIVE DEVICE

Item 380 · Special · no second party needed
EFFECT (Torn API, verbatim): “Can be hidden inside a parcel to hospitalize someone for 5 hours upon opening.”

The longest single lock available, with no education and no re-dosing — and read that effect carefully, because almost everyone reads it wrong. The SED hospitalises whoever opens the parcel. There is nothing in that sentence about a second player. You can package it yourself and open it yourself.

Buy an Empty Box — $494, with 81,038 on the market, the cheapest item in this entire guide — hide the SED inside it to make a parcel, and leave the parcel unopened in your inventory. When the turtle call drops you open your own parcel and put yourself in a bed. No arrangement, no favour, nobody else's timezone. It is a bed you package in peacetime and carry.

In war mode that lock is 4 h 15, not five hours — Hospital time XV takes 45 minutes off the most expensive bed you will ever buy. And the price is the point: $7,100,000 for the cheapest of the 59 listings on the market right now. Run it per hour and the picture is unmissable.

Ipecac / hosp-hour, war mode
$43.5k
SED / hosp-hour, war mode
$1.67M
SED costs this much more
38×

An eight-hour overnight turtle in war mode costs about eight ipecacs — $369,600. The same eight hours needs two SEDs, and that is $14.2 million. The honest counter-argument is that the SED needs one click and the ipecac chain needs you awake to re-dose, so if you are genuinely going to sleep through a push window, the SED buys the one thing money can buy: not having to be there. That is a leadership-tier tool for a known long hold, not a new player's kit.

04  HAVE SOMEONE HIT YOU

Mercenary arrangement · costs money, not energy

The oldest method, and the only one that takes nothing off your own energy bar, your meds or your inventory. A paid attacker from outside the war puts you in a hospital bed on demand — at the minute you asked for, for as long as their hit is worth.

What limits this is the price, and nothing else. A merc is a fee, paid every time, by every member who needs one. Every other method on this page is an item you buy once in peacetime and carry; this one is an expense that repeats. That is the entire reason it is not an everyday tool — not secrecy, not risk. It is simply the most expensive bed on the menu once more than one or two people need it.

And it has to come from outside. Technically your own faction can attack you — but a hit spent putting a Remnant down is a hit not landed on the enemy, and faction energy is the one resource a war actually runs on. It is never a good use of it.

THIS IS COUNCIL'S CALL, AND IT IS A COST-BENEFIT ONE. Council incurs the expense when the outcome of the war depends on it — a hold that has to land, on the people who have to be down for it to land. Any other time it is usually a waste of money for a bed you could have bought for $46,200. So: ask, don't arrange it yourself, and don't assume the answer is yes.

05  PUT A BOUNTY ON YOURSELF

Offence: efficient AFK cover · Defence: don't bother

A bounty on your own head gets you hit by whoever claims it, and the hit hospitalises you. It needs no education, no arrangement and no second party you have to trust. The objection everyone repeats — that the enemy can claim it — is true, and it matters far less than it sounds.

YES, THE ENEMY CAN CLAIM IT. IT IS STILL USUALLY A WIN.

If a war opponent takes the bounty, that hit scores for them — once. What it also does is take you off the board for hours. One point in their column against every point they would have farmed off you while you sat at Okay unattended. Trading one hit to deny the next six is not a donation. It is a bed at a discount, bought from the enemy.

The distinction that actually decides it is which way the war is running.

ON DEFENCE — A BOUNTY IS NOT PROTECTION.

When we are the ones being pushed, a competent enemy will not claim it. They hit you and leave you on the street — because a Remnant standing at Okay is worth more to them hit after hit than one bounty and a hospital bed. Respect farming beats bounty money every time, and the cover you paid for is cover the people you are hiding from get to decline. Under a defensive turtle call, drink the syrup. Do not buy a bounty.

ON OFFENCE — A SMALL BOUNTY BEFORE YOU GO AFK IS THE MOST EFFICIENT COVER THERE IS.

Momentum is ours, you are pushing, and you have to step away. Leave a small bounty on yourself before you go. If the momentum flips while you are gone you are not standing there as a free target — somebody, anybody, takes it and you wake up in a bed instead of in an enemy's attack log. Small is the whole point. You are not paying for attention or for timing; you are paying for a bed at some point in the next few hours, which is exactly what an AFK window needs.

What it costs. The hundred bounties the Torn API is serving as I write this run from $301,000 to $1,300,000, median $500,000 — but that is the market for bounties placed on other people, where the money has to buy a hunter's attention. You are placing one on yourself, and any claim at all does the job, so you do not have to compete on that board. The trade-off is honest: price it small and it may sit for hours before someone takes it. That makes it insurance for a window you are walking away from, not a way to put yourself down in the next sixty seconds. For that, it is still the syrup.

06  FLY OUT

High risk · high skill ceiling · high reward

Top line, and if you read nothing else in this section, read this. Flying is the only turtle state nobody else can break — there is no item, no perk, no favour and no enemy reviver in this game that reaches a player in the air. Done properly it is the strongest cover in Torn and it pays better than any bed. Done carelessly it is the only method here that leaves you worse off than doing nothing at all. The reason is one sentence: the safety is the air, not the trip.

YOU CAN ABSOLUTELY BE ATTACKED ABROAD.

In the air you are untouchable. Standing on the ground in Mexico, you are a normal target to every player who is also in Mexico — including any enemy who buys a ticket and comes looking. Torn does not protect you abroad; it just narrows the pool of people who can find you. An enemy who wants you enough to spend twenty-six minutes will get you, and that hit does not merely score like one landed in Torn — it scores more. Torn carries a dedicated overseas multiplier in the modifier set of every attack, alongside fair fight, war and chain. Standing on foreign ground you are not just available, you are worth a premium — and now you are hospitalised out there with no faction mate near you.

Same thing Lesson 6 says: an inactive traveller is free respect for anyone who finds you. Parking overseas and going to bed is not turtling. It is bleeding with extra steps.

THE WHOLE METHOD, IN THREE LINES.

1. In the air → untouchable. On foreign ground → attackable, exactly like standing in Torn.
2. Every landing hands you a 15-second window where nothing can hit you. Board the next flight inside it and you are never attackable at all.
3. If you cannot promise you will be at the keyboard when you land, take a long flight and set an alarm — or drink an ipecac and skip flying entirely.

Get those three right and flying beats every other method on this page. Get the third one wrong and it is the worst thing you can do to your faction.

That is the method. Everything below is advanced play — open it when you want the timings, the two flight plans, and the case for chasing.

The 15-second window — and the refly chain

Every arrival — landing abroad, and landing back in Torn — comes with a 15-second grace period. For those fifteen seconds you cannot be attacked, and you cannot attack. It is the game handing you a decision point.

TOUCH DOWN → 15s where nothing can hit you → either you board the next flight (still untouchable) or you are a live target on that country's list.

Board again inside the window and you are never attackable at all: air, fifteen seconds, air. That is the whole trick, and it is why an active flyer is harder to kill than a hospitalised one — the hospitalised one can be revived out. Miss the window — tab away, get distracted, read faction chat first — and you are a stationary target in a country you chose to isolate yourself in, with no bed to hide in.

Close-range cycling is also a live defensive tool, not just a pre-war posture. Mid-war, a member who can hold a short-hop chain is functionally unkillable while still landing back in Torn with a usable energy bar. It demands real activity. That is the skill ceiling.

Two flight plans, the timings, and what each one costs you

SHORT HOPS — IF YOU ARE AWAKE

Mexico, Cayman, Canada. You are airborne almost continuously, every landing is fifteen seconds from being airborne again, and you are never more than about half an hour from answering a push call. Best defensive posture in the game while you are actually at the keyboard — and it demands you be methodical about that window, every single landing.

LONG TRIPS — IF YOU ARE SLEEPING

South Africa, UAE, China. One ticket buys you eight to ten hours where nobody can touch you and you do not have to be awake for any of it. Set an alarm for the landing. A long flight that lands while you are asleep drops you onto foreign ground, unattended, for hours — the single worst outcome on this page.

DestinationEach wayRound tripWhat it's for
Mexico26 min52 minShort-hop cycling. Home fastest.
Cayman Islands35 min1 h 10Short-hop cycling.
Canada41 min1 h 22Short-hop cycling.
United Kingdom159 min5 h 18Awkward middle. Rarely the right answer.
Japan225 min7 h 30Sleep window.
China242 min8 h 04Sleep window.
UAE271 min9 h 02Sleep window.
South Africa297 min9 h 54Longest single lock in the game.

Standard airline times, one direction. A private airstrip or a business-class ticket cuts these; if you have one you already know your own numbers. New players do not, so plan on the figures above. Run your own window on the Lesson 6 planner.

Both plans cost you something

Mags put it exactly right: both can be costly — it depends entirely on whether you are active enough to fly in and out. The short-hop cycle costs attention: a ticket every half hour, and a fifteen-second decision at the end of each one, for as long as the call runs. The long trip costs availability: ten hours where you cannot answer a push, cannot chain, cannot fill an OC seat, and cannot be turned around — a standard flight does not stop mid-air. Neither is free. Match the cost you can afford to the hours you can actually stay awake.

One thing flying gives you that a hospital bed does not: energy still regenerates in the air. A disciplined short-hop cycle lands you back in Torn with a full bar at the exact moment the push call goes out. That is the difference between hiding and manoeuvring.

Chasing flyers abroad — top-level play
CHASING IS ENCOURAGED.

If the enemy flies and you have targets abroad you can actually beat, go and get them. Buying a ticket to land on the country list their turtles are sitting on is some of the highest-value play available in a ranked war — you convert their defensive move into our score, and most factions never do it because it takes nerve and timing. If you have targets abroad and you will execute properly, chase.

“Execute properly” is the whole sentence, and it means three things.

  1. Check the strategy call before you buy the ticket. Look at what leadership has called right now. If a push is going out in seventeen minutes, being over the Atlantic is the wrong place to be. Chasing is situational and the situation is on the war board, not in your gut.
  2. Know you can beat what you are flying to. A chase you lose hands the enemy score and leaves you standing on their country list. Check the target before the ticket, not after.
  3. Be able to get back out. You land into fifteen seconds of grace and then you are a target too. Have the return fare and the attention to use it.

Level decides which of those you are. High level, with the stats to take what you find and the activity to fly clean? This is your play and leadership wants you making it. Still a cadet leveling up? The same flight is you volunteering to be somebody else's target on foreign ground. Same mechanic, opposite outcome.

Either way, an enemy spotted on foreign ground is intelligence. Post it in faction chat even if you are already boarding — the member who cannot chase might still be the one who needed to know.

Match the method to the window

How long is the hold?What you take
Under an hourIpecac Syrup. Nothing else is worth the money.
2–4 hoursIpecac re-dosed, or a mercenary hit, or a wrong bag
4–5 hours, one click, you're busySED — if you pre-packaged one into an Empty Box
Overnight / you're asleepA long flight — UAE, China, South Africa — with an alarm set for the landing. Or a SED.
Hours, and you're at the keyboardShort-hop cycling — Mexico / Cayman / Canada, re-boarding inside the 15s window
You have no idea how longIpecac. Short locks let you answer a push call fast.
THREE WAYS TO GET THIS WRONG.

Do not overdose to put yourself down. Yes, an OD hospitalises you for hours. It also costs you stats and honour, and the damage outlives the war you were trying to help. Never trade permanent progress for a temporary bed.

Do not fail a crime for jail. Jail does block attacks, but you do not own the timer, and a well-meaning faction mate can bust you out straight back onto the enemy's target list without ever knowing you were hiding on purpose.

Do not drink an ipecac on top of a long timer. It raises your hospital time into the 60–90 minute band — it never adds to a timer that is already above it. On a three-hour stay from a beating it changes nothing and you have thrown $46,200 away. The one dose in the bed that is right is the re-dose at the tail of a stay you want to extend: cooldown clear, under an hour left. Any other time, drink it at Okay.

If you remember one line from this section: buy four Ipecac Syrups before the next war declaration and enrol in Introduction to Biochemistry today. That is under $200,000 and one form — and it is the difference between a member who can execute a turtle call in thirty seconds and one who reads it in chat, has no idea what to do, and stays at Okay.
SOURCED: item effects, requirements, education durations and every price above are live Torn API v2 reads (/torn/items, /torn/education, /market/<id>/itemmarket, /torn/bounties) taken 2026-08-27 02:23 UTC. Blood-group rejection and mercenary practice are faction doctrine — Torn publishes the compatibility groups but not the rejection outcome. Prices move; the rankings don't.

05HOW TO TURTLE — STEP BY STEP

New player version. Do these in order the moment a turtle call drops in faction chat or Discord.

  1. Turn revives OFF. Right now, before the war starts. Settings → Account → Revives. If revives are ON, an enemy reviver pulls you out of your hospital bed and hands you back to their faction to hit again. You are paying for your own resurrection into a second beating. This is the single most common turtle failure in LR.
  2. Stay in hospital. Do not med out. No SFAK, no FAK, no morphine, no blood bag, no early discharge. Everything Lesson 2 teaches about fast med-outs is reversed under a turtle call. Let the timer run.
  3. If you are sitting at Okay, put yourself down. Sitting healthy in Torn during a turtle call is the problem. If you're already hospitalised, good — stay. If you're up and there's no push on, you are the target the call was trying to remove: drink an Ipecac Syrup and you are out of reach in seconds. Section 04 is the full menu — ipecac, wrong blood bag, SED, mercenary hit, bounty, flight — with what each one costs and how long it holds.
  4. Bank your energy. Do not spend it. No gym, no chain hits, no cherry-picking "just one" target. The whole point of turtling is that the faction comes out of it with full energy bars at the same moment. Energy you burn during turtle is energy missing from the push.
  5. Hold your Xanax and boosters. Do not stack them while you're capped and idle — you'll waste them. They belong to the push, not to the wait.
  6. Do not attack. At all. One hit from you puts your name in an enemy's attack log, and retaliation finds you at Okay. A single "I couldn't resist" hit can restart the bleed for your whole section of the roster.
  7. Say so in chat. "Down, revives off, 100E banked." Leadership cannot time a push around people who never report. See Lesson 7.
  8. Stay reachable and wait for the push call. Turtling is not going offline. It is loading the gun. When the call comes, you med out, you come up, and the whole faction swings inside the same ten minutes.

06TURTLE READINESS — LR RIGHT NOW

Live snapshot — members with revives ON

A revives-ON member is a member the enemy can farm twice. I pulled the roster from the Torn API to build this page and found 23 of 54 Remnants with revives currently enabled — most of them the newest players, which is exactly who this guide is for.

ARO66AxuriaBigusdickus87CpatDonDiggityElginGinFatnutz_69goobernationgudmanzHanshinHanybal069HolzfranzlKissmanyalevon543Mantis-Tobogganmilkman0MonarchZMostuszekNicholasPhillyNightmereOramiSillyfirehoseSukkubus
SOURCE: TORN API v2 /faction/20341/members · RE-VERIFIED 2026-08-27 02:23 UTC · NOT LIVE-REFRESHING

If your name is on that list, you have one job before the next war declaration: turn revives off. It takes eleven seconds and it is worth more to the faction than a week of gym.

07YOUR PRE-WAR CHECKLIST

0 / 9 — TURTLE READINESS

08DOCTRINE

REVIVES OFF, ALWAYS

Revives ON during a war means the enemy gets to hit you twice for the price of one.

THE BED IS ARMOUR

Hospital time is not lost time. It is the only time the enemy scores nothing off you.

CARRY YOUR OWN BED

Four ipecacs in your inventory means you never have to ask anyone's permission to stop bleeding.

BANK THE ENERGY

Turtle is a loading phase. Full bars across the whole roster is what makes the push land.

ONE FIST, ONE MOMENT

Fifty people swinging in ten minutes beats fifty people swinging across ten hours.

NO CHERRY-PICKING

"Just one hit" puts your name in an enemy log and restarts the bleed for everyone near you.

NEVER MED OUT

Under turtle, a med-out is you volunteering to be scored on. Wait for the call.

DON'T GO DARK

Turtling is not logging off. If you're unreachable, leadership cannot count you for the push.

DON'T FREELANCE

You do not call turtle and you do not break it. Leadership reads the enemy; you execute.

09ENFORCEMENT

EXCESSIVE BLEEDING IS GROUNDS FOR REMOVAL FROM LEGITIMATE REMNANTS. This is faction policy, not a suggestion. A war is a coordinated operation; a member who ignores turtle calls is not merely underperforming, they are actively scoring for the other side. After every ranked war, leadership reviews the participation audit and acts on it.

What "excessive" means, in measurable terms — so nobody has to guess:

SignalStandard
Return ratio (respect earned ÷ respect fed)≥ 0.75× carried your weight  ·  < 0.25× you were a donation
Revives left ON through a warAutomatic flag
Med-outs during an active turtle callAutomatic flag
Zero war hits and heavy defends lostAutomatic flag
The honest version: bleeding is not usually malice, it is not knowing. Nearly everyone flagged in the last audit was a newer player who thought the war didn't need them because they had no targets they could beat. That is precisely why this page exists. Read it once, turn your revives off, and you have already stopped being part of the problem.
NEXUS note: I keep the ledger for every ranked war LR fights — every hit landed, every defend lost, every point fed, per member, permanently. Nobody has to argue about who turtled and who didn't. The war report already knows. The RW 47774 participation audit is what that looks like when it's written down.