Saints Row (2006) – Raves Territory War
Take the block, break the Raves, and stamp the Saints' name on the concrete.
The Raves Territory War is one of the core territory-war sequences in Saints Row (2006), the open-world crime action game developed by Volition and published by THQ. Set in the fictional city of Stilwater, the player—commanding the 3rd Street Saints—must wrest control of a city district from the Raves, a rival gang that holds a foothold in the urban landscape. The sequence follows the game's established pattern: a series of escalating combat encounters, turf-taking objectives, and a culminating boss confrontation that permanently shifts the balance of power in the player's favor.
Within the broader campaign, the Raves Territory War sits among several gang-specific arcs that collectively chart the Saints' rise from a small crew to the dominant force in Stilwater. Each territory war introduces the gang's aesthetic, combat style, and narrative voice, and the Raves are no exception—their turf and members are visually and tonally distinct, giving the player a varied sequence of set-pieces before the next rival gang is targeted.
- Game
- Saints Row (2006)
- Developer
- Volition
- Publisher
- THQ
- Setting
- Stilwater (fictional city)
- Player faction
- 3rd Street Saints
- Opposing gang
- The Raves
- Sequence type
- Territory War (story mission chain)
Lore & Background
In the world of Saints Row (2006), Stilwater is a city perpetually carved up by rival crews, each claiming a district and enforcing its rules through violence and intimidation. The Raves occupy one of these territories, running their operations with a distinct visual identity and a cadre of enforcers who patrol their streets. For the 3rd Street Saints, the Raves represent not just a territorial obstacle but a statement: as long as the Raves hold their block, the Saints' claim to the city remains incomplete.
The territory war unfolds as a structured escalation. Early encounters are street-level skirmishes—Raves members ambushing the player, forcing the Saints to fight through groups in alleys, parking lots, and open plazas. As the player chips away at the Raves' numbers and seizes key locations, the gang's response grows more desperate and organized, culminating in a direct confrontation with their leadership. The narrative framing keeps the tone grounded in street-level gang warfare, even as the game's overall voice leans into dark, irreverent humor.
The significance of the Raves Territory War extends beyond the immediate conflict. Each territory the Saints claim adds to their reputation, unlocks new gear, and narrows the field of rivals still standing. By the time the Raves are broken, the Saints' shadow stretches further across Stilwater, and the remaining gangs take notice—setting the stage for the next and often more dangerous confrontation in the campaign.
In Their Own Story
The neon hum of a Stilwater overpass buzzes overhead as the Saints' car idles in the shadow of a graffiti-tagged overpass pillar. The Raves' turf stretches ahead: a strip of storefronts with shattered windows, a basketball court where the chain-link fence is bent outward, and a line of Raves members smoking on the curb, their colors sharp against the grey concrete. One of them looks up, sees the Saints' car, and kicks his cigarette into the gutter. The others fan out. The player steps out, weapon in hand, and the block goes quiet for half a second before the first shot cracks the air. By the time the last Rave hits the pavement, the Saints' flag is already being planted on the corner, and the city's balance has shifted another inch toward the 3rd Street.
Reader's Guide
The Raves Territory War follows the standard SR1 territory-war structure: a set of story missions in the Raves' district, a turf-taking objective, and a boss fight. Expect street-level gunfights and melee encounters with Raves enforcers spread across the neighborhood's plazas, side streets, and interior locations. The missions escalate in enemy count and type, building toward a final confrontation with the Raves' leadership.
Tonal note: SR1 (2006) is noticeably more grounded than its sequels. The Raves Territory War plays out as a gritty street-gang conflict—no absurd power-ups, no fourth-wall-breaking dialogue. The humor is dark and character-driven rather than surreal. If you're coming from Saints Row 2 or later, this sequence will feel deliberately restrained by comparison.
Practical tips: clear the area of Raves patrol units before engaging the boss, as reinforcements will spawn if you push in too aggressively. Use the environment—cover behind cars, dumpsters, and building overhangs—to manage enemy numbers. The turf-taking objective typically requires you to hold a location for a set duration while fending off waves, so keep your weapon and ammo stocked before starting the hold.
Once the Raves are defeated, the territory is permanently yours, your reputation increases, and the campaign moves to the next rival gang. The Raves Territory War is a mid-arc sequence; the gangs that follow tend to throw more varied enemy types and tighter arenas, so use the Raves fight to lock in your preferred combat loadout before things ramp up.
Did You Know?
- Saints Row (2006) was developed by Volition, the studio best known for the Red Faction series, making their first foray into a crime-themed open world.
- Stilwater, the game's setting, is a fictional city whose layout and architecture draw heavy inspiration from Chicago.
- The game's territory-war structure means every gang the player defeats in the story campaign is permanently removed from the map, reshaping the open world as the campaign progresses.
- Saints Row (2006) predates the franchise's later, more over-the-top tone; the 2006 entry's humor is darker and more street-level than the absurdist comedy of its sequels.
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