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Initial D: Special Stage
Mountain pass descriptions v 1.5
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Written by: GrAyEeWoLf
Email: jeffrokkz2k1@yahoo.com
FAQ Version: 1.5

For the Playstation 2 game console
Presented by Sega
Devoloped by Segarosso
Initial D created by Shigeno Shuichi

Written on: August 30, 2003
Last updated on: March 18, 2004

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Contents
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1.	Version history
2.	About this FAQ
3.	**** Tokyopop!!
3.1. My Own thoughts
4.	The mountain passes
5.	The course descriptions
6.1. Akagi downhill
6.2. Akagi uphill
7.1. Akina downhill
7.2. Akina uphill
8.3. Happogahara downhill
8.4. Happogahara uphill
9.1. Irohazaka downhill
9.2. Irohazaka uphill
10.1. Shin Myogi downhill
10.2. Shin Myogi uphill
11.1. Shin Usui downhill
11.2. Shin Usui uphill
12.1.	Shomaru Pass outbound
12.2.	Shomaru Pass inbound
13.1. Momiji Line downhill
13.2. Momiji Line uphill
14. Enna
15.	Links
16.	Credits & Copyrights

- more to come as more progress is made -

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1. Version History
=======================================================================

3/18/04:

It's been awhile since my last update. But, here's the latest. After 
driving Happogahara's outbound like a madman, I was able to rewrite the 
description as I gained a much better knowledge of the track. Well, 
enough blabbin' from me, just check it out =)

12/29/03:

v. 1.5 - Happy New Year!!!! (well, not just yet but Happy New Year 
anyway, lol) Completed Enna downhill course description. Also, adjusted 
a few minor mistakes.

11/8/03:

v. 1.5 - Added to Enna downhill and changed 'home course advantage' 
cars on Shoumaru Pass and Shin Usui

9/15/03:

v. 1.4 - Added 'average course times' to Shoumaru Pass (both 
directions) and added course descriptions for Momiji Line downhill

9/5/03:

v. 1.32 - Thanks to trezassassin for this. He suggested to me that I 
should add the best car for each course, so I added a 'home course 
advantage' to each mountain pass, listing a car that has an indefinite 
advantage when on their particular course. Also fixed a few minor 
mistakes. Updated 'Shoumaru Pass' hillclimb as well

9/4/03:

v. 1.3 - Added section descriptions to Akina uphill and adjusted the 
average track time as well. Also made edits to Momiji Line in 'the 
mountain passes'

9/2/03:
v. 1.25 - Added section descriptions to Akagi Uphill (section 6.2)

9/1/03:
v. 1.2 - Added ViperMask's '**** TOKYOPOP!!' to my FAQ as well as my 
own thoughts on the subject. I know how he feels and I'm sure that a 
lot of you will agree with our say on the subject. If you don't know 
what's up, READ IT!! Learn why there are mixed feelings about Tokyopop.
Also updated 'The Mountain Passes' (added Momiji Line and Enna) and 
finished the downhill and the first section of the uphill for Shomaru 
Pass.

8/30/03:
v. 1.0 - My first FAQ ever! This is my first try at writing a FAQ, so 
if it sucks bear with me. It's not quite done yet, but I've completed 
writing out course descriptions for all the Arcade Stage mountain 
passes (with the exceptions of Myogi circuit and Usui circuit since 
they're not really mountain passes anyway) But, of the 9 remaining I've 
done 6. More to come!

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2. About this FAQ
=======================================================================

If you're reading this FAQ, then I shouldn't have to explain to you 
what Initial D is. If you are reading this, you are one of 4 people:

-	You've played the arcade game
-	You've played the home version
-	You've played both
-	You like the anime/manga and you got this game

Well, anyway, this is the first FAQ I've ever written (and it's not 
even done yet) I've been wanting to write out a FAQ for a long time, 
but I just didn't know how to go about making one. Even with this 
writing, I STILL don't really know what I'm doing =) I just took a look 
at a few of the other Initial D FAQs on GameFAQs and figured I'll do 
something like that. Well, there are only 2 FAQs each for both Arcade 
Stage and Special Stage and they are both general FAQs for the game. I 
decided to try and do an in-depth FAQ for anyone that has questions 
about each mountain pass. I'm open to any suggestions. So, send me and 
email and let me know. Well, here it goes!! 

=======================================================================
3. **** TOKYOPOP!!
=======================================================================

THIS was taken from ViperMask's FAQ and pretty much sums up the 
evildoing that is known as Tokyopop. If you've ever seen me around 
GameFAQs, you know this is how I feel, as well. Let the rant commence ...
_______________________________________________________________________

Why am I so hostile towards Tokyopop? Well they are translating the 
anime and manga to English here. And oh my god, did they butcher the 
anime BAD. They feel that "Westernizing" the names will make the anime 
more popular. This is not true! It only butchers the anime. It's like 
rape! 

We true, pure Initial D fans thought it was bad enough for them to 
change the names, but oh no, they went much further: The soundtrack HAS 
CHANGED. Instead of my worries of listening to Limp Bizkit or Eminem. 
We got something much much worse. What we got was this RETARDED rap by 
people who probably never listened to rap or hip-hop in their lives and 
it sounds like something from Sesame Street. It goes something like "Da 
Eight Six Rolling down the track, Initial Drift, Initial Passion *a 
bunch of other crap that I couldn't bare to listen*" and THIS **** 
REPLACED the energetic Eurobeat soundtrack! 

They also CHANGED THE BATTLE SCENES. They tried to added more visual 
affects to the car battles but it looked cheap and godawful. And get 
this, their slogan for Initial D is "Initialize Your Dreams!" What kind 
of *** **** is that!? 

They ARE targeting Initial D to a bunch of little bastard children who 
probably don't know a thing about cars. People have been telling me 
that they think it could appeal to children to find out about the REAL 
Initial D. 100% untrue. Kids and other people are too racist and 
prejudice to care about the real Initial D. They will never find out 
what Initial D REALLY IS. You want to prove me wrong? BUY THE HONG KONG 
PIRATED DVDs, or if you can read Japanese THE ACTUAL DVDs FROM JAPAN. 

Tokyopop did piss anime fans off in the past however. When it was known 
as Mixx Entertainment and they had their Mixxzine, they included Sailor 
Moon as a special comic, then the owner of Mixx move Sailor Moon to 
another zine named "Smile!" (What kind of name is that!?) So this 
pissed off a ton of fans, and the Editor got so pissed he resigned. 
Anyways check below for list of name changes. 

Here's the list of names. 

Crap Names - Real Names 

Tak - Takumi 
Iggy - Itsuki 
Cole - Kouichirou 
Natalie - Natsuki 
Boss - Yuuichi 
Ry - Ryousuke 
K.T. - Keisuke 
Zack - Takeshi 
Maya - Mako 
Simone - Sayuki 
Kyle - Kyouichi 
Hawk - Seiji 
Aki - Wataru (Hey Tokyopop, Aki is not a American name! It's Finnish!) 
Carrie - Kazumi (Wataru's sister) 
Dice - Daiki 
Smiley - Sakai (Sakai literally means Smiley I think) 
Touch - Tomoyuki 
Kylie (Previously Kia) - Kyouko 
Danny - Kenta (What the hell is that?!) 
Caine - Kai 
Nobu - Nobuhiko (Uh, "Nobu" still sounds Japanese) 
Sid - Tsukamoto/Sakamoto 

However Shingo, and Bunta escaped with their real names. But doesn't 
that defeat the whole purpose of changing the names in the first 
place!? 

It gets worse. They are changing the dialogs, and get this they want to 
change Takumi into a PIZZA DELIVERY BOY instead of Tofu delivery 
driver! Why? To appeal to those big TV network corporate f*****s and 
put the show on TV! 

Also my friend Ryosuke had to sin and get volume 3 of the TokyoPop 
mangas for some reason. This is what he found. I'm sure he will repent 
someday. 

-	Itsuki calling Takumi his "homie." like nearly every time. Homie? No 
one said that since 1991! 
-	Tons of spelling and grammer errorz (like what I just did). 
-	Changing the dialog completely. (I.E. Takumi: "I'm not going to let 
a dickweed like him win this race!") 
-	Natsuki Mogi's scenes with Papa at the "hotel": DELETED. 
-	Listing the Trueno's engine runs on "Spirit, Talent, and 
Determination" (STD!) 
-	Saying that a Rotary engine runs on one cylinder, thus more power 
(which is completely WRONG.) 
-	Translation errors in future versions. Like saying Seiji Iwaki 
drives a Lancer Evolution VI (he actually drives a Lan Evo IV). 
-	In another volume: Listing Takumi Fujiwara as a Akina SpeedStar even 
though he is not a team member. 

The whole result of "Americanizing" everything (which is like RAPE) is 
a butchered Initial D that is also a slap in the face to Japanese names 
and cultures (AKA Racism). 

And get this...One of Stuart Levy's excuses to why he prefers dubbed to 
subtitles was; "subtitles covers up the art of the anime and ruins it." 
So here he is trying to call himself an artist with that excuse, trying 
everything he can to justify his butchering. Well I'm not a artist, but 
I believe I have the right to say that what Levy said was irrelevant 
and ignorant. My belief is subtitles are there to help people 
UNDERSTAND the whole art and concept of the anime, while keeping it's 
original form intact. While dubbed ruins the original form of this 
great piece of art (Initial D in this case.) 

Another thing! I don't believe the Japanese change the names when any 
American comics or cartoons are released in Japan. Like they don't 
refer Homer Simpson as "Hiroshi Sato" or some crap like that. They 
don't change Super Man's real name to a more "Japanese name." So why 
are the North American companies are changing everything to sound more 
"American"? It's a form of racism! 

Now TokyoPop released a DVD with the original copies of Initial D on 
it. BUT! It also contains the "translated" episodes too. TokyoPop 
(while trying to appeal to teenagers in a pathetic, half-assed matter) 
calls it the "Tricked Out Edition." They also said it has "enhanced 
battle scenes" and you can do a bunch of other crap with it. "Enhanced 
battle scenes"? Good god! How did they butcher the battle scenes like 
Keisuke vs. Takumi for the first time? I don't want to know! Avoid it 
all costs. Besides, it's the first three episodes on DVD for in 
Japanese and English. So it's more like paying $20 for JUST THREE 
EPISODES!? What a rip off. You can get the translated DVDs by 
independent translators with all of the episodes for $40 Canadian on 4 
DVDs! Do the math. 

The best way to boycott Tokyopop is to NOT buy ANY of their products. 
Buy fan translations of the anime instead! You can get those in places 
where there is a big Asian community. A note for the DVD owners: Buy 
the real versions, not the burned DVDs. The burned ones don't work on 
all machines! 

So that's pretty much it. F*** TOKYOPOP! 
_______________________________________________________________________

3.1. My own thoughts
_______________________________________________________________________

You want to know what I think? If you've seen any of the reviews that 
people have written about their DVDs and their manga, it's written 
proof that Tokyopop's job is less than stellar. I mean, WHAT KIND of 
company would let mistakes like the ones listed get through to print? 
No one other than Tokyopop, of course. Also, VM was right about the 
'nicknames'. If they weren't going to change them all, why bother 
changing them in the first place? Right? 

Anyway, there are people out there that can care less about what 
they've done. I, for one, do care. Why? Because I am into the street 
racing world. I know that what they are doing is turning Initial D into 
something that LOOKS like 2 Fast 2 Furious, which it isn't.

The obvious reason why they even licensed in the first place was 
because they knew it's a moneymaker. But, what they've done to it is 
seriously unforgivable, thoughtless and TRULY rape.

Anyway, to cut it short, Tokyopop is PURE EVIL!! On with the FAQ!!

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4. The mountain passes
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Akagi

This is a fun course. Home course to the RedSuns, it's easy to see why 
they never have battles on their home ground. The road is wide, so 
unless you don't take your corners well you're not likely to rub the 
walls too much. Good place to start for beginners that have kept 
themselves to Myogi and Usui. If you feel that the other mountains are 
too hard, start here.

Akina

This is where Takumi became a star. One dope course, IMO. This one can 
be summed up in one sentence: Easy to learn, difficult to master. It's 
probably the most technical course of the entire game as there is no 
real way to describe the course's rhythm. It has its share of 
straights, S curves and tight hairpins making for a moderately 
challenging course, while at the same time it's not that hard to get 
through. This is the first course in the game where knowing its secret 
(Akina's gutters) will help you get faster times on a Time Attack and 
give you the advantage in a battle.

Happogahara

This is the training grounds of the Toudou Jukuu (Toudou racing school) 
and this course will show how precise you are with your driving. This 
course is not for everyone because this is one tricky. In either 
direction you must deal with a tight set of hairpins and S curves. A 
very fun track to play, but is tricky to navigate. 

Irohazaka

This stage may seem like it's difficult, but it's really pretty simple 
(That is, if your technique is right) because it has a set rhythm. It's 
a continuous pattern of 'straightaway-hairpin-straightaway-hairpin' 
throughout the entire track. The trick about this course is taking the 
right driveline. Taking the right line will indefinitely make or break 
your times on this course. Also, this is the second course in the game 
where knowing its secrets (jumps and a gutter) will determine how much 
skill you have and how fast you are.

Shin Myogi

This course is actually the easiest of all the mountain courses in the 
game, downhill or on a hillclimb. There are no real tight hairpins. The 
majority of the course is made up of soft S bends. Although the course 
itself is narrower than Akagi, there are no hard turns to worry bout in 
this course. A very fun course to play especially if you are going for 
high speed. For some reason, the uphill course is actually more fun to 
play than the downhill course is.

Shin Usui

This is home course to Usui's angels, Mako & Sayuki, otherwise known as 
Impact Blue. This is the hardest course in the entire game, full of S 
curves and blind corners. Not only that, but it's one of the narrower 
courses in the game, making it that much harder to navigate without 
practice. Also, it's the longest mountain pass in the entire game. If 
you're not fast enough, it can take over 4 minutes to reach the goal!! 
Maybe even 5 minutes if you're really slow. None of the other courses 
in the game even compare to this course. If this was in the Arcade 
Stage, it would be THE expert level.

Shomaru Pass

This is one great course because it's a hillclimb in one 
direction followed by a steep downhill, no matter which direction you 
choose. Because it's so narrow, it makes it very difficult to navigate. 
But, once you get used to this tricky course you'll find that it's one 
of the more enjoyable courses to drive on.

Momiji Line

This stage belongs to SSR (Seven Star Reaf, actually should be Leaf, 
but you know that in the Japanese language L and R are the same sound) 
And it is one of the stranger tracks. You would think that because the 
road is somewhat wide the turns aren't tight that you would be able to 
handle this road no problem. But, because this mountain pass is so 
steep, you'll have plenty trouble navigating its wide corners. 

Enna

Enna is where Project D did battle with Daiki and Smiley (Takumi on the 
downhill and Keisuke on the hillclimb) While this stage may be 
straightforward and not too curvy, just a Momiji, this is one STEEP 
hill. You'll pick up plenty of speed on the downhill, and there aren't 
that many tight corners to worry about, but when on the uphill, the 
major hairpins will mess you up as their angle is so high. 

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5. The course descriptions
=======================================================================

The following is a section by section description of each of this 
game's courses in both directions (inbound/outbound, downhill/uphill) 
They are listed in the order that you see them in game from left to 
right. You will see each section as follows:

Mountain Pass name

Average course time

The average course time aren't based on my own personal scores. It's 
just a generic time between the fastest recorded time and the slowest 
recorded time. I would also like to throw in average section times at 
some point. If someone could help me out with that, I would appreciate 
it.

Downhill:
-	section 1 
-	section 2 
-	section 3 
-	section 4 

Uphill:

-	section 1 
-	section 2 
-	section 3 
-	section 4 

In some cases, I didn't write anything for the uphill. This is because 
I probably haven't gotten the chance to drive it and map it out. But, 
this is about the basic outline of how it is read. Each section is 
named for it's key features and what is the high point of each section.

=======================================================================
6. Akagi
=======================================================================

Home course Advantage:

-	Mazda RX-7 Type R (FD3S)
-	Mazda RX-7 Inifini III (FC3S)
_______________________________________________________________________

6.1. Downhill:
_______________________________________________________________________

Average course time:

2'20"xxx

Section 1: Low speed hairpins

-	This part of the track begins with a long straight leading to a hard 
left hairpin. The corner is wide, so unless you missed your drive 
line you can take this hairpin at 125+ km/h. After clearing the 
first hairpin, you're lead into a another long straight leading into 
a soft right turn. This curve leads into a section of moderate speed 
hairpins as follows: 2 hairpins, a short straight, another hairpin, 
another short straight, and a tight S bend leading into another 
hairpin. On average, your speed through this section is between 120-
130 km/h.

Section 2: Akagi's S curves

-	This is the beginning of Akagi's high-speed section. 2 long straight 
sections connected by one hairpin. This section begins with a 
moderate speed hairpin leading into a straight section. This 
straight section brings your speed up and leads you into soft left 
turning into a hard right hairpin. This brings us to the first long 
straight sections of Akagi. This S curve section isn't difficult to 
navigate since the road is somewhat wide. But, take caution because 
right after the checkpoint is a hard right turn. And if you didn't 
slow down, you just raped the wall.

Section 3: High-speed straight-aways

-	This section of Akagi is mostly speed. However, you may lose time 
here if you're not careful with your handling. If you didn't take 
the very first hairpin right, then you've already lost tons of 
speed. After the first hairpin is a short curvy straight leading to 
another hairpin. This will bring you to another straightaway section 
of Akagi. At the end if this straight section is couple of high-
speed corners leading into a short straight and a right hairpin 
curve.

Section 4: Akagi's 5 hairpins

-	This section begins with a soft left curve that leads into Akagi's 
final straight section. If you kept a high pace up until this point, 
you should be going through this section of soft S curves at full 
speed. At the end of this section is Akagi's 5 consecutive hairpin 
curves. Unlike Akina's consecutive hairpins, these are wide. No 
braking is necessary. The most you need to do to clear this section 
is let off the accelerator, but the road is wide enough for you to 
clear this section in high speed.


6.2. Uphill:
_______________________________________________________________________

Average course time:

-	2'25"xxx


Section 1: Akagi's 5 hairpins

-	The hillclimb begins with Akagi's 5 consective hairpins. These can 
be taken at full throttle with the right angle. Your speed should be 
around 135-140 km/h and you should exit the final one at a steady 
140 km/h. From this point, you'll be on Akagi's first long 
straightaway that will lead you in into the second section.

Section 2: High-speed straightaways

-	Akagi's second section begins with a short straightaway that will 
bring up your speed to take a moderate speed left hairpin. For this 
corner, you will have to slow down to about 130 km/h to clear it, 
and this will lead you into yet another straight section. At the end 
of this straight section is a soft right hander leading into another 
short straight to a moderate left haipin curve. After clearing these 
two corners is yet another straighaway leading you into another 
right hairpin. Clear this hairpin and you'll be on a short straight 
section leading into what looks like a turn, but is straight. It may 
trick the eye, but continue to keep on the accelerator. Because 
after straight is a hard left hairpin. Be sure to brake early so you 
will be able to get the correct angle for the turn in. This tight 
corner can be cleared at 120+ km/h if done just right. After this 
begins section three.

Section 3: Akagi's S curves

-	This is Akagi's second long straight section that builds up your 
speed on the uphill. Make sure that your control is precise enough 
for you not to rub any walls here. After this rather long 
straightaway S curves is a hard left hander. This corner can be 
taken by simply letting off the gas, but if you feel you're going 
too fast you can take caution and brake. But, this corner can be 
cleared at 125+ km/h if you take it at the correct angle. Clear this 
corner, and you're lead to another straight section that will lead 
you to a moderate speed right hairpin curve that brings you into the 
fourth section.

Section 4: Low speed hairpins

-	This steeps section is full of consecutive hairpins and S bends. You 
should be at a steady 120 km/h if you didn't hit anything on the way 
up. Clear this section and you are onto another straight section 
leading you into a moderate speed right hairpin turn. This can be 
taken at around 120 km/h but is a little strange to get the right 
angle for if you don't know how to take it beforehand. After 
clearing this final corner, you'll be on a full throttle 
straightaway that will take you direct to the goal.

=======================================================================
7. Akina
=======================================================================

Home course advantage:

-	Toyota Trueno GT-Apex (AE86)
-	Subaru Impreza STi v. IV (GC8)
_______________________________________________________________________

7.1. Downhill:
_______________________________________________________________________

Average course time:

-	3'00"xxx

Section 1: Moderate speed straight-aways

-	This section of Akina only has 2 major hairpins, both of which can 
be cleared at speeds between 130-140 km/h if you take them 
correctly. The course starts off just like Akagi. It begins with a 
rather straight section leading into a hard curve. At the least, you 
can clear this first hairpin at 125 km/h and at the most 140 km/h. 
Upon clearing this corner you'll go through a straight section 
leading you into a strange S curve. However, right after this curve 
is a hard left hairpin corner. There are two ways to approach this 
section: 
1)	Motion your car to the inside, aim your car to the outside and turn 
in hard to make the turn. This method can be used for 'drift' cars.
2)	Grab the gutter on the outside and turn in hard. This car can be 
used for grip-style cars.
Either way you clear the corner, you can exit this corner at 135 km/h.
    After clearing these two corners is a straight section leading you
    to a soft right hander at the end of the first section.

Section 2: Akina's S curves

-	This is Akina's first long straight section. It starts off with a 
couple if tight hairpins. This two corners can be cleared at speeds 
of 125-135 km/h. After clearing these two hairpins, you are brought 
to the first section of Akina that can seriously make or break your 
times: The S curves. You will first go though a straight section 
(passing the skating rink on the left side) bringing you up to full 
speed. You should be in top gear by this time and getting ready to 
handle Akina's S curves section. It begins with a soft left bend 
into a hard left bend. Then, you'll hit a soft right leading into 
another hard left. If your control is precise enough, you can use 
the gutters on the inside to help you turn. But, take caution, 
because if you use the gutter too much, you'll rub the wall, losing 
speed. After clearing these S curves, you'll go through a long curvy 
straight that should bring your speed up even faster. After these 
soft S bends is a hard right turn. This is where things get tricky. 
This is where the first major gutter comes into play. Motion 
outward, slow down to about 140 and turn in. If you got just the 
right angle you should have dropped your tires into the inner gutter 
and took the hairpin at about 135-140 km/h. If you took this corner 
successfully, you should be entering section 3 at 150+ km/h.

Section 3: Akina's famous sequential hairpins

-	This is the most famous part of Akina. The one section where Takumi 
shows his true skills. And as for you, this is yet another important 
section. One that will seriously cut your times if done just right. 
This starts off with a long straight section leading into a left 
hairpin. This hairpin isn't too difficult to clear since its exit is 
wide. There are 3 lanes at the exit, so you can make a wide turn. 
You don't have to do full braking for this turn since it's so wide, 
and you can exit at full speed if done just right. Upon clearing 
this section is another curvy straight section that will lead you 
into Akina's trickiest section: the consecutive hairpins. On the 
straight leading you to the first hairpin, there are 3 sets of speed 
bumps. Use these as sort of a guideline to get your braking/turning 
rhythm down. This is how I do it: 1st set) Prepare to slow your car 
down 2nd set) Make sure that you downshift here. Between this and the 
3rd set of speed bumps is where you should begin braking and 
motioning your car towards the outside. If all went well, turn in 
and see what happens. If you did it just right you can enter the 
first hairpin no slower than 120 km/h. Remember to aim your car 
towards the outside of the turn at the exit, of risk raping the 
walls. The second hairpin can be rushed into at full throttle, but 
if you didn't get the right angle, let up off the gas a little to 
make it through the turn. Approach hairpin 3 just like hairpin 1. 
Motion out, turn in (while just barely touching the gutter) and exit 
on the outside of the turn. Finally, take the fourth hairpin just 
like the second. If you made little to no errors, you should be able 
to take the entire section of hairpins at 130+ km/h and entering the 
final section at 140+ km/h.

Section 4: The home stretch

-	This part of Akina is full of straight-aways, but not without a few 
tricky parts. It begins with 2 moderate speed hairpins. Both of 
which can be taken at high speed. You may have to let up off the 
accelerator for the first turn if you were going at high speed out 
of the sequential hairpins. After taking these 2 hairpin curves is a 
moderate straight with a soft curve in the middle leading you into 
yet another moderate speed right hander. No braking is needed for 
this one, just let off the accelerator slightly. This will bring you 
to Akina's long straight section bringing you high speed straight to 
the goal. However, right before the short straight to the goal is a 
tricky curve. This is yet another important gutter to use if you 
want to have fast times on the downhill. Using the gutter here will 
keep your speed up instead of making the turn by letting off the 
gas. To approach this gutter, there is a blue sign on the left side 
after taking the 'final hairpin' of the downhill (the corner where 
Takumi overtook Ryosuke in the FC/AE86 battle) Make sure that you 
are under this blue sign when you turn in hard. If you timed it just 
right, you should have just gotten the right angle to touch the 
inner gutter and speed yourself straight to the goal.
_______________________________________________________________________

7.2. Uphill:
_______________________________________________________________________

Average course time:

-	3'10"xxx

Section 1: Long straightaways

-	The early section of the Akina hillclimb is made up of long 
straighways leading you to a moderate speed left curve. This curve 
can be taken at an average speed of about 130+ km/h after this is a 
short straight to a right bend leading you into a couple hairpin 
curves that should be taken at around 120 km/h each. For the first, 
you may need to brake, and the second, which leads you to the 
section section of the uphill, you can simply let off the gas if you 
turned in at just the right angle.

Section 2: Akina's sequential Hairpins

-	This is just about the trickiest part of Akina, for after this 
section, there aren't that many difficult things to deal with. Just 
as on the downhill, knowing how to use Akina's gutters in this 
section will definitely improve your Time Attack. These can be taken 
at around between 115-125 km/h if you used the gutters correctly. I 
find that unlike the downhill, you may have to grab all 4 gutters if 
you want to be able to blaze through this section. At the exit of 
the 4th and final hairpin, you should be exiting at around 130+ km/h 
if you didn't touch the walls too much (if at all). After clearing 
the final hairpin in this section, you'll be on a long straightaway 
leading you to a 3 lane road. At the end of this wide road section 
is a moderate speed right hairpin. Slight braking may be done, but 
just as on the downhill, this can be taken at around 140 km/h. After 
this is another long straight section that will bring you to the the 
third section

Section 3: Akina's S curves

-	After a short straightaway at the beginning of this section will be 
a somewhat tricky left hairpin corner. This hard left can be taken 
at a steady 120-130 km/h if you use the gutter on the inside of the 
turn. Swing your car out as close as you can before the turn, then 
brake slighty, tap the gas and turn in. With any luck, you'll be 
going full throttle into Akina's longest straightaway section. This 
straightaway will bring you into Akina's S curves section. Not 
anywhere as difficult to maneuver as it is on the downhill, just 
rush in to them, and make sure to get as close to the apex of the 
turn as possible when getting through here. After clearing these S 
bends, you'll be on another straightaway (passing the skating rink 
of the right hand side) that will bring up your speed for a couple 
of tight hairpins. Brake somewhat early and make your way safely 
through the first turn at about 120 km/h then drive the short 
distance towards the second. For this one, simply let off the gas 
and turn in, and you'll be in the final section of Akina's uphill.

Section 4: Moderate speed straightaways

-	After clearing the third section, there's no need to worry about 
anything difficult in this section. This final section begins with a 
rather long straightaway building up your speed for a moderate speed 
right hairpin. Brake for this corner and turn it at around no less 
that 120 k/mh. After this is another short straight section leading 
you into another moderate hairpin. Upon clearing this final corner 
is the top of Akina, which is the goal after another straight 
section.

=======================================================================
8. Happogahara
=======================================================================

Home course advantage:

-	Honda Civic Type R (EK9)
-	Honda Integra Type R (DC2)
_______________________________________________________________________

8.1. Outbound:
_______________________________________________________________________

Average course time:

- 2'30"xxx

Section 1: Snake bends

-	You will begin the outbound version of Happo on a short straight 
that will take you directly into what most Initial D players call 
the 'snake bends'. It kicks off on a left-right curve into a short S 
section into another sharp left-right curve. It is possible to make 
it through here at without touching your brakes, but by simply 
letting off the gas. After coming out of these snake bends, your 
speed should still be climbing and you should be traveling at around 
125-130 km/h. From this point you'll be on a section where you'll be 
jerking your car left and right, but if you're precise enough 
there's no need to slow down. You should be blazing through at full 
throttle, until you come up to a couple of left S bends. You'll be 
travelling on a short curvy section before you're taken into a 
moderate left curve. For this, you can either do slight braking and 
turn in or downshift and turn in. Either way, you shouldn't slow 
down to more than 140 km/h. After clearing this corner, you will be 
taken through another few snake bends which will keep you going at 
full throttle into the second section. 

Section 2: The 4 consecutive hairpins

-	The road gets a little wider in this section, but still must be 
taken with great precision and good timing if you want to run fast. 
As in the last section, the snake bends will be broken with a 
moderate speed left hander. As with the previous corner like it, 
slow down to about 145 km/h and dive in. Upon clearing this corner, 
you should be going full throttle with no worries. The road is 
somewhat wide, so don't even think about letting off the accelerator 
in these snake bends. You'll be taken to yet another moderate left 
hander, but because the road is wide, you can rush in at full 
throttle. From here is a short straight taking you to a moderate 
right hander. It may look like it's easily taken, but make sure you 
use the 'out-in-out' method to keep your speed up for what is the 
most tricky part of the course: the 4 consecutive snake hairpins. As 
with Akina's consective hairpins, it's 'out-in-out' through the 
entire section. You can take these hairpins at an average of 85-105 
km/h each. The fourth hairpin is the most difficult of them all 
since there's no time to recover and take the turn. Just remember to 
take the tightest line possible by turning in as close to the inside 
as you can. After clearing the hairpins, you'll be on a straightaway 
that will bring your speed back up as you enter section three. 

Section 3: Moderate speed hairpins

-	The third section is full of hairpins that can be taken at moderate 
speeds. This section begins on a curved straight section (passing 
over a bridge) You should be traveling at about 140 km/h (or 
possibly more if you're fast enough) when you come up to a hard left 
hairpin. It's possible to take this corner no slower than 125 km/h 
and after a short straight you'll reach Happo's tunnel. This corner 
taking you into the tunnel can be taken at about 120 km/h with 
little to no difficulty as long as you hugged the outer wall before 
you turned into the tunnel. After this tunnel ... MORE SNAKE 
BENDS!!! Nothing to worry about in this section. As your speed picks 
back up, you'll come across yet another S bend. Full braking is not 
necessary, but you might have to tap the brake to make this S bend, 
as you won't have time to recover when the left turn quickly turns 
into a right bend into yet another hard (but slightly steep) left 
hairpin. If you weren't careful and rubbed the walls, you'll be 
crawling at a mere 100 km/h, but if you'd done it correctly, you 
speed should be 120+ km/h and climbing as you take the following 
hairpin (which can be taken full throttle). After these couple of 
hairpins, you'll be taken to a few more S bends that will lead you 
to the fourth section. 

Section 4: Snake bends

-	Upon entering the final section, you'll be in the midst of a few 
more S bends before you reach the second set of snake bends (similar 
to the first section) How will you know you'll be entering this 
section? You'll take a left bend and pass under a street lamp. If 
you didn't mess up too bad in the previous section, prepare yourself 
for the next, as it will test your precision in driving once again. 
To take this section safely, get into 4th gear (that is, if you 
weren't already IN 4th gear) slow down to about 135 km/h and dive in 
the first set of snake bends. It begins with some 'right-left-right-
left' curves which can be taken at no slower than 125-130 km/h. You 
probably won't get this section down the first time, and you'll more 
than likely slow down to about 115 km/h from raping the wall. But, 
don't let that get you down, just continue to drive and handle these 
snake bends just as you got through them in the first section. After 
the four tight snake bends, you'll be on the snake rhythm once 
again, that is, before hitting a moderate right hander. It can be 
taken without the use of the brakes. Simply let off the gas and 
continue. After that, you'll go through a vigorous set of snake 
bends and come up to a lit right corner. Just as the previous right 
hander you took, let off the gas and dive in. After that final 
corner is the goal. 
_______________________________________________________________________

8.2. Inbound:
_______________________________________________________________________

Average course time:

-	2'30"xxx

Section 1: Snake bends

-	The inbound course begins with short straights interlaced with S 
bends and moderate speed hairpins. Just as in Happo outbound, no 
brakes are required in this section, just letting up off the gas to 
clear certain areas. After clearing the snake bends section is a 
short straight leading to a 'right-left-right-left' S bend 
combination. This will take you into section 2.

Section 2: Moderate speed hairpins and S curves

-	After passing the checkpoint upon entering section 2 you will come 
across yet another section of S curves leading you into a short 
straight that will build your speed up for a couple of moderate 
speed hairpins. Braking isn't entirely necessary, as the first 
hairpin can be cleared with your foot off the accelerator. Pick up 
the gas after clearing the corner and you may need to hit the brakes 
just a little to clear the next corner. If you didn't get the right 
angle, your exit speed will be definitely slower than it should be. 
You should be exiting this corner at 120+ km/h. if done right. This 
will lead you into a moderate speed S curve section bringing you to 
the straightaway that goes through the tunnel. Prepare yourself for 
the tight left hander at the end of the tunnel, as you will most 
likely be going full throttle through this section if you kept your 
pace high. After clearing this hairpin is a moderate speed right 
hander that can be cleared by slightly letting off the gas. Upon 
clearing these corners is a curvy straight section leading to the 
third section.

Section 3: the 4 sequential hairpins and the long straights

-	This section begins with a long straight that will bring your speed 
up. At the end of this straightaway is the dreaded corkscrew that is 
Happo's 4 sequential hairpin. Remember to motion your car all the 
way out and turn in hard on third gear. After clearing the first 
hairpin, beware of the second as the angle of this hairpin is steep. 
If you don't go out-in-out, you'll be rubbing the walls in this 
corner. The third corner can be taken just as the first and you can 
exit the fourth corner at full speed. You should shift into fourth 
gear after you clear the fourth hairpin. After that, it's high speed 
into the fourth section. This section of Happo is long straights 
connected with soft S curves. Even though this section of the track 
is mostly wide, near the end of this section are a few tight S 
curves that will slow you down if you don't approach them with 
caution. 

Section 4: More snake bends

-	This section gets narrower and tighter all the way to the end of the 
course. It begins with a few S curves and leads you into the 
consecutive snake bends that will take you to the goal. This S 
curves section has a rhytmn of 'right-left-right-hard left' Just as 
in the first section, you can clear this section with no braking, 
just letting off the gas.

=======================================================================
9. Irohazaka
=======================================================================

Home course advantage:

- Mitsubishi Lancer Evolution III (CE9A)
- Mitsubishi Lancer Evolution IV (CN9A)
_______________________________________________________________________

9.1. Downhill:
_______________________________________________________________________

Average course time:

-	2'45"xxx

Section 1: Straightaways

-	The course begins with a high speed straightaway that will build 
your speed up and lead you into the first hairpin of the course. 
Just remember to brake early to get the right speed for this first 
hairpin. If not, you will rape the wall and slow down. With any 
luck, you'll be exiting this corner at 105+ km/h. Another short 
straight leads you into the second hairpin of Iroha and into another 
curvy straight section. That's it. Section one is done. 

Section 2: Mid-speed hairpin curves

-	This is where the course starts to get serious. It starts off with a 
tight curve leading you into a steep hairpin. Just as in the first 
hairpin of section one, if you didn't take it right, you'll slow 
yourself down bad. After this tight hairpin are 7 hairpins, each 
connected by a short straight. The pattern is basically 'speed up-
brake-downshift-turn'. But, you must remember to take the hairpins 
as tight as possible if you want to be fast on this course. Make 
sure that when you turn in, your car is as close to the inner wall 
as you can. How would you know that? You're driving over the white 
road paint. Anyway, you should clear each hairpin at 90+ km/h and be 
in the 100 km/h range throughout each straight section. On the final 
hairpin of this section, you don't need to brake since the road is 
wide. You can take this last hairpin at 100+ km/h if you get just 
the right angle.
 
Section 3: "Special line strategy"

-	This is the section where Kai Kogashiwa cuts corners with his SW20 
on the '33rd corner of Irohazaka' (that's the real life number of the 
corner, but in this game it's about the 13th hairpin of the course). 
This section begins with a mid-speed hairpin and then a straight 
leading into a wide left turn. No braking is necessary as this 
section will bring your speed up leading you to the first corner for 
jumping. How will you know this is the jumping corner? On the 
straightaway before this section, you will notice that on the left 
side after the 2nd hairpin of section 3 there is a little red 
building. This is the sign that will remind you that there's a jump 
up ahead. Also, it's easy to see since this is the first REALLY wide 
corner of the downhill. Slow down and turn in hard aiming your car 
over the small patch of ground that the guardrail doesn't cover. 
Most people miss this as they don't slow down soon enough, but with 
good timing, you'll be able to master this corner. After clearing 
the first jump you'll be on a short curvy straight taking you to a 
couple tight hairpins. This is the one section that can make or 
brake you on this course: four consecutive jumps. Take this section 
in 3rd gear and swing out wide just as you would on the hairpins on 
Happogahara outbound. Your speeds should be between 60-90 km/h. 
Beware not to turn in too soon or risk crashing into the guardrails. 
Take these corners with caution. It's much better to miss the jump 
than try to jump and ram a guardrail. After the fourth jump is a 
short straight to the final jump. The final jump is located at the 
final hairpin before the beginning of the fourth section. It's not a 
big jump like any of the others, but if you take the hairpin tight 
enough, your can see how your car angles down from the steep corner. 
After clearing the last jump is a straight that leads you into the 
fourth and final section.

Section 4: The 3 bridges

-	This section has 7 hairpins that you approach in couples. Like 
section 3's four sequential hairpins (the jumping section), the 
hairpins are linked to each other. 2 hairpins, a straight, 2 
hairpins, another straight, 2 hairpins, another straight and a 
hairpin leading you into the long straight to the goal. If you were 
in a battle, here is a useful tip for passing up your opponent. 
Right before the first bridge is a short gutter. Just as in Akina, 
you can use the gutter to your advantage. If your opponent was 
blocking you off until this point in the match, you can use the 
gutter to assist you in passing your rival. The gutter provides you 
with enough leeway for you to squeeze buy and (with any luck) smoke 
your opponent before you reach the goal. No real tips in this 
section, just pure speed.
_______________________________________________________________________

9.2. Reverse:
_______________________________________________________________________

Average course time:

-	2'55"xxx

-	I, myself, don't play Irohazaka's uphill all that much (in any case, 
who does? I'd like to know, email me with any tips you have) Anyway, 
Approach this course as you would any other course on the uphill. 
The best tip I can give is that you should be cautious when taking 
corners on this stage as it is so steep that your vision of the road 
on the uphill is limited.

=======================================================================
10. Myogi
=======================================================================

Home course advantage:

-	Nissan Skyline GT-R V-spec II (BNR32)
-	Honda Civic (EG6)
_______________________________________________________________________

10.1. Downhill:
_______________________________________________________________________

Average course time:

- 2'25"xxx

Section 1: Beginning straightaway

-	This first section of the downhill is mostly straight with a few 
soft turns. If you make no mistakes, you can take this section at 
full throttle. The most you would need to do in this section is let 
off the gas a bit, but for the most part you'll be speeding 
downhill.

Section 2: Wide straight section

-	This part of the course has tighter turns than the first section, so 
you may need to let off the gas quite a few times in this section. 
Still, no braking is necessary. After the soft S curves section is a 
moderate straightaway leading to the third section. 

Section 3: Steep straightaway section

-	Section three begins on a moderate hairpin curve. In this section 
the downhill gets steeper and the straightaways get longer, making 
it a little more difficult to take corners as easy as you did in the 
earlier part of the track. Nothing to worry about, as the majority 
of this section is more straightaway, anyway.

Section 4: High speed straightaway

-	There is only one major turn in this section that you need to worry 
about. It can be taken without braking, but if you think you're 
going too fast you may need to. But, this section is high speed all 
the way to the goal.
_______________________________________________________________________

10.2. Uphill:
_______________________________________________________________________

Average course time:

-	2'30"xxx

Section 1: High speed straightaway

-	The course begins with a long straightaway that will build you speed 
up for the uphill. When you get near to the end of this long 
straight section are some S curves that may slow you down if you 
don't take it the right way. These can be taken at high speed, but 
to be safe you should let off the gas through this section.

Section 2: S curves section

-	This section is steep, making handling the S curves somewhat tricky. 
Again, braking is not necessary, but if needed, it's an option. The 
S curves don't seem to be to difficult to maneuver, but because 
you're on a steep slope you will lose speed if you hit the wall.

Section 3: More S curves

-	As the mountain begins to get steeper, the turns get a little 
trickier to navigate this section is full of soft S bends. These can 
be cleared at high speed if you take the appropriate drive line.

Section 4: Steep straightaway section

-	This is the top of Myogi. The S curves in this section get somewhat 
tricky as your reach the top of the summit. As before, you won't 
need to brake, but you can to be on the safe side. When you get 
close to the goal, you may need to brake in the final corner before 
the short straight that leads you to the goal. It may not seem like 
it's that tight of a corner, but you will lose speed or hit the wall 
if you entered it at the wrong angle. Slight braking may be 
required. But, after this turn, the goal is in sight.

=======================================================================
11. Usui
=======================================================================

Home course Advantage:

-	Nissan Sileighty (RPS13)
-	Nissan Silvia K's (S13)
_______________________________________________________________________

11.1. Downhill:
_______________________________________________________________________

Average course time:

- 4'00"xxx

Section 1: High speed S curves

-	This section begins with tight S bends from the getgo. Imagine 
Happogahara's S curves sections, except it's full of blind corners. 
There are moderate speed turns in the beginning that lead to the 
first blind corner. This blind corner comes after a short 
straightaway that brings up your speed. While it may look like your 
supposed to turn right, it's actually an S bend that goes straight. 
If you didn't know that beforehand, you've already hit the wall. 
After this tricky corner begins a section full of consecutive 'left-
right' S curves with a couple of hard left hairpins interlaced in 
the combination of bends. Navigating this section isn't as difficult 
as the rest of the course, but if you're not careful you'll be 
running into the wall a lot. However, with any skill you should be 
traveling through this section at 120+ km/h.

Section 2: The terror of Usui

-	This is the first seriously tricky part of the course, as there are 
few corners that trick your eye. It starts off with a curvy high 
speed section leading you into even more S bends. Then, you'll come 
across a short straight section that will lead you into more S 
curves. In this section is yet another trick corner. You will come 
across a soft left turn that appears to turn left, but this turn 
quickly goes right and into a steep high speed downhill S curve. If 
you didn't know about this before hand (as I did the first time out) 
you'll hit the wall and your car will be crawling in this section. 
After the S curves is a steep straightaway section that lead to the 
one last hairpin before the third section. It seems like it's an 
easy corner to take but rubbing the wall will cause you to slow 
down. 

Section 3: C-121

-	The famous wide corner that is C-121 is in this section after a long 
straight section that will bring you up to full speed (that is, if 
you didn't slow down too much in the second section). This is the 
only part of the course where the road is wide, but that doesn't 
matter since this parts is mostly straight. After the long straight 
is Corner 121, the famous corner that the AE86 of Akina kept up with 
Usui's own Impact Blue. In this game, it doesn't have any real 
significance, but it acts as sort of a warning for the tight right 
hairpin at the end of the straight section. You may not see the 
right turn since you are going to fast, but as soon as you see the 
guardrail end, you should begin your braking. This corner can be 
cleared at 100+ km/h if you did it just right. After this tight 
hairpin is yet another section of tight S curves in succession. Do 
not brake if you expect to get good times on this section. This S 
curve section serves as a taste of what's to come in the fourth 
section. If you have the skill, this section can be take at speeds 
of up to 120+ km/h but on average, you'll make your way through this 
tricky section at 110-115 km/h.

Section 4: Narrow S curves

-	Yes, more S curves. In this final section, the road is the narrowest 
of the entire course. It's full of blind corners and S bends. If you 
can handle Happogahara, then this course should feel somewhat 
similar in rhythm. There are a few straight sections here to bring 
up your speed, but you'll only find yourself running into more 
consecutive S bends. When you get to the base, there are 4 tight S 
curves right before the goal, if you didn't touch the walls too 
much, you should reach the goal with at least 100+ km/h. A very 
difficult to master course, but with any luck you'll be able to cut 
your time to under 4 minutes.
_______________________________________________________________________

11.2. Uphill:
_______________________________________________________________________

Average course time:

- 4'10"xxx

Section 1: Narrow S curves

-	Just as on Happogahara outbound/inbound, the course starts off with 
tight snake bends in a combination of 'left-right' turns. After 
these S bends is a steep straightaway section with moderate speed 
curves that can be cleared at full throttle. As you drive the uphill 
you'll come across one tight left hander that can slow you down a 
lot if you didn't know how to approach the turn. Because this 
section of the course is so narrow, you'll find it very difficult to 
blaze through this section at high speed, but it is possible. 

Section 2: C-121

-	The S curves from the first section continue in this section leading 
you to another curvy straightaway. This curvy straightaway is a soft 
right bend into a tight left turn leading into yet another 
straightaway. In the following section it's vice versa: a soft left 
bend into a hard right corner. Following that is another small set 
of S bends leading you into the straight that will take you to C-
121. After clearing C-121, you will come across a wide high speed 
straightaway that will take you all the way to section three.

Section 3: The terror of Usui

-	This section begins with a steep straightaway leading into a steep S 
curve. With any luck, you should clear this corner at 100+ km/h and 
it will take you to a long straight section that will take you to 
another steep S curve. After this S curve is yet another steep 
straightaway. This steep straight will turn into a right bend and 
take you to a set of S curves. After these S curves is a short and 
curvy straight section that will take you to the fourth and final 
section.

Section 4: High speed S curves

-	The final section begins with a high speed straight that will take 
you into a couple of hard S curves. After these S curves, you will 
be on a S bend section that will build your speed and take you 
straight to the course's end. As the course gets steeper, the 
straightaways will get shorter and the S curves will get tighter. 
Close to the end of the course is a tricky S bend where you must do 
somewhat of a 'swaying drift' motion to clear it. How to do that? 
Bear to the left and try to visualize the exit of the corner. You 
want to be able to find the straightest line possible as this blind 
corner will throw you off. If you don't clear this corner correctly, 
you will slow down and your time will be effected greatly because of 
the steepness of the hill. After another short straightaway, there 
will be a few more moderate speed S curves, and the goal is in site.

=======================================================================
12. Shoumaru Pass
=======================================================================

Home course advantage:

-	Toyota Levin GT-Apex (AE86)
-	Suzuki Cappachino (EA11R)
_______________________________________________________________________

12.1. Outbound:
_______________________________________________________________________

Average course time:

3'10'xxx

Section 1: The hillclimb

-	This first section of Shoumaru Pass begins on the uphill with a few 
S curves. While it may not seem too difficult, if you're not careful 
you'll end up being 5 or 10 seconds slower than you should be in 
this section. After a few moderate S curves, you'll come across one 
of 4 major hairpins on this course. While you shouldn't be going any 
faster that 155 km/h on this section, you'll need to take some 
caution in approaching this corner, for hitting the wall will cause 
you to slow down to around 85 km/h. But, with any luck, you'll be 
through the corner at a steady 90 km/h. After this hairpin is a 
continuous combination of S bends leading you all the way into 
section two.

Section 2: The downhill

-	The beginning of section two is actually the top of Shomaru. From 
this point on you will begin to pick up speed, and the course 
becomes somewhat tricky. Upon entering section two is a key land 
mark. On the right hand side is a building. It is this section where 
the road is wide. What does that mean? Had you been in a battle, 
this is one section where it is safe and easy enough for you to 
overtake your opponent. If you can't pass your opponent on this 
point, there are other chances on this narrow road, but your 
technique and timing must be more precise. Anyway, after passing 
this building the downhill begins. Once you get your rhythm down, 
this section is a piece of cake. It's not too curvy, but you will 
need to know how to approach each curve if you want to fly through 
this section at high speed. With little to no mistakes, you can hit 
speeds of up to 130 km/h if you're good enough. Mid-way through this 
section is a hard right hairpin that will throw your rhythm off if 
you're not careful. This corner can be taken at around 90+ km/h. You 
must take caution here as you may miss this corner because it is so 
well disguised into the rest of the section. After that, more S 
curves will lead you into the third section.

Section 3: Tricky section

-	Section 3 is host to a tricky set of hairpins. Upon entering the 
third section, you'll run into a set of tight S curves. After this, 
you'll be on a rather straight S bend section that will build up 
your speed for what is ultimately the trickiest part of the course: 
2 consecutive right hairpin curves. This part will definitely slow 
you down if you don't know how you should approach them. Brake early 
and turn in at around 85-90+ km/h and you should do fine. Because 
you will be going somewhat fast, you must take this area with 
caution, but after clearing these two corners, you should be fine 
and the S curve rhythm resumes once again for the remainder of the 
course.

Section 4: High speed to the goal

-	By this time you will pick up speed as the steep downhill continues. 
If you were in a battle and you didn't pass your opponent up by this 
point, consider yourself the loser, as it is very difficult to find 
an opening on this section of the course. The road is narrow and the 
goal is in sight, so if you are behind expect to be blocked by your 
opponent until you reach the goal. 
_______________________________________________________________________

12.2. Inbound
_______________________________________________________________________

Average course time:

3'10'xxx

Section 1: The hillclimb

-	Unlike the outbound version of the course, the inbound's uphill is 
three sections long, whereas the uphill of the outbound course is 
only one section long. In story mode, this is difficult because you 
must lead Akiyama Wataru through the entire run and if he passes 
you, it's curtains. The most difficult aspect of taking the uphill 
is deciding your speed in each section. Because this course is so 
narrow and tricky, it's very difficult to judge which corners you 
brake at, which ones you let off the gas for, and which ones you can 
take at full throttle. At best, you can take this section at speeds 
of up to 110 km/h without rubbing the walls and guardrails. But, 
touch the sides even once and you won't be going any faster than 95 
km/h.

Section 2: Tricky section

-	As Shoumaru begins to get steeper, the turns get tighter and 
trickier in this section. This section begins with an S curve 
section leading you with two sequential left hairpin curves. These 
hairpins must be approached with caution, as the turns themselves 
are not visibly obvious. They look just like any of the twists you 
come across on this course, but if you want to take them correctly, 
then slow down to about 75 km/h at the least, and turn in hard. Just 
don't let your rear go out and tap the wall. Tapping the wall on the 
uphill course with COMPLETELY slow you down. Anyway, after clearing 
these two tricky corners is another S curve section that will lead 
you straight on to the third section.

Section 3: Shoumaru's Peak

-	This is the steepest part of the uphill, as we draw near to 
Shoumaru's peak, you'll find that things will get somewhat tricky 
since the angle of each of the curves gets so high. On your way to 
the top, you'll be running into yet another curvy S bend section 
that will lead you to the third major hairpin of the match. This one 
can be cleared at around 80+ km/h and after this is another S curve 
section that will bring you into the wide section at the peak of the 
hill. After this, section four begins.

Section 4: The downhill

-	You've come this far, now it's all speed towards the goal. As narrow 
as this section is, you should have no trouble navigating Shoumaru 
pass' downhill section, since unlike the outbound version of the 
course, there's only one section of downhill. As soon as you pick up 
speed, you'll be blazing through a slur of S curves and soft bends 
in the typical 'left-right-left-right' pattern bringing you into a 
moderate speed right hairpin. This can be taken at a speed of about 
85+ km/h and after another curvy S bend section, the goal is ahead.

=======================================================================
13. Momiji Line
=======================================================================

Home course advantage:

-	Mazda Roadster S Special (NA6CE)
-	Nissan Skyline 25GT Turbo (ER34)

_______________________________________________________________________

13.1. Downhill:
_______________________________________________________________________

Average course time:

2'40"xxx

Section 1: Gentle downhill slope

-	This section of the track is mainly straight, but not without a few 
curves in between. Momiji's downhill begins with a section of soft S 
curves leading you into a moderate right bend that can be taken at 
full speed if taken at the correct angle. The road is wide, so it 
it's possible to go full throttle into this section without the 
worry of hitting the walls. This leads into another straight 
section. Take this section at your best pace, because it will bring 
you up to speed for the only hard turn in this section. The speed 
you gain in the S curves will bring you to a steep hard left turn. 
Brake early and downshift to take this corner at decent speed. With 
any luck you will have exited this corner at over 105 km/h if done 
correctly. This will lead you into a straight section bringing you 
to section 2.

Section 2: Steep S curves

-	As the second section begins, you should be heading into it full 
speed. It starts off with a couple of S bends in a 'right-left-
right-left' sequence, which can be taken at full throttle. No brakes 
are necessary in this section as you will be heading into a 
straightaway. This straightaway should bring your speed to about the 
130s and will make the next section very difficult to navigate, 
especially if you didn't know what was coming beforehand. This is 
where Momiji gets steeper and the turns get trickier. It begins with 
a soft left bend bringing you into a right C curve. If you took this 
C curve at high speed, get ready to brake as you will come across a 
the steep S curve. In this section is Momiji's secret. Just as on 
Akina, there are gutters on the side of the road. And just like on 
Akina, you can use these to your advantage. The biggest difference 
bewtween Momiji's gutter and Akina's gutter is that these are used 
as more as a stablizer for your car rather than a means of turning 
faster. By aiming your front end into these gutters in the steep S 
curves, you can keep from veering outward. However unlike Akina, 
where going full throttle into these gutters will indefinitely 
increase your cornering speed, the gutters on Momiji line are deep. 
So if anything, your speed will decrease if you didn't use them 
correctly. Also, if you're trying to pass an opponent, this will act 
as a leeway giving you space enough on the inside to pass by your 
rival safely (just like in Takumi's battle against the Roadster) The 
road in this S curves section is wide, so there should be no need to 
do full braking. After this S curves section is section 3.

Section 3: High speed S curves section

-	This section begins with some mild S curves leading you into a  
straight and another S curve. After this is a high speed 
straightaway section bringing your speed up for yet another section 
of tricky S bends. Because the mountain pass is steep you build a up 
a lot of speed running through this section. But, it can be taken at 
full speed if you take the right line. Unlike other mountain passes, 
this S curve section should be taken gently as your tends to lose 
traction on the downhill. If you turn in too hard, you won't be able 
to countersteer in time and sway the weight of your car into the 
next oncoming S curve. By turning in too much, you'll rub the wall 
and slow down to about 80 km/h and it will be VERY difficult for you 
to pick speed back up. This S curve section will bring you into the 
final part of Momiji.

Section 4: steep high speed straightaways

-	Section four begins on a soft right bend leading you into a hard 
left curve. This can be taken at full speed and it will bring you 
into another rather straight section of Momiji line. This straight 
section leads into another section of gentle S curves bringing your 
speed up until a hard left curve that can be taken at full throttle 
if your rhythm was right. If you were off rhythm just slightly you 
may have scraped the wall on this wide road. But, after the hard 
left is a straight gentle S curve section. At the end of this 
straight section is a hard right bend and the goal.

_______________________________________________________________________

13.2. Uphill:
_______________________________________________________________________

- under contruction! -

=======================================================================
14. Enna
=======================================================================

Home course advantage:

-	Honda Civic Type R (EK9)
-	Honda Integra Type R (DC2)
_______________________________________________________________________

14.1. Downhill:
_______________________________________________________________________

Average Course time:

- 2'40"xxx

Section 1: High speed downhill

-	The race down Enna's steep downhill begins with a long straight 
section. No braking is necessary. Just speed through this section at 
high speed. There are a few moderate bends, but nothing to slow down 
and brake for. Your speed should be at about the 125 range when you 
come across the first of Enna's major corners. For this left hander, 
simply tap the brake, downshift and turn in somewhat close to the 
inner wall. The corner is wide, but because the mountain is steep, 
taking the wrong line may veer you into the outer guardrail. You can 
easily take this corner at 120+ km/h if you do things right. After 
this, you will enter the second section.

Section 2: The First Corner of Death

-	The second section of Enna's downhill is no trickier than the first 
section. The downhill only gets steeper from here, with a few more 
moderate S bends, but still nothing to worry about. You'll be 
building up speed for Enna's second major hairpin curve: A VERY 
STEEP right hander. DO NOT turn in too hard or risk rubbing the 
inner wall and slowing down to a crawl. Just do what you did in the 
first section. Tap the brake and downshift, and let up off the gas a 
little. But, this time, DO NOT turn in hard. Instead, turn in 
slightly and slowly. It IS possible to take this turn at the 120+ 
km/h range if you took it correctly. That's about the most difficult 
part of this section as another straight section will take you to 
section three.

Section 3: Full throttle section

-	Not too difficult to get through. This part of the course is very 
much simliar to the first section. Upon entering section 3, you'll 
have built up speed for this section. You'll begin on a straightaway 
that leads to a soft left hander. From here, you'll build up more 
speed as you go full throttle through this section. As you drive 
along, you'll notice the 2 lane road change to a one lane road. This 
is your warning for a left hander very similar to the first major 
turn of the course. Slow down to no less than 120 and turn in hard. 
Not much else to worry about in this section after this curve. Just 
continue to maneuver through the soft S curves that will bring your 
speed back up for the final section.

Section 4: The Second Corner of Death

-	This is already the home stretch. All I can say is continue on the 
steep downhill as you'll be heading full throttle into the hardest 
and final corner of the course. This right hander will slow you down 
if you don't know how to get through it right. This last right 
hairpin isn't a tight turn at all, but is very steep. If you have 
good vision you'll be able to see the entire corner and possibly 
anticipate how to approach it. No need for full braking but still 
slow down to take the corner. If done right, this corner can be 
taken 125+ with the correct driveline. The key to this corner is 
hitting the apex. Stay on the outside at the corners entrance, and 
just turn in rather smoothly. If you turn in too hard or too soft 
thought, it will slow you down in a MAJOR way for the course's final 
straightaway. After this right hander are yet more gentle S curves. 
Sometime after the corner is a really soft left hander. Other than 
that, you have nothing to worry about by going full throttle into 
the goal.

_______________________________________________________________________

14.2. Uphill:
_______________________________________________________________________

- under construction! -

=======================================================================
15.	Links
=======================================================================

http://www.segarosso.com/INITIALD/

This is Sega Rosso's official website for their Initial D games. Here 
you can post your Time Attack records on the internet rankings as well 
as find information on the characters, cars, and mountain passes in 
Initial D, not to mention information on each game's different game 
modes.

http://www.initialdx.vze.com/

This is Initial D Xtreme. This is, by far, one of the best fan sites on 
the web serving you all kinds of Initial D goodness. You can sample 
MP3s, download some cool wallpaper and even some translations of the 
manga. Also, I wrote their Initial D episode summaries (which I'm still 
working on)

http://www.geocities.com/go2initiald/ 

Initial D World. Another Initial D fansite worth looking at. Even has 
some drifting information if you're interested.

http://www.tokyopop.com/

EVIL!! THIS is Tokyopop's official webisite. As if it matters to me, 
anyway, maybe it matters to you. As many before me, I've sent hate mail 
(both formal and informal) only to get a BS response. If you feel like 
it, try sending them mail, but as if they listen anyway. Bastards.

jeffrokkz2k1@yahoo.com

My e-mail in the case you want to contact me =)

=======================================================================
16. Credits and Copyrights
=======================================================================

To Shuichi Shigeno for creating Initial D. May there be more Initial D 
for many years to come.

To Sega and their Sega Rosso devolopment team for developing, 
publishing and releasing Initial D Arcade Stage. If it wasn't for that 
game we wouldn't have this game.

To Sega of America for bringing Arcade Stage versions 1 and 2 out in 
North America.

To GameFAQs for accepting my FAQ

To ViperMask for letting me add his "**** TOKYOPOP!!" rant from his FAQ 
to my FAQ

All manufacturers, cars, names, brands and associated imagery featured 
in this game are trademarks and/or copyrighted materials of their 
respective owners. 

All rights reserved. 

Printing and reproduction of this document without permission is 
prohibited. If you want to use this in your website (or whatever else 
you may want to do with it), e-mail me at jeffrokkz@yahoo.com

Copyright 2003