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    FAQ/Driving Guide by Wolf Feather

    Version: Final | Updated: 04/12/03 | Search Guide | Bookmark Guide

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    V-RALLY 3: GAME GUIDE
    
    by
    Jamie Stafford/Wolf Feather
    FEATHER7@IX.NETCOM.COM
    
    
    
    
    
    
    Initial Version Completed: January 31, 2003
    FINAL VERSION Completed:   April 12, 2003
    
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    CONTENTS
    Spacing and Length
    Permissions
    Introduction
    Menus
    Autoload/Autosave
    Drivers
    Points
    V-Rally Mode
    Time Attack Mode
    Challenge Mode
    Tuning
    Navigatorspeak (English Language Audio)
    General Tips
    Racing Tips: Braking
    Racing Tips: Cornering
    Racing Tips: Coasting
    Racing Tips: Weight Shifts
    Racing Tips: Wet-weather Racing/Driving
    Stage Overviews
    Vehicle Set-ups: Overview
    Vehicle Set-ups: 1.6L FWD Class
    Vehicle Set-ups: 2.0L 4WD Class
    Vehicle Set-ups: Bonus Car Class
    Regular Cars
    Unlockable Items and Features
    Extra Challenges
    Diagrams
    Online Resources
    Contact Information
    
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    SPACING AND LENGTH
    For optimum readability, this driving guide should be
    viewed/printed using a monowidth font, such as Courier.
    Check for font setting by making sure the numbers and letters
    below line up:
    
    1234567890123456789012345678901234567890123456789012
    ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz
    
    This guide is now approximately 95 pages in length in the
    Macintosh version of Word98 using 12-point Courier font.
    Therefore, printing this guide in its entirety may not
    exactly be a great idea.
    
    ==============================================
    
    PERMISSIONS
    Permission is hereby granted for a user to download and/or
    print out a copy of this driving guide for personal use.
    However, due to the extreme length, printing this driving
    guide may not be such a good idea.
    
    This driving guide may only be posted on: FeatherGuides,
    GameFAQs.com, f1gamers.com, Games Domain, PSXCodez.com,
    Cheatcc.com, gamesover.com, Absolute-PlayStation.com,
    RedCoupe, ComputerUnderground.com, InsidePS2Games.com,
    CheatPlanet.com, The Cheat Empire, a2zweblinks.com, Gameguru,
    cheatingplanet.com, GameReactors.com, RobsGaming.com,
    Infogrames Australia, neoseeker.com, CheatHeaven, IGN,
    ps2fantasy.com, and vgstrategies.com.  Please contact me for
    permission to post elsewhere on the Internet.
    
    Should anyone wish to translate this driving guide into other
    languages, please contact me for permission(s) and provide me
    with a copy when complete.
    
    Remember:  Plagiarism in ANY form is NOT tolerated!!!!!
    
    ==============================================
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    INTRODUCTION
    V-Rally 3 is the first appearance of the V-Rally series on
    PlayStation2.  Not surprisingly, its graphics are excellent,
    the cars have many more tuning options, the sounds are better
    and more convincing, and the fun factor has been raised :-)
    Unfortunately, however, Track Editor (which allowed the
    player to create original rally stages and circuits) is not
    included in V-Rally 3, which is a severe disappointment :-(
    
    The main focus of V-Rally 3 is its career mode (appropriately
    entitled V-Rally Mode).  In fact, V-Rally 3 simply CANNOT be
    played until at least one driver has been created; only then
    can the various gameplay modes be accessed.  The created
    driver(s) can then be used in V-Rally Mode to progress from
    the 1.6L FWD (Front Wheel Drive) category up to the 2.0L 4WD
    (Four Wheel Drive) category of competition.  V-Rally Mode is
    explained in further detail below.
    
    Also available are two quick race options: Time Attack Mode
    and Challenge Mode.  Time Attack Mode is self-explanatory.
    Challenge Mode sets the player on three or more stages, which
    must all be completed within a specified time limit.
    
    One of the best things about V-Rally 3 is that there is
    rather little time spent in loading each stage.  For all the
    graphic detail, this is quite amazing.  It also helps that
    there is a screen providing information on each stage as it
    is loaded, providing the player something to look at and
    consider as the stage is being loaded.
    
    The Gran Turismo series, perhaps the most successful racing
    series on PlayStation and PlayStation2, introduced rally
    racing in Gran Turismo 2, and then brought it back with many
    visual changes and a few new venues in Gran Turismo 3.  This
    is likely the first experience with rally racing for many
    PlayStation and PlayStation2 gamers.  While Gran Turismo 2
    includes two point-to-point stages (which were unfortunately
    eliminated from Gran Turismo 3), the Gran Turismo series
    primarily feature circuits, which are fairly rare in actual
    rally racing.  To this extent, the V-Rally series is much
    more realistic than the Gran Turismo series, although the
    Gran Turismo series certainly excels in its vast multiplicity
    of tuning options.
    
    Please note that some of the information in this guide come
    from some of my other guides, with appropriate modifications:
    
       General Racing/Driving Guide
       V-Rally 2: Game Guide
       World Rally Championship: Game Guide
    
    ==============================================
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    MENUS
    Menu navigation can be slightly tricky in V-Rally 3, which is
    why this has been given its own special section.
    
    At the bottom of a menu screen, the various categories will
    be listed.  Using the D-pad to move to the left or the right
    will move to the next category in that direction.  As each
    category is selected, its sub-categories will appear above
    the category title, with the upper-most sub-category already
    highlighted; pressing the up and down buttons on the D-pad
    will move through the sub-categories.  It is important to
    note that until a sub-category has been selected (by pressing
    the 'X' button), pressing the left or right buttons on the D-
    pad will move to the next category in the appropriate
    direction.  Until a player becomes accustomed to this system,
    it is very easy to inadvertently move from one category to
    another.
    
    On the positive side, virtually all menus in V-Rally 3
    include full-motion rally-related animation.  This can range
    from the player's vehicle arriving at the next Service Area
    to full-out racing action.
    
    ==============================================
    
    AUTOLOAD/AUTOSAVE
    V-Rally 3 uses an autoload/autosave feature by default.
    Saves to the global game options files can take a long time,
    especially the first time such a file is created on the
    memory card.  Afterward, especially when dealing with a
    driver's save file, this process is VERY fast.  The autosave
    feature can be changed by selecting Misc. -> Save from the
    Options menu screen.
    
    ==============================================
    
    DRIVERS
    It is impossible to play V-Rally 3 until at least one driver
    has been created.  In fact, the first time V-Rally 3 is
    played (or if all the driver files have been erased from the
    memory card in Memory Card Slot 1), the game will force the
    player to create a driver.
    
    Driver creation is done in multiple steps.  First, the player
    must enter a last/family name for the driver, then a
    first/given name.  Second, the player can choose a
    nationality for the driver (by selecting the appropriate flag
    from the nationality screen; as each flag is selected, the
    country's name is indicated, so this can also be a good way
    to learn to recognize some of the flags of the world).
    Finally, the driver's look/appearance can be selected by
    using the left and right buttons on the D-pad to rotate
    through the possibilities.
    
    Unfortunately, there are NO female driver 'looks' available
    in V-Rally 3, which can be perceived as a definite slap in
    the face toward female players.  While most rally drivers
    (and navigators) have historically been male, there have been
    a few females in rally racing competition, such as Andrea
    Aghini.
    
    Driver creation is important, because V-Rally Mode (the
    game's career mode) uses each driver's file to save career
    information; the driver file also contains information for
    Time Attack Mode and Challenge Mode.  Driver files are saved
    independently on the memory card, so the only real limit on
    the number of drivers available is the amount of space on the
    player's memory card.
    
    Once at least one driver has been created, Delete will delete
    a selected driver.
    
    Compare can be used to compare the records and performance of
    any two drivers.  Comparisons are done across each gameplay
    mode and overall.
    
    Pressbook should actually be titled 'Pressbooks,' because
    there are really two volumes involved.  One volume lists a
    driver's stage and career records, while the other volume
    more closely tracks the driver's career (including a bar
    graph noting the driver's ups and downs in a career, once a
    minimum of two seasons have been completed).  Note that
    Pressbook can also be accessed from various screens in V-
    Rally Mode, thus providing the player with up-to-the-moment
    information on her or his rally racing career.
    
    ==============================================
    
    POINTS
    There are two 'types' of points used in V-Rally 3.  First,
    within V-Rally Mode (the game's career mode), points are
    awarded to the top-placing drivers at each rally based upon
    how they finish the rally (those drivers who do not
    successfully complete all five stages of a rally - i.e.,
    those who retire early due to vehicle breakdown, severe
    accident, or player cancellation - WILL NOT receive any
    points for that rally):
    
       Place   Points        Place   Points        Place   Points
       -----   ------        -----   ------        -----   ------
       1       25            6       10            12      4
       2       20            7       9             13      3
       3       16            8       8             14      2
       4       13            9       7             15      1
       5       11            10      6             16      0
                             11      5
    
    As mentioned in the Drivers section (above), any two drivers
    can have their records (Pressbooks) compared.  This
    comparison can be done by gameplay mode and by overall
    records.  All comparisons are based upon points for each feat
    in the game (such as besting the default time in Time Attack
    Mode, or by winning championships in V-Rally Mode) - with the
    best-performing driver in each area receiving one point -
    attained across the three gameplay modes of V-Rally 3:
    
       Time Attack Mode
          Each country has eight total stages (four initial
          stages, and the reverse configuration of each stage).
          The driver receives one point for each stage where she
          or he has set the record time for the stage.  Thus,
          a grand total of forty-eight points can be attained in
          Time Attack Mode.
    
       Challenge Mode
          Each challenge offers a number of points determined by
          the number of stages involved in the challenge.  Points
          are only offered for the default challenges; player-
          created challenges (via Extra Challenges) are not
          included in the Pressbook.  A total of twenty-four
          points are available within Challenge Mode, with the
          best-performing driver in each challenge receiving an
          appropriate number of points:
             Saxo   3 points         Pirelli    6 points
             Polo   4 points         Michelin   6 points
             206    5 points
    
       V-Rally Mode
          The calculation of points for V-Rally Mode is the
          default value listed below multiplied by the number of
          times a driver has accomplished a given feat.  For
          example, a Rally Victory is worth three points; a
          driver who has won twenty rallies will earn a total of
          sixty points based solely upon rally victories.
    
             Rally Victories                     3 points each
             1.6L FWD Titles                    10 points each
             2.0L 4WD Titles (V-Rally Titles)   20 points each
    
          Note that due to the never-ending nature of V-Rally
          Mode, this is the only gameplay mode with no cap on
          the number of points a driver can acquire in the game.
          Therefore, if Driver A has received the maximum number
          of points from Time Attack Mode and Challenge Mode,
          Driver B could still be deemed the overall 'better'
          driver for having played through numerous seasons and
          won an insane number of rallies (and potentially
          championships).
    
    ==============================================
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    V-RALLY MODE
    This is the main area of focus in V-Rally 3, allowing a
    player to pursue a rally racing career.  V-Rally Mode begins
    with the player's Office, where a career is managed (and to
    where the player returns between rallies).  The Office menu
    allows the player to access and read e-mails, view driver and
    team rankings in both the 1.6L FWD and 2.0L 4WD classes,
    personal data and goals, and the driver's pressbook.  The
    final category, 'Rally!,' takes the player to the first/next
    rally of the season.
    
    E-mails are important.  Some are from various rally racing
    magazines and Web sites, providing information about how the
    season is progressing.  Others are from various teams, either
    offering potential driving contracts (usually via driving
    tests first) or other team-related information.  Once the
    player has selected a team and signed a contract, the team
    manager will also send e-mails with information and/or
    motivation.  [To this extent, the lack of cutscenes featuring
    interactions between the player's chosen driver and various
    personnel (team manager, other drivers, etc.) is quite
    apparent, especially for those who have played the excellent
    PlayStation2 game Pro Race Driver.]  In some cases, the
    player can even 'create' responses to the received e-mails.
    While it is possible to simply move on to the next rally
    without reading any of the e-mails (once a contract has been
    signed for a season), it is best to at least read the subject
    headers of all the available e-mails to be able to take
    advantage of any test drives which may become available based
    upon the player's performance in the previous rally or
    rallies.
    
    Each rally season is a bit different.  There are four rallies
    in the 1.6L FWD category and six rallies in the 2.0L 4WD
    category each season.  However, the counties hosting each
    rally and stages of each rally tend to be modified (i.e.,
    selected at random by the CPU) for each season, so it is
    simply not possible to expect to run the exact same stages
    season after season after season; this is one of the things
    which separates V-Rally 3 from other rally racing games such
    as World Rally Championship (which uses much longer seasons,
    but all the stages are always in the same order across all
    levels of gameplay difficulty).
    
    Service Areas are the only places at which vehicle repairs
    can be effected, and these come at various points throughout
    each rally; this means that it may be necessary to drive two
    or more stages between Service Areas, which can be
    particularly important if a vehicle is carrying a lot of
    damage for several consecutive stages.  More importantly,
    each team is permitted only thirty minutes to effect repairs
    on a vehicle, and each type of repair takes a given amount of
    time to perform, so player selection of what should be
    repaired at each Service Area is highly important - ALMOST as
    important as keeping the rally car on the roadway and NOT
    incurring any damage.  It is important to make repair
    decisions quickly, especially if EVERYTHING needs to be
    repaired, because the thirty-minute clock begins counting
    down as soon as the player enters the Service Area; time
    wasted in making decisions can potentially mean that one or
    more aspects of the vehicle cannot be repaired in the time
    remaining.
    
    At the beginning of each rally and immediately after each
    Service Area, the player can adjust the car's tuning to
    maximize performance in the upcoming stage(s).  The various
    tuning options are more fully explained below in the Tuning
    section.  It is extremely important to make use of the stage
    information, to closely study the maps and read the
    information on the anticipated conditions (of both the
    roadway and the weather), as this will be the greatest
    determinant of how a vehicle is tuned.
    
    Note that should a player participate in multiple seasons in
    the 2.0L 4WD category, the placement or the positioning of
    the Service Areas in each rally is prone to change.  For
    example, in the first two or three seasons, the first Service
    Area will follow the first stage of a rally.  In later
    seasons, the first Service Area in some rallies will instead
    come after the SECOND stage of a rally.
    
    Between seasons, the player can choose to move on to other
    teams based upon the e-mails received in the Office.  Again,
    this will generally first require a test drive, followed by a
    contract proposal should the player perform well enough in
    the test drive.  Fortunately, while test drives require the
    player to complete a given stage within the time limit
    specified, there does not appear to be any problems should
    the car become damaged, so long as the stage IS completed
    within the specified time limit.
    
    The player should anticipate approximately thirty minutes to
    complete a (five-stage) rally in V-Rally Mode.  In most
    cases, even with taking a few minutes to consider car set-ups
    at each opportunity, a full rally should not take this long,
    but it is certainly better to plan for too much time than for
    too little time :-)
    
    Also, in V-Rally Mode, there will often be times when the
    player must successfully complete two or more rally stages
    before arriving at a Service Area to repair any damages and
    tune the car for the next set of stages.  The player will
    likely be forced to make some potentially-difficult decisions
    when running consecutive stages without a Service Area; for
    example:
    
       1.) If the first stage has 85% mud and 15% wet gravel, and
           the second stage has 100% loose gravel, which tire
           compound is best to produce lower times across the
           combined stages?
    
       2.) If the first stage has numerous tight, twisty corners
           with virtually no straightaways between them, and the
           second stage has only very minor corners and rather
           lengthy straightaways, what is the best gear ratio
           setting to use across the combined stages?
    
       3.) If the first stage has severe foggy conditions and the
           second stage has pristine daylight conditions, how
           will these visibility issues affect vehicle set-up
           and/or driver performance?
    
    Obviously, it is not always possible to achieve a 'happy
    medium' between consecutive stages when the stages involved
    are extremely different.  This is where A LOT of educated
    guesswork comes into play.  In these situations, it is very
    important for the player to be consciously aware of the Human
    and vehicle limitations and strengths.  Also, if the player
    has previously amassed a great lead (of time) over the rest
    of the competitors, then the player can lose a given amount
    of time on one stage and excel on the other by tuning 'only'
    for one of the stages (fully recognizing that time will be
    lost on the other stage, but still tuning and driving in such
    as manner as to attempt to minimize the time which will be
    lost in this endeavor).
    
    Unless the player has explicitly switched to manual saving,
    quitting V-Rally Mode will AUTOMATICALLY save game progress.
    Therefore, should the player not like her or his performance
    in a rally, the only way to be able to re-enter V-Rally Mode
    from the previous save point is to restart the console and
    reload the game, re-entering V-Rally Mode normally.
    
    ==============================================
    
    TIME ATTACK MODE
    Time Attack Mode is the player's opportunity to try out
    various stages to record the lowest possible completion time;
    the current lowest completion times are always displayed on
    the stage information screen as each stage is loaded in
    preparation for each mode's gameplay.  There are various
    options to customize the Time Attack Mode experience, from
    selecting the rally and stage (in the forward or reverse
    configuration) to vehicle selection to tuning.
    
    First, the player is required to select a driver (at least
    one driver must be available in order to play V-Rally 3).
    Next, the player can select a rally; selecting a host country
    for a rally brings up a sub-screen where the player can
    select a stage, but only the first stage in each rally is
    initially available.
    
    Vehicle selection is next.  There are a number of cars in the
    1.6L FWD and the 2.0L 4WD class from which to choose, but a
    selection of bonus cars may also be available based upon the
    bonus vehicle(s) the player has received in progressing
    through the game.  Once a car has been selected, the player
    can view detailed data on the chosen vehicle, and can also
    take a Close View - which allows the player to customize the
    car's look and/or features, rotate the vehicle using the left
    and right buttons on the D-pad, and zoom in and out.
    
    Next, the car's set-up can be adjusted.  See the Tuning
    section (below) for details.  Once all this has been set to
    the player's liking, it is time to hit the stage!!!
    
    At the completion of the stage, the player is given the
    option to save the time just completed.  Next, the player can
    choose to rerun the stage, view a replay, view the telemetry
    for the stage (which details the player's performance in
    relation to the optimal racing line for that stage), or exit
    back to the Time Attack Mode menu.
    
    Note that for each country, there are four stages shown, but
    only one stage is initially available; beating the default
    record time at each stage unlocks the next stage.  Once the
    fourth stage's default record time has been bested, then the
    player can select from all four stages in either the forward
    or reverse direction on future Time Attack Mode attempts.
    
    ==============================================
    
    CHALLENGE MODE
    Here, the player must complete various challenges.  Challenge
    Mode sets the player on three or more stages, which must all
    be completed within a specified time limit.  The stages are
    not necessarily from the same rally, meaning that the player
    will likely be presented with vastly different terrain types.
    
    First, the player must select a driver; at least one driver
    must be available in order to play V-Rally 3.  Then the
    player can select a challenge from among those presented (by
    using the left and right buttons on the D-pad), and view the
    car used for the challenge.
    
    Next, the player is shown the times to beat for the
    challenge.  The player can also customize the car's tuning;
    see the Tuning section below for details.  Then, the player
    heads to the first stage.
    
    Following the first stage, the player is shown the
    performance (time) and given the opportunity to view a
    replay, and then is allowed to prepare in the same manner for
    the second stage; this repeats for all the stages.  Upon the
    completion of the final stage of a challenge, the player may
    be shown a trophy presentation and given the name of the next
    challenge.
    
    Please note that some challenges must be completed with a
    specific vehicle, whereas other challenges will allow the
    player to choose from a small selection of vehicles.  Also,
    once a challenge has been successfully passed, the next
    challenge in the series will become available, and all
    previous challenges can also be selected.
    
    There are only five default challenges in Challenge Mode.
    Once Extra Challenges has been unlocked, any created
    challenges will appear for selection after the default
    challenges.  However, created challenges and their record
    times DO NOT appear in a driver's Pressbook (or in a driver
    comparison, which is based upon the Pressbook concept).
    
    ==============================================
    ==============================================
    ==============================================
    
    TUNING
    There are various tuning options available in many gameplay
    modes of V-Rally 3.  Note that once a tuning sub-category has
    been selected, adjustments are made in a pop-up mini-screen.
    
    Tires
       Selection       There are twelve tire compounds offered
                       in V-Rally 3, and each team selects the
                       three which should be best-suited for a
                       given rally (indicated at the bottom of
                       the Tire Selection sub-screen).  However,
                       the player can override the team's
                       decisions and choose from any of the
                       twelve available tire compounds.
                          Proper tire selection is EXTREMELY
                       important, as selecting the wrong tire
                       compound for a stage can slow the car by
                       up to several seconds PER SECTOR.
                       However, since most of the stages in
                       V-Rally Mode (the game's career mode) are
                       run consecutively without any Service
                       Areas and opportunities to change vehicle
                       settings, this will sometimes mean a MAJOR
                       compromise on one stage in order to attain
                       the best possible time on another stage.
       Pressure        Lowering tire pressure flattens the tire
                       and allows more of the tire to grip the
                       roadway, but this sacrifices top-end
                       speed.  Conversely, raising tire pressure
                       increases top-end speed by reducing the
                       contact area and overall grip with the
                       roadway.
    Chassis
       Suspension      The suspension allows for a given amount
                       of movement in the axles, and should be
                       ideally set so that the main body of the
                       car not pitch or jump around due to bumps.
                       For smooth surfaces, a hard suspension
                       setting is best.  For rough or bumpy
                       surfaces, a softer suspension is best
                       (allowing for more axle movement).
       Ride Height     Ride height is important for both
                       regulating the passage of air underneath
                       the vehicle and for ensuring the vehicle
                       does not scrape the roadway, especially at
                       the top of jumps and crests and when
                       landing after a jump.  Higher ride height
                       settings slow the car somewhat due to more
                       air passing underneath the vehicle, but
                       reduce the chances of the car bottoming
                       out (which can slow the vehicle even
                       more).  Lower ride height settings can
                       slightly increase overall speed due to
                       less aerodynamic friction, but greatly
                       increase the possibility of the underside
                       of the car scraping the roadway.
       Stabilizers     Stabilizers are designed to ensure the
                       vehicle remains upright, thus reducing the
                       potential for a rollover incident
                       (especially when cornering quickly).  A
                       higher stabilizer setting provides more
                       stability, but cornering can be more
                       difficult.  A lower setting creates a
                       greater risk of a rollover accident, but
                       cornering can be made easier at higher
                       speeds.
    Mechanics
       Gearbox Ratio   Shorter gear ratios provide faster and
                       stronger acceleration, but at the
                       sacrifice of top-end speed.  Longer gear
                       ratios provide faster top-end speed, but
                       acceleration will be slower and weaker.
       Differentials   This controls the amount of power going to
                       each wheel of the car.
       Brakes          Brake settings here can be made in two
                       areas.  First, brake balance can be
                       adjusted, so that the maximum braking
                       power can be located more toward one end
                       of the vehicle (if centered, then 50% of
                       the braking power goes to the front wheels
                       with the remaining 50% going to the rear
                       wheels).
                          Independent of brake balance is brake
                       strength (which can also be adjusted in
                       the driving-specific tuning options
                       below).  A harder brake strength reduces
                       the required braking zone before a corner,
                       whereas a softer brake strength
                       necessitates a longer braking zone.  Also,
                       harder brake strength settings risk to
                       create wheel-lock if the brakes are
                       applied harshly (which is a natural
                       driver reaction if an accident is about to
                       occur), thus causing the vehicle to slide
                       and not decelerate properly.
    
    There are also driving-specific tuning options which can be
    made on a separate screen before heading to the stage(s).
    Note that once a driving-specific sub-category has been
    selected, adjustments are made in a pop-up mini-screen.
    
    Car Options
       Gear Box       Select between Automatic and Manual
                      Transmission.  This is set to Automatic by
                      default.
       Steering       This controls steering sensitivity, or the
                      amount of delay between button press and
                      car response
       Acceleration   This controls the rate of acceleration
       Brakes         This controls brake strength.  Note that
                      this DOES NOT handle brake balance, which
                      can only be adjusted in the actual Tuning
                      section.
       Ghost          Activate and deactivate the ghost car (if
                      applicable)
    Controller
       Configure      Change button configuration
       Vibration      Select between low, medium, and high
                      vibration rate
    
    It is important to remember that these tuning options can
    only be accessed at the beginning of a rally and immediately
    after each Service Area.  Therefore, it may be necessary to
    think several stages ahead in terms of tuning options, which
    means that the vehicle may not perform well in one stage but
    will likely excel in another.
    
    Also, when a player takes part in a teams' driving test in V-
    Rally Mode (the game's career mode), the player is not
    permitted to tune the vehicle.
    
    ==============================================
    
    NAVIGATORSPEAK (ENGLISH LANGUAGE AUDIO)
    V-Rally 3 (in the North American version) offers audio in
    English (the default setting), French, and Spanish.  This
    section covers the navigator's driving instructions in
    English.
    
    The navigator will give instructions to inform you of the
    many twists and bumps in the road ahead.  Many times, these
    instructions are spot-on, although at times they are given
    just as you reach the specific corner or caution mentioned.
    Sometimes, however, the instructions are not quite exact, so
    take care to not follow the instructions to the letter
    without questioning.  For this reason, it is also important
    for the player to keep looking as far ahead as possible, so
    as to not be mislead by any incorrect instructions and to
    also (hopefully) spot any potential shortcuts or unannounced
    areas of potential danger.
    
    If the sign panels at the top-center of the screen are
    activated, these will exactly mimic visually what the
    navigator is saying.  Further, two panels are shown; the
    bottom panel represents the current instruction, whereas the
    top panel (largely off-screen) indicates the following
    instruction.  The top panel will slide down to the bottom
    when appropriate.
    
    Distance: The navigator will sometimes indicate distance.
    This is measured in meters (remember that one meter is
    slightly longer than thirty-nine inches).  '100' and '150'
    are the most common distance calls, although distances as
    long as '250' are also used on occasion.
    
    Direction: The navigator will indicate whether the upcoming
    turn is to the left or the right.
    
    '2' Corners: These turns have the harshest angles, and almost
    always require braking.
    
    '3' Corners: These are moderate corners.  Braking may be
    required, depending on the surroundings and the car's speed
    entering these corners.
    
    '4' and '5' Corners: These are the turns with the slightest
    angles, and can generally be taken at flat-out acceleration.
    
    'And:' This functions as a conjunction, indicating that the
    second instruction immediately follows the first instruction.
    It is also possible to be given a 'sentence' with 'and' used
    repeatedly to join multiple instructions.  Note that 'and'
    can be interchanged with 'into' without any change in
    meaning; however, 'and' is used more often because it is
    shorter to pronounce.
    
    'Care:' This catch-all call indicates a dangerous section
    ahead.  This could include steep embankments, deep ditches, a
    narrowing of the road, a minor jump or crest, or other
    potential problems.
    
    'Caution:' This catch-all call is stronger than the 'Care'
    call.  Some slowing may be in order here.  (There may also be
    the Caution symbol - an exclamation point in a white triangle
    bordered in red - which appears at the center-top of the
    screen at times, but no auditory instructions noting that a
    dangerous area or obstacle is ahead, so it is always
    important for the player to keep her or his attention at
    least moderately focused upon the visual instructions at the
    center-top of the screen.)
    
    'Crest:' This call indicates a rise in the road ahead which
    will obscure the view if using one of the in-car cameras.
    
    'Cut:' This means that a corner SHOULD be able to be shortcut
    at least slightly without causing any damage to the vehicle.
    
    'Don't Cut:' Perhaps the most important utterance from the
    navigator, this call indicates that shortcutting the apex of
    the upcoming corner will produce extreme danger.  This can
    range from large rocks or boulders at the apex to an
    unprotected cliff drop-off.  This call takes on added
    importance when on a steep uphill or downhill grade during a
    turn, especially in hairpin corners.
    
    'Flat:' A corner with this designation is even gentler than a
    '5' corner, and can easily be handled at full acceleration
    without any difficulties.
    
    'Hairpin' Corners: Interestingly, many so-called 'hairpins'
    are actually U-shaped, double-apex corners.
    
    'Into:' See 'And,' above.
    
    'Jump:' This call indicates a rise that will send the car
    airborne if taken at full speed.
    
    'Keep' + Direction: Stay to the indicated side of the roadway
    in order to avoid one or more obstacles or dangers.
    
    'Long:' The upcoming corner is long.  While this is not
    always the case, a corner designated as 'long' will often
    include an implied 'tightens.'
    
    'Narrows:' The road ahead will narrow.
    
    'Opens:' The upcoming corner has an increasing radius.  Use
    caution in accelerating, as accelerating too soon could
    result in hitting obstacles or flying off cliffs.
    
    'Outside:' Instead of cornering normally (outside to
    apex/inside to outside), keep a wide berth around the corner
    in order to avoid one or more obstacles or dangers.
    
    'Straight:' Listed in the game manual but not actually used
    in the game, this call indicates to go straight through the
    upcoming (slight) turns.
    
    'Tightens:' The upcoming corner has a decreasing radius.
    Slowing will almost certainly be required before exiting the
    corner.  While this is not always the case, a corner
    designated as 'long' or 'very long' will often include an
    implied 'tightens.'
    
    'Tunnel:' There is a tunnel ahead.  This is an important
    warning, meaning that the driver must be sure to remain on
    the official roadway to avoid slamming into the side(s) of
    the tunnel.
    
    'Very Long:' The upcoming corner is extensive and will seem
    to go on forever.  While this is not always the case, a
    corner designated as 'very long' will often include an
    implied 'tightens.'
    
    ==============================================
    
    GENERAL TIPS
    Buy or rent or borrow any game in the Gran Turismo series,
    but especially Gran Turismo 2 or 3.  In one of these games,
    work through the License Tests, as this will teach how to
    approach the various elements of racing, from judging braking
    distances to controlling a car on a surface with little grip.
    Gran Turismo 2 introduced rally racing to the series, so GT2
    and GT3 both include a Rally License; the time and effort
    spent in acquiring the Rally License in GT2 or GT3 will help
    with World Rally Challenge.  Overall, Gran Turismo 2 is
    probably a better choice of the three games in the Gran
    Turismo series, as GT2 includes the Pikes Peak Hill Climb and
    Pikes Peak Downhill courses, the only point-to-point rally
    venues in the series thus far (all other rally events are
    held at actual circuits); unfortunately, both Pikes Peak
    stages were removed for Gran Turismo 3 :-(
    
    In rally racing, the principles of standard pavement-based
    racing apply.  However, there is generally less tire grip in
    rally racing, which makes anticipation a key element in
    correctly holding a tight racing line at the apex of a
    corner, in judging braking distances on a steep downhill
    grade, etc.
    
    In general, '4' and '5' corners do not require braking to
    safely clear; '2' corners and hairpins DO require braking;
    '3' corners may necessitate braking depending on the
    surroundings and the entry speed.  However, if on a steep
    uphill or downhill grade, even '4' corners may require
    braking, while possibly '2' corners will not necessitate
    braking.  Hairpins ALWAYS require braking.
    
    Do not depend solely upon the navigator's instructions and
    the sign icons at the top-center of the screen (if activated)
    to drive cleanly through each stage.  Try to look as far
    ahead as possible and use the lay of the land to determine
    what the road ahead will entail.  Most roads follow the
    contours of mountains, using a series of switchbacks for
    climbing and descending steep mountainsides; those with even
    moderate backpacking experience will be easily able to
    recognize these contour patterns and thus be better able to
    anticipate upcoming corners.  On occasion, visibility is
    clear so far ahead that it is possible to see turns several
    hundred meters - or more - beyond what the navigator is
    currently saying.  Some roads leave one particular mountain
    and run along an adjacent mountain, and this can sometimes
    also be seen across a valley.  For those roads atop short
    ridges or in vast plains, it is often possible to see the
    various turns far ahead.  Try to use really tall objects such
    as trees - and especially telephone poles, as they are almost
    ALWAYS located directly next to the road - to determine the
    location and severity of upcoming turns.
    
    While not always the case, hairpin corners in V-Rally 3 often
    come in pairs (with each corner leading in an opposite
    direction).  This is good to remember for anticipating
    upcoming corners.
    
    Proper tire selection is EXTREMELY important, as selecting
    the wrong tire compound for a stage can slow the car by up to
    several seconds PER SECTOR.  However, since most of the
    stages in V-Rally Mode (the game's career mode) are run
    consecutively without any Service Areas and opportunities to
    change vehicle settings, this will sometimes mean a MAJOR
    compromise on one stage in order to attain the best possible
    time on another stage.
    
    To the extent possible, ALWAYS brake in a straight line.  If
    braking only occurs when cornering, the car will likely be
    carrying too much speed for the corner, resulting in the car
    sliding, spinning, and/or flipping.  (While a car may not
    necessarily flip in this situation, a slide or spin can still
    mean the difference between winning and ending up in last
    position at the end of a stage.)
    
    There may also be the Caution symbol - an exclamation point
    in a white triangle bordered in red - which appears at the
    center-top of the screen at times, but no auditory
    instructions noting that a dangerous area or obstacle is
    ahead, so it is always important for the player to keep her
    or his attention at least moderately focused upon the visual
    instructions at the center-top of the screen.
    
    It is best to always keep one finger hovering over the
    reposition button (set to the L1 button by default if using a
    standard controller).  Should this button accidentally be
    pressed while actually on the roadway, nothing will occur.
    However, once the vehicle spins, flips, and/or leaves the
    roadway, pressing this button will generally quickly
    reposition the car on the roadway.  This is obviously FAR
    faster than trying to slow enough to regain control of the
    vehicle and return to the roadway normally.  Especially in
    the 2.0L 4WD category, this is very important, as it will be
    significantly more difficult to win rallies than in the 1.6L
    FWD category.
    
    On occasion, various animals will cross the roadway in front
    of the player' chosen vehicle.  There is no need for concern
    or even for evasive action in these situations, as these are
    effectively just moving holograms and do not cause any damage
    at all (or even vibrations) to the vehicle (think of the
    holodeck technology with the safety protocols engaged in the
    various post-1985 Star Trek series and films).
    
    It is important to remember that in the points standings,
    should the player be tied with a CPU-controlled driver, the
    CPU-controlled driver will be officially ranked ahead of the
    player :-(
    
    ==============================================
    ==============================================
    ==============================================
    
    RACING TIPS: BRAKING
    The first step in driving fast is knowing when, where, and
    how much to slow down (braking).  In some games, a brake
    controller can be acquired or purchased, allowing the player
    to customize the brake strength by axle or by adjusting the
    bias of the brakes toward the front or the rear of the car;
    in other games, this is part of the 'stock' feature of the
    cars.
    
    The use of a brake controller will affect the braking zone,
    as will other factors.  Specifically, the car's speed on
    approaching a corner, the amount of fuel in the car at a
    given moment, the drivetrain of the car, the weight of the
    car, and even the car's center of gravity can all affect the
    braking zone.  Similarly, the driving conditions - sunny,
    overcast, damp, wet, icy, snowy etc. - will affect the
    braking zone for each corner (as well as the car's ability to
    attain high speeds).
    
    Except for purely arcade-style games, the braking zone will
    differ somewhat for each car depending upon its strengths and
    weaknesses.  It certainly helps for the player to try a Free
    Run or a Time Trial (if these modes exist in a given game) to
    learn the circuit(s) - including the braking zones.
    
    When looking for braking zones, try to find a particular
    stationary object near the entry of each corner; it helps
    tremendously if this object is far enough away from the
    circuit that it will not be knocked over during a race.  To
    begin, try using the brakes when the front of the car is
    parallel with the chosen stationary object.  If this does not
    slow the car enough before corner entry or if the car slows
    too much before reaching the corner, pick another stationary
    object on the following lap and try again.
    
    Whenever changes are made to the car - whether to the brake
    controller or to other aspects of tuning and/or parts - it
    would be a good idea to go back into Free Run mode and check
    that the braking zones still hold; if not, adjust as
    necessary using the method in the paragraph above.
    
    For those races which include fuel loads, the car will become
    progressively lighter during a race.  The lesser weight can
    often mean a slightly shorter braking zone; however, if tire
    wear is excessive (especially if there have been numerous
    off-course excursions), that might dictate a longer braking
    zone.
    
    Cars with a higher horsepower output will inherently attain
    faster speeds, and will therefore require a longer braking
    zone than cars with a lower horsepower output.  Try a
    Volkswagon New Beetle, a Mini Cooper, a Dodge Viper, a Panoz
    Esperante GT-1, a Corvette C5R, and an F-2002 (all in
    stock/base configuration) along the same area of a circuit
    and note how their braking zones differ.
    
    A final note on braking: To the extent possible, ALWAYS brake
    in a straight line.  If braking only occurs when cornering,
    the car will likely be carrying too much speed for the
    corner, resulting in the car sliding, spinning, and/or
    flipping.  (Some games purposely do not permit the car to
    flip, but a slide or spin can still mean the difference
    between winning and ending up in last position at the end of
    a race.)
    
    If nothing else, players should strive to become of the
    'breakers' they possibly can.  This will essentially force a
    player to become a better racer/driver in general once the
    player has overcome the urge to constantly run at top speed
    at all times with no regard for damages to self or others.
    Also, slowing the car appropriately will make other aspects
    of racing/driving easier, especially in J-turns, hairpin
    corners, and chicanes.
    
    ==============================================
    
    RACING TIPS: CORNERING
    Ideally, the best way to approach a corner is from the
    outside of the turn, braking well before entering the corner.
    At the apex (the midpoint of the corner), the car should be
    right up against the edge of the roadway.  On corner exit,
    the car drifts back to the outside of the roadway and speeds
    off down the straightaway.  So, for a right-hand turn of
    about ninety degrees, enter the corner from the left, come to
    the right to hit the apex, and drift back to the left on
    corner exit.  See the Diagrams section at the end of this
    guide for a sample standard corner.
    
    For corners that are less than ninety degrees, it may be
    possible to just barely tap the brakes - if at all - and be
    able to clear such corners successfully.  However, the same
    principles of cornering apply: approach from the outside of
    the turn, hit the apex, and drift back outside on corner
    exit.
    
    For corners more than ninety degrees but well less than 180
    degrees, braking will certainly be required.  However, for
    these 'J-turns,' the apex of the corner is not the midpoint,
    but a point approximately two-thirds of the way around the
    corner.  J-turns require great familiarity to know when to
    begin diving toward the inside of the corner and when to
    power to the outside on corner exit.  See the Diagrams
    section at the end of this guide for a sample J-turn.
    
    Hairpin corners are turns of approximately 180 degrees.
    Braking is certainly required before corner entry, and the
    cornering process is the same as for standard corners:
    Approach from the outside, drift inside to hit the apex
    (located at halfway around the corner, or after turning
    ninety degrees), and drifting back to the outside on corner
    exit.  See the Diagrams section at the end of this guide for
    a sample hairpin corner.
    
    If there are two corners of approximately ninety degrees each
    AND both corners turn in the same direction AND there is only
    a VERY brief straightaway between the two corners, they may
    be able to be treated like an extended hairpin corner.
    Sometimes, however, these 'U-turns' have a straightaway
    between the corners that is just long enough to prohibit a
    hairpin-like treatment; in this case, drifting to the outside
    on exiting the first of the two corners will automatically
    set up the approach to the next turn.  See the Diagrams
    section at the end of this guide for a sample U-turn.
    
    FIA (the governing body of F1 racing, World Rally
    Championship, and other forms of international motorsport)
    seems to love chicanes.  One common type of chicane is
    essentially a 'quick-flick,' where the circuit quickly edges
    off in one direction then realigns itself in a path parallel
    to the original stretch of pavement, as in the examples in
    the Diagrams section at the end of this guide.  Here, the
    object is to approach the first corner from the outside, hit
    BOTH apexes, and drift to the outside of the second turn.
    There are chicanes of various types in rally racing, but they
    are not necessarily considered as such because the
    competitors tend to think corner-by-corner, and not complex-
    by-complex like circuit-based competitors.
    
    FIA also seems to like the 'Bus Stop' chicane, which is
    essentially just a pair of quick-flicks, with the second
    forming the mirror image of the first, as shown in the
    Diagrams section at the end of this guide.  Perhaps the most
    famous Bus Stop chicane is the chicane (which is actually
    called the ‘Bus Stop Chicane’) at Pit Entry at Spa-
    Francorchamps, the home of the annual Grand Prix of Belgium
    (F1 racing) and the host of The 24 Hours of Spa (for
    endurance racing).
    
    Virtually every other type of corner or corner combination
    encountered in racing (primarily in road racing) combines
    elements of the corners presented above.  These complex
    corners and chicanes can be challenging, such as the Ascari
    chicane at Monza.  See the Diagrams section for an idea of
    the formation of Ascari.
    
    However, in illegal street/highway racing, the positioning of
    traffic can 'create' the various corners and corner
    combinations mentioned here.  For example, weaving in and out
    of traffic creates a virtual bus stop chicane (see the
    Diagrams section at the end of this guide).  Slowing may be
    necessary - it often is - depending on the distance between
    the vehicles.  See the Sample Circuit Using Some of the Above
    Corner Types Combines in the Diagrams section at the end of
    this guide; note that this is a diagram for a very technical
    circuit.
    
    At some race venues, 'artificial chicanes' may be created by
    placing cones and/or (concrete) barriers in the middle of a
    straightaway.  One such game which used this type of chicane
    is the original Formula1 by Psygnosis, an F1-based
    PlayStation game from 1995, which used this at Circuit
    Gilles-Villeneuve along Casino Straight (shortly after
    passing the final grandstands at the exit of Casino Hairpin).
    
    One thing which can change the approach to cornering is the
    available vision.  Blind and semi-blind corners require
    ABSOLUTE knowledge of such corners.  Here is where gamers
    have an advantage over real-world drivers:  Gamers can
    (usually) change their viewpoint (camera position), which can
    sometimes provide a wider, clearer view of the stage, which
    can be especially important when approaching semi-blind
    corners; real-world drivers are obviously inhibited by the
    designs of their cars and racing helmets.  Great examples of
    real-world blind and semi-blind corners would be Mulsanne
    Hump at Le Mans, Turns 14 and 15 at Albert Park, each of the
    first three corners at A1-Ring, and many forest-based stages
    in rally racing.
    
    Also important to cornering - especially with long, extended
    corners - is the corner’s radius.  Most corners use an
    identical radius throughout their length.  However, some are
    increasing-radius corners or decreasing-radius corners.
    These corners may require shifting the apex point of a
    corner, and almost always result in a change of speed.
    Decreasing-radius corners are perhaps the trickiest, because
    the angle of the corner becomes sharper, thus generally
    requiring more braking as well as more turning of the
    steering wheel.  Increasing-radius corners are corners for
    which the angle becomes more and more gentle as the corner
    progresses; this means that drivers will generally accelerate
    more, harder, or faster, but such an extra burst of speed can
    backfire and require more braking.  See the Diagrams section
    at the end of this guide for sample images of a decreasing-
    radius corner and an increasing-radius corner.
    
    For traditional road racing circuits, increasing-radius and
    decreasing-radius corners may not be too much of a problem;
    after several laps around one of these circuits, a driver
    will know where the braking and acceleration points are as
    well as the shifted apex point (should a shift be required).
    However, for stage-based rally racing, where the roads are
    virtually unknown and the driver knows what is ahead only
    because of the navigator’s instructions (which - based upon
    notes - may or may not be absolutely correct), the unknown
    can cause drivers to brake more often and/or more heavily.
    For rally-based games, such as the Need for Speed: V-Rally
    series (PlayStation/PSOne/PlayStation2) or for World Rally
    Championship (PlayStation2), there is often specialized
    vocabulary used: ‘tightens’ generally designates that a
    corner has a decreasing radius, whereas ‘widens’ or ‘opens’
    indicates that a corner has an increasing radius.  This need
    for ‘extra’ braking is also tempered by the fact that in much
    of rally racing, corners are either blind or semi-blind, due
    to trees, buildings, cliffs, embankments, and other obstacles
    to clear vision all the way around a corner.
    
    One particularly interesting aspect of cornering is one which
    I honestly do not know if it works in reality (I am not a
    real-world racer, although I would certainly LOVE the chance
    to attend a racing school!!!), but which works in numerous
    racing/driving games I have played over the years.  This
    aspect is to use the accelerator to help with quickly and
    safely navigating sharp corners.  This works by first BRAKING
    AS USUAL IN ADVANCE OF THE CORNER, then - once in the corner
    itself - rapidly pumping the brakes for the duration of the
    corner (or at least until well past the apex of the corner).
    The action of rapidly pumping the accelerator appears to
    cause the drive wheels to catch the pavement just enough to
    help stop or slow a sliding car, causing the non-drive wheels
    to continue slipping and the entire car to turn just a little
    faster.  Using this rapid-pumping technique with the
    accelerator does take a little practice initially, and seems
    to work best with FR cars; however, once perfected, this
    technique can pay dividends, especially with REALLY sharp
    hairpin corners, such as at Sebring International Raceway or
    those often found in rally racing.
    
    ==============================================
    
    RACING TIPS: COASTING
    Some players may believe that a good racer is ALWAYS either
    accelerating or braking.  However, this is not always the
    best way to approach a given section of a circuit or rally
    stage.  Coasting can sometimes be beneficial.
    
    First, consider standard street or highway driving.  Street-
    legal cars are designed for the same foot to be used for both
    acceleration and braking (with the other foot used for
    operating the clutch if the vehicle uses a manual
    transmission).  There is always a slight delay between
    acceleration and braking as the driver moves the foot from
    one pedal to the other; during this time, the vehicle is
    essentially coasting - that is, the vehicle's current
    momentum is the only thing moving the vehicle.
    
    In real-world racing, there are a number of drivers who use
    'left-foot braking.'  In other words, one foot is used for
    the accelerator, while the other foot is used for the brake
    pedal.  Yet even in left-foot braking, a driver must take
    care to NOT be pressing both the accelerator pedal AND the
    brake pedal simultaneously, as this could cause the engine
    revs to spike and/or cause undue tire wear.  Therefore, even
    though for a much shorter duration (perhaps best measured in
    hundredths of a second) than in standard 'right-foot
    braking,' there is always a short period of coasting.
    
    In many racing games, I find that coasting through tight
    corners (including tight chicanes) can sometimes be the best
    method to safely navigate these difficult sections - and this
    is true in both pavement-based games and in rally-based
    games.  Certainly, braking properly (i.e., in a straight line
    BEFORE reaching the corner or chicane) is key to successfully
    coasting.  However, using NEITHER the accelerator button NOR
    the brake button will cause the vehicle to coast, thus using
    the natural momentum of the vehicle to perhaps swing the
    vehicle around the corner or through the chicane.
    
    This is actually somewhat tricky to explain in words, and is
    really something that each player should try several times
    (especially on tight, technical circuits, such as Monaco and
    Bathurst, or virtually any stage of a rally-based game) to
    truly understand this technique.  Once learned, however,
    players may easily find themselves adding this technique to
    their gaming repertoire :-)
    
    ==============================================
    
    RACING TIPS: WEIGHT SHIFTS
    Modern racing games are especially adept at simulating a
    vehicle's weight shift in a variety of situations.  This
    section assumes that a vehicle is moving in a forward
    direction.
    
    When cornering, a vehicle's weight shift is to the opposite
    direction; in other words, if a vehicle is turning to the
    left, its weight will be shifted to the right (and vice
    versa).  If the player attempts to corner too quickly, the
    resultant weight shift risks to slide the vehicle toward the
    outside of the turn; in extreme cases, the vehicle could lift
    and have only TWO wheels actually touching the ground, or
    potentially the vehicle could even flip onto its side or its
    roof!!!  While it is certainly fun to see a vehicle on two
    wheels or on its side or roof, this is obviously counter-
    productive, especially in a close race or in a time trial
    mode.  Tires and downforce play a role in helping to keep the
    vehicle on the ground during cornering, but once a given
    speed is surpassed for the type, radius, and angle of the
    corner in question, the player will have limited - if any -
    control of the vehicle.
    
    During acceleration, the vehicle's weight will naturally
    shift toward the rear.  In most situations, this is not a
    particularly crucial phenomenon.  However, if the vehicle is
    moving fairly slowly and the player suddenly slams on the
    accelerator, or especially if a race has a standing start
    (such as F1, TOCA, and rally races), this weight shift should
    be crucial.  As the vehicle weight shifts to the rear of the
    vehicle, the rear suspension and tires could potentially take
    a lot of punishment.  This is especially important for the
    tires, as the extra weight will require an appropriate amount
    of 'extra' acceleration (especially if the vehicle uses rear-
    wheel drive, which is true of many racing vehicles) to
    compensate and get the wheels to turn enough for the tires to
    adequately grip the racing surface to help to propel the
    vehicle forward.  However, overcompensation could result in
    excessive wheelspin, which is quite likely to create undue
    tire wear.
    
    While braking, a vehicle's weight will shift toward the front
    of the vehicle.  If the player brakes too late to corner
    safely yet still attempts to take the corner even semi-
    normally, the weight will load to the front outside wheel (in
    relation to the corner; i.e., to the front-left wheel if
    taking a right-hand corner) and risk causing the vehicle to
    slide off the course in the direction of the front-outside
    wheel.  Even if not attempting to corner, the weight shift to
    the front during braking requires a little extra care to
    ensure that the front wheels do not lock (in those games
    which support wheel-lock, such as Pro Race Driver).
    
    In rally racing especially, the trick to successfully
    navigating many of the tight corners on the various stages is
    to use the vehicle's natural weight shifts to help
    successfully clear each section of the stage.  This requires
    excellent knowledge of each rally car's capabilities and
    limitations, as well as superb anticipation and planning for
    each corner.  Obviously, since most rallies are held on
    point-to-point stages, there is only one chance to
    successfully navigate each twist in the raceway, and using a
    vehicle's natural weight shift is crucial to 'getting it
    right' the first (and only) time!!!
    
    ==============================================
    
    RACING TIPS: WET-WEATHER RACING/DRIVING
    Almost everything written to this point in the guide focuses
    solely upon dry-weather racing/driving conditions.  In fact,
    most racing/driving games deal ONLY with dry-weather
    conditions.  However, simulation-based games (such as rally
    games) will include at least a few wet-conditions situations.
    This can range from Gran Turismo 3 - which uses two circuits
    (hosting a total of eight races between Simulation Mode and
    Arcade Mode) where the roadway has A LOT of standing water,
    as if the races take place just following a major prolonged
    downpour - to F1 2002 - where in most situations, players can
    purposely select the desired weather conditions for a given
    race.
    
    In wet-weather racing/driving conditions, it is IMPERATIVE to
    use tires designed for wet-conditions usage.  For example, in
    F1 2002, in a full 53-lap race at Monza, I purposely tried
    running as long as I could with Dry Tires, then switched to
    Rain Tires when I could no longer handle the car's inherent
    sliding about... and my lap times instantly dropped by more
    than five seconds.
    
    In games which offer Intermediate Tires, such as Le Mans 24
    Hours, the period when the racing circuit is simply damp (at
    the start of a period of rain, or when the circuit is drying
    after a period of rain) can be tricky in terms of tires.
    Intermediate Tires are certainly best for these racing
    conditions, but the time in Pit Lane spent changing to
    Intermediate Tires can mean losing numerous race positions,
    especially if the weather conditions change again a short
    time later and require another trip to Pit Lane to change
    tires yet again.
    
    Tires aside, simulation-style games simply will not allow a
    player to drive a circuit the same way in wet-weather
    conditions as in dry-weather conditions.  The braking zone
    for all but the gentlest of corners will need to be extended,
    or else the car risks to hydroplane itself off the pavement.
    
    Throttle management is also key in wet-conditions racing.
    Due to the water (and perhaps even puddles) on the circuit or
    stage, there is inherently less tire grip, so strong
    acceleration is more likely to cause undue wheelspin - which
    could in turn spin the car and create a collision.  If a car
    has gone off the raceway, then the sand and/or grass which
    collect on the tires provide absolutely NO traction at all,
    so just the act of getting back to the pavement will likely
    result in numerous spins.
    
    In general, cornering is more difficult in wet conditions
    than in dry conditions.  To help ease this difficulty in
    cornering, simulation-style games will sometimes allow the
    player to change the car's tuning during a race (if not, the
    player will be forced to try to survive using the tuning set-
    up chosen before the beginning of the race).  Tuning is
    covered in more detail in another section above, but the main
    aspect to change for wet-weather conditions is to raise the
    downforce at the front and/or rear of the car; this will help
    improve cornering ability, but will result in slower top-end
    speed and slower acceleration.  If the car's brake strength
    can be adjusted, it should be lowered, as strong braking will
    raise the likelihood of hydroplaning off the pavement;
    lowering brake strength will also mean an additional
    lengthening of the braking zone for all but the gentlest
    corners of a given circuit.
    
    ==============================================
    ==============================================
    ==============================================
    
    STAGE OVERVIEWS
    The stage overviews are presented in the order presented in
    Time Attack Mode.  For each country (remember that this game
    treats all of Africa as a single 'country'), only the four
    forward-configuration stages are listed in this section; the
    player can sort things out for the reverse configuration of
    each stage :-)
    
    Note that driving instructions are not included in these
    stage overviews; that would most definitely defeat the
    purpose of even playing a rally-based racing game, which
    relies HEAVILY upon the navigator's instructions.  Also, all
    pre-contract team vehicle tests in V-Rally Mode (the game's
    career mode) and all challenges in Challenge Mode use only
    the first four sectors of a given stage, not the full six
    stages.
    
    Finland
       Stage 1
          Sector 1
             This opening sector primarily runs through a wooded
             area; the muddy roadway is nice and wide, allowing
             for a good amount of recovery room should a driver
             overcommit to a corner.  A small farmlike area and a
             group of excited fans are on the left of the roadway
             just before the beginning of Sector 2.
          Sector 2
             Shortly beyond the farmlike area, the left side of
             the roadway 'opens' as the roadway passes alongside
             a beautiful, serene lake.  After a right-hand
             corner, a second body of water appears on the right
             side of the roadway briefly before the stage runs
             through an area of small mounds.
          Sector 3
             Beginning where the mounds end, the first part of
             the third sector sees a return of the wooded area on
             the right side of the roadway while a vast rolling
             grassy area appears on the left.  About halfway
             through the stage, a lake appears on the right side
             of the roadway, and the various signs of logging
             appear alongside the roadway - providing extra
             obstacles.
          Sector 4
             There is an abrupt transition here from mud to
             gravel.  The roadway narrows a bit and an uphill run
             begins with the hairpin corner.  Drivers must take
             care here, as a cliff face runs up against the
             roadway on the right, and there is a nice vehicle-
             damaging drop on the right-side looking out briefly
             over a beautiful, serene lake.  The roadway quickly
             re-enters the woods, and throngs of fans on either
             side of the roadway signal the end of Sector 4
             ahead.
          Sector 5
             For this entire sector, there are woods on the left
             and a wide rolling grassy area on the right.  Just
             at the end of the sector, spectators once again line
             the roadway.
          Sector 6
             For this entire sector, there are woods on the left
             and a wide rolling grassy area on the right.  Just
             at the end of the stage, spectators once again line
             the roadway.
       Stage 2
          Sector 1
             The gravel roadway is nicely wide, much like the
             opening sectors of Stage 1.  Similar to the
             beginning of Stage 1, the roadway runs through a
             wooded area, although seemingly a bit more dense in
             Stage 2 than in Stage 1.
          Sector 2
             Shortly after the beginning of Sector 2, the roadway
             transitions to soft gravel, which is a darker,
             grayish color.  The woods go away, but there are
             still plenty of trees and spectators and other
             obstacles to damage wayward vehicles.
          Sector 3
             Sector 3 transitions back to gravel.  For the first
             half of the sector, the woods are thick on the left
             side of the roadway while the right side is a bit
             more open; the second half has the roadway flanked
             by the thick woods on both sides.
          Sector 4
             With a transition back to soft gravel, the woods end
             and the roadway passes through a small semi-rural
             town filled with eager spectators.
          Sector 5
             Still on the soft gravel, the town gives way and it
             is somewhat open on both sides of the roadway, but
             the fans on the left side are held back by fencing.
             Eventually, the roadway re-enters the wooded area,
             makes a sharp turn, and crosses a wooden bridge over
             a small river, remaining in the woods on the other
             side of the river.
          Sector 6
             The woods suddenly give way and the final sector
             runs past several barns.  There are a number of
             eager spectators on both sides of the roadway.
       Stage 3
          Sector 1
             This all-gravel stage begins with a thick wooded
             area to the left of the roadway and a short grassy
             area leading toward a large lake to the right.
             About two-thirds of the way through the stage, the
             signs of logging are visible, providing a few
             extra obstacles for wayward vehicles.
          Sector 2
             The wooded area to the left side of the roadway
             gives way to a more open area.  Shortly into this
             second sector, there is a long fence on the left
             side of the roadway, followed by cheering fans kept
             back behind barriers.  Just before the end of the
             sector, the roadway passes between some tall dunes.
          Sector 3
             Passing through more dunes, the roadway soon runs
             along the shore of a lake (to the left side of the
             roadway); there is also a short bridge, so drivers
             must take care to not hit its edges.
          Sector 4
             Sector 4 begins shortly beyond the bridge and
             features the lake on the left and the thick wooded
             area on the right of the roadway.  A barn signals
             the end of the sector.
          Sector 5
             Beginning parallel with the red barn on the right
             side of the roadway, the first half of Sector 5 is
             located within the thick wooded area.  The remainder
             of the sector returns to the shore of the lake.
          Sector 6
             The final sector begins by running alongside the
             lake (with some signs of logging), then turns away
             from the lake and heads into the wooded area, with
             the trees becoming thicker and thicker.
       Stage 4
          Sector 1
             The entire opening sector takes place in a wooded
             area.  The roadway is fairly wide, so drivers should
             not have too much trouble recovering from any
             mistakes.
          Sector 2
             The first part of this second sector has a sheer
             cliff face directly against the roadway on the left,
             and a significant drop on the right side; the
             roadway will quickly come down to the bottom of this
             drop.  Shortly afterward, the roadway is flanked on
             the left side by thick woods, whereas the right side
             is a bit more open and offers glimpses of yet
             another lake.
          Sector 3
             Shortly into Sector 3, the woods appear on the right
             side of the roadway with the left side being a bit
             more open.  This sector is greatly littered with
             evidence of logging, which can cause problems in
             several corners.
          Sector 4
             The woods return again on the left side of the
             roadway while the lake makes another appearance on
             the right side.  The last half of the sector takes
             place entirely in the woods.
          Sector 5
             The first half of this penultimate sector runs
             through the woods.  The final half opens up a bit,
             then passes between some dunes.
          Sector 6
             This final sector is shorter than the others.  The
             sector opens with the roadway running through a
             small rural community, then finishes in the woods.
    France
       Stage 1
          Sector 1
             Stage 1 begins high up on a mountain, so this
             opening sector is largely a downhill run.  The
             roadway has essentially been chiseled out of the
             mountain stone, so there are often tall rock faces
             flush against the roadway - however, there are brief
             moments when one or both sides of the roadway will
             open up a bit with a small grassy area.  There is
             also a rock tunnel near the end of this opening
             sector.
          Sector 2
             Continuing the long downhill trajectory of the
             stage, large rock formations flank the
             roadway in the initial portion of this sector.
             The roadway then passes through a small town,
             where an ascent begins.
          Sector 3
             Beginning just after leaving a French village,
             this sector begins with an uphill slope which runs
             through an even smaller village.  About halfway
             through the stage, a descent begins anew, with the
             roadway flanked by tall rock formations.
          Sector 4
             This sector runs around two bays while maintaining
             a downhill trajectory.  To some extent, it is
             possible to see where the roadway is far ahead on
             the other side of the bay.  Tall rock formations
             flank the roadway on the left; to the right is the
             water (the bays), and there is not usually a
             guardrail to keep vehicles from flying off the
             mountain and into the water below.
          Sector 5
             A slow, long ascent begins with Sector 5.  Much of
             this sector is more open, with grass on either side
             of the roadway.  However, the sector eventually
             runs through yet another French town.  Here, it is
             important to keep off the sidewalks, as there is no
             gentle slope or lip to them as there are with the
             rumble strips at actual race circuits (such as
             Circuit Dijon-Prenois); therefore, hitting a
             sidewalk at high speed (especially with a hard
             suspension setting, which is generally recommended
             for asphalt surfaces) will quite likely result in
             the vehicle bouncing into the air, meaning a loss
             of control and significantly increasing the chances
             of an accident.
          Sector 6
             This sector begins in the sidewalked village, but
             quickly leaves the village for a downhill run
             flanked closely by rock formations on both sides
             of the roadway.
       Stage 2
          Sector 1
             The all-asphalt roadway is wide enough for two-way
             traffic under normal circumstances, but high-speed
             cornering could be a problem for those drivers
             unable to keep a tight racing line.  The right side
             of the roadway is lined with rock formations.  The
             left side is mostly open, but there are a number of
             rock formations, trees, and other obstacles -
             usually in key areas - to provide problems for
             'wandering' vehicles.
          Sector 2
             This sector features a roadway closely bounded on
             both sides, either by rock outcroppings or by
             steep embankments.  The very end of the sector
             hosts 'The Castle,' which features several SHARP
             corners and a very narrow passageway/tunnel right
             where Sector 2 meets Sector 3.
          Sector 3
             There are a few more SHARP corners, then the roadway
             heads back into the mountains.  The roadway is again
             closely bounded on both sides, so precision
             cornering is key to success here.
          Sector 4
             Again, the roadway is closely bounded on both sides
             for much of the sector.  However, on the right side
             just before Sector 5, there is a gap in the fence
             which holds back the spectators; this gap is just
             large enough for a vehicle to slip through if the
             preceding corner is taken too wide and too quickly.
          Sector 5
             While there is plenty to wreck a wayward vehicle on
             either side of the roadway, the right side does open
             up a bit to provide some nice scenic views... but
             admiring the scenery will result in the near-total
             destruction of the vehicle :-(   The right side is
             often - but not always - blocked by some sort of
             guardrail.
          Sector 6
             This extremely-short sector is essentially just like
             Sector 5.
       Stage 3
          Sector 1
             Starting high up on a mountainside, Sector 1 begins
             by running through a small French village.  The
             second half of this opening sector features a
             guardrail on the right side of the roadway and large
             mountain cliffs on the left side.
          Sector 2
             This is identical to the second half of Sector 1,
             but with more sharp corners.
          Sector 3
             This is much like Sector 2, but with even MORE sharp
             corners and a tiny village near the end of the
             sector.  The descent also seems a little steeper
             overall in this sector.
          Sector 4
             This is one long, steep descent with mostly-gentle
             corners, so those using a high gear ratio can make
             use of its higher top-end speed here - so long as
             all cornering is EXTREMELY precise.
          Sector 5
             The sector begins with a bridge over a stream, then
             the roadway begins a long uphill run among twisty
             corners.  There is NO room for error in this sector.
          Sector 6
             This continues the pattern begun in Sector 5.  The
             stage comes to an end about 300 meters beyond the
             second tunnel.
       Stage 4
          Sector 1
             This stage begins in a mountain village; drivers
             must try to keep off the sidewalks, as hitting them
             at high speeds is quite likely to send the vehicle
             airborne, meaning a loss of control and a greater
             possibility of an accident.  Once out of the small
             village, there is even less room for error with
             cliffs and trees and other obstacles flanking the
             roadway.  Only precision driving will provide
             success here!!!
          Sector 2
             Continuing down the mountainside, there is not much
             room for error at all, much like the end of the
             opening sector.  After the second hairpin corner,
             the right side is guarded only by a guardrail, but
             even then it is still possible to miss the beginning
             of the guardrail and plunge toward the bay far
             below.
          Sector 3
             With the bay to the right and rock walls to the
             left, the descent continues for just a moment before
             the elevation essentially levels.  There are a few
             rock tunnels in this sector.  The view out across
             the water is definitely beautiful, but any attempts
             to enjoy the scenery will result in the destruction
             of the vehicle!!!
          Sector 4
             The first half of the stage is fairly level, then
             the overall elevation begins to drop again.  The
             roadway leaves the first bay and then runs along a
             second bay, much like Stage 1.
          Sector 5
             Transitioning to poor asphalt, the second bay is
             quickly left behind as the roadway runs along the
             mountainside.  Trees, rock formations, and other
             obstacles await wayward vehicles.  The corners here
             are generally not very tight, so good speeds can be
             attained here.
          Sector 6
             Once past the waterfall, the roadway ascends slowly.
             There is still no room for error.  The stage ends as
             the second bay far below again comes into view.
    England
       Stage 1
          Sector 1
             This all-mud stage can be tricky due to the lack of
             traction, especially when attempting strong
             acceleration out of tight corners or at the start
             of the stage.  This opening sector runs through the
             woods.  At the end of the sector, a building in a
             clearing can be seen just ahead.
          Sector 2
             Sector 2 begins in a clearing, passing by a building
             on the left.  This area is used for logging; as
             such, there are plenty of logs, trucks, and other
             obstacles scattered about.  The roadway will curve
             around all this, then return to the woods
             momentarily to emerge with a farm on the left
             (protected by a long fence) and eventually passing
             through a small village.
          Sector 3
             Once past the few buildings of the village, the
             roadway returns to the woods.  The sector ends at
             the next clearing.
          Sector 4
             The fourth sector is somewhat open, although tall
             embankments and trees generally line the roadway.
             There are many fans perched along the roadway in
             this sector.
          Sector 5
             The first part of this sector runs through the
             woods, with a building and a group of spectators
             on the right side of the roadway early in the
             sector.  Once across the wooden bridge, the right
             side of the roadway is flanked by a long semi-steep
             grassy embankment.
          Sector 6
             The final sector is quite open on both sides, but
             with numerous tight corners, some of which have
             obstacles at the apex to thwart any attempts at
             shortcutting.  There are numerous spectators along
             this last sector, all protected by fencing or
             other barriers.
       Stage 2
          Sector 1
             This opening sector runs through the woods.  The
             roadway is fairly wide, providing plenty of room for
             recovery in case of a minor mistake.  The entire
             sector runs slowly downhill, but there are too many
             corners to allow for much high-speed driving.
          Sector 2
             The long downhill run continues, with even tighter
             corners (in general) than in the opening sector.
             The end of the sector is another logging area, so
             any off-course excursions could result in vehicle
             damage.
          Sector 3
             Still in a semi-wooded area, there are a number of
             spectators along much of this sector.  Drivers must
             beware the barriers on the stone bridge at the end
             of this sector.
          Sector 4
             This semi-wooded area is also characterized by
             tight corners.  Fencing in the last two-thirds of
             the sector protects many spectators and also
             prevents any shortcutting possibilities.
          Sector 5
             The roadway continues winding through the semi-
             wooded area.  The main 'obstacle' here is a river
             crossing; those using lower-than-default Ride Height
             settings will definitely need to slow for the river
             crossing, or else the vehicle will bottom out and
             potentially create a loss of control.
          Sector 6
             The woods thicken as the final sector runs uphill.
             The right side of the roadway is initially protected
             by a long guardrail.  Near the end of the stage is
             another building (on the left) surrounded by signs
             of logging, and a nice throng of spectators await
             the drivers at the end of the stage.
       Stage 3
          Special Weather Note
             At least in Time Attack Mode, this stage is run in
             foggy conditions, which makes clear visibility
             almost impossible.  This can make it quite difficult
             to correctly judge distances between a navigator's
             call and the associated corner or obstacle.
             Therefore, special caution must be made here;
             however, this is one of the best stages in the game
             to truly attack and gain a major lead over the
             competition in V-Rally Mode.
          Sector 1
             Stage 3 opens in the woods, although the roadway is
             fairly wide at most points.  Near the end of this
             initial sector is a river crossing; it is best to
             slow for the river crossing to avoid a loss of
             vehicle control.
          Sector 2
             Heading uphill, the roadway gains more tight twists
             and turns.
          Sector 3
             This third sector is more open on either side of the
             roadway, but there are still plenty of trees and
             rocks (as well as some fans) to provide incentive to
             remain firmly ON the roadway.
          Sector 4
             This sector transitions from woods to clearing and
             back to woods, with a bridge thrown in.  About
             halfway through the sector is a think-log fence on
             the right side; this fence is breakable, and it is
             thus possible to have a collision with something
             normally protected by the fence.
          Sector 5
             The first half of this sector has the woods on the
             right side of the roadway, with an open area on the
             left side; the left side also sports a few buildings
             and several groups of spectators.  The second half
             of the sector is run fully in the woods.
          Sector 6
             This final sector emerges from the woods into a
             logging area, with several groups of stacked logs
             near the roadway.  The roadway then re-enters the
             woods for the final run to the end of the stage.
       Stage 4
          Sector 1
             This opening sector is wide open on both sides of
             the roadway, but there are still a number of trees
             and rocks near the roadway on either side.  The
             sector ends near the top of a crest.
          Sector 2
             This second sector slowly climbs the mountainside.
             There are several tall rock embankments and stone
             guardrails in this sector.  However, the main
             danger is the steep ditch on the left side of the
             roadway at one point; slipping into this ditch will
             DEFINITELY create vehicle damage.
          Sector 3
             Running through the woods, there is a small logging
             area early in the sector, and many lengthy
             guardrails throughout the sector.  Near the end of
             this third sector, the woods on the right side of
             the roadway give way to a view of the countryside.
          Sector 4
             The first half of the sector returns to the woods,
             then the second half of the sector opens to grassy
             plains to the right side of the roadway.  This is a
             relatively-short sector overall.
          Sector 5
             The first half of this penultimate sector runs
             through the woods, emerging to the woods on the left
             side of the roadway and a logging operation on the
             right side.
          Sector 6
             This final sector runs slowly uphill and is fairly
             open on both sides of the roadway.  The stage comes
             to an end just beyond the wooden bridge.
    Sweden
       Special Border Note
          Virtually every millimeter of roadway in the Sweden
          stages is bounded on both sides by a bank of snow from
          where the snowplows have 'cleared' the roadway.  In
          some sectors, these snow banks are taller than in other
          sectors.  Thus, for the most part, it is virtually
          impossible to leave the roadway, as these snow banks
          will almost always force the vehicle to bounce back
          across the roadway toward the other snow bank.
       Stage 1
          Sector 1
             This opening sector is mostly wide open on both
             sides of the roadway, with plenty of spectators in
             the first half of the stage.
          Sector 2
             This second sector runs entirely through a lightly-
             wooded area.
          Sector 3
             The trees thin somewhat in this sector, which
             features some tight corners to slow the vehicle's
             average speed.
          Sector 4
             The roadway passes alongside a farming area in this
             sector.
          Sector 5
             The area slowly opens on either side of the
             roadway to provide a nice panoramic view of the
             surroundings.
          Sector 6
             While the sector begins in the vast clear panoramic
             area, the roadway quickly returns to the woods,
             where the corners become tighter and tighter.
       Stage 2
          Sector 1
             There are A LOT of spectators at the start of this
             very short sector.  The area is mostly clear and
             open, providing a nice distant view to either side
             of the roadway.
          Sector 2
             The first two-thirds of this second sector is nice
             and open, with a significant throng of spectators
             about one-third of the way through this sector.
             The roadway then re-enters the woods.
          Sector 3
             The first half of this sector runs through the
             woods, with A LOT of spectators lining the left
             side of the roadway.  The final segment of the
             sector opens up on either side of the roadway.
          Sector 4
             The first half of the fourth sector is in a wide
             open area, with the second half taking place back
             in the wooded area.
          Sector 5
             This somewhat-short penultimate sector runs entirely
             through the woods.
          Sector 6
             This final sector runs entirely through the woods
             and features some tricky corner combinations.
       Stage 3
          Sector 1
             The opening sector of Stage 3 is rather lengthy, and
             the snow banks on either side of the roadway are
             rather high.  Trees line the roadway throughout much
             of the sector, but there is a brief moment of
             openness to either side of the roadway about
             halfway through the sector.
          Sector 2
             For much of the second sector, the left side of the
             roadway is immediately bounded by rock embankments.
             A pair of 'jumps' ends the sector, with Sector 3
             beginning at the crest of the second 'jump.'
          Sector 3
             This is a rather easy, high-speed sector, with
             plenty of trees and spectators along the roadway.
             One section has the roadway bounded by more rocks.
          Sector 4
             Sector 4 is mostly open, and is a great place for a
             full-throttle high-speed run.  Telephone poles line
             the left side of the roadway, and can therefore be
             used as a great device for anticipating the
             placement of the upcoming corners.
          Sector 5
             Again, this is a high-speed sector, with telephone
             poles available for corner anticipation.  A large
             red covered bridge appears about halfway through the
             stage, just after the telephone poles move from the
             left side of the roadway to the right side.
          Sector 6
             This final sector runs through wide-open farmland,
             with plenty of spectators lining the roadway (on the
             opposite side of the snowbanks).  The final sector
             also transitions quickly to ice.
       Stage 4
          Sector 1
             Spectators spectators everywhere!!!!!  This opening
             sector is wide open on both sides of the roadway,
             with hordes of spectators seemingly as far as the
             eye can see, especially near the Starting Line.
          Sector 2
             This is essentially like the first sector, but with
             tighter corners and fewer spectators.
          Sector 3
             This is essentially like the second sector, but with
             even tighter corners.
          Sector 4
             This is essentially like the third sector, but on
             snowy gravel.
          Sector 5
             The roadway keeps transitioning between snowy gravel
             and deep snow.
          Sector 6
             The trees and the spectators both become much more
             numerous in this sector as the corners get tighter
             and tighter.
    Germany
       Stage 1
          Sector 1
             Beginning on snowy asphalt, this stage primarily has
             tall rocks on the right side of the roadway and
             either guardrails or trees on the left side.  The
             sector ends halfway through the tunnel.
          Sector 2
             This is much the same as the opening sector, but
             without the snow on much of the roadway and some
             rock barriers on the left side of the roadway.
          Sector 3
             This is much like Sector 2.
          Sector 4
             Here, the rocks give way to trees on either side of
             the roadway for the first half of the sector, then
             the mountain rocks and a tunnel return in the second
             half of the sector.  The sector ends just beyond the
             tunnel.
          Sector 5
             This is much like the opening sector, but without
             the snow on the asphalt.  About two-thirds of the
             way through the sector, the roadway passes
             underneath a ski lift :-)
          Sector 6
             This final uphill run sees snow lightly covering the
             roadway.  This is in many respects just like the
             opening sector.
       Stage 2
          Sector 1
             The stage begins in a lightly-wooded area, but
             eventually a guardrail on the right side of the
             roadway prevents vehicles from falling off the short
             but sheer drop into the river below.
          Sector 2
             Now away from the river, there are rock embankments
             along much of the roadway in this second sector, as
             well as many signs of logging - some of which are
             rather close to the roadway.
          Sector 3
             The rocks give way to a lightly-wooded area.  Soon,
             a rail line appears on the right side of the
             roadway, and there may be a railroad engine used for
             logging slowly moving along.  However, the roadway
             soon turns away from the rail line, ending this
             third sector.
          Sector 4
             Beginning bounded by rocks and trees, this sector
             turns back toward the rail line, then turns away
             again.  The sector ends just before reaching the
             town ahead.
          Sector 5
             Much of this penultimate sector runs through a
             fan-filled town.  The entryway to the town is a
             minor tunnel, and there are sidewalks along the
             roadway which could cause a vehicle to bounce and
             lose control if hit at high speeds.  The roadway
             eventually leaves the town, heading back out
             into the woods (with a brief segment bounded on
             both sides by tall rock embankments).
          Sector 6
             This is a fairly-open sector, with mostly gentle
             corners conducive to a high-speed run.  There are
             also numerous fans (in groups) along the roadway
             in this final sector.  The stage ends shortly
             beyond the building on the left.
       Stage 3
          Sector 1
             This stage begins in a lightly-wooded area, but then
             the trees give way to rock embankments.  The sector
             ends just before the pile of logs on the left side
             of the roadway.
          Sector 2
             Primarily trees bound the roadway in this sector,
             but there are also a significant number of steep
             embankments (primarily rocks).  Some fans can be
             seen in this sector, and the few signs of logging
             are fortunately well away from the roadway itself.
          Sector 3
             This is primarily a light-wooded sector, with
             some steep embankments (primarily grassy) in some
             areas.
          Sector 4
             This is primarily a light-wooded sector, with
             some steep embankments (primarily rocky) in some
             areas.  The roadway transitions to icy asphalt at
             the end of the sector.
          Sector 5
             The first half of this penultimate sector is lined
             with tall rock embankments or even cliffs, and the
             corners are many and somewhat sharp.  The second
             half of the sector opens up a bit, but there are
             still A LOT of trees lining the roadway.
          Sector 6
             This final sector begins the way Sector 5 ends, but
             then returns to rocky cliffs.  There is also a
             tunnel near the end of the stage.
       Stage 4
          Special Weather Note
             At least in Time Attack Mode, this stage is run in
             foggy conditions, which makes clear visibility
             almost impossible.  This can make it quite difficult
             to correctly judge distances between a navigator's
             call and the associated corner or obstacle.
             Therefore, special caution must be made here;
             however, this is one of the best stages in the game
             to truly attack and gain a major lead over the
             competition in V-Rally Mode.
          Sector 1
             The opening sector of this stage runs through
             vineyards and is LOADED with nasty, sharp corners.
             Those drivers who can deftly handle these corners
             will have a great advantage over the competition (in
             V-Rally Mode) heading into Sector 2.
          Sector 2
             This second sector runs initially through more
             vineyards with tight corners, then heads into the
             woods.  Those drivers who can deftly handle these
             corners will have a great advantage over the
             competition (in V-Rally Mode) heading into Sector 3.
          Sector 3
             As this sector progresses, there are more and more
             rock embankments flanking the roadway, with each
             embankment seemingly taller than the one before it.
          Sector 4
             The fourth sector opens up a bit, then passes by
             several buildings and groups of spectators.  The
             second half of the sector runs between tall rock
             embankments.
          Sector 5
             The roadway here runs through a lightly-wooded
             area, with spectators in the small clearings.  There
             are also some more rock embankments.
          Sector 6
             This final sector is much like Sector 5, but ending
             at another vineyard.
    Africa
       Special Visibility Note
          Most of the Africa stages are extremely sunny, and do
          not have much (if anything) nearby to block the
          sunlight from shining upon the roadway.  This can
          produce severe visibility problems when heading toward
          the sun, and adjusting the camera view will not usually
          provide better visibility.  In this case, it is best to
          try to use tall trees near the roadway to anticipate
          upcoming corners.
       Stage 1
          Sector 1
             There are A LOT of spectators lining the roadway in
             this initial sector.  While the corners are not at
             all difficult, the apexes often have small rises
             which are just tall enough to knock the vehicle out
             of control.  Some apexes are flat, but just sandy
             enough to seriously slow the vehicle.
          Sector 2
             The first two-thirds of this sector are essentially
             like the opening sector, although the embankments
             alongside the roadway tend to get progressively
             taller.  However, the final third of the sector has
             some nasty corners between these tall embankments,
             which can potentially cause some trouble.
          Sector 3
             There are fewer embankments in this third sector,
             and the corners are not quite as sharp as before.
             However, it is still easy to stray off the roadway
             and damage the vehicle.
          Sector 4
             The second corner of this sector is by far the most
             difficult in all of the Africa stages, with a cliff
             face essentially protruding into the roadway from
             the right side, and a unguarded catastrophic descent
             on the left side of the roadway.  Once past this
             nasty corner, the roadway tends to run along the
             plateau, with embankments and spectators on both
             sides of the roadway.
          Sector 5
             This penultimate sector is really one super-lengthy
             straightaway, with only one true corner; with
             precision steering, even this corner can be safely
             cleared at full-throttle acceleration.  This sector
             ends just before the wooden archway.
          Sector 6
             This short sector is a high-speed run to the Finish
             Line.  However, straightlining the many gentle
             corners is not a good idea, as the grass at the apex
             of each corner will slow the vehicle significantly.
       Stage 2
          Sector 1
             Many embankments and trees line the roadway
             throughout this opening sector.
          Sector 2
             The many corners come fast and furious in this
             sector.  There is also a railroad crossing, almost
             directly underneath the point where the telephone
             lines cross over the roadway.
          Sector 3
             Much of this sector runs along a twisty, narrow
             plateau.  There is NO room for error, as the tall
             cliff face bounds the roadway on the left side, and
             the right side is a severe drop to the valley floor
             far below.  There are also trees and embankments
             strategically placed on the left side of the
             roadway to create more concern for those drivers who
             slide to the outside in the left-hand corners.
          Sector 4
             Now off the plateau, the roadway is primarily
             bounded by more embankments, although the corners
             are not quite as severe here.
          Sector 5
             The corners are more gentle here as the roadway
             leads up to a wooden bridge.  Once across the
             bridge, the roadway winds through a tiny village
             filled with spectators.  Ahead is a second railroad
             crossing, but a vehicle with sufficient speed and
             the correct suspension setting can easily speed up
             the slight slope and jump over the railroad crossing
             without any need to slow to more safely cross the
             tracks.
          Sector 6
             Embankments and minor ditches characterize this
             closing sector, which is also heavily lined with
             cheering spectators.
       Stage 3
          Sector 1
             Until the very end of the sector, this is a very
             high-speed run with only the gentlest of corners.
             Embankments and trees line the roadway in this
             sector.  There is also a shallow river crossing
             quite early in the sector, but it can easily be
             cleared at full acceleration.
          Sector 2
             This is another very high-speed run, with more
             embankments and trees lining the roadway.
          Sector 3
             Here, the roadway runs along a shallow lake bed.
             There are the usual trees and embankments.
          Sector 4
             In this short sector, the roadway climbs up a
             rather narrow plateau.  There is a sheer cliff face
             bounding the roadway (and sometimes protruding
             slightly into it) on the right side, and some
             unprotected drops on the left side of the roadway.
          Sector 5
             In this short sector, the roadway descends back to
             the valley floor and also contains a wider shallow
             river crossing.
          Sector 6
             The first half of this final sector runs along the
             shallow lake bed again, then heads away from the
             lake.  The corners are rather gentle, making this
             sector a rather high-speed run to the Finish Line.
       Stage 4
          Sector 1
             With the exception of one corner, this is yet
             another high-speed run through the desert.  However,
             care must be taken to not slide off the roadway, as
             the grass will significantly slow vehicles.
          Sector 2
             This is yet another high-speed run, but with some
             embankments and trees closer to the roadway.
          Sector 3
             This is YET ANOTHER high-speed run, with some
             taller embankments and more trees.  Some spectators
             await by the building on the right side of the
             roadway about halfway through this sector.
          Sector 4
             The weeds on either side of the roadway are taller
             now, slowing stray vehicles even more quickly.
          Sector 5
             Except for one 'chicane,' this is another high-speed
             run.
          Sector 6
             There are practically no embankments here, but still
             plenty of trees and grass along this rather short
             final sector.  The Finish Line is about halfway
             along the final corner called by the navigator.
    
    ==============================================
    ==============================================
    ==============================================
    
    VEHICLE SET-UPS: OVERVIEW
    The vehicle set-ups suggested here are based upon my own
    highly-aggressive driving style, and thus may not work for
    every player.  In general, I tend to use very high brake
    strength (biased very closely to the rear of the vehicle) so
    that I can go much deeper into corners before braking.  I
    also tend to straightline corners as much as possible,
    especially when on a long downhill run (primarily on gravel
    or asphalt), for which I also rarely use any braking.
    
    Many tuning options for parts have a graph with a given
    number of squares, with the center square slightly larger
    than the others.  For the purposes of simplicity, this guide
    treats this larger center square as 0 (zero, or neutral).  A
    positive number means that the given part should be tuned
    that many numbers to the right of the center circle (i.e., a
    '+2' means that the player should move the right-most colored
    circle two positions to the right of the center circle),
    while a negative number means that the given part should be
    tuned that many numbers to the left of the center circle
    (i.e., a '-2' means that the player should move the right-
    most colored circle two positions to the left of the center
    circle).
    
    Note that these tuning suggestions do not include the
    driving-specific tuning options, as those are very much
    player-dependent options, and are also global to V-Rally 3.
    The main tuning options will need to be reconfigured for each
    stage in V-Rally 3 in order to maximize vehicle performance.
    
    Also, in V-Rally Mode (the game's career mode), there will
    often be times when the player must successfully complete two
    or more rally stages before arriving at a Service Area to
    repair any damages and tune the car for the next set of
    stages.  The tuning set-ups suggested here are viable for
    only a single stage, so the player will likely be forced to
    make some potentially-difficult decisions when running
    consecutive stages without a Service Area; for example:
    
       1.) If the first stage has 85% mud and 15% wet gravel, and
           the second stage has 100% loose gravel, which tire
           compound is best to produce lower times across the
           combined stages?
    
       2.) If the first stage has numerous tight, twisty corners
           with virtually no straightaways between them, and the
           second stage has only very minor corners and rather
           lengthy straightaways, what is the best gear ratio
           setting to use across the combined stages?
    
    Obviously, it is not always possible to achieve a 'happy
    medium' between consecutive stages when the stages involved
    are extremely different.  This is where a lot of educated
    guesswork comes into play.  In these situations, it is very
    important for the player to be consciously aware of the human
    and vehicle limitations and strengths.  Also, if the player
    has previously amassed a great lead (of time) over the rest
    of the competitors, then the player can lose a given amount
    of time on one stage and excel on the other by tuning 'only'
    for one of the stages (fully recognizing that time will be
    lost on the other stage, but still tuning and driving in such
    as manner as to attempt to minimize the time which will be
    lost in this endeavor).
    
    ==============================================
    
    VEHICLE SET-UPS: 1.6L FWD CLASS
    The vehicle set-ups are listed here in the country order used
    in Time Attack Mode.  Actual rallies in V-Rally Mode may
    appear in a different order (and with different weather
    conditions), and the stages used in Challenge Mode (whether
    playing default challenges or player-created challenges) can
    come from ANY country in ANY order.  Remember that for the
    purposes of V-Rally 3, the entire continent of Africa is
    treated as a 'country.'
    
    Target vehicle used for 1.6L FWD Class: Citroen Sport Saxo
    
    Finland
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1 front, -1 rear
             Ride Height     +1 front, +1 rear
             Stabilizers     0 front, 0 rear
          Mechanics
             Gearbox Ratio   0
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZA (Soft Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1 front, -1 rear
             Ride Height     0 front, 0 rear
             Stabilizers     0 front, 0 rear
          Mechanics
             Gearbox Ratio   0
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZB (Hard Rough Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +1 front ,+1 rear
             Ride Height     0 front, 0 rear
             Stabilizers     -1 front, -1 rear
          Mechanics
             Gearbox Ratio   +1
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1 front, -1 rear
             Ride Height     +1 front, +1 rear
             Stabilizers     0 front, 0 rear
          Mechanics
             Gearbox Ratio   0
             Differentials   -1
             Brakes          -2 balance, +2 strength
    
    France
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2 front, +2 rear
             Ride Height     -1 front, -1 rear
             Stabilizers     +1 front, +1 rear
          Mechanics
             Gearbox Ratio   -1
             Differentials   +1
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2 front, +2 rear
             Ride Height     -1 front, -1 rear
             Stabilizers     +1 front, +1 rear
          Mechanics
             Gearbox Ratio   -1
             Differentials   +1
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2 front, +2 rear
             Ride Height     -1 front, -1 rear
             Stabilizers     +1 front, +1 rear
          Mechanics
             Gearbox Ratio   -1
             Differentials   +1
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2 front, +2 rear
             Ride Height     -1 front, -1 rear
             Stabilizers     +1 front, +1 rear
          Mechanics
             Gearbox Ratio   -1
             Differentials   +1
             Brakes          -2 balance, +2 strength
    
    England
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   0
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   0
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   0
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +1
             Differentials   -1
             Brakes          -2 balance, +2 strength
    
    Sweden
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type GA (Deep Snow)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +2
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type GA (Deep Snow)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +1
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type GA (Deep Snow)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +1
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type GA (Deep Snow)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   0
             Differentials   -1
             Brakes          -2 balance, +2 strength
    
    Germany
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type GS1 (Snowy Icy Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2
             Ride Height     -1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   -1
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2
             Ride Height     -1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   -1
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type GS1 (Snowy Icy Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2
             Ride Height     -1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   -1
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2
             Ride Height     -1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   -1
             Differentials   -1
             Brakes          -2 balance, +2 strength
    
    Africa
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZB (Hard Rough Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      0
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +2
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZB (Hard Rough Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      0
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +2
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZB (Hard Rough Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      0
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +3
             Differentials   -1
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZE (Loose Wet Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      0
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +3
             Differentials   -1
             Brakes          -2 balance, +2 strength
    
    ==============================================
    
    VEHICLE SET-UPS: 2.0L 4WD CLASS
    The vehicle set-ups are listed here in the country order used
    in Time Attack Mode.  Actual rallies in V-Rally Mode may
    appear in a different order (and with different weather
    conditions), and the stages used in Challenge Mode (whether
    playing default challenges or player-created challenges) can
    come from ANY country in ANY order.  Remember that for the
    purposes of V-Rally 3, the entire continent of Africa is
    treated as a 'country.'
    
    Target vehicle used for 2.0L 4WD Class: Mitsubishi Lancer
                                               Evolution VII
    
    Finland
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1 front, -1 rear
             Ride Height     +1 front, +1 rear
             Stabilizers     0 front, 0 rear
          Mechanics
             Gearbox Ratio   0
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZA (Soft Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1 front, -1 rear
             Ride Height     0 front, 0 rear
             Stabilizers     0 front, 0 rear
          Mechanics
             Gearbox Ratio   0
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZB (Hard Rough Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +1 front ,+1 rear
             Ride Height     0 front, 0 rear
             Stabilizers     -1 front, -1 rear
          Mechanics
             Gearbox Ratio   +1
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1 front, -1 rear
             Ride Height     +1 front, +1 rear
             Stabilizers     0 front, 0 rear
          Mechanics
             Gearbox Ratio   0
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
    
    France
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2 front, +2 rear
             Ride Height     -1 front, -1 rear
             Stabilizers     +1 front, +1 rear
          Mechanics
             Gearbox Ratio   -1
             Differentials   +1 front, +1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2 front, +2 rear
             Ride Height     -1 front, -1 rear
             Stabilizers     +1 front, +1 rear
          Mechanics
             Gearbox Ratio   -1
             Differentials   +1 front, +1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2 front, +2 rear
             Ride Height     -1 front, -1 rear
             Stabilizers     +1 front, +1 rear
          Mechanics
             Gearbox Ratio   -1
             Differentials   +1 front, +1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2 front, +2 rear
             Ride Height     -1 front, -1 rear
             Stabilizers     +1 front, +1 rear
          Mechanics
             Gearbox Ratio   -1
             Differentials   +1 front, +1 rear, 0 central
             Brakes          -2 balance, +2 strength
    
    England
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   0
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   0
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   0
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +1
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
    
    Sweden
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type GA (Deep Snow)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +2
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type GA (Deep Snow)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +1
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type GA (Deep Snow)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +1
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type GA (Deep Snow)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   0
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
    
    Germany
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type GS1 (Snowy Icy Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2
             Ride Height     -1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   -1
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2
             Ride Height     -1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   -1
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type GS1 (Snowy Icy Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2
             Ride Height     -1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   -1
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2
             Ride Height     -1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   -1
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
    
    Africa
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZB (Hard Rough Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      0
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +2
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZB (Hard Rough Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      0
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +2
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZB (Hard Rough Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      0
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +3
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZE (Loose Wet Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      0
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +3
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
    
    ==============================================
    
    VEHICLE SET-UPS: BONUS CAR CLASS
    The vehicle set-ups are listed here in the country order used
    in Time Attack Mode.  Actual rallies in V-Rally Mode may
    appear in a different order (and with different weather
    conditions), and the stages used in Challenge Mode (whether
    playing default challenges or player-created challenges) can
    come from ANY country in ANY order.  Remember that for the
    purposes of V-Rally 3, the entire continent of Africa is
    treated as a 'country.'
    
    Target vehicle used for Bonus Car Class: Subaru Imprezza 2000
    
    Finland
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1 front, -1 rear
             Ride Height     +1 front, +1 rear
             Stabilizers     0 front, 0 rear
          Mechanics
             Gearbox Ratio   0
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZA (Soft Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1 front, -1 rear
             Ride Height     0 front, 0 rear
             Stabilizers     0 front, 0 rear
          Mechanics
             Gearbox Ratio   0
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZB (Hard Rough Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +1 front ,+1 rear
             Ride Height     0 front, 0 rear
             Stabilizers     -1 front, -1 rear
          Mechanics
             Gearbox Ratio   +1
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1 front, -1 rear
             Ride Height     +1 front, +1 rear
             Stabilizers     0 front, 0 rear
          Mechanics
             Gearbox Ratio   0
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
    
    France
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2 front, +2 rear
             Ride Height     -1 front, -1 rear
             Stabilizers     +1 front, +1 rear
          Mechanics
             Gearbox Ratio   -1
             Differentials   +1 front, +1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2 front, +2 rear
             Ride Height     -1 front, -1 rear
             Stabilizers     +1 front, +1 rear
          Mechanics
             Gearbox Ratio   -1
             Differentials   +1 front, +1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2 front, +2 rear
             Ride Height     -1 front, -1 rear
             Stabilizers     +1 front, +1 rear
          Mechanics
             Gearbox Ratio   -1
             Differentials   +1 front, +1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2 front, +2 rear
             Ride Height     -1 front, -1 rear
             Stabilizers     +1 front, +1 rear
          Mechanics
             Gearbox Ratio   -1
             Differentials   +1 front, +1 rear, 0 central
             Brakes          -2 balance, +2 strength
    
    England
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   0
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   0
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   0
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type M (Muddy Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +1
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
    
    Sweden
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type GA (Deep Snow)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +2
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type GA (Deep Snow)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +1
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type GA (Deep Snow)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +1
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type GA (Deep Snow)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      -1
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   0
             Differentials   -1 front, -1 rear, 0 central
             Brakes          -2 balance, +2 strength
    
    Germany
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type GS1 (Snowy Icy Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2
             Ride Height     -1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   -1
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2
             Ride Height     -1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   -1
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type GS1 (Snowy Icy Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2
             Ride Height     -1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   -1
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type N (Dry Asphalt)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      +2
             Ride Height     -1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   -1
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
    
    Africa
       Stage 1 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZB (Hard Rough Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      0
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +2
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 2 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZB (Hard Rough Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      0
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +2
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 3 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZB (Hard Rough Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      0
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +3
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
       Stage 4 (Forward and Reverse Configurations)
          Tires
             Selection       Type ZE (Loose Wet Gravel)
             Pressure        -1 front, -1 rear
          Chassis
             Suspension      0
             Ride Height     +1
             Stabilizers     -1
          Mechanics
             Gearbox Ratio   +3
             Differentials   0 front, 0 rear, 0 central
             Brakes          -2 balance, +2 strength
    
    ==============================================
    ==============================================
    ==============================================
    
    REGULAR CARS
    Here are the regular (non-bonus) cars in V-Rally 3:
    
    Class      Car
    --------   --------------------------------
    1.6L FWD   Citroen Sport Saxo
    1.6L FWD   Punto
    1.6L FWD   Ford Puma
    1.6L FWD   Peugeot 206 1.6L
    1.6L FWD   Renault Sport Clio
    1.6L FWD   Opel Motorsport Corsa
    1.6L FWD   Volkswagon Racing Polo
    1.6L FWD   MG ZR EX258
    2.0L 4WD   Peugeot 206 2.0L
    2.0L 4WD   Subaru Imprezza
    2.0L 4WD   Ford Focus RS
    2.0L 4WD   Mitsubishi Lancer Evolution VII
    2.0L 4WD   Citroen Sport Xsara
    2.0L 4WD   Hyundai Motorsport Accent
    2.0L 4WD   Toyota Corolla
    2.0L 4WD   SEAT Sport Cordoba Telefonica
    
    ==============================================
    
    UNLOCKABLE ITEMS AND FEATURES
    Here are the unlockable items and features in V-Rally 3 and
    how they are acquired.  This section is bounded by a wide
    expanse of blank lines so that those who do not wish to view
    this information can easily skip over this section.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    Car*/**                Acquisition
    --------------------   -------------------------------------
    SEAT Cordoba Repsol    Win Pirelli Challenge in Challenge
                              Mode
    Subaru Imprezza        Win 2.0L 4WD Category in V-Rally Mode
    Mitsubishi Lancer      Win 1.6L FWD Category in V-Rally Mode
    Toyota Corolla         Beat the default target time in ALL
       V-Rally                stages in Time Attack Mode (this
                              includes all the reverse stages
                              as well)
    
    
    
    Unlockable Feature*    Acquisition
    --------------------   -------------------------------------
    Extra Challenges       Win Michelin Challenge (the final
       (See the Extra         default challenge) in Challenge
       Challenges             Mode
       section for
       details)
    
    
    
    *  Once ANY driver has unlocked any of these features or
       items in V-Rally 3, they can be accessed by ALL drivers.
    ** All bonus vehicles are 4WD vehicles.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    ==============================================
    
    EXTRA CHALLENGES
    This section covers the Extra Challenges, an unlockable
    features within Challenge Mode.  This section is bounded by a
    wide expanse of blank lines so that those who do not wish to
    view this information can easily skip over this section.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    Challenge Mode comprises several vehicle-specific challenges,
    then a pair of tire-manufacturer challenges (in which the
    player can choose from a selection of permitted vehicles).
    Once these five default challenges have all been successfully
    passed, the player will unlock Extra Challenges, which allows
    for the creation of unique challenges using one or more
    vehicles selected by the player.
    
    Creating unique challenges is somewhat straightforward.
    First, a name can be selected on the Name screen.  Permitted
    vehicles are then selected on the Cars screen.  Damage can be
    toggled between Off and On.  When ready, the player can
    select OK to move ahead.
    
    A few notes are warranted here on the selection of permitted
    vehicles from the Cars screen.
       1.) There are four categories: All, 2.0L 4WD, 1.6L FWD,
           and Bonus Cars.  Selecting any of these categories
           means that the player will only be permitted to use
           the vehicles in that category.  This also means that
           if a player has not yet unlocked all the bonus cars,
           then she or he will be limited to those bonus cars
           already acquired in the game should Bonus Cars be
           selected.
       2.) Selecting any specific vehicle means that the player
           will be limited to using that vehicle for the created
           challenge.  Only those bonus cars which have already
           been unlocked will be available for individual
           selection in this manner.
    
    In the next step, the player can add stages to the created
    challenge.  A stage in Finland is available by default, with
    its default time to beat listed on the far-right of the
    initial line; selecting this line (the first line) allows for
    that initial stage to be modified on a pop-up sub-screen.
    Here, the player can change the country (remember that the
    entire continent of Africa is treated as a single country in
    V-Rally 3), track (all forward-direction tracks for each
    country are listed before that country's reverse-direction
    tracks), and the time to beat (adjusted in 5% intervals up to
    a 15% differential).
    
    Adding new stages is done by selecting Add, and a new
    Finland-default line appears.  Selecting this line allows for
    the player to make changes.
    
    Unfortunately, each stage has its own specified
    weather/lighting conditions, which cannot be changed in Extra
    Challenges :-(   It would be quite interesting, for example,
    to create a challenge where ALL stages are run through Africa
    at nighttime, or ALL stages run in France in severe foggy
    conditions.
    
    Should a player later wish to edit or delete/erase a created
    challenge, this can be done from the Extra Challenges sub-
    menu.  Any attempt to delete/erase a created challenge will
    be 'cautioned' with a verification screen.
    
    Once the player has created a challenge, it is then
    selectable from the Challenges: Select sub-menu.  All player-
    created challenges will appear after the five default
    challenges (i.e., after the Michelin Challenge).
    
    Unfortunately, the record times for any created challenges
    are not shown on the Records screen, nor do they appear in a
    driver's Pressbook :-(
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    ==============================================
    ==============================================
    ==============================================
    
    DIAGRAMS
    This section contains the diagrams referred to earlier in the
    guide.
    
    Ascari Chicane (at Monza):
       *
        *
         *
          *
           *
            ***
               *
                *****************
    
    Bus Stop Chicane (Variant I - Wide Chicane):
       *******************           *******************
                          *         *
                           *********
    
    Bus Stop Chicane (Variant II - Narrow Chicane):
       *******************           *******************
                          ***********
    
    Decreasing-radius Corner:
       ->*******************
                              *
                                 *
                                   *
                                    *
                                    *
                                   *
       <-*************************
    
    Hairpin Corner:
       ->*****************
                          *
       <-*****************
    
    Increasing-radius Corner:
       ->**********************
                                *
                                 *
                                 *
                                *
                              *
       <-*******************
    
    J-turn
       *******************
                          *
                         *
                        *
                       *
    
    Quick-flicks (Variant I - Wide Chicane):
       *************
                    *
                     *************
    
    Quick-flicks (Variant II - Narrow Chicane):
       *************
                    **************
    
    Sample Circuit Using Some of the Above Corner Types Combined:
        ******|******       *****
       *      |->    *     *     *
        *          **   ***     *
         *        *   **        *
        *         *  *    *     *
       *         *  *    * *     ********
       *          **    *   *            *
       *               *     ************
        *******       *
               *******
    
    Standard Corner:
       *******************
                          *
                          *
                          *
                          *
                          *
                          *
                          *
                          *
    
    U-turn:
       ->*****************
                          *
                          *
                          *
       <-*****************
    
    Virtual Bus Stop Chicane:
       +++++++++++++++++++++++++++++++++++++++++++++++++++++
                         Car #1   ->->->->->->   Car #3
       Player Path: ->->->->->->->   Car #2   ->->->->->->->
       +++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ==============================================
    ==============================================
    ==============================================
    
    ONLINE RESOURCES
    Here are a few Internet resources for World Rally
    Championship, the actual FIA rally racing series which
    provides the basis for V-Rally 2.
    
    Infogrames (http://www.us.infogrames.com/)
       This is the official American Web site for Infogrames,
       the publisher of V-Rally 3.
    V-Rally 3 (http://www.V-Rally3.com/)
       This is the official Web site of V-Rally 3.  The site is
       Flash-based and is available in English, French, German,
       Spanish, and Italian.
    FIA World Rally Championship - Mailing List
       (http://www.dusty.com.au/)
       Touted as "the world's biggest rally mailing list,"
       results will be sent via e-mail for each competition.
    Rally-Live.com (http://rally.racing-live.com/en/)
       This site - available in English, French, and Spanish -
       includes rally news and images, information on drivers and
       teams, regulations, information on each racing venue, an
       online store, forums and chat capabilities, wallpapers,
       screensavers, and more.
    RallyForum (http://www.rallyforum.com/)
       This is primarily an online discussion area for everything
       related to World Rally Championship.
    RallyRallyRally (http://www.rallyrallyrally.com/)
       This site covers World Rally Championship, British Rally,
       European Rally, American Rally, and Asia/Pacific Rally
       news.
    World Rallying (http://www.worldrally.net/)
       This site is an independent source for information on
       World Rally Championship, including results for every
       season since 1994 and an online discussion area.
    
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    CONTACT INFORMATION
    For questions, rants, raves, comments of appreciation, etc.,
    or to be added to my e-mail list for updates to this driving
    guide, please contact me at: FEATHER7@IX.NETCOM.COM; also, if
    you have enjoyed this guide and feel that it has been helpful
    to you, I would certainly appreciate a small donation via
    PayPal (http://www.paypal.com/) using the above e-mail
    address.
    
    To find the latest version of this and all my other
    PSX/PS2/DC/Mac game guides, visit FeatherGuides at
    http://feathersites.angelcities.com/
    
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