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    FAQ/Walkthrough by ORCA782

    Version: 1.1 | Updated: 02/07/02 | Printable Version | Search Guide | Bookmark Guide

    Extreme G-3 Walkthrough
    Playstation 2
    By: Orca782
    Copyright 2002
    Version 1.1
    This FAQ is meant to be used to guide you through the extremely speedy 
    levels of Extreme G-3, the latest installment in the Extreme G community.  
    It is rumored to be better than the last 2, but I only played the first one 
    on a one night rental, and never the second, so I can't compare.  This one 
    is really fun, but really hard to master.  The weapons systems are a bit 
    off, but the speed of the game more than makes up for it.  It also has fun 
    multiplayer co-op or battle modes.  I'll try to explain everything in full, 
    so email me any questions or concerns you may have.  My email is 
    vejiitassj4@hotmail.com.  Do not email me questions that are in the guide, 
    as I am more than fed up with answering questions that are right here.
    Legal: This is my FAQ, and I don't want anyone taking it or posting it 
    anywhere without my consent.  Email me at vejiitassj4@hotmail.com if you 
    desire to post it on your site, and I'll think about it.  If you don't ask, 
    I will eventually find you, and there will be hell to pay.
    1. DRIVING
    2. TEAMS
    6. LEVELS (walkthrough)
    Besides always holding down the acceleration, there are a few things you 
    need to know in this game.  And that is certainly one of them.  The side air 
    brakes compensate more than enough for the bikes speed, so always keep the 
    acceleration floored.  You don't want to slow down to turn, because this 
    game is nowhere as realistic as Gran Tourismo, etc.  The air breaks should 
    be used only when a tight turn is coming, because they cause the bike to 
    strafe, rather than turn.  This causes extreme grinding if you get up 
    against a wall.  Try to use the analog stick to turn most of the time, 
    because it will keep you facing the right direction.  If you go into one of 
    the above grinds, you want to let go of acceleration and boost, if you have 
    it on, for a split second.  This will dislodge you.  Then jam the 
    acceleration again.  For some reason you are drawn to walls if you are going 
    fast enough.  The boost is a special tool used to up your speed, but it will 
    drop your shields fairly fast.  Use this at straightaways, or to pass other 
    bikes.  You can look behind you, but don't do it often, as the tracks move 
    so fast.  Only is this recommended when trying to kill a pursuing enemy.  
    Also, try to switch your weapons at the beginning of the race, as changing 
    them mid race is quite a hassle.  The sound barrier can be broken at 750 
    mph, and the screen will almost ripple, the sound will go off into a breeze 
    like pattern for a margin of 5 seconds or so, before returning to the techno 
    music.  Whether or not you slowed down past the 750 mph speed, the music 
    will come back.  At 1000 mph, the meter goes wild, and won't read your 
    (scientific section, skip to next section if you want to just learn to learn 
    about the game)
    This game requires a bit of knowledge to begin, and by knowledge I don't 
    mean practical knowledge.  There are a few things you have to know to drive 
    efficiently.  First off, this is not real.  At these speeds, the riders 
    would most likely die, and secondly the tracks would be moving faster than 
    you could see.  Now that that's out of the way, lets have some fun.  The one 
    thing I can relate to physics in this game is the cycles.  There isn't 
    always a round track when you are upside down, so you have to wonder why you 
    aren't falling off.  Simple.  The bikes are shaped like an aerodynamic 
    upside down airplane wing.  This causes the air molecules rushing by the 
    bike to keep it pressed firmly against the road, whereas a right side up 
    plain wing would cause it to fly.  This may sound strange, but planes travel 
    at 500 miles per hour, which translates into about 225 meters per second.  
    Now, the speed of sound, which these bikes routinely break, is 333 meters 
    per second.  If a 747 jet, which weighs several tons, can keep airborne at 
    225 meters per second, a bike going faster than that can certainly keep 
    against the ground, and with some force at that.  I won't go into the lesser 
    details, but at the speeds these bikes are going, there's no chance they'll 
    fall off the road.  The sound barrier translates to 744 miles per hour, but 
    I think for the games purposes they made it 750.
    Though none of the team choices really matter, this section will outline the 
    team descriptions.
    Welcome to Palus.  It has been over 20 years since Palus' visionary Gabriel 
    Artimus, conceived and designed the Graviton Drive.  Since that day, many 
    have imitated but none have surpassed the elegance and fluidity achieved by 
    Palus's manufacturing.  Our technology can be found in most household 
    products, from the early Sentivacuum cleaning models through to the 
    luxurious Graviton 8000 ground cruiser.  Palus is proud to be a sponsor and 
    participant in the Extreme-G Racing Tournaments.  Palus: let the mind 
    improve the soul.
    "What drives a man to risk everything in search of glory?"  This was the 
    question posed to Phase One's team manager ten years ago by the head of 
    Lunar Industries.  Lunar was looking to raise their corporate profile, at 
    any cost.  AS a result, Phase One graduated from the lower racing leagues to 
    the premier level of racing -Extreme-G.  We pride ourselves in being the 
    most prominent, exciting and controversial racing team on the circuit.  We 
    risk everything in search of glory.  Phase One is a subsidiary of Lunar 
    Speed.  Glamour.  Excitement.  These three words encapsulate Extreme-G 
    racing.  And these three words describe perfectly the ethos here at 
    TerraNova.  We deliver the racing experience that everyone adores - high 
    production values, mass media coverage, incredible exhilaration.  These are 
    the things that make TerraNova the number one choice for racing fans.  Be a 
    part of that team - live the dream.
    Privately funded by three high-profile CEOs, Talon is, and will always be, 
    the most profitable racing group on the Extreme-G circuit (XG financial 
    report, 2230).  We have no boundaries when it comes to victory.  We have no 
    boundaries when it comes to design.  We have no boundaries when it comes to 
    engineering.  We will use the best drivers and we will push the rules to 
    their limit.  We require nothing but complete dedication from our workforce. 
      This is why we win.  Talon: there are no boundaries.
    Formed in 2218, Vixen is proud to be the only XG team fully staffed by 
    women.  Psychological tests have proven the female mind to be not only more 
    capable of digesting information than the male, but also a small percentage 
    faster.  AS such, we believe our drivers have an edge over the competition.  
    Elegant and sophisticated is our motto - join the team that has evolved.  
    Vixen is an equal opportunity employer.
    Thank you for showing an interest in Starcom.  A privately funded team, 
    Starcom shies from the hype and publicity surrounding the Extreme-G Racing 
    League.  Nevertheless, in the interests of the group we are seeking new 
    talent to join our world class racing team.  We seek only experienced 
    drivers looking for a new adventure.  With Starcom, you will see the world 
    like you've never seen it before.
    Note: You can unlock this team by beating the game once in career mode.
    There are several speed classes in EG-3, and you need to know them in order 
    to change strategies.
    250 CLASS
    The 250 class is the beginning class, and you'll travel at relatively slow 
    speeds as this game goes.  You have much more opportunity to blast your 
    opponents to oblivion in this mode, as they travel slower, allowing more 
    targeting time.  There's no hope of breaking the sound barrier in this mode, 
    so don't waste your boost.
    500 CLASS
    This class is much faster than the last class, in fact it should be double.  
    Unfortunately, it's not.  There's still a good opportunity to kill other 
    racers, but it's not as wide a margin of time.  There is the possibility of 
    breaking the sound barrier if you get boosters full on a flat track area.  
    Try to get used to the increasing speed, as this is only the beginning.
    750 CLASS
    Here we are almost at the top.  750 lets you break the sound barrier fairly 
    frequently if you try, and it's very hard to get a bead on anyone at these 
    speeds.  You're better off relying on weapons like EMP and the Mines.  These 
    don't require aiming skill.  You'll definitely have a harder time turning at 
    these speeds, so work on that too in practice mode.
    1000 CLASS
    Finally, made it!  Whew.  This is the fastest of the fast.  You can break 
    the sound barrier without breaking a sweat in this mode.  The bikes are even 
    faster though, and you have to watch for your opponents, because they'll 
    come out of nowhere.  Also watch out for those seemingly harmless jumps, or 
    drops in the track, as they now become fatal if you make a wrong turn.
    These are the multiple weapons and upgrades you can purchase for your bike.  
    Some are more useful than others, and that will be stated.  Weapons will 
    receive a power and a duration level in the form of stars (*).
    Power: *
    Duration: ***
    Cost: Pre-Equipped (Free)
    Garvel-Lyon MA-680
    Rapid fire projectile weapon; capable of firing up to 5,000 rounds per 
    minute.  Built by the Garvel Lyon Corporation of Mars, Alpha Centauri and 
    New York, this compact three-barreled mini gun is powered directly from the 
    bike's on board energy source.  Ammunition generally consists of titanium 
    tipped solid Uranium shells for maximum entry point damage.
    This gun can NOT fire 5000 rounds per minute, I'd actually be amazed if it 
    fired 60.  This is extremely weak, and I only recommend using it if you have 
    nothing better, and if you are on a straightaway.  Otherwise, don't bother.  
    Low level computers will do their best to shoot you with it after you pass 
    them, but overall they should only get a hit or so off on you.  This is the 
    least favorable weapon in the game, hence it being free.
    Power: **
    Duration: *
    Cost: 13000
    Armsell type GP97 micro missile.  Rocket propelled high explosive detonates 
    on impact.  Re-developed from the old GP90 tank destroyer missile, the GP97 
    has traded its destructive capabilities for much improved versatility.  Its 
    size and speed make it ideal for Extreme G where a normal rocket would be 
    overtaken by the super sonic bikes.  Powered by a solid propellant rocket 
    motor, this is an unguided, or 'blind fire' missile designed to be fired in 
    salvos from shoulder mounted launchers.
    This is better than the machine gun, but not by much.  For an explosive, 
    you'd think it would do more damage, like, say, total a bike in one hit.  
    Well, it doesn't.  It takes 2 or 3 from my experience.  It works fairly well 
    on straightaways, so take advantage of it then.  Also note that near the 
    beginning of the race is when your opponent has least life, and the track is 
    usually flat, so use it then.  Weapon energy only allows a few of these to 
    be fired before you are depleted, and once again the game has overrated it's 
    speed, as these do NOT fire in salvos.
    Power: *
    Duration: ***
    Cost: 14000
    Kazagi Mjima RF72A High powered plasma stream thrusters, temporarily 
    increase velocity.  Also used as a short range rear facing weapon.  Although 
    slightly larger than the conventional engine the Rear Blasters use an 
    improved 'Classiante' Ion filter resulting in a marked improvement in drive 
    when activated.  The Blaster received this nickname due to the alarming 
    increase in use of the system as a rearward weapon.  In full burn, with the 
    cowling open the afterburner cone extends far enough back to cause heat 
    damage to bikes following directly behind.
    I love this weapon, but not as a weapon.  When combined with boost, this 
    makes you go insanely fast.  It also looks cool.  However, if you are lucky 
    enough to have an opponent directly behind you, let fly.  I don't recommend 
    driving in rear view while trying to get someone to strafe through this line 
    of fire, as it won't be worth it.  Simply use it as a speed boost.
    Power: N/A
    Duration: ***
    Cost: 18000
    Sorenson series MM834 Weapon disabling pulse rifle; temporarily disrupts all 
    weapons systems on targeted bike.  The Pulse  rifle utilizes the latest in 
    on board energy suspension technology.  Drawing a relatively low charge from 
    the bike's battery, a dynamo fly wheel is rotated at high speed, charging a 
    single cell with enough power to deliver one shot from the Electro Pulse.  
    The process can then be repeated.  The rifle itself, once prepped to fire, 
    lays down a tightly focused electromagnetic lattice forward of the emitter 
    cowling, allowing the pulse to be effectively aimed.  This replaces the old 
    generic field pulse that could easily have affected teammates as well as 
    opponents.  The Electro Pulse takes several seconds to recharge between 
    I'm not sure what they mean when they say it can be aimed.  As far as I 
    know, this huge blue energy field hits anyone in its field except you.  It 
    probably doesn't hit team mates, but I have never had a partner close when I 
    fired.  Use this weapon when someone is really on you with something like 
    the machine gun, or you know a friend is coming up with the railgun prepped. 
      This also stops those speed demon Rear Burning fools who always try to 
    pass you.  Overall, I don't use this weapon a lot.
    Power: **
    Duration: *
    Cost: 31000
    Kulatii BBTMS 'SunStrike' Rocket propelled guided explosive, detonates on 
    impact.  The SunStrike heat seeking missile is less powerful than the GP97 
    standard rocket, but has the ability to follow its target, overcoming the 
    need for careful aiming.  At launch the missile is 'cold fired' by a 
    compressed gas system, ignited a moment later at a safe distance from the 
    bike.  As the solid fuel rocket motor ignites, the steering fins on the 
    missil deploy.  The fins allow for swift and tight maneuvering as the 
    missile tracks the targets emission signature.
    This weapon is just about as powerful as the normal missile, so disregard 
    what Acclaim says.  It may take one more than the others.  It cannot 
    maneuver that tightly either, as the simplest of turns will often throw it 
    into an explosion on the wall.  The time it takes to lock onto an enemy bike 
    is also insane.  Generally, try to get a lock on in the straightaways.  This 
    makes it only slightly better than the normal missiles, as you have to be on 
    a straightaway to use it.  Overall, try to pick a different weapon to use.  
    The cost of these is also insane.
    Power: **
    Duration: ***
    Cost: 15000
    PROBELLAN MILITARY SYSTEMS (Venus) Short fuse proximity mines; detonate when 
    hit by other bikes.  An extension of the old type 9A, the new Type 22 
    'Bouncing Benny' is now widely being used by XG riders throughout the 
    league.  Stowed flat, in  a stack, the mines are deployed from a hopper at 
    the rear of the bike.  Upon launching, the arms on either side of the main 
    body of the mine unfold, from which a ridge of sensors extend forming a 
    dispersed sphere.  The mines are allowed to bounce and roll, detonating upon 
    contact with an opponent bike, or after a limited time period.
    This are some of the most effective weapons in the game... against you.  
    Computers will drop these things like candy, hoping that you will fall upon 
    them.  They drop them most frequently when you are right behind them, and 
    they always seem to hit too.  Use them if you have someone following you, or 
    if you have nothing better to do.  They are less damaging than missiles, but 
    more damaging than the machine gun, thus the rating of 2.  I'm not a big fan 
    of these.
    Power: *
    Duration: ***
    Cost: 20000
    Mazaki/Suzayama 'Leech' System Energy draining homing missile; drains from 
    the enemy bikes to boost your energy levels.  Initially designed as a remote 
    refueling system, the leech was soon adopted by XG riders as an energy drain 
    to be used against the opposition.  Fired as a single, guided unit, the 
    Leech is linked to the bike's computer and sensors suite.  Tarted lock and 
    tracking data is passed to the Leech's on board guidance system prior to 
    launch.  The Leech adopts a two stage deployment system.  The rocket 
    section, powered by a "Vienne' Micro fusion motor, propels and guides itself 
    towards the target.  Once within a pre-calculated distance, the rocket 
    section falls away as a sabot jacked and the actual 'Leech' system itself is 
    left to accelerate towards the target.  Once locked, magnetic clamps deploy 
    to secure the device and the gyro-electric feeder system initiates.  Energy 
    is drained from the victim and received by an 'energy scoop' on the firer's 
    I only wish these weapons were as good as they are made to sound.  This 
    weapon is fairly weak, but it stays on an opponent if you can keep it there, 
    draining energy.  This makes for a speedier race after you disconnect, as 
    you now have additional shields.  However, keeping this thing on a target 
    gets to be pretty tough as the races advance in speed.  They also aren't 
    going to sit there and take it, they're going to fight back.  All and all, 
    use this weapon in short bursts, and try to surprise opponents.
    Power: N/A
    Duration: ***
    Cost: 29000
    Sorenson series MM378 Deflection field generator; disables handling systems 
    of all enemy bikes within field area.  First used in the late 22nd century 
    as a deflection shielding system on aircraft to reduce collisions in 
    overcrowded skies.  The MM 378 is far more compact than the original, 
    designed specifically for Extreme-G Racing, producing a smaller but more 
    ferocious disruption field.  Once activated the MM 378 generates a low 
    frequency electro-magnetic field around the user bike that oscillates 
    erratically producing conflicting spatial information and disrupting the 
    gyrostabilizers of opponents.
    This is a powerful weapon if you use it correctly.  It's not an explosion or 
    anything like that, it's a field around the bike.  So use it as you are 
    about to pass an opponent, and their speed drops to their minimum for a 
    short period of time.  The field will remain around you for a good 10 
    seconds or so, so use it well.  I highly recommend this weapon for races of 
    higher speeds, and against human opponents.
    Power: N/A
    Duration: ***
    Cost: 19000
    Ryland GPFM 989B Quick burst extreme light emitting flare; blinds all riders 
    who see it for a few seconds.  Blind fired from the bike, the Flash Mortar 
    reaches optimum height before deploying a series of twelve, coaxially 
    mounted submunitions that detonate at a preset distance from the parent 
    munition.  This causes a 'flash-cloud' of thorium magnesium flares that 
    cause mass visual distortion.
    This is a good weapon only against other human players.  If you use it 
    against a CPU, it will do little to nothing.  The artificial intelligence 
    (AI) that runs CP bikes does not rely on vision, thus this wave effect won't 
    bother them.  However, against friends, it's a lot of fun.  It will mess 
    them up for a short period, but it's not done with light.  These aren't a 
    good weapon, but they are a fun one.
    Power: *
    Duration: ***
    Cost: 21750
    Rear Facing rapid fire projectile weapon; capable of firing up to 1,000 
    rounds per minute.  With its own onboard tracking system, the rear turret is 
    an articulated twin barreled chain gun system.  The rounds are 7.62 concave 
    tipped, solid titanium projectiles intermixed with tracer rounds for visual 
    acquisition.  The self aim functionality allows riders to remain focused on 
    their racing, avoiding unnecessary distraction.
    For once, the game understates a weapon.  These fire much faster than the so 
    called 5,000 round per minute Mini Gun.  They are also auto aimed, so you 
    can keep driving while laying down cover fire behind you.  I find this 
    extemely useful if you can keep an opponent behind you.  It also doesn't use 
    up weapons energy as fast as most other weapons do, so it's nice an cheap.
    Power: ***
    Duration: *
    Cost: 36500
    Kraft and Wentner model-57 heavy assault system.  High powered thermal 
    blaster; causes terrific damage to all in its path.  A devastating weapon 
    designed to penetrate even the toughest armor.  First used in Extreme-G by 
    the TerraNova team in 2227, the XGA were rendered powerless to take 
    disciplinary action due to the public adulation of such a weapon.  Following 
    the first Rail Gun related fatality in early 2228 the XGA forced the teams 
    to adopt the less powerful model 57 in place of the mighty 63 series.  The 
    rail gun takes a moment to charge up, accelerating an electrodynamic 
    flywheel, to generate a high frequency laser that is fired from the gun 
    barrel to superheat the air in the projectile's path.  Simultaneously, the 
    5mm solid xenon core in the round chamber is superheated to white hot 
    plasma.  The solid xenon round is contained in a shell of silicon carbide 
    infused alloy, which rapidly vaporized on firing, releasing the superheated 
    Xenon plasma. The plasma has little time to dissipate before it hits its 
    target, causing maximum devastation.
    Yes, this is it, the best weapon in the game.  Or should I say the most 
    damaging.  You have to be right behind an opponent to hit them with it, so 
    it's similar to the rockets.  But it is extremely damaging, and can be 
    charged so you can fire at a moment's notice.  This will take out opponents 
    in 1-2 hits, so use it well.  It will take down your weapon energy 
    drastically as well.  Use it sparingly.
    Cost: 30400
    Increase shield strength.  Working in tandem with the shield generators, 
    this is an aggressive gravity pulse generator, capable of backing up the 
    existing shield with a secondary layer in the 40 megawatt range.
    Cost: 20700
    Increased ammunition storage capacity.  Enabling extra storage space for 
    onboard ammunition this device is constructed from two parallel, double 
    stacked corkscrew drums that alternately feed in to an overhead hopper ready 
    for use by the assigned weapon.  The dual feed system means that both drums 
    empty at a consistent rate thus maintaining the balance.
    Cost: 30400
    Improved shield recovery system for greater repair rate when in pit lane.  
    As shields are powered by a power cell separated from the bike's main power 
    unit they can be severely drained in the course of a race, particularly if 
    under heavy assault.  As shields are formed from a gravity repulsion field, 
    any damage sustained causes a massive drain on the power source and a 
    shorting out across the surface, causing minor wear to the bike's projector 
    plate arrays.  The power cell can be recharged on the fly using the Shield 
    Scoop a remote energy gathering divide that works in tandem with a shield 
    energy transmitter in the pits to gather energy and recharge the shield 
    Cost: 29400
    Improved ammo collection system for faster ammunition acquisition at power 
    up points.  A device that operates similarly to the Shield Scoop, this draws 
    in energy that can recharge weapons on the bike.  First invented in 2176, 
    the energy to matter converters equipped on all Powerbikes enable weaponry 
    to be sourced by one supply.  As weapons are fired this supply eventually 
    becomes exhausted, preventing any further aggressive action.  The Weapon 
    Scoop is an additional means of ammunition energy collection used by riders 
    considered "trigger-happy."  While expensive to buy, the benefits offered by 
    increased ammunition restoration have often meant the difference between 
    victory and failure.
    This section will cover strategies in the game, that you should observe, and 
    that you should watch out for.
    First off, when you begin, you start with only 2 additional properties 
    besides the normal ones.  The machine gun, and the booster.  Now, get to 
    know to use both, as you should try to use the booster only when you have a 
    flat straight area, and the gun only on flat areas.  But the computers will 
    always use this pattern if you pass them.  First, they will attempt to kill 
    you, or hit you with the machine gun.  Being hit with any weapon will slow 
    you down, so try not to get hit.  After that, if that doesn't work, they 
    will boost past you.  To stop them from doing this, boost past them for some 
    distance, so they can't boost past you.  Or you can try to kill them before 
    you pass them.  Passing them at a normal speed is generally not a good idea.
    As the weapons get stronger, computers will use the better ones.  Primarily, 
    they love the mines.  They will drop tons of these little suckers on the 
    track to get you.  Even if they don't damage you much, they will slow you 
    down a lot, and slightly decrease your boost potential.  Try to not get hit, 
    and boost past computers if possible.
    The weapons I recommend using are the rear burners, the rear turret and the 
    rail gun.  The leech is a good mid level weapon, but not towards the end.  
    Use the rear burners for speed, the turret to hit enemies behind you, and 
    the rail gun to waste people in front of you.
    Overall, speed is a better ally than the weapons.  If you can speed by an 
    opponent  before they can get a shot off on you, you're golden.  The weapons 
    systems in this game are below par, but the speed is great.  At all costs, 
    up your engines before your weapons.
    This section will give a short description of each level, and some basic 
    strategies to be observed.
    Welcome to the twin cities of Muon.  Although one of the first XG tracks to 
    be constructed, it remains the most popular with XG initiates due to the 
    elegant oval design conducive to extreme speeds.  The early evening race 
    offers a beautiful vista across the harbor.
    Music by: Vitae
    This area has only one refueling station of each type, and it has no jumps.  
    Basically, as the description stated, go as fast as possible on this track, 
    as turning isn't a problem.
    Starting from the Verdegrand suspension bridge, the circuit provides 
    spectacular racing between the wind turbines and through the valley wall.  
    Although relatively gentle, Verdegrand has hosted some of the most 
    compelling XG races in recent years.
    Music by: Muzzi Kalmyth
    There are 2 weapon refill areas, and only one shield refill.  Try to speed 
    up on the straight up section that goes up into the sky.  Also you can feel 
    free to put on the boost at the red tunnel area, but watch out for the 
    corkscrew at the end of it.
    The disused research station of Crystalaria provided a perfect base to the 
    XG architects in 2202 when they began construction of this, the most remote 
    of the XG circuits.  The track cuts gently through ice caverns, and across 
    the glacier plains with track routes and splits close to the mountain edge.
    Music by: Nukamol
    You can speed up with boost after exiting the first cave, and put on the 
    boost after you exit the split section.  The faster side is the left one to 
    start off with, as it drops you less, and puts you slightly ahead.  There 
    are 2 weapon refills, and 1 shield refill.
    Constructed high above the city streets and between the city's skyscrapers, 
    the circuit has breathtaking drops and jumps that push the most skilled 
    riders to the max.  Busy city traffic continues despite the extreme racing 
    taking place among the clouds.
    Music by: C90
    This is a really fun course, with the most jumps of any of them.  There are 
    2 purple refill areas, both located along the dropping stairs section.  At 
    high speeds watch out for this section, as you can easily go off the side.  
    At a high enough speed, you can even skip one entire stair platform.  Speed 
    up at the stairs section, and at the beginning area, as well as in the red 
    area.  Only one shield refill.
    At 15km, Siris hosts the longest of the XG races and arguably one of the 
    most breathtaking.  Rising from the depths of the canyon floor, the track 
    climbs up over 200 meters, through a 360 degree vertical loop, before 
    cutting back into the valley and between the canyon walls.
    Music by: DJ Butterface
    This race is wierd in that depending upon the track you take, you either get 
    speed or refills.  There are 2 of each refill if you take the slower, left 
    path.  There's only the normal 1 of each if you take the faster, right 
    split.  At high speeds watch out for the drop from the faster path, as it 
    could send you to your demise.
    2138 saw the construction of Earth's first ocean based city: Oceania.  And 
    where better to host an XG race with its jaw dropping loops and twists, and 
    gut-wrenching plummet deep into the ocean.  The central tower offers XG race 
    fans amazing views of the circuit as the bikes reach their supersonic 
    Music by: System 7
    There are only one of each refill in this race, so use them well.  The split 
    in the track is primarily equal, so I can't tell you to take either one.  
    Speed up on the long downward arc section, and try to maintain speed, as 
    this track has fewer turns than most.
    The military base and tracking station of Tundaria provides the setting of 
    the opening race to the Caesium League.  Its coastal location hosts a 
    complex circuit that twists between rock faces and rises high above the 
    hills before diving under the sea into the Tundarian bay.
    Music by: Nick Arundel
    There is 1 weapon refill, and only one shield refill.  The track is pretty 
    self explanatory, try to steer better while on that huge hill, as it gets 
    thinner there.  The resulting drop however is easy to navigate and shoot 
    enemies in.
    The Earth's largest city, Megalopis 7, hosts the most technical racing 
    circuit.  Snaking between the buildings and structiones, and deep towards 
    the city streets, the circuit gives one of the most challenging race 
    experiences and is amongst the greatest entertainment for XG race fans.
    Music by: Kamaya Painters
    There are 2 weapon refills, so you can use your weapons more often.  Not 
    that you'd want to in this winding track, so I'd recommend rear turrets or 
    rear burners primarily.  Watch out for the ramps on the side of the track, 
    right after the huge circular corkscrew, for those are a big shortcut across 
    the dip.  If you are going fast enough you can hop the entire plate leading 
    over the dip.  Also beware the second jump, as it comes after a turn, and it 
    kills me often.
    The number 6 dam on the river Pasiphae provides one of the most complex yet 
    peaceful settings of XG racing.  Running adjacent to the dam wall the 
    circuit plunges towards the river before sweeping through the trees of the 
    nearby forest.  Although the location is remote - the setting has proven to 
    be popular with XG race fans through their regular attendance at the event.
    Music by: The Cone Ranger
    There are 2 weapon refills, and one sheild refill, as usual.  Stay on one 
    path after you choose it, don't go zigzagging between the two.  The splits 
    are equal in length, so try to stay at a high speed during the forest 
    PION 6
    This desert circuit is reserved only for entrants into the faster speed 
    classes.  The Egyptian pyramids and desert temples play host to this, the 
    only race of the Francium League.  The challenge is intense with a double 
    spiral bend and inter-twining track split across the sand dunes, starting 
    from within the Pion temple.
    Music by: Luzon
    This track is overrated on the whole, it's just really long and boring.  
    Sure, the track splits a bunch of times, but I'm pretty sure that the 
    distance is equal each way.  The numerous full circles just left me sleeping 
    at the end of the race, as opposed to other cooler races like Megalopis 7.
    Note: This race is only available in the 1000 engine category.
    So there you have it.  You have beaten the game, hopefully, and I hope my 
    walkthrough helped.  If you have any suggestions or comments, please email 
    me at vejiitassj4@hotmail.com.  I'll try to respond to all the emails I get. 
      Overall, this game was a lot of fun, and I hope they make a sequel.  Until 
    my next project, this is Orca782.
    www.gamefaqs.com/CjayC: For an awesome site.
    Gilmorne: For aid in this faq.
    Acclaim: For their concise and imaginitave instruction booklet, and a cool