_______ _______  ______ _______ _______ ______  
              (_______|_______)/ _____|_______|_______|_____ \ 
               _     _ _______( (____  _       _______ _____) )
              | |   | |  ___  |\____ \| |     |  ___  |  __  / 
              | |   | | |   | |_____) ) |_____| |   | | |  \ \ 
              |_|   |_|_|   |_(______/ \______)_|   |_|_|   |_|

       _______   __  .______     .___________.   .___________.  ______   
      |       \ |  | |   _  \    |           |   |           | /  __  \  
      |  .--.  ||  | |  |_)  |   `---|  |----`   `---|  |----`|  |  |  | 
      |  |  |  ||  | |      /        |  |            |  |     |  |  |  | 
      |  '--'  ||  | |  |\  \----.   |  |            |  |     |  `--'  | 
      |_______/ |__| | _| `._____|   |__|            |__|      \______/

                 ________               _____                     
                 ___  __ \_____ _____  ___  /___________________ _
                 __  / / /  __ `/_  / / /  __/  __ \_  __ \  __ `/
                 _  /_/ // /_/ /_  /_/ // /_ / /_/ /  / / / /_/ / 
                 /_____/ \__,_/ _\__, / \__/ \____//_/ /_/\__,_/  
                                /____/


                o------------------------------------------------o
                | Winner of GameFAQs' FAQ of the Month June 2012 |
                o------------------------------------------------o


                      o-------------------------------------o
                      | NASCAR: Dirt to Daytona             |
                      | by: Stephen "Warhawk" Harris        |
                      | Covers: PlayStation2, GameCube      |
                      | Date Created: 02.12.2003            |
                      | Last Updated: 01.01.2013            |
                      | Version: 3.0                        |
                      o-------------------------------------o


   -----------------------------------------------------------------------
                           DEDICATION AND TRIBUTE
   -----------------------------------------------------------------------
       DEDICATED TO THOSE WHO PROUDLY SERVED AMERICA THROUGH ALL WARS
       AND SERVED AMERICA ON THE TRAGIC DAY 9-11-01.  IF IT WEREN'T
       FOR THEM WE WOULDN'T BE WERE WE ARE TODAY STANDING PROUDLY.
       FOR ALL THOSE TROOPS IN IRAQ, I WOULD LIKE TO WISH YOU ALL WILL
       FIGHT FOR WHAT WE BELIEVE IN AND COME BACK SAFELY TO THE U.S.
       I WOULD LIKE TO PAY TRIBUTE TO THE 1992 CHAMPION ALAN KULWICKI
       WHO LOST HIS LIFE ON April 1, 1993.  IT'LL BE TEN YEARS ON
       April 1, 2003 AND IT WAS ONE OF THE SADDEST DAYS IN NASCAR
       HISTORY.
   


o----------------------------------------------------------------------------o
|                            Table of Contents                               |
o----------------------------------------------------------------------------o

1. Contact.........................................................[NDTD 1]
2. Version History.................................................[NDTD 2]
3. Controls........................................................[NDTD 3]
4. Tracks..........................................................[NDTD 4]
     Part One: NASCAR Weekly Series................................[NDTD 4.1]
     Part Two: NASCAR Featherlite Modifieds........................[NDTD 4.2]
     Part Three:  NASCAR Craftsman Trucks..........................[NDTD 4.3]
     Part Four:  NASCAR Winston Cup Series.........................[NDTD 4.4]
5. Drivers.........................................................[NDTD 5]
     Part One: NASCAR Weekly Series................................[NDTD 5.1]
     Part Two: NASCAR Featherlite Modifieds........................[NDTD 5.2]
     Part Three:  NASCAR Craftsman Trucks..........................[NDTD 5.3]
     Part Four:  NASCAR Winston Cup Series.........................[NDTD 5.4]
6. Beat the Heat...................................................[NDTD 6]
     Part One: Basics..............................................[NDTD 6.1]
     Part Two: Dirt................................................[NDTD 6.2]
     Part Three: Modified..........................................[NDTD 6.3]
     Part Four: Truck..............................................[NDTD 6.4]
     Part Five: Cup................................................[NDTD 6.5]
7. Race the Pro [Pro Trainer]......................................[NDTD 7]
8. Championship Mode...............................................[NDTD 8]
9. Championship Point System.......................................[NDTD 9]
     Part One: Dirt................................................[NDTD 9.1]
     Part Two: Modified............................................[NDTD 9.2]
     Part Three: Truck.............................................[NDTD 9.3]
     Part Four: Cup................................................[NDTD 9.4]
10. Career Mode....................................................[NDTD 10]
      Part  One: Introduction to Career............................[NDTD 10.1]
      Part Two: Getting your Career Started........................[NDTD 10.2]
      Part Three: Sponsorships.....................................[NDTD 10.3]
      Part Four: Prices for Parts for Dirt Car.....................[NDTD 10.4]
      Part Five: Prices for Parts for Modified.....................[NDTD 10.5]
      Part Six: Prices for Parts for Trucks........................[NDTD 10.6]
      Part Seven: Prices for Parts for Winston Cup Cars............[NDTD 10.7]
11. FAQs...........................................................[NDTD 11]
12. Credits / Legal Notice.........................................[NDTD 12]


o----------------------------------------------------------------------------o
|                                  1. Contact                                |
|                                   [NDTD 1]                                 |
o----------------------------------------------------------------------------o

To be able to contact Stephen "Warhawk" Harris please drop me an e-mail at
gamefaqswarhawk [at] gmail [dot] com, with any questions, comments or any
information that you may believe that I may have missed in this guide.
Please don't send any hateful mail because I will not tolerate it because it
can be considered harassment, so please make sure you know what you want to 
ask / comment before you send the e-mail to me.  Be sure to have "NASCAR:
Dirt to Daytona" in the subject so I don't accidentally delete the e-mail.
This includes sending e-mails with some picture which may be inappropriate.
Please if you send me any e-mails with any kind of vulgar language such as the
"f" word.

You may also like me on Facebook to know about any future plans I will have
with guide writing and all.  Any questions asked on the page I will try my
best at answering to the best of my knowledge about any of the guides I have
done in the past, and yes even if it's a question on that game I done one
for.  Even if it is to ask me what I plan of doing next and all.

http://www.facebook.com/WarhawkFAQs


                                   --------
                                   Donation
                                   --------

Also,If you found this walkthrough useful and would like to make a small
donation on PayPal.  The e-mail is the same as above warhawkfaqs@ymail.com
and I will not force anyone to donate but is up to the reader if they choose
to.


o----------------------------------------------------------------------------o
|                              2. Version History                            |
|                                    [NDTD 2]                                |
o----------------------------------------------------------------------------o


Version: 1.45 [03.05.2007]
-Added more to Contact Information and trying to make guide look a tad better

   -----------------------------------------------------------------------

Version: 1.46 [03.27.2007]
-Minor Update to Career

   -----------------------------------------------------------------------

Version: 1.5 [05.14.2007]
Minor update to guide

   -----------------------------------------------------------------------

Version: 1.5 [11.21.2007]
Minor Contact Update

   -----------------------------------------------------------------------

Version 2.0 [05.26.2012]
-Remodeled the guide a little and updated Contact Info

   -----------------------------------------------------------------------

Version: Final [06.07.2012]
-Added GameCube controls
-Finished Beat the Heat
-Updated Modified secion of Career

   -----------------------------------------------------------------------

Version: Final [01.01.2013]
-Updated Contact Info
-Gave guide new look



o----------------------------------------------------------------------------o
|                                 3. Controls                                |
|                                   [NDTD 3]                                 |
o----------------------------------------------------------------------------o


                         -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                        | Part One: PlayStation2 Controls |
                        |           [NDTD 3.1]            |
                         =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


                                     | |
                _,.--.,_             | |              _,.--.,_
               |  _____ |            | |             | _____  |
               |-'     `'.___________|_|____________,'`     `-|
             ,'    __     `.                      ,'    .,.    `.
            /     |  |      \        SONY        /     (/_\)     \
           !   __  \/  __    |                  !  ,-.  `-'  ,-.  |
           |  |__ >  < __|   !__SELECT   START__| ([ ])     ( O ) !
           !       /\        ___`-.        ,-'     `-'  ,-.  `-'  |
           |\     |__|     ,'   `. \ANALOG/ ,'   `.    ( X )     /|
           | `.           /       \ |    | /       \    `-'    ,' |
           |   `-.____,-. \       / |____| \       / ,-.____,-'   |
           |           ,'\ `.___,' /      \ `.___,' /`.           |
           |          /   `-.___,-'        `-.___,-'   \          |
           \         /                                  \         /
            \       /                                    \       /
             `.__,-'                                      `-.__,'



     Menu Controls
     -------------

  Control     Function
  -------     --------
    D-Pad     Navigate Up / Down
        X     Accept
 Triangle     Previous Screen



     Game Controls
     -------------

  Control     Function
  -------     --------
       L1     Downshift [Manual Trans.]
       R1     Upsshift [Manual Trans.]
       L2     Toggle Race Info [Leaderboard / Laps]
       R2     Toggle Car Info [Damage / Tire Wear]
    D-Pad     Steer Left / Right
 Triangle     Change Camera Angle
   Square     Brake / Reverse
        X     Acclerate
   Circle     Toggle Rear View Mirror
    Start     Pause Game



                           -=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                          | Part Two: GameCube Controls |
                          |         [NDTD 3.2]          |
                           =-=-=-=-=-=-=-=-=-=-=-=-=-=-=


                      ___    __,,..--~~~~--..,,__    ___
                   ,-'L_,`-'`                    `'-',_R`-.
                  /_.'`  ``'-.     NINTENDO     ,-`___ `'._\ <--Z
                 ,'    ___    `.   GAMECUBE   ,' ,'Y__)   _`.
                /   ,-'___`-.   \            /  (_,'___  ( \ \
               !   / ,' _ `. \   |     _    !     ,'   `. \X| |
               |   | | (_) | |   !    (_)   | ,-. |  A  | |_/ !
               |   \ `.___,' /   !          |( B )`.___,'     | 
               |\   `-.___,-'    \..-~`'~-../ `-'            /|
               | `.            _  `.      ,'               ,' |
               |   `-.,      _| |_  \    /  .---.      ,.-`   |
               |       `.   |_   _|  |  |  / .-. \   ,'       |
               |        |\    |_|    |  |  \ '-' /  /|        |
               |        | \         /    \  `---'  / !        !
               |        |  `-.___,-'      `-.___,-'  !        !
               \       /                              \       /
                \     /                                \     /
                 `._,'                                  `._,'



     Menu Controls
     -------------

       Control     Function
       -------     --------
   Control Pad    Navigate Up / Down
      R Button    Accept
      Z Button    Previous Screen



     Game Controls
     -------------

       Control     Function
       -------     --------
       Control     Stick Steering
   Control Pad     Steering
      A Button     Upshift [Manual Trans.]
      B Button     Downshift [Manual Trans.]
      X Button     Toggle Race Info [Leaderboard / Laps]
      Y Button     Toggle Rear View Mirror
      Z Button     Switch camera view
      L Button     Brake / Reverse
      R Button     Accelerate
 Start / Pause     Pause Menu


o----------------------------------------------------------------------------o
|                                  4. Tracks                                 |
|                                   [NDTD 4]                                 |
o----------------------------------------------------------------------------o

                          o--------------------------------o
                          | Part One: NASCAR Weekly Series |
                          |           [NDTD 4.1]           |
                          o--------------------------------o

Anoka
Location: Anoka City, North Carolina
Distance: 0.250 miles
Track Type: Short Track
Banking in Turns: 6*
Website: N/A

  Strategy:
  ---------
Racing at any dirt track can be bit tricky since you can slide while you go
through the turns.  All the dirt tracks are less then a mile long so I'll go
about providing strategies for each of the tracks starting with this one;
Anoka.  As you come out of turn 4 at Anoka you will be around 66 as you head
onto the frontstretch.  Before you go about entering turns 1 - 2 you should be
able to reach around 78MPH before entering turns 1 - 2.  As you go through
turns 1 - 2 you want to be around 65 - 66 as try to be down by the grass but
not up on the grass since you can spin out if you do so.  As you get on the
backstretch it's just like any other track drift up by the wall if possible
and you should be able to reach 78 before you enter turns 3 - 4.  As you go
through turns 3 - 4 you want to be around 63 - 66 as you go through the turns
and back onto the fronstretch.

------------------------------------------------------------------------------

Baxter
Location: Farmington, North Carolina
Distance: 0.500 miles
Track Type: Short Track
Banking in Turns: 8*
Website: N/A

  Strategy:
  ---------
This track I like to think of like a dirt version of Las Vegas but it's a
mile shorter than Vegas.  As you come out of turn 4 you want to be around 85
before going onto the fronstretch towards the line.  When you go down the
frontstretch you should be able to reach around 97 before entering turns 1 -
2.  As you go through turns 1 - 2 you want to be around 85 - 88 as you get
ready to go downt the backstretch.  As you go down the backstretch drift up
by the wall as close as you can without scraping it and losing speed instead.
When you go down the backstretch you should be able to reach at around 93
before entering turns 3 - 4.  You want to take turns 3 - 4 at around 85 - 86
and down by the grass but remember don't go up on the grass.

------------------------------------------------------------------------------

Dundas
Location: Northfield, North Carolina
Distance: 0.375 miles
Track Type: Short Track
Banking in Turns: 13*

  Strategy:
  ---------
Dundas is one of the tracks that's less then a half a mile in length and may
take some skill to get around this track.  As you come out of turn 4 you want
to be at around 62 as you head onto the frontstretch.  As you go down the
frontstretch you should be able to reach at around 84 before heading through
turns 1 - 2.  When you go through turns 1 - 2 you want to be at around 71 -
73 going through turns 1 - 2.  As you exit turn 2 you want to see about
drifting up by the wall if you like to.  As you race down the backstretch you
should be able to reach at around 84 before you race through turns 3 - 4.  As
you race through turns 3 - 4 you want to be around 70 - 73 going through the
turns; then onto the fronstretch once again.

------------------------------------------------------------------------------

Eagan
Location: Eagan, North Carolina
Distance: 0.500 miles
Track Type: Short Track
Banking in Turns: 6*
Website: N/A

  Strategy:
  ---------
Eagan is another track that is exactly a half mile in length but it's not the
length of the track it's how you can managed to get around the track as fast
you can especially at this track.  As you race out of turn 4 you want to be
around 91 heading onto the frontstretch to the line.  As you race down the
frontstretch you should be able to reach a speed at around 99 before heading
through turns 1 - 2.  When you race through turns 1 - 2 you want to be at
around 92 - 95 through the turns and entering the backstretch.  As you race
down the backstretch you want to drift up the wall but not too close unless
you want to go about hitting the wall; and you should be able to reach a speed
of around 100 before racing through turns 3 - 4.  When you race through turns
3 - 4 you want to be around 92 - 95 through the turns but be careful like all
the other dirt tracks not to go too low or you may end up loosing control of
your car.

------------------------------------------------------------------------------

Hastings
Location: Hastings, North Carolina
Distance: 0.250 miles
Track Type: Short Track
Banking in Turns: 25* & 18*
Website: N/A

  Strategy:
  ---------
Hastings I like to think of like a dirt version of Bristol but it doesn't have
the banking like Bristol does nor is it as long as Bristol either.  This is
one track in which you want to see about being extra careful at getting around
since it's only a quarter of a mile in length.  As you come out of turn 4 you
want to be at around 74 at the exit of turn 4 heading onto the frontstretch.
As you head down the frontstretch you won't have much time before you have to
go through turns 1 - 2.  Before heading into turns 1 - 2 you should be able to
reach at around 84 before you go through the first 2 turns at this track.  As
you race through turns 1 - 2 you want to be at around 70 - 72 before heading
down the backstretch which is the same length as the frontstretch.  As you
race down the backstretch you should be able to reach at least 83 before
racing through turns 3 - 4.  When you race through turns 3 - 4 you want to be
around 72 - 74 going through turns 3 - 4.

------------------------------------------------------------------------------

Kenyon
Location: Kenyoun, North Carolina
Distance: 0.375 miles
Track Type: Short Track
Banking in Turns: 8*
Website: N/A

  Strategy:
  ---------
Kenyon is one of those tracks that can prove to be a challenging track to try
to stay in the lead whenever you do a race here.  As you race out of turn 4
you want to be at around 86 as you race onto the frontstretch.  When you race
down the frontstretch you should be able to get up to at around 90 before
racing through turns 1 - 2.  As you go through turns 1 - 2 you want to be at
around 82 - 86 going through the turns heading onto the backstretch.  As you
race down the backstretch you want to be able to reach at around 93 before
racing through turns 3 - 4 and back onto the fronstretch.  When you race
through turns 3 - 4  you want to be at around 84 - 86 going through the turns
and back onto the frontstrech across the line.

------------------------------------------------------------------------------

Kingsfield
Location: Kingsfield, South Carolina
Distance: 0.375 miles
Track Type: Short Track
Banking in Turns: 15*
Website: N/A

  Strategy:
  ---------
To get around Kingsfiled you want to come out of turn 4 at around 63 heading
onto the frontstretch.  As you race down the frontstretch you should be able
to reach at around 80 before racing through turns 1 - 2.  When you race
through turns 1 - 2 you want to be at around 68 - 74 and then onto the
backstretch.  As you race down the backstretch you should be able to reach at
around 80 before heading through turns 3 - 4 and then back onto the
frontstretch.  As you race through turns 3 - 4 you want to be at around 68 -
74 and then back onto the frontstretch.


                             o---------------------------o
                             | Part Two: NASCAR Modified |
                             |         [NDTD 4.2]        |
                             o---------------------------o

Crystal Lake
Location: Crystal, Connecticut
Distance: 0.75 miles
Track Type: Short Track
Banking in Turns: 12*
Website: N/A

  Strategy:
  ---------
Crystal Lake is a type of track that the layout seems to be similar to that
of Martinsville or New Hampshire.  No, this is not the Crystal Lake from the
Friday the 13th movies with the crazed Jason wondering around the area.  As
you come out of turn 4 you want to be at around 129 heading onto the
fronstretch.  When you race down the frontstretch you should be able to reach
at around 142 before going through turns 1 - 2.  As you go through turns 1 - 2
you should be at around 130 - 132; then heading onto the backstretch.  As you
race down the backstretch you may want to drift up by the wall and you should
be able to reach at around 142 before heading through turns 3 - 4.  When you
race through turns 3 - 4 you want to be at around 131 - 133 going through the
turns heading back onto the frontstretch once again.

------------------------------------------------------------------------------

Dennison
Location: Dennison, Connecticut
Distance: 0.75 miles
Track Type: Short Track
Banking in Turns:
Website: N/A

  Strategy:
  ---------
Dennison can be quite a fun track to race at even though that it's a short
track.  Lap times at Dennison can be quite quick only 12 - 15 seconds to get
around this quarter mile track.  As you race out of turn 4 you want to be at
around 103 onto the not so long frontstretch.  When you race down the
frontstretch you should be able to reach at around 112 before heading through
turns 1 - 2.  As you go down the backstretch you may drift up by the wall but
it won't be very long since the straights are quite short here and you will
reach at around 113 before racing through turns 3 - 4.  When you race through
turns 3 - 4 you want to be around 104 - 106 and back onto the frontstretch
once again.

------------------------------------------------------------------------------

Elk River
Location: Elk River, Pennsylvania
Distance: 1.00 Mile
Track Type: Speedway
Banking in Turns: Various
Website: N/A

  Strategy:
  ---------
Elk River is like a weird shaped track but it does have the usual 4 turns to
get around this track.  As you race out of turn 4 you want to be at around
102 onto the frontstretch.  When you race down the frontstretch you should be
able to reach at around 126 before racing through turns 1 - 2.  As you race
through turns 1 - 2 you want to be at around 108 - 116 before heading to turn
3.  As you go through turn 3 you want to be at around 122 - 124 and onto the
backstretch.  When you race down the backstretch you should be able to reach
at around 131 before racing through turn 4 and onto the frontstretch again.
As you race through turn 4 you want to be at around 100 - 102 and back onto
the frontstretch to the line.

------------------------------------------------------------------------------

Mankato
Location: Mankato, Conneticut
Distance: 0.633 Miles
Track Type: Short Track
Banking in Turns: 14*
Website: N/A

  Strategy:
  ---------
Mankato is another short track that can be a bit of a fun track to race at as
well.  when you race out of turn 4 you want to be at around 112 heading onto
the frontstretch.  As you race down the frontstretch you want to drift up by
the wall and should be able to reach at around 126 before heading through
turns 1 - 2.  When you race through turns 1 - 2 you want to be at around 110 -
112 going through the turns onto the backstretch.  As you race down the
backstretch you want to do the same as on the frontstretch drift up by the
wall.  You want to reach at around 126 before heading through turns 3 - 4.  As
you race through turns 3 - 4 you want to be at around 110 - 112 and back onto
the frontstretch.

------------------------------------------------------------------------------

Martinsville
Location: Martinsville, Virginia       Front Stretch: 800 ft.
Distance: .526 miles                   Back Stretch: 800 ft.
Track Type: Short Track                Website: www.martinsvillespeedway.com
Banking in Turns: 12*

  Strategy:
  ---------
When racing at Martinsville you don't want to wait til around the last minute
to brake but you want to brake at a certain point of the track so you can go
about getting through the turns with ease.  As you come out of turn 4 you
should be around 80 - 84 MPH as you exit turn 4 onto the frontstretch to the
start/finish line.  Since both stretches are only 800 ft. you won't have much
time before you will have to brake again for turns 1 - 2.  Use the paint on
the walls to help you know when to brake for the entering of the turns.
For example where it has NASCAR Racing Cup Series ends to start braking for
turns 1 - 2.  Before you start to brake you should be able to reach around
108 MPH and once you get to the end of where it has NASCAR Racing Cup series
to brake for turns 1 - 2 to around 74 - 80 MPH through turns 1 - 2.

As you exit off of turn 2 going down the backstretch, but you'll have to do
like you done on the front stretch.  The only problem is that you'll have to
use a different paint on the wall as a marker to slow down for turns 3 - 4.
Just like on the frontstretch you should be able to reach around 105 - 108
MPH, before going into turns 3 - 4.  Look for part of the concrete wall in
black and use the end of that as a marker to slow down for turns 3 - 4.  Like
in turns 1 - 2 slow down to around 74 - 80 MPH but should be able to gain a
bit of speed as you exit out of turn 4 down the frontstretch again.

------------------------------------------------------------------------------

New Hampshire
Location: Loudon, New Hampshire        Front Stretch: 1,500 ft.
Distance: 1.058 miles                  Back Stretch: 1,500 ft.
Track Type: Speedway                   Website: www.nhis.com
Banking in Turns: 12*
Banking on Straights: 2*

  Strategy:
  ---------
New Hampshire is a track that is similar to Martinsville but the only thing
that makes this track different from Martinsville is that this track is paved
while Martinsville is paved with concrete.  With the relatively long
straights at this track you don't want to get a blown engine before entering
the turns because nobody likes getting a blown engine that can result in a
DNF.  As you come out of turn 4 you want to be around 110 - 115 as you come
out of turn 4 onto the frontstretch to the line.  Before you head into turns
1 - 2 you should be able to reach around 140 MPH before heading through turns
1 - 2.  As you slow down to take turns 1 - 2 you want to slow down to around
114 - 118 MPH but the 113 - 117 MPH from turn 1 to turn 2 but get back on the
gas around the middle to exit of turn 2.  Now you are going down the
backstretch which you want to slide up by the wall going down the backstretch
heading to turns 3 - 4.  Just like the frontstretch you should be able to
reach around 136 - 140 MPH before heading into turns 3 - 4.  As you approach
turns 3 - 4 you want to slow down to around 114 - 118 MPH but you'll want to
do the same as mentioned on how to take turns 1 - 2 as you go through the
turns back onto the frontstretch onto the frontstretch again.

------------------------------------------------------------------------------

Richmond
Location: Richmond, Virginia           Front Stretch: 1,290 ft.
Distance: .750 miles                   Back Stretch: 860 ft.
Track Type: Short Track                Website: www.richmondracewaycomplex.com
Banking in Turns: 14*
Banking on Front Stretch: 8*
Banking on Back Stretch: 2*

  Strategy:
  ---------
Richmond International Raceway is a fast short track that can be a fun place
to race at besides Bristol Motor Speedway.  As you race off of turn 4 you
should exit turn 4 at around 105 - 108 MPH heading down the frontstretch
heading towards the line.  You may have to brake around a 100 ft. before
heading into turns 1 - 2.  Before heading into turns 1 - 2 you will reach
around 131 MPH before you head through turns 1 - 2.  As you slow down to go
through turns 1 - 2 you want to slow down to around 102 - 106 MPH as you go
through turns 1 - 2, then onto the backstretch sliding as close to the wall
as possible.  As you head down the backstretch you should be able to reach
around 128 MPH before heading into turns 3 - 4.  You want to brake around a
100 ft. before the yellow line at the beginning of turn 3 to around 102 - 106
MPH as you head back to the line for a lap around RIR.

------------------------------------------------------------------------------

Welch Valley
Location: Welch Valley, New York
Distance:
Track Type: Road Course
Banking in Turns: Various
Website: N/A

  Strategy:
  ---------
Welch Valley is the only road course on the Modified schedule.  This is one
unique road course and can be a bit of a challenge for some people.  As you
race out of turn 8 you want to be at around 108 heading onto the
frontstretch.  As you race through turn 1 you want to slow down to at around
93 - 95 going through turn 1.  As you exit turn 1 you should be able to reach
at around 120 - 125 before going through turn 2.  When you race through turn
2 you want to be at around 115 through the turn.  As you race out of turn 2
you should be able to reach at around 100 - 105 before heading through turn
3.  When you go through turn 3 you want to slow downt about 90 - 95 going
through turn 3.  As you set up to take on turn 4 you want to be at around
96 - 100 before having to go through turn 5.  When you race through turn 5 at
around 91 with turn 6 not that long after turn 5.  As you go through turn 6
you want to be at around 83 - 85 going through turn 6.  Then you wil have
turn 7 a little after turn 6 but it's a little longer then you think.  As
you race through turn 7 you want to be at around 86 - 90 going through turn
7.  Be careful turn 8 [and the last] is not long after 7, so as you approach
the last turn at Welch Valley you want to take the turn at around 100 - 105.


                     o-------------------------------------o
                     | Part Three: NASCAR Craftsman Trucks |
                     |             [NDTD 4.3]              |
                     o-------------------------------------o

California
Location: Fontana Cali.                Banking on Back Straight: 3*
Distance: 2.0 miles                    Front Straight: 3,100 ft.
Track Type: Oval                       Back Straight: 2,500 ft.
Banking in Turns: 14*                  Website: www.californiaspeedway.com
Banking on Front Straight: 11*

  Strategy:
  ---------
California is a track with not very much banking which allows for long green
flag racing.  As you exit out of turn 4 you should be around 165 - 167 MPH as
you head towards the start/finish line.  As you race down the frontstretch
you can be able to reach around 180 MPH before entering turns 1 - 2.  When
you start to brake into turns 1 - 2 you should be around 165 - 167 MPH, then
as you exit turn 2 be sure to race up near the wall as you head down the
backstretch.  You will reach to around 179 MPH before braking for turns 3 -
4, and when you enter turns 3 - 4 drop your speed to around 166 - 167 MPH.
As you exit turn 4 you should be around 175 MPH and gaining as you exit turn
4 racing to the start/finish line.

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Darlington
Location: Darlington, South Carolina   Front Stretch: 1,229 ft.
Distance: 1.366 miles                  Back Stretch: 1,229 ft.
Track Type: Superspeedway              Website: www.darlingtonraceway.com
Banking in Turns: 25*
Banking on Straights: 2*

  Strategy:
  ---------
Alright let's get to the strategy of how to get around this legendary track.
When you exit turn 4 heading onto the frontstretch you want to be around 140
- 142 MPH heading towards the start/finish line.  When you head down the
fronstretch to turns 1 - 2 of a speed around 163 MPH before entering turns 1
- 2.  As you go through turns 1 - 2 slow down to around 143 - 146 MPH by the
time you exit out of turn 2.  As you race down the backstretch be up by the
wall but be sure not to try getting your Darlington stripe.  Before you head
in turns 3 - 4 you should be able to get a speed of around 169 MPH.  As you
brake to go through turns 3 - 4 slow down to around 140 - 143 MPH as you come
out of turn 4 to the start/finish line.

------------------------------------------------------------------------------

Daytona
Location: Daytona Beach, Florida       Front Straight: 3,800 ft.
Distance: 2.5 miles                    Back Straight: 3,400 ft.
Track Type: Superspeedway              Website: www.daytonaintlspeedway.com
Banking in Turns: 31*
Banking on Tri-Oval: 18*
Banking on Straight: 3*

  Strategy:
  ---------
Let's get on with on how to get around the Daytona International Speedway.
As you come out of turn 4 you want to be around 181 MPH as you go onto the
frontstretch towards the start/finish line.  As you head down the
frontstretch you should be able to reach around 185 MPH before going into
turns 1 - 2.  At Daytona you don't need to brake going through the turns at a
track like this.  All you want to do is be down by the yellow line as you go
through turns 1 - 2 at around 182 - 183 MPH through the turns.  As you exit
turn 2 you want to be up by the wall as you go down the backstretch reaching
a speed to around 188 MPH before going in turns 1 - 2.  You want to go
through turns 3 - 4 like you did when you went through turns 1 - 2 at around
183 MPH.  Once you exit turn 4 you should be around 185 by the exit of the
turn heading to the start/finish line.

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Dover Downs
Location: Dover, Delaware              Front Stretch: 1,076 ft.
Distance: 1.0 miles                    Back Stretch: 1,076 ft.
Banking in Turns: 24*                  Website: www.doverdowns.com
Banking on Straights: 9*

  Strategy:
  ---------
Alright let's get to how to get around the track known as "The Monster Mile"
Dover Downs.  As you race coming out of turn 4 you want to be around 140 -
142 MPH as you come off onto the frontstretch.  As you go down the
frontstretch you will reach around 159 MPH before you brake to enter turns 1 -
2.  When you slow down to go through turns 1 - 2 brake to around 140 - 143 MPH
to get through turns 1 - 2.  As you exit turn 2 slide safely up by the wall
as you go down the backstretch.  You will reach around 160 MPH before
entering turns 3 - 4, and when you go through turns 3 - 4 slow down to around
140 - 143 as you go through turns 3 - 4, be sure on the exit of turn 4 to get
on the gas and hit it.

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Homestead-Miami
Location: Homestead, Florida           Front Stretch: 1,760 ft.
Distance: 1.5 miles                    Back Stretch: 1,760 ft.
Banking in Turns: 6*                   Website: www.homesteadmiamispeedway.com
Banking on Front Straight: 2*

  Strategy:
  ---------
As you come out of turn 4 you want to be around 146 - 148 MPH as you set up to
go down the frontstretch.  Before heading into turns 1 - 2 you should be able
to get up to around 166 MPH and as you head through turns 1 - 2 you want to be
around 146 - 148 MPH.  As you exit turn 2 at 145 or better heading down the
backstretch you should be able to reach 166 MPH just like when you were on the
frontstretch before entering turns 3 - 4.  You want to take turns 3 - 4 like
turns 1 - 2 around 146 - 148 MPH, and then back onto the fronstretch.

------------------------------------------------------------------------------

Kansas
Location: Kansas City, Kansas          Banking on Front Stretch: 10*
Distance: 1.5 miles                    Banking on Back Stetch: 5*
Track Type: Speedway                   Website: www.kasasspeedway.com
Banking in Turns: 15*

  Strategy:
  ---------
Kansas is a 1.5 mile tri oval speedway that is similar to Chicago but you
probably won't be able to go through the turns like you can at Chicago.  As
you race out of turn 4 you will want to be around 144 - 146 MPH as you go
down the frontstretch to the start/finish line.  You will reach around 166
MPH before entering turns 1 - 2 and as you go through turns 1 - 2 you want to
be around 145 - 146 MPH.  As you exit out of turn 2 you want to race up by
the wall, as you go down the backstretch.  You should be able to reach up to
around 166 MPH before entering turns 3 - 4.  When you go through turns 3 - 4
you want to be around 145 - 146 MPH through those turns because if you go
around 148 - 150 MPH you will most likely hit the wall before you exit turn 4.

------------------------------------------------------------------------------

Las Vegas
Location: Las Vegas, Nevada            Front Stretch: 2,275 ft.
Distance: 1.5 miles                    Back Stretch: 1,572 ft.
Track Type: Speedway                   Website: www.lvms.com
Banking in Turns: 12*
Banking on Front Stretch: 8*
Banking on Back Stretch: 5*

  Strategy:
  ---------
Like I said this is a flat 1.5 mile track that may be a bit tricky getting
good lap times at but it's knowing how to get good speed through the flat
turns.  As you come out of turn 4 you want to be around 138 - 140 MPH as you
go down the frontstretch to the line.  As you go down the frontstretch you
should be able to reach around 167 MPH before heading into turns 1 - 2.  When
you get ready to go through turns 1 - 2 you want to slow down to around 141 -
144 MPH to get onto the backstretch.  As you get on the backstretch get by
the wall as you go towards turns 3 - 4.  You should be able to reach around
165 MPH before you head into turns 3 - 4 but when you brake to go through
turns 3 - 4 slow down to around 141 - 144 MPH going through turns 3 - 4 as
you head back onto the frontstretch heading to the line.

------------------------------------------------------------------------------

Martinsville
Location: Martinsville, Virginia       Front Stretch: 800 ft.
Distance: .526 miles                   Back Stretch: 800 ft.
Track Type: Short Track                Website: www.martinsvillespeedway.com
Banking in Turns: 12*

  Strategy:
  ---------
When racing at Martinsville you don't want to wait til around the last minute
to brake but you want to brake at a certain point of the track so you can go
about getting through the turns with ease.  As you come out of turn 4 you
should be around 70 - 75 MPH as you exit turn 4 onto the frontstretch to the
start/finish line.  Since both stretches are only 800 ft. You won't have much
time before you will have to brake again for turns 1 - 2.  Use the paint on
the walls to help you know when to brake for the entering of the turns.
For example where it has NASCAR Racing Cup Series ends to start braking for
turns 1 - 2.  Before you start to brake you should be able to reach around
116 MPH and once you get to the end of where it has NASCAR Racing Cup series
to brake for turns 1 - 2 to around 67 - 75 MPH through turns 1 - 2.

As you exit off of turn 2 going down the backstretch, but you'll have to do
like you done on the front stretch.  The only problem is that you'll have to
use a different paint on the wall as a marker to slow down for turns 3 - 4.
Just like on the frontstretch you should be able to reach around 114 - 116
MPH, before going into turns 3 - 4.  Look for part of the concrete wall in
black and use the end of that as a marker to slow down for turns 3 - 4.  Like
in turns 1 - 2 slow down to around 67 - 75 MPH but should be able to gain a
bit of speed as you exit out of turn 4 down the frontstretch again.

------------------------------------------------------------------------------

Michigan
Location: Brooklyn, Michigan           Front Stretch: 3,600 ft.
Distance: 2.0 miles                    Back Stretch: 2,242 ft.
Track Type: Speedway                   Website: www.mispeedway.com
Banking in Turns: 18*
Banking on Front Stretch: 12*
Banking on Back Stretch: 5*

  Strategy:
  ---------
Michigan International Speedway isn't a hard track to get the hang of because
with the 18* in the turns it can produce some exciting and/or fast laps at
this 2.0 mile track.  As you race out of turn 4 you want to be around 165 -
168 MPH as you head onto the frontstretch to the start/finish line.  Before
heading into turns 1 - 2 you should be able to reach around 180 MPH but as
you get ready into head into turns 1 - 2 you want to slow down to around
168 - 172 MPH through turns 1 - 2 going onto the backstretch.  When you head
down the backstretch sling up near the wall but before you enter turns 3 - 4
you should reach around 180 MPH before heading into turns 3 - 4.  As you go
through turns 3 - 4 slow down to around 168 - 170 MPH going through turns 3 -
4 as you head back to the start/finish line.

------------------------------------------------------------------------------

New Hampshire
Location: Loudon, New Hampshire        Front Stretch: 1,500 ft.
Distance: 1.058 miles                  Back Stretch: 1,500 ft.
Track Type: Speedway                   Website: www.nhis.com
Banking in Turns: 12*
Banking on Straights: 2*

  Strategy:
  ---------
New Hampshire is a track that is similar to Martinsville but the only thing
that makes this track different from Martinsville is that this track is paved
while Martinsville is paved with concrete.  With the relatively long
straights at this track you don't want to get a blown engine before entering
the turns because nobody likes getting a blown engine that can result in a
DNF.  As you come out of turn 4 you want to be around 110 - 115 as you come
out of turn 4 onto the frontstretch to the line.  Before you head into turns
1 - 2 you should be able to reach around 149 MPH before heading through turns
1 - 2.  As you slow down to take turns 1 - 2 you want to slow down to around
106 - 112 MPH but the 102 - 105 MPH from turn 1 to turn 2 but get back on the
gas around the middle to exit of turn 2.  Now you are going down the
backstretch which you want to slide up by the wall going down the backstretch
heading to turns 3 - 4.  Just like the frontstretch you should be able to
reach around 145 - 148 MPH before heading into turns 3 - 4.  As you approach
turns 3 - 4 you want to slow down to around 106 - 112 MPH but you'll want to
do the same as mentioned on how to take turns 1 - 2 as you go through the
turns back onto the frontstretch onto the frontstretch again.

------------------------------------------------------------------------------

Phoenix
Location: Avondale, Arizona            Front Stretch: 1,179 ft.
Distance: 1.0 miles                    Back Stretch: 1,551 ft.
Track Type: Short Track                Website: www.phoenixintlspeedway.com
Banking in Turns 1&2: 11*
Banking in Turns 3&4: 9*
Banking on Straights: 0*

  Strategy:
  ---------
Since this track is a little tricky particularly that you can get around this
track fast except that you'll have to be careful getting out of the turns
such as turn 2.  As you race out of turn 4 you want to be around 120 - 125
MPH heading onto the frontstretch towards the line.  Before slowing down for
turns 1 - 2 you should be able to reach around 146 MPH before entering turns
1 - 2.  As you brake to go through turns 1 - 2 you want to slow down to around
105 - 107 MPH as you reach the backstretch up by the wall.  As you go down
the backstretch you will reach a speed of around 141 MPH before heading into
turns 3 - 4.  As you get ready to brake to enter turns 3 - 4 you want to slow
down to around 112 - 127 MPH as you go through the turns as you head back
onto the fronstretch towards the line.

------------------------------------------------------------------------------

Richmond
Location: Richmond, Virginia           Front Stretch: 1,290 ft.
Distance: .750 miles                   Back Stretch: 860 ft.
Track Type: Short Track                Website: www.richmondracewaycomplex.com
Banking in Turns: 14*
Banking on Front Stretch: 8*
Banking on Back Stretch: 2*

  Strategy:
  ---------
Richmond International Raceway is a fast short track that can be a fun place
to race at besides Bristol Motor Speedway.  As you race off of turn 4 you
should exit turn 4 at around 98 - 106 MPH heading down the frontstretch
heading towards the line.  You may have to brake around a 100 ft. before
heading into turns 1 - 2.  Before heading into turns 1 - 2 you will reach
around 133 MPH before you head through turns 1 - 2.  As you slow down to go
through turns 1 - 2 you want to slow down to around 98 - 106 MPH as you go
through turns 1 - 2, then onto the backstretch sliding as close to the wall
as possible.  As you head down the backstretch you should be able to reach
around 133 MPH before heading into turns 3 - 4.  You want to brake around a
100 ft. before the yellow line at the beginning of turn 3 to around 96 - 106
MPH as you head back to the line for a lap around RIR.

------------------------------------------------------------------------------

Texas
Location: Fort Worth, Texas            Banking on Straights: 5*
Distance: 1.5 miles                    Front Stretch: 2,250 ft.
Track Type: Speedway                   Back Stretch: 1,330 ft.
Banking in Turns 1&2: 24*              Website: www.texasmotorspeedway.com
Banking in Turns 3&4: 8*

  Strategy:
  ---------
Racing at the Texas Motor Speedway can be quite fast to race at, but you
don't want to carry too much speed through the turns unless you want to hit
the wall.  As you come out of Turn 4 you want to be around 168 MPH, as you
head towards the start/finish line.  You will reach around 176 MPH before
heading into Turn 1, but when you go through turns 1 - 2 at around 168 - 172
MPH through the turns.  As you exit out of turn 2 you should be able to reach
to around 177 MPH before entering Turn 3.  When you approach Turns 3 - 4,
you want to do the same as you did in Turns 1 - 2 but you may want to slow
down a bit to around 168 - 170 MPH as you go through turns 3 - 4.  As you
exit turn 4 you want to be smooth on the exit of the turn as you head to the
start/finish line.


                             o-----------------------o
                             | Part Four: NASCAR Cup |
                             |      [NDTD 4.4]       |
                             o-----------------------o

Atlanta
Location: Hampton, GA                  Banking on Straightaways: 5*
Distance: 1.54 miles                   Back Stretch: 1,320 ft.
Track Type: Speedway                   Banking in Turns: 24*
Front Stretch: 1,415 ft.               Website: www.atlantamotorspeedway.com

  Strategy:
  ---------
As you come out of turn 4 you should be around 174 - 176 MPH as you exit the
turn towards the start/finish line.  As you go down the frontstretch you
should be able to reach around 193 - 195 MPH before entering turns 1 - 2.
When you go through turns 1 - 2 be sure to let off the gas before enter in
the turns to around and keep your speed steady to around 174 - 176 MPH through
the turns.  As you exit turn 2 you want to get near the wall but not real
close to where you end up scraping the wall and whatnot.  Before you enter
turns 3 - 4 your speed should reach to around 192 MPH before entering those
turns.  Just like you did in turns 1 - 2 let off the brake a bit until you
get down to around 174 - 176 MPH but a tip that I can give is to keep it
steady on the brake not just through turns 3 - 4 but as well as turns 1 - 2.

------------------------------------------------------------------------------

Bristol
Location: Bristol, Tennessee           Front Straight: 650 ft.
Distance: .533 miles                   Back Straight: 650 ft.
Track Type: Short Track                Website: www.bristolmotorspeedway.com
Banking in Turns: 36*
Banking on Straightaways: 16*

  Strategy:
  ---------
Let's get to the point to how to get around this short but fast race track.
As you race out of turn 4 you want to be around 115 - 119 if you manage to
get out of turn 4 at those speeds.  As you go down the frontstretch across
the start/finish line and before you enter turns 1 - 2 you might be able to
reach to around 140 - 142 maybe a few MPH under that.  As you brake to enter
the turns 1 - 2 slow down to around 115 - 119 MPH.  As you exit turn 2 to
head down the backstretch just like any other track be sure not to hit the
wall or you'll loose speed.  As you go down the backstretch you should get to
around 140 MPH before braking for turns 3 - 4.  When you go through turns 3 -
4, you want to be around 115 - 119 through the turns.  As you exit turn 4 do
the same as you did on the backstretch but this time to the start/finish line.

------------------------------------------------------------------------------

California
Location: Fontana, California          Banking on Back Straight: 3*
Distance: 2.0 miles                    Front Straight: 3,100 ft.
Track Type: Oval                       Back Straight: 2,500 ft.
Banking in Turns: 14*                  Website: www.californiaspeedway.com
Banking on Front Straight: 11*

  Strategy:
  ---------
California is a track with not very much banking which allows for long green
flag racing.  As you exit out of turn 4 you should be around 169 - 171 MPH as
you head towards the start/finish line.  As you race down the frontstretch
you can be able to reach around 200 MPH before entering turns 1 - 2.  When
you start to brake into turns 1 - 2 you should be around 168 - 173 MPH, then
as you exit turn 2 be sure to race up near the wall as you head down the
backstretch.  You will reach to around 199 MPH before braking for turns 3 -
4, and when you enter turns 3 - 4 drop your speed to around 168 - 172 MPH.
As you exit turn 4 you should be around 175 MPH and gaining as you exit turn
4 racing to the start/finish line.

------------------------------------------------------------------------------

Darlington
Location: Darlington, South Carolina   Front Stretch: 1,229 ft.
Distance: 1.366 miles                  Back Stretch: 1,229 ft.
Track Type: Superspeedway              Website: www.darlingtonraceway.com
Banking in Turns: 25*
Banking on Straights: 2*

  Strategy:
  ---------
Alright let's get to the strategy of how to get around this legendary track.
When you exit turn 4 heading onto the frontstretch you want to be around 143
- 145 MPH heading towards the start/finish line.  When you head down the
fronstretch to turns 1 - 2 of a speed around 177 MPH before entering turns 1
- 2.  As you go through turns 1 - 2 slow down to around 145 - 160 MPH by the
time you exit out of turn 2.  As you race down the backstretch be up by the
wall but be sure not to try getting your Darlington stripe.  Before you head
in turns 3 - 4 you should be able to get a speed of around 180 MPH.  As you
brake to go through turns 3 - 4 slow down to around 132 - 142 MPH as you come
out of turn 4 to the start/finish line.

------------------------------------------------------------------------------

Daytona
Location: Daytona Beach, Florida       Front Straight: 3,800 ft.
Distance: 2.5 miles                    Back Straight: 3,400 ft.
Track Type: Superspeedway              Website: www.daytonaintlspeedway.com
Banking in Turns: 31*
Banking on Tri-Oval: 18*
Banking on Straight: 3*

  Strategy:
  ---------
Let's get on with on how to get around the Daytona International Speedway.
As you come out of turn 4 you want to be around 182 MPH as you go onto the
frontstretch towards the start/finish line.  As you head down the
frontstretch you should be able to reach around 197 MPH before going into
turns 1 - 2.  At Daytona you don't need to brake going through the turns at a
track like this.  All you want to do is be down by the yellow line as you go
through turns 1 - 2 at around 187 - 190 MPH through the turns.  As you exit
turn 2 you want to be up by the wall as you go down the backstretch reaching
a speed to around 196 MPH before going in turns 1 - 2.  You want to go
through turns 3 - 4 like you did when you went through turns 1 - 2 at around
196 MPH.  Once you exit turn 4 you should be around 188 by the exit of the
turn heading to the start/finish line.

------------------------------------------------------------------------------

Dover Downs
Location: Dover, Delaware              Front Stretch: 1,076 ft.
Distance: 1.0 miles                    Back Stretch: 1,076 ft.
Banking in Turns: 24*                  Website: www.doverdowns.com
Banking on Straights: 9*

  Strategy:
  ---------
Alright let's get to how to get around the track known as "The Monster Mile"
Dover Downs.  As you race coming out of turn 4 you want to be around 145 -
146 MPH as you come off onto the frontstretch.  As you go down the
frontstretch you will reach around 170 MPH before you brake to enter turns 1 -
2.  When you slow down to go through turns 1 - 2 brake to around 144 - 147 MPH
to get through turns 1 - 2.  As you exit turn 2 slide safely up by the wall
as you go down the backstretch.  You will reach around 170 MPH before
entering turns 3 - 4, and when you go through turns 3 - 4 slow down to around
144 - 147 as you go through turns 3 - 4, be sure on the exit of turn 4 to get
on the gas and hit it.

------------------------------------------------------------------------------

Homestead-Miami
Location: Homestead, Florida           Front Stretch: 1,760 ft.
Distance: 1.5 miles                    Back Stretch: 1,760 ft.
Banking in Turns: 6*                   Website: www.homesteadmiamispeedway.com
Banking on Front Straight: 2*

  Strategy:
  ---------
As you come out of turn 4 you want to be around 146 - 147 MPH as you set up to
go down the frontstretch.  Before heading into turns 1 - 2 you should be able
to get up to around 180 MPH and as you head through turns 1 - 2 you want to be
around 146 - 148 MPH.  As you exit turn 2 at 145 or better heading down the
backstretch you should be able to reach 180 MPH just like when you were on the
frontstretch before entering turns 3 - 4.  You want to take turns 3 - 4 like
turns 1 - 2 around 146 - 148 MPH, and then back onto the fronstretch.

------------------------------------------------------------------------------

Infineon
Location: Sonama, California
Distance: 2.0 miles
Track Type: Road Course
Website: www.infineonraceway.com

  Strategy:
  ---------
When you race at this track you want to have good acceleration because that
is one of the keys to doing well at a track like Infineon Raceway.  As you
come out of turn 10 you want to be around 30 - 63 MPH going through the
hairpin hugging the turn but not too  much because you don't want to hit the
tires, as you head to the start/finish line.  As you cross the line there'll
be a small turn to the left [turn 1] around 121 MPH as you approach turn 2
you want to be around 88 - 91 MPH going through turn 2.  Turn 3 isn't that
far off because you'll have to slow down to around 40 - 45 MPH going through
turn 3 then onto a small stretch to turn 4.  Turn 4 slow down to around 88 -
90 MPH and turn 4 isn't far off from turn 5.  To take turn 5 well slow down
to around 54 - 59 MPH as you go down another stretch to turn 6.  Before you
approach turn 6 you want to start slowing down just a few feet before
entering turn 6 and go through the turn at least 68 - 71 MPH while the next
turn, turn 7 will come quickly.

This is one of the tight turns at this 1.949 mile road course in which you
have to slow down to around 45 - 53 MPH to go through this turn.  Next you'll
have to take on the ESSES at around 80 - 102 MPH through those set of turns,
before taking on turn 8.  As you approach turn 8 you want to slow down to
around 135 MPH going through the turn and then have to set up for turn 9 at
around 94 - 96 MPH.  After you get through turn 9 you will now have to get
set up for turn 10 [last turn] which is a hairpin.  You will have to slow
down just a few feet before pit road, to around 30 - 63 MPH as you go through
turn 10.  Once you have gone through the last turn now it's time to head back
to the start/finish line.

------------------------------------------------------------------------------

Kansas
Location: Kansas City, Kansas          Banking on Front Stretch: 10*
Distance: 1.5 miles                    Banking on Back Stetch: 5*
Track Type: Speedway                   Website: www.kasasspeedway.com
Banking in Turns: 15*

  Strategy:
  ---------
Kansas is a 1.5 mile tri oval speedway that is similar to Chicago but you
probably won't be able to go through the turns like you can at Chicago.  As
you race out of turn 4 you will want to be around 148 - 150 MPH as you go
down the frontstretch to the start/finish line.  You will reach around 182
MPH before entering turns 1 - 2 and as you go through turns 1 - 2 you want to
be around 148 - 150 MPH.  As you exit out of turn 2 you want to race up by
the wall, as you go down the backstretch.  You should be able to reach up to
around 179 MPH before entering turns 3 - 4.  When you go through turns 3 - 4
you want to be around 163 - 170 MPH through those turns because if you go
around 146 - 148 MPH you will most likely hit the wall before you exit turn 4.

------------------------------------------------------------------------------

Las Vegas
Location: Las Vegas, Nevada            Front Stretch: 2,275 ft.
Distance: 1.5 miles                    Back Stretch: 1,572 ft.
Track Type: Speedway                   Website: www.lvms.com
Banking in Turns: 12*
Banking on Front Stretch: 8*
Banking on Back Stretch: 5*

  Strategy:
  ---------
Like I said this is a flat 1.5 mile track that may be a bit tricky getting
good lap times at but it's knowing how to get good speed through the flat
turns.  As you come out of turn 4 you want to be around 145 - 148 MPH as you
go down the frontstretch to the line.  As you go down the frontstretch you
should be able to reach around 182 MPH before heading into turns 1 - 2.  When
you get ready to go through turns 1 - 2 you want to slow down to around 145 -
148 MPH to get onto the backstretch.  As you get on the backstretch get by
the wall as you go towards turns 3 - 4.  You should be able to reach around
179 MPH before you head into turns 3 - 4 but when you brake to go through
turns 3 - 4 slow down to around 145 - 148 MPH going through turns 3 - 4 as
you head back onto the frontstretch heading to the line.

------------------------------------------------------------------------------

Lowe's (Charlotte)
Location: Concord, North Carolina      Front Stretch: 1,952 ft.
Distance: 1.5 miles                    Back Stretch: 1,360 ft.
Track Type: Speedway                   Website: www.lowesmotorspeedway.com
Banking in Turns: 24*
Banking on Front Stretch: 5*

  Strategy:
  --------
A lap at Lowe's Motor Speedway can be fast around this 1.5 mile D-shaped
oval.  As you head out of turn 4 be careful that you don't let the car get
loose coming out of the turn.  You want to exit turn 4 at around 170 - 172
MPH heading down the frontstretch towards the start/finish line.  You may be
able to reach around 188 - 190 MPH before heading into turns 1 - 2 and as you
do brake to around 168 - 170 through turns 1 - 2 as you go onto the
backstretch.  As you race down the backstretch you should be able to reach
around 190 - 192 MPH before you go through turns 3 - 4, and as you brake to
go through turns 3 - 4 slow down to around 170 - 172 MPH but like I said for
exiting turn 4 be sure not to get loose coming out of the turn because you
really don't want that to happen.

------------------------------------------------------------------------------

Martinsville
Location: Martinsville, Virginia       Front Stretch: 800 ft.
Distance: .526 miles                   Back Stretch: 800 ft.
Track Type: Short Track                Website: www.martinsvillespeedway.com
Banking in Turns: 12*

  Strategy:
  ---------
When racing at Martinsville you don't want to wait til around the last minute
to brake but you want to brake at a certain point of the track so you can go
about getting through the turns with ease.  As you come out of turn 4 you
should be around 75 - 80 MPH as you exit turn 4 onto the frontstretch to the
start/finish line.  Since both stretches are only 800 ft. you won't have much
time before you will have to brake again for turns 1 - 2.  Use the paint on
the walls to help you know when to brake for the entering of the turns.
For example where it has NASCAR Racing Cup Series ends to start braking for
turns 1 - 2.  Before you start to brake you should be able to reach around
121 MPH and once you get to the end of where it has NASCAR Racing Cup series
to brake for turns 1 - 2 to around 68 - 76 MPH through turns 1 - 2.

As you exit off of turn 2 going down the backstretch, but you'll have to do
like you done on the front stretch.  The only problem is that you'll have to
use a different paint on the wall as a marker to slow down for turns 3 - 4.
Just like on the frontstretch you should be able to reach around 120 - 121
MPH, before going into turns 3 - 4.  Look for part of the concrete wall in
black and use the end of that as a marker to slow down for turns 3 - 4.  Like
in turns 1 - 2 slow down to around 68 - 76 MPH but should be able to gain a
bit of speed as you exit out of turn 4 down the frontstretch again.

------------------------------------------------------------------------------

Michigan
Location: Brooklyn, Michigan           Front Stretch: 3,600 ft.
Distance: 2.0 miles                    Back Stretch: 2,242 ft.
Track Type: Speedway                   Website: www.mispeedway.com
Banking in Turns: 18*
Banking on Front Stretch: 12*
Banking on Back Stretch: 5*

  Strategy:
  ---------
Michigan International Speedway isn't a hard track to get the hang of because
with the 18* in the turns it can produce some exciting and/or fast laps at
this 2.0 mile track.  As you race out of turn 4 you want to be around 172 -
176 MPH as you head onto the frontstretch to the start/finish line.  Before
heading into turns 1 - 2 you should be able to reach around 202 MPH but as
you get ready into head into turns 1 - 2 you want to slow down to around
177 - 180 MPH through turns 1 - 2 going onto the backstretch.  When you head
down the backstretch sling up near the wall but before you enter turns 3 - 4
you should reach around 201 MPH before heading into turns 3 - 4.  As you go
through turns 3 - 4 slow down to around 178 - 180 MPH going through turns 3 -
4 as you head back to the start/finish line.

------------------------------------------------------------------------------

New Hampshire
Location: Loudon, New Hampshire        Front Stretch: 1,500 ft.
Distance: 1.058 miles                  Back Stretch: 1,500 ft.
Track Type: Speedway                   Website: www.nhis.com
Banking in Turns: 12*
Banking on Straights: 2*

  Strategy:
  ---------
New Hampshire is a track that is similar to Martinsville but the only thing
that makes this track different from Martinsville is that this track is paved
while Martinsville is paved with concrete.  With the relatively long
straights at this track you don't want to get a blown engine before entering
the turns because nobody likes getting a blown engine that can result in a
DNF.  As you come out of turn 4 you want to be around 110 - 116 as you come
out of turn 4 onto the frontstretch to the line.  Before you head into turns
1 - 2 you should be able to reach around 158 MPH before heading through turns
1 - 2.  As you slow down to take turns 1 - 2 you want to slow down to around
108 - 114 MPH but the 105 - 107 MPH from turn 1 to turn 2 but get back on the
gas around the middle to exit of turn 2.  Now you are going down the
backstretch which you want to slide up by the wall going down the backstretch
heading to turns 3 - 4.  Just like the frontstretch you should be able to
reach around 155 - 158 MPH before heading into turns 3 - 4.  As you approach
turns 3 - 4 you want to slow down to around 108 - 116 MPH but you'll want to
do the same as mentioned on how to take turns 1 - 2 as you go through the
turns back onto the frontstretch onto the frontstretch again.

------------------------------------------------------------------------------

North Carolina
Location: Rockingham, North Carolina   Front Stretch: 1,300 ft.
Distance: 1.018 miles                  Back Stretch: 1,367 ft.
Track Type: Short Track                Website: www.northcarolinaspeedway.com
Banking in Turns 1&2: 22*
Banking in Turns 3&4: 25*
Banking on Straights: 8*

  Strategy:
  ---------
Since this track is a little tricky particularly that you can get around this
track fast except that you'll have to be careful getting out of the turns
such as turn 2.  As you race out of turn 4 you want to be around 132 - 136
MPH heading onto the frontstretch towards the line.  Before slowing down for
turns 1 - 2 you should be able to reach around 170 MPH before entering turns
1 - 2.  As you brake to go through turns 1 - 2 you want to slow down to around
130 - 136 MPH as you reach the backstretch up by the wall.  As you go down
the backstretch you will reach a speed of around 169 MPH before heading into
turns 3 - 4.  As you get ready to brake to enter turns 3 - 4 you want to slow
down to around 140 - 142 MPH as you go through the turns as you head back
onto the fronstretch towards the line.

------------------------------------------------------------------------------

Phoenix
Location: Avondale, Arizona            Front Stretch: 1,179 ft.
Distance: 1.0 miles                    Back Stretch: 1,551 ft.
Track Type: Short Track                Website: www.phoenixintlspeedway.com
Banking in Turns 1&2: 11*
Banking in Turns 3&4: 9*
Banking on Straights: 0*

  Strategy:
  ---------
Since this track is a little tricky particularly that you can get around this
track fast except that you'll have to be careful getting out of the turns
such as turn 2.  As you race out of turn 4 you want to be around 120 - 123
MPH heading onto the frontstretch towards the line.  Before slowing down for
turns 1 - 2 you should be able to reach around 154 MPH before entering turns
1 - 2.  As you brake to go through turns 1 - 2 you want to slow down to around
100 - 104 MPH as you reach the backstretch up by the wall.  As you go down
the backstretch you will reach a speed of around 153 MPH before heading into
turns 3 - 4.  As you get ready to brake to enter turns 3 - 4 you want to slow
down to around 118 - 120 MPH as you go through the turns as you head back
onto the fronstretch towards the line.

------------------------------------------------------------------------------

Richmond
Location: Richmond, Virginia           Front Stretch: 1,290 ft.
Distance: .750 miles                   Back Stretch: 860 ft.
Track Type: Short Track                Website: www.richmondracewaycomplex.com
Banking in Turns: 14*
Banking on Front Stretch: 8*
Banking on Back Stretch: 2*

  Strategy:
  ---------
Richmond International Raceway is a fast short track that can be a fun place
to race at besides Bristol Motor Speedway.  As you race off of turn 4 you
should exit turn 4 at around 107 - 110 MPH heading down the frontstretch
heading towards the line.  You may have to brake around a 100 ft. before
heading into turns 1 - 2.  Before heading into turns 1 - 2 you will reach
around 145 MPH before you head through turns 1 - 2.  As you slow down to go
through turns 1 - 2 you want to slow down to around 92 - 104 MPH as you go
through turns 1 - 2, then onto the backstretch sliding as close to the wall
as possible.  As you head down the backstretch you should be able to reach
around 138 MPH before heading into turns 3 - 4.  You want to brake around a
100 ft. before the yellow line at the beginning of turn 3 to around 92 - 104
MPH as you head back to the line for a lap around RIR.

------------------------------------------------------------------------------

Talladega
Location: Talladega, Alabama           Front Stretch: 4,300 ft.
Distance: 2.66 miles                   Back Stretch: 4,000 ft.
Track Type: Superspeedway              Website: www.talladegasuperspeedway.com
Banking in Turns 1 & 2: 33*
Banking on Front Stretch: 18*
Banking on Back Stretch: 2*

  Strategy:
  ---------
Talladega Superspeedway was built to be the fastest, most competitive
racetrack on the NASCAR curcuit.  This can be a fast track to get around and
let's get to on how to get around this 2.66 mile racetrack.  As you come out
of turn 4 you want to be around 187MPH as you head through the tri-oval and
to the start/finish line.  Before you head into turns 1 - 2 you should be
around 196MPH before heading in to turns 1 - 2.  As you race through turns 1 -
2 you want to be around 190 - 191MPH.  When you exit out of turn 2 you want to
drift up towards the wall heading down the backstretch.  Before you enter
turns 3 - 4 you should be able to reach around 198MPH before heading in turns
3 - 4.  When you race through turns 3 - 4 you want to be around 192 - 194MPH
while racing through turns 3 - 4, then head through the frontstretch and the
tri-oval then finally cross the start/finish line.  That's how you get around
Talladega Superspeedway.

------------------------------------------------------------------------------

Texas
Location: Fort Worth, Texas            Banking on Straights: 5*
Distance: 1.5 miles                    Front Stretch: 2,250 ft.
Track Type: Speedway                   Back Stretch: 1,330 ft.
Banking in Turns 1&2: 24*              Website: www.texasmotorspeedway.com
Banking in Turns 3&4: 8*

  Strategy:
  ---------
Racing at the Texas Motor Speedway can be quite fast to race at, but you
don't want to carry too much speed through the turns unless you want to hit
the wall.  As you come out of Turn 4 you want to be around 170 MPH, as you
head towards the start/finish line.  You will reach around 195 MPH before
heading into Turn 1, but when you go through turns 1 - 2 at around 175 - 177
MPH through the turns.  As you exit out of turn 2 you should be able to reach
to around 194 MPH before entering Turn 3.  When you approach Turns 3 - 4,
you want to do the same as you did in Turns 1 - 2 but you may want to slow
down a bit to around 173 - 175 MPH as you go through turns 3 - 4.  As you
exit turn 4 you want to be smooth on the exit of the turn as you head to the
start/finish line.

------------------------------------------------------------------------------

Watkins Glen
Location: Watkins Glen, New York
Distance: 2.454 miles
Track Type: Road Course
Website: www.theglen.com

 Strategy:
 ---------
Racing at Watkins Glen can be fun to race at because it isn't anything like
Infineon Raceway where there's like a turn almost every time after you make
one.  As you come out of turn 11, you want to be around 92 - 95 MPH as you
go onto the frontstretch to the start/finish line.  To be able to brake good
enough for turn 1 start to brake just a few feet before you see the
markers [3 2 1].  As you get ready for turn 1 you'll be able to reach to
around 156 MPH, and then you'll have to slow down to around 70 - 71 MPH to
take on turn 1.  After you have made it through turn 1, then you'll have to
get ready for turn 2 with turn 3 not long after that.  When you get ready to
go through turn 2 slow down to around 118 - 120 MPH going through turn 2,
but with turn 3 slow down to around 120 - 122 MPH [don't be suprised if you
have to slow down a bit more].  Then you have to get through turn 4 at around
146 - 150 by the exit out of turn 4 going down one of two stretches, on this
2.454 mile road course.

Now you have to get ready for the "Inner Loop" where turns 5, 6, 7, 8 are
located.  There will be markers in preparation to slow down for this "Inner
Loop" starting with 600 [representing 600 ft.].  Start slowing down just a bit
before the marker to around 86 - 89 MPH to take turns 5 - 6 with turns 7 - 8
not long after 5 - 6.  You want to try to go through turns 7 - 8 at around
96 - 100 MPH before entering turn 9.  To get through turn 9 good, keep your
speed around 101 MPH and when you exit turn 9 get on the brake to around 110
MPH on the exit on the second stretch of this road course.  You should be
able to reach around 95 MPH before entering turn 10, but when you get ready
for turn 10 start to slow down between the end of concrete wall and the 300
ft. marker.  When you do slow down to around 80 - 84 MPH going through turn
10 and onto a small stretch before turn 11.  As you get ready for turn 11
slow down to around 85 - 88 MPH through turn 11 to go to the start/finish
line again.



         --Strategies based on the default car set-ups for each
             individual tracks--


o----------------------------------------------------------------------------o
|                                  5. Drivers                                |
|                                   [NDTD 5]                                 |
o----------------------------------------------------------------------------o


                             o-------------------------o
                             | Part One: NASCAR Weekly |
                             |       [NDTD 5.1]        |
                             o-------------------------o


Driver               Car #       Sponsor
------               -----       -------
Alan Anderson         428        Jets Performance Parts
John Bean             463        Bemidji Tune
David Brandt          456        Crazy Edkins
Ainsley Campbell      482        Wakowski
Dan Diamond           471        Medici & Sons
Joe Fazioli           424        Enock Electric
Ted Finger            402        Peerless
Rick Reedman          486        Flat Rock
Jeff Fulton           450        Hastings Commnity Bank
Jost Ginter           408        4 Corners
Al Grimstead          444        CPD Credit Union
Peter Henlce          468        Cross Roads Tracking
Ralph Higgins         480        McCabe Auto Body
Mark Hunter           429        Dagget's Trucking
Matthew Kato          425        Sun Valley
Grant McBain          484        Baxter Construction
Sam Peterson          459        Alliance
John Rafter           442        Whiteman's
Erick Truet           434        Brwon Construction
Zach Zins             476        ABC Building Supply


                           o---------------------------o
                           | Part Two: NASCAR Modified |
                           |        [NDTD 5.2]         |
                           o---------------------------o


Driver               Car #       Sponsor
------               -----       -------
William Anderson      369        Blazing Steakhouse
Greg Brown            311        Valley Gasoline
John Bundy            399        Tiger Farm Equipment
David Canepa          324        River Valley
Daniel Casper         392        Sarah's Laugh Factory
Mike Hameseth         316        Live Wire
John Justin           302        Tri-Star
Mark Kamazawa         383        Jimmy F's
Jason Kausch          356        Canyon Home & Garden
Francis Lee           327        Freeway
Andy MacNamera        373        Justice Coffee
Clark Oakenfold       375        Eric Jones Towing
Jeff Ondich           313        Hammersmith
Luis Rivas            362        Rainbow
Hall Robb             382        Southern
Danny Seamon          377        Daly Kids
Phil Shields          386        Harris Pawn
Gray Soros            321        Legare
Jason Sullivan        342        Mankato Wheel & Tire
Joel York             331        Modern


                         o-----------------------------o
                         | Part Three: Craftsman Truck |
                         |         [NDTD 5.3]          |
                         o-----------------------------o


Driver           Truck #    Truck Make    Sponsor
------           ------     ----------    -------
Rich Bickle        16       Ford          N/A
Dick Blaha        235       Dodge         Shine's
Bob Brandt        241       Ford          Firecracker
Harrol Brundy     299       Ford          Gallop Inc.
Matt Crafton       88       Chevrolet     Menard's
Rick Crawford      14       Ford          Circle Bar
Aaron Deeming     282       Chevrolet     Amazon Juices
Bobby Dotter       08       Chevrolet     Conquer Terrorism
Henry Ferris      221       Chevrolet     Silverback Motor Oil
Brendan Gaughan    62       Dodge         NAPA Auto Parts
Keith Harvego     215       Chevrolet     Kar-Bon Professionals
Bobby Hamilton      4       Dodge         N/A
Chris Hoff        291       Chevrolet     Apollo
Pat Hurley        218       Chevrolet     Quany-X
Dan Inman         268       Chevrolet     Accu-Cut
Chris Lee         264       Dodge         Rocketz Sports Equipment
Bill Lester         8       Dodge         Dodge
Travis Krapvil     60       Ford          Cat Rental
Randy MacDonald    72       Chevrolet     Greenfiled Truck Center
Mitch Mellons     277       Dodge         Deeming Dentures
Mark Nilson       203       Ford          Jersey Pro
Lance Norich       90       Chevrolet     Express
Lee Philips       237       Chevorlet     RED ON Paint & Finish
Max Powers        229       Ford          Nayar
Alex Pragman      253       Chevrolet     TT Industry
Robert Pressley    18       Dodge         Dodge
Evan Rattner      205       Chevrolet     Indigo Frog
Michael Rattner   224       Ford          Torgue Tools
Justin Sands      275       Ford          MacConnel's Lumber
Andy Schneider    285       Ford          Bickle Bars
Dennis Setzer      46       Chevrolet     Acxiom
Ken Schrader       52       Dodge         Ferderated Parts
Tod Skarecky      296       Ford          Fast Finish
Jason Small        07       Chevrolet     Be Drug Free
Larry Tate        248       Dodge         Cross Bar House Building
Nick Vigier       258       Dodge         Tonga Toy Stores
Jon Wood           50       Ford          NAVY


                             o------------------------o
                             | Part Four: Winston Cup |
                             |       [NDTD 5.4]       |
                             o------------------------o


Driver               Car #    Car Make     Car Model      Sponsor
------               -----    --------     ---------      -------
John Andretti         43      Dodge        Intrepid       Cheerios
Casey Atwood           7      Dodge        Intrepid       Sirius Radio
Dave Blaney           77      Ford         Taurus         JASPER Engines
Jeff Burton           99      Ford         Taurus         CITGO
Ward Burton           22      Dodge        Intrepid       Caterpillar
Kurt Busch            97      Ford         Taurus         Rubbermaid
Dale Earnhardt Jr.     8      Chevrolet    Monte Carlo    Dale Earnhardt Jr.*
Jeff Gordon           24      Chevrolet    Monte Carlo    DuPont
Robby Gordon          31      Chevrolet    Monte Carlo    Cingular Wireless
Bobby Hamilton        55      Chevrolet    Monte Carlo    SquareD
Kevin Harvick         29      Chevrolet    Monte Carlo    GM Goodwrench
Dale Jarrett          88      Ford         Taurus         UPS
Matt Kenseth          17      Ford         Taurus         DeWalt
Bobby Labonte         18      Pontiac      Gran Prix      Interstate Batteries
Terry Labonte          5      Chevrolet    Monte Carlo    Kellogg's
Sterling Marlin       40      Dodge        Intrepid       Sterling Marlin*
Mark Martin            6      Ford         Taurus         Pfizer
Ryan Newman           12      Ford         Taurus         ALLTEL
Steve Park             1      Chevrolet    Monte Carlo    PENNZOIL
Richard Petty**       43      Pontiac      Gran Prix      STP
Ricky Rudd            28      Ford         Taurus         Havoline
Elliott Sadler        21      Ford         Taurus         Motorcraft
Hermie Sadler         02      Chevrolet    Monte Carlo    Hermie Sadler
Ken Schrader          36      Pontiac      Gran Prix      M&M's
Mike Skinner           4      Chevrolet    Monte Carlo    Kodak
Tony Stewart          20      Pontiac      Gran Prix      HOME DEPOT
Mike Wallace          33      Chevrolet    Monte Carlo    APR
Rusty Wallace          2      Ford         Taurus         RUSTY WALLCE*


                 o---------------------------------------o
                 |  *: Real Sponsor is beer/drug related |
                 | **: Unlocked through beating Beat the |
                 |     Heat                              |
                 o---------------------------------------o


  o------------------------------------------------------------------------o
  | NOTE: All drivers shown above are only drivers available in the FAST   |
  |       ACTION mode                                                      |
  o------------------------------------------------------------------------o


o----------------------------------------------------------------------------o
|                              6. BEAT the HEAT                              |
|                                    [NDTD 6]                                |
o----------------------------------------------------------------------------o

In this section of my NASCAR Dirt to Daytona FAQ for the Sony PlayStation2
version, you can find information about each of the challenges.  Not only you
will be able to get information about the challenge but also the requirements
to pass the challenge, along with a good strategy to be able to beat the
challenge and walk away with a trophy.  Let's BEAT THE HEAT!!!!!


                               o------------------o
                               | Part One: Basics |
                               |    [NDTD 6.1]    |
                               o------------------o

In this section of Beat the Heat, there are  challenges that starts you off
with the Beat the Heat challenges.  The challenges that you have to do here is
just having you getting used to the other series that are featured in Dirt to
Daytona:


        ------------------
          I. Dundas Dirt
        ------------------
Driver:
Track: Dundas Fairgrounds
Requirements:  16.300 sec. - Gold
               16.600 sec. - Silver
               17.000 sec. - Bronze

  Strategy:
  ---------
For this challenge you'll need to get through turns 3 - 4 as quickly as
possible.  You'll start off on the backstretch heading towards turns 3 - 4
and you should be able to get through the turns at around 86 before you dive
off through the turns.  As you go through the turns you may want to drop your
speed down to at around 67 - 69 going through turns 3 - 4.  When you exit turn
4 you should be at around 68 - 71 at the exit of the turn.

------------------------------------------------------------------------------

        --------------------------
          II. New Hampshire Mods
        --------------------------
Driver: Jeff Ondich
Track: New Hampshire
Requirements:  16.300 sec. - Gold
               16.600 sec. - Silver
               17.000 sec. - Bronze

  Strategy:
  ---------
This challenge requires you to get through turns 3 - 4 at New Hampshire
International Speedway in a Modified.  You'll be set up ready to dive off into
turns 3 - 4 New Hampshire and you should be at 138 before diving off into the
turns.  As you go through turns 3 - 4 take the speed down to around 108 - 112
and you should exit turn 4 at around 118 to the line.

------------------------------------------------------------------------------

        ------------------------------
          III. Martinsville Truckin'
        ------------------------------
Driver: Ken Schrader
Track: Martinsville
Requirements:  12.300 sec. - Gold
               12.600 sec. - Silver
               13.000 sec. - Bronze

  Strategy:
  ---------
This time you'll take the wheel of Ken Schrader's #52 Federated Auot Parts
Chevrolet through turns 3 - 4 at Martinsville.  You'll head down the
backstretch reaching 115 before heading through turns 3 - 4.  As you go
through the turns you want to be at around 68 - 72 in the turns and heading
back onto the frontstretch.

------------------------------------------------------------------------------

        -----------------------
          IV. Mankato Madness
        -----------------------
Driver: Unknown
Track: Mankato
Requirements:  Pass 3 Cars - Gold
               Pass 2 Cars - Silver
               Pass 1 Car  - Bronze

  Strategy:
  ---------
This challenge is different from the previous three that you have already
completed.  This time you'll race at Mankato in a Modified with one lap to
pass 3 cars to be able to take the Gold, or at least a trophy.  The first car
should be easy to pass on the outside groov, while the next car you should
be able to pass while going down the backstretch, and the last car in turns
3 - 4 on the outside.

------------------------------------------------------------------------------

        -----------------------
          V. Passing at Dover
        -----------------------
Driver: Jon Wood
Track: Dover Downs
Requirements:  1st - Gold
               2nd - Silver
               3rd - Bronze

  Strategy:
  ---------
Just like the previous challenge but like this time its in a truck at Dover
"The Monster Mile".  You'll need to pass 3 trucks to be able to earn the gold
for this challenge.  The first truck you should be able to pass by the middle
to exit of turn 2, the next truck you should be able to pass by or before you
enter turn 3, while the last truck you should be able to pass by the time you
get out of turn 4.

------------------------------------------------------------------------------

        -----------------
          VI. Cup Draft
        -----------------
Driver: Rusty Wallace
Track: Talladega
Requirements:  49.200 sec. - Gold
               49.600 sec. - Silver
               50.500 sec. - Bronze

  Strategy:
  ---------
This is one of the challenges that can be a bit tricky to get through if you
want to pass this challenge you have to draft behind Ryan Newman to get the
best possible lap.  There isn't really much that I can to provide a strategy
for this challenge except for to stay behind him drafting as much as you can
to get that real good lap time.


                                o----------------o
                                | Part Two: Dirt |
                                |   [NDTD 6.2]   |
                                o----------------o

In this section of Beat the Heat, there are six challenges that deal with
the NASCAR Weekly series.  The challenges featured in this section deals with
what drivers may/may have faced during their time in the NASCAR Weekly series:


         --------------------------
           I. Excitement at Eagan
         --------------------------
Driver: Joe Fazioli
Track: Eagan
Requirements:  1st - Gold
               2nd - Silver
               3rd - Bronze

  Strategy:
  ---------
The first challenge in the Dirt chapter of Beat the Heat can be easy for some
people to pass.  You'll need to pass 9 cars within 2 laps if you want to get
the Gold trophy.  You should be able to take the lead on the backstretch on
the final lap, but if you are able to pull it off like that you should be able
to get within a lap and a half to almost the 2 laps.

------------------------------------------------------------------------------

         -----------------------
           II. The Power Slide
         -----------------------
Driver: Alan Anderson
Track: Baxter
Requirements:  14.2 sec. - Gold
               14.5 sec. - Silver
               15.0 sec. - Bronze

  Strategy:
  ---------
For this challenge you'll need to power slide through turns 1 - 2 at Baxter
Fairgrounds.  You should be able to reach 97 before you powerslide through
turns 1 - 2 and be careful that you don't hit anything or go up on the grass;
or you'll be disqualified.  As you powerslide through the turns you want to be
around 88 - 92 and the challenge will end around halfway down the backstretch.

------------------------------------------------------------------------------

         ------------------------
           III. The Anoka Polka
         ------------------------
Driver: Rick Reedman
Track: Anoka
Requirements:  1st - Gold
               3rd - Silver
               5th - Bronze

  Strategy:
  ---------
This is one interesting challenge in the Dirt chapter.  At the start of the
challenge you'll start 14th and you have to work your way to the front by any
means necessary.  If you can you may be able to get past most of the cars with
no problem while a few you may want to shove out of the way to get past them.

------------------------------------------------------------------------------

         ---------------------------
           IV. Rear Bumper Tactics
         ---------------------------
Driver: Al Grimstead
Track: Dundas
Requirements:  1st - Gold
               3rd - Silver
               5th - Bronze

  Strategy:
  ---------
This is probably one of the hardest challenges that you'll come across.  In
this challenge you're car is all roughed up and the objective is to try to
hold off any cars that will try to pass you.  You have 3 laps to hold them off
and if you manage to hold them all off within those 3 laps then you have
proven yourself worthy.

------------------------------------------------------------------------------

         -----------------------
           V. Hope at Hastings
         -----------------------
Driver: John Rafter
Track: Hastings
Requirements:  1st - Gold
               3rd - Silver
               5th - Bronze

  Strategy:
  ---------
This is a fun challenge and maybe one of the easiest to get through.  With one
lap left you have to make it through a last lap wreck which will happen in
turns 1 - 2.  To be able to get through the wreck you want to be able to dodge
the cars that are involved as best as possible.  If you manage to find a clean
path to use to get through the wreck you should be good for a good finish that
you need to get to earn a trophy.

------------------------------------------------------------------------------

         -----------------------
           VI. Baxter Disaster
         -----------------------
Driver: Dan Diamond
Track: Baxter
Requirements:  1st - Gold
               3rd - Silver
               5th - Bronze

  Strategy:
  ---------
Another difficult challenge that you have to face within the Beat the Heat
section of NASCAR Dirt to Daytona.  At the start of the challenge you'll are
spinning out of control and you have to regain control of the car then be able
to get a good finish to earn a trophy for this challenge.  Once you have
managed to regain control of the car you want to be at least 86 - 88 through
the turns to be able to gain anything substancial on the leader.  You should
be able to start catching up to the leaders and hopefully be able to pass
them without much of a problem.


                            o----------------------o
                            | Part Three: Modified |
                            |      [NDTD 6.3]      |
                            o----------------------o

In this section of Beat the Heat, there are six challenges that deals with
the Featherlite Modified series.  The challenges featured in this section
deals with what drivers may/may have faced during their time in the
Featherlite Modifieds:


         -------------------------
           I. Danger at Dennison
         -------------------------
Driver: John Bundy
Track: Dennison
Requirements: 1st - Gold
              3rd - Silver
              5th - Bronze

  Strategy:
  ---------
Things just couldn't get any worse at Dennison.  The leaders ended up tangling
a little too much and the both spin causing a multi-car wreck in front of you.
If you want a good shot at getting through this challenge without much of a
hassle you want to go down low [way low] so you can mostly avoid most of the
cars as possible.  If you manage to avoid most of them the leader shouldn't be
that far off so you can go about passing him without much problem and you
should be able to be awared with the Gold but if you able to finish 2nd a
Silver trophy isn't bad but you can always try again.

------------------------------------------------------------------------------

         --------------------
           II. Easy Does it
         --------------------
Driver: Daniel Casper
Track: Elk River
Requirements: 1st - Gold
              2nd - Silver
              3rd - Bronze

  Strategy:
  ---------
This sure can be one difficult challenge to master since the track that was
chosen for this challenge which is Elk River.  The track has a weird layout in
which I say that this can be such a difficult challenge for most people.  As
you start off you want to head down low [way low] to be able to get around
the first car or two but be careful since if you hit anything the challenge is
automatically failed.  To be able to pass the last car you may want to be able
to do the same like you did in turn 1 and you should want to do the same in
turn 4, but you don't want to hit the wall as well as the car that you're
trying to pass may end up hitting you.

------------------------------------------------------------------------------

         -------------------------
           III. Master the Gulch
         -------------------------
Driver: Hall Robb
Track: Welch Valley
Reqirements: 16.9 - Gold
             17.4 - Silver
             17.75 - Bronze

  Strategy:
  ---------
This is a simple challenge to do but this is another challenge if you hit
anything the challenge is automatically failed.  For this challenge you have
to make it through 3 turns in the shortest amount of time possible.  If you
manage to get through the turns really good then you may end up being
successful at Welch Valley.

------------------------------------------------------------------------------

         --------------------------
           IV. Pedal to the Metal
         --------------------------
Driver: Francis Lee
Track: Crystal Lake
Requirements: 1st - Gold
              2nd - Silver
              3rd - Bronze

  Strategy:
  ---------
Another challenge that can be a bit easy to get through for most of us who
have played this game in and out so much.  You have 1 lap to try to pass 9
cars at Crystal Lake; and you should be able to slice and dice your way
through traffic so fast that you wonder how come it was so easy.

------------------------------------------------------------------------------

         --------------------------
           V. Rubbin' at Richmond
         --------------------------
Driver: Andy MacNamera
Track: Richmond
Requirements: 1st - Gold
              3rd - Silver
              5th - Bronze

  Strategy:
  ---------
Annother challenge which the car is a bit beat up and you have to go about
holding off anyone that may make an attempt to pass you.  If you know know
how to get around Richmond in a Modified real good with a beat up car than
this challenge will be much of a breeze to you but if you're not then you may
have a bit of a time trying to get through it.  You have 3 laps to try to hold
off anyone that makes that attempt to make it around you, can you make it
through it without much of a problem

------------------------------------------------------------------------------

         ------------------------
           VI. One for the Road
         ------------------------
Driver: Gray Soros
Track: Welch Valley
Requirements: 1st - Gold
              2nd - Silver
              3rd - Bronze

  Strategy:
  ---------
As you start off in this challenge you'll be 5.5 seconds behind the leader and
you have to try to remember back to the challenge at Welch Valley that you
have done earlier.  If you remember be sure to use whatever you may have
learned there and try to apply them while doing this challenge.  You only have
one lap to try to catch the leader and see if you can go about passing him or
be passed by people behind you.  There is only one thing that may stand in
your way and that is lap traffic that you may have to get around on your way
to make it up to the leader to pass him.


                               o------------------o
                               | Part Four: Truck |
                               |    [NDTD 6.4]    |
                               o------------------o

In this section of Beat the Heat, there are six challenges that deals with
the Craftsman Truck series.  The challenges featured in the Truck section of
Beat the Heat is what could happen during a Truck race or how drivers may
know, how to make it up to the front of the pack real fast:


         ----------------------
           I. Norhteast Beast
         ----------------------
Driver: Ken Schrader
Track: New Hampshire
Requirements: 1st - Gold
              3rd - Silver
              5th - Bronze

  Strategy:
  ---------
For the first challenge in the truck chapter you have to get through a last
lap crash New Hampshire.  You will have to make it through without any damage
or you'll fail the challange.  You may want to try to get through the the
wreck as smooth as possible and since the wreck is in turns 1 - 2.  You need
to find a clear path so you can go about getting through the wreck without
much hassle.

------------------------------------------------------------------------------

         ------------------
           II. Sling Shot
         ------------------
Driver: Bobby Dottor
Track: Daytona
Requirements: 1st - Gold
              3rd - Silver
              5th - Bronze

  Strategy:
  ---------
This is definitely a worthy and quite a challenge for anyone who does this
Beat the Heat Challenge.  You have 4 laps at Daytona to try to go from 35th
all the way up into the Top-5 within those 4 laps.  The thing that you want to
do is draft with anyone that you can hook up as much as you can but if you
try to get too close or try to spin anyone out you can loose precious time
on trying to catch the leader.  Drafting is the only way that you will be able
to get up to the front within the 4 laps and hopefully you should be able to
get a really good finish at the end of this challenge.

------------------------------------------------------------------------------

         --------------------------
           III. Truck, meet Apron
         --------------------------
Driver: Robert Pressley
Track: California
Requirements: 1st - Gold
              3rd - Silver
              5th - Bronze

  Strategy:
  ---------
In this challenge your truck went down to the apron of the track and your
truck spins out of control.  You must regain control of the truck quickly as
possbile and if you end up casuing a couple other trucks to spin while you
were regaining control of the truck may help you out in a way.  If you are
lucky you may be able to stay in the Top-10 if possible and may be able to
help you out in getting a good finish at the end.  You have 4 laps to try to
get back up to speed as well as trying to get back up there in the lead and
hopefully be able to win this challenge.

------------------------------------------------------------------------------

         -----------------
           IV. Lucky 7's
         -----------------
Driver: Bobby Hamilton
Track: Las Vegas
Requirements: 1st - Gold
              3rd - Silver
              5th - Bronze

  Strategy:
  ---------
This is a really interesting challenge.  You will have a really big lead but
you will have to make one more pitstop before the race is over.  You should
make that pitstop on the lap that the challenge starts so you don't have to
worry about making it after two laps after it started.  When you make your
pitstop you want to slow down to 45 so you don't end up getting black flagged
for speeding on pit road.  The best bet to go is to take 2 tires along with
a can of gas so you can be able to get out a bit quicker.  Once you are able
to get back to action you will be at around 15th in the race and you don't
have much time to try to get back up there to the front to see about winning
the race.  You want to see about being fast through the turns so you can
possibly go about winning it or at least get a really good finish.

------------------------------------------------------------------------------

         ---------------------------
           V. Sprint to the Finish
         ---------------------------
Driver: Jon Wood
Track: Martinsville
Requirements: 1st - Gold
              3rd - Silver
              5th - Bronze

  Strategy:
  ---------
For this challenge you will just get out of your pitstall and back to the
action at Martinsville.  They say that you want to finish well and this
challenge will teach you on that moving up through the field isn't always easy
especially when you have to deal with lap traffic.  Lap traffic is one thing
that you have to worry about in this challenge which may prove yourself worthy
to make it up to the front and even into the lead if you manage to.  You'll
have to pass trucks up high down low, you decide on how you want to go about
passing the lap traffic and go about making your way through the field along
with the lap traffic.

------------------------------------------------------------------------------

         ----------------------
           VI. Texas Two-Step
         ----------------------
Driver: Brendan Gaughan
Track: Texas
Requirements: 1st - Gold
              3rd - Silver
              5th - Bronze

  Strategy:
  ---------
For the final challenge in the truck chapter you will have to make a pitstop
and of course the truck seems to be a bit banged up.  You will have a bit of a
good lead over the competition but when you make your pitstop you want to see
about making sure that you can stay in the lead so you can be sure that you
can make it past this challenge without a problem.  When you make your pitstop
you want to see about taking 2 tires along with a can of gas and don't worry
about having any damage fixed because you don't want to lose this challenge
whatsoever.  You should be able to come out still in the lead and hopefully it
should be a breeze once you get back out on the track and get that trophy that
you want to get.


                                 o----------------o
                                 | Part Five: Cup |
                                 |   [NDTD 6.5]   |
                                 o----------------o

In this section of Beat the Heat, there are six challenges that deals with
the Winston Cup.  The challenges that are featured in this section you are put
in the drivers seat of challenges that the Drivers of the Winston Cup Drivers
may or might've had gone through:


        ---------------------------
          I. Sterling Performance
        ---------------------------
Driver: Sterling Marlin
Track: Darlington
Requirements: 1st - Gold
              3rd - Silver
              5th - Bronze

  Strategy:
  ---------
For the first challenge in the Cup chapter you take control of the 40 car at
Darlington.  You'll start in 23rd place and you have 4 laps to try to break
into the Top-5.  This challenge can be either easy or medicore for people
depending on how well you take this challenge, and besides you'll have the
best car in the pack.  With that said it may make it a better for you to get
through this challenge without much hassle.  You want to get around each car
as fast as possible since you only have 4 laps to make it possible to reach
5th place or higher to ensure a trophy.

------------------------------------------------------------------------------

         -------------------------
           II. Stay in the Draft
         -------------------------
Driver: Dale Earnhardt Jr.
Track: Daytona
Requirements: 1st - Gold
              3rd - Silver
              5th - Bronze

  Strategy:
  ---------
This challenge seems quite similar to the Sling Shot! challenge that you done
in the Truck chapter of the Beat the Heat challenges.  Instead of starting
35th like in the truck challenge you'll start 23rd and you have at around 4
laps to try to get up to the front.  This challenge is supposed to be a
recreation of the 2001 Pepsi 400 at Daytona when Dale Jr. won that emotional
race, but the way Monster Games put this challenge made it look more like the
Daytona 500 rather then the Pepsi 400.  The only thing that I can say about
getting through this challenge is to draft with anyone that you can and not
to get into anyone such as spinning them out nor getting real close to their
rear bumper since you may loose time on the leader.  If you can apply what
you done in the Sling Shot! challenge from the truck chapter this should be
a bit easy or it may be a little harder than that challenge.

------------------------------------------------------------------------------

         -------------------------
           III. Darlington Dandy
         -------------------------
Driver: Jeff Gordon
Track: Darlington
Requirments: 1st - Gold
             3rd - Silver
             5th - Bronze

  Strategy:
  ---------
This challenge can be easy depending how you look at this challenge.  In one
of the races in 2002 at Darlington Jeff Gordon managed to get through a major
wreck without a scratch on the paint.  When this challenge starts off so does
the wreck and the moment that you can get control of the car you want to drift
down to the bottom of the track but you have to make sure not to hit anyone
that may drift downwards such as Dale Jarrett.  If you end up hitting him or
vice versa the challenge is over and you'll have to start all over again.
Like I said to be able to avoid most of the cars involved in the wreck you'll
want to drift down at least to the apron of the track to avoid the majority
of the ones involved in the wreck.

------------------------------------------------------------------------------

         -------------------
           IV. Fragle Lead
         -------------------
Driver: Ken Schrader
Track: Bristol
Requirements: 1st - Gold
              3rd - Silver
              5th - Bronze

  Strategy:
  ---------
Here is another challenge that will test your skills again with a bit of a
banged up car again.  You will take control of the #36 M&M's at Bristol and
you should know the drill with those challenges similar to this since you have
the lead and you'll need to hold off anyone that may try to pass you within
3 1/2 laps.  If you can manage to hold off everyone who makes an attempt to
pass you within the amount of time then you have proven yourself again in
holding off other racers with a bit of a banged up car.

------------------------------------------------------------------------------

         -------------------
           V. Sensive Lead
         -------------------
Driver: Ryan Newman
Track: Talladega
Requirements: 1st - Gold
              3rd - Silver
              5th - Bronze

  Strategy:
  ---------
Now this has to be one of the most difficult challange that you'll faced in
any of the Beat the Heat challenges that you have done so far.  At the start
of this challenge you'll have one huge lead over Tony Stewart but there is
only one problem.  You're tires are on the verge of blowing so you will have
to take it much slower than usual and try not to have any of them blowing
before you have a chance to get to pit road to change those four tires.  A
speed that you want to be is at around 165 - 170 around the track until you
are coming out of turn 4 then you may want to start slowing down by letting
off the gas; then maybe putting on the brakes.  You want to make sure to slow
down to 65 or slower since the pit road speed limit is only 65.  Once you get
on pit road you only want to take on 4 tires.  After your crew put the fresh
tires on and you exit pit road back on the track you should still be in the
lead but the pack is coming starting with Tony Stewart.  If you want to
guarantee a top spot finish you may want to race very agressively by doing
whatever it takes to keep the lead.  If you can manage to do so then you
should be able to get a good finish in this challenge.

------------------------------------------------------------------------------

         -------------------
           VI. Spin-Doctor
         -------------------
Driver: Tony Stewart
Track: Infineon
Requirements: 1st - Gold
              3rd - Silver
              5th - Bronze

  Strategy:
  ---------
This is the last challenge in the Cup chapter and this time the challenge is
at the twisty road course Infineon Raceway.  It's the last lap and a nudge
from Dale Jarrett sends you spinning and you have to go about getting back
whatever positions that you have lost back once you have regained control of
the car.  Once you have done that you can go about paying back the favor to
Jarrett for making you spin like that and this should be a easy challenge to
get past.  This challenge may be a little hard if you aren't much of a road
course person but if you really like racing at road courses then this
challenge should be easy for you then.


                                o--------------------o
                                | Part Six: Advanced |
                                |     [NDTD 6.6]     |
                                o--------------------o

In this section of Beat the Heat, there will be the last four challenges that
you have to do to complete the whole Beat the Heat of NASCAR: Dirt to Daytona.
If you can prove yourself worthy in these challenges you will be able to get
a reward for your effort in beating all of the challenges, no matter what
trophy you have recieved:


         ---------------------------
           I. Midwestern Hospility
         ---------------------------
Driver: Dan Diamond
Track: Kenyon
Requirements: 1st - Gold
              3rd - Silver
              5th - Bronze

  Strategy:
  ---------
This challenge is usually hard to deal with because you start this challenge
you see your car spinning out.  You must get control of it very quickly if
you want a chance to beat this challenge and get a trophy.  A tip that I can
give is to have the left analog stick pointing to the left and your thumb on
the accerator button.  If you can do it you should be able to get going
without getting hit real hard [but you might end up hitting one of the other
drivers like Kato] before you get up to speed.  The way of getting through the
turns is not to let off the gas and try to get through the turns just by
using the analog stick [without going on the lift of the track].  You should
be able to get enough speed to gain some speed some time to catch the Top-3
or Top-4 drivers.  You should be able to make a move to get the Gold on the
last lap in the last turn if you are lucky enough to be able to be around
that position.

------------------------------------------------------------------------------

         --------------------
           II. Overexposure
         --------------------
Driver:
Track: Martinsville Raceway
Requirements: 1st - Gold
              2nd - Silver
              3rd - Bronze

  Strategy:
  ---------
There are 10 laps to go from 10th up to the lead, but there's only one thing
that you have to be careful with.  The right front tire is on the verge of 
being quite damaged.  Though you have to be careful on not to make any contact
with the wall nor the competition if you want a shot at getting the gold in
this challenge.  You can go hard into the turns but try not to get into any
of the traffic as you go about trying to go hard in the turns.  I'd advise not
to go hard as you try to pick up spots but try going to the high side of the
turns if you can to try to pick up valuable spots.  Once you get to at least
3rd or 4th and not hitting anything you should be able to charge up driving
as deep as you can in the turns without much trouble assuming you know how to
handle it.  You should have at least 4 - 5 laps by the time you get to 3rd or
4th more enough if you can carry good speed through the turns and straights.
If you can it should be smooth sailing through this challenge.

------------------------------------------------------------------------------

         -------------------------
           III. The Desert Trial
         -------------------------
Driver: Travis Krapvil
Track: Phoenix Int'l Speedway
Requirements: 1st - Gold
              2nd - Silver
              3rd - Bronze

  Strategy:
  ---------
This beat the heat cllannge should be easy since you have fresher tires than
anyone else on the track.  You will have to make it from 25th spot to try to
get into the top 3 before the 5 laps are done with.  As you head into turn 1
try to get as low as possibile [even if you have to go below the yellow line]
to gain around 5 - 10 spots in Turn 1.  Once you get through turn 1 you can
then probably be able pick up spots like crazy but when it comes down to the
last lap and a half you'll will most likely have only one more car to pass to
be able claim the gold.  The only way to pass the last driver is to try to get
through the turns as fast as you can possibly can to pass him and get the
gold.

------------------------------------------------------------------------------

         ---------------------
           IV. The Lowe Down
         ---------------------
Driver: Steve Park
Track: Lowe's Motor Speedway
Requirements: 1st - Gold
              2nd - Silver
              3rd - Bronze

  Strategy:
  ---------
This may be a difficult challenge for most people to try to beat.  In this
challenge requires you [and everyone else] to make 1 last pitstop before the
race is over.  The best way on beating this challenge and possibly getting
the gold is to pit on the first advantage you get (i.e.: after exiting turn 4
to head into the pits but you must slow down to 55 MPH so you don't get black
flagged).  The best options to go with will be:  1/2 Gallon [14], Two Tires,
Don't Repair Damage and that should be about it for the pit stop.  Once back
out on the track you will be -1 lap to the leader but you should be able to
pick up that time as everyone else makes their pitstops.  Of course with only
two worn tires you will have to slow down more as you would if you had with
four tires but if you get the lead you would be able to get a good 3 - 5
second lead over second.

Dale Earnhardt Jr. will try to gain up right behind you but you will have to
try to keep him behind you if you want to get the gold for the FINAL Winston
Cup [Beat the Heat] challenge.  You can spin Earnhardt Jr. out but that is
total up to how you go about getting the challenge done but there might be a
chance that Jr. may spin out on his own if you happen to be going around lap
traffic on the front stretch.


o----------------------------------------------------------------------------o
| NOTE:  After you have managed to get a bronze trophy or better in each of  |
|        the challenges, Richard Petty should be available among the Winston |
|        Cup Drivers                                                         |
o----------------------------------------------------------------------------o


o----------------------------------------------------------------------------o
|                        7. Race the PRO [PRO Trainer]                       |
|                                   [NDTD 7]                                 |
o----------------------------------------------------------------------------o

This mode allows you to race against various drivers at their best track or
tracks.  Depending on how well the driver is at the track makes it harder for
you to beat them at that certain track.  Some drivers may have more than one
track, here you'll find the drivers and the track/tracks that they are best
at.  Including a strategy on how to beat the pros, along with their best time:


                              ----------------
                                MIKE SKINNER
                              ----------------

         -------------------------
           Texas Motor Speedway
           His Time: 29.973 sec.
           My Time: 28.790 sec.
         -------------------------

  Strategy:
  ---------
The strategy on beating Mike Skinner at Texas is to try to get a great lap to
beat him.  In order to get a lap to beat Mike Skinner is to try to get
through turns 1 - 2 as well as turns 3 - 4, to get to around 176 - 177 MPH.
When you go through turns  1 - 2 you would like to try to be as low in the
turns but when you exit them you want to drift up near the wall heading down
the backstretch.  You should be able to reach around 195 MPH before you reach
the entrance to turn 3.  Of course you want to do the same in turns 3 - 4 as
explained for turns 1 - 2 but this time you'll come out of turn 4 heading
through the tri-oval of this D-shaped track.  If you can execute this whole
strategy you can gurantee a chance of beating Mike Skinner.


         -----------------------------
           Dover Downs International
           His Time: 22.741 sec.
           My Time: 22.739 sec.
         -----------------------------

  Strategy:
  ---------
Dover Downs will be a totally different when you went against Skinner at
Texas.  One thing that you have to do is try to stay as low through all 4
turns.  The best speed range to get through the turns at Dover Downs is to
try to have the speed around 143 - 145 MPH, but as you exit turn 2 you want
to try to get up near the wall and be able to reach around 170 - 179 MPH.
Get through the turns around 143 - 145 MPH.  As you exit turn 4 do the same
as I explained for the backstretch.  If you manage to get around the speed
range mentioned you will be able to beat Mike Skinner at Dover Downs "The
Monster Mile".

------------------------------------------------------------------------------

                              -----------------
                                RUSTY WALLACE
                              -----------------

         ---------------------------
           Bristol Motor Speedway
           His Time: 16.010 sec.
           My Time: 15.999 sec.
         ---------------------------

  Strategy:
  ---------
Of course, this is the fastest short track on the NASCAR circuit and Rusty is
one of the masters of short track racing.  The way to beat Rusty Wallace at
Bristol is to find the best line at Bristol but the big thing is to try to
get good amount of speed through the turns.  The best speed to go through the
turns at Bristol to ensure a good chance of beating Rusty is trying to get
through the turns at around 113 - 115 MPH through all four turns.  Here's a
good tip that you can use if you want to increase your chance of victory
against Rusty is to try to stay as low to the bottom of the race track as
possible.


         -------------------------
           California Speedway
           His Time: 39.594 sec.
           My Time: 39.319 sec.
         -------------------------

  Strategy:
  ---------
Rusty Wallace won at California in the 2001 NAPA 500.  This is a 2-Mile
speedway and getting around this track may sometimes be a little tricky.
This is one of the tracks where a possibility of running wide open may occur
but when trying to beat Rusty at California you have to be careful on how you
get through the turns at this track.  To be able to get through turns 1 - 2
to ensure a time better than Rusty's you have to try to get through those
turns at least 172 - 174 MPH.  Then when you go down the backstretch you'll
almost reach 200 MPH but you'll have to try to be around the low side to
halfway of the track in turns 3 - 4.  To be able to get through turns 3 - 4
you would have to try to drop your speed to around 171 - 173 MPH.  With going
through the turns at those speeds and you could have a possibility of beating
Rusty at California.

------------------------------------------------------------------------------

                              ---------------
                                RYAN NEWMAN
                              ---------------

         -----------------------------
           Las Vegas Motor Speedway
           His Time: 33.096 sec.
           My Time: 32.974 sec.
         -----------------------------

  Strategy:
  ---------
Now you have to go against Ryan Newman, "2002 Rookie of the Year".  You must
go against Ryan at the 1.5 speedway of Las Vegas, a track that is flat in
turns and can produce long green flag racing.  Goint against Newman at this
track may be hard doing but it takes time trying to beat Ryan Newman because
like I said it is hard to beat him.  Of course some are wondering on how to
beat Ryan at this track and with practice you shall beat him.  There is one
trick that you can do in order to beat Newman at Vegas, is that when you
start try to get good enough speed as you leave turn 4 and head to the
start/finish line to start the session against Ryan.  When you approach turn
1 try to drive a bit hard into turn 1 but slow down to around 146 - 147 MPH
and try to get a good enough run down the backstretch.  When you get ready to
enter turn 3 do the same as mention for turn 1 but this time you may end up
slowing down to around 145 - 147 MPH.  If you can do this good enough you can
beat Ryan Newman but be careful that he doesn't end up beating you to the
line.

------------------------------------------------------------------------------

                              ---------------
                                DAVE BLANEY
                              ---------------

         ------------------------------------
           Michigan International Speedway
           His Time: 38.426 sec.
           My Time: 38.363 sec.
         ------------------------------------

  Strategy:
  ---------
This is another one that is hard but isn't as hard as it is when you faced
Ryan Newman at Las Vegas.  This time you have to face Dave Blaney but be
careful he will put up a real good fight at this 2-Mile speedway where there
are several grooves to choose from at this track.  Trying to get through the
turns can be a little tricky just like when you went against Rusty at
California but at Michigan that you can get more speed through the turns.
The best way to get around this 2-Mile speedway and possibly beat Dave Blaney
you can try to get up to at least 200 - 201 MPH before entering turns 1 - 2
but try to reduce your speed to around 179 - 181 MPH, then get by the wall
while going down the backstretch.  You'll probably get to around 200 MPH but
you can dive in Turns 3 - 4 a bit hard but reduce your speed like in turns 1 -
2.  If done right you should be able to beat Blaney to the line.


         -------------------------
           Lowe's Motor Speedway
           His Time: 30.325 sec.
           My Time: 29.978 sec.
         -------------------------

  Strategy:
  ---------
Going against Blaney may be a little easier at the Lowe's Motor Speedway.
Once you come out of turn 4 heading to the start/finish line to start the
five lap session against Blaney you'll want to try to get speed to around 193
MPH but you'll have to slow down to around 169 - 173 MPH into turn 1 and
accerlate once you begin to exit turn 2.  Head down the backstretch and you
should be able to reach around 194 MPH but you'll have to slow down again
once you get to turns 3 - 4.  Do the same as in turns 1 - 2 be around 169 -
173 MPH and beat Blaney to the start/finish line.

------------------------------------------------------------------------------

                             -------------------
                               STERLING MARLIN
                             -------------------

         ----------------------------------
           Daytona International Speedway
           His Time: 48.549 sec.
           My Time: 47.226 sec.
         ----------------------------------

  Strategy:
  ---------
This must be one of the easiest of all the drivers in the Race the Pro (Pro
Trainer).  Sterling Marlin a 2-Time Daytona 500 winner ('94 - '95) isn't much
of a challenge if you're real good racer at Daytona.  Once you cross the
start/finish line to start the session against Sterling Marlin and as you
enter turns 1 - 2 try to stay low to the yellow line in the turns.  The speed
that you may try to be around as you go through the first two turns should be
around 186 - 189 MPH.  Exit out of turn 2 and try to be by the wall once you
exit turn 2.  Go down the backstretch and you should be able to reach around
195 - 196 MPH before entering turns 3 - 4.  Go through turns 3 - 4 like you
done with turns 1 - 2 and you should be able to beat Sterling Marlin very
easily.

------------------------------------------------------------------------------

                              --------------
                                STEVE PARK
                              --------------

         -------------------------
           Texas Motor Speedway
           His Time: 28.913 sec.
           My Time: 28.823 sec.
         -------------------------

  Strategy:
  ---------
The strategy on beating Steve Park at Texas is to try to get a great lap to
beat him.  In order to get a lap to beat Steve Park is to try to get through
turns 1 - 2 as well as turns 3 - 4, to get to around 176 - 177 MPH.  If you
can execute the turns at those given speeds you have a good chance of beating
Steve Park.


         -----------------------------
           Dover Downs International
           His Time: 22.753 sec.
           My Time: 22.725 sec.
         -----------------------------

  Strategy:
  ---------
Dover Downs will be a totally different when you went against Park at Texas.
One thing that you have to do is try to stay as low through all 4 turns.  The
best speed range to get through the turns at Dover Downs is to try to have
the speed around 143 - 145 MPH.  If you manage to get around the speed range
mentioned you will be able to beat Steve Park at Dover Downs "The Monster
Mile".

------------------------------------------------------------------------------

                              --------------
                                KURT BUSCH
                              --------------

         ----------------------------------------
           New Hampshire International Speedway
           His Time: 29.559 sec.
           My Time: 29.343 sec.
         ----------------------------------------

  Strategy:
  ---------
Ah, New Hampshire "The Magic Mile", a 1.058 mile track which is similar to
Martinsville but the straights are longer than those of Martinsville.  When
you come out of turn 4 getting ready to face Kurt Busch you must get a good
amount of speed but you'll have to slow down to around 104 - 106 MPH entering
turn 1 and once you get to the middle of the turns 1 - 2 get back on the
throttle.  Then you'll go down the backstretch and when you reach turns 3 - 4
do the same as explained for turns 1 - 2, then you'll get back on the
throttle in the middle.  You can then go down the frontstretch and you should
beat Kurt Busch by about a -0.2 - -0.5 seconds ahead of him.




o----------------------------------------------------------------------------o
|                            8. Championship Mode                            |
|                                    [NDTD 8]                                |
o----------------------------------------------------------------------------o

Championship Mode is similar to the Single Race section except that you can
compete for the Championship for the certain series (example: Competeing for
the Winston Cup Championship or the Featherlite Championship).  Depending on
the series that you choose the number of races can vary and it all depends
with the difficulty setting that you choose that can provide a challenge
for you.  Each series have their own distinct point system that is different
but the bonus points awarded for leading laps is the same [5 points for
leading a lap and 10 for leading the most].


o----------------------------------------------------------------------------o
|                               9. Point System                              |
|                                    [NDTD 9]                                |
o----------------------------------------------------------------------------o

For those who are not familar with the point systems for each of the four
series in NASCAR Dirt to Daytona.  In each series every driver is awarded
with points no matter where you finish, BUT the lower you finish the less
amount of points you receive and may dimish your chances of winning the
championship.  For those who are wondering how many points are awarded for
the place of your finish are listed below be series:


                            o-----------------------o
                            | Part One: Dirt series |
                            |      [NDTD 9.1]       |
                            o-----------------------o

These are the points rewarded to the drivers at the end of each race and
when you are doing a championship season.   Depending on where you finish
you'll get points and with each race completed the points earned will be
added to what you already have.  The points add up after each race you
complete in both Championship and Career Modes.  You can you lead a lap
you can earn bonus points in which I explained earlier.  Here is the list
of points:


   1st - 100        11th - 37
   2nd - 90         12th - 33
   3rd - 82         13th - 29
   4th - 74         14th - 25
   5th - 65         15th - 21
   6th - 61         16th - 17
   7th - 56         17th - 13
   8th - 51         18th - 9
   9th - 46         19th - 3
  10th - 41         20th - 1


                             o---------------------o
                             | Part Two: Modifieds |
                             |     [NDTD 9.2]      |
                             o---------------------o

These are the points rewarded to the drivers at the end of each race and
when you are doing a championship season.   Depending on where you finish
you'll get points and with each race completed the points earned will be
added to what you already have.  The points add up after each race you
complete in both Championship and Career Modes.  You can you lead a lap
you can earn bonus points in which I explained earlier.  Here is the list
of points:


   1st - 180        11th - 130
   2nd - 170        12th - 127
   3rd - 165        13th - 124
   4th - 160        14th - 121
   5th - 155        15th - 118
   6th - 150        16th - 115
   7th - 146        17th - 112
   8th - 142        18th - 109
   9th - 138        19th - 106
  10th - 134        20th - 103


                           o--------------------------o
                           | Part Three: Truck series |
                           |        [NDTD 9.3]        |
                           o--------------------------o

These are the points rewarded to the drivers at the end of each race and
when you are doing a championship season, depending on where you finish
you'll get points and with each race completed the points earned will be
added to what you already have.  The points add up after each race you
complete in both Championship and Career Modes.  You can you lead a lap
you can earn bonus points in which I explained earlier.  Here is the list
of points:

   1st - 175        16th - 115        31st - 70
   2nd - 170        17th - 112        32nd - 67
   3rd - 165        18th - 109        33rd - 64
   4th - 160        19th - 106        34th - 61
   5th - 155        20th - 103        35th - 58
   6th - 150        21st - 100        36th - 55
   7th - 146        22nd - 97
   8th - 142        23rd - 94
   9th - 138        24th - 91
  10th - 134        25th - 88
  11th - 130        26th - 85
  12th - 127        27th - 82
  13th - 124        28th - 79
  14th - 121        29th - 76
  15th - 118        30th - 73


                           o-------------------------------o
                           | Part Four: Winston Cup series |
                           |            [NDTD 9.4]         |
                           o-------------------------------o

These are the points rewarded to the drivers at the end of each race and
when you are doing a championship season.   Depending on where you finish
you'll get points and with each race completed the points earned will be
added to what you already have.  The points add up after each race you
complete in both Championship and Career Modes.  You can you lead a lap
you can earn bonus points in which I explained earlier.  Here is the list
of points:

   1st - 175        16th - 115        31th - 70
   2nd - 170        17th - 112        32th - 67
   3rd - 165        18th - 109        33th - 64
   4th - 160        19th - 106        34th - 61
   5th - 155        20th - 103        35th - 58
   6th - 150        21st - 100        36th - 55
   7th - 146        22nd - 97         37th - 52
   8th - 142        23rd - 94         38th - 49
   9th - 138        24th - 91         39th - 46
  10th - 134        25th - 88         40th - 43
  11th - 130        26th - 85         41st - 40
  12th - 127        27th - 82         42nd - 37
  13th - 124        28th - 79         43rd - 34
  14th - 121        29th - 76
  15th - 118        30th - 73


o----------------------------------------------------------------------------o
|                               10. Career Mode                              |
|                                   [NDTD 10]                                |
o----------------------------------------------------------------------------o


                        o----------------------------------o
                        | Part One: Introduction to Career |
                        |            [NDTD 10.1]           |
                        o----------------------------------o

The Career Mode is much different than that of NASCAR Thunder 2003.  You
start off in the NASCAR Weekly Series and race in series of 10 races.  To be
able to start competeing in the NASCAR Featherlite Modifieds, you must win the
Championship in the Weekly series once.  Then you'll start getting sponsor
deals for the Featherlite Modfieds and you must then do the same to move up
in the Featherlite series if you want compete race in the Trucks.  Of course
you have to do the same in the trucks to be able to compete in the Winston
Cup (the highest NASCAR League).


                           o---------------------------o
                           | Part Two: Getting Started |
                           |        [NDTD 10.2]        |
                           o---------------------------o

To get started in Career Mode in NASCAR Dirt to Daytona you must choose
"Career" from the Main Menu (where it has the options: FAST ACTION, CAREER,
and LOAD DATA).  When you start you'll have to create a NASCAR Driver's
License by filling out the following:


   Name [First and Last]
   Nickname
   Date of Birth
   Hometown


Once you're done filling out your NASCAR Driver's License then you should
be able to start your Career in Dirt to Daytona.  You will start out with a
small amount of money which is $800 and should be a considerable amount to
start with.  [NOTE:  The amount you start out with may vary on the DATE of
BIRTH you enter.  Credit:  Nate Luke]


                           o--------------------------o
                           | Part Three: Sponsorships |
                           |       [NDTD 10.3]        |
                           o--------------------------o

Sponsors are a main key in Career Mode.  When you start off in Career Mode
you have to sign sponsors, so you can earn more money besides what you earn
after a race.  It usually depends on the sponsor on how much they will be
giving you but with the main sponsor (Primary Sponsor) will have a goal set
for you to try to accomplish for that season in the certain series.  Each
year you'll be given a number of letters for sponsorships at the beginning
of each season.  If you don't participate in a certain series for quite
some time you'll start losing your sponsors.


                o---------------------------------------------o
                | Part Four: Prices for Parts for Dirt Series |
                |                  [NDTD 10.4]                |
                o---------------------------------------------o

Here is a price listing for all the parts for the upgrades for the following
sections of your car Engine, Suspension, Aerodynamics, and Exhaust plus
descriptions for each on how they can help you perform better on the track.
These you can purchase to help make your performace out on the track much
better and maybe start winning races, running competively, and win
championships.  Here is the price list for the Dirt series:


 o------------------------------------------o
 |          Engine Part         |    Cost   |
 |------------------------------|-----------|
 | IV Iron Block                |  $    850 |
 | IV Iron Broad Bore           |  $  1,250 |
 | IV Aluminum                  |  $  2,500 |
 | Binter Big Block             |  $  3,500 |
 | Binter Big Block EX          |  $  5,000 |
 | IV Aluminum Pro              |  $  6,075 |
 | XR-8 Performance Block       |  $ 10,000 |
 o------------------------------------------o

 o------------------------------------------o
 |       Suspension Part        |    Cost   |
 |------------------------------|-----------|
 | Stage 1 Advanced Balance     |  $    775 |
 | State 2 Balanced             |  $  2,500 |
 | Stage 2 Advanced             |  $  2,750 |
 | Stage 3 Balanced             |  $  5,000 |
 | Stage 3 Advanced             |  $  6,250 |
 | Stage 4 Balanced             |  $  9,500 |
 o------------------------------------------o

 o------------------------------------------o
 |        Aero Parts            |    Cost   |
 |------------------------------|-----------|
 | Big D 100cm Spoiler          |  $    400 |
 | Big D 100cm Spoiler Big Chin |  $  1,300 |
 | Big D 150cm Aero Package     |  $  3,500 |
 | Big D 150cm Big Chin         |  $  5,250 |
 | Big D Composite Spoiler      |  $  1,300 |
 o------------------------------------------o

 o------------------------------------------o
 |        Exhaust Parts         |    Cost   |
 |------------------------------|-----------|
 | Basic 100mm                  |  $    675 |
 | Rough Boy Exhaust            |  $  2,500 |
 | Rough Boy LW                 |  $  4,000 |
 | Power 150mm                  |  $  4,900 |
 | 150mm Elite                  |  $  6,350 |
 o------------------------------------------o



        -------------------------------
        Stats / Info on Engine Upgrades
        -------------------------------

    IV Iron Block
    -------------
  A simple but cheap performance engine
  that provides a slight performance in
  horsepower

   Power:  262 hp
    Peak: 5664 rpm
 Redline: 6622 rpm
  Weight: 3568 lbs.

     ---------------------------------------

    IV Iron Broad Bore
    ------------------
  Similar to its cheaper brother, this engine
  boosts a broader power band

   Power: 264 hp
    Peak: 5424 rpm
 Redline: 6622 rpm
  Weight: 3552 lbs.

     ---------------------------------------

    IV Aluminum
    -----------
  This engine provides a significent
  reduction in weight as well as an
  improved redline.  Like most aluminum
  parts, duability is average to poor.

   Power: 268 hp
    Peak: 5592 rpm
 Redline: 7482 rpm
  Weight: 3406 lbs.

     ---------------------------------------

    Binter Big Block
    ----------------
  While this engine is not the most
  technologically advanced avaiable, its
  durability and power make it very popular
  choice for many teams.

   Power: 280 hp
    Peak: 5472 rpm
 Redline: 7224 rpm
  Weight: 3568 lbs.

     ---------------------------------------

    Binter Big Block EX
    -------------------
  Big power, qreat durability, and a broad
  power band make this engine almost
  the best available -- only it's heavy weight
  keeps it from being a premier power
  plant

   Power: 280 hp
    Peak: 5472 rpm
 Redline: 6880 rpm
  Weight: 3536 lbs.

     ---------------------------------------

    IV Aluminum Pro
    ---------------
  This engine that's the XR-8 in
  performance.  It's only serious
  shortening is a lack of durability.  For
  drivers who can stay out of trouble, this is
  a good engine.

   Power: 280 hp
    Peak: 5136 rpm
 Redline: 8170 rpm
  Weight: 3406 lbs.

     ---------------------------------------

    XR-8 Performance Block
    ----------------------
  The best money can by.  A stellar
  performer in all categories.  Many drivers
  find they need to change their gear ratios
  in order to take advantage of this engine's
  high redline

   Power: 286 hp
    Peak: 5040 rpm
 Redline: 8342 rpm
  Weight: 3406 lbs.


        -----------------------------------
        Stats / Info on Suspension Upgrades
        -----------------------------------

    Stage I Advance Balance
    -----------------------
  While inexpencsive, this suspension
  upgrade will only guarantee faster lap
  times for a driver able to drive a very
  loose car

   Front Grip: 8.3
    Rear Grip: 8.4
       Weight: 3438 lbs.
  Durabilitiy: 9.7

     ---------------------------------------

    Stage 2 Balance
    ---------------
  A significent upgrade of capable of
  improving a car's handling, while at
  the same time keeping the vehicle easy
  to control.

   Front Grip: 8.4
    Rear Grip: 9.2
       Weight: 3406 lbs.
  Durabilitiy: 10.0

     ---------------------------------------

    Stage 2 Advanced
    ----------------
  While using the same level of technology
  as the Stage 2 Balanced, this upgrade
  focuses more reducing car under-steer
  while at the same time improving overall
  grip

   Front Grip: 8.7
    Rear Grip: 9.0
       Weight: 3406 lbs.
  Durabilitiy: 10.0

     ---------------------------------------

    Stage 3 Balanced
    ----------------
  This upgrade provides a nearly ideal
  blend of balance, light weight, and
  traction.

   Front Grip: 9.3
    Rear Grip: 9.7
       Weight: 3373 lbs.
  Durabilitiy: 10.0

     ---------------------------------------

    Stage 3 Advanced
    ----------------
  A very difficult suspension upgrade to
  master.  Its lack of stability and
  durability make this upgrade difficult to
  use for all but the best drivers

   Front Grip: 9.7
    Rear Grip: 9.4
       Weight: 3341 lbs.
  Durabilitiy: 10.0

     ---------------------------------------

    Stage 4
    -------
  The best money can by.  Superlative
  in all areas.

   Front Grip: 10.0
    Rear Grip: 10.0
       Weight: 3341 lbs.
  Durabilitiy: 10.0


        -------------------------------------
        Stats / Info on Aerodynamics Upgrades
        -------------------------------------

    Big D 100cm Spoiler
    -------------------
  While adding some weight this package
  gives increased stability as well as a
  slightly more aerodynamically efficent
  shape.

 Front Downforce: 4.1
  Rear Downforce: 7.2
            Drag: 7.0
          Weight: 5325 lbs.

     ---------------------------------------

    Bid D 100cm "Big Chin"
    ----------------------
  A large front thin spoiler creates better
  turn-in but can cause a car to become
  slightly more difficult to drive at high
  speeds.  Front end collisions can be more
  costly.

 Front Downforce: 6.1
  Rear Downforce: 7.3
            Drag: 6.7
          Weight: 3341 lbs.

     ---------------------------------------

    Big D 150cm Aero package
    ------------------------
  Carefully designed underbody
  aerodynamics along with large front and
  rear spoilers create a wonderful
  combination of less drag while still
  increasing downforce.

 Front Downforce: 6.7
  Rear Downforce: 8.2
            Drag: 6.5
          Weight: 3308 lbs.

     ---------------------------------------

    Big D 150cm "Big Chin"
    ----------------------
  Almost identical to the 100cm "Big Chin"
  but with big, lighter spoilers

 Front Downforce: 9.1
  Rear Downforce: 8.5
            Drag: 6.0
          Weight: 3325 lbs.

     ---------------------------------------

    Big D composite spoiler
    -----------------------
  Advanced composite materials and clever
  use of aerodynamics make this package a
  virtual must for drivers hoping to take
  home the championship.

 Front Downforce: 10.0
  Rear Downforce: 10.0
            Drag: 5.0
          Weight: 3282 lbs.


        --------------------------------
        Stats / Info on Exhaust Upgrades
        --------------------------------

    Basic 100mm
    -----------
  Improvements in both power and weight
  make this exhaust a bargain

       Power:  280 hp
 Peak Torque: 5136 rpm
     Redline: 8170 rpm
      Weight: 3341 lbs.

     ---------------------------------------

    Rough Boy Exhaust
    -----------------
  A tough exhaust system that also allows
  for an increase in the car's redline

       Power:  282 hp
 Peak Torque: 4920 rpm
     Redline: 8342 rpm
      Weight: 3406 lbs.

     ---------------------------------------

    Rough Boy LW
    ------------
  While not as tough as its heavier
  counterpart, the LW is an improvement in
  all other categories

       Power:  285 hp
 Peak Torque: 4920 rpm
     Redline: 8342 rpm
      Weight: 3308 lbs.

     ---------------------------------------

    Power 150mm
    -----------
  Garage gurus with carefully chosen gear
  ratios will be able to take this narrow
  power band exhaust syste and wring
  nearly as much performance out of it as
  the more expensive Elite system

       Power:  294 hp
 Peak Torque: 5136 rpm
     Redline: 8342 rpm
      Weight: 3341 lbs.

     ---------------------------------------

    175mm Elite
    -----------
  A wonderful, if expensive exhaust
  system

       Power:  294 hp
 Peak Torque: 4896 rpm
     Redline: 8428 rpm
      Weight: 3308 lbs.


             o--------------------------------------------------o
             | Part Five:  Prices for Parts for Modified Series |
             |                   [NDTD 10.5]                    |
             o--------------------------------------------------o

Here is a price listing for all the parts for the upgrades for the following
sections of your car Engine, Suspension, Aerodynamics, and Exhaust plus
descriptions for each on how they can help you perform better on the track.
These you can purchase to help make your performace out on the track much
better and maybe start winning races, running competively, and win
championships.  Here is the price list for the Modified series:


 o------------------------------------------o
 |          Engine Part         |    Cost   |
 |------------------------------|-----------|
 | Blue Flame Iron I            |  $ 15,500 |
 | Whitehaul 350                |  $ 19,999 |
 | Flue Flam LFX                |  $ 24,900 |
 | Rough Boy 350                |  $ 31,500 |
 | Mach II Aluminum             |  $ 43,000 |
 | Mach III Advanced            |  $ 65,000 |
 o------------------------------------------o

 o------------------------------------------o
 |       Suspension Part        |    Cost   |
 |------------------------------|-----------|
 | Stage I Basic                |  $  8,750 |
 | Stage I Balanced             |  $ 10,500 |
 | Stage I Advanced             |  $ 12,500 |
 | Stage II Balance             |  $ 36,000 |
 | Stage II LW                  |  $ 42,500 |
 | Stage II Advanced            |  $ 36,000 |
 | Stage III MAX Racing         |  $ 57,500 |
 o------------------------------------------o

 o------------------------------------------o
 |        Aero Parts            |    Cost   |
 |------------------------------|-----------|
 | Razman Aero Pack             |  $  5,000 |
 | Roughboy 350                 |  $ 12,500 |
 | Razman Pro Aero              |  $ 17,500 |
 | Tongston & Young Gold        |  $ 25,000 |
 o------------------------------------------o 

 o------------------------------------------o
 |        Exhaust Parts         |    Cost   |
 |------------------------------|-----------|
 | RXR Racing Base System       |  $  6,600 |
 | RXR Racing RW                |  $ 11,000 |
 | Roughboy Krackon Exhaust     |  $ 19,500 |
 | RX Racing Lxi                |  $ 22,000 |
 | RXR Straight Ace             |  $ 30,000 |
 | RSR MAX Racing               |  $ 37,000 |
 o------------------------------------------o


        -------------------------------
        Stats / Info on Engine Upgrades
        -------------------------------

    Blue Flame Iron I
    -----------------
  Durable but heavy, this inexpensive
  engine supplies many rookie Featherlite
  drivers with some much needed
  horsepower.

       Power:  247 hp
 Peak Torque: 4485 rpm
     Redline: 6970 rpm
      Weight: 2727 lbs.

     ---------------------------------------

    Whitehaul 350
    -------------
  This high tech engine focuses on light
  weight and for the price an incredibly
  broad power band.  The high rev limit
  on this car often requires a change of gear
  ratios.

       Power:  283 hp
 Peak Torque: 4173 rpm
     Redline: 8075 rpm
      Weight: 2636 lbs.

     ---------------------------------------

    Rough Boy 350
    -------------
  Like other rough boy products this one is
  built to last.  Other benefits include high
  horsepower and a moderate increase in
  redline.  Weight is the primarey drawback.

       Power:  318 hp
 Peak Torque: 4173 rpm
     Redline: 7225 rpm
      Weight: 2688 lbs.

     ---------------------------------------

    Mach II Aluminum
    ----------------
  Light weight and gobs of power must be
  balanced against the fagility and cost of
  this high tech power plant.

       Power:  322 hp
 Peak Torque: 4446 rpm
     Redline: 7990 rpm
      Weight: 2610 lbs.

     ---------------------------------------

    Mach III Advanced
    -----------------
  It's not cheap but if you're looking for an
  engine that excells in every way the Mach
  III is without peer

       Power:  332 hp
 Peak Torque: 4056 rpm
     Redline: 8245 rpm
      Weight: 2610 lbs.


        -----------------------------------
        Stats / Info on Suspension Upgrades
        -----------------------------------

    Stage I Basic
    -------------
  This suspsion package was originally
  designed for a famous crew chief's son.
  It was found to be so helpful in stabilizing
  the often tricky modifieds that is now
  produced commercially.

  Front Grip: 8.0
   Rear Grip: 8.7
      Weight: 2714 lbs.
  Durability: 1.0

     ---------------------------------------

    Stage I Balanced
    ----------------
  A nice blend of performance and price
  make this package one of the most
  popular available.

  Front Grip: 8.1
   Rear Grip: 8.5
      Weight: 2708 lbs
  Durability: 10.0

     ---------------------------------------

    Stage I Advanced
    ----------------
  In the right hands, this is the fastest of the
  Stage I suspension improvements.
  HIGHLY RECOMMENDED.

  Front Grip: 8.3
   Rear Grip: 8.3
      Weight: 2610 lbs
  Durability: 10.0

     ---------------------------------------

    Stage II Balanced
    -----------------
  This package is much like the Stage I
  Balanced excet for the higher
  quality components, which improves both
  weight and grip.

  Front Grip: 8.9
   Rear Grip: 9.1
      Weight: 2688 lbs.
  Durability: 10.0

     ---------------------------------------

    Stage II LW
    -----------
  This Stage II package uses the lightest
  components available which allows for
  unprecidented weight-savings.
  Durability, however is greatly reduced.

  Front Grip: 8.9
   Rear Grip: 9.1
      Weight: 2610 lbs
  Durability: 10.0

     ---------------------------------------

    Stage II Advanced
    -----------------
  This package is much like the Stage I
  Advanced except for the use of higher
  quality components, which improves both
  weight and grip.

  NOTE: A higher redlining engine or a
  great adjustment may be needed with this
  upgrade.

  Front Grip: 9.0
   Rear Grip: 9.0
      Weight: 2688 lbs
  Durability: 10.0

     ---------------------------------------

    Stage III MAX Racing
    --------------------
  Perfectly tuned with the most advanced
  components available only drivers who
  like their cars incredibly loose will find
  anything to complain about.

  NOTE: A higher redlining engine or a
  gear adjustment may be needed with this
  upgrade.

  Front Grip: 10.0
   Rear Grip: 10.0
      Weight: 2610 lbs
  Durability: 10.0




        -------------------------------------
        Stats / Info on Aerodynamics Upgrades
        -------------------------------------

    Razman Aero Package
    -------------------
  Cheap and delicate, the basic Razman
  package has been losing popularity for
  some time.

 Front Downforce: 5.2
  Rear Downforce: 5.8
            Drag: 7.5
          Weight: 2662 lbs.

     ---------------------------------------

    Rough Boy 350
    -------------
  Another highly durable Rough Boy part,
  the 350 is a heavy aero package but has
  good downforce and drag coeffiecients, all
  at a reasonable price.

 Front Downforce: 6.7
  Rear Downforce: 7.3
            Drag: 6.5
          Weight: 2649 lbs.

     ---------------------------------------

    Razman Pro Aero
    ---------------
  A fine aero package, though it sacrifices
  some stability for top performance.

 Front Downforce: 8.5
  Rear Downforce: 7.6
            Drag: 6.0
          Weight: 2631 lbs.

     ---------------------------------------

    Tongston & Young Gold
    ---------------------
  Composite material and advanced
  aerodynamic reasearch have delivered an
  apparent paradox more downforce while
  at the same time less drag.  A brilliant
  upgrade other than its steep price.  

 Front Downforce: 10.0
  Rear Downforce: 10.0
            Drag:  5.0
          Weight: 2610 lbs.


        --------------------------------
        Stats / Info on Exhaust Upgrades
        --------------------------------

    RXR Racing Base System
    ----------------------
  Cheap but effective.  This base system is
  not the best, but it is the cheapest.

       Power:  329 hp
 Peak Torque: 4120 rpm
     Redline: 8160 rpm
      Weight: 2668 lbs.

     ---------------------------------------

    RXR Racing LW
    -------------
  This LW's strongest quality is its weight.
  However, it also confers reasonable gains
  in both power and torque.

       Power:  332 hp
 Peak Torque: 4050 rpm
     Redline: 8245 rpm
      Weight: 2610 lbs.

     ---------------------------------------

    Rough Boy Kraken Exhaust
    ------------------------
  Unbelieveable durability is the calling card
  of this exhaust system.  Drivers headed
  into an endurance race often choose this
  system over more expensive ones.

       Power:  331 hp
 Peak Torque: 4095 rpm
     Redline: 8160 rpm
      Weight: 2714 lbs.

     ---------------------------------------

    RXR Racing Lxi
    --------------
  While it doesn't pack the power of some
  of the less expensive exhaust systems, the
  Lxi more than makes up for this with a
  broad power band and sky high redline.
  Experinece in the garage is a must to get
  the most of this upgrade.

       Power:  327 hp
 Peak Torque: 3978 rpm
     Redline: 8457 rpm
      Weight: 2610 lbs.

     ---------------------------------------

    RXR Racing Strait Ace
    ---------------------
  The less expensive cousin of the RXR
  Max, the Strait Ace provides all the
  qualities top races need to win.

       Power:  342 hp
 Peak Torque: 3982 rpm
     Redline: 8372 rpm
      Weight: 2623 lbs.

     ---------------------------------------

    RXR MAX Racing
    --------------
  High tech, but high cost - if you can afford
  it, this is the exhaust system to get.

       Power:  350 hp
 Peak Torque: 3900 rpm
     Redline: 8500 rpm
      Weight: 2610 lbs.



                  o---------------------------------------------o
                  | Part Six: Prices for Parts for Truck Series |
                  |                [NDTD 10.6]                  |
                  o---------------------------------------------o

Here is a price listing for all the parts for the upgrades for the following
sections of your car Engine, Suspension, Aerodynamics, and Exhaust plus
descriptions for each on how they can help you perform better on the track.
These you can purchase to help make your performace out on the track much
better and maybe start winning races, running competively, and win
championships.  Here is the price list for the Truck series:


 o-------------------------------------------o
 |          Engine Part         |    Cost    |
 |------------------------------|------------|
 | Performance DX               |  $  25,000 |
 | Mach 1 Big Torque            |  $  70,000 |
 | Rouch Boy Big Torque         |  $ 125,000 |
 | Mach II Thin Wall            |  $ 160,000 |
 | Mach II Performance          |  $  21,000 |
 | VR-3 Truck Elite             |  $  29,000 |
 o-------------------------------------------o

 o-------------------------------------------o
 |       Suspension Part        |    Cost    |
 |------------------------------|------------|
 | Soft Grip                    |  $  18,500 |
 | Advanced Balance Type I      |  $  65,000 |
 | Rough Boy Type II            |  $ 118,000 |
 | R&P Lightweight              |  $ 180,000 |
 | Rough Boy Type III           |  $ 240,000 |
 | Cupriderm Systems            |  $ 350,000 |
 o-------------------------------------------o

 o-------------------------------------------o
 |        Aero Parts            |    Cost    |
 |------------------------------|------------|
 | Wind Tunnel Stage I          |  $  22,000 |
 | Wind Tunnel Stage II         |  $  69,000 |
 | Wind Tunnel Stage II Adv.    |  $  95,000 |
 | Wind Tunnel Stage III        |  $ 150,000 |
 o-------------------------------------------o

 o-------------------------------------------o
 |        Exhaust Parts         |    Cost    |
 |------------------------------|------------|
 | Free Flow I                  |  $  18,000 |
 | Free Flow II Short Course    |  $  59,000 |
 | Free Flow II LW              |  $ 148,000 |
 | Free Flow II Pro             |  $ 196,000 |
 | Free Flow III                |  $ 265,000 |
 o-------------------------------------------o


        -------------------------------
        Stats / Info on Engine Upgrades
        -------------------------------

    Performance DX
    --------------
  With solid overall performance traits, and
  a very reasonable price, the Performance
  DX is almost guaranteed to imporve your
  finishing position.

   Power:  551 hp
    Peak: 6420 rpm
 Redline: 8084 rpm
  Weight: 3849 lbs.

     ---------------------------------------

    Mach I Big Torque
    -----------------
  A cheap knock off of the Rough Boy Big
  Torque, the Mach I is actuallly a very
  decent motor, despite its relative fragility.
  Its broad power band makes it espeically
  useful on short courses.

       Power:  552 hp
        Peak: 6300 rpm
     Redline: 8256 rpm
      Weight: 3876 lbs.

     ---------------------------------------

    Rough Boy Big Torque
    --------------------
  The Rough Boy Big Torque is the most
  durable truck engine available.  This
  durability does come at a price of both
  weight and peak power.

       Power:  556 hp
        Peak: 6300 rpm
     Redline: 8256 rpm
      Weight: 3910 lbs.

     ---------------------------------------

    Mach II Thin Wall
    -----------------
  This high tech engine is both light and
  cheap.  However, it's also delicate and has
  a narrow power band.  Given its relatively
  low price compared to the other premier
  truck engines this can be a good choice
  for a clean driver.

       Power:  552 hp
        Peak: 6420 rpm
     Redline: 7998 rpm
      Weight: 3740 lbs.

     ---------------------------------------

    Mach II Performance
    -------------------
  The Mach II Performance is a
  wel rounded engine, with all the
  performance a driver needs to make it to
  the winner's circle.

       Power:  578 hp
        Peak: 6360 rpm
     Redline: 8170 rpm
      Weight: 3774 lbs.

     ---------------------------------------

    VR-3 Truck Elite
    ----------------
  The VR-3 company only makes one
  engine, but when it is as good as the Elite
  there's not much reason for anything
  else.  Power, reliability, this engine has it
  all.

       Power:  591 hp
        Peak: 6300 rpm
     Redline: 8256 rpm
      Weight: 3740 lbs.


        -----------------------------------
        Stats / Info on Suspension Upgrades
        -----------------------------------

    Soft Grip
    ---------
  By both decreasing weight and improving
  contact patch size, the Soft Grip can be a
  huge benefit in the ultra-competetive truck
  league.

  Front Grip: 8.1
   Rear Grip: 8.1
      Weight: 3706 lbs.
  Durability: 3.8

     ---------------------------------------

    Advanced Balance Type I
    -----------------------
  Like other Advanced Suspension
  upgrades, the Type I does a great job of
  improving maximum grip, but can cause
  the truck to become quite unstable
  especially on short courses.

  Front Grip: 8.2
   Rear Grip: 8.0
      Weight: 3699 lbs.
  Durability: 3.7

     ---------------------------------------

    Rough Boy Type II
    -----------------
  Tough and durable, yet heavy, the Rough
  Boy Type II is a great suspension for
  long, tough races, where a little rubbing
  can't be avoided.

  Front Grip: 8.3
   Rear Grip: 8.3
      Weight: 3818 lbs.
  Durability: 6.3

     ---------------------------------------

    R&P Lightweight
    ---------------
  Almost the opposite of the Rough Boy
  Type II, the R&P is a favorite part of many
  expert drivers.

  Front Grip: 8.3
   Rear Grip: 8.3
      Weight: 3366 lbs.
  Durability: 2.9

     ---------------------------------------

    Rough Boy Type III
    ------------------
  For the driver who perfers to win by
  attrition rather by speed, the Rough
  Boy Type III gives you enough speed to
  take the lead and enough strengh to
  fight off anyone who tries to take it back!

  Front Grip: 8.8
   Rear Grip: 8.8
      Weight: 3774 lbs.
  Durability: 6.3

     ---------------------------------------

    Cupriderm Systems
    -----------------
  The lightest, most advanced parts
  available, runed through extensive
  computer modeling, give the Cupriderm
  suspension system an unprecidented
  level of performance.

  Front Grip: 8.7
   Rear Grip: 8.7
      Weight: 3434 lbs.
  Durability: 4.9


        -------------------------------------
        Stats / Info on Aerodynamics Upgrades
        -------------------------------------

    Wind Tunnel Stage I
    -------------------
  While not cheap, wind tunnel testing is a
  must, especialy for succest at larger
  tracks like Daytona and Michigan.

 Front Downforce: 4.8
  Rear Downforce: 4.8
            Drag: 7.7
          Weight: 3434 lbs.

     ---------------------------------------

    Wind Tunnel Stage II
    --------------------
  For a moderate one-time cost this
  upgrade improves car stabliity at high
  speeds, as well as lowering drag - a must
  for succest at Daytona.

 Front Downforce: 5.2
  Rear Downforce: 5.2
            Drag: 7.3
          Weight: 3400 lbs.

     ---------------------------------------

    Wind Tunnel Stage II Advanced
    -----------------------------
  In addtion to lower drag and greater
  downforce, this upgrade shifts the balance
  of the car forward improving turn in,
  especially on larger faster tracks.

 Front Downforce: 5.5
  Rear Downforce: 4.9
            Drag: 7.3
          Weight: 3400 lbs.

     ---------------------------------------

    Wind Tunnel Stage III
    ---------------------
  The final stage of wind tunnel testing
  provides the highest level of performance
  available.


 Front Downforce: 5.5
  Rear Downforce: 5.5
            Drag: 7.0
          Weight: 3366 lbs.


        --------------------------------
        Stats / Info on Exhaust Upgrades
        --------------------------------

    Free Flow I
    -----------
  For a very low price the Free Flow I gives
  modest improvements all around.

       Power:  564 hp
 Peak Torque: 6420 rpm
     Redline: 8170 rpm
      Weight: 3485 lbs.

     ---------------------------------------

    Free Flow II Short Course
    -------------------------
  The designers of the Free Flow II Short
  Course focused their energies on a broad
  power band.  This brings great results on
  short courses which require a driver to
  stay in 4th gear through a large range of
  speeds.

       Power:  565 hp
 Peak Torque: 6360 rpm
     Redline: 8170 rpm
      Weight: 3485 lbs.

     ---------------------------------------

    Free Flow II LW
    ---------------
  The Free Flow II light weight is a mid
  level exhaust system.  Its light weight and
  decent power are somewhat offset by a
  lack of durability.

       Power:  569 hp
 Peak Torque: 6330 rpm
     Redline: 8127 rpm
      Weight: 3417 lbs.

     ---------------------------------------

    Free Flow II Pro
    ----------------
  While expensive, the Free Flow II Pro
  provides large gains in both power and
  weight.

       Power:  572 hp
 Peak Torque: 6432 rpm
     Redline: 8153 rpm
      Weight: 3434 lbs.

     ---------------------------------------

    Free Flow III
    -------------
  Large gains in both power band and peak
  power coupled with light weight make
  the Elite the best Exhaust system
  available, if you can afford the price.

       Power:  578 hp
 Peak Torque: 6360 rpm
     Redline: 8170 rpm
      Weight: 3400 lbs.



            o-----------------------------------------------------o
            | Part Seven: Prices for Parts for Winston Cup Series |
            |                     [NDTD 10.7]                     |
            o-----------------------------------------------------o

Here is a price listing for all the parts for the upgrades for the following
sections of your car Engine, Suspension, Aerodynamics, and Exhaust plus
descriptions for each on how they can help you perform better on the track.
These you can purchase to help make your performace out on the track much
better and maybe start winning races, running competively, and win
championships.  Here is the price list for the Cup series:


 o-------------------------------------------o
 |          Engine Part        |     Cost    |
 |-----------------------------|-------------|
 | Performance RC              | $    30,000 |
 | Target Thin Wall            | $    52,000 |
 | Target LW                   | $   980,000 |
 | Rough Boy Power MAX         | $ 1,200,000 |
 | Target Pro-X                | $ 1,700,000 |
 o-------------------------------------------o

 o-------------------------------------------o
 |       Suspension Part       |     Cost    |
 |-----------------------------|-------------|
 | Stage I Basic               | $    22,000 |
 | Stage I Balance             | $   350,000 |
 | Stage II Basic              | $   500,000 |
 | Stage II Balance            | $    60,000 |
 | Stage II Advanced LW        | $   750,000 |
 | Stage III Rough Boy         | $ 1,000,000 |
 | Final Grip System           | $ 1,250,000 |
 o-------------------------------------------o

 o-------------------------------------------o
 |        Aero Parts           |     Cost    |
 |-----------------------------|-------------|
 | Wind Tunnel Stage I         | $   225,000 |
 | Wind Tunnel Basic           | $   225,000 |
 | Wind Tunnel Advanced        | $   350,000 |
 | Wind Tunnel Stage II        | $   750,000 |
 | Wind Tunnel Stage II Adv.   | $   850,000 |
 | Wind Tunnel Stage III       | $ 1,250,000 |
 o-------------------------------------------o

 o-------------------------------------------o
 |        Exhaust Parts        |     Cost    |
 |-----------------------------|-------------|
 | Potter Racing Basic         | $    19,000 |
 | Potter Racing LW            | $    31,000 |
 | Potter Racing AE 1.1        | $   650,000 |
 | Potter Bay Exhaust          | $   775,000 |
 | Potter Racing AE Final      | $ 1,110,000 |
 o-------------------------------------------o


        -------------------------------
        Stats / Info on Engine Upgrades
        -------------------------------

    Performance RC
    --------------
  With a good price to performance ratio
  the RC remains a popular engine despite
  its aging technology.

   Power:  612 hp
    Peak: 5136 rpm
 Redline: 8084 rpm
  Weight: 3878 lbs.

     ---------------------------------------

    Target Thin Wall
    ----------------
  Light weight, reasonable horsepower, and
  a modest price make this a very popular
  engine for many mid-level Cup teams.

   Power:  612 hp
    Peak: 5184 rpm
 Redline: 8127 rpm
  Weight: 3780 lbs.

     ---------------------------------------

    Target LW
    ---------
  The Target LW is not only the lightest
  engine available, but it also boosts
  significant increases to horsepower and
  power band.  However, like other
  lightweight engines, its durablity is
  questionable.

   Power:  626 hp
    Peak: 5312 rpm
 Redline: 8127 rpm
  Weight: 3745 lbs.

     ---------------------------------------

    Rough Boy Power MAX
    -------------------
  Rough, tough, and full of horsepower,
  only the Power-Max's high weight keeps
  it from being the ultimate motor.

   Power:  651 hp
    Peak: 5035 rpm
 Redline: 8265 rpm
  Weight: 3920 lbs.

     ---------------------------------------

    Target Pro-X
    ------------
  NASCAR engine builders have been
  working on a push rod V-8's for more than
  40 years.  The Target Pro-X is the
  culmination of that research.  Simply put,
  it is the finest NASCAR Cup League engine
  ever built.

   Power:  655 hp
    Peak: 5040 rpm
 Redline: 8256 rpm
  Weight: 3780 lbs.


        -----------------------------------
        Stats / Info on Suspension Upgrades
        -----------------------------------

    Stage I Basic
    -------------
  The Stage I Basic helps time the difficult
  to drive NASCAR Cup car.  By increasing
  traction at the rear of the car, maximum
  traction is not greatly increased.  The car
  is, however, much more stable especially
  on shorter, more technical tracks.

  Front Grip: 8.0
   Rear Grip: 8.3
      Weight: 3920 lbs.
  Durability: 7.0

     ---------------------------------------

    Stage I Balance
    ---------------
  A significant first step in creating a
  competitive car, the Stage I Balanced
  provides crucial gains in peak traction as
  well as a modest weight loss.

  Front Grip: 8.2
   Rear Grip: 8.2
      Weight: 3916 lbs.
  Durability: 6.9

     ---------------------------------------

    Stage II Basic
    --------------
  While significantly more expensive than
  the Stage I Basic, the Stage 2 model
  boasts increased peak traction as well as
  additional weight loss, all while increasting
  durability.

  Front Grip: 8.2
   Rear Grip: 8.6
      Weight: 3850 lbs.
  Durability: 7.3

     ---------------------------------------

    Stage II Balance
    ----------------
  This upgrade is sure to put a smile on any
  driver's face.  Large increases in grip,
  coupled with significant weight
  reduction, ushers in a whole new level of
  handling.

  Front Grip: 8.4
   Rear Grip: 8.4
      Weight: 3832 lbs.
  Durability: 7.2

     ---------------------------------------

    Stage II Advanced BW
    --------------------
  This lightweight suspension package
  moves the balance of the car forward,
  creating the highest level of peak grip
  among the stage II upgrades.  The
  lightweight materials used, however,
  seriosly hamper durablitiy.

  Front Grip: 8.5
   Rear Grip: 8.3
      Weight: 3640 lbs.
  Durability: 6.0

     ---------------------------------------

    Stage III Rough Boy
    -------------------
  Rough, tough, and high tech all describe
  the Stage 3 Rough Boy.  Due to its
  durability, this suspension is the choice of
  many top NASCAR drivers, despite being
  heavier than the Final Grip System.

  Front Grip: 8.7
   Rear Grip: 8.7
      Weight: 3920 lbs.
  Durability: 9.3

     ---------------------------------------

    Final Grip System
    -----------------
  This is the permiere suspension package
  for the NASCAR Cup league.  It greatly
  decreases the unsprung mass of the car,
  which provies scalpel like handling.

  Front Grip: 8.7
   Rear Grip: 8.7
      Weight: 3640 lbs.
  Durability: 8.0


        -------------------------------------
        Stats / Info on Aerodynamics Upgrades
        -------------------------------------

    Wind Tunnel Stage I
    -------------------
  A good reduction in drag means this
  relatively cheap upgrade can dramatically
  improve top speed at some of the larger
  tracks.

 Front Downforce: 4.6
  Rear Downforce: 4.6
            Drag: 7.7
          Weight: 3710 lbs.

     ---------------------------------------

    Wind Tunnel Basic
    -----------------
  Like other Basic level upgrades, the Stage
  I Basic improves stability but at the cost
  of peak traction levels.

 Front Downforce: 4.0
  Rear Downforce: 5.2
            Drag: 7.7
          Weight: 3710 lbs.

     ---------------------------------------

    Wind Tunnel Advanced
    --------------------
  By increasing the size of the front air dam
  relative to the rear spoiler, this upgrade
  increases peak traction, but can cause the
  car to become unstable at high speeds.

 Front Downforce: 4.9
  Rear Downforce: 4.3
            Drag: 7.6
          Weight: 3710 lbs.

     ---------------------------------------

    Wind Tunnel Stage II
    --------------------
  A good balance between price and
  performance make this upgrade
  immensly popular with up and coming
  Cup teams.

 Front Downforce: 5.2
  Rear Downforce: 5.2
            Drag: 7.0
          Weight: 3640 lbs.

     ---------------------------------------

    Wind Tunnel Stage II Advanced
    -----------------------------
  Excellent balancing allows a driver using
  this upgrade to achieve excellent peak
  grip levels.  Durability and stability,
  however, suffer.

 Front Downforce: 5.5
  Rear Downforce: 4.9
            Drag: 7.0
          Weight: 3640 lbs.

     ---------------------------------------

    Wind Tunnel Stage III
    ---------------------
  Representing the pinnacle in aerodynamic
  research this upgrade may not be
  absolutely necessary to win a 
  championship, but a certainly provides a 
  huge advantage, especially at many of the
  high-dollar races like the Daytona 500.

 Front Downforce: 5.5
  Rear Downforce: 5.5
            Drag: 7.0
          Weight: 3640 lbs.


        --------------------------------
        Stats / Info on Exhaust Upgrades
        --------------------------------

    Potter Racing Basic
    -------------------
  A cheap yet poular part, the Potter
  Racing Basic improves the car in a
  number of ways, though none are terribly
  significant.

       Power:  636 hp
 Peak Torque: 5104 rpm
     Redline: 8204 rpm
      Weight: 3710 lbs.

     ---------------------------------------

    Potter Racing LW
    ----------------
  Light weight and great power make this
  upgrade look like a bargain, but notice
  the narrow power band and extreme
  fragility.  This makes for a great long track
  car but can prove problemetic on short
  courses.

       Power:  651 hp
 Peak Torque: 5131 rpm
     Redline: 8179 rpm
      Weight: 3640 lbs.

     ---------------------------------------

    Potter Racing AE 1.1
    --------------------
  Expensive but well-rounded, the 1.1 has
  good characteristics all the way around.

       Power:  644 hp
 Peak Torque: 5064 rpm
     Redline: 8230 rpm
      Weight: 3675 lbs.

     ---------------------------------------

    Potter Bay Exhaust
    ------------------
  Heavy and durable, a high and wide
  power band, but significant weight.  A
  good exhaust to consider, especially if
  you find your car is getting beat up out
  there on the track.

       Power:  649 hp
 Peak Torque: 5035 rpm
     Redline: 8179 rpm
      Weight: 3780 lbs.

     ---------------------------------------

    Potter Racing AE Final
    ----------------------
  Potter Racing's premiere Exhaust system
  that AE Final has it all: great power, good
  reliability and significant weight
  reduction.

       Power:  651 hp
 Peak Torque: 5035 rpm
     Redline: 8265 rpm
      Weight: 3640 lbs.


o----------------------------------------------------------------------------o
|                                   11. FAQs                                 |
|                                   [NDTD 11]                                |
o----------------------------------------------------------------------------o

These are questions that I've seen on both the Nascar Thunder 2003 and Nascar
Dirt to Daytona boards for a while:


Q: Which game is better Nascar Dirt to Daytona or Nascar Thunder 2003?

A: There is not a definite answer to this question.  It can depends on
   your tastes on which one you may enjoy playing and other characteristics
   that you may find in one of them or the other.  To me I like both Nascar
   Dirt to Daytona & Nascar Thunder 2003 equally.

-----------------------------------------------------------------------------

Q: What are the differences in Career Modes in Nascar Dirt to Daytona and
    Nascar Thunder 2003?

A: The differences between the Career Modes in both games is that in Nascar
   Dirt to Daytona is that you start your Career off in NASCAR's Dirt series
   (known as the Weekly Series) then work your way up to the Modifieds, to
   the Trucks and finally the highest NASCAR League the "Winston Cup" series.
   You can still be able to race in each of the other series even when you
   managed to get into other series to earn more money.  Then you'll have to
   wait 'til you get to the Truck Series to be able to start hiring pit crew
   but in Nascar Thunder 2003 you can hire your pit crew right there and then.
   In Nascar Thunder 2003's Career Mode it focus's more on the Winston Cup and
   try to earn a name for yourself as you try to win 8 championships within
   20 years.

-----------------------------------------------------------------------------

Q: How can I move onto other series such as the Modifieds, Craftsman Trucks,
    or the Winston Cup in Career?

A: The only way you can get into the Modifieds, Trucks or the Winston Cup in
   Career Mode of Nascar Dirt to Daytona is that you must win a championship
   in the Weekly series to do so.  Once you done that you'll get some
   sponsor deals to run in the Modifieds, and you must try to win a
   championship in there to get into the trucks.  When you accomplished the
   goal of winning the championship in the Trucks, then you will be able to
   get some deals for a ride in the Winston CUp League.  Of course you can
   still run in each series but if you don't run in a certain series (like
   the WEEKLY SERIES) you'll lose the sponsor that you had on the car.

-----------------------------------------------------------------------------

Q: Why aren't all the tracks for the series like in the Winston Cup and the
    Craftsman Trucks not all in the game?

A: The reason that they didn't manage to put in all the tracks that the
   Winston Cup and the Craftsman Trucks, is most likely due to when they
   tried getting licensing for these tracks.  Whoever says that EA Sports
   beating them to it is a BS artist.


o----------------------------------------------------------------------------o
|                          12. Credits / Legal Notice                        |
|                                   [NDTD 12]                                |
o----------------------------------------------------------------------------o

Here I would like to list of where you can find the walkthrough for this game
as well as who had a part of making it possible.  If you find this walkthrough
on any site other than the ones that are allowed be sure to e-mail me to let
me know about it.

   +=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+    +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+
   |         Allowed Sites        |    |          Banned Sites            |
   |------------------------------|    |----------------------------------|
   | GameFAQs: www.gamefaqs.com   |    | CheatCC: www.cheatcc.com         |
   | Neoseeker: www.neoseeker.com |    | Cheats Guru: www.cheatsguru.com  |
   +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+    | Cheat Codes: www.cheatcodes.com  |
                                       +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+

  o---------------------------------------------------------------------o
  |                              Credits                                |
  |---------------------------------------------------------------------|
  |       Me  : for writing this guide for NASCAR Dirt to Dayonta       |
  |    CJayC  : for posting this guide on Game FAQs                     |
  |      IGN  : for posting this guide on IGN                           |
  |   osered  : for PlayStation controller ASCII                        |
  | Nate Luke : pointing out amount of cash you start off with in       |
  |              Career                                                 |
  |   Osrevad : for ASCII Art for GameCube controller                   |
  o---------------------------------------------------------------------o

This document is copyrighted 2003 Stephen "Warhawk" Harris.  Any site wishing
to host this Walkthrough will have to e-mail me in advance to ask permission.
If you post it and then e-mail me about it, I will have to ask you to remove it
from the site.  Plus please don't try anything stupid with this guide becuase
if any author finds out about someone doing something with their work it is
is considered "copyright infringement" and is HIGHLY ILLEGAL.  So, if you want
to host it please come to me first and ask politely, then I'll think it over.

------------------------------------------------------------------------------
End of Document.  2003, Stephen "Warhawk" Harris.