FAQ/Walkthrough by Hellfire X

Version: 1.01 | Updated: 12/09/06 | Printable Version

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          |  | -- |  ||  | /  __  \>  ___|/  __  \ __   __ /  _| _
          |  \/  \/  ||  \ | |__| || |___ | |__| ||  |_|  || |__/ |
           \___/\___/  \__|\  ____/\_____|\______/\_______/\_____/_
                           / /            |__  \/  _  \/  _  \|__  \
                           |_|            ___| || |_| || |_| |  _| |
                                         / ____/\_____/\__   / |  /
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        AUTHOR  - Charlie Emery - Hellfire X
        VERSION - 1.01
        E-MAIL  - charlie.emery(at)gmail(dot)com

Dedicated to Rowena, my wonderful girlfriend, and to all the staff and members 
of WipeoutZone.

\\-\/-//                         **CONTENTS**                          \\-\/-//

To jump straight to a specific section, enter the corresponding code number in 
the search function of your browser.


-  [002] E-MAIL USAGE


-  [004] CONTROLS

-  [005] GAME MODES


-  [007] WEAPON SYSTEMS   - Mines
                          - Missile
                          - Electrobolt
                          - Rockets
                          - Shield
                          - Turbo
                          - Autopilot
                          - Plasma Bolt
                          - Quake Disruptor
                          - Energy Pack

-  [008] MANUFACTURERS    - Federal European Industrial Science And Research
                          - Anti-Gravity Systems
                          - Auricom Research Industries
                          - Qirex Research and Development
                          - Piranha Advancements

-  [009] CIRCUITS         - Talon's Reach
                          - Sagarmatha
                          - Valparaiso
                          - Phenitia Park
                          - Gare d'Europa
                          - Odessa Keys
                          - Vostok Island
                          - Spilskinanke

-  [010] CHEATS



-  [013] THANKS

-  [014] LEGAL

\\-\/-//                      **VERSION HISTORY**                      \\-\/-//

v1.01- 09.12.06 - Forgot to add the search function, now sorted.

v1.0 - 17.11.06 - Guide complete. Track guides for Gare d'Europa, Odessa Keys,
       Vostok Island and Spilskinanke completed.

v0.8 - 16.11.06 - Track guides for Talon's Reach, Sagarmatha, Valparaiso and
       Phenitia Park complete.

v0.6 - 04.09.06 - Circuit info added. Team profiles, weapon info, racing
       techniques and game modes sections completed. Soundtrack and cheats
       sections added.

v0.2 - 14.06.06 - Skeleton guide. Sections in place, team info and ASCII added.
       Weapon ASCII added. Racing techniques section added.

\\-\/-//                       **E-MAIL USAGE**                        \\-\/-//

My e-mail address is open if you have any comments to make on the guide, such 
as if anything is missing, if something could be more concise, etc. Useful 
comments please, any flames and you won't be mailing me again. Please don't 
mail me with any questions on the game if the answer can be found in the guide, 
it will be ignored. I have revealed all I know about the game here. If it's not 
in the guide, I can't help you. On the other hand, if you'd like me to explain 
something a little more clearly, or if I have missed something, then by all 
means mail me. If it's something important you'll get a mention in the credits. 
But above all, DO NOT SPAM MY INBOX. This includes advertising, chain letters 
and any other useless junk that gets sent. I've had to put up with a lot of 
this recently, so I'm going on a zero-tolerance policy now. ONE useless email 
and your address will be blocked. In the case of mass emails, all addresses 
involved will be blocked. To help avoid this, DO NOT ADD MY ADDRESS TO YOUR 

\\-\/-//                       **INTRODUCTION**                        \\-\/-//

Welcome to the year 2097. AG racing has taken over as the most popular sport on 
the planet, and large scale changes since the F3600 have brought a new level of 
excitement and adrenaline rushes to both competitors and spectators alike. A 
new arsenal of weapons now mean craft are no longer invulnerable and a new 
dimension to the racing circuit has arrived with tactical combat playing a huge 
role. Widely regarded by fans of the series to be the best Wipeout game of them 
all, Wipeout 2097 has remained a classic for nearly ten years and will remain 
so for many more. Welcome to the F5000 AG Racing league.

\\-\/-//                        **CONTROLS**                           \\-\/-//

D-pad/Stick  - Steering and pitch control
Square       - Discard weapon
Triangle     - Change view
Circle       - Fire weapon
Cross        - Accelerate
L2           - Left airbrake
R2           - Right airbrake

\\-\/-//                       **GAME MODES**                          \\-\/-//

\\//   :ARCADE:   \\//

Pick a track, pick a race class, pick a craft and race against 12-15 AI
opponents. First gets you a gold medal, second gets silver and third gets 
bronze. The number of laps veries depending on speed class. Vector races are 
two laps, Venom are three, Rapier are four and Phantom are five. This is the 
same for all game modes.

\\//   :TIME TRIAL:   \\//

As Arcade, but this time there are no opponents or weapons, it's just you 
against the clock. This is a very good way to practice a track before you race 


Unlocked after acquiring golds in the first six tracks, the Phantom challenge 
is a six-race tournament at Rapier class. You start the tournament with three 
lives. In order to progress to the next track, you must win the race. Second or 
third will allow you to repeat the track without losing a life. If you finish 
outside the top three, you must lose a life in order to retry the track. 
Successfully completing this challenge unlocks Phantom class and the final two 
tracks, Vostok Island and Spilskinanke, for use in Phantom class only. The 
other six tracks are unlocked for racing in all other speed classes.

NB: Phantom challenge becomes locked again once the Piranha challenge is 


Unlocked after acquiring golds on Vostok Island and Spilskinanke, the Piranha 
challenge is an eight-race tournament in Phantom class. As with the Phantom 
challenge, you must win each race in order to progress, with second or third 
allowing you a free retry. Successfully completing the Piranha challenge 
unlocks Vostok Island and Spilskinanke for use in Rapier class and unlocks the 
Piranha super craft. The other six tracks are unlocked for racing in Phantom 

NB: Unlike the Phantom challenge, the Piranha challenge remains unlocked

\\//   :ARCADE LINK:   \\//

The first of the multiplayer modes, link up two Playstations and two TVs to 
play against a friend in Arcade mode. This mode is identical to the single 
player Arcade mode.

\\//   :ONE ON ONE:   \\//

As above, however this time there are no AI opponents. It's just you against a 

\\-\/-//            **RACING TECHNIQUES AND GAME MECHANICS**           \\-\/-//

\\//   :BASIC RACING LINE:   \\//

Knowing the track is one thing, knowing how to race it is something completely 
different. Learning the racing line will allow you to race the course in a much 
quicker time and without crashing. A racing line is the line you need to take 
through a corner to allow you to take it in minimal time, and also to set you 
up for the next corner.

The best place to learn the racing line of a course is in Time Trial mode, 
where you don't have the distraction of other craft ramming you or firing on 
you. To find the ideal racing line of a track, you need to take each corner 
with the next one in mind. Usually when taking a corner, you should enter it 
from the outside, move over to the apex while taking it, and the allow yourself 
to drift over to the outside again. However, sometimes if there is an opposite 
corner directly following it, you can find yourself on the wrong side of the 
track and leave yourself with a bad approach to the next corner, making you 
either crash or slow down far more than necessary. Always take a corner series 
with the final corner in mind, as this is where you will be making your exit 
and where you will need to maximise your speed. Chicanes are another type of 
corner series that require knowledge of the racing line. You need to use the 
apex of each turn in the chicane as a sort of slalom marker, keeping the turns 
as straight as possible. Weaving over to the outside will slow you down 
somewhat. If the chicane is very shallow, it may be possible to see a straight 
line through without the need to turn. In this case, you can easily see the 
racing line and perfectly illustrates how you need to be able to take the 
sharper versions.

\\//   :SHIELD ENERGY:   \\//

Unlike the craft in WipEout, in 2097 your craft can only take a certain
amount of battering before it will be destroyed. Your shields are what will 
keep you alive on the AG circuit. The purple bar below the thrust indicator 
shows you the status of your shields. Any form of impact will drain shield 
energy. Hitting a wall or another opponent will produce a slight loss whereas a
weapon impact will reduce it much further. Obviously craft with a higher shield
stat will lose energy at a slower rate than those with lower stats. Once your
shields drop to 25%, you will receive an "Shield energy low" warning from the
craft computer. Your craft will be destroyed if your energy hits 0%. To 
recharge your energy, you will need to fly through the red pit lanes. There is 
one on each track, most commonly close to the starting line, but sometimes they
will be a fair way into the circuit.

\\//   :USE OF THRUST:   \\//

While most of the time you'll want to keep the thruster hammered down, there 
are some situations where letting off of the thruster will give you greater 
control over the craft. For example, going over a peak too fast will cause you 
to lose contact with the track and as a result will slow you down, dropping 
your craft back to the track. Letting up on the thrust briefly as you go over 
will keep you close to the track and will keep your speed up. Also, letting up 
will also allow you to turn much more sharply, and is practically necessary in 
the heavier craft. Eventually it will become instinctive once you get used to 
how far you can push the craft in the corners.

\\//   :AIRBRAKES:   \\//

The airbrakes are there to serve two purposes. The first is to provide an extra 
slowing method if you find yourself going too fast into a corner, or too hard 
over a peak. In this case, hitting both brakes will slow the craft down. 
However, this is a very inefficient way to get round the circuit, and it is 
recommended that you don't get into a habit of doing this and only use them in 
real emergencies. The other use is what they're really meant to be used for, 
and that is to provide you craft with a sharp turning circle. Hitting the left 
brake will cause your craft to veer left, while hitting the right one will 
cause it to veer right. Use the corresponding brake while turning and the craft 
will turn more sharply as the brake causes the back end to swing out. The 
opposite brake can also be used to laterally shift the craft in the opposite 
direction if you find you've entered a corner too early.

\\//   :PITCH CONTROL:   \\//

Knowing when to lift or drop the nose can really give you the edge in a race. 
When airborne, keeping the craft as level with the track as you can will ensure 
that you won't bottom out by bouncing along the track, losing speed as a 
result. When jumping, pull the nose as far up as you can to soften the landing. 
When going over a peak, drop the nose to keep the craft level with the track, 
and similarly raise the nose if you enter a trough.

\\//   :BOOST START:   \\//

Quite difficult to pull off, but it will give you a real advantage if you can. 
During the pre-race countdown, aim to feather the thruster at the top of the  
the third bar from the right. It can be quite difficult in high thrust craft on 
Vector class. If the thrust bar is in that area when "GO" is called, you will 
receive a boost as you start. Be careful when doing this though. If the bar is 
below this area, nothing will happen, but if it is above, the craft will stall 
and you will have a very slow start.

\\-\/-//                      **WEAPON SYSTEMS**                       \\-\/-//

\\//   :MINES:   \\//
        |  |           Perfect for the persistant bastard who won't leave you 
     ___|  |___        alone. Activate to deposit five explosive mines in 
    |___    ___|       quick succession directly behind your craft. Anyone 
        |  |           running through all five will suffer heavy damage and
        |__|           will be slowed to a crawl. Even one can significantly
                       slow a pursuer, and a good strategy is to lay them out
                       across the track to guarantee at least one will hit.
                       Aiming them is a gamble as there is no way to know
                       exactly where a pursuer is.

\\//   :MISSILE:   \\//
        .`.           A very useful, but erratic weapon. Upon picking up a 
      .    `.         missile, a targeting reticule will lock on to the 
    .  .  .  `.       closest craft to you. When fired, a blue missile will 
  .__.|  |`.__`.     chase the target up the track and deal moderate damage
        |__|           on impact. The missile isn't particularly agile, and
                       launching in corners will only result in it hitting a
                       wall. If a missile is coming your way, hug a wall and it
                       will more than likely slam into it instead of you. The
                       missile can also be fired backwards. If you see "REAR
                       LOCK" appear underneath the weapon indicator, the
                       missile has locked onto a target behind you. Tilt the
                       nose up and fire to launch it backwards.

\\//   :ELECTROBOLT:   \\//
        . .          Very similar to the shockwave in WipEout, the 
      . ._____       electrobolt is a homing weapon that will disrupt your
    .______   .      opponent's craft without damaging them. A targeting
          . .        reticule will appear in the same way as a missile when 
        ._.          picked up. Once launched, it will home in on the target
                       and on impact will slow the craft down and cause the
                       handling to become slightly erratic. As they use the
                       same targeting systems used in the missiles, they suffer
                       from the same problem of being unable to tackle sharp
                       corners effectively.

\\//   :ROCKETS:   \\//
         |  |          Rockets are your basic projectile weapon. Activate to  
         |  |          launch three unguided rockets down the track in a
         |  |          horizontal row. Each rocket that hits home will deal
       .    `.        moderate damage and will slow down the target. The
     .  .`.  `.      rockets are very precise though and it is not unusual to
   .__.    `.__`.    see them harmlessly fly between the gaps between the
                       craft ahead. Best launched at close range.

\\//   :SHIELD:   \\//
         .`.          A very useful weapon, when activated the shield will
       . .. `.        protect you from all damage for five seconds. Weapons
     . .  `. `.      will harmlessly explode on the shield and you can just
   .  ------`  `.    keep on going without being slowed. However, while wall
   `.  .------.  .    impacts will do no damage, they will still slow you.
     `. `.  . .      Also, it is important to remember that weapons cannot be
       `. ` .        fired while the shield is active, it must be lowered
         `..          before you can fire your next weapon. However, you can
                       still pick up and discard weapons while it is active.

\\//   :TURBO:   \\//

         .`.          Does exactly what it says on the tin. Activate to give
       .    `.        your craft a strong speed boost. Probably goes without 
     .  .`.  `.      saying that you should only really use these on 
   .__.    `.__`.    straights, as the boost is actually very strong and will
         .`.          almost certainly send you crashing into the walls if 
       .    `.        used in a corner series. It is also recommended that you
     .  .`.  `.      are extremely careful using these on Phantom class, as
   .__.    `.__`.    the speed gained will require extreme skill to handle, 
                       even if used on a straight. The AI will not use the

\\//   :AUTOPILOT:   \\//

         .`.          An absolute saviour on Phantom class. The autopilot when 
       .    `.        activated will take the controls out of your hands for
     .  .`.  `.      about five seconds, navigating the course quickly and
   .   ----`   `.    with ease. When you see "Autopilot disengaging", be
  ----------------`   ready to retake control, as the autopilot will
                       deactivate when the craft next levels out. Like the 
                       shield, you are unable to fire weapons while the
                       autopilot is active, though you can deactivate it at any

\\//   :THUNDER BOMB:   \\//
    ___        ___     
   `.  `.    .  .    A surprise package if there ever was one, the thunder
     `.  `..  .      bomb will stop everyone in their tracks with ease. 
       `.    .        When activated, what looks like a single mine will be
       .    `.        deployed from the rear of the craft. About half a
     .  .`.  `.      second later, a huge explosion will heavily damage and
   .__.    `.__`.    bring to a near halt all craft you can see. Bear in mind
                       that the explosion is quite bright and can blind you
                       for a split second, so be careful about using it on a
                       complex corner series. Also, any craft behind you will
                       not be affected. The AI will not use the thunder bomb.

\\//   :PLASMA BOLT:   \\//
          |  |         The most powerful weapon in the game. The plasma bolt 
          |  |         is capable of ripping through a craft like it were made
          |__|         of paper. When activated, the bolt will charge for half
                       a second before being fired straight down the track. If
                       it hits a craft, it will be destroyed regardless of
                       remaining shield power. A very potent weapon to have
                       near the top of the pack, as eliminating the leader will
                       leave you with an easy win. because of the charge time
                       though, it can be very difficult to aim. The AI will not
                       use the plasma bolt

\\//   :QUAKE DISRUPTOR:   \\//

         .`.          Now here's one you DON'T need to aim! The quake is a new
       . .. `.        weapon to the series and is capable of ruining 
     . .  `. `.      everything in front of it. When fired, the track itself
   . .      `. `.    rises up and flies ahead in a wave down the track. All
   `. `.  .`.. .    craft it hits are thrown into the air and slammed back
     `. `. `.  .      down to earth, suffering massive damage. However, it
       `. ` .. `.     becomes almost completely ineffective on Phantom class.
         `..  `.     The wave travels only slightly faster than the AI craft
                       on Phantom class, and your craft can easily keep up with
                       it, leaving you with a wall of track just ahead of you,
                       blinding the route ahead, and without any opponents
                       being hit at all. The wave also has a fairly short range
                       as well. The AI will not use the quake.

\\//   :ENERGY PACK:   \\//

         .`.          The energy pack is an emergency energy reserve for when 
       . .. `.        your craft has taken a beating. Activate to restore 20%
     . .  `. `.      of your shield energy. Unlike other weapons, you can
   .  ------`  `.    only pick up an energy pack when your shield is
   `.  .----------    critical.
     `. `.  
       `. `.

\\-\/-//                        **MANUFACTURERS**                      \\-\/-//

Explanation of the stats:

THRUST       - How quickly the craft accelerates
TOP SPEED    - Maximum speed achievable by the craft
TURNING      - How responsive the craft is to turning
SHIELD       - How much damage the craft can take before being destroyed
AERODYNAMICS - How well the craft deals with air resistance (the lower the
               rating, the more acceleration will decrease at higher speeds)

Stats are rated on a scale of one to ten


             /__ .
            // ____\
     __ -///       |
     . -///        .
      \-//        /
        . _  .   
     _  _     _  __   _
    |_ | | | |_ |  | |
    |  |_  |  _||_ | | .

                  _ _ _ _ _ _ 
THRUST         - |_|_|_|_|_|_|
TOP SPEED      - |_|_|_|_ _ _ _
TURNING        - |_|_|_|_|_|_|_|
SHIELD         - |_|_|_|_|_|_|_
AERODYNAMICS   - |_|_|_|_|_|_|_|

ORIGIN      - United Europe
LIVERY      - Blue and Yellow

FEISAR have the unenvied reputation of being the back markers in almost every 
season. The bureaucracy that surrounds every aspect of the team due to the fact 
they don't have a centre of operations is crippling, and as such it is very 
difficult to create a craft that can compete with the richer, more stable 
teams. As the FEISAR assembly line spans 12 countries, none of whom communicate 
with each other on a regular basis, the end product can be well below par, and 
their craft have always suffered in the speed area. However, they have the 
redeeming quality of bringing through some of the highest profile pilots in AG 
racing due to the craft's ease of use. In the end though, FEISAR is seen as 
little more than a stepping stone, and until the company can actually unite and 
work as one, they will remain that way.

The FEISAR craft is very agile, with a lot of thrust and strong shields. Most 
of the time you will be able to navigate a course without even touching the 
airbrakes, and as a result it is an excellent craft to learn in as the 
airbrakes take time to master. However, as a result of this, it is very slow, 
and will struggle to keep up with the faster craft over the course of a race.

\\//   :ANTI-GRAVITY SYSTEMS:   \\//
           _      _        _
           \\ || //     |_| |
        ____\\||//____   _ _
       |   ________   |  _|
       |  |  ____  |  |    _
       |__| |____| |__| |_| |
       |   ________   |   |
       |  |________|  |    _
       |_____    _____| |_|_|
         ____|  |____    _ _
       . __________ `. |_|_
       \.          `./

                  _ _ _ _ _ _ _
THRUST         - |_|_|_|_|_|_|_|
TOP SPEED      - |_|_|_|_|_|_
TURNING        - |_|_|_|_|_|_|
SHIELD         - |_|_|_|_ _ _
AERODYNAMICS   - |_|_|_|_|_|_|

ORIGIN      - Japan
LIVERY      - Red and White

AG Systems are well respected throughout the AG racing world as the founding 
fathers of the sport, with Pierre Belmondo at the helm. Always at the forefront 
of AG technology, they are overly keen on showing off their research in their 
craft, making constant changes to accommodate it. As such, some pilots have 
become frustrated, as the constant changes result in them being unable to 
settle and their performance is extremely inconsistent. However, most of their 
pilots remain loyal, confident in the knowledge that they are the envy of many 
associated with the sport in being able to sample the newest AG technology 
before they can even dream of it. It remains obvious though that AG Systems is 
much more concerned with research than racing, and their success on the track 
is usually short lived.

AG Systems' craft is also very agile, with the strongest thrusters of any AG 
team and a speed far superior to FEISAR's craft. A good stepping stone if you 
like the lighter craft, but as a result of this, AG Systems' shields are very 
poor. The craft will be unable to take much punishment, and the extra agility 
may be offset by having to make constant trips into the pit lane.

              ||  `
           /   ||   \
         /`._      _.\
        /    `.  .    \
       /    ..||.`.    \
       \  .  ||  ``.  / 
        _     _   _  _  _
       |_|| ||_|||  | ||||
       | ||_|| \||_ |_||||

                  _ _ _ _ _
THRUST         - |_|_|_|_|_|_
TOP SPEED      - |_|_|_|_|_|_|
TURNING        - |_|_|_|_|_|
SHIELD         - |_|_|_|_|_|
AERODYNAMICS   - |_|_|_|_|_|

ORIGIN      - North America
LIVERY      - Blue and Red

One of the big teams of AG racing, Auricom are the team most closely related to 
AG Systems on the grounds that they are indebted to the ideals of Pierre 
Belmondo and his visions for the development of AG technology for the good of 
mankind. Instilled by their founder, Delia Flaubert, they are not in any way 
profit-led and make it known at all times that they are out to fight fairly. 
This stance is an indirect stab at their bitter rivals, Qirex. While the Tetsuo 
twins have now retired, the pilots of both teams still harbor a grudge against 
each other and the front of the pack can be a very fiery affair, with 
eliminations a common sight. Auricom are seen as the only team currently 
capable of competing with Qirex, though they will need to put some of their 
principles to one side and invest a bit of money into their development 
division if they are to do so.

Auricom's craft are average in every way. Faster than AG Systems, the Auricom 
is slightly heavier and has stronger shields, though not quite up to FEISAR 
standard. This craft is a good step up from AG Systems, but still handles well 
enough to be a very useful craft in the faster speed classes. Its shields are 
still a little on the low side though.

                |  .
               /     \
             .       .
        _  .          |   
       |     _  _  _   |
       .     \\ \\ \\ .
        \     \\ \\ \
           . _\\ \
      __     __   __
     |  \ | |__| |  | \|/
     |__| | |   ||__  /|\
                  _ _ _ _
THRUST         - |_|_|_|_|_ _ _
TOP SPEED      - |_|_|_|_|_|_|_|
TURNING        - |_|_|_|_ _ _ _ 
SHIELD         - |_|_|_|_|_|_|_|
AERODYNAMICS   - |_|_|_|_|_|

ORIGIN      - Russia
LIVERY      - Purple and Blue

The big boys of AG racing, Qirex are widely known to be the most successful 
team of them all. With more championship titles behind them than all the other 
teams put together, they are frequently seen at the front of the grid before a 
race and are even more frequently seen at the front at the end as well. Qirex 
has more money than their research division knows what to do with, and as a 
result, their advertising campaign has attracted a massive fanbase, bringing in 
even more money. In stark contrast to Auricom, Qirex is led solely by money, 
and will do anything to see their profits maximised. Due to the skill required 
in handling their craft, they also attract the most high profile pilots to 
them, anyone without the necessary skill is unceremoniously shown the door. 
With such a huge foothold in the league, it is unlikely that any team will come 
close to Qirex for years to come. 

Qirex have earned their place at the top of the AG league by having the fastest 
craft of them all. It takes a while to get going, but once up to speed, there 
is little that can touch it. It also has the strongest shields of all the 
craft, making it very hard to take down as well. However, this craft is not for 
the inexperienced pilot, as it handles very poorly. Only use Qirex once you 
have mastered the airbrakes.

        _____        ____
        `.   `.    .    `.
                 |  |    |  |
            ____ |  |    |  |
          .   .`..----`..
        .___.    `.____.
         _  _  _      _   _
        |_ |_ |_ |\  ||| |_
        |  |_ |_ |/  ||| |_

                  _ _ _ _ _ _ _ _ _ _
THRUST         - |_|_|_|_|_|_|_|_|_|_|
TOP SPEED      - |_|_|_|_|_|_|_|_|_|_|
TURNING        - |_|_|_|_|_|_|_|_|_|_|
SHIELD         - |_|_|_|_|_|_|_|_|_|_|
AERODYNAMICS   - |_|_|_|_|_|_|_|_|_|_|


ORIGIN      - China
LIVERY      - Red and Yellow

*You must win the Piranha Challenge to unlock the Piranha*

Piranha Advancements, more well known for their airbrake technology than their 
prowess at AG craft design, have chosen to enter a prototype craft in this 
years tournament. They have always had an obsession with perfection in their 
products, and this is no exception. Only a few pilots fly for Piranha, all in-
house employees, and none of them have released any information regarding their 
identity, exploiting every loophole in the F5000 registration process to 
register to race with only a pilot ID. Some say that it is only Piranha's 
reputation with their airbrake technology and the race commission's curiosity 
over how they would perform with their own craft that stops them being thrown 
out of the league.

Their prototype is the ultimate craft, perfect in every way. It is extremely 
fast, extremely agile and has near impenetrable shield technology. No other 
craft can stand up to this in a straight race. However, in order to allow the 
craft to exhibit such impressive stats, Piranha have taken the drastic step of 
designing the craft with no weapon capability, as it would have unbalanced the 
craft and reduced its aerodynamic capabilities. Despite such impressive stats, 
this craft is for experts only, as the sheer speed and sharpness of the turning 
and airbrakes require very quick reactions and a solid knowledge of each track.

\\-\/-//                          **CIRCUITS**                         \\-\/-//

All track guides have been written in Phantom Class using a Qirex to give the 
most difficult conditions. It should be easier to follow the lines using a 
lighter craft or in a slower speed class. It is also recommended to practice a 
course in Time Trial wherever possible before jumping straight into a race.

\\//   :TALON'S REACH:   \\//

A major Canadian industrian complex

LENGTH   - 3.2km
CLASS    - Vector

*You must complete the Phantom challenge to unlock this track for Venom and 
Rapier class, and you must complete the Piranha challenge to unlock this track 
for Phantom class*

Talon's Reach is a very simple track and a good introduction to the league. A 
few reasonably tricky corners, but nothing that should scare off the newcomer. 
Very open in places so you should be hitting some good top speeds. Also a good 
track to try out the heavier craft for the first time


The first set of corners are two almost consecutive shallow right curves, both 
of which can be taken without braking. it is recommended you stick to the 
inside of both and move over to the outside when you reach the peak. The next 
corner is easy to be caught out on, as it is a sharp blind right turn. As soon 
as you go over the peak, use your right brake to swing the craft down into the 
trough and through the apex of this right hander. If you turn a little too 
early, use the opposite brake to pull yourself through. A fast straight follows 
with a quick left-right chicane ahead. Move over to the right hand side after 
the last corner and swing the craft through the apex of each corner. You will 
gain some height on the higher speed classes due to the undulation between the 
two corners so you may be able to cut the right hander somewhat.

Immediately ahead is a fast right-left-right-left chicane series which can be 
very tricky on the faster speed classes. The main aim here is not to be on the 
outside going into the second left hander, otherwise you will almost certainly 
hit the back wall unless you slow down sharply. If you're not particularly 
nimble with the airbrakes, it may be an idea to stay away from the speed pads 
on the left leading up to this corner series. Swing the craft into the first 
corner using the right brake and then immediately swing it round the other way, 
aiming to slightly overturn the corner to bring you over to the outside. 
Feather the thruster and IMMEDIATELY swing the craft back to the right again. 
If you don't, you'll drift too far to the outside and you'll encounter the 
scenario described above. Aim for the apex of the next corner and use the left 
brake to pull the craft through the left hander. 

The right hander that follows the corner series is quite long but reasonably 
shallow. Light taps of the right brake should keep you in line, but stay over 
to the outside and keep your eyes peeled for the apex of the shallow left that 
marks the end of the corner. As soon as you see it, make a sharp turn to the 
right and use the left brake to swing the craft to the left. It may be possible 
to simply cut the apex of each corner in a lighter craft, but in the heavier 
ones you will need to use the airbrakes to tackle this corner. Finally, ahead 
is a double shallow right followed by a double shallow left. All of which can 
be taken with only light taps of the brakes, brush the apex of each corner to 
take them easily. A light right curve takes you back over the line.

\\//   :SAGARMATHA:   \\//

A snowy Tibetian mountain circuit

LENGTH   - 4.3km
CLASS    - Vector

*You must complete the Phantom challenge to unlock this track for Venom and 
Rapier class, and you must complete the Piranha challenge to unlock this track 
for Phantom class*

Also a fairly simple course, Sagarmatha introduces you to the more tricky 
chicanes and the odd blind turn. Still nothing to fret over though, generally 
Sagarmatha is a very relaxing track and is one of my favourites out of the 
whole series.


For a course rated as "Easy", the first corner series is actually extremely 
difficult in the heavy craft. Not so much when you start out, but in subsequent 
laps after building up speed from the straights, they can be very tricky to 
navigate. This is a very sharp left-right chicane. There is a speed pad on the 
right hand side of the track. Use this as a marker to slam on the left brake 
and cut over to the apex. Due to the momentum you will more than likely end up 
on the outside of the corner. Almost immediately slam on the opposite brake and 
swing the craft in the opposite direction, this will drag you over to the 
outside of the right hander and onto a double speed pad. This will really take 
some practice as it is deceptively sharp. If you're still having difficulty, 
double brake on the approach or let up on the thruster as you take the corners.

Up the straight is another chicane series in the opposite direction, but this 
one is much shallower. Use the brakes to swing the craft through the right-left 
chicane. Next is a sharp right hander, made easier by the incline of the track 
which should keep the craft stable. Hit the right brake to get round this one. 
The next part of the track consists of a number of quick but shallow turns 
which will require a bit of dexterity with the airbrakes. The first section is 
a right-left-right chicane which is shallow enough to almost fly straight 
through. Use light taps of the brakes to guide the craft around the apex of 
each corner, but aim to be over to the outside after exiting the second right, 
as it is immediately followed by a sharper right hander. Quickly let up on the 
thrust and hit the right brake to swing the craft through this corner and into 
another left-right-left chicane. This one is sharper but longer than the last 
series, and so can be taken simply by swinging the craft through the corners 
using the brakes.

Emerge form this corner on the outside to hit a double speed pad to take you up 
the straight and over the jump. Lift the nose to soften the landing, then tap 
the right brake to take you into a long right hairpin. You may have to tap the 
right brake occasionally to keep the craft away from the back wall. Exit the 
corner on the outside to hit the double speed pad to take you back towards the 
line. Move over to the right if this isn't the final lap, as this will make the 
approach to the first corner series easier.

\\//   :VALPARAISO:   \\//

A South American jungle circuit

LENGTH   - 3.9km
CLASS    - Venom

*You must complete the Phantom challenge to unlock this track for Vector and 
Rapier class, and you must complete the Piranha challenge to unlock this track 
for Phantom class*

Now things get a little tricky. Valparaiso has some very sharp corners and a 
few tricky chicanes. Definitely one to try in a light craft before you jump 
straight in the heavyweights, as you'll need to know your airbrakes if you 
intend on taking one of those around here.


The course starts with a deceptively sharp right-left double chicane. You'll 
want to be on the left hand side for this one, as how you enter the first 
corner will dictate whether you pass through smoothly or you clatter off the 
walls. Aim to overturn and use the left brake to slide into the first corner, 
as you'll want to be near the right. From there, you can simply turn as normal 
using the appropriate brakes. It may help if you lift off the thruster going 
through the right handers, they seem to be slightly sharper than the left 
turns. Following this is a light left hander taking you onto a straight, at the 
top of which is a sharp left hander. This can be taken by sliding in with the 
left brake.

Ahead is an undulating light right-left chicane. The corners aren't the problem 
here, it's the way the track will bounce you about, reducing your ability to 
take them smoothly. As you go in, tap the right brake to bring you in line and 
immediately raise the nose. This will give you a bit of height to clear several 
peaks and will also soften your landing. While in the air, tap the left brake 
to take you round the light curve in the track. Following this, the track curls 
round to the right. Use the right brake to pull yourself round and aim to exit 
on the right hand side to hit a double speed pad. Be ready on the left brake 
though, as there is another sharp left hander at the top of the short straight. 
This can be taken in the same way as the previous one, by using the left brake 
to swing the craft through the corner. The track then curls round to the right 
again. Hit the triple speed pad on the left hand side at the exit and drift 
over to the right again to set you up for another sharp left. Again, use the 
left brake to navigate it.

A light right hander takes you into the temple which can be taken without 
braking. Inside the temple is a fairly sharp left-right chicane. The best way 
to take this is in an extended S-pattern. Move over tot he outside of each 
corner and use the airbrakes to swing through, taking each corner as close to 
the outside as you can. This will make life easier than taking the apex of the 
first corner, as the second on is very close and you may not be able to slow 
down in time to take it. On the exit, hit the two speed pads and head up the 
straight and through the very shallow left-right chicane. It can barely be 
called a chicane so no braking required. On the other side of the right hander 
though is a drop in the track which goes into another right curve. Hit both 
brakes to slow yourself as you go over the peak. This way you will hug the 
track rather than go flying over which will put you in much better standing for 
the sharp left hairpin waiting not too far up. If you double brake over the 
drop, you should easily be able to take the hairpin by slamming on the left 
brake. If you're still a bit concerned, you can also turn early with the left 
brake and use the right brake to pull yourself through. Now head up the 
straight and through the last left hander and over the line. Be careful with 
the last left, it may require a tap of the left brake and due to the pattern on 
the track it is not easy to see.

\\//   :PHENITIA PARK:   \\//

A newly constructed German commercial park

LOCATION - Germany
LENGTH   - 3.8km
CLASS    - Venom

*You must complete the Phantom challenge to unlock this track for Vector and 
Rapier class, and you must complete the Piranha challenge to unlock this track 
for Phantom class*

Another very enjoyable circuit, this one has a few long jumps that lead into 
corner series, so you'll need to be quick with the turning. There are also a 
few very sharp chicanes which will introduce you to the opposite brake shifting 


The first corner is a light right curve which will require light tapping of the 
right brake if you managed a boost start or are coming in from another lap. Try 
to come out on the inside to hit a double speed pad to take you over the peak. 
A short straight is followed by a fairly sharp left hander, which will also 
require some fairly heavy braking and maybe even some counter braking to keep 
you from hitting the apex. A tricky section follows, keep the craft over to the 
left to hit a double speed pad. A shallow left-right chicane is immediately 
followed by a much sharper right-left. Fly straight through the first chicane, 
then use your right brake to start turning VERY early for the second chicane. 
Turn too late and you'll either hit the back wall or you won't lose enough 
speed to take the second corner easily. If the latter ends up being the case, 
double brake to slow down. once through the first, use the left brake to guide 
the craft around the long second bend and over the peak. it may be an idea to 
let up on the thruster when tackling this corner series.

Once over, the track curls round to the right which should only need light 
braking if any. There is a peak at the end of the bend that masks a quick left 
hander into a straight, be very careful of this, a light tap of the left brake 
should bring you into position. If you can't quite see where to go, the scenery 
should give you a clue where the bend is. Ahead, the track swings quickly to 
the right and then into a shallow left bend over another peak.

*A quick note here. If you have a turbo, it is possible to cut off a section of 
the track by boosting over the peak and flying right. You will cut straight 
through the buildings and land safely in the tunnel if your aim is good. It is 
difficult to regain control though.*

Over the peak is a very shallow right-left chicane taking you into a tunnel 
that can be taken with little to no braking. Once in the tunnel though you will 
probably need to tap the left brake. The next section is a very sharp right-
left chicane. Just after the checkpoint, immediately slam on the right brake 
and start turning. This will make sure you're facing into the corner and not 
the back wall by the time you reach it. You MUST turn early for that corner or 
you'll simply bounce off the walls. If you turn too early, use the left brake 
to shift into the corner. Let up on the thruster once you've made this turn and 
use the left brake to pull you into the second turn.

Inside the tunnel following this corner series is a very shallow right-left 
followed by a sharp left hander. Simply fly straight through the light chicane 
and hit the left brake as you near the exit of the tunnel. The last section of 
the course is pretty fast but throws in a few quick turns to keep you on your 
toes. Ahead is a shallow double chicane, the first left-right, the second 
right-left. Neither is particularly sharp and can be taken with light brake 
tapping. Incidentally, the pit lane is parallel to this section, to enter you 
turn right instead of left at the first corner. The final corner is a fairly 
sharp left hander. Only light tapping is required, but as with Valparaiso, 
because of the checkered grid on the ground it can be hard to see where to 

\\//   :GARE D'EUROPA:   \\//

A disused French metro system

LENGTH   - 3.5km
CLASS    - Rapier

*You must complete the Phantom challenge to unlock this track for Vector and 
Venom class, and you must complete the Piranha challenge to unlock this track 
for Phantom class*

Quite possibly one of the most famous tracks in the whole series, Gare d'Europa 
is both fast and tricky. Plenty of straight sections to get your speed up, and 
lots of tricky corners to take it away again. There will be plenty of thruster 
lift here, some of the chicanes can really unbalance the craft.


The first corner is a 180 degrees right hairpin. Not particularly sharp, but 
the speed you'll have from the main straight or a boost start will mean you'll 
definitely need some heavy braking. Try to swing into the corner early and use 
the speed drop to line yourself up to take the exit on the right. You'll miss a 
speed pad but your line will be much more manageable through the next few 
corners. These are a shallow left-right-left chicane, which can each be taken 
with only a light tap of the corresponding brake, or in light craft no braking 
at all. On the final left, try to swing the craft over to the right to hit a 
double speed pad to take you up the slope. Waiting at the top of this slope is 
a very sharp blind left hander. You'll see a speed pad on the left hand side of 
the track near the top. Use this as a marker, right before you hit it slam on 
the left brake and turn as hard as you can. Let up on the thruster too, you 
don't want to be going too fast over this. You'll be quite high up in the air 
on the exit so trace the track and keep the nose up to land safely.

The track levels out at the bottom and you'll see a fairly sharp right hander 
waiting. Again there is a speed pad on the right, use this as a marker to swing 
the craft through the corner and into the tunnel. A similar right hander awaits 
at the top of this slope. The turn is slightly lighter so you don't have to be 
as aggressive with the brakes as before. Aim to exit on the left to hit two 
double speed pads to take you into a very shallow chicane series. Keep the nose 
up and blaze straight down the middle. The next set of corners require some 
heavy braking and good timing, it's surprisingly easy to hit the walls in here. 
The first corner is a reasonably sharp right, take this with some light brakign 
and aim to end up on the left. The next set is a deceptively sharp right-left 
chicane. The entrance to the first corner hides how much of a bitch the second 
can be if the approach isn't quite right. There are two ways to take this 
chicane. The first requires precise timing, you need to start turning early and 
aim to practically brush the apex and end up on the right hand side going into 
the second corner. As soon as you clear the corner, immediately switch brakes 
and turn the other way, letting up on the thruster as you do. There should be 
just enough room to squeeze through without hitting either wall. This will 
allow you to keep your speed up, but is very tricky. There is a second way. 
Take the first corner like you did the previous one, only this time try to exit 
in the middle. Slam on both brakes to slow yourself down before hitting the 
left brake and skimming the left apex. Use the right brake to shift if you're 
too close to the apex.

The track now curls round to the right again before taking you into a sharp 
left hairpin. After exiting the previous chicane, immediately start turning 
into the right hander. Just before reaching the hairpin apex, slam on the left 
brake and swing into the corner. Make sure you let up on the thruster as well, 
it can make all the difference between skimming the back wall and slamming into 
it. Exit on the right to hit a double speed pad which will take you up the 
straight towards the final corners: two sharp right handers in quick 
succession. Not quite close enough to make a hairpin, you'll need to brake 
twice to get through. Just swing the craft through both corners as with other 
turns like it and exit on the left to hit a speed pad. The remainder of the 
course is one long straight. You'll need to keep the nose up for most of it. 
The section ahead takes you over a set of undulating peaks that will cause the 
craft to bottom out and lose speed if you don't keep the nose up. The last one 
is a huge jump, a great place to use a turbo if you have one. Try to line the 
craft up before you go over the jump, it can be tricky in mid-air. Keep the 
nose up as you land and go over the line. Remember the first hairpin though, 
it's easy to overshoot it.

\\//   :ODESSA KEYS:   \\//

A huge suspended circuit over the Black Sea

LOCATION - Black Sea
LENGTH   - 4.4km
CLASS    - Rapier

*You must complete the Phantom challenge to unlock this track for Vector and 
Venom class, and you must complete the Piranha challenge to unlock this track 
for Phantom class*

A very difficult track that will have you tearing your hair out. Voted by 
WipeoutZone as the most hated track in the game, Odessa Keys has a lot of sharp 
corners in dark areas, requiring you to be very dextrous with the brakes in 
order to take them. Most of the corners do not have an ideal approach either, 
so opposite shifting is a must.


Odessa Keys gives you a taste of things to come in the very first set of 
corners, a sharp right followed by a deceptively sharp left. Approach the first 
corner incorrectly and you're going into the wall. You MUST turn early into the 
first corner and aim to exit on the right, then let up on the thruster and 
immediately swing the craft to the left using plenty of braking. If you find 
yourself on the right after the first corner, slam on both brakes and turn 
slightly over to the right. Then slam on the left brake and turn as hard as you 
can. Up ahead is a large peak which you will gain some considerable height 
from. below you should see the track wind to the left and then rise up and curl 
to the right. Keep the nose up and trace the track round, using your right 
brake to help you round the right curve, especially as it tightens near the 
end. Exit this corner on the left to hit a double speed pad. The next corner is 
deceptively tricky. The corner itself is your typical sharp left hander, but 
there is a small bottleneck in the exit, meaning if you're wall hugging when 
you exit, you'll end up crashing to a halt. Turn early for this corner and use 
the right brake to shift the craft into the centre to exit through the 

Shift over to the left to hit a double pad and use some light right braking to 
swing the craft through the right hander at the top of the peak. There is a 
short straight followed by a short jump ahead. On Phantom class this can be a 
very difficult part of the course. The jump leads into a tunnel, and if you go 
full pelt over the jump, you'll be getting to know the roof of it a little 
better. On the approach to the jump, lower the nose until you go over, which 
will significantly reduce the height of the jump. As you go over, raise the 
nose to soften the landing. There are a few sharp corners ahead and the last 
thing you want is the craft to be bouncing when you get to them. Inside the 
tunnel, the track curls round to the right before swinging sharply to the left. 
The speed you'll pick up from the jump will make the approach to the left 
hander very tricky, so hit the brakes to slow yourself down a bit before using 
the left brake to swing into the corner.

Immediately following this corner is a shallow right-left chicane which will 
take you up another slope and over another jump. Raise the nose going over this 
one and almost immediately slam on the right brake as there is a sharp right 
hander waiting for you soon after the jump. You'll land in the corner so you'll 
need to be turning before you reach it. If the nose isn't up high enough, you 
may bottom out and lose some control. Head up over yet another jump and prepare 
for a very evil way to end the course. At the bottom of this slope is a quick 
left immediately followed by a VERY sharp right hander. On Phantom in a Qirex 
this will be impossible to take at full speed. As you approach the first 
corner, hit the brakes hard and let up on the thrust. You'll need to drift 
through here, so leave the thrust well alone. Tap the left brake to bring you 
through the first corner and use the right brake to swing the craft through the 
right hander. It's not the end of the world if you can't quite make it as the 
pit entrance is just before the end of the corner on the left. There is one 
last light left hander before the final straight. Only once you are in line 
with the apex of this last corner should you go back on the thrust. head over 
the line to finish the lap, remembering that rotten corner series that's 
waiting for you on the other side.

\\//   :VOSTOK ISLAND:   \\//

An obscure volcanic island located in the South Pacific

LOCATION - South Pacific
LENGTH   - 5.1km
CLASS    - Phantom

*You must complete the Phantom challenge to unlock Vostok Island, and you must 
complete the Piranha challenge to unlock it for Rapier class*

Vostok Island is a long, tricky circuit with plenty of jumps and blind corners. 
Sometime's you'll have to keep an eye on the terrain around you to know where 
to go rather than the track, as it can seem to simply disappear from beneath 
you. It is made all the more difficult in that you can only practice it on 
Phantom class until you complete the Piranha challenge.


The course starts with an extended double helix. This differs from a normal 
double helix in that the centre part where the track crosses is extended rather 
than being a straight cross over. Whereas normally you would switch over to the 
other side here, in an extended helix you want to use the brake to stay on the 
same side as the approach will not unbalance the craft. You want to be on the 
right hand side of this section, so use some light braking to take what is 
essentially a right-left double chicane. There is a quick jump in the second 
part of the helix so keep the nose up to avoid bottoming out. Immediately after 
this, the course suddenly narrows and you are presented with two very sharp 
corners. The first is a left hander with a triple speed pad at the base. If you 
took the right hand path on the helix, the approach shouldn't be too tricky, 
turn early and use the right brake to shift over the speed pads. At the top, 
there is a very sharp right hander that drops out of view. Use the right brake 
to swing hard into the corner and then use the left brake to drop the craft 
back down to the track. Moving down into the tunnel, you'll come up to another 
sharp right. It's quite hard to see ahead here so use the lights on the ground 
to judge the corner, and use the right brake.

The next section can be very tricky. The first corner is a quick right followed 
by a left-right-left chicane. The first right is nothing, just a tap of the 
brake will be enough. However, it is blind, so unless you know where it is and 
how sharp it is, it'll be harder than you think. There is an easy way out 
though. If you look up you'll see a girder that traces the track. Turn with the 
girder and you'll take the corner without a problem. The chicane is a different 
story. While the first two corners aren't so bad, the third can be tricky and 
comes very soon after the second. You may want to slow down a bit before 
steaming into it, at least let up on the thruster a little. It's easy to 
unbalance the craft here so make sure you don't overuse the brakes. The track 
takes you over another jump and onto a wide right.

The final section of the track is fast and narrow, so you'll need to be quick 
on the brakes. Over another jump is a narrow long left hander. The pit is over 
to the right if you need it. The corner isn't too bad, but you may want to use 
the right brake to pull away from the inside. The next corner however can be 
very difficult. Right after the left hander comes a very sharp right. The speed 
at which you can approach this corner isn't exactly accommodating and will more 
often than not slam you into the wall. As you enter the tunnel, quickly slam on 
the brakes, then use the right brake to swing into the corner. You may end up 
skimming the back wall, but it's better than slamming into it. Follow the 
straight down to another right hander, this time not as sharp as before. Exit 
ont he rigth for a double speed pad then use the left brake to swing though the 
left hander at the end. One last light right hander awaits at the top of the 

\\//   :SPILSKINANKE:   \\//

An American city circuit affected by seismic activity

LOCATION - North America
LENGTH   - 4.0km
CLASS    - Phantom

*You must complete the Phantom challenge to unlock Spilskinanke, and you must 
complete the Piranha challenge to unlock it for Rapier class*

Without doubt the hardest track in the game, Spilskinanke will really test your 
skills with the airbrakes. Lots of jumps, plenty of loose track sections and a 
lot of very sharp turns will result in a lot of wall impacts the first time you 
play. Plus when you're outside, there will be plenty of lightning flashes to 
completely throw you off. Despite its handling, I highly recommend taking the 
Qirex on this one, as you'll need the shield and the speed. Like Vostok Island, 
this track is made a lot more difficult by the fact you can only practice it on 
Phantom class before you complete the Piranha challenge.


The course starts off with a fast right hander over a light peak, a little 
counterbraking may help you through here. Down the slope, try to hit a couple 
of speed pads and be ready for a sharp left hander inside the tunnel entrance. 
It is quite dark in here so it may take a couple of tries before you get the 
hang of it, but you must turn early. Use the left brake to swing into it and 
lift off the thruster as well as you go through. There is a similar right 
hander ahead, but the lay of the track allows you to take it more easily. 
Again, use the right brake to swing into it. A shallow left-right-left chicane 
follows (the pit lane is on the left, go left instead of right in the chicane 
to enter it), and further up another shallow left-right chicane. All of these 
can just be flown straight through, only a light tap of the left brake may be 
necessary between the two chicanes. Use light right braking to take you through 
the moderate right hander up ahead. The next part of the course is quite tricky 
ont he first few attempts, but becomes easier later on. You'll jump out of the 
tunnel, but the track will not be directly beneath you, it will be over to the 
right. As you exit the tunnel, look for the Future Sound Of London sign, it 
will be directly above the track and will tell you how far you need to turn. 
Keep the nose up as you land and tap the left brake to take you onto the second 
loose track section.

The track veers round to the right after the checkpoint, use the right brake to 
swing round here. Once you are through here, you MUST brake hard as the next 
set of corners is extremely tough. The first is a sharp narrow left to take you 
into the tunnel, swing through this with the left brake. Once in the tunnel, 
let up on the thrust and drift like you did on Odessa Keys. Believe me, you 
don't want a lot of speed here. Ahead are three sharp, dark corners which are 
very tricky to take in succession. You shouldn't be going any faster than 
220kph. Use the left brake to swing through the first one, then immediately 
switch to the right brake for the second, and finally switch again to take the 
left hander outside the tunnel. You may use some counter braking if you turn 
too early. Only go back on the thruster once you are outside.

Ahead, the track veers round to the right. There are two double speed pads on 
the inside and a single on the outside, this pretty much traces the ideal 
racing line through here. Once you reach the single pad, switch to the left 
brake and swing through the fairly sharp left hander. Be careful near the end, 
it suddenly tightens. it may be an idea to overturn near the end and use the 
right brake to shift into the exit. Be ready with the right brake at the jump 
ahead, that isn't a normal jump. Below, the track suddenly turns right at 90 
degrees to the track above and you'll need to start turning before you go over 
the jump unless you want to slam into the back wall. If you can turn the craft 
90 degrees tot he right as you go over the jump you'll land nicely. Follow the 
course round to the right using the right brake and be ready for a quick jump 
which will take you back onto the main straight. Only you'll have to turn left 
slightly first, as it isn't in line as usual.

\\-\/-//                          **CHEATS**                           \\-\/-//

There are several cheats for this game, either to unlock the hidden content 
without playing through the game, or just to have a bit of fun.

INFINITE ENERGY  - Pause the game. Hold L1, R1 and Select, and press Triangle,
                   Cross, Square, Circle, Triangle, Cross, Square, Circle. Your
                   energy will not deplete no matter how much damage you take

INFINITE TIME    - Pause the game. Hold L1, R1 and Select, and press Triangle,
                   Square, Circle, Cross, Triangle, Square, Circle, Cross. The
                   timer will freeze.

INFINITE WEAPONS - Pause the game. Hold L1, R1 and Select, and press Cross,
                   Cross, Square, Square, Circle, Circle, Triangle. Each time
                   you fire a weapon you will automatically receive another.

MACHINE GUN      - Pause the game. Hold L1, R1 and Select, and press Square,
                   Circle, Cross, Square, Circle, Cross, Triangle. Your craft
                   will be armed with a powerful machine gun with infinite ammo
                   that is capable of destroying any craft in a few hits. You
                   will not be able to use normal weapons while this cheat is

PHANTOM CLASS    - On the main menu, hold L1, R1 and Select, and press Cross,
                   Cross, Cross, Circle, Circle, Circle. Phantom class will be

PIRANHA          - On the main menu, hold L1, R1 and Select, and press Cross,
                   Cross, Cross, Cross, Circle, Triangle, Square. The Piranha
                   team will be unlocked.

WEIRD CRAFT      - While the game is loading after you turn on the console,
                   hold L1, R1, Select and Start until the Wipeout 2097 title
                   screen appears. Keep the other buttons held, and release and
                   hold Start again. The craft will be replaced by a bee,
                   snail, pig, UFO and a shark respectively.

\\-\/-//                        **SOUNDTRACK**                         \\-\/-//

Title                     : Artist                 
We Have Explosive         : Future Sound Of London
Landmass                  : Future Sound Of London
Atombomb (instrumental)   : Fluke
V6                        : Fluke
Dust Up Beats             : Chemical Brothers
Loops Of Fury             : Chemical Brothers
The Third Sequence        : Photek
Tin There (edit)          : Underworld
Firestarter (instrumental): The Prodigy
Canada                    : CoLD SToRAGE
Body In Motion            : CoLD SToRAGE

NB: Atombomb and Loops of Fury are in fact mislabelled in the game. They should 
be the other way round.

\\-\/-//                       **USEFUL LINKS**                        \\-\/-//

WipeoutZone   -   http://www.wipeoutzone.com

CoLD SToRAGE  -   http://www.coldstorage.org.uk

\\-\/-//                          **THANKS**                           \\-\/-//

Psygnosis     -  For making this game and giving birth to the entire series

Rob Foxx      -  For hosting this guide and for doing a great job with

GameFAQs, IGN -  For hosting this guide

Everyone at   -  Just because you're a damn good bunch :)

\\-\/-//                          **LEGAL**                            \\-\/-//

This FAQ is protected by copyright and may not be reproduced for any kind of
direct commercial use. You are allowed to reproduce this guide for personal 
use only, whether a printed copy or stored electronically, and may be 
distributed as long as no profit is made by doing so. It may not be modified 
in any way, shape or form, and must always contain this disclaimer and 
copyright notice in full. This guide may only be hosted on GameFAQs 
(www.gamefaqs.com), IGN (www.ign.com), Neoseeker (www.neoseeker.com),
and WipeoutZone (www.wipeoutzone.com). If you see this guide on any other 
website, please pop me a line to let me know. Gamespot and AOL are affiliates 
of GameFAQs and are allowed to link directly to the guide. In addition, 
WipeoutZone is the ONLY site permitted to use material from this guide (in full 
or excerpts from) in an altered form.


Above all, do NOT lift sections directly out of this guide for your own. 
That's plagiarism, and it doesn't go down well. If I find you've lifted 
ANYTHING original from this guide, I will find out where you are hosting it and 
I will contact your ISP. However, you are welcome to use the layout of this 
guide as inspiration for your own as long as I am given appropriate credit. You 
may also use factual information from this guide in your own as long as it is 
not just copied and pasted and as long as this guide is credited as the source.

All trademarks and copyright material not exclusive to this guide are 
recognised as the legal property of their respective owners.

Copyright 2006 Charlie Emery - Hellfire X