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    FAQ/Walkthrough by zplayford

    Version: 100.0 | Updated: 08/20/05 | Search Guide | Bookmark Guide

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                                ASCII ART by Goldenboy1
                              GAME: XG3: EXTREME-G RACING
                                  SYSTEM: PLAYSTATION 2
                                FORMAT: WALKTHROUGH / FAQ
                                 CREATED BY: BRIAN TAYLOR
                       CONTACT ADDRESS: bmtaylor[AT]msgplus[DOT]net
         CREATOR INFO: [http://www.gamefaqs.com/features/recognition/36435.html]
                           FIRST VERSION: 13th September 2003
                             LATEST UPDATE: 21st August 2005
                          WALKTHROUGH VERSION: - 100.0 [Final]
          The most recent version will always appear on the following address
                                   CONTENT SEARCHING
    To make life easier for everyone who uses this guide, I have added a reference
    number to each section to allow easy searching for specific information.
    1. Open the "FIND" box by holding [CTRL] + [F] (Default command for notepad).
    2. Enter the reference number next to the section you want to read about.
    3. Click on "FIND NEXT" again to take you straight to the section you require.
    Check the reference numbers below for further information.
                                   TABLE OF CONTENTS
              -0.01 WHERE TO FIND THIS GUIDE/FAQ
                        -1.00 INTRODUCTION
                        -2.00 GAME CONTROL SYSTEM
                        -3.00 TEAMS
                                  -3.01 PALUS
                                  -3.02 TERRANOVA
                                  -3.03 PHASE ONE
                                  -3.04 VIXEN
                                  -3.05 TALON
                                  -3.06 STARCOM
                        -4.00 SPEED CLASSES
                                  -4.01 250G
                                  -4.02 500G
                                  -4.03 750G
                                  -4.04 1000G
                        -5.00 LEAGUES
                                  -5.01 LITHIUM
                                  -5.02 RUBIDIUM
                                  -5.03 CEASIUM
                                  -5.04 FRANCIUM
                        -6.00 TRACKS
                                  -6.01 MUON HARBOR
                                  -6.02 VERDEGRAND
                                  -6.03 CRYSTALARIA
                                  -6.04 ATRADIATOSHI
                                  -6.05 SIRIS CANYON
                                  -6.06 OCEANIA
                                  -6.07 TUNDARIA
                                  -6.08 MEGALOPIS 7
                                  -6.09 PASIPHAE 6
                                  -6.10 PION 6
                        -7.00 WEAPONS & UPGRADES
                                  -7.01 MINI-GUN
                                  -7.02 ENGINES
                                            -7.02a 250G
                                            -7.02b 500G
                                            -7.02c 750G
                                            -7.02d 1000G
                                  -7.03 ROCKETS
                                  -7.04 REAR BLASTERS
                                  -7.05 HEAT SEEKERS
                                  -7.06 DESTABILIZERS
                                  -7.07 LEECH
                                  -7.08 MICRO MINES
                                  -7.09 E.M.P.
                                  -7.10 FLASH MORTAR
                                  -7.11 REAR TURRET
                                  -7.12 RAILGUN
                                  -7.13 AMMO BANK
                                  -7.14 WEAPON SCOOP
                                  -7.15 SHIELD SCOOP
                                  -7.16 SHIELD BOOST
                        -8.00 CODES & SECRETS
                                  -8.01 GENERAL TIPS
                                  -8.02 UNLOCK ALL TRACKS
                                  -8.03 DOUBLE RACE WINNINGS
                                  -8.04 FREE MONEY
                                  -8.05 INFINITE AMMUNITION
                                  -8.06 INFINITE SHIELDS & TURBO
                                  -8.07 AUTOMATIC CAREER WIN
                                  -8.08 EXTREME LAP CHALLENGE
                        -9.00 THE FINAL WORD
                                  -9.01 CREDITS & ACKNOWLEDGEMENTS
                                  -9.02 UPDATES
                                  -9.03 COPYRIGHT AND LEGAL
                       0.01          WHERE TO FIND THIS GUIDE/FAQ
    Gamefaqs, the best place for Walkthroughs/Guides/FAQs
    Any other website that wishes to display this guide is free to do so, as long as
    the following 2 points are observed:
    1. You are free to display this guide without prior permission as long as none
       of the information contained in this guide is altered.  The ONLY exception to
       this is ANY website that requires either a paid subscription or MULTIPLE pop-
       up adverts.
    2. If you do display this guide, at least do me the common courtesy of sending
       me a link of your website homepage, as well as a direct link to the page
       displaying this guide.
                               1.00          INTRODUCTION
    Welcome to my FAQ/WALKTHROUGH for XG3: Extreme-G Racing.  This is the third
    game in the series, with the previous games coming out on the Nintendo 64.
    Having not owned an N64 I didn't see what these games were like, but opinions
    about them vary from being downright awful to the best thing since sliced
    bread.  But we're not here to discuss those game, we're here to assist you
    through XG3 on the PLAYSTATION 2.
    The basic idea of the game hasn't changed since the original XG, which is to
    ride as fast as possible on a specially designed cycle which is capable of
    reaching, quite literally, supersonic speeds and beyond, around some of the
    most mind bending and testing circuits ever conceived and built.  This game
    has 6 teams with 2 riders per team, thus meaning that once you take over the
    role of one rider, you will have 11 other opponents all with the same overall
    goal as you which is to be the best!  In order to prove to yourself and these
    upstart riders that YOU are the best will require a combination of driving,
    speed & weapons accuracy as you attempt to not only win every race you enter,
    but add a bit of fun by destroying your opponents cycles, thereby ensuring
    that they don't finish the race and don't earn any money.
                           2.00          GAME CONTROL SYSTEM
     Control Legend [PLAYSTATION 2]
    [X]  = Cross
    [S]  = Square
    [T]  = Triangle
    [C]  = Circle
    LAS  = Left Analog Stick
    The control system of XG3 can be tailored to suit your personal preference, but
    the default controls are:
    [X] = Accelerate
    Simple.  This is your GO button.  Don't let it go unless you want to slow down
    (why would you want to do a stupid thing like that!?).
    [T] = Rear View
    Want to see where your opponents are?  Use this to look behind you.  Not a good
    thing to do if you're travelling at 750Mph on a tight turn though.
    [S] = Fire
    This will fire the currently selected weapon.  You can only start shooting once
    a ghostly voice states "SYSTEMS ACTIVE".
    [C] = Turbo
    Want to streak ahead of the guys in front, this is the way to do it.  Once
    again it cannot be used until the voice says "SYSTEMS ACTIVE".
    L1 = Weapon Down
    If you have several weapons installed on your bike, this will cycle through the
    weapons choices in a Clockwise direction.
    L2 = Left Air Brake
    This will deploy the left air brake.  These can be useful for assisting you
    round a corner.  Be aware that using them scrubs off a ton of speed in doing so.
    Use with care.
    R1 = Weapon Up
    Same as the Weapon Down option, this will cycle through the installed weapons
    but in an Anti-Clockwise direction.
    R2 = Right Air Brake
    Exactly the same as the Left Brake, except it is on the right hand side.
    LAS = This is your control input for steering the bike you are riding.  You can
    also use the D-Pad but I've found the Analog Stick to be much more
    responsive when going at high speed.
    SELECT = Change Camera
    There are just two camera options in this game, Cockpit or Far.  Cockpit will
    put you right in the heart of the game but it makes playing slightly
    harder as you don't get the same distance or width of vision as you would get
    from the Far camera, which sits above and behind the bike, so you are
    looking at yourself as well as much further into the distance.
    START = Pause Menu
    Need a break while you're flying by at 1000+ Mph? Press this and everything
    will stop while you massage that numb Playstation Thumb back into life.
                                   3.00          TEAMS
    As all the teams ride the same style of bike, it matters very little about what
    team you pick, and then what rider you select.  At the end of the day the
    defining factor is the person holding the controller.
                         3.01          PALUS (Green/White Bikes)
    Welcome to Palus.  It has been over 20 years since Palus' visionary Gabriel
    Artimus, conceived and designed the Graviton Drive.  Since that day, many have
    imitated but none have surpassed the elegance and fluidity achieved by Palus's
    manufacturing.  Our technology can be found in most household products, from
    the early Sentivacuum cleaning models through to the luxurious Graviton 8000
    ground cruiser.  Palus is proud to be a sponsor and participant in the
    Extreme-G Racing Tournaments.  Palus: let the mind improve the soul.
                       3.02          TERRANOVA (Red/Yellow Bikes)
    Speed.  Glamour.  Excitement.  These three words encapsulate Extreme-G racing.
    And these three words describe perfectly the ethos here at TerraNova.  We
    deliver the racing experience that everyone adores - high production values,
    mass media coverage, incredible exhilaration.  These are the things that make
    TerraNova the number one choice for racing fans.  Be a part of that team - live
    the dream.
                       3.03          PHASE ONE (Blue/Purple Bikes)
    "What drives a man to risk everything in search of glory?"  This was the
    question posed to Phase One's team manager ten years ago by the head of Lunar
    Industries.  Lunar was looking to raise their corporate profile, at any cost.
    As a result, Phase One graduated from the lower racing leagues to the premier
    level of racing -Extreme-G.  We pride ourselves in being the most prominent,
    exciting and controversial racing team on the circuit.  We risk everything in
    search of glory.  Phase One is a subsidiary of Lunar Industries.
                          3.04          VIXEN (Blue/Red Bikes)
    Formed in 2218, Vixen is proud to be the only XG team fully staffed by women.
    Psychological tests have proven the female mind to be not only more capable of
    digesting information than the male, but also a small percentage faster.  As
    such, we believe our drivers have an edge over the competition.  Elegant and
    sophisticated is our motto - join the team that has evolved.  Vixen is an equal
    opportunity employer.
                        3.05          TALON (Orange/Purple Bikes)
    Privately funded by three high-profile CEOs, Talon is, and will always be, the
    most profitable racing group on the Extreme-G circuit (XG financial report,
    2230).  We have no boundaries when it comes to victory.  We have no boundaries
    when it comes to design.  We have no boundaries when it comes to engineering.
    We will use the best drivers and we will push the rules to their limit.  We
    require nothing but complete dedication from our workforce.  This is why we
    win.  Talon: there are no boundaries.
                        3.06          STARCOM (Grey/Black Bikes)
    Thank you for showing an interest in Starcom.  A privately funded team, Starcom
    shies from the hype and publicity surrounding the Extreme-G Racing League.
    Nevertheless, in the interests of the group we are seeking new talent to join
    our world class racing team.  We seek only experienced drivers looking for a new
    adventure.  With Starcom, you will see the world like you've never seen it
    This team will only become available once you beat the 1000G Francium League.
                               4.00          SPEED CLASSES
    Speed is the only thing that matters in this game, and as such there are
    multiple speed classes that you earn entry into if you manage to earn enough
    money to buy your ticket into the next class.  The overall rule for the game is
    SPEED, SPEED, SPEED!  Whenever you have cash available then put it towards
    a new engine.  You can get 3 engine upgrades per class.
                   4.01          250G CLASS          Laps Per Race: 2
    This is where it all starts, and this league offers free entry as it's the
    first one.  You won't go at lightning speeds within this league so it gives
    you more time to respond to anything that happens on the track.  Be fully aware
    that because you are travelling slower, it will be easier to target
    someone ahead of you but the AI riders will also have just as long to target
    you, so this league requires a certain amount of defensive driving as well as
    all out speed.
    Don't worry about fitting your bike out with a huge selection of weapons, as
    all the other riders only have the cannon fitted as default and very rarely
    buy additional weapons.   Your FIRST PRIORITY is to buy more powerful engines
    as soon as you have any money to spend.  The engine sizes for this class are
    300, 350 & 400G capacity.  Further details can be found in the WEAPONS &
    UPGRADES section.
    Below is the list of what you score for each place during a race, as well as
    the entry fee required to progress onto the next league.  Lithium is marked
    down as FREE as it is the first league and doesn't require any entrance fee.
    1ST:          12000
    2ND:          10000
    3RD:           8000
    4TH:           6000
    5TH:           4000
    6TH:           2000
    7TH:           1000
    LITHIUM 250:   FREE
    RUBIDIUM 250: 25000
    CAESIUM 250:  61000
                   4.02          500G CLASS          Laps Per Race: 3
    Logic would say that if the class speed is doubled, then the speed would be
    doubled.  Not so, I'm afraid.  The chances to wipe out your opponents become
    much smaller though, as not only has your speed increased but the arsenal of
    weapons on the other bikes has jumped to deadly measures.  Most of them will
    be fitted out with Micro-Mines and Rear Blasters (See WEAPONS & UPGRADES
    section for more details), as these can spring a nasty surprise on an
    unsuspecting rider.
    Even though you may want to kit your bike out with as much weaponry as
    possible, the rule from the 250G Class still applies, UPGRADE YOUR ENGINE as
    soon as possible.  There's no point in having the weapons if you can't catch
    the guys ahead of you, so where possible keep clear of the sights of the other
    riders and rely on all out brute force from your bike to triumph here.  You can
    break the sound barrier at 740 (I assume MPH) in this class as well, but
    it is best to try this with a very long straight section of track.  Muon
    Harbour is a good track for the less experienced riders to do it on as it
    doesn't require much to get round that is first place.  The engine sizes for
    this class are 550, 600 & 650G capacity.  Further details can be found in the
    WEAPONS & UPGRADES section.
    Below is the list of what you score for each place during a race, as well as
    the entry fee required to progress onto the next league.
    1ST:           18000
    2ND:           15000
    3RD:           12000
    4TH:            9000
    5TH:            6000
    6TH:            3000
    7TH:            1500
    LITHIUM 500:   97000
    RUBIDIUM 500: 145000
    CAESIUM 500:  199000
                   4.03          750G CLASS          Laps Per Race: 3
    This is a level that only truly experienced riders can lay claim to getting to.
    Breaking the 740MPH barrier is extremely easy here.  Be fully aware that
    your targeting time has gone right out the window, as no straight piece of
    track seems to last long enough to take advantage of it.  If you insist on
    getting weapons then I would suggest items like the E.M.P., Micro Mines, Rear
    Blaster or Destabilizer as they can be deployed without the need to get a clear
    shot at anyone.
    Turning becomes a work of art here, as even the easiest bends seem to become
    almost impossible to negotiate.  Small jumps that you took for granted in the
    slower classes now become huge hazards that can send you outside of the
    boundaries of the track and retire you from the race in the blink of an eye.
    Extreme care and attention is required to compete and SURVIVE in this class.
    The engine sizes for this class are 800, 850 & 900G capacity.  Further details
    can be found in the WEAPONS & UPGRADES section.
    Below is the list of what you score for each place during a race, as well as
    the entry fee required to progress onto the next league.
    1ST:           27000
    2ND:           22500
    3RD:           18000
    4TH:           13500
    5TH:            9000
    6TH:            4500
    7TH:            2250
    LITHIUM 750:  253000
    RUBIDIUM 750: 330000
    CAESIUM 750:  411000
                   4.04          1000G CLASS          Laps Per Race: 4
    YES. All that hard work, the sleepless nights and the RSI from hours (nay,
    days) of playing has finally paid off.  You are now at the pinnacle of Extreme
    Gravity Racing.  By now you will know the tracks backwards with your eyes
    closed, and have reactions times that would startle most 'normal' people.  You
    now eat instant coffee out of the jar as it's to slow to wait for the kettle to
    boil to make it in a mug.
    This is Extreme-G Racing at its QUICKEST & DEADLIEST.  What was previously a
    long straightaway is now just a 10 yard long strip of road that just links up
    the next turn from the last one.  The smallest of gaps now turns into the
    biggest of launch pads to shove you off the track, even more so then on the
    750G class.
    Breaking that 740MPH sound barrier is now commonplace, and doesn't even require
    any additional speed from your turbo boost.  Don't even try to
    purchase any weapon that requires the slightest bit of aiming as it will be a
    huge waste of money.  As always make sure that you upgrade your engine pod as
    soon as you have money to burn, as every bit of speed that you can gain could
    be the difference between finishing, or being finished!  The engine sizes for
    this class are 1100, 1250 & 1500G capacity.
    Stick with the weapons from the 750G class, although you may be better served
    by purchasing things like weapon scoops or shield boosters, as you'll need
    every bit of help you can find to become the eventual champion of the 1000G
    class and EXTREME-G 3 RACING CHAMPION.  Further details can be found in the
    WEAPONS & UPGRADES section.
    Below is the list of what you score for each place during a race, as well as
    the entry fee required to progress onto the next league, and the eventual
    1ST:                  40500
    2ND:                  33750
    3RD:                  27000
    4TH:                  20250
    5TH:                  13500
    6TH:                   6750
    7TH:                   3375
    LITHIUM 1000:        492000
    RUBIDIUM 1000:       608000
    CAESIUM 1000:        729500
    FRANCIUM 1000:       851000
                                  5.00          LEAGUES
    Each league consists of three tracks.  You need to meet or surpass the MINIMUM
    finishing position for the upcoming race in order to continue through the game
    as each position from 1st to 7th will win you prize money.  Depending on where
    you finish on the current race will affect your required finishing position for
    the following race.  For example, you finish 7th on one track and instead of
    the next track still requiring 7th place, it now requires you to score 4th or
    better.  You score your 4th place, but now the final track in the league says
    that you need to take 1st place to complete the league and earn enough money to
    go into the next league.  You see how a bad race can affect your result?
    The prize money you earn from your (hopefully) points scoring positions will go
    into your Career Earnings Total.  The more you have in your earnings total, the
    better chance you have of progressing onto the next league, so always try to
    get first place in every race.
                              5.01          LITHIUM LEAGUE
    This league contains Muon Harbor, Verdegrand & Crystalaria.  Out of these three
    tracks, Crystalaria is the toughest to master, although it is possible
    to win every event in this league.  If you meet or exceed the earning total
    required then you will progress onto the Rubidium League.
                              5.02          RUBIDIUM LEAGUE
    Within this league you will find Atradaitoshi, Siris Canyon & Oceania. Oceania
    is by far the toughest of the three levels, although extremely skilled
    (or blindingly lucky) players will once again have no problem getting that top
    spot in every event.  Once again, meet or exceed the earnings total required
    and you will progress onto the Ceasium League.
                              5.03          CEASIUM LEAGUE
    The Ceasium League is the home to Tundaria, Megalopis 7 & Pasiphae 6.  Pasiphae
    6 is the trickiest track of these three to master as it has large sections of
    medium to hard turns that switch direction quickly, so you need to get up to
    speed (sorry, bad joke I know) on the track layout quickly.  As long as you
    keep your earnings above the amount required to progress then you will move
    onto the next engine class size and restart with the Lithium League.  If you
    are on the 1000G class then you will move onto the Francium League.
                              5.04          FRANCIUM LEAGUE
    The Francium League contains just one track, Pion 6.  Only the most determined
    and toughest riders ever make it this far, a statement given substance by the
    rather successful XGRA Scrap Yards on Megalopis 7.
                                  6.00          TRACKS
    Each track has its own personality and difficulty, and this keep the challenge
    of this game refreshing.  Where a more aggressive style might work in
    Verdegrand, it might get you killed if you try the same thing in Tundaria for
               6.01          MUON HARBOR [7.8Km]          MUSIC BY: Vitae
    Welcome to the twin cities of Muon.  Although one of the first XG tracks to be
    constructed, it remains the most popular with XG initiates due to the elegant
    oval design conducive to extreme speeds.  The early evening race offers a
    beautiful vista across the harbor.
    This track is just your standard oval configuration.  Apart from two straights,
    you will spend your time in a flowing series of shallow to medium right hand
    turns.  You won't need your air brakes on this level as there's nothing here
    that will warrant a sudden change of direction.  Save your turbo boost for the
    second lap, and try to keep a small stash of it in reserve in case you get a
    rouge rider trying to steal your victory.  First place is not a problem on this
    SHIELDS: On either side of the start/finish straight
    WEAPONS: On either side of the back straight
           6.02          VERDEGRAND [13.4Km]          MUSIC BY: Muzzi Kalmyth
    Starting from the Verdegrand suspension bridge, the circuit provides
    spectacular racing between the wind turbines and through the valley wall.
    Although relatively gentle, Verdegrand has hosted some of the most compelling
    XG races in recent years.
    The best place for boosting is the long series of shallow bends after the first
    right-hander, but don't blow it all there as you'll need some for when you go
    vertical about halfway through the level.  After you come out of the corkscrew
    section (red lighting) there is a small "S" bend that you can take in a
    straight line if you get close enough to the left hand side on the first bend.
    The corners on this track all appear tighter then they actually are, so once
    you've been round it a few times you will see areas where you can gain even
    more time on your opponents bikes.
    SHIELDS: On either side of the start/finish straight
    WEAPONS: On either side of the track at the bottom of the drop right before the
             corkscrew & on the right hand side of the track right after the 'S'
              6.03          CRYSTALARIA [10.3Km]          MUSIC BY: Nukamol
    The disused research station of Crystalaria provided a perfect base to the XG
    architects in 2202 when they began construction of this, the most remote
    of the XG circuits.  The track cuts gently through ice caverns, and across the
    glacier plains with track routes and splits close to the mountain edge.
    After the right hand turns at the start there is a nasty left-hand kink that
    drops downwards, and will more then likely have you swapping paint with the
    sidewall of the track.  when you reach the split at the bottom of this drop,
    take the left hand lane as the drop at the end is not as great as the right
    hand option.  There is a section of shallow turns after you go up the hill
    after the split track that are similar to Verdegrand that can be taken in a
    straight line, but watch out for the long section of left hand turns after this
    as they vary between mild and extreme difficulty.  Once again, keep some boost
    for the sprint to the finish.
    SHIELDS: On either side of the start/finish straight
    WEAPONS: On either side of the track at the bottom of the huge drop that follows
             a long series of left and right hand turns
                6.04          ATRADAITOSHI [10.3Km]          MUSIC BY: C90
    Constructed high above the city streets and between the city's skyscrapers, the
    circuit has breathtaking drops and jumps that push the most skilled
    riders to the max.  Busy city traffic continues despite the extreme racing
    taking place among the clouds.
    Even though you have to deal with monsoon type weather, this course is one of
    the best in the game.  This is where you will meet the dreaded 'staircase'
    which consists of a series of short track pieces, each one lower then the last.
    It's not as horrible as it sounds though, as long as you don't fall off the
    track on the way down.  Lots of long, spiral style turns that offer good
    opportunities for the experienced riders to take shots at your opponents.  Try
    to carry as much speed as possible from the final huge loop turn that takes you
    back onto the start/finish straight as it will help you in getting ahead of the
    other bikes as you start to climb again at the other end of the straight.
    SHIELDS: On either side of the track in the tunnel with red lighting
    WEAPONS: On either of the track on the 2 'floating' sections of the 'staircase'
             and on either side of the start/finish straight after you come down
             from the giant loop turn
           6.05          SIRIS CANYON [15.0Km]          MUSIC BY: DJ Butterface
    At 15km, Siris hosts the longest of the XG races and arguably one of the most
    breathtaking.  Rising from the depths of the canyon floor, the track
    climbs up over 200 meters, through a 360 degree vertical loop, before cutting
    back into the valley and between the canyon walls.
    This course gives you a choice of a safer (but slightly longer) path, or the
    more dangerous (but shorter) path.  when the track splits just after the start,
    the left fork leads you onto the safer route by taking you to a large left hand
    turn that leads you back to the giant loop, whereas the right fork takes you to
    a drop in the track to get down to the loop.  There are plenty of turns that can
    catch inexperienced riders out, especially the inverted corkscrew as it can tend
    to throw your bike into the sidewlls if you're not quick on the steering.
    SHIELDS: On either side of the start/finish straight & on the right hand side of
             the track after you take the large left turn on the safe route.
    WEAPONS: On the left side of the track after you come down from the giant loop
             and before you go vertical again at the other end of the straight & on
             the left hand side of the track after you take the large left turn on
             the safe route.
               6.06          OCEANIA [11.0Km]          MUSIC BY: System 7
    2138 saw the construction of Earth's first ocean based city: Oceania.  And where
    better to host an XG race with its jaw dropping loops and twists, and
    gut-wrenching plummet deep into the ocean.  The central tower offers XG race
    fans amazing views of the circuit as the bikes reach their supersonic speeds.
    There is a split just after the start/finish straight but whichever way you go
    it will be of equal length as the two paths rejoin just after the loop starts to
    go vertical.  Once you come out of the ocean floor the track will split again
    without much warning, so make sure that you're not right in the middle of the
    track.  For the most part you should be able to carry a fair bit of speed
    through the sequences of turns throughout this course as they lead quite nicely
    from one to the other, without any major dramas.
    SHIELDS: On either side of the start/finish straight.
    WEAPONS: On either side of the track as it drops down into the ocean floor for
             the first time, and after you come out of the ocean for the second time
             they are on either side of the track at the bottom of the next large
             drop before the final two turns of the circuit.
             6.07          TUNDARIA [10.3Km]          MUSIC BY: Nick Arundel
    The military base and tracking station of Tundaria provides the setting of the
    opening race to the Caesium League.  Its coastal location hosts a
    complex circuit that twists between rock faces and rises high above the hills
    before diving under the sea into the Tundarian bay.
    Tundaria has a HUGE hill climb right at the start, atop which is a hairpin
    style turn that leads you back down onto the rest of the track.  Whatever speed
    you get from this drop onto the main portion of the course, try to keep it as
    long as possible while you go through the longer shallow turns in pursuit of
    victory.  Once you come out of the ocean floor you will face several parts of
    the track that have an incline, so remember to pull the control stick back to
    increase traction.
    SHEILDS: Either side of the start/finish straight
    WEAPONS: Once you leave the ocean floor, you will pass an advertising board wth
             a red background and a yellow logo on it, the first bank of weapons
             recharge strips is on either side of the track at this point.  The
             second set is not far away, just after you pass another advertising
             board with "STORM" on it.  Set three is at the top of a steep incline
             that is directly after a left hand turn that feels like it goes on
             forever.  This third set is at the very start of the start/finish
             srtaight, so keep an eye out for it.
          6.08          MEGALOPIS 7 [13.2Km]          MUSIC BY: Kamaya Painters
    The Earth's largest city, Megalopis 7, hosts the most technical racing circuit.
    Snaking between the buildings and structiones, and deep towards the city
    streets, the circuit gives one of the most challenging race experiences and is
    amongst the greatest entertainment for XG race fans.
    This track makes you forget which way is up through a multitude of twisting
    spiral turns that loop around themselves.  If you look at the track overview
    (the little blue picture on the loading screen), you should notice a shortcut
    area which on the track will look like two ramps with yellow arrows on them at
    either side of the track.  You need to have some boost available to do it or you
    will crash & burn.  If you don't have any boost, or don't feel brave enough,
    just head between the ramps to go into the dip of the track and pull back on the
    control stick to improve your traction as you head back up the other side.  If
    you manage to survive that jump then you will need to stay sharp-eyed in order
    to avoid falling victim to another small jump later on that appears while you
    are inverted as you will see a large STORM sign right before the track starts to
    right itself and spits you out over this jump.
    SHIELDS: On either side of the start/finish straight.
    WEAPONS: After the fourth turn of the track (tight right, then a medium left,
             medium right and shallow right) there is one strip on the right side of
             the track, then another strip appears on the left side of the track.
             These are the ONLY recharge strips on this track, so drive carefully.
             Fast, but carefully.
           6.09          PASIPHAE 6 [10.4Km]          MUSIC BY: The Cone Ranger
    The number 6 dam on the river Pasiphae provides one of the most complex yet
    peaceful settings of XG racing.  Running adjacent to the dam wall the
    circuit plunges towards the river before sweeping through the trees of the
    nearby forest.  Although the location is remote - the setting has proven to
    be popular with XG race fans through their regular attendance at the event.
    This track goes back on itself more than any other track.  You will pass under
    sections that 10 seconds earlier you were racing on.  The first major split in
    the track is about equal in length, and both are identical in difficulty.  When
    you go out into the forest section with the second split track, the best path to
    take is the right hand one and follow the track through the cross-junctions as
    doing so means that you get a better angle of turning when it comes to the left
    turn right after the split track.
    SHIELDS: On either side of the start/finish straight.
    WEAPONS: One strip is on the right side of the track as you pass under some
             gigantic stone aupport arches.  The second strip wil be on the left
             side of the track as you go under the same stone arches for the second
             time as you head back towards the start/finish line.
                 6.10          PION 6 [10.3Km]          MUSIC BY: Luzon
    This desert circuit is reserved only for entrants into the faster speed
    classes.  The Egyptian pyramids and desert temples play host to this, the
    only race of the Francium League.  The challenge is intense with a double
    spiral bend and inter-twining track split across the sand dunes, starting
    from within the Pion temple.
    OK, we've finally made it.  the championship event, Pion 6.  The start of the
    track is nothing to write home about and should provide you with no problem
    whatsoever.  The track splits twice on this track.  Once as you exit the
    pyramids where you find the weapon recharge strip.  It really doesn't matter
    what line you take as they are of equal length.  The second split happens after
    the large double spiral right hand turn.  As you come out of the right turn you
    will see a left turn just ahead of you, after which point the track splits.
    Once again, it doesn't matter which track you take as there is no obvious
    advantage as they rejoin at same point of the track.
    SHIELDS: On either side of the start/finish straight.  You can see them ahead of
             you from the grid.
    WEAPONS: There is one set that follows directly after the shield strips.  The
             second set is on a short straight just after a left turn that you come
             round as you enter the pyramids for the first time.
                            7.00          WEAPONS & UPGRADES
    Below is a full list of all the weapons systems upgrades and bike upgrades that
    can be purchased within the game.  The only item that doesn't have an in game
    description is the beginner 250G engine that you have on your bike by default,
    so for the sake of having a complete guide I have created some info on the 250G
    engine.  I do not claim that the info for it is correct, but it does make this
    section feel more complete with it included.
    MINI GUN____________________________________________________[Garvel-Lyon MA-680]
    Cost_______________________________________________________Free [default weapon]
    Rapid fire projectile weapon; capable of firing up to 5,000 rounds per minute.
    Built by the Garvel Lyon Corporation of Mars, Alpha Centauri and
    New York, this compact three-barreled mini gun is powered directly from the
    bikes on board energy source.  Ammunition generally consists of titanium
    tipped solid Uranium shells for maximum entry point damage.
    FIVE THOUSAND ROUNDS PER MINUTE??!!  You've got to be kidding me.  This thing
    couldn't spit 50 rounds a minute, and it has the stopping power of a fly-swat
    sgainst a freight train.  The only things this cannon has going for it is the
    fact that it is free, and each shot you manage to get on your opponent sheds a
    small amount of speed from them, so it is possible to make overtaking easier by
    using this to slow them down.
                                  7.02          ENGINES
    Throughout the game you will have opportunities to buy greater capacity engines
    to give you the edge in your races.  The engines range from the default 250G
    engine, right up to a 1500G monster that can do almost 1,000MPH in a straight
    line, and well over 1,000MPH going downhill.  Details for each of the engines
    are given below.  When you reach a new speed class you will receive the first
    engine in that class for free as a reward for earning your entry into the next
    speed class.  While the speed increases don't look like much, when you are
    racing you will be glad of every extra ounce of speed you can get.
                                7.02a          250G Class
                  All 250G Class Engines are provided by Mazaki/Suzuyama.
                                       250G Engine
    MAX SPEED_________________________________________________________________519MPH
                                       300G Engine
    MAX SPEED_________________________________________________________________532MPH
                                       350G Engine
    MAX SPEED_________________________________________________________________546MPH
                                       400G Engine
    MAX SPEED_________________________________________________________________561MPH
                                7.02b          500G Class
                  All 500G Class Engines are provided by Kazagi-Mjima.
                                       500G Engine
    COST_______________________________________________________________CLASS UPGRADE
    MAX SPEED_________________________________________________________________577MPH
                                       550G Engine
    MAX SPEED_________________________________________________________________639MPH
                                       600G Engine
    MAX SPEED_________________________________________________________________654MPH
                                       650G Engine
    MAX SPEED_________________________________________________________________666MPH
                                7.02c          750G Class
                    All 750G Class Engines are provided by Garvel-Lyon.
                                       750G Engine
    COST_______________________________________________________________CLASS UPGRADE
    MAX SPEED_________________________________________________________________705MPH
                                       800G Engine
    MAX SPEED_________________________________________________________________743MPH
                                       850G Engine
    MAX SPEED_________________________________________________________________781MPH
                                       900G Engine
    MAX SPEED_________________________________________________________________819MPH
                               7.02d          1000G Class
                       All 1000G Class Engines are provided by Ryland.
                                       1000G Engine
    COST_______________________________________________________________CLASS UPGRADE
    MAX SPEED_________________________________________________________________888MPH
                                       1100G Engine
    MAX SPEED_________________________________________________________________912MPH
                                       1250G Engine
    MAX SPEED_________________________________________________________________941MPH
                                       1500G Engine
    MAX SPEED_________________________________________________________________970MPH
    ROCKETS________________________________________[Armsell type GP97 micro missile]
    Rocket propelled high explosive detonates on impact.  Re-developed from the old
    GP90 tank destroyer missile, the GP97 has traded its destructive capabilities
    for much improved versatility.  Its size and speed make it ideal for Extreme G
    where a normal rocket would be overtaken by the super sonic bikes.  Powered by
    a solid propellant rocket motor, this is an unguided, or 'blind fire' missile
    designed to be fired in salvos from shoulder mounted launchers.
    The first of the weapons that you can purchase, and it's only slightly better
    then using the Mini Gun.  When you think rockets, you think of something that
    can wipe out a vehicle in one shot but in this game this isn't so.  To wipe out
    an opponent with these will take at least two hits.  This is a good weapons for
    long straights where you can get a good clear shot.  You will run out of
    weapons energy after about 6 or 8 of these, so use them carefully to preserve
    your weapon energy as long as possible.  The in game description has lied to
    you once again, as these do not fire in salvos, but two at a time.
    REAR BLASTERS__________[Kazagi Mjima RF72A High powered plasma stream thrusters]
    temporarily increase velocity.  Also used as a short range rear facing weapon.
    Although slightly larger than the conventional engine the Rear Blasters use an
    improved 'Classiante' Ion filter resulting in a marked improvement in drive
    when activated.  The Blaster received this nickname due to the alarming
    increase in use of the system as a rearward weapon.  In full burn, with the
    cowling open the afterburner cone extends far enough back to cause heat damage
    to bikes following directly behind.
    If you are going to use this, do not buy it for use as a weapon.  Instead it is
    better to buy this with a view of using it as an additional booster engine.
    Trying to nail someone with this is difficult to do, so unless you are driving
    in reverse view (I don't recommend it) don't even try.  If you find yourself
    with low or exhausted turbo then this will give you a small increase in your
    speed should you need it.
    E.M.P.______________________[Sorenson Series MM834 Weapon disabling pulse rifle]
    temporarily disrupts all weapons systems on targeted bike.  The Pulse  rifle
    utilizes the latest in on board energy suspension technology.  Drawing a
    relatively low charge from the bike's battery, a dynamo fly wheel is rotated at
    high speed, charging a single cell with enough power to deliver one shot from
    the Electro Pulse.  The process can then be repeated.  The rifle itself, once
    prepped to fire, lays down a tightly focused electromagnetic lattice forward of
    the emitter cowling, allowing the pulse to be effectively aimed.  This replaces
    the old generic field pulse that could easily have affected team-mates as well
    as opponents.  The Electro Pulse takes several seconds to recharge between
    I'd love to know what Acclaim mean when they say you can aim this thing.  When
    fired it creates a huge, expanding dome of blue energy that makes all weapons
    systems useless for approx 5 seconds.  If you get used to using it then you can
    use this in the later (and faster) classes as it doesn't require any aiming
    before firing, but on the slower classes there are better ways to spend your
    HEAT SEEKERS___________________________________[Kulatii BBTMS 'SunStrike' RPGM*]
    * = Rocket Propelled Guided Missile
    detonates on impact.  The SunStrike heat seeking missile is less powerful than
    the GP97 standard rocket, but has the ability to follow its target, overcoming
    the need for careful aiming.  At launch the missile is 'cold fired' by a
    compressed gas system, ignited a moment later at a safe distance from the bike.
    As the solid fuel rocket motor ignites, the steering fins on the missile
    deploy.  The fins allow for swift and tight manoeuvring as the missile tracks
    the targets emission signature.
    Once again, an over-rated weapon.  These are almost as worthless as the
    original rockets.  The only plus point is that they are "fire-and-forget"
    rockets, but the length of time it takes to get a target lock means that unless
    you are on a long straightaway you will end up losing the chance to use these.
    They can be defeated by turning sharply.  Where possible avoid these as they
    are a waste of money.  I would save the money and put it towards an Ammo Bank.
    MICRO MINES______[PROBELLAN MILITARY SYSTEMS (Venus) Short fuse proximity mines]
    detonate when hit by other bikes.  An extension of the old type 9A, the new
    Type 22 'Bouncing Benny' is now widely being used by XG riders throughout the
    league.  Stowed flat, in  a stack, the mines are deployed from a hopper at the
    rear of the bike.  Upon launching, the arms on either side of the main body of
    the mine unfold, from which a ridge of sensors extend forming a dispersed
    sphere.  The mines are allowed to bounce and roll, detonating upon contact with
    an opponent bike, or after a limited time period.
    These things will become a thorn in your side once you get to the 500G class
    and higher.  ALL (and I mean all) the other riders will start throwing these
    all over the track at the first chance.  Individually they reduce your shield
    energy and kill your speed but if you happen to run into a crowd of 5 or 6 of
    these things, then they can completely finish you off before you even have a
    chance to avoid them.  If you are going to use these make sure that you have
    the quickest engines that you can buy in order to assist you in getting to the
    LEECH____________[Mazaki/Suzayama 'Leech' System Energy draining homing missile]
    Drains from the enemy bikes to boost your energy levels.  Initially designed as
    a remote refueling system, the leech was soon adopted by XG riders as an
    energy drain to be used against the opposition.  Fired as a single, guided
    unit, the Leech is linked to the bike's computer and sensors suite.  Target
    lock and tracking data is passed to the Leech's on board guidance system prior
    to launch.  The Leech adopts a two stage deployment system.  The rocket
    section, powered by a "Vienne' Micro fusion motor, propels and guides itself
    towards the target.  Once within a pre-calculated distance, the rocket section
    falls away as a sabot jacked and the actual 'Leech' system itself is left to
    accelerate towards the target.  Once locked, magnetic clamps deploy to secure
    the device and the gyro-electric feeder system initiates.  Energy is drained
    from the victim and received by an 'energy scoop' on the firer's bike.
    Not really worth the money you pay for it.  Trying to use this thing is an art
    form in itself and you're going to have enough trouble trying to just keep your
    bike on the road.  If you can get it to work then it does work very well, but
    whoever you clamp this thing onto is not going to stay put and take it.  Try to
    grab people by surprise on straight sections of track, and be prepared to avoid
    a wall of Micro mines from the guy you are trying to leech from.
    DESTABILIZER__________________[Sorenson series MM378 Deflection field generator]
    disables handling systems of all enemy bikes within field area.  First used in
    the late 22nd century as a deflection shielding system on aircraft to reduce
    collisions in overcrowded skies.  The MM 378 is far more compact than the
    original, designed specifically for Extreme-G Racing, producing a smaller but
    more ferocious disruption field.  Once activated the MM 378 generates a low
    frequency electromagnetic field around the user bike that oscillates
    erratically producing conflicting spatial information and disrupting the
    gyrostabilizers of opponents.
    If you use this properly it is a highly effective weapons.  No big bangs, no
    explosions, no huge flashes.  All this does is surround your bike in blue
    lightning which will cause any bike you ride into to slow right down, making
    passing much easier.  The field lasts for approx 10 seconds so try to use it if
    you have a crowd of bikes to pass as you will get the most bang for your buck.
    This is good for the higher speed class races.
    FLASH MORTAR_________[Ryland GPFM 989B Quick burst extreme light emitting flare]
    blinds all riders who see it for a few seconds.  Blind fired from the bike, the
    Flash Mortar reaches optimum height before deploying a series of twelve,
    coaxially mounted sub munitions that detonate at a preset distance from the
    parent munition.  This causes a 'flash-cloud' of thorium magnesium flares that
    cause mass visual distortion.
    If you are racing in the League, do not bother buying this as it has no effect
    on the CPU players.  If you get stung by this from the CPU riders it will cause
    a huge distortion effect on your screen, making seeing where you are going
    almost impossible.
    REAR TURRET___________________________[Rear facing rapid fire projectile weapon]
    capable of firing up to 1,000 rounds per minute.  With its own onboard tracking
    system, the rear turret is an articulated twin barreled chain gun system.  The
    rounds are 7.62 concave tipped, solid titanium projectiles intermixed with
    tracer rounds for visual acquisition.  The self aim functionality allows riders
    to remain focused on their racing, avoiding unnecessary distraction.
    Now if this was the front cannon, I'd never buy another weapon.  This rear
    turret is one of the best weapons in the game.  The auto-aim feature means that
    you can worry about where you are going instead of trying to get the guy behind
    you in your sights.  With a low drain down of your weapon energy as well means
    that this one gives the absolute best bang for your buck.
    RAIL GUN_______________________[Kraft and Wentner model-57 heavy assault system]
    High powered thermal blaster; causes terrific damage to all in its path.  A
    devastating weapon designed to penetrate even the toughest armor.  First used in
    Extreme-G by the TerraNova team in 2227, the XGA were rendered powerless to take
    disciplinary action due to the public adulation of such a weapon.  Following
    the first Rail Gun related fatality in early 2228 the XGA forced the teams to
    adopt the less powerful model 57 in place of the mighty 63 series.  The rail gun
    takes a moment to charge up, accelerating an electrodynamic flywheel, to
    generate a high frequency laser that is fired from the gun barrel to superheat
    the air in the projectile's path.  Simultaneously, the 5mm solid xenon core in
    the round chamber is superheated to white hot plasma.  The solid xenon round is
    contained in a shell of silicon carbide infused alloy, which rapidly vaporized
    on firing, releasing the superheated Xenon plasma. The plasma has little time to
    dissipate before it hits its target, causing maximum devastation.
    This is the most destructive weapons in the game.  You can total an opponent
    bike in 2 hits but it works like the rockets in that you need to be directly
    behind the poor sucker you are going to scrub off the racetrack.  The gun can
    be fired quite quickly but it drains your weapons energy faster then any other
    weapon in the game, so you'll be lucky to get more then 3 or 4 rounds off
    before you need to recharge.  This is not a weapon that you want to waste as it
    costs so much per shot.
                                 7.13          AMMO BANK
    Increased ammunition storage capacity.  Enabling extra storage space for
    onboard ammunition this device is constructed from two parallel, double
    stacked corkscrew drums that alternately feed in to an overhead hopper ready
    for use by the assigned weapon.  The dual feed system means that both drums
    empty at a consistent rate thus maintaining the balance.
                               7.14          SHIELD SCOOP
    Improved shield recovery system for greater repair rate when in pit lane.  As
    shields are powered by a power cell separated from the bike's main power
    unit they can be severely drained in the course of a race, particularly if
    under heavy assault.  As shields are formed from a gravity repulsion field,
    any damage sustained causes a massive drain on the power source and a shorting
    out across the surface, causing minor wear to the bike's projector
    plate arrays.  The power cell can be recharged on the fly using the Shield
    Scoop a remote energy gathering divide that works in tandem with a shield
    energy transmitter in the pits to gather energy and recharge the shield cell.
                               7.15          SHIELD BOOST
    Increase shield strength.  Working in tandem with the shield generators, this
    is an aggressive gravity pulse generator, capable of backing up the
    existing shield with a secondary layer in the 40 megawatt range.
                               7.16          WEAPON SCOOP
    Improved ammo collection system for faster ammunition acquisition at power up
    points.  A device that operates similarly to the Shield Scoop, this draws
    in energy that can recharge weapons on the bike.  First invented in 2176, the
    energy to matter converters equipped on all Powerbikes enable weaponry
    to be sourced by one supply.  As weapons are fired this supply eventually
    becomes exhausted, preventing any further aggressive action.  The Weapon
    Scoop is an additional means of ammunition energy collection used by riders
    considered "trigger-happy."  While expensive to buy, the benefits offered by
    increased ammunition restoration have often meant the difference between
    victory and failure.
                              8.00          CODES & SECRETS
    This section covers all the available codes that can be entered to assist you
    in your quest to become EXTREME GRACITY RACING CHAMPION.  One thing I must
    point out is that there is NO QUICK WAY TO UNLOCK TEAM STARCOM.  To do so
    requires that you win the 1000G Francium Cup.  There may be another way to
    unlock STARCOM using something like a GAMESHARK or ACTION REPLAY disc, but
    there is no in-game way of unlocking them.
    Where there is a [X] (with X being a number) next to an instruction, this is to
    tell you that you need to press that key X number of times before moving onto
    the next key in the sequence.  If two or more button commands are linked
    together with a + sign, it requires you to press all the linked buttons
                               8.01          GENERAL TIPS
    During the pause between '2' and '1' in the race countdown press your thrust
    button.  If done correctly you will see a small red flash around your speed
    gauge and you will get a slight boost from the start line.
    When going uphill, hold the Analog Stick backwards to increase the traction
    over the back wheel.  You will be surprised at how much speed you can save by
    doing this.
    When going downhill, hold the Analog Stick forward to increase the aerodynamic
    profile of your bike as this will help increase your speed slightly.
    Don't waste all your boost in one long blast.  Try using it in small blasts to
    keep you in touch with the guys ahead of you.  Always try to keep some for the
    final lap of a race.
                             8.02          UNLOCK ALL TRACKS
    ACCESS CODE: L1 [2], L2 [2], R2 [2], R1 [2], L1+L2+R1+R2
    WHAT IT DOES: This code will allow you access to all of the tracks without
    having to run on them in League mode first.
                           8.03          DOUBLE RACE WINNINGS
    ACCESS CODE: L1, L2, R2, R1, R1, R2, L2, L1
    WHAT IT DOES: Finish a race in a money earning position and your winnings will
    be doubled for that round.
                                8.04          FREE MONEY
    ACCESS CODE:L1 [5], L2 [5], R1 [5], R2 [5], L1+L2+R1+R2
    WHAT IT DOES: This will boost your bank balance with 50,000 credits, thus
    allowing you to go onto a mad buying spree in the XG shop.  This will not boost
    your Career Earnings Total.  You will still need to beat the tracks to progress
    through the game.
                            8.05          INFINITE AMMUNITION
    ACCESS CODE: L2, R2, L1, R1, L2+R2, L1+R1
    WHAT IT DOES: Are you fed up with getting the guy in front down to almost zero
    shields, only to hear "ammo exhausted" come out of your onboard computer?
    Enter this code for unlimited destruction.
                         8.06          INFINITE SHIELDS & TURBO
    ACCESS CODE: L1+R1, L2+R2, L1+L2, R1+R2
    WHAT IT DOES: No more worries about not being able to finish the races now, as
    this code will stop your energy that powers your shields and boost system from
    draining down during a race.
                           8.07          AUTOMATIC CAREER WIN
    ACCESS CODE: L1+L2+R1+R2, R2+L2, R1+R2, L1+L2+R1+R2
    WHAT IT DOES: Regardless whether you finish a race in 2nd or dead last, this
    code ensures you of victory.
                           8.08          EXTREME LAP CHALLENGE
    ACCESS CODE: L1, L2, L1, R1, L1, R2, L1+R1, L2+R2
    WHAT IT DOES: Takes you straight to Muon Harbor where you will do a 4 lap race
    on your own at speeds that can't even be matched by a 1500G bike on turbo with
    rear blasters.
                              9.00          THE FINAL WORD
    If you're reading this then you're either a very thorough reader or you are
    checking out my copyright notice to find about whether you can host this on your
    website.  Whatever you are, many thanks for using this guide and I hope it has
    come in useful in finding your way around the game.  What follows is a list of
    people that have helped me during the creation of this guide/FAQ/Walkthrough, as
    well as my standard legal disclaimer.
    All that remains for me to do is to thank you once again, and hope that any
    future guides I write are as useful as this one has been.
    Until I write again.
    Brian Taylor
                        9.01          CREDITS & ACKNOWLEDGEMENTS
    For developing and creating XG3: Extreme-G Racing.  I'll never look at an F1
    race as being fast after experiencing speeds of 1000MPH+
    Goldenboy1 from www.gamefaqs.com
    For creating a superb ASCII art representation of the games main title.
    Excellent work like his should be on display for all to see >B^D.
    Last but not least,
    Jeff "CJayC" Veasey
    For having a site like GameFAQS to contribute to and for hosting this guide.
                                  9.02          UPDATES
    Ver 100.0 [Final]
    21st August 2005
    - Trimmed down the "Where To Find..." section
    - Adjusted my Copyright notice to allow websites to display this guide without
      prior permission
                             9.03          COPYRIGHT & LEGAL
    This may not be reproduced under any circumstances except for personal / private
    use. It may be placed on any web site as long as the webmaster sends me an email
    with a direct link to this file.
    Use of this guide on any other web site or as a part of any public display is
    strictly prohibited, and a violation of copyright.
    Sites hosting this document must always make every effort to ensure that the
    latest version of this document is being displayed (available from
    www.gamefaqs.com or the personal link listed at the top of this guide), and the
    author reserves the right to have the document removed from any site he wishes.
    Their respective trademark and copyright holders own all trademarks and
    copyrights contained in this document.
    Changing or altering of this walkthrough in any way is prohibited.
    Copyright 2003-2005 Brian Taylor
                                   END OF WALKTHROUGH

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