FREEKSTYLE Author : Packing Heat email@example.com Version : 0.5 Okay, it has no structure, and is partially completed. What is here is a basic racing guide (I'll work on advancing that for the next update), and complete shortcut/bonus zone listings for every track. Read the combo/trick FAQs if your stuck on Freestyle events for now, I'll work on those for the next section. Meanwhile, if you have anything to submit, send it in an email. The next update will be a big one, with proper structure. If anyone wants to make some ASCII art, it would be much obliged. --[ controls ]-- Steering (on-ground) left analog stick/d-pad LEFT/RIGHT Veering (airborne) left analog stick/d-pad LEFT/RIGHT Lean forward (airborne) directional button UP Lean backward (airborne) dirctional button DOWN Accelerate X button or right analog stick UP Brake O button or right analog stick DOWN Boost (on-ground) button or R3 button Tweak (airborne) button or R3 button Tricks Combination of : L1 button/L2 button/R1 button/R2 button Reset Bike SELECT button Pause/Continue START button --[ upgrading riders ]-- Stat points are awarded for victories in Circuit mode with which you can increase your players various attributes. The attributes fill up quickly at first, but the closer to maxing out you get, the more points you'll need for the upgrade. A character's stats will be fully maxed upon completion of that characters Combo Book, but you'll need to max out Jumping attribute to get the big air. ----[ attributes explained ]-- Speed - the top speed your bike can reach, this is what wins races Boost - effects how quickly your boost meter is drained Control - how much control you have over your machine Jumping - the more stat points you pump into this attribute, the bigger air you'll get Landing - dictates how much control you have over your bike while airborne, effects how you pick your landing spot ------[ what should I upgrade? ]-- [ strategy 1 ] By the time you reach Gnome Sweet Gnome on Circuit mode, you can fill your Jumping attribute (without pumping stat points into any of the other attributes - unless you have some to spare). Use your big-air stylee to finish off the Combo Book and recieve a fully upgraded rider. Most combos can be completed on Feel The Pain in Freestyle mode, but for the bigger ones, use the first jump on Let It Burn. With your fully upgraded rider, you can tear through Circuit mode. [ strategy 2 ] Keep pumping stat points into Speed and Jumping attributes equally. You can easily finish Circuit like this. Speed should be your main priority, as the first half of Circuit is racing, then start pumping the points into Jumping in preparation for Freestyle. ------[ blue chain/red chain? ]-- The blue chain represents that characters attributes, whilst the red chain represents the attributes of the selected bike. --[ racing guide ]-- Firstly you should know how to pull tricks. Learning each corner isn't necessary, but learning where the jumps are is. Also knowing what trick potential each jump holds gets you the boost - small bumps probably warrant a 1-button trick like a No Hander, slightly bigger hillages can give you 2-button escapades - the Superman is a simple and quick one - and the big mounds of ramp lead to the 3-button tricks. Not too hard, but linking tricks together is where the real boost is at. Usually you won't have time for a combo, so tweak the trick for more boost. Also remember that the trick value (and also the boost potential) decrease the more you use them, so the first 2 laps should be single tweaked tricks, the last lap should be set aside for simple combos to keep up the flow of boost. If you manage to fill your Freekout meter (the red side, the yellow is your boost) then you can unlock the Sick Trick which requires all 4 shoulder buttons. Usually this trick is about as long as a 3-button trick, so set aside about that much air-time for this. If landed successfully, you'll be in a Freekout, with flames spewing from your tyres, and some halucagenic motion-blur going on. Most importantly is the new ability your racer is granted during this time... Freekouts - super speed, keep your eyes on the track at all times, predict the corner - no slow-down on sand traps and what-not - land anywhere. This is what you want. Landing on the upside slope on a rhythm section would usually set you back as you try to regain rhythm, but a Freekout simply boosts you straight over the ramp. - watch the clock ticking down in the bottom corner. If it hits 0, your Freekout is over. You can top it up by busting tricks while the fire still burns though. - timing exactly when to use the Freekout will be covered for each course, but try not to use it where you know that there's a great distance between ramps or it'll all be over before it begins. - and don't simply go for the sick trick just because that little devil thing is vibrating if there's no ramps around. If you crash it, you'll lose half you Freekout meter, but if you don't use it, you'll lose about 20% of the meter, which can easily be refilled. - note that the sick trick doesn't require you to "get back on you bike" as normal tricks do. It acts like any of the tweaked tricks in that it automatically resets you on your machine without any delay. Steering in the air? Okay, I referred to this as "veering", because that's really what it is. You gotta land in the right place, or you'll lose rhythm. While mid-trick, use the left analog stick (or the d-pad) to push left/right to veer your bike away from any potential hazards on the ground below - logs, barriers, rocket silos, hedghes... - and onto a more suitable crash pad. It's more effective doing this while performing a trick, you can actually steer back on to the course if you were heading for an untimely meeting with a wall. Now for the distance. Holding down (referred to as "pulling back") will increase your jump distance, which means more air time, and more tricks. This is very useful for reahing higher platforms. Pushing up (referred to as "leaning back") will drop you down to Earth quicker. That may not sould useful, but it's good for avoiding aerial obstacles like coal buckets, or negotiating your way through a firey hoop. You don't really have to be pulling a trick for to veer. Conserving your boost. Make sure you leave a shred of boost at least for the impending ramp, use the rest to burn up the track. Boosting up a ramp inevitably means more airtime and bigger tricks, thus more boost upon landing. MONUMENTAL MEGAPLEX SHORTCUT 1 / BONUS ZONE 1 At the start of the race, veer off to the left onto the sand, follow the route into a tunnel. You'll need to bust through a wooden panel to enter the tunnel. TIP - veer left hard as you see the wooden panel to avoid a wipeout (brake also useful in this part). The tunnel itself is surrounded by support struts of wood on either side, which cause frequent wipeouts and mangled machinery, and is much easier if you simply speed through there. TIP - release the accelerator if you need to adjust your trajectory slightly, it's much more effective. The tunnel ends with a ramp that can catapult you over a twisty corner of the track, but you'll need to pull back for the air to cruise over the barriers. Note that this shortcuts has two entrances: just after you the first huge jump, or just after you cross the lap line (before the jump). On the first lap you can only enter after you land the jump, remaining laps can access via either route. SHORTCUT 2 / BONUS ZONE 6 As you enter the cavernous track towards the end of the course, the first bend goes to the right. Notice the crash barriers on the left have a section constructed from blue boxes, with a flaming hoop visible behind them. Crash through these boxes and guide your vessel through the tattooed glasswork. A tweaked 3button is possible, but make it a quick one. Also be sure to steer away from any hazards, like metal pylons and whatnot that litter the airspace. BONUS ZONE 2 Proceed around the track over the second jump, travel round an s-bend and you'll see some blue boxes lining the right of the track. Drive through these and you can access a ramp that will land you back on the track with some bonus points. If you took the tunnel detailed in SHORTCUT 1, then you're landing spot will be right by this bonus zone. A tweaked 3button trick is easily achieved. BONUS ZONE 3 Where the track splits in three, with an inclining route up the middle and two adjoining paths to either side, said side routes will lead to a bonus ramp below the usual ramp through the ring of fire. You'll need a lot of air to land this, so pull back as much as possible. The center ramp is quicker, and also leads to a (lower scoring) bonus zone that is easily landed, but only a 2button trick is usually possible here. BONUS ZONE 4 On the bridge with the glass roof, don't hit the small kicker ramp in the center of the track, but aim for the large ramp spanning the track. Smashing the aforementioned glass panels above you will score you the bonus. As for tricks, well, go nuts. BONUS ZONE 5 An obvious one that can't be avoided - the huge final jump through a hoop of flames after the bridge with the glass roof. Pull back/lean forward to steer your man and machine combo through the burning metalwork, you can easily bust out 2 tweaked 3button moves. CRUST BELT SHORTCUT 1 / BONUS ZONE 1 After the first 2 jumps and a banked left hander, the track divides in two. The left route is actually longer, so head right. You'll need a little boost to make the jump, and some navigational skills to steer through the burning hoop. A small trick is best, a 3button won't land here. You've also cut off 2 corners of the course, but most of the AI take this route too, so if they've been "teleporting" ahead of you, then this is where they've been going. BONUS ZONE 2 Immediately after the previous bonus zone, the track is overhung by tracks for coal carts. You'll no doubt spot the neon blue bonus zone skull on the first metal track. Boost up the ramp and bust out a 3button trick, quick ones can be tweaked, Freekout induced jumps will catapult you even further. Make sure to clear the second metal track. SHORTCUT 2 / BONUS ZONE 3 Again immediately after the aforementioned bonus zone, your directed into a tunnel by pulsating arrows. Save some boost for the steep incline at the end, you'll need it to catapult you through a flaming hoop. Tweak a 3 button move or put together a 2button combo. You'll need to pull back hard to make it through the hoop if your machine is in the early stages of development. SHORTCUT 3 / BONUS ZONE 4 As you enter a large building, the track divides into three routes. The center route is a straight run through some boxes but you'll have to avoid the machinery cluttering the route. The left route is much more rewarding, both for speed and bonus points. Hit the ramp with your boost, and aim to the left for that suspended wooden walkway. A 2button trick is best for that jump. Follow the walkway to the end, where it veers left onto a bonus ramp. Pull a 3button trick out of the building and rejoin the track. BONUS ZONE 5 This one is opposite to BONUS ZONE 4, detailed above. Where the track split into 3 in that building, take the right route with the blue skull symbol. Boost up the hill and hit a 3button trick, clear the metal barrier crossing the track and pick up some bonus points. SHORTCUT 4 / BONUS ZONE 5 As you enter the building with the metal buckets being transported on overhead rails, there's a blue skull symbol on the right of the track. Just past that, the barrier is replaced with some blue boxes. Smash through these boxes to jump the long winding corner, and pick up the bonus points. You'll have to pull back/lean forwards to avoid the coal buckets, and probably also the ceiling if you've developed the Jumping attribute on your machine. If you screw up this jump, you'll be resetted back out of the building, so use it tactically. SHORTCUT 5 / BONUS ZONE 6 I'm not certain that this one will save you any time, but here goes. As the track splits in two (after you jump the horizontal barriers), take the left route (green). You'll enter a building with some machinery. Towards teh end you'll spot some large wooden boxes baring the Freekout devil logo. Crash through these to reveal a wooden track. Follow this along until you come to a huge jump through a flaming hoop. Needless to say you can pull some big tricks here. BURN IT UP BONUS ZONE 1 This can only be used on the first lap, as you'll jump past it on any other lap. As you start, you'll immediately see the blue skull symbol on the grassy knoll in the center of the track. Boost into the grassy bump, you can usually get a tweaked 3button/combo of 2button moves in here before touchdown, but sometimes it goes wrong, so restrain your tricking fingers until you see how much air you get. BONUS ZONE 2 After the first huge base jump, the track offers up 3 routes. Take the center track. You should have plenty of boost at your disposal by now, and you'll need it to land on the suspended white platform. The trick is good rhythm on the preceeding jumps, so aim to land the first bump on the decline of the second bump, roll over the third bump, then boost up the fourth jump, pull back and you should be on the platform. SHORTCUT 1 / BONUS ZONE 3 After the second huge drop, veer off to the right onto the grassy. There's a thin muddy path that offers more traction than the green green grass. Follow it past the burning tree, and up a sloped rock. A 3button trick is possible, and you'll have skipped past that nuisance burning tree with the hole in the middle. SHORTCUT 2 / BONUS ZONE 4 A tricky one to get right, but it will cut off a long corner, so practice it on Freeride mode so you know what to aim for. Okay, after the section where the burning trees collapse, you go round a left corner, and the track goes up a hill, then turns right. At the right handed corner, look for the blue skull sign (there's two of them, the one on the left is what I'm harping on about right now). Now you'll need some boost to make the jump, and your aiming about 2 bike widths to the right of the blue sign. You can hopefully clear the gorge and land back on the track. A small trick is best here. SHORTCUT 3 / BONUS ZONES 5 & 6 Okay, same place as the last one. After the falling trees, take the left turn. You'll see the right of the track is rocky, with a gap in the front of the rocks. Pass through this gap, boost up the hill (you'll need at least half boost so you can make this jump. Pull back when you get airborne, and go for a 2button trick. Land on the top of the cliff. Follow it over 3 or 4 jumps, and you'll reach another bonus jump that will land you back on the track. This shortcut saves a lot of time, and the AI frequently use it to overtake you. BONUS ZONE 7 As you pass the section with the rolling boulders, the final jump before the finish line has a purple sign with a bone on it impaled in the cliff on the left of the jump. Hit the jump and either sail over the sign (tricky), or just under it. Either way will award you the bonus points. GNOME SWEET GNOME BONUS ZONE 1 After the first left corner, a hoop of glass hangs over the track. Pull back to get the necessary air to bust the glass. If you're not going to make it, or aren't aiming for it, then lean forwards to pass under the hoop. A 2button trick is only possible, and if you mess it up, you'll be resetted back round the corner. BONUS ZONE 2 After the hoop mentioned above is a ramp that will fly you over a giant hedge lobster. Fly cleanly over Mr. Pinchy for the bonus points with a tweaked 3button trick. If you don't get the airtime, then you can always land on the grassy crustacean. BONUS ZONE 3 Where the track divides in 2, the right route has another glass hoop you can smash for bonus points. Another 2button trick here. SHORTCUT 1 / BONUS ZONE 4 This one is trickier but higher scoring. Where the track splits in 2 (mentioned above), take the left route. You'll soon approach an incline that will launch you over a monsterous bunny rabbit. Aim to pull your trick (possibly a 3button_ between his ears, and veer left/right midtrick to avoid aforementioned bunny ears. Also pull back so you don't smash through the glass floor into the track below. It's not really a shortcut, but it is the faster route of the two. BONUS ZONE 5 After your escapades with the bunny (or the hoop, whichever you chose), the tracks rejoin. You'll notice two kicker ramps in the track, and a building with 2 windows positioned inline with said kicker ramps. Either ramp will afford you the bonus points, although the left one has slightly more airtime. Remember to pull back/lean forward to avoid the brickwork. LET IT RIDE BONUS ZONE 1 After the small rhythm section at the beginning of the course, a red kicker ramp lies in the center of the track with a flaming ring beyond. It's a simple one that allows a 3button trick. BONUS ZONE 2 After the criss-cross section, another flaming hoop is supported by a pillar structure with a raising/lowering red kicker ramp. A 3button trick is easily do-able. SHORTCUT 1 / BONUS ZONE 3 Same as BONUS ZONE 2, the other raising/falling red kicker ramp that's directly beneath the flaming hoop. Hitting it will give you bonus points off a 2button trick, and land you on a platform that swoops along over the impending rhythm section. SHORTCUT 2 / BONUS ZONE 4 After the flaming hoop, where the track offers either a rhythm section to the right, or a tunnel to the left, take the tunnel. It's quicker, and the end of beholds a bonus ramp that will score you a 3button trick. BONUS ZONE 5 You can't miss this one. That huge red kicker ramp with the burning hoop atop a building. See it? You'll need some hefty nitro boost to clear the building. Go nuts with the tricks. BONUS ZONE 6 As the track stretches out into the desert, it splits again. Take the left route. The huge base jump allows for a tweaked 3button followed by a tweaked 2button. If your good. BONUS ZONE 7 Alternatively, take the right route. The third jump in the rhythm section has bonus points attached, and the route is quicker, also leading to... SHORTCUT 3 Accessible if you took the right route mentioned above. Just after you land that bonus jump, the track banks left with huge red arrow signs atop the embankment. You can jump the split corner by using this as a ramp. This is useful in that it can snatch back your first place you held on to for the entire race, only to have some speed past when you crashed. ROCKET GARDEN SHORTCUT 1 This can be accessed via two routes, but they ultimately lead to the same place. After the rolling barrels, you have a choice of 3 ramps. Pick the one with the attached secion. If it's on the left or middle, aim for big air and land on the left platform. If not, or it's on the right, aim for the right (lower) platform. The left one is slightly faster. You'll need over half boost full to get up on the higher one. SHORTCUT 2 Only accessible if you reach the upper level of SHORTCUT 1. As you exit the underground section, the track turns right. The outside barrier is again constructed of blue boxes. Smash through these for a huge jump. You'll either land on a lower section of track, or the upper section, it doesn't matter which though. BONUS ZONE 1 At the section with the selection of ramps, go to the right, take the ramp slowly. Then boost off the next ramp and aim for that flaming hoop. SHORTCUT 3 At the huge open section (after the sandy rhythm sections), the 'Garden offers up multiple routes. If you pick the center track, then stick to the right. The jumps are smaller and you can speed right across them. BONUS ZONE 2 If you took the route mentioned above (or any of the central routes), then the burning hoop offers up more bonus points. BONUS ZONE 3 Alternatively, use the left route and attack the wind tunnels. The final wind tunnel has a bonus jump as you enter the middle tube. Pull back/lean forward to avoid crashage. SHORTCUT 4 Again on the last wind tunnel on the left track. Take the left tube. Jump along until the final jump reveals a narrow path on the left. Use this to speed past and drop back onto the rocket silo section. This document is copyrighted. Don't be half-inching it now!