______________ ____________ \ __________ \ / ________ / \ \ \ \/ / / / \ \ \ / / / ______________\ \______ \/ / /______________________ / ________ ________ \ / ______________ \ / / ____ \ / ____ \ \ / / \ \ / / / /__/ / / /__/ | / / \ \ / / /_____ / /_____ / \ / __ \ \ / /_______ \ /_______ \ \ \ /______/ \ / / / ___ / /___ / / / \ / / / / / /____/ // /____/ / / _ \ ______/ / / \ \_________/ \_________/ / / \ \ \ \ \ \ _______/ / \ \ \____ \ \ \ / / _ \__________\ \ \ \ \ / / / \ __________ / / / \_________ /________/ / \ \ \_________/ / / /______________/ \ \ / / \ \ / / \ \_______________________/ / \___________________________/ ASCII ART by Viktor Nilsson SSX 3 Complete FAQ Version 0.80 (11.25.03) Compiled by gondee gondee6@yahoo.com ------------------------------------------------------------ | Advice by members of the Merqurycity.com Message Boards, | | the PS2 SSX 3 Gamefaqs.com boards and Internet | | contributors: gondee, Vix, ssxtitan, Viktor Nilsson, | | Dreaming Gamer, YoshiXL, countercycle, MrChaos, | | confessor, Silverstarfire, Gamer EX, DeathloksBear, | | UltimateApocalypse, Cody Ritchie, Krystony, Ghoti, | | happymachines, laidback0783, Jesster, Ravage, Gehodra | | bonsai, irritatedlittleman, yuping00, FishEye, and Rob. | ------------------------------------------------------------- If you are an author listed on this FAQ, and you want me to remove your submission, just e-mail me: gondee6@yahoo.com. Version Details --------------- ~ Version 0.80 - Added clarification on BS and FS Spins in the Q&A section of the Gameplay section. Added AWESOME walkthroughs for Ruthless Race and Gravitude Race in their respective track sections. Many thanks to laidback0387 for the help! Added more cheats. Added a few snowflake locations. ~ Version 0.77 - Added a Throne Race Walkthrough. Added tips for BIG Challenges 64 & 65. Added tips for Boardpress and combo sections. Added sections on "How to do Monster Tricks" and "Difference between FS and BS" in the Q&A section of the Gameplay System. Upcoming Updates: Will add a list of shortcuts for each race track in addition to walkthroughs. Table of Contents: ----------------- Prelim: Introduction a. FAQ Introduction b. Is this official c. Submission Policy d. About the different sections 1. Gameplay System a. General Overview b. Character Attributes c. Gameplay Controls d. Assorted Features e. Combo System f. Tricks - Uber/Monster g. Handplants and Board Presses h. Monster Tricks i. Frequently Asked Questions 2. Track Guides - Walkthroughs Prelim: Mode Explanation PEAK 1 a. Junction b. Metro-City Breakdown c. Crows Nest d. Snow Jam e. R&B f. Happiness g. Peak 1 Race h. Peak 1 Jam PEAK 2 i. Intimidator j. Style Mile k. Schizophrenia l. Ruthless Ridge m. Launch Time n. Ruthless o. Peak 2 Race p. Peak 2 Jam PEAK 3 q. Kick Doubt r. Perpendiculous s. Gravitude t. Much2Much u. The Throne v. All-Peak Race w. All-Peak Jam 3. Challenges a. BIG Challenges b. Career Highlights c. Platinum Medals d. Frequently Asked Questions 4. Collection a. Collectibles b. Rewards c. Hidden Characters d. Frequently Asked Questions 5. Characters a. Character Bio b. Bolt-Ons/Accessories c. Frequently Asked Questions 6. Various Details a. Music b. Cheats c. SSX 3 Online d. Frequently Asked Questions 7. Measuring Up a. Merqury City Scoreboard b. Online Records c. Frequently Asked Questions 8. Epilogue: Assorted Details a. Legal b. Thanks and Credit c. Contributors Section d. Version Details ======================================================================================= ONE MOUNTAIN, THREE PEAKS, INFINITE POSSIBILITIES a. FAQ Introduction ------------------- SSX 3 is the latest installment in Electronic Arts Snowboarding Series. This FAQ will attempt to cover every aspect of this ginormous game and provide a single go-to source for help should you need it, (and you will probably need it, heheh.) Judging simply by the size of the game, you will be playing this game for tens, if not hundreds of hours if you want to get everything and bask in the glory of your 100% completion. It won't be easy, but I can guarantee you it will be a lot of fun. b. Is this guide official? -------------------------- Nope. In the spirit of 7-Up (proud sponsor of SSX 3, lol): "Never has, never will be." This guide is nothing more than an attempt by fans of the game to help out others and provide a means of assistance to master SSX 3. The info in this guide comes from various sources across the internet, and I will wager, will often be much better than any official source you can buy. The collective SSX Community is one smart group, and players always find better methods of playing a game than a guide that was written before the game was even released. I will always attempt to validate any info here, but as with any FAQ, there can be errors. If you would like to report an error, please read the submission policy in the next section. c. Submission Policy -------------------- This guide is a huge undertaking, and is going to encompass, literally, hundreds of hours of work and dozens of people. If you want to be one of the people who help contribute to the Complete SSX 3 FAQ, please let me know: gondee6@yahoo.com. I will gladly take any submissions you can give me, but don't forget to take a look at the Table of Contents to get a good idea of what I'm looking for. All authors will recieve an author credit as well as a short bio in the "Contributors Section" at the end of this guide. Read my SSX Tricky FAQ to get a good idea of what this will entail. :) Please note that I reserve the right to edit any submissions for punctuation, grammar and spelling, in order to make the guide the best and most readable it can be. This doesn't entail altering the guides in any editorial way, however. As author, what you have written is yours. However, as compiler I also have the responsibility to keep this guide streamlined, and this includes the right to remove those parts of the guide that are obsolete or incorrect. For the most part, however, your work will remain in the guide as is and complete, for good. Again, send any submissions to gondee6@yahoo.com. Thanks! d. About the different sections ------------------------------- There are six main sections of this guide. All are organized (I think) relatively well and should be easy for readers to navigate. This guide is primarily written to be easy to read and printout (no useless ASCII stuff other than the pretty header, heheh) as well as detailed and complete. The GAMEPLAY section will explain all the various intricacies of the control system that you need to learn when playing SSX 3. This section also attempts to explain the trick system and cover it in detail. The trick system in SSX 3 has been given an overhaul, and is now more detailed than it has ever been. In years past, gamers have uncovered advanced techniques to get the most out of the trick system, and these techniques will be explored here. The TRACKS/WALKTHROUGHS section will have explanations of all the different modes in the game, as well as xtremely in-depth walkthoughs for EACH track. Pay attention to these, they can help you get over those rough spots and also set records. Each track should have multiple guides, and I will label the difficulty of each guide from "beginner" to "Master" in order so readers can pick the best one for their skill level. Each track will also have a time or score goal so you can know what the goal for each walkthrough was when it was written. The CHALLENGES section will list all 88 BIG Challenges in the game and offer a paragraph or two on how to pass them. Not to be taken lightly, the BIG Challenges are some of the most difficult parts of the game, and each Challenge will be rated in difficulty from "easy" to "insane". The reward for each Challenge will be listed as well, so you can pick those challenges you want to do to get the rewards you want the earliest. The COLLECTION section (hey, that rhymes) will list all the various things you need to collect in order to complete the game 100 percent. There are two basic modes to SSX 3: Competition and Collection/Adventure. The Collection portion of the game is enormous, with over 1000 Bolt-ons (accessories), dozens of tricks, hundreds of rewards and other things as well. The CHARACTERS section will list bios for the characters and initial information about them, as well as the specialized collectibles that only those characters can use. It will also contain information (with spoilers) about any returning or hidden characters that may (or may not) be in the game. The DETAILS section lists the various items that didn't really fit into any one category. I will cover the music section, the cheats and online play here, and explain anything else that may crop up that doesn't fit into any one category. The MEASURING UP section encompasses the various means of competition available to SSX 3 Players. It will cover both the Merqurycity.com SSX 3 Scoreboard and give an explanation of the Online Competition available. The EPILOGUE covers all the various legal, thanks and version updates. I've placed this at the end of the guide so readers can get directly to the meat of the SSX 3 FAQ. End of Explanation. In the words of DJ Atomica: "Enough talk...time to ride." ======================================================================================= SECTION ONE: GAMEPLAY SYSTEM a. General Overview ------------------- The gameplay system in SSX 3 is very complicated, and this section will attempt to document all the various facets of gameplay. There are Four Basic selections to choose after you press Start at the title screen. Single Play, Conquer the Mountain, Multiplayer and Online Mode. Single Play mode is strictly an opportunity to play events. No freeriding or exploration is available here, and you can only play those tracks that you have unlocked in Conquer the Mountain. Conquer the Mountain is the main event. Here you power up your characters and do basically everything that is possible in the game. In order to unlock tracks in Single Play, you need to pass them here first. Multi-player is a chance to race your buddy. Two player, etc. Online is a game selection available for Playstation 2 only - see the Details section in section 6 in order to get the lowdown on how to play online. b. CHARACTER ATTRIBUTES -------------------- All character attributes are rated from 1 to 11. 1. ACCELERATION is the rate at which your rider achieves top speed. The higher this attribute is, the faster they can reach 75MPH/120 KMH. 2. EDGING is the ability to turn. The higher this is, the sharper your boarder will be able to turn and navigate the twisty tracks of the mountain. Your boarder will take wider turns the lower this attribute is. 3. SPEED is ability to maintain top speed. All boarders top out at 75MPH/120KMH, eventually, but at lower levels you will not be able to achieve this until you have fully powered up your character. 4. SPIN is the ability of your character to spin and flip during jumps. The higher this attribute, the easier you will be able to perform 180s, 360s, flips, backflips and so forth. 5. STABILITY is the factor which affects how easily you land tricks and wipe out when you are turning sharply. At lower levels, you need to land perfectly to not get a stumbling animation, and you will also wipe out if you turn too sharply. 6. TOUGHNESS affects how easily you can be knocked down when someone punches you and how easily you wipe out when you collide with something. At low levels, a simple tap of a shoulder button can knock you down. At higher levels, the person will need to charge their punch before they will knock you down and simply tapping the shoulder buttons will only cause you to spin out if you are hit by a punch. 7. TRICKS is the factor that boosts the speed of your Ubers and Super Ubers. Your level 1 Ubers will be much slower to initiate and finish at lower levels. This affects all Ubers, but most noticeably the level 1 Ubers. PURCHASING ATTRIBUTE POINTS: ---------------------------- Purchasing attribute points is essential to winning and conquering the mountain. You can buy attribute points at the Lodge at the different stations on each peak. Buying attribute points becomes more expensive as you get your character more powered up, so you'll need some serious cash before you can get them all the way finished. Each point, one through eleven, is made up of five "units" and these units are more expensive as you increase your characters skills. Each unit for the first point costs $250. At level 11, each unit costs a whopping $5000 points. At $82,000 dollars to power up one attribute, it will cost around $574,000 to fully power-up your character, so get crackin'! More info on this from Vix: This is the range of each level of the attributes....for example, say you bought all of the first block for each attribute, it would cost $8,750, then you go and buy all of the second block for each and that would cost $17,500...you get the idea: Level 2 - $8,750 Level 3 - $17,500 Level 4 - $26,250 Level 5 - $35,000 Level 6 - $43,750 Level 7 - $52,500 Level 8 - $61,250 Level 9 - $70,000 Level 10 - $87,500 Level 11 - $175,000 c. GAMEPLAY CONTROLS: --------------------- Below is a Table of Actions depending on where you are and what buttons you push. I will add other systems' (GC) if someone is kind enough to send them to me. :) ON THE GROUND Action PS2 COMMAND --------------------------------------------------------------------------------- Turn left/right Right or Left - Left Analog Stick or D-Pad Build Speed Up - Left Analog Stick or D-Pad Slow Down Down - Left Analog Stick or D-Pad Crouch/Jump X button - press and hold to crouch, release to jump Prewind Spins/Flips Press and hold a D-Pad direction while holding Jump button Use Boost Square Button Board Press (Nose) Right Analog Stick Up Board Press (Tail) Right Analog Stick Down Push Opponent Any Shoulder Button (L1, L2, R1, R2) Block a Push L1+R1 IN THE AIR Action PS2 COMMAND ---------------------------------------------------------------------------------- Grab Board Any one or combination of shoulder buttons (L1, L2, R1, R2) Tweak a Grab Press and hold a grab, then push Square button Do late spins/flips Press D-Pad In-air Adjustment Left Analog Stick Handplant Press and immediately let go for a handspring, press and hold for a handstand. Push D-Button in any direction to lean. MISCELLANEOUS ACTIONS Action PS2 COMMAND ---------------------------------------------------------------------------------- Reset Boarder Select Button Pause Game Start Button Wipeout Recovery Square button (press until recovery bar is full) Grabs List - Each time you grab any combination of shoulder buttons in the air, you do a grab. Each grab has a name, though only 6 of them have Ubers attached to them once you get your boost meter charged up. Remember that if a grab has a secondary name like "Method MADNESS", that's the "tweaked" name of the trick and you need to first do the grab and THEN push the Tweak button to tweak out the grab. Here's the list of grabs based on the PS2 shoulder buttons. Consult your instruction booklet if you have a Gamecube or PS2 System. According to sources, the Gamecube has one less grab than the PS2 or X-box. I'm not sure which particular grab it is, however. BUTTON COMBINATION GRAB ------------------------------------------------- L1 Method L2 Mute R1 Stalefish R2 Indy L1 + L2 Nosegrab R1 + R2 Tailgrab L1 + R1 Melancholy L2 + R2 Swiss Cheese L1 + R2 Stiffy R1 + L2 Lein L1 + L2 + R1 Stalemaskey L1 + L2 + R2 Seatbelt L1 + R1 + R2 Chicken Salad L2 + R1 + R2 Spaghetti L1 + L2 + R1 + R2 Shifty X-BOX GAMEPLAY CONTROLS ------------------------ ON THE GROUND Action XBOX COMMAND --------------------------------------------------------------------------------- Turn left/right Right or Left - Left Analog Stick or D-Pad Build Speed Up - Left Analog Stick or D-Pad Slow Down Down - Left Analog Stick or D-Pad Crouch/Jump A button - press and hold to crouch, release to jump Prewind Spins/Flips Press and hold a D-Pad direction while holding Jump button Use Boost X Button Board Press (Nose) Right Analog Stick Up Board Press (Tail) Right Analog Stick Down Push Opponent Any Trigger (Left Trigger, Right Trigger) Block a Push Left Trigger + Right Trigger IN THE AIR Action XBOX COMMAND ---------------------------------------------------------------------------------- Grab Board Any one or combination of buttons (Right Trigger, X, Y, B) Tweak a Grab Press and hold a grab, then pull Left Trigger Do late spins/flips Press D-Pad In-air Adjustment Left Analog Stick Handplant Press and immediately let go for ahandspring, press and hold the black button or white button for a handstand. Push D-Button in any direction to lean. MISCELLANEOUS ACTIONS Action XBOX COMMAND ---------------------------------------------------------------------------------- Reset Boarder Back Button Pause Game Start Button Wipeout Recovery X button (press until recovery bar is full) Grabs List - Each time you grab any combination of shoulder buttons in the air, you do a grab. Each grab has a name, though only 6 of them have Ubers attached to them once you get your boost meter charged up. Remember that if a grab has a secondary name like "Method MADNESS", that's the "tweaked" name of the trick and you need to first do the grab and THEN push the Tweak button to tweak out the grab. Here's the list of grabs based on the Xbox Controller. BUTTON COMBINATION GRAB ------------------------------------------------- X Method Y Mute Right Trigger Stalefish B Indy Right Trigger + X Nosegrab Right Trigger + B Tailgrab X + Y Melancholy Y + B Swiss Cheese X + B Stiffy Right Trigger + Y Lein Right Trigger + X + Y Stalemaskey X + Y + B Seatbelt Right Trigger + X + B Chicken Salad Right Trigger + Y + B Spaghetti Right Trigger + X + Y + B Shifty d. ASSORTED FEATURES -------------------- BOOST BAR DETAILS: ------------------ The Boost (or Adrenaline bar) shows the boost you've obtained from doing tricks on the mountain. You use boost to speed up when you are on the snow, boost down rails and to increase the heighth of your jumps. There are 3 boost levels, each signified by a different color. The speed boost for each level increases, with white causing the most increase in speed. You have a time limit in which to fill up the boost bar before it runs out, signified by a beeping reminder and a soft sound effect. CLEAR - You have no boost at all - do tricks! RED (NOT GLOWING) - This is the initial level of the boost bar that you must fill up. Once you have filled up this particular bar, you can do Uber Tricks. YELLOW (GLOWING) - You have reached level 1 of your boost bar and can now do Level 1 Ubers. It takes 4 Level One Uber tricks (spelling "Uber" in letters above the boost bar) before you can reach level two. WHITE (GLOWING) - You have filled up the second level of your boost bar and can now do Level Two Ubers. Once you do five Level Two Ubers (and fill up the world "Super" above the boost bar) you achieve the final step: RED (GLOWING) - You have now spelled out "SUPER UBER" above the Uber bar and are given unlimited boost for a limited amount of time (usually a minute or so.) During this time you can boost without running out, and if you manually reset you will not lose any boost at all. You will hear a small beeping and the red sphere above the boost bar will slow down as you near the end of your unlimited boost period. MANUAL RESET: (Select button for PS2) ------------------------------------- Pushing the manual reset button causes your character to immediately reset their position on the track. This feature is critical to get out of spots where you may be unable to move or are trapped in the terrain. The bad part of this is that using the manual reset button nearly drains you entire boost bar upon reappearing. CRASH RECOVERY --------------- During some crashes you will see a bar appear near the bottom of the screen. This is the crash recovery bar - tapping the boost button (square for PS2) will allow you fill this bar up and recover from crashes while still keeping your boost. It will also allow you to recover in midair and continue to do tricks if you fill it up before you land. If you do NOT fill the crash recovery bar, crashes can sometimes go on for 10 seconds or more! In some cases, filling the crash recovery bar will reset your character as though you had tapped the manual recovery button (Select for PS2). In most of these cases, using Crash Recovery allows you to keep your boost, whereas pushing the manual reset button uses nearly all your boost. BONUS ICONS/STYLE POINTS ------------------------ There are a new set of point and multiplier icons in the game and they may take some getting used to because many of them look the same. Here is the basic breakdown: RACING EVENTS: Speed Boost - looks like a lightning bolt and causes your rider to hit max speed for a short time without using any boost. Trick Boost - looks like a purple set of arrows coming out from a single point. This icon greatly increases your trick ability enabling you to pull of some crazy tricks. I would say it easily quadruples your point stat for a short time. FREESTYLE EVENTS There are many more icons to identify in Freestyle events, but they fall into 2 basic categories - point bonuses and trick mulipliers. Thanks to FishEye for this info. Point Bonuses: Yellow er... "spikey ball" = 2000 points Blue Square = 3000 points Whitish (it's probably Platinum) colored Square/Diamond = 5000 points Black Square/Diamond = 10,000 points Trick Multipliers (multiplies the total of your trick by the number indicated): Yellow "X" = 2X multiplier (doubles your trick score) Blue "X" = 3X multiplier (triples your trick score) White (again, probably platinum) "X" = 5X multiplier (total times 5) Black "X" = 10X multiplier (trick total times ten) "STYLE" BONUSES: Style bonuses are bonuses given out when you do different techniques during a jumping trick. They vary and have different names depending on what you do when you are in the air: STALLS - Stalls are done by prewinding in one direction and beginning to flip/spin in that direction, and then pressing and holding the opposite direction. For example, I prewind down/left and jump, continuing to hold down/left and spinning that direction. Then, while I am still in the air, I press and hold UP/RIGHT (the direct opposite of down/left) and my character "stalls" out in the air, meaning their flips/spins stop. The word "STALL!" appears at the top of the screen and style points begin to accrue. The point bonuses get larger the longer you hold the stall, and you can now continue spinning/flipping in the original direction you held if you just resume holding it (like down/left in the above example.) LATE FLIP/SPINS: Late flips/spins are pretty much in the same boat, and acquire style points. You do them by switching over to only ONE direction if you jumped using a two-direction system. What do I mean? If I prewind and jump using UP/RIGHT, and then switch over to holding RIGHT only, I will get a "LATE SPIN!" Style bonus. Likewise, if I hold UP/RIGHT when jumping and then push UP, I will get a "LATE FLIP" bonus. Please note that Late Flips/Spins bonuses can only be done using one of the two directions you began flipping in. If I were to jump using UP/RIGHT and then press and hold LEFT, I would get either a "STALL!" or "OFF-AXIS!" bonus. OFF-AXIS: Off-axis bonuses are a little trickier to get, but are cool to look at. After a little research, and thanks to Ben Goldsmith for the tip, Off-Axis spins are almost any spin done in a direction other than the opposite of what you prewound. Basically, off-axis tricks are done when you push one of the other directions other than the one directly across from your prewind direction. For example, when you prewind DOWN/LEFT, and then once you are in mid-air, if you push either RIGHT or UP, you will begin spinning off axis. However, if you pushed both UP/RIGHT you would get a "STALL" bonus because it is exactly the opposite of the direction you prewound. You can also get off-axis spins if you push additional non-stall directions on the control pad, ie if you prewound DOWN/LEFT and push DOWN/RIGHT, you may get an off-axis bonus. Here is a quick reference guide from Gehodra until I figure out exactly how to get Off-Axis Tricks: off-axis is: forward/left to forward/right forward/right to forward/left backward/left to backward/right backward/right to backward/left INVERTED: Inverted bonuses are given when you do particular spins while your character is upside down (pushing directions in mid-air other than the one you prewound.) It can be tricky to get these, and it takes practice to get them purposefully. Don't count on them too much but enjoy the style points you get from inverted tricks. Here is a quick reference guide from Gehodra until I figure out exactly how to get Inverted Tricks: inverted is... ex: forward/left to backward/left forward/right to backward/right backward/left to forward/left backward/right to forward/right These "Style" bonuses are very cool to get, and add a lot of flavor and variety to your tricks. But remember that these style bonuses are always received INSTEAD of the points you would have received for your regular tricks and spins. Therefore you must decide if it is worth it to do a particular style tactic, because it may mean less points overall if your character is high enough in their stats. If I STALL out a trick, I will get STALL bonuses, but I am also losing the points I got if I would have just continued flipping/spinning. If in the case of STALLING out a trick, I may get 2500 points in STALL bonuses, but lose the 4000 points I would have gotten if I had continued to spin/flip normally. e. Combo System --------------- The combo system in SSX 3 is a completely new feature that may take old SSX veterans some time to get used to. You will see within playing the game for a few hours, however, that the combo system is absolutely vital to master in order to achieve many of the game's point requirements for gold and platinum medals. The trick system works like this: once you engage in anything that scores points; rails, a jump, board press etc, a combo string begins. After you finish your current trick and begin another one, a counter will appear at the top of the screen that says "1x" - this means you have completed a combo of one move. The small circle above the 1x is the time limit that you must do another trick to continue the combo. The time limit between combo moves is around two seconds. With each successive move, the counter increases one ( 2x, 3x, 4x, etc.) and the combo bonus you get increases. In order to get the full bonus of the combo bonus, however, you must finish the combo. If you wipe out before finishing your combo, you will lose the ENTIRE combo bonus. That means the longer a combo goes on, the higher the score and more risk to you that you may crash and lose the entire bonus. The combo system may seem simple, but the scoring system behind it is actually very complex. To explain, we got an explanation straight from EA Big itself, in the form of SSX programmer Cody Ritchie: "When you do a trick, you points immediately get counted and add to your score. If you're doing a combo, a portion of the trick's score goes into the combo score, or 'pool'. The higher your combo is, the higher the portion that goes into the pool. So when the combo is low, only a small part of your trick goes into the pool, and when the combo gets higher & higher, a lot more of the trick goes into the pool. It even goes above just a portion, so that double your trick goes into the combo! So the least you get is trick x1.5 (trick score + half trick score) and as high as trick x 3 (trick score + 2x trick in combo score.) So if you do a huge monster trick worth 50,000 and your combo is high, then it would give you 0k into your score right away, and add 100k into the combo score. If you finish the combo (or cross the finish line) then the entire combo score gets added to the real score and that's your total. If you wipe out at any time, you always keep your regular score, but lose the entire combo pool. Now, as far as multipliers are concerned, they DON'T affect the trick combo score, just the regular score. So if you bust a huge 50,000 point trick through a 10x multiplier, and your combo score is high, you get 500,000 into the score (trick x10 mult) and the BASE trick x2 into the combo (100,000), for a total of 600,000 (if you land the combo) Some hints for high scores would be: * Do big scoring tricks after the combo is high, or you're missing out on points (you'll only get 1.5x instead of 3x, half as much!) * On big airs, it's more worth it to hold a single uber the entire time, than doing several in a row. The points accumulate faster for holding than when switching, plus you can get a long grab bonus. If you're trying to fill the uber meter, then do several small ones to get to the bigger scoring tricks. * Monster tricks are great for smaller jumps: it takes quite a big jump to do a 50k uber trick, but some monster tricks are quick and can be landed off a short jump. They can be tricky to pull off in a pinch though, find simple ones." Thanks Cody! :) Also, quick combo tip from Rutje: "I just discovered a method to easily get ultra high combo scores. Simply keep left or right on the directional pad pressed, and then start tapping the 'x'. The character will then hardly move forward and start building up an ultra combo. This way you can get a 100x combo with your eyes closed. When the combo is high switch to a boardpress and do some monster tricks." f. UBERS - Rail/Air ------------------------ RAIL UBER TRICKS: New to SSX 3 are Rail Ubers. You do Rail Ubers by pushing one of the shoulder buttons (L1, L2, R1, R2) anytime when you are on a rail and your boost bar is at least at level 1. There are four Rail Ubers in the game, and they are the same for every character. Each is initially worth between 3-4000 points and are holdable, like all Ubers. Rail ubers, however, accumulate points much slower than Air Ubers. They still count towards your SUPER UBER total, however. A cool little trick with rail ubers is that you can get many more in a row if you go very slow on a rail instead of boosting past it. Just use the left analog stick to keep balanced on the rail and touch the boost if it looks like you may fall off. AIR UBER TRICKS: There are three levels of Uber tricks, but these "levels" mainly denote how long the animations are. The higher the level, the longer the animation and time needed to pull off the trick. Although the Ubers each character initially has are different, you can reassign any Ubers in the Lodge (except for Level 1 Ubers, those stay the same, and each character is given one particular set and it is unchangeable.) However, if you weren't given that Uber from the start, you must buy them using the money you have earned. The Cost column below shows the cost of each Uber that you can purchase from the Lodge. STALEFISH - R1+Square buttons Springer Level 1 Cost: Default by Character Tricky Flicky Level 1 Cost: Default by Character G-Money Level 2 Cost: $10,000 Superman Level 2 Cost: $10,000 Smithereen Level 3 Cost: $15,000 Torpedo Level 3 Cost: $15,000 INDY - R2+Square buttons Extended Play Level 1 Cost: Default by Character Can Opener Level 1 Cost: Default by Character Mattrickulater Level 2 Cost: $10,000 Karolicker Level 2 Cost: $10,000 Judo Level 3 Cost: $15,000 dnL Boost Level 3 Cost: $15,000 METHOD - L1+Square buttons Reach Around Level 1 Cost: Default by Character Mahogany Level 1 Cost: Default by Character Jib-O Level 2 Cost: $10,000 Indian Level 2 Cost: $10,000 Hand in Hand Level 3 Cost: $15,000 Kort Martial Level 3 Cost: $15,000 MUTE - L2+Square buttons Clean Sweep Level 1 Cost: Default by Character Counter Point Level 1 Cost: Default by Character Bar Hop Level 2 Cost: $10,000 SSXorcist Level 2 Cost: $10,000 dnL Level 3 Cost: $15,000 Katana Level 3 Cost: $15,000 TAILGRAB - R1+R2+Square buttons Amazing Spenco Level 1 Cost: Default by Character Jay Tear Level 1 Cost: Default by Character Morgan Grinder Level 2 Cost: $10,000 Slinger Level 2 Cost: $10,000 Svelton Level 3 Cost: $15,000 Lukeloo Level 3 Cost: $15,000 Acrobat Level 3 Cost: $30,000 Superman Barspin Level 3 Cost: $30,000 Capo Level 3 Cost: $30,000 Banger Level 3 Cost: $30,000 Pommel Me Level 3 Cost: $30,000 NOSEGRAB - L1+L2+Square buttons Big Unit Level 1 Cost: Default by Character Kickin A' Level 1 Cost: Default by Character Madonna Level 2 Cost: $10,000 Vacation Level 2 Cost: $10,000 Footloose Level 3 Cost: $15,000 Trickitello Level 3 Cost: $15,000 Walking the Dog Level 3 Cost: $30,000 Sugar Rush Level 3 Cost: $30,000 LaLaLa Lock Step Level 3 Cost: $30,000 Pirouette Level 3 Cost: $30,000 Guillotine Level 3 Cost: $30,000 MONSTER TRICKS: ----------------- Monster Tricks are tricks that are an added feature to the trick system in SSX 3. They seem, initially, like a sort of trick book, but they are in fact specialized tricks that are named after different bands whose songs are featured in the game. You discover the names of these tricks by doing the Career Highlights in the game. (See section 4 for Career Highlights.) Why should you use these particular tricks as opposed to just flipping like crazy and using your own ubers? Well, there are added bonuses for using these tricks, depending on the difficulty, though my earlier theory that the bonuses were based on the level of the individual monster trick was incorrect. In most cases, this bonus will help offset the points lost by doing these tricks, many of which are simpler compared to what you can pull off with a fully powered character. Remember that Monster Tricks only have their full bonuses the first time you do them. Like every trick in the game, the value of the trick decreases by half or more if you do them more than once back to back. However, according to PD CofC, after you do a few tricks, the "trick recorder" resets and you can do another Monster Trick for the full bonus. Thanks to ArcaneJMS for corrections to many of the bonuses for this section. Additionally, the total of the Monster Trick (including the bonus) is what is calculated when you hit a multiplier doing a Monster Trick. In other words, if you do a 50K monster trick through a 10x, that's half a million points right there! Remember also that there are ways of increasing the score for your Monster Trick. PD CofC recommends stalling out your Monster Trick instead of just doing the respective flip/spins. For example, if you stall out the Aphrodite (Triple Back Flip Superman), you can gain several thousand points in bonuses additional to what you would have gotten had you done 3 backflips and then sat motionless in mid-air. MONSTER TRICK TRICK NAME BONUS ------------------------------------------------------------------------------------ * FS 540 G-Money Da Housecat 10,000 * Triple Backflip Superman Aphrodite 10,000 * FS Rodeo 720 Smithereen Thrice 10,000 * BS 720 Torpedo Swollen Member 10,000 * BS 900 Mattrickulater Yellowcard 20,000 * FS Double Backflip 540 Karolicker Alpine Star 20,000 * Backflip Nosegrab to Judo MxPx 10,000 * FS Rodeo 720 dnL Boost Ultimate dnL Boost 20,000 * BS 900 Jib-O Black Eyed Peas 10,000 * FS 900 Indian to Late Method Deepsky 10,000 * BS Misty 900 Hand in Hand Basement Jaxx 20,000 * BS Backflip 360 Kort Martial to Late Stalefish Fischerspooner 20,000 * Double Backflip Bar Hop to Late Mute Chemical Brother 20,000 * FS Triple Backflip 180 SSXorcist X-Ecutioner 30,000 * FS Double Frontflip 360 dnL Flipit to Late Indy Ultimate dnL FlipIt 20,000 * BS 720 Indy to Late Katana Juana's Addiction 20,000 * FS 1080 Morgan Grinder Audio Bully 10,000 * BS Backflip 360 Slinger Finger 11 20,000 * FS Misty 720 Svelton to Late Nosegrab N.E.R.D Fly or Die 30,000 * Triple Backflip Nosegrab to Late Lukeloo Overseer 30,000 * BS Double Back Flip 180 Madonna Stoneage 20,000 * Double Backflip Vacation to Late NIFTY Shifty Autopilot Off 20,000 * BS 360 NIFTY Shifty to Late Footloose The Automator 20,000 * BS 540 Indy to Late Trickitello Placebo 20,000 g. Handplants and Board Presses ------------------------------- The trick system is rounded out with two moves that are essential in making the most of the courses in SSX 3. These moves are the Handplant and Board Press. BOARD PRESSES - Right Analog Stick Up or Down The board press is the new move in the SSX 3 Trick arsenal that is absolutely vital to continuing combos when there are no jumps or rails to take advantage of. A board press causes your character to lean their weight on the board and ride it on either the front (Up) or back (Down) . This allows characters to continue a combo string on flat ground, basically indefinitely if you are good enough. Once you start a board press your character will begin tilting their board and riding it on it's lip. It's important to pay attention to the visual cues your character is giving to see how your board press is coming along. If your character is waving their arms and looks to be off-balance, you are in danger of falling and should either stop the board press by letting go of the right analog stick, or rotate the right analog stick to the opposite direction you were holding. This causes your character to spin on the boardpress and renews their balance. If you do not you will tumble and lose whatever combo you were trying to achieve. Advanced Techniques - Author: YuPing If you do a full rotation while board pressing (eg, start with a tailpress, rotate clockwise to a nosepress, then continue rotating clockwise into a tailpress again), it's a trick called "Butter". If you do this multiple times (I'm not sure exactly how many, I think it's 3 or 4), it becomes "Like Butter". If you do this MANY times (I spent 10 straight seconds rotating around), then it becomes "Sweet Butter". I'm not sure if there's better versions of this, but, as you can guess, these upgraded versions of boardpressing will net you more points, so if you need to board press to link tricks, start rotating the press. You won't lose speed, and you gain more points. Just be careful when, say, you're flying downhill, since the rotations will make it harder than normal to control your direction. Don't forget that holding a board press for long periods of time will net you style points. Boardpresses must be maintained for LONG periods of time for any style points. If you've done the grinding challenges in R&B, then you already know that you can do board presses on rails, which become Nose grinds and Tail grinds. On particularly long rails the Butter, Like Butter, and Sweet Butter tricks will still work, giving you a nice bonus for grinding if you have no uber power for uber rails. It's also a much safer grind trick to pull if you don't have enough time to pull and uber grind, since if you land, you'll just go into a board press. Advance Technique - Author: Zenith R3 (push the analog stick like a button during a boardpress) is an ollie. You do a little jump. HANDPLANT - Circle Button The handplant might at first seem odd when you do it in the game, as it completely kills your speed and momentum down the track. But the handplant serves a very useful purpose - it can be used to gain access to those parts of the track you wouldn't normally be able to get to and also can be used to continue your combo in places where you may not otherwise have been able to. For example, if you launch off a jump and are approaching a billboard or tree branch, pushing circle will cause you to handplant onto it. While you are planted, you can affect your balance by using the left analog stick, and the longer you hold the handplant the more points the trick is worth. Why should you use this move then? There are several instances where it is vital: 1) If you are approaching a rail from the side in slopestyle, you can handplant off of it to continue your combo. 2) If you are approaching a rock or similar obstacle in the Backcountry that it looks like you may crash into, try to handplant on it, it may save you from wiping out. 3) In Superpipe events, there are certain areas of the track you can only get to if you use the handplant to get up there. For example, in the Peak 3 Superpipe, Perpendiculous, there are pipes well above the track you can only get to if you handplant onto the thin red bars located at the very end of the pipe. Similarly, in Schizophrenia, there are alternate pipes on either side that you must get to by handplanting at the top of the middle pipe and then letting go and dropping down into the alternate pipe. Advanced Techniques - Author: YuPing If you need to grind a rail and, for some reason, you didn't make it on, handplant and make sure you hold it just long enough for the character to steady him/herself. Once the character is straight up and motionless, let go and hold forward, you should spring forward and land on the rail, grinding it. Don't hold the plant for too long, because the moment the character starts to sway the character will jump either right or left (depending which direction they're swaying in). If the rail is too high to jump on, this trick will work wonders. Sometimes the rail is very high up, to which you may need to jump first, then handplant. Don't forget that holding a handplant for long periods of time will net you style points. Handplants, I'm pretty sure, max out at 22,000 style points. j. Frequently Asked Questions ----------------------------- Q. Why can I not spin or flip as fast during jumps as I see other people spinning? A. Most likely you're not prewinding. When you come to a jump, holding down a DIRECTION on the D-Pad in addition to holding down the jump button allows you to "prewind" a flip, allowing you to flip/spin much faster than you could if you pressed the jump button alone. Learning how to prewind is absolutely vital, and the first skill you should learn if you are new to SSX 3. Q. What's the difference between Frontside (FS) and Backside (BS) and how do I do them? A. Here's my experience on how to do FS and BS Spins. I believe it works for everyone. However, if it does not, be sure to e-mail and let me know. BS and FS denote backside and frontside - the direction you spin. It took me a while to figure this out - doing so is key to doing Monster Tricks believe me. The direction you push to spin backside or frontside depends on two things: 1) Whether your character's default riding style is Goofy or Regular 2) Whether your character is in Switch Stance (S at the bottom of boost bar). I had previously thought that all characters spun a certain way to get BS/FS spins, but I based this on Elise, who is a goofy-footed rider. It turns out that each character's ways to spin are different based on their riding style. Thanks to Razorfever for help on this section: "REGULAR" STANCE RIDERS: Griff, Kaori, Mac, Nate, Viggo and Zoe --------------------------------------- FS Spin: push LEFT BS Spin: push RIGHT Switch FS Spin: push RIGHT Switch BS Spin: push LEFT "GOOFY" STANCE RIDERS: Allegra, Elise, Moby, Psymon ------------------------------ FS Spin: push RIGHT BS Spin: push LEFT Switch FS Spin: push LEFT Switch BS Spin: push RIGHT Gorf also has a suggestion to figure out the difference between FS and BS Spins: "There is a VERY simple explanation, and that is when you turn, which side of your rider faces outside on the turn? His back or his front. If he's regular he'll be left foot forward... when he spins left his FRONT will be on the outside of the spin, when he spins right his BACK will be on the outside of the spin. If he's regular and riding switch (same stance as goofy) turning right his FRONT will be on the outside of the spin and turning left his BACK will be on the outside of the spin." Q. HOW DO I DO THE MONSTER TRICKS? A. Calm down - I'm assuming you're new to the SSX series? Because if you weren't you should know how to do the Monster Tricks just by reading the name. Well, here is my brief guide to how to do Monster Tricks for those new to the SSX Series. I will show you how to do two Monster Tricks and I'm assuming you can figure out how to do the rest. :) I thought most Monster Tricks should be self explanatory if you have any previous experience with the SSX Series. I usually write my guides for those who have at least a smattering of familiarity with the series. Here's what a step by step explanation of each Monster Trick would look like: For example - Aphrodite - Triple Back Flip Superman You know how to do a backflip, right? (Hint: Prewind down on the control pad then hold down while in the air). Do three and do a Superman Uber while you do those three back flips. If you don't have the Superman Uber, you need to buy it. You can see from my Uber table that you buy the Superman uber for $10K and that the button used to do it is R1 (+ Square, in case you don't know that you need to tweak a grab while in Uber level of your boost bar to do an Uber). So, do three backflips in mid-air while doing the R1 Uber. Then, let go and land. You should hear the Announcer go "MONSTER TRICK" and the name of the trick should appear at the bottom (it will be the name of one of the musical artists in the game.) BS 900 Jib-O 900 is 900 degrees of spin - 2 1/2 times around. BS depends on whether you are in switch or not - if in Regular stance, push LEFT do to BS spin. If in Switch, push RIGHT to do BS Spin. So, buy the Jib-O (again, use my Ubers table) and if you are in SWITCH Stance, and prewind RIGHT, then, do 2 1/2 spins and let go of both the control pad and uber (or hold the uber if you have lots of air time.) Oila! Monster Trick. Q. Are there any hidden techniques you're not telling me about? A. A few, but they're not secret. An oldie but goodie is boost tapping - tapping your boost instead of holding the boost button down allows you to increase your speed while extending the life of your boost. Since boost can be hard to come by on certain courses, using this technique can help you quite a bit. Additionally, "select tricks" or warps are back in this game, though the price for using them is now much higher if you don't have SUPER UBER spelled out and have unlimited boost. Select tricks are points in tracks where you push the manual reset button (Select for PS2) and are immediately respawned further ahead in the track. It's a warp of sorts, taking advantage of a system setting that keeps players from getting stuck in tough spots like crevasses and boulders. In past games this glitch came at the cost of a little boost, but in SSX 3 the cost of pushing manual reset is now nearly your entire boost bar. Be sure it's worth it before you decide to use a select trick. The only time this trick will not cost you any boost is if you have spelled out SUPER UBER and have unlimited boost, then you can do it safely. Q. What's the difference between Level 1, Level 2 and Level 3 Ubers? A. Level 1 are can only be done when you fill your first level of your boost bar, and are only "leg-release" grabs, meaning you only release on leg from the board during the animation. Level 2 and Level 3 Ubers are done after you've filled up the second level of your boost bar (spelling out UBER), and are almost the same. The difference between them is that Level 2 Ubers cost either $10,000 to buy, and Level 3 Ubers cost $15,000 (regular Level 3) or $30,000 (character- specific Uber) to buy. Level 3 Ubers have a much longer starting and stopping animation and also accrue points much faster the longer you hold them than level 2 Ubers do. Monster Tricks are just specialized tricks with extra bonuses - they are NOT Level 3 Ubers, though you may have to do a Level 3 Uber to do a Monster Trick. ======================================================================================= SECTION TWO: TRACK GUIDES The TRACKS section will have explanations of all the different modes in the game, as well as a SHORTCUTS section, and extremely in-depth WALKTHROUGHS for EACH track. Pay attention to these, they can help you get over those rough spots and also set records. Each track should have multiple guides, and I will label the difficulty of each guide from "beginner" to "Master" in order so readers can pick the best one for their skill level. Each track will also have a time or score goal so you can know what the goal for each walkthrough was when it was written. Tracks are listed from the bottom of the Peak up, so if you are looking for a typical event towards the top of the mountain, scroll down. This section is constantly filling up with new walkthroughs, so feel free to check back frequently until all the tracks are filled up. Once the tracks are completely filled up, I will update this guide to version 1.0. Basic Mode Explanation and Tips: RACE: ---- Race is racing, as always. Look for the best shortcuts and link them all together to get the fastest time. There is no "special boost" out of the gate in SSX 3, so just hold up until you jump out of the gate to get the best time. Additionally, some of the shortcuts on certain tracks can only be done by fully-powered characters. Big Air: -------- Big Air tracks are short and sweet. You must reach a certain point total on a very short tracks. 2 heats and then the finals, though if you score high enough on the first heat, you do not need to do a second and will go straight to the finals. This is the same with all Freestyle events. Superpipe ---------- Superpipe may seem easy, but it is actually pretty challenging to get high scores. There are a few basic things to remember on all Superpipes: 1) Holding ONE single Uber per jump ALWAYS scores more than doing several. Holding it allows the Uber to build up its score and you also will get a 4000 point "Style" bonus for holding a single Uber the entire time. 2) You should ALWAYS boost when you prewind your jumps - boosting makes your jumps so much better than not that it's not even an issue not to boost. 3) Change spin/flip directions often to avoid duplicating tricks. Throw a stall or late flip/spin in there to differentiate each trick. 4) To reach monumental scores, you MUST keep a single combo going from start until you cross the finish line. This huge combo bonus is what makes the scores for Platinum medals possible. Slopestyle ---------- Slopestyle is to SSX 3 what Showoff was to SSX and SSX Tricky - it features a huge track where you must find the best "line" or path on the course to both get the ever-important multipliers and get enough chances to increase your combo. Comboing is the single biggest thing to get huge scores in Slopestyle, and a lot of the later scores would be next to impossible if you did not string together combos that give you huge bonuses. PEAK ONE ----------------------------------------------------------------------------------------- ----------------------- JUNCTION Superpipe ----------------------- Qualifying: 160,000 Final: 180,000 Platinum: 700,000 Walthrough Author: ssxtitan Walkthrough Goal - 700,000 Skill Level - Hard 3 Steps to the Junction Halfpipe 1. Dropping into half pipe 2. Route and technique inside half pipe 3. Exiting the half pipe 1. Right out of the gate there is little lip in front of you, do a double flip (combined with whatever trick you like), and then land with the board press! Landing with the board press will enable to begin your combo string! Once you have landed you will want to turn slightly to your right and go up the side of the half pipe. (Don’t hit the two triangular barricades though.) It is important to angle yourself a little bit off this first half pipe jump, because when you come back down you want to hit the other side of the half pipe, and not end up shooting back up the hill towards the starting gates. When you take this first jump if you don’t see a 3X or 4X COMBO at the top middle part of your screen, then you have failed to start your combo string in which case you may want to restart as this will cost you some points, since you will end up with a smaller combo string total ( by 3 to 4 obviously)! 2. O.K. you're now in the pipe and you have a combo string going of at least 3X or 4X! Now is when the real fun begins! Strap on your oxygen tank cause we’re going for crazy altitude! This part is pretty straight forward, you will see that along the course there are 6 yellow spheres, and above those there are 8 shiny diamonds! You want to get all these! The trick to big air is jumping right at that last second, you also want to pre-wind the second you land as to maximize your spin in the air. While in the air, try to be creative use monster tricks, and ubers, you can hold ubers too and watch your score go higher the longer you hold it. Style points certainly help too and u can get these by combining different ubers in a single jump. Be creative though, and try not to use the same ones over and over as they are worth less each time you do them in an event! You can see your style points when you are jumping, they should appear next to the score you are getting for that particular jump! I have found that if you manage to hit one of the diamonds, that you are more than likely on a good line to hit them all! So if you do hit one, when you come back down and land, do not turn the board at all! Fly up again, and if you hit the jump on the other side of the half pipe you should fly up to the next shiny diamond, and then just repeat this process! If you manage to pick up all the shiny diamonds, then go back and try to get the yellow spheres! You can shoot yourself back up the half pipe by landing a jump and then angling your board towards the beginning of the half pipe. I suggest not going at an angle more than 45 degrees, because you want to be able to get some air, so that you can land in the first part of the half pipe, and still have momentum to continue jumping. 3. Time to go! When you're down to about 10-15 seconds left you will want to think about getting to that finish line pronto! There are a couple of ways to get there. The first which is little risky, but certainly yields more points (and is my personal favorite) is to make sure that you are at the very end of the half pipe, and pull the same kind of 45 degree angle jump that you would use to make your way back up the half pipe, but only this time, instead of angling your jump so that it faces the beginning of the half pipe, you’ll want to angle so that you're shooting towards the finish line. The camera angle is a little weird off this jump, so be forewarned, but I can tell you that if hit it well you should be able to do at least 3 ubers before you land! With any luck you should land in front of the finish line and cruise in for a score of anywhere between 700,000- 1,000,000+ !!! The other way is to simply land that last jump, and right when you land make a hard turn for the finish line, sometimes I have trouble stopping my momentum, and instead of turning sharply and cruising towards the finish line on the ground, I will fly up and take another jump, in which case I run out of time. But if you can get your character to turn sharply enough so that they don’t jump and just head for the finish on the ground, then this method works just fine!! Have fun and good luck!! TIP: Author - Ghoti Do a few tricks as you approach the start gate, and you'll come off the starting line with some gas in your boost meter already. If you're not Uber by the time you hit the first jump in the pipe, you can be so easily by mixing up each of the Uber grabs; I can usually get UBER spelled out and can usually get 'SUP' or so of the next level of tricks. Once you're Super-Uber, nail those SuperUbertricks with style (go for Stalls, Off-Axes, and Inverts for max style points). Always land with a tail or nose press for a freebie Combo link in your chain. If you get 10 jumps, that's 10 more tricks in the Combo! ----------------------- METRO CITY BREAKDOWN Racing ----------------------- Heat 1: Beat 3:07 Heat 2: Beat 3:02 Heat 3: Beat 2:48-2:54 Platinum: 2:30 Walkthrough Author: UltimateApocalypse Walkthrough Goal - Platinum, or under 2:20 Skill Level: Hard NOTE: When I say do uber off a jump, I mean if your boost is not full. As you all know, big jump sometimes take more time because you *stay* in the air for quite a bit. So only jump and do uber if you need the boost. If the following procedures are done correctly, you should be able to use boost all the time and finish the race with 2:20 or less. Good Luck! 1. Out of the gate punch someone then do 2 ubers of the jump. If you cannot do it, then just do a trick + spin + flip of the first jump and your boost meter should be full when you land. 2. Right after you land, go to the left where you see a SSX sign. Grind the rail and do an uber on rail. After you land, you should see two rails ahead, one straight ahead, the other to your right. Go to the one on your right, grind a rail and do an uber on rail. 3. Now there is a big jump ahead, aim for the center of the building where you will break the glass. Be careful do not jump too high or you will hit the building. You should be able to do 3 ubers from this jump. 4. After you land, aim for the center of the track where a narrow pathway goes between the buildings. There is a jump and a Trick Boost at end of the pathway, do 3 ubers. You should fly over the main track and the billboard, land on a narrow track between the buildings. 5. Keep going between the buildings and do 2 ubers on the last jump. 6. After you land, you should see a little ramp ahead which leads to the covered bridge. Aim straight for the ramp and do 1 uber. 7. Right after you land, you should aim a little to the left. A section of the bridge is broken, you have to jump over the gap and land on the second part of the bridge. If you aim to the left correctly, you should land on the side of the bridge and grind all the way down. 8. One the left hand said, you should see a SSX sign, go through the sign there is a jump. The main track goes under the ramp and there is a REALLY tall building ahead. (I personally could not jump over the building). Align the bottom of your board to the building so that you will not tumble. 9. After you fall to the bottom of the building, you should land right on a fence and grind all the way down, and you should fly over the train. 10. Right in front of you is a Speed Boost and a ramp with a Trick Boost. If your Super Uber is not full, do ubers off the ramp with the Trick Boost. Or, take the left of the ramp and head down the slope. 11. On your left, you should be able to see a rail, grind the rail and you should land on another rail. After the second rail, there is a red jump. 12. You can do a uber off the red jump if your Super Uber meter is not full. 13. You should see the track turns right with a rail in the center. Grind the rail. 14. After you are off the rail, the track turns sharply to the left. Right after the turn, you should see a rail on the right hand side of the track. Get on the rail. 15. Off the rail, the track should turn right with a red jump and a Trick Boost. DO NOT take the red jump. Instead, go to the left of the track before it reaches the red jump. If you aim correctly, you should fly a short distance and land on a rail. 16. Go all the way down the rail, with the correct speed, you should land on another rail. 17. After the second rail, you will see a red jump ahead, do 2 ubers off the jump. 18. Another red jump ahead, jump and do uber, or not if your boost is full, and break the glass. 19. Aim for the center and grind the pipe all the way down and you will see the track turn right with a rail on the center. 20. You probably will not be able to grind the rail from the start with the velocity you gained from the pipe. So, aim for the center section of the pipe where it makes a almost 90 degrees turn to the right. Right before you reach the rail, do a little jump and that should make you grind the rail. 21. All the way down, you should see 2 red jumps. Then a pipe in the center of the track with red jumps on the side. Go on the pipe and boost all the way to the finish line. ----------------- Walkthrough Author: happymachines Walkthrough Goal - 1:40 Skill Level - Master 1) Coming out of the gate, I suppose you could punch someone if you felt like it. I don't because after restarting the course fifty times that person gets really pissed off at you. I find it much easier just to do lots of mistys on the first drop. You want to spend as little time in the air as possible, so jump so that you just barely clear the little bump before the drop. 2) Ahead of you and just to the left will be a break in the fence and a SSX sign. Break through the sign! Whooosh! If you manage to get on the rail immediately after the sign, even better. Boost down the rail, keep going straight, then onto the next rail, which you will also boost on. 3) There are two ways to take this next section, the easy way or the slightly faster way. The easy way is that directly ahead of you there is a ramp that you can use to jump clear over the building ahead of you. The slightly faster way involves going around the building. For this, I recommend getting on the rising, curving pipe that will be ahead of you and to the right. Boost while on the pipe, and make sure you are in a FS or BS grind, as this will make it easier for you to catch the next pipe. This is a short length of pipe which if you follow to the end will shoot you back onto the normal path. Instead, as soon as you hit this second pipe do a tap-jump. If Shiva is with you then you'll be able to jump between a small gap between a fence and the building. 4) Directly ahead there should be two ramps of slightly different heights and a path that leads through a tunnel to the right. You want the ramps. You want them so badly. It burns you in your deepest places, you want the ramps so badly. But if you hit them while going to fast it will shoot you back onto the normal course, SO SLOW DOWN! You should drop down into an area underneath where the normal path is doing its elevated zig-zaggy back-and-forth thing. Ahead and slightly to the right there are going to be some wooden poles, maybe a wrecked car or two, and a pay phone. Head straight towards the pay phone, and smash into it as fast as you can. The pay phone is actually a teleport, and the more speed you have going in, the more speed you have after you're teleported. 5) This pay-phone teleport will deposit you in one of two places. The more uncommon place is about the same distance on the track as you just were, but much farther on the right hand side. Ahead of you will be a very short yellow pipe coming out of the ground which lets you gring onto a billboard, or maybe another pipe or something. Regardless, this path sucks. Restart if you get it. The much better teleport place is on the left side of the course, but farther down. 6) Almost immediately you should see a balcony/fire escape thing coming out of the building on your left. You can grind on the right edge of this, but will fall right through (and possibly crash) if you go through the middle. I find the easiest way to get on it (especially since you have very little time to reorient yourself properly) is to jump onto it, twisting into a BS or FS grinding position midair. Once you're on this, boost to the end of the rail, and you might end up catching one or two more balconies (and hopefully avoid hitting a poorly-placed streetlight). 7) After those grinds end you will see the normal path on your right, and a ssx sign directly ahead of you. Right before this sign, just to the right of it is a short yellow pipe leading from the ground to a fence. Get on the pipe, then fence, and boost. Quickly turn into a FS/BS grind so that you don't fall off the fence, and start leaning towards the left. Once you're off the fence there is going to be a quarterpipe directly ahead of you with two billboards at different heights above it. To the left and above the quarterpipe is a water silo thing with a teleporter coming out of the bottom of it. You want that teleporter. There are three ways to get up to it. The first is to jump on the quarterpipe, handplant on the billboard, handspring off to land on the billboard, and boost along the rail into the teleporter. Second, if when you jump you have enough of a leftward angle and position yourself correctly, you can go straight into a grind on the billboard rail. The third method is to go even more to the left and just jump straight into the teleporter beam from the quarterpipe, although this can be tricky. 8) So, there are also two places this teleporter can take you. One is rare and good, the other is common and not as good. I have no idea how to get the rare one. I really wish I did. I *think* it might have something to do with handplanting on the higher billboard, since out of the four times I have recieved this teleport destination, two of them were preceded by that. But honestly, I don't know. Okay, imagine you're just taking the normal path down this course. You know those weird pagoda roof looking things that are just hanging above the course and you can break through them if you do the jump before them correctly? And further down the course on the left hand side is a rail you can get on to skip a lame hairpin turn section? So, the not as good teleport location will take you to an otherwise pretty much innaccessible part of the course to the right of the pagoda. There will be a rail that you will hopefully fall upon, and use to boost through this sneaky little section. This will rejoin the normal path at the bend in the hairpin turn. Cut the turn a little sharp to the left to make your path through her a bit more straight. Once you get to the bottom of that sharp drop and continue heading in the direction that the course is usually heading in, that's where the good teleport would poop you out. So you see now why that teleport is good, because its pooping location is signifigantly farther down the track. 9) Ahead is a little bump with some red paint on it, take the jump early to spend less time in the air, and get some boost back in the process. Then the course drops, and if you fall correctly you land on a pipe that you can ride to make this annoying twisty section much faster. Once you exit this pipe, fairly quickly there will be another to the right which will allow you to get some speed and cut out a turn or two. 10) Ahead of you on the right will be a large bank with some purple flares. Usually the purple flares signify a shortcut, but I feel like you lose too much speed going up the bank and being in the air, so just sort of skirt the snowbank instead. You will now be entering some sort of weird park area, I guess. You should cut through the park towards you left, hopefully jumping onto one of the two rail systems, preferably the lefter, higher rail. This will allow you to skip more of the park, and set you up nicely for the jump ahead. 11) After the park there is a big jump that can go one of several ways. However most of those ways suck and are lame. The non-sucky and non-lame way is to angle to the right. Not so much that you crash into the glass section of the building on the right, but so that you land in the alley nestled seductively between the building ahead of you and the building on the right. If you are still confused, it's the place with the phone booth that has the last teleporter in it. Yeah, that's the one, straight into the phone booth. 12) You will teleport in towards the end of this whole final factory place. Ahead of you will be a pipe which you can boost on with the annoying alley thing that I always screw up on, or you can just go down the moguls to the left. 13) That's it. The fastest time I've managed on Metro City is 1:53, and that is with many accidents and I got the not-as-good exit location on the second teleport. So a time of 1:40ish should easily be possible if everything goes perfectly. ----------------------- CROWS NEST Big Air ----------------------- Qualifying: 60,000 Final: 70,000 Platinum: 200,000 Walthrough Author: MrChaos Walkthrough Goal - 250,000 Skill Level - Hard *Please note that all moves must be linked with a board-press if you want to achieve a high score.. Also this was done with a full powered up Mac.* 1. Immediately out of the gate, do a misty/rodeo. 2. Do 2 misty/rodeos off the next jump. This should give you full adrenaline. 3. Launch off the next ramp doing whatever uber you want with some spins for around 20-25K. 4. When you land, get ready to do an uber off the next the pipe ramp also nailing the 3000 point bonus... You can get around 20K here... 5. When you land, board-press to finish, but quickly turn around and head toward the long rail. 6. If you get on the rail slow enough, you can do a rail uber for about 10K. Tip Author: thevillageidiot I just have a comment on the Crow's Nest section submitted by MrChaos. After doing steps 1 and 2 as he said, try and do all 4 ubers on the next jump (it's not too hard) so now you'll be able to do the super ubers on the big launch at the bottom. Now, here's the big difference between his walkthrough and my strategy. If you hit the big launch on the 'normal' line, that is the line that the game starts you on at the gate, you'll kind of end up doing a transfer over the incline and land on the backside heading towards the finish line. If, however, you jump off the launch a little bit to the left of the original line you can use it as more of a halfpipe jump and get two big launches in. For the first jump (both jumps, actually), prewind and flip + spin like crazy while holding one super uber (preferably the one that gets the most points). Make sure to get the style bonus for the long hold. When you land from this big launch, make sure you start a nose/tail press to link everything, go up the hill towards the start of the course and you'll lose momentum and turn around. Use your boost to try and get as much air as possible on the 'normal' line this time so you'll land on the backside and be heading towards the finish line (there is not much chance this second one will get you as high as the first jump). Hit the rail(s) if possible to add to the combo and get to the finish line before time runs out. This second jump will net you more than the 10K the rail uber will get in his walkthrough. This line got me approximately 290,000. ----------------------- SNOW JAM Racing ----------------------- Heat 1: Beat 3:12 Heat 2: Beat 3:14 Heat 3: Beat 3:00-3:07 Platinum: 2:30 Walthrough Author: YoshiXL Walkthrough Goal - 2:30 Skill Level - Hard 1. Out of the gate punch someone. 2. At first red jump hit 3 ubers, Follow the next red jump with 6-7 ubers. 3. Take the upcoming right turn on left side take the log, keep the line and you' ll find another log when you land positioned the same way. Again keep the line. 4. Next, there is an ssx sign to your left, take it a cautious speed. Grind the upcoming logs. 5. Straight ahead is a nice red jump, dont take it, instead go left of it and keep boosting. Ahead is a trick boost with a jump. Slow down at that point so you don't fly out of control plus you want to grind a log thats on your right when you land. 6. Keep the line then repeat with 2nd log when you land. 7. Time to refill boost. Jump over next logs on ground with ubers. After the 2nd log there is a jump thats hard to see, jump it with an uber. 8. Straight ahead is a pair of red jumps, take em with ubers. After 2nd red jump make a sharp left and jump with your last (hopefully) uber. Now boost freely and don't jump!! 9. There should be a hidden log to the left to grind, then another if you keep a good line. 10. Now stay on the main path and boost and near the end there is a bridge with a trick boost and lots of cables. Grind it if you can then ahead you'll see the last red jump. Dont take it, instead head left to it and go smoothly but fast to the finish line!!! ------ Walthrough Author: gondee Walkthrough Source: FirebrandX Walkthrough Goal - 2:20 Skill Level - Master 1. Out of the gate, punch someone to get full boost and do an Uber off the first jump. Skip the next big ramp in the middle and instead ski off to the side, doing two more Ubers once you hit air off the decline. 2. Go around the next right turn and look for a wood branch that makes a ramp off the turn. Boost off that, doing a rail Uber and do another Uber as you land. This shortcut will put you over the hill directly by the next jump. Look for yet ANOTHER branch that comes out of the left of the jump. Boost off that, doing yet another Uber. 3. You will land by an "Out of Bounds" sign (ignore it) and a metal structure that you ski under as you continue on the track. Do an uber off the ramp past this and continue down the track. Go over the next drop off and look for a blue rail that pops up from the middle of the track. Ride it, doing a Rail Uber on it and continue down the track. 4. Up ahead you will see the double ramp that looks tempting to jump off of, but ignore it and instead ski past it on the right side. You will cross cut the next turn and continue down the track until you reach the big ramp that sends you through a misty dropoff into the forest. Do any remaining Ubers you need to here to get to Super Uber status. 5. Ahead you will see a right turn, then a left turn past the big trees in this area. Go around both, (don't jump over the embankments as tempting as it might be) and immediately after the left turn (past a big tree on the right) look for an "Out of Bounds" sign and break through that. 6. Ski down this path until you reach a green rail and boost down that. You will go over a large log (very cool) and make SURE you jump at the end - you are aiming for the large hollow log "loop" ahead. You must make it through this loop to continue on the shortcut. 7. Once you have made it past the loop, look for a speed boost ahead (lightning bolt) and catch it. You will ski through another quick tunnel of a tree and catch another green rail coming out of it. Hop to a second rail and then jump off the end back onto the regular track. 8. Cut immediately to the right (past the turn) and look for a jump ahead - jump off the track to the left of the ramp and shoot for the space by the huge tree ahead. Go to the RIGHT of the big tree once you are there and catch a wooden rail that pops out above the track. Follow it around the right turn, doing any additional ubers you need to to continue having SUPER UBER status. As you go off the rail you will pop through a small rock tunnel and back onto the regular course. Go over the small yellow ramp ahead and down the main course. 9. Ahead to the immediate left after the rock tunnel is a wooden branch you must grind (look for two purple flares showing the location). Grind this and fly off the end, connecting with a second additional branch below that shoots you back over a hillside and back onto the track. 10. You now continue down the main path for a ways - bisect corners and do not jump over the small ramps to save time. After another short jump you will see a bridge ahead. Grind the rails on the bridge to the right and do a short trick at the end. You'll go through a quick Ice Loop here as well. 11. Ahead is one final jump - ignore it and instead ski off to the side of it and boost your way to the finish line! ----------------------- R&B Slopestyle ----------------------- Qualifying: 250,000 Final: 300,000 Platinum: 1,000,000 Walthrough Author: MrChaos Walkthrough Goal - 1 Million - 1.1 Million Skill Level - Master *Please note that all moves must be linked together to achieve this high score* 1. Immediately out of the gate, do 2 misty/rodeos off the first hill. 2. Get on the very right rail and pre-wind. Launch off the rail hitting an uber through the 3X. 3. If you did step #2 right, you should now be on a rail. Toward the end of the rail there is a 5X. Do a quick 2 misty/rodeo uber off it for about 40-50K. TARGET SCORE: 90K 4. When you get off the rail, follow the path doing a few misty/rodeos for some quick points. 5. You will come to an area with a rail. Get onto the rail and hold a rail uber until the end. 6. When you get off, veer to the right and get on a rail holding a rail uber for around 12K. 7. Getting off this rail, you will see an upcoming hill. Jump over it with 2 misty/rodeos. Get ready to pre-wind off the next hill. Launch off it and fly through the 5X netting yourself an easy 130K-150K. 8. When you hit the ground, go to the right. You will enter this cave type area. Straight ahead you should see a hill with a 3X in the air. Launch off the hill doing an uber through the 3X. 9. When you land, if you land right, you will have enough momentum to zoom up the pipe and hit a 10X for around 140K. TARGET SCORE: 600K-650K 10. When you land, you will see 3 rails. Get on the very left rail and do a rail uber. 11. Getting off the rail, get onto the tree branch and launch into the air doing an uber for about 10-12K. 12. Landing, jump off the right incline doing 2 quick misty/rodeos. 13. If you jumped right, you will land on a huge fallen tree. Speed off it and jump through the 3X doing an uber for around 30K. 14. When you land, you will see an upcoming ramp. Launch off it and do an uber through the 3X high in the air. This can net you around 80-95K. 15. Next, you will see a blue rail. Get on it and hold an uber. Do the same for the next rail, but let go halfway into the air. 16. Off the next the ramp to the right, do an uber for about 15K. 17. When you land, get on the right rail and fly through the 10X doing an uber for about 120-150K. *If you followed this guide correctly, you can easily get well over 1 Million* ----------------------- HAPPINESS Backcountry Race/Jam ----------------------- Happiness Race: 3:15-3:20 Happiness Race Platinum: 2:45 Happiness Jam: 65,000-70,000 Happiness Jam Platinum: 400,000 HAPPINESS RACE Walkthrough Author: Jesster Walkthrough Goal: 2:45 (Platinum) Skill Level - Hard Intended for maxed out character stats. When reading this guide, assume that the boost button should be held down at all times except when specifically noted otherwise. Also assume that when not in Super boost mode, you should be doing flips/spins every time you jump in order to maintain your boost. 1. Start out heading straight forward and as soon as your opponent comes into view, knock him down to fill up your boost bar. Cruise down the slope and jump between the last two trees on the left. Do two ubers here. At the drop off, jump and do another uber. 2. Cruise around the bend and aim for the log sticking up in the air straight ahead. Get plenty of speed, grind the log, and jump at the very tip to get as much air as possible (you do not need to flip/spin off this jump). Do 6 ubers here (This is easiest to do by simply holding the "tweak" button and tap each grab button just as the previous uber is finishing). If you do this right, you should land in Super boost mode. You will also likely "bounce" onto the tip of the log leading into the tunnel ahead. 3. When you come off the log, release boost and carve a sharp left into the tunnel, then carve a sharp right again before going over the lip at the tunnel exit. The goal here is to catch a little air (no need to jump) and glide down into the little valley between the cliff wall on your right, and the hill on your left. 4. When you land, start boosting again, and carve right, but don't get too close to the wall. You'll go over another lip and then see a steep ice ramp up ahead. Go over the hill to the right of the ramp. 5. Now you should be in a relatively level, open area. Up ahead, you'll see a small hill with a couple trees on it. Aim for the left edge of the hill and boost straight ahead. This will take you into the first big cave area. 6. Just before you hit the first drop off upon entering the cave push and hold left (this will allow you to land while carving left without wiping out). When you land, carve left up the hill in order to take the left cave exit. There is a lone tree in the middle of this exit. Aim just a bit to the left of it. 7. Cruise straight through the open area, and when the path splits go left. You should see a log jutting out over a cliff straight ahead. Either grind the log, or cruise off the cliff just above or below it. 8. Wait until just after you land and start carving left into the cave. Depending on your trajectory, you may need to release the boost button momentarily in order to turn sharp enough to avoid the falling rocks along the right side of the cave. 8. If you're making good time, your super boost should begin to wear off while coasting through this cave. However, it won't quite wear off before you exit the cave (if it does, you may need to work on shaving a second or so off your time up to this point). After exiting the cave, carve a little to the left and jump in center of the next drop off and do two ubers. 9. When the path splits again, go right. You'll see another log angled up on the edge of a snow drift. Grind the log, jump and do three ubers. 10. Now you should be in Super boost mode again. Cruise staight through the cluster of trees ahead, then veer left to avoid the next tree. Try to stay along the left edge of the avalanche zone, as you boost your way down. 11. When the path curves sharply to the right, you should see a small gap between the rocks ahead of you. Aim for that gap and boost right off. This should drop you right in front of the lip of another drop. 12. This last section is fairly chaotic with lots of hills, valleys, rocks, and trees, and its hard to hit the same path exactly each time. If you stay along the left you'll end up in a valley that will take you to the left-most final tunnel. This is the easiest path to take, but probably not the fastest. My best advice is to aim just a bit to the right of this valley, and skim across the tops of the first couple hills, then drop into the second valley from the left. Cruising off the drop off here should put you in a pretty good line for the 2nd or 3rd tunnel from the left. Boost down the hill and take one of these tunnels and you should be aimed right for the "finish line" ----------------------- PEAK 1 Race Time Challenge ----------------------- Peak 1 Race: 11:10 Walkthrough Author: Ravage Walkthrough Goal: Below 13:20 Skill Level - Hard Note that the track information is left out of these guides, I simply address the transition periods and give reference to the split times. If you need help on a specific course, read the section particular to that course. Walkthrough: 1. Get through Happiness 2. The even split after Happiness is at 8:20, which really is quite ridiculous since that's only 5 seconds behind the platinum requirement for the course. Don't be too worried if you're behind the eight ball at this split, just bunker down and be prepared to make up for it further downhill. 3. This transition period is all about the rails, and knowing which ones to hit. The primary two that you MUST hit are the two just past the first starting gate you will pass in this section. They both wind up over small mounds, curving slightly but neither are TOO bad. These are great for getting a boost recharge and even getting some rail ubers in on if you can do so. Since we're trying for speed here obviously though, only attempt one rail uber per rail. Important to note, if you're moving too quickly off of the seconds rail you could go further right than you want and land a third rail. It's ok if you do, but make sure you grind on the LEFT side of the split in the rail or else you're headed Off Limits. 4) Another must-hit rail is not too much further ahead. The path takes a quick right-left, and you'll approach the corner and see the rail begin heading up to the right just in front of the rock wall. If you avoid the rail altogether, you'll neuter your speed. Hit the rail, though, and you'll not only pick up some speed but it will spit you directly on the straight line towards the end of this area. 5) Here's where you'll need all the boost you can get. There is a large flat area of packed powder that you can only max out at 55mph on (with a level 11 character), but with a healthy dose of boost power you can fly right through it and into the top of Snow Jam. 6) OK, you're done with Snow Jam. Hopefully you knew to go off the last jump in the course to the RIGHT to avoid the fence blocking the usual finish line, since usually the fastest line to the finish line is to stay left. It is ABSOLUTELY CRITICAL that you get boost level 3 on that last jump in snow jam, and no sooner. You will need all the boost you can get in the upcoming transition, and being able to abuse the unlimited boost for as long as possible will shave a LOT of time off your final score. 7) You'll take a hard right over a small dropoff, make sure you're ready for it and lay off the boost to give your edging a chance to keep you from flinging into the course sign on the curve. After that turn you'll go into a rock cave... look left directly after you enter the cave and you'll notice an alternate route out of the cave that you otherwise may have never noticed. Take that path for the quickest way into the meat of this transition area. 8) The split here is even at 5:30, meaning you have that much time until the clock reaches zero. You should definitely be around plus-or-minus zero by now, and if not you had better have a good line in Metro City. Granted, many new players can hit about 3:30 in Metro City and this transition period SHOULDN'T take you two minutes to get through, but things can and sometimes do happen. 9) This section isn't so much about the rails (though there are many of them) as it is staying out of the powder. It's important that you keep the boost on, stay in the middle of the narrow path, and... cut corners when you can. There's a lot of out of bounds, but there is right-turn corner in particular where you can shave a fistful of seconds off your time by going up and over the mound and back down to the track below. I'll leave it up to you to find out where that one is, heh. 10) Quite honestly, there aren't really any rails here that I would consider "mandatory". Be especially wary of some tempting rails, since many lead to situations that will either force you to swerve to avoid an obstacle on the other side of it (therefore killing your forward momentum) or putting you into a "trick trap" where you may think you're in a slopestyle event. The problem with the traps is that with the speed you should be moving, the lines won't work properly and you will guarantee yourself a nice faceful of rock. 11) That's just about it. Once you navigate this section, you have another fairly large flat of snow to cross before making it to the entrance to Metro City. Drop in, and you're almost there. Hopefully you have 3 or 3 and a half minutes left on the clock and you can finish the race. If not, chances are you might want to work on that Happiness time and bring down the defecit you've been forced to try and make up the rest of this race. And just practice the lines in the transition zones. The Happiness-Snow Jam one is fairly straightforward, but you may want to practice the Snow Jam->Metro City one a handful of times to become comfortable with the trees and turns. Good luck! ---------------------------- Walkthrough Author: irritatedlittleman Walkthrough Goal: Below 13:20 Skill Level - Hard Goal Time: 11:10 There are two tips to keep in mind for this race that will keep you from growing gray hairs: 1. Try not to fall down. If you think you might run into something, let off the jump button and slow down first, it's better than falling and then going slow. 2. Get Super Uber. At the beginning of the run when you still have yellow uber try to spell out UBE and save the rest for one big jump. Do multiple ubers in the air when you have a chance but be sure you recover in time (see tip #1). Also, you should only do the short uber tricks and not hold them since the points don't really matter. I usually get super uber towards the beginning/middle of each race track, this seems to help alot but not as much as having super uber through the flatlands between runs. Ok, now for my path (this will be long): Happiness: 1. Right off of the plane go left by the mountain, there should be a snow covered jump in front of you (I always use this to get the uber bar started). 2. Cut left of the trees and try to rail off of the downed log. 3. Go to the left of the next mountain (it kind of curls), decent sized jump ahead. After that hang a left (but try to stick close to the right side of the wall). 4. Go right and you will see an ice covered jump ahead, try to cut slightly to the right of it (through the snow) as it cuts out the top part of that jump so you don't waste valuable half seconds in the air. 5. Proceed straight into the cave using the hole that should be in front of you and go straight through it, continue leftish. 6. A plane should fly overhead. Cut a hard left to avoid falling into the hole and you will see the plane knock some snow off of the mountain and an avalanche ensue. Head straight for the knocked down snow. Just past it there is a drop, I usually get super uber here. Also, lookout for a precipice hanging out from the mountain, I always land on that by accident (don't do a trick into it and fall). 7. Burn straight on through, go to the left of the next jagged mountain and if you have super uber, don't jump. 8. Slow down when entering this cave so that you don't run into the ice. Hang a hard left after the drop. 9. After the next drop, go right. Go straight through the cave (the left opening is more advantageous) and get on the straitaway. End of Happiness Next is the flatland between Happiness and Snow Jam. Stick to the path. The path is packed snow and allows you to move alot faster than the high snow off the path. Do try to get rails if you can, they are quick, but are not critical. Use the boost if you've got it! Going into Snow Jam you should do some tricks so your uber bar is close to or maxed out. Snow Jam 1. Jump and do a trick entering into Snow Jam. You'll see a Big Jump ahead, go to the left of it (do a smaller jump), doing ubers if you can. 2. You'll land close to the start of a rail if you did it right, go for the rail and max out your super uber bar on rail tricks and then floor off in the right direction. 3. You'll see an "Out of Bounds" sign to the left. Avoid it. It's shortest to baby jump off the jump beside it and keep going straight. 4. Go to the left of the next big jump (try to avoid it altogether), and don't even jump off of the next one. 5. Upon landing go forward just past the second large tree post. To your right you will see an "Out of Bounds" sign, go for that one. You'll see a rail ahead, be on it, crouching and boosting like a madman. Try to jump off of it through the middle of the downed tree that you'll see at the end of the rail. Don't boost in the tree, there are a series of small bumps and the game always thinks I'm trying to do a trick. The ice will hang left, try to get on the rails if you can but if you can't no biggie. My super uber always wears off here. 6. Series of small jumps ahead, if you can get enough air to do an uber then do, otherwise cut to the left and rail off of the tree. Either way cut to the left as soon as you can. 7. Go left after the jumps. You'll see purple lights around a downed tree, rail off of it if you can. 8. It's pretty much stick to the obvious path for the rest of snow jam. Try to get super uber off of the last jump as hard as you can, you will need it. End Snow Jam After leaving Snow Jam, there will be a cave. As you enter this cave go immediately left, there is a small shortcut here. Go as fast as you can and on leaving the cave try to go straight (will require a jump). Stick to the path as best you, grabbing rails if it's convenient. If you have super uber don't hesitate to use the manual reset (select) if you get in a pinch. It really doesn't have many drawbacks in super uber mode. The only other shortcut I know of here is right after you have made a right turn and the path curves to the left you may see an orange rail straight ahead, go for it. It's not a great shortcut, but a shortcut nonetheless. Moving on to the most critical part of the race... Merqury City 1. As you come into merqury city go left through an "Out of Bounds" sign, there's a rail. After getting off of that rail you will see another one straight ahead and another on the right, go straight. 2. This will end you up looking at a jump over a building. Do so, and try to angle right. 3. After you clear the building you will have 3 options. Go for the middle jump (the hole on the far right isn't that much longer though). The goal is to miss the actual track entirely. 4. You should see a path between buildings in front of you. Don't hold the jump button down and proceded cautiously, hugging the building on the left. 5. You will see another part of the race track to your right and a narrow alleyway to your left. Go left and try not to hit the trash can/ building. 6. Line yourself up on the straightaway and crouch and boost like a mo-fo. Proceed straight through the next "Out of Bounds sign" and try to jump over the next building. You'll end up in a tunnel. Boost like crazy. 7. Jump out of the hole (doing an uber if you can) and aim for the rail on the right. 8. You'll land and see two more rails, if you can get them both, great, otherwise try to make it onto the second one, it speeds up your turn. 9. After getting off of that rail you'll see another one on the right, go there. 10. Go to the left of the next jump, you should see two rails, the one on the left is fastest, but the one on the right isn't too shabby either. 11. Cut the next jump as much as possible, going down seems faster. 12. You'll see a pipe in front of you, try to rail it all the way out. 13. Grab the next rail. After getting off of it you'll see a jump and after that another downed pipe. Go straight down the middle. 14. After you get off of the pipe you'll be in an icy area. I don't boost here, it always makes me run into a beam because I'm going to fast. It's a straight shot out. This will take a few tries to get down. I must have done it a dozen times (ending in sight of the finish line, just so I could know how close I was while being so far away each time) before I did it right. Good Luck! ----------------------- PEAK 1 JAM Score Challenge ----------------------- Peak 1 Jam: 130,000 Peak Two ----------------------------------------------------------------------------------------- ----------------------- INTIMIDATOR Racing ----------------------- Heat 1: 3:17 Heat 2: 3:15 Heat 3: 3:06-3:15 Platinum: 2:45 Walthrough Author: laidback0378 Walkthrough Goal - 2:38-2:40 Skill Level - Hard Note: For this race, some boost is necessary at start of race. (or you can simply knockdown someone at the start of the race) I used a character with full stats. 1. From the start gate, boost until first turn. This should put you ahead of the other racers. 2. Go thorugh the next two turns, over the jump, and then through the next two turns. 3. You will see a jump up ahead, with a rail on the left portion of the jump. Aim for the right corner, as close to the fence as you can get, and go off without jumping and at minimal speed. 4. This will save a few seconds. When you land, boost and go off gap jump. Fill your boost meter. You should be at uber lvl 1 when you land. 5. After you go through the next turn, stay to the left side of the track as you approach the "vertical turn". As soon as you pass the two purple flares, cut HARD to the right. This will give you the tightest possible turning radius and keep your board on the ground the whole time. 6. At the following jump, do three (3) quick ubers. Jump before the top of the ramp, so that when you land you have time to veer right and jump between the two purple flares. 7. You should land on the backside of the last turn in that section, with rails on your right side. 8. At the next gap jump, do four (4) quick ubers. You should now have level 2 uber status. 9. Boost down entire segment, staying in the middle when approaching gap jump at end. Jump, and do one (1) uber only. This will leave you with only 1 more uber to do to have level 3 uber boost. 10. You should land on backside of landing hill. Target time to this point is 1:16 or less. 11. Boost in spurts through tunnel, keeping your player 90 degrees from ground (on side of tunnel). 12. Slow a little just before exit of tunnel, and veer HARD left. Aim for the snowbank BEFORE the fence starts. Your goal here is the blue ssx sign on the other side of the fence. 13. If you hit the snowbank just right, it will send you up in the air, and you will land on the rail beyond the ssx sign. If not, you will most likely land on the fence itself. Just lean left (to get off the fence) and get onto the rail beyond the sign. 14. Boost the entire length of this rail. It will send you through a gate at the end, and back onto the main path. You should have level 2 uber status again. 15. In the next section, choose the middle rail. Do a rail uber while boosting the whole time, and continue boosting through all three rails. When you land you should now have level 3 uber boost. (This is a great area to do whatever number of rail ubers you need to get to level 3). 16. Follow course through next series of turns, continously boosting. Your target time should be 2:00 exactly at the midpoint of the bridge (the crest, if you will). Boost on bridge, but do not allow board to leave ground. 17. As soon as you are off bridge, cut HARD to the left, and go through the blue ssx sign there, following this course into the ice tunnel. 18. Boost through tunnel and off jump at its end. (if you stick to the left 1/3 of the jump, and hit the right spot, the game will rail you off the jump, giving you extra speed and distance). 19. When you land, bear right through the blue ssx sign, boosting all the while. Boost the rail for extra speed. 20. As you approach the next jump ramp, aim for the right corner and only boost off of it. Do not jump. You should just clear the snowbank ahead of you and land further down. This can save a few seconds easily if done right. 21. When you land, boost through to the finish line. Note that if you boost only and do not jump off the final ramp, you can pass safely under the falling tree. Your level 3 uber boost should run out just before you get to the finish line. ---------------- Walkthrough Author: LLCoolDave Walkthrough Goal: 2:35 Skill Level - Hard 1. Get a Knockdown at the start. After the hilly part go and jump to the right, cutting the two corners. 2. At the point where there's a rail and a jump uüp the track, drop off to the right(don't jump) and spin/flip + grab to refill your boost meter. 3. Now an important shortcut. Veer to the right and then attack the next ramp heading left and jumping left at about 30-45 degree (approx.) to cut the next corner. Pull 3 level 1 ubers. When you land you have a good speed to take the quarterpipe REALLY low. Jump a bit to the right over the bridge and pull as many level 1 ubers as possible, but don't do more than 5. 4. Grind down the next rail and try to avoid beeign bumped over the rails and to the powder snow on the other side.Do a Uber or two over the next gap. If you don't have SUPER UBER yet, don't worry. Jump onto the right rail, do an uber grind if necessary, but boost the rail all the way. 5. After you almost landed, hit the Reset button, you'd land off limits anyway. Boost down the tube and try to keep a high pace. If possible take the left shortcut by jumping over, or grind and drop off. DON'T handplant under any circumstances. The next part is pretty forward, take the 2nd rail from the left and boost grind down the set. 6. Now something tricky. Jump to the right over the spiral part and reset yourself. If done properly, you did cut the spiral and are reseted just at the end of it. You should loos SUPER UBER soon, so try to always keep your boost meter at least half full. 7. IF you still have unlimited boost, boost over the bridge. If not, try to do a flat jump over it to save boost. Take the Jump on the right and fill your boost meter. 8. Take the left path, after the turn cut right onto the right part. At the drop cut to the right to the right path again, fill your boost meter. 9. At the next turn, take neither the turn nor the out of bounds sign, get a flat jump off the corner through the trees down the track. You should usualy land in a left turn about to hit a right turn. Cut this corner left and drop down the middle path. Use your remaining boost to get down to the finish. This got me a 2:41 although I hit a tree and bailed in the final part. 2:35 should be possible with this line. ----------------------- STYLE MILE Slopestyle ----------------------- Qualifying: 350,000 Final: 450,000 Platinum: 1,000,000 Walthrough Author: MrChaos Walkthrough Goal - 2,500,00 Skill Level - Master (!) Style Mile guide with MONSTER TRICKS: *Please note, this guide was done with a fully powered up Mac with all 11 stats* 1. Out of the gate, do 3 mistys through the 2X with some grabs. This should give you full adrenaline. 2. When you land, do at least 3 different ubers over the next hill. 3. Next, do 1 long uber through the 2X to the right. 4. Veer to the right and get read to do whatever monster trick through the 10X for an easy 275K-300K. 5. Do any monster trick you want off the middle hill through the 3X for an easy 75-80K. Target Score: 420K-450K. 6. When you land, veer left and prepare to boost up the hill while holding a board press. Let go near the top. If you did this correctly you can pull off a monster trick and attract the 2X. This can net you 40K. 7. Landing, do an uber off the next little slope. 8. Veer to the right to see a little a green hill. Do any monster trick for about 15K. 9. Next, you will see a green rail. Get on it and hold a rail uber. 10. Do any monster trick you want off the next hill through the 3X for an easy 80K. Don't boost off the next hill. Do a simple uber through the 3X. 11. Next, hold a board-press and start to boost up the hill. Jump midway and do any monster trick you want through the 10X for an easy 250-275K. Target Score: 850K-875K 12. Get on the next immediate right green rail. When you get on it, jump off doing an uber. 13. Boost off the next hill doing an uber. 14. When you land, veer to the left. You will see a green hill. Launch off it about halfway doing an uber through the 2X for about 30-35K. 15. Veer to the right and jump off the hill halfway up. If you do this correctly, you will launch over the rocks and hit the 2X. Target Score: 950K-1 Million 16. Next, you will see an upcoming hill to the left. Launch off it doing a monster trick through the 2X for an easy 40K. 17. Launch off the next hill attempting to hit the 5X with an uber. 18. Go past the house on the right. There is a short incline where you can do an uber for about 10K. 19. You will see an upcoming green rail. Get on it and hold a rail uber hitting the 2X for 40K. 20. Do the same on the next rail, but make sure you have SUPER UBER all highlighted out so you can easily do the next part. 21. Next, you will see an upcoming hill. If you launch off it at the right time, you can do a monster trick through the 10X for an easy 300-320K. 22. When you land, you will see a green loop de loop rail. Get on it and go around. Do a monster trick off it through the 5X for an easy 100-120K. 23. You should have a good 30-40 seconds left. Spend them doing random flips and mistys. ----------------------- SCHIZOPHRENIA Superpipe ----------------------- Qualifying: 220,000 Final: 260,000 Platinum: 800,000 Walthrough Author: gondee Walkthrough Goal - 600,000+ Skill Level - Hard Superpipe may seem easy, but it is actually pretty challenging to get high scores. Schizophrenia is a very aggravating superpipe, because it has higher walls than either of the other two Superpipes and it's very easy to lose your combo and crash if you do not start off well. You also only get 2 minutes to jump here, so your scores will be lower than the other pipes. There are a few basic things to remember on all Superpipes: 1) Holding ONE single Uber per jump ALWAYS scores more than doing several. Holding it allows the Uber to build up its score and you also will get a 4000 point "Style" bonus for holding a single Uber the entire time. 2) You should ALWAYS boost when you prewind your jumps - boosting makes your jumps so much better than not that it's not even an issue not to boost. 3) Change spin/flip directions often to avoid duplicating tricks. Throw a stall or late flip/spin in there to differentiate each trick. 4) To reach monumental scores, you MUST keep a single combo going from start until you cross the finish line. This huge combo bonus is what makes the scores for Platinum medals possible. Walkthrough: 1. Coming out of the track, find a way to build up your boost meter. A quick Misty/Rodeo or such is usually the best way. Do a few to build up your combo meter as well. 2. As you enter the first jump, you want to get to yellow Uber bar status ASAP. Be sure to enter that first jump with enough speed to get decent air, because if you don't, Schizophrenia's high walls will make it next to impossible to get a decent combo going. Basically, my motto is if you crash, start over. 3. Do a misty/rodeo grab and enter the second jump with yellow bar status. As you land from your first jump, prewind a direction and hold BOTH the jump button and the boost button. Holding the boost button is the key to getting big air in superpipe. By this time you should have a combo between 5-10 going - you don't want to lose this combo because it is what gives you the big bonus at the end that allows you to get the Platinum medals. As you enter your third jump, you have two options: 1) either do 4 quick level one Ubers to get to Level 2 status, or hold one Level 1 Uber on each jump. I personally go for the 4 level 1 Ubers so I can get to the higher scoring Level 2 ones. 4. Once you have reached Level 2 status, the pipe mainly becomes automatic. You may have the temptation to handplant into one of the alternate pipes on either side, and having tried them out, it appears you can get much more air in the side pipes than you can in the middle pipe. There are two main problems with the side pipe - one is it is very small (this is actually a benefit because immediately after you handplant into the side pipe, you have much less risk of losing your combo than in Perpendiculous). The second problem is that the camera is VERY unstable when you enter the side pipes. The advantages are better air time and many more point bonuses, so try out the side pipes and see if it's to your advantage. 5. After four jumps, you will find yourself near the end of the pipe. Watch out for this - it's very easy to jump too far and fly out of Schizo. As you get near the end, tap the left analog stick BACK towards the beginning of Schizo and jump that way. If you fly out of Schizo and land on the area outside, you CANNOT get back in. 5. Each trick you do in Schizophrenia should be different - you want to avoid duplicating tricks as it kills your score. You should be getting big enough air to go up past the banners way up above Schizo (you can handplant onto these, and while it looks cool provides no discernable advantage.) If you are well below that, you are not getting all the air you should. Try to jump about 3/4 of a board length from the top of the walls, this makes your character get maximum air time. 6. Continue jumping in Schizo until the timer reaches around 15 seconds. You can either ride towards the finish line (use the board press to continue your combo all the way to the line) or on your last jump, point yourself at a 45 degree angle so you jump OUT of the pipe and towards the finish line. If you are lucky, you can get a long Uber in right before the clock hits zero. 7. Remember that you need a complete, uninterrupted combo from start to finish to get the best possible score and win the platinum medal. With any luck (and practice) you can get platinum plus a few hundred K on Schizo. Good luck! :) ----------------------- RUTHLESS RIDGE Racing ----------------------- Heat 1: 3:11 Heat 2: 3:04 Heat 3: 3:03-3:14 Platinum: 2:40 Walkthrough Author: laidback0378 Walkthrough Goal - 2:30 Skill Level - Hard Note: I will just assume player starts out with no boost whatsoever. However, I will assume player has full stats. 1. At start, do a rodeo with grabs at first jump. 2. When you land, veer right, going through the blue ssx sign, and get on the rail. boost the whole length of the rail. 3. As soon as you land, veer hard to the right, aiming in between the two purple flares. jump and do at least a 720. 4. You should land to the RIGHT of the billboard, and should also be at lvl 1 uber. (yellow) (your time when you land should be between 24-27 sec) 5. Boost down track, jumping off cannon and doing as many ubers as you can. (I usually do six (6) ubers, but 7 or more is possible) 6. Boost down the next segment, doing a quick uber off the next jump. 7. When you meet back up with the main path, your time should be 49-52 sec. 8. Once back on main path, make right handed turn, go down short incline, and veer left, up over the snowbank between the two rock walls. If you time it right it is possible to jump snowbank altogether. 9. At the next jump, do another uber. Do not jump at the next ramp, as the osprey frequently flies above your head at this point, and if you get hit you will lose some of your boost. 10. After landing off the ramp that you did not jump off of, bear to the left of the next ramp, railing the tree there. DO NOT boost on the tree or you will overshoot the next rail. This will put you on a series of rails that you can boost on. 11. As you get off end of the last rail, your target time should be 1:30. 12. Use next jump to complete any ubers you need to get lvl 3 uber boost (red). 13. When you land, go through blue ssx sign (underneath the billboard), and boost continously through the next 4 turns. Stick to the right side of the following jump. 14. When you get to the bottom of this section, go off the right hand ramp, jumping over the snow bank but underneath the billboard. 15. Boost through this entire section, avoiding any jumps. This path meets up with the main path, just before the huge jump at the very end of this run. 16. Before the ramp, veer off to the right, and then veer back towards the center of the track as you boost all the way to the finish line. 17. Enjoy your platinum slaying record time! :-) ----------------------- LAUNCH TIME Big Air ----------------------- Qualifying: 90,000 Final: 120,000 Platinum: 200,000 Walthrough Author: MrChaos Walkthrough Goal - 250,000 - 300,000 Skill Level - Master *Please note that all moves must be linked together if you want to achieve a high score. Also note that this run was done with a fully powered up Mac.* 1. Out of the gate, do 1 misty off the first hill followed by 2 misty/rodeos. This should give you full adrenaline setting you up for the next jump. 2. Do any uber off the nexr hill making sure to hit the 2,000 point bonus. 3. When you land, do another uber off the hill. Make sure to hit the 10,000 point bonus for it is crucial to getting a high score. 4. Landing, launch off the hill and hit the 5,000 point bonus with an uber. 5. Board-press to the finish line but quickly turn around and head to the rail. 6. Get on the rail and do a rail uber for about 10K before crossing the finishing line. ----------------------- RUTHLESS Backcountry ----------------------- Ruthless Race: 3:25-3:30 Ruthless Race Platinum: 3:15 Ruthless Jam: 140,000-150,000 Ruthless Jam Platinum: 500,000 Ruthless Racing Walkthrough Walkthrough Author: laidback0387 Walkthrough Goal: 2:52 (or Platinum) Note: I used elise with full stats. This is a clean run, but certainly isn't the best line. I also crashed twice and messed up a plethora of different spots on this line during my 2:52 run, so 2:30 or less is DEFINITELY possible. Note: As with all races, if your board is touching the ground, boost!! 1. At start, do a double misty/rodeo off first jump, and then board press until you fill boost. Or simply knock down the other character. 2. After landing first jump, at the first split in the course, take either the middle or the right path. As you come out of that path, stay right, and go off the jump, doing two ubers. 3. When you land, boost, and line yourself up (taking into account the wind) so that you go off next jump at the right hand corner. 4. Do as many ubers as you can off of this jump. I personally have done eight level 1 ubers off of this jump. 5. When you land, you will be at the point where the course splits, one path going left, and the other to the right. Go straight, boosting onto the large fallen tree trunk. Do any remaining ubers needed to get level 3 "infinite" boost off of this jump. 6. This will land you straight in front of the next part of this line. Head straight towards the hole in the rock wall in front of you, and follow this section through to its end. 7. When you land out of the small ice cave, boost, and stick to the bottom of the hill to your right. Bear right, and go through that opening. 8. As you land, head just to the right of the lone railable tree on the horizon, and just to the left of the two upright trees. Your goal is to just barely duck under one tree trunk, and hit the one beneath it. Boost this, and just before you are about to land, spin the board so that you catch another tree trunk. Boost! 9. When you land, go up the ramp on the left side of course. Your target time should be 1:30. At top of ramp, go slighly right, and jump gap (second jump) to land on or after a log. 10. Boost this section, and onto next log. Lean to the left a little (while boosting) so that you miss the final log in the series. When you land, follow the course, railing either of the trees right before the next jump/cliff. 11. Your "infinite" boost should run out by this point. Boost over first drop, get on the next log, and boost it. If done right, this will land you on another log, which will, in turn, land you on a third log. 12. As you come off the last log, stay straight, taking the center path. At the bottom of this section, on the right hand side, you will see a large tree trunk sticking up into the air. Boost this. It is possible at this point to obtain a second level 3 "infinite" boost. 13. When you land, stick to the far left side of the course. Boost through ice tunnel. 14. Upon exiting the tunnel, take the center path again. Boost all the way to the finish line. ----------------------- PEAK 2 Race Time Challenge ----------------------- Peak 2 Race: 19:00 Walkthrough Author: Ravage Walkthrough Goal: 16:10 (gold) Skill Level - Hard Note that the track information is left out of these guides, I simply address the transition periods and give reference to the split times. If you need help on a specific course, read the section particular to that course. 1) Get through Ruthless 2) The green rail directly ahead of you is your best line, but can be tough to hit since it's buried between two rocks. If you don't have a good line on it, don't swerve for it. Just blow past and try to stay on the track moving downhill. 3) The first checkpoint will be an even split on 12:40. Not too difficult a time to hit, but don't sweat it if you're behind a little. There's still the whole rest of the mountain left. 4) The important thing to note in the Ruthless->Intimidator area is that there are lots of rails... some long and winding, some short and straight. The smaller ones are hands-down your best option here! Get the speed bursts from riding these rails and don't worry about a "maybe" second of time you might have shaved off taking the longer rails. None of them have any real reward, and most will send you flying into oblivion if you try and take them too fast, no matter how hard you try and balance. Some of those turns can be real nasty. 5) That's really it for this section. Just don't get too fancy and Intimidator shows up before you know it. 6) Ok, you've finished Intimidator. This is a point where you will 100% want to give yourself level 3 boost as you take the last jump, since there is so much powder and packed powder in the transition area ahead. Go through Intimidator's finish line to the right, since that path is equidistant as going left but will put you straight onto the main path when the two paths meet, whereas the left side would force you to lose some speed taking the 90-degree turn. 7) Hit the first rail you see, this one is really common sense but I thought it should be said anyway. Getting down hill faster = good. 8) Nothing else much worthy of noting here unfortunately, but it's a pretty simple area although slow if you don't have your boost. Annnnd... viola, we're into the blue rails! See step 3 of the Peak 1 Race guide for the rest of the Peak 2 race. 9) One thing to note, the checkpoint after Snow Jam is an even split at 5 minutes on the nose. That's 30 seconds LESS than the Peak 1 Race gives you for an even split, so it's even more critical in this race that you either A)have a good lead on the split when you get to this point or B)have a good line through Metro City. Good luck! ----------------------- PEAK 2 JAM Score Challenge ----------------------- Peak 2 Jam: 350,000 Peak Three ----------------------------------------------------------------------------------------- ----------------------- KICK DOUBT Slopestyle ----------------------- Qualifying: 650,000 Final: 750,000 Platinum: 1,200,000 Walthrough Author: MrChaos Walkthrough Goal - 1.7 Million Skill Level - Master *Please note, this guide was done with a fully powered up Mac, all 11 stats* 1. Out of the gate, do 2 mistys. If you did tricks before the start of the course, you should now have full adrenaline. 2. Do 4 ubers through the 2X in the air. 3. Veer right and you will see an upcoming yellow rail. Try to either A. Jump off the hill doing a monster trick through the 10X or B. Get on the rail and jump off it doing a monster trick through the 10X. Target Score: 200K-220K. 4. When you land, you will see a red hill. Launch off it doing whatever uber you want. 5. Next, veer left and do a monster trick through the 2X for 40K. 6. Landing, you will eventually come to a green hill. Launch off it on the right side doing a monster trick through the 5X for an easy 100-110K. 7. Do whatever uber you want off the next jump after landing step 6. 8. You will see an upcoming red hill. If you launch off it correctly, you can do a monster trick through the 2X for an easy 45K. 9. When you land, you will see a red hill to the left. Now comes the tough part. You want to launch off this hill on the right side of it with a good amount of boost. If you do this correctly, which can be tough, you will be able to a monster trick through the 10X for an easy 300-320K. 10. Landing, do a simple uber off the next hill trying to hit the 2K point bonus. 11. Go straight ahead and do a monster trick off the next hill for 20-25K. 12. Veer right and you will see a long curving yellow rail. Get on it and hold a rail uber. 13. Do the same for the next rail through the 3X for 40-50K. 14. Get on the next rail, but jump off hitting the 2X. 15. Do a simple uber off the next hill for 10K. 16. Do a monster trick off the next red hill. If you launch off this hill correctly, you will come down and attract a 2X for an easy 40K. Target Score: 800-850K. 17. Go straight ahead and do an uber off the next hill. 18. Now comes the crucial part to getting a high score. Straight ahead are a trio of hills. Veer left and launch off the hill. If you do this correctly, you will be able to hit a monster trick through the 10X netting you upwards of 400K!!!! -------- Walkthrough Author: gondee Walkthrough goal: 750K or gold Skill level - Beginner :) If you're like me, you're having a heck of a hard time getting gold on Kick Doubt. Here's the basic walkthrough to get gold, and it's assumed you'll make mistakes and lose combos and crash, as this walkthrough has the potential to get much more than 750K, but I barely made that on my gold run. So good luck. :) 1. Starting out of the gate, do a double flip misty to get some boost and begin your combo run. The longer combo you hold, the higher your score will be. It is assumed in this guide that you will always do board presses in between each j