Walkthrough - Guide for XG III Extreme G Racing

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Extreme G-3 Walkthrough
Playstation 2
By: Orca782
Copyright 2002
Version 1.1

*****************

This FAQ is meant to be used to guide you through the extremely speedy 
levels of Extreme G-3, the latest installment in the Extreme G community.  
It is rumored to be better than the last 2, but I only played the first one 
on a one night rental, and never the second, so I can't compare.  This one 
is really fun, but really hard to master.  The weapons systems are a bit 
off, but the speed of the game more than makes up for it.  It also has fun 
multiplayer co-op or battle modes.  I'll try to explain everything in full, 
so email me any questions or concerns you may have.  My email is 
[email protected].  Do not email me questions that are in the guide, 
as I am more than fed up with answering questions that are right here.

*****************

Legal: This is my FAQ, and I don't want anyone taking it or posting it 
anywhere without my consent.  Email me at [email protected] if you 
desire to post it on your site, and I'll think about it.  If you don't ask, 
I will eventually find you, and there will be hell to pay.

*****************

Contents:
1. DRIVING
2. TEAMS
3. SPEED CLASSES
4. WEAPONS/EQUIPMENT
5. STRATEGY
6. LEVELS (walkthrough)
7. CONCLUSION

*****************

DRIVING

Besides always holding down the acceleration, there are a few things you 
need to know in this game.  And that is certainly one of them.  The side air 
brakes compensate more than enough for the bikes speed, so always keep the 
acceleration floored.  You don't want to slow down to turn, because this 
game is nowhere as realistic as Gran Tourismo, etc.  The air breaks should 
be used only when a tight turn is coming, because they cause the bike to 
strafe, rather than turn.  This causes extreme grinding if you get up 
against a wall.  Try to use the analog stick to turn most of the time, 
because it will keep you facing the right direction.  If you go into one of 
the above grinds, you want to let go of acceleration and boost, if you have 
it on, for a split second.  This will dislodge you.  Then jam the 
acceleration again.  For some reason you are drawn to walls if you are going 
fast enough.  The boost is a special tool used to up your speed, but it will 
drop your shields fairly fast.  Use this at straightaways, or to pass other 
bikes.  You can look behind you, but don't do it often, as the tracks move 
so fast.  Only is this recommended when trying to kill a pursuing enemy.  
Also, try to switch your weapons at the beginning of the race, as changing 
them mid race is quite a hassle.  The sound barrier can be broken at 750 
mph, and the screen will almost ripple, the sound will go off into a breeze 
like pattern for a margin of 5 seconds or so, before returning to the techno 
music.  Whether or not you slowed down past the 750 mph speed, the music 
will come back.  At 1000 mph, the meter goes wild, and won't read your 
speed.

=======================

(scientific section, skip to next section if you want to just learn to learn 
about the game)
This game requires a bit of knowledge to begin, and by knowledge I don't 
mean practical knowledge.  There are a few things you have to know to drive 
efficiently.  First off, this is not real.  At these speeds, the riders 
would most likely die, and secondly the tracks would be moving faster than 
you could see.  Now that that's out of the way, lets have some fun.  The one 
thing I can relate to physics in this game is the cycles.  There isn't 
always a round track when you are upside down, so you have to wonder why you 
aren't falling off.  Simple.  The bikes are shaped like an aerodynamic 
upside down airplane wing.  This causes the air molecules rushing by the 
bike to keep it pressed firmly against the road, whereas a right side up 
plain wing would cause it to fly.  This may sound strange, but planes travel 
at 500 miles per hour, which translates into about 225 meters per second.  
Now, the speed of sound, which these bikes routinely break, is 333 meters 
per second.  If a 747 jet, which weighs several tons, can keep airborne at 
225 meters per second, a bike going faster than that can certainly keep 
against the ground, and with some force at that.  I won't go into the lesser 
details, but at the speeds these bikes are going, there's no chance they'll 
fall off the road.  The sound barrier translates to 744 miles per hour, but 
I think for the games purposes they made it 750.

******************

TEAMS

Though none of the team choices really matter, this section will outline the 
team descriptions.

============

PALUS

Welcome to Palus.  It has been over 20 years since Palus' visionary Gabriel 
Artimus, conceived and designed the Graviton Drive.  Since that day, many 
have imitated but none have surpassed the elegance and fluidity achieved by 
Palus's manufacturing.  Our technology can be found in most household 
products, from the early Sentivacuum cleaning models through to the 
luxurious Graviton 8000 ground cruiser.  Palus is proud to be a sponsor and 
participant in the Extreme-G Racing Tournaments.  Palus: let the mind 
improve the soul.

=============

PHASE ONE

"What drives a man to risk everything in search of glory?"  This was the 
question posed to Phase One's team manager ten years ago by the head of 
Lunar Industries.  Lunar was looking to raise their corporate profile, at 
any cost.  AS a result, Phase One graduated from the lower racing leagues to 
the premier level of racing -Extreme-G.  We pride ourselves in being the 
most prominent, exciting and controversial racing team on the circuit.  We 
risk everything in search of glory.  Phase One is a subsidiary of Lunar 
Industries.

=============

TERRANOVA

Speed.  Glamour.  Excitement.  These three words encapsulate Extreme-G 
racing.  And these three words describe perfectly the ethos here at 
TerraNova.  We deliver the racing experience that everyone adores - high 
production values, mass media coverage, incredible exhilaration.  These are 
the things that make TerraNova the number one choice for racing fans.  Be a 
part of that team - live the dream.

=============

TALON

Privately funded by three high-profile CEOs, Talon is, and will always be, 
the most profitable racing group on the Extreme-G circuit (XG financial 
report, 2230).  We have no boundaries when it comes to victory.  We have no 
boundaries when it comes to design.  We have no boundaries when it comes to 
engineering.  We will use the best drivers and we will push the rules to 
their limit.  We require nothing but complete dedication from our workforce. 
  This is why we win.  Talon: there are no boundaries.

=============

VIXEN

Formed in 2218, Vixen is proud to be the only XG team fully staffed by 
women.  Psychological tests have proven the female mind to be not only more 
capable of digesting information than the male, but also a small percentage 
faster.  AS such, we believe our drivers have an edge over the competition.  
Elegant and sophisticated is our motto - join the team that has evolved.  
Vixen is an equal opportunity employer.

=============

STARCOM

Thank you for showing an interest in Starcom.  A privately funded team, 
Starcom shies from the hype and publicity surrounding the Extreme-G Racing 
League.  Nevertheless, in the interests of the group we are seeking new 
talent to join our world class racing team.  We seek only experienced 
drivers looking for a new adventure.  With Starcom, you will see the world 
like you've never seen it before.

Note: You can unlock this team by beating the game once in career mode.


******************

SPEED CLASSES

There are several speed classes in EG-3, and you need to know them in order 
to change strategies.

250 CLASS

The 250 class is the beginning class, and you'll travel at relatively slow 
speeds as this game goes.  You have much more opportunity to blast your 
opponents to oblivion in this mode, as they travel slower, allowing more 
targeting time.  There's no hope of breaking the sound barrier in this mode, 
so don't waste your boost.

500 CLASS

This class is much faster than the last class, in fact it should be double.  
Unfortunately, it's not.  There's still a good opportunity to kill other 
racers, but it's not as wide a margin of time.  There is the possibility of 
breaking the sound barrier if you get boosters full on a flat track area.  
Try to get used to the increasing speed, as this is only the beginning.

750 CLASS

Here we are almost at the top.  750 lets you break the sound barrier fairly 
frequently if you try, and it's very hard to get a bead on anyone at these 
speeds.  You're better off relying on weapons like EMP and the Mines.  These 
don't require aiming skill.  You'll definitely have a harder time turning at 
these speeds, so work on that too in practice mode.

1000 CLASS

Finally, made it!  Whew.  This is the fastest of the fast.  You can break 
the sound barrier without breaking a sweat in this mode.  The bikes are even 
faster though, and you have to watch for your opponents, because they'll 
come out of nowhere.  Also watch out for those seemingly harmless jumps, or 
drops in the track, as they now become fatal if you make a wrong turn.

******************

WEAPONS AND EQUIPMENT

These are the multiple weapons and upgrades you can purchase for your bike.  
Some are more useful than others, and that will be stated.  Weapons will 
receive a power and a duration level in the form of stars (*).

==============

MINI GUN
Power: *
Duration: ***
Cost: Pre-Equipped (Free)

Description:
Garvel-Lyon MA-680
Rapid fire projectile weapon; capable of firing up to 5,000 rounds per 
minute.  Built by the Garvel Lyon Corporation of Mars, Alpha Centauri and 
New York, this compact three-barreled mini gun is powered directly from the 
bike's on board energy source.  Ammunition generally consists of titanium 
tipped solid Uranium shells for maximum entry point damage.

Strategy:
This gun can NOT fire 5000 rounds per minute, I'd actually be amazed if it 
fired 60.  This is extremely weak, and I only recommend using it if you have 
nothing better, and if you are on a straightaway.  Otherwise, don't bother.  
Low level computers will do their best to shoot you with it after you pass 
them, but overall they should only get a hit or so off on you.  This is the 
least favorable weapon in the game, hence it being free.

==============

ROCKET
Power: **
Duration: *
Cost: 13000

Description:
Armsell type GP97 micro missile.  Rocket propelled high explosive detonates 
on impact.  Re-developed from the old GP90 tank destroyer missile, the GP97 
has traded its destructive capabilities for much improved versatility.  Its 
size and speed make it ideal for Extreme G where a normal rocket would be 
overtaken by the super sonic bikes.  Powered by a solid propellant rocket 
motor, this is an unguided, or 'blind fire' missile designed to be fired in 
salvos from shoulder mounted launchers.

Strategy:
This is better than the machine gun, but not by much.  For an explosive, 
you'd think it would do more damage, like, say, total a bike in one hit.  
Well, it doesn't.  It takes 2 or 3 from my experience.  It works fairly well 
on straightaways, so take advantage of it then.  Also note that near the 
beginning of the race is when your opponent has least life, and the track is 
usually flat, so use it then.  Weapon energy only allows a few of these to 
be fired before you are depleted, and once again the game has overrated it's 
speed, as these do NOT fire in salvos.

==============

REAR BLASTERS
Power: *
Duration: ***
Cost: 14000

Description:
Kazagi Mjima RF72A High powered plasma stream thrusters, temporarily 
increase velocity.  Also used as a short range rear facing weapon.  Although 
slightly larger than the conventional engine the Rear Blasters use an 
improved 'Classiante' Ion filter resulting in a marked improvement in drive 
when activated.  The Blaster received this nickname due to the alarming 
increase in use of the system as a rearward weapon.  In full burn, with the 
cowling open the afterburner cone extends far enough back to cause heat 
damage to bikes following directly behind.

Strategy:
I love this weapon, but not as a weapon.  When combined with boost, this 
makes you go insanely fast.  It also looks cool.  However, if you are lucky 
enough to have an opponent directly behind you, let fly.  I don't recommend 
driving in rear view while trying to get someone to strafe through this line 
of fire, as it won't be worth it.  Simply use it as a speed boost.

==============

EMP
Power: N/A
Duration: ***
Cost: 18000

Description:
Sorenson series MM834 Weapon disabling pulse rifle; temporarily disrupts all 
weapons systems on targeted bike.  The Pulse  rifle utilizes the latest in 
on board energy suspension technology.  Drawing a relatively low charge from 
the bike's battery, a dynamo fly wheel is rotated at high speed, charging a 
single cell with enough power to deliver one shot from the Electro Pulse.  
The process can then be repeated.  The rifle itself, once prepped to fire, 
lays down a tightly focused electromagnetic lattice forward of the emitter 
cowling, allowing the pulse to be effectively aimed.  This replaces the old 
generic field pulse that could easily have affected teammates as well as 
opponents.  The Electro Pulse takes several seconds to recharge between 
shots.

Strategy:
I'm not sure what they mean when they say it can be aimed.  As far as I 
know, this huge blue energy field hits anyone in its field except you.  It 
probably doesn't hit team mates, but I have never had a partner close when I 
fired.  Use this weapon when someone is really on you with something like 
the machine gun, or you know a friend is coming up with the railgun prepped. 
  This also stops those speed demon Rear Burning fools who always try to 
pass you.  Overall, I don't use this weapon a lot.

==============

HEAT SEEKERS
Power: **
Duration: *
Cost: 31000

Description:
Kulatii BBTMS 'SunStrike' Rocket propelled guided explosive, detonates on 
impact.  The SunStrike heat seeking missile is less powerful than the GP97 
standard rocket, but has the ability to follow its target, overcoming the 
need for careful aiming.  At launch the missile is 'cold fired' by a 
compressed gas system, ignited a moment later at a safe distance from the 
bike.  As the solid fuel rocket motor ignites, the steering fins on the 
missil deploy.  The fins allow for swift and tight maneuvering as the 
missile tracks the targets emission signature.

Strategy:
This weapon is just about as powerful as the normal missile, so disregard 
what Acclaim says.  It may take one more than the others.  It cannot 
maneuver that tightly either, as the simplest of turns will often throw it 
into an explosion on the wall.  The time it takes to lock onto an enemy bike 
is also insane.  Generally, try to get a lock on in the straightaways.  This 
makes it only slightly better than the normal missiles, as you have to be on 
a straightaway to use it.  Overall, try to pick a different weapon to use.  
The cost of these is also insane.

==============

MICRO MINES
Power: **
Duration: ***
Cost: 15000

Description:
PROBELLAN MILITARY SYSTEMS (Venus) Short fuse proximity mines; detonate when 
hit by other bikes.  An extension of the old type 9A, the new Type 22 
'Bouncing Benny' is now widely being used by XG riders throughout the 
league.  Stowed flat, in  a stack, the mines are deployed from a hopper at 
the rear of the bike.  Upon launching, the arms on either side of the main 
body of the mine unfold, from which a ridge of sensors extend forming a 
dispersed sphere.  The mines are allowed to bounce and roll, detonating upon 
contact with an opponent bike, or after a limited time period.

Strategy:
This are some of the most effective weapons in the game... against you.  
Computers will drop these things like candy, hoping that you will fall upon 
them.  They drop them most frequently when you are right behind them, and 
they always seem to hit too.  Use them if you have someone following you, or 
if you have nothing better to do.  They are less damaging than missiles, but 
more damaging than the machine gun, thus the rating of 2.  I'm not a big fan 
of these.

==============

LEECH
Power: *
Duration: ***
Cost: 20000

Description:
Mazaki/Suzayama 'Leech' System Energy draining homing missile; drains from 
the enemy bikes to boost your energy levels.  Initially designed as a remote 
refueling system, the leech was soon adopted by XG riders as an energy drain 
to be used against the opposition.  Fired as a single, guided unit, the 
Leech is linked to the bike's computer and sensors suite.  Tarted lock and 
tracking data is passed to the Leech's on board guidance system prior to 
launch.  The Leech adopts a two stage deployment system.  The rocket 
section, powered by a "Vienne' Micro fusion motor, propels and guides itself 
towards the target.  Once within a pre-calculated distance, the rocket 
section falls away as a sabot jacked and the actual 'Leech' system itself is 
left to accelerate towards the target.  Once locked, magnetic clamps deploy 
to secure the device and the gyro-electric feeder system initiates.  Energy 
is drained from the victim and received by an 'energy scoop' on the firer's 
bike.

Strategy:
I only wish these weapons were as good as they are made to sound.  This 
weapon is fairly weak, but it stays on an opponent if you can keep it there, 
draining energy.  This makes for a speedier race after you disconnect, as 
you now have additional shields.  However, keeping this thing on a target 
gets to be pretty tough as the races advance in speed.  They also aren't 
going to sit there and take it, they're going to fight back.  All and all, 
use this weapon in short bursts, and try to surprise opponents.
=============

DESTABILIZER
Power: N/A
Duration: ***
Cost: 29000

Description:
Sorenson series MM378 Deflection field generator; disables handling systems 
of all enemy bikes within field area.  First used in the late 22nd century 
as a deflection shielding system on aircraft to reduce collisions in 
overcrowded skies.  The MM 378 is far more compact than the original, 
designed specifically for Extreme-G Racing, producing a smaller but more 
ferocious disruption field.  Once activated the MM 378 generates a low 
frequency electro-magnetic field around the user bike that oscillates 
erratically producing conflicting spatial information and disrupting the 
gyrostabilizers of opponents.

Strategy:
This is a powerful weapon if you use it correctly.  It's not an explosion or 
anything like that, it's a field around the bike.  So use it as you are 
about to pass an opponent, and their speed drops to their minimum for a 
short period of time.  The field will remain around you for a good 10 
seconds or so, so use it well.  I highly recommend this weapon for races of 
higher speeds, and against human opponents.

==============

FLASH MORTAR
Power: N/A
Duration: ***
Cost: 19000

Description:
Ryland GPFM 989B Quick burst extreme light emitting flare; blinds all riders 
who see it for a few seconds.  Blind fired from the bike, the Flash Mortar 
reaches optimum height before deploying a series of twelve, coaxially 
mounted submunitions that detonate at a preset distance from the parent 
munition.  This causes a 'flash-cloud' of thorium magnesium flares that 
cause mass visual distortion.

Strategy:
This is a good weapon only against other human players.  If you use it 
against a CPU, it will do little to nothing.  The artificial intelligence 
(AI) that runs CP bikes does not rely on vision, thus this wave effect won't 
bother them.  However, against friends, it's a lot of fun.  It will mess 
them up for a short period, but it's not done with light.  These aren't a 
good weapon, but they are a fun one.

==============

REAR TURRET
Power: *
Duration: ***
Cost: 21750

Description:
Rear Facing rapid fire projectile weapon; capable of firing up to 1,000 
rounds per minute.  With its own onboard tracking system, the rear turret is 
an articulated twin barreled chain gun system.  The rounds are 7.62 concave 
tipped, solid titanium projectiles intermixed with tracer rounds for visual 
acquisition.  The self aim functionality allows riders to remain focused on 
their racing, avoiding unnecessary distraction.

Strategy:
For once, the game understates a weapon.  These fire much faster than the so 
called 5,000 round per minute Mini Gun.  They are also auto aimed, so you 
can keep driving while laying down cover fire behind you.  I find this 
extemely useful if you can keep an opponent behind you.  It also doesn't use 
up weapons energy as fast as most other weapons do, so it's nice an cheap.

==============

RAIL GUN
Power: ***
Duration: *
Cost: 36500

Description:
Kraft and Wentner model-57 heavy assault system.  High powered thermal 
blaster; causes terrific damage to all in its path.  A devastating weapon 
designed to penetrate even the toughest armor.  First used in Extreme-G by 
the TerraNova team in 2227, the XGA were rendered powerless to take 
disciplinary action due to the public adulation of such a weapon.  Following 
the first Rail Gun related fatality in early 2228 the XGA forced the teams 
to adopt the less powerful model 57 in place of the mighty 63 series.  The 
rail gun takes a moment to charge up, accelerating an electrodynamic 
flywheel, to generate a high frequency laser that is fired from the gun 
barrel to superheat the air in the projectile's path.  Simultaneously, the 
5mm solid xenon core in the round chamber is superheated to white hot 
plasma.  The solid xenon round is contained in a shell of silicon carbide 
infused alloy, which rapidly vaporized on firing, releasing the superheated 
Xenon plasma. The plasma has little time to dissipate before it hits its 
target, causing maximum devastation.

Strategy:
Yes, this is it, the best weapon in the game.  Or should I say the most 
damaging.  You have to be right behind an opponent to hit them with it, so 
it's similar to the rockets.  But it is extremely damaging, and can be 
charged so you can fire at a moment's notice.  This will take out opponents 
in 1-2 hits, so use it well.  It will take down your weapon energy 
drastically as well.  Use it sparingly.

==============

SHIELD BOOST
Cost: 30400

Increase shield strength.  Working in tandem with the shield generators, 
this is an aggressive gravity pulse generator, capable of backing up the 
existing shield with a secondary layer in the 40 megawatt range.

==============

AMMO BANK
Cost: 20700

Increased ammunition storage capacity.  Enabling extra storage space for 
onboard ammunition this device is constructed from two parallel, double 
stacked corkscrew drums that alternately feed in to an overhead hopper ready 
for use by the assigned weapon.  The dual feed system means that both drums 
empty at a consistent rate thus maintaining the balance.

==============

SHIELD SCOOP
Cost: 30400

Improved shield recovery system for greater repair rate when in pit lane.  
As shields are powered by a power cell separated from the bike's main power 
unit they can be severely drained in the course of a race, particularly if 
under heavy assault.  As shields are formed from a gravity repulsion field, 
any damage sustained causes a massive drain on the power source and a 
shorting out across the surface, causing minor wear to the bike's projector 
plate arrays.  The power cell can be recharged on the fly using the Shield 
Scoop a remote energy gathering divide that works in tandem with a shield 
energy transmitter in the pits to gather energy and recharge the shield 
cell.

==============

WEAPON SCOOP
Cost: 29400

Improved ammo collection system for faster ammunition acquisition at power 
up points.  A device that operates similarly to the Shield Scoop, this draws 
in energy that can recharge weapons on the bike.  First invented in 2176, 
the energy to matter converters equipped on all Powerbikes enable weaponry 
to be sourced by one supply.  As weapons are fired this supply eventually 
becomes exhausted, preventing any further aggressive action.  The Weapon 
Scoop is an additional means of ammunition energy collection used by riders 
considered "trigger-happy."  While expensive to buy, the benefits offered by 
increased ammunition restoration have often meant the difference between 
victory and failure.


*******************

STRATEGY

This section will cover strategies in the game, that you should observe, and 
that you should watch out for.

First off, when you begin, you start with only 2 additional properties 
besides the normal ones.  The machine gun, and the booster.  Now, get to 
know to use both, as you should try to use the booster only when you have a 
flat straight area, and the gun only on flat areas.  But the computers will 
always use this pattern if you pass them.  First, they will attempt to kill 
you, or hit you with the machine gun.  Being hit with any weapon will slow 
you down, so try not to get hit.  After that, if that doesn't work, they 
will boost past you.  To stop them from doing this, boost past them for some 
distance, so they can't boost past you.  Or you can try to kill them before 
you pass them.  Passing them at a normal speed is generally not a good idea.

As the weapons get stronger, computers will use the better ones.  Primarily, 
they love the mines.  They will drop tons of these little suckers on the 
track to get you.  Even if they don't damage you much, they will slow you 
down a lot, and slightly decrease your boost potential.  Try to not get hit, 
and boost past computers if possible.

The weapons I recommend using are the rear burners, the rear turret and the 
rail gun.  The leech is a good mid level weapon, but not towards the end.  
Use the rear burners for speed, the turret to hit enemies behind you, and 
the rail gun to waste people in front of you.

Overall, speed is a better ally than the weapons.  If you can speed by an 
opponent  before they can get a shot off on you, you're golden.  The weapons 
systems in this game are below par, but the speed is great.  At all costs, 
up your engines before your weapons.

*******************

LEVELS

This section will give a short description of each level, and some basic 
strategies to be observed.

===============

LITHIUM LEAGUE

===============

MUON HARBOR
7.8Km

Welcome to the twin cities of Muon.  Although one of the first XG tracks to 
be constructed, it remains the most popular with XG initiates due to the 
elegant oval design conducive to extreme speeds.  The early evening race 
offers a beautiful vista across the harbor.

Music by: Vitae

Strategy:
This area has only one refueling station of each type, and it has no jumps.  
Basically, as the description stated, go as fast as possible on this track, 
as turning isn't a problem.

===============

VERDEGRAND
13.4Km

Starting from the Verdegrand suspension bridge, the circuit provides 
spectacular racing between the wind turbines and through the valley wall.  
Although relatively gentle, Verdegrand has hosted some of the most 
compelling XG races in recent years.

Music by: Muzzi Kalmyth

Strategy:
There are 2 weapon refill areas, and only one shield refill.  Try to speed 
up on the straight up section that goes up into the sky.  Also you can feel 
free to put on the boost at the red tunnel area, but watch out for the 
corkscrew at the end of it.

===============

CRYSTALARIA
12.3Km

The disused research station of Crystalaria provided a perfect base to the 
XG architects in 2202 when they began construction of this, the most remote 
of the XG circuits.  The track cuts gently through ice caverns, and across 
the glacier plains with track routes and splits close to the mountain edge.

Music by: Nukamol

Strategy:
You can speed up with boost after exiting the first cave, and put on the 
boost after you exit the split section.  The faster side is the left one to 
start off with, as it drops you less, and puts you slightly ahead.  There 
are 2 weapon refills, and 1 shield refill.

===============

RUBIDIUM LEAGUE

===============

ATRADAITOSHI
10.3Km

Constructed high above the city streets and between the city's skyscrapers, 
the circuit has breathtaking drops and jumps that push the most skilled 
riders to the max.  Busy city traffic continues despite the extreme racing 
taking place among the clouds.

Music by: C90

Strategy:
This is a really fun course, with the most jumps of any of them.  There are 
2 purple refill areas, both located along the dropping stairs section.  At 
high speeds watch out for this section, as you can easily go off the side.  
At a high enough speed, you can even skip one entire stair platform.  Speed 
up at the stairs section, and at the beginning area, as well as in the red 
area.  Only one shield refill.

===============

SIRIS CANYON
15.0Km

At 15km, Siris hosts the longest of the XG races and arguably one of the 
most breathtaking.  Rising from the depths of the canyon floor, the track 
climbs up over 200 meters, through a 360 degree vertical loop, before 
cutting back into the valley and between the canyon walls.

Music by: DJ Butterface

This race is wierd in that depending upon the track you take, you either get 
speed or refills.  There are 2 of each refill if you take the slower, left 
path.  There's only the normal 1 of each if you take the faster, right 
split.  At high speeds watch out for the drop from the faster path, as it 
could send you to your demise.

===============

OCEANIA
11.0Km

2138 saw the construction of Earth's first ocean based city: Oceania.  And 
where better to host an XG race with its jaw dropping loops and twists, and 
gut-wrenching plummet deep into the ocean.  The central tower offers XG race 
fans amazing views of the circuit as the bikes reach their supersonic 
speeds.

Music by: System 7

Strategy:
There are only one of each refill in this race, so use them well.  The split 
in the track is primarily equal, so I can't tell you to take either one.  
Speed up on the long downward arc section, and try to maintain speed, as 
this track has fewer turns than most.
===============

CAESIUM LEAGUE

===============

TUNDARIA
10.3Km

The military base and tracking station of Tundaria provides the setting of 
the opening race to the Caesium League.  Its coastal location hosts a 
complex circuit that twists between rock faces and rises high above the 
hills before diving under the sea into the Tundarian bay.

Music by: Nick Arundel

Strategy:
There is 1 weapon refill, and only one shield refill.  The track is pretty 
self explanatory, try to steer better while on that huge hill, as it gets 
thinner there.  The resulting drop however is easy to navigate and shoot 
enemies in.

===============

MEGALOPIS 7
13.2Km

The Earth's largest city, Megalopis 7, hosts the most technical racing 
circuit.  Snaking between the buildings and structiones, and deep towards 
the city streets, the circuit gives one of the most challenging race 
experiences and is amongst the greatest entertainment for XG race fans.

Music by: Kamaya Painters

Strategy:
There are 2 weapon refills, so you can use your weapons more often.  Not 
that you'd want to in this winding track, so I'd recommend rear turrets or 
rear burners primarily.  Watch out for the ramps on the side of the track, 
right after the huge circular corkscrew, for those are a big shortcut across 
the dip.  If you are going fast enough you can hop the entire plate leading 
over the dip.  Also beware the second jump, as it comes after a turn, and it 
kills me often.

===============

PASIPHAE 6
10.4Km

The number 6 dam on the river Pasiphae provides one of the most complex yet 
peaceful settings of XG racing.  Running adjacent to the dam wall the 
circuit plunges towards the river before sweeping through the trees of the 
nearby forest.  Although the location is remote - the setting has proven to 
be popular with XG race fans through their regular attendance at the event.

Music by: The Cone Ranger

There are 2 weapon refills, and one sheild refill, as usual.  Stay on one 
path after you choose it, don't go zigzagging between the two.  The splits 
are equal in length, so try to stay at a high speed during the forest 
section.

===============

PION 6
10.3Km

This desert circuit is reserved only for entrants into the faster speed 
classes.  The Egyptian pyramids and desert temples play host to this, the 
only race of the Francium League.  The challenge is intense with a double 
spiral bend and inter-twining track split across the sand dunes, starting 
from within the Pion temple.

Music by: Luzon

Strategy:
This track is overrated on the whole, it's just really long and boring.  
Sure, the track splits a bunch of times, but I'm pretty sure that the 
distance is equal each way.  The numerous full circles just left me sleeping 
at the end of the race, as opposed to other cooler races like Megalopis 7.

Note: This race is only available in the 1000 engine category.


************************

CONCLUSION
So there you have it.  You have beaten the game, hopefully, and I hope my 
walkthrough helped.  If you have any suggestions or comments, please email 
me at [email protected].  I'll try to respond to all the emails I get. 
  Overall, this game was a lot of fun, and I hope they make a sequel.  Until 
my next project, this is Orca782.

************************

Credits:
www.gamefaqs.com/CjayC: For an awesome site.
Gilmorne: For aid in this faq.
Acclaim: For their concise and imaginitave instruction booklet, and a cool 
game.

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