______________ ____________
\ __________ \ / ________ /
\ \ \ \/ / / /
\ \ \ / / /
______________\ \______ \/ / /______________________
/ ________ ________ \ / ______________ \
/ / ____ \ / ____ \ \ / / \ \
/ / / /__/ / / /__/ | / / \ \
/ / /_____ / /_____ / \ / __ \ \
/ /_______ \ /_______ \ \ \ /______/ \ / /
/ ___ / /___ / / / \ / / /
/ / /____/ // /____/ / / _ \ ______/ / /
\ \_________/ \_________/ / / \ \ \ \ \
\ _______/ / \ \ \____ \ \
\ / / _ \__________\ \ \ \
\ / / / \ __________ / / /
\_________ /________/ / \ \ \_________/ / /
/______________/ \ \ / /
\ \ / /
\ \_______________________/ /
\___________________________/
ASCII ART by Viktor Nilsson
SSX 3 Complete FAQ
Version 1.0!!!!1!!oneoneone!!!
(Final Version - 5.10.04)
Compiled by gondee
[email protected]
------------------------------------------------------------
| 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, Rob, |
| bryan haddon, Bad Karma, Wilson Tam, Cpd4224, vivi2000, |
| Ru4Egames, WaPiTi, Mathochist, rikamaru, Gamingnerd |
| Renato, Andrew, Dan Karies, Renato, AOSO, Frost |
| michael-007, igloo, and other tip submittors. |
-------------------------------------------------------------
If you are an author listed on this FAQ, and you want me to remove your
submission, just e-mail me:
[email protected].
Version Details
---------------
~ Version 1.0 - Added two great revamped racing guides from
laidback0378. Added the great "Wired Gate 180" Trick from igloo.
Finally added the Merqurycity.com scoreboard section to the guide
so that you can compare your scores to the offline records that
the best of the best get. Added Awesome 7.5 mil Style Mile guide
from MrChaos. Added Happiness, Throne and Schizophrenia guides
from michael-007.
~ Version 0.99a - Added a Peak 3 Jam guide of sorts from laidback0378
and the other great members of Merqurycity.com. - since the Peak
Jam is so long, it features "High Scoring Locations" on the run. Added a
few new Advanced Techniques from AOSO and Frost. Added an AMAZING
6 million+ guide from MrChaos. Added new Superpipe guides from yours
truly since the old ones were so outdated. Added a Launch Time guide
transcribed from a movie by MrChaos. Fixed the names of the
rail ubers - big thanks to DDRKirby for the heads up. Added location of
Snow Jam Wormhole.
Requests: If you find any more High Scoring Locations on the Peak Jams,
send me an e-mail describing where they are. Remember, these are areas
where you can do jump after jump over and over by repeatedly turning
around and doing them again and again.
===============================================================================
TABLE OF CONTENTS
===============================================================================
Note: To find a particular section, copy the bracketed words [these]
into the "Find" command of your browser and you will jump directly to
that section.
Prelim: Introduction
a. FAQ Introduction [PrelimIntro]
b. Is this official [PrelimOfficial]
c. Submission Policy [PrelimSubmit]
d. About the different sections [PrelimAbout]
1. Gameplay System
a. General Overview [GameplayOverview]
b. Character Attributes [GameplayCharacter]
c. Gameplay Controls [GameplayControls]
d. Assorted Features [GameplayAssorted]
e. Combo System [GameplayComboSys]
f. Tricks - Uber/Monster [GameplayUber]
g. In-Depth Uber Guide *NEW* [GameplayUberDepth]
h. Monster Tricks [GameplayMonster]
i. Handplants and Board Presses [GameplayHandplant]
j. Advanced Techniques *NEW* [GameplayAdvanced]
k. Frequently Asked Questions [GameplayFAQ]
2. Track Guides - Walkthroughs [TrackStart]
Prelim: Mode Explanation [TrackModeExplain]
PEAK 1 [TrackPeak1]
a. Junction [TrackJunction]
b. Metro-City Breakdown [TrackMetroCity]
b-1: Finding the Subway Rail [TrackMetroSub]
c. Crows Nest [TrackCrowsNest]
d. Snow Jam [TrackSnowJam]
d-1: The Snow Jam Wormhole [SnowJamWormhole]
e. R&B [TrackR&B]
f. Happiness [TrackHappiness]
g. Peak 1 Race [TrackPeak1Race]
h. Peak 1 Jam [TrackPeak1Jam]
PEAK 2 [TrackPeak2]
i. Intimidator [TrackIntimidator]
j. Style Mile [TrackStyleMile]
k. Schizophrenia [TrackSchizo]
l. Ruthless Ridge [TrackRidge]
m. Launch Time [TrackLaunchTime]
n. Ruthless [TrackRuthless]
o. Peak 2 Race [TrackPeak2Race]
p. Peak 2 Jam [TrackPeak2Jam]
PEAK 3 [TrackPeak3]
q. Kick Doubt [TrackKickDoubt]
r. Perpendiculous [TrackPerp]
s. Gravitude [TrackGravitude]
t. Much2Much [TrackMuch2Much]
u. The Throne [TrackTheThrone]
v. All-Peak Race [TrackAllPeakRace]
w. All-Peak Jam [TrackAllPeakJam]
3. Challenges [ChallengeStart]
a. BIG Challenges [ChallengeBIG]
PEAK 1 [BIGPeak1]
Crows Nest [BIGCrowsNest]
Happiness [BIGHappiness]
Snow Jam [BIGSnowJam]
R&B [BIGR&B]
Metro-City Breakdown [BIGMetroCity]
Junction [BIGJunction]
PEAK 2 [BIGPeak2]
Ruthless Ridge [BIGRidge]
Launch Time [BIGLaunchTime]
Schizophrenia [BIGSchizo]
Intimidator [BIGIntimidator]
Style Mile [BIGStyleMile]
Ruthless [BIGRuthless]
PEAK 3 [BIGPeak3]
Gravitude [BIGGravitude]
Kick Doubt [BIGKickDoubt]
The Throne [BIGTheThrone]
Much2Much [BIGMuch2Much]
Perpendiculous [BIGPerp]
b. Career Highlights [ChallengeCareer]
c. Platinum Medals [ChallengePlatinum]
4. Collection [CollectStart]
a. Collectibles [CollectCollect]
b. Rewards [CollectRewards]
c. Hidden Characters [CollectHidden]
5. Characters [CharacterStart]
a. Character Bio [CharacterBio]
Allegra [BioAllegra]
Elise [BioElise]
Griff [BioGriff]
Kaori [BioKaori]
Mac [BioMac]
Moby [BioMoby]
Nate [BioNate]
Psymon [BioPsymon]
Viggo [BioViggo]
Zoe [BioZoe]
b. Bolt-Ons/Accessories [CharacterBoltOn]
c. Frequently Asked Questions [CharacterFAQ]
6. Various Details [DetailsStart]
a. Music [DetailsMusic]
b. Cheats [DetailsCheats]
c. SSX 3 Online [DetailsOnline]
d. Frequently Asked Questions [DetailsFAQ]
7. Measuring Up [MeasureStart]
a. Merqury City Scoreboard [MeasureBoard]
b. Online Records [MeasureOnline]
c. Frequently Asked Questions [MeasureFAQ]
8. Epilogue: Assorted Details [EpilogueStart]
a. Legal [EpilogueLegal]
b. Thanks and Credit [EpilogueThanks]
c. Contributors Section [EpilogueContrib]
===============================================================================
ONE MOUNTAIN, THREE PEAKS, INFINITE POSSIBILITIES
===============================================================================
a. FAQ Introduction [PrelimIntro]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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? [PrelimOfficial]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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 [PrelimSubmit]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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:
[email protected]. 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
[email protected]. Thanks!
d. About the different sections [PrelimAbout]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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 [GameplayOverview]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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 [GameplayCharacter]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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: [GameplayControls]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Below is a Table of Actions depending on where you are and what buttons you
push. All systems are present. :)
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 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 different game systems' shoulder
buttons. Consult your instruction booklet if you still have questions.
Gamecube has one less grab than the PS2 or X-box.
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
Tweaked Grabs List: Below is the list of every single grab in the game when
tweaked, courtesy of Dan Karies. :)
Regular Grab Tweaked Grabs - PS2
+-------------------------------------------------------------+
L1 (Method) Method MADNESS
L2 (Mute) MUTATION
R1 (Stalefish) FILET O' Stalefish
R2 (Indy) SINFUL Indy
L1 + L2 (Nosegrab) NOSEBLEED
R1 + R2 (Tailgrab) Tail WAG
L1 + R1 (Melancholy) GLEEFUL Melancholy
L2 + R2 (Swiss Cheese) RIPE Swiss Cheese
L1 + R2 (Stiffy) IFFY Stiffy
R1 + L2 (Lein) MEAN Lein
L1 + L2 + R1 (Stalemasky) FRESH Stalemasky
L1 + L2 + R2 (Seatbelt) BUCKLED Seatbelt
L1 + R1 + R2 (Chicken Salad) RUBBER Chicken Salad
L2 + R1 + R2 (Spaghetti) MEATBALLED Spaghetti
L1 + L2 + R1 + R2 (Shifty) NIFTY 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 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 a handspring,
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
Name of Grab Tweaked - X-BOX
+--------------------------------------------------------+
X (Method) Method MADNESS
Y (Mute) MUTATION
Right Trigger (Stalefish) FILET O' Stalefish
B (Indy) SINFUL Indy
Right Trigger + X (Nosegrab) NOSEBLEED
Right Trigger + B (Tailgrab) Tail WAG
X + Y (Melancholy) GLEEFUL Melancholy
Y + B (Swiss Cheese) RIPE Swiss Cheese
X + B (Stiffy) IFFY Stiffy
Right Trigger + Y (Lein) MEAN Lein
Right Trigger + X + Y (Stalemasky) FRESH Stalemasky
X + Y + B (Seatbelt) BUCKLED Seatbelt
Right Trigger + X + B (Chicken Salad) RUBBER Chicken Salad
Right Trigger + Y + B (Spaghetti) MEATBALLED Spaghetti
Right Trigger + X + Y + B (Shifty) NIFTY Shifty
GAMECUBE GAMEPLAY CONTROLS
+--------------------------+
ON THE GROUND
Action GC 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 D-Pad direction while holding Jump button
Use Boost B (Red) Button
Board Press (Nose) C-Stick Up (Yellow Stick)
Board Press (Tail) C-Stick Down (Yellow Stick)
Push Opponent Any Shoulder Button (L, R)
Block a Push L+R
IN THE AIR
Action GC COMMAND
+-----------------------------------------------------------------------------+
Grab Board Any one or combination of shoulder buttons (L, R, Z)
Tweak a Grab Press and hold a grab, then push B (Red) button
Do late spins/flips Press D-Pad
In-air Adjustment Left Analog Stick
Handplant X-Button - Press and immediately let go for handspring,
press and hold for a handstand. Push D-Button in any
direction to lean.
MISCELLANEOUS ACTIONS
Action GAMECUBE COMMAND
+-----------------------------------------------------------------------------+
Reset Boarder Y-Button
Pause Game Start Button
Wipeout Recovery B (Red) button (press until recovery bar is full)
Here is the list of grabs based on the Gamecube controller:
BUTTON COMBINATION GRAB
+----------------------------------------------+
R Method
L Mute
Z Stalefish
R + L Indy
L + Z Nosegrab
R + Z Tailgrab
L + R + Z Shifty
Regular Grab Tweaked Grab - GC
+----------------------------------------------------------+
R (Method) Method MADNESS
L (Mute) MUTATION
Z (Stalefish) FILET O' Stalefish
R + L (Indy) SINFUL Indy
L + Z (Nosegrab) NOSEBLEED
R + Z (Tailgrab) Tail WAG
L + R + Z (Shifty) NIFTY Shifty
d. ASSORTED FEATURES [GameplayAssorted]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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 [GameplayComboSys]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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 3 Team Member 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! :)
f. UBERS - Rail/Air [GameplayUber]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
Trick Name Trick Level Cost
+-----------------------------------------------------------------------------+
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
g. Uber Tricks Guide - by laidback0378 [GameplayUberDepth]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section is intended as a Uber tricks guide for those truly wanting to
know intricate details on each Uber trick, including the length of each
uber - measured in "frames of animation" (60 frames = 1 second) and which
characters have which Ubers.
Many thanks to laidback0378 for this awesome piece of SSX 3 research. Without
his diligence this stuff would have stayed unknown.
LEVEL 1 UBERS:
+-----------------------------------------------------------------------------+
Level 1 Ubers are done as soon as you fill the first Level of your boost bar.
* Mahogany
* Counter Point
* Springer
* Can Opener
* Clean Sweep
* Reach Around
* Extended Play
* Tricky Flicky
* Jay Tear
* Big Unit
* Kickin A
* Amazing Spenco
Each character shares a different assortment of Level 1 Ubers, although a few
characters do have the same collection of Ubers. Here is a list of the
Level 1 Ubers each character has:
Character | L1 | L2 | R1 | R2
===============================================================================
Allegra | Mahogany | Counter Point | Springer | Extended Play
===============================================================================
Elise | Reach Around | Clean Sweep | Tricky Flicky | Extended Play
===============================================================================
Griff | Reach Around | Clean Sweep | Springer | Extended Play
===============================================================================
Kaori | Reach Around | Clean Sweep | Tricky Flicky | Extended Play
===============================================================================
Mac | Mahogany | Clean Sweep | Springer | Can Opener
===============================================================================
Moby | Mahogany | Clean Sweep | Springer | Can Opener
===============================================================================
Nate | Mahogany | Counter Point | Springer | Can Opener
===============================================================================
Psymon | Mahogany | Counter Point | Springer | Can Opener
===============================================================================
Viggo | Reach Around | Counter Point | Springer | Can Opener
===============================================================================
Zoe | Mahogany | Counter Point | Springer | Can Opener
LEVEL 1 & 2 UBERS: SPEED GUIDE
+-----------------------------------------------------------------------------+
This section lists the "speed" of each of the Ubers in excruciating detail,
found by counting the frames of animation. Since SSX 3 typically runs at
60 Frames Per Second, the speed of the uber can be found by counting the
number of frames of animation of each Uber. The fastest Ubers have the
lowest frame counts, and different Ubers are "fastest" in different areas.
For example, if you are interested in knowing which Uber can be landed
earliest, look for the lowest total number of frames in the "To Land" column.
Many Ubers can be landed LONG before their entire animation has finished.
If you are interested in knowing which Uber can be interrupted the earliest in
mid-air, look for the lowest frame count in the "Interruption" column. This
count is how soon you can interrupt one Uber with another. This will allow you
to fit as many Ubers as possible into a jump, allowing you to reach UBER and
SUPER UBER status much earlier.
And finally, if you want to know which Uber you can hold the longest in
mid-air before releasing it and still landing, look for the lowest frame
count in the "landing animation" column. This allows you to rack up as
many points as possible before letting go and still landing your Uber trick.
You can use this information to tailor which Ubers you assign to your
characters and form the best collection of Ubers for your particular taste.
TECHNICAL EXPLANATION:
+--------------------+
Frames of Animation: SSX 3 runs at 60 Frames per second - you can measure the
"speed" of an uber by counting the frames of animation in replay mode using
the slow motion button. Below is an average of the different speeds of
animation for each of the Ubers. But first, read a definition of what each
category means:
Frames of FULL ANIMATION: This counts the entire animation of the Uber trick.
This number is important only as an overview to how long an uber animates. The
actual time it takes for an Uber to land is the LAND animation count.
Frames of Animation for LANDING ANIMATION: This the exact number of frames it
takes to land, found by holding an Uber in mid-air and then counting the number
of frames until the board touches both the character's feet. This count is
important because it allows you to know how fast an Uber lands and therefore
how long you can hold it on jumps.
Frames of Animation to INTERRUPTION: This counts the number of frames until an
Uber can be interrupted by another Uber in mid-air. This is important because
many times an Uber can be interrupted well before it is able to land, and
allows you to know how soon you can begin a second Uber on a jump. Some of
these counts are even bigger than the "full animation" counts b/c for that
particular uber you have to do the "full" animation of the uber, and then
regrab the board too. Obviously you would want to avoid these if you could.
Frames of Animation to LAND: This counts the time from the very first frame of
animation of the Uber until the both the character's feet are in the fastenings
of the snowboard. Many times an Uber is able to be landed well before its
entire animation has run its course.
Taken separately, these categories may not mean very much, but as a whole they
can tell you what is the fastest Uber in the group that you may be using.
Remember, to find the "length" of an uber, divide the total number of frames
by 60. That will give you the speed of the Uber. For example - the Jib-O takes
82 frames to land: 82 divided by 60 = 1.37 seconds from the time you start
until you can land.
I would like to thank laidback0378 for doing such phenomenal work on this
animation guide. I had intentions to do something like this for SSX Tricky,
but never got around to it. It is a very lengthy (and tedious) thing to count
frames of animation over and over to get an accurate assessment of the speed
of the Ubers, and it is much more complicated in SSX 3 than it ever was for
Tricky. So mad props to go laidback0378 for accomplishing this amazing feat.
+-----------------------------------------------------+
| LEVEL 1 UBERS: (PS2: L1, L2, R1, R2, L1+L2, R1+R2) |
+-----------------------------------------------------+
NOTE: Buttons for these Ubers are different for each character.
Uber Names | Full Animation | Landing Animation | Interruption | To Land
===============================================================================
1. Reach Around 70 frames | 28 frames | 54 frames | 58 frames
===============================================================================
2. Clean Sweep 62 frames | 28 frames | 69 frames | 54 frames
===============================================================================
3. Extended Play 60 frames | 20 frames | 54 frames | 56 frames
===============================================================================
4. Tricky Flicky 68 frames | 25 frames | 66 frames | 61 frames
===============================================================================
5. Mahogany 55 frames | 18 frames | 57 frames | 47 frames
===============================================================================
6. Counter Point 67 frames | 20 frames | 55 frames | 54 frames
===============================================================================
7. Springer 75 frames | 37 frames | 74 frames | 75 frames
===============================================================================
8. Can Opener 52 frames | 16 frames | 52 frames | 49 frames
===============================================================================
9. Jay Tear 57 frames | 15 frames | 81 frames | 54 frames
===============================================================================
10. Big Unit 80 frames | 38 frames | 58 frames | 73 frames
===============================================================================
11. Kickin A 58 frames | 28 frames | 60 frames | 58 frames
===============================================================================
12. Amazing Spenco 56 frames | 43 frames | 56 frames | 55 frames
===============================================================================
LEVEL 2 & 3 UBERS:
+-----------------------------------------------------+
| LEVEL 2 & 3 UBERS |
| METHOD UBERS - (PS2: L1) (X-BOX: X) (GC: R) |
+-----------------------------------------------------+
Uber Names | Full Animation | Landing Animation | Interruption | To Land
===============================================================================
1. Jib O 123 frames | 24 frames | 78 frames | 82 frames
===============================================================================
2. Indian 74 frames | 28 frames | 68 frames | 66 frames
===============================================================================
3. Hand in Hand 90 frames | 39 frames | 91 frames | 90 frames
===============================================================================
4. Kort Martial 118 frames | 70 frames | 80 frames | 113 frames
===============================================================================
+-----------------------------------------------------+
MUTE UBERS - (PS2: L2) (X-BOX: Y) (GC: L)
+-----------------------------------------------------+
Uber Names | Full Animation | Landing Animation | Interruption | To Land
===============================================================================
1. Bar Hop 89 frames | 33 frames | 81 frames | 85 frames
===============================================================================
2. SSXorcist 95 frames | 45 frames | 81 frames | 85 frames
===============================================================================
3. dnL Flipit 98 frames | 33 frames | 77 frames | 87 frames
===============================================================================
4. Katana 121 frames | 29 frames | 106 frames | 101 frames
===============================================================================
+---------------------------------------------------------+
STALEFISH UBERS - (PS2: R1) (X-BOX: Right Trigger) (GC: Z)
+---------------------------------------------------------+
Uber Names | Full Animation | Landing Animation | Interruption | To Land
===============================================================================
1. G-Money 113 frames | 43 frames | 109 frames | 95 frames
===============================================================================
2. Superman 85 frames | 27 frames | 77 frames | 77 frames
===============================================================================
3. Smithereen 106 frames | 18 frames | 77 frames | 90 frames
===============================================================================
4. Katana 121 frames | 29 frames | 101 frames | 106 frames
===============================================================================
+-----------------------------------------------------+
INDY UBERS - (PS2: R2) (X-BOX: B) (GC: R + L)
+-----------------------------------------------------+
Uber Names | Full Animation | Landing Animation | Interruption | To Land
===============================================================================
1. Mattrickulater 84 frames | 23 frames | 57 frames | 72 frames
===============================================================================
2. Karolicker 76 frames | 22 frames | 80 frames | 68 frames
===============================================================================
3. Judo 125 frames | 54 frames | 100 frames | 108 frames
===============================================================================
4. dnL Boost 132 frames | 26 frames | 106 frames | 106 frames
===============================================================================
+------------------------------------------------------------------+
NOSEGRAB UBERS - (PS2: L1+L2) (X-BOX: Right Trigger + X) (GC: L + Z)
+------------------------------------------------------------------+
Uber Names | Full Animation | Landing Animation | Interruption | To Land
===============================================================================
1. Madonna 75 frames | 34 frames | 53 frames | 63 frames
===============================================================================
2. Vacation 110 frames | 38 frames | 105 frames | 102 frames
===============================================================================
3. Footloose 80 frames | 25 frames | 101 frames | 77 frames
===============================================================================
4. Trickitello 137 frames | 50 frames | 118 frames | 127 frames
===============================================================================
5. Acrobat 155 frames | 51 frames | 109 frames | 153 frames
===============================================================================
6. Superman Bspin 147 frames | 64 frames | 140 frames | 137 frames
===============================================================================
7. Capo 135 frames | 57 frames | 104 frames | 130 frames
===============================================================================
8. Banger 168 frames | 41 frames | 178 frames | 160 frames
===============================================================================
9. Pommel Me 160 frames | 29 frames | 156 frames | 160 frames
===============================================================================
+-------------------------------------------------------------------+
TAILGRAB UBERS - (PS2: R1+R2) (X-BOX: Right Trigger + B) (GC: R + Z)
+-------------------------------------------------------------------+
Uber Names | Full Animation | Landing Animation | Interruption | To Land
===============================================================================
1. Morgan Grinder 66 frames | 16 frames | 56 frames | 56 frames
===============================================================================
2. Svelton 160 frames | 68 frames | 140 frames | 133 frames
===============================================================================
3. Footloose 80 frames | 25 frames | 101 frames | 77 frames
===============================================================================
4. Lukeloo 125 frames | 15 frames | 110 frames | 112 frames
===============================================================================
5. Walking The Dog 139 frames | 17 frames | 119 frames | 115 frames
===============================================================================
6. Sugar Rush 135 frames | 55 frames | 130 frames | 135 frames
===============================================================================
7. LaLaLa Lockstep 156 frames | 51 frames | 161 frames | 135 frames
===============================================================================
8. Pirouette Grind 142 frames | 42 frames | 131 frames | 113 frames
===============================================================================
9. Guillotine 140 frames | 64 frames | 93 frames | 133 frames
===============================================================================
+-----------------------------------------------------------------------------+
RAIL UBERS - (PS2: L1, L2, R1, R2) (X-BOX: X, Y, R Triggr, B)(GC: R, L, Z, R+L)
+-----------------------------------------------------------------------------+
Note: Rails ubers cannot be interrupted.
Full Animation Landing Animation
====================================================
1. Rail Handstand 90 frames | 34 frames |
====================================================
2. Rail Edge Grind 83 frames | 37 frames |
====================================================
3. Rail Butt Stand 95 frames | 34 frames |
====================================================
4. Rail Foot Surf 75 frames | 30 frames |
====================================================
***** SPOILER WARNING *****
Do not read ahead if you do not want to be spoiled.
+--------------------------------------+
SPECIAL SECTION: HIDDEN CHARACTER UBERS
+--------------------------------------+
These Ubers can only be done if you are using a particular hidden character.
Uber Names | Full Animation | Landing Animation | Interruption | To Land
===============================================================================
1. SNOWBALLS
Ball O Fun 115 frames | 45 frames | 135 frames | 115 frames
===============================================================================
2. STRETCH
Old School Funk 135 frames | 55 frames | 157 frames | 129 frames
===============================================================================
3. CANHUCK
Nibbler 128 frames | 56 frames | 125 frames | 128 frames
===============================================================================
4. GUTLESS
Dirt Nap 108 frames | 46 frames | 131 frames | 107 frames
===============================================================================
Once more, a huge thanks to laidback0387 for this phenomenal guide.
h. MONSTER TRICKS: [GameplayMonster]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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, this is not
an issue if you use the Smurphy Trick (see section 1-J for details.)
Additionally, 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 if you don't want to use the Smurphy Trick. PD CofC recommends stalling
out your Monster Trick in addition to 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.
One more tidbit from Mathochist: Monster Tricks automatically fill your boost
bar!
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 10,000
* 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
i. Handplants and Board Presses [GameplayHandplant]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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 ]===
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 its 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: rikamaru
Besides the 360 "Butter" tricks, there are also Nose and Tail Butters.
You get these tricks if you hold a 180 Nose or Tail Press. The longer
you hold the press, the more points you get (obviously) and the trick
name changes. Here they are:
180 Nose or Tail Press
Hold a bit longer: Nose/Tail Butter
After a +1000 hold: Nose/Tail Butter the Muffin
After a +3000 hold: Nose/Tail Butter Pressident
After a +7000 hold: Nose/Tail Butter Buddha
If you're having trouble holding the press, do the 180 as *slowly* as
you can. The best place to practice is the bottom of the pipe in
Perpendiculous.
Advance Technique - Author: Zenith
R3 (push the analog stick like a button during a boardpress) is an ollie.
You do a little jump.
===[ HANDPLANT ]===
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? 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.
4) To do a HANDSPRING (not a handplant) - just quickly handplant onto an
object and then handplant off WITHOUT HOLDING THE HANDPLANT. It must be done
very quickly - no "staying in place" with the handplant. Basically it's just
handplanting on and then off an object very quickly.
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. Advanced Techniques - Gameplay [GameplayAdvanced]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section will detail the different "tricks" and advanced techniques
that the SSX 3 players have discovered to boost your scores. Often times
they take advantage of little known information that very few people know
about. If you read this section and use all these techniques, you will
probably see your scores skyrocket or your times lowered.
TECHNIQUE # 1 - "The 180 Trick"
+------------------------------+
Events: Slopestyle, Big Air, Superpipe
Importance for High Scores: Critical
HOW to do "The 180 Trick": At the beginning of the freestyle event, stop
as soon as you leave the gate and do 180's (hold LEFT or RIGHT and push
the jump button) until your combo meter reaches anywhere from 20x to 30x,
THEN continue the event normally.
Why do "The 180 Trick"? Because it's absolutely critical to get high scores
with. You can get platinum on all freestyle events without it, but if you
want to compete with the top scorers, you need to do this.
WHY does "The 180 Trick" work? The trick system in SSX 3 rewards a high
combo (10x or above) by adding a higher percentage of your score into the
combo bonus. At 30x, the maximum double the amount of points for each trick
is added into the combo bonus (for example, if you do a 15K trick, 30K is
added into the combo bonus.) So if you do a Big Air Run on Much2Much and get
200K, if you do 20-30 180's at the very start, and THEN go do that exact same
run, you will get at least twice the points depending on where you stopped
your combo bonus at. If you stopped it at 30x, you will essentially triple
the score you would have gotten (your regular score, plus each double the
trick total in the combo bonus.) That is how you see people getting monstrous
scores on superpipe and Big Air.
Notes: Remember, you MUST complete your combo in order to get the monstrous
scores - if you crash, you lose the entire combo bonus. Also, remember that
STYLE points (Inverted, Stall, Off-Axis, Late Spin and Grab Bonuses), are
NOT added into the combo bonus. However, flips, grabs, Ubers, and the bonus
points accumulated by Monster Tricks ARE added.
TECHNIQUE # 2 - "The Gate (180) Trick"
+-------------------------------------+
Event: Superpipe, Big Air
Importance for High Scores: Very Important
What to do: In the beginning of a race, look for a fence to handplant onto,
then once you have handplanted onto it, drop onto it and do 180's exactly
like the trick above.
Why do "The Gate Trick"? Because it gets you a much higher combo bonus much
faster than the regular 180's trick would, plus it gives you full Level 1
Boost as well. Then you continue with the rest of the track the same way
you would with the 180 Trick.
Why does the "Gate Trick" work? The game registers 180's on a fence as TWO
different tricks for the same one - a regular "180" and also a "180 to rail"
trick, and that doubles the amount of 180's you can do and also builds up
your boost bar much faster. Consequently, if you do a nosepress while doing
the Gate Trick, each 180 will net you 3x!
Notes: It's not possible on every track, and there are also places where
fences are not handplantable, but try it on the Big Air and Superpipe courses
and experiment whether it would be worth it to do. In most cases, it is
absolutely the best starting technique you can use. Remember that after 30x,
your combo bonus cannot get any larger (double the amount of each trick) so
you don't need to do more than that before you continue your event.
TECHNIQUE # 3 - "The Select Trick"
+--------------------------------+
Events: Racing
Importance for High Scores: Very important
How to do "The Select Trick": Look for certain areas of the track that you can
push manual reset on ('Select' on the PS2 controller, hence the name) and in
certain areas you will be warped ahead almost instantly.
Why do "The Select Trick": Because in advanced racing, people will use any
advantage they can get, and you might be left behind if you don't use them.
Why does "The Select Trick" work? Because of the necessity to have ways to
escape from certain areas of the track where you may otherwise get stuck. For
example, if the game didn't reset you past a large jump that you just don't
have enough speed to jump over, you would never be able to get past it.
Notes: There are not "Select Tricks" on every track - and they only work on
certain spots. It may also be beneficial NOT to use them as you lose almost
all your boost if you push the manual reset button. The only completely
safe time to use them is if you have SUPER UBER spelled out and then you
won't lose any boost if you use the Select Trick.
Also note that this trick has been around since SSX, and is rarely spoken
about and is usually understood that you use them if you can. However, it is
VERY important to remember that the "Select Trick" is banned in official
World Record racing attempts (see
http://www.twingalaxies.com for more info.)
Using the "Select Trick" also means that your run was not "clean" as you used
a glitch to get a better time than you could have gotten racing normally.
TECHNIQUE # 4 - "Tap Boosting"
+----------------------------+
Events: Racing
Importance for High Scores: Medium
How to do "Tap Boosting": Tap the boost button instead of holding it down. The
faster the better.
Why do "Tap Boosting": Because it makes your boost last much longer if you
don't have unlimited SUPER UBER boost.
Why does "Tap Boosting" work: Because it parcels out your boost over a longer
period of time and therefore maintains a higher average speed than you would
get if you held the boost bar down.
Notes: Tap Boosting is not as good as getting unlimited SUPER UBER boost, but
it's a way to make your boost last longer if you are on a track where you may
have a hard time getting boost. Tapping the boost button is an old school
trick - it's been around since the very first SSX.
TECHNIQUE # 5 - "Monsters Through Multipliers"
+--------------------------------------------+
Events: Slopestyle
Importance for High Scores - Very Important, almost critical.
How to do "Monsters Through Multipliers": Umm...do a Monster Trick through a
trick multiplier, heheh.
Why do "Monsters Through Multipliers": Because it's essential for getting
the very top scores, and because it can make difficult slopestyle tracks MUCH
easier by increasing the points you get on a single trick.
Why do "Monsters Through Multipliers" work? Because the game adds the Monster
Trick point bonus into the score that gets multiplied, meaning that you can
sometimes score more than 500,000 points on a single trick! For example,
if you do an Overseer Monster Trick through a 10x Multiplier on a jump, you
will probably get at least 40K total on the trick. While the actual flip+spin
+Uber point total is not that high (maybe 10K), the 30,000 point trick bonus
is added into the total and multiplied, making the total worth of the trick
once you hit the multiplier and land a whopping 400,000 points!
Notes: Note that the multiplied bonus is NOT added into your combo bonus, so
you wouldn't get 400,000 added into your combo bonus if you did the trick
above. But on difficult courses like Kick Doubt, you can sometimes have a
very crappy run, then pull of a Monster Trick through a multiplier and manage
to get gold where you would have never had a chance without it.
Also, think about the possibilities of the using both Monsters through
Multipliers and The Smurphy Trick for the huge airtime Slopestyle jumps. :)
TECHNIQUE # 6 - "AI Boost"
+-------------------------+
Events: Racing
Importance for High Scores: Not very important, but every little bit counts.
How to do "AI Boost": Spend the first few attempts at a race hitting the same
character over and over. Then, when they are raging mad (they have a red
exclamation point over their head), try to time a punch for the same time
they hit you. If you do this trick right, you will both knock down the
other rider to get full boost and get a burst of speed when the enemy tried
to knock you over but failed. You'll know it when you see it.
Why do "AI Boost"? Because, like I said, every little bit counts. This may
save you half a second on a track where the top scores are all separated by
a second or two.
Why does AI Boost work? Because of the near-crash animations that you get
when you are at your highest level of Toughness. I'm not 100% sure why
you get a boost of speed when you are hit but not knocked down, but it occurs.
Notes: This trick was discovered by Cpd4224, and while it's not mandatory
it can give you that little extra edge that might help. It is rather
difficult to get, however.
TECHNIQUE # 7 - "Glitch Shortcuts"
+--------------------------------+
Events: Racing
Importance for High Scores: Not very, as there are very few of them. But
on tracks where there is an established one, it is absolutely critical.
How to do "Glitch Shortcuts": If you played SSX Tricky, you know all about
these glitches. What this entails is finding "holes" in the reset perimeter
in a track, jumping through this hole and falling "off the edge of the world"
and into infinite falling space. After a certain amount of time (varies with
each glitch shortcut), manual reset out of falling. You will re-appear much
further ahead in the track than you would have had you tried to race there
normally in the same amount of time.
Why do "Glitch Shortcuts"? Because someone else may attempt to use them to
beat a time you achieved fairly. These are another technique banned for
World Record attempts, and using this in a run means the run isn't "clean."
Why do "Glitch Shortcuts" work? I have no real idea, but they're some weird
by-product of the way the game resets you.
Notes: These are not nearly as big of a plague as they were in SSX Tricky,
and there is code in the game that keeps you from falling forever in general.
However, there are certain parts in a track where this code appears to be
bypassed, and when it is you can use Glitch Shortcuts to your advantage.
Also note that Glitch Shortcuts are very dangerous to use if you don't know
exactly when to manual-reset out of them. If you fall too far, you will
reset in some other portion of the mountain and then your game will freeze!
For example, if you found a glitch shortcut on Snow Jam, if you waited to
long and reset out of it too late, you could re-spawn in the backcountry
between Snow Jam and Metro City! Then, once the game realizes you are no
longer on Snow Jam, it doesn't know how to relate that to the event you
were in and locks up. Use these at your own risk!
Additionally, these techniques are banned by Twin Galaxies the same way that
Select shortcuts are banned.
TECHNIQUE # 8 - "The Smurphy Trick"
+---------------------------------+
Events: Superpipe (especially), Big Air, Slopestyle
Importance for High Scores: Critical for the very, very top, upper eschelon
scores. Not important if you are just looking for gold.
How to do "The Smurphy Trick": In order to do the "Smurphy Trick" you must
do a Monster Trick in mid-air, give it a second to register (stop briefly for
a moment), then do at least another 180 (or another Monster Trick) to have
it register again and you can get full points for your MT's on each jump. What
will happen is that you will hear the announcer say "Monster Trick" while
still in mid-air, and then you will get the FULL bonus for the Monster Trick
even if you've done it before! At it's basest level, the scientific explanation
of the Smurphy Trick is this: "Any late flip or spin trick done after a Monster
Trick will allow you to do that same trick again after you have landed."
Why do "The Smurphy Trick"? Because it allows you to do the same Monster Trick
over and over and over for every single jump and still get the same bonus you
did the very first time.
Why does "The Smurphy Trick" work? I've been told by different sources that I
trust that this is a bug of some sort, and it makes sense, since it completely
bypasses the "trick recorder" that halves the scores of any duplicated tricks.
In the logistics of the game, however, I have no real idea why it works, only
that it does.
Notes: While I'm in wonder of this trick, it takes a serious amount of fun out
of doing freestyle events because it makes each jump a matter of "How can I
score the most points in each jump", rather than rewarding variety of tricks
like in previous games.
This trick was discovered simultaneously by L12 SmURphY and NDogg6. It's
called the Smurphy trick since Smurphy was the first one to tell me it and I
promised him I would name it after him, heheh.
TECHNIQUE # 9 - "The Tapping Trick"
+---------------------------------+
Events: Superpipe, Big Air, Slopestyle
Importance for High Scores: Critical for all top scores.
How to do "The Tapping Trick": When you prewind a jump, instead of holding
the direction you want to flip/spin, TAP the direction quickly. This will
cause your boarder to spin/flip MUCH faster than they would if you simply
held the direction.
Why do "The Tapping Trick"? It increases your flip/spin speed significantly,
such as if you would have only done an 1800 spin, you can now do a 2300 or
above simply by tapping. If you want to be able to pull off two Monster
Tricks per jump on Perpendiculous, you need to tap the direction you are
spinning instead of just holding it down.
Why does "The Smurphy Trick" work? Because SSX 3's trick "auto-correct"
feature is faster than the regular spin/flip speed. When you tap the
direction, the game thinks you have finished the trick you are attempting
and finishes it for you, speeding it up.
Notes: The tapping trick is essential for getting the most out of every
jump, and also for getting those high scores on pipes and Big Air events.
TECHNIQUE # 10 - "The AOSO Lander"
+---------------------------------+
Events: Racing
Importance for High Scores: Very important.
How to do "The AOSO Lander": It sounds very simple, but timing is very
important in this technique. Simply do a tail or nosepress as you land
off a jump, then immediately let go so that the animation as you land
is smooth. It's tricky to describe, but you'll know it when you see
it.
Why do "The AOSO Lander": It can save you a few tenths of a second on
each jump, especially if you are on a track with several small and
hard-landing jumps, like Snow Jam.
Why does "The AOSO Lander" work? Have you ever noticed when you go off a
jump and you land hard, that your boarder leans backwards a bit while
recovering from the hard landing? That's a "crash animation" that slows
you down a few tenths of a second each time it happens. Doing the tail
or nose press as you land prevents that animation from happening, saving
you the time you would have lost had it happened.
Notes: This trick was discovered by AOSO, a member of the forums at
Merqurycity.com.
TECHNIQUE # 11 - "The Frost Lander"
+---------------------------------+
Events: Racing
Importance for High Scores: Very important.
How to do "The Frost Lander": This trick is very similar to the AOSO
lander, but is both easier and more difficult in turn. To do the Frost
Lander, push and hold the jump button as you land. This eliminates
any and all rough landings right off the bat. After you land, you can
still steer if you need to as long as you continue holding X. The
problem is of course, that in SSX 3 there is no way to cancel a prewind,
which means you will have to continue holding X until you come to a
place you can do a jump. However, you can boost much easier right off
the bat from the Frost Lander, something that may be tricky to do with
the AOSO Lander.
Why do the "Frost Lander": Because it's tons easier to implement into
racing, but it's also harder to keep going. It saves you seconds if
you do it right, though.
Why does "The Frost Lander" work? For the same reason the AOSO Lander
works - it eliminates the rough landing animation that costs you time.
Notes: This trick was discovered by Frost, a member of the forums at
Merqurycity.com.
TECHNIQUE # 12 - "The Wired 180 Trick"
+-------------------------------------+
Events: Freestyle
Important for High Scores: For the records? Not critical, but important
if you want to compete.
How to do "The Wired 180 Trick": It's very similar doing a nose press
180 trick on the fence. You quickly tap jump and right d-pad together
in a rhythm with the the stick used to do the nosepress forward the
entire time while you are on a fence or rail. Time it right
and it's 5x or more each time you land on the rail.
Why do "The Wired 180 Trick": Because it's by far the fastest way to get
30x. The faster you can get 30x, the more time you can have to do tricks
and get higher scores.
Why does "The Wired 180 Trick" work? I don't really know - I assume it's
some by product of the way the game reads 180's on rails. But technically,
you don't even have to do 180's to get this to work.
Notes: This trick was discovered by igloo, another member of the forums
at Merqurycity.com. :) He gave the trick it's "Wired" name, though he
originally called it the "Wired Smurphy" trick. Technically it has nothing
to do with the Smurphy Trick so I renamed it to correctly describe it's
intention and purpose.
+-----------------------------------------------------------------------------+
Well, that's all the Advanced Techniques known at this time. Use these
techniques to your advantage and try them if you ever have questions about
how people may have gotten those outrageous scores online or on the
Merqurycity.com scoreboard. :)
k. Frequently Asked Questions [GameplayFAQ]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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. If you are prewinding, you must tap
the direction per Advanced Technique #9 above.
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.
It's even easier to remember, that if you're left foot forward, turning left
is frontside, if you're right foot forward turning right is frontside...
turning the opposite way to whatever foot is forward is backside..."
One VERY LAST EXPLANATION for BS/FS from Andrew:
"If you just standing there about to do a jump, front side spinning will
turn you so you face front first. i.e. if you're facing right, spinning
to the left will make you face front so that's front side.
Back side will make you face backwards first. Switch and stance are
irrelevant if you keep this in mind.
Once you jump, the sides are locked in until you land. Thus, if you hit
huge air and do a X-ecutioner you'll be facing the opposite direction from
where you were when you took off when the monster trick registers. Now if
you want to do another X-ecutioner, you have to spin in the SAME direction
as you were originally spinning, which would appear to be backside, but is
still actually frontside."
If you can't figure out BS/FS from ALL those tips, there's just no hope
for ya. ;) No more submissions on BS and FS spins, 'kay?
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
dothose 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
The "900" in the name means 900 degrees of spin - 2 1/2 times around. BS
depends on whether you are in switch or not - refer to my BS/FS guide above
to figure out the difference. 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.) Bang! Monster Trick.
For more information, just read my Monster Trick FAQ. That spells
everything in such detail, even your grandma could do Monster Tricks. :)
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 $10,000 to buy, and Level 3 Ubers cost either $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 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 [TrackStart]
===============================================================================
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: [TrackModeExplain]
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.
Special Walkthrough Terminology Section:
+--------------------------------------+
This section will describe the terminology you may read in the guide.
Although I will attempt to simplify these things as much as possible, you
must familiarize yourself with the terms the top players use if you wish to
follow their guides. With that said, here is the index of terms in guides:
"SA" - Do a Stoneage Monster Trick
"X" - Do an X-Ecutioner Monster Trick. Do NOT confuse this with the combo
muliplier, which always has a number in front of it like 3x or 30x.
"X to X" - (or SA to SA, etc.) Do an X-cutioner to X-cutioner Monster Trick.
A SA to SA would be two Stoneages back to back.
"Nifty Shifty" - do a quick Misty/Rodeo Trick with a Nifty Shifty grab. You
usually do these on flat ground to fill your boost bar.
===============================================================================
PEAK ONE [TrackPeak1]
===============================================================================
+-----------------------------------------------------------------------------+
JUNCTION [TrackJunction]
Superpipe
+-----------------------------------------------------------------------------+
Qualifying: 160,000
Final: 180,000
Platinum: 700,000
+--------------------------------+
| Walkthrough Author: gondee |
| Walkthrough Goal - 3 million+ |
| Skill Level - Master |
+--------------------------------+
Junction is your typical superpipe, in that it's a relatively straightforward
track with no real frills. It's a good "medium" track - it doesn't have the
craziness of Schizo coupled with the sheer length of Perpendiculous. Remember
that to get a score of 3 million plus, you must have a fully powered up
character with the ability to do the X-cutioner Monster Trick.
1. The start is the single most important part of playing Junction. Since
each jump is essentially the same, a good start can mean a great high score.
What you want to do is coming out of the gate, immediately handplant onto the
fence on the right. Going DOWN the fence (not backwards/up) do 180's while
holding a nosepress. Each 180 you do should net you 3x.
2. The kicker for the beginning is at the bottom of the fence on the right.
You must hit the wall WITHOUT resetting, and then "bounce" back up the
fence, doing nosepress 180's back up the fence. Try to go up about 2/3 of
the distance from where you started. If you go to far up the fence, (past
the starting gates), this technique is worthless since it will take too
long to get back into the pipe.
3. When you begin to go back DOWN the fence, use the left analog stick and
lean to the left. Boost off the rail and you should miss the overpass
and hit the pipe with at least 20x, taking no more than 15 seconds. It's a
great start to the track. This method, to the best of my knowledge, was
discovered by C.P.
4. Once you are into the pipe, you must get enough air to do two X-cutioner
Monster Tricks per jump. If you don't, just do an X-cutioner to a Stoneage.
Do this continuously until your time hits 10 seconds, then look to exit
the halfpipe at the very end of it.
5. The last jump can be your best one, and you can get 2 X's fairly easily
off of it, so try to land directly next to the finish line and finish with
only a few seconds left. Doing this, you can easily hit 3.5+ million on
Junction. Good luck!
+--------------------------------+
| Walkthrough Author: Mathochist |
| Walkthrough Goal - 700,000+ |
| Skill Level - Easy |
+--------------------------------+
Many people emphasize maxing out stats before attempting platinum medals.
At least for superpipes, this is really unnecessary given the right
rhythm. The same technique should work for Schizophrenia and
Perpendiculous as well. Also, while helpful, starting with some boost is
not necessary.
Phase 1: Each pipe starts with a lip out of the gate. Do at least a
rodeo/misty NIFTY shifty off this lip and hold forward the right stick to
land in a nose press, just enough for it to register. Either you will
have filled your boost meter or not by now. If not, boost to the edge of
the pipe and pull another NIFTY shifty, spinning diagonally as much as
possible in the process to fill your meter. Remember to land on your nose
press again.
Phase 2: The rest of the course is just back and forth across the pipe.
The next four jumps (that's the firxt four out of the pipe if you started
with enough boost, or the second through fifth if you needed a bit more on
the first jump) should all be Jay Tears or Amazing Spencos with as much
diagonal spin as possible in each of the four diagonal directions. These
must be released in time to get your foot back on the board, but should be
held as long as possible otherwise. The gold standard (platinum
standard?) is to get a "long grab" bonus on every single jump. Each jump
in this phase should end gain back on your nose press.
Phase 3: Now, know your boarder's fastest-releasing ubertricks. This will
help hold until the very last second, as you don't need as much time to
get your feet back on the board. Fast starts are also good, which is why
I *never* use level 3 ubers here. For the next four jumps, pull the
fastest uber while spinning diagonally as much as possible, holding as
long as possible, and landing in another nose press. Then do the same
with the next fastest uber. Keep an eye on the end of the pipe to shoot
yourself a little upstream if you need to. Better to have a trick not
hold as long as possible than to run out of pipe.
Phase 4: Now, if all has gone smoothly you have a combo of 26 to 28 built
up. Pull another diagonal-spinning, long-held, fast-releasing,
nose-landing ubertrick or two and have a list of available monster tricks
handy. You should be moving fast enough not to need the press anymore
since your combo multiplier has maxed out. Boost hard, jump high, and
pull the biggest monster trick you can, stalling or such if you want.
Land and pull the next biggest and so on. Keep an eye on the timer to
make sure you can land and board press your way through the finish line in
time with your combo string intact.
This technique, as long as you have the basics down well, is next to
foolproof. I'll set a goal of 700,000 on it (for platinum on The
Junction), but I've used it to break a million points with an unimproved
Allegra.
+--------------------------------+
| Walkthrough Author: ssxtitan |
| Walkthrough Goal - 700,000 |
| Skill Level - Medium |
+--------------------------------+
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 [TrackMetroCity]
Racing
+-----------------------------------------------------------------------------+
Heat 1: Beat 3:07
Heat 2: Beat 3:02
Heat 3: Beat 2:48-2:54
Platinum: 2:30
+-----------------------------------+
| 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.
+----------------------------------------+
| Walkthrough Author: UltimateApocalypse |
| Walkthrough Goal - Platinum under 2:20 |
| Skill Level - Medium |
+----------------------------------------+
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.
(Addition to step 8 of UltimateApocalypse's walkthrough from MartyMan:)
"Actually it is not so hard to jump over the REALLY tall building. I could
do that with a somewhat improved Mac. You do need to approach the
SSX sign with good speed and holding X to prepare the jump.
So what's the point of jumping over this REALLY tall building? Well, on
the roof there's actually snow that drops you into straight into
straight a tunnel that comes out just before the red jump with the
china-ish rooftops. Being straight, this tunnel will save you some
seconds compared to taking the corners on the main path.
But what if you fail the jump? Well, if you really want the tunnel you have
a second chance to get in it. When you fail the jump you will obviously
fall down to the path underneath. Once on the ground, follow the path
(going left) but stick to the right as if you want to go around the
building. And here's the trick, ride up to the blue fence (IIRC it's
the 3rd or 4th segment) and handplant to 'jump over' the fence. If
you're on the right spot you'll fall just before the entrance of the
tunnel."
(Back to Metro City Walkthrough by Ultimate Apocalypse)
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.
SPECIAL SECTION: How to find the Subway Rail in Metro City [TrackMetroSub]
+------------------------------------+
| Walkthrough Author: Gamingnerd |
| Walkthrough Goal - The Subway Rail |
| Skill Level - N/A |
+------------------------------------+
1. From the gate jump off the cliff, doing a few rodeo/misty's to get
your boost up.
2. Continue straight, when the path turns right, and go through the
SSX3 glass.
3. Keep going straight, and make the jump over the tall building.
4. Next you'll see 2 paths, one going straight with 2 jumps infront of
you, and one going right. Take the right path, going down, and follow it
going left.
5. Another split in paths will come up, take the left route that will
take you into a tunnel-like area.
6. Following the path, going left, right, and left again, there will be
another split, but will be hard to notice, however there's an opening
that'll lead you into another tunnel-like area that's kind of far to
the left, that's hidden behind a large beam. Take that path and follow it.
7. Soon, you'll come to a little jump, that you can just ride off, that'll
shoot you through a glass roof, and somewhat grab you into the rail of
the subway!
8. But it doesn't stop there. Keep riding the subway rail, until you get to
the end (should earn you a max of 193000 Style points). Ride off the rail,
and onto a second rail inside a tunnel, which you can ride through, earning
you another 193000 Style Points.
The end of the Subway Rail takes you to about 64% of the course once you
get back on the main path.
2. Alternative to SPECIAL SECTION finding the subway rail:
+------------------------------------+
| Walkthrough Author: MartyMan |
| Walkthrough Goal - The Subway Rail |
| Skill Level - N/A |
+------------------------------------+
This starts at the section well before the SSX sign on the left
which lead to the REALLY tall building (just after session 4 on
freeride). Ride gently on the three small red jumps (stay in the
middle of the track and on the ground as much as possible). Just
as you start to spot the SSX sign on the left, look right for
the gap between the building almost right accross the street to
the SSX sign on the right side of the track. Veer right to ride
in to it. You will drop to a lower track. When you land turn
around immediately. And voila! you're at the entrance to the
tunnel with the glass roof that leads you straight to the subway rail.
+-----------------------------------------------------------------------------+
CROWS NEST [TrackCrowsNest]
Big Air
+-----------------------------------------------------------------------------+
Qualifying: 60,000
Final: 70,000
Platinum: 200,000
+--------------------------------+
| Walkthrough Author: Cpd4224 |
| Walkthrough Goal - 1,000,000 |
| Skill Level - Master |
+--------------------------------+
1. As soon as you start do a backflip 540 NIFTY shifty.
2. Land and start doing 180s. Heres my 180 technique: do a 180 to the left
and land in a boardpress. Do that three times, then go right and land in
a boardpress three times. Go left and land in a nosepress 3 times then right
and land in a NP 3 times.
3. That should raise your combo to about 20 then do a frontflip 540 NIFTY
shifty, or whatever you want in order to get uberness. This flip should be
going down the little incline. Off the very first jump do 4 level one ubers
while tapping some flips.
4. You should be off this jump at 40 or 39 seconds or else you won't have
enough time to finish. Off this jump do an x-ecutioner (Monster Trick)
to Stoneage to Stoneage. Im sure I could do an X-Ecutioner to X-Ecutioner
to Stoneage but in order to get enough air I would hit the bridge and be
reset. So just do an X-Ecutioner to Stoneage to Stoneage.
5. Land and then off the bottom make sure youre on the ice and going straight
up and not to the side. Off this jump do an x-ecutioner to stoneage.
6. Land from this and then back up the hill do a Stoneage to Stoneage.
7. Coming back down on this jump do an X-ectuioner to Stoneage.
8. Going back up the hill do a Stoneage to Stoneage.
9. Boost towards the finish and go to the right of the quarterpipe. Jump off
this small hump and do a Double Back Flip 540 Karolicker (I forget the name
of this Monster Trick).
10. Land and grab the rail if you need to and boost to the finish finishing
with 2 seconds or less.
+--------------------------------+
| Walkthrough Author: RuE4games |
| Walkthrough Goal - 200,000+ |
| Skill Level - Easy to Medium |
+--------------------------------+
1. Start the race doing the 180 Spin Tricks to the left. With some practice,
you will slide onto the rail to left side of the course, just before the
overhanging log. Continue doing the 180s on the rail and add a small boost
at the end to exit the rail. You should be between 35x to 40x combo by now
and have your adrenaline meter totally pumped!
2. This jump should put you to the opposite side of the course to collect
the first 3,000 point crystal, and transfer you back onto the rails on the
right side. Continue doing 180 spins, but avoid doing the Uber Grind on
exit. You should be near 50x combo or more before you boost to get BIG Air!
3. Upon exit from the rail you should grab the second 3,000 point crystal
and hold your best trick or Uber move. (You might hit the 2x Multiplier as
well if you are lucky). You want to aim for the center of the pipe here
and pull off another BIG Uber. Board press if needed before the pipe and
you should be around 55x combo.
4. Keep the combo going and come back up the large hill and quickly do
another big trick! Holding a side spin or pulling off a quick Uber works
well here, and you should have about 20 seconds left to exit the course.
5. Board Press and boost for one more BIG Uber off the pipe heading to the
right to get the third 3,000 point crystal. You should now be well over 60x
combo and boosting to the goal to collect your Platinum Medal. (You can
hit some rails at the end if you are feeling lucky.)
Thanks again...ENJOY!
+-----------------------------------------------------------------------------+
SNOW JAM [TrackSnowJam]
Racing
+-----------------------------------------------------------------------------+
Heat 1: Beat 3:12
Heat 2: Beat 3:14
Heat 3: Beat 3:00-3:07
Platinum: 2:30
+--------------------------------+
| Walkthrough Author: Cpd4224 |
| Walkthrough Goal - 2:12 |
| Skill Level - Master |
+--------------------------------+
1. From the very start punch somebody. Keep on restarting the event and
punching them til they're pissed and have a red exclamation mark on their
head. Once you have this start the race and punch them, if done right they
should try and punch you too and instead of knocking you down it should boost
you forward. Trust me, you'll know when this happens.
2. Go right and grab the rail. Do an uber rail grind.
3. Go off the end of this rail and onto the second rail in this series. Do a
rail uber. Go onto the third rail and start to lean left. Off this rail do 2
level one ubers. Now you have done 4 ubers.
4. Land from this jump and go very tightly to the left of the jump right in
front of you. Stay out of the powder here and head straight for the log. Grind
the log in an uber grind. Time when you hit the log: 0:19 seconds.
5. Now that you've done 5 ubers do a double flip with spins and grabs to keep
that uberness. Grab the next log and do an uber on the rail, off this rail do
some flips, spins and grabs, no ubers. Now you've done 6 ubers.
6. Land here and head for the left side of this jump. Do not jump off of this
jump but go off full speed and do two flips with spins and two tweaked grabs
(just some stuff to refill your uber meter).
7. Land from this jump and head straight for the curvy rail ahead of you. Do
an uber on this rail. Now you've done 7 ubers. Off of this rail veer right and
go to the right of this big jump. When you get to this point youll notice that
the slope on the side of the jump isnt exactly rounded. you'll notice that
there's a slight vertice. Make sure you go to the right of this vertice.
Boost straight to the fog jump.
8. Go off the right side of the fog jump and DO NOT jump. Time when going off
edge of jump: barely turned 0:49. Do an uber in the air here with some flips.
Now you've done 8 ubers. Land and boost on a direct line inbetween the three
huge trees. and as soon as you pass the third tree veer hard right through
the glass. Go straight to the long log rail. Time when getting on log rail:
barely before 1:03, so 1:02.
9. Grind to the edge of this rail and do some flips and spins and grabs to
refill your uber meter. Try to get enough air off the end of the log rail
that you land in the hollow log smoothly. Don't cut this turn too sharp, go
with the flow. Grab the speed boost and catch both rails coming out. After
landing from the second rail turn sharply right and you'll see a jump, a big
log sticking out of the ground inside of the jump going left and then two
stumps beyond that and a big tree behind those. Go on a direct line to
this big tree.
10. Right when you pass the first stump turn right and head straight for the
crooked rail. Grab it and do your 9th uber for super uber and a full super
uber boost that will last you until the end of the race. Time when hitting
this rail: 1:27.
11. Land from this rail and go over the bumps. Head straight for the log in
between two flares. Grind it and when you land youll need to turn slightly
left in order to catch the next log smoothly. Grab it and dont jump off
of it. Cut into the mountain and land very smoothly on the other side.
12. Go off the left side of this jump up here to minimize air time. Ok,
coming up is the riskiest part of this line and probably the most difficult
part. It just sucks that it's so late in the run instead of very early so
you can restart without worry, but alas it's not. When you take this left
turn you'll see a jump. Boost, dont jump off the jump slightly right of
center. Now youll hit the ground in perfect rhythm after this jump but as
soon as you land turn right. This part youll need to figure out on your
own as it's tough the explain. If you turned the right amount of degrees
to the right you'll boost yourself right onto the rail going along the
side here. This is a tough move so keep at it.
13. Boost to the end of this rail and follow the path it takes you on. Grab
the rail at the end of this path and grind it. About 3/4 of the way through
this rail jump. You should sort of bump your way onto the rail heading to
the right, crossing paths with your rail and be on your way to the finish.
14. Go to the end of this rail and then veer right and go in between the
purple flares. Try to get over the edge here at 2:04 or maybe 2:05. From
my past experience it takes 8 seconds (well more like 7.6) to get from
that jump to end. Oh yeah don't jump just boost off of it. Now just boost
like a mother to the end. If you have 2:12 congratulations. If not, try
again and make your run more refined.
Tips:
~ Try to cut all corners as tight as posssible except in rare cases where
it'll take off a lot fo your speed.
~ Boost on all rails
~ If you are going for 2:12 and are behind on any of the mental checkpoints
I posted, restart.
~ Don't be a slave to the clock. Check it every once in a while but focus
on the course and hitting those rails.
~ If you think you did it perfect and got 2:16 or 2:17 then you didn't do it
perfect.
~ You'll familiarize yourself with this button combination alot when going
for the record: start, down, X, down, X. Dont worry. It may take a while
for you to get a good time. That's OK. A time like this takes a lot of work.
+--------------------------------+
| Walkthrough Author: gondee |
| Walkthrough Source: FirebrandX |
| Walkthrough Goal - 2:20 |
| Skill Level - Hard |
+--------------------------------+
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!
SPECIAL SECTION: The Snow Jam Wormhole (Glitch Shortcut) [SnowJamWormhole]
+--------------------------------------+
| Walkthrough Author: gondee |
| Walkthrough Goal - Snow Jam Wormhole |
| Skill Level - N/A |
+--------------------------------------+
You've probably heard something about this or seen scores on Snow Jam at
or below 2 minutes. You're wondering how in the world they can get such a
low time, correct? Well, almost any score you see that is below 2:13 has
used the glitch shortcut "wormhole" to achieve that time.
(For the record, there is an unwritten rule that using the worm hole is
necessary to get the fastest score possible on Snow Jam. However, it is
not legal in Twin Galaxies (www.twingalaxies.com) competitions since it
takes advantage of a glitch unintended for use by the developers. On the
contrary, the developers of SSX 3 were so annoyed by the glitch shortcuts
in SSX Tricky (which had several) that they introduced code in the game
to reset you if you start falling into infinity! For some reason however,
this wormhole bypasses that code.)
The Snow Jam wormhole is located directly after the first pit you must
jump over (after the second log that you should to grind in the beginning -
located between points 6-7 in the first walkthrough above.) When you jump over
that small pit, you will see a curvy blue rail ahead of you, followed by
a fence on the right side of the track. Go towards the fence.
Now, before the rail up to the fence starts, you'll see a small hill with
some trees on it - boost up that small hill and JUMP and get as much air as
you can. It's not easy, but if you can get awesome air, you can jump over the
"edge of the world" and fly into infinite falling space.
The trick to taking advantage of this rail is to manual reset out of it
within a certain amount of time. PLEASE NOTE: If you do NOT reset out of
this wormhole in time, you will reset outside of Snow Jam and THE GAME
WILL FREEZE! Use this glitch at your own risk, in other words.
After you fall into the wormhole, reset out of the glitch after about
12-14 seconds. You can also go by the percentage of the track you have
finished, using the bar on the left. From the point you jump off the track,
it stays the same for about 10 seconds or so, and then moves from 24%
to 29%, then 30%, and so on. Thats when you should select out. Then,
when you reset, you will be placed later in the race than you would have
been had you raced there normally.
NOTE: Don't flood my inbox with other "Wormhole" locations - I will only
list those glitch shortcuts that provide benefits to the racer, and also only
those wormholes where you are NOT auto-reset. If you are auto reset
back onto the track, it is not a glitch shortcut, just a hole in the track.
+-----------------------------------------------------------------------------+
R&B [TrackR&B]
Slopestyle
+-----------------------------------------------------------------------------+
Qualifying: 250,000
Final: 300,000
Platinum: 1,000,000
+--------------------------------+
| Walkthrough Author: MrChaos |
| Walkthrough Goal - 6+ Million |
| Skill Level - *o_0* |
+--------------------------------+
1. Out of the gate, immediately do 2 Misty/Rodeos with a Nifty Shifty.
2. Get on the very left rail and get your combo up to x30 WHILE getting your
4 level 1 ubers out of the way.
3. DO NOT BOOST after this. Simply let yourself go off the rail at the end
and do an X-Ecutioner through the x3.
4. Fall down and get on the bottom rail and do a Stone-Age through the x5.
Target Score: 289K
5. Follow the path and get on the upper rails (veer left once you land from
part 4) Get on the rail and follow it until the end where you can do a
Stone-Age through the x3.
6. Get on the immediate rail in front of you and quickly do a Stoneage
off the rail.
7. This next part really requires that you land right from part 6. You
want to land so that you will hit the ground and veer left, but also hit
this little decline that will give you some serious boost. Keep boost-tapping
and head to the left. If you approach this hill correctly and go off it
correctly, you will be able to hit 2 Stone-Age's through the x10 for a
whopping 537K (don't be frustrated if you do not hit this on your first
try. It is all about the timing and the correctness of part 6. It took
me many tries to finally get it everytime.)
8. Once you land, do a stalled Stone Age off the next hill. Follow the
path and get on the rail in front of you. Follow it until the end,
but don't boost. Do a Stone-Age off the rail. Target Score: 1 Million
9. Speed-boost off this next hill doing 2 Stone-Age to an X-Ecutioner
through the x5 for 472K.
10. Do a quick Stone Age off the next hill.
11. Once you land, you will see an upcoming rail, but don't get on it.
Instead veer to the left and do 2 Stone-Age's off the hill through the x3.
12. Once you immediately land, veer right a bit and speed-boost up the
hill to get enough air to do a Stone-Age to an X-Ecutioner through the
x10.(this step will take some practice to always hit. It all requires
you being good at speed-boosting.)
13. Speed-boost up the next hill, hoping that you will launch off the
next ramp correctly. If you do this right, you can either do 2 X-Ecutioners
or 3 Stone-Age's through the x3 for nearly 260K. Target Score: 2.6 Million
14. Landing, you will see 3 rails. Ignore them all and go past the VERY
left rail. Once you go past it, straight ahead should be a log near some
train tracks. Launch off this doing a Stone-Age to an X-Ecutioner.
15. Veer to the right once you land and simply go off the next hill.
Landing, you should see a log piece of wood with a branch on the end
with a x3 on it. Get on the log and do a Stone-Age off the branch
through the x3.
16. Landing, go toward the checkpoint ignoring ALL the rails.
Speed-boost off this next ramp hoping to catch enough air to do 2
Stone-Age to an X-Ecutioner through the x3 (if you are good at
speed-boosting, doing this should be no problem.)
17. Landing, veer to the left a bit and then quickly veer to the
right and fly off the little enbarkment hitting 2 Stone-Age's.
18. Once you land, you should see a log that is angled upward.
Get on it and boost off it hitting 2 Stone-Age's.
19. Ahead should be a gap with a house after it. Jump over the gap.
Once you land on the house, you should see a crane working and a rail
leading to a x5. Get on the rail and MAKE SURE TO jump off fairly early
to successfully capture the x5 AND hit an X-Ecutioner through it.
Target Score. 3.3 Million
20. Landing, you should see a hill. Reduce you speed a bit and hit
2 Stone-Age's off this hill.
21. NOW COMES THE BEST PART! Landing, you will want to ignore all
three rails (the two that send you either left or right AND the
one that goes in between the car). Instead, speed-boost to the
left a bit (still on track near the car) and FLY OFF the hill. If you
get enough air (which you should if you did this all right), you will
have the time to hit 2 X-Ecutioners through the final x10 netting well
over 800K.
22. With whatever time you have remaining, do a few flips to rack
up any last points.
If you do EVERYTHING right (heck even I did not. I took this same exact
line from my 6,187,743 video) you will be able to hit just around
6.5-6.7 Million!!
+-----------------------------------------------------------------------------+
HAPPINESS [TrackHappiness]
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 |
| 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 [TrackPeak1Race]
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 |
+----------------------------------------+
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.)
PART ONE: 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.
PART TWO: 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 OF 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...
PART 3: METRO CITY
1. As you come into Metro 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 [TrackPeak1Jam]
Score Challenge
+-----------------------------------------------------------------------------+
Peak 1 Jam: 130,000
+--------------------------------+
| Walkthrough Author: Renato |
| Walkthrough Goal - 1,500,000 |
| Skill Level - Hard |
+--------------------------------+
Note: This was done with a fully powered up Moby; meaning, if done with a
different character and/or without full stats, the results may differ.
Also, no monster tricks are used in this guide. However, in order to get
the highest of scores, these, along with the Smurphy Trick, are critically
necessary.
PART ONE: HAPPINESS
1. Right when you start, veer left and do a misty. Board press, so as to
keep your combo string going (duh). Off the next hill, 3 mistys. You
should have full adrenaline now. Boost and perform 3 uber tricks off the
next hill. One more off the next hill to get to level 2 ubers.
2. Turn left and do 4 mistys with a "long grab" uber. Boost quickly and you
should be able to do 2 rodeos with an uber off that hill. Again, boost
quickly and do 4 mistys with a "long grab" bonus. You should get the "big air"
one as well, which adds up to a total of 10,000 style points.
3. Veer right and do some flips off the small hill with trees in front. Try
to avoid hitting the trees. Land carefully and get ready to do the same off
the next hill (note, don't do a long uber or else you'll probably crash).
Couple of flips with an uber off the following hill and you're out of the cave
(careful not to hit the trees). Ahead, turn left and do 3 mistys off the
hill the log is sticking out from. Inside the icey cave, 2 mistys off the
first hill and 3 off the second.
4. Do 4 rodeos off the next jump with a "long grab" uber. Same off the next
slope. Next, to avoid the avalanche, you'll have to turn all the way to the
left. You'll slowly fall (whilst so, you can do some tricks if you wish)
into another icey cave. Big blocks of ice will start following off, these
being easier to dodge than the huge blocks of snow you might encounter in
the avalanche. "Long grab" uber with 3/4 mistys off the exiting hill.
Continuing, you'll see yet another hill. 2 mistys and don't jump too high
or else you might touch the top and easily crash. Now, just perform some
random rodeos and mistys until you get to the bottom. After, perform 3
mistys off the last hill with an uber.
Onto the next course. If you think you can keep your combo string going
throughout R&B, go ahead and do it; but, if you're sure you're bound to
crash it, just let it end. As of this moment, your score should be
somewhere between 600,000 and 700,000. Now, my advice would be to use
the route between the two courses to rack up even more points. Just do
whatever pleases you. For example, I usually do tons and tons of rail
ubers, all linked in one combo. But, whatever you do, make sure you'll
enter R&B with a 30x or above combo string.
PART TWO: R&B
1. To start, a rodeo with an uber off the small hill (there's a palm tree or
something next to it). Get on the right rail, take off of it with a misty
and go for the 3x multiplier. You'll most likely get on another rail.
Rodeo through the 5x multiplier (no uber, not enough air). Get on the log,
boost, get on the next rail, uber rail, try to get the 3x multiplier, get
on the next rail. As soon as you get off the rail, swing to the left and
do some rodeos with an uber through the 10x multiplier off that jump.
Rapidly turn to the right after landing and do some tricks off the slope.
2. Get on the rail and perform some uber rails. Keep going and do some flips
off the jump ahead of you (don't go very high!) 4 rodeos with a "long grab"
uber through the 5x multiplier off the next jump (it's easier to get the
multiplier if you boost before jumping. You can also get a "big air"
bonus easily with this jump). Land, boost as soon as you land and jump off
the hill with 3 mistys (I get the 2x multiplier sometimes, but it's not very
important anyway). After, keep going, take the narrow icey path and do some
tricks off of it through the 3x multiplier. Boost, jump off the half-pipe
and perform 2 rodeos (getting the 10x multiplier helps your score tremendously,
by the way).
3. Do the 3 mistys off one of the jumps facing the half-pipe after landing
the previous tricks. Get on the middle rail (the other two make you go up the
train or something like that) and do a rail uber from the rail you just
landed on to the last one (try to get the 2x multiplier too). Take off
from the rail and perform 2/3 mistys. You should land on another rail. Boost
off the rail and perform some flips with a long grab uber off the jump. A
"big air" bonus is also in order if you boost properly before jumping. Also,
go for the 3x multiplier. In the next 4 jumps, do whatever tricks you feel
like doing, just don't go too high on the very last one or you'll get
off-course.
4. Aha, the last jump! If you still haven't reached this guide's goal, this
might just do the trick. Boost, ignore all rails, get yourself away from
the one in the middle (the one that goes through the car), jump, and do
tricks, tricks, tricks! Getting the 10x multiplier is rather easy, so, having
1,500,000 points now should be a piece of cake.
===============================================================================
Peak Two [TrackPeak2]
===============================================================================
+-----------------------------------------------------------------------------+
INTIMIDATOR [TrackIntimidator]
Racing
+-----------------------------------------------------------------------------+
Heat 1: 3:17
Heat 2: 3:15
Heat 3: 3:06-3:15
Platinum: 2:45
+----------------------------------+
| Walkthrough 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 uĂĽp 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 [TrackStyleMile]
Slopestyle
+-----------------------------------------------------------------------------+
Qualifying: 350,000
Final: 450,000
Platinum: 1,000,000
+--------------------------------+
| Walkthrough Author: MrChaos |
| Walkthrough Goal - 7,500,000 |
| Skill Level - Master |
+--------------------------------+
Style Mile 7.5+ guide... *Please note, if you do not understand anything I
am stating in this guide, please feel free to download the respective 7.37M
run done by me located at www.merqurycity.com*
1. Immediately out of the gate, do a quick Misty, but veer immediately to
the right and do a quick Rodeo... Next, do some boardpresses with some 180's
to get your boost bar filled up... Once it is, turn around and do a quick
uber up the hill.
2. Now that you have 'U' spelled out, before you go to the next hill,
do some more 180's to get your combo to x30.. Do you see the x2??
Good, do 3 Ubers through it.
3. Landing, go to the left. You should see a bit of a rock. DO NOT BOOST.
Flying over this hill, if you launched off it correctly, you have the time
to pull of two quick SA's.
4. Remain moving forward, but tap-boost with yourself in a board-press
movement thus keeping your combo. Launch off this left hill doing 2 SA'S
through the x5. Target Score: 475K
5. Landing, veer to the right. You should see a green rail. Get on it
and boost. This next part is all about how you land coming off the
aforementioned green rail. When you come off the rail, boost like mad,
but prep yourself by holding the down direction of the D-pad. If you boost
exactly, you will have enough time to get to the top of the HILL WHILE
keeping your combo. Wait, why did I just do all of this?? Well, that is
because you are about to pull off 2 X through this x10 netting you well
over 820K.
6. Next, comes a really hard part to pull off. If you do not do this
on your first attempt, do not do an alpmaster going, simply keep trying.
Believe me, I did not get this on my first attempt. Anyhow, landing,
veer to the left WHILE speed-boosting. If you do this correctly, you
will have sufficient air to launch off and do 2 X through the x3 in
the air.
7. Landing, maintain a somewhat straight path while speed-boosting.
If you do this correctly, you will launch off this half-pipe with
enough air to do an X to SA through the x2. You will see that you
are running out of time, do not worry!
Continue on your path, but go to the right and up the mountain a bit.
Fly off with enough air to complete 2 SA. If you do this right,
you will land with about 1 second left. Fly off the green hill
doing a X. Target Score: 1.78M
8. Continue on your current path. You will see a green rail on your
left, do not get on it. Speed-boost off this next hill giving
yourself enough air to do 2 SA (some say an X to SA if possible,
but I found trying that ruins the next section.)
9. Landing, you will see a pair of green rails. Do not boost, but
fly over this hill do a SA through the x3. You may land with a thud,
but refocus yourself, for this next part is simply one of the most
frustrating sections.
10. You will want to speed-boost up this pipe, but more over to the right.
As you get up the hill enough, let go of the speed-boost, but continue
boosting. If you do this all correctly, you will give yourself sufficient
air to do an X to SA. Target Score: 2.67M
11. Continue going forward until you see a green hill on the left that
goes upward. Speed-boost onto it granting yourself the sufficient air to do 2 SA.
12. Once you land, you will, again, see a green hill that is at an upward
slant. Speed-boost a bit and then boost off the hill doing 2 SA through
the x2.
13. Veer to the right and do the same as part 12 through this x2 over the rocks.
14. A bit forward, you will see a bridge and a little yellow hill. Speed-boost
off the yellow hill doing an X through the x2.
15. Speed-boost foward upon landing doing an X to SA through the x5.
Target Score: 3.4 Million
16. You will see a house a bit to the right. Jump up on the roof and
grind the rail. If you continue forward, it will lead you to a rail that
will cause a big gong to ring from your grinding it. Fly off this doing
an X through the x3.
17. When you land, you will be on this roof. Get off of it and veer to the
right a bit. You will see a long green rail. Handplant on this. With the
extra time, you will want to boost off this SLIGHTLY to grant yourself
the necessary air to do 2 SA BUT also to land in a manner that will leave
you facing the opposite direction, thus allowing yourself to go BACK up the course.
18. If you are facing the right direction, fly off doing an X to SA.
19. Get back on this green rail, but this time, use full boost and fly off
doing another X to SA, stalling the SA for about 72K. (some say that an
X to X can be done or X to SA to SA.. I have never tried though...)
20. Landing, the next part is very important. You will want to
speed-boost to the right a bit on this hill.
21. If you do this correctly, you will fly off this hill giving yourself enough
air to do 2 X through the final x10.
22. Landing, you will see a green looping rail. Get on it and lean a bit to
the left and boost. If you lean enough by the time you come over the rail,
you will be on a straight path, thus giving yourself the maximum air to
pull off 2 X through the final x5 for nearly 410K.
23. With the time left, do a few quick misty's and cross with a score that
is in the high 7 millions.
*Please note, in my actual video, I messed up on step 12 doing essential
one SA. Because I had not done the necessary amount of moves to reset the
system (if you are going over this, read gondee's FAQ about this.)
So, I lost nearly 110K points there and nearly 66K ( 33K of actual
move points X2 due to myself having x30) of combo points. If you do this
line exactly, you will be able to have a score around 7.6-7.7 Million.
Because I messed up on part 12, I ended up with 7.37 Million.
+-----------------------------------------------------------------------------+
SCHIZOPHRENIA [TrackSchizo]
Superpipe
+-----------------------------------------------------------------------------+
Qualifying: 220,000
Final: 260,000
Platinum: 800,000
+--------------------------------+
| Walkthrough Author: gondee |
| Walkthrough Goal - 3 million+ |
| Skill Level - Master |
+--------------------------------+
1. Coming out of the starting gates, immediately hope up onto hill to the right
doing 180's while holding a nose press. Once you have built up your combo to
around 20x (I usually take 15 seconds to do this), keep your combo held and
enter the middle pipe.
2. The trick here is to transfer as soon as possible into the furthest back
pipe. While you can do this by doing a handplant and then dropping into the
far pipe, it's much quicker (and cooler) to jump early entering the middle
pipe. This will cause you to jump off axis and you will jump from the middle
pipe into the back pipe. Be careful - it is very easy to hit the top of
the ramp doing this. As you jump from one pipe to another, do 4 level 1 Ubers
and enter the back pipe with the ability to do Monster Tricks.
3. This small back pipe can get you some of the most massive halfpipe air in
the game. The trick is to time your jumps just right, it takes practice, but
make sure you don't jump too late. These side pipes are much more narrow
than the big middle pipe, but get you much more air time. If you jump too
early, however, you will jump "off axis" again and fly back into the middle
pipe. While this isn't bad, you want to stay in the side pipes as long as
possible because it gets you the best air.
4. Each jump in the side pipe, you should get AT LEAST 2 X-cutioners per
jump. On massive air time and with a little practice, experts at pipe can
get an X-cutioner to 2 Stoneages. Work with 2 X's as your base, and as you
get better at timing your jumps, try to fit in the "X to SA to SA". Tapping
is of course absolutely crucial here - learn to tap effectively to max
out your tricks. The height you are looking for on each jump is to reach
the point bonuses and "ropes" above the course.
5. Continue jumping as you play the pipe. Be careful in the side pipes, the
camera is at it's most unstable about 2/5 of the way down the pipe. As you
approach the end of the pipe, it is VERY EASY to fly out of the pipe before
you want to. Pay special attention to pushing back towards the middle of
the pipe as you approach the end.
6. Exit the pipe once the clock hits 15 seconds. You can pull a X to SA to
SA if you are fast on this last jump, as it gives you major airtime. But
it's a long way down to the finish line, so make sure you don't exit too
late. If you can transfer smoothly at the beginning, keep a combo going
the whole time and get at least 2 X's per jump, then you can easily bust
3 million on this course. Good luck!
+----------------------------------+
| Walkthrough Author: michael-007 |
| Walkthrough Goal - 3.4 million |
| Skill Level - Master |
+----------------------------------+
1. before the run get red uber, once you come out start do 180-boardpress.
2. you now have yellow boost, in front of you is a big rock jump over it
and do 3 levl 1 ubers. land in a board press stay doing 180-boardpress
until you get 25x combo, jump in the right pipe while jumping do the last
uber.
3. the first two steps are important and need to do fast, otherwise you
don´t have time for that extra jump. on fastest: 1:44 in pipe and you
need to have done 4 lvl 1 ubers. if your time is 1:44 you come in the
finish with 2-3 sec left.
4. the important´s of them all the mt, yes you can do x-sa-sa or x-x.
the x-x make your score 3.4. the x-sa-sa make your score 3.6+
important is to jump earlier so you get mad air.
5. with 10 seconds left make the last jump, i did x-x-sa out of the hp,
but x-sa-sa is safer, your on the rail and your cross the finish line
with 1 2 or 3 seconds.
if you did x-x perfect in the halfpipe your score is 3.4
if you did x-sa-sa every jump in the halfpipe your score is FREAKIN 3.6/3.9.
+-----------------------------------------------------------------------------+
RUTHLESS RIDGE [TrackRidge]
Racing
+-----------------------------------------------------------------------------+
Heat 1: 3:11
Heat 2: 3:04
Heat 3: 3:03-3:14
Platinum: 2:40
+----------------------------------+
| Walkthrough Author: laidback0378 |
| Walkthrough Goal - 2:03 |
| 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, knockdown someone else. Sux to be them! Take the first jump a
little early, do two ubers, so that you land on the downslope.
2. In front of you should be a small mound of snow in the center of the
track, jump off this a little to the right, doing another two ubers.
You should land on another downslope. Make a beeline for the billboard
in front of you.
3. Get on the log that goes underneath the billboard, and once PAST the
billboard do a quick rail uber and boost a little bit. You will fly off
the log, and, if the force is strong in you, you will land on a rail.
Immediately do another rail uber, while boosting of course. Let off the
boost before the end of the rail, and you will soar into the air.
Celebrate by doing ubers. Try doing two, or three, if you can.
4. You should land to the right of the billboard, and if you didn't do
three ubers, just two off the last jump, as you boost only off the next
jump (by the cannon), do the final uber. Congrats, your super.
5. Boost past the rocks getting blown to bits, and about halfway down
the second overpass (the sections of rock above your head) hit select.
6. If you timed it right, you'll end up back on the main path, and the
sun will be shining bright. Cut to the left, avoiding the turn altogether,
and go straight. Catch the blue rail at the bottom if you can.
7. After getting off the rail, go around the next turn, stick to the right
wall, and take the mini jump onto the "high road". Navigate over the first
jump, around the bend, and line up aiming at the house on your right for
the next jump.
8. Just before you hit the rocks the house sits on, press select. Like
magic, you'll be back on the main path, past the snow overpass if done
correctly. Boost down the course, over the jump with the super spin power
up, and take the rail on the left.
9. The rail will fling you underneath a billboard, and upon landing, line
yourself up with the fencing on the right side of the main path in this
area. Boost this, don't do any rail ubers, and let off the boost just
before the end of the fence.
10. You'll be flung forward, onto a log, that you can also boost. Go off
the next jump a little to the right. Try to do as many ubers as you can,
two at least, but three is even better. If the force is exceptionally
strong in you, and/or shiva is with you, you'll be able to land on one
of the gondola rails. Do two rail ubers.
11. If you miss it, my young padawan, then try for the rails along the
top of one of the houses, and if all else fails, get at least one more uber.
12. After landing, take the right jump, going underneath the billboard, and
if you need it, there is enough time to do another uber here. You need to be
super for the next section.
13. Boost down, and cut as HARD to the left as you can just as the turn starts.
When you land, make a beeline for the sliver of light that is shining on the
snow in front of you. With practice, you'll learn when to press select here.
14. This will shoot you forward a bit, leaving just one jump left, which you
want to boost off of a little to the left. Not enough to hit the incredibly
dense wall in front of you, but enough to send you flyin' down hill, to land
close to a lone tree on the left. Avoid it.
15. And then just boost to the finish line.
16. Enjoy your platinum slaying record time! This line can get you anywhere
from 2:10 to 2:00 (or lower!). :-)
+-----------------------------------------------------------------------------+
LAUNCH TIME [TrackLaunchTime]
Big Air
+-----------------------------------------------------------------------------+
Qualifying: 90,000
Final: 120,000
Platinum: 200,000
+--------------------------------+
| Walkthrough Author: gondee |
| Walkthrough Source: MrChaos |
| Walkthrough Goal - 1,200,000 |
| Skill Level - Master |
+--------------------------------+
* This walkthrough was trancribed from a Master Run video that MrChaos
produced. It is very difficult but also very high scoring. Keep in
mind that you definitely need to use the Smurphy Trick and Monster
Tricks to get over a million on any Big Air competition.
1. Coming out of the gate, immediately hope on the rail to the left
and start doing 180 nosegrinds onto the fence. You want to get around
20-25x on this rail. As you reach the bottom, lean and drop off to
the right, back onto the track.
2. Off the first jump, do your 4 Level 1 Ubers. Tap to get a few extra
points from flips/spins.
3. Off the next jump, prewind down and as you go off the jump, you must
get enough airtime to be equal or above the "crowd stand" on the left.
Off this jump to 2 X-cutioners to a StoneAge monster trick and land
heading to the right.
4. Now you've reached the quarter pipe. Go off the quarter pipe heading
sharply right and off the jump to an X-cutioner to a Stoneage.
5. When you land from this trick, boost back up the steep incline directly
opposite the quarter pipe and jump, doing 2 Stoneages in a row and then
landing back towards the quarterpipe. If you don't get enough airtime to
get 2 Stoneages, one X-Cutioner will work as well.
6. As you land from this, head towards the right again and do another
X-cutioner to Stoneage back up the quarter pipe, then 2 stoneages up
the incline again.
7. As you land, you should have less than 20 seconds on the clock. Shoot
back towards the quarter pipe and head sharply left, towards the finish
line. Do Two Stoneages (or X to SA if you get enough air) and try to hit
the rails and boost to the finish line if you do not have enough time.
You should have around 400,000 points with an unbroken combo once you
reach the finish line if you want to finish with 1,200,000 points.
Good luck! :)
+--------------------------------+
| Walkthrough Author: MrChaos |
| Walkthrough Goal - 300,000 |
| Skill Level - Easy |
+--------------------------------+
*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 [TrackRuthless]
Backcountry
+-----------------------------------------------------------------------------+
Ruthless Race: 3:25-3:30
Ruthless Race Platinum: 3:15
Ruthless Jam: 140,000-150,000
Ruthless Jam Platinum: 500,000
+----------------------------------+
| RUTHLESS RACE |
| Walkthrough Author: laidback0378 |
| Walkthrough Goal - 2:30 |
| Skill Level - master |
+----------------------------------+
Note: As with all races, if your board is touching the ground, boost!!
1. At start, do a triple misty/rodeo with grabs off first jump, which should
leave you with full boost. If not, restart.
2. After landing first jump, head a little to the right, and you will see
a very slight rise immediately ahead. Believe it or not, you can do two
level 1 ubers off of this. when at the first split in the course, take
the left path, and do an uber off the slight jump here. The course splits
again, so take the left path.
3. There is a small ridge at the bottom you can use to get uber #4.
Land and shoot off of the next ridge, doing as many ubers as you can.
Don't go for maximum height, but DO jump, as the wind will carry you and
this is much faster. You need to have super uber spelled out by the time
you land. I suggest the Karolicker, as it is very fast. Or the Madonna,
or the SSXorcist. Take your pick.
4. When you land, the course splits yet again, and you want to go slightly
to the right, and go over the next ridge as far to the left as you can,
to kill airtime. Airtime = bad.
5. You want to boost in a straight line slightly to the right, and when you
get down to the right path, immediately grind the cliff edge. About halfway
around the turn, you want to let yourself slip off, outward.
6. When you land, boost between the sets of trees near the top of the small
and white mound of snow on the right side of this area. Jump off this, and,
if the force is with you, you will land on the downslope of a hill that
leads into a cave with a bunch of fireflies.
7. Boost through the cave, out onto the open field, and make a beeline for
the log sticking up out of the ground on the right hand side. Up the log,
onto the raised section, tap jump over the rocks, stay straight, and boost
off the subsequent jumps.
8. continue down the course till you come to the waterfall section. Your
super boost should have run out by now. As you jump down to the waterfall
section, do an uber. Do another on the first gap jump. Another rail uber
on the first log, and yet another rail uber on the next log.
9. After the third log, stay right, and pick a snowbank to jump off of to
do the last uber needed to spell out "super".
10. As soon as you reach the edge of the cliff hit select. This will reset
you down at the bottom of the gully. Boost onto the upturned tree roots,
and it will send you up in the air.
11. When you land, aim to the left of the ridge in front of you, and take
the short ice cave. Out of the cave, take the center path. At the end of
that path, just before the large jump, aim a little ot the left, wait a
couple seconds, then press select.
13. Like magic, you will appear all at once at the bottom of the jump.
Boost all ten feet to the finish line.
14. Your target time should be btwn 2:40 and 2:30 with this line,
possibly even lower!
+----------------------------------+
| RUTHLESS JAM |
| Walkthrough Author: michael007 |
| Walkthrough Goal - 3 million |
| Skill Level - Master |
+----------------------------------+
1. From start go right do some nifty shifty´s. you need full boost and 10x
combo.
2. Jump off the right-hand jump and do 3 level 1 ubers. Then go to the far
left and do another uber. You now have the ability to do Monster Tricks, so
get your combo up to 30x and start down the track.
3. Go right, there is a small jump you can do there an SA. After that, it may
not look like you can jump, but if you jump you get enough air to do a X.
4. Take the left path, there is a small jump with enough time to do a SA -
be sure to use Smurphy Trick to avoid halving your trick score. Take the
right path there is another jump where you can do SA.
5. You are now before the big jump. Here are your targets:
150k without combo and you've done 3 Stoneages (SA) and 1 X-Cutioner (X).
Off that big jump, do an X to X. You can X to SA to SA, but X to X is safer.
6. There is a tree in front of you which you can grind. Boost jump and do
x-x off of it. Then take the left path.
7. On the right there is another tree with enough time to do an X off it.
Go to the left, follow that path of snow at the end and boost and
do a X off it.
8. Go to the right. There is a big hump in the snow where you can do SA.
Now go on the tree in front of you, boost and do SA off it.
9. Follow the trees and you are on a tree that shoot you from a high
hill, with enough time to do an X to SA.
10. Do 20 180´s so that your trick recorder resets all the tricks you've
done. That is needed for the next SA. Take the left path and jump to the
right and do a SA. follow the path and do a X without 180 of the next jump.
11. Do a SA of the next small jump. Then you can choose one of two ways.
Take a small one to the right, do 2 SA´s of it. Follow the path.
Look out there are rivers everywhere around you. Grind the trees.
12. At the end of the trees, take the next jump don´t boost just jump,
do a SA of it. Go to the right tree, you get mad air and do an X to X.
13. There is another tree to the right boost and do an X to SA off it.
Next, don´t go in the cave - go to the right.
14 Jump of the right ledge - this is a bit hard because you must
do 2 SA´s off it. Then go to the middle path.
15. Take the middle path and do a X of it.
16. Off the last jump do X to SA. Do some nifty shiftys and end
with 10 seconds left.
17. Your record should be over 3 million!
+-----------------------------------------------------------------------------+
PEAK 2 Race [TrackPeak2Race]
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 of the FAQ
particular to that course.
STEP ONE: Race through Ruthless
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.
STEP TWO: Finish Intimidator
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.
STEP THREE: Read Peak 1 Race from Step 3 on.
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 [TrackPeak2Jam]
Score Challenge
+-----------------------------------------------------------------------------+
Peak 2 Jam: 350,000
Walkthrough Author: Renato
Score to beat: 850,000
Walkthrough Goal: 1,500,000
Skill Level: Hard
Note: This was done with a fully powered up Moby; meaning, if done with a
different character and/or without full stats, the results may differ.
Also, no monster tricks are used in this guide. However, in order to get the
highest of scores, these, along with the Smurphy Trick, are critically
necessary.
PART ONE: Ruthless
1. Start with a quick rodeo. 3 mistys right off the next cliff. Full boost
should be in order. 2/3 ubers off the next hill. Keep going and do 1/2 ubers
off the small jump.
2. And hello to level 2 ubers. Continue through the narrow way and turn
right. 1 more uber off the small cliff up ahead.
3. You might notice the very strong wind in this part of the course and it
might even pusy you against the rocks on the right and make you lose your
combo string. If this happens, you might want to restart. If not, keep
going, fighting it, and jump off with 4 flips and 1 "long grab" uber.
4. Remember, we'll be keeping this combo string going until the end; so, if
you crash it, restart. Anyhow, once you land, you'll notice the fog replaced
the wind, which is somewhat better, as the fog is weak and hardly effects
your view of what's happening. 2/3 rodes off the two next hills and turn to
the right.
5. Get on the border ridge and do a rail uber for 3,000/6,000 points (don't
fall down, though, mkay?). Launch off the rail, but not too late or you
might hit the trees.
6. Continue going and doing tricks until you find some logs. Get on these,
do some uber rails and so 2-3 mistys off the last one.
At this time, you should have a 30x combo string. If you don't, do so.
Ahem...
7. Once you get to the cave, take the left path and do a flip off that small
slope. Swing slightly to the right and do 2 more flips off the three next
hills.
8. A couple more filps off the following cliffs. Now, you should see a log
and a branch. Take them and do 2/3 rodeos off the last one.
9. Ok, in this next part, you could take the logs, but the chance of you
successfully doing this without falling into the water are rather slim; so,
we'll just take the "regular" path. Also, do some tricks off every
platform.
10. Take off from the narrow jump with 3/4 mistys. When you land, it might
get hard to get your board stable, but once you do so, perform some flips on
the way down. Get on the large log and do a long uber rail.
11. Do 1/2 flips off the upcoming hill. Turn all the way to the left until
you see a little ridge. Get on it, boost and do a handplant onto the upper
ridge. Boost again, prewind and do as many flips as you can.
12. The rest is up to you. Do what you want. I've always found this last
part of the course too messy and confusing; so, I'll let you decide. Just...
don't break your combo string.
By time you're through with Ruthless, you should have about 650,000/750,000
points. Don't worry if you think you did "bad" on Ruthless, we're going to
focus on the next course.
Now...connector phase = tricks, tricks, tricks. Get, at least, a
good 50,000 points total and prepare to enter Style Mile with a 30x or more
combo
string.
PART TWO: Style Mile
1. Right at the first jump, 3 filps with an uber and there's no excuse for
not getting that 2x multiplier. Next jump, 2/3 ubers.
2. Next, veer left and jump off with 2/3 rodeos with an uber and get that 5x
multiplier. Turn right and get to that jump with the 10x multiplier. Be sure
you get, as it's rather crucial. Land and perform 3 mistys off the middle
jump (jump high and you'll get the 3x multiplier).
3. Now, onto the half-pipe. You might find it hard to do some tricks off of
it because its walls are very Schizo-like. Still, you can use it to rack up
some points.
4. As soon as you get off the pipe, take the left way and do 2/3 flips off
the jump ahead (try to get the 3x multiplier too). Landed, take the log
which leads
to another path that has a jump in the end. 3/4 flips.
5. This jump leads you into yet another jump, same flips for this and next
one (found when you land).
6. Let your combo string go. It should be of about 300,000/400,000,
considering this is the same string you started the course with (you'd
better, lol) and it's
too "precious" to be lost in the next jump.
7. This "next jump" is the one located to the left and, in front of it, is a
big ditch, which is hard to jump over without falling (<-- why I told you to
let
your combo string). Anyway, try to do 2/3 flips without doing so.
8. Same jump, same stuff, except for a 5x multiplier that you should try to
get.
9. Now, what we're going to do is try to get our 30x combo string back and
we'll do so by getting on one of the rails ahead and doing 180's like heck.
10. Done? Right; so, now, take off from the jump ahead of the rails, do 2
flips and try to get that bonus...thingy.
11. Slightly veer left after landing and go for 3/4 flips on the following
slope. The 10x multiplier is easy to get, all you need is a bit of practice
to get it
everytime you jump.
12. Off the right ramp, 3/4 flips. 2/3 for the log ahead and be sure you get
the 3x multiplier. Finished!
===============================================================================
Peak Three [TrackPeak3]
===============================================================================
+-----------------------------------------------------------------------------+
KICK DOUBT [TrackKickDoubt]
Slopestyle
+-----------------------------------------------------------------------------+
Qualifying: 650,000
Final: 750,000
Platinum: 1,200,000
+--------------------------------+
| Walkthrough Author: MrChaos |
| Walkthrough Goal - 1.7 million |
| Skill Level - Hard |
+--------------------------------+
*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 - 750,000 |
| 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 jump to continue your combo, though I will understand
if you can't, heheh.
2. As you go down the ramp, hit it dead center and do a big trick onto
the large pillar looking hill ahead, hitting the 2x. As you land, continue
board pressing and make your way over the little hill to the right and
watch out for the snowmobile making it's way off the hill. Jump either off
the rail or the hill before it and hit the 10x for about 90-120K.
3. If you landed on the area below the rail, continue your combo into the
area ahead, shooting off the steep incline and doing as many level 1 Ubers
as you can to fill up your UBER meter. If you continued on the area on the
other side of the rail, hit the green rail and do 2 rail Ubers and jump off
the hill ahead, doing 2 Level 1 Ubers.
4. On the area below, catch the green rail to the left and boost off, doing
a big Uber trick through the 2x for about 30K. After you land, make your
way around the corner to the right.
5. Ahead is a jump, and jump and Uber as far to the right on this curved
ramp as you can - you will catch a hard-to-see 5x for about 50K. Target
score: 300K
6. Do a Uber and hold it off the big jump ahead, continuing your combo
if you can. After you land, make your way down the hill to the ramp on
the left and do a very small jump/Uber through the 2000 point bonus. If
you don't crash, do a quick trick off the ledge here, back onto the lower
area below.
7. Ahead is the most important part of the track. After a short hill you
will see two ramps - one on the right and one on the left. You want to
boost and jump off the LEFT ramp, but angled to the RIGHT. If you get
enough air you can do an Uber trick worth 30K and catch a 10x multiplier
for about 300K! It's very tricky, however, and not easy. You must get
mega-height on this jump, and it's probably the hardest part of the
walkthrough. To get 750K without doing one continuous combo, however,
it's vital that you get all three 10x combo that this track offers.
Target Score: 575-600K.
8. After you've landed the trick, continue ahead and do a quick Uber off
the hill here through the 2000 point bonus. Then, turn to the left and
do another long Uber off the ramp here. You can get 15-20K if you hold
your Uber.
9. Continue ahead to the left and do an Uber off the embankment here, and
you can catch a 2x multiplier for about 35K. After you land, immediately
turn sharp to the right and board to the right side of the cavern. You
want to take the right path in the cavern as it offers many better multi-
pliers than the rail-heavy left path.
10. Once you reach the right path, catch the main rail here on the
hill and hold a rail Uber through the 2x. After you get off the rail, do
a quick Uber off the left side of the curved ramp here and catch the 5x
for about 25-50K. Target score: 675K
11. You can try for the gold 2x over the next ramp, but it's not easy.
Go to the next jump and hit the rail on it to do a 20K combo through
the 2x. You may be over 715K here if you haven't crashed yet. After
you land, continue doing assorted tricks and such off rails and jumps
if you can, but give yourself plenty of room to do the final big jump.
12. Once you see the final jump, align yourself with the far left of
it and give yourself plenty of room. You want to jump and hit the 10x
here, and you can save yourself from a terrible run if you do so. Jump
at the very top of the jump after getting a good start, and if you hit
it, make sure to land the trick. If you're like me, dance once you
cross the finish line and be happy you don't have to do Kick Doubt
anymore. :) Target score: 750-950K
+-----------------------------------------------------------------------------+
PERPENDICULOUS [TrackPerp]
Superpipe
+-----------------------------------------------------------------------------+
Qualifying: 500,000
Final: 540,000
Platinum: 900,000
+--------------------------------+
| Walkthrough Author: gondee |
| Walkthrough Goal - 4,300,000 |
| Skill Level - Master |
+--------------------------------+
Perpendiculous can test the tapping and trick ability of almost any master.
Being able to keep up consistent jumps for over 2 minutes can drive someone
mad, but like Junction, this course is mostly about consistency and a
good start.
1. The start is the single most important part of playing Perpendiculous.
Since each jump is essentially the same, a good start can mean a great
high score. What you want to do is coming out of the gate, immediately
handplant onto the fence on the right. Do 180's while holding a nosepress
backwards on the fence for a bit, then go forwards and do them. Each 180
you do should net you 3x. You want to get between 15-25x here. Try not to take
too long in doing it, either. 15 seconds is plenty long enough.
2. As you come off the fence, be sure not to crash into the statue ahead,
and continue holding your nosepress and keeping your combo going as you
enter the pipe. On your first jump, try to get all your level 1 Ubers out of
the way (do a Misty on the way down into the pipe if you didn't get Level
1 Boost on the rail.)
4. Once you are into the pipe, you must get enough air to do two X-cutioner
Monster Tricks per jump. If you don't, just do an X-cutioner to a Stoneage.
Do this continuously until your time hits 10 seconds, then look to exit
the halfpipe at the very end of it.
5. As you jump in Perp, you will approach the end of the Pipe. The end of
Perp is not as dangerous as Schizo, so you can hang around the end doing
tricks and not be in too much danger. However, it is always a good idea
not to play with fire, so stay in the final 1/3 of the pipe and shoot
back towards the middle if you are straying out of the pipe.
6. Continue jumping in Perpendiculous until the timer reaches around 10
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. The second method is preferable because as you fly out
of the pipe, you can do one final big trick, and you will land on rails
that are outside the pipe. These rails are there so you can land on them,
and as the clock is ticking down to below 5 seconds, boost off the rails and
immediately past the finish line. Perpendiculous is immaculately designed. :)
8. 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 4 or 5 times the plantinum
requirement. Good luck! :D
+-----------------------------------------------------------------------------+
GRAVITUDE [TrackGravitude]
Racing
+-----------------------------------------------------------------------------+
Heat 1: 3:00
Heat 2: 2:57
Heat 3: 2:41-2:48
Platinum: 2:40
+----------------------------------+
| Walkthrough Author: laidback0378 |
| Walkthrough Goal - 2:14 |
| Skill Level - Hard |
+----------------------------------+
Note: I will assume player has full stats, but no boost to start.
Note: this is really common sense, but when racing, if your board is
touching the ground, boost! (unless otherwise noted)
1. Immediately out of the gate, knock someone down to get full boost.
Bear left. Do two quick ubers over the first jump.
2. When you land, ride up the side of turn, aiming to the left of the
pole that holds up the billboard, but right of the fence. You want to
go underneath the billboard. It is much easier to do if you do not boost.
3. When you land, keep boosting straight through blue ssx sign. Target
time thru sign should be 16 seconds.
4. Go around turn, past the tower on your right, and rail (and boost)
the fallen tower hidden from view. (its just past the standing tower)
5. When you land, you will be behind a billboard. There will be two
openings in the fence underneath the billboard, seperated by a small
section of fencing pointed down the race track. Go through the left
opening. Note: If you use ] griff, this will be easier. With anyone
else, you may have to brake a little.
6. Of the three jumps in front of you, take the left most. Use this to
trick to get back to level 1 uber. Make sure that you have two ubers
done (or more) when you land.
7. Upon landing, avoid all rails, and boost straight off jump, doing at
least 7 level 1 ubers. Your goal is to land with all but the "R" in "super"
lit up. This is key for this route. Target time upon landing is 40 seconds
(or less, of course)
8. Boost through cave, getting speed boost. Off next jump do final uber
that you need to obtain level 3 "infinite" boost.
9. Cut hard right as soon as you land, and boost off next jump. Target time
is 1 minute (or less) upon landing.
10. Stay to outside of next turn, railing the log waiting for you. Grind the
tree next (just before the jump) and of course boost, don't jump. This will
land you in a tunnel.
11. As you exit tunnel, line yourself up to pass in between the airplane
tail and the rock wall on the right. Once past this, similarly line yourself
up to pass between the next section of plane and the rock wall on your right.
12. Pass the tree on your left, and you will be back on the main path. Head
straight for the blue ssx sign. There will be a pair of trees before the sign.
You can rail the right one.
13. Go thru sign, off jump, and when you land go STRAIGHT, to the right of
the group of trees. This will allow you to line up the next jump properly.
Note: This next jump takes alot of practice. ALOT!!!
14. Go off jump diagonally towards the right (boost and jump). If done
properly, you will jump the right rock wall, landing you further down the
course. If done perfectly, this will land you past the jump down below.
15. When you are past the lower jump ( you will be landing from step 14),
and are touching the ground, immediately hit select to reset your character.
If you waited until noted in this guide to get your "infinite" boost, you
will still have it, and will not be penalized for pressing select.
16. From the reset, go left, of course boosting all the while. This next
turn you are going to jump, and it takes a bit of practice too. Aim in
between the second and third "light bars" or whatever you call them on
the turn. Boost, no jump, over top of turn. If done right, you will
bounce once off of a rock, and land back on track by rails.
Note: Practice! That jump isn't as hard as the other namely because you don't
have to actually hit the jump button-- just find the right angle to go over
the top of turn, and you will be set.
17. Do mistys/rodeos over subsequent jumps to keep up your boost. At second
to last jump, (the one with the super spin power up) go diagonally to
the right off of it, trying for the greatest angle to the right. If done
right (pun intended), you will cut out next turn entirely and land next to
rail.
18. Boost rail down to finish line.
+-----------------------------------------------------------------------------+
MUCH2MUCH [TrackMuch2Much]
Big Air
+-----------------------------------------------------------------------------+
Qualifying: 160,000
Final: 180,000
Platinum: 200,000
+--------------------------------+
| Walkthrough Author: PD~ |
| Walkthrough Goal - 1,000,000+ |
| Skill Level - Master |
+--------------------------------+
1. Start out of the gate, turn right immediately and jump to the fence,
immediately begin doing 180s while on the fence. You should come off the
fence with full boost and a 15-20x combo (you do not need a 30x combo
because it's more important to have enough time for sections 3-5).
2. Do 4 Misty Flipped Level One ubers off the next jump on the right side.
3. When you land, aim yourself to go directly straight up the jump. Do a
30K Monster Trick, stall it for most of the trick.
4. When you land back on the same jump going back up the hill, do a 20K
Monster Trick.
5. When you come back down towards the jump again, this time do it normal,
do 2 30K Monster Tricks and land on the other side.
6. Aim towards the jump on the right, do the other 30K Monster Trick to the
top level of the track. If you get enough air, stall the trick a little bit.
7. As soon as you land on top, boost and jump at the very end of the jump
and quickly do a 20K Monster Trick (yes, you do have enough time if you're
fast enough).
8. On the last jump, only with 9 second Big Air, you can do a 30K Monster
Trick and TWO 20K Monster Tricks worth around 110K.
This, my friends, will land you 1 million on Much-2-Much!!!
+----------------------------------+
| Walkthrough Author: Edged Boader |
| Walkthrough Goal - 405,000 |
| Skill Level - Hard |
+----------------------------------+
Note: You will have difficulty if you can't do the Yellowcard, X-cutioner or
overseer Monster Trick.
1. If you did the first heat right, then you should have full boost starting
here. NOTE, you MUST have full boost for this to work. Right when you get out
of the gate, prewind and do a stalled rodeo/misty Shifty. Boardpress, then
do a second stalled Rodeo/misty Shifty(I know I'm precice, but this is how
to get 400,000.)
2: Of the first jump, prewind and do a LONG stalled rodeo/misty with all
four level 1 ubertricks. I say do your L1-L2 to R1-R2 to L1-L2 to R1-R2,
holding the last uber for as long as humanely posible(Remember, I'm precise).
3:DON'T DO Step 3, 4, or 6 if you don't have the Yellowcard, X-ecutioner,
or Overseer monster trick. Off the multi-level jump, do a Yellowcard
monster trick, wait a second, then do another Yellowcard. You'll have time.
Also, land on the ramp above the main jump. If not, do Much2Much over.
v
4: Crouch down on the upper jump (no boosting, because if you boost, you'll
overshoot the next part) and leap off with an X-ecutioner MT.
Hold the SSX-orcist until you are about to hit the upper platform.
5: You need to land on the second upper platform. if not, too bad. Between
the short jump in the middle, Do a Rodeo 720 Matriculator or something simple.
6: 3 words: Most crucial part. Off the huge jump ahead, grab the score
bonus icon, and while doing that, do an Overseer MT. Make that
Overseer the shortest you can do- you'll need as much stall time for the
second Overseer as possible- yes, we're doing 2 Overseers. Wait for your
character to get steady before you start the second one, or else the first
one won't count. On the second Overseer, start stalling the last backflip
right when your second backflip ends, and hold that Lukeloo for dear life!
7: When you land, you'll propably have 20 seconds, so keep doing
rodeos/mistys until there's about 6 seconds left, then cross.
8: Hold 1 continuous combo throughought the whole run to achieve this score.
9: It's okay to get 390,000! 405,000 is just MY record for this run,
not yours, so don't restart like crazy if you can't get 405,000.
Also practice.
+----------------------------------+
| Walkthrough Author: countercycle |
| Walkthrough Goal - 290K |
| Skill Level - Medium |
+----------------------------------+
This is a very important track, because it's the quickest way to earn
money in the game: $50K for a platinum (200K) in about 2-3 minutes.
Runs for when you don't start with boost:
1) Board press out of the gate, then do a rodeo shifty very quickly. Land,
do another board press, let go, do another board press, and then take the
first ramp. Getting your combo high will increase the combo points from the
first real tricks, so this is important.
2) Off the first ramp, you're going to do a wild spinning rodeo/misty shifty,
holding it for a very long time. At the same time, rotate the d-pad in a
semi-slow 360 motion to get more points. If you land near the second ramp
(the left one, not the right one below), then just continue on: if not, make
sure to board press your way there.
3) The second ramp is the hardest part of this run: you need to hit this
jump, do four level one ubers, and most importantly, land on the upper
platform. Boost up the ramp, and release right at the very top, and you
should make. Too early and you're likely to charge a punch: too late and
you'll land on the lower area (not all is lost, see 3b). The Can Opener
is your slowest level 1 uber. Avoid it. Continuing spinning and d-pad
rotating.
3b) If you don't hit the jump platform, make sure to hold that fourth uber
as long as you can for more points. You'll need to keep your combo going,
and hit a massive jump on the ramp here (I've had luck with both sides)
to get back up to the top tier. If you do this, you can usually throw
in a held level 2 uber to get even more points. If you don't land on the
top tier, restart.
4) Land, and you'll have another quick ramp to take: don't take this at full
speed or you'll overshoot your next landing area, and not be able to make
the next jump. Do one held level 2 uber.
5) The next jump is very short: just do a one rodeo shifty.
6) Now you've got your big jump: you usually won't have to board press here,
so just boost, prewind, and take a big jump, and just hold the level 2 uber
for dear life. Make sure you're using a very long, high-scoring uber like
the acrobat or superman barspin.
7) You should have 20-25 seconds left, so mess around on the bottom until
you're all done.
* The Even Better Run (when you start with boost) (My record 290K):
1) If you start with a near full boost meter, you should be able to get to
level 1 uber by the first ramp: on the first ramp, you will usually be able
to get out three level one ubers.
2) Now, on the second ramp, you can do one long level one or level two uber,
which will be worth many more points.
Even more improvements still:
1) You could mess around at the beginning to get full boost before the first
jump regardless of heat.
2) While it's more difficult in my opinion, there are more points to be had
by not taking the top route the entire time, but rather doing one long held
uber on the second ramp, followed by an uber going back up to the top on the
next jump.
3) Monster tricks. Obviously.
+-----------------------------------------------------------------------------+
THE THRONE [TrackTheThrone]
Backcountry
+-----------------------------------------------------------------------------+
The THRONE RACE: 2:40-2:45
The Throne Race Platinum: 2:25
+--------------------------------+
| Walkthrough Author: ssxtitan |
| Walkthrough Goal - 2:32 |
| Skill Level - Hard |
+--------------------------------+
Should be done with a character at full stats.
Keep in mind that along this route every second that you are touching the
ground you should be holding boost, and every time you come off the ground
you should be doing a flip and grab or a quick uber to keep your boost
meter from going empty. I didn’t jump much either either, just enough
to clear gaps and to keep some boost in my meter, and no crashing whatsoever.
1. Immediately turn right and jump off the lip, you should land in a crevice
(don’t worry it’s a good crevice.)
2. Land and go through the narrow opening between two large rocks, it’s a
small jump as well, you’ll fly over a lil gap and the other half of the
jump, land and then take a hard right down the hill, you’ll see a large
gap and jump ahead of you. Go over the jump.
3. Land and then try to get on the ice rails ahead of you, these will shoot
you through a small cave like opening, and then off a giant icicle thing,
grind it if you can.
4. Land and head straight ahead to avoid the snow lip falling off. The path
branches just ahead of you, take the path on the right that goes uphill just
slightly. This will send you into an ice field with lots of ice mounds.
5. Just haul ass down this trying not to get to much air, there are ice
rails in here which you can ride for more speed, although I did not use them.
Make sure you don’t go off the avalanche patrol gun at the bottom of the
ice field.
6. At the end of the ice field there will be a gap and the other side the
entrance to a cave, try to be on the left side of the ice field so that you
can jump into the cave on the left.
7. Cross the gap and there will be falling ice chunks so watch out for those,
fairly quickly you will come to another gap, this one has a jump before it.
Cross the gap and then try to get on the ice rails, they will shoot you out
of the cave.
8. Once out of the cave, head to your left and downhill, you will come to a
ledge, with an ice rail going along the outside edge of it. Get on this rail
and lean towards the mountain, you will ride the ice rail til you jump, kind
of makes you jump, so try to really pull off some major tricks on this one.
9. When you land there are two ways to go, right and left, go left, you may
have to take a pretty hard left depending on how much air you got off the
last jump.
10. After going left try to stay high up and you will see a lip like jump
ahead of you. take it and it will put you into a chute, ride the chute
til it ends, you will have large rock wall on your left, stay parallel
with it til you come to a lip, that is right at the end of the rock wall.
Don’t take the lip go down and to the right of it to find a cave entrance.
11. There’s a gap you will have to jump very early in the cave, and after
that there will be some ice waves (best way I can think to describe them),
the cave will shoot you out in the open and you will see two mounds with
logs sticking out of 'em. Head for the right side of the track and try to
shoot between the rocks on the right and the mound. This will send you
down a big chute that has a little cave at the bottom.
12. Shoot through the little cave, continue downhill til you see a tree
sticking horizontally, out of a lip. Grind the tree and you will land in
front of the ice halfpipes, turn hard left when you land so that you don’t
go off of one of the halfpipes and waste a bunch of time in the air. So go
hard left and shoot down the halfpipe, don’t grind the tree you come to,
instead go right around, because it shoots in the air to much. You will
probably get some air as it is a lip that you’re going off of.
13. When you land go to the left, and you’ll see a mound jump, go to the
left of it. You’ll most likely get a little air here to, so when you land
you will have a tree directly in front of you. Grind it, and it will put
you into a chute, continue down this chute and you will come to grindable
log on your left. Don’t take this one, but shortly after this on you will
come to another tree on your left(kinda hard to see the second one so keep
your eyes open), grind this one, and it will put you right on the main path
to the finish, you know you're in the right spot if the plane goes cruising
overhead.
14. Nothing to do now but just haul ass straight ahead to the finish line,
and then pat yourself on the back because you just earned a Platinum Medal!!
+-----------------------------------------------------------------------------+
The THRONE JAM: 230,000-260,000
The Throne Jam Platinum: 600,000
+--------------------------------+
| Walkthrough Author: bonsai |
| Walkthrough Goal - 600K+ |
| Skill Level - Hard |
+--------------------------------+
First of all some general advices:
As with every other Rival Challenge: First of all stop right away.
Let your Rival ride. Since it´s not a race you don't have to be in the
lead. By that you avoid being knocked down.
The "easiest" way of scoring big time imho is one single combo from
top to bottom. It might sound hard but the simple key to that massive
combo is not to dare too much. So if you´re not quite sure how far
you will be able to jump on the next ramp or bump: Don´t jump.
After some wipeouts you will know the places where not to jump :)
Easy as that.
An easy way of getting your combo multiplier up is to do multiple
board presses instead of one. Means: board press till it starts to
score, let go, wait a second. board press till it scores, let go,
wait a second, board press till it scores ... and so on ...
Some Throne advices:
On the first part of the track ( till you enter the cave ) always
try to stay on the left side of the track, since there are the most
jumps, meaning the most scoring possibilities.
On the part right before the cave ( the one where the cannon is )
the only place to do a jump is the bump right to the left of that
cannon. All the others are not high enough to pull off a good trick.
Within the cave you have to make sure to hit that middle ramp at the
end of the cave, since there is a huge jump where you can easily rip
a monster including a style bonus of ~13Ks. When exiting the cave you
should have 250-300K (including the combo bonus). Another important part
is the one with the 3 or 4 ice canals. Enter those by grinding the tree
and when in the canals pull off 4-5 Ubers, scoring massivly. Also make
sure to exit as leftmost as you can. First of all you avoid the trees
on the right plus there are 2 or 3 huge jump possibilities on which
you will be able to make some more Ubers.
So, when you manage one combo from top to bottom, you easily will have
a score around 650-700K meaning getting another one of those Platinum
medals.
+-----------------------------------------------------------------------------+
ALL-PEAK RACE [TrackAllPeakRace]
Time Challenge
+-----------------------------------------------------------------------------+
All Peak Race: 30:00 for bronze.
25:00 for gold.
+----------------------------------+
| Walkthrough Author: laidback0378 |
| Walkthrough Goal - 25:00 or less |
| Skill Level - Hard |
+----------------------------------+
Note: The All-Peak Jam starts at the Throne and goes like this:
The Throne > Gravitude > Ruthless Ridge > Intimidator > Snow Jam > Metro-City
Rather than write completely new guides for these tracks, simply read the
racing guides for these courses whenever you reach their particular location
on the walkthrough. It saves space and time from repeating these particular
walkthroughs. Laidback has written comprehensive guides for the "In-Between"
or "Interconnecting" areas of these races, so when you need to know the
fastest route down these areas, read below.
PART ONE: First Interconnector Area > from THRONE > to Gravitude
Note: this assumes that you have "super boost", which is absolutely critical
for the interconnector zones.
1. Stay in the center, and as you approach the first turn, a right handed
one, cut the turn by going inbetween the last rock and the rock wall.
2. Keep your line as straight as possible, and constantly boost.
3. After a series of lazy turns that you can go straight through, look a
little to the left for an ice strip, (a strip of ice sticking up out
of the ground) and boost as you grind it. Ignore the second ice
strip that you will be propelled towards.
4. With a little practice, you can cut the next turn entirely due to
the speed you will have coming off the first ice strip. This is
where you can get your first split time.
5. Boost thru the next section, keeping an eye out for the next ice
strip, which should be on your left. Boost it.
6. When you come off that ice strip, turn your rider slightly to
the left and catch the next ice strip.
7. Aim for the end of the blue fence in front of you, and as you
slide down the hill and underneath the overpass, try to line your
rider up in a straight line so that you can avoid hitting any of
the walls.
8. As you come past the section where it narrows down, go straight,
and catch the next ice strip. Boosting on this will send you directly
to another ice strip.
9. Boost this second ice strip, and as soon as you land back down on
the ground, turn HARD left, aiming directly for the crevice. You will
run right into one of the edges, which you can grind.
10. Boost thru this grind, and as you approach the next crevice,
stay to the right and grind the edge.
11. When you come off that, adjust your rider slightly to the left,
and boost (it's necessary to keep your speed up because there is a
tiny gap jump here, and falling in the gap will kill your speed)
in between the two rocks on your right and the snow wall on your left.
12. Be sure to boost all the way into gravitude, and don't jump if
you can help it, as it slows you down alot.
Note: once you get this line down right, you can get "super boost"
off the last jump on the throne and not have it wear out until you are
close enough to gravitude that you will still be able to do an uber
off the first gap jump on gravitude.
PART TWO: Through Gravitude > Interconnector Area Number Two, through
Yellow Station > to Ruthless Ridge
Note: this assumes that you got "super boost" off the last jump on Gravitude,
which is critical so that you don't have to do any tricks to have uber
status off the first jump on RR.
1. From the bottom of gravitude, boost, and make sure you don't hit the blue
fencing (d-uh!) as you go around the first turn.
2. Ignore the first orange rail, and go around the next turn. On the
following turn, be sure to stay to the left of center, so that you don't run
into a tree that is grindable at the right angle (its a blind turn and too
risky to attempt).
3. Ignore the second orange rail, which, like the first, will be on your
left, and instead boost around the turn.
4. As you go around turn, make for the fir trees in the center of this
area. Just before you reach them, you will start grinding an edge of the
raised section. Boost this, leaning a little to the left.
5. Leaning a little to the left will allow you to miss the grindable
tree, and when you land, aim directly at the edge of the raised
section, which you can grind.
6. Grind this thru the tunnel, and when you land, you will be on peak 2
territory. Make the hard right turn.
7. As you approach yellow station, take the first blue rail on the left.
Boost this entire length, letting off just before the last turn. Be sure
to LEAN a little to the left, and as the rail ends, it will catapult you
into the air.
8. If you leaned a little to the left and didn't boost the entire length,
you will sail just a little to the left of a tree you would otherwise hit,
and land to the right of a rail instead of landing in an "out of bounds"
area.
9. The impact of landing will bounce your rider back into the area for a
brief second, allowing you to get on the rail that you landed beside.
10. Boost this rail, and follow the course until you appear at the next
wide open section.
11. In this section, take the first rail, which is black in color and
on your left, and boost the entire length of it. When you come off the
rail, go in a straight line in the direction it sends you, and as you
come upon a couple of logs laying flat on the ground, boost those as well.
12. For the final turn before RR, be sure to let your board rise a little
bit higher on the bank of the turn that you would normally let happen.
This will catapult your rider thru the turn, allowing him to land past
the tree that you would otherwise have to dodge.
13. If done properly, your "super boost" should run out somewhere near
this point, if not after. Boost all the way into RR.
FINAL PART: to RUTHLESS RIDGE > INTIMIDATOR > SNOW JAM > METRO CITY
Good luck! :)
+-----------------------------------------------------------------------------+
ALL-PEAK JAM [TrackAllPeakJam]
Score Challenge
+-----------------------------------------------------------------------------+
All Peak Jam: 1,000,000
The All-Peak Jam is the single longest event in the game, it can last easily
close to 30 minutes to play and involves skiing from the top of Peak 3 (The
Throne) to the bottom of Peak 1 (Metro City.) You are given more time for this
event than in any other event, the trick is that you have to try and do tricks
on mostly racing courses and some in-between areas that can be hazardous to
keep your combo in.
Because you are given a ton of time to do tricks, and because it would be
too labor intensive to write indepth guides for all tracks involved in the
All-Peak Jam, we have opted to instead list "High Scoring Locations" - these
are places where you can sit in the same section of track going back and
forth and racking up huge points in a relatively small amount of time.
Utilizing these areas is the key to racking up massive All Peak scores (even
in excess of 20 million points!)
There are six sections to the all peak jam. In order, they are:
The Throne > Use Throne Showoff guide in the FAQ
Gravitude
Ruthless Ridge
Intimidator
Snow Jam
Metro City
Most of the common skills needed for showoff are easily utilized on All-Peak
Jam. Keep a combo going through the tracks if you can - you might want to
let go of your combo in the in-between areas if you aren't familiar with
them so you don't crash. Before you enter a high scoring area, build your
combo up to 30x to make the most of it before you enter. And, as always,
keep your combo going using nosepress and tailpress if you can.
My advice to anyone would be to take the long routes through all the
courses, hitting as many jumps as you can. When you come to a
"High Scoring Location", stay in this location for a few minutes. I will
list them going from Peak 3 to Peak 1, so that you can utilize them as
you need to. :) All of the following was written by laidback0378.
High Scoring Spot:
==================
The Throne ice Halfpipe. Hard to stay in for any length of time,
but enough air to do two SAs per jump.
High Scoring Spot
=======================
The location: Intimidator, just before session point 3. Its a long green
rail that goes up the vertical switchback.
If you come into the area with a 30x combo or more, and jump and
handplant onto the pipe while facing uphill, you can then land on the
pipe, and boost all the way up it. Be sure to jump just prior to the
very tip, or else you will not be able to spin right away.
You will have enough time to do 2 overseers, or 3, possibly 4 stone-ages.
When you land, try to either land on the rail, or to the left of the rail,
so that you can slow down, maintain you combo, and catch the rail again.
This is much easier to do on the left side of the rail being that the
ground is covered with snow as compared to the right side's ice.
Now, as far as points are concerned, lets just go with the 2 overseers
per jump (which I have been able to do consistently). You can do 5 1/2
jumps per minute, and each jump will net you 90k plus a bonus 180 k if
you have a 30x combo going, bringing the total to 270k per jump. That
means that you can do anywhere between 900k and 1.080 million per minute.
I myself stay at that area for five minutes, picking up over 5 million
in that area.
Just remember to jump, then handplant, then release the handplant,
land on the rail, boost, and jump.... do your tricks, land, and repeat.
I have found this to be an easy way to rack up a high score.
High Scoring Spot
========================
Author: laidback0378
Location: Directly before Snow Jam, in the in-between area before the
start of the race.
As you come to the "town", and you go past the first building, there is
that blue rail on the far left that goes up and down that small hill
in town.....don't get on it from the front, but turn around and get on
it from the rear, (boosting on the rail of course)then jump about 2/3
the way up the rail and you will have enough time to do an OS, but not
enough time to do 2 SAs unfortunately. If you jump at the top of the
blue rail, on the way back up, you have time for two SAs, without
tapping. Which translates into an X to a SA if you do tap. That's 70K
per jump right there.
It's very easy to keep your combo going the entire time, and hard to
really screw it up. And hanging out for 5 or 6 minutes can result in
a huge addition to your score, with relatively low risk.
High Scoring Spots:
===================
Metro City entrance area. Just prior to the start of metro city track,
in the "halfpipe" of sorts, after some exploring on free ride mode, there
is a particular spot to do an Stoneage on each side, or an Executioner if
you tap it out. Tricks are easy enough to do, timing to keep combo and
speed going takes practice.
High Scoring Spot:
==================
Metro city subway. Worth lots of points, but hard, real hard to get
back on when riding back up it, involving pressing the handplant button
during a very particular moment on a specific location of rail.
+------------------+
If you find any additional parts where you can do tricks in a jump
repeatedly, send them in. These areas are very important in making the
most of the time for the All Peak Jam.
===============================================================================
SECTION THREE: CHALLENGES [ChallengeStart]
===============================================================================
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 "Master". 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.
I would like to thank ssxtitan, vix, and Wilson Tam for their excellent
assistance with the BIG Challenges section. Your work has helped tons
of people.
A. BIG Challenges [ChallengeBIG]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Below is a list of each BIG Challenges you need to complete in the game
in order to get 100 percent. The list is long and has been reorganized by
THE NUMBER OF EACH CHALLENGE. This way you can make sure to get all 88
in order to get 100% on your game file. Each big challenge will contain
a description on how to beat it. Each BIG Challenge has a name, type and
description.
You need to pass each challenge to have it count towards your 100%
completion rate. However, on multi-stage challenges, each time you
complete a challenge, it will get more difficult the next time. This is
signified by a change in the pillar of light that signifies a big
challenge. 1st time - Green, 2nd - Blue, 3rd - Red, Final - White.
Certain Challenges have to be beaten 3 times, others only once. Ones
that have to be beat 3 times will have the term "THREE STAGES" beside them.
Remember that a BIG Challenge is not beaten until you've gotten the
challenge to turn white. As CpD 4224 puts it: "I didn't get this at
first but a BIG challenge isn't beaten until the light becomes white.
So I was missing a ton of challenges I didn't even know were there.
Once you beat some of them once it'll turn blue, and its a little harder,
beat it again. than it'll turn red, it's the hardest, beat that and
you're done with it. Remember, it's not done until it's white."
GENERAL CHALLENGE TIPS -
Tips Author: antimony
1) "Air Time" challenges: sometimes, jumping can help -- if you jump right
before the lip of a big drop-off that you've managed to point yourself at,
you'll get only a little air before landing on the side of the dropoff,
and can switchback from there.
2) A lot of challenges aren't timed. This can make them very, very easy.
Spend your time going slow if you need to, or doing little tricks to
build up your point totals on point challenges if you need to. Remember,
standing in one place doing a misty is relatively easy and is 3000
points towards a difficult point goal.
3) Some of the slalom challenges are also untimed, so you can slowly
inch downwards looking for the next gate.
Tip Author: yuping00
4) Always do the gate challenge for racing tracks, even before you've
tried racing down them. They usually get you thru the faster lines and
short cuts, so try and remember where they lead you on the way down.
I did this for Gravitude to try and get more money, then when I
actually raced down it, I got two platinum medal times on my first try.
Tip Author: Keithus
5) I see that you recommend linking tricks and being careful on the Big
Point Challenges & "play it safe" point challenges. We have an easier way
as long as the challenge isn't timed: simply do mega-handstands until
you get the points. Safely and with no real challenge; it's almost easy
if you're any good. All of us here can pop a 22,000 handstand fairly
consistently.
Tip Author: Hiawata
6) I have a tip to make the "Play it Safe" challenges. Find a place where
you can stand still (a ditch or something), do board press, rotate for a
very long period, and your style bonus will give you all the points you need.
===============================================================================
PEAK 1 - $2000 for each challenge [BIGPeak1]
===============================================================================
Session Points for all Peaks thanks to Vix:
Each challenge is located in between the two session points.
+-----------------------------------------------------------------------------+
CROW'S NEST [BIGCrowsNest]
Challenges 1 - 6
+-----------------------------------------------------------------------------+
+-------------------------------------------+
| POP THE KITTY (Three Stages) |
| |
+-------------------------------------------+
CHALLENGE 01: Pop the Kitty
+---------------------------+
Pop the 3 balloon animals
TIP: SilverStarfire
First level: Pop the balloons. The first one is right in line with
your start anyway; swing left to the higher ramp for the second, and
stay parallel with and just left of the pre-programmed line (someone
else's track on the course) for the third one.
Tip Author: antimony
Pop the first two balloons, and then use the big jump as a half-pipe until
you have the correct point total. Then pop the last balloon. (It's tricky to
pop the last one and still point back into the half-pipe, so do it after
maxing points.) Also, this one is actually somewhat easier with low
character stats -- hitting balloon number 2 is basically automatic if you
can't jump well, but a more powerful character will fly over it.
Tip Author: ssxtitan
~ between session point 2 and finish
~ pop the 3 balloon animals
~ the first is dead ahead the second is a little to the left and the third
is little right( it’s easy just don’t go too big or you’ll fly right over
them.)
CHALLENGE 02: Pop the Kitty 2
+-----------------------------+
Pop the 3 animal balloons and get 50,000 points
Second level: Do the called tricks as well. Follow the same line you
use from the Green level, and do a trick on the way through each
balloon. First is a forward flip, second is a 360 spin, and third is a
double backflip.
CHALLENGE 03: Pop the Kitty 3
+-----------------------------+
Pop the balloons and perform the called tricks
Third level: Pop the balloons and score 50,000 points. Get uber on the
way here. Follow the same line as the first two challenges, and
perform at least two misty ubertricks through each of the first two
jumps; string them together with a boardpress. By the time you hit the
third jump, you should be at 30-35K just from the ubers, let alone the
combo. If you aren't/didn't combo the first two jumps, perform a
2-button (L1+L2 or R1+R2) uber, and spin a LOT on the third jump.
+-------------------------------------------+
| REACH FOR THE SKY (Three Stages |
| |
+-------------------------------------------+
CHALLENGE 04: Reach For The Sky I
+---------------------------------+
Get at least 20m of height off the last jump in the Big Air event.
Tip Author: ssxtitan
~ between session point 2 and bottom of ruuun
~ get at least 20m of height off the last jump in the big air event-
go for one super big jump right away then finish, jump right at the
end of the jump and use boost for max height
CHALLENGE 05: Reach For The Sky II
+----------------------------------+
Get at least 28m of height off the last jump in the Big Air event.
Tip Author: ssxtitan
~ between session 2 and bottom of run
~ get at least 28m of height off the last jump in the big air event
~ really helps to have boost on this one, if you don’t go down and do
a jump anyway when you retry the challenge because you couldn’t get it
you should have full boost, assuming you didn’t wreck.
CHALLENGE 06: Reach For The Sky III
+-----------------------------------+
Get at least 32m of height off the last jump in the Big Air event.
Walkthrough Author: Silverstarfire
First level: 20 meters
Second level: 28 m
Third level: 32 m
Get your boost bar filled up on the way to this challenge, and use it
right up until you launch, especially on the final jump. You may need
to improve attributes (Speed and possibly Acceleration) before being
able to do level 3.
+-----------------------------------------------------------------------------+
HAPPINESS [BIGHappiness]
Challenges 7 - 11
+-----------------------------------------------------------------------------+
Session Point Locations:
Stay Grounded: 6-7
Danger: 5-6, the challenge is located right before the start of session
point 6, best to start at five and go from there.
Dizzy Spells: 1-2
Go Spelunking: 1-2
Jump: 1-2
+-------------------------------------------+
| STAY GROUNDED |
| Between Sessions 6 - 7 |
+-------------------------------------------+
CHALLENGE 07: Stay Grounded
+---------------------------+
Find the line to keep your air time under 8 seconds! No wipeouts!
Walkthrough Author: ssxtitan
~ 3/4 way down on your right
~ find the line to keep your air time under 8 seconds/ no wipeouts
~ play it safe, go extremely slow, pull back enough on the d-pad so
that you are barely moving, there is no time limit, so take your time.
U will probably end up getting maybe 4 or 5 seconds of air, no big deal.
Walkthrough Author: gondee
In order to make this challenge possible, don't bisect each large dropoff
as you go by them - instead go past them parallel to the way they run:
Instead of: --------------
^^^
Go like this: ---------------
>>>
This allows you to avoid the air time and instead ski down the hill.
Also, don't be afraid to crash, there's no penalty for it and it
keeps you on the ground. :)
+-------------------------------------------+
| DANGER |
| Between Sessions 5 - 6 |
+-------------------------------------------+
CHALLENGE 08: Danger
+--------------------+
Dodge the falling ice and beat the timer.
Tip Author: ssxtitan
~ right before high sided canyon
~ dodge the falling ice and beat the timer.
~ don’t go too fast they give you plenty of time.
+-------------------------------------------+
| DIZZY SPELLS |
| Between Sessions 1 - 2 |
+-------------------------------------------+
CHALLENGE 09: Dizzy Spells
+--------------------------+
Do the spins as they are called.
Tip Author: ssxtitan
~ beginning and left
~ do the spins as they are called
~ remember to go fast and wait for jumps to get the larger spins
you’ll fly right over the second one done
+-------------------------------------------+
| GO SPELUNKING |
| Between Sessions 1 - 2 |
+-------------------------------------------+
CHALLENGE 10: Go Spelunking
+---------------------------+
Find the 6 hidden arrows in the backcountry tunnels.
Tip Author: ssxtitan
~ between sessions 1 and 2
~ find the 6 hidden arrows in the backcountry tunnels
~ the first 5 are easy, the last one is hiding out in the tunnel
on the far right of the course just before session point 5
+-------------------------------------------+
| JUMP |
| Between Sessions 1 - 2 |
+-------------------------------------------+
CHALLENGE 11: Jump
+------------------+
Air through the 5 hoops.
Tip Author: ssxtitan
~ right in the beginning dead ahead
~ jump in air threw the 5 hoops
~ try to trick in between hoops to build boost, you will need it
+-----------------------------------------------------------------------------+
SNOW JAM [BIGSnowJam]
Challenges 12 - 21
+-----------------------------------------------------------------------------+
Session Points:
Speed Demon: 1-2
What Sign: 2-3
Loop the Tunnel: 7
Camel Back: 7
Point Challenge: 2-3
Thread the Needles: 3-4
+-------------------------------------------+
| THREAD THE NEEDLES (Three Stages) |
| Between Sessions 3 - 4 |
+-------------------------------------------+
CHALLENGE 12: Thread the Needles
+--------------------------------+
Go Out of Bounds and air through the 2 Hoops
Tip Author: ssxtitan
~ between sessions 3 and 4
~ go out of bounds and air through the two hoops
~ you have to cut hard left to make the first jump, look for
the green arrows, the second jump you should just boost of the
rail, and you should have no problem
CHALLENGE 13: Indy Whip
+-----------------------+
Do an Indy 360 off the Out of Bounds jump
CHALLENGE 14: Apply Pressure
+----------------------------+
Do a nose press on the 3 logs Out of Bounds
+-------------------------------------------+
| POINT CHALLENGE (Three Stages) |
| Between Sessions 2 - 3 |
+-------------------------------------------+
CHALLENGE 15: Point Challenge
+-----------------------------+
Get 75,000 points on this race track
CHALLENGE 16: Point Challenge
+-----------------------------+
Get 150,000 points on this race track
Tip Author: ssxtitan
~ beyween sessions 2 and 3
~ get 150,000 point on this track
~ very easy. Plenty of big jumps hell on this one you don’t even
need to link them if you don’t want to deal with it, you should
still score high enough.
CHALLENGE 17: Point Challenge
+-----------------------------+
Get 200,000 points on this race track
Walkthrough Author: gondee
These point challenges shouldn't be too difficult. Play the track a few
times and locate the best locations for jumps, and be sure to get UBER level
asap and if you are still having trouble reaching the point levels, begin
stringing a combo down as much of the track as you can while you do the tricks.
This will ensure that you reach the point level by adding a big combo bonus
at the end of the track.
Tip Author: Hiawatha
I have a tip to make the "Play it Safe" and point challenges. Find a place
where you can stand still (a ditch or something), do board press, rotate
for a very long period, and your style bonus will give you all the points
you need.
+-------------------------------------------+
| CAMEL BACKS |
| Session 7 |
+-------------------------------------------+
CHALLENGE 18: Camel Backs
+-------------------------+
Do a single-button grab over each of the next 4 roller jumps.
Tip Author: ssxtitan
~ after session point 6
~ do a single button grab over each of the next four roller jumps
~ just remember to keep it simple, just a single grab, and you don’t
have to jump all that high to do one either
+-------------------------------------------+
| LOOP THE TUNNEL |
| Session 7 |
+-------------------------------------------+
CHALLENGE 19: Loop The Tunnel
+-----------------------------+
Ride the entire inner surface of the tunnel which forms a loop!
Tip Author: gondee
All you need to do is approach the left side of the loop and board onto it,
apply boost and you should go completely through it, like a loop-de-loop
on a roller coaster. Watch out for some rocks near the end of the loop.
Tip Author: ssxtitan
~ just before large tunnel, about 3/4 of ttthe way down
~ ride through the entire inner surface of the tunnel which forms a loop
~ use boost, and the stick it seems to be easier, and watch out for the
rocks on upper right part of ceiling.
+-------------------------------------------+
| WHAT SIGN? |
| Between Sessions 2 - 3 |
+-------------------------------------------+
CHALLENGE 20: What Sign?
+------------------------+
Get on the fence rail and grind your way down to the billboard. Grind the
billboard to knock it over.
Tip Author: ssxtitan
~ between sessions 2 and 3
~ get on the fence rail and grind your way down to the billboard to knock
it over
~ not to tough, just get on rail and balance with the stick, lean a little
left before billboard to make sure you land on it.
+-------------------------------------------+
| STAY GROUNDED |
| Between Sessions 1 - 2 |
+-------------------------------------------+
CHALLENGE 21: Speed Demon
+-------------------------+
Ride through ALL the race gates before the timer runs out.
Tip Author: ssxtitan
~ between sessions 1 and 2
~ ride through all the race gates before time runs out
~ watch out for rails, and one gate is hiding down and to the
left of large jump I think it's like the 10th gate
+-----------------------------------------------------------------------------+
R&B [BIGR&B]
Challenges 22 - 29
+-----------------------------------------------------------------------------+
Session Point Locations:
Play Safe: 2-3
Seek and Slide: 2-3
Time Challenge: 7
Tight Rope Artist: 2-3
+-------------------------------------------+
| PLAY IT SAFE (Three Stages) |
| Between Sessions 2 - 3 |
+-------------------------------------------+
CHALLENGE 22: Play Safe
+-----------------------+
Get to the bottom of this track with no wipeouts
Tip Author: ssxtitan
~ between sessions 2 and 3, right side of course
~ get to the bottom of this track with no wipeouts
~ no time limit here so take your time and know your limitations,
don’t do risky crap.
Tip Author: Keithus
I see that you recommend linking tricks and being careful on the
Big Point Challenges & "play it safe" point challenges. We have
an easier way as long as the challenge isn't timed: simply do
mega-handstands until you get the points. Safely and with no real
challenge; it's almost easy if you're any good. All of us
here can pop a 22,000 handstand fairly consistently.
CHALLENGE 23: Play Safe
+-----------------------+
Get 150,000 points with no wipeouts
CHALLENGE 24: Play Safe
+-----------------------+
Get 200,000 points with no wipeouts
Walkthrough Author: gondee
Here is a challenge where you cannot crash before you make it to the bottom
of the course. This can be very challenging, but the first time you should
just focus on taking it slow and not doing anything crazy.
During later levels, you must meet a points requirement as well. THAT is
when the creative thinking and skill are required. Look for the safest line
with the biggest jumps and least amount of hazards - then if you are having
trouble meeting the point requirements, string a combo down as much of the
track as you can and that should put you over the top.
Tip Author: Hiawatha
I have a tip to make the "Play it Safe" and point challenges. Find a place
where you can stand still (a ditch or something), do board press, rotate for
a very long period, and your style bonus will give you all the points
you need.
+-------------------------------------------+
| SEEK AND SLIDE (Three Stages) |
| Between Sessions 2 ~ 3 |
+-------------------------------------------+
CHALLENGE 25: Seek and Slide
+----------------------------+
Grind any 8 objects before the timer runs out
Tip Author: ssxtitan
~ between sessions 2 and 3
~ grind a any 8 objects before the time runs out
~ turn around and gou up hill a lil and a little to the right you’ll see a
low swirvy rail grind it and half way across jump then land on rail
again turn around and repeat this process til u have 8 grinds. Only
took me about 30 seconds with that rail.
CHALLENGE 26: Seek and Slide more
+---------------------------------+
Grind any 12 objects before the timer runs out
CHALLENGE 27: Seek and Tail Slide
+---------------------------------+
Do a tail slide on 12 objects hurry up!
Tip Author: Silverstarfire
When you first see the challenge, you immediately start thinking about
how many rails you can find, right? Try just hopping on one rail: you
can get up to six of the eight grinds in the first level challenge
on the first rail you come to. Same thing with the tailslide level:
do a tailslide, put it down, do another, repeat. You can complete
the whole challenge in three rails at most doing it this way.
+-------------------------------------------+
| TIME CHALLENGE |
| Session 7 |
+-------------------------------------------+
CHALLENGE 28: Time Challenge I
+------------------------------+
You must race to the bottom of R&B within a strict time period.
Tip Author: ssxtitan
~ between sessions 6 and bottom of run(right side just before finish)
~ race to the bottom of the track before time runs out
~ use boost and rails, only jump when u need boost, and try not to take
the rails that are jumps.
+-------------------------------------------+
| TIGHT ROPE ARTIST |
| Between Sessions 2 - 3 |
+-------------------------------------------+
CHALLENGE 29: Tight Rope Artist
+-------------------------------+
You have to perform very specific rail tricks here.
Tip Author: ssxtitan
~ beginning down and to right
~ do the rail tricks as they are called ouuut
~ lots of rails on the right side, long onnnes too, I kept going back up
hill to use the same rail
Tip Author: gondee
You use the D-pad to spin a 360 while you are on the rail. Your
character will rotate the board and if you do it enough times that
will be a 360.
You can also spin while grinding by rotating the right analog
stick. Start the spin slowly and then speed it up and your character
will do a 360 on the rail.
Also, if you are having difficulty doing a handspring, simply tap
the handplant button (circle or triangle depending on
setting) and let go. Do NOT hold the button or it will be a handSTAND.
+-----------------------------------------------------------------------------+
METRO-CITY [BIGMetroCity]
Challenges 30 - 37
+-----------------------------------------------------------------------------+
Session Point Locations:
Warm-up Gates: 2-3
Point Challenge: 2-3
Flip Flop Fun: 8
Grinding Tin: 3-4
+-------------------------------------------+
| WARM-UP GATES (Three Stages) |
| Between Sessions 2 - 3 |
+-------------------------------------------+
CHALLENGE 30: Warm-up Gates
+---------------------------+
Make it to the bottom without missing a gate
CHALLENGE 31: Beat the clock
+----------------------------+
Make all the gates to keep the clock going
CHALLENGE 32: Time Trial
+------------------------+
Make all the gates before time runs out
Tip Author: gondee
There are 36 gates you need to hit in this challenge. There are two you need
to jump through, and once you have jumped through each, slow down completely
as there are other gates close by you may need to hit. It is okay to turn
around and go through the gates backward if you need to, but in some cases
if you miss the gates you should just restart.
Later versions of this Challenge require you to make the gates within a
specific amount of time, either to keep the clock going or make it to the
bottom before time runs out. Memorize the location of each gate and don't
be surprised if it takes you several tries. This challenge is not easy.
Tip Author: ssxtitan
~ beginning on right, just before first tuuurn
~ make it to the bottom without missing a ggate
~ you’ll probably have to take it a couple times to remember all the gates,
and the right path
+-------------------------------------------+
| POINT CHALLENGE (Three Stages) |
| Between Sessions 2 - 3 |
+-------------------------------------------+
CHALLENGE 33: Point Challenge
+-----------------------------+
Get 75,000 points on this race track
Tip Author: ssxtitan
~ between sessions 2 and 3
~ get 75,000 points on this rade track
~ very easy link some tricks on the bigger jumps
CHALLENGE 34: Point Challenge
Get 150,000 points on this race track
Tip Author: ssxtitan
between session 2 and 3
~ get 150,000 points on this race track
~ pretty easy if you stay on the main path, you come to a big wall
(kinda like a halfpipe wall) I just stayed there because there’s no
time limit, and got 150,000 pretty fast.
CHALLENGE 35: Point Challenge
+-----------------------------+
Get 250,000 points on this race track
These challenges will ask you to achieve a certain point total while
racing down Metro City. Relatively simple, just look for places to
achieve combos and do more than one jump, like the "quarter pipe"
left turn about halfway through.
+-------------------------------------------+
| FLIP FLOP FUN |
| Session 8 |
+-------------------------------------------+
CHALLENGE 37: Flip Flop Fun
+---------------------------+
Do a double backflip then single front flip in the trench up ahead!
This is very simple ~ simply do a double backflip then front flip
as required.
+-------------------------------------------+
| GRINDING TIN |
| Between Sessions 3 - 4 |
+-------------------------------------------+
CHALLENGE 36: Grinding Tin
+--------------------------+
Grind the 4 sequential rooftops on the covered bridge segments ahead!
Walkthrough Author: Naima Majin
When you start use boost to be sure to jump the first gap then simply
cross the second and stay on the left or in the right of the path.
When you are pretty close to the first Rooftop simply use a handplant.
This will allow you to jump over the rooftop and simply end the challenge.
By this you don't need full boost and a perfect jump to get over the rooftop.
Walkthrough Author: WaPiTi
I found a way to easy complete for big challenge 36 on Metro City
1. Jump over the jump where you found the challenge
2. Just before the gap, press select
3. You will be transported just before a left turn
4. Just follow until just after the bridge there is a right turn
5. Then you see the rooftops on your right
6. There is a white shine on the walls below it, jump just before it as you
land on the rail.
7. challenge completed
Walkthrough Author: confessor
1. Make sure that you have max stats. Boost will also help, muchly.
2. Cross the gap between the straight and curved overpasses using the
ramp... IIRC, you shouldn't even need to jump.
3. Aim for the center of the road before you hit the next gap.
4. Jump JUST in time, so the 'natural' boost that would normally help
you cross the gap without jumping will propel your character to the
rooftops.
5. From there, it's on autopilot... just don't do something stupid
like JUMPING again.
+-----------------------------------------------------------------------------+
THE JUNCTION [BIGJunction]
Challenges 38-39
+-----------------------------------------------------------------------------+
+-------------------------------------------+
| BRASH BASH (Three Stages) |
| |
+-------------------------------------------+
CHALLENGE 38: Brash Bash I
+--------------------------+
Break all 4 of the blue panes of glass within 45 seconds!
CHALLENGE 39: Brash Bash II
+---------------------------+
Break all 7 of the yellow panes of glass within 2 minutes!
CHALLENGE 40: Brash Bash III
+----------------------------+
Break five panes of red glass within 2 minutes!
Walkthrough Author: antimony
This is a 3-part BIG challenge. All versions involve panes of
glass suspended from yellow poles over the superpipe.
Part 1: Break 4 panes of blue glass, which are not very high up,
in 45 seconds.
Part 2: Break 7 panes of yellow glass, fairly high up, in 2 minutes.
Part 3: Break 5 panes of red glass, which are way up there, and the
third one is hung vertically, not horizontally, in 2 minutes.
None of them are that hard -- if I can beat it, it's not that bad.
I did it with a fairly powered Allegra, and an almost-newly started
Griff (max stats were either 1 or 3 -- I can't remember when I upgraded.)
Tips for anyone still having trouble: First, UBER status carries over
between challenge restarts. Starting with full boost (and possibly
SUPER UBER status) is far from necessary, but it makes it easier
to hit the first high pane (especially on Part 2). The panes are
all (except possibly the vertical one in part 3) hung directly
above one of the lines on the pipe. Try a few times and get a feel
for where each pane is, and then you can use the lines for targeting.
This is easier (IMHO) than finding a line that naturally hits all
of them, since the spacing doesn't seem to be uniform. For the
vertical one, just line up and hope. The other 4 in that one aren't
much harder than the yellow panes, so 2 minutes gives you a while
to fling yourself at the vertical pane.
Tip Author: ssxtitan
~ Right before the pipe
~ break all 7 of the yellow pains of glassss within the 2 minutes
~ don’t use too much boost. Too much wasted time in the air
===============================================================================
PEAK 2 - $4000 for each challenge [BIGPeak2]
===============================================================================
Session Points for Peak 2
Author: Vix
+-----------------------------------------------------------------------------+
RUTHLESS RIDGE [BIGRidge]
Challenges 41 - 45
+-----------------------------------------------------------------------------+
Session Point Locations;
Gate Masters: 2-3
Point Challenge: 2-3
Cherry Picker: 4-5
+-------------------------------------------+
| GATE MASTERS (Three Stages) |
| Between Sessions 2 - 3 |
+-------------------------------------------+
CHALLENGE 41: Gate Masters I
+----------------------------+
Make it through all the gates
Tip Author: ssxtitan
~ between sessions 2 and 3
~ make it through all the gates
~ go slow, there’s no time limit. Make sure you boost for the last gate
as it is right on the other side of a jump. You’ll see what I mean.
CHALLENGE 42: Gate Masters II
+-----------------------------+
Make the gates before time runs out
CHALLENGE 43: Gate Masters III
+------------------------------+
Make the gates before time runs out
Question and Answer Help: cpd224, FishEye
Q: Can someone tell me the best way to get gate 8 on the 44 gate
challenge? It always pisses me off cause I can't figure out the best
way to get it. Also that one that you come to after the second
collapsing bridge makes me so freaking mad.
A: Gate 8 is still a pain for me, I tried doing it just now
to see which ones you're talking about and I could only hit it maybe
50% of the time. The only thing I can suggest is to drift through
gate 7 with just enough speed that it'll drop you on to the back of
that next piece of land. Try to go through gate 7 close to the very
middle of the gate and pointing a little to the left. You need to
land in the middle of that next piece of ground and far enough back
that if you boost and then jump at the end of it, it should send you
straight through gate 8.
As far as the gate after the 2nd bridge - having just tried it and
nearly sailed over it I take it that's what's happening. What I would
normally do for that gate was "cheat" and select reset as soon as
I hit that second bridge. It should place you on the other side of
the bridge pointing directly at the gate. I use the select reset
quite a bit on that gate challenge, mainly because you just get
going too fast and/or come off a jump pointing slightly the wrong
way and you don't have enough time to correct yourself before you
breeze past the gate. And 95% of the Gravitude gates you can't
backtrack and get because the decline of the mountain is so steep.
I guess it may be cheating a little but oh well. :)
Tip Author: ssxtitan
~ very beginning, hard to miss
~ make it through all the gates
~ go slow, theres no time limit. Make sure you boost for the last
gate as it is right on the other side of a jump.
+-------------------------------------------+
| POINT CHALLENGE |
| Between session 2 - 3 |
+-------------------------------------------+
CHALLENGE 44: Point Challenge
+-----------------------------+
Get 275,000 points on this track
Tip Author: gondee
Again, if you are having trouble reaching the point totals,
look for locations to do repeated jumps and string a combo down as much
of the track as you can. It's entirely possible for you to do this point
challenge in the first couple of tries.
Tip Author: ssxtitan
~ between sessions 2 and 3
~ get 275,000 points for this track
~ once again big air lots of ubers and link them all together, there’s no
time limit so really take your time and make sure you get those points.
+-------------------------------------------+
| CHERRY PICKER |
| Between Sessions 4 - 5 |
+-------------------------------------------+
CHALLENGE 45: Cherry Picker
+---------------------------+
Take the high line and hit all the collectibles
Tip Author: ssxtitan
~ between sessions 4 and 5
~ take the highline and hit all the collectibles
~ go at a moderate pace you will still have plenty of time to complete it
and you wont get air that’s to big, because you need to be able to take
turns. Watch out for the third one, it's right and up, slow down so you
don’t get the second and then fly left making it impossible to get #3
+-----------------------------------------------------------------------------+
LAUNCH TIME [BIGLaunchTime]
Challenges 46 - 49
+-----------------------------------------------------------------------------+
+-------------------------------------------+
| OVER THE TOP |
| Session 2 |
+-------------------------------------------+
CHALLENGE 46: Over The Top
+--------------------------+
Jump up and get over the rock outcropping and perform an 1800 degree spin
off the next big jump!
Walkthrough Author: Renato
~ Handplant onto the fence and press forward. Prewind and jump just off the
rail's edge. You should get there easily after a couple of tries.
~ On top of the "outcropping rock", swing to the left very slightly so you
can get on the next big jump.
~ Do a 1800 off of it. If you're having trouble with this, just do one
continous spin, BS or FS, without any additional grabs or flips until you
get 5,000 points (hint: "D-tapping" helps)
Tip Author: Silverstarfire
Get Uber, then enter the challenge, so that you have plenty of boost.
From the start point, boost all the way down to the jump ramp, then
get up and over the rock/snow outcrop. Hold the boost button, so that
when you land on the other side, you can do a 1080 spin from the next
jump ramp.
Tip Author: ssxtitan
~ very beginning, right in front of gates
~ jump and get over the rock outcropping and perform an 1800 degrees
spin off the next big jump
~ take the thinner longer jump ahead of you on the right clear the outcrop,
then when you land immediately prewind left or right and jump well for
the 1800 spin. Took me a few times.
+-------------------------------------------+
| BIG TRICKS WARM-UP (Three Stages) |
| |
+-------------------------------------------+
CHALLENGE 47: Big Tricks warm-up
+--------------------------------+
360 Tailgrab
Tip Author: ssxtitan
~ very beginning right next to
~ do a 360 tailgrab
~ do one off the big jump dead ahead, remember it's just a 360
tailgrab (not much)
CHALLENGE 48: Big Tricks Qualifier
+----------------------------------+
Pick your jumps to do a triple backflip and then a double frontflip in one run
CHALLENGE 49: Big Tricks Final
+------------------------------+
Backflip, double backflip AND triple backflip in one run
TIP: Silverstarfire
First level: (easiest challenge in the game!) do a 360 tailgrab.
Second: Do a triple backflip, then a double backflip.
Third: Do a backflip, a double backflip, and a triple backflip. The
game says 'in the same run', but what it means is "in order".
+-----------------------------------------------------------------------------+
SCHIZOPHRENIA [BIGSchizo]
Challenges 50 - 52
+-----------------------------------------------------------------------------+
+-------------------------------------------+
| THE HOOPSTA (Three Stages) |
| |
+-------------------------------------------+
CHALLENGE 50: The Hoopsta I
+---------------------------+
Air through the 2 half-hoops in order from top to bottom
CHALLENGE 51: The Hoopsta 2
+---------------------------+
Air through the 4 half-hoops in order from top to bottom
CHALLENGE 52: The Hoopsta 3
+---------------------------+
Get through all 8 half hoops in order from top to bottom of the halfpipe
Tip Author: gondee
You are a human basketball in this one. Remember to get enough air
to go through the hoops from above, not below.
+-----------------------------------------------------------------------------+
INTIMIDATOR [BIGIntimidator]
Challenges 53 - 57
+-----------------------------------------------------------------------------+
Session Point Location:
Just Gates: 2-3
Point Challenge: 2-3
Missing Masonry: 3-4
+-------------------------------------------+
| JUST GATES (Three Stages) |
| Between Sessions 2 - 3 |
+-------------------------------------------+
CHALLENGE 53: Just Gates
+------------------------+
Make it through all the gates
Tip Author: ssxtitan
~ between sessions 3 and 4
~ make it through all the gates
~ I think the key to these gate challenges is to go at a moderate pace,
just as fast as you need to go to make jumps and stuff, try not to go
to big off jumps though or you’ll fly right over the gate, and stay
on the left in the tube.
CHALLENGE 54: Race Gates
+------------------------+
Make the gates before time runs out
CHALLENGE 55: Tricky Gates
+--------------------------+
Make all the gates and get 100,000 points
+-------------------------------------------+
| POINT CHALLENGE |
| Between Sessions 2 - 3 |
+-------------------------------------------+
CHALLENGE 56: Point Challenge
+-----------------------------+
Get 300,000 points on this track
Tip Author: ssxtitan
~ very beginning straight ahead
~ get 300,000 points on this track
~ link ubers into one big combo the whole way down and you
should have no problem.
+-------------------------------------------+
| MISSING MASONRY |
| Between Sessions 3 - 4 |
+-------------------------------------------+
CHALLENGE 57: Missing Masonry
+-----------------------------+
Grind all 4 segments on the left side of the collapsed bridge
Tip Author: ssxtitan
~ between sessions 3 and 4
~ grind all 4 segments on the left side of the collapsed bridge
~ well this one took me a couple tries. The way I finally did it
was to make sure I had some boost when starting, then go to the
base of the first rail on the left and almost stop, then handspring
onto the rail and play around with how much boost it takes to jump
onto all 4 rails. There’s definitely some trial and error on this
one. By the way, you have to grind them going down hill. I hit
all 4 going uphill and it didn’t work.
+-----------------------------------------------------------------------------+
STYLE MILE [BIGStyleMile]
Challenges 58 - 62
+-----------------------------------------------------------------------------+
Session Point Locations:
Rail Wizardry: 6-7
Target Practice: 2-3
Time Challenge: 2-3
+-------------------------------------------+
| RAIL WIZARDRY (Three Stages) |
| Between Sessions 6 ~ 7 |
+-------------------------------------------+
CHALLENGE 58: Rail Wizardry I
+-----------------------------+
Grind all 3 rails without touching the ground or wiping out!
CHALLENGE 59: Rail Wizardry II
+------------------------------+
Grind all 3 rails and perform a 360 on the camel hump section to land back
onto the rail!
CHALLENGE 60: Rail Wizardry III
+-------------------------------+
Grind all 3 rails and perform a double backflip on the camel hum section
back onto the rail!
Tip Author: ssxtitan
~ behind Chinese houses, where you can either go left or right
toward bottom of run
~ grind all 3 rails without touching the ground or wiping out
~ pretty straight forward, get on rail, put board horizontal,
balance and boost. The rails are all straight ahead, you’ll
boost right on
+-------------------------------------------+
| TARGET PRACTICE |
| Between Sessions 3 ~ 4 |
+-------------------------------------------+
CHALLENGE 61: Target Practice
+-----------------------------+
Find and hit all 5 moving targets!
Tip Author: ssxtitan
~ beginning on the left
~ find and hit all five moving targets
~ slow down so you don’t jump over any. Run through them, you just have
to hit them, not jump and hit them, or punch them or anything like that.
+-------------------------------------------+
| TIME CHALLENGE |
| Between Sessions 2 ~ 3 |
+-------------------------------------------+
CHALLENGE 62: Time Challenge 2
+------------------------------+
Beat the timer to the bottom of The Style Mile
Tip Author: ssxtitan
~ very beginning left
~ beat the timer to the bottom of style mile
~ use the rails and boost and you should hhhave no problem
+-----------------------------------------------------------------------------+
RUTHLESS [BIGRuthless]
Challenges 63 - 67
+-----------------------------------------------------------------------------+
Session Point Locations:
Shoot the Hoops: 5-6
Yard Sale: 1-2
Ridge Runner: 6
+-------------------------------------------+
| SHOOT THE HOOPS (Three Stages) |
| Between Sessions 5 - 6 |
+-------------------------------------------+
CHALLENGE 63: Shoot the hoops
+-----------------------------+
Backflip through each hoop gate
Tip Author: ssxtitan
~ hiding in left part of large cave, tuckeeed behind rocks
~ backflip through each hoop gate
~ ride straight to rocks then reset to get lined up with first
one, jump early on the second one, jump early and high on the
bank on the third and the fourth ride the log through the hoop
and then do a backflip.
CHALLENGE 64: Grind 14 logs
+---------------------------+
Tip Author: Adam Royalty
~ The route is not important, the trick lies in going as slow as
possible when you begin to grind on a log. By grinding slowly and
taking small bunny hops along the spine of each log or tree you get
credit for 4 or 5 grinds on each object.
CHALLENGE 65: Stay Grounded 2
+-----------------------------+
Tip Author: Adam Royalty
~ Move very slowly at all times
~ Go strait off the 2 jumps. Taking a left at the arch ahead leads you
into a bowl, at the end of which is a drop off that you can slide down
without any air if you move slowly enough. Travel down the spiraling
drops either by jumping or railing. The trail splits in three
directions; go left and work your way down and stay left until just
before you reach the opening. The path then winds down to a fork.
Turn right of the snow spine and stay left avoiding the jump that
spurs off the right side of the path. Finally, the trail opens up
into three channels, take the right one and your finished.
~ If your having trouble, try resetting yooour border just as you go
off the two jumps in the beginning or the logs in the middle section.
+-------------------------------------------+
| YARD SALE |
| Between Sessions 1 - 2 |
+-------------------------------------------+
CHALLENGE 66: Yard Sale
+-----------------------+
Help a skier pick up the three pieces of lost equipment
Tip Author: ssxtitan
~ about 10 seconds into the run dead centeeer in the track
~ help a skier(yeah right) pick up 3 pieceees of equipment
~ go straight ahead til you see the poles (get 'em), then go right
a little until you see gloves, then on the right you’ll see boots
or something like that.
+-------------------------------------------+
| RIDGE RUNNER |
| Session 6 |
+-------------------------------------------+
CHALLENGE 67: Ridge Runner
+--------------------------+
Grind your way to the bottom of this section without touching the ground!
Tip Author: ssxtitan
~ after bottom of run, start there anyway...
~ grind your way to the bottom of this section without touching the ground
Tip Author: gondee
Are you having a hard time finding where to start the grinding at?
Go down the right path, ahead you should see a tree. This tree will fall
over and you must grind it to begin your challenge. If it doesn't fall,
try running into the tree first, this will lead you to grind a series of
rails and you pass the challenge.
===============================================================================
PEAK 3 - $6000 for each Challenge [BIGPeak3]
===============================================================================
Session Points for Peak 3
Author: Vix
+-----------------------------------------------------------------------------+
GRAVITUDE [BIGGravitude]
Challenges 68 - 71
+-----------------------------------------------------------------------------+
Session Point Locations:
Giant Slalom: 1
Point Challenge: 1
+-------------------------------------------+
| GIANT SLALOM (Three Stages) |
| Session 1 |
+-------------------------------------------+
CHALLENGE 68: Giant Slalom Qualifier
+------------------------------------+
Simple: Just make it through all the gates
Tip Author: ssxtitan
~ between session points 2 and 3
~ make it through all the gates
~ go slow it makes it so much easier, that and always keep one eye
looking down hill for that next gate. Some are behind out of bounds
signs.
CHALLENGE 69: Giant Slalom Qualifier
+------------------------------------+
69: Giant Slalom Qualifier= Make it through all the gates within 3:30
Tip Author: Psymon2004
~ Seeing as this is the second gate goal on this level you should be
familiar with where the gates are.
~ Remember if you're struggling just keep your cool and keep trying.
CHALLENGE 70: Giant Slalom Qualifier
+------------------------------------+
70: Giant Slalom Qualifier= Make it through all the gates in 3:00
Tip Author: Psymon2004
~ The third and the hardest, if you are getting stressed out by this take
a break or watch some t.v (it helped me)
Tip Author: Andrew
On Gravitude, the Giant slalom challenges (68, 69, 70):
This is by far the hardest set of challenges for me. The gate that almost
always gets me is after you bust through the out of bounds glass to the
right, come around the bend, jump a gap, and then have to jump over a gap
into a gate. I've found that the best way to do it is to come off the
*previous* gap at just barely over 40MPH. You should catch the landing
ramp. The goal here is to land as short as possible and give yourself as
much time on the ground as possible before trying to make the hard jump.
This will give you more time to line up your jump and if you full pre-wind
and boost a little bit, you'll also have perfect height for the gate.
+-------------------------------------------+
| POINT CHALLENGE |
| Session 1 |
+-------------------------------------------+
CHALLENGE 71: Point Challenge
+-----------------------------+
Get 350,000 points on this race track
Tip Author: gondee
This point challenge is very high - 350,000. Be sure to pick the
best scoring route and not a race route. Also, link all your tricks
together in one single combo using the boardpress for the entire
track and you should be able to accomplish this trick total. Good
luck!
Tip Author: ssxtitan
~ between sessions 2 and 3
~ get 350,000 on this race track
~ I had to do do well off each jump in the main path and make sure
that I linked all those uber jumps all the way to the bottom. If
you know any monster tricks I am sure this would help.
+-----------------------------------------------------------------------------+
KICK DOUBT [BIGKickDoubt]
Challenges 72 - 76
+-----------------------------------------------------------------------------+
Session Point Locations:
Grinder: 2-3
Play It Safe: 1-2
Time Challenge: 1-2
+-------------------------------------------+
| GRINDER (Three Stages) |
| Between Sessions 2 - 3 |
+-------------------------------------------+
CHALLENGE 72: Grinder
+---------------------+
Grind 250 meters before time runs out
Tip Author: ssxtitan
~ between sessions 2 and 3
~ grind 250 meters before time runs out
~ I hauled ass down track to the caves which are loaded with rails
and got the amount needed very easily and quickly
CHALLENGE 73: Pepper Grinder
+----------------------------+
Grind 400 meters before time runs out
CHALLENGE 74: Meat Grinder
+--------------------------+
Grind 600 meters before time runs out
+-------------------------------------------+
| PLAY IT SAFE |
| Between Sessions 1 - 2 |
+-------------------------------------------+
CHALLENGE 75: Play it Safe 3
+----------------------------+
Get 300,000 points without falling
Tip Author: ssxtitan
~ between sessions 1 and 2
~ get 300,000 point without falling
~ look for big jumps and multipliers, do ubers and string them together,
when you think you are close let the combo string end and collect those
points. I thought I had it and collected my combos but I was still off
by five thousand so I just did one more trick and I was done. If you
think you are going to hit rocks or something use the board press it
helps you bounce off stuff so that you don’t fall.
+-------------------------------------------+
| TIME CHALLENGE |
| Between Sessions 1 - 2 |
+-------------------------------------------+
CHALLENGE 76: Time Challenge 3
+------------------------------+
Beat the timer to the bottom of Kick Doubt Slopestyle
Tip Author: ssxtitan
~ between session 1 and 2
~ beat the timer to the bottom of kick doubt
~ very easy just don’t go off jumps, and try to use rails (rails that aren’t
jumps that is), I did it first time with like 10 seconds to spare, and I’m
no race guy!
+-----------------------------------------------------------------------------+
THE THRONE [BIGTheThrone]
Challenges 77 - 81
+-----------------------------------------------------------------------------+
Session Point Locations:
Combat Training: 2-3
New Line Collectibles: 3-4
Play it safe: 1-2
+-------------------------------------------+
| COMBAT TRAINING (Three Stages) |
| Between Sessions 2 - 3 |
+-------------------------------------------+
CHALLENGE 77: Combat Training
+------------------------------+
Hit 6 Punching Bags
Tip Author: ssxtitan
~ between sessions 2 and 3
~ hit six punching bags
~ I went dead slow, and you don’t have to punch them or anything,
just rub into them, go slow and try to do a lot of left to right
(traversing)
CHALLENGE 78: Combat Level 2
+----------------------------+
Hit 10 Punching Bags
Tip Author: laidback0378
One important point to note about the combat training challenges on The Throne
is that instead of trying to hit 6, 10, or 14 different dummies, you can
simply position yourself near one and hit it multiple times. This makes
the challenge MUCH easier.
CHALLENGE 79: Combat
+---------------------+
Hit 14 Punching Bags
Tip Author: Rob
I have found a nice way of passing the Throne's aggression/punching-bag tasks.
Come to a complete stop on top of one of the punching bags and it will get
continuously get knocked down.
Of course coming to a complete stop might be the hard part...
+-------------------------------------------+
| NEW LINE COLLECTABLES |
| Between Sessions 3 - 4 |
+-------------------------------------------+
CHALLENGE 80: New Line Collectibles
+-----------------------------------+
Collect the Collectibles on this line
Walkthrough Author: Dreaming Gamer
There are eight in total. They look similar to the V-shaped arrows
collected in the "Go Spelunking" challenge on Peak 1. First Collectible:
Located in front of you at the start of the challenge. As you jump, do a
quick tweaked grab/spin to build up some boost (you'll need it later).
Second Collectible: The drop off leads to a short curved cavern. Make
a banking left turn, slowing down a little. Up ahead at the end of the
cavern is the second collectible. Third Collectible: Crossing the land
bridge, you'll see the third collectible floating near a raised ridge.
Aim for it so that you're approaching it slightly from the left.
Fourth Collectible: Upon clearing the raised ridge, land and veer right
over the hill crest. There will be an extended narrow ledge leading to
the fourth collectible over a shallow gap. Aim properly and just coast
off the edge of the projected ledge. Fifth Collectible: Up ahead and to
the left is a darkened valley where the wind is blowing more strongly.
Here is another drop and, further ahead, a leaning tree next to a hole.
The fifth collectible is in the hole.
Sixth Collectible: Stay in the hole and proceed downward. At the end
is a lighted opening. Across from it is another narrow cavern,
separated by an abyss. Floating at the mouth of the cavern is the
sixth collectible. Seventh Collectible: Proceed forward through the
cavern until you reach the opening, The seventh collectible is up ahead,
along the right lip of the leftmost "half-pipe." Simply drop off to the
left. Eight Collectible: As long as you stay in the leftmost icy "half
pipe", this one is pretty straightforward. Board until you spot a tree
ahead of you. Grinding it will reward you with the last collectible.
+-------------------------------------------+
| PLAY IT SAFE |
| Between Sessions 1 - 2 |
+-------------------------------------------+
CHALLENGE 81: Play it Safe 2
+----------------------------+
Get 250,000 points without falling
Tip Author: ssxtitan
~ between sessions 1 and 2
~ get 250,000 points without falling
~ this took me a few times of linking ubers. I went off the jump that
is directly in front of you first, everything after that was different
every time until I got it, the one thing though is link those ubers.
+-----------------------------------------------------------------------------+
MUCH-2-MUCH [BIGMuch2Much]
Challenges 82 - 85
+-----------------------------------------------------------------------------+
+-------------------------------------------+
| NO WINGS NEEDED |
| |
+-------------------------------------------+
No Wings Needed
----------------
CHALLENGE 82: No Wings Needed
+-----------------------------+
Get a total of 23 seconds of air time in the Big Air event
Tip Author: ssxtitan
~ just after session point 2, it's almost oon top off it.
~ get a total of 23 seconds of air time in the bug air event
~ stay up top and it shouldn’t be too toughh, I did it first time through
stayed on the left and stayed up top.
Tip Author: GoldenSun16
An easy way to win is by keeping on pressing Select and restarting your
character who will be dropped out of the air repeatedly and it will add
up to 23 seconds of air time very quickly.
+-------------------------------------------+
| POPPING DADDY (Three Stages) |
| |
+-------------------------------------------+
CHALLENGE 83: Popping Daddy I
+-----------------------------+
Pop all the balloons.
Tip Author: ssxtitan
~ between top and session point 2.
~ pop all the balloons
~ take the bottom jump on right at anglee so that it shoots you back to the
left side of the course, popping the first balloon, then take next jump
on left popping the next balloon, and then stay up top and take a small
jump off the top last jump to fall onto the last balloon.
CHALLENGE 84: Hit the Landing Targets
+-------------------------------------+
Pop all the balloons.
CHALLENGE 85: Human Dart Board
+------------------------------+
Pop all the balloons.
+-----------------------------------------------------------------------------+
PERPINDICULOUS [BIGPerp]
Challenges 86 ~ 88
+-----------------------------------------------------------------------------+
+-------------------------------------------+
| TRICK SARGEANT (Three Stages) |
| |
+-------------------------------------------+
CHALLENGE 86: Trick Sergeant I
+------------------------------+
A series of tricks will be displayed on screen. Perform the tricks as
they're called within 60 seconds.
Tip Author: ssxtitan
~ on top of session point 2, so start at toop of run
~ a series of tricks will be displayed on sscreen. Perform the tricks
as they’re called within 60 seconds
~ know your tricks - if you don’t know themm by this point then go spend
some time in freeride mode just learning the different grabs. It will
help you immensely, cause if you don’t know what they are you’ll be doing
this challenge forever, here’s some - R2= indy air, L2= mute air,
R1=stalefish air, L1= method air, good luck.
CHALLENGE 87: Trick Sergeant II
+-------------------------------+
A series of tricks will be displayed on screen. Perform the tricks as
they're called within 60 seconds.
CHALLENGE 88: Trick Sergeant III
+-------------------------------+
A series of tricks will be displayed on screen. Perform the tricks as
they're called within 60 seconds
b. CAREER HIGHLIGHTS: [ChallengeCareer]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Career Highlights are benchmarks in the game you need to achieve
to both unlock the names of the Monster Tricks and get 100% in
the game. Below each I will put a track that is a good place to
try to achieve these:
I have added notes on a few of these in case you were having trouble.
CAREER HIGHLIGHT SUGGESTED LOCATION TO TRY
+-----------------------------------------------------------------------------+
Stay on a rail for 25 meters Try it just about anywhere.
Stay on a rail for 120 meters Any Slopestyle course, try Style Mile.
Stay on a rail for 300 meters The subway in Metro City.
Hold a handplant for 3 seconds Anywhere you can handplant.
Hold a handplant for 5 seconds Anywhere you can handplant.
Hold a handplant for 8 seconds Anywhere you can handplant.
Stay in the air for 5 seconds Any Big Air Event.
Stay in the air for 8 seconds Much2Much (final jump on upper left side)
Stay in the air for 9 seconds Much2Much (final jump on upper left side)
Knock down 3 people in a race Any race. Try Snow Jam - nice open areas.
Knock down 6 people in a race Any race.
Knock down 10 people in a race Any long race.
SPECIAL TIP:
The trick here is to go very slow and
not care about winning. Anger one of the
competitors near the back of the pack
and continuously slow down to let them
catch up with you. Then, when they come
near you, pound 'em. :)
Do 5 Ubergrinds in 1 event Any Slopestyle event.
Do 8 Ubergrinds in 1 event Any Slopestyle event.
Do 10 Ubergrinds in 1 event Any Slopestyle event.
Do 5 Ubers in 1 event Any event, try Superpipe.
Do 8 Ubers in 1 event Any event, try Superpipe.
Do 10 Ubers in 1 event Any event, try Superpipe.
Get 150,000 in 1 event Superpipe or Slopestyle.
Get 500,000 in 1 event Superpipe or Slopestyle.
Get 1,000,000 in 1 event Try the All-Peak Jam on Peak 3.
Do a 10x combo in an event Try any slopestyle or superpipe event.
Do a 20x combo in an event Try any slopestyle or superpipe event.
Do a 100x combo in an event Any EVENT - SPECIAL TIP:
This is a little tricky. Either do it
fairly and try for a 100x combo in
any of the racing, slopestyle or
Peak Jam events. Or you can be cheap
and simply pick any event, come to a
complete stop and do 180's over
and over in one place until you
reach a 100x combo and then finish
(try Superpipe,heheh.)
One more trick to get 100x in an event
from Mothlos: "Another easy way to get
100x trick bonus is to get on a rail,
preferrably slowly, and quickly flip
the board press toggle forward and
back. You do a ton of tiny 10 point
tricks. My personal record is 826x."
Monster Tricks unlocked by doing Career Highlights:
CAREER HIGHLIGHT MONSTER TRICK
+---------------------------------------------------------------+
Stay on rail for 25 meters Da House Cat
Stay on rail for 120 meters Thrice
Stay on a rail for 300 meters: Swollen member
Hold a handplant for 3 seconds: Yellowcard
Hold a handplant for 5 seconds: Alpine Star
Hold a handplant for 8 seconds: MxPx
Stay in air for 5 seconds: Aphrodite
Stay in air for 8 seconds: Ultimate dnL BOOST
Stay in air for 9 seconds: Deepsky
Knock down 3 people in a race: Fischerspoon
Knock down 6 people in a race: Basement Jaxx
Knock down 10 people in a race: N.E.R.D. Fly or Die
Do 5 Ubergrinds in 1 event: Finger 11
Do 8 Ubergrinds in 1 event: Autopilot Off
Do 10 Ubergrinds in 1 event: The Automator
Do 5 Ubers in 1 event: Black Eyed Peas
Do 8 Ubers in 1 event: Placebo
Do 10 Ubers in 1 event: Overseer
Get 150,000 in 1 event: Chemical Brother
Get 500,000 in 1 event: Ultimate dnL FLIPIT
Get 1,000,000 in 1 event: X-Ecutioner
Do a 10X combo in an event: Audio Bully
Do a 20X combo in an event: Stoneage
Do a 100X combo in an event: Juana's Addiction
c. PLATINUM MEDALS [ChallengePlatinum]
+-----------------------------------------------------------------------------+
Platinum Medals are simply medals that require a higher score to get - they are
sort of a "gold's gold medal" in SSX 3. Each track in the Walkthrough section
has the score required to get Platinum. Although they are listed in the game,
I do not believe they are required to get 100% in the game. They are simply
an extra challenge for those that want to prove they have Mastered SSX 3. A
Master's "Gold Medal", if you will. :)
===============================================================================
SECTION FOUR: COLLECTION [CollectStart]
===============================================================================
This section will contain a list of everything you need to collect, unlock
or buy, from Snowflakes to Ubers to the Items, etc. to help get 100% in
the game.
A. Collectables [CollectCollect]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section will detail the number of collectables per track and point out
the location of some of the more difficult to find. Collectables are, quite
simply, the little light blue snowflakes you must collect that you get
various amounts of money for ($500 on Peak 1, $1000 on Peak 2, $2000 on
Peak 3.)
If you would like to submit locations for a few of the harder-to-find
snowflakes, by all means, e-mail me at
[email protected]. One line of
description about where to look for them should do the trick and help
others who have scoured the tracks looking for the snowflakes.
Please remember that you can check how many collectables you have gotten
in the game by choosing "Transport" from the Pause Menu, and then pushing
Square. This brings up statistics on how many BIG Challenges, collectables
and what medals you have gotten for each track. Very useful.
NOTE: Mega-huge-ultra-ginormous thanks to Vix for the Checklist of
collectables for each section.
Collectable-Collecting Tips:
1)If you're looking for collectibles, always go slow over big jumps, they
tend to be hidden on the down slope, where you'll usually jump over them.
Author: Yuping00
2) If you are having a hard time figuring out where some of the snowflakes
are, try adjusting the camera angle to "far" - they seem to stick out like
a sore thumb then. Additionally, try doing an run in event mode and then
using the replay option and the "manual camera" to find snowflakes as well.
+-----------------------------------------------------------------------------+
PEAK 1 - All snowflakes worth $500
+-----------------------------------------------------------------------------+
GREEN STATION - 5 total
+----------------------+
Collectibles
[_]1 [_]2 [_]3 [_]4 [_]5
SNOW JAM - 44 total
+------------------+
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10
[_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20
[_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30
===[ Hard to find Snowflakes ]===
Author: laidback0378
1. Just prior to last jump in level there is a snowflake on the roof
of the ice tunnel. Use the challenge to practice/get it.
General notes: there are 18 flakes before the "foggy" jump. (Before
the first jump from session pt 5)
METRO-CITY - - 35 total
-----------------------
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10
[_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20
[_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30
[_]31 [_]32 [_]33 [_]34 [_]35
===[ Hard to find Snowflakes: ]===
Author: laidback0378
1. from the "grinding tin" challenge, follow course, staying to the left
(near the blue fence) when the last section of fence ends, and just after
the orange rail begins, go under rail to find a snowflake.
2. from same starting position, take the rail on the inside of same turn.
Rail leads to a series of rails, billboards, and building roofs that can
be grinded. Try to keep speed low to collect all the snowflakes (4 in
total). General notes: Flakes spread out over multiple paths and hidden
in nooks and crannies. Good luck!
A few harder to find others in Metro City:
1. Directly off to the far right when you begin.
2. Off to the left near the end of the track
3. On the jumps where you break the glass, there a snowflake
on the right side through that glass.
4. Hit the subway below the city for the ones you may have missed.
5. Past the out of bounds sign at the beginning, grind the two
pipes and jump the building ahead. It's on top of the building.
R&B - 30 total
--------------
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10
[_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20
[_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30
===[ Hard to find Snowflakes: ]===
Author: Laidback0378
1. From the "playing it safe" BIG challenge area, take the middle of the
three rails and when it ends manuever to stay on upper level. Head
towards the jump with the X5 multiplier (its silver) and jump off the
left corner. You will land on another jump, this one going crosswise
over the course. Flake just before this ramp.
2. From session point 3, stay along right hand fence, and jump up hill
where fence ends. snowflake is on suspended rail.
3. From session point 4, go straight and when you land turn slightly to
the right. Boost up the hill and jump, handplanting onto rail. Then
boost rail to snowflake.
CROW'S NEST - 2 total
---------------------
Collectables
[_]1 [_]2
Look for collectables off to the right side on the fence.
DISFUNKTION JUNCTION - 5 total
+-----------------------------+
Collectables
[_]1 [_]2 [_]3 [_]4
HAPPINESS - 44 Total
---------------------
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10
[_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20
[_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30
[_]31 [_]32 [_]33 [_]34 [_]35 [_]36 [_]37 [_]38 [_]39 [_]40
[_]41 [_]42 [_]43 [_]44
===[ Hard to find Snowflakes: ]===
Author: Laidback0378
1. From top of mountain, bear left, and hug hill on your right side.
Follow until completely behind hill.
2. From session point 4, go straight through this section, and when you
come to a split, bear left, but just before the avalanche caused by the
osprey make a quick right. This path leads to two (2) snowflakes.
3. From "botton" session point, take the left path, and make your first
right. Stay in ravine and it will put you on a straight line path to
a snowflake.
+-----------------------------------------------------------------------------+
PEAK 2 - All Snowflakes worth $1000
+-----------------------------------------------------------------------------+
YELLOW STATION - 5 total
------------------------
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5
RUTHLESS RIDGE - 30 total
-------------------------
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10
[_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20
[_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30
===[ Hard to find Snowflakes ]===
Author: laidback0378
1. At end of "high road" shortcut stay to the left side of jump, jump
and boost, and you will land in a small cave with a snowflake.
2. Top right corner of hill that session pt 5 is located at. Must approach
from previous session point. Flake is on a rail.
3. Snowflake on backside of huge metal wall at the end of course.
general notes: snowflakes on every short/long cut, some rails (especially
rail series), and of course "main" course.
INTIMIDATOR - 25 total
----------------------
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10
[_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20
[_]21 [_]22 [_]23 [_]24 [_]25
===[ Hard to find Snowflakes ]===
Author: laidback0378
1. From session point 4, go through long ice tunnel, cut HARD left upon
exiting tunnel to hit shortcut. There is a snowflake on the rail, and
another in the far left corner of the shortcut, by the wooden wall.
2. (The 3 snowflakes near the bottom of course) from "bottom" session point,
go around first turn, and at second turn will be two purple flares.
Above and slightly to the right is a flake. If you go off this same
area again, cutting a little more to the right, you can hit a second
flake. When you get the second flake you will land in between 2 more
purple flares. Cut HARD left to arrive in another area with a snowflake.
STYLE MILE - 30 total
---------------------
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10
[_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20
[_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30
===[ Hard to find Snowflakes ]===
Author: laidback0378
1. From session point 3, go down course until checkpoint, then stay in
middle of track, looking for tree trunk pointing OUT of the ground.
Grind and jump off this (jump early b/c tree breaks) and onto upper
level. Grind the tree trunk you find up here, and it will put you
in a straight line to pick up a flake.
2. From session point 3, go down course until checkpoint, then stay left.
Take left most rail before house to put you on top of house. (There are
two snowflakes to the left of the house, and two on top as well). Grind
series of rails, and when you get to log, grind and boost this. When you
land, grind another rail for a snowflake.
3. From session point 4, go straight down course, past collection of logs,
and stay left. Rail in front of you that you can jump directly on (from
ground versus off logs) with a snowflake.
4. From session point 5, go down course, over bridge (or jump chasm) and line
yourself up for jump off of left ramp. Go off on the right side 3/4 of the
way up ramp to hit flake in midair.
5. From session point 6, go down course, stay to left, and when you see rail
just before billboards, grind it. After second billboard, boost and jump
just prior to the "Y" on cable. You will land on a second cable. Don't use
boost at all. When cable goes into rock ledge, press hard right (don't use
jump button) and your character will do a 180 and slow down alot. Continue
grinding this ledge, lean a little to the left at the end, to land on top
of billboard. Second billboard has snowflake, but must go slow (or you will
overshoot).
Author: Smeagol
~ after Session Point 4 - to the left of tthe building or hut that you
can grind the top of, there are two logs, each with a snowflake
~ after Session Point 6 - to the left, after some rails and small jumps,
there is another rail leading up to two billboards and a SSX banner. Grind
the rail over the billboards and boost jump off of the banner to another
banner further along that contains a snowflake. Continue and you will
grind the side of the mountain and onto more billboards on the other side
containing another snowflake. I tap jump on the first billboard because
the momentum usually overshoots it on the second billboard.
===[ Location Tips: Krystony and Fisheye ]===
Q: Krystony - In the Style Mile... shortly after session 6, you can see
a snowflake on top of an SSX 3 banner, then to the right - and a little
further down - there's one on a HIGH billboard. They look like they're
connected, but they might not be. Could anyone describe to me how to get
those two?
A: FishEye - Not sure if these are the ones you're talking about but here goes:
~ From the start of Session 6 stay on your left. Go around the corner and head
around the left side of the mountain with the hole in the middle.
~ Continue following the path on the left. It'll curve a little to the right,
there'll be some jumps, etc.
~ Eventually you should see an orange X multiplier on your right side.
Continue on past it on the left side and in front of you should be a hill.
There's a small rail right in front of you but behind that is a short rail
that leads up to the billboards.
~ Ride that rail up on to the billboards and then across an SSX banner. You'll
need to have some speed going and make a jump before it makes it's final turn
in order to get on to the other SSX banner across from it. The Collectible on
this banner is the one you're talking about... I think.
~ Continue along this banner and you'lll actually be railing the edge of the
mountain which will eventually take you to some more billboards - the location
of the other Collectilbe you're referring to... I think (again). Don't take
the billboards too fast or you'll end up naturally leaping over it.
LAUNCH TIME - 5 total
---------------------
Collectables
[_]1 [_]2 [_]3 [_]4
Look for rails to grind and other jumps to hit in order to find some of the
harder to find snowflakes. There is a tough-to-find jump off to the right
side where you crash through a short mine shaft.
Additionally, off the very first jump, on the right side there is a narrow
jump that you can use to get above an outcropping of rock. Up there is a
snowflake.
SCHIZOPHRENIA - 5 total
-----------------------
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5
RUTHLESS - 44 total
-------------------
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10
[_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20
[_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30
[_]31 [_]32 [_]33 [_]34 [_]35 [_]36 [_]37 [_]38 [_]39 [_]40
[_]41 [_]42 [_]43 [_]44
+-----------------------------------------------------------------------------+
PEAK 3 - All Snowflakes worth $2000
+-----------------------------------------------------------------------------+
GRAVITUDE - 30 total
--------------------
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10
[_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20
[_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30
===[ Hard to find Snowflakes ]===
Author: laidback0378
1. The only truly tricky flake is easy enough to spot: from session point 3,
it is just around the next bend suspended in midair. To get it, from
session point 3, cut HARD right, handplant onto the fence, and lean over
to the opposite side. When you get over, immediately stop. Go down to the
lowest "level" up here, it should look like a "D" only rotated 90 degrees.
Line up a little to the right of the snowflake (the grade of the slope will
send you a little to the left) and boost and jump. Once you have this down,
do it again, from session point 3, and don't stop when you get over the
railing. It will take a few tries, but once you get it, repeating it with
other riders will be much easier. General notes: explore every single route
on the course, especially all rails, blue ssx signs, and purple flares.
Do this, and you will have no trouble. Good Luck!
2. From session pt 5, go over the first two jumps. When you land from the
second jump, immediately cut hard right. There should be a series of logs
you can ride UNDER....follow this path around, jumping back accross the
river you jumped over on jump two, and take the turn. Head straight, but
at a slow speed, and you will see another hidden flake ahead.
===[ Q & A from Merqurycity.com ]===
Q - Crissaegrim: "At the beginning of session 3, the path curves right and
the snowflake is high on the left side but the snow is so deep it kills your
speed. I've been trying for almost an hour. I've tried handplanting to the
other side of the blue fence to try and boost over the ice but it's no good.
How in the bloody hell do you get it?"
A - Krystony: "Go to session 3 and immediately handplant the fence to your
right so you end up on the right side of it. Now stay on that hill and veer
to your left. Do a little jump, and with enough trial and error, you should
land on it. Maybe there's an easier way, but that's how I got it.
A - sretsoor: "I did a handplant to the other side of the rail but slowly
proceeded down a bit to a ledge and turned left (you should have the
snowflake ahead of you now) and lining up with the snow flake boosted
and jump into it. Still took a number of attempts."
KICK DOUBT - 30 total
---------------------
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10
[_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20
[_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30
===[ Hard to find Snowflakes ]===
Author: laidback0378
1. From session point 4, stay on the right, and take the ramp on the right
hand portion. Jump at the very lip to get maximum height (unlike superpipe
events). There is a flake on top of the rock overhang, just before the
second 10X multiplier.
2. From "bottom" session point, go over hill, and at next jump (the one where
you jump over a small chasm), brake a little, avoid using boost, and hit
the rail on the left side. If you go over at the right speed, you will
land on another rail with a snowflake. This can be a little hard to spot,
so go slow, and once you know where it is, speed up a little.
3. A little further down the track from that flake, on the right hand side
is a billboard with a flake on it. The easiest way to get it is to stay
on the far left side of the track until the blue fence starts, and when
it does cross over the track, hitting (at an uphill angle) the rail
leading from the billboard. Use boost to get you back up the rail to
the flake.
4. General notes: as with most tracks, explore every route and grind EVERY
rail. Even rails that do not have flakes on them often lead to rails that
do have flakes on them, or will put you in the vacinity of a rail that
does.
MUCH-2-MUCH - 5 total
---------------------
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5
PERPINDICULOUS - 8 total
------------------------
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8
Tip Author: gondee
Q. How do I get the snowflakes suspended in mid-air in the pipe? I can't
reach them when I jump from the middle pipe.
A. You have to handplant into the upperpipes (look for a short red rail
near the end of the main lower pipe). Then once you are in the upper pipes
on either side, maneuver and jump out of the pipe at the far end and land
on some rails below and get those pesky snowflakes.
THE THRONE - 44 total
---------------------
Collectables
[_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10
[_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20
[_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30
[_]31 [_]32 [_]33 [_]34 [_]35 [_]36 [_]37 [_]38 [_]39 [_]40
[_]41 [_]42 [_]43 [_]44
===[ Hard to find Snowflakes ]===
Author: laidback0378
Note: the breakdown of flakes for this course works like this:
A. 8 flakes between "top" session point and session point 2.
B. 10 flakes between session pt 2 and 3.
C. 10 flakes between session pt 3 and 4 (includes the one on the log
leading to the "purple" caves, but not the ones in the purple caves.)
D. 10 flakes between session pt 4 and "bottom" session pt. (includes the
two in the "purple" caves).
E. 5 flakes after session point "bottom".
F. If you add this up, you will see that I am missing one snowflake.
I have found it ten times before and will update this as soon as I find
it again. Hopefully very soon!
1. There are two flakes that are a little hard to get to just before
session point 2, one on a ledge, in clear view, and another on a "ramp"
that leads up to that ledge.
2. the pair that is trickiest to get btwn sp2 and sp3 are the pair in the
caves that you have to jump to reach. They are on the left side, and
you have to jump up to a level where one flake is located, and jump off
the ramp, high into the air, to reach the second.
3. from session point 3, there are 4 different paths you can take. Take the
second to right-most. You will come upon a flake, and after this stop as
you approach the ledge. look down and to the left to see a hard to find
snowflake (it is just easy to miss).
4. there is one more tricky snowflake to find, and as soon as I find it
(again), it will be posted in place of this.
5. From session pt 2, head straight, staying left when the path splits. Boost
onto the next "glacier" and from there jump over the ice wall directly in
front of you. The snowflake is on the backside of this wall.
Tip Author: Werner
laidback0378 writes: "4. there is one more tricky snowflake to find, and as
soon as I find it(again), it will be posted in place of this."
I may have found it (for me it was the last one in this level). Starting
session point 2 go straight through the narrow hole, grind and land (on
the right side the snow breaks down), go straight ahead and take the
second jump on the high ledge directly in front of you, there is the
snowflake, this path is high on the left side of the cannon which
leads to the cave.
B. Rewards [CollectRewards]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section will list all the various things you can get in SSX 3, from art
to trading cards and list what you need to do to get them. Most of the items
can be bought in various lodges on the Mountain. If a specific Peak is listed,
you must go to that Peak's specific lodge to buy the item.
1. ART
Name Location Cost
+--------------------------------------------------+
Concept Allegra 1 Peak 1 $1000
Concept Allegra 2 Peak 2 $1200
Concept Allegra 3 Peak 3 $1600
Concept Allegra 4 Peak 1 $ 500
Concept Elise 1 Peak 3 $1900
Concept Elise 2 Peak 2 $ 750
Concept Griff Peak 2 $1000
Concept Kaori Peak 1 $ 500
Concept Moby Peak 3 $1200
Concept Nate Peak 2 $1500
Concept Psymon 1 Peak 1 $ 700
Concept Psymon 2 Peak 1 $1400
Concept Viggo Peak 2 $ 600
Concept Zoe 1 Peak 2 $2000
Concept Zoe 2 Peak 1 $1200
SSX Future resort Peak 3 $1000
Banzaiiii Peak 3 $ 750
Future stand 1 Peak 2 $ 800
Snowjam concept Peak 2 $ 920
Future Start Gate Peak 1 $ 360
Future stand 2 Peak 1 $ 180
Yeti and icebergs Peak 1 $ 360
Slopestyle concept Peak 2 $ 720
Start gate concept Peak 3 $ 900
Avalanche Peak 1 $1080
Crazy Slopestyle 1 Peak 2 $1260
Crazy Slopestyle 2 Peak 3 $1440
Tram Station Peak 2 $1620
Top of Mountain Peak 3 $1800
Crazy city 1 Peak 1 $ 20
Crazy city 2 Peak 1 $ 250
Metro-City nights Peak 3 $2500
Sad trees Peak 1 $ 50
Banzaiiii trees Peak 1 $ 500
Crazy Slopestyle 3 Peak 3 $5000
Junction Pipe Peak 2 $1600
Beauty bank turn Peak 1 $ 200
BIG tabletop Peak 2 $ 850
I'm in trouble Peak 2 $ 750
King of terrain Peak 1 $ 320
Ancient start gate Peak 2 $ 950
Slopestyle surface Peak 3 $1200
Steep Terrain Peak 3 $1000
Bamboo forest Peak 1 $ 500
Heli take-off Peak 3 $1900
Trailer park start Peak 2 $ 900
Erie entrance Peak 3 $ 720
Scary forest Peak 2 $ 540
Ancient forest Peak 1 $ 360
Beauty bank turns Peak 1 $ 180
The BIG mountain Peak 2 $1000
Peak shot Peak 3 $1200
Ultimate start drop Peak 2 $1600
Peak city 1 Peak 1 $ 500
Peak city 2 Peak 3 $1900
Crazy Superpipe Peak 2 $ 750
Takin a shortcut Peak 3 $1000
Skate style pipe Peak 1 $ 500
Leaderboard results Peak 2 $1200
Challenge concept Peak 3 $1500
Banzaiiii 2 Peak 1 $ 700
Tight line Peak 1 $1400
The best bank Peak 1 $ 650
Sun and Snow Peak 3 $2000
Nightshading Peak 2 $1200
Top of slopestyle Peak 3 $1000
Start lights Peak 1 $ 750
Grandstand concept Peak 2 $ 800
Bigger than life Peak 3 $ 920
Off to Peak 2 Peak 2 $ 360
Diamond line Peak 1 $ 180
Diamond line 2 Peak 1 $ 360
Sad trees 2 Peak 1 $ 720
Night peak Peak 2 $ 900
Snow valley Peak 1 $1080
Biggest air Peak 2 $1260
Pipes and bowls Peak 3 $1440
Big Air concept Peak 2 $1620
Scary night forest Peak 3 $1800
Snow Jam tree Peak 1 $ 20
Run the avalanche Peak 1 $ 250
Early tree concept Peak 3 $2500
Bamboo slopestyle Peak 1 $ 50
Beautiful Peak 1 $ 500
Night Big Air Peak 3 $5000
Snowy Mountainside Peak 2 $1600
Pick your line Peak 1 $ 200
Top down 1 Peak 2 $ 850
Banzai village Peak 1 $ 750
Alps Big Air Peak 1 $ 320
The pass Peak 2 $ 950
One big gap Peak 3 $1200
SSX Valley Peak 2 $1000
Hard lines Peak 1 $ 500
Lush jumps Peak 3 $1900
Valley canal Peak 2 $ 900
Big trees Peak 1 $ 720
Tower pass Peak 1 $ 540
Emerald line Peak 1 $ 360
Green Base station Peak 1 $ 180
2. POSTERS
Name Location Cost
+----------------------------------------------------+
Characters of SSX Peak 1 $ 500
The SSX Universe Peak 2 $ 750
Characters of SSX 3 Peak 3 $1000
Women of SSX Peak 2 $3200
Men of SSX Peak 3 $2200
Rookies of SSX 3 Peak 1 $ 250
Vets of SSX 3 Peak 1 $ 850
Group shot 1 Peak 1 $1000
Group shot 2 Peak 1 $1500
Group shot 3 Peak 2 $2000
Group shot 4 Peak 2 $2500
Group shot 5 Peak 3 $3200
SSX Tricky Characters Peak 3 $4900
SSX 3 Mountain Peak 2 $3000
SSX 3 Runs Peak 3 $6000
Peak 1 - Happiness Peak 1 $ 350
Peak 1 - Snow Jam Peak 1 $ 350
Peak 1 - R&B Peak 1 $ 350
Peak 1 - Crow's Nest Peak 1 $ 350
Peak 1 - Metro City Peak 1 $ 400
Peak 1 - The Junction Peak 1 $ 400
Peak 2 - Ruthless Peak 2 $1650
Peak 2 - Ruthless Ridge Peak 2 $1500
Peak 2 - Launch Time Peak 2 $1600
Peak 2 - Schizophrenia Peak 2 $1550
Peak 2 - Intimidator Peak 2 $1400
Peak 2 - The Style Mile Peak 2 $2000
Peak 3 - The Throne Peak 3 $2450
Peak 3 - Perpendiculous Peak 3 $2500
Peak 3 - Much2Much Peak 3 $2400
Peak 3 - Kick Doubt Peak 3 $2750
Peak 3 - Gravitude Peak 3 $3000
Mac by Adam Warren Peak 1 $5000
Kaori by Adam Warren Peak 2 $5000
Moby by Adam Warren Peak 3 $5000
Viggo by Adam Warren Peak 1 $5000
Zoe by Adam Warren Peak 2 $5000
Psymon by Adam Warren Peak 3 $5000
Nate by Adam Warren Peak 1 $5000
Griff by Adam Warren Peak 2 $5000
Allegra by Adam Warren Peak 3 $5000
Elise by Adam Warren Peak 1 $5000
SSX 3 Group by Adam Warren Peak 3 $5000
3. TOYS
Name Location Cost
+----------------------------------------------------+
Allegra figure 1 Peak 1 $ 550
Allegra figure 2 Peak 2 $ 950
Allegra figure 3 Peak 3 $1500
Elise figure 1 Peak 1 $ 570
Elise figure 2 Peak 2 $ 920
Elise figure 3 Peak 3 $1470
Griff figure 1 Peak 1 $ 350
Griff figure 2 Peak 2 $ 800
Griff figure 3 Peak 3 $1550
Kaori figure 1 Peak 1 $ 400
Kaori figure 2 Peak 2 $ 900
Kaori figure 3 Peak 3 $1300
Mac figure 1 Peak 1 $ 420
Mac figure 2 Peak 2 $ 680
Mac figure 3 Peak 3 $1900
Moby figure 1 Peak 1 $ 600
Moby figure 2 Peak 2 $ 670
Nate figure 1 Peak 3 $1950
Nate figure 2 Peak 1 $ 700
Nate figure 3 Peak 2 $ 850
Psymon figure 1 Peak 2 $1200
Psymon figure 2 Peak 1 $ 300
Viggo figure 1 Peak 2 $ 650
Viggo figure 2 Peak 3 $1150
Viggo figure 3 Peak 1 $ 400
Zoe figure 1 Peak 2 $ 900
Zoe figure 2 Peak 3 $1600
Zoe figure 3 Peak 1 $ 450
4. TRADING CARDS
Name Location Cost
+-----------------------------------------------------+
Allegra figure Peak 1 $ 550
Hiro Rookie SSX Peak 2 $1000
Jurgen Rookie SSX Peak 2 $1000
Elise Rookie SSX Peak 1 $2500
Mac Rookie SSX Peak 1 $2500
Kaori Rookie SSX Peak 1 $2500
Moby Rookie SSX Peak 1 $2500
Zoe Rookie SSX Peak 1 $2500
JP Rookie SSX Peak 3 $1000
Brodi Rookie Tricky Peak 3 $1500
Marisol Rookie Tricky Peak 3 $1500
Eddie rookie Tricky Peak 1 $ 500
Luther Rookie Tricky Peak 2 $ 500
Seeiah Rookie Tricky Peak 2 $1500
Psymon Rookie Tricky Peak 1 $2000
Allegra Rookie SSX3 Peak 1 $1500
Griff Rookie SSX3 Peak 1 $1000
Nate Rookie SSX3 Peak 1 $1000
Viggo Rookie SSX3 Peak 1 $ 500
Elise Sophomore Tricky Peak 2 $2000
Mac Sophomore Tricky Peak 2 $2000
Moby sophomore Tricky Peak 2 $2000
Kaori Sophomore Tricky Peak 2 $2000
JP Sophomore Tricky Peak 2 $1500
Zoe Sophomore Tricky Peak 2 $1500
Psymon Sophomore SSX3 Peak 2 $2000
Elise Veteran SSX3 Peak 3 $6000
Mac Veteran SSX3 Peak 3 $5000
Moby Veteran SSX3 Peak 3 $4000
Kaori Veteran SSX3 Peak 3 $4500
Zoe Veteran SSX3 Peak 3 $5500
Happiness pic 1 Peak 1 $5000
Happiness pic 2 Peak 1 $ 500
Happiness pic 3 Peak 1 $ 500
Happiness pic 4 Peak 1 $ 500
Happiness pic 5 Peak 1 $ 500
Happiness pic 6 Peak 1 $ 500
Happiness pic 7 Peak 1 $ 500
Happiness pic 8 Peak 1 $ 500
Snow Jam pic 1 Peak 1 $ 150
Snow Jam Pic 2 Peak 1 $ 170
Snow Jam pic 3 Peak 1 $ 190
Snow Jam pic 4 Peak 1 $ 220
Crow's Nest pic 1 Peak 1 $ 100
Crow's Nest pic 2 Peak 1 $ 110
Crow's Nest pic 3 Peak 1 $ 120
R&B pic 1 Peak 1 $ 130
R&B pic 2 Peak 1 $ 150
R&B pic 3 Peak 1 $ 170
R&B pic 4 Peak 1 $ 190
R&B pic 5 Peak 1 $ 220
R&B pic 6 Peak 1 $ 250
R&B pic 7 Peak 1 $ 280
R&B pic 8 Peak 1 $ 320
R&B Pic 9 Peak 1 $1500
R&B Pic 10 Peak 1 $1750
R&B pic 11 Peak 1 $1250
R&B pic 12 Peak 1 $1000
Metro City pic 1 Peak 1 $ 400
Metro City pic 2 Peak 1 $ 450
Metro City pic 3 Peak 1 $ 500
Metro City pic 4 Peak 1 $ 550
Metro City pic 5 Peak 1 $ 600
Metro City pic 6 Peak 1 $ 700
Metro City pic 7 Peak 1 $ 800
Disfunction Junction pic 1 Peak 1 $ 360
Disfunction Junction pic 2 Peak 1 $ 720
Disfunction Junction pic 3 Peak 1 $ 670
Disfunction Junction pic 4 Peak 1 $ 800
Disfunction Junction pic 5 Peak 1 $ 750
Style Mile pic 1 Peak 2 $ 600
Style Mile pic 2 Peak 2 $ 700
Style Mile pic 3 Peak 2 $ 800
Style Mile pic 4 Peak 2 $ 900
Intimidator pic 1 Peak 2 $ 400
Intimidator pic 2 Peak 2 $ 450
Intimidator pic 3 Peak 2 $ 500
Intimidator pic 4 Peak 2 $ 550
Launch Time pic 1 Peak 2 $ 900
Launch Time pic 2 Peak 2 $1000
Launch Time pic 3 Peak 2 $ 100
Launch Time pic 4 Peak 2 $ 110
Ruthless Ridge pic 1 Peak 2 $ 130
Ruthless Ridge pic 2 Peak 2 $ 920
Ruthless Ridge pic 3 Peak 2 $ 850
Ruthless Ridge pic 4 Peak 2 $1000
Ruthless pic 1 Peak 2 $ 250
Ruthless pic 2 Peak 2 $ 280
Ruthless pic 3 Peak 2 $ 320
Ruthless pic 4 Peak 2 $ 360
Ruthless pic 5 Peak 2 $ 950
Ruthless pic 6 Peak 2 $ 870
Ruthless pic 7 Peak 2 $ 970
Schizophrenia pic 1 Peak 2 $ 120
Schizophrenia pic 2 Peak 2 $ 820
Schizophrenia pic 3 Peak 2 $ 770
Schizophrenia pic 4 Peak 2 $ 900
Much2Much pic 1 Peak 3 $1000
Much2Much pic 2 Peak 3 $1500
Much2Much pic 3 Peak 3 $2000
Much2Much Pic 4 Peak 3 $2500
Much2Much pic 5 Peak 3 $3500
Much2Much pic 6 Peak 3 $2250
Perpendiculous pic 1 Peak 3 $1800
Perpendiculous pic 2 Peak 3 $ 650
Perpendiculous Pic 3 Peak 3 $5000
Perpendiculous Pic 4 Peak 3 $1600
Perpendiculous Pic 5 Peak 3 $ 50
Perpendiculous pic 6 Peak 3 $ 100
Gravitude pic 1 Peak 3 $ 500
Gravitude pic 2 Peak 3 $ 520
Gravitude pic 3 Peak 3 $ 570
Gravitude pic 4 Peak 3 $ 550
Kick Doubt pic 1 Peak 3 $ 600
Kick Doubt pic 2 Peak 3 $ 700
Kick Doubt pic 3 Peak 3 $ 650
Kick Doubt pic 4 Peak 3 $ 620
5. VIDEOS
Name Location Cost
+-----------------------------------------------------+
SSX 3 Intro Video Peak 1 $ 400
E3 Video Peak 3 $12000
6. HIDDEN CHARACTERS - ***SPOILERS*** [CollectHidden]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
You may want to skip this section if you want to find out who the hidden
characters are on your own.
There are 20 Hidden characters in SSX 3. You unlock them through various
means, including buying them in different Lodges or achieving certain goals
in the game in order to get them. Please note that the characters are just
skins, they share the same attributes, Ubers and moves as the character
you originally selected. They have no accessories, voices, or special
features other than Character-Ubers, of which only a few have.
NOTE: Prices are based on Peak 1.
Author: FishEye
RETURNING CHARACTERS:
---------------------
Jurgen - Collect all Peak 1 Goals. German Behemoth from SSX.
Hiro - Collect all Trading Cards. Woman-screaming speedster from SSX.
Seeiah - $40,000. Soulfah Sistah from SSX Tricky.
Marisol - $20,000. Latina Dancer from SSX Tricky
Brodi - $20,000. Zenmaster from SSX Tricky
Eddie - $40,000. Master of the Worm.
JP - $20,000. French Trickster from SSX and SSX Tricky.
Marty - $40,000. German Mac-lookalike from European and Australian
versions of SSX Tricky.
Luther - $20,000. Mulleted Mammoth from SSX Tricky.
AUTHOR: Fisheye
NEW HIDDEN CHARACTERS
---------------------
Svelte Luther - Collect All Toys.
Stretch - Collect All Posters.
Cudmore - Complete the Peak 3 Earnings Goal.
Bunny-San - Collect All Art.
Churchill - Finish all Peak 3 Events.
Gutless - Get a medal in all events on the Mountain.
Snowballs - Complete all Peak 2 Goals.
NW Legend - Complete all Peak 3 Goals.
UnknownRider - Complete the Peak 3 Race Goal.
Cannuck - Complete the Peak 3 Exploration Goal.
Far East Myth - Get 100% on all Mountain Stats.
Character Descriptions:
-----------------------
~ Svelte Luther has a red baseball cap on backwards, a white tanktop and
a blue speedo. He's also wearing those white tube socks from the 80s with
the different colored stripes at the top. I could be mistaken, but it appears
you can actually see sweat stains on the white top. Ugh. His board has a pot
pie on the bottom of it.
~ Stretch is the same Stretch from NBA Street. He towers over the other
riders and is wearing a white basketball jersey and blue sweatpants. His
board has a picture of him in the full blue sweats on the bottom and the
new NBA Street logo on the top.
~ Cudmore is a cow with a bunch of wood blanks put together for a board.
~ Bunny-San... is not what I expected. You know, when I saw the head pic
with the name I just thought it was a big bunny. Oooooh, no. Bunny-San
is a giant sumo wrestler wearing only his sumo shorts and a pink bunny
head...His board is some bamboo hooked together.
~ Churchill is a robot with a head that puffs smoke as he goes. His board is
made up of some pipes.
~ Gutless is a skeleton. The best part is, his board is a coffin!
~ Snowballs is a giant snowman complete with a hat and a carrot nose.
His board looks like a basic sleigh.
~ NW Legend is (duh) Bigfoot. He's huge! His board is... nothing. He rides
on his feet. Makes it a little difficult to tell where the "board" really
is, but still pretty damn cool.
~ Unknown Rider - This guy is covered in head to toe in a blue bodysuit,
and has goggles and a Sub-Zero-like mask covering his face. His identity
is unknown, heheh.
~ Cannuck is a giant beaver. He's wearing a sports jersey of some kind.
His board is a log gnawed to a point at both ends.
~ Far East Myth is a yeti - basically a white, palette-swapped version of
NW Legend Bigfoot. His board is a slab of ice, and he has no character Uber.
HIDDEN CHARACTER UBERS
----------------------
The best part of the hidden characters? Character ubers!! That's right,
a few of these guys have one specific character uber. Here's the list:
Canhuck (L1 + L2) - Nibbler
Snowballs (R1 + R2) - Ball O Fun
Stretch (L1 + L2) - Old School Funk
Gutless (L1 + L2) - Dirt Nap
Cannuck - gnaws from one side of the board (log) to the other
Snowballs - pulls up into one ball and spins around above the board
Stretch - throws his board out a bit, a basketball appears in one hand
and he passes the ball between his legs and around the board!
Gutless - lays down in coffin, hands crossed over chest
Sadly the returning SSX characters don't have their old ubers.
===============================================================================
SECTION FIVE: CHARACTERS [CharacterStart]
===============================================================================
There are ten initial characters to SSX 3: Allegra, Elise, Griff, Kaori,
Mac, Moby, Nate, Psymon, Viggo and Zoe. Special help credit goes to Dreaming
Gamer for helping with this section.
CHARACTER BIOS: [CharacterBio]
-----------------------
ALLEGRA [BioAllegra]
-----------------------
Name: Allegra Sauvagess
Age: 18
Vertical: 5'5"
Mass: 115lbs
Nationality: French
AKA: Big Al
Stance: Goofy
Blood Type: O
One Liner: Fresh, fierce, and barely constrained by gravity.
===[ Rider Faves ]===
Thing In The World: Boys
Thing To Hate: Boys
Place To Ride: San Francisco
Riding Partner: Boys
Victim: Elise Riggs
Other Sport: Skateboarding
Trick: Backside 360 - inverted
SSX Event: Slopestyle
Secret Spot: A chute in Chamonix, simply called 6
Food: Caffeinated burritos
Accessory: Flying V Electric Guitar
Career Highlight: All of it
===[ Rider Q&A ]===
Boxers Or Briefs: Boxers. Men's. Extra small.
Things You Have Broken: Lots of boards
If You Weren't A Pro: Never happen
The Word: "Girls do it better."
===[ Rider Bio ]===
Allegra is, and always has been, a rebel. Fully entrenched in the
snowboarding scene, she is renowned for her jibbing talents as much
as she is worshipped as the embodiment of the ultimate boarding
'Betty' by pizza-faced punks everywhere. The best description of
Allegra? Fresh. She is the real thing, and shows it with the drive
of an Olympic athlete mixed with a healthy blast of teen enthusiasm to
keep it real. Once a girl simply content to ride with the boys, she now
leaves them behind in the clouds of her wake.
Allegra-Specific Bolt-ons:
===[ STARTING ]===
* Scorched T-Shirt - Orange T-shirt with tree emblem on it
* Green Machine
* Unexpected - black, white, and red gloves
* BSS - grey and orange boots
* Braids - Braid Hair Style
* Bracelets - Umm...bracelets. :)
* Black Elbow Support - A black elbow support.
===[ BEGINNING INVENTORY ]===
* Inferno - Dark Red/White overshirt
* Unfair Advantage - black and grey camo pants
* Leather Straps - Arm accessories for wrists
===[ PEAK 1 ]===
* Face Factor - Gas Mask
* Sunrise Bandana - A red bandana she wears on her head
* Fifi Choker - Leather, studded choker
* Mural Pack - A backpack full of spraypaint cans
* Spray Cans - Two spraypaint cans she holds
===[ PEAK 2 ]===
* Vintage Flyer - Jet pilot helmet
* Relief - green army helmet
* Cherry Chopstick - A red/white guitar strapped across her back.
* Broken Wrist - A big huge cast on her right arm.
* Spare Change - A squeegee and spray bottle she holds in each hand.
===[ PEAK 3 ]===
* Your Pal - The big oval head that is usually a generic bolt-on.
* Buckeye - grey modern pilots helmet w/ black visor
* Rocket - A big fat rocket strapped across her back, with flame!
* Road Trip - A guitar case strapped across her back
-----------------------
ELISE: [BioElise]
-----------------------
Name: Elise Riggs
Age: 26
Vertical: 5'11"
Mass: 150lbs
Nationality: Canadian
AKA: Bombshell
Stance: Goofy
Blood Type: O Negative
One Liner: An imposing beauty and indomitable spirit.
===[ Rider Faves ]===
Thing In The World: Men
Thing To Hate: Flat Places
Place To Ride: Elysium Alps
Riding Partner: Eddie Wachowski
Victim: Mariso
Other Sport: Surfing
Trick: Frontside half-cab melon grab
SSX Event: Boardercross
Secret Spot: Smillie's Run - Whistler
Food: Portabella mushroom omelet
Accessory: Leather jacket
Career Highlight: Every win
===[ Rider Q&A ]===
Boxers Or Briefs: Thong
Things You Have Broken: Multiple records. The odd nail.
If You Weren't A Pro: Whatever I want.
The Word: "Snowboarding is life -- the rest is details."
===[ Rider Bio ]===
Elise has, and always will be, a force to be reckoned with on the SSX
Circuit. She has successfully built her snowboarding success with savvy
business and modeling careers. Nothing about Elise is accidental. It's
a pure love for the mental stimulus of big wave surfing or fresh tracks
powder riding that shows the kink in Elise's titanium personality. She
has a passion for the outdoors and a love for the thrill matched by few
others. This season has Elise evolving. With no sign of relinquishing
her hard fought success within the world of SSX, Elise has set her
sights on improving her riding.
Elise-Specific Bolt-Ons:
===[ STARTING ]===
* Drift - White zip up top. Long sleeve.
* MotoXtacy - Black pants with Red/White lower legs.
* Ladyfingers - White gloves.
* Catwalkers - Boots.
* Ponytail - Hairstyle.
===[ BEGINNING INVENTORY ]===
* Blue Zip Up - Blue Zip Up coat with white shirt.
* Sky Scream - Blue low cut pants.
* Shadow Like - Black low cut pants.
* Roughrider - Brown Cowboy Hat.
* Jacked In - black wire rim sunglasses
===[ PEAK 1 (Earned) ]===
* Tricky Tog - Black, Red and White longsleeve top.
* Black Zip Up - Black Zip Up coat with black shirt.
* Black Turtleneck - Black, form fitting long sleeve turtle neck.
* Tricky Zippered - Light blue pants with white and black markings.
* Horns - Little horns on the forehead.
===[ PEAK 2 (Earned) ]===
* Navy V - Dark Blue/Black form fitting long sleeve T-shirt
* Canadian Pride - Swimsuit top with Canadian flag on front.
* Hotpants - Black hot pants.
* Jean Shorts - Very short blue cut off jeans.
* Law Maker - A Police Sargeant's hat.
===[ PEAK 3 (Earned) ]===
* Nice Huh? - Black Swimsuit top.
* Stingers - Big Huge Red Boxing Gloves.
* Halo - An angel's halo floating above the head.
* Angel Wings - White Angel's Wings attached to the back.
-----------------------
GRIFF: [BioGriff]
-----------------------
Name: Griff Simmons
Age: 13
Vertical: 4'7"
Mass: 75 lbs.
Nationality: American
AKA: Grommet
Stance: Regular
Blood Type: B
One Liner: A sugar-stoked engine driving mad skill and one
of a kind talent.
===[ Rider Faves ]===
Thing In The World: Video games
Thing To Hate: Going to bed
Place To Ride: Big Bear, California
Riding Partner: Nate Logan
Victim: n/a
Other Sport: Video Game Marathons
Trick: Sliding any and all rails
SSX Event: Slopestyle
Secret Spot: Rated M for Mature
Food: Sugar coated Anything
Accessory: Austronaut Helmet
Career Highlight: Winning the gold in my first competition
===[ Rider Q&A ]===
Boxers Or Briefs: Uh...what? You mean my gonch?
Things You Have Broken: I broke Nate's new goggles. Don't tell him.
If You Weren't A Pro: Cowboy. No - a trucker... or maybe a pilot. A jet
test pilot.
The Word: "Excellent...but the way that guy on TV says it - eeexccellent..."
===[ Rider Bio: ]===
Griff appeared on the SSX circuit’s stage and instantly secured himself a
position as the definitive next gen snowboarding phenom. With skill and
courage far beyond his years Griff has become a major competitor throughout
the tour. There are few photos of the astounding 12 year old where he is in
focus. Explosive excitement/energy/sugar levels keep him in a constant state
of vibration. Griff truly loves the whole SSX gig. His never-ending energy
and love for the sport is contagious amongst the other characters. He is a
highly giddy, walking/riding combination of unbridled energy, uncanny skill,
and fearlessness wrapped up in childish innocence.
Griff-Specific Bolt-Ons:
===[ STARTING ]===
* Chilled Layered T - blue t-shirt overtop white long-sleeved t-shirt
* Commando - light black pants
* Grippy Grips - blue and black gloves
* Kickers - black sneakers with 3 orange stripes
* Messy Lid - disheveled hair style
===[ BEGINNING INVENTORY ]===
* Cloaked - white jacket with red sleeves
* Astro - white/gray pants
* Burn Out - red racing helmet with red stripe
* Blash Shields - yellow tinted boarding goggles
* Retro'd - retro style 3D glasses
===[ PEAK 1 (Earned) ]===
* Neato - red and white hat with spinning propeller on top
* Comic Cool - goofy looking sunglasses
* Geyser 3000 - medium sized squirt gun
* Health Food - candy bar
* 2 Way Radio - self-explanatory
===[ PEAK 2 (Earned) ]===
* Pumpkin Head - self-explanatory
* Loogie Hawk - green mohawk
* Tall Rider - jumbo sized cowboy hat
* Night Peekers - night-vision goggles
* Galaxy IV - astronaut backpack
===[ PEAK 3 (Earned) ]===
* Junk Food Junkie - junk food piled up in both hands
* Alien Invasion - alien head with brain showing
* Spacewalker - astronaut helmet
* Stover - cat-in-the-hat style white and black hat
-----------------------
KAORI: [BioKaori]
-----------------------
Name: Kaori Nishidake
Age: 19
Vertical: 5'0"
Mass: 105lbs
Nationality: Japanese
AKA: Tricky Nishidake
Stance: Regular
Blood Type: B Positive
One Liner: An electric animated package of positive energy and style.
===[ Rider Faves ]===
Thing In The World: Manga
Thing To Hate: Idiots
Place To Ride: Nagano, Japan
Riding Partner: Mac Fraser
Victim: Psymon Stark
Other Sport: Shopping
Trick: Cab 900
SSX Event: Slopestyle
Secret Spot: Big Sky resort, Montana -- it's so huge!
Food: Tiger treats
Accessory: Bear backpack
Career Highlight: Beating Mac in backcountry showdown
=== Rider Q&A ]===
Boxers Or Briefs: You are very strange needing to know this…
Things You Have Broken: My own expectations.
If You Weren't A Pro: I'd be shopping.
The Word: "Snowboarding is not to be taken seriously -- it's to be enjoyed."
===[ Rider Bio ]===
Kaori has built a reputation on the circuit as being extroverted, fun
loving, and gregarious. She has always been tough to upset, but has had
little tolerance for thuggery in competition. Kaori has achieved a
celebrity status few female athletes in Japan could dream of. Fame
and recognition have helped Kaori to grow up and radiate a more
sophisticated air. Her riding has progressed to a more assured and
confident level. The boundless energy is still evident, but now it's
channeled and harnessed to get what she wants.
Kaori-Specific Bolt-Ons:
===[ STARTING ]===
* Happy Joy - red overcoat
* Ladies Only - spotted kakhi pants
* Huggers - black and yellow gloves
* Cotton Candy - black and orange boots
* Goin' Around - brown hair with pig tails
===[ BEGINNING INVENTORY ]===
* Nicely Done - blue and white fleece
* Flashers - blue tights with white legwarmers
* Dancers - black tights with rainbow legwarmers
* Blue Art Deco - A blue helmet with visor
* Snow Pink - pink tinted goggles
===[ PEAK 1 (Earned) ]===
* Ice Cold - white and gold jacket
* Vacationer - A light green shirt that says "Hawaii"
* Super Mix - blue hair with pig tails
* Rainbow - blue fishermans hat with a variety of colors on inside of rim
* Power Lollipop - orange-tinted gold sunglasses
===[ PEAK 2 (Earned) ]===
* Spicy Lemon - light and dark red striped sweater
* Dialed - Red Jacket over a Black top, same as Tricky outfit.
* Jeans - Black Jeans
* Kitty Paws - Mittens
* Kuma-Chan - Black/White Bear Backpack
===[ PEAK 3 (Earned) ]===
* Buchi Neko Hat - leopard print helmet with ears
* Nin Nin - red mask that covers all but the eyes
* Cell Phone Cheat - cell phone in right hand, held up to face
* Cuteo Cho Chou - Butterfly Wings attached to her back
-----------------------
MAC: [BioMac]
-----------------------
Name: Mackenzie "Mac" Fraser
Age: 18
Vertical: 5'7"
Mass: 140 lbs
Nationality: American
AKA: Mac "Smack" Fraser
Stance: Regular
Blood Type: O Positive
One Liner: Always riding to the beat of his own personal soundtrack.
===[ Rider Faves ]===
Thing In The World: Thumpin' Tunes
Thing To Hate: Skiers in the Park
Place To Ride: Mammoth Mountain, CA, USA
Riding Partner: Kaori Nishidake
Victim: JP Arsenault
Other Sport: Skateboarding
Trick: Rail to Switch Nosepress, Hella Pop, Switch Backside Lipslide
SSX Event: Superpipe, Big Air
Secret Spot: Heidi's Playground
Food: Lemonade
Accessory: MP3 Player and Headphones
Career Highlight: Everytime I ride!
===[ Rider Q&A ]===
Boxers Or Briefs: Uhh...lemme check...boxers! No, briefs!
Things You Have Broken: Hearts baby - hearts.
If You Weren't A Pro: An extra in a zombie film.
The Word: "I may not be much, but I'm all I think about."
===[ Rider Bio: ]===
Mac is always first on the parks and pipes each morning and the last to
pack it in at the end of the day. The new SSX Circuit sees an older,
more mature and confident Mac Fraser. Mixing his passion for music and
riding has given Mac a constant groove and positive vibe that draws
others to him. Some would say he is unaware or ambivalent of most things
around him – in actuality it’s more accurate to say that he is highly
selective of what he wants or cares to acknowledge. Mac’s quiet confidence
almost guarantees him a season-long spot up on the podium.
Mac-Specific Bolt-Ons:
===[ STARTING ]===
* O'Reilly - orange low benie w/ visor and "MF" on side
* Eye Candy - red board goggles
* Sheath - white and black jacket
* Goin' In - gray and black camo pants
* Squad - brown gloves
* Curbmasters - white and blue sneakers
* Bedhead - his long hairstyle
===[ BEGINNING INVENTORY ]===
* Infiltrator - all black coat
* Supertweak - army green pants
===[ PEAK 1 (Earned) ]===
* Plaid Shirt - plaid shirt over a long-sleeve black shirt
* Basic Balaclava - a black pullover stocking cap
* Decibel Phones - silver head phones
* Undercover - gold 80's style sunglasses
* The Demander - white, black, and red backpack
===[ PEAK 2 (Earned) ]===
* Ton O' Tunes - a huge boombox held on his right shoulder
* Smile! Balaclava - a black pullover stocking cap w/ a smile on it
* Fro What? - basic black afro with pick in it
* MF Chain - a gold chain with Mac's initials on it
* Wheeled One - black and white backpack with skateboard
===[ PEAK 3 (Earned) ]===
* Monkey Brains - gorilla mask
* Saaa-WAT - SWAT helmet
* Turntable - turntable strapped to back
* Disc Player - CD player on right leg
-----------------------
MOBY: [BioMoby]
-----------------------
Name: Moby Jones
Age: 20
Vertical: 5'10"
Mass: 195 lbs.
Nationality: British
AKA: Mr. Jones
Stance: Goofy
Blood Type: A Negative
One Liner: An intensely cool UK funk junkie.
===[ Rider Faves ]===
Thing In The World: Footy
Thing To Hate: Small talk
Place To Ride: Chamonix, France
Riding Partner: Zoe Payne
Victim: Mac Fraser
Other Sport: BMX
Trick: Frontside inverts on anything.
SSX Event: Boardercross
Secret Spot: Short Squaw - Red Mountain, BC
Food: Roti
Accessory: Downhill armor
Career Highlight: A gold in all disciplines - in one weekend.
=== Rider Q&A ]===
Boxers Or Briefs: Freedom in boxers, mate
Things You Have Broken: Left shoulder, jaw, most of me toes, an' all
me fingers.
If You Weren't A Pro: A spy
The Word: "I am what always is."
===[ Rider Bio: ]===
Raised in the rough and tough streets of Brixton, England, Moby used
a BMX bike to get him on the path to international recognition of his
extreme athlete prowess. Recognized as fearless and aggressive no one
went bigger or better. This time around Moby has raised the level of his
confidence and balanced it with a newfound chill. The opportunity to be
challenged in every event, every ride, has left him with a mindset that
is cool, calculating and strategic. He knows there are young riders lined
up to knock him of his perch and calmly rejects their ambition. He is
often described as a machine – able to win and ride with an almost
superhuman proficiency.
Moby-Specific Bolt-Ons:
===[ STARTING ]===
* Sleekers - black and white gloves
* The Classic - orange boarding helmet
* Timeless - red-tinted black sunglasses
* Jacko - grey, white, and red t-shirt
* Haz Beens - blue jeans
* So Bankable - white and orange sneakers
* Medium Dreads - medium length brown dreadlocks
===[ BEGINNING INVENTORY ]===
* Down n' Out - yellow overcoat
* Blacklight - red racing pants w/ flames at bottom
* Groovin' Bandana - blue/purple bandana
* Bling - dark gold necklace with "M" medallion
===[ PEAK 1 (Earned) ]===
* Tough Guy - bare upper body displaying full-upper body tattoo
* Skull Face Paint - self-explanatory
* Hair Loss - skull w/ orange boarding helmet
* Aye Aye - brown hat
* Morning News - green golf hat
====[ PEAK 2 (Earned) ]===
* Funk Tek - brightly colored spandex top
* Knight - silver shoulder and right arm armor
* Chivalrous - blue pants w/ silver 16th century boots
* Revenger- ???
* Crown - gold crown
===[ PEAK 3 (Earned) ]===
* Color String Dreads - long dreads w/ color strips worked in
* Sir Whoa - ancient roman-style armored helmet
* Disco - funky purple hat
* Deflector - black shield w/ white cross
-----------------------
NATE: [BioNate]
-----------------------
Name: Nate Logan
Age: 26
Vertical: 6'2"
Mass: 215 lbs.
Nationality: American
AKA: Bull
Stance: Regular
Blood Type: A
One Liner: Driven by rock solid ambition and an indestrutible attitude.
===[ Rider Faves ]===
Thing In The World: Riding backcountry
Thing To Hate: Cities, golfers
Place To Ride: Colorado, USA
Riding Partner: Griff Simmons
Victim: Psymon Stark
Other Sport: Motocross
Trick: Misty
SSX Event: Boardercross, Big Air
Secret Spot: Kicker built on his folks' property
Food: Steak
Accessory: My lucky hat
Career Highlight: Winning a race with only one binding
===[ Rider Q&A ]===
Boxers Or Briefs: White boxer briefs only
Things You Have Broken: Horses, trucks, nose, someone else's nose
If You Weren't A Pro: Still riding everyday
The Word: "Life's better in the mountains"
===[ Rider Bio: ]===
Nate Logan hails from the mountains of Colorado where two
things were a constant in his life – ranching and snowboarding. In the
end he realized his daydreams would always be about riding the slopes –
not farming cattle. The rise to fame and success for Nate was not a
long one – but it definitely wasn’t easy. He earned his winter lift
money each summer by bouncing in backwater bars, logging, forest
firefighting, or working construction – whatever it took. Winters were
spent following the circuit living out of his truck. He secured himself
a solid spot on the circuit through hard work and determination.
Nate-Specific Bolt-Ons:
===[ STARTING ]===
* Shaved Head - default hair
* In Range - padded black and grey zipped up vest over a dark green coat
* Digital Ops - light brown, orange, dark brown (autumn colors) camo pants
* Action Fingers - blue, grey, black colored gloves
* Outlaws - mostly grey w/ bits of red colored shoes (hiking boots)
===[ BEGINNING INVENTORY ]===
* Niiiiice - brown/hide colored coat w/ whitish-tan fur lining
* Niiiiicer - same as Niiiiice, but w/ a red hood (down)
* Out of Range - same as In Range, but with the hood up
* The Wahoo - greyish colored pants w/ orange lined pockets on either side
* Branders - light brown/hide colored gloves w/ a dark brown design
* Eazy - brown cowboy hat
* Loner - black sunglasses/shades
===[ PEAK 1 (Earned) ]===
* Cushy - red padded zipped up vest over light grey short-sleeved shirt
* Blue Denim - blue jeans
* Spec Ops - military style cap
* The Ancestor - light brown colored knit beanie cap, has some writing on it
* Headphones - blue headphones with the strap around the back of his head
===[ PEAK 1 (Bought) ]===
[Eyewear]
* Peak Tek ($500) - glasses w/ brownish colored lens w/ greyish rims
* Wired Up ($500) - glasses w/ dark blue lens w/ dark grey rims
* Hunters ($500) - dark goggles w/ red visor and "nonoa" printed on it
* Missile Men ($100) - clear black rimmed glasses
[Tops/Gloves/Bottoms]
* What a Downer ($1000) - dark grey zipped up padded vest w/ orange stripe
* Strikers ($500) - dark brown and grey gloves
* Lasso ($100) - strapped across chest like a bandolier
* Home Run ($1000) - tannish-white khaki colored slacks (gold belt buckle)
[Boots/Accessories]
* El Bandito ($500) - light orange, orange, light brown colored shoes
* Rodeo Riders ($500) - black w/ white bottoms and bright orange soles
* Chalk Pouch ($100) - Red pouch w/ "Tay" logo
===[ PEAK 2 (Bought) ]===
[Face]
* Luigi Stache ($100) - Luigi style moustache
* Scoundrel ($25k) - black bandanna around mouth and nose
[Hats/Tops/Bottoms]
* The Patriot ($50k) - white top hat w/ blue band w/ white stars
* Whupped ($2000) - brown coat w/ dark blue zipped up vest overtop
* Xtra Pad ($1000) - dark blue topped, dark green zipped up vest
* Downtowner ($1000) - black pants w/ an orange lined pocket on either side
===[ PEAK 2 (Earned) ]===
* Poncho Azteca - "Mexican wrestler" style blue mask
* Bandit - red bandanna around mouth and nose
* Mountain Pack - backpack
* Badge - sheriff-like badge on chest
* Rubber Bullets - bandolier of bullets
===[ PEAK 3 (Earned) ]===
* City Slicker - leather coat
* Campfire Tunes - acoustic stringed guitar
* Spurs - spurs on boots
* Cap Gun - revolver in holster on right hip
-----------------------
PSYMON: [BioPsymon]
-----------------------
Name: Psymon Stark
Age: 28
Vertical: 5'9"
Mass: 180 lbs.
Nationality: Canuck
AKA: Sketchy Psymon
Stance: Goofy
Blood Type: B
One Liner: A catastrophic natural disaster just itching to happen.
===[ Rider Faves ]===
Thing In The World: Explosives
Thing To Hate: Cease-fire agreements
Place To Ride: Mount Seymour, BC, Canada
Riding Partner: Zoe Payne
Victim: Kaori Nishidake
Other Sport: Mountain biking
Trick: Guillotine
SSX Event: Boardercross
Secret Spot: Wildman's Wingding
Food: Pretty much anything cooked "rare"
Accessory: Chainsaw
Career Highlight: Making a certain male competitor cry
===[ Rider Q&A ]===
Boxers Or Briefs: Jock Strap
Things You Have Broken: Everything I own, at least once
If You Weren't A Pro: Inmate
The Word: "Give me air - or give me death."
===[ Rider Bio: ]===
Psymon has been a maniac ever since he was electrocuted during an attempt to
jump his bike over some power lines on a dare. With the latest SSX season
underway, one thing seems clear - Psymon Stark has lost it altogether.
Psymon has raised an already high bar with tricks once thought impossible,
airs deemed improbable. Psymon manages to rage against it all. His riding
is faster and looser – his airs no longer astonishing but purely frightening.
He has rediscovered his strongest motivator – fear.
Psymon-Specific Bolt-Ons:
===[ STARTING ]===
* Fury - white and brown jacket
* Shattered - brown, black, and white pants
* Venom - black and red gloves
* Snackers - grey boots
* Entry Burn - short brown dreads
===[ BEGINNING INVENTORY ]===
* Fugitive - sleeveless black t-shirt w/ white sleeve on right arm
* The Rippler - sleeveless white undershirt
* In Stitches - blue and red pants
* Skulker - black low benie
* Razzers - very short sunglasses
===[ PEAK 1 (Earned) ]===
* Standard Issue - orange prison pants
* Charred Soul - blackened face
* Laughing Gas - gas mask
* Horn Dog - haircut with two large "horns" of hair in front
* Spikey - silver helmet w/ 4 spikes on top
===[ PEAK 2 (Earned) ]===
* Wound Up - black and red coat w/ lots of leather straps
* Programmer T-shirt - short sleeve button up dress shirt with tie
* Sniffin' Napalm - green and black stripes down face
* Uranium Miner - gas mask and hood
* Tranquilizer Armor - spiked shoulder armor
===[ PEAK 3 (Earned) ]===
* Fish Bait - black shirt missing left sleeve w/ piranhas stuck all over it
* Bundle of Joy - straight jacket
* Horror Show - black and red pants w/ lots of leather straps
* Fish 'n' Chips - snorkel and goggles
-----------------------
VIGGO: [BioViggo]
-----------------------
Name: Viggo Rolig
Age: 19
Vertical: 5'8"
Mass: 170 lbs.
Nationality: Swedish
AKA: Scanner
Stance: Regular
Blood Type: B
One Liner: Twenty pounds of cool in a five-pound bucket
===[ Rider Faves ]===
Thing In The World: Sponsor parties
Thing To Hate: The next day
Place To Ride: Talma
Riding Partner: Allegra Sauvagess
Victim: Nate Logan
Other Sport: Hot tub diving
Trick: Switch backside double helicopter
SSX Event: Big Air, Superpipe
Secret Spot: A certain face in Alaska
Food: Sushi
Accessory: Mjolnjir
Career Highlight: Being known for the biggest air in Europe
===[ Rider Q&A ]===
Boxers Or Briefs: Monogrammed satin high cut teal bikini briefs
Things You Have Broken: Nothing so far...
If You Weren't A Pro: Comic book artist
The Word: "Always though neuralblast was cool."
===[ Rider Bio: ]===
With parents working as high level ski instructors, Swedish born Viggo
has lived in nearly every major ski resort in the world. He continues
the mountain hopping tradition by relocating on a regular basis.
Throughout it all Viggo grew into a happy-go-lucky beacon of mischief,
tom-foolery, and daredevilry. He snowboards because, to him, it is the
ultimate celebration of everything that is good in life. He means no
harm – but inevitably leaves in his wake destroyed furniture, hefty
tabs, and demented dudes unable to stop their girls from falling all
over the oblivious–to-it-all Viggo.
Viggo-Specific Bolt-Ons:
===[ STARTING ]===
* Overtime - ???
* Fake Fur - green and orange jacket w/ fur trim
* What the ? - dark red pants
* Ladies' Dude - black and yellow gloves
* Quick Exit - black and red sneakers
* Shag - disheveled blond hair
===[ BEGINNING INVENTORY ]===
* Super Fly - blue and yellow zip up
* Break It - blue pants w/ markings on sides
* Actioneer - brown hat
* Fly By - red hat
* Ice Cold - red sunglasses
===[ PEAK 1 (Earned) ]===
* Troublemaker - black eye
* Life of the Party - tie tied around head
* Grunt Flapper - brown lidded hat
* Backcountry Pack - backpack w/ shovel
* Rocket Fuel - 6 pack of aluminum cans
===[ PEAK 2 (Earned) ]===
* Old Skooler - red zip up w/ white stripes on the sleeves
* Yeppers - red pants w/ white stripes on sides
* Paper or Plastic - paper bag mask
* Mo Dat - purple hat w/ red feather stuck in it
* Bright Idea - tasseled lampshade hat
===[ PEAK 3 (Earned) ]===
* Blue Cheese - blue tuxedo jacket
* Nicely Done - blue tuxedo pants
* Invincible - viking helmet
* Heater - miniature wooden keg on a necklace
-----------------------
ZOE: [BioZoe]
-----------------------
Name: Zoe Payne
Age: 22
Vertical: 5'6"
Mass: 130lbs
Nationality: American
AKA: Royal Payne
Stance: Regular
Blood Type: B Negative
One Liner: An exotic icon of adrenaline and a turbulent powerhouse.
===[ Rider Faves ]===
Thing In The World: Cutting loose
Thing To Hate: Inline skaters
Place To Ride: Crystal Mt., Washington
Riding Partner: Moby Jones
Victim: Griff Simmons
Other Sport: Mountain biking
Trick: Cab
SSX Event: Boardercross
Secret Spot: Refused answer based on "It wouldn't be a secret then."
Food: Turbo smoothies
Accessory: Piercings
Career Highlight: Anytime I beat Elise
===[ Rider Q&A ]===
Boxers Or Briefs: What do you think?
Things You Have Broken: The sound barrier
If You Weren't A Pro: Owning my own bike/coffee shop.
The Word: "Less talk, more riding"
===[ Rider Bio ]===
Zoe's style has always pegged her as someone who gives little thought to
fads or trends. Instead, she starts new ones. To her, image is nothing,
brand names inconsequential, and the opinions of her peers secondary to her
own self-image. Zoe enters the new season with a fresh perspective and
renewed commitment. The off-season for Zoe was all about finding a balance.
She took off on a series of grueling and gnarly solo bike treks into the
deepest and most treacherous jungles, and across isolated mountain ranges.
Her only motivation was herself. Physically and mentally, she is now at
a level few could ever hope to understand.
Zoe-Specific Bolt-Ons:
===[ STARTING ]===
* Blacked Out - black jean jacket with red shirt
* Manhandlers - Gloves
* Rocked Out - Black Pants
* Half Wits - Half Gloves
* Busters - red sneakers
* Banger - Pants
===[ BEGINNING INVENTORY ]===
* Junker - black t-shirt
* Trouble - White, wripped shirt
* Zennish - Black Pants resembling Samurai armor, heheh
* Bare Back - Plain hands, no gloves
* Dangerous - Her old hairstyle from SSX. Woo hoo!
* Wicked Spex - Old-style goggles/sunglasses
===[ PEAK 1 (Earned) ]===
* Stripes - Black/White striped pants.
* Ripped Jeans - Umm...a pair of ripped jeans, heheh
* Warpaint - Black/White Face Paint
* Snowball's Chance - red face paint
* Giddyap! - a zebra striped cowboy hat
===[ PEAK 2 (Earned) ]===
* Divine - blue face paint
* Dookie Rolls - cool hairstyle
* Full Brain Load - sleek looking helmet
* Mega Booster - a huge rocket pack on her back
* Mega Masher - a huge "Mech" type hand on her right arm
===[ PEAK 3 (Earned) ]===
* Slickhawk - A haircut with shaved sides and slicked back hair on top
* Mega Head - a huge Ram Style helmet with ram's horns
* Bat Wings - A pair of bat wings that comes out of her back
* Fast Food - A cheeseburger she holds, heheh
BOLT-ONS/ACCESSORIES [CharacterBoltOn]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The following section lists bolt-ons that are available for everyone.
Bolt-ons are the programmer's term for accessories or anything that
your character wears or changes their character model. They are either
bought or won, depending on the item. Most of the smaller items
(hats, beanies, etc) are all bought at various peaks on the mountain.
ULTRA-MEGA-HUGE-WHOPPING thanks to FishEye for write up this exhaustive
bolt-ons list. Once again he proves his dedication goes far beyond that
of normal mortals, heheh, or even primortals, like me. ;)
1. HEAD
Hairstyles
-----------
* Fro What? ($50k, Peak 2) - black afro w/ 'fro pick stuck in hair
* Albinofro ($50k, Peak 2) - white afro w/ 'fro pick stuck in hair
* Side Splitter ($50k, Peak 2) - bald cap w/clown hair sticking out
===[ Hats ]===
General Hats
------------
* Peacekeeper ($50k, Peak 1) - light blue police motorcycle helmet
* True Hero ($50k, Peak 1) - firemen's helmet
* Law Maker ($50k, Peak 2) - policemen's cap
* Fezzo ($50k, Peak 2) - Shriners fez cap (red cap, gold tassel)
* Revenger ($50k, Peak 3) - English bowler style hat
Low Beanies (all $100 each) - Peak 1
+-----------------------------------+
* Bandito - black w/ white rim and white stripe
* Liftie - blue w/ white rim
* Kinda Rad - light grey w/ brown rim and blue stripe
* Surfomatic -blue w/ white rim and white stripe with blue line
* Bee Bee - 1/2 black, 1/2 orange
* Flak - green with red design (w/ white outline)
* Atlas - maroon with drab green design (w/ white outline)
* Fired - red w/ orange design (white outline) and black rim
* Cali - blue w/ orange design (white outline) and grey rim
* Ship It - orange w/ yellow design (white outline) and black rim
* Root - brown w/ broken grey design
* Amigo - brownish orange w/ 1/2 black, 1/2 grey rim
* Static - 1/2 grey, 1/2 orange w/ white rim
* Scrapper - bluish-grey w/ lighter "splotches" and 1/2 black,
* Recon - brown w/ lighter "splotches" and 1/2 black, 1/2 grey rim
* Commando - drab green w/ orange "splotches" and 1/2 black,
* Denial - black w/ red stripe w/ white stripe in it
* Sauce - orange w/ white rim
* Smippy - black w/ white rim
* Happening - orange w/ white rim
Low Beanies - Peak 2
--------------------
* H2OHI - light blue w/ white rim
* Keener - orangish-brown w/ whitish rim
* Zinger - dakr grey w/ light orange rim and broken red stripe
* Good Guy - bright orange
* Yowch - red
* Incognito - dark blue
* Hoo-ahhh - light orange
* AD'd - black
* Sonic - white w/ 1/2 black, 1/2 grey rim
* Demo - light orange w/ jagged black rim outlined in white
* Extinct - light grey w/ jagged orange rim outlined in white
* Road Tripped - black w/ jagged bright orange rim outlined
* Justice - blue w/ faded red circle w/ white star in the middle
* Star Struck - red w/ blue circle w/ white star in middle
* So Cool - black w/ red circle w/ white star in middle
* Strangeness -black w/ thin jagged white line
* Activated - blue w/ thin jagged white line
* Hound Dog - light brown w/ 1/2 black, 1/2 grey rim
* Tuneage - light grey and dark grey w/ white rim
* Mad - maroon w/ 1/2 black, 1/2 grey rim
Beanies w/ Roller (all $100 each) - Peak 1
+-----------------------------------------+
* Drizzle - blue w/ white stripe
* Tubed - dark green w/ brown rim
* Mixed - blue w/ white rim and 1/2 white, 1/2 orange stripe
* Freshy - blue w/ white rim
* Street - orange w/ white rim
* Aggro - bluish-grey w/ white rim
* Splotched - redish-orange w/ white rim
* Heck - drab green w/ dark blue rim and 2 orange stripes
* Earthy - brown w/ grey rim, 2 orange stripes, and grey stripe
* Schooled - blue w/ light orange rim and small square design
* Flicks - light blue w/ white rim and small orange square design
* Carver - greenish-blue w/ orange rim and small square design
Beanies w/ Roller (all $100 each) - Peak 2
+-----------------------------------------+
* Robots Rule - orangish-yellow w/ orange rim
* Universal - dark blue w/ black circle w/ grey star in the middle
* Ta Daaa - light blue, red rim, dark blue circle w/ white star in middle
* Outsider - brownish-grey w/ light orange rim w/ white line design
* Locals Only - reddish-grey w/ dark grey rim w/ white line design
* Hushed - blue w/ dark grey rim w/ white stripe separated by blue stripe
* Toxic - maroon w/ orange rim w/ yellow stripe
* Busted - black w/ greyish-white rim outlined in red
* Punchy - blue w/ greish-white rim outlined in yellow
* Slappy - blue w/ white rim and orangish-yellow stripes
* Animator - orange w/ white rim and orangish-yellow stripes
Tall Beanie (all $100 each) - Peak 1
+-----------------------------------+
* Blizz - 1/2 black, 1/2 white w/ white stripe
* Deluge - 1/2 blue, white rim, grey stripe
* Stunner - greyish-blue top, brown rim, orange stripe
* Vibed - Blue w/ white rim and white stripe w/ blue stripe in it
* No Drama - orange w/ black top
* Drastic - dark green w/ red design w/ white outline
* Whoops - maroon w/ drab green design w/ white outline
* Freedom - red top, black rim, orange design w/ white outline
* Jump School - blue top, grey rim, light orange design
* Blast Cap - orange top, black rim, yellow design w/ white outline
* No Soap - brown w/ broken grey design
* Helpless - brown w/ 1/2 black, 1/2 grey rim
* Disher - dark grey top, white rim, w/ orange stripe
* Recce - bluish-grey w/ lighter "splotches" and 1/2 black rim
* Sweeper - brown w/ lighter "splotches"
* Shaey - drab green w/ orange "splotches"
* Pop - black w/ red stripe w/ white stripe
* Loco - orange w/ white rim
* Covert - black w/ white rim
* Dolled - light orange w/ white rim
Tall Beanie (all $100 each) - Peak 2
+-----------------------------------+
* Rewrite - light blue w/ white rim
* Mover - brownish-orange w/ white rim
* Shaker - dark grey w/ light orange rim w/ broken red stripe above
* Front Line - bright orange
* Unbound - red
* Generic - blue
* Plain Jane - light orange
* Cloudy - dark grey/black
* Legacy - white w/ 1/2 black, 1/2 grey rim
* ER - light orange w/ black rim separated by jagged white line
* Weirdness - light grey w/ orange rim separated by jagged white line
* Blazer - black w/ orange rim separated by jagged white line
* Ramblin' - blue w/ faded red circle w/ white star in the middle
* Super Villian - red w/ blue circle w/ white star in the middle
* Conspiracy - black w/ red circle w/ white star in middle
* Radar Rider - black w/ jagged wihte line
* Duuuude - blue w/ jagged white line
* Uh Oh - light brown w/ 1/2 black, 1/2 grey rim
* Brainless - 2 shades of dark grey separated by black line w/ white rim
* Whackomatica - maroon w/ 1/2 black, 1/2 grey ri* m
Nordic Beanie (all $200 each) - Peak 1
+-------------------------------------+
* Pinnacle - dark green w/ black designs inside white stripe
* Highland - dark blue w/ black designs inside white stripe
* Alp - bluish-green
Nordic Beanie (all $200 each) - Peak 2
--------------------------------------
* Alpine Glow - peachy colored
* Dawn Patrol - bright orange
* Granola Hero - red
Baseball Hats (all $100 each, - Peak 1
-------------------------------------
* Motto - dark blue w/ design on cap
* Sleepness - khaki grey w/ EA Big logo
* Napalm - dark grey/black w/ NBA Street 2 logo
* Look Out - orange w/ NBA Street 2 logo
* Tastey Tastey - brownish-peach w/ logo
* Captain - dark grey w/ grey "splotches" and NBA Street 2 logo
* Sarge - green/brown/grey camo colored w/ NBA Street 2 logo
* Fossil - dark brown w/ logo
* Primo - light orange w/ logo
* Grass Stain - dark green w/ logo
* Undertow - blue w/ logo
* Programmer - orange w/ logo
* Fiction - black w/ logo
* Racer - grey w/ red/white/grey striped bill
* Jagged - red w/ jagged white design on bill
* Sharpish - blue w/ jagged white design on bill
* Rock Slap - brownish-grey w/ logo
* Blue Skies - blue w/ logo
* Mildly Funny - drab green w/ logo
* Havoc - light grey w/ red/white/grey striped bill and EA BIG logo
* Void - dark grey w/ grey/white/dark grey bill and EA BIG logo
* Glacial - blue w/ cracked greyish design on front half
* Blah Blah - grey w/ cracked design
* Zoinks - red w/ logo
* Zone - dark grey w/ cracked grey design on front half
* Verve - greyish-brown w/ front design
* Iced Up - blue w/ front design
* Daddio - orange w/ front design
* Shadowy Stuff - dark grey w/ front design
* Backlash - dark grey w/ front design
Trucker Ballcaps (all $200 each) Peak 2
+--------------------------------------+
* How 80's - black w/ white front and EA BIG logo
* Grade 6 - dark blue w/ grey front and NBA Street 2 logo
* Good 'ol Boy - dark blue w/ blue back w/ EA BIG logo on front
* Big Rig - green w/ brownish-orange bakc and EA BIG logo on front
* Step Outside - dark grey w/ light grey front and front design
* Howdy - bluish w/ grey back and NBA Street 2 logo on front
* Tall Tale - red w/ orange back and NBA Street 2 logo on front
* Traveller - light grey w/ brown back and EA BIG logo on front
* Roger that - blue w/ orange back and NBA Street 2 logo on front
===[ Eyewear ]===
Board Goggles (all $200 each) - Peak 1
--------------------------------------
* Eye Candy - red w/ clear visor
* Riot - dark grey w/ clear visor
* Sniper Baby - yellow w/ blue visor
* Tired Smilie - dark grey w/ blue visor
Board Goggles (all $200 each) - Peak 2
--------------------------------------
* Frosty - black w/ blue visor
* Eye Eye - black w/ yellow visor
* Splendriffic - black w/ pink visor
Accessories
-----------
* Crown/Tiara ($10k - $75k depending on which Lodge they're at)
~ (male riders can only buy the Crown, females can only buy the Tiara)
* Halo ($10k - $75k depending on Lodge)
* Horns ($10k - $75k depending on Lodge) - small horns on the forehead
Headbands (all $100 each) - Peak 2
----------------------------------
* Overtime - red w/ grey stripe
* Hipster - black w/ yellow stripe
* Ace - black/white/maroon striped
* The Legend - black/yellow/maroon striped
* Ultra Neat - dark blue w/ grey stripe
* Stealth - dark colored w/ thin lighter colored stripes
* Audio Guys - dark green and brown stripe w/ jagged dark grey stripe
* Yoga King - dark blue w/ jagged brown stripe in middle
* Slang Man - blue and black stripe w/ jagged stripe in middle
* Fragmented - brownish-black w/ fragmented grey stripe
* Brain Ware - reddish-orange w/ dark orange and grey stripe
* Stylin' - dark blue w/ lighter blue and grey fragmented stripe
* 3 Pointer - black w/ light orange, blue, and white design
* Freestyle - maroon w/ light orange, white, and dark orange design
* Rapid Fire - dark and light blue jagged design
* Chilled - dark blue and yellow jagged design
* Super Stuff - orange and grey jagged design
* Defense - dark blue w/ white, dark blue, and blue stripes
* Invincible - black, white, yellow, orange, red striped
* QA Attack - red w/ white, yellow, black stripes
* Cliffhanger - dark maroon w/ drab green, black, yellow stripes
* Hazard - light blue w/ "scribbled" white design
* Whatever - red w/ "scribbled" white design
* Trouble - red, orange, and black w/ "scribbled" white design
* The Dealio - grey, dark orange, black w/ white design
* So Pro - black w/ dark orange stripe w/ white squiggle
* Mind Wave - maroon w/ dark orange stripe w/ white squiggle
* Wanna be - dark blue w/ grey stripe w/ white squiggle
* Space Walk - dakr brownish-black w/ dark orange stripe
Special (these items replace the rider's head)
+--------------------------------------------+
* Pumpkin Head ($25k, Peak 1)
* Paper or Plastic ($25k, Peak 1) - paper bag w/ face drawn on front
* Bonehead ($50k, Peak 2) - skeleton head
* Air Head ($50k, Peak 2) - balloon head w/ face drawn on it
* Your Pal ($75k, Peak 3) - large, bald head w/ "5 'o clock shadow"
* Headache? ($75k, Peak 3) - punching bag w/ spring neck
2. UPPERBODY
===[ Tops ]===
Hands
-----
* Stingers ($50k, Peak 2) - giant red boxing gloves
===[ Accessories ]===
Backpacks (all $500) - Peak 1
-----------------------------
* Bounty Hunter - brown, tannish, grey colored
* Test Pilot - blue, grey, white colored
* Atomika - dark blue, white, grey colored w/ jagged design
* No Whining - dark green, grey, white colored w/ red design
* Full Time - light brown, white, grey colored w/ reddish-orange design
Backpacks (all $500) - Peak 2
-----------------------------
* Hipatronic - greyish colors w/ white spiderweb-like design
* Dangeromatic - light greyish colors w/ white design
* Autoslick - dark grey and light grey colors w/ white design
* Rage On - grey and red w/ white squiggly design near bottom
* Ultraspy - grey, white, blue colored
3. BOARDS (all $1000 each) - Peak 1
-----------------------------------
* Stuff - orange w/ yellow stripe on top, "Stuff" logo on bottom
* Element - yellowish w/ green and white "Element" symbol on top
* Stuff II - black on top, "Stuff" logo on bottom
* dnL - dnL colored top w/ logo on both ends, dnL bottle picture
Special - Peak 3
----------------
* Skateboard Deck ($50k) - light blue skateboard (no wheels)
* Surfs Up ($50k) - white and green colored surf board
* No Allowance ($50k) - unfolded cardboard box
* Snowskate ($50k) - light blue skateboard, sled-like bottom
* SSX 3000 ($150k) - metallic colored flying board
4. SPECIAL FX (all $100k) - Peak 3
-----------------------------------
* Flaming Head - Your head exudes flame
* Flaming Hands - Your hands exude flame
* Hand Flares - Your hands glow red, smaller than flaming hands
* Flaming Board - Your board is on fire
* Smoking Board - Your board exudes smoke
Thanks again to FishEye for writing up this monstrous list.
c. Frequently Asked Questions [CharacterFAQ]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Q. What is a bolt-on?
A. Bolt-ons are the programmer's term for accessories or anything that your
character wears or changes their character model. They are either bought
or won, depending on the item. Most of the smaller items (hats, beanies,
etc) are all bought at various peaks on the mountain.
Q. What are the two red bars beside your character in the 'Equip Gear' screen?
A. The bars represent the accessory limits for your character. The #1 bar is
the current accessories you have on - the second bar is what your accessory
amount would be if you equipped that particular item. Equip too many
accessories and you won't be able to equip any more. Basically, it's the
"polygon" limit for the total amount of bolt-ons your character has equipped.
Q. Are there other characters other than the original 10?
A. Yes - there are 20 hidden characters you acquire by various means.
See the "Collection - Section 5" for more information on them.
Q. What are each of the character accessories and how do I get them?
A. There is a short description of each above this section. You acquire
all items either by buying them in each Peak's Lodge, or by winning
gold in a specific event for each of the Peaks. Each time you win an
event, you have a RANDOM chance to get an item - there is no specific
item attached to winning a specific event. If you were to play a track
and get gold, then reset and play it again, you would probably
get a different item.
Q. HOW DO I GET ELISE'S BIKINI?!!!!!1!11!!ELEVEN!!!
A. Okay horndog, Elise has two bikini tops - one you get on Peak 2
(Canadian Pride) and the other you get on Peak 3 (Nice, huh?). As for how
EXACTLY you get them, you have to win gold medals on each of those peaks.
Prizes are awarded randomly when you get gold medals, so you basically have
a chance of getting Elise's bikini tops anytime you get a gold on Peak 2 or 3.
In the meantime, take a cold shower or go play with Svelte Luther to calm
yourself down.
Q. How do I equip items on my character in Conquer the Mountain mode?
A. You have to go to the logdge at the "Stations" on each one of the Peaks.
First, pause the game, then choose "Transport", then go to the peak you
want to visit, then choose "Freeride" and pick the particular "Station"
for that peak. Once you are at the station, look for a sign that says
"Lodge" and ski towards that gate. It will ask you if you would like to
enter the lodge. Select "yes" and you will be taken to a menu - select
"Equip Gear" in order change what you are wearing.
Q. Weren't there other bolt-ons that people who went to playtest SSX 3
talked about?
A. Yes there were. There were several accessories that myself and others
got to see that EA had to remove to allow the game to qualify for an
"E" rating with the ESRB. (You may want to skip this list, it might
just make you mad, heheh.)
Elise: Thong underwear (was changed to Hot Pants)
Halter Top
Black full sleeve top with collar going down to the belly button
Moby: Battle axe
Sword (he used to be able to swing it around)
Psymon: Fireman's axe
Chainsaw strapped to his arm
Dynamite (was renamed to Firecrackers)
Zoe: Whip (riding crop)
Crowbar
Others that I can't remember at the moment. Thanks to others for the info on
this list as well.
As for the "people who playtested SSX 3" - you mean the "SSX 3 Weekend"
people (aka Weekenders, heheh). Yes, I was one of those people, along
with grandmort, FirebrandX, happymachines, Krispy24 and dolphingirl.
We each got picked and flown to Vancouver back in August 2003 to playtest
the game and make suggestions to Electronic Arts to help improve
the game. You know the little "magnet" effect that draws bonuses
to your character if you get within a certain range? That was our
suggestion (or rather, we suggested a way to make getting the tiny
bonuses much easier to keep from frustrating players.)
Q. Why do you hate Viggo so much?
A. That should be obvious man. Look at that clown! :)
===============================================================================
SECTION SIX: DETAILS [DetailsStart]
===============================================================================
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.
a. Music [DetailsMusic]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Don't like the music in the game? Then change it! You can select a custom
playlist in Conquer the Mountain mode by going to the Lodge. From there,
select the Music option and select "Custom Playlist." You are given a
list of all the songs in the game. In order to customize your play list,
however, you must buy all the songs you want to play - there are 35
total, though you don't have to buy the ones you don't want. You are given
six free credits to select six songs, and then buying each song after
that will cost you $5000. After you've bought a song, a checkbox will
appear beside it - simply fill in that checkbox with the songs you want
to play and finish. Select that particular playlist and you're all set.
b. Cheats ***SPOILERS*** [DetailsCheats]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Cheats are all entered by selecting Cheats from the Options Menu at the
title screen. You are given a keyboard and must type in the words of
the cheats in order to achieve them. Cheats are not case-sensitive -
typing "Worm" or "WORM" or "WoRm" will get you Eddie all three ways.
Here are the cheats that are currently known:
UNLOCKABLE: CHEAT
+--------------------------------------------------------------+
HIDDEN CHARACTERS
+--------------------------------------------------------------+
Eddie worm
Luther bronco
Brodi zenmaster
Hiro slicksuit
Jurgen brokenleg
Marty back2future
Svelte Luther notsosvelte
Bunny San wheresyourtail
Snowballs betyouveneverseen
Unknown Rider finallymadeitin
Canhuck greatwhitenorth
Churchill tankengine
Cudmore milkemdaisy
Gutless boneyardreject
North West Legend callhimgeorge
Stretch windmilldunk
+--------------------------------------------------------------+
REWARDS
+--------------------------------------------------------------+
All Artwork naturalconcept
All Boards graphicdelight
All Posters postnobills
All Toys nogluerequired
All Cards gotitgotitneedit
All Movies myeyesaredim
All Boards *NEW* graphicdelight
All Peaks *NEW* biggerthank7
All Playlist Music NEW* djsuperstar
+--------------------------------------------------------------+
PEAK ACCESSORIES
+--------------------------------------------------------------+
All Peak 1 Lodge Accessories shoppingspree
c. SSX 3 Online [DetailsOnline]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
If you have a Playstation 2 and an Official PS2 Network adapter (a USB
adapter will not work), then hook up and play SSX 3 Online.
This section will detail in the future the intricacies of playing
online. For instructions on how to get online, consult the SSX 3
Instruction Booklet.
EA BIG Online keeps track of all records for each player when they
play "ranked" matches. To see the records and your online statistics,
visit the Official EA BIG Online web site:
http://www.easportsbigonline.com/games/ssx3/home.jsp
Some tips on playing online:
There are two basic types of matches - ranked and unranked. The
scores for Ranked matches are recorded and kept on the EA BIG site.
All characters in ranked matches are forced to "8" on all stats to
allow both newbies and veterans of the game to play on a fair
playing field. If you want to use your level 11 guy, you have to
play an unranked match, where you will get to use your character
at level 11, but your score won't be recorded.
You can only play main events on SSX 3 Online like racing 1 race,
or 1 Slopestyle course. You cannot play any of the Peak Jams/Races
and there are no bonuses or multipliers on the courses.
It's just you and the other player.
The set up can be confusing at times, but there are two basic ways you
can find people to play. The first is to enter the "Lobby" and pick a
room with people already in it and enter it. This allows you to be seen
online and you can play the people in the room. But if you don't want to
play strangers but your friends, in order to be sure you can always
find your buddies in online competition you will probably want to set up
your EA Messenger. It's the only way to tell if a particular person is
online if they are not sitting in one of the rooms. Press circle and
enter the name of the person you would like to put on your messenger
list. The name must be spelled exactly (case doesn't matter) or it
won't appear. You can store up to 40 people.
d. Frequently Asked Questions [DetailsFAQ]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Q. What do I need to go online?
A. A Playstation 2, an official Sony Network Adapter (AFAIK, USB Adapters
that work on Madden and other EA games do NOT work with SSX 3) and an
internet connection. It is recommended that you have broadband/DSL for
the best experience. The lag experienced with 56K makes the game almost
unplayable at times.
Q. What's your online handle, gondee?
A. I always go by "gondeeSSX". If you see me online, you must be a
bigtime night owl and extremely lucky, as I am not on very often.
Q. Is it true that EA will erase the scoreboard after a certain of time?
A. EA now "erases" the online scoreboard at periodic intervals. By erasing,
EA has removed the scores of those players who haven't been active online
for long periods of time. You can "revive" your scores by logging on and
playing an online game. Then your scores will reappear. Why are they
resetting the scoreboard? Long story short, the longer the high scores,
continually increasing all the while, stay on the online leaderboards
the harder it becomes for anyone to increase their ranking. The all-time
top scores for each track are still present in the "Hall of Fame" score
board for each track. :)
Q. How is the main "Overall Ranking" calculated?
A. With all their fingers and toes, apparently. :) No one had any idea
until Nathan from EA posted at Merqurycity.com and answered the question:
"I was able to get this question to one of our engineers here at EA and
he gave me this answer:
1) all ranking lists except the main one are based on your absolute
times/points for a given track. So, if you achieved 2:25 on a given track,
your points for that ranking list will be based on that. The same goes
for points for trick tracks.
2) the main ranking lists is recalculated every 10 minutes based on your
rank on all the other ranking lists. The formula below is for that.
MasterPoints = NumberOfRankingLists*RankSize (this is 100) - user rank 1
- user rank 2 - user rank 3 ... -user rank last ranking list.
Points in Overall ranking list = MasterPoints
So, for example, the guy who is ranked 10th on all of them will likely
be ranked fairly high on the main ranking list. The guy that only played
one track and is unbeatable on it will never make it really high on the
main rankings.
It is not dependent on who you play or who you beat. All the track
lists depend only on your absolute best time or points for that track,
and the Overall ranking is calculated from your standing in all the
other lists, as per the formula."
Thanks, Nathan!
===============================================================================
SECTION SEVEN: MEASURING UP [MeasureStart]
===============================================================================
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.
Merqurycity.com Scoreboard [MeasureBoard]
+-----------------------------------------------------------------------------+
I have listed the top scores on each track for version 1.0, thus commemorizing
the final version of the guide with the scores that were achieved at the very
height of this FAQ's production. I think it will be both a satisfactory
tribute to all the hard work done and also a good laugh when we look back
six months later to see how puny the scores were at the time I released
the final version of this guide, heheh.
Here is the scoreboard as of the final edition of the guide - please note,
this scoreboard does not contain every score ever achieved, heheh. Just
those the gamers who sent them in wanted to show off. All these scores
take many hours of practice to accomplish.
============= RACING EVENTS =================
TRACK SCORE/TIME
+-------------------------------------------+
Snow Jam elevation 1:57
JMP 2:00
Buch 2:00
+-------------------------------------------+
Metro City elevation 1:33
ssx4ever 1:34
007 1:41
+-------------------------------------------+
Ruthless elevation 1:56
badbrad 1:57
JXR 2:00
+-------------------------------------------+
Intimidator elevation 2:05
JXR 2:06
007 2:08
+-------------------------------------------+
Gravitude elevation 2:05
JXR 2:07
laidback0378 2:08
============= SLOPESTYLE EVENTS ============
TRACK SCORE/TIME
+-------------------------------------------+
R&B JXR 7,014,319
MrChaos 6,187,743
otb1369 4,125,072
+-------------------------------------------+
Style Mile JXR 8,280,960
MrChaos 7,374,680
PD~ 6,245,109
+-------------------------------------------+
Kick Doubt JXR 6,127,660
MrChaos 5,470,713
otb1369 3,730,672
============= BIG AIR EVENTS ================
TRACK SCORE/TIME
+-------------------------------------------+
Crow's Nest JXR 1,440,440
PD~ 1,407,306
T I T A N 1,213,946
+-------------------------------------------+
Launch Time BlackDth 1,525,275
T I T A N 1,521,482
PD~ 1,510,088
+-------------------------------------------+
Much 2 Much JXR 1,424,986
Whoeva187 1,353,154
iglooman 1,351,399
============= SUPERPIPE EVENTS ==============
TRACK SCORE/TIME
+-------------------------------------------+
Junction BlackDth 3,942,280
gondee 3,802,770
PD~ 3,640,955
+-------------------------------------------+
Schizophrenia JXR 3,472,332
Whoeva187 3,385,604
PD~ 3,366,265
+-------------------------------------------+
Perpendiculous BlackDth 4,962,095
gondee 4,728,081
PD~ 4,692,681
============= BACKCOUNTRY EVENTS ============
TRACK SCORE/TIME SCORE/TIME
+-----------------------------------------------------------------------------+
Happiness JXR 4,497,728 elevation 2:22
MrChaos 3,422,299 JXR 2:23
Buch 3,247,903 007 2:24
+-----------------------------------------------------------------------------+
Ruthless JXR 3,820,343 elevation 2:28
Buch 3,056,282 007 2:29
Dementedpup6 2,909,902 JXR 2:30
+-----------------------------------------------------------------------------+
The Throne JXR 4,277,367 elevation 2:08
alpmaster 3,131,395 007 2:11
laidback0378 2,880,917 Aeroth 2:12
+-----------------------------------------------------------------------------+
============= PEAK CHALLENGES ===============
TRACK SCORE/TIME SCORE/TIME
+-----------------------------------------------------------------------------+
Peak 1 JXR 12,135,738 elevation 8:32
laidback0378 6,792,535 packattack 8:36
MrChaos 6,597,523 Strategery115 8:43
+-----------------------------------------------------------------------------+
Peak 2 JXR 14,296,190 elevation 12:19
MrChaos 6,229,294 packattack 12:51
laidback0378 3,830,718 007 13:17
+-----------------------------------------------------------------------------+
Peak 3 laidback0378 21,526,798 elevation 18.55
JXR 15,449,109 packattack 19.53
snipermtd23 10,000,167 Strategery1115 20.13
+-----------------------------------------------------------------------------+
It's inevitable that these scores will be outdated at some point. All scores
eventually go up, all times eventually go down, but this should provide a
"snapshot in time" of the very elite of the SSX 3 community and give you a
good sense as to what reading this guide and mastering all the various
techniques in it can get you. Everyone here started off at some point as
a newbie, after all. Well, except for maybe FBX or elevation. I think they
were born with controllers in their hands. :)
Online Records [MeasureOnline]
+-----------------------------------------------------------------------------+
The EA BIG SSX 3 Online site features online scoreboards that list all
the current high scores achieved by players online. Register and look
to see where you place in the current online competition:
http://www.easportsbigonline.com/games/ssx3/home.jsp
Frequently Asked Questions: [MeasureFAQ]
+-----------------------------------------------------------------------------+
Q. Are there other SSX Scoreboards?
A. Yep! Merqurycity.com runs SSX and SSX Tricky scoreboards and regularly
updates them. Speaking of which...I need to go update the scoreboard...
*rummages around for score sheet*
Q. When is the SSX 3 Scoreboard going up?
A. It's open! :) Visit the SSX 3 Scoreboard.
http://www.merqurycity.com/ssx3/scoreboard/ssx3_bestscorestimesframe.html
===============================================================================
SECTION EIGHT: EPILOGUE [EpilogueStart]
===============================================================================
6. Legal. [EpilogueLegal]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This FAQ is copyright 2003-2004 by all the authors herein, per their
submitted sections. You may not alter/repost this entire FAQ without
my permission, or sections of this FAQ in any way without the expressed
permission of the author of that corresponding section.
SSX 3, SSX Tricky and SSX is a trademark of Electronic Arts and EA Canada.
This FAQ is allowed to be posted on these sites:
www.gamefaqs.com
www.merqurycity.com
www.cheatcc.com
www.cheatplanet.com
www.SponG.com
www.cheathappens.com
www.neoseeker.com
www.dlh.net
www.ign.com
Any other site that has it posted without my consent is contributing
to copyright infringement. If you would like to host this guide, you must
e-mail me first and obtain my permission, and once you are hosting the
guide, keep it updated. If you will not do this, I will not allow you
permission
to host this guide.
PERSONALLY UPDATED VERSION OF THIS FAQ:
http://www.merqurycity.com/ssx3/ssx3_faq.txt
Credit & Thanks [EpilogueThanks]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~ Author credit goes to vix, ssxtitan, MrChaos, Dreaming Gamer,
FishEye, countercycle, YoshiXL, Silverstarfire, Gamer EX, and
all the people featured in the box on top of the guide. I'm tired
of typing all their names twice, heheh. All I do is clean up the
guide and organize it - if you want to profusely thank someone,
thank the numerous authors that make this guide the premiere one
on the web. They deserve the true kudos - I'm just their monkey-butler. :)
~ Viktor Nilsson contributed another great ASCII header for the guide.
He's an ASCII Master, heheh. :) Thanks again, Viktor.
~ Credit to Grandmort, the man who "changed the way we played SSX
forever ;)", for creating and maintaining the premiere SSX site on
the web - Merqurycity.com. Without him there wouldn't be a resource
anywhere for SSX Fans to refer to. By the way, HE'S the webmaster
of Merqurycity.com, not me. I'm just his monkey-butler. :)
~ Special, everlasting thanks goes to Electronic Arts Big and, in
particular, programmers, character modelers, world builders, producers
and various EAC Employees of all makes and models: Larry LaPierre,
Katrina Strafford, Cody Ritchie, Sinisa Karolic, Klaus Monies,
Malcom Andrieshyn, Steve Anthony, Nicholas Tay, BadBrad, Nathan from
EA Online, and even though I've never seen him in person, the ever-famous
Steve Rechtschaffner. You've made our lives innumerably richer with your
support of us and our love for the games you create. I'm sure I'm not the
only one who wants to say, simply, thank you.
Contributors - Who are these people? [EpilogueContrib]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~ Vix is a member of the community at Merqurycity.com and is also, by
her own admission, an insomniac. :) Luckily, the guide has benefited
enormously from her condition in that she was gracious enough to type
up several detailed items for this FAQ. She has made my life much easier
as a result. Much respect and thanks, Vix.
~ ssxtitan is an up and coming scoreboard powerhouse and frequent member
of The Gravitude Bar over at Merqurycity.com. He is a skilled trickster and
generous enough to share his skills in this guide. Look for more stuff from
him in the future, I'm sure.
~ Cody Ritchie is, like, the most awesomest EA BIG employee ever! ;)
He has been consistently cool to me ever since the first SSX and has
submitted some great "inside stuff" to this guide that I could never
get anywhere else. Amazingly, he still wants to go over a set of
interviews FOR SSX that I've been wanting to put on Merqurycity for almost
2 years now. I think he forgot about them at some point, but I'm still
gonna ask anyway. :)
~ MrChaos became one of the top SSX Tricky showoff competitors in a very
short time, racking up top 3 on several of the showoff courses. He continues
this trend into SSX 3, much to the delight of walthrough-hungry people
everywhere. Look for more awesome records from him in the future.
~ YoshiXL is another new generation competitor, who excels in both racing
and trick events, much to my chagrin (he broke several of my old racing
records, heheh.) With this double threat, it won't be long before you see
him on the scoreboards breaking records once again.
~ FishEye is one of the old school SSX players (and FAQ writers), having
helped me with the SSX Tricky guide as well. Much appreciation for his
thoroughness and willingness to help out with the SSX 3 FAQ.
~PD CofC is the SSX Tricky Showoff powerhouse, owning 5 of the 8 showoff
records for SSX Tricky. It looks like he's continuing his streak with
some phenomenal scores for SSX 3 in Big Air and Slopestyle as well,
so look for him to continue his streak on the SSX 3 Scoreboard.
~ happymachines wrote like 2/3 of my SSX Tricky guide, and I'm very glad he's
submitted more walkthroughs for the SSX 3 Guide. His sense of humor is very
evident in anything you read from him, enjoy it. :)
~ laidback0378 is a very cool new member over The Gravitude Bar. He's taken
it upon himself to help fill in the missing racing guides for which I am very
grateful. He's the new happymachines of the SSX 3 guide - he's written like
95% of it. Give him mad props for his hard work when you see him over at
The Gravitude Bar.
~ bonsai has a cool name, and also submitted a walkthrough for The Throne
Jam. :)
~ irritatedlittleman is apparently irritated all the time. But he's also
very good at the Peak 1 race and submitted a walkthrough for it that I
was very impressed with.
~ Ravage is a skilled member of the The Gravitude Bar and has taken it upon
himself to write the Peak Races, which I am very grateful for. He also is
currently running a mini-scoreboard for the top scores over at Gravitude. :)
~ countercycle is a valued member over at The Gravitude Bar over at
Merqurycity.com.
~ Cpd4224 is probably one of the best all-around SSX player to be listed
on the Scoreboards of EA Big Online. Many thanks for his Master Snow Jam
and Crow's Nest walkthrough as well.
~ Dreaming Gamer is a consistent valued contributor over at the
Gravitude Bar. He also has a thing for polls, polls, and more polls!
~ Silverstarfire was kind enough to send me guides to some of the tougher
BIG Challenges. I appreciate his willingness to help other players with
some of these frustrating tasks.
~confessor, antimony, ghoti and all the various tips submitters have my
thanks for being willing to help others online at various SSX billboards
across the internet.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GONDEE'S FINAL VERSION SOAPBOX
If you would have told me 9 months ago I would have taken tips from over 50
people, Master guides for almost all the tracks, lists of every bolt-on
and BIG Challenge in the game, I would have thought you were crazy. For
everything this guide has become, for all the expectations it surpassed, and
for each and every submittor who gave a bit of their knowledge to make this
the supreme SSX 3 Guide on the Internet, I just have to say THANK YOU.
Without your hard work and dedication to helping others get better at SSX 3,
this guide would be nothing more than a glint in gondee's eye. I want to take
this time to personally thank Laidback0378 who donated so much material to
the guide I would have given him primary author credit were that possible.
I would also like to thank Vix, whose early "checklists" helped me flesh
out the guide at a much needed time. And one more big thanks to FishEye,
who compiled an exhaustive list of bolt-ons for the game that couldn't have
been fun to list, and yet he did it anyway. It's submittors like these
that make this guide the best it could possibly be. I couldn't have been
happier with the way it turned out. Judging by the amount of compliments
which I get on it (which I don't solely deserve), other people certainly
did as well. Thank you.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=