____                   _                      _   _    __      _     ______
 /    \                 | |              _  _  | | | |  / /_    | |   /      \
/  /\_|_  _      _     _| |__  ___      | |/ |_| | | | / /|_|  _| | __\  __  |
|  |  | |/ \ ___| |   | |    \/   \ __  |  _//   | | |/ /  _  /   |/ _\\/ /  /
\  \  |  _ |/   \ \/\/ /|  | || | |/  \ | | / |  | |   /  | |/ |  || \   /  /
 \  \ | // || | |\     /|  | || | |\/\ || | | |  | |   \  | || |  |\  \ /  /
  |  ||_|/_|| | |\ /\  /|_|_/ \___/__/ ||_| \__|_| | |\ \ | |\__|_| / //  /
/\/   /      \___/ \/ \/           / __ |           | | \ \/_\      /_//  /___
|    /                             \____/           | |  | \           |      |
\___/                                               |_|  |_/           |______|

                                                              SNOWBOARD KIDS 2
                                                              FAQ/WALKTHROUGH

  +-----------------------------------------------------------------------+
  |                First Written: December 18th, 2005                     |
  |            Last Updated: August 31st, 2011 (Version 1.00)             |
  |               Written and Compiled by Andrew Barker                   |
  |            Contact the Author: barkera0[at]gmail[dot]com              |
  +-----------------------------------------------------------------------+

If you have any suggestions or see any errors in this file, please contact me
using the email above. If you know any good strategies or having any good tips
then please let me know.

This guide is not to be used without the author's permission under any
circumstances. See the bottom of the document for more details.

+-----------------------------------------------------------------------------+
+---- TABLE OF CONTENTS [0.00] -----------------------------------------------+
+-----------------------------------------------------------------------------+
| Hit Ctrl + F then enter the corresponding number in the table of contents   |
| to jump to the section you want.                                            |
+-----------------------------------------------------------------------------+

[1.00] -- Introduction
[2.00] -- Game Basics & Tips
       [2.01] -- Basic Game Mechanics
       [2.02] -- Tricks
       [2.03] -- General Racing Strategies
[3.00] -- Characters
[4.00] -- Boards
       [4.01] -- Balance
       [4.02] -- Trick
       [4.03] -- Speed
       [4.04] -- Special Boards
[5.00] -- Items & Weapons
[6.00] -- Walkthrough
       [6.01] -- Training
       [6.02] -- Sunny Mountain
       [6.03] -- Snow Town
       [6.04] -- Turtle Island
       [6.05] -- Jingle Town
       [6.06] -- Snowman Boss
       [6.07] -- Wendy's House
       [6.08] -- Linda's Castle
       [6.09] -- Crazy Jungle
       [6.10] -- Dinosaur Boss
       [6.11] -- Starlight Highway
       [6.12] -- Haunted Mansion
       [6.13] -- Ice Land
       [6.14] -- Damien's Revenge
       [6.15] -- Expert Mode
[7.00] -- Mini-Games
       [7.01] -- Speed Cross
       [7.02] -- Shoot Cross
       [7.03] -- Trick Game
[8.00] -- Frequently Asked Questions (FAQ)
[9.00] -- Legal Information

+-----------------------------------------------------------------------------+
+---- INTRODUCTION [1.00] ----------------------------------------------------+
+-----------------------------------------------------------------------------+

In 2005 I wrote my original walkthrough for Snowboard Kids 2. I was only
fifteen at the time and my writing skills were, shall we say, developing. I
hope that it was useful to anyone looking for tips and advice, but it was
certainly lacking in description and finesse. Now, six years later, I have
completely rewritten this guide with a ton more detail and depth. There may
not be as many people looking for help with SBK2 anymore, but those of us who
have played it still remember what an awesome game it was.

As with any of my guides, if you feel you have something to contribute or
notice an error, please send me an email using my contact info at the top of
the guide. Make sure to include your username so I can credit you!

One day I would love to include proper maps of each track, but as they're not
ever displayed in the game, I have no way of sourcing them. If you have any
top-down images of the tracks, please send them to me!

+-----------------------------------------------------------------------------+
+---- GAME BASICS & TIPS [2.00] ----------------------------------------------+
+-----------------------------------------------------------------------------+

If this is your first time playing Snowboard Kids 2 (SBK2) then you might find
this section a good place to start. The same goes for anyone who hasn't played
in many years. It is not a conventional snowboarding or racing game and there
are a few unique mechanics it's great to be aware of before you start playing.

+---- BASIC GAME MECHANICS [2.01] --------------------------------------------+

-- BASIC BOARDING --
--------------------
The goal of any Snowboard Kids race is to reach the goal line at the end of
the final lap before your opponents. As you might expect, every track is more
or less downhill so there's no button to accelerate as you would in any other
type of racing game.

-- ITEMS --
-----------
As you race you'll notice coins scattered around. These act as a currency for
each race and for buying boards outside of the competition. Within the race
you need one coin to 'buy' an item. Items can be obtained from blue and red
boxes all over the course. Red boxes contain offensive items and blue boxes
contain defensive and miscellaneous items.

-- THE CHAIRLIFT --
-------------------
At the end of each lap is the chairlift. By going through a small gate you
can use the lift to return to the top of the course and start a new lap. You
are invulnerable to all items while on the lift. See the next sub-section for
specific strategies to use the chairlift against your opponents.

When you get dropped off the chairlift for your next lap, tap A a few times
to get moving quickly again.

-- TRICKS --
------------
By holding down the A button you can make your character crouch. Releasing the
button will make them perform flipping trick. These tricks can be used to
increase your speed off jumps and to earn additional gold. See the tricks
sub-section for specific tricks and how to perform them.

You can also grab your board for shorter, less impressive tricks by using the
C buttons. These are much easier to perform, but worth less money. You can
even do a simple hop by tapping the A button to jump over obstacles.

-- RECOVERY --
--------------
If you hit a wall, get hit by an item, or stop moving for some other reason
tap A lightly a couple of times get get moving again. Don't hold it down or
your character will crouch down and try to flip and do a trick.

+---- TRICKS [2.02] ----------------------------------------------------------+

Tricks are one of the core mechanics of Snowboard Kids 2 racing. They allow you
to jump gaps, earn money, deflect items, and distract your opponents. They can
be broadly divided into three different categories: board grabs, special flips,
and grinding. Each are useful in different situations and, if you read below,
you can get some tips on the best ways to use them.

Most of the tricks can be performed one after the other to earn additional gold
in a single jump. Best done off high ramps.

-- BOARD GRABS --
-----------------
Board grabs can be performed by jumping and then using any of the four C
buttons. Depending on which button you hit will change what direction your
character grabs his or her board. The direction makes no difference to the
difficulty or prize money earned from the trick.

The first board grab will earn you 80g. Each subsequent board grab during the
same jump will multiply that higher. Off most jumps you want to perform flips.
Grabs are best done off jumps too small for flips. With enough speed, you can
perform grabs almost anywhere on a course.

-- FLIPS --
-----------
Flips are large jumps performed by holding down A, releaing it and then tapping
it and pushing the analog stick in a direction. These flips look quite fancy,
emitting sparkles, and earn you 100g with subsequent flips adding on to that
amount. You can continue tapping A to combo the flips.

-- GRINDS --
------------
Grinds can only be performed on specific rails that appear on the Crazy Jungle,
Haunted Mansion, and Ice Land tracks. These net you a small amount of gold, but
are mostly just used when taking specific short cuts. Performing a grind is as
simple as jumping on the railing, but getting that accuracy right is mostly
harder than it sounds.

+---- GENERAL RACING STRATEGIES [2.03] ---------------------------------------+

-- QUICK START --
-----------------
Before a race begins, while the countdown to start is going, start tapping the
A button. If you can tap is right when 'GO' appears on the screen you can get
a brief boost in acceleration. Very handy for getting ahead of the competition.

Alternatively, when you start a race, wait for Mr. Dog to say 'GO!' then press
the B button. Doing so will give you a brief rocket boost to get ahead! This
can be a little tricky to time correctly.

-- CHAIRLIFT BLOCKING --
------------------------
One of the most useful strategies you can employ at the end of each lap is
making use of the fact every single racer has to enter the tiny gate leading to
the lift.

After a player enter the gate to the chairlift there's a few seconds where it
cannot be used again. This is indicated by a small red light next to the gate.
If another player is close behind you, by timing your entry carefully you can
lock them out of the gate and they will slam into the wall and be temporarily
stunned.

In reverse, if someone is about to enter the lift just before you, slow your
speed down so you can at least avoid the stun from tumbling head-first into
a wall.

If you have a stone item you can even drop it right before the gate. This is
usually a guaranteed location for someone to trip on it.

-- ITEM DEFLECTION --
---------------------
This is an extremely difficult trick to pull off and is recommended only for
experienced players. Newer players are advised to use the terrain or defensive
items to evade enemy attacks.

If you jump and perform a board grab right before an enemy hits you with an
item such as the glove, parachute, or ice crystal, you can actually deflect it
and send it back at them. Wait for the exclamation mark to appear to indicate
you're about to be hit and then jump and board grab. Even with a lot of
practice it's hard to be able to continually pull it off or not trip up.

For a slightly easier trick, you can just jump over an offensive item. Tap A
to jump and, if timed correctly, the item will harmlessly pass underneath you.
It's still tricky, but it's easier than deflecting.

-- SHARP TURNING --
-------------------
Depending on the character and board you're using, turning some tight corners
may be a difficult feat. Instead of simply pushing the analog stick left or
right to turn a corner, push it diagonally left or right. If your analog stick
were a compass you would push south-west to turn left and south-east to turn
right. This will make your character do a much sharper turn than normal.

+-----------------------------------------------------------------------------+
+---- CHARACTERS [3.00] ------------------------------------------------------+
+-----------------------------------------------------------------------------+

When you first begin playing only Slash, Jam, Nancy, Wendy, Linda, and Tommy
will be available to race with. By completing certain tasks, there are three
more unlockable characters. See that character's individual section for details
on how to unlock them. Just scroll down a bit.

In terms of individual stats, speed indicates how fast the characters can move;
jump is how high they jump and how long they stay in the air; and turn is how
easily they can turn corners. 'Great' is the highest possible rating followed
by 'Good', 'Fair', 'Subpar', and 'Poor'.

+---- SLASH KAMEI ------------------------------------------------------------+
+-----------------------------------------------------------------------------+
|   Type: All Around   |   Speed: Fair    |   Jump: Fair    |   Turn: Fair    |
+-----------------------------------------------------------------------------+
Game Description: "Active and naughty."
Gender: Male
Nationality: Japanese

Slash has spiky black hair and a bit of an attitude. He's a competitive guy
that fights for what he believes in and always stands up for his friends. He is
the central character for Snowboard Kids and one of the best characters for new
players to start out with. He has a fierce rivalry with Linda.

He has a decent speed, decent jump, and above average turning. He's one of the
most balanced characters in the game and is a great choice for any and all of
the courses. I'd recommend Slash or Jam for your first playthrough or if you're
struggling to win a race with another character.

+---- JAM KUEHNEMUND ---------------------------------------------------------+
+-----------------------------------------------------------------------------+
|   Type: All Around   |   Speed: Fair    |   Jump: Fair    |   Turn: Fair    |
+-----------------------------------------------------------------------------+
Game Description: "A conceited brat."
Gender: Male
Nationality: Jamaican

With his dreadlocks and beanie, Jam is one of the most popular SBK characters
amongst the players' community. He's heavily into rap, but is a lot smarter
than he generally lets on. Even though his stats don't indicate it, he likes
to think of himself as the trick master. Because of this he had a friendly
rivalry with Nancy.

Jam, along with Slash, is a great choice for anyone new to SBK2. He's extremely
well balanced and a good choice on any course.

+---- NANCY NIEL -------------------------------------------------------------+
+-----------------------------------------------------------------------------+
|   Type: Trick   |   Speed: Subpar    |   Jump: Good    |   Turn: Good       |
+-----------------------------------------------------------------------------+
Game Description: "Nice and reliable."
Gender: Female
Nationality: English

Nancy is the sweetest and nicest of the bunch. She's always kind to others and
tries to see the best in every situation. She gets on well with all the other
racers, but she's especially good friends with Linda. She had a friendly
rivalry with Jam.

Nancy is one of the slower characters, but she can be useful on later tracks
that have higher jumps and tighter corners to turn. Beginner players may want
to try her out if they like her, but they may find her speed lacking in some
situations.

+---- LINDA MALTINIE ---------------------------------------------------------+
+-----------------------------------------------------------------------------+
|   Type: Speed   |   Speed: Great    |   Jump: Great    |   Turn: Subpar     |
+-----------------------------------------------------------------------------+
Game Description: "Snobbish brat."
Gender: Female
Nationality: Italian? (Needs confirmation)

Linda is a spoiled rich girl and the daughter of the owner of the Maltinie
corporation. She tends to believe she is superior to others and constantly
argues with Slash about everything. The two of them have a fierce rivalry.
Linda is best friends with Nancy.

Linda is not a good choice for new players. Her high speed and low turning make
her difficult to race around most courses. She's incredibly useful on the
special tricks course and can be a terrific racer when paired with a board that
specialises in turning.

+---- TOMMY PARSY ------------------------------------------------------------+
+-----------------------------------------------------------------------------+
|   Type: Speed   |   Speed: Great    |   Jump: Poor    |   Turn: Poor        |
+-----------------------------------------------------------------------------+
Game Description: "Easy-going glutton."
Gender: Male
Nationality: Canadian

Tommy is a kind, gentle boy with a love for hamburgers. He's quiet and rarely
speaks whats on his mind. He's been Slash's best friend since they were little
and people often think of him as a troublemaker because of his association with
the spiky haired boy.

Even though Tommy is a lovable character, he's one of the poorest choices of
character. He's fast, but his turning and jumping skills are pathetically poor.
He's completely outclassed by Linda who shares his great speed skill. Only use
him if you really love him.

+---- WENDY LANE -------------------------------------------------------------+
+-----------------------------------------------------------------------------+
|   Type: Trick   |   Speed: Poor    |   Jump: Great   |   Turn: Great        |
+-----------------------------------------------------------------------------+
Game Description: "Loves inventing stuff."
Gender: Female
Nationality: American

Wendy is a kid genius. She's developed and built robots, UFOs, and technology
that lets her shrink people! She's not very outspoken, but she's a kind girl,
if a little eccentric. Snowboard Kids 2 is her first appearance in the series.

Wendy is a tricky one. Her high jump and turn skills would make her incredibly
useful, but her speed is so slow. When paired with an extremely fast board
she can be quite a powerful opponent. Best used late in the game when you have
more boards to choose from.

+---- DAMIEN -----------------------------------------------------------------+
+-----------------------------------------------------------------------------+
|   Type: ???   |   Speed: Good   |   Jump: Fair    |   Turn: Good            |
+-----------------------------------------------------------------------------+
Game Description: "A stupid demon."
Gender: Male
Nationality: ???

Damien is a demon that arrived in Snow Town to conquer it! After the Snowboard
Kids ignore him, he forgets his mission and sets out to embarrass them. He has
a crush on Nancy.

Damien is the best of the All Around type characters. Once unlocked he is
superior to both Slash and Jam across the board. Continue to use Slash and Jam
if you prefer them, but if you have no preference then Damien should be your
choice of boarder.

You unlock him by beating story mode.

+---- COACH ------------------------------------------------------------------+
+-----------------------------------------------------------------------------+
|   Type: Trick   |   Speed: Poor    |   Jump: Great    |   Turn: Good        |
+-----------------------------------------------------------------------------+
Game Description: "Arduous teacher."
Gender: Male
Nationality: ???

A hot-blooded and intelligent penguin who is capable of speech. Presumably he
taught the Snowboard Kids how to snowboard.

Unfortunately, Coach is slightly outclassed by Wendy. His slow speed can be a
real problem unless you pair him with a fast board. His jump and turn stats
make him useful on the tricks course.

Unlock him by beating him in training mode.

+---- MR. DOG ----------------------------------------------------------------+
+-----------------------------------------------------------------------------+
|   Type: Speed   |   Speed: Great    |   Jump: Poor    |   Turn: Poor        |
+-----------------------------------------------------------------------------+
Game Description: "Kind old man."
Gender: Male
Nationality: ???

Mr. Dog owns and runs the board shop. You can visit him to purchase and paint
snowboards. He a kindly, old fellow who was rumoured to be an amazing boarder
in his younger years.

He shares the same stats as Tommy. Which means he's pretty ineffective when
compared to other characters. He needs to be paired with at least a board
that specialises in high turning to make him at all useful.

You unlock him by beating the newspaper delivery mini-game with the fewest
newspaper possible and 100% accuracy.

+-----------------------------------------------------------------------------+
+---- BOARDS [4.00] ----------------------------------------------------------+
+-----------------------------------------------------------------------------+

After choosing a character you get to choose the board they ride on. To begin
with you only have a few basic options available, but it won't be long before
you have a massive amount of boards to choose from. You can unlock most special
boards by beating the courses on expert mode after you beat the game once.

5 is the highest ranking and 1 is the lowest.

+---- BALANCE [4.01] ---------------------------------------------------------+

Balance boards should be yout go-to board until you unlock special ones. They
feature a great mix of all stats and can work well with any character and on
any course.

-- Level 1 --
-------------
Cost: None. Available from the start.

Speed: 3
Jump: 4
Turn: 4

-- Level 2 --
-------------
Cost: 50,000 g

Speed: 5
Jump: 4
Turn: 4

-- Level 3 --
-------------
Cost: 100,000 g

Speed: 7
Jump: 4
Turn: 4

+---- TRICK [4.02] -----------------------------------------------------------+

Trick boards, as their name may indicate, can be a little tricky to use. They
feature slow speed, but high turning and tricks. They can be handy for fast
characters that don't turn so well. You probably won't want to use them during
story mode. The Level 3 board, however, is well balanced and very useful.

-- Level 1 --
-------------
Cost: None. Available from the start.

Speed: 2
Jump: 5
Turn: 5

-- Level 2 --
-------------
Cost: 45,000 g

Speed: 4
Jump: 5
Turn: 5

-- Level 3 --
-------------
Cost: 90,000 g

Speed: 6
Jump: 5
Turn: 5

+---- SPEED [4.03] -----------------------------------------------------------+

Speed boards can be quite useful depending on the course. Level 1 is a great
starting board for Slash during story mode as it provides decent turning and
jump and a nice boost to speed. They're classified as being the fastest of the
basic category boards, but have average jump and turn.

-- Level 1 --
-------------
Cost: None. Available from the start.

Speed: 4
Jump: 3
Turn: 3

-- Level 2 --
-------------
Cost: 60,000 g

Speed: 6
Jump: 3
Turn: 3

-- Level 3 --
-------------
Cost: 120,000 g

Speed: 8
Jump: 3
Turn: 3

+---- SPECIAL BOARDS [4.04] --------------------------------------------------+

Special boards are unlocked by fulfilling specific conditions or winning
specific races. Some boards are extremely useful while others are more of a
joke or do bizarre things.

-- POVERTY BOARD --
-------------------
How to Unlock: Beat Sunny Mountain in expert mode.
Cost: 100 g

Speed: 3
Jump: 4
Turn: 4

Do not use the poverty board. When you ride it, you actually LOSE gold every so
often. I guess it might be funny as a joke, but there's no practical use at all
for this board.

-- FEATHER BOARD --
-------------------
How to Unlock: Beat Turtle Island in expert mode.
Cost: 5,000 g

Speed:  6
Jump: 10
Turn: 5

The Feather board can be incredibly useful for fast racers in need of some
extra air. It has the wing item built into it. It's particularly useful on the
trick course. Not recommended for regular races.

-- ICE BOARD --
---------------
How to Unlock: Beat the Snowman Boss on expert mode.
Cost: 1,000 g

Speed: 7
Jump: 4
Turn: 1

The Ice Board is super fast, but its poor turning makes it basically useless.
It might be decent on an easy track using a character with high turning, but
its best avoided entirely.

-- STAR BOARD --
----------------
How to Unlock: Beat the Wendy's House on expert mode.
Cost: 150,000 g

Speed: 8
Jump: 5
Turn: 5

Basically an improvement on the Balance Board level 3. As a rule of thumb, this
is the best board in the game in most situations.

-- RICH BOARD --
----------------
How to Unlock: Beat the Linda's Castle on expert mode.
Cost:

Speed: 7
Jump: 4
Turn: 4

The opposite of the Povery Board. Your gold total slowly increases naturally
while using this board.

-- DRAGON BOARD --
------------------
How to Unlock: Beat the Dinosaur Boss on expert mode.
Cost:

Speed: 10
Jump: 10
Turn: 1

The fastest board in the game. It has a built in rocket! Unfortunately, its
poor turning skills makes it difficult to recommend. It could be potentially
used in the Speed Cross game when combined with a high-turn skill character.

-- NINJA BOARD --
-----------------
How to Unlock: Beat Starlight Highway on expert mode.
Cost:

Speed: 1
Jump: 5
Turn: 5

When used with a fast character, such as Tommy or Linda, the Ninja Board can
be quite useful. The best part is that it makes you permanently invisible. This
means only ghosts, rocks, and rats can affect you. Not advisable for general
racing.

-- CHARM BOARD --
-----------------
How to Unlock: Beat Haunted House on expert mode.
Cost:

Speed: 7
Jump: 4
Turn: 4

In terms of stats it isn't better than the regular balance board. However, its
special feature is immunity to ghosts. This means its advisable in some
circumstances or on the Haunted House course.

-- HIGH-TECH BOARD --
---------------------
How to Unlock: Beat Damien's Robot in Ice Land on expert mode.
Cost:

Speed: 9
Jump: 4
Turn: 4

A good alternative to the Star Board. It's very fast, but more controllable
than the Dragon Baord. Best used with a high-turn character, but still a fairly
useful piece of equipment.

+-----------------------------------------------------------------------------+
+---- ITEMS & WEAPONS [5.00] -------------------------------------------------+
+-----------------------------------------------------------------------------+

This section details not just how each item is used, but also good strategies
for using them! Whether you're a new or old players there's sure to be
something here for you to learn!

+---- OFFENSIVE SHOTS [5.01] -------------------------------------------------+

Offensive weapons are found inside red boxes on the course. They are used only
to attack opponents. A couple can cause you to injure yourself if you're not
careful!

-- BOMB --
----------
The bomb can be your best friend or your worst enemy. By firing it off it
causes an explosion as soon as it hits a solid object. It seems to sometimes
home in on an enemy, but often just travels in a straight line. It will explode
when it hits a players, wall, or obstacle. When it does explode it will damage
anyone caught inside the large radius. So, in short, don't shoot a target right
in front of you!

The bomb also has the unique ability of being able to be fired backwards. By
pushing backwards n the control stick and then prssing Z, the bomb will be
shot directly behind you. This is terrific if you're in 1st place. You can
look behind you first by pressing the R button.

-- ICE CRYSTAL --
-----------------
Like the bomb, the ice crystal can be very handy or quite dangerous. It tends
to home towards the nearest player and, when it hits them, will freeze them
solid for a couple of seconds and then trip them up. On the downside, while an
enemy player is frozen they act as a solid object. In other words, if you run
into them you'll be stunned the same as if you hit a wall.

-- SNOWMAN SNOWBALL --
----------------------
These snowman head shaped items aren't overly useful, but are always hilarious.
They do not home, but they will bounce off walls for quite some time. Anyone
they hit, including the person who fired them, will be turned into a snowman
and lose control for a few seconds.

A great tip if you get these when in 1st is to save them for the goal area.
When you're approaching the line, fire them off and they will rebound off the
back wall. Move slightly out of the way so they don't hit you and they'll
travel behind you, possibly hitting an opponent!

-- TORNADO --
-------------
Tornado attacks, like Snowmen, bounce around. They can collide with opponents
as well as with whoever fired it. When they connect with a target they will
throw them up in the air and make them drop any item they were carrying. They
seem to home sometimes, but don't rely on it.

-- GLOVE --
-----------
When they collide with a target they will send them flying forward and make
them drop three coins. They are especially useful if you can hit someone just
before they go over a jump. The results are both helpful and hilarious. They
sometimes home in on opponents.

-- PARACHUTE --
---------------
The best of all offensive items. Parachutes home in on enemies quite well and,
when they hit someone, send them flying up into the air. Unlike tornados,
however, the enemy will not fall straight back down. Instead they will slowly
descent with a parachute strapped to them. They will massively slow down an
opponent.

If you can hit an opponent just before they go over a jump, the results can be
devestating.

+---- DEFENSIVE ITEMS [5.02] -------------------------------------------------+

Defensive items are found inside blue boxes. They are generally used to avoid
attacks, speed yourself up, or deter an enemy without actually hurting them.

-- SPEED FAN --
---------------
This item straps a fan to your board for a medium-length period of time. It
increases your speed by a good amount, but makes turning more difficult. Best
used when taking easy corners or on a straight.

-- ROCKET --
------------
A more powerful version of the speed fan. Massively increases your speed, but
makes turning a near impossible task. Using it around difficult corners will
hurt you more than help you.

-- FRYING PAN --
----------------
Firing off pans causes one to hit every opponent, temporarily flattening and
stunning them. Pans will hit all three opponents and can only be dodged by
using an inviso board or being on the chairlift.

-- ROCK --
----------
Rocks are usually only picked up when it 1st, or sometimes in 2nd, place. By
pressing B you can drop them behind you for someone else to trip over. These
are best placed just before a jump or right in front of the chairlift. You can
trip over your own stones, so take note of where you place them!

-- WINGS --
-----------
This item attaches golden wings to your board that allow you to jump
significantly further and higher. Use them before going over a jump and you can
pull off an insane amount of tricks before landing. On the downside, it will
slow you down while you're in the air.

-- INVISIBLE --
---------------
Temporarily turns you invisible. In this stage you are invulnerable to all
offensive attacks. You can still be hit by ghosts, rats, and you can trip over
stones. If you get one of these in 1st, hang onto it. It might be the
difference between a win and a loss.

-- GHOST --
-----------
Sends a ghost to whoever is in 1st place or, if you're in 1st place, sends it
to whoever is in 2nd. Being possessed by a ghost greatly slows your speed for
a short period of time. You can be possesed by more than one ghost if two
different players use one at the same time.

-- TRIPLE GHOSTS --
-------------------
This item sends a ghost to every opponent, slowing them all down. Like with a
single ghost, two people using this item will posses everyone twice.

-- RAT --
---------
This item steals gold from whoever is in 1st place. If you're in 1st place then
it will steal from 2nd place.

-- SUPER RAT --
---------------
The super rate steals money from all opponets and gives it to you! Great for
stocking up on gold in story mode! Unfortunately, it rarely appears.

+-----------------------------------------------------------------------------+
+---- WALKTHROUGH [6.00] -----------------------------------------------------+
+-----------------------------------------------------------------------------+

Welcome to the main walkthrough! If you're looking for tips or tricks on a
particular track then you've come to the right place! Here you can find details
and strategies about each course, what sort of rewards you can get for beating
them, and what characters are the best to use.

Take a look at section 2 of the guide for tips if you haven't played before.

Each time you come in first place on a course you earn a star. You can see how
many stars you have from the save screen. After beating the game set out to
collect all the stars!

I won't be pointing out specific times to buy new boards, so I'll be expecting
you to do that as you go. Focus on buying the the Balance Board level 2 first,
then the Speed Board level 2, and then level 3 of both. The Trick Boards will
only be useful if you're using a character that directly benefits from them.
See the characters section for more details on that.

+---- TRAINING [6.01] --------------------------------------------------------+
Length: 899 m
Difficulty: *

When you first load up the game you should see this option from the main menu.
Open it up and you'll find yourself in a training race against the penguin,
Coach. This a simple, two-lap course and the game will ocasionally pause the
race to display some tips and controls to ease you into the main Snowboard Kids
game. Definitely do this if it's your first time playing.

The tutorial will introduce you to jumping, racing, performing tricks, earning
gold, picking up items, using items, and more. It won't take too long and it's
definitely worth your time. You don't need to beat Coach so take it easy and
learn how to play the game. For future reference, this course is also used for
a special tricks mini-game.

Lastly, if you come back here later in the game you can unlock coach by beating
him.

+---- SUNNY MOUNTAIN [6.02] --------------------------------------------------+
Length: 1008 m
Difficulty: *

After creating your file and selecting a character, you'll be thrust to the
course selection menu where Sunny Mountain will be the only track currently
available. You'll unlock a new track once you beat this one. If this is your
first time playing then I'd suggest you pick Slash or Jam. If it isn't then go
for whoever you want!

Once that's done, press A to get started! I'd suggest Balance board to new
players and Speed board to those who have played before, depending on which
character you chose.

The story scene begins with Damien emerging to conquer Snow Town! Unfortunately
for him, the bomb he tries to throw at the Snowboard Kids falls flat and he
blows himself up! The Kids completely ignore him and just ride on by.

Once the race begins, wait for the countdown. Start tapping the A button when
the countdown hits 1 and, if you timed it right, you'll get a nice little
acceleration boost from the jump. Even if you miss the perfect timing you'll
still get a small boost.

Sunny Mountain is a fairly simple snow-covered course. There are no tight turns
and no real obstacles to avoid. Use this as an opportunity to practice
everything you learned from the training course earlier. Try and do tricks off
jumps, make good use of items, and look for the chairlift on the left side of
the goal area.

Don't be disheartened if you don't come in 1st place. You'll still win some
prize money and the game will move forward. You can always come back later to
earn the star. I've beaten this game numerous times and I actually ended up
losing my first attempt at Sunny Mountain when I wrote this guide. Tommy
dropped pans on me right on the line and he overtook me. So you can just be
unlucky too!

After winning the race you'll get a brief cut-scene of the Kids ignoring Damien
again. He's definitely going to want to get revenge! You can skip any cut-scene
by pressing the START button.

+---- SNOW TOWN [6.03] -------------------------------------------------------+

Once done with Sunny Mountain, you'll arrive in Snow Town! Mr. Dog will greet
you and show you around. First up is the Paint Shop. Here you can paint your
board in different designs and colours! I'd advise against doing this until
later in the game as the money it costs is better saved for buying new boards.

The second building is Wendy's Internet Cafe. This building keeps records of
many things you achieve in the game. It keeps information about different
characters, different courses you've unlocked, as well as rumours that feature
secrets about the game. There's even a jukebox so you can listen to your
favourite music!

Third along is the Snowboard Times. This is the entry area for the newspaper
delivery mini-game. That mini-game is covered in section 7 of this guide. Just
outside of it is a telephone. By interacting with it you can save and quit the
game. Make sure to save here before turning off the console!

The School building allows you to change your character. Enter inside to find
the character select screen. Just outside it is a clock. By going up to it and
pressing A you can participate in the speed mini-game! See section 7 for more
details.

Second from the end is the Board Shop. This is a key location for the game as
you can buy new boards here. Most are very expensive so you'll have to win a
lot of races first!

Last of the buildings is the Penguin House. Coach lives here and you can use it
to participate in the trick mini-game. See section 7 of the guide for more
details!

Then, by walking all the way to the left or right side of town, you can move
to the course select screen. Once you're done having a look around, head out
there!

+---- TURTLE ISLAND [6.04] ---------------------------------------------------+
Length: 1379 m
Difficulty: **

The scene begins with Damien harrassing a crab. Unfortunately for Slash, the
crab takes its anger out on him! After the other Kids decide to have a race,
Slash manages to throw the crab off and it lands on Damien's head!

Turtle Island is still fairly straight forward, but there are a few things to
be aware of. Shortly after the start line is a bridge where the track narrows
dramatically. This is a great spot to leaves stones, but make sure to watch
out for them to!

Stay out of the water to the left of the beach and then head through the cave
and towards the waterfall. Get ready to jump, because there's a big one on the
other side of the water! Just before the falls is another great place to leave
stones. It's nearly impossible to see them in the water.

After landing, you'll be faced with a divergence in the track. The left path is
slightly shorter and has a bunch of coins at its end, so take that path if you
can. The right path is slightly easier to navigate and features a jump.

Once the paths meet again you'll be in a small forest of coral-like trees. Make
sure to avoid them or they'll slow your progress. Once you hit the goal you'll
find the chairlift on the right side. Though on this course the 'chairlift' is
actually a turtle! There are three laps, so get back up there and go again!

After winning the Kids will find a treasure! After failing to get it open, a
frustrated Slash gives it a mighty kick! As you might expect it squashs poor
Damien flat.

+---- JINGLE TOWN [6.05] -----------------------------------------------------+
Length: 1480 m
Difficulty: **

The Kids have divided up into boys and girls and have a snowman building
competition! The girls badly outclass the poor boys. Not willing to lose, Slash
throws a bomb at the girls' snowman! Linda isn't about to let this go and
challenges Slash to a race.

Jingle Town starts out with two medium-sized jumps which you can use to make
some early money. After leaping off the second you'll spot a forest of
Christmas trees in your path. Weave around them and approach the large snowman-
shaped cave at the end. Make sure you have enough speed and leap across the
small gap before the cave. If you have a ghost on you, and aren't one of the
fastest characters, you won't clear the gap.

Follow the track until you reach the town area. You'll notice that the course
splits through the town to the right and into the snow to the left. The left
path is a tiny-tiny bit faster and has a blue box. The right path has a red
one.

Around the corner you'll spot some fluffy pink rabbits! Contrary to their
appearance, they're quite deadly. If you hit one you'll be tripped up so watch
their movements and avoid them! Just pas them is a large jump down onto the
ice. The next corner is not too tight, but it's a sharper turn than any you've
encountered before. If you're using a character with poor turning skills you
might want to be careful and turn around it wider.

Then just head down to the goal and to the right side for the chairlift. There
are three laps. The story section finishes with Wendy building a giant snowman
robot. The robot doesn't work quite according to plan and it starts to chase
Slash and Jam! It's time to take it down!

+---- SNOWMAN BOSS [6.06] ----------------------------------------------------+
Length: 1480 m
Difficulty: ***

This battle takes place on the Jingle Town course. If you need help with
navigating the terrain, check out the section above. The only difference is the
Christmas tree forest has been removed. Don't worry if you lose here either.
You can come straight back to this boss battle without having to win the Jingle
Town race again.

If you've been finding the game fairly easy so far, this may be a wake up call.
If you look at the bottom of the screen you'll see ten snowman heads. This is
the boss' health. Each time you hit him with a weapon he'll lose one head
until he's destroyed. You have just one lap to defeat him.

There are no item boxes, rather there are a few items spread throughout the
course, just on the ground. Your primary weapons will be bombs, so make sure
you don't blow yourself up with them. There are some fans to help you keep up
speed and a couple of pans. Make sure to get them all. The first is at the
top of the second jump; the second pan is just before the snowman cave, up a
snow drift on the right after the jump; and the third is right near the goal.

When the paths diverge in town, the Snowman will go to the right. Make sure to
follow him.

The snowman won't go down without a fight. Mostly he'll fire off snowmen heads
at a ferocious rate. Try and dodge them, but there's not a lot you can do.
Ocasionally he will fire off an ice crystal which can cause more problems.
Luckily, he tends to slow down if he gets too far ahead of you. So stick to it
and you'll have him down. Once you hit him ten times, the race will end.

Once you win, Wendy builds another snowman! Not surpisingly, all the Kids run
away in a panic. By this stage you should have enough gold to buy a level 2
board. Make sure to pick one up!

+---- WENDY'S HOUSE [6.07] ---------------------------------------------------+
Length: 1656 m
Difficulty: ***

If you bought a new board, make sure to change it on the selection screen
before starting this race. Using her own technology, Wendy shrinks the gang to
a tiny size and suggests they snowboard around her house!

This course is the start of the medium difficulty tracks. It starts out fairly
ordinarily, so just follow it down. After the seond major jump you'll land on
a piano. If you follow the keys you can pick up some coins by jumping and an
item box. You can actually board to the right of the keys along the black
surface. Both paths are good to drop stones on.

A little further down the track is a swining pendulum. Make sure to avoid it or
it will temporarily stun you. It's not difficult to dodge, just swerve to the
left or right if necessary. Invisibility does not work to dodge it. Once you're
back on the blue track, watch out for a chasm to the left. It sort of looks
like the track heads out there, but it's not a shortcut and there's nothing
down there.

Avoid the flying onions and keep boarding straight ahead. You'll come to a tap
soon which you can board through without penalty. Jump down the hole and you
will come to a section of the track that splits off in different directions
multiple times. There's no path that's much faster than another so take which
ever one you want. The left path has a red box and the right a blue one.

After leaving the mouse hole you'll go off a medium jump. The next jump is a
much larger one and great to do tricks off, especially if you have the wings
item. Down the hill is the goal. The chairlift is on the right side.

After the race, Tommy's stomach gets the better of him and he tries to eat some
cheese inside a mouse trap. Not surprisingly the trap is sprung and it takes
all the kids to pull him out!

+---- LINDA'S CASTLE [6.08] --------------------------------------------------+
Length: 1532 m
Difficulty: ****

It's Linda's birthday! Nancy and Wendy show up with presents, but the boys,
including Damien, have crashed the party and are eating all the food! Linda is
having none of it and tries to run them all down on her board! The boys escape,
but Damien is hit. Nancy runs over and notices Damien on the floor, wondering
who he is.

The course starts off on the edge of a steep ramp. Jump down and follow the
path to the first jump. It's a big gap you have to clear so go at full speed
and tap A to jump. If you have a ghost on you on later laps, you might have
trouble clearing it.

Inside the castle, avoid all the tables in the dining room and exit the room
straight ahead. Follow the carpeted hallway down and, after the second jump,
look to the right to spot an exit to the balcony. You can take that path for
a slightly shorter run. The path straight ahead down the hallway is only a
tiny bit longer, but does feature an awkward turn.

Soon enough you'll be outside. Once you hit the gardens you can go either left
or right around the flowers. The right side has an item box, but the left side
avoids an awkward turn. After the jump down the grassy slope you'll emerge to
the sheep pens. Swerve between the sheep to avoid both lots of them and enter
back into the castle. Head straight through the large room and down into the
narrow hallway.

You'll be back outside briefly before going underneath a sort of bridge. As
soon as you spot the crowd on the left side, get ready to jump. Down a short
hill is a surprisingly difficult jump to clear. Make sure you tap A to jump.
Now at the goal, head to the right side to enter the chairlift and complete all
three laps.

This is a course that can often give people trouble to win. Remember you can
continue the game regardless of you win or not, you just won't get the cut-
scene or the star. Move on to the next level and come back later if you want.
Once you win, Linda will keep chasing the boys down. Except for Tommy who has
eaten all her cake...

+---- CRAZY JUNGLE [6.09] ----------------------------------------------------+
Length: 1603 m
Difficulty: ***

The Kids spot a golden butterfly and chase after it. After losing sight of it
they make use of Linda's private helicopter and chase it out to the jungle.
Slash and Jam are left behind and have to walk the whole way. Not a surprise
considering their antics at Linda's party!

The first corner is super tight and difficult to navigate for everyone except
those using characters and boards with the highest of turning abilities. Jam
your analog stick to the bottom left and do your best. Slightly further on
is a massive waterfall. Jump off it and pull off as many tricks as you can for
a nice cash boost.

Back in the jungle, you'll soon encounter a split in the path. The right path
is an extraordinarily difficult shortcut that requires the ability to grind
rails and serious jumping skill. Mucking it up will put you far behind so head
down there only if you're confident. A high turn stat helps too. The left side
has a couple of tigh turns, but is far easier to navigate.

Shortly past this area is a ruins. Inside you'll find a statue on the wall that
spits bombs. Watch out for them as you race underneath it. Invisibility does
work if you feel you need it. A little further on is a jump and then the goal.
The chairlift is on the right side.

After the race Nancy and Jam manage to find the butterfly, but it's not alone.
A huge, orange dinosaur appears on the scene! Time to put it in its place.

+---- DINOSAUR BOSS [6.10] ---------------------------------------------------+
Length: 1603 m
Difficulty: ****

Unlike the Snowman boss, you simply have one lap to beat the Dinosaur to the
goal. The problem: he's super fast. Way faster than you. He also tends to drop
eggs behind him that trip you up if you run into him. The course is Crazy
Jungle, minus the bomb-shooting statue.

Don't take the big shortcut listed in the previous section unless you are 100%
sure you can pull it off. If you screw it up you may as well restart the race
because you aren't going to catch him. You can still beat him by taking the
normal route.

Pick up the bombs if you can, but they're really not much use. Instead, aim for
grabbing as many blue items as you can. There are pans, fans, rockets, and
ghosts spread all over for you to use and as long as you pick up most of them
then victory is far more likely.

Lastly, if you're close to him, don't sit right behind him. You're likely to
get pelted by an egg. Time for a celebration once you win!

+---- STARLIGHT HIGHWAY [6.11] -----------------------------------------------+
Length: 1520 m
Difficulty: ****

Wendy has developed (or found?) a UFO and the Kids decide to go on a space
tour! One by one they're beamed up into the ship, but Damien manages to sneak
onboard just in time! I'd advise having a level 3 board by this point.
Starlight Highway is the first of the three more difficult courses.

You will notice, almost immedietly, that there are large red and yellow arrows
that appear around the track. Boarding over these will give you a temporary
speed boost in the form of a rocket. Run over these whenever possible, but make
sure you don't boost into a wall!

Past the mechanical structure you'll land on the rings of a planet. Race
carefully so you don't fall off and just inside the next area you can choose
to take a shortcut by following the coins off the edge, or just travelling
around towards the arrow. Following the coins is a straighter, more direct path
and is the one you want to take, but it does feature a nasty turn at the end.

Don't worry about the opening and closing doors inside the next structure, they
will always open for you. Enter into the wormhole tunnel and get ready to jump
once you reach the bright light at the end!

Follow the track until you reach an indoor area that has bright red bumpers in
it. Hits as many arrows as you can and avoid the bumpers. Not too far away is
the goal. The chairlift is in the middle this time. Two more laps to go!

At the end of the race... guess Damien wasn't quick enough this time!

+---- HAUNTED MANSION [6.12] -------------------------------------------------+
Length: 1556 m
Difficulty: ****

It's Halloween and the Kids have found a haunted house! Most of them are keen
to check it out, but Nancy and Tommy need some, uh, convincing. Damien isn't
far behind and is sure to have some sinister plan up his sleeve...

This can be a nasty course, but it's also one of the most fun. Shortly after
the start line, the course splits in two. The right path has a jump, an easy
turn and a haunted area. These haunted areas are filled with ghosts which, if
you run into one, will possess you, just like the item would. The left path
is shorter and doesn't feature ghosts, but there are two gaps you can only
cross by grinding on a rail. It's easier than the Crazy Jungle shortcut, but
it can still be risky. So take your pick.

Down around the corner is a haunted dining room with floating tables! Just like
in Linda's castle, simply board around them. Off the jump and down around the
corner is another indoors area. This one has a jack 'o latern hanging from
the roof that shoots ice crystals from left to right and then right to left.
Try and avoid them.

The course continues on in an ordinary fashion until you enter a cave. Here
you will find another haunted zone so watch out for the ghosts. Right past
the haunted zone is a tiny gap leading into the left wall, marked by three
coins. I only ever manged to get in there using a fan or a rocket, but it's
worth it if you can do it. It's a signficantly shorter path and includes a blue
box and jump. It comes out near the painted arrows further down the cave.

At the end of the cave you will see a white, snow-like dead-end. If you look
for the blue box, you actually fall through the floor just past it, so be ready
to jump! Make it through all that and you're finally at the goal. The chairlift
is on the left side.

With the race done, the Kids managed to escape the house and lock the ghosts
up! Unfortunately for Damien, he's still inside!

+---- ICE LAND [6.13] --------------------------------------------------------+
Length: 1668 m
Difficulty: ****

IMPORTANT. This level will not unlock until you beat all three mini-games and
the Haunted Mansion course. See section 7 for help with the mini-games.

If you haven't already done so, buy a level 3 version of your preferred board.
If you don't need it on this one, you're definitely going to want it for the
following boss battle.

After getting rejected by Nancy and bumped around by Tommy and Linda, Damien
has finally had enough! Fed up with the way he's beating ignored, he challenges
the Kids to a race! You will have to race Damien this time around. He's not
only faster than other racers, but he's much more aggressive with his item use.

Leap off the jump and race around the curve. Careful not to fall in the pit on
the left side. Continue on underneath the snowballs and the dodge them in the
next section. A little past this you'll come to a tight corner. Just before
the corner, near the red box, is a difficult to see shortcut. It's hard to
describe, but there's a section of the wall on the right side near the box that
isn't quite as high as the rest. Board straight at it and you'll go over the
top, bypassing the corner entirely!

Further on down the track you'll come to an open area with a few snow drifts.
If you have a fan or rocket, use them over the drifts to take a shortcut. Stay
out of them otherwise as they'll slow you down. Just past that area, off the
jump, the path diverges slightly to a high and low road. The high road requires
the use of grinding, but is slightly faster and includes an item box. The low
path is safe and easy. Take your pick.

A little further on is a thin section of the course without any safety rails.
If you're using a character with poor tuning you may find this section quite
difficult to navigate. It's a great area to hit people with the glove weapon
if you have any.

Just past this is another large, open area divided up by icebergs. The left
path has a blue item box, while the right side has a red box.

Head off the jump and down the final section of the track. Watch out for an
area about half-way down where you can see a metal fence against the wall.
Don't go anywhere near it as there's actually a gap you can fall down! Board
down to the goal and go straight ahead for the chairlift.

Don't be disheartened if you lose this race a few times. It can be tricky! Just
keep trying. Once you win, it's time for a boss!

+---- DAMIEN'S REVENGE [6.14] ------------------------------------------------+
Length: 1668 m
Difficulty: *****

Damien isn't happy that he lost and he's not going to mess around any more! He
brings out his huge robot and challenges the Kids to a battle! This boss fight
takes place on the Ice Land course, minus the snowballs, and works the same
as the Snowman boss fight. Damien has ten lives and you have to take them all
out within one lap.

Like the Snowman battle, you have bombs to use along with an ocasional blue
item like a ghost, pan, or fan. Just pick up as many as you can and fire them
away. Damien is very fast in his robot so it can be tough to keep up with him.
This time around, each bomb item you pick up has nine you can use. Make good
use of the first one you pick up right past the start line. Don't just fire
them all off at once because Damien is briefly invincible after being hit.
On the bright side, these bombs seem to home better than regular ones.

As he runs, the robot will drop gears and bolts behind him. They work like a
stone item, so take care not to trip over them! He can also fire off some
missiles that, if they hit you, can freeze you, blow you up, or throw you in
the air like a tornado. Make sure to avoid them!

Right after picking up the first bombs, with careful timing you can actually
knock off about four or five of his life before he finishes the first curve
of the track. This can give you a great advantage early on. Avoid using the
shortcut mentioned in the Ice Land section of the guide. It puts you in front
of him which, in this instance, isn't helpful.

When you hit the thin section of the track, towards the end, Damien will head
off course a little bit. So if he disappears, keep an eye to the left and the
right until he comes back up onto the track!

Once you take off his ten lives, his robot transforms! He's smaller, gains
three more lives, and moves faster! Hit him three more times to finish him off.

Most of the time you'll only knock off his last life right near the goal, so
just hang in there! If you're struggling, practise the earlier half of the
track. If you aim carefully and manage your bombs properly, you can completely
beat him after only half the course.

After the race, Damien is crying and the Kids try to cheer them up. Damien
offers them a present as a sign of peace. The Kids open it to find out it's a
bomb! They chase Damien across the snow and the game comes to a close. Make
sure to save after the credits roll!

+---- EXPERT MODE [6.15] -----------------------------------------------------+

Don't worry, there's still more to do! After beating the game you unlock expert
mode. You can select it when you load your file and it makes the computer
controlled characters more difficult to beat on the story mode tracks. Each
time you win one of the races you unlock a special board. See the boards
section to find out which tracks unlocks which boards!

The main difference between this mode and normal is how the computer opponents
will play. They pick up items far often and are far more aggrssive with how
they use them. They defelect and dodge attacks you throw at them more often
and are less likely to run into walls or make other mistakes.

There's no new strategies you need to apply as all the courses are the same.
Just put to work everything you've learned so far and keep racing! You'll win
it all eventually. Don't forget to use the special boards as you unlock them
too! The Star Board can be especially useful. I'd advise using againt the
dinosaur boss.

One change you will need to adjust to is the coins. There are no longer any
gold coins on any course in expert mode. All your money will have to come from
performing tricks. Hope you've gotten good!

+-----------------------------------------------------------------------------+
+---- MINI-GAMES [7.00] ------------------------------------------------------+
+-----------------------------------------------------------------------------+

The three mini-games listed here must be completed to progress through the main
story. Once all three are beaten then the Ice Land course will be unlocked.
Beating each will also give you stars S1, S2, and S3.

+---- SPEED CROSS [7.01] -----------------------------------------------------+
Length: 1420 m
Difficulty: ***

On this course, you have to reach the goal before time runs out! Make sure to
pick up as many fans and rockets as possible or you won't make it! Contrary to
what you might think, only pick a high-speed board if it also has high turning.
There are some nasty corners. Balance board level 3 is a good choice.

The Kids have missed their school bus! Now they have to make their own way to
school, and get there before 8:30! You can check the time limit in the bottom
right corner of the screen.

When the course starts, be careful of tapping A to get a jump start. There's
a rocket right in front of you that's very easy to jump over! There's a second,
third, and fourth rocket, followed by a fan, soon after it. Pick up as many
as you can.

At the next jump there's a ghost item. Don't use it! There are no other racers
so it will latch onto you and slow you down! Likewise, at the end of the grass
area is a fan. Don't use this one, because you're about to land on a jump that
gives you a rocket. If you're already using the fan then you'll miss out on
the rocket.

Once you leap off the second rocket jump, keep your eyes peeled for a path
leading off through the trees. Once you land head up to the trees and you can
board right through them! This is a much shorter way through than taking the
bend around the corner. If you're having trouble finding it, look for the fan
on the ground just after you land. It's basically straight ahead of that.

After boarding down the snow for a bit, prepare for a very sharp, right corner
to turn around. Try not to rocket into the wall! Once on the street, grab as
many rockets as you can and head for the goal!

+---- SHOOT CROSS [7.02] -----------------------------------------------------+
Length: 1420 m
Difficulty: ***

You can find the shoot cross by visiting the Snowboard Times building in Snow
Town. I highly recommend using Slash on a balance board for this one for
reasons I will explain shortly. It uses the same course as the Speed Cross
mini-game.

It's time for newspaper delivery and Slash and Jam are out throwing them into
mailboxes. Jam seems to pull it off pretty well, but Slash's accuracy leaves
something to be desired after he hits Linda in the face with one!

The idea of this mini-game is to throw the newspapers into all the mailboxes
down the track. You have a twelve spare newspapers, but not try not to miss!
You're also on a time limit of 2 minutes and 30 seconds, which is plenty of
time as long as you don't dawdle. You can easily get a perfect score and finish
will close to a minute still on the clock.

If you can get a paper into every mailbox, you'll beat the challenge. If you
can get them all in without missing, then you unlock Mr. Dog as a playable
character for battle mode.

I find the best strategy here is to use Slash and line mailboxes up in the
middle of his spiky hair. It's far easier to be certain of where you're
shooting that way.

Box #1 -- Straight ahead after jumping off the first jump.
Box #2 -- Just past box #1, before the bridge.
Box #3 -- Just past the bridge, outside Slash's house.
Box #4 -- Past the second bridge, outside a house.
Box #5 -- Very close to box #4, next to a house.
Box #6 -- On the right side of the grassy area just after box #5. Get it ASAP.
Box #7 -- On the right side of the grassy area. Turn tightly.
Box #8 -- Back on the left side of the grassy area.
Box #9 -- After launching off the rocket jump, keep an eye out for a secret
         path through the trees, just past where you land. Board up there and
         shoot the paper into the box outside Damien's house.
Box #10 -- After the small jump past box #9, it's right in front of you.
Box #11 -- Slightly past Box #10, on the same side.
Box #12 -- Just past #11, outside Nancy's house.
Box #13 -- Down past #12, on the opposite side.
Box #14 -- Just past #13, on the other side.
Box #15 -- Outside Jam's house. Make sure to shoot this one off as early as
          possible because you have a ninety-degree turning coming up.
Box #16 -- Just down the stairs.
Box #17 -- Once on the street, it's right in front of you.
Box #18 -- Just past #17, outside Tommy's Burgers.
Box #19 -- On the other side of the street, outside Wendy's Internet.
Box #20 -- Just past #19, on the same side.

Then that's it! Cross the goal to finish! Don't worry if it takes you a few
goes. It's all about learning the course.

+---- TRICK GAME [7.03] ------------------------------------------------------+
Length: 899 m
Difficulty: ***

If you did the Trainigng Course back at the beginning of the game then you'll
find this one familiar. Exactly the same, in fact! It's time for the trick
festival and Coach is showing the Kids some new moves. Time to put them to use!

The idea here is to earn 300 points in tricks by the end of the lap. If you've
been pactising your tricks throughout then game, it shouldn't be too hard.
Otherwise, get ready to have a few retries! Each paragraph of this section
covers a different area of the course. I've done a running tally to give you
an idea of where you should be at. I used Balance board level 3, most board
types are fine. If you run out of time, then the game ends and your points will
be totalled even if you didn't reach the goal.

Tap A to get started and do a kick flip for 1 point. Flip off the jump for 10
more. Use the sides of the half-pipe to pull off a few more flips and then
do a combo of at least two off the next jump. You want to have at least 50ish
points by this stage.

Cross the ice try and pull off three or four flips. In the next half-pipe you
can use the snow rifts to do board grabs and flips off. Be carfeful of using
these as they're quite easy to trip over. The next jump is a big one so make
sure to pull off a flip combo! By this stage you want at least 120 points.

Board down the flat area (you can try tricks up the sides, but I wouldn't
recommend it) until you get to the jump. You have two large jumps in a row here
followed by a massive one. By pulling off some great combos you can easily
earn around 200 points here. But, as long as you get to 300 then it doesn't
matter much!

If you're only a few points short, try pulling off some board grabs as you go
down the hill. The goal is at the bottom. If you want a new challenge, try
coming back here and beating your high score. Scores of 500 or 600 are doable
with practise and even 700 is possible with the right combination.

-- TRICK SCORE TABLE --
-----------------------
Board Grabs
       x1 -- 1 Point
       x2 -- 3 Points
       x3 -- 4 Points
       x4 -- 5 Points
Flip Tricks
       x1 -- 10 Points
       x2 -- 25 Points
       x3 -- 45 Points
       x4 -- 65 Points
       x5 -- 105 Points
       x6 -- 165 Points

+-----------------------------------------------------------------------------+
+---- FREQUENTLY ASKED QUESTIONS (FAQ) [8.00] --------------------------------+
+-----------------------------------------------------------------------------+

If you have a question about SBK2 you may well be able to find the answer here!
I've also included all the information from Wendy's Internet rumour channel.
Scroll down a bit to find it!

Q. I completed the requirements for unlocking Damien/Coach/Mr. Dog, but I can't
  find where to select them! Where are they?
A. They can't be played in Story Mode. Instead, go into battle mode to find
  them.

Q. I can't beat the Dinosaur boss! Any tips?
A. Check out that section of the guide. Otherwise, maybe try a new character/
  board combination. I beat him on normal using Slash on balance board level
  2. On expert mode I beat him using Slash on the Star Board.

Q. Are there unique tricks for each character like in SBK1?
A. Nope, they've been removed. Everyone has the same tricks.

Q. How did you find out the nationalities of all the Kids?
A. By using the information presented in the Nintendo DS SBK game. Don't play
  it though, it's rubbish and nothing like the N64 versions.

-- WENDY'S RUMOUR CHANNEL --
----------------------------
Rumour 1 -- Move stick rapidly for a faster recovery!
Rumour 2 -- Your speed will increase as you buy better boards!
Rumour 3 -- Snowman Robot is invincible when his head is flying!
Rumour 4 -- It is effective to leave stones near shops and the lift.
Rumour 5 -- Do a trick to reflect an enemy shot!
Rumour 6 -- Using Frying Pan when your rivals are jumping off cliffs!
Rumour 7 -- It will be difficult to beat the dinosaur using a level 1 board.
Rumour 8 -- When you run out of money, do a board grab to make money!
Rumour 9 -- Press the R button to look backwards and use a bomb!
Rumour 10 -- Press B button at the start the race for a turbo dash!
Rumour 11 -- Damien Robot will drop drebis on the course when you shoot him!
Rumour 12 -- Win the race in expert mode to unlock special boards in the store.
Rumour 13 -- Don't forget to deliver a newspaper to Damien's home too.
Rumour 14 -- Distribute newspapers perfectly to receieve a special gift.
Rumour 15 -- You can't shoot or use items while you are doing tricks!

+-----------------------------------------------------------------------------+
+---- LEGAL INFORMATION [9.00] -----------------------------------------------+
+-----------------------------------------------------------------------------+

This file is Copyright(c) 2005-2011 Andrew Barker. This file was entirely
written by me, unless otherwise noted in a specific section. It may be not be
reproduced under any circumstances except for personal, private use. Only the
following sites have permission to use and display this guide:

-- GameFAQs [http://www.gamefaqs.com]

If you wish to use this guide on your site, you MUST ask me before copying or
using any part of it. You must have advanced written permission from me, the
author, to use it. To contact me, use the email address at the top.

+-----------------------------------------------------------------------------+
+---- THE END [x.xx] ---------------------------------------------------------+
+-----------------------------------------------------------------------------+
     Written by Andrew Barker[barkera] December 18th, 2005 - August 31st, 2011

Version 1.00 (August 28th-31st, 2011)
       -- Guide completely rewritten and designed.
       -- Much nicer look, tons more detail.

Version 0.50 (September, 2011)
       -- Original Guide written.