- [009] MANUFACTURERS - Federal European Industrial Science And Research
- Goteki45
- Auricom Research Industries
- Piranha Advancements
- Qirex Research and Development
- Anti-Gravity Systems
- Assegai Developments
- Project Icaras
- Drag Prototype
- [010] CIRCUITS
[010A] WIP3OUT LEAGUE - Porto Kora
- Mega Mall
- Sampa Run
- Stanza Inter
- Hi-Fumii
- P-Mar Project
- Manor Top
- Terminal
[010B] CLASSIC LEAGUE - Talons Reach
- Altima VII
- Sagarmatha
- Phenitia Park
- Terramax
- Gare d'Europa
- Odessa Keys
- Arridos IV
v1.0 - 09.07.07 - Guides for the remaining prototype tracks added. Guide
complete
v0.8 - 08.07.07 - Guides for Classic League, LS105/GP02 and LS105/GP73 added
v0.7 - 10.12.06 - Guides for Manor Top and Terminal completed. Wip3out league
done.
v0.65- 01.12.06 - Guide for P-Mar Project completed.
v0.6 - 27.11.06 - Guides for Sampa Run, Stanza Inter and Hi-Fumii completed.
Added Differences section.
v0.55- 21.11.06 - Guides for Porto Kora and Mega Mall completed
v0.5 - 20.11.06 - Game modes, Racing techniques, Manufacturers and Weapon
systems completed. Descriptions for Wip3out league added. Track guides
for all 2097 tracks imported from 2097 FAQ, will be altered to account
for any differences later. Cheats section added.
My e-mail address is open if you have any comments to make on the guide, such
as if anything is missing, if something could be more concise, etc. Useful
comments please, any flames and you won't be mailing me again. Please don't
mail me with any questions on the game if the answer can be found in the guide,
it will be ignored. I have revealed all I know about the game here. If it's not
in the guide, I can't help you. On the other hand, if you'd like me to explain
something a little more clearly, or if I have missed something, then by all
means mail me. If it's something important you'll get a mention in the credits.
But above all, DO NOT SPAM MY INBOX. This includes advertising, chain letters
and any other useless junk that gets sent. I've had to put up with a lot of
this recently, so I'm going on a zero-tolerance policy now. ONE useless email
and your address will be blocked. In the case of mass emails, all addresses
involved will be blocked. To help avoid this, DO NOT ADD MY ADDRESS TO YOUR
ADDRESS BOOK.
The year is 2116, and AG racing is in its prime. Following the success of the
F5000 and the worldwide recognition the sport now has, the rise of the
metropolis known as Mega City has prompted the race commission to open the
first single-city race season. For the first time, people from all over the
world will be brought together in one city to witness the excitement in all
corners of Mega City, and with talk of some classic tracks being reopened in
honour of this, this is set to be the brightest time in the history of AG
racing.
Welcome to the F7200 AG Racing League.
[004]
===============================================================================
\\-\/-// **DIFFERENCES BETWEEN WIP3OUT AND W3O:SPECIAL EDITION** \\-\/-//
//-/\-\\===============================================================//-/\-\\
So what exactly is so special about Special Edition? Below is a list of
everything that differs in this game from the original Wip3out, and what makes
it one of the most sought after games in the series. Thanks to all the members
of WipeoutZone who helped compile this list.
- 8 classic courses from WipEout and Wipeout 2097 make up a new Classic
league
- 2 tracks from the Japanese version of WO3 added to the prototypes and the
addition of a new high-speed craft to race on them
- Several AI bugfixes
- Game physics are now more "floaty"
- Assegai shield upgraded to 2
- Icaras handling upgraded to 3
- After finishing a race, there is now a "Next Race" option in the menu
- The game now auto-loads your data instead of letting you manually load it
- Certain tunnels have had their brightness increased to make navigation
easier
- A number of bugs were removed that caused your craft to react as though it
had hit a wall when there wasn't one.
- Text size on the menu screens has been increased so you don't have to use a
microscope anymore
- Numeric characters available for player name entry
- AI craft now have shadows underneath them
- Perfect laps are now indicated on the race results by a red P next to the
time
- The console link-up feature is now fully available without having to unlock
it with a code
- There was a bug in the original that if you changed the configuration of the
NegCon controller, you wouldn't see your opponent's craft in
multiplayer/replay. This has now been fixed
- Weapon pads now grey out for a second once they have been used
- There is now a confirmation before saving/loading your game. before it would
just save/load without confirming, resulting in a lot of lost data.
- The four original prototype tracks have slightly enhanced graphics.
- Elimination mode is now multiplayer only
Pick a speed class, course and craft and race over two, three, four or five
laps to come in the top three. There is a grid displayed when you pick your
speed class to show you which golds you have yet to achieve. Initially, only
the first four courses and the first four craft will be available. To unlock
the next course, you will need a medal in the courses before it, and to unlock
the next craft, you will need a medal using all the craft before it. The
easiest way to unlock everything at once is to work your way diagonally through
the grid, so when you complete the fourth race and any beyond that you will
unlock a track and craft at the same time. Getting golds in all tracks and
with all craft will unlock a Prototype track.
\\// :TOURNAMENT: \\//
//\\==================//\\
Tournament mode will set you off in a four race tournament against eight other
craft. Points are allocated for finishing position: 10 for first, 6 for second,
4 for third, 3 for fourth, 2 for fifth and 1 for sixth. Whoever has accumulated
the most points over the eight races is the winner. There are tournaments for
Wip3out league and Classic league. The tracks are determined by the class you
race on. Vector puts you on tracks 1,2,3 and 4, Venom on 3,4,5 and 6, and
Rapier on 5,6,7 and 8. Phantom class tournament is an eight-race tournament on
all eight tracks.
\\// :PROTOTYPES: \\//
//\\==================//\\
The prototype courses are made available as you gain golds in all 64 tracks in
any single race league. For each grid you complete, one prototype track will be
made available. The fifth and sixth tracks are speedway tracks that are raced
in special high speed craft (thrust 3, speed 10, shield 3, handling 3) taken
from the Japanese version of Wip3out. All prototype tracks are in wireframe
mode rather than fully rendered. They are available for single race and time
trial.
\\// :CHALLENGE: \\//
//\\=================//\\
The challenges are extra races set up to test your ability as a pilot to the
limit. The three types of challenge are Race, Time Trial and Elimination. There
are eight challenges in each category requiring you to race on a certain track
in a certain craft, and there are challenges for both Wip3out League and
Classic League. Race challenges require you to finish the race in a certain
position, Time Trials require you to race the course by yourself in a certain
time, and Elimination requires you to destroy a certain number of opponents
before either you are destroyed or you run out of laps. Once these are
complete, you'll unlock the Combo Challenges, which are EXTREMELY hard. These
combine all the above challenges into one. You will need to come in in a
certain position, within a certain time, while eliminating a certain number of
opponents all in the same race.
\\// :TIME TRIAL: \\//
//\\==================//\\
Race against the clock on any of the Wip3out or Classic tracks with no
opponents to get in your way. There's no medals to be earned here, just the
satisfaction of registering a great lap/race time. You can also save ghosts of
your best run to show off/race against later.
\\// :ELIMINATOR: \\//
//\\==================//\\
If straight racing is getting you down and you want something a bit more
aggressive, then Eliminator is what you want to be playing. Set an elimination
target number, select your class, track and craft and then head out and start
blowing things up. The game ends once you hit your target or your craft is
destroyed. The pit lane is disabled so no wimping out. While in the original
Wip3out this mode was available in Single Player, in W3O:SE it is a
multiplayer-only game mode.
For the first time in the series, Wipeout has a split screen mode so you can
play against a friend without needing to hook up two Playstations and two TVs,
although this option is also available. Take on a friend in a single race,
tournament or eliminator. The split screen can be changed between horizontal
and vertical, whichever you prefer.
Not really a game mode, but it will alter the way you play so it is worth a
mention. Once you have all 64 golds in Phantom Class in Wip3out league, this
option will be available in the options menu. Activate it and all tracks in the
game will be mirrored. A great way to revitalise the game. These can be used in
any game mode.
[007]
===============================================================================
\\-\/-// **RACING TECHNIQUES AND GAME MECHANICS** \\-\/-//
//-/\-\\===============================================================//-/\-\\
\\// :BASIC RACING LINE: \\//
//\\=========================//\\
Knowing the track is one thing, knowing how to race it is something completely
different. Knowing the track will allow you to navigate it, but knowing the
racing line will allow you to do it in a much quicker time and without
crashing. A racing line is the line you need to take through a corner to allow
you to take it in minimal time, and also to set you up for the next corner.
The best place to learn the racing line of a course is in Time Trial mode,
where you don't have the distraction of other craft ramming you or firing on
you. To find the ideal racing line of a track, you need to take each corner
with the next one in mind. Usually when taking a corner, you should enter it
from the outside, move over to the apex while taking it, and the allow yourself
to drift over to the outside again. However, sometimes if there is an opposite
corner directly following it, you can find yourself on the wrong side of the
track and leave yourself with a bad approach to the next corner, making you
either crash or slow down far more than necessary. Always take a corner series
with the final corner in mind, as this is where you will be making your exit
and where you will need to maximise your speed. Chicanes are another type of
corner series that require knowledge of the racing line. You need to use the
apex of each turn in the chicane as a sort of slalom marker, keeping the turns
as straight as possible. Weaving over to the outside will slow you down
somewhat. If the chicane is very shallow, it may be possible to see a straight
line through without the need to turn. In this case, you can easily see the
racing line and perfectly illustrates how you need to be able to take the
sharper versions.
Your shields are what will keep you alive on the AG circuit. The white bar
below the thrust indicator shows you the status of your shields. Any form
of impact will drain shield energy. Hitting a wall or another opponent will
produce a slight loss whereas a weapon impact will reduce it much further.
Obviously craft with a higher shield stat will lose energy at a slower rate
than those with lower stats. Once your shields drop to 25%, you will receive an
"Energy low" warning from the craft computer, and as a precautionary measure
the hyperthrust will be locked out. Your craft will be destroyed if your energy
hits 0%. To recharge your energy, you will need to fly through the blue pit
lanes. There is one on each track, most commonly close to the starting line,
but sometimes they will be a fair way into the circuit. When you are
approaching a pit lane, a "Pit" indicator will appear in the top left side of
the HUD. Bear in mind that the shields in Wip3out tend to be more fragile than
those in 2097, so you will need to minimize wall contact.
\\// :USE OF THRUST: \\//
//\\=====================//\\
While most of the time you'll want to keep the thruster hammered down, there
are some situations where letting off of the thruster will give you greater
control over the craft. For example, going over a peak too fast will cause you
to lose contact with the track and as a result will slow you down, dropping
your craft back to the track. Letting up on the thrust briefly as you go over
will keep you close to the track and will keep your speed up. Also, letting up
will also allow you to turn much more sharply, and is practically necessary in
the heavier craft.
\\// :AIRBRAKES: \\//
//\\=================//\\
The airbrakes are there to serve two purposes. The first is to provide an extra
slowing method if you find yourself going too fast into a corner, or too hard
over a peak. In this case, hitting both brakes will slow the craft down.
However, this is a very inefficient way to get round the circuit, and it is
recommended that you don't get into a habit of doing this and only use them in
real emergencies. The other use is what they're really meant to be used for,
and that is to provide you craft with a sharp turning circle. Hitting the left
brake will cause your craft to veer left, while hitting the right one will
cause it to veer right. Use the corresponding brake while turning and the craft
will turn more sharply as the brake causes the back end to swing out. The
opposite brake can also be used to laterally shift the craft in the opposite
direction if you find you've entered a corner too early.
Knowing when to lift or drop the nose can really give you the edge in a race.
When airborne, keeping the craft as level with the track as you can will ensure
that you won't bottom out by bouncing along the track, losing speed as a
result. When jumping, pull the nose as far up as you can to soften the landing.
When going over a peak, drop the nose to keep the craft level with the track,
and similarly raise the nose if you enter a trough.
Hyperthrust is a new addition to Wip3out. Pressing R1 will cause your craft to
divert power from its shields to the engines and give you a speed burst. The
longer you hold it, the longer the boost, but the more power is drained from
the shields. This is a very strategic mechanism, as overuse of the hyperthrust,
while it may put you in a very good position, will leave your craft very
vulnerable. Coupled with the fact that the craft in Wip3out generally don't
have as powerful shields as in 2097, this can leave you in real trouble. If
your shield energy drops to 25%, the computer will lock out the hyperthrust as
a precautionary measure.
Bottoming out is not a new feature to the series, but the effect it can have in
this game warrants a mention in its own section. Due to the very loose
connection the craft have with the circuit in this game, it is easy for the
craft to go into an uncontrollable bounce on the circuit if you bottom out in
the wrong places. This usually happens if the track suddenly dips away from
underneath the craft and the nose has not been suitably manipulated to
compensate. If the craft starts bouncing, it can be very hard to recover from
and will either slow you down, or in the worst case may even destroy your craft
through heavy side impacts. In a spiral, the craft will start to bounce if the
nose is directly in line with the centre of the track. To avoid this, use the
airbrakes to slide the craft through the spiral, keeping the nose tilted
towards the inside. Should the craft begin to bounce heavily, slow down and
raise the nose as quickly as you can.
The perfect present for someone with their nose too
_ _ _ _ close to your arse. Activate this to deposit five
|_| |_| |_| |_| mines behind your craft, anyone hitting them will
suffer moderate shield damage and will be slowed
quite heavily. You can either lay them down in a
single line to catch out one irritating opponent, or
you can lay them across the track which will deal
less damage but will probably catch more than one
pursuer. You can use rear view to get an idea of
where your opponents are, but the position indicator
on the HUD is much more useful.
The homing missile is back, and this time it's
________|\ brought a friend. Once picked up, a targeting
/ _______ | reticule will appear and attempt to lock onto the
/_/ \ \___|/_|\ nearest two craft. Once the reticule has locked on,
\_______ | fire to send two homing missiles down the track after
|/ them. Each one can deal a fair amount of damage and
will effectively bring them to a dead halt. If there
is only one opponent in the near vicinity, the
unlucky git will get both missiles coming after him.
Unlike the previous game, you cannot fire missiles
backwards.
\\// :ENERGY DRAIN: \\//
//\\====================//\\
_
| | The energy drain is a great way to stock up your
___| |___ ________ energy in an emergency. When picked up, a targeting
|___ ___| |________| reticule will appear in a similar way to the missile,
| | only this time you will see your target's shield
|_| energy over their craft. Once locked on, activate it
to start draining your opponent's shield energy and
adding it to your own. The link will be broken if the
distance between the two craft becomes too great, the
target moves behind you, your shield energy reaches
maximum, or the target is destroyed. Bear in mind
that the lock can be fairly temperemental at times
and it is best to use this on opponents close to you.
If you activate it without a lock or while locked
onto someone with a shield, the weapon will be
discarded. Also, be very careful locking on to
opponents with the reflector active, as this will
reverse the link and your energy will be drained.
However, this effect only happens in multiplayer, in
single player the weapon will deactivate if this
happens. AI opponents will not use the shield drain.
\\// :ROCKETS: \\//
//\\===============//\\
_________|\ The rockets are the simplest weapon to use. Activate
|_________ | it to launch two unguided rockets down the track in
_________|\ |/ a straight line parallel to each other. Despite the
|_________ | fact that only two are launched, they have a large
|/ explosion radius and do not need precise aiming to
hit the target, making them effective stopping
weapons. Best used on straights or at close range.
\\// :GRAVITY SHIELD: \\//
//\\======================//\\
_________
| _____ | The gravity shield is a gift when you are amongst
/|_|_| |_|_|\ aggressive opponents or in a tricky section of the
| _ _ _ _ | course. Activate it and your craft will be surrounded
\| | |_____| | |/ by an orange energy field and will be protected from
|_________| all damage for five seconds. Be careful in single
player as your opponents like to use these a lot, and
even the mighty plasma bolt cannot penetrate them.
While you can pick up another weapon while the shield
is active, you cannot use it until it expires or you
lower the shield.
\\// AUTOPILOT: \\//
//\\================//\\
__
| \ Ever the popular pickup on Phantom Class, the
_________|\ | |\ \ autopilot takes control out of your hands for five
|_________ || | | | seconds, effortlessly navigating even the trickiest
|/ | |/ / corners and doing so at a very good speed as well.
|___/ When the autopilot is about to disengage
automatically, it will remain active until the craft
is on an even keel so you don't plough straight into
the nearest wall. Unless you manually deactivate it,
in which case it will immediately disengage. Be very
careful about using this when a lot of weapons are
flying about, as a hit will seriously disorientate
the craft, and if the autopilot disengages at that
moment it can be very difficult to recover. It will
also take you straight through mines as well. A
popular use of the autopilot is to stop yourself from
slamming into a wall, as activating it will take you
through the wall and back nto the track with no loss
of speed.
\\// :REFLECTOR: \\//
//\\=================//\\
___
/|_______ | _| A nasty weapon in any situation, and the only shield-
| _____ | | | type weapon which will trigger a warning from your
\| | | | | weapon tracker. The reflector, when activated, will
___| | | |_ surround your craft with a blue energy field. Any
|_____| |___| projectile weapons which hit you while it is active
will be reflected away from your craft, and if
impacted in the right place, straight back at the
craft that fired them. It will also reverse the
effect of the shield drain in multiplayer. Be very
careful about firing on a distant craft if you
suspect them of having a reflector active. Bear in
mind though that it will not protect you from any
other weapons or impact damage.
\\// :CLOAK: \\//
//\\=============//\\
_________
| _____ | The cloak, while more useful in multiplayer, is a
| | _ | | great way of avoiding fire in single player. When
| | |_| | | activated, your craft becomes invisible for five
| |_____| | seconds, rendering all opponents unable to see you
|_________| and all weapons unable to lock onto you. If activated
after a weapon has locked and been fired, the weapon
will lose the lock. However, it will not protect you
from damage should anything hit you. AI opponents
will not use the cloak.
\\// :PLASMA BOLT: \\//
//\\===================//\\
__ __
|_ \_ |_ \_ The most lethal weapon in the game, the plasma bolt
\__|__\__|_|\ is one of the more sought after weapons. Once
|__________ | activated, a blue orb will charge up for one second
_/ _| _/ _| |/ and then launch straight down the track. Anyone
|__/ |__/ unlucky enough to be hit by it will be destroyed,
regardless of their energy reserve. The plasma bolt
in Wip3out is surprisingly easy to aim, as it has a
large radius of effect. You don't need an exact hit
to destroy a craft, it only has to be very close to
them, making the plasma bolt an extremely lethal
weapon. One to use on straights as the charge time
can make aiming in corners awkward. Thankfully, the
AI opponents will not use the plasma bolt.
\\// :FORCE WALL: \\//
//\\==================//\\
____ ___
| __| | _| The force wall made an appearance in Wipeout 64 as
| | | | Qirex's super weapon, and now it becomes a regular
| |____|\ | | weapon here. When activated, a red sphere will
|______ || |_ hurtle up the track ahead of you and create an energy
|/ |___| wall on one side of the track. Anyone hitting this
will not be brought to a halt as you may expect, but
will have their momentum reversed and will be flung
back up the track at the speed they hit the wall. The
recovery time from this can be very long. The firer
is unaffected by the wall, but be careful of slamming
into the back of someone who has just hit it. The
wall can be destroyed by weapon fire as well,
including your own. AI opponents will not use the
force wall.
\\// :QUAKE DISRUPTOR: \\//
//\\=======================//\\
________
/ ______ \ Everyone's favourite crowd pleaser, the quake will
/ / \ \ deal heavy damage to a large number of opponents in
| | \ \___|\ one go. Activate to send a wave of destruction down
|_| |_____ | the track, throwing anyone hit by it up into the air
|/ and slamming them back down to the track, dealing
very heavy damage and slowing them right down. The
quake has a considerable range that becomes longer as
the speed classes increase. Unlike the previous game,
the speed of the quake also increases with speed
class, so you won't be caught behind it as you fire.
Thankfully, the AI opponents will not use the quake.
ORIGIN - United Europe
LIVERY - Blue and Yellow
ESTABLISHED - 2017
UNLOCK BY - Initially available
The formation of FEISAR came about in order to fill the gap in the AG market
following AG Systems' relocation to Japan. Never the most successful of teams,
FEISAR have the unwanted reputation of almost always bring up the rear. Despite
this, they are responsible for the breaking through of a large number of highly
rated pilots due to their craft's ease of use. The large scale bureaucracy that
surrounds the team is the one thing standing between them and real success. The
FEISAR craft is very agile and is very quick to get off the mark, having the
strongest thrust of all of them. This is ideal for beginners, as the high
handling will let you get used to the tracks without being forced to use the
airbrakes straight away, and if you do hit the wall, you'll be up and running
again very quickly. It is also heavily shielded, allowing you to take a lot of
punishment. However, the huge tradeoff for this is that it is extremely slow.
ORIGIN - Pacific Islands
LIVERY - Orange and Black
ESTABLISHED - 2095
UNLOCK BY - Initially available
Goteki45 hail from a heavily shielded base of operations on the island of
Makana in the Pacific Islands. Over their tenure in the AG league, Goteki45 has
been known to hire pilots with a tendency to favour violence over racing skill,
and it seems their craft has also been designed with this in mind. There are
several rumours circulating about the possible repurcussions of Goteki45's
approach to the new season, and that they may be attempting to undermine the AG
League. In this vein, the Goteki45 craft is more geared towards combat than
racing. It is slightly faster than the FEISAR, but sacrifices thrust and
handling to maintain it. However, it still has high shielding, making it an
effective combat craft.
\\// :AURICOM RESEARCH INDUSTRIES: \\//
//\\===================================//\\
ORIGIN - North America
LIVERY - Blue and White
ESTABLISHED - 2025
UNLOCK BY - Initially available
Indebted to the ideals of Pierre Belmondo, Auricom have competed on the AG
circuit with the intent of directly opposing Qirex's lust for profit and for
the commercialisation of the AG league. They are well known for their emphasis
on fair play and are widely regarded as the "nice guys" of the league, a stance
which several other teams, most of all Qirex, find sickening. Despite this,
they have met with great success over the years and are regarded as the only
team currently capable of dethroning Qirex. The Auricom craft has average
written all over it. It is a good step up from the two slower craft, but it's
shields are slightly weaker so you will need to be a little more conservative
with regards to combat. It can still hold its own though, and it a great bridge
into the heavier craft.
ORIGIN - Brazil
LIVERY - Red and Yellow
ESTABLISHED - 2060
UNLOCK BY - Initially available
Newly relocated from China, Piranha has always been shrouded in mystery. Their
secrets are their own to keep, with only glimpses of them being shown in their
racecraft. They shocked the F5000 with their prototype craft sporting no
weapons, and now they are out to show what they can do in the F7200 with what
they consider "the perfect balance". Communications with Piranha have generally
been fruitless as they never hold press conferences and any communication they
do release generally tends to be very ambiguous, revealing little. It only
remains to be seen what they will offer this season. The Piranha is a very
agile craft, concentrating on a good top speed and very good handling to
maintain it. Once it gets going, it handles very well and only minimal airbrake
usage will be necessary on high speed classes. It's shields are weak however,
so try to avoid combat wherever possible.
NB: For some reason, Piranha is called Pirhana in this version of the game. All
other games in the series show its correct spelling, and that is what I will
use in this guide.
ORIGIN - Russia
LIVERY - Purple and Blue
ESTABLISHED - 2041
UNLOCK BY - Gain at least Bronze with FEISAR, Goteki45, Auricom and Piranha
on any tracks
The giants of the AG league, Qirex have won the championship more times than
all the other teams put together. With a massive commercial backing from their
benefactors Overtel, they have money to burn, and set out with the sole aim of
making more. There are suggestions that some Qirex employees are becoming sick
of Overtel's lust for money and feel that the company is in great danger while
they hold control, but the success it brings to the team is evident, and Qirex
are set to continue this success for many years to come. The Qirex is a heavy
rocket, very fast and very quick off the mark. Few can match it for sheer
power, but its weight means that is is very heavy in turns, making it the
poorest handling craft. Also, for some reason, its shields aren't quite up to
their usual standard. One for the experts.
ORIGIN - Japan
LIVERY - Red and White
ESTABLISHED - 2017
UNLOCK BY - Gain at least Bronze with FEISAR, Goteki45, Auricom, Piranha and
Qirex on any tracks
The original AG team, AG Systems are the hub around which every other aspect of
the AG league revolves. With Pierre Belmondo at the helm, they are at the
forefront of AG technology and are constantly changing and modifying their
craft to reflect their new research. While this is a great way to introduce new
technologies to the leagues, AG Systems suffers itself as a result, as most of
their pilots complain about the inconsistent behavoiur of their craft with the
constant modifications. Despite a general lack of success on the racing front,
AG Systems is respected by all other teams as being the father of modern AG
racing. The AG-S craft is a much faster incarnation than its predecessors, able
to match Qirex for top speed and better it for handling. However, like its
previous incarnation, its shields are thin and a lot of wall scraping will
cripple it.
ORIGIN - United African Nations
LIVERY - Ochre and Blue
ESTABLISHED - 2113
UNLOCK BY - Gain at least Bronze with FEISAR, Goteki45, Auricom, Piranha,
Qirex and AG Systems on any tracks
The United African Nations were invited to join the AG League just prior to the
inauguration of the F7200 in an attempt to give the anti-grav circuit truly
international representation, and the success of African pilots already racing
for the current line-up suggested that this would be an important development.
Taking their name from an African long-spear, Assegai chose to recruit only
pilots from the African nations, and as such were instrumental in greatly
enhancing the sport's international development. While it's speed and thrust
are average, nothing can match the Assegai for agility, able to tackle the most
technical circuits without even touching the airbrakes. Unfortunately it has
the weakest shields of all the craft, so keep well away from combat and use the
hyperthrust very sparingly. Its agility can also be a problem in that it is
very easy to overturn corners, so be very light with your controls.
ORIGIN - England, but developed multinationally
LIVERY - Purple and Pink
ESTABLISHED - 2109
UNLOCK BY - Gain at least Bronze with FEISAR, Goteki45, Auricom, Piranha,
Qirex, AG Systems and Assegai on any tracks
Icaras was formed as a pet project of the English businessman, Burnston Burns.
He always had a love of publicity stunts, perfectly illustrated by the two
extra eyes in the top of his forehead to launch his digital spectacles company
Four-Ize, and he stunned the F7200 commitee by building and registering a new
AG team from scratch in only seven months. Burns claims that the team will take
a new approach to AG racing. The Icaras is built for one thing: pure speed. All
other stats are secondary. It takes a long time to get going, its shields are
poor and it handles a bit heavily, so a lot of airbrake usage will be
necessary. In fact, the speed will make it feel like it handles worse than the
stats suggest. However, if you learn to control this beast and can keep away
from weapon fire, there's nothing that can keep up with you. Experts only.
ORIGIN - F7200 Prototype
LIVERY - Interchangeable
ESTABLISHED - 2116
UNLOCK BY - Unlocking the LS105/GP02 or LS106/GP73 prototype tracks. This
craft can only be used on these circuits.
A special prototype AG racer that is believed to be faster than anything ever
seen on the AG circuit. It is being offered to the best pilots from each team
in the F7200 to test bed on special prototype circuits. As you can see from the
stats, the speed of this thing is off the scale, putting even Icaras to shame.
The remainder of the stats aren't too shabby either, maintaining a decent
handling and shield strength. However, it can only be used on the prototype
circuits it was designed for and is not available for general use on any other
circuit. Plus, it cannot be compared to any other craft as you will only race
this aganst a full grid of them.
The Wip3out league consists of the eight tracks from Wip3out. They can be raced
in any order in Single Race mode, and in Tournament you will race them in the
order shown below. In order to complete Single Race mode, you'll need to win
gold on every track in every craft, so you'll need to race in the heavyweights
at some point. To reflect this, all guides have been written while racing on
Phantom Class in a Qirex. Under normal circumstances an Icaras would have been
used, but the increase in its handling from Wip3out means that the Qirex is
more appropriate in order to keep the handling as low as possible.
\\// :PORTO KORA: \\//
//\\==================//\\
UNLOCK BY - Initially available
A nice relaxing way to start off the league, Porto Kora is a short and very
straightforward course with only the odd tricky corner to test you. This course
is built for pure speed, and Icaras will have little trouble here.
---
The first corner is a long right hander that will require little to no braking,
which leads into a fairly sharp left. Not a problem, but you'll need to swing
the craft through with the left brake and aim to exit either in the centre or
on the left. There's a fast right-left chicane on the peak ahead and if you
exit on the right you'll just hit the apex. As you approach this chicane, use
the right brake to put the end of the craft out and aim for the centre of the
peak, then just before you reach it, use the other brake to swing the craft the
opposite way, just brushing the left apex as you exit. If you raise the nose
it's possible to jump the apex as well, making the chicane even shallower.
DOn't rely on this though, if you get caught in the chicane it can slow you
right down. It's easy to mess this chicane up on Phantom class, so you need to
have your exit from the previous corner just right. Tap the right brake to take
you round the quick right hander ahead and hit the double speed pad on the left
to take you up the slope.
A small jump ahead takes you into a fairly sharp right hander. Tilt the nose
right up and just turn into it. If you turn at the correct time there won't be
any need to brake, but be ready in case the craft drifts too far over to the
left. Try to land ont he left to hit a double speed pad. Raise the nose again
as you go over the peak and try to land on the right for another double speed
pad. The track curls round to the right before taking you into a sharp double
right hander. Treat this like a fast hairpin, use the right brake to swing the
craft round through the first apex and then drift over to the outside, repeat
for the second corner. This should all come as one fluid motion. The track then
dips and takes you into a long sharp left hander. This one needs to be taken
with plenty of left brake feathering, you need to swing the end out going
through here. Don't forget to opposite brake if you turn too much, shift the
craft back away from the wall. Over the peak there is one last fast left-right
chicane before taking you back over the line. Try to hit the double speed pad
near the right apex as you go through. If necessary, the pit lane is on the
right just before the last chicane, but be very careful on the exit as it is
facing straight at the opposite wall. You may want to slow right down there.
\\// :MEGA MALL: \\//
//\\=================//\\
UNLOCK BY - Initially available
Mega Mall is well known for one feature: its giant corkscrew. It can be a
fairly tricky course, with plenty of sharp corners and long straights to keep
you on your toes. It'll be difficult keeping a top speed up here, so some of
the lighter craft will fare well here.
---
The first few corners are actually quite tricky despite them not being </pre><pre id="faqspan-2">
particularly sharp. This is because they do not have a particularly easy
approach. The first corner is a medium left hander which should normally be
taken with light left braking. however, to set yourself up for the next one,
you need to slightly overturn it and use the opposite brake to pull the craft
round the corner as you'll want to exit on the left hand side. This will give
you a good approach to the sharp right hander that immediately follows it.
Quickly switch to the right brake and swing the craft through this corner. It
may also be an idea to let up on the thruster briefly too. A fairly light left
follows that can be taken with some left braking, but again i will recommend
you opposite shift a little if you are in a heavy craft. There is a small jump
into a tunnel following this, and it is also the only time in this league I
will recommend not raising the nose. Depending on the speed you build up
beforehand, it is possible to hit the roof of the tunnel, causing significant
speed loss. Even clipping it will slow you down a bit, so leave the nose as is,
or if you have built up a lot of speed, lower the nose. Tap the right brake to
take you through a shallow right hander and over another small jump. Do raise
the nose this time and come out on the right for a double speed pad.
The next part is the famous Mega Mall corkscrew. On the higher speed classes it
is extremely difficult to navigate as you will be picking up speed from the
descent and misaligning the craft can cause it to violently bottom out. Hit
both brakes as you approach the peak and bring your speed down to around 250.
Swing the craft hard left into the corkscrew, letting off the thruster. Now
comes the hard part. You need to alternate both brakes to keep the craft near
the centre of the track, but with the back end slightly swung out. If you find
yourself drifting wide, hit the left brake. If you're moving to the inside, use
the right brake to shift out. Try to feather the thruster to keep your speed up
if you can, but initially I would recommend letting up entirely and drifting
through the corkscrew. Should you find yourself bottoming out, hit both brakes
immediately and regain control before continuing. It is very possible to go
into a bounce that can destroy the craft. Once you near the bottom, hit the
thruster and ride the apex over the small jump, not forgetting to lift the
nose.
The rest of the course is very straightforward, lots of sharp corners all with
easy approaches, so it's just a matter of using your airbrakes correctly. Up
ahead is a double right hander, both fairly sharp so both will require heavy
right braking. Incidentally the short pit lane runs parallel to this section,
to enter it you'll need to very quickly swing left as you go through the right
hander. The exit will make the second right much easier but it is very easy to
clatter into the wall on the entrance. After the second right you will enter a
tunnel with a fairly sharp left. Only a little left braking will be needed
here, and the right hander immediately after it is even shallower, so only
light tapping will be needed. Exit ont he left to hit another double speed pad
which will take you into the last left hander. This one is pretty sharp, I'd
recommend swinging hard into this one and using the right brake to shift
through the corner. This will allow you to hit two consecutive speed pads on
the left which will take you down the long straight to finish the lap.
\\// :SAMPA RUN: \\//
//\\=================//\\
UNLOCK BY - Initially available
Sampa Run is a dark track with a lot of undulations to destablilise the craft.
There's also a few tunnels that will require you to slow down unless you want
to kiss the ceiling. Plenty of heavy braking is needed here, you'll need to
swing the craft about to keep it from bouncing.
---
The first few corners are probably the hardest in the course, not the best
introduction. it starts with a very sharp peaked right hander which immediately
leads into a tight left-right chicane. The approach here has to be pinpoint
accurate otherwise you'll be ploughing into the wall, and that can be difficult
when you're bombing it down the straight back over the line. To take this first
one, you need to swing the craft hard round to the right. On a first lap boost
start, this should be soon after you get going, when starting a subsequent lap
you'll want to start turning as soon as you cross the line. Let up on the
thruster as you go up the slope and make sure you're on the right hand side. In
the event that you do overshoot the line and end up on the left, brake hard
before you reach the left hander. Just before you hit the peak, keep your hands
off the thruster and brake hard to the left to take you into the chicane. Go
back on the thrust as you go through and brake right to take you out of this
corner series.
Go down the short straight and tap the left brake to take you round the shallow
left at the bottom. The track undulates slightly in the next straight so raise
the nose to prevent the craft from bottoming out. Tap the left brake again to
take the quick left into the tunnel. The log right at the other end will
require some heavier use of the right brake, but still pretty easy stuff. The
track heavily undulates on the short straight outside with two large peaks in
the track. Pull the nose up as you go over the first one and you should land
nicely on the peak of the second. The next section is a shallow chicane with a
difference. The corners themselves are very shallow, but the track rises
significantly in the middle. Not a good thing as you are in a tunnel and it is
very easy to plough straight into the ceiling. The chicane itself is a right-
left-right. The first right will requite a light tap of the brake. Before you
reach the slope, slam on both brakes. This will prevent the nose from hitting
the ground and pulling you to a halt as well as stopping you from picking up
too much speed. Don't drop the speed too much, but enough to safely control the
craft up the slope. Once you reach the slope, use the left brake to pull
yourself around the quick left, then immediately switch to the other side of
the track with the right brake to prepare yourself for the exit. Push the nose
down and turn right over the peak. With the nose down you shouldn't hit the
ceiling, if you do you can lose a lot of speed. Letting up off the thruster as
you go over the peak will make life easier as well.
Another short straight follows with a sharp right directly ahead. This one is
sloped downwards so it's easy to lose contact with the track. Turn early for
this one and shift into the corner with the left brake, it's easy to leave it
too late if braking normally. Raise the nose as you go over the peak to soften
the landing. The left hander ahead isn't particularly sharp, but you'll want to
overturn it and use the right brake to shift through to set yourself up for the
next part. Ahead, the track splits in two briefly. The left path takes you over
a slightly curved peak while the right takes you through a tunnel with a couple
of quick corners. On lower speed classes the left path would probably be better
as it is more direct, but the exit makes it unsuitable for Phantom class. Here
I will describe the right hand path. To go through here you'll need to
practically brush the apex of each corner The entrance is a very quick right-
left chicane. Tap the right brake to enter and immediately tap the left brake
to swing into the tunnel. Ahead is a similar arrangement for the exit but in
the opposite direction. Again, tap the left brake to take you through the apex,
then tap the right to level out again. The final corner is a pretty sharp right
hander, it is recommended you turn early and shift in with the left brake. Now
charge down the straight towards the line, remembering the difficult corner
series to start off the course. The pit is on the left hand side of the
straight.
A lot of people hate Stanza Inter, but it's one of my favourite tracks. Very
tricky at high speeds with lots of sharp corners and very few straight
sections. This will really test your braking skills, and like Sampa Run, you'll
need to swing the craft about to stop it from bouncing.
---
For the first left hand corner you'll want to be over to the right, which is
okay for any lap other than the first or a race, but the first lap of a time
trial you'll be right up close to it and on the left. If you can get a run up
to the corner, hit the left brake as you cross the line and swing into the
corner, aiming to hit the speed pad on the left as you exit. If it's the first
lap, you'll need to hit the left brake as soon as you set off assuming oyu got
a boost start. The track then slopes up into a sharp right immediately followed
by a long left. You'll need to turn early for the right hander and swing into
the corner with the right brake, then again try to swing the craft into the
left hander. You'll only need to do this to turn the craft into the corner,
once you're in the left hander you'll barely need to use the brakes at all.
Maybe some light left tapping if you're going a bit quick. Following this is a
short straight and then the track splits in two. MAKE SURE YOU TAKE THE RIGHT
PATH! Believe me, though the left hand path is straight and seems easier, it is
very narrow and you'll never take the exit without crashing everywhere. It is
also a deathtrap when there's weapons flying about. The right hand path will
take a little skill however, as it consists of a series of quick chicanes that
aren't quite shallow enough to just go straight down the middle. The first one
at the entrance is a quick right-left which can be taken by just flying
straight through. The rest of them however will require a bit of dextrous
braking. The corner series goes left-right, right-left, left-right, right-left
and left-right. The last one is also pretty shallow so you only need to worry
about the ones in between. You'll more than likely need to use a little
opposite braking here. As you approach the first one, hit the left brake to
swing the back end out, then use the right brake to pull yourself in. Try to go
through the left apex. Once through, immediately switch brakes and swing the
end round the other way, and again use the left brake to shift in. Repeat this
for the remaining two chicanes. The final chicane as noted before is very
shallow. Run through the middle but make sure the craft is parallel to the
track and exit as far over to the right as you can, almost hugging the wall.
The track dips suddenly before throwing you into a sharp left. If the craft is
tilted to either side, you'll go into a bounce and will either hit the ceiling
or the back wall. You need to go over this one as straight as you can and then
slam on the left brake just before you land. Any sooner and you'll bounce, any
later and you'll hit the back wall. Try to keep the turn going a little as you
exit as another sharp left almost immediately follows. Hit the left brake to go
through this one as you reach it. Ahead is another medium right which dips into
a tunnel, with a sharp right and sharp left immediately following it. Swing the
craft round with the right brake, but as you exit, release the brake and turn
normally. You should slide nicely over the peak rather than clattering down the
other side, go back on the right brake just before you land to swing the back
end round and place you facing centre on the exit. As soon as you exit,
immediately hit the left brake and swing the craft left through the corner.
Exit the left hander on the right hand side and tap the left brake to take you
through a quick left hander. Again the track curls left ahead, but this time it
is followed by a similar left-right chicane that you encountered in the tunnel.
Take the shallow left with minimal braking, but stay in the middle and be ready
to hit the left brake for the chicane. As soon as you see the entrance, left
brake and swing through the apex of both corners. You may have to quickly right
brake on the exit to avoid ploughing into the wall. Ahead is a very sharp
descending right hander. You'll need to turn very early for this one. Approach
on the left and then slam on the right brake and turn a good distance before
you reach it, you'll need to really swing into this one. It's always better to
turn slightly early for this one rather than slightly late, as you can opposite
brake if you're early. Descend down the slope and tap the left brake to go
through the last shallow left and back onto the home straight. If you need the
pit, it's on the left, you'll have to treat the final left like a quick hairpin
if you want to enter.
\\// :HI-FUMII: \\//
//\\================//\\
UNLOCK BY - Gain at least a Bronze in Porto Kora, Mega Mall, Sampa Run and
Stanza Inter in one speed class
Hi-Fumii isn't quite as tricky as it first appears when you race it. Sure, it
has some very sharp corners, but the approach to the majority of them is very
favourable and will enable you to take this track at a fairly high speed. Just
one narrow track section near the end that may cause some problems though.
---
Like Stanza Inter, the first corner here is sharp and right in front of the
line. Not bad if you're on a grid or coming in from a previous lap, but if
you're starting on the line it's difficult to navigate. It's a sharp right
hander. If you're approaching it, hit the right brake and swing through it,
ending up on the outside to hit a double speed pad. From the line, take your
boost start, but immediately let up on the accelerator and slam on the right
brake. This should hopefully give you just enough room to clear it, but even if
you hit the wall, you'll still get a quicker start than a normal start. Ahead
is an interesting corner series, a light right followed immediately by a long
sharp right leading into a sharp left. It's a lot easier than it sounds but you
must get the approach right. Cut the apex of the first shallow right without
braking, then as you enter the tunnel let up on the thruster for a second and
apply the right brake, turning into the corner. This should swing the back end
out. Keep tapping the brake to take you lightly through the corner and try to
exit fairly central. If you're over to the left you may have to double brake.
Then slam on the left brake and swing into the sharp left to take you up the
slope. You can opposite brake on the exit if you go too early. If you still
aren't confident about taking this section at speed, lift off the thruster
entirely and drift through. Exit on the right for a double speed pad.
Ahead are a pair of fairly shallow corners, a left followed by a right. Both
can be taken with some light braking. Immediately after this is another light
right hander, but it is followed this time by a very sharp right. Right brake
through the shallow right and exit over to the left hand side. Then slam on the
right brake and turn hard. The back will swing out and you should be able to
direct the craft into the corner fairly easily, use the left brake to shift if
you're not far enough over, but you must turn early to avoid hitting the back
wall. Try to exit over to the left for a double speed pad, then cut the apex of
the shallow left ahead for another one. A fairly long straight follows which
leads into another reasonably shallow left, this can be taken with the left
brake but you'll need to turn fairly early.
You'll enter a tunnel and the track will significantly narrow. There is a speed
pad slightly over to the left which serves more of a purpose than a simple
speed gain. There is a sharp left right in front of you and the narrow track
will make timing here absolutely crucial. This pad marks out the point at which
you need to turn to be guaranteed of taking this corner on Phantom class. As
you go over the pad, slam on the left brake and turn hard to swing the back
out. You should reach the corner before you start moving left so there
shouldn't be any need for opposite braking. However, be ready to quickly
stabilise the craft with the right brake on the exit as it is easy to overturn
slightly. Cut the apex of the sharp left ahead with some light braking and exit
on the inside for another double speed pad. This will take you up a long
straight and over a quick jump. If you're confident here, you could hyperthrust
over the jump to get a huge speed boost, but you'll need to have some great
control to land safely. Over the jump, the track splits into a helix, the left
path is the pit lane and the right is the starting grid. The turns through here
should be shallow enough to be taken with only light braking. Head up the grid
and over the line, swinging the craft right as you do to take you through the
first corner again.
UNLOCK BY - Gain at least a Bronze in Porto Kora, Mega Mall, Sampa Run,
Stanza Inter and Hi Fumii in one speed class.
P-Mar Project is EXTREMELY difficult, especially on Phantom class in a heavy
craft. Believe me, this one is to be taken VERY carefully, as the corners will
destroy your shields if you're not careful. Some of the corners aren't too bad,
but the approach to them can really destabilise your craft and make them very
tricky. Coupled with the generally narrow track, this is easily the most
difficult course in the game.
---
The first corner is a long sharp right, use the right brake to turn into this
one. The incline in the track however will mean the craft may slide towards the
back wall, so use the right brake to keep the craft tilted towards the right
side and use the left brake to shift through the corner. Exit ont he left for a
double speed pad. Up ahead is a similar corner going left this time. Take it in
the same way, the track is narrow and judging it exactly without opposite
braking is difficult. Following this is a sharp right leading into a left-right
chicane. Approach is everything here, mess up one of the corners and you'll be
clattering your way through the rest. As before, turn early and drift into the
corner until you see a speed pad ont he apex. Cut the apex here and tap the
left brake to bring you in line with the next one. Use the left brake to swing
through the apex and over the speed pad, then do the same with the right brake
to take you over the double speed pad on the right apex. The track rises and
curls slightly to the left before taking you into a long right hander similar
to the first corner of the course. However, this one dips away near the end so
you'll have to let up on the thruster briefly or you'll gain too much air.
As you reach the tunnel entrance, brake HARD. THe next section is extremely
difficult at speed and you'll need to take it slow and careful. You'll have
your hand off the thruster for almost the whole section here, only tapping it
lightly to keep you going every so often if necessary. Drop your speed to no
higher than 350, but no lower than 250. Use the left brake to guide the craft
through the first corner. Ahead is what looks like a fairly shallow right-left-
right chicane, but the corners are very tightly packed and they are impossible
to navigate at speed. With the thruster off, use alternate brakes to guide the
craft through the apex of each corner. The exit is a left hairpin, use the left
brake to swing the craft through this. Only once you have nearly cleared it
should you go back on the thruster, any sooner and you'll hit the back wall.
The fun doesn't stop there. Ahead is a small jump followed by a larger one, and
at the base is another sharp left-right-left chicane. However, this time there
is a way to bypass it. As you go over the second jump, pull the nose up. You'll
shoot into the air and fly straight over the chicane. This is also possible in
Rapier class but you'll need to use the hyperthrust. In the event you are
unlucky enough to drop before you clear it, you'll have to brake hard and take
the chicane like the one in the tunnel. Whatever you do though, don't land IN
the chicane or you'll crash all over the place. If you don't think you're going
to clear it, double brake and drop the craft back to the track. If you manage
the jump properly, you will be landing in a long but fairly shallow right
hander. You'll need to right brake just before you land to set yourself up for
it. Hit the two speed pads on the right to take you up towards another jump.
This jump is much larger than the previous one, and unlike that one, here
you'll want to minimise the height you gain. The straight below isn't as long
as it looks, and having too much speed will cause you to hit the next corner
too fast and lose control. As you go over, double brake and bring yourself back
down to the track. Ahead is a shallow left followed almost immediately by a
long sharp right. The left hander can be take with little to no braking, but
you'll need to use the right brake to swing the craft through the right with a
bit of counterbraking to set you up for the next one. Inside the tunnel is
another sharp left, and this one is inclined. You may want to lift off the
thruster for this one, as if you take it with too much power the incline will
throw you into the wall. Exit on the right for a double speed pad, then take
the shallow right back onto the home straight. There is a short pit lane on the
left, but the entrance and exit are quite sharp so you'll have to slow down for
it. No bad thing though, just means you'll gain more energy.
\\// :MANOR TOP: \\//
//\\=================//\\
UNLOCK BY - Gain at least a Bronze in Porto Kora, Mega Mall, Sampa Run,
Stanza Inter, Hi Fumii and P-Mar Project in one speed class.
The infamous Manor Top is well known for its long straights leading into sharp
90-degree corners and jumps which will require precise control to land
successfully. The part everyone loves here is the four 90-degree corner series.
Easy in an Assegai, but getting a heavier craft round will require expert
braking. Also quite a few opportunities to leave the track.
---
The first corner is a sharp left hander leading into a long right. You'll have
to hit the left brake early for the first one as there is no flow to the turn,
the track just immediately switches direction. The right hander up ahead will
probably require some counterbraking, as there is a tight left-right chicane
immediately following it. Keep the nose pointed over to the inside and aim to
hit the double speed pad ont he right as you exit. You'll almost immediately
need to swing the craft the other way to get a good line into the chicane. It
is possible to cut the apex of each corner in the chicane by using the speed
pad on the left apex as a guide, but it is easier to try to stay central.
Counterbrake to take you into the left and try to hit the speed pad, then
immediately switch brakes to bring you level again. There is a quick jump ahead
with a 90-degree right hander very close to the landing point. Tilt the nose up
as you go over, then just before you land, turn hard. You'll only need to use
the brake if you're late in turning, but do not brake until you are back down
on the track, otherwise you'll drop and bottom out. If you're going too fast,
lift off the thrust as well. Follow the long straight up through the narrow
right-left chicane. If you hug the right wall on the approach you won't even
have to turn.
The next part is the 90-degree roof jumping. As you approach the first turn, a
right hander, brake HARD. If you try to enter the first corner at full speed
using only the right brake you'll clatter into the wall. In a heavy craft, this
section needs to be taken slowly, certainly no faster than 250. Slow to around
250 and drift through the corner, slamming on the right brake. Turn early as
you'll need to swing the back end in line with the track or you'll just hit the
back wall. Use a little thrust when you're back on a straight section, but
immediately lift off again before you turn. The next one is a 90-degree left
hander, so take it in the same way as the previous one only brake left this
time. There are two more 90-degree turns in this series, right then left. once
you're safely out of the series, go back on the thruster.
A short straight follows with a fairly shallow right hander leading into a
shallow chicane. Things get a bit easier from here now you've cleared the
nightmare corner series. After exiting the final 90-degree turn, hit the double
speed pad ont he right to take you up the short straight and into the right-
hander. Only light braking is needed here, and the left-right chicane on the
exit is so shallow you can just fly straight through it. There is a jump just
up ahead that will take you into a tunnel curving right. Go over the jump on
the right hand side and start turning right as you go over, pulling the nose
up. This will give you the ideal landing line, but you'll have to control the
craft going through the corner as you land. It's easy to lose control and
plough into the wall. The best way to take it is without braking if you can
stay central, but you may have to tap the brakes if you find yourself drifting
wide. A double left hander is waiting at the end, the first quite shallow and
the second another 90-degree bastard. It is best to treat this as a single
corner. Take the first one hard and wide and swing the back end out with the
left brake. Try to cut the apex of the second corner, using the right brake to
shift if you start turning too early. A helix fork up ahead takes you either
into the pit (right) or the final straight (left). Very shallow either way and
both can be done with little to no braking or slowing. Careful on the pit exit
though, you may have to hit the right brake hard.
\\// :TERMINAL: \\//
//\\================//\\
UNLOCK BY - Gain at least a Bronze in Porto Kora, Mega Mall, Sampa Run,
Stanza Inter, Hi Fumii, P-Mar Project and Manor Top in one
speed class.
A nice balanced track to finish the league, Terminal has pretty much
everything. A long spiral, lots of sharp corners and two huge straights to
finish on. The straights can actually be very difficult as everyone is a
sitting duck and you'll get hit by quite a few weapons. There's also a tricky
corner that can easily bounce you out if you don't approach it correctly.
---
The course starts off with its own version of the Mega Mall corkscrew, only
this one ascends. The trick here is to turn sharply at the start and then try
to regulate your speed so you can go through it with minimal braking that would
otherwise destabilise the craft. Hit the left brake to swing the back end into
the corner. Now keep the nose slightly over to the inside and use the right
brake to pull the craft away from the wall, feathering the thruster as you do.
If you find you are going too fast and you are going to hit the outside wall,
lift off the thrust and lightly tap the left brake. At the top, there is a
shallow right to take you onto a short straight, tap the right brake to take
you out of the corkscrew. The next corner series is fairly tricky. There is a
sharp right leading into a right-left chicane, and then into a long descending
right hander. This can easily destabilise the craft if you approach it
incorrectly. Use the right brake to swing the craft into the right hander, but
aim to exit wide. You'll see the chicane a little way ahead. Tap the right
brake to take you into the apex and then the left brake to pull you level
again. Turn sharply to the right using the right brake as you exit and then use
the left brake to shift through the descending corner. By doing this you will
remain close to the track and will be in no risk of bouncing. Keep turning into
the corner while opposite braking and you should have a good exit line. Turn
through the light left at the end onto the short straight.
Up ahead is a sharp left-right chicane, with the track descending through the
second corner. Again, you need to have a good approach into the first corner,
it is easy to steam into it too quickly and not leave yourself enough room to
take the second. Hit the double speed pad on the right and then slam on the
left brake and aim to swing the craft towards the left apex Don't wait to
approach the entry of the right hander, as soon as you are through the first
one immediately switch brakes and swing into the right hander. You may need to
let up on the thruster if you're going too fast. Another fairly sharp left
waits at the bottom of the slope. It's close enough that you can immediately
start turning after you exit the right hander, but you may need a little
counterbraking. Another fairly long right hander follows, light right braking
should be sufficient. This will take you onto a long straight. As you go down,
you will see the pit entrance on the right, just swerve over to the right if
you want to enter. There is one final sharp right at the bottom of this
straight, turn a little early and hit the right brake to take you through this.
It is worth noting that if you are in a race instead of a time trial, it is
safer diving into the pit lane each lap than taking the long straight, as you
will be expose to much less weapon fire.
The Classic League consists of eight tracks resurrected from the two previous
games. There are three WipEout tracks and five Wipeout 2097 tracks. The Classic
League is more difficult than the Wip3out League in that your opponents are
much faster and much more aggressive, so you'll really need to know the courses
before racing them. Winning in a slow craft is really an achievement as each
craft will race to its specification. If you've got an Icaras at the front of
the pack and you're in a FEISAR, you may as well restart.
One more note: be VERY careful racing on the WipEout tracks. The handling
system has changed since they were designed and it is very easy to go into an
uncontrollable bounce. Also, racing them in Phantom Class will be a real
challenge as Phantom Class did not come into the series until 2097.
Talon's Reach is a very simple track and a good introduction to the league. A
few reasonably tricky corners, but nothing that should scare you off. Very open
in places so you should be hitting some good top speeds. Also, like Porto Kora,
it is a good track to try out the heavier craft for the first time
---
The first set of corners are two almost consecutive shallow right curves, both
of which can be taken without braking. it is recommended you stick to the
inside of both and move over to the outside when you reach the peak. The next
corner is easy to be caught out on, as it is a sharp blind right turn. As soon
as you go over the peak, use your right brake to swing the craft down into the
trough and through the apex of this right hander. If you turn a little too
early, use the opposite brake to pull yourself through. The opposite braking
technique may actually be favourable, as with the dip in the track you will
want to drop the craft as the track drops, otherwise you are likely to bottom
out. A fast straight follows with a quick left-right chicane ahead. Move over
to the right hand side after the last corner and swing the craft through the
apex of each corner. You will gain some height on the higher speed classes due
to the undulation between the two corners so you may be able to cut the right
hander somewhat.
Immediately ahead is a fast right-left-right-left chicane series which can be
very tricky on the faster speed classes. The main aim here is not to be on the
outside going into the second left hander, otherwise you will almost certainly
hit the back wall unless you slow down sharply. If you're not particularly
nimble with the airbrakes, it may be an idea to stay away from the speed pads
on the left leading up to this corner series. Swing the craft into the first
corner using the right brake and then immediately swing it round the other way,
aiming to slightly overturn the corner to bring you over to the outside.
Feather the thruster and IMMEDIATELY swing the craft back to the right again.
If you don't, you'll drift too far to the outside and you'll encounter the
scenario described above. Aim for the apex of the next corner and use the left
brake to pull the craft through the left hander.
The right hander that follows the corner series is quite long but reasonably
shallow. Light taps of the right brake should keep you in line, but stay over
to the outside and keep your eyes peeled for the apex of the shallow left that
marks the end of the corner. As soon as you see it, make a sharp turn to the
right and use the left brake to swing the craft to the left. It may be possible
to simply cut the apex of each corner in a lighter craft, but in the heavier
ones you will need to use the airbrakes to tackle this corner. Finally, ahead
is a double shallow right followed by a double shallow left. All of which can
be taken with only light taps of the brakes, brush the apex of each corner to
take them easily. A light right curve takes you back over the line.
\\// :ALTIMA VII: \\//
//\\==================//\\
UNLOCK BY - Initially available
The track that introduced the world to AG racing back in the original WipEout,
Altima VII is very long and open, ideal for the fast, heavy craft. There are a
couple of tricky corners to deal with which should mildly test your braking
skills, especially the narrow hairpin at the end of the lap. One of my
favourite courses.
---
Opening the track is an ascending left-right chicane. The left is a little
sharp and may require a slight lift from the thruster, but use the brakes to
navigate the chicane. There is a speed pad on the left up ahead, use this as a
marker to take you into the long shallow left hander at the top of the hill.
Light taps of the left brake should be enough to keep you in line, there are
also several other speed pads along the way if you can drift over them. The
curve gets slightly sharper before the end before leading into a shallow right-
left chicane. Simple brake tapping is enough for this if you approach from the
left hand side. Follow the track as it continues round to the left and hit the
speed pads to take you over the peak. Raise the nose and tap the hyperthrust to
pick up a lot of speed down the straight. As you go up the other side of the
trough, there are two sets of double speed pads on each side of the track. If
you are dead centre it is possible to hit all of them. A small jump is at the
end of this straight which masks a sharp right hander waiting under the bridge.
Raise the nose as you go over the jump and while in the air just as you reach
the bridge hit the right air brake to swing the craft into the corner.
Almost immediately lift off the thruster and hit the left brake to take you
into the ascending left hander in front of you. The ascent curls round to the
right over the peak. The exit to this one is on a descent and can be quite
tricky. The best way to take this one is to use the left brake to shift the
craft through the corner while using the right brake to keep the nose tilted
towards the right. This will give you an ideal approach to the exit. If you
gain any height coming out of the corner, lift the nose to give you a soft
landing. Ahead is a shallow but quick left-right double chicane. Quick taps of
the brakes are enough to take you through these and if you can, hit a couple of
the speed pads as you go through. You may need to use the brakes to drift over
them if your line is awkward
The last right of the double chicane is much longer than the rest. Keep tapping
the right brake to take you through it, but keep your eyes up and look for a
yellow bill board. When you see this, prepare for a very tricky exit to the
corner. The right strut of the billboard marks a left hand apex. As soon as you
see this, try to gauge where the right apex will be and use the left brake to
shift away from the right side. Then it's just a case of using the left brake
to go through the left hander at the end. This is of course the quick way of
doing it. If you want to be more cautious, then let up on the thruster as you
go through, which will give you more control. Almost immediately on the right
as you exit this corner is the pit lane, but use it only if you absolutely have
to as the exit is evil. A quick narrow right takes you into the tunnel, try to
drift into this one as the width makes it awkward to get a good approach. The
final hairpin at the end of this straight is very difficult, mainly because it
is both narrow and sharp. The best way to do it would be to look for the speed
pad on the right hand side of the track. Just before you hit it, slam on the
left brake and use the right brake to shift the craft through the corner.
Steady tapping is needed on the right brake as you need to keep the craft away
from the left apex. The exit takes you back onto the home straight.
\\// :SAGARMATHA: \\//
//\\==================//\\
UNLOCK BY - Initially available
Also a fairly simple course, Sagarmatha introduces you to the more tricky
chicanes and the odd blind turn. Still nothing to fret over though, generally
Sagarmatha is a very relaxing track and is one of my favourites out of the
whole series.
---
The first corner series is actually pretty difficult in the heavy craft. Not
so much when you start out, but in subsequent laps after building up speed from
the straights, they can be very tricky to navigate. This is a very sharp left-
right chicane. There is a speed pad on the right hand side of the track. Use
this as a marker to slam on the left brake and cut over to the apex. Due to the
momentum you will more than likely end up on the outside of the corner. Almost
immediately slam on the opposite brake and swing the craft in the opposite
direction, this will drag you over to the outside of the right hander and onto
a double speed pad. This will really take some practice as it is deceptively
sharp. If you're still having difficulty, double brake on the approach or let
up on the thruster as you take the corners.
Up the straight is another chicane series in the opposite direction, but this
one is much shallower. Use the brakes to swing the craft through the right-left
chicane. Next is a sharp right hander, made easier by the incline of the track
which should keep the craft stable. Hit the right brake to get round this one.
The next part of the track consists of a number of quick but shallow turns
which will require a bit of dexterity with the airbrakes. The first section is
a right-left-right chicane which is shallow enough to almost fly straight
through. Use light taps of the brakes to guide the craft around the apex of
each corner, but aim to be over to the outside after exiting the second right,
as it is immediately followed by a sharper right hander. Quickly let up on the
thrust and hit the right brake to swing the craft through this corner and into
another left-right-left chicane. This one is sharper but longer than the last
series, and so can be taken simply by swinging the craft through the corners
using the brakes.
Emerge from this corner on the outside to hit a double speed pad to take you up
the straight and over the jump. Lift the nose to soften the landing, then tap
the right brake to take you into a long right hairpin. You may have to tap the
right brake occasionally to keep the craft away from the back wall. Exit the
corner on the outside to hit the double speed pad to take you back towards the
line. Move over to the right if this isn't the final lap, as this will make the
approach to the first corner series easier.
Another very enjoyable circuit, this one has a few long jumps that lead into
corner series, so you'll need to be quick with the turning. There are also a
few very sharp chicanes which will require good use of the opposite brake
shifting technique.
---
The first corner is a light right curve which will require light tapping of the
right brake if you managed a boost start or are coming in from another lap. Try
to come out on the inside to hit a double speed pad to take you over the peak.
A short straight is followed by a fairly sharp left hander, which will also
require some fairly heavy braking and maybe even some counter braking to keep
you from hitting the apex. A tricky section follows, keep the craft over to the
left to hit a double speed pad. A shallow left-right chicane is immediately
followed by a much sharper right-left. Fly straight through the first chicane,
then use your right brake to start turning VERY early for the second chicane.
Turn too late and you'll either hit the back wall or you won't lose enough
speed to take the second corner easily. If the latter ends up being the case,
double brake to slow down. Once through the first, use the left brake to guide
the craft around the long second bend and over the peak. it may be an idea to
let up on the thruster when tackling this corner series.
Once over, the track curls round to the right which should only need light
braking if any. There is a peak at the end of the bend that masks a quick left
hander into a straight, be very careful of this, a light tap of the left brake
should bring you into position. If you can't quite see where to go, the scenery
should give you a clue where the bend is. Ahead, the track swings quickly to
the right and then into a shallow left bend over another peak.
Over the peak is a very shallow right-left chicane taking you into a tunnel
that can be taken with little to no braking. Once in the tunnel though you will
probably need to tap the left brake. The next section is a very sharp right-
left chicane. Just after the checkpoint, immediately slam on the right brake
and start turning. This will make sure you're facing into the corner and not
the back wall by the time you reach it. You MUST turn early for that corner or
you'll simply bounce off the walls. If you turn too early, use the left brake
to shift into the corner. Let up on the thruster once you've made this turn and
use the left brake to pull you into the second turn.
Inside the tunnel following this corner series is a very shallow right-left
followed by a sharp left hander. Simply fly straight through the light chicane
and hit the left brake as you near the exit of the tunnel. The last section of
the course is pretty fast but throws in a few quick turns to keep you on your
toes. Ahead is a shallow double chicane, the first left-right, the second
right-left. Neither is particularly sharp and can be taken with light brake
tapping. Incidentally, the pit lane is parallel to this section, to enter you
turn right instead of left at the first corner. The final corner is a fairly
sharp left hander, and only light tapping is required.
\\// :TERRAMAX: \\//
//\\================//\\
UNLOCK BY - Gain at least a Bronze in Talons Reach, Altima VII, Sagarmatha
and Phenitia Park in one speed class.
Terramax is a fairly open course for the most part, but it does have its
moments, most notably the tunnel near the start of the course. There is also a
tremendous hyperthrust opportunity near the end that can give you a huge speed
burst. Its main threat though is its undulation, which can be blinding on
Phantom class.
---
The first set of corners are very shallow, a right-left-right rising chicane.
each can be taken without brakes and try to stay as close to the apex of each
corner as possible. The exit to the second right is blind as you go over a
peak, but the track continues round to the right. Keep the craft positioned so
you can take another right turn. Also, the track descends after this so you'll
need to keep the nose up, bottoming out here will lead to all manner of
problems. Raise the nose as you go over the peak and tap the right brake to
take you down the slope. Use the left brake to shift away from the right hand
side as you don't want to take this too sharply. Exit as far over to the right
as you can, as a very narrow left takes you into the tunnel. The ideal way to
enter is to left brake early and shift in with the right brake, but if your
approach is too fast, double-braking may be necessary. Try your absolute
hardest not to hit the wall at any speed as the width of the tunnel will have
you bouncing off the walls for ages. The pit lane is on the left right after
the entrance, but the exit is quite rotten at speed. Down the tunnel there is a
sharp right followed immediately by a sharp left. Brake shifting is highly
recommended in both corners as it is difficult to obtain a good line at speed
with normal braking.
Out of the tunnel is a short straight followed by a quick right hander. This
can be taken with light right braking. The next section is a quick jump
immediately followed by a sharp left hander. This is an extremely risky but
very rewarding tip only to be used by those who are very confident in craft
control. As you approach the jump, aim over to the left. Then hyperthrust over
the peak. You will pick up an enormous amount of speed and will gain enough
height to completely cut off the left hander. This leads into a long right, so
as soon as you have jumped, hit the right brake to swing the craft back round
to the right and raise the nose, and if you can land perfectly you'll shave off
a considerable amount of time. Screw it up though, and you'll either fly off
the track or slam so hard into the wall your kidneys will fly out your mouth.
For the less adventurous (or mad), hands off the hyperthrust and be ready to
slam on the left brake as soon as you take off. This will set you up facing the
exit of the sharp left and ready to go into the long right. Turn without using
the right brake, but use the left brake to pull away from the right hand wall
if needed.
Ahead is another shallow right which can be taken without braking. The track
then undulates quite heavily, dipping through a quick right and then rising
through a quick left. If you've got a lot of speed going through here, you're
gonna lose it if you don't raise the nose. As you go over the peak, tap the
right brake to keep in line with the track, and then tap the left one to bring
yourself in line with the other side. Now comes the jump back onto the home
straight. it's not completely in line, you'll need to turn a tad over to the
right, but this is the perfect hyperthrust opportunity, and the perfect place
to regain any lost speed if you bottomed out from the last little section. All
it needs is a little tap, and you'll rocket over the edge and shoot down the
straight at ungodly speed. ONLY a little tap though, any more and you'll be
going too fast when you hit the first corner again. And try to keep in line
with the track, hitting the wall at that speed will wreck your shields.
UNLOCK BY - Gain at least a Bronze in Talons Reach, Altima VII, Sagarmatha,
Phenitia Park and Terramax in one speed class.
Quite possibly one of the most famous tracks in the whole series, Gare d'Europa
is both fast and tricky. Plenty of straight sections to get your speed up, and
lots of tricky corners to take it away again. There will be plenty of thruster
lift here, some of the chicanes can really unbalance the craft.
---
The first corner is a 180 degrees right hairpin. Not particularly sharp, but
the speed you'll have from the main straight or a boost start will mean you'll
definitely need some heavy braking. Try to swing into the corner early and use
the speed drop to line yourself up to take the exit on the right. You'll miss a
speed pad but your line will be much more manageable through the next few
corners. These are a shallow left-right-left chicane, which can each be taken
with only a light tap of the corresponding brake, or in light craft no braking
at all. On the final left, try to swing the craft over to the right to hit a
double speed pad to take you up the slope. Waiting at the top of this slope is
a very sharp blind left hander. You'll see a speed pad on the left hand side of
the track near the top. Use this as a marker, right before you hit it slam on
the left brake and turn as hard as you can. Let up on the thruster too, you
don't want to be going too fast over this. You'll be quite high up in the air
on the exit so trace the track and keep the nose up to land safely.
The track levels out at the bottom and you'll see a fairly sharp right hander
waiting. Again there is a speed pad on the right, use this as a marker to swing
the craft through the corner and into the tunnel. A similar right hander awaits
at the top of this slope. The turn is slightly lighter so you don't have to be
as aggressive with the brakes as before. Aim to exit on the left to hit two
double speed pads to take you into a very shallow chicane series. Keep the nose
up and blaze straight down the middle. The next set of corners require some
heavy braking and good timing, it's surprisingly easy to hit the walls in here.
The first corner is a reasonably sharp right, take this with some light brakign
and aim to end up on the left. The next set is a deceptively sharp right-left
chicane. The entrance to the first corner hides how much of a bitch the second </pre><pre id="faqspan-3">
can be if the approach isn't quite right. There are two ways to take this
chicane. The first requires precise timing, you need to start turning early and
aim to practically brush the apex and end up on the right hand side going into
the second corner. As soon as you clear the corner, immediately switch brakes
and turn the other way, letting up on the thruster as you do. There should be
just enough room to squeeze through without hitting either wall. This will
allow you to keep your speed up, but is very tricky. There is a second way.
Take the first corner like you did the previous one, only this time try to exit
in the middle. Slam on both brakes to slow yourself down before hitting the
left brake and skimming the left apex. Use the right brake to shift if you're
too close to the apex.
The track now curls round to the right again before taking you into a sharp
left hairpin. After exiting the previous chicane, immediately start turning
into the right hander. Just before reaching the hairpin apex, slam on the left
brake and swing into the corner. Make sure you let up on the thruster as well,
it can make all the difference between skimming the back wall and slamming into
it. Exit on the right to hit a double speed pad which will take you up the
straight towards the final corners: two sharp right handers in quick
succession. Not quite close enough to make a hairpin, you'll need to brake
twice to get through. Just swing the craft through both corners as with other
turns like it and exit on the left to hit a speed pad. The remainder of the
course is one long straight. You'll need to keep the nose up for most of it.
The section ahead takes you over a set of undulating peaks that will cause the
craft to bottom out and lose speed if you don't keep the nose up. The last one
is a huge jump, the perfect place to use the hyperthrust. Try to line the
craft up before you go over the jump, it can be tricky in mid-air. Keep the
nose up as you land and go over the line. Remember the first hairpin though,
it's very easy to overshoot it, especially as the line can hide the track
ahead.
UNLOCK BY - Gain at least a Bronze in Talons Reach, Altima VII, Sagarmatha,
Phenitia Park, Terramax and Gare D'Europa in one speed class.
Voted by WipeoutZone as the most hated track in Wipeout 2097, the Wip3out
incarnation is actually considerably easier. Odessa Keys has a lot of sharp
corners in dark areas, requiring you to be very dextrous with the brakes in
order to take them. You will tend to lose height rather quickly over peaks here
so keeping the nose up is a must.
---
Odessa Keys gives you a taste of things to come in the very first set of
corners, a sharp right followed by a deceptively sharp left. Approach the first
corner incorrectly and you're going into the wall. You MUST turn early into the
first corner and aim to exit on the right, then let up on the thruster and
immediately swing the craft to the left using plenty of braking. If you find
yourself on the right after the first corner, slam on both brakes and turn
slightly over to the right. Then slam on the left brake and turn as hard as you
can. Up ahead is a large peak which you will gain some considerable height
from. below you should see the track wind to the left and then rise up and curl
to the right. Keep the nose up and trace the track round, using your right
brake to help you round the right curve, especially as it tightens near the
end. Exit this corner on the left to hit a double speed pad. The next corner is
deceptively tricky. The corner itself is your typical sharp left hander, but
there is a small bottleneck in the exit, meaning if you're wall hugging when
you exit, you'll end up crashing to a halt. Turn early for this corner and use
the right brake to shift the craft into the centre to exit through the
bottleneck.
Shift over to the left to hit a double pad and use some light right braking to
swing the craft through the right hander at the top of the peak. There is a
short straight followed by a short jump ahead. As you go over, raise the
nose to soften the landing. There are a few sharp corners ahead and the last
thing you want is the craft to be bouncing when you get to them. Inside the
tunnel, the track curls round to the right before swinging sharply to the left.
The speed you'll pick up from the jump will make the approach to the left
hander very tricky, so hit the brakes to slow yourself down a bit before using
the left brake to swing into the corner.
Immediately following this corner is a shallow right-left chicane which will
take you up another slope and over another jump. Raise the nose going over this
one and almost immediately slam on the right brake as there is a sharp right
hander waiting for you soon after the jump. You'll land in the corner so you'll
need to be turning before you reach it. If the nose isn't up high enough, you
may bottom out and lose some control. Head up over yet another jump and prepare
for a very evil way to end the course. At the bottom of this slope is a quick
left immediately followed by a VERY sharp right hander. On Phantom in a Qirex
this will be impossible to take at full speed. As you approach the first
corner, hit the brakes hard and let up on the thrust. You'll need to drift
through here, so leave the thrust well alone. Tap the left brake to bring you
through the first corner and use the right brake to swing the craft through the
right hander. It's not the end of the world if you can't quite make it as the
pit entrance is just before the end of the corner on the left. There is one
last light left hander before the final straight. Only once you are in line
with the apex of this last corner should you go back on the thrust. Head over
the line to finish the lap, remembering that rotten corner series that's
waiting for you on the other side.
\\// :ARRIDOS IV: \\//
//\\==================//\\
UNLOCK BY - Gain at least a Bronze in Talons Reach, Altima VII, Sagarmatha,
Phenitia Park, Terramax, Gare D'Europa and Odessa Keys in one
speed class.
Arridos IV is a nightmare. A long, winding course, with a lot of undulation
that can easily send the craft into a bounce. There's a large drop and a split
section that can easily make you lose control, so pinpoint accuracy is needed
to tackle this one. Even near the start, there is a descending chicane series
that will try its best to slam you into the wall. This one needs a lot of
practice and only lunatics hyperthrust here.
---
The course slaps you in the face right after the line, a sharp right-left
chicane. Slam on the right brake as you reach it, and almost immediately slam
on the left brake for the next corner. Use the right brake if needed to pull
yourself away from the wall. The track then undulates wildly while darting very
quickly from left to right. Keep the nose up and stay as close to the centre
line as you can. If you don't raise the nose you'll almost certainly start
bouncing. A quick but shallow left-right chicane takes you into the tunnel.
These can both be taken with light braking and ideally as close to the apex as
possible. Now HIT THE BRAKES. The tunnel contains a very sharp right-left-right
chicane series that is impossible to take at full speed. Slow down to about
260-270 and use the shifting technique to tackle the corners, so turn early
with the corresponding brake and use the opposite brake to shift into each
corner. Drifting without using the thruster is also recommended as you don't
want to pick up too much speed.
There is a small jump at the exit to the tunnel, but for the love of God don't
use the hyperthrust. There is a fairly sharp left at the bottom of it and
hyperthrusting will ensure you overshoot it by a mile. Use the left brake to
turn as you go over and, keeping the nose high, shift into it with the right
brake. This should ensure a smooth landing. At the top, the track looks like it
curls to the right, but as you go over the peak, it quickly veers left again.
No braking needed, but it's a long drop so lift the nose as high as you can.
Immediately at the bottom is an double helix. Trust me when I say go right for
the first one, it'll make life a lot easier. As soon as you land, tap the right
brake to take you onto the right path. Follow this side round and switch to the
left side for the second helix. After the peak of the second helix, use the
left brake to shift away from the right wall and try to turn the craft so you
will exit on the right hand side. There is a double left hander taking you into
the tunnel, with the pit lane lying in the second turn. Shifting into the two
corners is probably the best approach.
The remainder of the course is quite fast, but the undulations can prove to be
a problem if you don't manipulate the nose well. A quick left ahead can be
taken with a tap of the left brake, but the one at the top of the peak will
need some hard left braking. Use the back rail as a guide to navigate it. If
you gain any height ont he exit, lift the nose and keep it up through the next
corner, which is a long right hander waiting at the bottom of the hill. Hit the
right brake on the approach and keep your speed relatively low to aid
navigation, using the left brake to shift if you turn early. A left-right
hairpin follows. Use the left brake as you hit the checkpoint to turn in and
shift in with the right brake. The right hander should only need the right
brake. On the exit, head up a long section of track containing five light right
handers. A right brake tap should be enough for each one. At the end is a jump
back on to the home straight, and again DO NOT HYPERTHRUST. The track turns
left at the bottom, so apply some left brakign as you go over and line up to
land back in the home straight.
The Prototype tracks are essentially track designs that were turned down to be
included in the main game, but have been added as unlockable tracks as reward
for clearing a speed class in Single Race mode. The first four Prototypes
are in a polygonal format, to give the impression of racing in a VR simulator.
The final two are special tracks which use drag craft to race on instead of the
usual line up. The prototypes are only available for single races.
\\// :LS101/NP62: \\//
//\\==================//\\
UNLOCK BY - Clearing one speed class with all craft in Wip3out League or
Classic League
This first prototype track is probably the simplest track you'll see in a
Wipeout game concept-wise. While it is still quite tricky at speed, it is
essentially one chicane after another for the whole course, and it is very
short too. All you'll need to memorise is the sharpness of each corner and how
close they are together, no intricate patters to memorise with this one.
However, the VR environment means there aren't any landmarks to help you out,
so memorising it may be more difficult than usual
---
The first corner is a left-right chicane. Not too sharp, but use corresponding
brakes to guide yourself through, and try to brake a little early. The right
hander is quite long so several taps of the right brake will probably be
needed. This leads into a quick left so be ready to switch brakes when you see
the double speed pad. A shallow right takes you over a small jump into a very
tricky chicane series: a double right-left followed immediately by a long
right. Just braking into these corners will severely destabilise the craft, so
you'll need to shift in. For the first corner, right brake early and use the
left brake to shift into the corner. Then provided you feather the thruster or
drift, the remainder can be taken okay with normal braking. Just don't pick up
too much speed as losing control in here will heavily damage the craft. The
final right is quite long and can be taken with normal right braking.
The next corner is a sharp left that will pretty much definitely require hard
braking, so brake early with the left and swing the craft through. Past that is
a very shallow right-left-right chicane that will require only a little
braking, so stay as close to the apex of each corner as you can. There is a
small jump following this with another sharp left at the bottom. As the craft
can be quite hard to control in the air, you may have to shift into this one.
While in the air, start to left brake and then shift witht he right brake as
you land. This should take you through the corner without too much fuss.
Finally at the end of a short straight, there is a quite shallow right hairpin
to take you back onto the home straight. Brake in with the right brake and the
remainder can be done with little to no more braking after that. If you need
the pit, keep your eyes left, as it will be making an appearance almost as soon
as you exit the corner. Head up the straight to complete a very short lap.
\\// :LS102/MG71: \\//
//\\==================//\\
UNLOCK BY - Clearing two speed classes with all craft in Wip3out League or
Classic League
This track teases you for the most part, seemingly quite simple if a little
narrow... and then slaps you in the face with an extremely tricky corner series
near the end. Also, the pattern on the tunnel walls make seeing ahead very
difficult, so this is definitely one to memorise before attempting it at speed.
Lots of brakework needed near the end of the lap.
---
The first corner is a simple right hander that needs little to no braking. The
next right however, is a different story. Slam on the right brake for this one
as you'll need to swing the craft quite heavily in order to navigate it. Don't
worry about turning too early, If you find yourself pulling inside before the
apex, use the left brake to shift into the corner. On subsequent laps where you
will have a lot of speed, it's highly recommended to let up on the thruster
briefly as you go through. Another left follows that can be taken with a tap of
the left brake. Another reasonably shallow left hander is up ahead, but this
time it's inside a narrow tunnel. If you're swinging in from the outside it's
not too bad, just apply some left braking and you should get through okay. If
you're not too confident about the tunnel though, then try shifting in with the
right brake. The tunnel goes on for a bit and then presents you with another
sharp right on the exit. This is a tricky one as not only can you see where the
corner opens out on the exit, but it start quite shallow before tightening. Bet
bet is to shift into this one, but provided you turn early enough and know
where to exit it is possible to take it with only minimal right braking. There
is a banner going over the track which indicates the exit, so as soon as you
see this, straighten out.
A light right hander takes you into a descending shallow chicane series. Tap
the brake through the right hander and make absolutely sure you are dead centre
on the exit. The chicane is shallow enough for you to raise the nose and shoot
straight down the middle, so do this. Be ready at the end though, as there is a
pretty sharp left that will need some braking to tackle. You will see the
course hit a trough before going into the left hander. As soon as you hit this,
slam on the left brake and turn into it. This will take you through perfectly.
The track then leads into a long right hander. Tap the right brake to take you
into the corner and follow it round, using the right brake only when necessary.
At the end is a large jump which would normally be a tempting hyperthrust
point, but leave it well alone. In fact, slam on BOTH brakes and lift the nose.
The course suddenly becomes a whole lot more difficult from here and the last
thing you need is to be rocketing down the track.
Once you land, do NOT touch the thruster. Just drift for a while. Tap the left
brake to take you into the left hander after the straight, then use the right
brake to guide yourself round the long right hander. If your speed drops really
low, then feather the thruster to keep it to a reasonable level. As you near
the end, you will se what looks like a very sharp left. Just before you get
here, slam on both brakes and slow to no more than 200. You need to be going
this slow to even have a hope of getting through here. Drifting through, hit
the left brake to take you through the first corner. Almost immediately after
this is a very sharp right. Keep your speed low and hit the right brake to
tackle this one. And once again, it is followed by a very sharp left, which
must be taken with the left brake. This is why you need your speed low, any
faster and this series would be nigh-on impossible without hitting a wall. Slam
on the thruster as you exit and get your speed back up. The pit lane is on the
right, and slightly further along is a quick right to take you back onto the
home straight.
\\// :LS103/AW72: \\//
//\\==================//\\
UNLOCK BY - Clearing three speed classes with all craft in Wip3out League or
Classic League
Without doubt the hardest of the prototypes and probably the hardest track in
the whole game. This one's got it all: chicanes, sharp hairpins, narrow
tunnels, jumps, and terrain that makes it very difficult to see ahead. This
will take a long time to get the hang of and getting a heavy craft round
without severely damaging it is the mark of a true Wipeout master.
---
The course starts with a sharp left before you've even cleared the grid. Slam
on the left brake or shift in to get through this one. Head down the long
straight, hitting several speed pads on the way. Up ahead is a double left, a
shallow one followed by a sharper one. The approach isn't too good for two lots
of left braking, so tap the left brake to go through the shallow corner and
shift into the second corner. Almost immediately you will go over a jump and
straight into a sharp right hairpin. As you go over, slam on the right brake
and shift in with the left as you get close to the apex. On exiting, go over
another small jump into a very narrow tunnel, the entrance to which is marked
with a quick right hander. The width of the track here is very prohibiting, so
you'll need to time a right brake tap very well to take you through this one.
Try to stay dead centre all the way through as there isn't much room to move.
Once out of the tunnel, you will come across quite a shallow right-left
chicane. These will only require simple corresponding braking. Go down the
straight, hitting speed pads again as you go.
Now comes a very tricky part of the course, and one that has a very good chance
of wrecking your craft. There is a corner series that requires some incredibly
dextrous brakework to take at anything like full speed, and anyone trying this
track for the first time is highly advised to slow down before reaching the
first corner. The series begins with a pretty shallow left which can be taken
with a light tap of the left brake. However, it is quickly followed by a right-
left chicane, with the left hander being quite sharp. The approach you have
after clearing the first left isn't good, and at speed you will almost
certainly clatter into the left apex. The best bet is to immediately tap the
right brake as you exit the first left, which will put you in line with the
first right of the chichane, then almost immediately again hit the left brake.
The momentum should be enough to take you through the left hander before the
direction change kicks in, but you'll also need to aim very close to the apex,
which is risky. For the less adventurous, slow down before tackling the
chicane, it will make life slower, but easier. After this is another right
taking you into a tunnel, easy right brake tap, but following is an absolute
beast of a corner. It is an extremely sharp left, and the wall at the back
hasn't been programmed properly so you go straight through it if you hit. Slam
on both brakes before you reach this one, and the hard left brake to swing the
craft through. If you're going a little faster, shifting may be necessary, but
be careful not to hit the back "wall" or you'll go off the track.
The fun doesn't stop there. After exiting this one, there is a quick straight
jumping into another narrow tunnel, containing a fairly sharp left-right
chicane. You MUST drift through here, going too fast will certainly have you
bouncing off every wall in there. Hit the left brake to swign through the first
corner, and almost immediately switch brakes to take the second corner. Coming
out of the tunnel, you will land in a shallow left hander, so be careful not to
exit the tunnel too far over to the left and fall through the gap. A shallow
undulating chicane series follows, which you can take just by going straight
down the middle and lifting the nose. The final two corners are shallow and
sharp left handers respectively, only the sharp one is in another narrow
tunnel. Treat this like the double left earlier in the course, hit the left
brake for the first one, and shift through the second one. Shifting will slow
you down a little, but it will prove to be a good thing as the pit lane is on
the right almost immediately as you exit the tunnel. I'm willing to bet you've
taken a pounding on this course and the pit lane is easy to miss, so be
prepared to slam on the right brake. This is also the home straight, but going
through the pit lane will make the first corner shallower so maybe that is the
better option.
\\// :LS104/AW73: \\//
//\\==================//\\
UNLOCK BY - Clearing four speed classes with all craft in Wip3out League or
Classic League
The last of the four standard prototypes is pretty simple to be honest. Far
more straightforward than the nightmare that is AW72, this one consists of
quite a few sharp corners, but the approach to each is quite long, giving you
plenty of time to prepare. A quick sharp chicane near the end provides some
end-of-lap fun, but it's nothing to worry over.
---
First corner is a long right hander. This can be taken with only a couple of
right brake taps to keep you in line. A long straight leads into a pretty sharp
left hander, but the track is quite narrow for this one. You must shift in
here, slam on the left brake early on the approach and use the right brake to
shift through. The track descends, taking you into another sharp right. Two
ways of doing this. You can either slam on the right brake as you hit the
trough of the dip, which will give you enough of a turning circle to get
through, but this is risky. The other way is to shift through like you did with
the previous corner, and it's likely this will give you a better approach to
the next corner, which is a sharp left. Do not exit the previous corner on the
left hand side or you will not have enough room to turn. If you shifted, you
can adjust early to move over to the right and then use the left brake to guide
yourself through. Yet another sharp right waits up ahead, once again use the
right brake to get through. Go up the slope towards ANOTHER sharp left. Hit the
left brake as you approach the top of the slope to bounce into the corner.
There is a long right hander immediately following this that can be taken with
only a little right braking. However, be very careful at the exit, as there is
a quick left waiting right at the end. As soon as you see the end of the corner
approaching, be ready to hit the right brake to face into the corner and then
swing the craft through using the left brake. Ahead, there is another quick
right that takes you into an ascending tunnel. Tap the right brake to take you
in and go up the slope. There are quite a few speed pads here so you'll be able
to pick up quite a lot of speed. However, as you approach the top, you MUST
drop the nose. As you are in a tunnel, going over the top at full speed will
clatter you into the roof and send you into a bounce. The track curls round to
the right as you descend, easily taken without braking. The final corner series
is a shallow right leading into a quick left-right chicane. A light tap of the
right brake should help you through the shallow corner. Stay over to the right,
adn as you approach the chicane, aim for the left apex. Swing through using the
right brake, brushing the apex of both corners. The pit lane is on the left of
the final corner, and is easily accessible from the chicane.
\\// :LS105/GP02: \\//
//\\==================//\\
UNLOCK BY - Clearing five speed classes with all craft in Wip3out League or
Classic League
Well... it's an oval. Not much I can say about the track, but tips on handling
the new craft should suffice. Looking at the stats, it's safe to say you'll be
hitting speeds absolutely unheard of anywhere else in the game, so control is
of the utmost importance. The handling is clean enough that you shouldn't need
to use any braking. On the two turns, turn normally and feather the thruster.
This will almost instantly bring your speed down into the 600 range which is
more than adequate to take the turns without braking. Don't go into the corners
with too much speed though, this speed pushes the clipping engine to its limit
and a heavy impact will more than likely end up with you going straight through
the wall by a considerable distance. Make sure you lift the nose after the jump
too.
\\// :LS106/GP73: \\//
//\\==================//\\
UNLOCK BY - Clearing six speed classes with all craft in Wip3out League or
Classic League
Another oval, but this time it's got a few more tricks up its sleeve. First of
all, the two major turns are much sharper than the previous track and are right
handers instead of left. The track is tilted but it doesn't do much good.
Letting up on the thruster and some right braking are essential here, you don't
want too much speed going through them. The second addition is a fast right-
left chicane halfway round. Nothing to worry about, it's possible to skim the
apex, but be ready for the second major corner.
These cheat codes either unlock certain parts of the game or change things to
make them more fun. To enter a code, go into the options menu and change the
default pilot name to one of the codes.
ALLTRACK - Unlock all tracks
PROTO - Unlock all prototype tracks
CRAFTS - Unlock all manufacturers
PHANTOM - Unlock Phantom class
ALLCNG - Unlock all challenges
ALLTNT - Unlock all tournaments
UNLIMIT - Infinite weapons during a race. When you use one, another will
immediately be picked up
NOFEAR - Infinite shield energy. This will also give you infinite
hyperthrust
MIRROR - Unlock Flip Track mode. Go into the options menu and toggle Flip
Tracks to play each track mirrored
AXCEL - Speed pads will turn white and give you a much bigger speed boost
DROIDS - Replaces all craft with the rescue droids for each manufacturer.
Fun to race in but can be difficult to handle. Droids maintain all
stats of the craft they replace.
HITOMI - Plays the videos seen on completion of Wip3out league and Classic
league in Single Race mode
COLLIDE - Something to make the game a bit harder, this cheat amplifies wall
impacts and emulates collisions as they were in the original
WipEout
Title : Artist
-----------------------------------------
FEISAR : Sasha
Kittens : Underworld
Icaras : Sasha
Know Where To Run : Orbital
Auricom : Sasha
Surrender : MKL
Lethal Cut : Propellerheads
Goteki45 : Sasha
Influence : Chemical Brothers
Piranha : Sasha
Control : MKL
Avenue : Paul Van Dyk
Xpander : Sasha
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