Drive to Survive Walkthrough :
This walkthrough for Drive to Survive [Playstation 2] has been posted at 16 Jun 2010 by big balls285 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up big balls285 and share this with your freinds. And most important we have 2 other walkthroughs for Drive to Survive, read them all!
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Walkthrough - FAQ/Walkthrough1234567890123456789012345678901234567890123456789012345678901234567890123456789 =================================================== =================================================== ============ MASHED: FULLY LOADED ================= ============ Walkthrough ================= ============by OpalDecpt (Milo P.)================= =================================================== =================================================== (What great ASCII that is, eh?) ======== CONTENTS ======== 1. Intro 2. How to Play 3. Cars -----3.1 Slugger -----3.2 Banshee -----3.3 Bahnstormer -----3.4 Hammerhead -----3.5 Thunderstrike -----3.6 Wildfire -----3.7 Shurikin -----3.8 Ruckus -----3.9 Miliga -----3.10 SwitchBlade -----3.11 Hurricane -----3.12 Nemisis -----3.13 Venom 4. Weapons -----4.1 Machine Gun -----4.2 Flash -----4.3 Mines -----4.4 Oil Slick -----4.5 Drum Bomb -----4.6 Mortar -----4.7 Missile -----4.8 Airstrike 5. Tracks -----5.1 Angel Peak -----5.2 Khargra Temple -----5.3 Neustien -----5.4 Fort Gildlow -----5.5 Ventura Boulevard -----5.6 Demoliton -----5.7 Keister Bay -----5.8 Polar Wharf -----5.9 Tierra Piedra -----5.10 Koko Bay -----5.11 Silver Creek -----5.12 Timgidski -----5.13 Redpool Tip -----5.14 Nukov -----5.15 Hattan City 6. Game Modes -----6.1 Battle Game -----6.2 Race -----6.3 Hold the Flag -----6.4 Beat the Bomb -----6.5 The Fugitive -----6.6 Survival -----6.7 Kill the Copter 7. Tips and Such -----7.1 Unlockables 8. Credits and Thanks 9. Contact Me 10. Legal Mumbo-Jumbo 11. Version History ============== 1.INTRODUCTION ============== I tried to hold it in. I tried to accept it. But no matter what, the urge was just too great. This FAQ has to be written. I was almost in tears when I saw no In-Depth guides to the full extent of Mashed. It shocked me. Scarred me, even. So here it is 12,465 characters* full of Mashed's juicy goodness. Full guides to cars, tracks, weapons and characters, but firstly I must point out some things. PLEASE TAKE NOTE OR THIS GUIDE WILL FAIL AND BE ON YOUR CONCIENCE. 1. This guide is a WIP (work-in-progress), and I am aware that a few tracks and cars are missing. I can only write as much as I have completed. ==Guide is now NOT a WIP== 2. I have NOT included Challenge Cup and Tournanments because I really can't give any extra information that you won't have learnt from the Tracks section. Any particular enquiries about these, feel free to contact me. If the demand is great I will include two extra sections in the next update. 3. This guide is for Mashed: FULLY LOADED. Owneres of the original Mashed can still find some tips here, but I do not know the full extent of the differences. Enjoy. (* rough estimate, no cotingency emails please) About this version ------------------ VERSION 0.93 - Due to lack of any version of Mashed or PS2 this guide has been delayed in completion. Fell free to send in missing bits - watch this space. ============== 2. HOW TO PLAY ============== X=Accelerate []/O=Brake X+[]/X+O=Hand Brake R1=Fire Weapon R2=Drop Weapon L1=Shout Insult Nice and simple. ;) ======= 3. CARS ======= The basis of the game a match comes in the cars. Each has its own characteristics, but all are compatable with all weapons (how? search me). In this section I'll be covering (for each car): Power: The speed of the car Grip: How well the car can turn in icy conditions Drag: How much slipstream you will gain from tailgating Handling: How well the car turns Default Track: The track it is designed to be on Best to be used on: The track that it is funnest on Comments: Well, comments. 3.1 Jarvis Slugger ------------------ Power: Abysmal Grip: Average Drag: Excellent Handling: Below Average Default Track: Angel Peak Best to be used on: None in particular Comments: This is the perfect car for a beginner, as its slow, but to everyone else, it's ruddy awful. Its only redeeming factor is that you can get a lot of slipstream from the other cars, but you'll be gonig so slow you'll hardly notice. 3.2 Harbison Banshee -------------------- Power: Poor Grip: Good Drag: Excellent Handling: Very Good Default Track: Khangra Temple Best to be used on: Ventura Blvd, due to its size, the Banshee is harder to use on this track, which could create some amusing moments. Comments: Again this is quite good for beginners, due to low power and good handling, but otherwise its very sluggish. But I suppose you could get a thrill because its a MONSTER TRUCK!!!!!!!!!!! Yay! 3.3 Fussey Bahnstormer ---------------------- Power: Average Grip: Abysmal Drag: Good Handling: Good Default Track: Neustien Best to be used on: Polar Wharf. Low grip on ice can cause very funny racing. Comments: Now we're getting a bit more advanced. Higher power and low grip can make an unpleasent experience in Single Player, but as mentioned before, with friends is much more fun. For intermediate drivers only, advnaced if on ice. 3.4 ML Hammerhead ----------------- Power: Average Grip: Below Average Drag: Above Average Handling: Very Good Default Track: Fort Gidlow Best to be used on: Anything EXCEPT Fort Gildow (preferable icy) Comments: Holy GODS, this is a boring car. This car pretty much defeats the point of buying Mashed! The only good thing about this car is its handling, but to be honest I never notice it. I suppose its good for beginners, but use it on another track, preferably icy. 3.5 Newall ThunderStrike ------------------------ Power: Good Grip: Average Drag: Average Handling: Very Good Default Track: Ventura Blvd Best to be used on: Anything icy Comments: My memory seems to think that there was a car almost exactly like this one just beforehand... OH GOD NO!!! THERE'S TWO OF THEM!!!!! Driving this car, I see no difference between this and the Church Sermon of a car above. Ice will only liven this car up. 3.6 Wheatly WildFire -------------------- Power: Average Grip: Below Average Drag: Below Average Handling: Excellent Default Track: Demolition Best to be used on: Demolition, frankly, because perfect handling is probably what you'll need. Comments: What can I say? This is an average car. Nothing special. Great for an average day, with average wheather, and for when your feeling pretty average. Average. Av-er-age. Yup. 3.7 Gidion Shrukien ------------------- Power: Good/Very Good (Can't really decide) Grip: Below Average Drag: Average Handling: Very Good Default Track: Keister Bay Best to be used on: Timgidski. High power around tight bends makes a good race. Comments: This is the turning point, of sorts, of Mashed. From here on, cars start getting powerful, and grip and handling starts to drop. This is the last bit of sanity in the game: high power but high handling. Perfect for a beginner who wants a bit of power too. 3.8 Alison Ruckus ----------------- Power: Above Average Grip: Very Good Drag: Good Handling: World Class Default Track: Polar Wharf Best to be used on: Anything at all Comments: This is a very good car. In fact this is probably the best car in the game, in my opinion. My only problem is that its on Polar Wharf - it has far too much grip to make a fun race on the track. 3.9 RLH Miliga -------------- Power: Below Average Grip: Below Average Drag: Below Average Handling: Very Good Default Track: Tierra Piedra Best to be used on: Angel Peak. Plain track for plain car. Comments: Possibly a third Hammerhead? Not quite, but near as dammit. Very plain, won't give the kick that other cars will. However low grip might call for a good ice race. 3.10 Latchem SwitchBlade ------------------------ Power: Very Good Grip: Poor Drag: Above Average Handling: Good Default Track: Koko Bay Best to be used on: Koko Bay. The good handling to power ratio of this car makes a nice challenge. Comments: Fastest car up to yet, and is does pack quite a punch. The low grip is quite nice for sliding round corners at top speed, which is always fun to do. Reasonable drag also makes sure that your never out of the race. Experts only, if you don't mind. 3.11 Thompson Hurricane ----------------------- Power: Above Average Grip: Very Good Drag: Very Good Handling: Excellent Default Track: Silver Creek Best to be used on: Makes a good race on Redpool Tip or Koko Bay. Comments: Almost a tuned up version of the above hammerhead, but with less power and better steering 3.12 AW Racing Nemisis ---------------------- Power: Good Grip: Above Average Drag: Average Handling: Good Default Track: Timgidski Best to be used on: None in particular Comments: Mashed takes quite an oddturn here. The cars start getting slower for the next couple of tracks, why does it do this? Search me. Maybe its because the tracks are getting tricky. If anyone can give me a better reason, then contact me. Anywho, this car is about as tame as a cat. Go easy on it. 3.13 McGrath VenomVX -------------------- Power: Average Grip: Below Average Drag: Below Average Handling: Good Default Track: Redpool Tip Best to be used on: Nothing in particular Comments: (see above) 3.15 Genesis ------------ Power: World Class Grip: Very Good Drag: Poor Handling: Average Default Track: Hattan City Best to be used on: All tracks Comments: This is the ultimate test of a drivers skill. This car goes like stink, and with low drag you'll find it hard to catch up to others with slipstreaming. Its grip and handling are nescesary, otherwise you wouldn't be able to control the beast! ========== 4. WEAPONS ========== Now its time to arm these super slick cars with as many weapons and ammo they can hold without the bottom falling through casting the driver into a firey death. *cough* NB: For more information on weapons, check [name]'s FAQ on weapons on GameFAQs. 4.1 Machine Gun --------------- Fires: Forward Ammo: Approx. 50 Range: 5 or 6 car lengths Aiming: Laser Sight Description: Fires a hail of quick fire bullets Comments: Just a generic shooty-ma-jig. Unloading all the ammo at the back of a car will usually destroy the whole boot, but the chances are the victim has already span out of control and crashed, as this gun pretty much disables the steering system of any car. 4.2 Flash --------- Fires: Everywhere Ammo: 1 Range: More than 50 stretch limos in all directions (ie. everywhere) Aiming: None needed Description: Creates a blinding flash, which blinds all players for a short time Comments: This is a bit of a russian roulette weapon. It really is only useful on human opponents, but it could throw you off course as well (Lower level CPUs will slow down as well.) Otherwise there is nothing else to say. Oh, for maximu effect use on corners. 4.3 Mines --------- Fires: Behind Ammo: 2 Range: N/A Aiming: None needed Description: Explosive landmine. Will only explode when there is a red light, one second after planting Comments: If you pick these up, its best to just plant them straight away to make room for other weapons, and you will still come back next lap anyway. However when detonated they usually kill, if not they will knock the steering of balance a bit. 4.4 Oil Slick ------------- Fires: Behind Ammo: 1, but leaves a trail of about 3 car lengths Range: N/A Aiming: None needed Description: Leaks oil on the groud, lowering a cars grip for a few seconds. Comments: Not very useful, unless on ice or when using cars with low grip. Always use on a turn, otherwise there will be no point. (Wacky Races? Yeah, I thought so.) 4.5 Drum Bomb ------------- Fires: Behind Ammo: 2 Range: 3 Car lengths, but varies depending on speed Aiming: Turn while firing to direct Description: Fires a higly explosive drum into the air Comments: When used correctly, this can be VERY dangerous. Its blast range could easily take out all three other opponents, but make sure you're going fast enough otherwise it will get you as well. NEVER FIRE WHEN STATIONARY! Fire both at once for a combo hit and funny barrel roll crashes! 4.6 Mortar ---------- Fires: In Front Ammo: 3 Range: Upto the whole screen, but varies due to homing properties Aiming: Slightly Homing Description: Fires a cannon-like missle at the opponent Comments: My favourite. :) Can usually save a point due to its magnificent range and homing, and its also very deadly, usually tipping an opponent over. Again, a huge blast range can usually take out a spread of opponents, and from far away! Magic. 4.7 Missle ---------- Fires: In Front Ammo: 1 Range: Missle self destructs after about fifteen car lengths flight Aiming: Laser Sight and Homing Description: Shoot a highly fatal car-to-car missle usually causing death. Comments: This is easily the best weapon on the game. Fast, accurate, and deadly, this mighty weapon packs the biggest punch on straights. The only real problem is that sometimes other cars can get in the way of the target car. Oh, and if you don't go fast enough when you fire, then you will be likely to drive into your own missle. Not fun. 4.8 Air Strike -------------- Fires: From Chopper Ammo: Umlimited, until all other cars are destroyed. Range: N/A Aiming: Crosshair and Homing Description: Shoots an air-to-ground missle from the Mashed chopper Comments: Pretty much just the same as a missle, however this is just good for revenge on the person who just killed you, or to take out a potential winner. ========= 5. TRACKS ========= We have cars and weapons (not that theres much diffence in this game) - now we need tracks. Tracks can vary in 5 cartegories: Regular (no symbol), Reverse (round arrow), Mirror (white and black box), Icy (frost symbol) and Night (moon). All of these are pretty obvious, but Ill still put what they mean here, cos I love ya. Normal: Just the track. As it was meant. Reverse: Same track, but all shortcuts and turns come in backwards order Mirror: All turns are switched, but come in the same order as normal Icy: Grip is reduced heavily on slippery surfaces Night: Low visibility when you pull away We got 15 juciy tracks in the Fully Loaded version of this game. Have at them. NB: All runthroughs are in REGULAR mode (or icy if always icy) 5.1 Angel Peak -------------- Regular: Yes Reverse: No Mirror: Yes Icy: Yes Night: No Default Car: Slugger No. of Turns: 4 Shortcuts: 0 Setting: A lovely mountain island retreat. The track circles around the islands base. Runthrough: From the start, straight on to the hairpin bend. Then swerve around the gap (or jump it) and enter into the double turn. Power down the last straight to finish. No braking needed. Comments: Just a simple track to ease everyone into the game. The only special thing is that the default 'Slugger' vehicle is so slow that its huge bulk won't quite make the gap at turn 2. So don't try. 5.2 Khangra Temple ------------------ Regular: Yes Reverse: Yes Mirror: Yes Icy: No Night: No Default Car: Banshee No. of turns: 4 Shortcuts: 1 Setting: This track circles the picturesque Khangra Temple - a dusty place, which isn't shy of the skeletons in the closet. Runthroguh: Power down the straight to the first corner (watch the cliff) and head straight, watching where the track narrows. Drive through the gentle hairpin and third corner, and power into the fourth corner - a second hairpin with deadly cliff - and drive straight to finish. Shortcuts: On the last hairpin there is brown decking lining the cliff. This cuts out most of the corner, but braking might be necsersary, unless you're really good. Comments: Again, not much to say. No braking need unless you try for the shortcut, but on the start of a second lap, the colums to your left will collapse and crush. 5.3 Neustein ------------ Regular: No Reverse: Yes Mirror: Yes Icy: Always Night: No No. of turns: 7 Shortcuts: 0 Setting: On this German (I assume) resort, the icy lake and snowy trails create this scenic course. Runthrough: Power off into the first gentle bend, and then into a sharper left turn. Then brake into the hard hairpin, power slide if you must, then go straight, into the long left turn, which you can slide down if you want. Cross the frozen lake into turn 4 - a right turn, and aviod the cable cars on the start and end of turn 5. Finish off with a left turn and power across the finish. Comments: The hairpin turn is always tricky to get right - do you brake and avoid driving off the cliff, or do you power in and risk a crash? Instead of braking, just let go of X, and this should get the right speed, but the steering is up to you. 5.4 Fort Gidlow --------------- Regular: Yes Reverse: No Mirror: Yes Icy: Yes Night: No No. of turns: 6 Shortcuts: 0 Setting: The island base of Fort Gildow provides the setting of this track, an airfield base power by wind turbines. Runthrough: Drive off into the first hairpin - the hardest on this course, and then into the next left turn, and into the second, gentler hairpin. This goes straight into the next turn, and take the last right-hand turn to finish. Comments: Pretty much no braking required, but the 2nd to last is worth a mention. To get through fastest, cut the bend so tightly that sparks fly, and heading straight should get you to the home stretch. 5.5 Ventura Boulevard --------------------- Regualr: Yes Reverse: No Mirror: Yes Icy: No (but why?????) Night: Yes No. of Turns: 4 Shortcuts: Depends on traffic Setting: The main thouroughfare between Mashed circuits also proposes a dangerous tack here. Rush hour traffic is perpetual on this busy freeway. Runthrough: Start and turn the left turn into the middle of rush hour traffic, and weave through the cars and trucks to the off ramp. Turn left, and turn left again to get back on the freeway and weave through some more traffic before coming off, doing a last left turn and finishing. Comments: There IS a pattern (I think) with the traffic. If you see a truck in a lane, swerve round it and follow that lane. In other words, whichever lane a truck was in will not have another truck in the next wave of trucks. I think. Yeah. Last thing, on the second turn, handbrake turn to get the quickest line. 5.6 Demolition -------------- Regular: Yes Reverse: Yes Mirror: Yes Icy: No Night: No No. of turns: 5 Shortcuts: 5 Setting: This course on this beautiful 15 story building was the perfect place for a race - the racers didn't know it was to be demolished today. Runthrough: Start off into the right turn, then take the S-bend to the next right turn. Jump the gap and turn right, and power across the finish Shortcuts: 1. Cuts the first turn 2+3. Cuts the entire S-bend out into a straight line. 4. Up a ramp after the S-bend. Whether this is quicker or not is debatable, but there are two weapons up here, and easier acsess to number 5. 5. Cuts the last corner. Also leads to a weapon. Comments: Such a short a simple track, yet one of the best in the game. Of course, the quickest line is to take all of the shortcuts, but you may miss a lot of weapons. Every so often the building falls down a little more, throwing you off course. 5.7 Keister Bay --------------- Regular: Yes Reverse: Yes Mirror: Yes Icy: No Night: No No. of turns: 7 Shortcuts: 1 Runthrough: Start and go left, then right. Swerve round the S-bend, into a short straight followed by gentle left. Go up the hill, Then brake hard for the hairpin left. Go over the bridge and down the hill to another left hairpin, then take the double left turn down the last straight to finish. Shortcuts: 1. Go wide on the first corner the cut the first half of the S Bend 2. Take the ramp to cut out the next corner Comments: ALWAYS take the first shorcut. This cuts a lot off your time. Also, the bridge gets narrower every lap, until it turns into a ramp. 5.8 Polar Wharf --------------- Regular: No Reverse: No Mirror: Yes Icy: Always Night: Yes No. of Turns: 2 Shortcuts: 0 Setting: This fishing platform can often get pretty icy - probably because its in the Arctic Circle. Runthrough: Power forward into the first left hairpin, the power off into the second left hair pin. Thats it. Comments: Like Demolition, this is simple and addictive. The only word I have to give is on the turns, for the best line stay on the right hand side of the track, come into the corner wide, and keep a steady spped as you go. 5.9 Tierra Piedra ----------------- Regular: Yes Reverse: No Mirror: Yes Icy: No Night: Yes Turns: 5 Shortcuts: 0 Setting: To be honest I have no idea what this place could be. Hazard a guess and I'll put it here for you. Runthrough: Power into the first turn and crash thorugh the house for a weapon. Drive across the bridge and turn into a sharper left turn, and weave around (or cross) the middle bridge. Go either way around the roundabout, and jump the gap. Turn right immediately, and zoom off into the sloping hairpin, power down the final straight to finish. Comments: The roundabout pose a bit of a quandary (ooh big word). Go left for a faster time to the ramp, go right for a weapon. Also, its best to dirve up the ramp at an angle, so that some of the turn is done before you even land. 5.10 Koko Bay ------------- Regular: No Reverse: Yes Mirror: Yes Icy: No Night: Always Turns: 5 Shortcuts: See below Setting: The waves crash on the rocks as you drive atop the cliffs and beach in this circuit. Runthrough: Power off into the first left turn, and then into the next left turn. After that, negotiate a tricky clifftop S-bend, and head for the beach. Weave around the rock filled beach, turn left at the end, and zoom across the finish. Comments: On the beach a number of routes could be taken, so the shortcut is really what is comfortable to you. Me? I just crash into every rock en route. Like pinball it is. 5.14 Nukov ---------- Regular: Yes Reverse: No Mirror: Yes Icy: Would've been great, but no. Night: No Turns: 8 Shortcuts: 2 Setting: This russian city is being destroyed - one final race should add to the moment. Runthrough: Power off and turn left, and left again. Weave around the gentle S-Bend, avoiding the shells from the tanks, then turn right and clear the gap. Go straight on and board the boat. Dismount the boat on the smae side that you entered. Turn left, then right, go either way around the fountain and power through the finish. Shortcuts: 1. On the first tunr the building to your left is half destroyed 2. On the first turn after the boat, drive thorugh the graveyard to your left. Comments: This is the best track of the game. It challenging, yet still fun especially on the boat. The only tip on the boat is to use your handbrake when nearing the edge, you get a higher turning circle. ============= 6. GAME MODES ============= Mashed boasts a healthy selction of six game modes, each with their own challenge, but all ludcrously fun. Here they are. 6.1 Battle Game --------------- Multiplayer?: Yes Weapons?: Yes (hence the name BATTLE game) Rules: The main backbone of the game is this mode. The aim is to eliminate all players in a round in order to score points, the first to 8 point being the winner.(12 for 4-player). A player is eliminated if he is flipped on his roof or side, if he runs of the track, or if he is sucked off the screen. When there is one racer left, the points are calculated and the next round starts, from where the last one finished. Points are give depending on place and number of players: Players First Second Third Fourth ------- ----- ------ ----- ------ 2 1pt -1pt N/A N/A 3 1pt 0 pt -1 pt N/A 4 2pt 1 pt -1 pt -2pt Comments: The aim is to be the last man standing, so there are two ways to go here. Firstly, you can concentrate on going fast and losing your opponents, or ram/shoot/blow up people to get them off the track or on their roof. I'm pretty sure a lot of people go with the latter, but there is a good reason for this. IF you try to outdrive your opponents, you will probably end up at the top of the screen, meaning that YOU WILL NOT BE ABLE TO SEE WHATS AHEAD! Unless you have an unrealistic memory, don't try to outdrive, and lets face it, blowing people up is much more fun. 6.2 Race -------- Multiplayer?: Yes Weapons?: Yes Rules: Complete three laps of the track before anyone else. Simple as. Comments: Well, how do you win a race? Speed is improtant, clip corners at speed, etc. Weapons are optional, but I think the mortar and missle are very useful to get the edge, but don't go for weapons if you have to go out of your way or risk a crash. (In hindsight, I think this part of the guide wasn't necesersary. Oh well, it's there now) 6.3 Hold The Flag -------------------- Multiplayer?: Only Weapons?: Yes Rules: One person starts with the flag, and tagging him will give you possesion of the flag. The holder of the flag must eliminate the rest of the players to bank the points. Scoring: Same as battle game Comments: The important thing to remember is that YOU CAN DRIVE IN EITHER DIRECTION AROUND THE TRACK IF YOU HAVE THE FLAG! A good handbrake turn, especially on ice, could leave everyone with their pants down. (In fact on ice, you may be able to double bluff people by doing a full doughnut). Also, you could just reverse right from the start line, if you have won the previous round. But otherwise just treat it as a race. 6.4 Beat the Bomb ----------------- Multiplayer?: No Weapons?: No Rules: For some strange and unexplained reason someone has strapped a bomb to your car, and you must race to the checkpoints on the track to delay the BOOM!!!!! and stay alive. Usually its two laps. Comments: Nothing special, except ALL OF THE CAR HAS TO BE OVER A CHECKPOINT LINE BEFORE THE BOMB BLOWS. Don't get infuriated (like yours truly) when the front of your car crosses the line but you still explode. In fact, I think I might have broken that pad. Oh well. 6.5 The Fugitive ---------------- Multiplayer?: No Weapons?: No Rules: That random criminal is escaping! You must stop him but luckily (even though the car looks quite undamaged) only one slight tap should total his ass. Yes, this is as unbeleivable as it sounds. But then again why would a group of cars race on top of a in-the-process-of-being- demolished building? Live with it. Oh, and get him after three laps. Comments: This guy must have some sort of licence, because he is a great driver. To keep up you will probably need to take every shortcut at your disposal. Good luck with that. 6.6 Survival ------------ Multiplayer?: No Weapons?: Yes Rules: Survive. Can you see why its called 'Survival' now? Comments: I LOVE this mode. It saddens me that there is only two instances of it (Polar Wharf & Nukov). Basically, avoid all of the other three cars because they are killing you. A very good tip is to wait three seconds after the green light so that the other cars go forward, and then reverse towards you to attack. Start right when they reverse to give you a good cushion of a head start. Also remember that SPEED DOESN'T MATTER, its all about cunning tactics. 6.7 Kill The Copter ------------------- Multiplayer?: No. Would've been cool though. Weapons?: Missle and Machine Gun only Rules: Destroy the Copter before it destroys you. Comments: This is kinda like The Fugitive, except that you have weapons and must destroy the Fugitive, who is in a copter not a car. So really, its not like the Fugitive. Buh. Anyway, the copter usually strikes on the corners, shooting machine gun bullets and missles atcha. So the best place to go is on the straights. MAKE EVERY BULLET COUNT, power-ups will not reappear after on lap, so make sure you're close enough before you unload your guns. Missles take about a quarter of the copter's health off, so these are invaluble, but they are in harder places to reach, and you can't start again if you fall off. ================ 7. TIPS AND SUCH ================ * To get a turbo start, hit the gas right on the green light - the closer the better. I think getting it bang on will give you a turbo start, but I will have to confirm that. * Maximise slipstream. Races can often be lost or won if you or your opponents use the slipstream of other cars. * When playing against a team, CPUs have the EXTREMELY annoying habit of sacrificing their lives to kill you, and yet still winning the point (as they are on a team). A quick-witted drive is the only way to counter this - there is no foolproof solution. * If you need to get a car of your tail, try 'fish hooking'. Simply sway from side to side, and your pursuer will ram into the back of you and lose control. (This doesn't tend to work as well on icy tracks) * Master the handbrake turn. When used correctly on corners it can give you high speed entry and exit, and could possibly knock one of the other racers off the track. (Again, on icy tracks this won't work) * There are a variety of different shunts and rams from all different directions, but I think that the most hurty one is the 'line and sinker'. (I made that up. Catchy ain't it?) Drive side by side until you're ahead of your opponent just by the bonnet, and sweep across his path. If done corrcectly, the back of your car should hit him, causing him to be knocked out of control, while he knocks you back onto the straight and narrow. (For a change, the DOES work well on icy surfaces) * Make sure to prioritize. Always aim for leaders or players with crowns. * Try and learn the eaiser shortcuts, they usually still prove effective. (Demolition is the best track for shortcuts.) 7.1 Unlocks ----------- Tracks: Angel Peak - Unlocked from start Khangra Temple - Unlocked from start Neustien - Get Bronze cup in Khangra temple Fort Gildow - Get Bronze cup in Neustien Ventura Blvd - Get Bronze cup in Fort Gildow Demolition - Get Bronze cup in Ventura Blvd Keister Bay - Get Bronze cup in Demolition Polar Wharf - Get Bronze cup in Keister Bay Tierra Piedra - Get Bronze cup in Polar Wharf Koko Bay - Get Bronze cup in Tierra Piedra Silver Creek - Get Bronze cup in Koko Bay Timgidski - Get Bronze cup in Silver Creek Redpool Tip - Get all Bronze Cups Nukov - Get all Silver Cups Hattan City - Get all Gold Cups Tournaments: Turbo Tournament - Get all Bronze Cups Ice Tournament - Get all Silver Cups Night Tournament - Get all Gold Cups Cameras: 4 Special Cameras - Get all Trophies on all tracks ===================== 8. CREDITS AND THANKS ===================== * Thanks to CJayC (Chris Jay Johnson? Worth a guess...) for maintaining such a brilliant site called GameFAQs. You rock! * Thanks to the admins of NeoSeeker and CheatPlanet. You rock too!! * Thanks to my three good friends Matthew Taylor, Daniel Howarth, and Max Arthur (Max is only being included because he stole my ruler in Science and this was the only way I could get it back.) They are all great friends who have just been generally supportive. And Jordan Barlow too. * Thanks to my brother, Alfie, who helped me with some tracks and cars. * Thanks to you - the readers and contributors of many gaming sites across the WWW! ============== 9. CONTACT ME ============== Queries? Questions? Praise? Want to slag off my first FAQ by pionting out all of my mistukes? (I know about the two in that last sentence BTW) Email me at: opal_decept@hoptmail.co.uk (Yes I'm English) Sometimes I'm on MSN too. But not very often. ===================== 10. LEGAL MUMBO JUMBO ===================== This FAQ is allowed on the following sites: www.gamefaqs.com www.neoseeker.com It cannot be published on other websites without my written permission. You may print it out for personal ues, but do not pass it off asyour own work or sell it to others. Why should you make profit if I can't? -_- (c) Milo Pilkington (Opal Decept) =================== 11. VERSION HISTORY =================== Version 0.93 (04/2/07)- Nukov added Version 0.9 (19/8/06)- Tierra Piedra added Koko Bay added Genesis car added Version 0.8 (18/8/06)- First posted edition Still a few trakcs and cars missing 1234567890123456789012345678901234567890123456789012345678901234567890123456789 |
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