SAN FRANCISCO RUSH 2049:
Shortcuts & Guide to the Coins

/=====================v
|BY                   |
|Kartman              |
|FirstDraconan@msn.com|
^---------------------/
/===========================================================v
|With additional strategies for record times by Stig Remnes!|
^-----------------------------------------------------------/

Started:        05/03/2001
Last Updated:   06/06/2001

1. About myself (at least playing RUSH)

Name :  DRACONAN-X
Miles:  3473
From :  Lacey, Washington (outside of Olympia)

My Track Statistics  (All stats are for based on a 4-lap race, what the
machine I play is set at).  I play Rush 2049 at the theater where I
work, so I play a lot...so this table will change a lot, too.  That's a
certified Draconan-X guarantee.   Wins aren't included here since there's only
one machine at my theater.


Preferred Car:  Blue SF Police car, earned at 2,049 miles (heh)
 _______________________
/  MY RECORD            \
|================v===========v==========v=======v==========v
| Track          | Race Time | Lap Time | Coins | Setting  |
|================I===========I==========I=======I==========|
| 1- Morning     |  03'13"17 | 00'46"49 |    60 | Advanced |
|----------------+-----------+----------+-------+----------|
| 2- Noon        |  04'25"05 | 01'04"44 |    73 | Advanced |
|----------------+-----------+----------+-------+----------|
| 3- Sunset      |  04'32"01 | 01'06"42 |    92 | Advanced |
|----------------+-----------+----------+-------+----------|
| 4- The Rock    |  04'27"30 | 01'03"98 |   683 | Extreme  |
|----------------+-----------+----------+-------+----------|
| 5- Night       |  05'33"18 | 01'22"76 |    73 | Advanced |
^----------------^-----------^----------^-------^----------/



2.  Lap Shortcuts and the coins

Before I get started, I'm gonna describe the layout of the section.  I'm
including rough (read really really crude) ASCII track maps.  The letters on
the
map represent potential shortcuts.  Locations of coins are given relative to
shortcut locations.

Ex:  A, B, C, D, etc mark shortcut entrances, while a, b, c, d, etc. mark their
respective shortcut's exit to the main route.  I'll go into detail on the
track. The numbers on the map mark checkpoints.

TRACK 1- MORNING                  /-------------------------------------v
Checkpoints: 4                    |      /--BA-+----\                   |
Difficulty: Easy                  |      |   Start  |                   |
Shortcuts: 4                      |      \-ba---1---+---------2----\    |
                                  |                 d              |    |
The first track's shortcuts are   |                 c              C    |
fairly easy to access.            |                 4             3     |
                                  |                 |            D      |
SHORTCUT A:                       |                 |           /       |
This shortcut is just off to the  |                 \          /        |
right after the start.  Make a    |                  \--------/         |
hard turn once you are past the   ^-------------------------------------/
row of houses.  It's a bit tricky to pull of with the hill, though.  If you end
up in the water, don't panic, just keep going and you'll end up on the main
route.  Once you reach it again, remember, go right!

SHORTCUT B:
This one is more defined, and my preference over A.  There is a ramp leading
down, just past Shortcut A's entrance.  Drop down, plow through the wood
barriers, and follow the hard right turn through the tunnel.  Once you emerge,
hang on to the concrete partition, near the top of it.  If done right, you'll
lose little speed and return to the main route.  Again, it's easy to roll over
so don't turn too hard.

SHORTCUT C:
As you emerge from the tunnel after the big jump over [Crookedest Street],
you'll find this one.  It is on the far right side of the track, calling for a
HARD turn.  The entrance is blocked by some wood barriers, but the white wall
on
either side is the real danger.  Once inside the subway, shift into second, go
past the train tracks, and enter the small passage that goes up.  STAY ON THE
LEFT SIDE OF THE PATH!  If you don't you'll hit the portable toilet and crash
once you emerge!  Otherwise, if you're going at least 100mph, you'll sail past
it and end up on an elevated roadway.  Follow it as it goes over the main road,
and into a building.  Soon, you'll enter a short corkscrew.  Be on alert, as
the
corkscrew emerges on the main route, but at a very sharp angle!  TURN HARD TO
THE RIGHT or you'll nail the opposite wall!

SHORTCUT D:
This one is my preference over C...and depending on your lap or your timing,
it's the trickiest.  Past the first subway entrance (Shortcut C), stay to the
right.
After the turn, head to the right shoulder where you'll see another subway
entrance.  Inside, you'll find train tracks on either side of you.  Head to the
right, avoiding the pillars, and keep a hard turn to the right (downshift if
you
need).  You'll then ascend a ramp and emerge flying back on to the main road.
On the first lap, this is easy, but on later laps, the trains are running, and
it'll be hard to cross that track without getting hit.  This calls for some
serious reflexes.

FINDING COINS ON TRACK 1

*In the entrance to Shortcut B, there are two coins.  At the tunnel's exit,
there are 3 more in a line across the track.  These aren't too hard to get the
first time.

*On [Lombard Street], before the big jump, you'll see a glass door hidden on
the
right side of the track.  Inside, there are 3 coins. (Yes, plow the door down!)

*Inside Shortcut C, if you take the shortcut, you'll find about 10 coins on the
corkscrew.  If you avoid C's ramp and follow the train track on its left side,
you'll hit a line of 10 or so more coins.

*Also, on Shortcut C, along the train tunnel (where you found the last 10
coins), there's an STU graffiti mark.  When you hit it, you'll hear "RUSH!!!".
When you emerge into the next open area (the start of Shortcut D), you'll see
the yellow wall in the distance drop open.  Once it finishes opening, head on
in...and...TOONCES, LOOK OUT!!! (sorry).  You'll plummet several hundred feet
to
the
bottom of a large fan shaft. If you survive the landing, grab the coin at the
bottom, then work your way up the side of the shaft, edging toward one of the
five massive beams.  Once you reach the end of the incline (and the start of
vertical wall), you'll notice a small clearance between the wall and the beam.
Use this to get on top of the beam.  Follow it up and toward the center of the
shaft.  In the flat area, you'll find a group of 24 coins!  Well worth the
effort, in my opinion.

*The other major coin group I know of is accessible on the third lap or later.
As you approach the big Lombard jump, shift down to second and cut your speed
to
about 110 mph.  When you land, stop almost dead and cut the wheel hard to the
left on the trolley tracks.  You'll notice a small passage.  Enter it, and
follow the divided road.  Up ahead, you'll climb up a large red wall with a
chain link pipe in the middle.  As you enter the pipe, turn the wheel either
way
to circle around the pipe, and cut your speed.  If you did this right, you'll
land on your wheels and find a group of 28-32 coins (I have yet to get these,
if
anyone has a sure-fire method of reaching them, let me know)


/-----------------------------\
|-----------------------------/
|     /============================================v
|     | Stig Remnes' Strategy for Track 1, Extreme |
|     ^--------------------------------------------/
|
|TRACK 1, Lap 1
|
|Right at the start, veer to your right to make a wide turn (not the tunnel
|shortcut), you will see a tiny small road going along the houses, with water
on |the other side. Drive down there. In the middle, you should see an opening
|between 2 buildings; jump up there, and press Abort.
|You should reappear right before the first checkpoint with a time of under 10
|seconds, my best is 9"73.  Drive through the glassdoors, and when you jump off
|the ledge, make sure to make a straight jump.  Dont turn too much, but its
good |to land on the left side of the road before the turn.
|After that turn, don't drive down the dirtpath, to the train. but continue
|forward, after the next turn, you should see to the right a narrow road going
|underground. Drive down there, and make sure you make a hard turn to the right
|and be aware of those pillars.  You will get out from a tunnel right before
the |last turn. The first lap should be around 48 seconds, my best is 47"60 for
the |first lap.
|
|Lap 2
|After passing the finish line, you should drive the tunnel shortcut, and your
|time at the first checkpoint should be about 9 seconds, repeat the guide for
|lap 1, _BUT_ when you get to the underground shortcut, very often there will
be |a train driving in the path you will use. What you need to do is to get
between |the pillars very close to the wall, in front of the train.  This takes
some |serious timing.  If you can't get the timing, you will need to slow down,
and |turn after the train has passed. A good time for lap 2 is around 46
seconds.
|
|Lap 3
|Take it exactly the same as lap 2. There will most likely be no train on lap
3.
|My personal best on Track 1 is 2'19" something on a 3 lap machine.
|
|Abort cheat for Track 1:
|When you get through the final turn, veer to the right, just before the finish
|line.  You should see a yellow wall. Crash into it, making sure to do so
before |the finish line. Dont push Abort, but let the car burn out.  You will
get lap |times under 45 seconds, but you wont benefit from this on racetimes,
cause the |previous laptime will be bad.
|
|--------------------------------\
\--------------------------------/


TRACK 2- NOON                     /-------------------------------------v
Checkpoints: 4                    |         __  ____A__                 |
Difficulty: Hard                  |      1_/  --       |_______         |
Shortcuts: 4                      |     /                 ^    |___     |
                                  |    /                Start   c d\    |
It seems like you NEED to master  |    |                           |    |
Track 2's shortcuts if you even   |    |                          C|D   |
want to finish this one (at least |    |                           4    |
that's how it seems with 4 laps.  |    2                          /     |
                                  |    |                         /      |
SHORTCUT A:                       |     \                        b      |
This shortcut is accessible once  |      ---a___                 |      |
you've completed one lap.  Watch  |             ---__3________B_/       |
for a narrow asphalt path leading ^-------------------------------------/
off the right hand side of the track in Golden Gate Park (before you reach the
buildings).  Follow it (at over 150mph) and you'll hit a jump ramp.  It'll put
you on a platform on the first building where you'll hit a second ramp, jumping
over the main route and over a wall.  Follow the dirt path to a third jump.
Follow the next dirt path around the left-hand bend and onto a narrow paved
road.  It'll dip slightly then return to ground level.  At the end of it,
follow
the next dirt path along the lake and you'll return to the main route [19th
Avenue].

SHORTCUT B:
Right after leaving Shortcut A, as you clear the left bend after the
checkpoint,
watch for the pillar to the left with the yellow "<" sign.  Turn hard to the
left (as closely to the last building as you can get without hitting it) and
you'll sail off an embankment and on to [Northbound 280].  Provided you turned
hard enough, you'll land right on the highway.  If you didn't turn hard enough
you'll land on the white partition between the highway and the main route.  In
this case, center yourself on the wall and drive off the VERY END of it.  This
will get you a decent landing.  Turn too hard getting on the highway and you'll
graze the fence and possibly flip.

SHORTCUT C
This is the left-hand alternate route at the 4th checkpoint.  Follow the uphill
route and clear two gaps.  At the end of the path you'll emerge heading
perpendicular to the main route, near the Haight-Ashbury entrance (a bad
position) Stop almost dead so you can make the hard left turn without crashing.

SHORTCUT D
This is the right-hand route opposite Shortcut C.  Position yourself on the
left
side of this uphill, pointed somewhat to the right.  If you're going fast
enough, you'll land on a long platform.  Clear the small gap ahead and you'll
end up in a parking garage.  Pull to the right and prepare to make a WIDE and
HARD left between the second and third to last pillars!  To top it off, try to
enter Haight-Ashbury by staying to the left of both giant lava lamps.  I prefer
this shortcut over C.

FINDING COINS ON TRACK 2

*The best group of coins (that I found) is near the end of the lap.  But you
can
turn around at the start of the race and after clearing the lava lamps, stop
and
turn right to find a long staircase leading up a hill.  Climb it SLOWLY and hit
the STU mark.  Back at the bottom, enter the tunnel next to the staircase and
follow the passage inside it to the right.  It bends to the right and enters an
inverted cone-shaped room.  Enter it at about 100mph.  Drive in a circle up the
wall to find a HUGE ring of 28-32 coins at the top!

*After clearing the 3 jumps on Shortcut A, you'll hit a line of 5 coins.  Also
on the narrow paved road, you'll hit 5 more.

*On the Golden Gate Park path (before the first jump), stop and turn around to
find an alcove holding about 7 coins.

*After getting on Highway 280, stop, turn around and drive backwards down the
road.  There are four coins at the dead end.

*At the end of Shortcut C, you'll find a group of 10 coins.

*Explore the gaps in Shortcuts C and D.  There are coins hidden there.



                                  /-------------------------------------v
                                  |          /b----1-------C---_        |
TRACK 3- SUNSET                   |         |                   \       |
Checkpoints: 3                    |      __aB                   c|      |
Difficulty: Medium                |     /                        |      |
Shortcuts: 4                      |     |                        |      |
                                  |     \                        |      |
Track 3's shortcuts are my        |      \                    _2_/      |
personal favorites, since some    |      eA                  / D        |
of them lead to HUGE air. The     |      |<Start            D|          |
shortcuts are also really complex.|      |                  E|          |
Some have several entrances, and  |      |                   /          |
others have multiple exits.       |      |                  /           |
                                  |      |                 d            |
SHORTCUT A:                       |      |              __/             |
This shortcut has many many       |      |             /                |
entrances.  First, there's the    |      |            /                 |
most obvious one at the start.    |      |A        __/                  |
Right after the start, pull to the|     A|      __/                     |
right and pass through the doorway|      |   _3/d                       |
to build some extra speed.  If you|      \__d                           |
go at least 125 mph, you'll clear ^-------------------------------------/
the massive [Strawberry Hill] jump with little trouble. The other entrances (at
the end of the lap, on the [19th Avenue] downhill, are harder to get on,
although the one on the right side is the easier one.  The right hand entrance
is near the top, after the first section of downhill.  Watch for the small
pathway off the right shoulder.  You'll pass through a tunnel, and a sheet of
glass.  After going across the roof of a building, you'll sail over a row of
bushes and be heading toward Strawberry Hill.  Lining up for the big jump is
hard from this route, so I prefer the left-hand entrance to Shortcut A.  It's
accessible from a ramp leading up the side of a building on the left.  It's
hard
to get on to, but if you get it right, you'll land on the roof of a building
and
then go over a chain link path suspended above the main route.  Go off the end
of the path, edging your car to the right as you do.  This will line you up
much
better for the jump.  With the right speed and angle, you'll actually land
right
on the entrance to Shortcut B!

SHORTCUT B:
Less of a shortcut, but more of an easier way of making the wide right at [Park
Presidio].  The turn is tight but if you shift down to third, it should be no
problem.

SHORTCUT C:
This one can be tricky, since one of its entrances varies between laps.  The
first entrance is the elevated roadway to the right hand side (at the top of
the
blue embankment).  If you can get up here on the first lap, you should be fine,
but on the second lap and beyond, watch out!  Depending on your timing, the
train will cross the path at regular intervals, and you may crash and burn! 
The
alternate entrance is on an incline on the right side where the road rises to
ground level.  In the shortcut, you'll find a sharp banked turn to the right,
leading into a courtyard with several pillars across the path.  Avoid these and
you'll be back on the main route.

SHORTCUT D:
This shortcut has several variations since it involves the crisscrossing paths
on this section of track.  The first entrance is just past the second
checkpoint
(marked by the big detour sign).  Shift down to third and make the turn wide.
If your speed is at around 130-140mph, then you should have no trouble making
the first jump.  The second entrance (if you wanna call it that) is accessible
if you take the main track's left turn too shallow and go off the track.  At
the
top of the hill, you'll find the alternate route.  The first exit you can take
is once you get around the left turn on the next section.  Look at the horizon
and look for the gap in the trees in the distance.  Aim your car straight for
the guard ramp where that gap is.  You'll go FLYING LIKE A NITRO-FUELED
DRACONIS
AIRSHIP (Damn, got carried away again)...you get the point, you'll get big air.
If you angled the jump right, you'll touch down on the main route.  The second
exit is at the end of the route (make one more jump and follow the path.).
It'll put you right before the third checkpoint.  The third exit comes if you
take the route leading to the second exit (before the checkpoint), but if you
pull to the right, you'll enter into a building that leads underground.  Follow
the narrow path (you'll hit the checkpoint inside the tunnel), and you'll
emerge
at the bottom of the big hill, one turn away from Shortcut A.

SHORTCUT E:
Oh, man is this one hard...and the most awesome shortcut in the entire game! 
Go
as if you were taking the second entrance to Shortcut D, though head straight
for the stone hill (the one with the yellow and black towers on top).  Cut your
speed, and shift into first as you reach the base of the hill.  Let off the gas
as you hit the summit.  If you did this right, you'll plummet down an air shaft
and land upright, facing into the route!  Now, for the next hard part.  Get
going full speed.  You'll speed toward a huge fan right in your path.  DO NOT
HIT THE BLADES!  You'll crash and burn like so!  After one fan, you'll
encounter
a broken section of the path.  At about 150 mph, you should be able to clear
the
jump (don't worry about the falling boulders).  You'll pass a second fan, and
the track will start to turn harder to the right.  A third fan awaits, but with
two columns reducing the path to 3 narrow passages.  This is the most dangerous
section of the shortcut.  If you survive all this, follow the path up, staying
to the left, and you'll blast out of the side of one of the buildings, right at
the finish line.  If you stay to the left, you'll land on the main route
(albeit
at an odd angle; a hard right turn should remedy this).

FINDING COINS ON TRACK 3

*The first major coin group can be found near the start of the lap.  When you
approach the first bridge, cross it, slowing to about 90mph.  Make a U-turn to
the right to head down and below the bridge where you'll find an STU mark.  Hit
it, grab the line of coins under the bridge, and follow the dry creekbed until
you enter a doorway.  You'll emerge in a MASSIVE ROOM well known as the [Golden
Gate Halfpipe]!  Resist the urge to climb the halfpipes, unless you're REALLY
skilled at landing.  Instead, grab the lines of coins on the ground, then, pick
a side and climb one of the steep inclines (not curved walls).  At the top,
look
along the edge of the path for a long spread-out line of coins.  Carefully pick
up these coins, then check the other side of the room for another similar line.
(There are so many coins here, I can't remember just how many there are [35-40
in all?])

*There's a group of coins in a small pool of water, accessible if you can jump
your car over a small stone hill next to the first entrance to Shortcut D (by
the Detour sign).  The hill is oddly shaped, so you'll likely flip your car
once
or twice, but if you're lucky, you'll touch down in the water on your wheels.
Pick up 8 coins here.  IMO, one of the wackier Rush 2049 stunts.

*In the route leading to the third shortcut D exit, there are 8-10 coins along
the edge of the path in the tunnel.

*In the hard to reach Shortcut E, there's a line of about 10 coins near the
exit.

*On the right hand entrance to Shortcut A (the end-of-lap entrance), there's a
line of 10 coins in the tunnel where you go through the glass.

*At the end of the lap, before the finish line, search the buildings on the
left
for an opening.  Inside, you'll find a row of 6 coins.



                                          /---------------------------v
                                          |           ____            |
TRACK 4- THE ROCK                         |          -    -           |
Checkpoints: 4                            |         /      \          |
Difficulty: Medium                        |         |      |          |
Shortcuts: 3                              |          \_  _/           |
                                          |        _---/\             |
Track 4 is flat out FAST.  It has         |       /  -   \            |
plenty of nifty shortcuts, and            |      /  /    |\           |
the easiest to find coins of any          |     |  |     | \          |
track.  Keep both hands on that           |    /  C      4  \         |
wheel.                                    |   |  |       c   \        |
                                          |   |  3       |    \       |
                                          |Start |       |     \      |
SHORTCUT A:                               |  ||  |       |      2     |
This one is actually the huge             |  V|  |       |      b     |
corkscrew you see right at the            |   |A |       |      |     |
start.  Simply take it at a decent        |   |  \       |      |     |
speed and you won't have trouble          |   |   \      |      |     |
at all.  But you'll probably be           |   |    |     |      |     |
going pretty fast once you get off        |   |    \     |      |     |
of it, so be careful.                     |   |     |    |      |     |
                                          |   |     \    |      |     |
SHORTCUT B:                               |   \      |   |      b     |
this shortcut has two exits.  To          |    a     \   |      /     |
enter the shortcut, simply take           |     \     \_/      /      |
the outside dirt path just after          |      \__1B________/       |
the first checkpoint.  The first          ^---------------------------/
exit is just after the hard left turn and will put you at ground level near the
first set of buildings.  The second exit is tougher to get to, and is
accessible
via the small passage to the right of the first exit.  You'll get some air and
land on a concrete dock.  Keep your speed up and make the next jump onto the
mainland.  You'll land again right before the second checkpoint.

SHORTCUT C:
This is a big shortcut that calls for some serious skill to navigate
successfully.  Enter the narrow passageway into the hill on the left, near the
checkpoint.  It'll open up into a cone-shaped room.  Follow the green markings
on the ground to turn around in this odd-shaped room.  Once you turn around,
follow the next long passage which will open up onto the main route near the
fourth checkpoint.  Be ready to turn hard if you land on the outside of the
left
turn.

FINDING COINS ON TRACK 4

*On Shortcut A, the corkscrew, stay in the center of the lane to grab up all of
the line of 20 coins!

*On the path leading to the second exit to Shortcut B, check the left side of
the dock for a row of eight coins, as well as one at the end of the shortcut!

*After the first Shortcut B exit, stop and turn left into an alley between the
building and an embankment.  Inside, you'll find a group of seven coins.

*On top of those same buildings, pull to the left and slow down as you go over
the small ledge.  Turn around for seven more coins.  As you leave this hidden
area, you'll hit a line of six more coins.

*Before the route inside the prison building (before the exit from Shortcut C),
take the loop before the building entrance.  There's a line of five coins
across
the end of the loop.  Also, along the wall on the left, there's another line of
9 or 10 coins, as well as one coin tucked away in the far right corner of the
building.

*On top of the building, on the far left and right sides, there are long lines
of coins.  This totals to about 20.

*In Shortcut C, there's one coin in the first tunnel before the funky shaped
room.  As you begin the turnaround, you'll hit a line of six coins.  After the
turnaround, check the left hand wall before the second tunnel for another group
of nine or ten coins, as well as three more coins at the shortcut's exit!

Following these instructions, I can guarantee you getting the full 1000 coins
on
Track 4!

                                  /-NORMAL SHORTCUT MAP-----------------v
                                  |        ------      __               |
TRACK 5- NIGHT                    |        |    |      | \_ Start       |
Checkpoints: 3                    |        |    |      |   \_           |
Difficulty: Hard                  |        |    |      |     \          |
Shortcuts: 4                      |        |    1      |_A_  /      /   |
                                  |        |    |          |/     _/|   |
Track 5 has the most unusual      |        |    |          |\   _b  B   |
Shortcuts.  The track itself is   |        |    |________a_| \_/    |   |
Hard enough to get through without|        |                        |   |
Crashing, and there are only two  |        |                        |   |
'real' shortcuts that I know of.  |        |                        |   |
As I discovered and learned of all|        2                        |   |
The possible shortcuts, I cut more|        |                        |   |
Than 1'20" off my race time.      |        |                       _/   |
                                  |        |                     _/     |
SHORTCUT A:                       |        |                   3/       |
After clearing the 'skyline' jump |        |                 _/         |
and the left turn, if you haven't |        |      __       _/           |
shifted to second, do so. This    |        |_____/  \    _/             |
shortcut is the first turn to the |                  \__/               |
right.  Follow it and turn right  ^-------------------------------------/
again once you reach the main road.  Be careful because of the trolleys that go
along the path.

SHORTCUT B:
This one is more of an alternate route than a shortcut.  After the easy left
turn under the truss pillar, check to the left.  Shift to second and turn into
the last alleyway.  This saves you from that deadly V-angle turn up ahead.


                                  /-CHEATER'S SHORTCUT MAP--------------v
                                  |        ------      __               |
ANOTHER SET OF SHORTCUTS          |        |    |      | \_ Start       |
                                  |        |  C |      |   \_           |
Difficulty: Hard                  |        |    b      |     \          |
Shortcuts: 3                      |        |    1  B   |___  /      /   |
                                  |        |    |          |A     _/|   |
There are at least 3 places where |        |    |          |\   _/  |   |
You can crash and actually end up |        |    |______a___| \_/    |   |
Further ahead than you would be   |        |                        |   |
Normally.  Of course some call    |        |                        |   |
This cheating, I call it          |        c                        |   |
'strategic bumping'.  Here are the|        2                        |   |
best places to do this.           |        |                        |   |
                                  |        |                       _/   |
SHORTCUT A:                       |        |                     _/     |
You can do this one on any lap.   |        |                   3/       |
After crossing the start/finish   |        |                 _/         |
Line, U-turn and backtrack until  |        |      __       _/           |
You reach the curved wall near the|        |_____/  \    _/             |
End of the lap.  Ride straight to |                  \__/               |
The top at full speed, and crash. ^-------------------------------------/
Don't hit the abort button, and you will soon be placed back down, just before
the first checkpoint!

SHORTCUT B:
After the checkpoint, turn right into the first alleyway and head straight for
the building (turn slightly to the left to hit near the middle of it).  Right
as
you hit the building, hit the ABORT button.  You'll be set down at the bottom
of
the next downhill.

SHORTCUT C:
After being set down at the bottom of the hill, turn hard to the left and build
up some speed.  Crash into the building near its (inner) far corner on the
left.
Don't abort, and you'll be placed again near the second checkpoint.

TRACK 5 TIPS
The turns on Track 5 catch most people off guard.  Many that I've seen try them
at full speed in an automatic-transmission vehicle.  Here are some pointers.

*Use a manual transmission.  If you haven't mastered it yet, use track 1 as
practice.

*Shift to second to get around right-angle turns.  Start far on the outside of
the turn and start the turn early.

*At the railroad section of the course, don't be afraid to climb up onto the
quarterpipe.  This prevents you from losings speed...and also is the easiest
section of the track if you ask me.  Note that the quarterpipe is only
accessible on the second and later laps.  Depending on your timing, the train
may block the path to it.

FINDING COINS ON TRACK 5

*In the Cheat-shortcut B, check to the far right for a narrow alleyway between
two buildings for a couple coins.

*After the first checkpoint, check the right turn of the 4-way intersection
(before the hill).  At the end of the road, there are three coins.

*At the large quarterpipe with the Rush 2049 logo (and other billboards), turn
right.  There are 4 coins at the end of that route.

*After the U-turn on the quarterpipe, head along the next straight, and you'll
come upon two parking lots, one on either side of the road.  Both lots have a
total of 4-5 coins each.

*On that same straight, try to land on one of the elevated roads from the big
jump.  At the end of the elevated route, there are three coins.

*At the railway section of the track, check along the left for coins scattered
here and there.  Also, hidden along the left is a STEEP incline.  Climb it all
the way to the top (First gear!), and let off the gas right as you reach the
top.  On the platform, there are 12 coins.  Jump from that ledge to one
straight
ahead on the right for some more coins.  Now the hard part:  Try driving
straight ahead off the edge of that platform and landing upright in the
halfpipe
below.  There are 5 or 6 more coins down there.  Wait, you're not done yet.
Turn and drive off the edge of that to find another line of coins!

*After the killer V-turn, look along the right for a narrow path (It's marked).
In the next area, plow through the glass wall for a line of 10 coins.


THIS INFORMATION SHOULD DO YOU PRETTY WELL.  IF ANYONE KNOWS ANY BETTER
SHORTCUTS OR WHERE OTHER COINS ARE FOUND, LET ME KNOW!

/-----------------------------\
|-----------------------------/
|     /============================================v
|     | Stig Remnes' Strategy for Track 5, Extreme |
|     ^--------------------------------------------/
|
|TRACK 5, Lap 1
|
|At the start, turn a little bit to the right, then turn hard to the left so
you |make a U-turn, facing the opposite way.  Drive backwards until you reach
the |halfpipe, drive up to the top, but make sure you drive as far left as you
can. |But not too far left, or you will not get it right, and end up in a wrong
|place. (Just to the left of the first 'seam' in the floor panel) When you
|crash, don't push abort, but let your car burn out. After reappearing, you
will |pass the first checkpoint with a time of under 18 seconds. After the
|checkpoint, drive into the first alley, the one with a blue wall on the right,
|you can drive very fast and hit that wall without burning, so dont be afraid
to |push the gas. After getting in there, drive straight, but hit the middle of
the |building.  As you hit it, push Abort. You will be put down at the bottom
of the |hill; do a hard left turn and crash into the buildings in front of you,
dont |push abort but let your car burn out. You will be put down right before
the |second checkpoint on the long straight. At the end of this straight there
is a |tricky turn into the short tunnel.  As you jump right before the turn,
shift |into 3rd and let off the gas to make sure you get through the corner
without |crashing. On the first lap, there will be a train parked when you get
out of |the tunnel, so try to let off the gas a little bit so that you don't
crash into |it.
|On the train's halfpipe straight, dont take the big vertical jump, cause this
|will make you lose a lot of time. At the end of the straight, there are 2
|pillars, drive between them to easily clear the turn. You will now be on a
|short straight, make sure to drive on the right sde, pretty close to the
fence. |As you approach the opening between the 2 buildings, shift down to 3rd
gear and |let off the gas.  Try to drive as close to the building on the left
as possible |without hitting it. Then it's the pedal to the floor until the
start/finish |straight. Now what you are to do, is to make the 180 degrees turn
again. What |you do is push abort at some distance from the finish line, so
that you |reappear right before the line, this will make the turn much easier
than if you |are driving at full speed over the line and then turn.
|Your laptime should be under 1'19".
|
|Lap 2 : Repeat lap 1.
|
|Lap 3 : Repeat lap 1, but dont push Abort on the start/finish straight.
|
|Using this guide, you should be able to drive under 4 minutes on a 3 lap
|machine. My personal best is 3'57"65, and that's with far-from-perfect
driving. |You should be able to get under 3'55" with these guides.
|All times mentioned have to be done with extreme handling.
|
|--------------------------------\
\--------------------------------/


3. Codes

NOTE:  Most of these codes will prevent your time from being recorded in the
Fast Times listing.  Codes for which I know this to be true will be marked with
an X.

LUNAR GRAVITY:  66664728# ("Moongrav")  X
Reduces the gravity to that which you find on the Moon, about 1/6th of Earth's.
Have fun, since in this mode, it's nearly impossible to make a turn on flat
ground without rolling over.  Also, any moderate or bigger jump (like those on
Track 3) will seemingly put you in orbit...and hurl you out of the course!

JOVIAN GRAVITY:  5874837# ("Jupiter")   X
Increases the gravity to roughly 2 1/2 times Earth's, or equivalent to Jupiter.
Even Track 3's super-jumps won't get you much air, but the car won't roll over
easily, and you get some monster speed going downhill.

NORMAL HANDLING:  667625# ("Normal")
Changes the car's handling to Normal in mid race.

ADVANCED HANDLING:  23826233# ("Advanced")
Changes the car's handling to Advanced in mid race.

EXTREME HANDLING:  3987363# ("Extreme")
Changes the car's handling to Extreme in mid race.

MORE SPEED:  327837# ("Faster")   X
Increases your car's speed.

HEAVY CAR:  8265968# ("TankYou")  X
Gives your car the mass of a tank.

TRACK FLIP-FLOP:  666#
Instantly mirrors the track.

END GAME:  8675309# (Jenny)
Immediately ends your race...Any uses for this?

ELIMINATE PHANTOMS (Phantom Photon mode):  86#
Eliminates the ghost (phantom) cars one by one.  The drivers' names won't
disappear however.

RETURN PHANTOMS:  87#
Makes ghost cars reappear.

CHANGE FRAME RATE:  60#
Changes the game's frame rate (smoothness of the animation)

4. SPECIAL THANKS

*Lacey Cinemas for having such a great game, and for paying me for working
there...and so I have the money to play this game.

*Terry (Driver name:  TERRYT) for pointing out some Track 5 cheat shortcuts and
for providing me the best competition.

*Atari Games for making this game (wish we coulda seen Tracks 6 and 7 in this
one).

*Rush2049.com for the codes listed in Section 3.

*[Fmodena1] for his coin guide...it really helped.

*Stig Remnes for his Track 1 and 5 strategies (All that experience pays off!!!)

And with all of this, I leave you.  This is Karthesios, signing off.
/----------------------------------------------------------------v
|                                                           /|   |
|     ____   K A R T H E S I O S . . .             __      / |   |
|    / _  |  B E T T E R - K N O W N   A S . . .   \ \    / /    |
|   / // /______  ______________  ___  ____  ___    \ \  / /     |
|  / // / __/__ |/ ___/ _  / _  |/__ |/ _  |/__/     \ \/ /      |
| / |/ / / / _  / /__/ // / // // _  / // /           \  /       |
| |___/_/ /____/____/____/_//_//____/_//_/            /  \       |
| ___________________________________________________/ /\ \      |
|/__________________________________________________  /  \ \     |
|F i r s t D r a c o n a n @ m s n . c o m         / /    \_\    |
|K a r t h e s i o s @ y a h o o . c o m           |/            |
^----------------------------------------------------------------/
*San Francisco Rush 2049 is property of Atari Games/Midway.

*This guide is property of me, and may not be used without my permission.  E-
mail me if you want to post it on your site.  If you can post it, it must be
posted UNALTERED, and IN ITS ENTIRETY.

*All ASCII art appearing in this guide is property of me also, and like the
guide, may not be used without my permission.
