  <<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>
  <<<                                       >>>
  <<<      SAN FRANCISCO RUSH 2049          >>>
  <<<         FAQ/WALKTHROUGH               >>>
  <<<                                       >>>
  <<<    Written by Jordan Stopciati        >>>
  <<<         (superstar64)                 >>>
  <<<                                       >>>
  <<<    Contact: js_sstar64@hotmail.com    >>>
  <<<                                       >>>
  <<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>

This document was last updated: 12/31/2001
This is version number: 1.5

=====================================================================

San Francisco Rush (r) 2049 and all related logos are (c) 1999 Midway Games
West Inc.
This FAQ/Walkthrough is copyright (c) 2000-2001 by Jordan Stopciati.

-------------------- <<< TABLE OF CONTENTS >>> ----------------------

1. Updates
2. Legal Stuff
3. Rush 2049 from A to Z
4. Tracks
5. Cars and Parts
6. Rush Setup
7. Silver Coin Locations
8. Gold Coin Locations
9. Stunt Mode
10. Battle Mode
11. Obstacle Mode
12. Race Mode Shortcuts
13. General Strategy
14. Cheats
15. Unlocking Extras
16. Questions
17. Credits
18. End

--------------------------- FORMATTING ------------------------------

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===================== <<< 1. UPDATES >>> ============================

------------------------ COIN PROGRESS ------------------------------

Race coins - 48/48 silver, 48/48 gold, 96/96 total.
Stunt coins - 32/32 silver, 30/32 gold, 62/64 total.
Total coins - 80/80 silver, 78/80 gold, 158/160 total.

So at the time being, stunt coins are excluded from this FAQ/Walkthrough.
However, once I have gotten all of the stunt coins, they will be included.
Expect to be updated regularly. (BTW, the stunt coins I'm having trouble with
is the one on top of the halfpipe in Track 2 and the one way up in the air on
Track 4. I think I know how to get them, the question is just getting them.)

--------------------------- UPDATES ---------------------------------

December 31, 2001 - Version 1.5 - First version completed, track 6's shortcuts
are included, among other things. In version 2.0 (and hopefully that will be
the final version), I'll have the stunt coins and possibly a high score section
put up. I can't believe it's taken me so long to get this completed, however,
I've been extremely busy with not much time to get much stuff done. Also a few
of the formatting changes to make headings, etc. easier to read, in addition to
an addition of part descriptions, car reviews, and ASCII art track maps and
descriptions.
Coming soon, however, I will have an HTML version of this guide. This will
mean:
 - I'll have this guide split up into sections - about 1 page per section or
so.
 - There will be some screenshots (that I will take with my Panasonic camcorder
that doubles as a digital camera)
 - Some movies, which will serve for the following uses:
      o  Strategies for certain tracks.
      o  How to get some of the tougher coins.
Because this means that I'm gonna need a lot of Web space, I'm going to start
searching for a server that won't bombard you with ads and gives a lot of space
(because, as we know, videos are very big!) Hopefully guides for games such as
Excitebike 64 and F-1 World Grand Prix will be on the way as well in HTML.
Considering this'll probably be my last update of 2001...Happy New Year!

March 21, 2001 - Version 0.99.5 - Track 5's shortcuts are done, and now for a
version 1 all I need to do is just do Track 6's shortcuts. I was also notified
of a TYPO in this document (gasp, shock...horror!) It turns out that in "Rush
2049 from A to Z", I put down "Unlock in SFR in Rush 2..." when I meant "Unlike
in SFR and Rush 2...". Thanks to madster@canada.com for notifying me of this
error. Also another question.

February 24, 2001 - Version 0.99 - You'd probably think that I'd be done
version 1 by now, but I have completed the descriptions for battle courses 3 to
8 - but shortcuts are yet to be completed. I do have a tip submission, though.

February 13, 2001 - Version 0.98 - Happy premature Valentine's Day.
Descriptions for battle courses 3 to 8 and shortcuts for tracks 5 and 6 are
missing, but that's because I'm in a hurry to get this online. They will appear
in version 1, which should be coming within the next couple of weeks.

======================= <<< 2. LEGAL STUFF >>> ======================

First of all, under no circumstances can I be held responsible for any of the
following unsolicited or solicited events:
 - Damaged Rush 2049 game
 - Damaged game(s)
 - Damaged Nintendo 64 system
 - Damaged system(s)
 - Damaged reputation
 - Damaged wall(s) or house(s)
 - Damaged computer(s)
 - Damaged privilege(s)
 - Damaged body part(s)
 - Damaged city(ies), state(s)/province(s), country(ies), or the whole world
 - Damaged...etc.
...that seem to be the source from this FAQ/Walkthrough. I don't intend to
wound everyone within a fifty-mile or eighty-kilometer radius, or farther. If
in any case any of these happen, I sympathize, unless my life is in danger
because of it. But I cannot do anything, it's not my fault, I just wrote this
thing, it's supposed to help you, not hurt you. Not to mention I'd feel guilty
for the rest of my life if something like that happened. Next...

NO PLAGIARISM, PLEASE. Don't get me wrong - I know there are plenty of people
out there who are very good up-and-coming FAQ writers, or writers, period - but
they shouldn't have to rip off other people's work just to get fame themselves.
If you do wish to use this FAQ for information, I'd much prefer that you give
me credit. It's just a lot easier, isn't it? I'll find out anyway if you do rip
me off, too. And I'm pretty sure that there are so many lawyers right here on
planet Earth that are looking for a way out of their mounting bills, so they
can sue your butt off. Then maybe with the extra money the lawyers get, they
can take their family (or themselves) for a vacation that they've been thinking
about for the last three years. You have been warned.

Finally, if you wish to use my FAQ on a web site you must get permission from
me, and that means sending me an e-mail. Now, that means that the FAQ is on
your site. You don't link to it. GameFAQs, which is pretty much the "home" for
all my online video game work, clearly says, "Feel free to link to the HTML
pages, but not directly to the FAQs." Or something like that. But if I do
create an HTML version or create a site where the FAQ is available for linking,
well, sure, why not. But right now that isn't happening. If I do approve it,
you can use it. Oh, and did I mention that if I hear bad things about a
website, I turn them down? I actually did that once. But most of the time I
will say "yes."

Sites that this FAQ is approved to be made available on:
	- www.gamefaqs.com
      - www.cheatcodes.com

Now that's out of the way, you can finally get to the meat of all this!

================ <<< 3. RUSH 2049 FROM A TO Z >>> ===================

It's pretty sad that Nintendo 64 doesn't have very many games. But Rush 2049 is
absolutely, positively, no doubt about it, the best arcade game to hit the N64
console. Two previous Rush games have ported to Nintendo 64 - San Francisco
Rush and Rush 2: Extreme Racing USA. While SFR had six overblown tracks but
nothing else, and Rush 2 had a total of ten tracks plus a stunt track, SFR 2049
delivers huge in everything that made the previous two games a hit. And it also
flashes forward 49 years into the future.

But let's take a look at it first. The slogan of Rush 2049 is "Adrenaline
cubed". And it's cubed for good reason. There's Race Mode, where you scream
through six futuristic San Francisco tracks. Stunt Mode, where you twist, flip,
and wheelie through four awesome arenas. Then, finally, Battle Mode, where you
do your best to kill other players in 8 killer arenas. (Rated E for Everyone
with animated violence, available for Nintendo 64, Dreamcast, and Game Boy
Color.)

And 2049 delivers huge in the in-the-future department. Midway left a few
unforgettable landmarks of the City by the Bay where they were, like leaving
the most crooked street in the word, Lombard Street, right where it was and
also leaving the Golden Gate Bridge where it was. Even though the days of fog
are long gone in SF, you can still shroud the city in pea soup through
adjustment. But as for futuristic looking stuff, there are plenty of
futuristic-looking buildings, monorails aplenty, but the dark days of the 20th
century are gone. Ignore big brother and keep your finger on the A button. A
for acceleration.

And what about the hills? They're there, all right, and they still let you fly
through the air, thanks to a lack of gravity. Thanks to wings hidden in the
undercarriage of your car, you can glide in the air and also recover your car
from spins, which can become very helpful.

There's practically one thing that has not changed from previous Rush games:
shortcuts. Yes, look around and you will find very good ways to kick the
competition's butt. Not to mention, hidden around the courses are switches that
open or close doors. (See strategy later.) Even better, there are silver and
gold coins in the streets, waiting for someone to pick them up. First you get a
pile of money, then you get to drive the hot cars. Unlike SFR and Rush 2, cars
can not be driven on only one track if you get a certain number of items on
that certain track. Coin collection is cumulative and it adds up ALL the
tracks.

Even better, there are four new stunt tracks. Plus battle mode. It's just too
much. Rush 2049 took what we wanted from the previous two games and gave even
more. Oh, and one more thing - keep your eyes peeled for green and red arrow
strips on the track. If you approach them head-on, they'll boost your speed to
well over 200 miles per hour in the direction they are pointing. If they're
pointing forwards, great - but beware arrows going in the opposite direction.
They bring you to a dead stop and then send you backwards.

(By the way: Coins are not exclusive to the Nintendo 64/Dreamcast version of
Rush 2049. And neither is the unlocking part. Let me explain. The arcade
version of Rush had coins in their tracks. 100 each track, and once all 100
were collected, they were put back into their original positions, you have to
collect them ten times, then you can't do any more collecting, for a total of
1,000 collectable coins. And that's a feature that you can get with "Team
Rush". By entering a ten-digit number into a keypad, you get all these cool
features. Enter the number on any Rush 2049 machine and you get access to all
your cool stuff, like tracks, cars and their paint job. Awesome. I've never
tried it, but that's what I hear.)

---------------------------------------------------------------------

Now for my review from the GameFAQs website (extremely condensed, check out the
full review on www.gamefaqs.com):

SCORES

Play Control - 9.0
Front end - 7.0
"Show-offs" - 10.0
Graphics - 7.0
Music - 10.0
Sound - 7.0
Multiplayer - 10.0
Satisfaction - 10.0

Total score - 70.0 / 80.0
Average score - 8.8 / 10.0

Opinion score (without Controller & Expansion Pak) - 5.0
Opinion score (with Controller & Expansion Pak) - 10.0
Opinion score average - 7.5

FINAL SCORE - 8.2 (rounded off to 8)

BUY/RENT - Buy it, on the condition that you get a Controller Pak and Expansion
Pak. You'll be missing out on too much if you don't get one. The whole package
will most likely add up to big bucks (possibly around $100 US or $150 Cdn.), so
if you're really under pressure for money, go for the controller pak at first.

---------------------------------------------------------------------

And finally, the controls (with the default controller setting):

Control Stick - steer, control car while in the air and wings are activated.
A - accelerate.
B - brake.
Z - wings (hold down to keep the wings extended).
  - shoot weapon (battle mode only).
C-Up - abort, place car back on track.
     - get rid of weapon (battle mode only).
C-Right - nothing.
C-Down - downshift (manual transmission).
C-Left - activate reverse gear.
L - change camera angle (helicopter view, tail view, bumper view, and hood
view)
R - upshift (manual transmission).
Right (control pad) - horn.
Start - pause game.

========================== <<< 4. TRACKS >>> ========================

_____________________________________________________________________

Track 1 (Marina) - Track 1 is the easiest track and couldn't be much simpler
than what it is, except if it was an oval. There are plenty of long straights
that allow you to burn it down at almost 200 MPH and gain position in the race.
There are some turns that are sharper than 90 degrees but they are not
difficult to make. The coins in this level will not be difficult to find and
therefore you'll probably clear out this track's coins before any of the other
tracks. The track itself runs along the Marina, goes around the Palace of Fine
Arts, and also Market Street makes the cut (not to mention Coit Tower and the
Embarcadero) and the track has a huge jump that sends you flying over Lombard
Street (but when you are running the track backwards, you skip the Lombard
section of the course and go onto a road that runs parallel to it.)

                            _
                          _/ |
                        _/   |
                      _/     |
                    _/       |
                  _/         |
                  |       ___|__
                3 \______/__2|__\_______ 1
                             \__________|
                           4       S

1: The first turn on the circuit may catch you off just a little bit. Stick
right to the left-hand side of the road and as you head onto the Lombard Street
stretch, stay off the right wall.

2: Assuming that you have just a little bit of speed built up, the jump over
Lombard should be pretty easy. The cable car going across the street could ruin
the whole experience, though. Try to aim slightly towards the left to prepare
you for the next turn. If you're running the course backwards, slow down a
little as you turn right and leave Lombard behind.

3: In Rush 2049, the slightest change could send your car well out of control.
As you head onto the Embarcadero, get from the left-hand side of the road to
the right. Just be careful not to go onto the curb - it could easily flip your
car over. Go right next to it, avoid the wall, stick to the left, drift out,
then head down the road.

4: At the final turn, you can build up a good amount of speed for the
start/finish line. Stick right to the inside of the turn, then just drift out
slightly. You'll maintain most of your speed and, assuming your car is almost
completely upgraded, you should hit something like 200 MPH and possibly even
higher.
_____________________________________________________________________

Track 2 (Haight) - Track 2 goes through the Haight Ashbury section of San
Francisco and also goes through Golden Gate Park, Sunset Boulevard, and makes a
brief trip through the Mission District. There are also plenty of straight
stretches for you to blow away the competition, but this time they have turns
so your fast Sunday drive needs to be adjusted once in a while. There are
plenty of turns here but the majority of them are sweeping so you shouldn't
have a hard time taking them - however there are a few turns that are tight.
The coins here are more difficult and four of the gold coins are in secret
areas that are tough to reach. Use the lava lamps to play cheap, and when
you're running side by side bump people into them and send them flipping
through the air.

                              __
                          4 _/  \________
                           /             \
                         _/            3 |
                     ___/                \
                    /                     \
                    |                   2 |
                    \                     |
                     \                    |
                      \________________  /
                        5   S        1 \/

1: On this ASCII map, this may look completely straight, but as a matter of
fact, it is not. After you get off the start/finish line, the road will start
to wind right, then left, then left again, then right. The differences are not
great, though, until you hit the last turn. Then the road curves sharply left
for section 2.

2: Use this long straight to get ahead on the track. On the right side of the
road, there is an arrow strip going straight ahead, but on the left side of the
road, there is an arrow strip going back towards you. You want to take the
strip to the right if you want to get ahead.

3: Don't be afraid to cut corners a little if you want to get ahead on the
track. This strategy especially works if your alternate route is pavement. In
this section you'll see a telephone booth and a striped arch. Stay to the right
of the telephone booth, then aim straight ahead for the road. It works a lot
better than following the official course, which winds around the arch and
phone booth.

4: As the road ends you'll see arrow lights ahead warning of a sharp turn.
Unfortunately, this is a bit sharper than you think. If you hit the far
retaining wall on the exit ramp, try to hit it parallel to the wall. You'll get
back the speed pretty quickly anyway, as it's a downhill slope.

5: There is one final right-left turn that you can cut (similar to number 3 on
this map). At the exit you'll see lava lamps. If there's another player that's
giving you a hard time, try to run side-by-side with them up the straight, then
shove them into the lava lamp. Unfortunately, they can work against you. Maybe
they'll give you some flipping airtime, or maybe you'll just crash and burn.
_____________________________________________________________________

Track 3 (Civic) - Track 3 winds through various sections of town, but was
especially known in the arcade version - and is known in Rush 2049 console
versions - for the Mount Sutro shortcut (just after the tunnel). This is a
dangerous shortcut that, if you can get to the top, can be a very good
time-saver. The course itself mainly consists of sweeping 90 degree turns and
plenty of shortcuts, not to mention shortcuts that lead to these shortcuts. The
coins in Track 3 are not that difficult, but they might be tough to reach at
some times.
                              _
                           4 / |
                          __/  |
                         /     |
                      3 /      | 5
                        |      |
                      2 |      |
                  ______/      |
                 /             | S
                 |           __/
                 |           |
                 \___________/ 1

1: As the course turns right onto a main expressway, you'll notice a narrow
pathway to the right. As you see the road up ahead, get up onto the blue lights
and try not to get right up to the top of the bank. Or, you can just go through
the gas station and onto the side road on the left.

2: It's a simple left-hand turn. Easy enough, right? Problem is, you don't want
to drift too much to the outside of the curve. There's no retaining wall there,
you'll go up the bank and most likely start flipping. Then, some dirt down
below will slow you down by a few miles per hour. The speed loss is not so bad
if you are running the track backwards, however.

3: If you're a real cheap shot, you're going to like this tip. To the right,
there's a huge mountain. To the left, there's an embankment with no guardrail.
If you can push drivers off the track at that point, it will most certainly
help. Take this opportunity while you can, though, as pretty soon there's going
to be a wall to your left.

4: This is what you play Rush for. At this point there is a huge jump. If you
have the Expansion Pak installed, there will be jets flying dangerously close
to your flight path. You might have some pretty close calls. And it's no fun if
they actually hit you. They'll make you blow your cool - and your car.

5: The final straight has a few minor jumps, but enough for you to build up
your speed. On the final lap, if you're going for the lead, you might be able
to squeeze by and win down this final straight, especially in the air when you
really want to use the wings.
_____________________________________________________________________

Track 4 (Metro) - Track 4 is in the same area as Track 1 and on the start
finish straight, you might just catch a glimpse of Lombard Street behind the
cones. There are plenty of cool shortcuts and FIVE GOLD COINS are in the same
area. A good source of money. The track itself consists mainly of sharp
90-degree turns that challenge you to slow down at the curves. There's no
question about it - this is not as easy as it looks!

                ______________    _______
               /              \__/       | 4
              / 5                        |
             /                           |
            /                            |
           /                             |
           |                             |
           |              _________      |
           \             |         |     |
            \            |         |     |
             \ 6  __     |         |     |
              \__/  \    \____     |     | 3
                  7 |         |    |     |
                    \         |    |     |
                     \        |    | 2   |
                      \     1 |    |     |
                       \      |    |     |
                      S \     |    |     |
                         \___/     \_____/

1: It's the big one! Whether you're going forwards or backwards on the track,
this is a pretty dangerous jump, because you'll be landing quite close to the
next turn and will have to pull the steering wheel full lock if you want to get
around that turn. Ease up on the throttle as you approach the crest of the
hill, then try to land on the downhill side. You'll be able to maintain some
speed.

2: Track 4, it seems, is all about jumps at first, and here's the proof. You
have a huge jump that takes you to a 180 degree turn. Like the first tip on
this track, you'll have to pull the wheel full lock to get around the turn.
There's a ledge to the right, and a building edge juts out and tries to flip
you, so try to stay over the road as you're flying through the air! Don't be
afraid to drift up onto the quarterpipe!

3: This long straight up Fillmore is really going to give you the opportunity
to speed past a few cars. But as you head into the plaza area, as you take the
jump, watch out for the side roads on the left and right. They can make good
shortcuts if you hit them right. If you crash into them, you'll get into
trouble.

4: After you hit some of the highest speeds of the lap on Fillmore you'll have
to turn left. It's a very sharp left, and you should probably tap the brakes to
slow down (don't slam on the brake pedal, the car will just spin), then steer
through the curve and don't be afraid to cut the corner a little. The far wall
can flip you, as a few CPU players might just demonstrate to you.

5: You'll reach another long straight as you exit the tunnel. Unfortunately, it
runs parallel to a subway train. They keep on stopping at different stations,
but as you go onto this road, you can drift up onto the quarterpipe if you have
the space to do so. On the other hand, if the subway train is right there,
you're going to see a lot of cars go up in flames. Slow down and speed past the
burning shells.

6: This is a tough one to get right. Turn left well before the turn. You'll cut
off an extremely sharp turn. The CPU players will take this opportunity, so
don't miss out on it.

7: When you head onto the start/finish straight be careful for three things: a
building as you enter it, the cable car as you go down it, and the left-hand
turn after the start/finish line as you exit it. All can catch you out quite
easily, so make sure you have the B button and the control stick ready for some
evasive action if you need it.
_____________________________________________________________________

Track 5 (Mission) - Track 5 winds through the Mission District and also by Lake
Merced, Candlestick Park, and plenty of other San Francisco landmarks (Track 5
is in the same area as Track 2). Surprisingly enough the turns are not the
hardest in the game and are just like Track 3's - smooth and sweeping. On the
other hand, the coins are murder to get - they're that tough.
                                   __
                __________________/  \________
              __             6                \
            /                                  \
           /                                   /
          / 5                                 /
          |                                  /
          |                                 /
          \                                /
           \                               |
            \                              |
             --                            \ 7
               \__                          \
                  \__                        \
                     \                       |
                      --                     |
                        \ 4                  |
                   _____/                    |
                  /                          |
                  \__________________________| 8
                    3        2      S
                                |___1____|

1: The area where I have the box that shows a certain part of the start/finish
straight is a bridge that tapers up quite sharply. And that's not all. On
subsequent laps after the opening lap, you'll have to take this bridge after
you come off the final corner. Line up perfectly, as if you misalign, you'll
have enough speed to go over the top of the bridge walls and into the river
that you're crossing over. A major loss of time.

2: At this point in the circuit the track divides into two separate roads. If
you're not travelling backwards, take the right one, as it's less hazardous
(the left one has a building with pillars you can easily get tangled up in). In
addition, you have a jump that you can take there. But stick to the left side
as you're taking this road. When they merge back together, there's a wall right
there to ruin your hard work.

3: The section of the course here is very difficult, and the challenge
multiplies at high speed. Where the "3" is on this ASCII map, the road rises
just a little, but it's enough to get you flying. If you take it at full speed,
you can't gain traction fast enough. By then, you're already flying off onto
the grass, and the tree line border can make your car start to flip.

4: Midway through this corner you may notice the car get a little bit loose as
there is a small elevation change. It's not enough to get you into the air, but
it is enough to get you possibly into the wall. Of course, that doesn't hurt
you. But coming up next is a switch that will bring out a corkscrew. Slam into
it, you die. And you never know when a computer player will just get a couple
of wheels up onto that switch. So get back to the inside (left) as soon as
possible so if you or someone else runs over the switch, you have an escape
route.

5: Every time the track changes direction in this sector there is an elevation
change. I guarantee it. You'll definitely get air. At first, the track curves
right and upwards. Then, it starts to go downhill. That downhill section is the
most difficult, as the chances of you getting into the wall are pretty high.
After the final turn, there's a big jump that brings you to the lake area. It
wouldn't hurt to slow down to prepare for it. You won't get much time after you
land.

6: There are two jumps that, if you were running a motocross race, you could
just go up the first and jump down the second. Unfortunately, it's not that
easy here. Even at low speeds, the jumps will send you flying. At high speeds,
you can multiply that challenge several times over. If that wasn't fun enough,
there's a kink in the circuit that you probably won't get to stay on the
official course for. When you land, you'll probably land on grass. And if you
don't land straight-on, you're going to start spinning. Maybe your car might
even decide to take a few flips if you're unlucky.

7: After the big jump you have a pretty easy drive. That is, until you hit a
certain kink that may get you screwed up. The official course goes 90 degrees
left, then 90 degrees right. Fortunately, you can cut across the different
coloured pavement. No problem, right? There's a building right there, however,
so you want to shave it off as little as you can to get the straightest line.
In addition, you can get tangled up in a pillar that juts out onto the road a
bit.

8: This final turn can get a little tricky. The final jump on the course before
you turn hard right for the finish should be taken around 150 miles per hour.
_____________________________________________________________________

Track 6 (Presidio) - Track 6 goes through the area where Track 1 took place in
the original San Francisco Rush. The track starts just off the Golden Gate
Bridge and then begins to wind through the Presidio, making some brief trips
through the well-lit city - but the turns are extremely tough to make - in both
the city and the forest area. Don't let it fool you, though - the coins are
still there and this track is long - and you know what that means - the coins
aren't going to be a piece of cake to find.
                              ____
                             / 4  \
                           _/   _/
                          /     |
                  5 _____/      |
                   |            |
                   |            |
                   |            |
                   \            | 3
                    \           |
                     \_         |
                       \        \
                       |         \___
                       |             \
                       \    ___ 7    _\
                     6  \__/   \____/
                                \ F |
                                 \  |
                                 |  |
                                  \/ 2
                                  |
                                  |
                                  |
                                  |
                                  |
                                  |
                                  |
                                 /
                                / 1

*sigh* This ASCII map is horribly inaccurate, but I did my best. Hopefully when
the HTML version appears you'll have a better way to see it.

1: The start line is here in the tunnel. However, this is a semi-closed circuit
and the finish line is not here. From point 1 to point 2 on this map is a
section where you will get to build up speed and enter the regular circuit. Get
this section right and you will hit a very nice speed at point 2.

2: At this point you will hit an intersection. One of the paths will be blocked
off by lighted arrows, but the other will be open. If you are racing this track
forwards, the right path will be open. If you are racing the track backwards,
the left path will be open. Remember this and line up, otherwise you will get
involved in a wreck.

3: The first city section is reasonably difficult. It's very high-speed, and
once you hit the top of the hill you will have the danger of the high-speed
trains to contend with. At approximately 200 MPH - which can only be hit if you
have Super Speed on - you can jump over the tracks that are above the street
and land on the other side and start your ride downhill. Ease up a bit on this
section and try to land between the two high-speed rail tracks.

4: This section of the course is the most hazardous that you will ever find.
The Presidio roads twist and turn, and go up and down. And did we mention the
grass and the unforgiving wall? Take these turns too fast and you could end up
in it. The grass in track 6 is much more of a concern than on other tracks,
because it will definitely have you spinning out. And if you hit the wall, you
may happen to get the underside of the car on the wall and you will blow up.

5: When you come back into the city you already have a challenge. Slow down at
the top of the hill. This move seems self-destructive to your chances of
winning, but so is you blowing up once you hit that retaining wall at high
speed. If you lift off the crest of the hill flat-out, you won't have time to
turn before that wall comes up. Ease off instead and cut through the gas
station at the left.

6: This is a jump where you will actually be hitting air in two parts. The
first is a huge jump, then when you land you might land on the top of another
jump. In some cases, you might be travelling fast enough to take them both. In
any case, be prepared to crank the steering wheel a little bit to the left.

7: As you return to the forest you still have a couple of more problems to
contend with. You travel over a bridge which has blue lighting. It gets a
little narrow here, so be sure to be in control. In addition, it gets slightly
hairy as you cross the finish line to complete one lap. You'll catch just a
little bit of air, so be sure of yourself as you reenter the tunnel to start
your next lap.

Other notes: Your first lap will be longer than your second and succeeding
laps, therefore, your lap time on lap 1 will be longer. In addition to the
small differential with the added time required to accelerate to racing speed
from a standing start at the beginning of the lap, I wouldn't recommend running
a 1 lap race just to set a best time or best average. I wouldn't recommend it
anyway, but especially not on track 6.

==================== <<< 5. CARS & PARTS >>> ========================

There are 13 cars in San Francisco Rush 2049, but only six of them are
available when you hit the ignition. You'll have to collect coins lying and
levitating in the streets if you want to see these cool vehicles. So here they
are. They're all the same in stats, assuming that they have the same parts on
them, but they don't quite handle the same. Try them all out to see which one
fits you the best. I've also included a little tidbit about how well it
handles.

Formula 1
 Rating: 7/10
 Opinion: Tendency to understeer quite a bit.

Rocket ZX
 Rating: 7/10
 Opinion: Flames coming out of the car can be distracting, car tends to
oversteer.

Magnum
 Rating: 8/10
 Opinion: Steering is just about right.

Super GT
 Rating: 8/10
 Opinion: Just about the same as Magnum.

Bruiser
 Rating: 8/10
 Opinion: Steering is pretty sensitive, it's good for getting into narrow
areas.

8-Ball
 Rating: 8/10
 Opinion: Not much to say about this car. So-so.

Venom (hidden)
 Rating: 5/10
 Opinion: You'll have to put a standard frame on for this car to do well. Not a
good thing, even though it looks cool.

Crusher (hidden)
 Rating: 4/10
 Opinion: Don't use it. It blocks off a lot of your screen and it's impossible
to see much, if anything. Handles the same as Venom.

Euro LX (hidden)
 Rating: 8/10
 Opinion: Another good car.

Locust LX (hidden)
 Rating: 9/10
 Opinion: Excellent. Handles just right and works almost perfectly. One of my
top picks.

GX-2 (hidden)
 Rating: 7/10
 Opinion: Fair.

Mini XS (hidden)
 Rating: 9/10
 Opinion: Excellent, except it'll get a lot of air time and might be pretty
hard to control.

Panther (hidden)
 Rating: 8/10
 Opinion: Handles almost the same as all the other cars. It's not really worth
all the money you collected.

But there isn't much difference between the cars. The difference comes when you
start to unlock parts for your vehicles, which come as the game odometer
reaches different milestones. Here's where they all come:

MILES      PART EARNED

 100      All Terrain tires
 150      Light Alloy frame
 200      Sport Auto transmission, Sport Manual transmission
 250      5.0 Litre High Performance V6 engine
 300      Slick tires
 400      Standard Alloy frame
 450
 500      Pro Auto transmission, Pro Manual transmission, Turbo 400
          engine
 600      Off Road tires
 700      Heavy Alloy frame
 800      7.0 Litre V8 engine
1200      6.5 Litre High Performance V8 engine, Pro Slick tires
1600      Turbo 500 engine
2000      8.0 Litre V10 engine

And now, I explain the different sections where you can customize your car, and
the parts that you can get for each one, the mileage at which you get them at,
and my opinion on each of them:

--- TRANSMISSION ---

 Automatic (0 miles)
  A good transmission to start the game with. You won't have to shift, you'll
just have to drive. You might want to begin the game with this transmission on
you.

 Manual (0 miles)
  You start off with a manual transmission at the beginning of the game as
well. This is just about as good as Automatic, so if you don't feel confident
in your shifting skills, you might want to stick with the automatic
transmission.

 Sport Auto (200 miles)
  As soon as you get this transmission, upgrade all your cars to this
transmission, assuming you haven't gotten used to manual shifting yet. You
don't have anything to lose, really. Your car will get faster, though.

 Sport Manual (200 miles)
  You're going to be using this transmission for the next 300 miles that you
are on the road until you get the Pro transmissions. This is going to give you
the best speed, so try to switch over as soon as you can.

 Pro Auto (500 miles)
  The best automatic transmission in the game. If you still want to pump your
speed up further, read on...

 Pro Manual (500 miles)
  Never mind the best automatic/manual transmission, this is the best one you
can get! Learn how to manually shift if you want to win the game! (Note: You
can check out the tips section if you really want to learn how to "switch
gears" from automatic to manual.)

--- HANDLING ---

 Normal (0 miles)
  This is okay to start the game, but it's not all that precise, because the
car is going to have a big tendency to understeer. If you're going with track 1
or 2, this is okay, but you won't win very many races until you start to get up
with better handling...

 Advanced (0 miles)
  There are only two cars that you should just stick with this type of handling
for the whole game: Venom and Crusher. Otherwise, you should move on to the
next type of handling.

 Extreme (0 miles)
  This is excellent. The car goes around the corners just the way you want it,
it handles perfectly. Try to learn this type of handling as soon as possible.
If you're using slicks or pro slicks, however, DO NOT USE THIS TYPE OF
HANDLING! You will not have any control over your car in the turns!

--- ENGINE ---

 3.2 Litre HP V6 (0 miles)
  Along with the other two starting engines (Turbo 350 and 5.0L V8), they all
pretty much have the same power, and are all pretty humble to drive.

 Turbo 350 (0 miles)
  Same power, same output, absolutely no difference.

 5.0L V8 (0 miles)
  Nothing more comes out of this baby than the other two starting engines.

 5.0 Litre HP V6 (250 miles)
  This is the first engine upgrade you will receive. It's slightly faster, but
it's just a sign of things to come.

 Turbo 400 (500 miles)
  Your car will get faster. Why not upgrade it? You won't have any problems
with the small speed differential, anyway...

 7.0L V8 (800 miles)
  Once again, the speed of the car goes up, up, and last but not least, up.
It's not a major upgrade, but why not take advantage of it?

 6.5 Litre HP V8 (1200 miles)
  More upgrade. Go right to it. 'Nuff said.

 Turbo 500 (1600 miles)
  Ummm...take the hint.

 8.0L V10 (2000 miles)
  This is the final upgrade that you will get in the game! Take it immediately
and keep it for the rest of your life! Don't waste your time lolly-gagging
around with the other engines!

--- FRAMES ---

 Light (0 miles)
  Like all frames, it has its advantages and disadvantages. It's the fastest of
the regular frames, but the problem is you don't have as much control over your
car. In addition, you'll get beaten up quite a bit. Don't use in Battle. But
for the responsible driver, this is one of the best choices. It's a bad choice
on Venom and Crusher, though.

 Standard (0 miles)
  Well-balanced. It's firm, and reasonably quick. If you have to pick one frame
to stay with for the whole game, I suppose this is it (except for the alloy
frames)

 Heavy (0 miles)
  Don't use in race mode. Period. Your car will not be hitting it's maximum
performance and you're just wasting time. However, in Battle Mode, this is the
optimum frame.

 Light Alloy (150 miles)
  The light alloy frame is the same as the light frame. It has no increased
strength, but it does have a speed advantage over the plain light frame.

 Standard Alloy (400 miles)
  Looking for an all-around frame that has a little bit of extra speed as an
add-on? This is it.

 Heavy Alloy (700 miles)
  The best for Battle Mode. If you want to use an item such as the battering
ram a lot, get this piece of metal on your car and start wrecking.

--- TIRES ---

 Radials (0 miles)
  For some reason, I have been using these tires for all the time that I have
played Rush 2049. If you have the speedster and the cheater in you, this is the
optimum tire. It handles well on grass and pavement and you can push it pretty
hard even on Extreme handling. Sure, if you push it hard enough on the grass
you'll spin out, but it's reasonable.

 All Terrain Tires (100 miles)
  It's okay on the road, but you can take it on the grass and it'll be born to
be there. That's pretty much it. It's a well-balanced tire, but it's not 100%
suited for the road.

 Slicks (300 miles)
  On the flip side of the coin, you have slicks. They are built on the road,
and grip very easily (they can mess up how your car handles, though, which is
why I don't recommend Extreme handling with these types of tires). Don't take
these on the grass, though.

 Off Road Tires (600 miles)
  "Because so much is riding on your tires." -- Michelin. Well, there's a lot
under your tires as well, like dirt and grass. This tire is just built to get
in touch with them. You will get very little, if any, advantage, once you get
back on the track, so if you decide to screw around and skower for coins in
Practice mode, and you don't want to waste your time spinning around, be my
guest and use these.

 Pro Slicks (1200 miles)
  This could push your car to unbelievable speeds, but only if you use them
properly. Even Advanced handling is a gamble if you're using this tires, and
you need a lot of a practice. I only recommend this to the expert racer. Since
it's a risk, I don't use these. And don't even THINK of taking these on the
grass. You will be so doomed if you do.

======================= <<< 6. RUSH SETUP >>> =======================

This section details all the options that can be set in each mode. Press A to
select an option and press B to back out of a menu, and use the Control Stick
to change options.

----------------------------- MAIN MENU -----------------------------

Players - Select from 1 to 4 players. This is what the choice is going to be if
you want to get into the game. If you don't have four controllers plugged in,
the game will gray out the appropriate numbers.

Records - Select this option to enter the records area. You can see the totals
for the game, or you can view a specific player's statistics.

Options - Control the options in the game. Most of these options will affect
what you see in the race mode.

Audio - Control your audio setup.

Video - Control your video setup.

--------------------------- OPTIONS MENU ----------------------------

Player Arrows - In ghost mode or any multiplayer mode, player arrows mark the
location of another player or ghost car. They are marked as arrows and show the
location of another player or ghost. If you have it on, you will see someone
coming. But if you don't, well, you're in the dark when it comes to locations -
you'll have to rely on the track map if you have one. You can turn this option
on or off.

Track Map - The track map is located on the right side of the screen and is
only shown in any racing mode. It shows your location on the track and other
players if there are any. If you don't need it, turn it off. But if you do need
it, keep it on. Computer players are identified by gray squares. (Player 1 is
blue, Player 2 is red, Player 3 is yellow, and Player 4 is green when you are
playing in Ghost Mode or Race Mode.)

Radar - The radar is located on the left side of the screen and is only shown
in any racing mode. It shows where other players are and keeps a focus on who
is behind you. If you want to be left in the dark knowing who's behind you, and
give yourself a challenge, you can turn this option off, or keep it on.

Time Elapsed - This is shown below the track map and indicates how much time
has gone by in the race. This is useful to most racers, but if you're not one
of them, you can change this option from on to off, or vice versa.

Time Remaining - If your allotted time limit runs out, your game ends. The time
remaining clock will show how much time you have left. This option can be
changed from on to off or off to on, but the time still counts down anyway. The
time remaining clock is only displayed in ghost mode and stunt mode. (NOTE: you
will get a warning at the 30-second mark, and then that same sound will play
for a five-second warning, then every second after, until time is up. If the
time remaining clock is on, it will begin to flash when there are only five
seconds left.)

Tachometer - If you have a manual transmission on your car, this bar keeps
track of the RPM your car's engine is running at. If you turn this off, you
will have to listen to your engine to decide when to upshift. If you turn it
on, it will be beside the speedometer, and be shown as a bar with a green area
(safe), then a yellow area (caution), then a red area (upshift once the
brighter area reaches this point).

Speedometer - This will show you the speed of your car. Usually racers will
want to know their speed, but if you don't, try turning this option off.

Odometer - This option is shown below the speedometer and shows the distance
you have travelled so far IN THIS RACE, not in the whole game or for the car.
It can be turned either on or off.

Place - This is shown in the top right corner of the screen and shows both your
current position in the race and the lap. The place indicator shows your
position out of how many racers. Try to put a 1 up there as soon as possible.
It also shows the lap you are on and how many laps there are in the race (if
they match, you are on the final lap). If you don't want these, turn this
option off.

Gearshift - If you have a manual transmission on your car, this display shows
what gear your car is currently running in reverse, 1st, 2nd, 3rd, or 4th,
indicated by GEAR and then, respectively, R, 1, 2, 3, and 4. This should be
used in conjunction with the tachometer. But if you don't like the gearshift on
your screen, you can turn it off (it will not be there if you have an automatic
transmission on your car.)

Metric - This shows what measurement system you will use, and it applies to the
whole game. If metric is turned on, kilometers per hour is shown as the speed,
kilometers are shown on the odometer, and it applies to records as well. If it
is turned off, miles per hour is shown as the speed, miles are shown on the
odometer, and it applies to records as well. Usually the difference between
using the imperial or metric system in Rush 2049 is what country you're in
(probably either Canada or the United States) and what measurement system
you're used to.

Wrong Way - If you've made a wrong turn, and you're now driving the wrong way
on the track, and this option is on, text will appear on the center of your
screen, which will say, "Wrong Way". If this is turned off, well, you'd better
know the course, because it will not tell you that you are going the wrong way.

Coins - There are silver and gold coins in the tracks, and this will show how
many have been collected out of 8 silver coins and 8 gold coins. Turn it off
for a true arcade feel. Keep it on if you want to know how many coins you have
for that track. The number of coins you have collected for each track is also
accessible from the records screen.

------------------------ AUDIO SETUP MENU ---------------------------

Music Volume - This option has a selection from 0 to 10. The higher the number,
the louder the volume. The number 0 indicates that the music is off/muted.
"Music" is the background music that plays during a race, it is not sound
effects.

Sound Volume - This option has a selection from 0 to 10. The higher the number,
the louder the volume. The number 0 indicates that the sound is off/muted.
Examples of sound effects are: menu navigation sounds, engine, announcer, etc.

Music - This option has a selection from the following selections. When you
select a particular song selection, it will play for every track.
 - Default (this plays the respective music for every track, as shown below
beside every music track.)
 - Bassy (Track 1, Battle 1 background music)
 - Garage (Track 2, Battle 2 background music)
 - Night (Track 4, Battle 4 background music)
 - Seventies (Track 3, Battle 3 background music)
 - Trancey (Track 5, Battle 5 background music)
 - Title (Title screen, menu music)
 - Credits (End of game music)
 - Retro (Track 6, Battle 6 background music)
 - Stunted (Stunt 1, Stunt 2, Battle 7, Obstacle background music)
 - Flier (Stunt 3, Stunt 4, Battle 8 background music)
 - Battle1
 - Battle2

Speakers - Select from Stereo or Mono. The Stereo option is for two-speaker
TVs, the Mono option is for one-speaker TVs. Make sure that you set to the
appropriate setting, otherwise you may not hear all the sounds.

-------------------------- VIDEO SETUP MENU -------------------------

Horizontal Position, Vertical Position - Set this to the appropriate integers
to center the screen appropriately if not all of it is visible. The picture
will be moved accordingly as you set it. (NOTE: some TVs are rounded at the
edges and will still block out some of the picture. Newer televisions are
square at the edges.)

Restore - Reset the Horizontal Position and the Vertical Position indicators
back to 0 and in turn reset the screen back to the original position.

(NOTE: There are colour bars below the screen - if the gray scale bar is not
fully visible, e.g. black is too far to the right, or black is not completely
black, adjust the contrast on your TV so it goes from black to white
accordingly. If the red, green, and blue colours are bleeding, the TV is too
saturated - turn down the brightness, so the picture is of maximum quality.)

-------------------------- PLAYER MENU ------------------------------

Just Play - Select this option to get your race going immediately, but your
scores will not be saved. You will have no choice if you do not have a
Controller Pak but to select this option.

Controls - This is next to the "Just Play" option and any players available.
Select this to change your controls to whatever you want it to be. The default
setting is usually the most comfortable, but change it to your preference.

Controller Pak - You can select from controllers 1, 2, 3, and 4. If there are
any Controller Paks plugged in on any of the controllers, select that
controller and it will detect the Controller Pak, along with any players
available on the pak.

Create Player - If there is a Controller Pak available, this option will
appear. Select it, then enter in your name, then go to "END". A file will be
created for you and will be available on that Controller Pak. (NOTE: A player
takes up 9 pages out of 123 on a Controller Pak.)

Delete Player - If there is at least one player on a Controller Pak, this
option will appear. Select it, then select the player you want to delete. You
will receive a screen that will ask if you are sure you want to delete this
player. Select YES if you really want to delete the player. Select NO if you
don't. If you select yes, the player's stats and the player itself are removed
from the Controller Pak, freeing up 9 pages.

*player name* - Select a player to enter the respective game file. You will
enter the Mode Selection Menu like in the Just Play option.

----------------------- MODE SELECTION MENU -------------------------

Single Race - This is for one or two players. This is basically a simple racing
mode. Player 1 selects the track and then the car is selected. This is for
anyone who just doesn't want to go through complicated stuff and wants to get
right down to the racing part.

Practice - This is for one or two players. Practice mode allows players as much
time as they want to explore a track to the fullest (a difference from original
Rush games - SFR and Rush 2 gave only 999 seconds, Rush 2049 has absolutely no
time limit). Bonus coins can also be collected here.

Ghost Race - This is for one player only. The ghost race mode puts you on a
track by yourself, trying to set the best time. You have a time limit here, and
you can record ghost(s) and race against it. (With an Expansion Pak, you can
race with up to three ghosts, but without it, you can only race with one ghost.
Ghost races can not be saved to your Controller Pak.) In ghost mode, you can
not use wings.

Circuit - Are you good enough for the big time? You can enter one of four
circuits (Beginner, Intermediate, Advanced, or Extreme), but only the Beginner
Circuit is available to you at first. Place in circuits to unlock more
circuits.
 - Beginner Circuit - Tracks 1 through 4 forwards and backwards (8 races).
 - Intermediate Circuit - Tracks 1 through 5 forwards and backwards (10 races).
 - Advanced Circuit - Tracks 1 through 6 forwards and backwards (12 races).
 - Extreme Circuit (without Expansion Pak) - Tracks 1 through 5 forwards,
backwards, mirrored, etc. (20 races)
 - Extreme Circuit (with Expansion Pak) - Tracks 1 through 6 forwards,
backwards, mirrored, etc. (24 races)
The Beginner, Intermediate, and Advanced circuits all go in order - Track 1
forwards, then Track 2 forwards, until all the tracks have been raced forwards,
then they are raced backwards in order - Track 1 backwards, etc. The Extreme
circuit randomizes the tracks and how they are raced - forwards or backwards,
normal or mirrored, etc.
After every race, you score points for your finishing position. The point
system is set up like the following:
 - 1st Place - 10 points
 - 2nd Place - 7 points
 - 3rd Place - 5 points
 - 4th Place - 3 points
 - 5th Place - 2 points
 - 6th Place - 1 point
Points are scored cumulatively through each of the races. At the end of the
circuit, the final point scores are determined and the player with the highest
score earns 1st place, the second highest score earns 2nd place, and the third
highest score earns 3rd place - circuit placing and circuits are registered
into the records. Circuit Mode is for only one player.

Stunt - In Stunt Mode, you can put your foot to the floor in four arenas and
just go crazy to pull off the most awesome stunts possible. But you only have
one to start with and you'll have to earn the other three by scoring stunt
points. See "Stunt Mode" for more details. This is for up to four players.

Obstacle - This is a level that consists of several rooms, and each has its own
unique challenge to master, and will not be easy to solve. And you'll only have
a five-minute period to get through - and that's not a very long time. Getting
through this level itself is a challenge, but unlocking it is just as much of
one. This is only for one player.

Battle - Battle Mode is a two to four player death match mode where you pick up
weapons lying around arenas and use them on other players, trying to get them
to blow up. The question is, will they do the same to you? Whoever reaches the
point goal first wins.

------------------------- TRACK SELECTION MENU ----------------------

Track - You can select from six tracks. However, when you start the game, only
four are available. You will have to place in circuits to earn the remaining
two tracks.

Laps - Make the race longer by adjusting this option. You can select from one
single lap or a lengthy eight laps. Beginners will no doubt lean towards
allowing more laps to pass the field faster. The default lap setting is three.

Backwards - This option can be turned on or off. If Backwards is turned on, you
race the track in the opposite direction. The track itself is basically the
same (except for tracks 1 and 6, where some minor adjustments are necessary);
you just race it in the opposite direction.

Mirror - This option can be turned on or off. If mirror mode is turned on, the
track is inverted. For example, if a track has a left-hand turn, it will now be
a right-hand turn.

Fog - Control the weather in this option by moving the meter left and right to
select from four different settings. The farther to the right the meter is, the
more fog there will be on the track. Racing with fog can be fun and
challenging, but it does reduce visibility and when fog is at the extreme point
(far right), it can turn deadly because turns and obstacles will pop out of
nowhere.

Wind - The further right you move the meter (to five different settings), the
harder the wind will blow. If you become airborne with windy conditions, you
can start sailing off the track. Practice flying with your car before racing
with windy conditions.

Drones - This option can range from 0 to 5. Drones are also known as artificial
intelligence (AI) cars or computer players. The drones actually were raced by
real humans. There are four or five types of AI on each track, and is set up
that if you bump a drone off its path, it will find the closest route and start
racing on that AI path. If you can keep up with them, you can easily beat them.
Watch closely!

Difficulty - The further this meter is moved to the right (between six
settings), the more difficult drones will be to defeat. Usually the difference
between an easy drone and a hard drone is their knowledge of the tracks and
shortcuts, as well as the power under the hood. Remember that the more
difficult you set the drones to be, the more likely your chances of not winning
the race.

Handicap - The further this meter is moved to the right (between three
settings), the easier it will be for less advanced players to compete with
tougher players. This is only in two player races only.

Deaths - This option can be turned on or off. If Death Mode is turned on, a
skull and crossbones will appear in an area on your screen. If you crash when
Deaths are turned on, you're out of the race. Just like in real life. This also
applies to drones as well. If Death Mode is turned off, your car will reset
itself back on the track after every crash, and you can use the C-Up button to
reset your car or "abort" manually.

Minutes (Stunt Mode only) - Select how much time you want to allot yourself.
You can select from a quick one-minute freestyle drive up to twenty minutes of
stunting. The more time you have, the more opportunities you will have to score
major points - and most likely your score will be larger.

Points (Battle Mode only) - Select how many points you want to play to, from
five to fifty. The more points, the longer the match will most likely be - the
first player to reach this amount will win the match.

Negative Points (Battle Mode only) - There's an option to liven things up a
little in Battle Mode. If Negative points are turned on, every time you flip
over and crash (in Battle Mode, you can't blow up just by slamming hard into a
wall), you will lose one of your points. This can increase the difficulty of
getting to the point goal - and doesn't let you crash just to escape someone
that's after you.

------------------------- CAR SELECTION SCREEN ----------------------

Car - There are thirteen cars to choose from in Rush 2049, but seven of them
are hidden at first. The other six are yours to start with. They all start the
same when it comes to performance, but by tweaking settings, they start to
become different. See "Cars and Parts" for information on all that.

Transmission
Handling
Engine
Tires
Frame
Wings
Colors
Rims

Team - In Battle Mode, if you have three or four players, you can select which
team you want to be on, so you can make it a two-on-two match,
three-against-one unfair match, or whatever you want. This changes the colour
of your car, by the way.

================= <<< 7. SILVER COIN LOCATIONS >>> ==================

Rush 2049 has several coins in its tracks. You can earn coins by touching them.
Once they are touched they are recorded on the coin tally for that track
(between the lap counter and the track map). Coin tallies in total and for each
track can be viewed on the Records screen. This section only covers silver
coins. See part 8 for gold coins.

------------------------ TRACK 1 - MARINA ---------------------------

1. At the beginning of the race, stay to the left of the track. You should see
a road that leads to the Palace of Fine Arts (as indicated by a sign on the
right side of the road.) Stay to the left until you can drive down onto the
sidewalk area. You will see a tunnel seemingly blocked off by green pylons.
Plow through them and drive through the shortcut. You will find a silver coin
about halfway through.

2. Rejoin the track after you've collected silver coin 1 and stay to the right
of the track this time. At the first intersection after the Slim Jim gas
station, you will find an office building to your right. Go off the main road
and shatter the glass. If you look to the right side, you will find a fountain
with a couple of trees and there will be a silver coin there. Just drive up and
get it.

3. It doesn't matter if you took or missed the office building, just keep going
full speed anyway. Speed through the tunnel, then stop. Once you reach the
traffic light intersection by the Rush City Diner, turn right and the coin will
be at the intersection straight ahead.

4. Continue along the track along the right side. You should see a dirt path
leading to another road blocked by pylons. Drive over the red switch on the
right, then enter the BART (Bay Area Rapid Transit) subway tunnel. Go straight
until you're nearly at the wall, then turn right and go up the ramp. You will
hit the coin as you go off the rise (you can not get the coin if you do not hit
the switch because the outdoor toilet will be in the way).

5. Follow the shortcut and once you come out the ramp, turn around and follow
the left side of the road. Before you reach the Civic Center tunnel, turn
around and stay to the right. You should see a platform that leads to a
building entrance - the silver coin is in there.

6. Drive on after you get silver coin 5. Once you reach the entrance to the
civic center, turn around, drive down the road and slowly look to your right
for a red switch. Do not drive over it. Now, look to your left for a set of
stairs. Drive up them, and a silver coin will be hiding in the building. You
can get it, no problem.

7. Turn around once again and drive through the civic center. Now, follow the
left side of the track. By the outdoor elevators, you will find another
building, and there is a silver coin in the entrance area. Just drive in.

8. This is the final silver coin. Turn around one final time and drive to the
start/finish. Keep to the right. Past the "Palace of Fine Arts" highway sign,
you will find some low buildings. Turn into the side road that goes off the
right side. Follow it right to the end, then turn left. Go behind the buildings
to find that final silver coin.

-------------------------- TRACK 2 - HAIGHT -------------------------

1. Go down the sidewalk that appears after the first right-left turn (it will
be to your right). Follow it, and you will see a switch to the right. You have
to hit it to get this coin. When you do, a ramp will rise up, now hit it and
let it take you to another platform. There will be another ramp straight ahead.
Go on it, then hit the brakes once you hit the ground again and go to a dead
stop. You should see a ramp with two tire treads on it. Accelerate again and go
up it at around 125 MPH, while following the tire marks exactly. You will go up
to another platform, and you should see the silver coin by the windmill. If you
have enough speed, you can fly through the air and get it. If not, there is a
platform you can go onto, and the silver coin is reachable from there. Watch
out for the spinning blades, therefore you may not get this the first time.

2. Head down the divided road (the one with the green arrow strips on either
side), but once you reach the end, make a left and you will be going up a side
road. Once you reach the end of this side road, make another left turn and you
will see the silver coin there, with nothing separating it from you.

3. This is an extremely easy one if you know what you're doing. Go down the
exit ramp after the freeway (that starts after the striped arches). Once you
reach the tunnel with the blue grate under it, turn around and start driving
back the way you came, except you will see a ramp just after the exit ramp
point. Go up it and you will see that you are driving into a pipe. If you
follow and drive on the green flashing lights, you will drive right into the
coin - now read on to silver coin 4.

4. After you get silver coin 3, keep on following the flashing lights to take
you down to ground level. Once you are back upright, exit the tunnel slowly,
then stop and turn around. Drive to the right of the tunnel exit slowly (not
too fast), and you will start driving up a grass ledge and into a silver coin
cleverly hidden there. Read on to silver coin 5.

5. At the end of the road you will see some cones seemingly blocking your exit.
Go through them slowly, and you will be away from the road in a secret area
that was not reachable normally. Off to the side from your exit is a silver
coin. You might get stuck in some raised ground, but it is possible to get out.
Just be cautious. And if you really do get stuck or roll over, just abort and
try again.

6. These next three coins are all going to be found in the same area (just
before the start/finish). You will see one silver coin in the air. This is only
reachable by hitting the lava lamp at low speed. So go ahead, hit it at around
20-30 MPH. You should go into the air and into the coin. If you get it wrong,
adjust your angle of approach and speed, then try again.

7. There are two dirt paths (one branching out from the other) by the road,
next to a tunnel. Now, all you have to do is hit the left one at high speed,
and you should go flying through the air on top of the lighted arrow sign.
There is a silver coin on top of that arrow sign (you may have seen it, but it
may have seemed hard to get).

8. The final silver coin in this level can only be reached if you hit the dirt
path to the right at high speed, following it exactly. The silver coin is on
top of the tunnel on a grass surface. If you have enough speed, it shouldn't be
hard enough to reach. It might take a few tries, though.

------------------------ TRACK 3 - CIVIC ----------------------------

1. After the beginning of the race (driving forwards), you will pass a bridge
with blue barriers on both sides. At either end of it, go off the track and you
will see that you can drive down to a dirt path below. Below the bridge, there
is a silver coin, go down the steep slope, then head towards the underpass to
get it.

2. Keep on going, and you will be making two banked turns (they may be tough
the first time you take them because your car may have the tendency to spin
out). Once you reach the main road, you will see two access roads - one on the
right side and one on the left side. Take the access road to the right. Look
for a white building, and there will be a silver coin in the first opening.

3. This one is easy enough to get if you know where to look. Going over the
main road there is a bridge, but it's fenced off on either side. Now, get on
the bridge by going onto a ramp with a switch on it, then turning around and
you will be on the bridge. Follow it over the main road, then on the other
side, after you turn right, there will be a silver coin.

4. After you make a right turn, you will see three yellow and black pillars
rising up from the ground on the side of the road. Turn right, and drive over
to the other side of this area. Then, turn right. You will find a silver coin
in a gap.

5. Start driving down the track until you reach the huge jump with the jets
that fly over. Turn around and face the huge satellite. Now, accelerate again.
You want to aim yourself between the main road and the side road off to the
right. There is a path there that takes you up to a ledge (it is difficult but
if you did it correctly you should have landed on a ledge). Search this ledge
to find the silver coin.

6. About halfway through the turn after the large jump, make a right and go up
the grass. (You can get to gold coin 4 this way.) You will see a little grass
ramp that goes between two buildings. Just drive slowly up and then go down.
Once the building to your right ends, you will find the silver coin.

7. At the final straight before the end of the course, there is a building with
the title "San Francisco Conservatory of Music". But put down your instrument
and look for an opening in the building. Drive through it, then look to the
left and you will see the silver coin.

8. On the right side of the road you should see a silver coin just out of your
reach, because it is blocked off by the barrier at the edge of the road. But at
the right there is a side road. Follow it and turn right once you reach a
barrier. You should find the silver coin after you reach the yellow and
black-lit barriers and turn right.

-------------------------- TRACK 4 - METRO --------------------------

1. Follow the track until you reach a church to your right (there is a
yellow-lit building right after it). Now, drive your car right up to the trees.
Drive your car through the space between the church and the trees. At the
second and last space to your left, there is a silver coin.

2. At the next turn, you will see that there is a wall to your right along with
some streetlights. Just before the intersection and the sharp drop down, stop
at the streetlight and turn right. Between two buildings you will see a silver
coin at the end of the tunnel.

3. This is easy enough if you know what you're doing. Go down the hill and make
the turn that consists of a quarter pipe full of advertising. Now, head up and
make sure that you're a little bit to the right or left. If you're lined up
correctly, you will reach some sideroads above the main road. Slow down a bit
and prepare to merge and make a sharp turn (right or left). Now, once the two
sideroads merge together, keep to the left and watch for a bridge. The bridge
will become glass and you should get dropped off on some raised earth. Go
behind the building and the silver coin is there. If your speed is above 170
MPH at the hill, you can jump right to the point where the two sideroads merge
together.

4. After the tunnel area, you should make a couple of more turns then you
should be driving parallel to the bullet train tracks. When you come to an
intersection where you can turn left or continue ahead, turn left, then turn
right and drive behind the pillar you see to score yourself a coin.

5. By the bullet train tracks, to the left there are several pillars. Between
two of them there is a road going straight up. Yep - straight up. Just drive up
it, well, it doesn't go exactly straight up, but close. If you're using a
manual transmission, you might want to take it in first or second gear. As you
approach the crest, slow down, then stop once you reach the top. Carefully
drive over to a long ledge on your right, which you should see has the silver
coin on it.

6. If you're not on the path parallel to the bullet train, go there now. Drive
down towards the end of the road, then check out the parking lot to your right
just after the turn you make. There should be a silver coin waiting just by a
building.

7. Stay to the left of the road and look for an opening. Make the following
turns: left, left, right, right. There should be a silver coin waiting in
between two of the buildings.

8. Go back to the road and look for a switch to the right just by the fence.
The "Cheps" sign will move down exposing a secret path. Take it, and you will
see that it is a glass loop. Somewhere towards the top you should run through
the silver coin.

------------------------- TRACK 5 - MISSION -------------------------

1. At the first intersection on the track (after the junction), turn right, and
then follow the road that goes through a building. Go off the ramp and angle to
the left. This ramp will take you to a rooftop and there are some gaps in the
roof. There is a silver coin in between the first space. Or, after you start
the race, get to the right onto the ramp. You will go onto the rooftop and the
silver coin is in the last space from your point of view.

2. At the first intersection on the track, turn right, and then left. You
should start driving down the road and towards what appears to be some sort of
gallery building. There should be a switch straight ahead, you do not have to
hit it. Slow down and go up either ramp on either side, then turn right or left
(depending on what ramp you took) to get the silver coin.

3. After getting silver coin 2, preferably abort and put yourself back on the
track by pressing the C-Up button. Now, continue down the track normally, make
the big jump. After it ends and you're back on the road and solid ground, look
for the first intersection right after a dirt path to your right. Turn right,
then look to your left and there is a silver coin in the second building gap.

4. Continue driving down the track until you reach Lake Merced Boulevard (the
road that goes by the lake). Go off the road and and look to your right. There
is a house in front of you and between two of its pillars, there is a silver
coin. (You have to kind of wonder, whose house is this?)

5. At the green glass structure to your right, stop. Turn right, and go in the
tiny space between the two buildings. Turn left and go right against the wall.
Start going down, and you will go into this long, thin gap. If you go far
enough, you will score yourself a silver coin. (This was silver coin 48 for
me.)

6. Go in the tiny space between the two buildings like in silver coin 5, except
stay straight. Explore this area, staying to the left of the aquarium and white
building. After you pass these two structures, you should see a silver coin.

7. There are two ways to get this coin. After the left-right turn, look for the
space in between two buildings. Look for an entrance in the right. Beside the
first piece of cargo to the left is a silver coin. Or, you can go to nearly the
start/finish and start driving back. Then, go through the window and collect
the coin. Both ways are acceptable.

8. This coin is pathetically simple if you know where to look. Once you reach
the intersection with the traffic lights around the building where silver coin
7 is, turn right, then turn left. There is a silver coin straight ahead.

-------------------------- TRACK 6 - PRESIDIO -----------------------

1. Start the race normally, then drive across the Golden Gate Bridge. Now,
follow the track until you enter the tunnel, and prepare to stop. After you
exit the tunnel, make a U-turn to the right. In the corner between the barriers
and the tunnel is a silver coin.

2. When you exit the Presidio for the first time, go up the incline, and then
come back down, then you'll be back into the Presidio area. There is a switch
at the base and a building shell that you can enter. There is a silver coin in
this building.

3. As you enter San Francisco urban area once again, at the first 90-degree
left turn, there is a silver coin in what appears to be a gas station. You can
cut through this gas station so at the turn, turn around and you should see the
silver coin.

4. Turn around and go back to the last turn before you enter the urban area.
Now, stay on the right side of the road, aiming towards a switch. (It's on the
shoulder of the road, but follow my instructions anyway. Got that?) Now, hit
the switch and make sure you've got a good amount of speed. You will land on a
path that goes above the main course. Go off the end of it for a silver coin.
Read on.

5. Follow this shortcut and you probably would get coin madness. But look in
gold coins for Track 6 or the Presidio track, later. This shortcut road will
begin to rise. Soon, you will go flying through the air, over the main course,
and the shortcut continues. By some palm trees to the right, there is a silver
coin. What a good place to relax at until crazy drivers pick you up, hmmm?

6. Now here's pretty much silver coin heaven for track 6. At the big jump, slow
down and wait for the left turn. Now, stop at that point and then make a
U-turn. You should see a grassy area. Drive onto it (it's not that hard). Now,
keep going and eventually you should be driving on a transparent road. Just
keep on following it. Before it goes into a tunnel, you will score a silver
coin.

7. Turn around, drop down to the lower level without crashing, then start
driving towards the main road. Before the road appears to go into blackness,
you will pick up a silver coin.

8. At the final turn before you exit the city area, you can go in between two
buildings. Just before the second building, you will see a silver coin between
the two buildings.

=================== <<< 8. GOLD COIN LOCATIONS >>> ==================

You might notice that these gold coins are written independently from the
silver coins. That's because I don't want to be like other guides that mix
silver coins and gold coins up. Keep them separate, that's my opinion. This way
you can get all the silver coins and then all the gold coins.

------------------------- TRACK 1 - MARINA --------------------------

1. At the first intersection past the Slim Jim gas station, enter the office
building and break the glass. Proceed down the hallway at around 30 to 35 miles
per hour. Once the road ends, you will fall into a gold coin. It doesn't matter
if you are upright, just as long as you are traveling at the right speed.

2. Try to navigate Lombard going uphill as best as you can, then drive down the
long straightaway. Turn around, then burn it down as fast as you can. Keep to
the left and try to get the gold coin (approx. 140 MPH is a fine speed to be
at). You might want to use your wings, too.

3. After the Rush City Diner (you can see it if you look to the right and
you're going slow, it's on a neon sign), look to the right for a dirt path.
Drive down it. You can hit the switch if you want but it doesn't matter. Now
enter the BART subway tunnel. Once you enter, stop and turn left. Where the
subway tracks appear to go into blackness, there is a gold coin.

4. There are two ways to get this coin. You can head into the subway en route
of gold coin 3 and burn it down the subway track, then turn right for the next
coin, or turn around at the start, enter the subway to the right (after the
first turn), then look to the left. Both ways are acceptable, they get the same
coin.

5. Enter the subway shortcut and hit the switch. Now, follow the route
described in silver coin 4. Now, follow the shortcut. Keep on going. Before you
reach the loop, you will blast into a gold coin, and then it's yours.

6. After you've gone through the civic center, keep going. After you've gone
through the next tunnel, stop. Turn around. Burn it down the straight, then
keep to the left. After you see the brick shoulder, hit it and at a high speed,
go up the left side of the blue ramp and go flying through the air, then land
on the deck for your prize. (Note: if you're going backwards on the track, this
can be an effective shortcut if you keep on following the route)

7. Turn around once again and keep to the right. Hit the switch that you find
on the sidewalks to the right side. Now, get to the left, and you will see a
circular tunnel. Keep to the bottom of the pipe once you enter it, and at about
the point when there is a right-left combination, there will be a gold coin on
the floor of the pipe.

8. Almost at the end of the course, just before the start/finish line, you will
find some openings. Two of them are fenced off, but the last one holds the last
gold coin (it'll be the first one you'll see if you're driving forwards).

------------------------ TRACK 2 - HAIGHT ---------------------------

1. This is going to be one of two coins that will be extremely hard to get. At
the beginning of the race, start normally, then watch for a sidewalk going off
the track after the right-left combination. Follow the route, then keep to the
left and look for a ramp going down. Follow that path. Drive your car up to the
crack in the wall and you will see that your car will not fit through. But you
will see that there are two gold coins behind. "But it's impossible to get in
there!" you say. No. Back up behind that bar behind it. Now, accelerate and get
the car up onto the platform (on two wheels), and if you're lucky, you will get
through. The gold coin is right at the entrance. Don't worry if you don't get
it the first time, this gold coin is most likely the most difficult in the
game.

2. Read the instructions for gold coin 1 and enter, unless you're already in
there. Now, there is a second gold coin in another part of the room. Just drive
over there and you will get it. You're obviously not going to get out of this
room by driving out of it, so crash and burn, or press C-up if you want out of
there.

3. This one is pretty easy if you know what you're doing. Go around the track,
until you go past the striped arches. Now, go a little slower, and watch for a
red switch on the right. Run over it, and get to the left. Now, watch for the
red lights on the left. Once you see them, go off the track to the left and
through the glass. You will see an arrow strip right in front of you. Go up,
and if you have the right speed, you will land on a platform with another arrow
strip. Try to get to the left, and as you go off the platform you will get
yourself a gold coin.

4. If you've earned gold coin 3, just go off the ramp and drive down the
streets to the tunnel. If you didn't, just keep on following the track until
you reach the tunnel. Turn around, and burn it down the straight. Now, once you
see the ramp in front of you, go up and you will reach a tunnel. Go in and
follow the green lights (where silver coins 3, 4, and 5 were). Once you're back
down to ground level, you have two choices:
  a) Burn it, and if you're lucky you will hit the gold coin next to the fence
corner. Thing is, you'll probably blow up.
  b) Slow down, land on the ground safely, then look around for a small grass
ramp. Drive up and you should hit the coin.

5. This might be a tough one. Towards the end of the lap, look to your right
and you will see two dirt paths, one jutting out from the other. Head back
behind the lava lamps to the building area, then accelerate towards it. Now
here's the tricky part. Go up the dirt path to the left, but just stay a little
bit to the left of there too. If you have enough speed, you will fly onto the
second floor of the parking lot (note: you can fall off onto the first floor).
The gold coin should either be right in front of you or you will just have to
look around a bit (feel free to go down the steep ramp).

6. This one is pretty easy. Just past those two dirt paths, there is a tunnel.
Go down at high speed and stay to the left. That's important. You'll hit a 180
degree loop and then see a full ramp. It will send you flying through the air
and into the gold coin.

7. Hey, let's try that again. Except we're going to a whole new area. Go down
the tunnel again, keeping your speed to approximately 80 to 85 miles per hour.
You'll hit that loop once again. Now, flip yourself around using the wings and
land safely. To your left, you will find this small opening. It's pretty hard
to see, so look carefully. Proceed through cautiously. If you follow that path,
you will see that it is a secret area, full of green and red arrow strips and
patterns (note: there is no difference between green and red arrow strips, they
do the exact same thing). There are two coins hidden in this area. When you
enter, turn right and go to the area where there are three arrow strips, two
green, and one red in the middle. Now, align your car so you are facing a black
tunnel on the other side of the room. Go on the green strip that aligns you
with that, and it will boost your speed (maybe you should have some high engine
power). You will hit a couple of more green arrows, then align yourself quick
and go flying down the tunnel. If you had enough speed (around 230 miles per
hour), you will fly down the tunnel and hopefully into the gold coin, but it is
possible to overshoot.

8. This coin will pretty much come automatically. After you get gold coin 7,
there will be a green arrow strip ready to shoot you out. Let it take you
anyway, even if you miss the gold coin. Once you come out, you will go flying
through the air and hopefully into another gold coin. This coin is pretty easy
to get, but if you miss it (it can happen), you'll have to follow the steps you
took to get gold coin 7.

--------------------------- TRACK 3 - CIVIC -------------------------

1. At the two access roads, described in silver coin 2, towards the end there
is a ramp with a switch on it to your right. Go up at high speed and hit it.
Now, the trick is to land on a road which is above the blue and black-lit
shortcut. Keep your speed to around 100 MPH and you will go through a
transparent blue barrier. Slow down to around 10 MPH or so, then come out the
other side. Use your wings to straighten yourself out, then land on a roof.
Follow it, and somewhere on that ledge there should be a gold coin.

2. This gold coin is after the tunnel with the flashing red light. Look for a
side road branching off to the left. Once you do see it, go up, and look for
three trees to the left of the road. Go between the top two, then drive your
car up and onto a roof. Now, on the right there is a space between the
buildings - drive in there, then turn left. There is a gold coin cleverly
hidden there.

3. This is a trial-and-error type of coin. It's difficult to get but easy
enough to see. As you speed past the huge satellite, you will see a gold coin
hanging in mid-air. Here's how to get it: just after the side road that you
take to get to gold coin 1, there is a yellow tunnel. Go down it, and once you
get out you will go flying through the air and onto this side road. (You can
also keep following the side road in gold coin 1). Keep on following it and it
will go over the main path. To the right you will see a secret path. Follow it,
and take the left fork. Now, turn around, and you should see a green arrow
strip as you accelerate. It will be to your left. So give yourself room to turn
that way. If you're right with the accuracy, you will net yourself another gold
coin as you fly through the air.

4. This gold coin is really tough to get. After the big jump, at around the
halfway part of the next turn, turn onto the grass. Now, go slow. This is
actually a ramp that doesn't work all the time, but it's the only way to get to
your destination. If the angles are all correct, and you start angling to your
right towards the crest, you should be able to get onto a roof with a gold coin
on it.

5. The main road will start to go downhill. Head onto the shoulder of the road
(i.e. be as close as possible to the wall.) Soon, you will see a tunnel with
two arrows pointing towards it. Follow that tunnel, but don't go too fast. At
the end, you will land on some buildings. Stop, then just go slow and you will
land on another rooftop, which has a gold coin on it.

6. To the left of the main road there is a green arrow strip. Hit it at around
90 to 100 MPH or so, and try to angle right, not dead center. If you have the
right speed and the right angle, you will get a gold coin on a bridge that goes
over the main road.

7. Follow the same steps as in gold coin 7, except be exactly right on target
(dead center) and have a lot more speed. If that's done right, you will land on
this transparent glass road. Follow it and gain speed. Once you get off, you
will land on this dirt road, and once you go off the crest, you will go flying
through the air to net yourself a gold coin.

8. At the start/finish line turn around to the left and follow the underground
tunnel. Try not to fall off the edge of this road. Go by the fan, and be
careful through the cracks in the concrete block. Now, follow the road and
pretty soon you should, for sure, see a gold coin on your screen. Drive onto
the dirt to get it. If you want, you can also go up the steep hill by the side
road in gold coins 1 and 2. It has three pillars rising up from the ground,
they are blue and white. Let yourself drop down once you reach the top (there
is a hole) but align yourself with the wings. Go through the fan and then once
the road is about to drop off, slow down and fall onto the dirt. There is the
gold coin on a ledge.

-------------------------- TRACK 4 - METRO --------------------------

1. At the beginning of the race, go up the hill and once you're about to make
the big jump, align yourself a bit to the right. You should go on top of some
buildings and you should find a gold coin there. I found this coin without even
knowing it! I didn't even see it coming!

2. This will be tough if you don't have the engine power on you. Go a little
farther down the course and then turn around. Come back to the big jump, make
it, and then you should go flying into the gold coin. If you don't get it, you
should at least notice it.

3. Drive down to the end of the long straightaway at the far end of the course
and then turn around. If you're driving fast enough, you should net yourself
the gold coin as you go flying through the air towards the advertisement
quarter pipe.

4. New advertisement deal: you can get 5 GOLD COINS in this area! Yes, you can
get them all using the same process. Just go up that vertical road by the
bullet train. This first one is hanging in midair. If you have enough speed at
the top, you should get some air, start falling to earth, and fall into the
gold coin.

5. Go up the vertical road by the bullet train path once again, but slow down
at the top, then stop. Go onto that ledge you see, then just slowly go off of
it at the far end. You should be falling into a halfpipe. Once you hit the
ground again, you should be in the halfpipe. There is a gold coin at the
bottom. Read on for more money.

6. Drive off the edge of the halfpipe at the bottom. You should be falling
towards a rooftop which has a gold coin on it as well. As long as you get it
right, you should be getting yourself on the rooftop. Drive around to get the
coin. Read on for more gold coin madness.

7. From gold coin 6, look for a break in a fence. No, not on the side of the
vertical road and the halfpipe, but on another side, where the red building is.
Your mission, should you decide to accept it: drive off of this ledge at around
40 to 50 miles per hour. The trick is to land on a ledge of that red building.
If you do land safely, look for a gap in the building structure. The gold coin
is in that gap.

8. Go up the vertical road just one more time - because this has to be the
coolest way to get to a gold coin. Now, stop once you hit the top and go to
that ledge that you go onto to drop down to gold coin 5. Now, accelerate and
aim just a bit to the left of the edge. You'll go flying through the air and
you'll land on top of a skyscraper if you followed instructions correctly. If
you didn't...well, you'll most likely be cinder. Do not be fooled! The gold
coin is not in the air! The gold coin is on the roof of this skyscraper, look
around to get it.

-------------------------- TRACK 5 - MISSION ------------------------

1. After the point where the road branches off and then returns to normal, stop
at around the point before the small rise up into the first long turn. Then
turn around and look to your right. You should see a green arrow strip going
inside a building. The trick is to approach it in first gear, then go on the
arrow strip, holding the brake and trying to swerve sideways to the left,
perpendicular to the walls on both sides. It's not easy to do, and will require
patience. But if you're lucky (hey, it happened to me, why can't it happen to
you?), you will stop on this narrow bridge. Drive across the bridge to get a
gold coin on the other side.

2. Continue down the road until you reach the big hill. Slow down to around 100
miles per hour. Now, stay to the left, but start going to the right as you
approach the crest. If you did this right, you'll end up on the area below the
advertising halfpipes, above the long arrow strip. That was the hard part. Now,
turn around, and drive down, and you should go onto a building ledge with a
gold coin on it. (If, of course, you followed instructions).

3. After the big jump, slow down and look to the right. You should see a dirt
road, now take it. It will lead you into a shortcut. Just keep on following it
- there's no gold coin in here but it leads to one. Once you exit, get to the
right onto the dirt road away from the water, and hit the narrow ramp at around
150 MPH. (That's the one to the left.) You'll go flying through the air onto
another roadway above the actual course. Keep on going, while avoiding the
miniature bullet trains. Just go as fast as possible while staying in the
middle of the road. You'll probably be going really fast now, but don't stop.
There is a gold coin straight ahead, towards the end of the road. If you don't
have time to stop after you hit it, keep going and eventually you will be
placed back on the track as you go off the course area.

4. This might be a bit of a tough one. Keep on driving, until you see a curved
ledge to your left. Just keep driving anyway until you reach the left-right
turn. Then turn around and start driving back the way you came. At the first
right turn, get to the right and go into the green tunnel. If you're going fast
enough (around 100 MPH), you'll fly onto the curved ledge described earlier.
Just keep on driving and you'll fly onto another ledge. Now, it'll go up, and
as you approach the top, start angling towards the right. You will go flying
through the air and onto a building rooftop that has the letter "H" with a
circle around it on the top. There is a gold coin on this roof. (This was the
final gold coin that I found in Race Mode.)

5. About two-thirds through the course, you will see a structure that has green
glass. Keep to the right side of the road, go on the other side of the glass,
and you will be going up a pathway. Stay to the right side and you will see a
halfpipe straight ahead. Continue being on the right side (so close that you're
almost scraping the wall), until you reach the halfpipe. Let it flip you over.
You will go flying through the air (flip yourself upright again with the wings)
and land on a narrow ledge. On this ledge is the gold coin.

6. Follow the steps for gold coin 6 except stay to the left in the halfpipe
area. Turn left, go slightly up the pipe (the two sides are joined now), then
back down. Now, come out on the other side. There are two paths: one takes you
towards the left and one takes you down towards the main road. Take the one to
the left. Just before you enter the building, drop down and search the building
ledge for a gold coin.

7. Just after the point where the path from the halfpipe goes down to the main
road, you will notice an area which is fenced off. In this area is a gold coin.
But you can't get here normally. You have to go back to the start/finish point
and start driving to the point where the roads merge back together again. Now,
start driving down the track, and stay to the left of the yellow and black
lighting. You will see a ship moving from left to right in the river. If you
manage to get on it without plunging into the river, let it take you to a pier.
Now, drive off the ship there and look for a gap between two buildings. Turn
left, then turn right, then turn right, then you will be in that fenced off
area where the gold coin is.

8. Turn the backward setting on. Turn around and drive to the point where the
two roads merge back together. Start driving down the track and stay to the
left of the arrows pointing right (>>>). Now, jump on the ship and keep going.
The instant you land on the top floor of the parking lot, STOP. Now, go into
the tunnel that has arrow signs on the floor. Stay to the right and start going
to the left. Now, once you get out of the tunnel, aim left so you are on an
arrow strip. Let it take you. Once you land on the rooftop, stop or let the
sign stop you. Now, turn around and look for a bridge going to another rooftop
- the gold coin is on that bridge.

-------------------------- TRACK 6 - PRESIDIO -----------------------

1. Once you enter the city for the first time, slow down to approximately 90 to
100 miles per hour, then you should get a gold coin behind the monorail tracks
at the first jump.

2. At the top of the hill, go onto the left side of the road. Once the road
drops off, you will go flying through the air and hopefully into the gold coin.
That must be curious for motorists...gold coins levitating above them...

3. Once you exit the city for the first time, drive through the Presidio and
enter the city once again. Go to the side of the road on which the red switch
is on. You will go flying through the air and onto a path above the main road.
Follow it onto a dirt road. Just keep on following it, though. Once the road
starts to rise, pretty soon you'll go flying over the main track and into a
gold coin.

4. There are two ways to get this coin, but both of them lead to the same
place. Preferably use plan A first, then go to plan B if you missed the
opportunity for plan A or crash while working on the coin.
 a) After you've gotten gold coin 3, keep going, but try not to get into an
accident. Just follow the road, then pretty soon you will be able to get to the
right slightly. Start angling right. You will go flying over the main track and
onto a bridge that is curved. Start driving around it, and when you get dropped
off at the end, you will have scored a gold coin in the air.
 b) If you missed this opportunity, there is another opportunity to get to the
bridge. Press C-up to put yourself back on the track if you're in trouble. When
the road goes up and starts curving right, then there is a sharp left turn.
Stay to the left here, but start angling right. You will reach a big jump. Aim
right and you should land on the bridge (just be patient here, I got in trouble
but landed it the first time, but try to be careful). Now drive to the end, and
collect the coin.

5. At the road below the bridge described in gold coin 4, turn around and you
will see a grass area. Go up on it, it's not that hard. Now, go on the
transparent road just ahead. Drive on it, and once you're dropped off at the
end, go into the tunnel. Slow down. Now, you'll drop off the edge, now use your
wings to straighten yourself out. You might have fallen right on the gold coin,
but if you didn't, drive around and you should find it.

6. This is a trial-and-error type of coin. At the end of the straightaway after
the big jump, you can go between two buildings just after the left turn. Go
between them and follow the shortcut. You will be on a dirt path with magenta
lights on either side. You will go through a tunnel that turns out to be under
the main road. Now, you'll be approaching a loop. Just after the halfway point,
slow down to a dead stop. You will fall down and hopefully into the gold coin.

7. Turn the backwards setting on. Go through the track normally, until you
enter the city. You will make three right turns, then the road will start
dropping down. Slow down and look for a switch to the left. Run over it, then
accelerate to about 135 to 140 MPH and keep it steady around there. If you've
already made a lap of Track 6 you may have noticed lighted arrows blocking off
a path. Those arrows will be gone now. Go up this path at around 140 MPH or so.
You will fly onto a rooftop. Now stop, if possible. Go off the edge that you
were aiming towards when you entered this area, and there is a gold coin on
this rooftop.

8. Follow the instructions in gold coin 7 except go faster after you hit the
switch. Go up this path as usual, but you should be in another area past where
gold coin 7 was once you go off of it. Look around here, and you should find
the gold coin on yet another rooftop. If it turns out you fall off one of the
rooftops, you will be put back on the track.

======================== <<< 9. STUNT MODE >>> ======================

San Francisco Rush (the original) never had a stunt mode. Rush 2 had one stunt
track and that was pretty much the replayability of it. But now, in Rush 2049,
crazy stunts in the City by the Bay can now be done in not one, not two, or
three, but FOUR awesome, and brand-new, stunt tracks. But unlike Rush 2, the
point system is different - plus, there are more bonuses that can increase your
score. Before, if you scored 50 points in one stunt, that was good. But now,
with bonuses and everything, scoring 2,000 points in a stunt in Rush 2049 is
pretty darn fine. And that's how you score more stunt tracks - scoring points.

-------------------------- POINT SYSTEM -----------------------------

All flips, rolls, spins, and twists are counted as a 180-degree rotation being
one. So, say you pull off a flip and then come back to normal position. You
made a 360 degree rotation, therefore you score 10 points, without bonuses. So
here's the point system, followed by bonuses. Obviously, the "x" indicates
multiplication.

---------------------- BASE STUNTS - POINT SYSTEM -------------------

Flip (forward, backward) - 5 points
Roll (right, left) - 5 points
Helicopter spin - 5 points
Twist (multi axis) - 3 points
2 wheels - 3 points
Wheelie (up on rear wheels) - 5 points
Endo (up on front wheels) - 5 points
Air time (for every second in the air over 5 seconds) - 5 points

A flip constitutes your car's nose going down or up, then letting the car
continue to follow that process. A forwards flip is when the car's nose dips, a
backwards flip is when the car's nose rises. Forward flips and backward flips
are shown as two different icons.
A roll constitutes the car leaning to the right or left, then letting the car
continue to follow that process. A right roll is when the car leans to the
right, a left roll is when the car leans to the left. Right rolls and left
rolls are shown as two different icons.
A helicopter spin constitutes the car spinning around in the air and staying
upright, without lean from the vehicle or the nose going up or down. The
direction of a helicopter spin does not make any difference, and it is only one
icon.
A twist is a combination of two or more of the following: rolls, flips, or
helicopter spins. Regardless of direction, there is only one icon used.
A two-wheel stunt is when your car is only driving on two wheels on either side
of the vehicle. This stunt is its own icon.
A wheelie is when your car is up on the back wheels.
An endo is when the car is up on the front wheels (this is not an easy stunt to
pull off.)
Air time is the duration that your car is in the air, and none of the car's
wheels are in contact with the ground.

Flip icons are red.
Roll icons are green.
Helicopter spin icon is dark blue.
Twist icon is orange.
Two-wheel icon is light blue.
Wheelie icon is light blue. Looks like this: (/)
Endo icon is light blue. Looks like this: (\)
Air time icon is pink or purple (depends on your TV).

-------------------------------- BONUSES ----------------------------

Perfect spin bonus (flawless helicopter spin) - 15x
Perfect roll bonus (flawless roll) - 25x
Perfect flip bonus (flawless flip) - 25x

Partial wings bonus (wings used under 3 seconds) - 2x
No wings bonus (wings not used at all) - 7x

(NOTE: If you have only one icon on the right side of your screen, regardless
of quantity, there is an exception: a partial wings bonus is 3x and a no wings
bonus is 8x.)

Triple bonus (three individual icons) - 10x
Quad bonus (four individual icons) - 20x
Rush bonus (five individual icons) - 40x
Super bonus (six individual icons) - 60x
Extreme bonus (seven individual icons) - 80x
Super Rush bonus (eight individual icons) - 100x
Extreme Rush bonus (nine individual icons) - 500x
??? bonus (all ten individual icons) - 1000x (?)*

* NOTE: I've heard that this bonus is known as the Papyray bonus but I am not
100 percent sure of that. In the meantime, I'll keep stunting and see if luck
is on my side, and if I get all ten icons then I'll know for sure.

Let's just give an example. Say, you pulled off the following stunts. You used
the wings for more than three seconds. Therefore:

Roll right 3 ( x 5 = 15)
Roll left 2 ( x 5 = 10)
Multi axis 7 ( x 3 = 21)
2 wheel 1 ( x 3 = 3)
Air time 2 ( x 5 = 10)

Stunt base total: 15 + 10 + 21 + 3 + 10 = 59
Rush Bonus x40
Total: 2360 points.

And there you have it, ladies and gentlemen, boys and girls. The stunt mode
point system.

---------------------------- STUNT TRACKS ---------------------------

Stunt Track 1 - This is the only stunt track that you start with at first.
There is one main tower right in the center of the level and several other
pyramid-shaped jumps around the perimeter. Outside the jumps are orange and
blue windows which form a slope that takes you up. Therefore you have several
opportunities to score major points using the wings. You will have to sacrifice
wing bonuses for icon bonuses if you want to score big points, but that's your
choice - but Stunt 1 will be the easiest place to score major bonuses - I
scored 64,643 points here with an Extreme Rush bonus!

Stunt Track 2 - Stunt Track 2 is only unlocked after you score 100,000 stunt
points cumulatively. It may take you a couple of days, though. There are three
areas with green arrow pads that can give you lots of air and stunt
opportunities. Mainly halfpipes and quarterpipes against the walls. A few odd
jumps, too. Like on Stunt 1, you can get major points if you use your wings.
But what would you rather have - just a triple bonus and partial wings, or a
super Rush bonus?

Stunt Track 3 - At 250,000 cumulative stunt points, you can head into the oasis
area, or Stunt Track 3. The course is irregular shaped and has plenty of odd
jumps - so it's going to be hard to get major icon bonuses here. But on the
other hand, it's easy to get partial wings and no wings bonuses here if you
just let yourself stunt without the wing help - and hope for a good-sized
reward.

Stunt Track 4 - Once you score half a million stunt points, you will head to
the warehouse and Stunt 4. This is the biggest stunt track in the game, but
also the most difficult. There are plenty of jumps, but not like in Stunt 1 and
2, where you can successfully control yourself with the wings - several
peculiar outcroppings and plenty of levels above the main level below. Just
leave it to the jumps like in Stunt 3 and let yourself have a few good flips -
and maybe even get some good points, too.

====================== <<< 10. BATTLE MODE >>> ======================

You might just write Battle Mode off just as a bit of an afterthought to the
game. After all, you'd think they could just claim it's adrenaline cubed
instead of adrenaline squared, no? But you are hopelessly wrong if you think
that way. Battle Mode is its own mode and is intended for two to four players.
It's somewhat like Mario Kart 64's battle mode, but instead of losing a point
when you get hit, a player gets a point when they successfully defeat (or
"kill") someone.

------------------------------ RULES --------------------------------

Players decide on a certain arena and how many points to play to (5 through
50). They can also decide whether to play with negative points (described
later). Cars are selected normally and they're off.

At the bottom of each player's screen is a life meter and as players get hit by
weapons, the life meter decreases. Once it runs out, the player's car explodes.
Life meters are decreased by using weapons (see next paragraph). There is also
a point display in the corner of each player's screen. It has a different
colour behind it and if in any case the colours are the same for two or more
players, they are on the same team.

Lying around the tracks are weapons (which emit different hues from the top),
which are used by pressing the Z button. There are also some power-ups that can
make you invisible, shield you, or recover your life meter.

Players score points by using weapons and being able to make other players lose
life meter area and explode. The first player to reach the point goal wins. If
negative point mode is on, if a car rolls over and explodes by its own doing,
one point is taken away from that player. If negative point mode is off, no
points are awarded or taken away.

------------------------------ WEAPONS ------------------------------

Pea shooter - This weapon is available when you have no other weapon that you
have at the time. It is a good "diversion" weapon but the power is pathetic -
you need about ten accurate shots to take your target out. You're definitely
going to want to pick up something a little bit more damaging. The bright side
is that there is no limit to ammunition.

Gatling gun (yellow light) - This weapon is somewhat like the pea shooter but
has a little bit more power. It's also good for diversion but you need to be
pretty accurate. This isn't the best weapon out there, because it won't destroy
your target in one shot (it'll destroy your target with about five good shots),
but at least you have 100 bullets available to you.

Grenade launcher (green light) - This is pretty tough to work with but it can
be very effective if you are in pursuit of a target and he's not swerving. When
you launch one of the 20 grenades, it will bounce about five times (and bounce
off walls and the floor as well), and then detonate on its own. But if it's
close enough to a car, it will explode close to it, but it's still not that
good for sniping purposes. You'll need two good shots to score a point here.

Battering ram (black light) - Another tough one to work out. But it's effective
if you have speed advantage over another player. You don't need the Z button to
fire this weapon, but you do need to drive. To use this weapon, drive into
someone. They will explode on contact, but the trick is to get to someone
(therefore, if someone has driven into the wall, you could be cheap, pick up
the battering ram, drive to them and make contact). You can hit someone five
times until it's discarded. If you're traveling not much faster than your
target, you will still make them lose some part of their life meter, but not
the whole life meter.

Sonic blaster (white light) - Find this weapon as soon as you can because this
is one of the best ones to have. To use this weapon effectively, get up close
to someone, then press Z to release a circular shock wave that will make
players lose part of the life meter for sure. The closer you are, the more
effective this weapon is. If you're playing with negative points, this weapon
is very useful in flipping players over and causing them to lose points. This
can be used five times. If you're really close, this can work in one hit. It's
most effective when you are stationary, though, and timing is the name of the
game.

Land mine (red light) - This is a neat weapon to use. When you lie down one of
the three mines, they're on the track. If anyone runs over them, the land mines
will detonate (whoever planted them is shown by the colour coming from them.
Player 1 is blue, Player 2 is red, Player 3 is yellow, Player 4 is green.) But
if you run over your own, the land mine is deactivated and picked up (but you
don't get the mine back). This is good to use in weapon respawning areas -
opponents will have to be careful if they want to pick a weapon up. It's also a
good weapon for chasing people into.

Guided missile (cyan light) - This is another great weapon to use in Battle
Mode. The guided missile locks on to another car's path and if it makes
contact, the other car explodes - it's a one-hit weapon - but the trick is that
it doesn't shoot very fast and doesn't work when the enemy is behind a wall.
Once you get a clear shot, fire one of the 3 missiles you get with this weapon
and try to take them out. Since the missiles are relatively slow-moving,
they're pretty easy to dodge.

Plasma cannon (orange light) - Originally called the rail gun, this weapon,
when picked up, gives you twenty shots. The cannon shots are relatively
fast-moving and are great sniping weapons - but the thing is, it's somewhat the
same as the gatling gun in the strategy - even though it only takes two hits to
kill.

Rocket launcher (blue light) - This weapon, when picked up, gives you 20
rockets that you can shoot. They are unguided and are just barely faster than
the guided missiles, so they aren't very good to use - but at least with two
good shots, you can take your opponents out.

Invisibility (white eye icon) - The Invisibility, Shield, and Repair icons all
move around the arena randomly. The Invisibility icon, when you drive into it,
makes you invisible to all players (but they can still spot you coming with the
player arrows) - they can not see you, and they can not attack you either
because the weapons can not do any damage. It only remains on for thirty
seconds or so, so attack quickly. When you use your weapon you will be visible
for a brief moment.

Shield (blue shield icon) - The Shield icon puts a barrier around your car
which does not make you invisible, but when someone fires a weapon at you it
will not do nearly as much damage. There's no question there will still be some
damage done, but not very much of it.

Repair (red wrench icon) - This is the best thing to pick up, and sometimes
it'll be right under your nose. The Repair icon completely refills your life
meter. COMPLETELY. They are usually difficult to reach, but one thing's for
sure - if you're getting attacked, rush to them quickly.

----------------------------- BATTLE ARENAS -------------------------

Battle 1 - A circular battle arena with plenty of jumps on each side of the
arena. Since there are jumps, this arena is a good place to play in for
negative points, because it is possible to flip over and crash if you take the
jumps wrong. Since there are plenty of platforms around the outside perimeter,
sniping is a possibility. If you take a jump correctly you can jump up onto a
platform and get yourself a good position for ambushes. The outside path is
clear but the inside can be a good place to be sneaky.

Battle 2 - A rectangular battle arena with two levels. On two opposite sides
are ramps that can let you go up towards the second floor. This gives you an
excellent opportunity to ambush someone. This is also a good place to play in
for negative points, because if someone makes a mistake they probably won't be
able to make a complete flip and land on their front wheels. There is a
separate area where not many drivers will notice you - which can work to your
advantage.

Battle 3 - A rectangular battle arena with two levels and at one point a
quarterpipe. Like Battle 2, there are ramps that let you go up towards the
second floor. Towards the middle of the level there are two lakes that are easy
to snipe from. This is another good arena to play in for negative points. Like
Battle 1, there are some platforms that you can sneak up around.

Battle 4 - A basically circular battle arena with four ramps all going towards
the center. The outside is basically clear with the exception of some
structures with different coloured fire coming from them. But the structures
still help to sneak up on someone. Flipping over is a hard thing to do in this
arena, so chances are you will not lose many points if you play with negative
points in this arena. The place that all the ramps lead to is also a good place
to ambush someone. Look for Repair, Invisibility, and Shield icons in the
middle of the arena, top and bottom level.

Battle 5 - This is one of three street courses in battle mode. This first one
has the roads basically arranged in a 2 by 4 pattern with one main road at the
top of the arena and one at the bottom (but this is not a two-floor arena),
along with a platform that is basically the entrance to a mall. Your only
possible source of hiding is some tunnels towards the lower road, and some
building shells on the side roads, plus a side road connecting two of the main
side roads. Chances are you will see a lot of pursuits here, but not much
ambushing.

Battle 6 - This is a very complicated arena because there are roads going all
over the place. There is an underground tunnel that has paths looking like
this:

     /   |   \
    /    |    \
    |____|____|
    \    |    /
     \   |   /

...and also some parking lots at both ends of the arena. Also look for some
other platforms around the arena that can easily be used for ambushing
purposes.


Battle 7 - Like Battle 5, this is an arena where you will not see very much
ambushing, but a lot of pursuits. The good news is that you'll have a lot of
room to do them. There are three main roads that intersect with four other
roads, and there's a lot of space between them. There are plenty of building
shells around, but you probably won't be using them much. Since this arena is
the largest in the game, you can expect battles to take a little while.

Battle 8 - This level goes back to an indoor formula, but a very complicated
one at that. There are two floors, and one of them has an area that is a little
bit lower than the main level. The second floor has plenty of tunnels and side
branches. Expect a lot of strategy here, because the arena doesn't have enough
hiding places for ambushing and not enough size for pursuits.

======================= <<< 11. OBSTACLE MODE >>> ===================

This will only be earned once you score one million stunt points. This will be
one of the toughest tests to pass in Rush 2049, so make sure you have what you
need. You hopefully should have all the options you need to tackle it by the
time it is unlocked.

So here's a full room walkthrough:

Room 1 - Swinging spikes

This will be where you start. The spikes will all knock you into a bottomless
pit. If at any time you fail to complete a room, you will have to start it all
over again. The speed of the spikes vary - in order, the speeds are: medium,
slow, fast, slow, medium, slow, fast, slow, fast. If you can remember that,
you'll have done half the job. Then, you have to stop and go, assuming that a
spike is coming. "But where do I stop?" At the parts of the path that have
light shining on them (not the dark spots). If you can remember all that, you
shouldn't have a hard time mastering this room.

Room 2 - Slime pit

Ugh. Now this is what it's like in the sewer. If at any time you fall into the
slime, you will have to start all over again (but not from the beginning). As
you drive down towards the pit, you'll notice some jumps going up and down.
Take the middle jump, preferably, and if you have good speed after the dash
arrows, you should clear the pit and land on solid ground. Stay on it and don't
touch the slime, and you will have mastered the second room. That's the biggest
mistake players make. You must stay on the descending ramp.

Room 3 - Opening and closing walls

This is more like a mini-room than an actual room. The columns move up and down
at different speeds. Chances are that if you take off from the slime pit area
at full speed, you'll crash. Take it slowly and try not to get crushed. Once
you see an opening, go through.

Room 4 - Fan

You could call this a windmill if you want. All you have to do is get through
there without getting hit by the blades. This is easy if you've got the right
timing. The blades don't move too fast anyway.

Room 5 - Moving walls

The walls here will move up and down, stopping you from driving directly
through. So, here's the strategy: when a wall is open and you can drive
through, use the stop and go strategy described in room 1. Never stop on the
arrows that point ahead, though - that's where the walls close on. If you're on
them, you'll get crushed and you'll have to start all over again. There are
seven walls in all to navigate, and remember not to go too fast.

Room 6 - Tunnel 1

This is a simple right-hand turn that is also a pipe. Play safe and drift off
to the left side of the pipe. Then, once the turn is almost over, go down
towards the bottom, and prepare yourself for the next room.

Room 7 - Moving floor

This room will require a lot of speed to get through. Come out of the tunnel
with a lot of speed and you will hit a jump. It will send you flying through
the air and you will see that the floor is on chains, and it is getting pulled
up and down. If you have enough speed on your approach, you won't have to worry
about this altogether. But if the situation comes that you do not have enough
speed, make sure that the floor is high enough that you can fly on and get off
safely, and then go into the next room.

Room 8 - Falling rocks

This is another tough room, and works the same way as Room 7. You will approach
it, and then go onto an arrow pad. Then, you'll hit a jump and go flying
through the air over a bottomless pit - sounds simple enough, right? Problem is
there are falling rocks. They fall about every three seconds, so keep that in
mind. If a rock has just fallen as you approach, you should make it across
without any problem. Land on the lighted arrows to prepare yourself for the
next room. If you lose control on the approach and crash, you'll have a hard
time when you try it again.

Room 9 - Tunnel 2

This is just like Room 6 except it's now a left-hand turn, therefore you have
to reverse your strategy - drift off to the right side of the pipe. Once the
turn is almost over, go back towards the bottom and prepare yourself for the
next room.

Room 10 - Rough ground

The objective of this room is to navigate some rough ground that can easily
cause you to flip over and crash. Forget about all that rough ground. Instead,
as you come out of the tunnel, keep between the left and center. If you're
traveling at around 140 MPH or so, you will go flying over. Don't be afraid to
use the wings if you're in trouble. After you clear the first set, you'll have
to navigate another set. Just take it. If you do clear this second set of rough
terrain, but you're in danger of crashing, just press C-Up and you should go on
to room 11. But if you can't clear this the first time, it'll be hard to clear
on the second and consecutive attempts.

Room 11 - Pillar rows

After you clear room 10 you will hit this long straight, then you will reach
some pillar columns with narrow spaces in between them. Shift down to second
gear at the highest RPM (approximately 100 miles per hour) and then navigate.
After the first set, just go a little left for the second set, then go right
for the third set.

Room 12 - Tight squeeze

Chances are, this will be the room that will catch you off guard. There are two
lighted arrow paths on the ground, that both lead to narrow passages, then you
hit a jump. As you go flying through the air, you will have to use your wings
to put yourself at around a 90-degree angle, because you can't fit in normally.
As you go off the jump, use your wings, and you should be able to get through
the room - you might not get it on the first try. If you use a car like the
Venom or Mini XS, or otherwise a car that isn't all that tall, you shouldn't
have much of a problem with this room.

Room 13 - Tunnel 3

After completing room 13 you will have to go through yet another tunnel. This
is the exact same as room 6, so read that section, because this is the exact
same as that room.

Room 14 - Moving horizontal walls

Once you exit the tunnel you will reach some walls that move out from the
actual wall of the room itself. This room is actually not difficult to navigate
if you slow down first. All you have to do is just make sure you can do some
quick moving of the Control Stick. Some walls that look like they will move
actually do not move - so keep that in mind as well.

Room 15 - Lava jump 1

This is a really cool (well, the temperature sure isn't) room - but I should
probably give you fair warning. It's not easy. You have to approach the arrow
strip at around 95 miles per hour or so. Then you have to go through the
burning flames (not below them, they're really pillars that come from the
lava), then jump over the lava, through a space into the next room. The reason
you have to approach slowly is because you will fly too high and miss the
opening if you approach at a high rate of speed.

Room 16 - Vertical jump up

The only room that is more difficult than this is the 18th and final room. The
trick to master the vertical jump is to jump up, then use your wings to flip
onto the angle of the other set of lights. Then, quickly flip yourself upright.
It's not that difficult if you know what to do.

Room 17 - Tunnel 4 and lava jump 2

These two rooms are combined into one room. For tunnel 4, use the same strategy
as you did for room 9 (the second tunnel), since you're turning left. Then,
once you come out you will go through a loop. When you come out, you will see
an arrow pad and three jumps. You can go slightly left or right on the middle
jump. You will go flying over the huge lava pit, and hopefully you will land in
either the left or right tunnel. If you don't, well, you probably won't crash
but you will burn - in the lava.

Room 18 - Vertical jump up/down/up, finish

This is the final - and most difficult - room to navigate. After the lava pit,
you will go down this passageway and then merge with the main one. For your
first vertical jump up, use the same strategy as you did for room 16. The
platform won't be too high, though, so you'll have plenty of time to flip
yourself upright. Then go off the other end slowly because this goes down.
Then, speed up and follow the same strategy as you did for the last vertical
jump. If you've made it through all of this, then just burn it down the final
straightaway and into the stadium area. Head towards the checkered platform and
you will finish the obstacle mode in style, flying through the air and if you
went fast enough, onto (and maybe even onto the ramp above) a platform that has
the Rush 2049 logo on it.

================ <<< 12. RACE MODE SHORTCUTS >>> ====================

This section goes through all the shortcuts for each track, and even shortcuts
branching off of shortcuts or going into shortcuts - argh, anyway, here's a
full listing!

TRACK 1

1. At the beginning of the track, keep to the left until you see a sidewalk
that leads to the Palace of Fine Arts. Go down this sidewalk and you will go
into a building. Inside this building is a shortcut which contains a silver
coin that doesn't save a lot of time but can get you a bit of a jump on the
field off the starting line.

2a. After the big jump over Lombard Street, and the first small right turn,
look to the right for a dirt path. Follow it and hit the switch. You will head
into the BART subway tunnel. Now, start turning right after you cross the
subway track. You will see a ramp, stay to the left as you go off of it so you
don't hit the portable toilet. You will go onto a bridge, into a tunnel which
contains a gold coin, onto a loop, then back onto the main track. This is most
likely the most incredible shortcut in Track 1.

2b. If you decide to turn right at the subway tracks (NOT onto shortcut 2a),
keep going and then turn right once you reach the next area - be careful of the
pillars. Follow the directional arrows that you see, and you should come out of
the subway - but be careful because you may smash into a wall once you come
out. Be ready to turn right.

2c. If you missed the previous shortcut altogether there is another opportunity
to get in. Once you reach Market Street (the long straight up on the top-left
side of the track map), look to the right for two arrows going down into a
subway. Once again, follow the arrows to come out where shortcut 2b came out.

3. If you missed shortcut 2a and 2b, you can take this shortcut that may seem
like a "hot-dog" shortcut, but it actually saves time because you're traveling
a little faster. As you come onto Market Street, stay to the left and go
through an arch on the left off the road. You will go onto a transparent ramp
(which is slightly faster because you travel faster when you're in the air),
then come out as you're about to go into the reactor tunnel.

4. As you come off Market Street onto the next long straight, stay to the right
and slow down. Hit the switch you find on the sidewalks, now, to the left there
will be a wall that now is a transparent tube (just about where shortcut 2b
came out.) Follow it (there is a gold coin in this shortcut), and you will come
out on the final straightaway before the start/finish line.

TRACK 1 BACKWARD

1. See shortcut 2b for Track 1, except follow it backwards, and it is just
after the first turn.

2. As you come onto Market Street, stay to the left and look for a switch. Hit
it and keep going onto a blue and white ramp. You will go onto a rooftop and
then into a tunnel. You will fall out, now turn left (a hard left turn is
required) and you will be heading towards Lombard Street.

3. See shortcut 3 for Track 1, except do it in reverse.

4. See shortcut 1 for Track 1. Be careful when you enter (slow down and stay on
the bank), but exiting is not a problem.

5. See shortcut 4 for Track 1, but when you approach the start/finish line,
look for a switch on the left. Hit it, then go onto the grass to the right
after you cross the start/finish line - you should enter the transparent tube.

TRACK 2

1a. This is the big shortcut on Track 2. After the first turn, drive down the
sidewalk on the right side of the road. Hit the switch after the first time the
sidewalk turns left. There will be a ramp that rises up in front of you, just
take it. Now, you will go onto a ledge off the side of a building, and there is
a jump just like the one you just took at the end of it. You will go onto yet
another ledge, which has another ramp that has tire marks on it. Follow that
ramp. You will go through a windmill (watch the spinning blades!), over some
arrow strips, and into a tunnel. You will go through some water, onto an arrow
strip, then into the air. You will land on a sideroad, follow it onto a dirt
path, it will drop you off back on the main road.

1b. If you missed the ramp that had tire marks on it, then go onto the dirt
path. Don't hit the switch on the wall, you will go over the main road, over
some lighted arrows, and onto a dirt path which has a wall to the left. It will
gradually go left, and eventually you'll be on the sideroad where shortcut 1a
was. Follow it to be dropped off back on the main track.

2a. After the point where shortcuts 1a and 1b come out (by the striped arch),
keep on driving. Soon, you will see a red switch to the right, and you will see
some red lights on the left side. Hit the switch and go between the wall and
the red lights, so you're going off the main road towards the glass (there was
a wall that originally said "RockNRoll" there, it is gone now, revealing a
glass room. Follow the dirt road, onto a short arrow strip. Now, there are two
places you can go: at around 150 MPH, you will go onto a platform that has a
long arrow strip on it. Between 150 and 180 you will smash into a platform
above. But at 180+ MPH, you will go onto that platform.

2b. If you missed shortcut 2b, go between the first and second set of red
lights. Disrespect the warning cones and go through. You will go flying through
the air, and most likely back on the main road. It's not a big shortcut, but
it's a shortcut anyway.

3a. After shortcuts 2a and 2b, you will see a tunnel and two sideroads on
either side. Take the right one. Increase your speed and you will go onto a
platform. Follow it into a parking garage, and keep on driving until you see
some warning cones. Go through them and you will be dropped off near the lava
lamps.

3b. At the tunnel where you enter shortcut 3a, go to the left of the tunnel
onto that sideroad. Increase your speed, you will go onto a platform. Follow
it, and eventually you will get dropped off in the same area where shortcut 3a
comes out.

3c. You can use this shortcut from the entrance of shortcut 3a or 3b. If you
are taking shortcut 3a, stay to the left. If you are taking shortcut 3b, stay
to the right. You will go onto a road. Take one of the ramps, or the tunnel, it
doesn't make a difference because they all bring you to the same place. You
will eventually be dropped off near the lava lamps.

TRACK 2 BACKWARDS

1. See shortcuts 3a, 3b, and 3c, except follow it backwards. To reach the
entrance to all of the shortcuts, go up the dirt path.

2. After you exit the tunnel, you will go a little downhill and then the normal
course turns left onto an exit ramp. But hit the ramp (do not stay on the
freeway, it sends you into a bunch of signs that say "WRONG WAY"). You will go
into a circular tunnel. Follow the green lights, it will take you upside down
and then back down again. You will come out of the tunnel onto a dirt path,
then fly back onto the main road.

3. See shortcut 1b, except follow it in reverse. The entrance is just after the
striped arch, to the left of the lake. Once you reach the second dirt path,
don't hit the switch, it brings a wall out. Follow the shortcut and it will
dump you back on the main road.

TRACK 3

1a. Once you get onto the long straightaway, take the right service road, and
follow it. Turn right onto a ramp with a switch on it. Hit the switch and you
will go flying through the air, and in between a building and its roof (you
made the roof go up when you hit the switch). You will land on a side road, now
follow it. Now, you will go flying through the air and into what looks like a
blue force field. It doesn't work very well, obviously, because you will go
flying into a building. Go out the other side and into shortcut 2b.

1b. If you missed shortcut 1a you can get another opportunity to shave off some
time. When you see the small ramp (next to the ramp you went off with the
switch on it in shortcut 1a), go onto it. You will go onto a blue and black-lit
banked track. Follow it and you will come out next to some blue and black
pillars, which are next to the main track.

2a. Back on the main track you will go through a tunnel with a red light
blinking when you enter. As soon as you exit, turn left and you will go onto a
side road that goes gradually up. Follow it and you will jump over the main
track onto that sideroad. Keep on following the sideroad and you will jump over
the main track once again. Soon you will reach a huge satellite dish, from here
you can turn right into shortcut 4a or 4b or keep going. Keep going and you
will eventually drive back onto the main track.

2b. Just after the entrance to shortcut 2a, there is a pale yellow-lit tunnel.
Enter it and follow. At the end there is a jump, and you will go flying over
the main track onto shortcut 2a.

3. After the road turns to dirt turn right onto the mountain slope. Drive up
it, then once you reach the summit go into the hole, and drop down into the
shortcut (this is a BIG time-saver if you get this right.) You will drive
through a tunnel then into this open area. You will be driving through a
windmill, then make a jump, then hit the switch to open up the wall with small
cracks in it. Then, you will go through another fan. Keep following the path.
You will start going up hill then go flying through the air and past the
start/finish line!

4a. Go onto shortcut 2a and follow it. Once you reach the huge satellite dish,
turn right into the tunnel. Keep on following the road. Pretty soon you will
reach a fork where you can go right or left. Go left, the right shortcut is
shortcut 4b. Follow the path and you will be past the big jump, just before the
final turn.

4b. Go onto shortcut 4a. At the fork, turn right. You will hit a "pressure
point" and the road will drop, revealing a secret path. At the end of it, you
will go flying through the air. Be careful not to angle too far left at the
exit, you will hit a building if you do. Also be careful of the jets flying
over. They are pretty good fliers, but it's not nearly as fun to watch when
you're about to collide with them. You will go flying through the air and
hopefully onto the main track.

5. As you head down onto the final straight, keep to the left until you see an
arrow strip ramp. Go up on it. You should go flying through the air and onto a
glass ramp. Follow it and it will dump you off (conveniently) on shortcut 6.

6. At the end of the track, turn right into the space between the two pillars
to the right of the main road. Or, just get dumped off after shortcut 5. Go up
the hill past the bridge and go flying through the air to skip two whole turns
and land on the long straight where shortcuts 1a and 1b are.

TRACK 3 BACKWARDS

1. See shortcut 3 except follow it backwards. At the beginning of the race,
turn right to enter it and go into the tunnel. The only difference is that
there's a jump getting you onto the next road. You will probably be getting big
air when you come out.

2. See shortcut 4a except follow it in reverse. It is just after the sharp turn
before the big jump. Enter the tunnel to enter shortcut 4a. At the end, just go
onto the arrow strip.

3a. See shortcut 2a except follow it in reverse. The entrance is just after the
big rise - stay to the right of the road and you will enter the shortcut.

3b. See shortcut 2b except follow it in reverse. Turn right at the dirt path
and then you will enter the shortcut. When you exit, if you're traveling fast
enough you will go into shortcut 4.

4. See shortcut 1a except follow it in reverse. To enter it, exit shortcut 4.
At the end of the shortcut will be a switch - hit it to raise the roof, then
jump back onto the main track.

5. Just after the yellow and black pillars, you will see shortcut 5. It is the
same as shortcut 1b for track 3 normal except you are following it in reverse.
You will come out at about the point where shortcut 4 comes out.

6. See shortcut 6 except follow it in reverse. It is just after you get off the
long straightaway before the start/finish line. Follow the dirt path up the
hill and go flying into the air.

TRACK 4

1a. Just after the big jump and the left turn, right away you can make a right
turn onto a side road. It's about halfway down the straight so look out for it.

1b. If you miss shortcut 1a, you can take another sideroad just a little
farther down that straight. Both are handy ways to shave off a bit of time.

2a. At the end of the California St. straight (the last straight before the big
jump, you will see a blue building to your right, with a gap. Enter it, and
then you can go back onto the main road, saving a little time.

2b. You can continue your off-road excursion by going into the tunnel that
slopes downwards. Once the tunnel ends, you will be dropped off right at the
jump.

3a. After the advertising quarterpipe section, start going up the hill, aiming
slightly to the left or right. Once you get some air you will be going on some
sideroads. Depending on which sideroad you're on, quickly turn left or right.
Then, hit the switch in the center and go flying through the air. At the end of
the straight there is a small opening just behind a warning cone. If you get
through, you'll go into a secret area. Make a left turn and then turn left or
right for a loop. Go in between the two bullet trains when you come out and hit
another switch, then look for a door opening on a quarterpipe. You will come
out on the main track. This shortcut is for hot dogs only, because it doesn't
really shave off any time. As a matter of fact, it's a time waster - too bad
there aren't any coins in there.

3b. If you miss shortcut 3a, at the intersection of Duboce and Fillmore
(according to the signs on the traffic lights), just stay slightly to the right
of the tunnel. You will go into a narrow train track tunnel and there will be a
fork pretty soon. Turn left or right, then turn left or right again at another
fork. Start turning left and you will come out (gulp) on the bullet train
track. Just hope that there isn't anything there.

4. As you go down the road parallel to the bullet train track, you will see
some pillars. At the second one, turn left and you will see a vertical road.
Speed up it as fast as you can, then once you hit the crest, if you have enough
speed, for sure you will get some huge air. But you don't necessarily need it.
Towards the top, slow down, then align yourself for the sharp decline down. At
the bottom, turn left to get back onto the main track.

5. This is an alternate path, really. Just before the sharp turn towards the
end of the course, you can turn left and go through a parking lot and shave off
a little time. It's not nearly as hard to turn, and the computer-controlled
drones will use this shortcut, too.

6. At around the point where shortcut 5 is, hit the switch to the right. The
"Cheps" sign will move down exposing a secret path. Enter it to go around a
vertical loop and skip a few turns of the track.

TRACK 4 BACKWARDS

1. See shortcut 6 for track 4 except follow it in reverse. To open up the
shortcut, hit the switch right next to the pillars (past the warning cones that
block your path from the first turn) and the "Cheps" sign will open right in
front of you.

2. See shortcut 4 for track 4 except follow it in reverse. It's just after the
quarterpipe between the two blue-lit buildings.

3. See shortcut 5 for track 4 except follow it in reverse. You probably should
make a sharp turn when you come out, though - otherwise you'll go flying into
the fence.

4a. See shortcut 3b for track 4 except follow it in reverse. Before the two
turns that lead to the tunnel you will see the opening.

4b. To the left of the opening to shortcut 4a there is another opening. Now see
shortcut 3a for track 4 except follow it in reverse. At least you can get a lot
of speed once you come out at the Duboce/Fillmore intersection.

5. After the advertising quarterpipe, start going up the hill and aim towards
the left. You will go into this tunnel. Now look at shortcut 2b and 2a for
Track 4 except follow it in reverse. Just look for the hole in the building
after you hit the grass.

6a. See shortcut 1a for Track 4 except follow it in reverse - it's about
halfway down the straight, just past the cathedral.

6b. See shortcut 1b for Track 4 except follow it in reverse - it's on the same
straightaway as shortcut 6a except just a bit farther down the road.

TRACK 5

1. When you come down the hill after you start the race, look for a small ramp
to the right. Take it and aim slightly right. You will go onto a rooftop. Aim
between the two walls straight ahead, slightly to the right. You will go down a
ramp onto a side road. You will be heading towards a gallery building. Hit the
switch and go in between the white ramps into the tunnel that the switch as
opened. You will come out after the turn you skipped.

2. At the big jump, aim slightly right. Once you a see a tunnel off to the
right, take it. Then, zip through and you have several options after you come
out: go to the right and fly through the air back onto the main track. Or, you
can keep going straight and go back onto the main track that way. Or, move on
to shortcut 3...

3. After you go through shortcut 2, hit the center ramp (the narrow one) - and
you will land on this elevated road. Hit the switch in the center and
immediately move to the right through the aquarium. You should come back out on
the main track (but aim slightly to the right as you come out, since you'll
smash into a wall if you do).

4. If you took shortcut 3 you can not take this shortcut. Get to the right
after the turn when you come off the road that goes by the lake. You will go
onto a side road, heading towards a halfpipe. Head towards it and then as you
start going onto the halfpipe turn left. If you turned correctly, you should
come out the other end. Now you have two choices: go back down to the main road
or go onto another shortcut...

5. After you exit shortcut 4 you can turn left and you will go into a building
after the road goes over the track. You will take a jump. Turn slightly left
and go out the gap.

TRACK 5 BACKWARDS

1. After the first turn you should be heading uphill towards a building. Slow
down to approximately 80-100 miles per hour and you should fly in through a
building window (try not to hit the ceiling, as you have to go out as well.)
Aim slightly to the right, accelerate, and then go either left or right, trying
not to hit the wall separating the two paths. You'll come out near the small
lake in the urban area.

2. See shortcut 5 for Track 5 except follow it in reverse. The entrance is by
the chicane turn - this road eventually leads to shortcut 4.

3. As you approach the big lake, go off the road and aim between the wall and
the pillar holding up the bridge. You will go through the lake. Aim towards a
tunnel that you see, and then fly through it (this is shortcut 2, except in
reverse). Slow down as you exit to make sure you don't fly into the wall.

4. See shortcut 1 except follow it in reverse - the entrance is seen going into
a building. When you come out of it, hit the switch and drive towards the path
where the pendulum that is rising up is. Drive through it quickly before you
get struck down. Fly out and over the rooftop towards the boat, then head onto
shortcut 5.

5. At high speed, at the road junction turn left and then turn left again. At
the end of the road you will fly onto the boat, then onto one of two parking
lots. Whichever one you land on, turn sharply left to get back onto the road.

TRACK 6

1a. Once you enter the city for the first time, aim to the left of the road,
towards a tunnel that you might see. Head in. You're going to be driving up a
hill, then, at the end, you will go flying WAY over the track. You should land
just on the outskirts just before the right-hand turn.

1b. This is the same as shortcut 1a, except it's on the right side of the road.

2. As you exit the city limits, you'll see a switch. Run over it so that the
switch is green. Here's the tough part: if you look to your left, you'll see
that the guardrail is interrupted in one spot. Slow down a little and go into
that space below the > > > lights. You'll be heading into a green-lit tunnel
(if you hadn't hit the switch, a door would have been blocking this tunnel.)
Drive through it, there are some gentle right turns, take the jump over some
water, then re-enter the course in the second urban area.

3. This is a shorter alternate route if you miss shortcut 3. At around the
point of the switch, turn right (there is a silver coin in this building shell.
Go straight onto the grass, and you should see a guardrail opening that you can
get right back onto the track.

4. As you enter the city limits for the second time, you should see a switch to
your right. Hit it so it turns green, then stay on the shoulder and take the
jump. You should land on a platform, drive on it, then when it ends just keep
going. You are now in a dark tunnel, which has a banked left turn. Stay on the
track and then wait for the road to go up a little. Fly through the air, over
the track, then burn down the side road between the buildings than rejoin the
track in style as you make a huge jump.

5. Before the final left-hand turn before you exit the city limits for the
second time, just stay straight and you should see a building opening. You
should see a dirt path with purple lights on each side of it, follow that path
through a narrow and short tunnel, through a loop, then into a clearing. Go
right a little and you should see another dirt road coming. (At this point you
probably should see your lap time flash at the bottom of the screen.) Pretty
soon, you should rejoin the track just before the tunnel.

TRACK 6 BACKWARDS

1. This shortcut can easily go wrong on you if you don't take it right. As the
road goes up the hill as you enter the city for the first time, before the
second right-hand turn, turn right just after the side road. You should go up
on a lawn, now keep going straight. You're now going to be on a glass road,
drive down it, go through the hole in the wall that you see. Drive down the
tunnel, fly through the air, and rejoin the track.

2. As the road curves left and downhill, hit the switch to your left (easier
said than done when you're flying through the air), then look to the right for
a tan ramp ahead of you (if you've been through here before it was blocked off
by some lighted arrow signs). Go up on the ramp, fly through the air, go onto
the raised parking lot, then smash through the glass ahead of you to get back
on the track. It's very easy to make a mistake here so if you do you might as
well press C-Up to get back on the track.

3. See shortcut 3 for track 6, except follow it in reverse. After the
second-last turn before the short urban area, you should see the gap in the
fence. That's where you want to go.

4. Just before the tunnel, you might see a gap in the guardrail and advertising
to your right. Duck onto that path then follow it. You should end up in a
clearing. Fly over the other path (this shortcut you are flying over is
shortcut 5 for track 6 normal, for your information), then continue. You will
emerge onto the main track with another lap time and you will be out just
before the urban area.

=================== <<< 13. GENERAL STRATEGY >>> ====================

- A copyright, it almost seems, of the Rush series is crazy physics. If you
take a jump wrong or hit an object just right, you could be on your way to a
flaming wreck. If so, squeeze the Z button to bring out the wings, then use the
Control Stick to align yourself and get to the ground level. You can't turn
left or right in the air with these things, however, which turns into a problem
because you'll want to be square with the road if you want to keep going the
way you want to. If you aren't square with the road, you can start skidding and
come to a dead stop. The only time you can let your car lose control is in
Stunt Mode. Use the wings to pull off as many stunts as possible - but make
sure that you can recover, otherwise you might crash and earn zero points.

 - If you've got the Expansion Pak, look out for moving objects. On Track 1,
you will find a cable car going across the road after you jump Lombard Street.
On Track 3, there will be jets at the big jump, and they go dangerously low. On
Track 4, you'll find both cable cars and bullet trains. But there are plenty of
other moving objects, as well.

 - Shortcuts are definitely worth it. Run through the tracks in practice mode
and don't be afraid to look around. It's a good idea to investigate, as
inspecting usually leads to money. And then you get to drive the hot cars once
you get enough gold or silver coins.

 - Switch, switch, switch. Around the tracks you can find switches. They look
like grates with red light coming from them. When you run over them, they
change green (and if they're green, they change back to red) and do one or more
of the following:
     - Open a door.
     - Reveal a shortcut.
     - Close a door.
It's a good idea to investigate these switches and what they do, as it usually
helps with collecting gold and silver coins. Some switches have permanent
effects - they will open a door when someone runs over it and turns it green,
and the effect happens - and they keep it open until someone runs over the
switch again and turns it back to red, and reverses the effect. Others are
temporary. They will just do something that only takes a few seconds, then
reverts it back to original (red -> green -> red on its own.) For example, one
switch opens a circular door that reveals a shortcut in Track 1. On Track 5,
there is a switch that allows a screw-like object to pop out and cause people
to explode when they crash into it. In Ghost Mode, all the switches are removed
- all doors that reveal shortcuts are opened and any temporary effects are
either removed or kept permanent.

 - Want to know the secret behind going boom? Let's see. The answer is: hitting
walls. Track 4 is where you'll probably experience this, but there will be
plenty of other areas, too. And it applies not just to walls, but to any
object.

 ___________________________
     B           Z       Y  |
                  \      |  |
                   \     |  |
                    \    |  |
                     \   |  |
 _______________A     \  |  |
                |      \ |  |
                |       \|  |
                |        |  |
                |        X  |

In this diagram, Car X is about to make a turn, but it's obviously not going to
react in time. So it makes contact, perpendicular to the wall at point Y. If
car X was traveling fast enough, which is usually around 100 MPH or so, and
maybe not even that much, it would most likely explode (but if it didn't, the
car would most likely come to a dead stop.) But say it does get time to turn,
but the car will have to touch a wall. Car X hits point Z. Chances are, the car
will not explode because it's not a head-on collision. The car's nose would
just smash against the wall and push the car against the wall, so now it's
going in the forward direction - but it's not going as fast. In simple terms:
if the angle between the wall or object and the car's trajectory is more than
45 degrees, chances are it will explode unless there's not enough speed to do
so. That's another reason to take corners carefully and not extremely fast. The
best way through a turn would be for car X to go from the point it is at
through to point A (the apex), then to point B, making sure that the car is
parallel with the wall at that point. It's even better to cut corners.

 - The Super Speed cheat works in Race Mode. Even though it's kind of cheap, it
works in slashing your times. A car that has an 8.0L V10 engine, a light alloy
frame, radial tires, and a pro manual transmission will usually get up to
around 200 miles per hour, but can get up to 230 on arrow strips - in the air,
the maximum speed is 230 miles per hour. And that's without the Super Speed
cheat. But turn it on and are you ever kicking butt: the top speed is around
225, arrow strips can get you over 240 miles per hour, and the maximum air
speed is 230, once again. The trick is that the cheat gives you a lot more air
- and it's a lot more dangerous, so try to keep to the ground as much as
possible, because it can actually allow you more speed.

 - Suicide Mode can really be used to your advantage in Circuit Mode. Since the
cheat makes cars explode when they touch, when you turn Death Mode on, they're
not getting back in the race. Two of the rows on the starting grid (the ones
that do not have you in them) will definitely touch. After the first race, you
and the second-place starter should probably be the only ones left after the
start. In the first race, stop at the beginning, let everyone blow up and keep
going - there should be no one ahead. Even if you explode, you'll still be in
first place if there's no one still racing. Drivers will sometimes crash into
the burning shells at the start/finish line after lap one or two, so keep that
in mind too. As long as you drive a clean race, you stand a good chance of
finishing first.

 - *** READER SUBMISSION *** - In Obstacle Mode, the Mini XS car can be best to
use. It can fit through the tight squeeze part easily (something that the other
cars, especially the Crusher, can not do well). The Resurrect in Place code can
be useful (so if you get in trouble you don't have to start a room all over
again, I guess) and the super speed code. (Note: I can find a problem with that
sometimes because some rooms do not require the extra speed, so you have to be
careful with that). Submitted by Strikeoutdude01@aol.com

 - Do not under any circumstances turn before a jump! The car will start to
spin in that direction once you get into the air, and from this point, there
are two possibilities:
     1. If the jump doesn't have you in the air for too long, the car won't be
pointing forwards, but as you land, your car will start skidding. Eventually,
it probably should correct itself within a few tenths of a second, but your
speed will be decreased.
     2. If the jump has you in the air for a medium amount of time, the car
will rotate a little bit more, and the car will skid more once you land. The
car may just slow down and stop, or, just as possible, it may spin around and
you may be heading towards the wall and skidding with the car pointed in the
wrong direction.

========================= <<< 14. CHEATS >>> ========================

Some codes are thanks to N64 Code Center (www.n64cc.com), while others are from
Cheat Code Central (www.cheatcc.com). To activate the Cheat Menu, where most
cheats can be adjusted, go to the main menu, then press and hold L, R, C-Up,
and C-Right, then press Z. Cheats will appear at the bottom of the screen.
Select it and press A to enter the Cheat Menu. To activate a cheat, select it
and then press the respective button sequence.

(NOTE: There are some codes that I am not sure what use they have. E-mail me if
you do.)

All Cars (unlocks all cars)
 1. Tap C-Left three times
 2. Tap C-Up three times
 3. Tap C-Right three times
 4. Tap C-Down three times
 5. Hold down L, R, all the C buttons, then press Z

All Parts (unlocks all parts)
 1. Hold L and R and press Z
 2. Press C-down, C-up, C-left, and C-right in order
 3. Hold L and R and press Z

Invincibility (makes you invincible)
 1. Press C-right
 2. Tap L, R, R, L
 3. Hold C-left and C-down and press Z

Battle Paint Shop (allows you to change color of your car in Battle Mode like
you can in Race and Stunt Mode)
 1. Tap Z three times
 2. Tap C-down three times
 3. Tap C-left three times
 4. Tap C-right, C-up, C-left, and C-down in order

Super Speed (boosts your speed)
 1. Tap Z
 2. Hold L and R and press Z
 3. Tap C-down
 4. Hold L and R and press C-down
 5. Tap C-up three times

Fog Color (changes fog colour)
 1. Hold C-up and C-right and press L
 2. Hold C-down and C-left and press R
 3. Tap C-right, C-left, C-right, and C-left in order

Mass (changes gravity between normal, heavy, and massive - the heavier the
gravity, the less air you will get on jumps)
 1. Press R and C-down
 2. Press L and C-up
 3. Press R and C-left
 4. Press L and C-right

Super Tires (tires grip more? Unsure)
 1. Tap Z three times
 2. Tap L and R in order
 3. Tap C-up twice
 4. Tap C-left, C-right, and C-down in order

Brakes (activates/deactivates brakes)
 1. Tap C-down twice
 2. Hold L and R and press C-up
 3. Tap C-up twice
 4. Hold L and R and press C-down

Invisible Track (no track seen, but it's still there - dynamic objects still
visible, like coins, switches, transportation)
 1. Tap C-right twice
 2. Hold L and R and press C-left
 3. Tap C-left twice
 4. Hold L and R and press C-right

Invisible Car (no car seen, but it's still there)
 1. Tap C-up, C-down, C-left, and C-right in order
 2. Tap L, R, and Z in order

Frame Scale (the number 0 indicates normal, the number 1 indicates a flat car,
the number 2 indicates slightly more than normal, and the number 3 is a fat
car)
 1. Tap C-left twice
 2. Hold down L and R and press C-right

(NOTE: The following codes are from Cheat Code Central - the previous codes
were from N64CC.)

Track Orientation (how track is oriented - normal or upside-down: controls are
the same)
 1. Hold L and R and press C-right, C-left, C-up, C-down, and Z in order.

Car Collisions (if cars crash or not, if this option is turned off then when a
car is supposed to collide with another car, they'll go right through each
other)
 1. Hold L and press Z
 2. Hold R and press Z
 3. Hold L and press Z
 4. Hold R and press Z

Tire Scaling (when you use it, you can set the size of your tires using the
"Tire Size F" and "Tire Size R" selections at the Car Selection screen)
 1. Press Z, R, C-down and C-left at the same time
 2. Press Z, L, C-right and C-up at the same time
 3. Tap Z three times

Car Mines (touch another car and you explode, but the other car doesn't)
 1. Hold L and R and press Z
 2. Hold C-left and C-down and press Z
 3. Hold C-left and C-up and press Z
 4. Hold C-up and C-right and press Z

Cone Mines (green warning cones are changed to orange mines: touch one of them
and you explode)
 1. Press Z and C-down
 2. Press L and C-left
 3. Press R and C-up
 4. Press Z and C-right

Auto Abort (puts you back on track when you're about to crash? Unsure)
 1. Tap C-left, C-up, C-right, and C-down in order
 2. Tap Z, L, and R in order
 3. Tap Z twice

Resurrect in Place (places you at the point of when you aborted or crashed)
 1. Press Z and C-down
 2. Press Z and C-right
 3. Press Z and C-up
 4. Press Z and C-left
 5. Press Z and R
 6. Press Z and L

Suicide Mode (all the other cars blow up once they touch each other, including
you)
 1. Hold R and press C-right, C-up, C-left, and C-down in order
 2. Hold L and press C-down, C-left, C-up, and C-right in order

==================== <<< 15. UNLOCKING EXTRAS >>> ===================

When you first hit the ignition, only a small portion of the game will be
available to you. You'll have to do a lot before you see all the futuristic
cars and tracks. But this section tells you what you have to do to get it all.

RACE TRACKS

Track 5 - Place first, second, or third in the Beginner Circuit to unlock Track
5.

Track 6 - Place first, second, or third in the Intermediate Circuit to unlock
Track 6. However, Track 6 is not playable unless the N64 Expansion Pak is used.

STUNT TRACKS

Score 100,000 cumulative points in Stunt Mode to unlock Stunt 2.
Score 250,000 cumulative points in Stunt Mode to unlock Stunt 3.
Score 500,000 cumulative points in Stunt Mode to unlock Stunt 4.

BATTLE TRACKS

Score 100 cumulative points in Battle Mode to unlock Battle 5.
Score 250 cumulative points in Battle Mode to unlock Battle 6.
Score 500 cumulative points in Battle Mode to unlock Battle 7.
Score 1,000 cumulative points in Battle Mode to unlock Battle 8.

OTHER TRACKS

Obstacle - Score 1,000,000 cumulative points in Stunt Mode to unlock the
Obstacle Mode.

CIRCUITS

Intermediate Circuit - Place first, second, or third in the Beginner Circuit to
unlock the Intermediate Circuit.

Advanced Circuit - Place first, second, or third in the Intermediate Circuit to
unlock the Advanced Circuit. The Advanced Circuit is not playable unless an N64
Expansion Pak is used.

Extreme Circuit (without N64 Expansion Pak) - Place first, second, or third in
the Intermediate Circuit to unlock the Extreme Circuit. If you do have an
Expansion Pak, you will move on to the Advanced Circuit instead.

Extreme Circuit (with N64 Expansion Pak) - Place first, second, or third in the
Advanced Circuit to unlock the Extreme Circuit.

CARS

Venom - Collect all 32 silver coins in Stunt Mode to unlock the Venom car.
Crusher - Collect 16 gold coins in Stunt Mode to unlock the Crusher car.
Euro LX - Collect 24 gold coins in Stunt Mode to unlock the Euro LX car.
Locust LX - Collect all 48 silver coins in Race Mode to unlock the Locust LX
car.
GX-2 - Collect 24 gold coins in Race Mode to unlock the GX-2 car.
Mini XS - Collect 36 gold coins in Race Mode to unlock the Mini XS car.
Panther - Collect all the coins in Race Mode and Stunt Mode (160 in total) to
unlock the Panther car.

PARTS

See the "Cars and Parts" section above.

======================== <<< 16. QUESTIONS >>> ======================

-------------------------- GAME QUESTIONS ---------------------------

Q: When was this game released?
A: I believe it was September 6, 2000.

Q: What does the Expansion Pak do in Rush 2049?
A: It allows music in race mode, enhances the explosions and smoke and dust
effects, gets more moving objects, you can play Track 6, there are three ghost
racers to race against in Ghost Mode, you get the Advanced Circuit (four
circuits total), and the tire rim selection on your car (but I'm not sure of
that one.)

Q: What do you think of Rush 2049, personally?
A: I think it's the best Rush yet but thanks to my rating system it still gets
an eight, the same as what I've rated the other two games. But I'm reviewing
the games again and maybe the marks will be different after that. The reason
Rush 2049 gets only 8.2 out of 10 - and not because it's not a good game,
because it is - is because there's practically nothing if you don't have the
Controller Pak and Expansion Pak. But then again, I think I'm going to modify
the review a little bit, too. But look at the marks for the game itself in each
of my eight categories: 9, 7, 10, 7, 10, 7, 10, 10. That's 70 out of 80, or
8.75 out of 10, which rounds up to 9. Rush 2049 might have gotten 9 out of 10
had it not been for my rating system.

Q: What's the best car?
A: I don't think that's the question to ask. The answer is, there is no "best
car." All the cars are equal in statistics at first. You have to customize
what's under the hood if you really want to change that stuff. If you keep the
statistics the same for each car that you have, they'll all be the same. The
only difference is how they handle - and only you can decide what style is
right for you.

Q: Are there any Rush 2049 websites out there?
A: So far, no, except the official one at www.rush2049.com (which covers arcade
and console versions.) I was planning to do a high-score web site, but I'm not
going to bother, because it will just be too much to do. I will consider doing
a high score section in this FAQ, though.

Q: Why do you have so few questions?
A: Because I had a billion of them in my mind but I had to eliminate a few. No,
it's because I haven't had any yet.

Q: Why are there only five drones (computer players) instead of seven like in
the first two Rush games?
A: Rush 2049 easily takes the award in the graphics department between the
three games, and there are plenty of things that have been somehow (don't ask
me how, it's amazing how the development team did it!) crammed into a
96-megabit (12 MB) cartridge. I think it was originally intended for there to
be seven drones in the game (up to 82% completion), but I suppose with all the
goodies that have been put in (not to mention the awesome graphics), they had
to make a tradeoff and take two of them out.

Q: Why is the screen head-up display set up differently in Rush 2049? It was
different for SFR and Rush 2.
A: Early versions of Rush 2049 did have it in an SFR/Rush 2-esque setup. But it
didn't happen this time. At the 82% completion point, it looks as if they
changed it all, with basically the head-up display you have right now, with the
exception of that there was no odometer and coin display and there was a red
timer at the bottom of the screen (intention unknown), not to mention the
checkpoint clock was still there in Race Mode. At the near-complete version it
looked just like it does at the final version but it was just minus the coin
display. You probably know the rest.

Q: Why can't I get Track 6 and the Advanced Circuit?
A: You need to get the Expansion Pak to get Track 6 and the Advanced Circuit.
Once you do get the Expansion Pak, place in the top three in the Intermediate
Circuit to get them.

------------------------ PERSONAL QUESTIONS -------------------------

Q: A/S/L? (Age/sex/location?)
A: Mind your own business/male/Northern Ontario.

Q: Why did you know so much about Rush 2049 in the developmental stages? Are
you behind the scenes of development or something?
A: Nope. I just kept up on how the game was progressing, that's all. It's too
easy to go onto the Internet or somewhere and find out how the game you're
anxiously awaiting is progressing. I'm personally glad Rush 2049 was one of the
few and proud that made it to Nintendo 64 - I don't know if I could have taken
it if it was cancelled (which was the fate of a few games I was looking forward
to).

------------------------ CONTACT QUESTIONS --------------------------

Q: How can I contact you?
A: You can contact me in two ways:
 1. E-mail - js_sstar64@hotmail.com.
 2. AIM - ExtremeMMI.

Q: How long do I have to wait for e-mail/AIM response?
A: Since the js_sstar64@hotmail.com e-mail address is not my "personal" e-mail
address, I don't check it extremely often. On a regular day you should expect a
response within 48 hours unless your e-mail has gotten lost for some reason. On
AIM, put in your request between 3:15 and 4:15 PM Eastern Time on weekdays.
There might be other good times as well, but we'll see.

====================== <<< 17. CREDITS >>> ==========================

I'd like all these people to take a bow when I call out their name... (just
kidding). Anyway, I'd like to think these people who were instrumental in the
creation of this FAQ.

 - Jordan Player's Rush 2049 FAQ (for a little bit of a memory refresh of where
the coins were and when you get the car parts).
 - Rush 2049 instruction manual, for the "Rush Options" section.
 - N64CC.com, for codes.
 - Midway Games West, and the developing team. They're just here because
they've got a game that kicks butt over any other arcade racing title.
 - My local game retailer. How else could I have gotten my hands on Rush 2049?
 - Myself, of course. I wrote this thing. All 100+ KB of it. *takes a bow*
 - Useful submitters of information: Strikeoutdude01@aol.com (tip),
madster@canada.com (error notification).

========================= <<< 18. END >>> ===========================

This document is concluded, and rest assured you will be seeing me again (well,
at least I hope so!). Enjoy Rush 2049, and after reading this, be no longer in
the dark. Or at least a little more in the light. That's it, feel free to help
yourself or others to generous servings of help from me.

Oh, and by the way, if you want to print this out, this guide is 55 pages.
(Have plenty of paper handy. That's a lot of paper, but I will not compensate
any paper or money to buy paper. Regardless if it's Letter A4 or Legal A5.)

You can e-mail me at any time at the e-mail address js_sstar64@hotmail.com,
with questions, comments, suggestions, or anything of the like, but not hate
mail, mail in all caps, stupid questions, spam, or anything of the like.

FAQs by Superstar64:
 - Excitebike 64 (N64)
 - Super Mario 64 (N64)
 - F1 World Grand Prix (N64)

Coming soon:

 - Mario Kart 64 (N64)
 - Need for Speed: Special Edition (PC)
 - Mario Party (N64)
 - F-Zero X (N64)
 - F-1 World Grand Prix (N64)
 - Mario Golf (N64)



If I've been a little bit too flippy or hyper for you, I'm sorry, I've just
tried this FAQ in a bit of a conversational tone, while trying to give out some
information at the same time. Think of it as a sort of one-on-one talk about a
game.

---------------------------------------------------------------------

*document concluded, or, for you sci-fi freaks out there, end transmission from
Mars*

