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WipEout Fusion - Walkthrough/FAQ
____ ___ ___ | | | | | | __ _| __| ______ __ _ | |__ | | | | __ __ ____ | __|| __ || | | || ___| | | | | | | | | | _ \ | | | | | || | | || |___ | \_| \_| | | | | |_| \ | |__ | |__| || |__| || | \ | | | | | \ | \ | \ | \ | \_____|\______| |__| | __| \____| \____| \_____| \____| |___| ___ __ _ ____ __ ___ ___ / || | | || ___|_ | || _ || \ | __|| |_| ||___ || || |_||| __ \ | |__ \ | | || | \ ||| | | | __| \____| ___| / |__| \__||| |_| |_| |____/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W i p E o u t f u s i o n F A Q ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WipEout fusion (Aus PAL Version) Version 1.02 Date Started: 13th of January 2002 Current Version Date: 24th of March 2002 Written By: Steven Hughes (impulse75) E-mail: email@example.com ICQ: 53632071 msn: firstname.lastname@example.com ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ i. Before Reading... WF_001 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This FAQ is strictly for personal use only. This FAQ may not be copied, altered, sold or reproduced in any other form. Please abide by these rules and if you wish to use this FAQ for any other use please contact the writer before doing so for permission and details (information can be found above). This FAQ currently appears at the GameFAQ?s website. It has also been uploaded to the following other game websites: www.psxcodes.com, www.cheatplanet.com, www.ps2replay.com, www.cheatcodes.com www.cheatportal.com, www.911codes.com, www.fastcheater.com, www.25000cheats.com, www.skali.com, www.a2zcheats.com, www.cheathappens.com and www.neoseeker.com. These are the sites that I have given permission to, please do not reproduce this FAQ without my permission. WipEout: Fusion, ship names, characters and other aspects of the series are copyright of Sony Computer Entertainment. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ii. Version History WF_002 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Version: [1.01] Additions: *League Strategies in AG League walkthrough *One new league strategy *Two new weapon strategies Removals: *Custom League in Ag League walkthrough Changes: *Some weapon information *League information *Availability information in ?Before Reading...? *FAQ answers, and new questions *Message from the author, explaining the future of this FAQ - Version: [1.00] Additions: ?This FAQ ?Sections: Before Reading, Version History, Contents, Game info, Teams Pilots and Crafts, Weaponry, Ag League Walkthrough, Challenge mode walkthrough, Zone Mode and Time Trial, Extras and FAQ?s. ?Title, contact information and copyright information. Removals: ?Nothing To Remove. Changes: ?Nothing To Change. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ iii. Using This FAQ WF_003 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This FAQ is designed so that any section can be obtained by using the search function of your browser. How to Search: To find a particular section perform the following steps. ? Locate the contents, and locate the section desired. ? Memorize the code located to the right of the section title. ? Either: 1. Click edit in the toolbar -> Click ?Find on this page? 2. Press Ctrl+F on your keyboard ? In this window type W_XXX. XXX being the three digit code you memorized. ? Depending on your position within the text, chose search up or down (if one does not work, select the other) ? The search will then lead you to the title of that section. Example: To find this section when in the FAQ... Hit Alt+F showing this window: _______________________________________ | FIND ___________ _________ | | Find What: |___________| |Find Next| | | ___direction____ _________ | | | | |_Cancel__| | | |? up ? down | | | |________________| | |_______________________________________| Type in the ?Find What? section the code with WF_ before it, which is WF(underscore)003 Click the ?up? or ?down? button in relation to your position in the FAQ. Then click ?Find Next? and you will then find yourself at the beginning of this section. All codes are in a order containing two digits except for the contents which will be using the code C instead of a three digit number - making it easier to access codes for other sections. [Note: I take no responsibility for creating this system, it has been used before in previous FAQ?s and in no way have I intended to take credit for its use.] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ iv. Table Of Contents WF_C ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [Section Title] [Code] i. Before Reading ... 001 ii. Version History 002 iii. Using this FAQ 003 iv. Table of Contents C 1.0 Game Information [1.1] A small Review of WipEout: Fusion 004 [1.2] Introduction 005 [1.3] WipEout: Fusion Specs 006 [1.4] Story 007 [1.5] Options and Game Settings 008 [1.6] Game Sections and Modes 009 [1.7] The Soundtrack 010 [1.8] The controls 011 [1.9] Seeing your craft 012 2.0 Teams, Pilots and Crafts. [2.1] AG Teams and Pilots 013 [2.2] Unlocking and using the different Teams 014 [2.3] Upgrade costs and information 015 3.0 Weaponry [3.1] Using Weapons 016 [3.2] Basic and Multiplayer Weapons 017 [3.3] Super Weapons 018 [3.4] Submitted Weapon Strategies 019 4.0 Strategy Guide By Track [4.1] The Basics of Flight 020 [4.2] Florion Height 1, 2, 3 021 [4.3] Florion Height 1, 2, 3 Reverse 022 [4.4] Mandrashee 1, 2, 3 023 [4.5] Mandrashee 1, 2, 3 Reverse 024 [4.6] Cubiss Float 1, 2, 3 025 [4.7] Cubiss Float 1, 2, 3 Reverse 026 [4.8] Alca Vexus 1, 2, 3 027 [4.9] Alca Vexus 1, 2, 3 Reverse 028 [4.10] Vohl Square 1, 2, 3 029 [4.11] Vohl Square 1, 2, 3 Reverse 030 [4.12] Temtesh Bay 1, 2, 3 031 [4.13] Temtesh Bay 1, 2, 3 Reverse 032 [4.14] Katmoda 12 1, 2, 3 033 [4.15] Katmoda 12 1, 2, 3 Reverse 034 5.0 Ag League Walkthrough [5.1] Overview ? Leagues, these guides 035 [5.2] Chronos League 036 [5.3] Rhea League 037 [5.4] Oceanus League 038 [5.5] Tethys League 039 [5.6] Hyperion League 040 [5.7] Themis League 041 [5.8] Lapetus League 042 [5.9] Crius League 043 [5.10] Thea League 044 [5.11] Metis League 045 [5.12] Ag league Challenges 046 [5.13] Submitted League Strategies 047 6.0 Challenge Mode Walkthrough [6.1] Challenges Overview 048 [6.2] Feisar Challenges 049 [6.3] Van-Uber Challenges 050 [6.4] G-Tech Challenges 051 [6.5] Auricom Challenges 052 [6.6] Eg-R Challenges 053 [6.7] Tigron Challenges 054 [6.8] Xios Challenges 055 [6.9] Piranha Challenges 056 7.0 Zone Mode and Time Trial [7.1] Zone Mode Overview ? Basics of Zone Mode 057 [7.2] Zone Mode Walkthrough 058 [7.3] Time Trial Overview ? The basics of time trial mode 059 8.0 Extras [8.1] The Gallery 060 [8.2] Cheats 061 [8.3] Rankings 062 9.0 FAQ?s 063 10.0 Message from the author 064 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 1.0 Game Information ///////////////////////////////////////////////////////////////////////////// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.1 A small Review of WipEout: Fusion WF_004 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WipEout: Fusion is the Playstation 2 sequel (fourth in the series) to the popular WipEout games on the Playstation One. Not only is this a graphical improvement but also a leap forward in gameplay, fun, sound and of course speed! While the old formula remains here, the tweaks and improvements have made it seem much different indeed. New money system, pilot system, masses of ships and tracks have been included which open up new realms in gameplay. The graphics in this sequel are by far some of the most impressive on the system, with incredible dust, light and explosion effects ? just to say a few that are sure to impress. The tracks are incredibly detailed but wait until you see the amount of detail on the ships! The only graphical problem with this game is the presentation of the menus. Which are very bland and boring, not to mention in a font which is nearly impossible to read. The sound is incredible however, the soundtrack will blow you away. With an incredible set of songs each of which get your racing heart pumping, this selection cannot be beat. Sound effects are also good, with cool weapon and engine noises as well as some impressive ambience effects. The only problem with the sound is the use of voice ? which are inappropriate and hard to hear during a race. But otherwise the sound is perfect. Gameplay is an entirely different story ? the impact of these changes is amazing while keeping the traditional game intact. With new modes including the ever heart-racing zone mode this game is by far the best in the series. However, if you want a real look at how this game is played ? read on in this FAQ. Ratings: Graphics ? 9.5 Sounds ? 8.0 Music ? 10 Gameplay ? 9.0 Overall ? 9.5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.2 Introduction WF_005 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WipEout: Fusion was released late 2001, but probably not in your neck of the woods. Rather in Australia ? where I live. The reasons behind this are not completely clear, most sources said that it was released here as a ?test? to sort out bugs and problems before releases in the UK and US. Nevertheless I took this opportunity to pick up a copy and give it a good play. Obviously, I was satisfied because I have decided to perform a FAQ on it. Not just any FAQ, but my _First_Ever_FAQ_. So, beware! A newbie wrote this! Well, don?t be wary actually, you should read it and use it first. Anyhow with this FAQ available it should help Australian players who are stuck and also UK and US players who become troubled in the near future. Please enjoy my FAQ. - impulse75 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.3 WipEout: Fusion Specs WF_006 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Title: ?WipEout: Fusion? Developed by: Studio Liverpool Published by: Sony Computer Entertainment Players: 1 or 2 Memory Card: Yes, 170kb minimum. Analogue: Yes, all buttons. Vibration: Yes. Format: Single DVD Rom ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.4 Story WF_007 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ While the stories for racing games are usually lacking, the WipEout Series manages to place some character into its races. While still being far from a compelling tale ? it does manage to contain much background story and information. This background information is extremely plentiful ? in a future version I may attach the complete history of AG racing explained at the website: http://www.wipeoutfusion.com . Check the ?Evolution? section to get a good description of the story. However, here is my short attempt of explaining the WipEout World. The AG (anti-gravity) racing has become a world wide sensation of the last century. As the contestants grow more skilled, ships become more powerful, locations more exotic and terrifying and the audience more glued to their screens the league continues to grow and grow. With the recent close of the AG Systems team and advancement in other teams the amount of weaponry available and the money poured into the AG Leages becomes greater and greater. While to you ? this may be a whole new experience, for the other fifteen contestants, you are just target practice. Welcome to the AG League where victory and brutality go hand-in-hand and only the most cunning, devious and above all insane contestants can compete. Don?t fight for your life ? fight for your success. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.5 Options and Game Settings WF_008 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Navigating the odd looking menus of WipEout: Fusion might actually be a Challenge. Thus this is here to explain the functions of the options menu and how to tweak your game. Options Menu: Controller Load and Save Screen Alignment Set Default Name Set Music Playlist Preferences Controller: Choose from six different control styles. Each of these is explained in the control section. Code : 011. Load and Save: As the name suggests. Three options are available. ?Load ? loads a current player. ?Save ? Saves current status of player. ?Delete ? Delete any player on your memory card. Screen Alignment: Allows you to reposition the screen. Use the d-pad to move it around then hit x to accept the position. Set Default Name: Sets the name that will be used as your character and save-game name. You can use any letter of the alphabet and numbers. The name length is limited to 12 characters. Set Music Playlist: Chose any 12 from the 19 available songs in whatever order you please to be played while racing. Prefrences: This contains many other options : Sound Volume Music Volume Sound Quality Music Track Weapons Damage Simulator Widescreen Default View Enemy Energy Bar Dolby Digital Intro Sound Volume: Ranges from a 0 to 10 scale of Volume. Music Volume: Also ranges on a scale from 0 to 10. 10 being the loudest 0 being mute. Sound Quality: Surround, Mono, Stereo ? you should know the difference. Music Track: Chooses how the tracks are played. Choices are: ?Random ? Random order. ?Playlist ? As specified in your playlist. ?1-19 ? Plays all songs in order. Weapons: Toggles weapons on or off. Arcade and Multiplayer Mode only. Damage Simulator: Toggled between on or off. When on you will experience a decrease in your ship stats (ie weapon damage, max speed, handling etc.) whenever you receive weapon damage. Recharging your shield will increase your statistics back to normal. If OFF, your ship will not be affected by shield damage to such a degree. (Thankyou to ?the original mr e? from the gamefaq boards for this information) Autosave: Makes the game save automatically after each race ? takes a few seconds each time. Recommended OFF for impatient gamers. Recommended ON for forgetful gamers. Default View: Sets the default view when beginning a race. Choose from: ship, pilot, nose and cockpit. Views explained in the Seeing Your Craft section Code: 012. Enemy Energy Bar: Displays a bar above an enemy craft?s head when racing. This outlines the shield energy remaining. Arcade and Multiplayer Mode only. Dolby Digital Intro: On or Off. Toggles display of the Dolby Digital introduction when Starting the game. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.6 Game sections and Modes WF_009 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This explains the sections of the main menu and what they do. Note that some modes are unlocked to begin with ? and become available after certain parts or amounts of the game are complete. Main Menu: Arcade Ag League Challenge Zone Time Trial Multiplayer Game Statistics Extras Options Arcade: Your basic ready, set, race. Chose a craft, pilot, track and get going. Your aim is to gain gold on each track. Ag League: The main section of the game ? compete in leagues and gain money spending it on upgrades. Every few leagues you challenge a fellow racer to win access to their team. This is the main way to get more powerful craft and gain new tracks, weapons and craft. See the in-depth walkthrough in the Ag League Section, Code: 035. Challenge: Compete in 5 challenges for each team, which involve time trails, one on one races, elimination races and other tasks. Get at least bronze in the first four challenges to unlock a teams super weapon. The fifth challenge can only be accessed by receiving gold in each of the other four challenges. Challenge Strategies and explanations in the Challenges Section, Code : 048. Zone: The zone mode is new to this WipEout title. It involves a craft that constantly gains speed and has a low shield energy. Your aim is to remain alive for as long as possible. Further explanations are in the Zone Mode Section, Code: 057. Time Trial: As you can probably already tell ? a mode made directly for your attempts at getting the greatest times. Multiplayer: Brings up another set of menus: Arcade league: 2 player arcade mode race Ag League: 2 player league race Custom League: Locked to begin with ? choose a set of tracks to race. Options: Includes more menus: ?Weapons: Enable or Disable the different weapons used. ?Player One Controller Set Up: Self explanatory ?Player Two Controller Set Up: See controller section, Code: 011 for more info. ?Preferences: Set laps, Shield energy for player or enemy ships, number of computer ships, upgrade level, pit lane, respawn, catch up and split screen style. Game Statistics: Look at your Best lap times, zone high scores and game progression Extras: Unlockable extras including a gallery of pictures, credits and the cheat entry section. Options: See options section, Code: 008. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.7 The Soundtrack WF_010 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The soundtrack of WipEout: Fusion is great, so much that it deserves its own section! Well, at the very least a list of what is on the soundtrack. [Track number] [Artist] [Song Title] 1 Future Sound Of London - Papua New Guinea (Hybrid Mix) 2 Braniac - Neuro 3 Blades & Naughty G - Beats Defective 4 BT - SmartBomb (Plump DJs remix) 5 Cut La Roc - Bassheads 6 JDS - Punk Funk 7 Elite Force - Krushyn 8 Elite Force & Nick Ryan - Switchback 9 Amethyst - Blue Funk 10 Utah Saints - Sick 11 Plump DJs - Big Groovy Funker [actually F**ker] 12 Humanoid - Stakker Humanoid 2001 (Plump DJs 2001 retouch) 13 Timo Maas - Old School Vibes 14 Luke Slater - Bolt Up 15 Orbital - Funny Break (One is Enough) (Plump DJs remix) 16 Bob Brazil - Big Ten 17 Intuative - Wav Seeker 18 Hong Kong Trash - Down The River (Torrential Rapids mix) 19 MKL - Synthaesia ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.8 The controls WF_011 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The controls for WipEout: Fusion can be altered to one of six different types in the options -> controller menu. Here is the button lay-out for each: ______ // _______ / ____ \ || / ____ \ / /_L2_/ \____||_______/ \_R2_\ \ | /_L1_/ \_R1_\ | | _ | | _ |_| _ _ /_\ | | |_| _ |_| [ ] [ ] |_| ( ) | | |_| X | / __( )____( )__ | / / \ \ |______/ \______\ ______ // _______ / ____ \ || / ____ \ / /_L2_/ \____||_______/ \_R2_\ \ | /_L1_/ \_R1_\ | | | | up triangle |left right start square circle | down select X | / __( L3 )____( R3 )__ | / / \ \ |______/ \______\ Menu Controls: -Layout 1 ? Default-: L2 ? Left airbrake R2 ? Right Airbrake L1 ? Rear Cam R1 ? Fire Weapon L3 Stick ? Steering R3 Stick ? Not Used Select ? Music Player Start ? Pause Square ? Ditch Weapon Triangle: Change View X ? Thrust Circle: Not Used -Layout 2-: L2 ? Left airbrake R2 ? Right Airbrake L1 ? Fire Weapon R1 ? Ditch Weapon L3 Stick ? Steering R3 Stick ? Not Used Select ? Music Player Start ? Pause Square ? Fire Weapon Triangle: Change View X ? Thrust Circle: Rear Cam -Layout 3-: L2 ? Left airbrake R2 ? Right Airbrake L1 ? Ditch Weapon R1 ? Fire Weapon L3 Stick ? Steering R3 Stick ? Not Used Select ? Music Player Start ? Pause Square ? Rear Cam Triangle: Not Used X ? Thrust Circle: Change View -Layout 4-: L2 ? Left airbrake R2 ? Right Airbrake L1 ? Not Used R1 ? Rear Cam L3 Stick ? Steering R3 Stick ? Not Used Select ? Music Player Start ? Pause Square ? View Change Triangle: Fire Weapon X ? Ditch Weapon Circle: Thrust -Layout 5-: L2 ? Thrust R2 ? Rear Cam L1 ? Not Used R1 ? View Change L3 Stick ? Steering R3 Stick ? Not Used Select ? Music Player Start ? Pause Square ? Left Airbrake Triangle: Fire Weapon X ? Ditch Weapon Circle: Right Airbrake -Layout 6-: L2 ? Thrust R2 ? Ditch Weapon L1 ? Not Used R1 ? Fire Weapon L3 Stick ? Steering R3 Stick ? Not Used Select ? Music Player Start ? Pause Square ? Left Airbrake Triangle: Change View X ? Rear Cam Circle: Right Airbrake ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.9 Seeing Your Craft WF_012 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ During a race pressing the [triangle button] (by default) will switch the current views of the craft. These views are: ?ship: Basic view, positioned slightly above and behind the craft, raised in the air. ?pilot: View moves down and pans across the pilots cockpit, allowing you to see just over their head. ?nose: View zooms forward to the nose of the craft, quite stylish as you can see it rotate as you race. ?cockpit: Straight into the cockpit ? the view will move with the rotation of your ship ? somewhat bowel churning, but probably the most fun. Note that during a race you can look behind you using the [L1 button] (by default) but this is always like the ?cockpit? mode and is shaded in green. Sometimes making it harder to see, but the main reason for this backwards view is to fire weapons backwards ? which is explained in the weaponry section Code: 015. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 2.0 Teams, Pilots and Crafts. ///////////////////////////////////////////////////////////////////////////// The available teams in the AG league are split up into 8 vaired pairs of pilots. These pilots use the same craft, but have a different level of upgrades. Beginning teams are: Feisar Van-Uber G-Tech Systems Unlockable teams are: Auricom Eg-R Tigron Xios Piranha To unlock a pilot and team ? you will have to win one on one challenges. These challenges become available after beating leagues in AG league mode. Win the race to enable the craft. To receive the lead pilot ? upgrade your craft. One it reaches a certain amount of upgrade percentage (80%) ? the lead pilot becomes available for use. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.1 Ag Teams and Pilots WF_013 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note: For each pilots stats, [o] means an upgradable stat, while [/] represents an non-upgradeable stat. ___________ | ___ | Feisar: | | __|_ | | ||| __| | | ||||___| | | FEISAR | |___________| Team Slogan: Feisar is on the verge of its most successful season yet. -Lead Pilot: Daniel Johnson- Craft Stats: Top Speed: [o][o][o][o][o][/] Thrust: [o][o][o][/][/][/] Brake Force: [o][o][o][o][/][/] Lateral Stability: [o][o][o][o][o][/] Weapon Power: [o][o][o][/][/][/] Shield Power: [o][o][o][o][o][/] -Second Pilot: Carlos Beneto- Craft Stats: Top Speed: [o][o][o][o][/][/] Thrust: [o][o][o][/][/][/] Brake Force: [o][o][o][/][/][/] Lateral Stability: [o][o][o][o][/][/] Weapon Power: [o][o][o][/][/][/] Shield Power: [o][o][o][o][o][/] -Feisar Craft Info- Engine Technology: RamJet Special Surface Stabiliser: V100 Levitron Technology Corp Braking System: Air-flow 44 by Air-flow research Weapons Control: Armacall VII Control System Shield Control: Garrett VR-7 Cloaking System. Van-Uber Raching Development: v a n ? u b e r _ _ _ _ | |/ || | / | | / | |/ / \_/ |___/ Team Slogan: Rest in Pieces -Lead Pilot: Songen Grey- Craft Stats: Top Speed: [o][o][o][o][o][/] Thrust: [o][o][o][o][o][/] Brake Force: [o][o][o][o][o][/] Lateral Stability: [o][o][o][/][/][/] Weapon Power: [o][o][o][o][o][/] Shield Power: [o][o][o][/][/][/] -Second Pilot: Nami Mishima- Craft Stats: Top Speed: [o][o][o][o][/][/] Thrust: [o][o][o][o][o][/] Brake Force: [o][o][o][o][/][/] Lateral Stability: [o][o][o][/][/][/] Weapon Power: [o][o][o][o][o][/] Shield Power: [o][o][o][/][/][/] -Van-Uber Craft Info- Engine Technology: ZE-7 Infinite-Ion Harnesser Surface Stabiliser: Q-Dimension V3.2 by Q-Systems Braking System: R-Drive-3 by Airflow Systems Weapons Control: Sirius IV by A-Com weapon control Shield Control: Inverse Polarity Generator V1.2 by Simplex GmbH ___________ G-Tech Systems: | ___ | | _| __| | | | | _ | | |_|_| | | | |_| | | G TECH | |___________| Team Slogan: If it floats, it?s G-Tech -Lead Pilot: Roberto Sergio- Craft Stats: Top Speed: [o][o][o][o][o][/] Thrust: [o][o][o][/][/][/] Brake Force: [o][o][o][o][o][/] Lateral Stability: [o][o][o][o][/][/] Weapon Power: [o][o][o][o][o][/] Shield Power: [o][o][o][o][o][/] -Second Pilot: Naomi Turner- Craft Stats: Top Speed: [o][o][o][o][/][/] Thrust: [o][o][o][/][/][/] Brake Force: [o][o][o][o][/][/] Lateral Stability: [o][o][o][/][/][/] Weapon Power: [o][o][o][o][/][/] Shield Power: [o][o][o][o][/][/] -G-Tech Craft Info- Engine Technology: 4D intergrated Attractor Drive Surface Stabiliser: G-Vibro III by AG Systems Ltd Braking System: HX-32 Echo thrust by G-Tech UK Weapons Control: Xenith Firemaster Control Systems Shield Control: Xenith ArmaMaster v1.4 Auricom research industries __ /_ \ / \ \ /____\ \ /________\ a u r i c o m Team Slogan: You?re never alone with a clone -Lead Pilot: Pascale Rouser- Craft Stats: Top Speed: [o][o][o][o][o][/] Thrust: [o][o][o][/][/][/] Brake Force: [o][o][o][o][o][/] Lateral Stability: [o][o][o][o][/][/] Weapon Power: [o][o][o][o][o][/] Shield Power: [o][o][o][o][o][/] -Second Pilot: Franco Gonzalez- Craft Stats: Top Speed: [o][o][o][o][/][/] Thrust: [o][o][o][/][/][/] Brake Force: [o][o][o][o][/][/] Lateral Stability: [o][o][o][/][/][/] Weapon Power: [o][o][o][o][o][/] Shield Power: [o][o][o][o][o][/] -Auricom Craft Info- Engine Technology: Pulse Thrustmaster VII Surface Stabiliser: Tractor-4 by Tractor Science Group (UK) Braking System: Xion Reverse-shunt Braking by Airflow Systems Weapons Control: Cygnus VII by A-Come Weapon Control Shield Control: SureGuard by Sure Sytems (USA) EG-R Technologies _ ___ \\ || /_| / __| _ _\\|| /___| / /_|| /_| |____| /____||____ | [] // || Team Slogan: Creating a new age of civilisation -Lead Pilot: Paul Cheung- Craft Stats: Top Speed: [o][o][o][o][o][o] Thrust: [o][o][o][o][o][/] Brake Force: [o][o][o][o][o][o] Lateral Stability: [o][o][o][o][o][/] Weapon Power: [o][o][o][o][o][/] Shield Power: [o][o][o][o][o][/] -Second Pilot: Alex Reece- Craft Stats: Top Speed: [o][o][o][o][o][/] Thrust: [o][o][o][o][o][/] Brake Force: [o][o][o][o][o][/] Lateral Stability: [o][o][o][o][/][/] Weapon Power: [o][o][o][o][o][/] Shield Power: [o][o][o][o][o][/] -EG-R Craft Info- Engine Technology: ElectroGravitron-7 by EG-R Surface Stabiliser: IonShield Drive V1.4 by IonShield Technology Braking System: Esprit AirLicker Pro Weapons Control: Absolute-7 Controller by VTRSI Ltd (UK) Shield Control: UltraWeb Localiser with X200 Recharger Tigron Enterprises |\/| |\|| |/| | | __\__^_/_ [_________] |_| T I G R O N Team Slogan: Burn baby burn -Lead Pilot: Omarr Khumala- Craft Stats: Top Speed: [o][o][o][o][o][o] Thrust: [o][o][o][o][o][/] Brake Force: [o][o][o][o][o][o] Lateral Stability: [o][o][o][o][o][o] Weapon Power: [o][o][o][o][o][/] Shield Power: [o][o][o][o][o][o] -Second Pilot: Sveta Kirovoski- Craft Stats: Top Speed: [o][o][o][o][o][/] Thrust: [o][o][o][o][/][/] Brake Force: [o][o][o][o][o][/] Lateral Stability: [o][o][o][o][o][/] Weapon Power: [o][o][o][o][/][/] Shield Power: [o][o][o][o][o][/] -Tigron Craft Info- Engine Technology: 320 Inverted Pulse RamJet Surface Stabiliser: PowerLev V5.2a by Stabilising Systems inc. Braking System: ShadowTorque technology by Tigron Weapons Control: Talon 9000 with J-Type Enhanced Selector Shield Control: VanGuard by Sure Systems (USA) Xios International __ __/ / \ \ \ / \_\ /_/ X I O S Team Slogan: We think so you don?t have to -Lead Pilot: Natasha Belmondo- Craft Stats: Top Speed: [o][o][o][o][o][o] Thrust: [o][o][o][o][o][/] Brake Force: [o][o][o][o][o][o] Lateral Stability: [o][o][o][o][o][/] Weapon Power: [o][o][o][o][o][o] Shield Power: [o][o][o][o][o][/] -Second Pilot: Zala Wollf- Craft Stats: Top Speed: [o][o][o][o][o][/] Thrust: [o][o][o][o][/][/] Brake Force: [o][o][o][o][o][/] Lateral Stability: [o][o][o][o][/][/] Weapon Power: [o][o][o][o][o][/] Shield Power: [o][o][o][o][/][/] -Xios Craft Info- Engine Technology: EonGenerator Series 900 with Dual Thrust Reheater Surface Stabiliser: Inverse-SuperConducter Magno-shielder V1.0 by Xios Braking System: Tx6 HyperSlam Anchor by HyperDrive Braking Co. Weapons Control: Cyclone 2.0 by Cyclone Technology Shield Control: HLD3K Molecular Vibrator by MV Research Lab ______ Piranha Advancements |/\ | |\\/\ | | \/\\| |____\/| PIRANHA Team Slogan: Just when you thought it was safe? the hungriest anti-grav Racing team around. -Lead Pilot: Myima Tsarong- Craft Stats: Top Speed: [o][o][o][o][o][o] Thrust: [o][o][o][o][o][o] Brake Force: [o][o][o][o][o][o] Lateral Stability: [o][o][o][o][o][o] Weapon Power: [o][o][o][o][o][o] Shield Power: [o][o][o][o][o][o] -Second Pilot: Jann Shlaudecker- Craft Stats: Top Speed: [o][o][o][o][o][/] Thrust: [o][o][o][o][o][o] Brake Force: [o][o][o][o][o][/] Lateral Stability: [o][o][o][o][o][/] Weapon Power: [o][o][o][o][o][/] Shield Power: [o][o][o][o][o][/] -Piranha Craft Info- Engine Technology: QuadDrive using Overhead Thrust Refractors Surface Stabiliser: HFS-T Push-Pull stabiliser Braking System: G9 Air-Excluder with Retro-G Balancer Weapons Control: Viper WC-001 by Viper Military Controls Shield Control: Viper SC-003 with Quanverse Factoriser by Viper ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.2 Unlocking and using the different teams WF_014 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Feisar: Unlocked at the beginning of the game ? this craft is the most basic craft, highly recommended for beginners and probably the best available at the start. Its main attractor is its lateral stability, which is quite supreme ? resulting in superb handling. So as you get used to the speed, this ship will keep you from crashing and burning. Good shields but very poor weapon power. Van-Uber: Unlocked at the beginning of the game. Very poor shields and less lateral stability than the feisar - But greater thrust and break force. Thus, if you are skilled with airbrakes ? this is a good starting ship. G-Tech: Unlocked at the beginning of the game. Fails to beat the other two available ships for thrust and breaking power. Luckily, it has the greatest top speed available and a generous amount of shield compared to the others. Auricom: Unlocked by beating the challenge Franco Gonzales challenge. Greater speed but worse thrust and break force. Not much of an improvement compared to the other ships unless you want a slightly faster ship with slightly better weapons. EG-R: Unlocked by beating the Alex Reece Challenge. Excellent shields and weapons, but very poor brake force. Although, in opposition to their stats their brakes seem to act very odd, causing the ship to slide quite easily ? this is a good thing though, allowing you to take corners with greater ease. Also these pilots have high upgrade levels ? making this ship good in the long run. Tigron: Unlocked after beating the Sveta Kirovoski Challenge. A well rounded ship, much like the Feisar but with more grunt. It has generally high shield power while maintaining top speed and thrust. Xios: Unlocked by beating the Zala Wollf challenge. Practically a superior Tigron. Being the second best ship ? it should be your main weapon for the final leagues as Piranha cannot be unlocked until after the final league. Big improvement in lateral stability, weapons and shields. Piranha: Unlocked after beating the Jann Shlaudecker Challenge. This is the perfect ship ... nearly. It is perhaps too perfect! It is number one in most areas except for shields and break force creating a lethal combination when coping with its superior speed. However ? it contains the only pilot which can upgrade to maximum statistics ? making it perfect after lots of funding has been poured into it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.3 Upgrade Costs and Information WF_015 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -This section is yet to be completed- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 3.0 Weaponry ///////////////////////////////////////////////////////////////////////////// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.1 Using Weapons WF_016 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Weapons are a very integral part of WipEout, they are used throughout the race to hinder your opponents or provide advantages to yourself. ?To acquire a weapon: fly across a weapon pad. A weapon will be randomly selected from those that you have unlocked. ?Note that if you have unlocked super weapons, they will be available for every other competitor. However, if you have not, no other competitors will have access to them. ?Weapons are unlocked when certain percentages of the game are completed. ?Super weapons are unlocked by beating challenges ? see challenges section Code: 048. ?To fire a weapon backwards hold the L1 button (by default) to bring up the backwards view. Then hit fire. ?The following normal weapons can be fired backwards: Missiles Grenades Quake Disruptor *Use the analogue buttons to change the rate of fire or state of the weapon. The greater the force applied to the trigger button when firing, the faster it will deploy/fire. Eg. forcing down the trigger with the proton cannon fires the rounds at a much faster rate, however, lightly holding it shoots them very slowly. Or hitting the button hard with a quake shoots it very fast while tapping it lightly makes it crawl along the track. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.2 Basic and Unlockable Weapons WF_017 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Not all of these ?weapons? attack other craft but actually protect you or assist you. All the items below are things gained from weapon pads. These are the basic functions of each weapon. Weapons that are available and don?t have to be unlocked: ?Missile: Fires a single missile at a target for medium damage. Most useful aspect of the missile is its ability to lock onto a target, it can also lock onto a target behind you by holding L1 and getting a lock. As soon as you see the crosshairs appearing you can fire the missile at the target for guaranteed damage. Damage: 6/10 Effectiveness: 7/10 ?Grenades: Fires three bouncy grenades at a target. These bounce in a straight line from your firing point. The explode upon contact with a wall or a craft. A good way to use them is to get very close to a enemy craft and firing, making all three hit at once. These can also be fired backwards. Damage: 7/10 Effectiveness: 5/10 ?Proton Cannon: A weak cannon with 25 rounds. A very poor weapon on its own its main benefit is causing the craft to lose control. Remember ? the more force you apply to the firing button ? the faster the rounds deploy. Thus, if you keep a light force on the trigger ? about 2 rounds per second will be fired. However, if you apply heavy force, all the rounds will be depleted within 2 or so seconds. Use the heavy force method if you want to make your opponents ship lose control more easily. Damage: 3/10 Effectiveness: 4/10 ?Shield: A shield. Duh. It protects you from harm for several seconds, during this time you are free to bounce into walls or be shot and receive no damage. More useful than what you may think. Damage: 0/10 Effectiveness: 8/10 ?Turbo: Gives a boost of speed much like a turbo pad will ? these are handy when used coming out of a corner or after being slowed down. Damage: 0/10 Effectiveness: 7/10 ?Gravity Stinger: Drops a gravity mine behind you. Appears as a bright light almost looking like a gas. If anyone travels directly across it ? a large amount of gravity is forced upon them and they are drawn to the ground and completely stopped. Easily evaded, best placed before a craft that is directly behind you or at a common chokepoint. Damage: 0/10 Effectiveness: 4/10 -Weapons that must be unlocked- ?Quake Disruptor: Unlocked after completing 1% of the game. This weapon is a extremely devastating attack which will always hit its target. It creates a ripple in the track, which will move along, flipping all craft into the air. Use it against a pack for the most entertainment. Note that you can also send this backwards using the L1 button. Also, when you feel your controller rumbling more and more ... brace yourself! Damage: 9/10 Effectiveness: 9/10 ?Rockets: Unlocked after completing 3% of the game. Quickly fires three rockets in quick succession forward. Much like a hybrid of the missile and grenades, these cannot be locked on but make for lots of damage if they all hit. Again, using up close to avoid missing is a welcome strategy. Damage: 7/10 Effectiveness: 6/10 ?Mines: Unlocked after completing 6% of the game. Gives you five mines, which can be laid one at a time behind your craft. Damage is relatively small, unless you string them at a chokepoint. However the more useful feature is that mines attract craft, lock on weapons or detonate other weapons, making them a better as a defence or a distraction. Damage: 3/10 Effectiveness: 5/10 ?Plasma bolt: Unlocked after completing 7% of the game. The plasma bolt is an instant kill weapon, or at least causes high damage. It fires a single bolt which is incredibly hard to aim and takes a few seconds to charge. But if you hit ? you usually have an instant kill. Using your airbrakes to aim or taking a close range shot usually helps your chances. Damage: 10/10 Effectiveness 4/10 ?Gravity bomb: Unlocked after completing 9% of the game. The gravity bomb is a tactical weapon, which does not do any damage at all. Similar to the gravity stinger, it forces opponents to the ground and stops them. However, this bomb has an incredibly wide radius and is projected forward. A very devastating weapon on a pack, leaving you to zoom past all who were affected by it. Damage: 0/10 Effectiveness: 10/10 ?Autopilot: Unlocked after completing 11% of the game. The autopilot is exactly as the name suggests. It takes control of your craft and guides it for several seconds. The bad thing is that the auto pilot is just plain horrible. Upon using this you?ll find your ship being knocked around more often then when you were at the helm. In some situations where you usually cant make it through very well the autopilot might help but most of the time your better off doing it your own way. Damage: 0/10 Effectiveness: 5/10 ?Flamer: Unlocked after completing 13% of the game. A flamethrower, obviously. Does moderate damage and if your right behind someone you can burn away quite a lot of shields (excuse the pun). Although its range is rather limited, making it useless most of the time. Also, explain to me how a flamethrower can destroy metal crafts and function when travelling at 1000 km/h, upside down on the moon? -Multiplayer Weapons Of course, this weapons set is limited to multiplayer only ? thus containing some really strange variants of normal weapons. These are: ?Control Jammer: One of the oldest tricks in the book ? this causes the other human players direction controls to reverse. Eg. If he turns left the craft turns right etc. Good for a laugh as your friend smacks himself into a wall. Damage: Varies Effectiveness: 5/10 ?Turbo Enforcer: Shoots a missile that gives an enemy ship a incredible amount of boost ? too damn much! This will often push them out of control and smacking into walls. Best used at corners or other areas ? so that you don?t end up helping your opponent by accident. Damage: 4/10 Effectiveness: 5/10 ?Hunter Missile: This missile is a projectile slightly more damaging than your regular missile. The shot heads straight for the leader ? causing damage and considerable slow down. It follows the track, so no need for a lock on. Damage: 6/10 Effectiveness: 9/10 ?Global Drain: This is one mean weapon ? completely drains the shields of all your competitors to the red ? so a few little knocks and they are out of there. However, it also affects you, so use it near a pit lane unless you want to take yourself down with it! Damage: 10/10 Effectiveness: 9/10 ?Stealth: Makes your craft not only invisible, but invincible and impervious to weapon lock ons! The best in the way of defence, good for surviving a dangerous situation. Damage: 0/10 Effectiveness: 10/10 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.3 Super Weapons WF_018 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Feisar Super Weapon ? Super Missiles Fires three highly powerful missiles, the benefit of these is you can lock them all onto one craft, causing up to 30-40 Shield damage or lock these onto multiple targets, spreading the damage. Damage 10/10 Effectiveness 9/10 Van-Uber Super Weapon ? Seismic Field This launches a ?black hole? entity which goes in a straight line, causing massive damage when it lands a hit. Hard to aim, but very destructive. Damage 10/10 Effectiveness 6/10 G-Tech Super Weapon ? Bio Snare Fires a green beam in a straight line ? if it hits the wall, a patch of green substance appears. Any ship foolish enough to fly through it is injured. You can also fire this at an enemy craft, while they take no damage, their handling goes insane and any ships that bump into them are damaged severely. Damage 7/10 Effectiveness 6/10 Auricom Super Weapon ? Orbital Laser Locks onto a target and fires a laser down, spinning the craft out in a cloud of smoke. Your usual high damage weapon, does not work in covered areas (due to weapon being fired straight down from the sky). Damage 8/10 Effectiveness 7/10 EG-R Super Weapon ? Power Swarm A very devastating weapon, the power swarm releases a pack of robotic wasps that orbit an enemy craft and shoot at it until they are out of ammo or the target is eliminated. Due to the enemy craft being unable to block this onslaught (unless using a shield) this weapon is quite valuable. Damage 9/10 Effectiveness 10/10 Tigron Super Weapon ? Nitro Rocket Fires a rocket that upon impact will cause the craft to ?crystalise?. Well that?s not important, the ships affected by this not only take initial damage but receive heavy damage when colliding with ships or walls. It can be cured by going through the pit lane or waiting a few seconds. Damage: 8/10 Effectiveness: 7/10 Xios Super Weapon ? Shield Drain One of the greatest Super Weapons. Once locking onto target, this weapon steals large amounts of shield energy and transfers it to your craft! As it destroys the enemy, it heals you and is thus a incredibly useful weapon. Damage 10/10 Effectiveness 10/10 Piranha Super Weapon ? Penetrator Literally turns the ship into a rocket and fires itself directly into an enemy craft for very nice damage. Just be careful to get a lock on first and to be close enough, firing this without a lock on will propel you directly forward and you will be unable to steer. A great boost on straights if you have nobody to target, however. Damage 9/10 Effectiveness 10/10 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.4 Submitted Weapon Strategies WF_019 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This area lists all strategies for weapons in the game ? submitted by you. To Submit a strategy either: ?E-Mail me at: email@example.com with ?Weapon Strategy? in the subject line. ?Contact me through other means such as icq or msn, details are found at the beginning of this FAQ. Include your name and outline what weapon ? then explain your strategy. If it is a good strategy then it will be posted below with each new version. I will also add strategies of my own over time. But please, make sure your strategy is not already listed below before sending. ----------------------------------------------------------------------------- Submitted by: Emmanuel Giard Date: 13 Feb 2002 Put the mines just at the entry of the pit-lane so when the other contenders come, they are eliminated if their shields are quite low. ----------------------------------------------------------------------------- Submitted by: Dan Date: 18 Feb 2002 Drop mines and gravstingers on top of switch pads, weapon pads, turbo pads, and the flip pads on Katmoda 12. This will mess up opponents, and by the time you get around the track and back to where you dropped them, the chances are that someone's already fell victim to them. Also drop them in the pit lane. If you drop a mine etc. at the beginning of the pit, it can finish off a heavily damaged opponent on their way to recharge. If you drop one at the end of the pit, they'll lose some of their newly recharged shield power. Another strategy is to go sideways across a straight part of the track, dropping mines as you go, leaving a diagonal line of mines across the track, which is unavoidable. Now onto projectile weapons. If you pick up the triple rockets, and you're on a straight, swerve left and right as you fire them, and they'll go out in all directions, hitting multiple enemies. If you fire any projectile weapon (this works best with grenades) after you've flown off a ramp or a jump pad, they'll fire twice as far as normal. When you're playing as a Feisar ship, and you've picked up Super Rockets, wait until you reach an area where there is only one ship to lock on to. When the cross hair sections meet and circle the enemy, press EXTREMELY SLOWLY AND GENTLY on the fire button. The missiles will go slowly, but won't stop until they reach the target. Because they've travelled slowly, the missiles will give out MASSIVE damage, and probably destroy the opponent. This is a good way to earn eliminations and therefore points in AG League mode. It also works (with less power) with a single lock- on missile. ----------------------------------------------------------------------------- Submitted by: Ziph Date: 14 Jun 2002 Here's a strategy I use with the Quake weapon: Firing it just before the pit lane (or a split in the track) will mean that when the track runs together you have two quake waves travelling along because of the different track lengths. I don't know whether the damage done is halved then but you certainly get to disrupt the other ships twice, giving you even more time to catch up and overtake. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 4.0 Strategy Guide By Track ///////////////////////////////////////////////////////////////////////////// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4.1 The Basics of Flight WF_020 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before you become truly skilled at WipEout: Fusion you must learn how to combine the various aspects of the game. This section gives pointers of how to beat the competition and get record times. ?Firstly, when starting a race you will be faced with a ?READY? sign for several seconds until it changes into ?GO?. If you want to have the most speedy start do not hit accelerate until ?GO? appears. Pushing down on the accelerator as soon as it turns to go will give you a fast lift-off, if you hit it pre-maturely however, you will be dropped to the ground and everyone else will get a short head start. ?Airbrakes: Airbrakes are essential in completing races in Wipeout. An airbrake slows your craft on one side. Eg. If you hit the left airbrake the left side will be slowed, causing your ship to move slightly to the right and your nose pivoting in that direction. To use airbrakes effectively: ______ / b__ \ / / \ \ a/ / \ \ | | | | | | | c| | | | | approach destination At point [a] start to apply right airbrake and turn into the corner. This causes your ship to pivot around. When you reach [b] you should be very slowed but lined up with [c]. Accelerate out of [b] and out of the corner. Note: if you wish to stop, apply both brakes. -About this section- The WipEout: Fusion walkthrough is separated into different types. This is a guide to each track ? pointers of how to shave off your times etc. Tracks in WipEout: Fusion are set out in this fashion: There are 7 tracks in total. Each track has 3 variations Each track, including variations can be raced backwards Thus making 42 Different Tracks that can be raced. To unlock new tracks ? either get golds on already unlocked tracks in Arcade mode or alternately beat leagues in AG League mode that contain them, making tracks included in the new leagues available. Submitting track tips/strategies: To submit a tip related to a track (eg. a shortcut etc.) send an email to email@example.com with ?Track Strategy? in the subject line. Alternately contact me through icq or msn ? details found at the beginning of this FAQ. If satisfactory the strategy will be posted in the corresponding track section. But please, make sure your strategy is not already listed below before sending. Within each explanation, sometimes the words ?Begin Section X- or ?End Section X- will appear. These designate when part 2 or part 3 begin and end. At these points, refer to the part number represented by X to continue the track walkthrough. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4.2 Florion Height 1, 2, 3 WF_021 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The most basic track, and most likely the first one you will race on. This track consists of some basic runs through urban and dirt tracks, as a introductory stage, you shouldn?t have many problems finding shortcuts or ways to shave off times. The later incarnations of this track involve some more advanced manoeuvres, but they aren?t unlocked until later in the game, your skills should be more than sufficient by then. Florion Height 1 Starting from a populated crowd behind 15 other compeditors, you?ll begin one of your first AG racing experiences. From the starting block you will go down a very short straight into a medium left turn. Before this turn there is a set up of three pads: two turbo boosters besides a single weapon pad. Picking up a weapon here can give you a slight advantage, or alternately the turbo can give you a boost in speed allowing you to progress more swiftly around the corner to the loop. The loop (preceded by a single weapon pad on the turn, which can also be used to gain some lead) has a compulsory set of turbo + weapon pads, which will give you a hefty speed boost into the loop. Maintain a straight line through the loop and pick up the weapon at the end. -WEAPON USE-: The loop is a great place to knock competitors off, while hard to perform, it is indeed a satisfying feat. A quake is the weapon of choice here, it can easily throw a racer who is at the peak of the loop off the side depending on his position on the track ? completely devastating his racing chances. Be careful if you feel a quake coming, however ? getting thrown off yourself isn?t a very satisfying experience at all. After the loop, make use of the weapon you receive at the end of it and proceed to the easy left turn. Stay within the middle of the track to hit a weapon pad, followed by a turbo + weapon combo and another weapon pad. -Begin Section 2- The next section is the ?dirt section? which is a off road portion with several obstacles and pathways back to the road. Straight ahead is the section 2 fence, which leads into a hard left turn. To the immediate left of the entrance are two rocks, which, if you are skilled enough, can be flown through to make the turn much quicker and easier. This leads into a more open area with sets of rocks on each side. Go up against the left side of the wall under the stone slabs to find a weapon pad, or alternately go slightly right under the rocks to hit two booster pads. If you take the left path you will have to straighten yourself up slightly and mind two more rocks which lay in the centre of the track, turning left to get back onto the road section. The right path will have you lined up with the exit, however, mind the large rock to the left of your path. Of course, you could forget both of these and just fly down the centre if you so wish. Back on the road again, with a medium left turn soon after. Be sure to hit the turbo + weapon pad on entry and if you want, take the corner on the outside to pick up some more weaponry. -End Section 2- A straight follows from here, with several turbos and weapons down the center, which you should easily obtain. At the end of the straight take the last right turn loosely to hit two turbos that will easily push you over the finish line. And that?s that. Florion Height 2 After coming down the loop you will go straight ahead, faced with a very wide turn. Try not to get caught in the small tunnel lined with pillars on the outside and just take the corner as simply as you can. Once you pull out of here you should swerve out of the corner to hit the twin turbos and watch out for the section three fence, turning left and flying over the pads scattered down this straight. -Begin Section 3- Try and stay in the middle to maximise the amount of pads you traverse. Once you reach the tunnel be prepared to break and turn right, stay in the middle to pick up some speed from the conveniently place speed pads and make a gentle right turn around (don?t fall off the left edge!). Continue up here, making two slight lefts through some random pads and align yourself with the group of pads which will give you a nice straight through a mild chicane. Here, things get a little fast, so hold on tight. You go into a very large drop, while still on the track. As you see the upwards hill approaching, brake left and quickly ascend the hill. If you can brake at the right moment you can use the momentum gathered from the fall to propel you up over the hill. Maintain a straight line up here, and your back near the finish line. Florion Height 3 Instead of turning right, fly straight ahead into what looks like an wall. Here you will hit a jump pad which will fling you over, allowing you to continue on your merry way. Take the easy left and easy right at high speed and hit the next jump. Maintain a straight line through here to hit as many pads as possible, when you start to reach a hill and cant see what is over it ? be sure to align yourself with the middle of the track. What follows is a large group of pads, and a humungous drop down onto the finishing straight. This is airborne flight here, so you must try and navigate your way back down to earth. At the very least, remain straight. You can try keeping your nose up to prolong the flight, or bend it down to plummet towards the finishing line gaining speed. Don?t hit the ground too fast or you will tend to lose a great deal of your velocity from your craft smacking the road. That?s it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4.3 Florion Height 1, 2, 3 reverse WF_022 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Florion Height 1 Reverse From the starting grid make a very easy left followed by a medium right into the good old dirt section. Be very careful not to hit the electric fence that is located just as the right turn appears, hitting this will greatly damage your shields, as well as spinning your craft around (sometimes 180 degrees around). Upon entering the dirt section, you may easily travel forward along to the hard left, if you travel straight ahead, be wary of the two rocks which you cant see over the small hill. If you follow a straight line from the entrance to the apex of the corner you should fly between them, brake a little right so on exiting you are lined up with the climb out of the dirt. Alternately you can veer left from the entrance and hit the twin boosters and make a wide right turn to line yourself up with the exit. -End Section 2- Next, the loop. Due to the long run up to the loop this time around, you will be taking this at very high speed. Stay in the middle of the track and try to run over the large sets of boosters, especially the set of 4 just as the track starts to bend upwards. The speed from here will make you go insanely fast around the loop so make sure you can handle the medium right turn which follows and leads you to the finish line. Florion Height 2 Reverse Nothing too complicated here. From the start, make a easy left and proceed back up the big drop that you experienced when going in forward direction. However, you wont have much speed yet, so don?t worry about braking. When you come off the top of the hill, make sure to stay within the middle of the chicane and brake accordingly when coming out of the tunnel. You should have no problems following the track back down to the dirt section. Take the last section of road loosely to hit the set of turbos if you need a boost going into the dirt. -End Section 3- When you reach the dirt, you can either take the corner sharply (which I recommend) or take it very loosely until the end where you will pick up a weapon pad hidden behind a pillar. It?s not really worth it if you ask me. Florion Height 3 Reverse Straight ahead, nice view going up. As you ascend to the clouds above prepare yourself for right and left turns which follow shortly after. Luckily though, your new perspective will allow you to see the track quite clearly. Of course all the goodies are right in the middle of the track, you should be able to see these coming, so try and pick them up as you go along. Nothing too hard here ? its just a easy trip down the winding moutain. Try and keep your ship balanced as you go over the jumps so you don?t lose too much speed, the last one you can try and gain a little air and guide yourself down the track while airborne, but it isn?t really necessary. From here its back into the dirt. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4.4 Mandrashee 1, 2, 3 WF_023 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mandrashee 1 From the starting grid, stay in the centre to hit some handy weapon and turbo pads before making an easy right turn followed by easy left, which should be taken loosely to fly over some helpful boosters. After the next few random turns, you will enter the corkscrew. -Begin Section 2- -End Section 2- -End Section 3- The corkscrew is a very long and fast stretch where you can pick up quite a bit of speed and length over the other craft. From the fast entry be sure to stay to the right, but be careful not to smack into the walls. If you stay to the right you will hit the maximum amount of boosters near the end, giving you the greatest speed coming out of the corkscrew. When coming out, stay in the middle and make use of the weapons located in your way. Be careful to break on the wide turn following the screw and align yourself with the ramp located at the bottom of the hill. This small ramp can give you a bit of air, but if you want you can force your craft down and pick up the weapons located on the other side. You don?t need much speed to clear the jump so don?t worry about falling short. Lastly comes a large chicane, take them as closely as you can and hit the boosters located between turns. On the last turn go very sharply and brake towards the end, so you hit the turbos at the immediate left which will give you a helpful boost towards the finishing line. Mandrashee 2 Instead of proceeding straight to the corkscrew, you will take a slight detour. You will divert left across a bridge which will lead to a few turns and tunnels and eventually dump you back on the corkscrew. -SHORTCUT-: Before you cross the bridge, you may notice a very odd looking pad, this is an ?event pad? (or atleast, I will call it that). When flying over one, something will happen on the track. On this track, it will raise the bridge. To make the best use of this, prepare a turbo (weapon) for when you cross the bridge. When you climb up the bridge, upon leaving hit the turbo. If you are fast enough and hold your craft nose upwards, you can clear the whole mountain and land on the other side of the track. If you are not as fast ? do not worry. If you aim your craft at one of the bars of the bridge, fly into it at turbo speed ? you will bounce up and you can guide your craft back down to earth. Quite a time saver. From the bridge you will veer left and proceed around a wide hairpin turn, stay on the outside to pick up a weapon and cross a double turbo boost upon leaving the turn. Stay in the middle to maximise the boost you receive and as you leave the tunnel brake slightly and remain to the left, picking up whatever weapons you come across. After a small jump you will be on another (non-moveable) bridge and be placed back on the corkscrew. Mandrashee 3: This is indeed a speed track. From the start you will perform the first two turns as usual and then continue straight into a large drop ? into an underwater tunnel. There is an immediate hard right turn, so brake accordingly. You will then fly over several bumps, just keep going straight even though you cant really see what is going on (not to mention you will be going fast due to the speed gained from the drop). When these end, prepare to brake slightly to the right and immediately after to the left. The next section is inside a cave, you can either follow the road straight down hitting the many boosts, or go onto the dirt covered hill at the right. You can gain quit a bit of air off this ramp and can pick up a bit of speed as you fall down to the next section of the tunnel. This part of the tunnel, stay to the right ? an incredible amount of aligned boosters are here giving you an incredible boost into the large left turn at the end. Follow this turn you can veer left, right then left again to hit the series of double boosts, but it is not necessary. One last section of tunnel will remain, where you should stay in the middle to hit the random boosters located on the next stretch (which are all in the middle, duh). This last turn will land you back in the middle of the corkscrew and the rest writes itself, as they say. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4.5 Mandrashee 1, 2, 3 Reverse WF_024 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4.5 to 4.15 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -This section is yet to be completed- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 5.0 Ag League Walkthrough ///////////////////////////////////////////////////////////////////////////// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.1 Overview ? Leagues, these guides WF_035 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Ag League mode of wipEout: fusion requires you to race within set leagues to gain points and medals. This is where you gain money and upgrade your craft as well as complete challenges unlocking the other teams. -Scoring points- Points are awarded after each race 1st place receives 12 points 2nd place receives 10 3rd place receives 8 4th place receives 6 5th place receives 4 6th place receives 2 7 ? 16th place receive 1 point for finishing For each elimination you receive 2 bonus points If you are eliminated ? you gain 0 points Points are tallied after all races and whoever has the most points wins. -Receiving money- Money is received after each race which can be spent on upgrading your craft. The amount received is based on several areas, the amount you receive varies with your performance in this area. Race: Has a certain amount for each league for first place ? scales down by a specific amount for every spot under that. Skill: Has a base amount of money that you receive just for finishing. To Increase the amount you receive in this area ? perform perfect laps. If you perform perfect laps the amount you receive increases significantly (almost tripling the base amount in some leagues). Time: As you can tell ? the better your lap times, the more you receive from this area. Damage: Based on how much damage you do. Like skill ? has a base amount you receive for finishing. However ? if you manage to eliminate an opponent then the amount scales up but an incredible amount. The base amounts of money increase however, depending on your current progression through the leagues. Meaning you can go back to an easier league and make the same amount of money. Thus, the only real changes in leagues are the tracks and the AI level. As AI craft become more powerful as you do and the cash amounts are fixed. -Your competition- You will be part of a grid with 16 craft ? 2 from each team. The power and upgrade level of the ships is equal to your upgrade level. The upgrade levels are assigned as the four Cosmetic versions of your craft. These are at 25%, 50% and 75%. If you upgrade (for example) to 35%, the opponent ships will be at the 25% level. You can use these drops to your advantage, keeping you as high as possible (as close to the next upgrade level without going over) to gain more power over the computer controlled crafts. -This Guide- These following guides will outline the tracks, info on money, the AI difficulty and any tips to winning. If you are having problems with the tracks ? refer to the track section that you need help with. -Getting started- Firstly you will need to choose a ship, you have three available: Feisar: A _definite_ choice for the beginner. Perfect handling and no real need for airbrake experience. While weak with weapons, it should get you through the first few leagues easily. Van-Uber: For the pilot looking for a bit more power. This thing has good thrust and is more well equipped to take out opponents. It?s speed isn?t much of an improvement. But it is great in the weapons area. G-Tech: The most powerful speed wise of all the ships, yet the hardest to control. If you are experienced with the game and are good with airbrakes etc. then you cant go past this. Average with weapons and shields. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.2 Chronos League WF_036 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Track one: Florion Height 1 Track two: Mandrashee 1 Track three: Cubiss Float 1 This is your first league, so it?s quite easy. Just try and race and don?t bother about the other craft. Don?t go for eliminations, your weapons will most likely be limited and your weapon power low. Due to your shields you might have to pit once from your basic damage received when hitting the walls. But otherwise you should be able to get first place easily. Because the AI is quite basic at this point ? coming first in each race isn?t necessary. The winners are often varied, meaning you can place second or third in the races and still have the most points by the end. League Difficulty: 1/5 The AI for this section acts rather odd. The thing is ? they hardly ever aim for you. The will constantly attack each other but usually they wont even bother with you unless you?re the only craft around. They don?t put up much of a fight when attacked and are overtaken very easily. But beware ? if you unlock many weapons before starting here, due to the computers constantly attacking each other, getting caught in the crossfire is a very dumb thing to do. Just get ahead of them early and leave them to fight with themselves. AI Difficulty: 1/5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.3 Rhea League WF_037 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Track one: Alca Vexus 1 Track two: Florion height 1 reverse Track three: Mandrashee 1 reverse Moving on to the second league now, you should still be in good shape to compete here. Make sure you spend your winnings on some upgrades ? especially shields. If you are new to the game you?ll probably need some shields in case you don?t know your way around the tracks. You will be on a new track to start off with, then racing 2 of the previous ones in reverse. Note that these will now be available in arcade even if you didn?t go to arcade previously. Now, this time the grid will be more balanced. If you want to win you will have to place high each round. While the winners wont remain too constant about four or five will always remain at the top of the scoreboard. Make good use of your weapons to pick up elimination points if you want to secure your win. But, overall, this is still the beginning and it?s quite easy, the hard stuff is yet to come. League Difficulty: 1/5 The AI has increased a bit now; they will aim for you, but not purposely. They will still attack each other often though and you should be able to overtake them and not have them on your back. Don?t be surprised if you?re not in the lead by the start of the last lap, you will find yourself fighting between one or two other crafts to get into pole position near the end. Remember, coming first is not necessary to win the league. AI will now make better use of weapons, especially grav stingers, which will start appearing in some very annoying positions. While slightly harder, with your new upgrades these aren?t anything you cant handle and if you cant handle them (for whatever reason) you can go back to the chronos league and race it again ? picking up some more funds and further enhancing your ship. AI Difficulty: 1/5 *After this league the Auricom Challenge is unlocked* The auricom isn?t a big improvement over the other ships, if you are satisfied with what you have right now don?t bother but if you want to move onto something a little bit more fast then downgrade your machine and put your funds into this. But otherwise there is no real reason to change. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Oceanus League WF_038 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Track one: Cubiss Float 1 reverse Track two: Alca Vexus 1 reverse Track three: Vohl Square 1 Things will now start to heat up. Expect with the new weapons being unlocked to see some more aggressive battles. The track selection is a group (besides the first one), which will test your skills as well as your shields. You will now have to aim for first place to really secure a win, don?t be surprised if you find a single ship jumping further ahead in first place. You?ll most likely battle for points with this ship as you go along. If your shields are upgraded enough ? it?s time you considered unlocking some super weapons. These will help you get some points from the elimination bonuses. Of course, if your shields are too low then you?ll just end up getting hammered. It?s your decision. This is definitely a step up from the other leagues ? it may be a good idea to go back to the chronos and rhea leagues to get some more money and upgrade your craft a little bit more. League difficulty : 2/5 The AI is now much more balanced, expect them to bump you around often and to fire at you when you overtake them. The grid will split up much sooner now, and you will be looking at a one on one race with the leader towards the end. Weapon use is much more intelligent, be careful of mines and stingers at Chokepoints and watch out for retaliation from attacking another craft. Especially the guy in first place. A tip is to save your big weapons (super weapons, gravity bombs, plasma bolts) for the guy in the lead, making sure he doesn?t stay on your trail until the end trying to eliminate you. If you jump ahead of him, make sure you gain as much length as possible. AI Difficulty: 2/5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.5 Tethys League WF_039 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Track one: Vohl Square 1 reverse Track two: Florion height 2 Track three: Mandrashee 2 This league is a great step up in difficulty from the last league, I find sometimes I can go from getting easy 1st place winnings to coming in under 5th place when reaching here. The tracks are new, but the last two are relatively easy and short. The track that will give you the most trouble is Vohl Square 1 reverse. This track is quite hard to navigate in comparison and the computer will most likely blow you away. If you can?t get good a placing in these races, go for eliminations. Go fetch your super weapons then try and take out as many competitors as possible, as well as trying to get a good place. Remember, eliminations are 2 more points to your total so try and pick up a few. You can always go back to the previous leagues to grab some cash too, in fact it?s a good thing to do. The more powerful your ship is the better equipped you?ll be to navigate the tracks. Try and pour some money into shield also ? the less you pit the better. If you cant get a good place on the first track, don?t worry as the following tracks are a little easier to navigate. Try and keep your score high with eliminations and you should pull through. League Difficulty: 3/5 The enemy grid is now much more skilled, the whole group will be generally skilful and branch out to leave a few in pole positions. There will most definitely be a craft taking the lead each race, if you have problems with this try and eliminate them. Not only can you grab up first ? but as a result they gain no points. The AI has made it time to get dirty. The other AI wont be much more aggressive than before, although more eliminations are bound to occur because the pack is now much closer. AI Difficulty: 3/5 *After this league the Eg-R challenge is unlocked* The Eg-R is a recommended ship for those who want a better handling craft. Its stats suggest otherwise, but this ship slides around corners quite easily and can also be heavily upgraded. Definitely worth a look. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.6 Hyperion League WF_040 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Track one: Tetmesh bay 1 Track two: Florion Height 2 reverse Track three: Cubiss float 2 Track four: Alca Vexus 2 Track five: Vohl Square 2 The first thing you?ll notice about this league is now that it contains five tracks. This can be both beneficial and a hindrance due to the fact you have more chances to gain points, and even more chances to lose points. I recommend you withdraw all your funds from the other ships you have and put them into an EG-R ship. You might want to go back and gain some more cash also. Be sure to upgrade shields, top speed and thrust. You might find this league quite easy at first, at least during the first two tracks, which are quite easy. But the last three tracks are a selection which are very hard to race, especially if you are racing them for the first time. Make sure you have enough shield, don?t be afraid to pit however, as its better to be alive and get some points then to die and lose them all. To make sure you gain a good position each time be sure to exploit the shortcuts on the available tracks (there are shortcuts on Tetmesh bay, cubiss float and vohl square available). League Difficulty: 3/5 The AI will not have changed much compared to the last league, except for the leader ship, which might be harder to catch up to. Beware the enemy crafts at the start of tracks, especially those like alca vexus where the course is narrow ? they will bump you around very aggressively and cause big damage to your shields. But overall, if you use the same tactics you have used last league you shouldn?t have many problems. AI Difficulty: 3/5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.7 Themis League WF_041 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Track one: Tetmesh bay 1 reverse Track two: Mandrashee 2 reverse Track three: Cubiss float 2 reverse Track four: Alca Vexus 2 reverse Track five: Florion Height 3 The tracks here are basically reverses of those you raced recently. Thus the difficulty comes mostly from the AI and not the tracks themselves. Note that there aren?t many shortcuts to exploit this time, so it will come down to skill in most parts. There isn?t much to say about these, you should know your way around them by now, if not go to arcade and practice. Also, be sure to put some more money in shields, because the AI will be much more aggressive and you?ll need to withstand their attacks. League difficulty: 3/5 Now the AI will start to become quite a pain. While it may seem that you can jump to higher places quite easily, if you slow down or you are hit expect to see many, many ships fly past you. The aggressiveness and strategy of their attacks have become very painful for you. Don?t be surprised to be hit with a gravity bomb, and then whacked with quakes and plasma bolts. They will start to combine their weapons much more effectively and due to this you must concentrate on your shields and pit when needed. Also, don?t expect to be seeing too much of the craft in first place and sometimes second, they will jump far ahead of the pack. Also you might find yourself spending the whole race just trying to catch up to the pack at the back of the race. Usually the first few tracks you can pick up gold, so make these count, also try and pick up eliminations as much as you can. The last few tracks will be quite different and you might have trouble placing highly, so try and eliminate those who are important to the scoreboard. The most vital thing here to beat the AI is to become skilled at the tracks. If you bugger up or take the wrong turn, then you will be overtaken with extreme prejudice. Make sure you know your way, and the best way to ward off aggressive attackers is to be aggressive yourself. Hell, you pick up points for it so be mean. AI Difficulty: 4/5 *After this league the Tirgon challenge is unlocked* The tigron is a ship much like the first few selections, but has a lot more power and upgrade ability. It makes up with speed and shield what it lacks in handling. If you want something a little more hostile then you should start focusing on this ship. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.8 Lapetus League WF_042 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Track one: Katmoda 12 1 Track two: Tetmesh bay 2 Track three: Vohl Square 2 reverse Track four: Mandrashee 3 Track five: Cubiss Float 3 This leagues selection of tracks are mainly ones that are made for speed. With the exception of the first track and possibly the second track, these require a high speed ship to race efficiently. Thus you must make a decision to upgrade to the tigron or not. The tigron is a fast ship, but lacks the handling finesse of the other ships. Personally I stick with the EG-R but if you find yourself too slow or underpowered, swap to the tigron. The first track should give you no problems; it?s relatively easy and also simple to claim the gold. However the second track is (in my opinion) incredibly hard. The following tracks are those that are optimised for ships with good top speed and not much handling. Thus, if you are using another ship besides the tigron, withdraw your funds from other areas and build up your top speed. The score board will most likely lead with the 2 piranha ships, due to the fact their speed will accelerate them in front of the pack. Again, try and hurt them or eliminate them early on if you cant catch up ? creating an imbalance in the scores and letting you get up on top. League Difficulty: 3/5 AI ships will most definitely be optimised for speed here, making them hard to catch up to at times. They also get much more aggravated when overtaken. It?s not uncommon for them to keep a gravity bomb handy for when you get in front of them. So, do the same. When you overtake them, make sure to use a super weapon or a gravity bomb to slow them down making it harder to catch up. As before damaging the leaders and causing them to pit or crash later is a welcomed strategy. If you can slow them down enough, then they wont have a chance on these fast tracks. AI Difficulty: 4/5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.9 Crius League WF_043 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Track one: Katmoda 12 1 reverse Track two: Tetmesh bay 2 reverse Track three: Alca Vexus 3 Track four: Vohl Square 3 Track five: Florion height 3 reverse The tracks don?t differ much from the last few leagues you encountered. Your main problem in this league is the increased skill of the enemy crafts. Make sure to exploit the shortcut on Alca Vexus as well as hone your skills on the other tracks. Again, speed is required. Make sure your top speed is well upgraded before venturing in here. The AI will give you a good challenge this time around, if you could easily claim first place before, then you might have problems now. League Difficulty: 4/5 The grid will most definitely be lead by xios and piranha crafts which will no doubt be hard to catch up to within three laps. The points will be definitely harder to grab, make sure you eliminate everyone you can. Try and save your gravity bombs and plasma bolts for either slowing down the leaders or eliminating them for points. You will have to have a good idea of the tracks, especially those like alca vexus and tetmesh bay before you try this league, due to the fact the AI has a near perfect racing line. Use the weapons to tilt the scoreboard in your favour, this may be the first league you have trouble finishing. It would be a good idea to backtrack and get some more money for top speed and weapons upgrades. AI difficulty: 4/5 *After this league the Xios challenge is unlocked* The Xios ship, in my opinion, is the best in the game. Unlike the Piranha it isn?t too powerful. But it is well rounded and is the best ship available to use in the final leagues. Get this ship, put all your money into it and grab its super weapon which is incredibly helpful. Without this ship you?ll find the final few leagues nearly impossible. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.10 Thea league WF_044 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Track one: Katmoda 12 2 Track two: Florion Height 2 Track three: Tetmesh bay 3 Track four: Mandrashee 3 reverse Track five: Cubiss float 3 reverse Track six: Alca Vexus 3 reverse Track seven: Mandrashee 3 This selection of tracks is a mix of new tracks and old tracks. The new ones are some of the most challenging tracks available and the old ones are made hard by the increased speed and increased AI difficulty of this league. In my opinion, this is by far the hardest league. You must go and get yourself a Xios ship, upgrade it, get shield drain and practice these tracks if you want a chance at winning. At first you may be able to grab a couple of first place points and seem to hold yourself well, but by the last half you wont have much of a chance of seeing first place. The piranha and other Xios ships will no doubt be too far ahead of you. I?ve usually finish this league by a small amount of points or on a tie. Keep trying, keep upgrading, and go for those eliminations. Those 2 points might just be enough to put you over the edge. Good luck. League Difficulty: 5/5 AI is incredibly difficult this time around. They will attack you and concentrate some powerful attacks on you. Combined with the track selection your shield will take an incredible beating. Try not to pit, as not to waste time and make sure you know your tracks. Enemies will make optimal use of all weaponry here, if you stuff up on a section you will no doubt be pounded back into last place. Remember, in the last few tracks a placing above 5 is actually quite an achievement. If you aren?t in the top 8 or so by the last lap, don?t worry, as most of the pack will start to get eliminated or slow down by that time allowing you to overtake them. However you probably wont see much of first and second place in the last few tracks. Go to arcade mode and practice these and find the shortest routes and get the best times. You have little chance of eliminating the leaders, you must make up for it with pure skills. Also try and take out some of the crafts trailing behind for extra points, if you pick up no elimination points this league then you probably wont win. AI Difficulty 5/5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.11 Metis League WF_045 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Track one: Katmoda 12 2 reverse Track two: Mandrashee 2 Track three: Katmoda 12 3 Track four: Vohl Square 3 reverse Track five: Tetmesh Bay 3 reverse Track six: Katmoda 12 3 reverse Track seven: Cubiss Float 3 Now, this is very hard. Without a doubt, but probably not as bad as the last selection. Regardless you must upgrade your xios ship to nearly full upgrades. Concentrate heavily on top speed and shield more than anything. Due to the fact many of the tracks are Katmoda 12 (which is a very fast track) having top speed maxed out will be quite essential. Other tracks like vohl square, tetmesh bay and cubiss float will also benefit from these upgrades. You _Must_ eliminate ships. Regardless of what position they are in or who they are, the points are needed. Unless you upgrade your Xios ship fully you probably wont even get a first place the whole league ? thus eliminations will boost your points far enough. Super weapons, plasma bolts and quakes are your friends, use them wisely. You will have trouble with this league, but you will now get lots of cash if you backtrack and do the easier leagues. Thus, you can get more then enough money for your xios ship. Upgrade this, and you should be able to just claim the gold. League Difficulty: 5/5 The AI is incredibly difficult, they are unsurpassed in their aggressiveness in this league. You will be catching up to a piranha ship points wise, which, unless you claim many elimination bonuses ? will beat you. The only problem with the AI is that at times they are too aggressive. So much that they will only make it easier for you. Of course, most of their attacks will drain your shields like crazy, and they will go for you above all else. But when they are attacking each other ? they are just allowing you to get ahead. If your shield power is maxed, you might be able to get by with only one pit or perhaps no pitting at all. But don?t take any risks, you need as many points as you can get your hands on. This is the last league, so put all your money into it, go back and practice as much as you can before trying out. Zone mode is a good way to test out these tracks and improve your racing line. Once you have the gold its all over. AI Difficulty: 5/5 *The Piranha challenge and Custom league is now unlocked* The piranha is basically a crazy sensation of speed, used for the time trials mostly its so powerful its stupid. Pretty much a gimmick, but fun nonetheless. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.12 Ag League Challenges WF_046 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ After completing two leagues, a challenge will be opened up against the secondary pilot of a team. This is a one on one race on a separate track, come first to unlock that team and pilot for use in all modes. Strategies: ?This track is built for speed, so you could remove money from other areas on your ship and put the money into top speed for more help. ?Be dirty and make use of weapons: The easiest way to win one of these challenges? Prey for a plasma bolt. Then just wait until one of the more narrow sections of the track, line em? up and fire. Then just cross the finish line when you feel like it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.13 Submitted League Strategies WF_047 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This area lists all strategies for gaining money and beating the leagues in Ag league mode. If you want to submit a strategy either: ?E-Mail me at: email@example.com with ?League Strategy? in the subject line. ?Contact me through other means such as icq or msn, details are found at the beginning of this FAQ. Include your name ? then explain your strategy. If it is a suitable and original strategy then it will be posted below with each new version. Please, make sure to check below before submitting your own strategy, incase someone beat you to it. ----------------------------------------------------------------------------- Money Strategy Submitted by: Killorg Date: 28 Jan 2002 if you want easye money, take xios and take the lead pilot, max out the weapon, and give yourself two other squares of what you'd like (eg.shield) your ship will remain class one. and everytime you switch classes, the opponents get stronger. so yeah. start a league and arrange yourself to get a quake or something and release it slowly, and it will then only take you a couple of minutes to finish off the other 15 racers giving you huge money :) ----------------------------------------------------------------------------- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 6.0 Challenge Mode Walkthrough ///////////////////////////////////////////////////////////////////////////// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6.1 Challenges Overview WF_047 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The challenge mode of WipEout: Fusion is a set of races involving you to perform various tasks. The main point of this mode is to unlock the Super Weapons for each team. The challenge mode is made up of 5 basic challenges and one Gold Challenge for each team. You cannot perform a team?s set of challenges unless you have already unlocked them in Ag League mode. Basic challenges are made up of these different tasks: ?Race: Basically just like an arcade race, come in a pre-determined place to win a medal. ?Elimination: Destroy a pre-determined amount of enemy craft, weapons are usually limited in selection. ?Survival: Remain intact for a certain number of laps, eliminate the competitors or play it safe to win. ?Chase: A one on one race, to win you just have to get some part of your ship ahead of your opponent. Usually your opponent is quite powerful in comparison and this is not as easy as it may seem. ?Time: A time trial, beat the set time on the chosen track. The gold challenge is unlocked when you claim gold in all five challenges. Gold challenges usually consist of a one on one race on a track with one lap. However, to receive your super weapon, you can claim bronze, silver or gold in the five challenges. Once you have done so, the super weapon will be available for use. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6.2 Feisar Challenges WF_048 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Challenge one: Race Track: Cubiss Float 1 Contenders: Five Laps: 2 Weapons: All Gold: 1st Silver: 3rd Bronze: 5th This being the first challenge is very easy, just race this as you normally would, having the quake weapon unlocked will help you here. Due to the race being short you shouldn?t worry about shield energy and just go for first place. You should be in the lead by the end of the first lap, just cross the line to claim the gold. Challenge two: Time Track: Mardrashee 1 Contenders: One Laps 1 Weapons: Disabled Gold: 37 seconds Silver: 39 Seconds Bronze: 41 seconds You may have to race this several times before you claim the gold. From the starting grid be sure to hit the initial turbo pads, then veer to the Right to hit the next two, then veer back to the left to hit the following two. Maintain your speed and once you reach the corkscrew stay on the right side and hit the triple boosters. Then keep a straight racing line down the middle of the track, when you get to the final s-bend stay to the inside so you can hit the pair of turbo?s just before the finish line. You should make it with at least half a second to spare. Challenge three: Race Track: Florion height 1 reverse Contenders: Six Laps: 4 Weapons: Disabled Gold: 1st Silver: 2nd Bronze: 5th This race challenge is a step up from your previous one. Once leaving the grid be sure to hit all the boosters you can leading to the dirt area. Once you reach this area turn right so that you hit the boosters behind the rocks and take the turn very sharply so you fly through the rocks and exit the area. If you want to take out the gold, you _must_ hit the boosters before the loop (especially the set of 4). That way you gain enough speed to cross the finish line. You?ll most likely end up battling with one other craft, but as long as you hit those final boosters the gold is yours. Challenge four: Elimination Track: Mandrashee 2 Contenders: 10 Laps: 5 Weapons: Missiles and Rockets Gold: 3 eliminations Silver: 2 eliminations Bronze: 1 elimination Elimnation challenges usually follow a basic set of rules if you want to win. Be fast, because if you take your time there will be nobody left to eliminate. Always find a target, turn around, park, do whatever it takes to find something to kill and lastly always make your shots count. You can either fly ahead with the pack and take some damage hoping for some kills, or stay behind picking off ships after they have taken lots of damage. The latter is probably the better choice due to the Feisar craft?s lack of good shields. Also, make sure to fire rockets at point blank to rack up some kills. Challenge five: Time Track: Cubiss Float 1 reverse Contenders: 1 Laps: 1 Weapons: disabled Gold: 52 seconds Silver: 55 seconds Bronze: 58 seconds This is pretty simple, if you know the track well you can easily make it in time due to the fact all the turbo pads are easy to make out and are in the middle of the track. Possibly the only way to shave your time off is making a decision between going left or right once leaving the first tunnel. The right branch is probably shorter but be prepared to brake heavily upon leaving. The other choice is slightly longer but has several turbo pads and doesn?t leave you to bump into the walls. Your choice really, but either way you can make it in time. Gold Challenge Track: Alca Vexus 2 Contenders: 2 Laps: 1 Weapons: Disabled Gold: Come First. You will find yourself going one on one with a van uber craft. This is not a particularly hard challenge. Although, you must be a good pilot due to the fact your shield power is at 8. If you know the track and manage to hit the right amount of turbo pads you shouldn?t have any problems. But if you are having trouble you can use the switch in the temple area to trick the computer. If you are just behind him, make sure you hit the switch in the middle just after he flies past causing him to smack into the wall and become stuck (they wont turn around). However, if you are ahead of him and hit the switch he will hit the switch on you causing you to crash. So be careful. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6.3 Van Uber Challenges WF_049 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Challenge one: Time Track: Mandrashee 1 reverse Contenders: 1 Laps: 1 Weapons: disabled Gold: 38 seconds Silver: 41 seconds Bronze: 44 seconds This will be a close call to get the gold. You must hit as many boosters as possible or you wont have a chance. Don?t use your airbrakes in the first s-bend and just turn normally, then maintain a straight line down the middle so you hit each booster. When you get past the corkscrew make sure veer right then left and back to the right to hit all boosters. At the end make sure to be near the right wall to hit the twin boosters that should carry you across the finishing line in time. Challenge two: Elimination Track: Florion Height 1 Contenders: 8 Laps: 4 Weapons: Missiles and Rockets Gold: 3 Eliminations Silver: 2 Eliminations Bronze: 1 Elimination The secret here is to play it safe for the first one or two laps, then start hunting down the injured. Due to the weapon restrictions, it wont be so easy to hurt each other, so by about that time you should be able to pick off a few. Make sure to stay behind the pack, your shields aren?t very strong and if you go all out you might get eliminated yourself. Challenge three: Race Track: Cubiss Float 1 reverse Contenders: 8 Laps: 4 Weapons: Turbos, missiles and rockets Gold: 1st Silver: 2nd Bronze: 4th Now this can be very hard depending on how you act early on during this challenge. You are up against a wide range of competitors, the majority of which are much, much more powerful than you (you will notice this after they overtake you constantly). The only way to get gold in this is to slow them down as much as possible on the first lap. Make sure to hit them with everything you got. Even though they will still jump far ahead of you, this should cause them to pit in during the 3rd or 4th lap allowing you to gain a few seconds. If you?re not within the top 3 by the second last lap then you probably wont have a chance. Remember to slow them down as much as possible during lap one and keep trying. Challenge four: Survival Track: Alca Vexus 1 Contenders: 8 Laps: 3 Weapons: Flamers and Shields Gold: 3 laps Silver: 2 laps Bronze: 1 lap Okay now this a joke, especially compared to the last challenge. In fact, all survival challenges are jokes because all you need to do is stick well behind everyone else and you?ll live. Now this one having shields available makes it even easier to win. If you want to make this slightly challenging you should try and win this in first place without using shields. But in the end, you shouldn?t need to seek help from a walkthrough for this one. Challenge five: Time Track: Florion height 2 Contenders: 1 Laps: 1 Weapons: disabled Gold: 62 seconds Silver: 66 seconds Bronze: 70 seconds This shouldn?t be too hard, again make sure you hit those turbos. Firstly, there is no need to use your airbrakes until near the end, make sure you hit as many boosters as you can up until the dirt section. Once leaving the dirt section make sure to hit the twin boosters on the right, and it will be helpful to brake sharply in the following tunnel to hit the next set of twin boosters. You should also maintain a straight racing line on the drop so you pick up the most speed for the following climb. Hit the final two boosters on the left near the finish line and you should make this without too many problems. Gold Challenge Track: Vohl Square 3 Contenders: 2 Laps: 1 Weapons: disabled Gold: Come first The biggest problem here will be that you might not have seen this track yet. Of course, your shields are drained and your opponent is faster than you. But, his weakness is that he will not hit many turbo pads. So be sure to hit as many as you can just to keep up with him. You?ll probably hold the lead right until the end of the sewer section when he will jump ahead of you. But as long as you hit the pads you should just get in front. Now, to win you must take the last corner very sharply, as there are three boosters to the very left of the track, if you don?t hit at least one of these he will gain speed and beat you. Also, be sure to have a good racing line or he might bump you until you are eliminated. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6.4 G-Tech Challenges WF_050 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Challenge one: Elimination Track: Vohl Square 3 Contenders: 10 Laps: 5 Weapons: Grenades and Plasma Bolts Gold: 5 Eliminations Silver: 3 Eliminations Bronze: 1 Elimination Here you are faced with a slight dilemma. Due to the weapons restrictions, the pack of 10 craft will most likely be little over 0 by the end of the first lap. You can either head in with the pack and try and take out as many as possible ? risking your own life in the process. Or stay back taking shots which usually doesn?t get you far. Learn how to aim with the plasma bolt, it?s your main weapon of choice here. Also use both weapons together effectively: Hit them with the grenades to slow them down, making it easier to aim at them with the plasma bolt and clean them up. Challenge two: Race Track: Alca Vexus 1 reverse Contenders: 10 Laps: 4 Weapons: All Gold: 1st Silver: 3rd Bronze: 5th This is your basic race, nothing else to it. Just keep in mind that your craft lacks a good amount of shield power, and on a race longer than usual on this track you?ll have to pit at least once. Just concentrate on getting to first and keeping there ? and if you have any problems just practice in arcade mode. Simple. Challenge three: Elimination Track: Mandrashee 2 reverse Contenders: 14 Laps: 5 Weapons: Photon Cannons, Grenades Rockets and Quakes Gold: 5 eliminations Silver: 3 eliminations Bronze: 1 elimination Grabbing the gold in this challenge is far from easy. With this grid of 14 craft, expect it to be completely empty by the end of the first lap. The main challenge of this race is to get kills as fast as possible, as the other craft will drop like flies shortly after you begin. Your weapons are photon cannons (which should be discarded), rockets (which aren?t particularly helpful). However, the other weapons, grenades and the very rare quake pickups should help you. Make use of the grenades and close range and the quakes here are what will grab you all your kills. If you?re only damaging someone ? your only making them a kill for the next pilot who picks up a quake. Make your shots count ? and pray for quakes. You?ll get the gold in this by luck, if anything. Challenge four: Time Track: Florion Height 3 Contenders: 1 Laps: 1 Weapons: Disabled Gold: 60 seconds Silver: 65 seconds Bronze: 70 seconds Of course, you gotta hit those boosters, but you should know this track well enough by now to know where they are ? and there aren?t many of them so you should be able to take care of that. You?ll probably find yourself hard pressed to get under the minute mark ? this comes down to how you handle the final drop. I?ve experimented and they both usually come out the same way but if you hold your nose down you?ll gain speed, but when you hit the ground you?ll lose more. Hold it up and you will float and not lose speed when you land. Make sure you land on the track ? or you can kiss that medal good bye. Challenge five: Survival Track: Vohl Square 2 Contenders: 10 Laps: n/a Weapons: Rockets Gold: 3 laps Silver: 2 laps Bronze: 1 lap Survival challenges are usually a walk in the park, so you shouldn?t have any problems. Hell, if you want to have some fun park yourself on a weapon pad and keep hitting the trigger while pointing at another craft. Anyway, you get a shiny super weapon now so be happy. Gold Challenge Track: Mandrashee 3 Contenders: 2 Laps: 1 Weapons: disabled Gold: Come first If you have played this track before, you will know its made for speed. Thus, use this to your advantage, your competitor will usually keep up with you, if not surpass you. Try and keep him off the boosters and always go for the area with the most boosters (no need to go for weapon pads, because they are off, so just go for the big stretches of turbo boosts). Make sure you are at least just behind him by the final s-bend. He takes the corners very widely, allowing you to jump ahead if you take the corners very sharply and hit those helpful two boosters at the far left on the last stretch. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6.5 Auricom Challenges WF_051 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Challenge one: Chase Track: Alca Vexus 1 reverse Contenders: 2 Laps:n/a Weapons: Disabled Gold: 50 seconds Silver: 60 seconds Bronze: 70 seconds From your first few tries at this ? it might seem nearly impossible to get ahead of your enemy. It has a weakness which you must exploit, it takes corners very widely. While this may make little time difference, it means you can pre-empt him on the corners and go very tightly, getting your nose in front for just a split second and claiming the gold. Of course, you gotta hit all those boosters, especially those on the left at the end of the dirt section and the ones after taking the last hairpin sharply, as well as the booster on the left near the pit lane. That last booster near the pits should help you, after hitting it swerve to the right in anticipation of the next turn, which should put you ahead for simply being on the inner part of the corner. Done and done. Challenge two: Race Track: Vohl Square 1 Contenders: 7 Laps: 5 Weapons: All Gold: 1st Silver: 3rd Bronze: 5th This is not your standard race, but yet another competetion against much superior craft. The secret here, as with other challenges like this is to be aggressive right off the bat and do as much damage as you can before they speed off ahead of you. Causing them to crash and burn, or more likely pit in within the last few laps. Be sure to hit them boosters, especially the 3 to the very left after the last turn. Also, when you reach the roundabout don?t get off on the first leg, but keep circling around and go off on the next exit. This path seems slightly shorter and most of the other crafts go down here ? giving you another chance to slow them down. If you grab the lead don?t let go. Challenge three: Elimination Track: Katmoda 12 2 Contenders: 7 Laps: 4 Weapons: Missiles and Photon Cannons Gold: 3 Eliminations Silver: 2 Eliminations Bronze: 1 Eliminations Your main problem here is your selection of weapons, basically, they are as weak as hell. If you are going to get enough kills you?ll have to use them wisely. Photon cannons are good for little besides making a craft lose control ? hopefully in a position easily followed up by a few missiles. Jump ahead of the pack on the first lap after hurting them a little, then wait for them to come back to you and they should still be all together, use this time to fire a few missiles and spray your photon cannons at the pack. Make sure you can keep up with the leaders as there aren?t enough laps to catch up to them later. Oh, and if you don?t have any good weapons to use, a good ram will do some satisfying damage. Just fly headfirst into damaged ships and they should explode. Challenge four: Time Track: Cubiss Float 2 Contenders: 1 Laps: 1 Weapons: Disabled Gold: 73 Silver: 78 Bronze: 83 The thing you need to know about this is the secrets of the track ? if you don?t know the best way through here you?ll be hard pressed to get even the bronze. Just hit the boosters as you normally do ? the first place to cut down your time is the ice cave. In the cave first go down the middle, apply your brakes and slide through the tunnel to the right, straighten yourself up and go for the exit then apply your right brake to slide back into line. Keep going as usual until you exit the tunnel, now here is the point where you save the most time, after the first corner after the tunnel go to the right inlet and hit the _switch_. Then quickly get back on track and go straight ahead. If you didn?t know about this before ? the wall there will be gone and you can continue through. Keep going down this short cut path until you get back outside ? follow the track to the end. This might take several tries to get a good time. Go back and try and take the corners with more speed and try not to rely on airbrakes too much to shave off a few seconds. Good luck. Challenge five: Survival Track: Mandrashee 3 reverse Contenders: 11 Laps: n/a Weapons: Rockets Gold: 3 laps Silver: 2 laps Bronze: 1 lap Survival challenges ... really quite a contradicting phrase. There aint nothing challenging about these. Just play it safe and try not to scrape the walls and then you get a super weapon. Wow, that was hard! Gold Challenge Track: Cubiss float 3 Contenders: 2 Laps: 1 Weapons: Disabled Gold: Come first This should be simple enough, of course this track?s main problem area is also of the greatest concern here ? the field of trees. Just make sure to hit all the boosters you can on the way and in the spiral make sure you stay to the inside. Once you reach the field try and make it down the middle to get a little closer then once you reach the loop, stay to the left and give it hell. With all the forward momentum from the loop and the long drop when you hit those last two boosters ? you?ll probably just jump ahead with only milliseconds to spare, but you should make it anyway. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6.6 Eg-r challenges WF_052 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Challenge one: Survival Track: Vohl Square 2 reverse Contenders: 16 Laps: n/a Weapons: Grenades Gold: 6 laps Silver: 4 laps Bronze: 2 laps Hey this survival challenge can actually be kind of hard if you?re a bad pilot, but chances are if you have made it this far you?ll know your stuff. So scratch that. The thing that makes this even slightly challenging is the length of the race. Due to this those little bumps and scratches will definitely build up over time ? meaning you?ll need to drive carefully. Also by the last lap or so expect the leaders to overtake you, unless you have been effectively keeping up the whole time. So you?re not completely free from the other pilots. But, who am I kidding? This is still as easy as hell. Challenge two: Chase Track: Cubiss float 3 reverse Contenders: 2 Laps: n/a Weapons: disabled Gold: 60 seconds Silver: 85 seconds Bronze: 110 seconds Again, the trees, its always about the trees. How do you win? Make it through the damn trees!! Well, its true. From the start hit all those boosters around the loop and when you reach the trees try and make it through without getting hit then keep going. Take the spiral very tightly and keep moving. Now at this bit the guy will probably be very far ahead, and you?ll think about starting again ? don?t. It seems for some reason this guy has a mortal fear of turbo pads, in a short while you?ll catch up to him and he will be eating your dust (provided you hit the turbo?s he missed of course!). Challenge three: Elimination Track: Vohl square 3 Contenders: 12 Laps: 4 Weapons: Missiles and Grenades Gold: 3 Eliminations Silver: 2 eliminations Bronze: 1 elimination This may take a few tries to get gold, due to the track design most of the pack will get split up, meaning that you?ll have some problems finding a target. In this case it may be good to keep ahead of the grid and slow down when you need a target, so that you don?t have to catch up to anyone. Also, use your weapons wisely ? missiles are for long range and slow the opponent down for you ... in time for you to come up and use your close range weapon: grenades and blow them away. Challenge four: Time Track: Alca Vexus 2 Contenders: 1 Laps 1 Weapons: disabled Gold: 92 Silver: 96 Bronze: 100 The secret to getting a good time here is making use of the Eg-r crafts unique handling style. Due to the way it slides when using the brakes, use this to your advantage. When you get to a turn, brake heavily early then slide around and use the high thrust of the Eg-r to accelerate out of the turn. While you may lose time for using the brakes, due to the narrow roads on this track, you wont suffer from scraping along the walls if you slide correctly. You shouldn?t have too many problems picking up the gold here. Challenge five: Race Track: Katmoda 12 3 Contenders: 16 Laps: 1 Weapons: All Gold: 2nd Silver: 4th Bronze: 6th Take note of how many laps left, take note of how much shield you have. With these now in mind, go in there and be aggressive. Make sure you concentrate on getting ahead. Also, be sure to hit the incredibly long line of boosters to the side of the flip pad when the opportunity comes up. Once you reach the big power core section you should be at least in third place. Remember you only have to place 2nd to get the gold, so there isn?t that much pressure. Gold Challenge Track: Florion Height 3 reverse Contenders: 2 Laps: 1 Weapons: disabled Gold: Come first It seems to be no matter what you do, this is going to be a very close race. As always, hit them boosters and take the corners sharply. It is imperative you hit as many as you can, especially those before the loop. The craft you verse will have a slow start, so use the rear cam to predict where he is coming from and block him off, giving you a slight advantage. While this is not necessary, it?s helpful. This will come down to the very line, but if you have picked up enough speed from the loop you should win and claim the gold. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6.7 Tigron Challenges WF_053 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Challenge one: Race Track: Alca Vexus 3 Contenders: 5 Laps: 3 Weapons: Turbos Gold: 1st Silver: 2nd Bronze: 3rd Due to the weapons being nothing but turbo power-ups you?ll find the first parts of this race to be nothing but the enemy ships overtaking you. Simply put, they put the turbos to much better use than what you do. So, do you have any hope? Well, yes of course. They wont use the shortcuts, and seeing as there are two rather helpful ones here, then you should be able to win fine. The first one comes after the big waterfall, head straight after the turn and use a turbo to jump to the other side. The second and more important short cut follows this ? look for the group of waterfalls with the Auricom symbol above them. When you see this, dive off the left side of the track and into the water ? and you?ll land in an underground tunnel which will put you in the lead. Exploit this every lap and you?ll get the gold without too much trouble. Challenge two: Chase Track: Vohl Square 2 reverse Contenders: 2 Laps: n/a Weapons: One flamer Gold: 70 seconds Silver: 90 seconds Bronze: 110 Seconds It?s beyond me why you get a flamer ... but anyway. Ditch your flamer and get a good racing line and hit those turbo?s as usual. This is pretty easy because at the start of the second lap he seems to lose speed, allowing you to overtake him by hugging the corners. I think that flamer must be there to try and distract you, who knows? Challenge three: Time Track: Cubiss float 2 reverse Contenders: 1 Laps: 1 Weapons: disabled Gold: 70 seconds Silver: 74 seconds Bronze: 78 seconds Back here again, but in the other direction. Your main points for gaining and losing time are the first fork in the road and of course the big old ice cavern. Just make sure to take the route showered in red light when you get to past the initial areas. When in the cavern take the right route, then swerve back out to the middle and use the brakes to line up with the exit. This shouldn?t be too hard, nothing that cant be beat with a bit of practice. Challenge four: Survival Track: Florion height 2 Contenders: 16 Laps: 5 Weapons: All Gold: 5 laps Silver: 3 laps Bronze: 1 lap You should be able to survive ? this is quite an interesting race actually because due to the length you?ll probably be the last craft left on the track by the time your done. Oh yeah, and its freaking easy! Challenge five: Elimination Track: Temtesh bay 1 Contenders: 16 Laps: 4 Weapons: Missiles and Grenades Gold: 3 Eliminations Silver: 2 Eliminations Bronze: 1 Elimination This shouldn?t be too tough, due to the length and the balanced weapons you shouldn?t find yourself running out of targets. Just use them grenades at close range and the gold should be firmly in your pocket. Also take care not to open the underground path ? it only makes the race shorter, no point in doing that so don?t bother. Mmmm, super weapon goodness! Gold Challenge Track: Katmoda 12 1 Contenders: 2 Laps: 1 Weapons: disabled Gold: Come first The trick to this is to learn the opponents racing layout. He will always perform the same racing line each time, so block him at each corner and make sure to try and block the 180 flip pad as he always uses it. If you can make it out of the upside down section before him, make sure to hit all the boosters and take those corners very tightly, if you know where he?s gonna come from ? get in his way. Then just get over the line for your gold. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6.8 Xios Challenges WF_054 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Challenge one: Time Track: Vohl Square 1 reverse Contenders: 1 Laps: 1 Weapons: Disabled Gold: 35 Seconds Silver: 38 Seconds Bronze: 41 Seconds This is very simple. Just take the corners nice and easy, the Xios ship is easy to control and can get out of those corners quite easily. I personally take the upper route just after the start, but either way doesn?t have too much difference in distance. Hardly ?challenging? at all really. Challenge two: Elimination Track: Cubiss Float 1 Contenders: 16 Laps: 5 Weapons: Missiles, Grenades and Plasma bolts Gold: 5 eliminations Silver: 3 eliminations Bronze: 1 elimination From the weapons, you might think this could be one of those elimination rounds where you just cant find anyone to eliminate. Well, lucky for you the computer is a terrible shot with plasma bolts and the grid is quite big, making it easy for you to pick them off. Remember your missile is long distance damage, grenades are close range and plasma bolts are close to medium instant kill. Use your airbrakes to steady the ship as the bolt charges and just keep the target straight ahead. You should be able to find five targets and pick them all off before the race is over without much problems if you use the plasma bolts effectively. Challenge three: Race Track: Florion height 2 Contenders: 4 Laps: 4 Weapons: disabled Gold: 1st Silver: 2nd Bronze: 3rd Due to the fact weapons have been turned off for this race, you are going to have to rely on skill to slow your opponents down. You will be eating the trail of dust left by a piranha for the first 2 or so laps, but you can catch up to him. Just keep at it and don?t slow down, if you mess up on the track then you have probably missed your chance ? you should be pulling off perfect laps. If you can keep it cool to the end, you?ll just have your nose in front when you cross the finish line (he will pick up speed on the final stretch, so try and get in his way). Challenge four: Chase Track: Mandrashee 2 Contenders: 2 Laps: 3 Weapons: One ?grenades? Gold: 60 seconds Silver: 75 seconds Bronze: 90 seconds This may be a bug, but this is just too damn easy. From the start try and keep up as best you can, then hit the switch to raise the bridge. He will be too far ahead and would have just gotten off the raising part. Just fly up and hold your nose up ? the game will see it as you being in front ? and then you get a gold medal. Tough huh? Challenge five: Survival Track: Alca vexus 3 Contenders: 12 Laps: n/a Weapons: Shields Gold: 5 laps Silver: 3 laps Bronze: 1 lap And the award for most incorrect use of the word ?challenge? goes to... This is so stupid it?s a joke. All you have to do is cruise around the track taking no damage because you pick up nothing but shields. The challenging bit is sitting through the whole thing without going into a coma. Gold Challenge Track: Florion Height 3 Contenders: 2 Laps: 1 Weapons: disabled Gold: Come first Your on an easy track, your shields aren?t drained and your ship upgraded. So, of course it?s easy. All I can say is bend your nose down on the jump and hit the last two turbo boosts. If you can?t beat this then you should seriously consider psychiatric help. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6.9 Piranha Challenges WF_055 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Challenge one: Chase Track: Tetmesh bay 3 reverse Contenders: 2 Laps: n/a Weapons: One turbo Gold: 60 seconds Silver: 80 seconds Bronze: 100 seconds This may seem hard at first, but if you go all out right off the bat, you can pick up the gold easily. From the starting position go for the weapon pad and pick up your single turbo. Use it instantly to catch up a little bit. Hit as many turbos as humanly possible and follow his route through the rocky area. Once you reach the branch, immediately head left, he will head straight. On the first jump lift your nose up to clear both the gaps, then quickly circle around and make it to the end. If you are fast enough, when the two branches meet back up your nose will just be in front (due to the fact your route comes out on a straight). This way you should pick up the gold. Note that if you can?t grab the gold, after about one full lap the other ship will slow down a little and allow you to catch up, allowing you to easily settle for bronze. Knowing the track layout helps also. Challenge two: Race Track: Vohl Square 3 Reverse Contenders: 6 Laps: 5 Weapons: disabled Gold: 1st Silver: 2nd Bronze: 3rd Due to the incredible speed of the craft in this challenge, you?ll find yourself crashing constantly. The only way to really win this race is to memorise the track ? so that you know what comes up before you can see it, because there is no way you can make decisions at this speed. Also, expect your airbrakes to get a workout because you cannot pit. You must make the whole five laps on your starting shield energy if you want a guaranteed gold. If your having problems with this the best thing to do is to go to arcade mode and learn the track layout. Oh, and if you hear ?shield energy low? just bite your lip and hope for the best. Challenge three: Time Track: Cubiss Float 3 Contenders: 1 Laps: 1 Weapons: Disabled Gold: 82 seconds Silver: 87 seconds Bronze: 92 seconds You should know the deal by now, hit all the boosters you can. Don?t be afraid to use your airbrakes here, a short speed loss is much better than smacking into a wall. As long as you hit all the boosters you should be okay up until you reach the tree area. If you hit any trees, you can kiss the gold goodbye. When you reach it, head slightly right, then in the middle turn left again so that your lined up with the loop. If you can make it out of there in once piece you should make it with a second or two spare. Challenge four: Survival Track: Katmoda 12 3 Contenders: 5 Laps: 3 Weapons: Missiles and Rockets Gold: 3 laps Silver: 2 laps Bronze: 1 lap Of course this one?s a no-brainer. Although a little more challenging considering your so fast that you?ll probably catch up un-intentionally. Due to the length of the track you?ll probably find yourself the only craft left at the end of lap three. Just make sure you know how to handle the piranha and go add another gold to your collection. Challenge five: Chase Track: Florion Height 3 Reverse Contenders: 2 Laps: 3 Weapons: One missile Gold: 35 Seconds Silver: 50 Seconds Bronze: 70 Seconds There is one little fact that explains how to clear this easily. A missile doesn?t need a lock on to be helpful. From the start quickly move over to the left and pick up your missile from the pad, as soon as possible line it up with the other craft and fire. If you hit him, it will slow him down enough to overtake him. The super weapon is yours! Gold challenge Track: Tetmesh bay 3 Reverse Contenders: 2 Laps: 1 Weapons: disabled Gold: Come first Now this is simple, due to the fact you did this exact track in challenge one. As long as you use the same strategies here you should be able to win. Just make sure you hit those boosters, oh and try not to hit the walls because you got almost no shield available ? and for the piranha that isn?t a good thing. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 7.0 Zone mode and Time Trial ///////////////////////////////////////////////////////////////////////////// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 7.1 Zone mode overview ? the basics of zone mode WF_056 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Zone mode is the new addition to the WipEout series: this mode can be most simply described as being in a ship with a brick on the accelerator pedal, that brick being one that keeps getting heavier and heavier. Note: Zone mode cannot be played until it is unlocked when you have progressed through 30% of the game. In zone mode your ship purposely starts at a moderate speed, and constantly accelerates. Ever so slightly getting faster and more harder to control. All you have to do is survive. You reach a new level, or ?zone? every ten seconds. To receive the gold all you have to do is reach zone 30 or above. The craft will start from 0 then reach about 800-850 kmph then continue to climb from there. Note you can use airbrakes, but cant stop the ship (by holding both). Your shield points will be at 35, meaning that?s 35 bumps and scratches before you are outta there. Points are awarded from the following areas: ?Acceleration score ? constantly goes up as you stay alive, starts to increase by greater amounts the faster you get. ?Zone Bonuses ? Awarded whenever you reach a new zone, that being 10 more seconds where you haven?t died. ?Lap Bonuses ? Survive a lap to receive a hefty points bonus. ?Turbo pad bonuses ? whenever you hit a turbo pad, you?ll gain both a small increase in speed and a large sum of points. These points are based on your progression. They will start off in the 1000?s when you are going slow and will be worth millions if you make it far enough. So basically, the bigger the risk you take ? the more points you receive. The HUD for zone mode reads (from left to right) your current zone level, your points score and your current speed. Represented as a multiplication of the initial speed. If you want to get anywhere in this mode, you must use your airbrakes, there is no way you?ll make the corners (especially in the higher zones) by just steering alone. Tips for scoring: ?Hit the right turbo boosts ? ones that you can afford to risk. Those on long straights where the effect will wear off before the next turn. Get the points, but don?t risk your life. ?Stay alive ? quite simply, don?t go out of your way to hit any turbos or anything, the best way to get points is to merely keep yourself in one piece. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 7.2 Zone mode walkthrough WF_057 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -This section is yet to be completed- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 7.3 Time Trial Overview ? The basics of time trial mode WF_058 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note: Time Trial mode is unlocked after completing 60% of the game. The time trial mode of wipEout fusion may be a different to what you are expecting. The times are already set out, and you have to beat them to claim gold, silver or bronze. Much like a GT3 licence test if you ask me. ?You get a boosted start to maximise starting speed ?You will be given one turbo to use where you see fit ?With each completed lap the ghost of your best lap appears to race against ?You can keep doing laps until you are satisfied with your times Due to this set up you can keep racing until you beat the gold, which is quite handy. No real tips can be given except to go for those boosters and be persistent. Exploit short cuts and use your turbo at the points where you are slowed down the greatest. Unless you have a very powerful craft (like a highly upgraded piranha or xios) you might find yourself struggling to get even half decent times. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 8.0 Extras ///////////////////////////////////////////////////////////////////////////// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 8.1 The gallery WF_059 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WipEout fusion includes a gallery of pictures for your viewing. There is much more to this extra feature than what you may think. Within this collection of ship designs, concept art and character models are cheat codes. One picture is unlocked for every percent of the game that is completed. If you want to earn the cheats yourself, then check the new pictures and see if you can find any. The cheat codes are found in random pictures in the top left corner of the screen. The cheat locations are: Picture 47 Paul Cheung Drawing: Mini Ships Cheat Picture 54 Carlos Beneto Drawing: Infinite Weapons Picture 63 Omarr Khumala Drawing: Retro Planes Picture 69 Songen Grey Drawing: Infinite Shield Picture 80 Roberto Segerio Art: Animal Ships Picture 86 Tigron Frame Art: Infinite Cannon Picture 95 Piranha vs. Feisar Art: Super Fast Ship ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 8.2 Cheats WF_060 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Of course, if you cant be bothered finding the cheats on your own you can always steal them from me. Mini Ships: Circle, Square, Square, X, Circle Infinite Weapons: Triangle, Circle, X, Circle, Square Retro Planes: X, Circle, Triangle, Square, X Infinite Shields: Triangle, Triangle, Square, Square, Square Animal Ships: Triangle, Circle, Circle, Triangle, X Infinite Cannon: Circle, X, Triangle, Circle, Triangle Super Fast Ship: Square, X, X, X, Triangle ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 8.3 Rankings WF_061 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Upon completion of certain percentages of the game, you are given a different rank or name. To check these go to game progression and have a look. Here is a list of ranks and the percentage required to attain them: 0% - Rookie 7% - Junior Cadet 16% - Senior Cadet 24% - Pilot 30% - Junior Aviator 37% - Senior Aviator 55% - Senior Airman 67% - Elite Airman 76% - Ace and 100% - Galaxy Champion Oh, and these ranks do absolutely nothing by the way! \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 9.0 FAQ?s WF_062 ///////////////////////////////////////////////////////////////////////////// If you have an enquiry about WipEout: Fusion, this guide or the writer please send an e-mail to: email@example.com But please, before you send that e-mail check below, the question you want answered may be here. ----------------------------------------------------------------------------- Q: I think my copy of WipEout: fusion is faulty, it slows down quite often and sometimes my craft falls through the floor and walls! What?s wrong? A: The biggest, and probably most annoying problem (of the few that exist) problems with WipEout: Fusion is these bugs. It is a shame really, but the game seems to have been rushed towards the end, and these few problems still remain. However, the game is still incredibly playable, and these problems are rare, if ever occurring. I have heard that the European version is bug free ... but I have also heard (from many more sources) that it contains the same bugs as the Australian version. Don?t let them ruin what could be a excellent gaming experience is all I can say. ----------------------------------------------------------------------------- Q: Why the hell did Australia get the game first? A: It was first believed that Australia received a buggy copy of the game as a test, before being released in the UK. However, upon the release of the game in Europe it is apparent this wasn?t so. The Australian version however, does not include other languages besides English. The European version was delayed due to multi-lingual translations. Or at least, to my knowledge it was. ----------------------------------------------------------------------------- Q: When does / Will this come out in the US? A: The US version was recently announced! This information is taken from www.ign.com : ?The good people at BAM! Entertainment want to help spread the love to needy American players; Especially with today's announcement that they will publish both Wipeout: Fusion and Dropship here, in the good old U- S-of-A. "We are delighted to confirm that we are expanding our publishing deal with BAM! Entertainment, who has demonstrated focus, energy and commitment to driving the PS2 and its superb range of software titles to the North American market, The WipEout/ Dropship agreement underlines our confidence in BAM! Entertainment as a valued and trusted publishing partner and we look forward to working together with them.?? So, go nuts kids. Expect it sometime this year, although I say not to get your hopes up about bug fixes. Thank you IGN for this information. NOTE: Some people have told me the game IS out in the US, but websites such as IGN suggest otherwise. ----------------------------------------------------------------------------- Q: How do I turn off the vibration in this game? A: In the Australian version of the game, vibration cannot be toggled on or off, however I have been informed that the UK updated version has the option to turn vibration on and off. Regardless, I don?t think you should be turning it off, unless you have easily broken bones or something. ----------------------------------------------------------------------------- Q: What is this ?Devilia? track that I heard about / read about? And how do I unlock it? A: The Devilia track (to my belief) is the track used in the challenges unlocked during progress through AG league mode. This track is the long rally like circuit used to compete with other pilots to unlock their craft. There is no confirmed way to play this track other than playing these challenges. ----------------------------------------------------------------------------- Q: Does the PAL version have a 60hz mode? A: No it doesn?t, and before you stop reading ? there is no need for one anyway. Because this game was made in the UK, it does not need to be converted to the PAL format. The conversion is where most games can lose performance etc. Because this is not done, the default 50hz mode is the original and is thus perfect. It cannot be better. If there was a 60hz mode it wouldn?t be any different. For the NTSC conversion, it will have to be converted to 60hz. I guess we can see if this bad conversion process works in reverse now. ----------------------------------------------------------------------------- More questions and answers will be posted here with further version updates. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 9.0 Message from the author WF_063 ///////////////////////////////////////////////////////////////////////////// [Version 1.01] Now, first and foremost I know that I promised I would give a big update with my next version. I bet you were also thinking it wouldn?t take this long. Why did this happen? I underestimated how much work a high school student can receive in the modern world. I simply haven?t had the time. But now, I am going to get some time. As soon as I receive a big enough break from school and extra-curriculum activities, I will tie up all the lose ends from this FAQ. I hope! Anyway, a big thanks goes out to those who gave me kind words via e-mail about this FAQ and contributed strategies and information that I might have missed or messed up. I will try and modify this FAQ for the US version and the UK version so that everyone will be able to make use of this, so please send me any changes that you may have noticed. The new things in this update are all the little bits and pieces submitted by those who have read it, while my inbox does get a little busy I encourage you people to make this FAQ perfect. Sorry if you were expecting more, but I will get around to the big updates ? I promise and soon I will finish this off then start on more FAQ?s. I can?t just stop at one you know. Stay tuned. -impulse75 [Version 1.00] Thank you for reading, I took lots of time away from school commitments and my personal time to write this FAQ. I know there are still very large sections to be completed. It came down to a choice: I could either complete the challenges and AG league, or just have the tracks. I decided to do the former. I will update the track section in the next update, as well as include some other things that I may have missed. The next update might not be for a while as I have some important commitments coming up ? but I will try and add to this when I can then upload it when I am satisfied. Ill look forward to the next version! Please e-mail any errors, requests, complaints, praise (please?) to firstname.lastname@example.com and to make it easier for me specify in the subject line what it is the email concerns. Until next time! - impulse75 If you enjoyed this FAQ and want to see more of my work, please visit a gaming website I work for called Pcubed which can be found at http://www.gmga.net/pcubed. I write reviews here, if you are interested in the site there are always positions available. If you want to chat I lurk around the Pal PS2 board on the IGN boards, look for the user ?-Auron-.? The board can be found here: http://boards.ign.com/board.asp?brd=5226 WipEout: Fusion Walkthrough/FAQ Created 13th of January 2002 By impulse75 copyright and all that mumbo jumbo 2002 _ ______ _____ | | |___ / | ___| | | / / |___ | | | _ / / ___| | |_| |_| /_/ |_____|