with X-wing: Type x'apdghost at the title screen.
The Craft Fiesar Perceived by Wipeout play testers as the best for getting through the
game. Despite having a low top speed, Fiesar's ships have an extremely low
mass; so collisions with the side of the track mean you just bounce off
again. Of course it's necessary to hit all the speed up grids to be
effective in the Rapier League.
AG Systems Second choice for beginners. A better top speed than Fiesar and acute
turning ability allow pilots to find success in the Venom League with
Auricom and Quirex - Reserved for pilots who have a death wish as these rocket along 50%
faster than the others. However for the purpose of achieving cosmic lap
times Auricom and Qurex are the choice of masters.
Length: 5.5 km
Height: 359 m
Racing : Standard
Speed has more to do with road
contact than aerodynamics, so Altima introduces players to the importance of
raising or lowering the ships front end. When heading down a steep incline,
keeping the nose down increases the velocity. However when rising out of
this it's necessary to pull up to prevent scraping the chassis on the roads
surface. Another trick is using the forward/back movement of the craft is
when gaining extra distance over a jump; a little extra lift is gained by
pressing forward then pulling back a little before coming to land.
After a Turbo start prepare
to jump on the air brakes as you reach the first bend.
The majority of speed ups
encountered are on the left hand side as you climb the hill. Only go for
the weapons power-ups if your position needs salvaging.
As you plummet towards the
dip in the tunnel marked by the danger sign, pull the nose to prevent it
scraping the road surface. Veer right to clip the no-risk weapon
Take the speed up at the
top of the hill at an angle, in order to scoot right over the weapon
power up on the left. Given the choice between the two , go for the
speed every time -it helps make the jump.
Its risky, but keep to the
left on the snake like run up to the tunnel. The speed ups make a big
difference to your time. Though keeping to the right-hand side provides
the most natural racing line.
Skim the right hand wall of
the tunnel to catch the speed up, then gently veer over to the left for
another. The left-hand turn at the exit is quite gentle, so feel
confident about hugging it close for the additional speed up. Tap the
left hand air brake if needed.
Length: 4.1 km
Height: 121 m
Theme: Advanced Preparation
Making use of speed up and
weapon grids as guide lines is useful for creating the best racing line.
There is usually more than one route, so find the one which suits your
style. Usually it is better to adopt the route involving the most speed up
grids, though desperation may force beginners to rely on weapons. Throughout
this guide the options are explained for you. Just remember indecision is
likely to foul things up big time.
Best opportunity of all for
a Turbo start is in the opening stretch of the Terramax!
Take a diagonal line across
from the right lane speed-up to catch the one on the left hand side
before climbing the hill.
Keep to the left at the
verge to take into account the twin speed-up icons
Guide the ship through the
speed-ups on the left and right, using the latter to line up for one on
the inside corner before the tunnel.
Use of air brakes is
advised, especially so with the dual speed-ups on the inside of the
Ignore the dual speed-ups
if you want to take advantage of the weapon power-up in the right-hand
Apply the right air-brake
if you plan using the speed-up before climbing the ramp.
Position yourself to the
right when taking the jump, this lines you up for a speed-up on landing.
Ignore the weapon power-up
in the right-hand lane - take full advantage of the speed-up instead.
Tip the nose down when
flying off the crest of the hill to reach maximum speed.
Length: 3.4 km
Height: 107 m
Surface: Reclaimed Titanium
Theme: Air brakes
The kind of power sliding
required in Wipeout has never been experienced for home use. Tap the air
brakes as opposed to keeping them pressed for any length of time. Imagine
the air brake places an invisible anchor at the point which it is used, and
the directional control which follows moves in an arc around this. Air
brakes are good for guiding ships gently onto speed-up grids, should they
fall slightly out of the racing line.
Best to avoid the speed-up
at the start, in the left hand lane. You can cut to the front of the
others, by taking the right hand route.
Hitting the speed ups in
the right lane prior to the tunnel gives the best driving line.
Using air brakes to contain
the throes of the ship through the tunnel , and aim to exit on the right
of the track for the dip ahead.
Push the nose forward and
to the left for maximum velocity down the hill - there is a speed up in
the left lane.
Take advantage of the
speed-ups in the right-hand lane by tapping the left air brake.
If your power is up, keep
the nose down when making the jumps to maintain speed.
Use the weapon and speed-up
icons as guidelines for the perfect racing line through the chicane
Air-brakes are only
necessary through this final section when competing in Rapier Class.
Length: 5.4 km
Height: 210 m
Surface: Carbonic Iron
Theme: In truth Wipeout tracks
are pretty well balanced. There is no right way or wrong way about them.
However junctions require much more commitment. Sony Interactive has tried
to be as informative as possible regarding this area, but in the end the
choice is yours.
At the junction, the left
hand lane leads to the speed-ups, and is therefore the better option.
Only head right for the
weapons if you have positioned badly, or want to make doubly sure of a
lead after a turbo start.
Keep a straight line down
the middle of the three speed-ups in this chicane, applying the left
air-brake only lightly, as you exit.
Reign in on power to
squeeze into the left side of this right bend to hit a couple of
speed-ups which boost you back into the action.
Only the last of the three
sharp bends requires air brakes, and only then if your racing heavier
craft. AG Systems and Fiesar have no need. Whatever the case, cut deep
into the final right-hander to snag the speed-up in the right-hand lane.
Aim to take off from this
ramp from the middle, and make only small adjustments in the air. The
lie of the track below is deceiving.
Approach the sharp
left-hander at the bottom of the hill from the right hand lane. Forget
the weapon grid. The line allows you to cross over 2x triple speed-ups!!
In the slow right hander
which leads to the final tunnel, stay central to skim all the speed-ups.
Adopting either the left or right lane causes you to miss out.
Length: 6.04 km
Height: 245 m
Surface: Blasted Sandstone
Choose a ship and stick with
it! At this stage in the championship pilots must be accustomed to the
nuances of their ship, otherwise sections such as the snake tunnel in
Arridos become a total embarrassment in front of other pilots. Without
dedication to one particular craft, it's unlikely you'll be able to pick up
the kind of skills mentioned elsewhere in the guide before more skillfully
Head straight down the
middle of this bumpy section- trying to hug the corners will only make
Rapier pilots need air
brakes in this tunnel, whereas it's perfectly feasible to swing through
without a care in Venom Class conditions
Keep the nose down when
plummeting down this hill, as it increases velocity.
Choose the right-hand route
both times when confronted by these junctions. The first hides a
speed-up , which fires you on to take advantage of two more in the next.
Apply the right hand air brake for assistance into the second stretch,
or keep left and cross over the speed up to the right as you exit the
Careful about using the
Turbo boost on the second jump - there are height restrictions in
Hug the left-hand wall of
the tunnel as you exit. Pull up as you cross the second otherwise the
ship bumps the ground
Prepare to turn deep into
this second right hander, using air-brakes. The triple speed up is a
god-send for the open road ahead.
Length: 6.4 km
Height: 232 m
Surface: Artificial Crystal
Theme:- Silverstream is
comparable to an Olympic Bob sleigh run. There is absolutely no time to make
a wrong decision here, and skilled air braking is tantamount to success
around the 90 degree bends. Naturally this is the hardest course in the game
to come to terms with - it is after all, the final challenge before moving
onto Rapier class, and from there to Firestar. Sony Interactive claims
Silverstream is tougher than Firestar, if that's any consolation to
Practice pays off in the end.
Definitely head left at the
start. It's steep and requires the speed-ups to get you motivating but
the weapons grids and speed-ups on the descent are worth it. Careful to
lean hard right to avoid smacking into the wall at the bottom though.
Air brakes are useful for gliding into the tunnel.
Using flawless air-brake
tactics, turn hard left soon after hitting the triple speed-up.
Air brakes again for the
Again predict the curve
before launching into the speed-ups at the bottom of the hill. The
left-hander is tight, plus you need to pull back slightly on the D-pad
to prevent the nose from scraping the road surface.
Take the left-hand fork at
the bottom of the hill, lining yourself up for the speed-up on the
Head left once more,
through the tunnel where it's safe to gather all the speed ups. Careful
of the double as you approach the left-hander, though. Avoid it unless
your air-baking is exemplary!
Rocket over the finish line
by adhering to the inside right when crossing the triple speed-ups, and
stab the right-hand air brake.
Length: 6.3 km
Height: 198 m
Theme: Win or Lose
Once Firestar is entered into
the championship, players are required to race through all seven circuits
before enjoying the games end sequence. Fail here and you lose everything.
And you will fail - unless you take heed of the key points mentioned here.
Sony Interactive would like to wish all pilots the best of luck.
Follow the road to the left
at the start, toward the small ramp. It requires the least adjustment.
As you fall, aim towards
the right-hand lane in order to line up for the left-hand side of the
junction ahead. You gain a speed boost plus a weapon as a reward.
Keep hugging the inside of
the left lane to benefit from the double speed boosters which are hidden
from view. Aim to glide slightly over to the right after doing so for
Stay central for the
duration of the jump that follows. Only drift to the left upon landing
for the double speed-up. Then back over to the right for a triple, and
again back to the left for another. Steer right out of this.
After a small climb there
is a weapon grid closely followed by a triple speedup. Go for it, of
course, but be sure to use the right air brake to avoid hitting the
Ignore the speed up as you
round the bend. Take the line indicated by the weapon grid as it heads
directly for a triple speed-up. Otherwise there is a strong possibility
you could crash -especially at this speed.
In the section containing
multiple weapon grids, keep tapping the fire button in the hope of
gaining a Turbo boost. Probability is on your side.
Skim the triple speed-up on
the upward slope toward the right-hand bend, then aim left for the
double speed-up. Lastly aim right for the double speed-up prior to the
Finally, on the last
section, veer right for the double speed-up on the bend, then quickly to
the left for the triple. That's five speed-ups to power you across the
finish line victorious!!!
Overtaking Enemy craft are programmed to block you path, but take a moment to
recognize your existence. Choose your moment, then lure your obstacle to the
extreme left or right lane. Now quickly move out into the opposite lane and
power ahead. Sportsmanship as a rule, isn't written into the F3600 code.
Two player link strategy Head to head competitions are won and lost on weapons skills.
Best way of stopping a players
fun is to observe their strategy first, then exploit their weaknesses.
Racing out in front the whole
time is risky, which is why experts hang back for two laps, keeping the
enemy in sight, before loosing a missile in the run-up to the final stretch.
Two people going for the same gag kind of forces speed to take a back seat
"Revcon" is most
effective on pilots negotiating tricky chicanes. Use of this icon when
rivals have an open stretch in front of them is totally wasteful.
"What' this" disables
an opponent's weapons recognition system. They cannot arm their ship until
the effects wear off.
Tactical Weapon Use Shield Hang onto this. If your confident of your racing ability, having
performance ruined by mines or missiles is unbearable.
Turbo-boost Great for overshooting corners. However avoid using off ramps where
height restrictions are in operation.
Mines Lay across the track on approaches to a take-off; or in blind spots
where someone riding your tail cannot see - until it's too late.
Shockwave Ruins an opponents driving line through "S" bends. Always wait
for a good corner before letting loose.
Rockets Move aside the moment it's fired, otherwise prepare to roast on
Missiles Disabled craft take a while recovering, and are best left to do so once
you've passed them by. So use close in wherever possible, leaving about two
ships length between you.
select the first letter of the game's title below. If the word
"The" appears at the start of a title, ignore it and search for
the second word in the title: