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Home » Nintendo Gamecube » XGRA » XGRA FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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Sponsors:

Starcom: Beat X in the race.
Talon: Beat X in the race.
Manta: Beat X in the race.
Scarecrow: Beat X in the race.
Templar: Beat X in the race.


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Contracts                                                           Conditions
---------                                                           ----------
Terranova: Destroy X.                                   Speed Limited (4 Laps)
Vixen: Destroy X.                                          Clear Skies (Night)
Palus: Destroy X.
Starcom: Destroy X.
Talon: Destroy X.
Manta: Destroy X.
Scarecrow: Destroy X.
Templar: Destroy X.


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Contracts                                                           Conditions
---------                                                           ----------
Terranova: Get a best lap time (1 min 30 sec).                 Normal (4 Laps)
Vixen: Get a best lap time (1 min 30 sec).                          No Weather
Palus: Get a best lap time (1 min 29 sec).
Starcom: Get a best lap time (1 min 29 sec).
Talon: Get a best lap time (1 min 28 sec).
Manta: Get a best lap time (1 min 28 sec).
Scarecrow: Get a best lap time (1 min 27 sec).
Templar: Get a best lap time (1 min 27 sec).


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Contracts                                                           Conditions
---------                                                           ----------
Terranova: Kill at least three riders.                         Normal (4 Laps)
Vixen: Kill at least three riders.                                 Clear Skies
Palus: Kill at least four riders.
Starcom: Kill at least four riders.
Talon: Kill at least four riders.
Manta: Kill at least five riders.
Scarecrow: Kill at least five riders.
Templar: Kill at least five riders.



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=-   11)   TRACKS                                                        -=
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This section covers XGRA's tracks and tips for each one.

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Location: Amazon Basin
Length: 7.8 km

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Track Map
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xxxxxxxxx                Landmarks
(1)   xxxxxxxxxxxxx  (2)          --------- xxxxx         xx               1. Santarem Stadium
START            xx xxxx          2. Jurua Ridge xxxxxx              xxxxxxxx         3. 4G Curve xxxxx                  xx     xx        4. Jormundanger's xxxxx                     xx     xx           Revenge xxxxx                       xxx    xx        5. Cranberry & Fell xxxxx  (9)                   xxxxxxxx            Factory Complex xxxxx                          xx xxxx          6. SiNN Jump xxxxx                           xx                  Substation xxxxx                             xxxx            7. Sonic Boom Alley
(8)  xxxxx                                  xxxx           8. Deadman's Corner xxxxx                                       xxxx        9. Refinery xxxxx                                            xxxx xxxxx                                       (3)   xxx xxxxx                                          xxxx xxxxx                                   xxxxxxx xxxxx      (7)                     xx  xx x xxxxx                 (4)     xx  xx  x xxxxx                  xxxx  xx  xx xxxxx             xx  xxxxx  xx xxxxx        xx  xx    xxxx xxxxx   xx  xx  xxxx
(6)    xxxxx  xx  xx    (5) xxxxxxxx

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Track Description
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From the start, you travel up a hill with three speedstrips and then immed- iately head straight down into a halfpipe littered with more strips.  Over the next hill, hang left for a boost, and drop down onto the track.

Here, a group of speedstrips have been positioned at the 4G Curve in the usual alternating pattern (left, right, left).  The track splits into three separate paths following the previous landmark.  The two high ramps merge into the same route; however, there are two other options if you continue forward.
Regardless of where you decide to go, these paths criss-cross with each other several times!

After going off into the sky, alternating speedstrips are found around Sonic
Boom Alley, making it a great place to pick up speed for the upcoming ramp that takes you back to the starting line.

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Track Tips
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1. On the second hill, position your bike to the track's left side to be sure you do not miss the upcoming speedstrip.
2. Center your bike while going off the ramp before the finish line.  Doing so nets you several weapon icons!
3. You can gain extra air after jumping the final ramp by tilting your bike into a fence barricade.


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Location: Amazon Basin
Length: 10.9 km

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Track Map
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xx   (7) Landmarks
                                                  xx xxx     ---------
xx xx  x    1. Santarem xxx   x x      Stadium xxx  x   x  2. Jurua Ridge
(6)  xxx  x    x  3. Jurua Basin xxx   xx   x  4. The Blazeaway xxx   xx x x   5. Quad Switch xxx   xx   x    6. Cranberry & x    xx            Fell Logistics x x  xx    (8)      Centre
(4)                       x xxxx            7. Tigriss xxxx                  xxx   xx             Suspension
(2)  xxxx        xxxx  xxxx              xxx     xx            Bridge xx  xxx  xxxx        xxxx  xxxx    xxx      xx         8. Bellise Juan xx    xx    xxxx              xxxx  xxxxxxxxx    xx             Basin xxxx  xx                         (5)   xxx  xx  xx  (9)      9. Supression xx  xxxx     (1)                      xxx    xxxx               Pool Straight- xx    xxxxx                          xxx                        aways xx  xx   START                     xxx                     10. Refinery xxxx       xxxx                 xxx
(3)           xxxx            xxx xxxx       xxx xxxx  xxx xxxx   (10)

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Track Description
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The beginning of the Torre Circuit is nearly identical to the previous
Reactor Circuit...  Boost up the hill, and down into a halfpipe.  This is where things begin to feel different!

As the track gradually turns to the right, three alternating speedstrips appear and lead you into a rather sharp left turn.  Dash through a red-lit tunnel, another hard turn, and then a second red tunnel.  In this sector, the catwalk is partially destroyed, leaving a gaping hole in the middle of the track that is very easy to fall into.  Continue through the corridor (and take note of the steel pipes above the track).

While driving through the next open field, sticking to the upper level allows you to choose between one of two routes, but if you are on the bottom, there is only one way to go!  The option you select here determines how high you are at the upcoming drop-off.  Naturally, being at the top lets you hit the most speedstrips.  The next hill holds two boost strips and takes you back to the start.

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Track Tips
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1. Like the previous track, put your bike on the track's left side to be sure you do not miss the upcoming speedstrip at the second hill.
2. Shortly after the last tip, veer to the left to hit another boost.
3. After passing the first red tunnel, direct your bike to the white lights in track's center to help avoid collision with the walls.
4. The hole in the catwalk can be dodged by driving off to the right side.
5. While in the corridor, shoot the iron pipes to break them, releasing a stream of fire down upon the track.  (Just don't touch the fire yourself!)
6. Again, you can gain more height in your jumps by kicking off a side wall.


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Location: Sea of Okhotsk
Length: 7 km

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Track Map
---------
xxxxxx    (2)
Landmarks                                      xxxx    xxxx
---------                                   xxxx         xxx
1. Phaedar Straight                       xxxx             xxx
2. Rico's Run                           xxx                 xxx
3. Rico's Tunnel                       xxx  (1)              xxx
4. Razora Curve                       xxx                   xxx
5. Splinter Straight                xxxx                   xxx
6. Refinery Run                  xxxx                     xxx  (3)
7. Red Star Curve             START                      xxx
8. Primary Band            xxxx                         xxx xxxx                             xxx xxxx                                 xxx xxx                                     xxx xxx                                       xxx
(8)  xxx                                  (4)  xxx xxx                                       xxx xxx                                       xxx xxx                                        xxx xxxx                                (5)    xxxx xxxx                                       xxxx xxxx                  xxxxxxxxx            xxxx xxxx                  xxxx       xxxxxxxxxxxxxxx xxx                 xxxx     (6) xxx     (7)     xxxx xxx         xxxx xxxxxxxxxxxxx

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Track Description
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Welcome to XGRA's easiest track!

And as such, there isn't too much to Scavenger City.  Speedstrips seem to lie at every single turn, making this race go by quickly.  One interesting fact is this track is entirely flat (no hills, etc.).  Yeah, that's about it...

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Track Tips
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1. When approaching a turn, try to stay towards the inside.  Doing so helps to make your bike stay on the road and avoid sliding off into a wall.


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Other files from this game:
  1. XGRA FAQ by System on 09/03/2006, 09:50
    Version 1.0
  2. XGRA cheats by System on 09/03/2006, 09:50