______________ ____________ \ __________ \ / ________ / \ \ \ \/ / / / \ \ \ / / / ______________\ \______ \/ / /______________________ / ________ ________ \ / ______________ \ / / ____ \ / ____ \ \ / / \ \ / / / /__/ / / /__/ | / / \ \ / / /_____ / /_____ / \ / __ \ \ / /_______ \ /_______ \ \ \ /______/ \ / / / ___ / /___ / / / \ / / / / / /____/ // /____/ / / _ \ ______/ / / \ \_________/ \_________/ / / \ \ \ \ \ \ _______/ / \ \ \____ \ \ \ / / _ \__________\ \ \ \ \ / / / \ __________ / / / \_________ /________/ / \ \ \_________/ / / /______________/ \ \ / / \ \ / / \ \_______________________/ / \___________________________/ ASCII ART by Viktor Nilsson SSX 3 Complete FAQ Version 0.7 (11.03.03) Compiled by gondee gondee6@yahoo.com ------------------------------------------------------------ | Advice by members of the Merqurycity.com Message Boards, | | the PS2 SSX 3 Gamefaqs.com boards and Internet | | contributors: gondee, Vix, ssxtitan, Viktor Nilsson, | | Dreaming Gamer, YoshiXL, countercycle, MrChaos, | | confessor, Silverstarfire, Gamer EX, DeathloksBear, | | UltimateApocalypse, Cody Ritchie, Krystony, Ghoti, | ------------------------------------------------------------- If you are an author listed on this FAQ, and you want me to remove your submission, just e-mail me: gondee6@yahoo.com. Table of Contents: ----------------- Prelim: Introduction a. FAQ Introduction b. Is this official c. Submission Policy d. About the different sections 1. Gameplay System a. General Overview b. Character Attributes c. Gameplay Controls d. Assorted Features e. Combo System f. Tricks - Uber/Monster g. Handplants and Board Presses h. Monster Tricks i. Frequently Asked Questions 2. Track Guides - Walkthroughs Prelim: Mode Explanation PEAK 1 a. Junction b. Metro-City Breakdown c. Crows Nest d. Snow Jam e. R&B f. Happiness g. Peak 1 Race h. Peak 1 Jam PEAK 2 i. Intimidator j. Style Mile k. Schizophrenia l. Ruthless Ridge m. Launch Time n. Ruthless o. Peak 2 Race p. Peak 2 Jam PEAK 3 q. Kick Doubt r. Perpendiculous s. Gravitude t. Much2Much u. The Throne v. All-Peak Race w. All-Peak Jam 3. Challenges a. BIG Challenges b. Career Highlights c. Platinum Medals d. Frequently Asked Questions 4. Collection a. Collectibles b. Rewards c. Hidden Characters d. Frequently Asked Questions 5. Characters a. Character Bio b. Bolt-Ons/Accessories c. Frequently Asked Questions 6. Various Details a. Music b. Cheats c. SSX 3 Online d. Frequently Asked Questions 7. Measuring Up a. Merqury City Scoreboard b. Online Records c. Frequently Asked Questions 8. Epilogue: Assorted Details a. Legal b. Thanks and Credit c. Contributors Section d. Version Details ======================================================================================= ONE MOUNTAIN, THREE PEAKS, INFINITE POSSIBILITIES a. FAQ Introduction ------------------- SSX 3 is the latest installment in Electronic Arts Snowboarding Series. This FAQ will attempt to cover every aspect of this ginormous game and provide a single go-to source for help should you need it, (and you will probably need it, heheh.) Judging simply by the size of the game, you will be playing this game for tens, if not hundreds of hours if you want to get everything and bask in the glory of your 100% completion. It won't be easy, but I can guarantee you it will be a lot of fun. b. Is this guide official? -------------------------- Nope. In the spirit of 7-Up (proud sponsor of SSX 3, lol): "Never has, never will be." This guide is nothing more than an attempt by fans of the game to help out others and provide a means of assistance to master SSX 3. The info in this guide comes from various sources across the internet, and I will wager, will often be much better than any official source you can buy. The collective SSX Community is one smart group, and players always find better methods of playing a game than a guide that was written before the game was even released. I will always attempt to validate any info here, but as with any FAQ, there can be errors. If you would like to report an error, please read the submission policy in the next section. c. Submission Policy -------------------- This guide is a huge undertaking, and is going to encompass, literally, hundreds of hours of work and dozens of people. If you want to be one of the people who help contribute to the Complete SSX 3 FAQ, please let me know: gondee6@yahoo.com. I will gladly take any submissions you can give me, but don't forget to take a look at the Table of Contents to get a good idea of what I'm looking for. All authors will recieve an author credit as well as a short bio in the "Contributors Section" at the end of this guide. Read my SSX Tricky FAQ to get a good idea of what this will entail. :) Please note that I reserve the right to edit any submissions for punctuation, grammar and spelling, in order to make the guide the best and most readable it can be. This doesn't entail altering the guides in any editorial way, however. As author, what you have written is yours. However, as compiler I also have the responsibility to keep this guide streamlined, and this includes the right to remove those parts of the guide that are obsolete or incorrect. For the most part, however, your work will remain in the guide as is and complete, for good. Again, send any submissions to gondee6@yahoo.com. Thanks! d. About the different sections ------------------------------- There are six main sections of this guide. All are organized (I think) relatively well and should be easy for readers to navigate. This guide is primarily written to be easy to read and printout (no useless ASCII stuff other than the pretty header, heheh) as well as detailed and complete. The GAMEPLAY section will explain all the various intricacies of the control system that you need to learn when playing SSX 3. This section also attempts to explain the trick system and cover it in detail. The trick system in SSX 3 has been given an overhaul, and is now more detailed than it has ever been. In years past, gamers have uncovered advanced techniques to get the most out of the trick system, and these techniques will be explored here. The TRACKS/WALKTHROUGHS section will have explanations of all the different modes in the game, as well as xtremely in-depth walkthoughs for EACH track. Pay attention to these, they can help you get over those rough spots and also set records. Each track should have multiple guides, and I will label the difficulty of each guide from "beginner" to "Master" in order so readers can pick the best one for their skill level. Each track will also have a time or score goal so you can know what the goal for each walkthrough was when it was written. The CHALLENGES section will list all 88 BIG Challenges in the game and offer a paragraph or two on how to pass them. Not to be taken lightly, the BIG Challenges are some of the most difficult parts of the game, and each Challenge will be rated in difficulty from "easy" to "insane". The reward for each Challenge will be listed as well, so you can pick those challenges you want to do to get the rewards you want the earliest. The COLLECTION section (hey, that rhymes) will list all the various things you need to collect in order to complete the game 100 percent. There are two basic modes to SSX 3: Competition and Collection/Adventure. The Collection portion of the game is enormous, with over 1000 Bolt-ons (accessories), dozens of tricks, hundreds of rewards and other things as well. The CHARACTERS section will list bios for the characters and initial information about them, as well as the specialized collectibles that only those characters can use. It will also contain information (with spoilers) about any returning or hidden characters that may (or may not) be in the game. The DETAILS section lists the various items that didn't really fit into any one category. I will cover the music section, the cheats and online play here, and explain anything else that may crop up that doesn't fit into any one category. The MEASURING UP section encompasses the various means of competition available to SSX 3 Players. It will cover both the Merqurycity.com SSX 3 Scoreboard and give an explanation of the Online Competition available. The EPILOGUE covers all the various legal, thanks and version updates. I've placed this at the end of the guide so readers can get directly to the meat of the SSX 3 FAQ. End of Explanation. In the words of DJ Atomica: "Enough talk...time to ride." ======================================================================================= SECTION ONE: GAMEPLAY SYSTEM a. General Overview ------------------- The gameplay system in SSX 3 is very complicated, and this section will attempt to document all the various facets of gameplay. There are Four Basic selections to choose after you press Start at the title screen. Single Play, Conquer the Mountain, Multiplayer and Online Mode. Single Play mode is strictly an opportunity to play events. No freeriding or exploration is available here, and you can only play those tracks that you have unlocked in Conquer the Mountain. Conquer the Mountain is the main event. Here you power up your characters and do basically everything that is possible in the game. In order to unlock tracks in Single Play, you need to pass them here first. Multi-player is a chance to race your buddy. Two player, etc. Online is a game selection available for Playstation 2 only - see the Details section in section 6 in order to get the lowdown on how to play online. b. CHARACTER ATTRIBUTES -------------------- All character attributes are rated from 1 to 11. 1. ACCELERATION is the rate at which your rider achieves top speed. The higher this attribute is, the faster they can reach 75MPH/120 KMH. 2. EDGING is the ability to turn. The higher this is, the sharper your boarder will be able to turn and navigate the twisty tracks of the mountain. Your boarder will take wider turns the lower this attribute is. 3. SPEED is ability to maintain top speed. All boarders top out at 75MPH/120KMH, eventually, but at lower levels you will not be able to achieve this until you have fully powered up your character. 4. SPIN is the ability of your character to spin and flip during jumps. The higher this attribute, the easier you will be able to perform 180s, 360s, flips, backflips and so forth. 5. STABILITY is the factor which affects how easily you land tricks and wipe out when you are turning sharply. At lower levels, you need to land perfectly to not get a stumbling animation, and you will also wipe out if you turn too sharply. 6. TOUGHNESS affects how easily you can be knocked down when someone punches you and how easily you wipe out when you collide with something. At low levels, a simple tap of a shoulder button can knock you down. At higher levels, the person will need to charge their punch before they will knock you down and simply tapping the shoulder buttons will only cause you to spin out if you are hit by a punch. 7. TRICKS is the factor that boosts the speed of your Ubers and Super Ubers. Your level 1 Ubers will be much slower to initiate and finish at lower levels. This affects all Ubers, but most noticeably the level 1 Ubers. PURCHASING ATTRIBUTE POINTS: ---------------------------- Purchasing attribute points is essential to winning and conquering the mountain. You can buy attribute points at the Lodge at the different stations on each peak. Buying attribute points becomes more expensive as you get your character more powered up, so you'll need some serious cash before you can get them all the way finished. Each point, one through eleven, is made up of five "units" and these units are more expensive as you increase your characters skills. Each unit for the first point costs $250. At level 11, each unit costs a whopping $5000 points. At $82,000 dollars to power up one attribute, it will cost $574,000 to fully power-up your character, so get crackin'! c. GAMEPLAY CONTROLS: ------------------ Controls coming soon. Read the instruction booklet in the meantime. :) d. ASSORTED FEATURES -------------------- BOOST BAR DETAILS: ------------------ The Boost (or Adrenaline bar) shows the boost you've obtained from doing tricks on the mountain. You use boost to speed up when you are on the snow, boost down rails and to increase the heighth of your jumps. There are 3 boost levels, each signified by a different color. The speed boost for each level increases, with white causing the most increase in speed. You have a time limit in which to fill up the boost bar before it runs out, signified by a beeping reminder and a soft sound effect. CLEAR - You have no boost at all - do tricks! RED (NOT GLOWING) - This is the initial level of the boost bar that you must fill up. Once you have filled up this particular bar, you can do Uber Tricks. YELLOW (GLOWING) - You have reached level 1 of your boost bar and can now do Level 1 Ubers. It takes 4 Level One Uber tricks (spelling "Uber" in letters above the boost bar) before you can reach level two. WHITE (GLOWING) - You have filled up the second level of your boost bar and can now do Level Two Ubers. Once you do five Level Two Ubers (and fill up the world "Super" above the boost bar) you achieve the final step: RED (GLOWING) - You have now spelled out "SUPER UBER" above the Uber bar and are given unlimited boost for a limited amount of time (usually two minutes or so.) During this time you can boost without running out, and if you manually reset you will not lose any boost at all. You will hear a small beeping and the red sphere above the boost bar will slow down as you near the end of your unlimited boost period. MANUAL RESET: (Select button for PS2) ------------------------------------- Pushing the manual reset button causes your character to immediately reset their position on the track. This feature is critical to get out of spots where you may be unable to move or are trapped in the terrain. The bad part of this is that using the manual reset button nearly drains you entire boost bar upon reappearing. CRASH RECOVERY --------------- During some crashes you will see a bar appear near the bottom of the screen. This is the crash recovery bar - tapping the boost button (square for PS2) will allow you fill this bar up and recover from crashes while still keeping your boost. It will also allow you to recover in midair and continue to do tricks if you fill it up before you land. If you do NOT fill the crash recovery bar, crashes can sometimes go on for 10 seconds or more! In some cases, filling the crash recovery bar will reset your character as though you had tapped the manual recovery button (Select for PS2). In most of these cases, using Crash Recovery allows you to keep your boost, whereas pushing the manual reset button uses nearly all your boost. BONUS ICONS ----------- There are a new set of point and multiplier icons in the game and they may take some getting used to because many of them look the same. Here is the basic breakdown: RACING EVENTS: Speed Boost - looks like a lightning bolt and causes your rider to hit max speed for a short time without using any boost. Trick Boost - looks like a purple set of arrows coming out from a single point. This icon greatly increases your trick ability enabling you to pull of some crazy tricks. I would say it easily quadruples your point stat for a short time. FREESTYLE EVENTS There are many more icons to identify in Freestyle events, but they fall into 2 basic categories - point bonuses and trick mulipliers. Thanks to FishEye for this info. Point Bonuses: Yellow er... "spikey ball" = 2000 points Blue Square = 3000 points Whitish (it's probably Platinum) colored Square/Diamond = 5000 points Black Square/Diamond = 10,000 points Trick Multipliers (multiplies the total of your trick by the number indicated): Yellow "X" = 2X multiplier (doubles your trick score) Blue "X" = 3X multiplier (triples your trick score) White (again, probably platinum) "X" = 5X multiplier (total times 5) Black "X" = 10X multiplier (trick total times ten) e. Combo System --------------- The combo system in SSX 3 is a completely new feature that may take old SSX veterans some time to get used to. You will see within playing the game for a few hours, however, that the trick system is absolutely vital to master in order to achieve many of the game's point requirements for gold and platinum medals. The trick system works like this: once you engage in anything that scores points; rails, a jump, board press etc, a combo string begins. After you finish your current trick and begin another one, a counter will appear at the top of the screen that says "1x" - this means you have completed a combo of one move. The small circle above the 1x is the time limit that you must do another trick to continue the combo. The time limit between combo moves is around two seconds. With each successive move, the counter increases one ( 2x, 3x, 4x, etc.) and the combo bonus you get increases. In order to get the full bonus of the combo bonus, however, you must finish the combo. If you wipe out before finishing your combo, you will lose the ENTIRE combo bonus. That means the longer a combo goes on, the higher the score and more risk to you that you may crash and lose the entire bonus. The combo system may seem simple, but the scoring system behind it is actually very complex. To explain, we got an explanation straight from EA Big itself, in the form of SSX programmer Cody Ritchie: "When you do a trick, you points immediately get counted and add to your score. If you're doing a combo, a portion of the trick's score goes into the combo score, or 'pool'. The higher your combo is, the higher the portion that goes into the pool. So when the combo is low, only a small part of your trick goes into the pool, and when the combo gets higher & higher, a lot more of the trick goes into the pool. It even goes above just a portion, so that double your trick goes into the combo! So the least you get is trick x1.5 (trick score + half trick score) and as high as trick x 3 (trick score + 2x trick in combo score.) So if you do a huge monster trick worth 50,000 and your combo is high, then it would give you 0k into your score right away, and add 100k into the combo score. If you finish the combo (or cross the finish line) then the entire combo score gets added to the real score and that's your total. If you wipe out at any time, you always keep your regular score, but lose the entire combo pool. Now, as far as multipliers are concerned, they DON'T affect the trick combo score, just the regular score. So if you bust a huge 50,000 point trick through a 10x multiplier, and your combo score is high, you get 500,000 into the score (trick x10 mult) and the BASE trick x2 into the combo (100,000), for a total of 600,000 (if you land the combo) Some hints for high scores would be: * Do big scoring tricks after the combo is high, or you're missing out on points (you'll only get 1.5x instead of 3x, half as much!) * On big airs, it's more worth it to hold a single uber the entire time, than doing several in a row. The points accumulate faster for holding than when switching, plus you can get a long grab bonus. If you're trying to fill the uber meter, then do several small ones to get to the bigger scoring tricks. * Monster tricks are great for smaller jumps: it takes quite a big jump to do a 50k uber trick, but some monster tricks are quick and can be landed off a short jump. They can be tricky to pull off in a pinch though, find simple ones." Thanks Cody! :) f. UBERS - Rail/Air ------------------------ RAIL UBER TRICKS: New to SSX 3 are Rail Ubers. You do Rail Ubers by pushing one of the shoulder buttons (L1, L2, R1, R2) anytime when you are on a rail and your boost bar is at least at level 1. There are four Rail Ubers in the game, and they are the same for every character. Each is initially worth between 3-4000 points and are holdable, like all Ubers. Rail ubers, however, accumulate points much slower than Air Ubers. They still count towards your SUPER UBER total, however. A cool little trick with rail ubers is that you can get many more in a row if you go very slow on a rail instead of boosting past it. Just use the left analog stick to keep balanced on the rail and touch the boost if it looks like you may fall off. AIR UBER TRICKS: There are three levels of Uber tricks, but these "levels" mainly denote how long the animations are. The higher the level, the longer the animation and time needed to pull off the trick. Although the Ubers each character initially has are different, you can reassign any Ubers in the Lodge (except for Level 1 Ubers, those stay the same, and each character is given one particular set and it is unchangeable.) However, if you weren't given that Uber from the start, you must buy them using the money you have earned. The Cost column below shows the cost of each Uber that you can purchase from the Lodge. STALEFISH - R1+Square buttons Springer Level 1 Cost: Default by Character Tricky Flicky Level 1 Cost: Default by Character G-Money Level 2 Cost: $10,000 Superman Level 2 Cost: $10,000 Smithereen Level 3 Cost: $15,000 Torpedo Level 3 Cost: $15,000 INDY - R2+Square buttons Extended Play Level 1 Cost: Default by Character Can Opener Level 1 Cost: Default by Character Mattrickulater Level 2 Cost: $10,000 Karolicker Level 2 Cost: $10,000 Judo Level 3 Cost: $15,000 dnL Boost Level 3 Cost: $15,000 METHOD - L1+Square buttons Reach Around Level 1 Cost: Default by Character Mahogany Level 1 Cost: Default by Character Jib-O Level 2 Cost: $10,000 Indian Level 2 Cost: $10,000 Hand in Hand Level 3 Cost: $15,000 Kort Martial Level 3 Cost: $15,000 MUTE - L2+Square buttons Clean Sweep Level 1 Cost: Default by Character Counter Point Level 1 Cost: Default by Character Bar Hop Level 2 Cost: $10,000 SSXorcist Level 2 Cost: $10,000 dnL Level 3 Cost: $15,000 Katana Level 3 Cost: $15,000 TAILGRAB - R1+R2 buttons Amazing Spenco Level 1 Cost: Default by Character Jay Tear Level 1 Cost: Default by Character Morgan Grinder Level 2 Cost: $10,000 Slinger Level 2 Cost: $10,000 Svelton Level 3 Cost: $15,000 Lukeloo Level 3 Cost: $15,000 Acrobat Level 3 Cost: $30,000 Superman Barspin Level 3 Cost: $30,000 Capo Level 3 Cost: $30,000 Banger Level 3 Cost: $30,000 Pommel Me Level 3 Cost: $30,000 NOSEGRAB - L1+L2 buttons Big Unit Level 1 Cost: Default by Character Kickin A' Level 1 Cost: Default by Character Madonna Level 2 Cost: $10,000 Vacation Level 2 Cost: $10,000 Vacation Level 3 Cost: $15,000 Footloose Level 3 Cost: $15,000 Trickitello Level 3 Cost: $15,000 Walking the Dog Level 3 Cost: $30,000 Sugar Rush Level 3 Cost: $30,000 LaLaLa Lock Step Level 3 Cost: $30,000 Piruotte Level 3 Cost: $30,000 Guillotine Level 3 Cost: $30,000 MONSTER UBERS: ----------------- Monster Tricks are tricks that are an added feature to the trick system in SSX 3. They seem, initially, like a sort of trick book, but they are in fact specialized tricks that are named after different bands whose songs are featured in the game. You discover the names of these tricks by doing the Career Highlights in the game. (See section 4 for Career Highlights.) Why should you use these particular tricks as opposed to just flipping like crazy and using your own ubers? Well, there are added bonuses for using these tricks. There are 3 levels of Monster Tricks based on the level of Uber that is done during the Monster Trick. All level 1 tricks get an immediate trick bonus of 10,000 points, Level 2 tricks get a bonus of 20,000 points, and Level 3 tricks get a bonus of 30,000 points upon completion! In most cases, this will help offset the points lost by doing these tricks, many of which are simpler compared to what you can pull off with a fully powered character. Remember that Monster Tricks only have their full bonuses the first time you do them. Like every trick in the game, the value of the trick decreases by half or more if you do them more than once back to back. However, according to PD CofC, after you do a few tricks, the "trick recorder" resets and you can do another Monster Trick for the full bonus. TRICK / TRICK NAME / POINT BONUS * FS 540 G-Money / Da Housecat / 10,000 * Triple Backflip Superman / Aphrodite / 20,000 * FS Rodeo 720 Smithereen / Thrice / 30,000 * BS 720 Torpedo / Swollen Member / 30,000 * BS 900 Mattrickulater / Yellowcard / 20,000 * FS Double Backflip 540 Karolicker / Alpine Star / 20,000 * Backflip Nosegrab to Judo / MxPx / 30,000 * Fs Rodeo 720 dnL Boost / Ultimate dnL Boost / 30,000 * Bs 900 Jib-O / Black Eyed Peas / 20,000 * FS 900 Indian to Late Stiffy / Deepsky / 20,000 * BS Misty 900 Hand in Hand / Basement Jaxx / 30,000 * BS Backflip 360 Kort Martial to Late Stalefish / Fischerspooner / 30,000 * Double Backflip Bar Hop to Late Mute / Overseer / 20,000 * FS Triple Backflip 180 SSXorcist / X-Ecutioner / 20,000 * FS Double Frontflip 360 dnL Flipit to Late Indy / Ultimate dnL FlipIt / 30,000 * BS 720 Indy to Late Katana / Juana's Addiction / 30,000 * FS 1080 Morgan Grinder / Audio Bully / 20,000 * BS Backflip 360 Slinger / Finger 11 / 20,000 * FS Misty 720 Svelton to Late Nosegrab / N.E.R.D Fly or Die / 30,000 * Triple Backflip Nosegrab to Late Lukeloo / Chemical Brother / 30,000 * BS Double Back Flip 180 Madonna / Stoneage / 20,000 * Double Backflip Vacation to Late NIFTY Shifty / Autopilot Off / 20,000 * BS 360 NIFTY Shifty to Late Footloose / The Automator / 30,000 * BS 540 Indy to Late Trickitello / Placebo / 30,000 g. Handplants and Board Presses ------------------------------- The trick system is rounded out with two moves that are essential in making the most of the courses in SSX 3. These moves are the Handplant and Board Press. BOARD PRESSES - Right Analog Stick Up or Down The board press is the new move in the SSX 3 Trick arsenal that is absolutely vital to continuing combos when there are no jumps or rails to take advantage of. A board press causes your character to lean their weight on the board and ride it on either the front (Up) or back (Down) . This allows characters to continue a combo string on flat ground, basically indefinitely if you are good enough. Once you start a board press your character will begin tilting their board and riding it on it's lip. It's important to pay attention to the visual cues your character is giving to see how your board press is coming along. If your character is waving their arms and looks to be off-balance, you are in danger of falling and should either stop the board press by letting go of the right analog stick, or rotate the right analog stick to the opposite direction you were holding. This causes your character to spin on the boardpress and renews their balance. If you do not you will tumble and lose whatever combo you were trying to achieve. HANDPLANT - Circle Button The handplant might at first seem odd when you do it in the game, as it completely kills your speed and momentum down the track. But the handplant serves a very useful purpose - it can be used to gain access to those parts of the track you wouldn't normally be able to get to and also can be used to continue your combo in places where you may not otherwise have been able to. For example, if you launch off a jump and are approaching a billboard or tree branch, pushing circle will cause you to handplant onto it. While you are planted, you can affect your balance by using the left analog stick, and the longer you hold the handplant the more points the trick is worth. Why should you use this move then? There are several instances where it is vital: 1) If you are approaching a rail from the side in slopestyle, you can handplant off of it to continue your combo. 2) If you are approaching a rock or similar obstacle in the Backcountry that it looks like you may crash into, try to handplant on it, it may save you from wiping out. 3) In Superpipe events, there are certain areas of the track you can only get to if you use the handplant to get up there. For example, in the Peak 3 Superpipe, Perpendiculous, there are pipes well above the track you can only get to if you handplant onto the thin red bars located at the very end of the pipe. Similarly, in Schizophrenia, there are alternate pipes on either side that you must get to by handplanting at the top of the middle pipe and then letting go and dropping down into the alternate pipe. j. Frequently Asked Questions ----------------------------- Q. Why can I not spin or flip as fast during jumps as I see other people spinning? A. Most likely you're not prewinding. When you come to a jump, holding down a DIRECTION on the D-Pad in addition to holding down the jump button allows you to "prewind" a flip, allowing you to flip/spin much faster than you could if you pressed the jump button alone. Learning how to prewind is absolutely vital, and the first skill you should learn if you are new to SSX 3. Q. Are there any hidden techniques you're not telling me about? A. A few, but they're not secret. An oldie but goodie is boost tapping - tapping your boost instead of holding the boost button down allows you to increase your speed while extending the life of your boost. Since boost can be hard to come by on certain courses, using this technique can help you quite a bit. Additionally, "select tricks" or warps are back in this game, though the price for using them is now much higher if you don't have SUPER UBER spelled out and have unlimited boost. Select tricks are points in tracks where you push the manual reset button (Select for PS2) and are immediately respawned further ahead in the track. It's a warp of sorts, taking advantage of a system setting that keeps players from getting stuck in tough spots like crevasses and boulders. In past games this glitch came at the cost of a little boost, but in SSX 3 the cost of pushing manual reset is now nearly your entire boost bar. Be sure it's worth it before you decide to use a select trick. The only time this trick will not cost you any boost is if you have spelled out SUPER UBER and have unlimited boost, then you can do it safely. ======================================================================================= SECTION TWO: TRACK GUIDES - WALKTHROUGHS The TRACKS/WALKTHROUGHS section will have explanations of all the different modes in the game, as well as xtremely in-depth walkthoughs for EACH track. Pay attention to these, they can help you get over those rough spots and also set records. Each track should have multiple guides, and I will label the difficulty of each guide from "beginner" to "Master" in order so readers can pick the best one for their skill level. Each track will also have a time or score goal so you can know what the goal for each walkthrough was when it was written. Tracks are listed from the bottom of the Peak up, so if you are looking for a typical event towards the top of the mountain, scroll down. This section is constantly filling up with new walkthroughs, so feel free to check back frequently until all the tracks are filled up. Once the tracks are completely filled up, I will update this guide to version 1.0. Basic Mode Explanation and Tips: RACE: ---- Race is racing, as always. Look for the best shortcuts and link them all together to get the fastest time. There is no "special boost" out of the gate in SSX 3, so just hold up until you jump out of the gate to get the best time. Additionally, some of the shortcuts on certain tracks can only be done by fully-powered characters. Big Air: -------- Big Air tracks are short and sweet. You must reach a certain point total on a very short tracks. 1 heat and then the finals. Superpipe ---------- Superpipe may seem easy, but it is actually pretty challenging to get high scores. There are a few basic things to remember on all Superpipes: 1) Holding ONE single Uber per jump ALWAYS scores more than doing several. Holding it allows the Uber to build up its score and you also will get a 4000 point "Style" bonus for holding a single Uber the entire time. 2) You should ALWAYS boost when you prewind your jumps - boosting makes your jumps so much better than not that it's not even an issue not to boost. 3) Change spin/flip directions often to avoid duplicating tricks. Throw a stall or late flip/spin in there to differentiate each trick. 4) To reach monumental scores, you MUST keep a single combo going from start until you cross the finish line. This huge combo bonus is what makes the scores for Platinum medals possible. Slopestyle ---------- Slopestyle is to SSX 3 what Showoff was - it features a huge track where you must find the best "line" or path on the course to both get the ever-important multipliers and get enough chances to increase your combo. Comboing is the single biggest thing to get huge scores in Slopestyle, and a lot of the later scores would be next to impossible if you did not string together combos that give you huge bonuses. PEAK ONE ----------------------------------------------------------------------------------------- ----------------------- JUNCTION Superpipe ----------------------- Qualifying: 160,000 Final: 180,000 Platinum: 700,000 Walthrough Author: ssxtitan Walkthrough Goal - 700,000 Skill Level - Hard 3 Steps to the Junction Halfpipe 1. Dropping into half pipe 2. Route and technique inside half pipe 3. Exiting the half pipe 1. Right out of the gate there is little lip in front of you, do a double flip (combined with whatever trick you like), and then land with the board press! Landing with the board press will enable to begin your combo string! Once you have landed you will want to turn slightly to your right and go up the side of the half pipe. (Donít hit the two triangular barricades though.) It is important to angle yourself a little bit off this first half pipe jump, because when you come back down you want to hit the other side of the half pipe, and not end up shooting back up the hill towards the starting gates. When you take this first jump if you donít see a 3X or 4X COMBO at the top middle part of your screen, then you have failed to start your combo string in which case you may want to restart as this will cost you some points, since you will end up with a smaller combo string total ( by 3 to 4 obviously)! 2. O.K. you're now in the pipe and you have a combo string going of at least 3X or 4X! Now is when the real fun begins! Strap on your oxygen tank cause weíre going for crazy altitude! This part is pretty straight forward, you will see that along the course there are 6 yellow spheres, and above those there are 8 shiny diamonds! You want to get all these! The trick to big air is jumping right at that last second, you also want to pre-wind the second you land as to maximize your spin in the air. While in the air, try to be creative use monster tricks, and ubers, you can hold ubers too and watch your score go higher the longer you hold it. Style points certainly help too and u can get these by combining different ubers in a single jump. Be creative though, and try not to use the same ones over and over as they are worth less each time you do them in an event! You can see your style points when you are jumping, they should appear next to the score you are getting for that particular jump! I have found that if you manage to hit one of the diamonds, that you are more than likely on a good line to hit them all! So if you do hit one, when you come back down and land, do not turn the board at all! Fly up again, and if you hit the jump on the other side of the half pipe you should fly up to the next shiny diamond, and then just repeat this process! If you manage to pick up all the shiny diamonds, then go back and try to get the yellow spheres! You can shoot yourself back up the half pipe by landing a jump and then angling your board towards the beginning of the half pipe. I suggest not going at an angle more than 45 degrees, because you want to be able to get some air, so that you can land in the first part of the half pipe, and still have momentum to continue jumping. 3. Time to go! When you're down to about 10-15 seconds left you will want to think about getting to that finish line pronto! There are a couple of ways to get there. The first which is little risky, but certainly yields more points (and is my personal favorite) is to make sure that you are at the very end of the half pipe, and pull the same kind of 45 degree angle jump that you would use to make your way back up the half pipe, but only this time, instead of angling your jump so that it faces the beginning of the half pipe, youíll want to angle so that you're shooting towards the finish line. The camera angle is a little weird off this jump, so be forewarned, but I can tell you that if hit it well you should be able to do at least 3 ubers before you land! With any luck you should land in front of the finish line and cruise in for a score of anywhere between 700,000- 1,000,000+ !!! The other way is to simply land that last jump, and right when you land make a hard turn for the finish line, sometimes I have trouble stopping my momentum, and instead of turning sharply and cruising towards the finish line on the ground, I will fly up and take another jump, in which case I run out of time. But if you can get your character to turn sharply enough so that they donít jump and just head for the finish on the ground, then this method works just fine!! Have fun and good luck!! TIP: Author - Ghoti Do a few tricks as you approach the start gate, and you'll come off the starting line with some gas in your boost meter already. If you're not Uber by the time you hit the first jump in the pipe, you can be so easily by mixing up each of the Uber grabs; I can usually get UBER spelled out and can usually get 'SUP' or so of the next level of tricks. Once you're Super-Uber, nail those SuperUbertricks with style (go for Stalls, Off-Axes, and Inverts for max style points). Always land with a tail or nose press for a freebie Combo link in your chain. If you get 10 jumps, that's 10 more tricks in the Combo! ----------------------- METRO CITY BREAKDOWN Racing ----------------------- Heat 1: Beat 3:07 Heat 2: Beat 3:02 Heat 3: Beat 2:48-2:54 Platinum: 2:30 Walkthrough Author: UltimateApocalypse Walkthrough Goal - Platinum, or under 2:20 Skill Level: Moderate NOTE: When I say do uber off a jump, I mean if your boost is not full. As you all know, big jump sometimes take more time because you *stay* in the air for quite a bit. So only jump and do uber if you need the boost. If the following procedures are done correctly, you should be able to use boost all the time and finish the race with 2:20 or less. Good Luck! 1. Out of the gate punch someone then do 2 ubers of the jump. If you cannot do it, then just do a trick + spin + flip of the first jump and your boost meter should be full when you land. 2. Right after you land, go to the left where you see a SSX sign. Grind the rail and do an uber on rail. After you land, you should see two rails ahead, one straight ahead, the other to your right. Go to the one on your right, grind a rail and do an uber on rail. 3. Now there is a big jump ahead, aim for the center of the building where you will break the glass. Be careful do not jump too high or you will hit the building. You should be able to do 3 ubers from this jump. 4. After you land, aim for the center of the track where a narrow pathway goes between the buildings. There is a jump and a Trick Boost at end of the pathway, do 3 ubers. You should fly over the main track and the billboard, land on a narrow track between the buildings. 5. Keep going between the buildings and do 2 ubers on the last jump. 6. After you land, you should see a little ramp ahead which leads to the covered bridge. Aim straight for the ramp and do 1 uber. 7. Right after you land, you should aim a little to the left. A section of the bridge is broken, you have to jump over the gap and land on the second part of the bridge. If you aim to the left correctly, you should land on the side of the bridge and grind all the way down. 8. One the left hand said, you should see a SSX sign, go through the sign there is a jump. The main track goes under the ramp and there is a REALLY tall building ahead. (I personally could not jump over the building). Align the bottom of your board to the building so that you will not tumble. 9. After you fall to the bottom of the building, you should land right on a fence and grind all the way down, and you should fly over the train. 10. Right in front of you is a Speed Boost and a ramp with a Trick Boost. If your Super Uber is not full, do ubers off the ramp with the Trick Boost. Or, take the left of the ramp and head down the slope. 11. On your left, you should be able to see a rail, grind the rail and you should land on another rail. After the second rail, there is a red jump. 12. You can do a uber off the red jump if your Super Uber meter is not full. 13. You should see the track turns right with a rail in the center. Grind the rail. 14. After you are off the rail, the track turns sharply to the left. Right after the turn, you should see a rail on the right hand side of the track. Get on the rail. 15. Off the rail, the track should turn right with a red jump and a Trick Boost. DO NOT take the red jump. Instead, go to the left of the track before it reaches the red jump. If you aim correctly, you should fly a short distance and land on a rail. 16. Go all the way down the rail, with the correct speed, you should land on another rail. 17. After the second rail, you will see a red jump ahead, do 2 ubers off the jump. 18. Another red jump ahead, jump and do uber, or not if your boost is full, and break the glass. 19. Aim for the center and grind the pipe all the way down and you will see the track turn right with a rail on the center. 20. You probably will not be able to grind the rail from the start with the velocity you gained from the pipe. So, aim for the center section of the pipe where it makes a almost 90 degrees turn to the right. Right before you reach the rail, do a little jump and that should make you grind the rail. 21. All the way down, you should see 2 red jumps. Then a pipe in the center of the track with red jumps on the side. Go on the pipe and boost all the way to the finish line. ----------------------- CROWS NEST Big Air ----------------------- Qualifying: 60,000 Final: 70,000 Platinum: 300,000 Walthrough Author: MrChaos Walkthrough Goal - 250,000 Skill Level - Hard *Please note that all moves must be linked with a board-press if you want to achieve a high score.. Also this was done with a full powered up Mac.* 1. Immediately out of the gate, do a misty/rodeo. 2. Do 2 misty/rodeos off the next jump. This should give you full adrenaline. 3. Launch off the next ramp doing whatever uber you want with some spins for around 20-25K. 4. When you land, get ready to do an uber off the next the pipe ramp also nailing the 3000 point bonus... You can get around 20K here... 5. When you land, board-press to finish, but quickly turn around and head toward the long rail. 6. If you get on the rail slow enough, you can do a rail uber for about 10K. ----------------------- SNOW JAM Racing ----------------------- Heat 1: Beat 3:12 Heat 2: Beat 3:14 Heat 3: Beat 3:00-3:07 Platinum: 2:30 Walthrough Author: YoshiXL Walkthrough Goal - 2:30 Skill Level - Hard 1. Out of the gate punch someone. 2. At first red jump hit 3 ubers, Follow the next red jump with 6-7 ubers. 3. Take the upcoming right turn on left side take the log, keep the line and you' ll find another log when you land positioned the same way. Again keep the line. 4. Next, there is an ssx sign to your left, take it a cautious speed. Grind the upcoming logs. 5. Straight ahead is a nice red jump, dont take it, instead go left of it and keep boosting. Ahead is a trick boost with a jump. Slow down at that point so you don't fly out of control plus you want to grind a log thats on your right when you land. 6. Keep the line then repeat with 2nd log when you land. 7. Time to refill boost. Jump over next logs on ground with ubers. After the 2nd log there is a jump thats hard to see, jump it with an uber. 8. Straight ahead is a pair of red jumps, take em with ubers. After 2nd red jump make a sharp left and jump with your last (hopefully) uber. Now boost freely and don't jump!! 9. There should be a hidden log to the left to grind, then another if you keep a good line. 10. Now stay on the main path and boost and near the end there is a bridge with a trick boost and lots of cables. Grind it if you can then ahead you'll see the last red jump. Dont take it, instead head left to it and go smoothly but fast to the finish line!!! ------ Walthrough Author: gondee Walkthrough Source: FirebrandX Walkthrough Goal - 2:20 Skill Level - Master 1. Out of the gate, punch someone to get full boost and do an Uber off the first jump. Skip the next big ramp in the middle and instead ski off to the side, doing two more Ubers once you hit air off the decline. 2. Go around the next right turn and look for a wood branch that makes a ramp off the turn. Boost off that, doing a rail Uber and do another Uber as you land. This shortcut will put you over the hill directly by the next jump. Look for yet ANOTHER branch that comes out of the left of the jump. Boost off that, doing yet another Uber. 3. You will land by an "Out of Bounds" sign (ignore it) and a metal structure that you ski under as you continue on the track. Do an uber off the ramp past this and continue down the track. Go over the next drop off and look for a blue rail that pops up from the middle of the track. Ride it, doing a Rail Uber on it and continue down the track. 4. Up ahead you will see the double ramp that looks tempting to jump off of, but ignore it and instead ski past it on the right side. You will cross cut the next turn and continue down the track until you reach the big ramp that sends you through a misty dropoff into the forest. Do any remaining Ubers you need to here to get to Super Uber status. 5. Ahead you will see a right turn, then a left turn past the big trees in this area. Go around both, (don't jump over the embankments as tempting as it might be) and immediately after the left turn (past a big tree on the right) look for an "Out of Bounds" sign and break through that. 6. Ski down this path until you reach a green rail and boost down that. You will go over a large log (very cool) and make SURE you jump at the end - you are aiming for the large hollow log "loop" ahead. You must make it through this loop to continue on the shortcut. 7. Once you have made it past the loop, look for a speed boost ahead (lightning bolt) and catch it. You will ski through another quick tunnel of a tree and catch another green rail coming out of it. Hop to a second rail and then jump off the end back onto the regular track. 8. Cut immediately to the right (past the turn) and look for a jump ahead - jump off the track to the left of the ramp and shoot for the space by the huge tree ahead. Go to the RIGHT of the big tree once you are there and catch a wooden rail that pops out above the track. Follow it around the right turn, doing any additional ubers you need to to continue having SUPER UBER status. As you go off the rail you will pop through a small rock tunnel and back onto the regular course. Go over the small yellow ramp ahead and down the main course. 9. Ahead to the immediate left after the rock tunnel is a wooden branch you must grind (look for two purple flares showing the location). Grind this and fly off the end, connecting with a second additional branch below that shoots you back over a hillside and back onto the track. 10. You now continue down the main path for a ways - bisect corners and do not jump over the small ramps to save time. After another short jump you will see a bridge ahead. Grind the rails on the bridge to the right and do a short trick at the end. You'll go through a quick Ice Loop here as well. 11. Ahead is one final jump - ignore it and instead ski off to the side of it and boost your way to the finish line! ----------------------- R&B Slopestyle ----------------------- Qualifying: 250,000 Final: 300,000 Platinum: 1,500,000 Walthrough Author: MrChaos Walkthrough Goal - 1 Million - 1.1 Million Skill Level - Master *Please note that all moves must be linked together to achieve this high score* 1. Immediately out of the gate, do 2 misty/rodeos off the first hill. 2. Get on the very right rail and pre-wind. Launch off the rail hitting an uber through the 3X. 3. If you did step #2 right, you should now be on a rail. Toward the end of the rail there is a 5X. Do a quick 2 misty/rodeo uber off it for about 40-50K. TARGET SCORE: 90K 4. When you get off the rail, follow the path doing a few misty/rodeos for some quick points. 5. You will come to an area with a rail. Get onto the rail and hold a rail uber until the end. 6. When you get off, veer to the right and get on a rail holding a rail uber for around 12K. 7. Getting off this rail, you will see an upcoming hill. Jump over it with 2 misty/rodeos. Get ready to pre-wind off the next hill. Launch off it and fly through the 5X netting yourself an easy 130K-150K. 8. When you hit the ground, go to the right. You will enter this cave type area. Straight ahead you should see a hill with a 3X in the air. Launch off the hill doing an uber through the 3X. 9. When you land, if you land right, you will have enough momentum to zoom up the pipe and hit a 10X for around 140K. TARGET SCORE: 600K-650K 10. When you land, you will see 3 rails. Get on the very left rail and do a rail uber. 11. Getting off the rail, get onto the tree branch and launch into the air doing an uber for about 10-12K. 12. Landing, jump off the right incline doing 2 quick misty/rodeos. 13. If you jumped right, you will land on a huge fallen tree. Speed off it and jump through the 3X doing an uber for around 30K. 14. When you land, you will see an upcoming ramp. Launch off it and do an uber through the 3X high in the air. This can net you around 80-95K. 15. Next, you will see a blue rail. Get on it and hold an uber. Do the same for the next rail, but let go halfway into the air. 16. Off the next the ramp to the right, do an uber for about 15K. 17. When you land, get on the right rail and fly through the 10X doing an uber for about 120-150K. *If you followed this guide correctly, you can easily get well over 1 Million* ----------------------- HAPPINESS Backcountry Race/Jam ----------------------- Happiness Race: 3:15-3:20 Happiness Race Platinum: 2:45 Happiness Jam: 65,000-70,000 Happiness Jam Platinum: 400,000 ----------------------- PEAK 1 Race Time Challenge ----------------------- Peak 1 Race: 13:20 ----------------------- PEAK 1 JAM Score Challenge ----------------------- Peak 1 Jam: 130,000 Peak Two ----------------------------------------------------------------------------------------- ----------------------- INTIMIDATOR Racing ----------------------- Heat 1: 3:17 Heat 2: 3:15 Heat 3: 3:06-3:15 Platinum: 2:45 ----------------------- STYLE MILE Slopestyle ----------------------- Qualifying: 350,000 Final: 450,000 Platinum: 1,000,000 Walthrough Author: MrChaos Walkthrough Goal - 2,500,00 Skill Level - Master (!) Style Mile guide with MONSTER TRICKS: *Please note, this guide was done with a fully powered up Mac with all 11 stats* 1. Out of the gate, do 3 mistys through the 2X with some grabs. This should give you full adrenaline. 2. When you land, do at least 3 different ubers over the next hill. 3. Next, do 1 long uber through the 2X to the right. 4. Veer to the right and get read to do whatever monster trick through the 10X for an easy 275K-300K. 5. Do any monster trick you want off the middle hill through the 3X for an easy 75-80K. Target Score: 420K-450K. 6. When you land, veer left and prepare to boost up the hill while holding a board press. Let go near the top. If you did this correctly you can pull off a monster trick and attract the 2X. This can net you 40K. 7. Landing, do an uber off the next little slope. 8. Veer to the right to see a little a green hill. Do any monster trick for about 15K. 9. Next, you will see a green rail. Get on it and hold a rail uber. 10. Do any monster trick you want off the next hill through the 3X for an easy 80K. 10. Don't boost off the next hill. Do a simple uber through the 3X. 11. Next, hold a board-press and start to boost up the hill. Jump midway and do any monster trick you want through the 10X for an easy 250-275K. Target Score: 850K-875K 12. Get on the next immediate right green rail. When you get on it, jump off doing an uber. 13. Boost off the next hill doing an uber. 14. When you land, veer to the left. You will see a green hill. Launch off it about halfway doing an uber through the 2X for about 30-35K. 15. Veer to the right and jump off the hill halfway up. If you do this correctly, you will launch over the rocks and hit the 2X. Target Score: 950K-1 Million 16. Next, you will see an upcoming hill to the left. Launch off it doing a monster trick through the 2X for an easy 40K. 17. Launch off the next hill attempting to hit the 5X with an uber. 18. Go past the house on the right. There is a short incline where you can do an uber for about 10K. 19. You will see an upcoming green rail. Get on it and hold a rail uber hitting the 2X for 40K. 20. Do the same on the next rail, but make sure you have SUPER UBER all highlighted out so you can easily do the next part. 21. NExt, you will see an upcoming hill. If you launch off it at the right time, you can do a monster trick through the 10X for an easy 300-320K. 22. When you land, you will see a green loop de loop rail. Get on it and go around. Do a monster trick off it through the 5X for an easy 100-120K. 23. You should have a good 30-40 seconds left. Spend them doing random flips and mistys. ----------------------- SCHIZOPHRENIA Superpipe ----------------------- Qualifying: 220,000 Final: 260,000 Platinum: 800,000 Walthrough Author: gondee Walkthrough Goal - 600,000+ Skill Level - Hard Superpipe may seem easy, but it is actually pretty challenging to get high scores. Schizophrenia is a very aggravating superpipe, because it has higher walls than either of the other two Superpipes and it's very easy to lose your combo and crash if you do not start off well. You also only get 2 minutes to jump here, so your scores will be lower than the other pipes. There are a few basic things to remember on all Superpipes: 1) Holding ONE single Uber per jump ALWAYS scores more than doing several. Holding it allows the Uber to build up its score and you also will get a 4000 point "Style" bonus for holding a single Uber the entire time. 2) You should ALWAYS boost when you prewind your jumps - boosting makes your jumps so much better than not that it's not even an issue not to boost. 3) Change spin/flip directions often to avoid duplicating tricks. Throw a stall or late flip/spin in there to differentiate each trick. 4) To reach monumental scores, you MUST keep a single combo going from start until you cross the finish line. This huge combo bonus is what makes the scores for Platinum medals possible. Walkthrough: 1. Coming out of the track, find a way to build up your boost meter. A quick Misty/Rodeo or such is usually the best way. Do a few to build up your combo meter as well. 2. As you enter the first jump, you want to get to yellow Uber bar status ASAP. Be sure to enter that first jump with enough speed to get decent air, because if you don't, Schizophrenia's high walls will make it next to impossible to get a decent combo going. Basically, my motto is if you crash, start over. 3. Do a misty/rodeo grab and enter the second jump with yellow bar status. As you land from your first jump, prewind a direction and hold BOTH the jump button and the boost button. Holding the boost button is the key to getting big air in superpipe. By this time you should have a combo between 5-10 going - you don't want to lose this combo because it is what gives you the big bonus at the end that allows you to get the Platinum medals. As you enter your third jump, you have two options: 1) either do 4 quick level one Ubers to get to Level 2 status, or hold one Level 1 Uber on each jump. I personally go for the 4 level 1 Ubers so I can get to the higher scoring Level 2 ones. 4. Once you have reached Level 2 status, the pipe mainly becomes automatic. You may have the temptation to handplant into one of the alternate pipes on either side, but experience has told me that doing so always kills your momentum and makes it hard to continue your combo. Additionally, the pipes on the side have much shorter walls than the middle one and can throw off your timing if you are used to staying in the middle pipe. The bonuses on the side ones are just not lucrative enough to make it worth switching. As with all the Pipes in the game, stay in the middle one the entire time. 5. After four jumps, you will find yourself near the end of the pipe. Watch out for this - it's very easy to jump too far and fly out of Schizo. As you get near the end, tap the left analog stick BACK towards the beginning of Schizo and jump that way. If you fly out of Schizo and land on the area outside, you CANNOT get back in. 5. Each trick you do in Schizophrenia should be different - you want to avoid duplicating tricks as it kills your score. You should be getting big enough air to go up past the banners way up above Schizo (you can handplant onto these, and while it looks cool provides no discernable advantage.) If you are well below that, you are not getting all the air you should. Try to jump about 3/4 of a board length from the top of the walls, this makes your character get maximum air time. 6. Continue jumping in Schizo until the timer reaches around 15 seconds. You can either ride towards the finish line (use the board press to continue your combo all the way to the line) or on your last jump, point yourself at a 45 degree angle so you jump OUT of the pipe and towards the finish line. If you are lucky, you can get a long Uber in right before the clock hits zero. 7. Remember that you need a complete, uninterrupted combo from start to finish to get the best possible score and win the platinum medal. With any luck (and practice) you can get platinum plus a few hundred K on Schizo. Good luck! :) ----------------------- RUTHLESS RIDGE Racing ----------------------- Heat 1: 3:11 Heat 2: 3:04 Heat 3: 3:03-3:14 Platinum: 2:40 ----------------------- LAUNCH TIME Big Air ----------------------- Qualifying: 90,000 Final: 120,000 Platinum: 200,000 Walthrough Author: MrChaos Walkthrough Goal - 250,000 - 300,000 Skill Level - Master *Please note that all moves must be linked together if you want to achieve a high score. Also note that this run was done with a fully powered up Mac.* 1. Out of the gate, do 1 misty off the first hill followed by 2 misty/rodeos. This should give you full adrenaline setting you up for the next jump. 2. Do any uber off the nexr hill making sure to hit the 2,000 point bonus. 3. When you land, do another uber off the hill. Make sure to hit the 10,000 point bonus for it is crucial to getting a high score. 4. Landing, launch off the hill and hit the 5,000 point bonus with an uber. 5. Board-press to the finish line but quickly turn around and head to the rail. 6. Get on the rail and do a rail uber for about 10K before crossing the finishing line. ----------------------- RUTHLESS Backcountry ----------------------- Ruthless Race: 3:25-3:30 Ruthless Race Platinum: 3:15 Ruthless Jam: 140,000-150,000 Ruthless Jam Platinum: 500,000 ----------------------- PEAK 2 Race Time Challenge ----------------------- Peak 2 Race: 19:00 ----------------------- PEAK 2 JAM Score Challenge ----------------------- Peak 2 Jam: 350,000 Peak Three ----------------------------------------------------------------------------------------- ----------------------- KICK DOUBT Slopestyle ----------------------- Qualifying: 650,000 Final: 750,000 Platinum: 1,200,000 Walthrough Author: MrChaos Walkthrough Goal - 1.7 Million Skill Level - Master *Please note, this guide was done with a fully powered up Mac, all 11 stats* 1. Out of the gate, do 2 mistys. If you did tricks before the start of the course, you should now have full adrenaline. 2. Do 4 ubers through the 2X in the air. 3. Veer right and you will see an upcoming yellow rail. Try to either A. Jump off the hill doing a monster trick through the 10X or B. Get on the rail and jump off it doing a monster trick through the 10X. Target Score: 200K-220K. 4. When you land, you will see a red hill. Launch off it doing whatever uber you want. 5. Next, veer left and do a monster trick through the 2X for 40K. 6. Landing, you will eventually come to a green hill. Launch off it on the right side doing a monster trick through the 5X for an easy 100-110K. 7. Do whatever uber you want off the next jump after landing step 6. 8. You will see an upcoming red hill. If you launch off it correctly, you can do a monster trick through the 2X for an easy 45K. 9. When you land, you will see a red hill to the left. Now comes the tough part. You want to launch off this hill on the right side of it with a good amount of boost. If you do this correctly, which can be tough, you will be able to a monster trick through the 10X for an easy 300-320K. 10. Landing, do a simple uber off the next hill trying to hit the 2K point bonus. 11. Go straight ahead and do a monster trick off the next hill for 20-25K. 12. Veer right and you will see a long curving yellow rail. Get on it and hold a rail uber. 13. Do the same for the next rail through the 3X for 40-50K. 14. Get on the next rail, but jump off hitting the 2X. 15. Do a simple uber off the next hill for 10K. 16. Do a monster trick off the next red hill. If you launch off this hill correctly, you will come down and attract a 2X for an easy 40K. Target Score: 800-850K. 17. Go straight ahead and do an uber off the next hill. 18. Now comes the crucial part to getting a high score. Straight ahead are a trio of hills. Veer left and launch off the hill. If you do this correctly, you will be able to hit a monster trick through the 10X netting you upwards of 400K!!!! ----------------------- PERPENDICULOUS Superpipe ----------------------- Qualifying: 500,000 Final: 540,000 Platinum: 900,000 Walthrough Author: gondee Walkthrough Goal - 1,200,000 Skill Level - Master Perpendiculous is my (and a lot of other people's) favorite halfpipe. The design is very well done and you are given 2:30 to do tricks here. It's very satisfying to have a great run and watch your score bust 1 million points here. There are a few basic things to remember on all Superpipes: 1) Holding ONE single Uber per jump ALWAYS scores more than doing several. Holding it allows the Uber to build up it's score and you also will get a 4000 point "Style" bonus for holding a single Uber the entire time. 2) You should ALWAYS boost when you prewind your jumps - boosting makes your jumps so much better than not that it's not even an issue not to boost. 3) Change spin/flip directions often to avoid duplicating tricks. Throw a stall or late flip/spin in there to differentiate each trick. 4) To reach monumental scores, you MUST keep a single combo going from start until you cross the finish line. This huge combo bonus is what makes the scores for Platinum medals possible. Walkthrough: 1) Coming out the gates, do a few tricks to build up your boost and your combo meter. Keeping a continuous combo is essential if you want Platinum on any of the Superpipes. 2) Be sure to enter that first jump with enough speed to get decent air, so you can reach Yellow bar status ASAP. 3) Do a misty/rodeo grab and enter the second jump with yellow bar status. By this time you should have a combo between 5-10 going. As you enter your third jump, you have two options: 1) either do 4 quick level one Ubers to get to Level 2 status, or hold one Level 1 Uber on each jump. I personally go for the 4 level 1 Ubers so I can get to the higher scoring Level 2 ones. 4) Once you have reached Level 2 status, the pipe mainly becomes automatic. The biggest question anyone ever asks on Perpendiculous is "How do I get into the Upper Halfpipes." Near the very end of the pipe, there are very short, red rails attached to the upper pipes. The trick is to jump without doing any big tricks and HANDPLANTING onto these red rails and then dropping down into the upper pipes. You must reach the level of these pipes to handplant into them - a good strategy is just to jump and then hold down the handplant button. Many times you will gravitate towards the rail and handplant onto it. 5) There are 2,000 (yellow) and 5,000 (dark blue) point bonuses in the main center pipe, and 5,000 and 10,000 point bonuses in the upper pipes. So, you say, this means I should get into the upper pipes ASAP, right? Well, no, not really. :) The problem with getting into the Upper Pipes is once you handplant onto the red rail and then are successful in dropping into the halfpipe, (not always a sure thing) your momentum is COMPLETELY killed. If you do not immediately boost, jump and do a short grab, you will lose your combo, and that is the single biggest no-no in Superpipe next to crashing. The additional problem with the upper pipes is that the red 10,000 point bonuses are very difficult to get, and if you have to restart your momentum in the upper pipe, it will take 4-5 jumps to do so. All the while you could have been getting massive air in the middle pipe, so you are losing tens of thousands of points in going to the upper pipes. IMO it is not worth the time and difficulty to get into the upper pipes. Even if you get every SINGLE red 10K bonus (around 80-100K,) I would calculate you would have lost 200K in score you could have gotten doing regular tricks in the middle pipe. It's up to you, however. Having scored 1.6 mil in Perp though, I like to think I'm on the right path. :) 6. As you jump in Perp, you will approach the end of the Pipe. The end of Perp is not as dangerous as Schizo, so you can hang around the end doing tricks and not be in too much danger. However, it is always a good idea not to play with fire, so stay in the final 1/3 of the pipe and shoot back towards the middle if you are straying out of the pipe. 7) Continue jumping in Perpendiculous until the timer reaches around 10 seconds. You can either ride towards the finish line (use the board press to continue your combo all the way to the line) or on your last jump, point yourself at a 45 degree angle so you jump OUT of the pipe and towards the finish line. The second method is preferable because as you fly out of the pipe, you can do one final big trick, and you will land on rails that are outside the pipe. These rails are there so you can land on them, and as the clock is ticking down to below 5 seconds, boost off the rails and immediately past the finish line. Perpendiculous is immaculately designed. :) 8. Remember that you need a complete, uninterrupted combo from start to finish to get the best possible score and win the platinum medal. With any luck (and practice) you can get platinum plus a few hundred K on Perpendiculous. Good luck! :) ----------------------- GRAVITUDE Racing ----------------------- Heat 1: 3:00 Heat 2: 2:57 Heat 3: 2:41-2:48 Platinum: 2:40 ----------------------- MUCH2MUCH Big Air ----------------------- Qualifying: 160,000 Final: 180,000 Platinum: 200,000 Walthrough Author: countercycle Walkthrough Goal - 1st-200K+, 2nd - 290K Skill Level - Hard This is a very important track, because it's the quickest way to earn money in the game: $50K for a platinum (200K) in about 2-3 minutes. Runs for when you don't start with boost: 1) Board press out of the gate, then do a rodeo shifty very quickly. Land, do another board press, let go, do another board press, and then take the first ramp. Getting your combo high will increase the combo points from the first real tricks, so this is important. 2) Off the first ramp, you're going to do a wild spinning rodeo/misty shifty, holding it for a very long time. At the same time, rotate the d-pad in a semi-slow 360 motion to get more points. If you land near the second ramp (the left one, not the right one below), then just continue on: if not, make sure to board press your way there. 3) The second ramp is the hardest part of this run: you need to hit this jump, do four level one ubers, and most importantly, land on the upper platform. Boost up the ramp, and release right at the very top, and you should make. Too early and you're likely to charge a punch: too late and you'll land on the lower area (not all is lost, see 3b). The Can Opener (R1+[]) is your slowest level 1 uber. Avoid it. Continuing spinning and d-pad rotating. 3b) If you don't hit the jump platform, make sure to hold that fourth uber as long as you can for more points. You'll need to keep your combo going, and hit a massive jump on the ramp here (I've had luck with both sides) to get back up to the top tier. If you do this, you can usually throw in a held level 2 uber to get even more points. If you don't land on the top tier, restart. 4) Land, and you'll have another quick ramp to take: don't take this at full speed or you'll overshoot your next landing area, and not be able to make the next jump. Do one held level 2 uber. 5) The next jump is very short: just do a one rodeo shifty. 6) Now you've got your big jump: you usually won't have to board press here, so just boost, prewind, and take a big jump, and just hold the level 2 uber for dear life. Make sure you're using a very long, high-scoring uber like the acrobat or superman barspin. 7) You should have 20-25 seconds left, so mess around on the bottom until you're all done. * The Even Better Run (when you start with boost) (My record 290K): 1) If you start with a near full boost meter, you should be able to get to level 1 uber by the first ramp: on the first ramp, you will usually be able to get out three level one ubers. 2) Now, on the second ramp, you can do one long level one or level two uber, which will be worth many more points. Even more improvements still: 1) You could mess around at the beginning to get full boost before the first jump regardless of heat. 2) While it's more difficult in my opinion, there are more points to be had by not taking the top route the entire time, but rather doing one long held uber on the second ramp, followed by an uber going back up to the top on the next jump. 3) Monster tricks. Obviously. ----------------------- THE THRONE Backcountry ----------------------- The Throne Race: 2:40-2:45 The Throne Race Platinum: 2:25 The Throne Jam: 230,000-260,000 The Throne Jam Platinum: 500,000 ----------------------- ALL-PEAK RACE Time Challenge ----------------------- All Peak Race: 30:00 ----------------------- ALL-PEAK JAM Score Challenge ----------------------- All Peak Jam: 1,000,000 Frequently Asked Questions ----------------------------- Q. Where are all the walkthroughs? A. You have written one yet! :) You think I'm good enough to fill in the rest of these tracks? Seriously, if you know how to get gold or better on one of the tracks, write up a guide and send it in. I'll take any and all submissions at this point. :) ======================================================================================= SECTION THREE: CHALLENGES The CHALLENGES section will list all 88 BIG Challenges in the game and offer a paragraph or two on how to pass them. Not to be taken lightly, the BIG Challenges are some of the most difficult parts of the game, and each Challenge will be rated in difficulty from "easy" to "Master". The reward for each Challenge will be listed as well, so you can pick those challenges you want to do to get the rewards you want the earliest. A. BIG Challenges ----------------- Below is a list of each BIG Challenges you need to complete in the game in order to get 100 percent. The list is long and organized by track. Each big challenge will contain a paragraph-long description on how to beat it. Each BIG Challenge has a name, type and description. You need to pass each challenge to have it count towards your 100% completion rate. However, each time you complete a challenge, it will get more difficult the next time, signified by a change in the pillar of light that signifies a big challenge. 1st time - Green, 2nd - Blue, 3rd - Red, Final - White. There for each BIG challenge must be passed 3 times. Remember that a big challenge is not beaten until you've gotten the challenge to turn white. As CpD 4224 puts it: "I didnt get this at first but a BIG challenge isn't beaten until the light becomes white. So I was missing a ton of challenges I didn't even know were there. Once you beat some of them once it'll turn blue, and its a little harder, beat it again. than it'll turn red, its the hardest, beat that and you're done with it. Remember, it's not done until it's white." GENERAL CHALLENGE TIPS - Author: antimony 1) "Air Time" challenges: sometimes, jumping can help -- if you jump right before the lip of a big drop-off that you've managed to point yourself at, you'll get only a little air before landing on the side of the dropoff, and can switchback from there. 2) A lot of challenges aren't timed. This can make them very, very easy. Spend your time going slow if you need to, or doing little tricks to build up your point totals on point challenges if you need to. Remember, standing in one place doing a misty is relatively easy and is 3000 points towards a difficult point goal. 3) Some of the slalom challenges are also untimed, so you can slowly inch downwards looking for the next gate. ----------------------------------------------------------------------------------------- PEAK 1 ----------------------------------------------------------------------------------------- Session Points for Peak 1 Author: Vix The challenge is located in between the two points so start at the first point, duh! - HAPPINESS Stay Grounded: 6-7 Danger: 5-6, the challenge is located right before the start of session point 6, best to start at five and go from there. Dizzy Spells: 1-2 Go Spelunking: 1-2 Jump: 1-2 - SNOW JAM Speed Demon: 1-2 What Sign: 2-3 Loop the Tunnel: 7 Camel Back: 7 Point Challenge: 2-3 Thread teh Needles: 3-4 - METRO CITY Warm-up Gates: 2-3 Point Challenge: 2-3 Flip Flop Fun: 8 Grinding Tin: 3-4 - R&B Play Safe: 2-3 Seek and Slide: 2-3 Time Challenge: 7 Tight Rope Artist: 2-3 ----------------------- SNOW JAM ----------------------- Thread the Needles -------------------------- Jump though hoops, perform a particular trick or combo logs depending on the level. Point Challenge ----------------------- Grab big points, depending on the level Camel Backs ----------- Do four grabs off four small hills. Loop the Tunnel --------------- Ride the stone loop in the track All you need to do is approach the left side of the loop and board onto it, apply boost and you should go completely through it, like a loop-de-loop on a roller coaster. Watch out for some rocks near the end of the loop. Tip Author: ssxtitan - just before large tunnel, about 3/4 of the way down - ride through the entire inner surface of the tunnel which forms a loop - use boost, and the stick it seems to be easier, and watch out for the rocks on upper right part of ceiling. What Sign? ---------- Grind the entire billboard and watch it fall over. Speed Demon ----------- Navigate through gates within a specific time period. Tip Author: ssxtitan - Just before extremely large jump in begining - ride through all the race gates before time runs out - watch out for rails, and one gate is hiding down and to the left of large jump. I think it's like the 10th gate ----------------------- METRO-CITY ----------------------- Warm-up Gates --------------------- Pass through all the gates. There are 36 gates you need to hit in this challenge. There are two you need to jump through, and once you have jumped through each, slow down completely as there are other gates close by you may need to hit. It is okay to turn around and go through the gates backward if you need to, but in some cases if you miss the gates you should just restart. Tip Author: ssxtitan - beginning on right, just before first turn - make it to the bottom without missing a gate - youíll probably have to take it a couple times to remember all the gates, and the right path Point Challenge ----------------------- Get a specific number of points on Metro City This challenge will ask you to achieve a certain point total while racing down Metro City. Relatively simple, just look for places to achieve combos and do more than one jump, like the "quarter pipe" left turn about halfway through. Flip Flop Fun ------------- Perform a front flip and double backflip. This is very simple - simply do a backflip then front flip as required. Grinding Tin ------------- Grind the four rooftops of the covered bridge. Walkthrough Author: confessor 1. Make sure that you have max stats. Boost will also help, muchly. 2. Cross the gap between the straight and curved overpasses using the ramp... IIRC, you shouldn't even need to jump. 3. Aim for the center of the road before you hit the next gap. 4. Jump JUST in time, so the 'natural' boost that would normally help you cross the gap without jumping will propel your character to the rooftops. 5. From there, it's on autopilot... just don't do something stupid like JUMPING again. ----------------------- CROW'S NEST ----------------------- Pop the Kitty -------------------- GOAL: Pop the balloons This Challenge will ask you to pop the balloons in mid air, first just popping them, then doing tricks and other requirements. Be careful not to overjump, as that is certainly easy to do. Walkthrough Author: Silverstarfire First level: Pop the balloons. The first one is right in line with your start anyway; swing left to the higher ramp for the second, and stay parallel with and just left of the pre-programmed line (someone else's track on the course) for the third one. Second level: Do the called tricks as well. Follow the same line you use from the Green level, and do a trick on the way through each balloon. First is a forward flip, second is a 360 spin, and third is a double backflip. Third level: Pop the balloons and score 50,000 points. Get uber on the way here. Follow the same line as the first two challenges, and perform at least two misty ubertricks through each of the first two jumps; string them together with a boardpress. By the time you hit the third jump, you should be at 30-35K just from the ubers, let alone the combo. If you aren't/didn't combo the first two jumps, perform a 2-button (L1+L2 or R1+R2) uber, and spin a LOT on the third jump. TIP: antimony Pop the first two balloons, and then use the big jump as a half-pipe until you have the correct point total. Then pop the last balloon. (It's tricky to pop the last one and still point back into the half-pipe, so do it after maxing points.) Also, this one is actually somewhat easier with low character stats -- hitting balloon number 2 is basically automatic if you can't jump well, but a more powerful character will fly over it. Reach for the Sky ------------------------- You must jump a certain height into the air in this challenge. This height requirement gets higher each time you do the challenge. Walkthrough Author: Silverstarfire First level: 20 meters Second level: 28 m Third level: 32 m Get your boost bar filled up on the way to this challenge, and use it right up until you launch, especially on the final jump. You may need to improve attributes (Speed and possibly Acceleration) before being able to do level 3. Walkthrough Author: ssxtitan - right before railroad bridge on the right - get at least 20m of height off the last jump in the big air event- go for one super big jump right away then finish, jump right at the end of the jump and use boost for max height ----------------------- R&B ----------------------- Play Safe ----------------- Here is a challenge where you cannot crash before you make it to the bottom of the course. This can be very challenging, but the first time you should just focus on taking it slow and not doing anything crazy. During later levels, you must meet a points requirement as well. THAT is when the creative thinking and skill are required. Seek and Slide ---------------------- This challenge makes you grind different objects, each with a different difficulty level. Tip Author: Silverstarfire When you first see the challenge, you immediately start thinking about how many rails you can find, right? Try just hopping on one rail: you can get up to six of the eight grinds in the first level challenge on the first rail you come to. Same thing with the noseslide level: do a noseslide, put it down, do another, repeat. You can complete the whole challenge in three rails at most doing it this way. Time Challenge -------------- You must race to the bottom of R&B within a strict time period. Tight Rope Artist ----------------- You have to perform very specific rail tricks here. Tip Author: ssxtitan - beginning down and to right - do the rail tricks as they are called out - lots of rails on the right side, long ones too, I kept going back up hill to use the same rail Additional little tips that help: You use the D-pad to spin a 360 while you are on the rail. Your character will rotate the board and if you do it enough times that will be a 360. You can also spin while grinding by rotating the right analog stick. Start the spin slowly and then speed it up and your character will do a 360 on the rail. Also, if you are having difficulty doing a handspring, simply tap the handplant button (circle or triangle depending on setting) and let go. Do NOT hold the button or it will be a handSTAND. ----------------------- THE JUNCTION ----------------------- Brash Bash ------------------ You are having a flashback to Pipedream in SSX Tricky with this challenge. It's not terribly difficult - stay in the front part of the pipe and jump, trying to break the pains of glass. You may consider changing your camera to gauge where the panes of glass are if you need to. Tip Author: ssxtitan - Right before the pipe - break all 7 of the yellow pains of glass within the 2 minutes - donít use too much boost. Too much wasted time in the air ----------------------- HAPPINESS ----------------------- Stay Grounded ------------- Get less than 8 seconds of air time Walkthrough Author: ssxtitan - 3/4 way down on your right - find the line to keep your air time under 8 seconds/ no wipeouts - play it safe, go extremely slow, pull back enough on the d-pad so that you are barely moving, there is no time limit, so take your time. U will probably end up getting maybe 4 or 5 seconds of air, no big deal. Walkthrough Author: gondee In order to make this challenge possible, bisect each large dropoff as you go by them - instead of going past them perpendicular to the way they run: Instead of: -------------- ^^^ Go like this: --------------- >>> This allows you to avoid the air time and instead ski down the hill. Also, don't be afraid to crash, there's no penalty for it and it keeps you on the ground. :) Danger ------ You must avoid the ice that falls from the cave roof here. Tip Author: ssxtitan - right before high sided canyon - dodge the falling ice and beat the timer. - donít go too fast they give you plenty of time. Dizzy Spells ------------ Do the spin tricks the game asks for. Tip Author: ssxtitan - beginning and left - do the spins as they are called - remember to go fast and wait for jumps to get the larger spins youíll fly right over the second one done Go Spelunking ------------- You must find the items in the tunnels in Happiness. Jump ---- You must jump through five hoops in this challenge. Tip Author: ssxtitan - right in the beginning dead ahead - jump in air threw the 5 hoops - try to trick in between hoops to build boost, u will need it ----------------------------------------------------------------------------------------- PEAK 2 ----------------------------------------------------------------------------------------- Session Points for Peak 2 Ruthless Ridge Gate Masters: 2-3 Point Challenge: 2-3 Cherry Picker: 4-5 Intimidator Just Gates: 2-3 Point Challenge: 2-3 Missing Masonry: 3-4 Style Mile Rail Wizardry: 6-7 Target Practice: 2-3 Time Challenge: 2-3 Ruthless Shoot the Hoops: 5-6 Yard Sale: 1-2 Ridge Runner: 6 ----------------------- RUTHLESS RIDGE ----------------------- Gate Masters -------------------- Once again, you have to make it through all 44 gates in a set time period. Question and Answer Help: Krystony, FishEye Q: Can someone tell me the best way to get gate 8 on the 44 gate challenge? it always pisses me off cause i cant figure out the best way to get it. Also that one that you come to after the second collapsing bridge make me so freaking mad. A: Gate 8 is still a pain for me, I tried doing it just now to see which ones you're talking about and I could only hit it maybe 50% of the time. The only thing I can suggest is to drift through gate 7 with just enough speed that it'll drop you on to the back of that next piece of land. Try to go through gate 7 close to the very middle of the gate and pointing a little to the left. You need to land in the middle of that next piece of ground and far enough back that if you boost and then jump at the end of it, it should send you straight through gate 8. As far as the gate after the 2nd bridge - having just tried it and nearly sailed over it I take it that's what's happening. What I would normally do for that gate was "cheat" and select reset as soon as I hit that second bridge. It should place you on the other side of the bridge pointing directly at the gate. I use the select reset quite a bit on that gate challenge, mainly because you just get going too fast and/or come off a jump pointing slightly the wrong way and you don't have enough time to correct yourself before you breeze past the gate. And 95% of the Gravitude gates you can't backtrack and get because the decline of the mountain is so steep. I guess it may be cheating a little but oh well. :) Tip Author: ssxtitan - very beginning, hard to miss - make it through all the gates - go slow, theres no time limit. Make sure you boost for the last gate as it is right on the other side of a jump. Point Challenge --------------- Trick and get 275,000 points in this challenge. Cherry Picker ------------- Pick up all the various icons to learn a new path on this course. ----------------------- INTIMIDATOR ----------------------- Just Gates ------------------ You have to navigate through gates and beat the clock in this challenge. Point Challenge --------------- Get 300,000 points on the race track in this challenge. Tip Author: ssxtitan - very beginning straight ahead - get 300,000 points on this track - link ubers into one big combo the whole way down and you should have no problem. Missing Masonry --------------- You have to grind the left side of the bridge in this challenge. ----------------------- LAUNCH TIME ----------------------- Over the Top ------------ You must jump over the ledge and do a spin trick. Tip Author: Silverstarfire Get Uber, then enter the challenge, so that you have plenty of boost. From the start point, boost all the way down to the jump ramp, then get up and over the rock/snow outcrop. Hold the boost button, so that when you land on the other side, you can do a 1080 spin from the next jump ramp. Tip Author: ssxtitan - very beginning, right in front of gates - jump and get over the rock outcropping and perform an 1800 dergree spin off the next big jump - take the thinner longer jump ahead of u on the right clear the outcrop, then when u land immediately prewind left or right and jump well for the 1800 spin. Took me a few times. Big Tricks Warm-up -------------------------- You have to do the exact series of tricks the game says to do. TIP: Silverstarfire First level: (easiest challenge in the game!) do a backflip. Second: Do a triple backflip, then a double backflip. Third: Do a backflip, a double backflip, and a triple backflip. The game says 'in the same run', but what it means is "in order". ----------------------- SCHIZOPHRENIA ----------------------- The Hoopsta ------------------ You are a human basketball in this one, you have to jump and go through hoops on your way back down. ----------------------- STYLE MILE ----------------------- Rail Wizardry --------------------- Do different rail tasks. Tip Author: ssxtitan - behind Chinese houses, where you can euther go left or right toward bottom of run - grind all 3 rails without touching the ground or wiping out - pretty straight forward, get on rail, pput board horizontal, balance and boost. The rail;s are all strsaight ahead, youíll boost right on Target Practice --------------- Hit different targets on the course. Tip Author: ssxtitan - beginning on the left - find and hit all five moving targets - go slow so you donít jump over any. Run through them, you just have to hit them, not jump and hit them Time Challenge -------------- Another challenge to make it to the bottom of the course before the clock runs out. Tip Author: ssxtitan - very beginning left - beat the timer to the bottom of style mile - use the rails and boost and u should have no problem ----------------------- RUTHLESS ----------------------- Shoot The Hoops ----------------------- The Challenge asks you to do various tasks. Tip Author: ssxtitan - hiding in left part of large cave, tucked behind rocks - backflip through each hoop gate - ride straight to rocks then reset to get lined up with first one, jump early on the second one, jump early and high on the bank on the third and the fourth ride the log through the hoop and then do a backflip Yard Sale --------- A skier has crashed and his gear is spread out all over the place. Ski around and collect it all. Tip Author: ssxtitan - about 10 seconds into the run dead center in the track - help a skier(yeah right) pick up 3 pieces of equipment - go straight ahead til you see the poles (get 'em), then go right a little until you see gloves, then on the right youíll see boots or something like that. Ridge Runner ------------ You have to grind 5 different objects in this task. Tip: Are you having a hard time finding where to start the grinding at? Go down the right path, ahead you should see a tree. This tree will fall over and you must grind it to begin your challenge. If it doesn't fall, try running into the tree first, this will lead you to grind a series of rails and you pass the challenge. ----------------------------------------------------------------------------------------- PEAK 3 ----------------------------------------------------------------------------------------- Session Points for Peak 3 Author: Vix - Gravitude For both of these, it is suggested that you start at the top of the run as they are located too close to session point 2 to be reached easily. Giant Slalom: 1 Point Challenge: 1 Kick Doubt Grinder: 2-3 Play It Safe: 1-2 Time Challenge: 1-2 The Throne Combat Training: 2-3 New Line Collectibles: 3-4 Play it safe: 1-2 ----------------------- GRAVITUDE ----------------------- Giant Slalom -------------------- You have to make your way through a slalom course, so be sure to make all the gates or you may have a tough time. Point Challenge --------------- This point challenge is very high - 350,000. Be sure to pick the best scoring route and not a race route. Also, link all your tricks together in one single combo using the boardpress for the entire track and you should be able to accomplish this trick total. Good luck! ----------------------- KICK DOUBT ----------------------- Grinder --------------- You have to grind specific distances in this challege. Play It Safe ------------ Another challenge where you cannot crash, except you must get at least 300,000 points in this challenge. Time Challenge (Multi) ---------------------- You have to make it to the finish line before the clock runs out. ----------------------- MUCH-2-MUCH ----------------------- No Wings Needed ---------------- You have to get 23 total seconds of air time with this route. Popping Daddy --------------------- The game will ask you to do different tasks with this challenge. ----------------------- PERPINDICULOUS ----------------------- Trick Sergeant ---------------------- Remember the old Trick Book? Well, it's back again! Do the specific tricks the game calls for. ----------------------- THE THRONE ----------------------- Combat Training ----------------------- Your task is to take out your agression on punching bags located throughout the course. Tip Author: Rob I have found a nice way of passing the Throne's aggression/punching-bag tasks. Come to a complete stop on top of one of the punching bags and it will get continuously get knocked down. Of course coming to a complete stop might be the hard part... New Line Collectibles --------------------- Find and get the collectibles. Walkthrough Author: Dreaming Gamer There are eight in total. They look similar to the V-shaped arrows collected in the "Go Spelunking" challenge on Peak 1. First Collectible: Located in front of you at the start of the challenge. As you jump, do a quick tweaked grab/spin to build up some boost (you'll need it later). Second Collectible: The drop off leads to a short curved cavern. Make a banking left turn, slowing down a little. Up ahead at the end of the cavern is the second collectible. Third Collectible: Crossing the land bridge, you'll see the third collectible floating near a raised ridge. Aim for it so that you're approaching it slightly from the left. Fourth Collectible: Upon clearing the raised ridge, land and veer right over the hill crest. There will be an extended narrow ledge leading to the fourth collectible over a shallow gap. Aim properly and just coast off the edge of the projected ledge. Fifth Collectible: Up ahead and to the left is a darkened valley where the wind is blowing more strongly. Here is another drop and, further ahead, a leaning tree next to a hole. The fifth collectible is in the hole. Sixth Collectible: Stay in the hole and proceed downward. At the end is a lighted opening. Across from it is another narrow cavern, separated by an abyss. Floating at the mouth of the cavern is the sixth collectible. Seventh Collectible: Proceed forward through the cavern until you reach the opening, The seventh collectible is up ahead, along the right lip of the leftmost "half-pipe." Simply drop off to the left. Eight Collectible: As long as you stay in the leftmost icy "half-pipe", this one is pretty straightforward. Board until you spot a tree ahead of you. Grinding it will reward you with the last collectible. Play it Safe ------------ Another challenge where you cannot crash - except this time you must get 250,000 points. ----------------------------------------------------------------------------------------- b. CAREER HIGHLIGHTS: --------------------- Career Highlights are benchmarks in the game you need to achieve to both unlock the names of the Monster Tricks and get 100% in the game. Below each I will put a track that is a good place to try to achieve these: Stay on a rail for 25 meters - Try it just about anywhere. Stay on a rail for 120 meters - Any Slopestyle course, try Style Mile. Stay on a rail for 300 meters - Style Mile or the subway in Metro City. Hold a handplant for 3 seconds - Anywhere you can handplant. Hold a handplant for 5 seconds - Anywhere you can handplant. Hold a handplant for 8 seconds - Anywhere you can handplant. Stay in the air for 5 seconds - Any Big Air Event. Stay in the air for 8 seconds - Much2Much Stay in the air for 9 seconds - Much2Much Knock down 3 people in a race - Any race. Knock down 6 people in a race - Any race. Knock down 10 people in a race - Any long race. Do 5 Ubergrinds in 1 event - Any Slopestyle event. Do 8 Ubergrinds in 1 event - Any Slopestyle event. Do 10 Ubergrinds in 1 event - Any Slopestyle event. Do 5 Ubers in 1 event - Any event, try Superpipe. Do 8 Ubers in 1 event - Any event, try Superpipe. Do 10 Ubers in 1 event - Any event, try Superpipe. Get 150,000 in 1 event - Superpipe or Slopestyle. Get 500,000 in 1 event - Superpipe or Slopestyle. Get 1,000,000 in 1 event - Try the All-Peak Jam on Peak 3. Do a 10x combo in an event - Try any slopestyle or superpipe event. Do a 20x combo in an event - Try any slopestyle or superpipe event. Do a 100x combo in an event - This is a little tricky. Either do it fairly and try for a 100x combo in any of the racing, slopestyle or Peak Jam events. Or you can be cheap and simply pick any event, come to a complete stop and do 180's over and over in one place until you reach a 100x combo and then finish (try Superpipe, heheh.) Monster Tricks unlocked by doing Career Highlights: Author: Gamer EX TASK TRICK Stay on rail for 25 meters: Da House Cat Stay on rail for 120 meters: Thrice Stay on a rail for 300 meters: Swollen member Hold a handplant for 3 seconds: Yellowcard Hold a handplant for 5 seconds: Alpine Star Hold a handplant for 8 seconds: MxPx Stay in air for 5 seconds: Aphrodite Stay in air for 8 seconds: Ultimate dnL BOOST Stay in air for 9 seconds: Deepsky Knock down 3 people in a race: Fischerspoon Knock down 6 people in a race: Basement Jaxx Knock down 10 people in a race: N.E.R.D. Fly or Die Do 5 Ubergrinds in 1 event: Finger 11 Do 8 Ubergrinds in 1 event: Autopilot Off Do 10 Ubergrinds in 1 event: The Automator Do 5 Ubers in 1 event: Black Eyed Peas Do 8 Ubers in 1 event: Placebo Do 10 Ubers in 1 event: Overseer Get 150,000 in 1 event: Chemical Brother Get 500,000 in 1 event: Ultimate dnL FLIPIT Get 1,000,000 in 1 event: X-Ecutioner Do a 10X combo in an event: Audio Bully Do a 20X combo in an event: Stoneage Do a 100X combo in an event: Juanas Addiction ======================================================================================= SECTION FOUR: COLLECTION This section will contain a list of everything you need to collect, unlock or buy, from Snowflakes to Ubers to the Items, etc. to help get 100% in the game. A. Collectables --------------- This section will detail the number of collectables per track and point out the location of some of the more difficult to find. Collectables are, quite simply, the little light blue snowflakes you must collect that you get various amounts of money for ($500 on Peak 1, $1000 on Peak 2, $2000 on Peak 3.) If you would like to submit locations for a few of the harder-to-find snowflakes, by all means, e-mail me at gondee6@yahoo.com. One line of description about where to look for them should do the trick and help others who have scoured the tracks looking for the snowflakes. NOTE: Mega-huge-ultra-ginormous thanks to Vix for the Checklist of collectables for each section. Without her help this section would have been completely empty at this moment. ----------------------------------------------------------------------------------------- PEAK 1 - All snowflakes worth $500 ----------------------------------------------------------------------------------------- GREEN STATION - 5 total ----------------------- Collectibles [_]1 [_]2 [_]3 [_]4 [_]5 SNOW JAM - 44 total ------------------- Collectables [_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10 [_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20 [_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30 METRO-CITY - - 35 total ----------------------- Collectables [_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10 [_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20 [_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30 [_]31 [_]32 [_]33 [_]34 [_]35 A few harder to find ones in Metro City: 1. Directly off to the far right when you begin. 2. Off to the left near the end of the track 3. On the jumps where you break the glass, there a snowflake on the right side through that glass. 4. Hit the subway below the city for the ones you may have missed. 5. Past the out of bounds sign at the beginning, grind the two pipes and jump the building ahead. It's on top of the building. R&B - 30 total -------------- Collectables [_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10 [_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20 [_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30 CROW'S NEST - 2 total --------------------- Collectables [_]1 [_]2 DISFUNKTION - 5 total --------------------- Collectables [_]1 [_]2 [_]3 [_]4 HAPPINESS - 44 Total --------------------- Collectables [_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10 [_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20 [_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30 [_]31 [_]32 [_]33 [_]34 [_]35 [_]36 [_]37 [_]38 [_]39 [_]40 [_]41 [_]42 [_]43 [_]44 ----------------------------------------------------------------------------------------- PEAK 2 - All Snowflakes worth $1000 ----------------------------------------------------------------------------------------- YELLOW STATION - 5 total ------------------------ Collectables [_]1 [_]2 [_]3 [_]4 [_]5 RUTHLESS RIDGE - 30 total ------------------------- Collectables [_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10 [_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20 [_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30 INTIMIDATOR - 25 total ---------------------- Collectables [_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10 [_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20 [_]21 [_]22 [_]23 [_]24 [_]25 STYLE MILE - 30 total --------------------- Collectables [_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10 [_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20 [_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30 Location Tips: Krystony and Fisheye Q: Krystony - In the Style Mile... shortly after session 6, you can see a snowflake on top of an SSX 3 banner, then to the right - and a little further down - there's one on a HIGH billboard. They look like they're connected, but they might not be. Could anyone describe to me how to get those two? A: FishEye - Not sure if these are the ones you're talking about but here goes - ~ From the start of Session 6 stay on your left. Go around the corner and head around the left side of the mountain with the hole in the middle. ~ Continue following the path on the left. It'll curve a little to the right, there'll be some jumps, etc. ~ Eventually you should see an orange X multiplier on your right side. Continue on past it on the left side and in front of you should be a hill. There's a small rail right in front of you but behind that is a short rail that leads up to the billboards. - Ride that rail up on to the billboards aand then across an SSX banner. You'll need to have some speed going and make a jump before it makes it's final turn in order to get on to the other SSX banner across from it. The Collectible on this banner is the one you're talking about... I think. - Continue along this banner and you'll acctually be railing the edge of the mountain which will eventually take you to some more billboards - the location of the other Collectilbe you're referring to... I think (again). Don't take the billboards too fast or you'll end up naturally leaping over it. LAUNCH TIME - 5 total --------------------- Collectables [_]1 [_]2 [_]3 [_]4 SCHIZOPHRENIA - 5 total ----------------------- Collectables [_]1 [_]2 [_]3 [_]4 [_]5 RUTHLESS - 44 total ------------------- Collectables [_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10 [_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20 [_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30 [_]31 [_]32 [_]33 [_]34 [_]35 [_]36 [_]37 [_]38 [_]39 [_]40 [_]41 [_]42 [_]43 [_]44 ----------------------------------------------------------------------------------------- PEAK 3 - All Snowflakes worth $2000 ----------------------------------------------------------------------------------------- GRAVITUDE - 30 total -------------------- Collectables [_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10 [_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20 [_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30 KICK DOUBT - 30 total --------------------- Collectables [_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10 [_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20 [_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30 MUCH-2-MUCH - 5 total --------------------- Collectables [_]1 [_]2 [_]3 [_]4 [_]5 PERPINDICULOUS - 8 total ------------------------ Collectables [_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 THE THRONE - 44 total --------------------- Collectables [_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10 [_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20 [_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30 [_]31 [_]32 [_]33 [_]34 [_]35 [_]36 [_]37 [_]38 [_]39 [_]40 [_]41 [_]42 [_]43 [_]44 B. Rewards ---------- This section will list all the various things you can get in SSX 3, from art to trading cards and list what you need to do to get them. Most of the items can be bought in various lodges on the Mountain. If a specific Peak is listed, you must go to that Peak's specific lodge to buy the item. 1. ART Name Location Cost ------------------------------------------------------- Concept Allegra 1 Peak 1 $1000 Concept Allegra 2 Peak 2 $1200 Concept Allegra 3 Peak 3 $1600 Concept Allegra 4 Peak 1 $ 500 Concept Elise 1 Peak 3 $1900 Concept Elise 2 Peak 2 $750 Concept Griff Peak 2 $1000 Concept Kaori Peak 1 $500 Concept Moby Peak 3 $1200 Concept Nate Peak 2 $1500 Concept Psymon 1 Peak 1 $ 700 Concept Psymon 2 Peak 1 $1400 Concept Viggo Peak 2 $ 600 Concept Zoe 1 Peak 2 $2000 Concept Zoe 2 Peak 1 $1200 SSX Future resort Peak 3 $1000 Banzaiiii Peak 3 $ 750 Future stand 1 Peak 2 $ 800 Snowjam concept Peak 2 $ 920 Future Start Gate Peak 1 $ 360 Future stand 2 Peak 1 $ 180 Yeti and icebergs Peak 1 $ 360 Slopestyle concept Peak 2 $ 720 Start gate concept Peak 3 $ 900 Avalanche Peak 1 $1080 Crazy Slopestyle 1 Peak 2 $1260 Crazy Slopestyle 2 Peak 3 $1440 Tram Station Peak 2 $1620 Top of Mountain Peak 3 $1800 Crazy city 1 Peak 1 $ 20 Crazy city 2 Peak 1 $ 250 Metro-City nights Peak 3 $2500 Sad trees Peak 1 $ 50 Banzaiiii trees Peak 1 $ 500 Crazy Slopestyle 3 Peak 3 $5000 Junction Pipe Peak 2 $1600 Beauty bank turn Peak 1 $ 200 BIG tabletop Peak 2 $ 850 I'm in trouble Peak 2 $ 750 King of terrain Peak 1 $ 320 Ancient start gate Peak 2 $ 950 Slopestyle surface Peak 3 $1200 Steep Terrain Peak 3 $1000 Bamboo forest Peak 1 $ 500 Heli take-off Peak 3 $1900 Trailer park start Peak 2 $ 900 Erie entrance Peak 3 $ 720 Scary forest Peak 2 $ 540 Ancient forest Peak 1 $ 360 Beauty bank turns Peak 1 $ 180 The BIG mountain Peak 2 $1000 Peak shot Peak 3 $1200 Ultimate start drop Peak 2 $1600 Peak city 1 Peak 1 $ 500 Peak city 2 Peak 3 $1900 Crazy Superpipe Peak 2 $ 750 Takin a shortcut Peak 3 $1000 Skate style pipe Peak 1 $ 500 Leaderboard results Peak 2 $1200 Challenge concept Peak 3 $1500 Banzaiiii 2 Peak 1 $ 700 Tight line Peak 1 $1400 The best bank Peak 1 $ 650 Sun and Snow Peak 3 $2000 Nightshading Peak 2 $1200 Top of slopestyle Peak 3 $1000 Start lights Peak 1 $ 750 Grandstand concept Peak 2 $ 800 Bigger than life Peak 3 $ 920 Off to Peak 2 Peak 2 $ 360 Diamond line Peak 1 $ 180 Diamond line 2 Peak 1 $ 360 Sad trees 2 Peak 1 $ 720 Night peak Peak 2 $ 900 Snow valley Peak 1 $1080 Biggest air Peak 2 $1260 Pipes and bowls Peak 3 $1440 Big Air concept Peak 2 $1620 Scary night forest Peak 3 $1800 Snow Jam tree Peak 1 $ 20 Run the avalanche Peak 1 $ 250 Early tree concept Peak 3 $2500 Bamboo slopestyle Peak 1 $ 50 Beautiful Peak 1 $ 500 Night Big Air Peak 3 $5000 Snowy Mountainside Peak 2 $1600 Pick your line Peak 1 $ 200 Top down 1 Peak 2 $ 850 Banzai village Peak 1 $ 750 Alps Big Air Peak 1 $ 320 The pass Peak 2 $ 950 One big gap Peak 3 $1200 SSX Valley Peak 2 $1000 Hard lines Peak 1 $ 500 Lush jumps Peak 3 $1900 Valley canal Peak 2 $ 900 Big trees Peak 1 $ 720 Tower pass Peak 1 $ 540 Emerald line Peak 1 $ 360 Green Base station Peak 1 $ 180 2. POSTERS Name Location Cost ------------------------------------------------------- Characters of SSX Peak 1 $ 500 The SSX Universe Peak 2 $ 750 Characters of SSX 3 Peak 3 $1000 Women of SSX Peak 2 $3200 Men of SSX Peak 3 $2200 Rookies of SSX 3 Peak 1 $ 250 Vets of SSX 3 Peak 1 $ 850 Group shot 1 Peak 1 $1000 Group shot 2 Peak 1 $1500 Group shot 3 Peak 2 $2000 Group shot 4 Peak 2 $2500 Group shot 5 Peak 3 $3200 SSX Tricky Characters Peak 3 $4900 SSX 3 Mountain Peak 2 $3000 SSX 3 Runs Peak 3 $6000 Peak 1 - Happiness Peak 1 $ 350 Peak 1 - Snow Jam Peak 1 $ 350 Peak 1 - R&B Peak 1 $ 350 Peak 1 - Crow's Nest Peak 1 $ 350 Peak 1 - Metro City Peak 1 $ 400 Peak 1 - The Junction Peak 1 $ 400 Peak 2 - Ruthless Peak 2 $1650 Peak 2 - Ruthless Ridge Peak 2 $1500 Peak 2 - Launch Time Peak 2 $1600 Peak 2 - Schizophrenia Peak 2 $1550 Peak 2 - Intimidator Peak 2 $1400 Peak 2 - The Style Mile Peak 2 $2000 Peak 3 - The Throne Peak 3 $2450 Peak 3 - Perpendiculous Peak 3 $2500 Peak 3 - Much 2 Much Peak 3 $2400 Peak 3 - Kick Doubt Peak 3 $2750 Peak 3 - Gravitude Peak 3 $3000 Mac by Adam Warren Peak 1 $5000 Kaori by Adam Warren Peak 2 $5000 Moby by Adam Warren Peak 3 $5000 Viggo by Adam Warren Peak 1 $5000 Zoe by Adam Warren Peak 2 $5000 Psymon by Adam Warren Peak 3 $5000 Nate by Adam Warren Peak 1 $5000 Griff by Adam Warren Peak 2 $5000 Allegra by Adam Warren Peak 3 $5000 Elise by Adam Warren Peak 1 $5000 SSX3 Group by Adam Warren Peak 3 $5000 3. TOYS Name Location Cost ------------------------------------------------------- Allegra figure 1 Peak 1 $ 550 Allegra figure 2 Peak 2 $ 950 Allegra figure 3 Peak 3 $1500 Elise figure 1 Peak 1 $ 570 Elise figure 2 Peak 2 $ 920 Elise figure 3 Peak 3 $1470 Griff figure 1 Peak 1 $ 350 Griff figure 2 Peak 2 $ 800 Griff figure 3 Peak 3 $1550 Kaori figure 1 Peak 1 $ 400 Kaori figure 2 Peak 2 $ 900 Kaori figure 3 Peak 3 $1300 Mac figure 1 Peak 1 $ 420 Mac figure 2 Peak 2 $ 680 Mac figure 3 Peak 3 $1900 Moby figure 1 Peak 1 $ 600 Moby figure 2 Peak 2 $ 670 Nate figure 1 Peak 3 $1950 Nate figure 2 Peak 1 $ 700 Nate figure 3 Peak 2 $ 850 Psymon figure 1 Peak 2 $1200 Psymon figure 2 Peak 1 $ 300 Viggo figure 1 Peak 2 $ 650 Viggo figure 2 Peak 3 $1150 Viggo figure 3 Peak 1 $ 400 Zoe figure 1 Peak 2 $ 900 Zoe figure 2 Peak 3 $1600 Zoe figure 3 Peak 1 $ 450 4. TRADING CARDS Name Location Cost ------------------------------------------------------- Allegra figure Peak 1 $ 550 Hiro Rookie SSX Peak 2 $1000 Jurgen Rookie SSX Peak 2 $1000 Elise Rookie SSX Peak 1 $2500 Mac Rookie SSX Peak 1 $2500 Kaori Rookie SSX Peak 1 $2500 Moby Rookie SSX Peak 1 $2500 Zoe Rookie SSX Peak 1 $2500 JP Rookie SSX Peak 3 $1000 Brodi Rookie Tricky Peak 3 $1500 Marisol Rookie Tricky Peak 3 $1500 Eddie rookie Tricky Peak 1 $ 500 Luther Rookie Tricky Peak 2 $ 500 Seeiah Rookie Tricky Peak 2 $1500 Psymon Rookie Tricky Peak 1 $2000 Allegra Rookie SSX3 Peak 1 $1500 Griff Rookie SSX3 Peak 1 $1000 Nate Rookie SSX3 Peak 1 $1000 Viggo Rookie SSX3 Peak 1 $ 500 Elise Sophomore Tricky Peak 2 $2000 Mac Sophomore Tricky Peak 2 $2000 Moby sophomore Tricky Peak 2 $2000 Kaori Sophomore Tricky Peak 2 $2000 JP Sophomore Tricky Peak 2 $1500 Zoe Sophomore Tricky Peak 2 $1500 Psymon Sophomore SSX3 Peak 2 $2000 Elise Veteran SSX3 Peak 3 $6000 Mac Veteran SSX3 Peak 3 $5000 Moby Veteran SSX3 Peak 3 $4000 Kaori Veteran SSX3 Peak 3 $4500 Zoe Veteran SSX3 Peak 3 $5500 Happiness pic 1 Peak 1 $5000 Happiness pic 2 Peak 1 $ 500 Happiness pic 3 Peak 1 $ 500 Happiness pic 4 Peak 1 $ 500 Happiness pic 5 Peak 1 $ 500 Happiness pic 6 Peak 1 $ 500 Happiness pic 7 Peak 1 $ 500 Happiness pic 8 Peak 1 $ 500 Snow Jam pic 1 Peak 1 $ 150 Snow Jam Pic 2 Peak 1 $ 170 Snow Jam pic 3 Peak 1 $ 190 Snow Jam pic 4 Peak 1 $ 220 Crow's Nest pic 1 Peak 1 $ 100 Crow's Nest pic 2 Peak 1 $ 110 Crow's Nest pic 3 Peak 1 $ 120 R&B pic 1 Peak 1 $ 130 R&B pic 2 Peak 1 $ 150 R&B pic 3 Peak 1 $ 170 R&B pic 4 Peak 1 $ 190 R&B pic 5 Peak 1 $ 220 R&B pic 6 Peak 1 $ 250 R&B pic 7 Peak 1 $ 280 R&B pic 8 Peak 1 $ 320 R&B Pic 9 Peak 1 $1500 R&B Pic 10 Peak 1 $1750 R&B pic 11 Peak 1 $1250 R&B pic 12 Peak 1 $1000 Metro City pic 1 Peak 1 $ 400 Metro City pic 2 Peak 1 $ 450 Metro City pic 3 Peak 1 $ 500 Metro City pic 4 Peak 1 $ 550 Metro City pic 5 Peak 1 $ 600 Metro City pic 6 Peak 1 $ 700 Metro City pic 7 Peak 1 $ 800 Disfunction Junction pic 1 Peak 1 $ 360 Disfunction Junction pic 2 Peak 1 $ 720 Disfunction Junction pic 3 Peak 1 $ 670 Disfunction Junction pic 4 Peak 1 $ 800 Disfunction Junction pic 5 Peak 1 $ 750 Style Mile pic 1 Peak 2 $ 600 Style Mile pic 2 Peak 2 $ 700 Style Mile pic 3 Peak 2 $ 800 Style Mile pic 4 Peak 2 $ 900 Intimidator pic 1 Peak 2 $ 400 Intimidator pic 2 Peak 2 $ 450 Intimidator pic 3 Peak 2 $ 500 Intimidator pic 4 Peak 2 $ 550 Launch Time pic 1 Peak 2 $ 900 Launch Time pic 2 Peak 2 $1000 Launch Time pic 3 Peak 2 $ 100 Launch Time pic 4 Peak 2 $ 110 Ruthless Ridge pic 1 Peak 2 $ 130 Ruthless Ridge pic 2 Peak 2 $ 920 Ruthless Ridge pic 3 Peak 2 $ 850 Ruthless Ridge pic 4 Peak 2 $1000 Ruthless pic 1 Peak 2 $ 250 Ruthless pic 2 Peak 2 $ 280 Ruthless pic 3 Peak 2 $ 320 Ruthless pic 4 Peak 2 $ 360 Ruthless pic 5 Peak 2 $ 950 Ruthless pic 6 Peak 2 $ 870 Ruthless pic 7 Peak 2 $ 970 Schizophrenia pic 1 Peak 2 $ 120 Schizophrenia pic 2 Peak 2 $ 820 Schizophrenia pic 3 Peak 2 $ 770 Schizophrenia pic 4 Peak 2 $ 900 Much2Much pic 1 Peak 3 $1000 Much2Much pic 2 Peak 3 $1500 Much2Much pic 3 Peak 3 $2000 Much2Much Pic 4 Peak 3 $2500 Much2Much pic 5 Peak 3 $3500 Much2Much pic 6 Peak 3 $2250 Perpendiculous pic 1 Peak 3 $1800 Perpendiculous pic 2 Peak 3 $ 650 Perpendiculous Pic 3 Peak 3 $5000 Perpendiculous Pic 4 Peak 3 $1600 Perpendiculous Pic 5 Peak 3 $ 50 Perpendiculous pic 6 Peak 3 $ 100 Gravitude pic 1 Peak 3 $ 500 Gravitude pic 2 Peak 3 $ 520 Gravitude pic 3 Peak 3 $ 570 Gravitude pic 4 Peak 3 $ 550 Kick Doubt pic 1 Peak 3 $ 600 Kick Doubt pic 2 Peak 3 $ 700 Kick Doubt pic 3 Peak 3 $ 650 Kick Doubt pic 4 Peak 3 $ 620 5. VIDEOS Name Location Cost ------------------------------------------------------- SSX 3 Intro Video Peak 1 $ 400 E3 Video Peak 3 $12000 6. HIDDEN CHARACTERS - ***SPOILERS*** ----------------- You may want to skip this section if you want to find out who the hidden characters are on your own. There are 20 Hidden characters in SSX 3. You unlock them through various means, including buying them in different Lodges or achieving certain goals in the game in order to get them. Please note that the characters are just skins, they share the same attributes, Ubers and moves as the character you originally selected. They have no accessories, voices, or special features other than Character-Ubers, of which only a few have. NOTE: Prices are based on Peak 1. Author: FishEye RETURNING CHARACTERS: Jurgen - Collect all Peak 1 Goals. German Behemoth from SSX. Hiro - Collect all Trading Cards. Woman-screaming speedster from SSX. Seeiah - $40,000. Soulfah Sistah from SSX Tricky. Marisol - $20,000. Latina Dancer from SSX Tricky Brodi - $20,000. Zenmaster from SSX Tricky Eddie - $40,000. Master of the Worm. JP - $20,000. French Trickster from SSX and SSX Tricky. Marty - $40,000. German Mac-simile from European and Australian versions of SSX Tricky. Luther - $20,000. Mulleted Mammoth from SSX Tricky. AUTHOR: Fisheye NEW HIDDEN CHARACTERS Svelte Luther - Collect All Toys. Stretch - Collect All Posters. Cudmore - Complete the Peak 3 Earnings Goal. Bunny-San - Collect All Art. Churchill - Finish all Peak 3 Events. Gutless - Get a medal in all events on the Mountain. Snowballs - Complete all Peak 2 Goals. NW Legend - Complete all Peak 3 Goals. UnknownRider - Complete the Peak 3 Race Goal. Cannuck - Complete the Peak 3 Exploration Goal. Far East Myth - Get 100% on all Mountain Stats. ~ Svelte Luther has a red baseball cap on backwards, a white tanktop and blue speedos. He's also wearing those white tube socks from the 80s with the different colored stripes at the top. I could be mistaken, but it appears you can actually see sweat stains on the white top. Ugh. His board has a pot pie on the bottom of it. ~ Stretch is the same Stretch from NBA Street. He towers over the other riders and is wearing a white basketball jersey and blue sweatpants. His board has a picture of him in the full blue sweats on the bottom and the new NBA Street logo on the top. ~ Cudmore is a cow with a bunch of wood blanks put together for a board. ~ Bunny-San... is not what I expected. You know, when I saw the head pic with the name I just thought it was a big bunny. Oooooh, no. Bunny-San is a giant sumo wrestler wearing only his sumo shorts and a pink bunny head...His board is some bamboo hooked together. ~ Churchill is a robot with a head that puffs smoke as he goes. His board is made up of some pipes. ~ Gutless is a skeleton. The best part is, his board is a coffin! ~ Snowballs is a giant snowman complete with a hat and a carrot nose. His board looks like a basic sleigh. ~ NW Legend is (duh) Bigfoot. He's huge! His board is... nothing. He rides on his feet. Makes it a little difficult to tell where the "board" really is, but still pretty damn cool. ~ Unknown Rider - This guy is covered in head to toe in a blue bodysuit, and has goggles and a Sub-Zero-like mask covering his face. His identity is unknown, heheh. ~ Cannuck is a giant beaver. He's wearing a sports jersey of some kind. His board is a log gnawed to a point at both ends. ~ Far East Myth requires 100% game completion before you get him. At the time of this guide, he has not been unlocked. HIDDEN CHARACTER UBERS The best part though? Character ubers!! That's right, a few of these guys have one specific character uber. Here's the list (all executed with L1 + L2 + square): Sadly the returning SSX characters don't have their old ubers. Stretch - throws his board out a bit, a basketball appears in one hand and he passes the ball between his legs and around the board! Gutless - lays down in coffin, hands crossed over chest Snowballs - pulls up into one ball and spins around above the board Cannuck - bends forward and gnaws from one side of the board (log) to the other ======================================================================================= SECTION FIVE: CHARACTERS There are ten initial characters to SSX 3: Allegra, Elise, Griff, Kaori, Mac, Moby, Nate, Psymon, Viggo and Zoe. Special help credit goes to Dreaming Gamer for helping with this section. ----------------------- ALLEGRA ----------------------- Name: Allegra Sauvagess Age: 18 Vertical: 5'5" Mass: 115lbs Nationality: French AKA: Big Al Stance: Goofy Blood Type: O One Liner: Fresh, fierce, and barely constrained by gravity. Rider Faves Thing In The World: Boys Thing To Hate: Boys Place To Ride: San Francisco Riding Partner: Boys Victim: Elise Riggs Other Sport: Skateboarding Trick: Backside 360 - inverted SSX Event: Slopestyle Secret Spot: A chute in Chamonix, simply called 6 Food: Caffeinated burritos Accessory: Flying V Electric Guitar Career Highlight: All of it Rider Q&A Boxers Or Briefs: Boxers. Men's. Extra small. Things You Have Broken: Lots of boards If You Weren't A Pro: Never happen The Word: "Girls do it better." Rider Bio Allegra is, and always has been, a rebel. Fully entrenched in the snowboarding scene, she is renowned for her jibbing talents as much as she is worshipped as the embodiment of the ultimate boarding 'Betty' by pizza-faced punks everywhere. The best description of Allegra? Fresh. She is the real thing, and shows it with the drive of an Olympic athlete mixed with a healthy blast of teen enthusiasm to keep it real. Once a girl simply content to ride with the boys, she now leaves them behind in the clouds of her wake. Allegra-Specific Bolt-ons: STARTING Scorched T-Shirt - Orange T-shirt with tree emblem on it Green Machine Unexpected BSS Braids - Braid Hair Style Bracelets Black Elbow Support BEGINNING INVENTORY Inferno - Dark Red/White overshirt Unfair Advantage Leather Straps - Arm accessories. PEAK 1 Face Factor - Gas Mask Sunrise Bandana - A red bandana Fifi Choker Mural Pack - A backpack full of spraypaint cans Spray Cans - Two spraypaint cans she holds PEAK 2 Vintage Flyer Relief Cherry Chopstick Broken Wrist - A big huge cast on her right arm. Spare Change PEAK 3 Your Pal - The big oval head that is usually a generic bolt-on. Buckeye Rocket Road Trip ----------------------- ELISE: ----------------------- Name: Elise Riggs Age: 26 Vertical: 5'11" Mass: 150lbs Nationality: Canadian AKA: Bombshell Stance: Goofy Blood Type: O Negative One Liner: An imposing beauty and indomitable spirit. Rider Faves Thing In The World: Men Thing To Hate: Flat Places Place To Ride: Elysium Alps Riding Partner: Eddie Wachowski Victim: Mariso Other Sport: Surfing Trick: Frontside half-cab melon grab SSX Event: Boardercross Secret Spot: Smillie's Run - Whistler Food: Portabella mushroom omelet Accessory: Leather jacket Career Highlight: Every win Rider Q&A Boxers Or Briefs: Thong Things You Have Broken: Multiple records. The odd nail. If You Weren't A Pro: Whatever I want. The Word: "Snowboarding is life -- the rest is details." Rider Bio Elise has, and always will be, a force to be reckoned with on the SSX Circuit. She has successfully built her snowboarding success with savvy business and modeling careers. Nothing about Elise is accidental. It's a pure love for the mental stimulus of big wave surfing or fresh tracks powder riding that shows the kink in Elise's titanium personality. She has a passion for the outdoors and a love for the thrill matched by few others. This season has Elise evolving. With no sign of relinquishing her hard fought success within the world of SSX, Elise has set her sights on improving her riding. Elise-Specific Bolt-Ons: STARTING Drift - White zip up top. Long sleeve. MotoXtacy - Black pants with Red/White lower legs. Ladyfingers - White gloves. Catwalkers - Boots. Ponytail - Hairstyle. BEGINNING INVENTORY Blue Zip Up - Blue Zip Up coat with white shirt. Sky Scream - Blue low cut pants. Shadow Like - Black low cut pants. Roughrider - Brown Cowboy Hat. Jacked In PEAK 1 Tricky Tog - Black, Red and White longsleeve top. Black Zip Up - Black Zip Up coat with black shirt. Black Turtleneck - Black, form fitting long sleeve turtle neck. Tricky Zippered - Light blue pants with white and black markings. Horns - Little horns on the forehead. PEAK 2 Navy V - Dark Blue/Black form fitting long sleeve T-shirt Canadian Pride - Swimsuit top with Canadian flag on front. Hotpants - Black hot pants. Jean Shorts - Very short blue cut off jeans. Law Maker - A Police Sargeant's hat. PEAK 3 Nice Huh? - Black Swimsuit top. Stingers - Big Huge Red Boxing Gloves. Halo - An angel's halo floating above the head. Angel Wings - White Angel's Wings attached to the back. ----------------------- GRIFF: ----------------------- Name: Griff Simmons Age: 13 Vertical: 4'7" Mass: 75 lbs. Nationality: American AKA: Grommet Stance: Regular Blood Type: B One Liner: A sugar-stoked engine driving mad skill and one of a kind talent. Rider Faves Thing In The World: Video games Thing To Hate: Going to bed Place To Ride: Big Bear, California Riding Partner: Nate Logan Victim: n/a Other Sport: Video Game Marathons Trick: Sliding any and all rails SSX Event: Slopestyle Secret Spot: Rated M for Mature Food: Sugar coated Anything Accessory: Austronaut Helmet Career Highlight: Winning the gold in my first competition Rider Q&A Boxers Or Briefs: Uh...what? You mean my gonch? Things You Have Broken: I broke Nate's new goggles. Don't tell him. If You Weren't A Pro: Cowboy. No - a trucker... or maybe a pilot. A jet test pilot. The Word: "Excellent...but the way that guy on TV says it - eeeexccccelant..." Rider Bio: Griff appeared on the SSX circuitís stage and instantly secured himself a position as the definitive next gen snowboarding phenom. With skill and courage far beyond his years Griff has become a major competitor throughout the tour. There are few photos of the astounding 12 year old where he is in focus. Explosive excitement/energy/sugar levels keep him in a constant state of vibration. Griff truly loves the whole SSX gig. His never-ending energy and love for the sport is contagious amongst the other characters. He is a highly giddy, walking/riding combination of unbridled energy, uncanny skill, and fearlessness wrapped up in childish innocence. Griff-Specific Bolt-Ons: STARTING Chilled Layered T Commando Grippy Grips Kickers Messy Lid BEGINNING INVENTORY Cloaked Astro Burn Out Blash Shields Retro'd PEAK 1 Neato Comic Cool Geyser 3000 Health Food 2 Way Radio PEAK 2 Pumpkin Head Loogie Hawk Tall Rider Night Peekers Galaxy IV PEAK 3 Junk Food Junkie Alien Invasion Spacewalker Stover ----------------------- KAORI: ----------------------- Name: Kaori Nishidake Age: 19 Vertical: 5'0" Mass: 105lbs Nationality: Japanese AKA: Tricky Nishidake Stance: Regular Blood Type: B Positive One Liner: An electric animated package of positive energy and style. Rider Faves Thing In The World: Manga Thing To Hate: Idiots Place To Ride: Nagano, Japan Riding Partner: Mac Fraser Victim: Psymon Stark Other Sport: Shopping Trick: Cab 900 SSX Event: Slopestyle Secret Spot: Big Sky resort, Montana -- it's so huge! Food: Tiger treats Accessory: Bear backpack Career Highlight: Beating Mac in backcountry showdown Rider Q&A Boxers Or Briefs: You are very strange needing to know thisÖ Things You Have Broken: My own expectations. If You Weren't A Pro: I'd be shopping. The Word: "Snowboarding is not to be taken seriously -- it's to be enjoyed." Rider Bio Kaori has built a reputation on the circuit as being extroverted, fun loving, and gregarious. She has always been tough to upset, but has had little tolerance for thuggery in competition. Kaori has achieved a celebrity status few female athletes in Japan could dream of. Fame and recognition have helped Kaori to grow up and radiate a more sophisticated air. Her riding has progressed to a more assured and confident level. The boundless energy is still evident, but now it's channeled and harnessed to get what she wants. Kaori-Specific Bolt-Ons: STARTING Happy Joy Ladies Only Huggers Cotton Candy Goin' Around BEGINNING INVENTORY Nicely Done Flashers Fancers Blue Art Deco SnowPink PEAK 1 Ice Cold Vacationer Super Mix Rainbow Power Lollipop PEAK 2 Spicy Lemon Dialed Jeans Kitty Paws Kuma-Chan PEAK 3 Buchi Neko Hat Nin Nin Cellphomono Cuteo Cho Chou ----------------------- MAC: ----------------------- Name: Mackenzie "Mac" Fraser Age: 18 Vertical: 5'7" Mass: 140 lbs Nationality: American AKA: Mac "Smack" Fraser Stance: Regular Blood Type: O Positive One Liner: Always riding to the beat of his own personal soundtrack. Rider Faves Thing In The World: Thumpin' Tunes Thing To Hate: Skiers in the Park Place To Ride: Mammoth Mountain, CA, USA Riding Partner: Kaori Nishidake Victim: JP Arsenault Other Sport: Skateboarding Trick: Rail to Switch Nosepress, Hella Pop, Switch Backside Lipslide SSX Event: Superpipe, Big Air Secret Spot: Heidi's Playground Food: Lemonade Accessory: MP3 Player and Headphones Career Highlight: Everytime I ride! Rider Q&A Boxers Or Briefs: Uhh...lemme check...boxers! No, briefs! Things You Have Broken: Hearts baby - hearts. If You Weren't A Pro: An extra in a zombie film. The Word: "I may not be much, but I'm all I think about." Rider Bio: Mac is always first on the parks and pipes each morning and the last to pack it in at the end of the day. The new SSX Circuit sees an older, more mature and confident Mac Fraser. Mixing his passion for music and riding has given Mac a constant groove and positive vibe that draws others to him. Some would say he is unaware or ambivalent of most things around him ñ in actuality itís more accurate to say that he is highly selective of what he wants or cares to acknowledge. Macís quiet confidence almost guarantees him a season-long spot up on the podium. Mac-Specific Bolt-Ons: STARTING O'Reilly Eye Candy Sheath Goin' In Squad Curbmasters Bedhead BEGINNING INVENTORY Infiltrator Supertweak PEAK 1 Plaid Shirt Basic Balaclava Decibel Phones Undercover The Demander PEAK 2 Ton O' Tunes Smile! Balaclava Fro What? MF Chain Wheeled One PEAK 3 Monkey Brains Saaa-WAT Turntable Disc Player ----------------------- MOBY: ----------------------- Name: Moby Jones Age: 20 Vertical: 5'10" Mass: 195 lbs. Nationality: British AKA: Mr. Jones Stance: Goofy Blood Type: A Negative One Liner: An intensely cool UK funk junkie. Rider Faves Thing In The World: Footy Thing To Hate: Small talk Place To Ride: Chamonix, France Riding Partner: Zoe Payne Victim: Mac Fraser Other Sport: BMX Trick: Frontside inverts on anything. SSX Event: Boardercross Secret Spot: Short Squaw - Red Mountain, BC Food: Roti Accessory: Downhill armor Career Highlight: A gold in all disciplines - in one weekend. Rider Q&A Boxers Or Briefs: Freedom in boxers, mate Things You Have Broken: Left shoulder, jaw, most of me toes, an' all me fingers. If You Weren't A Pro: A spy The Word: "I am what always is." Rider Bio: Raised in the rough and tough streets of Brixton, England, Moby used a BMX bike to get him on the path to international recognition of his extreme athlete prowess. Recognized as fearless and aggressive no one went bigger or better. This time around Moby has raised the level of his confidence and balanced it with a newfound chill. The opportunity to be challenged in every event, every ride, has left him with a mindset that is cool, calculating and strategic. He knows there are young riders lined up to knock him of his perch and calmly rejects their ambition. He is often described as a machine ñ able to win and ride with an almost superhuman proficiency. Moby-Specific Bolt-Ons: STARTING Sleekers The Classic Timeless Jacko Haz Beens So Bankable Medium Dreads BEGINNING INVENTORY Down n' Out Blacklight Groovin' Bandana Bling PEAK 1 Tough Guy Skull Face Paint hair Loss Aye Aye Morning News PEAK 2 Funk Tek Knight Chivalrous Revenger Crown PEAK 3 Color String Dreads Sir Whoa Disco Deflector ----------------------- NATE: ----------------------- Name: Nate Logan Age: 26 Vertical: 6'2" Mass: 215 lbs. Nationality: American AKA: Bull Stance: Regular Blood Type: A One Liner: Driven by rock solid ambition and an indestrutible attitude. Rider Faves Thing In The World: Riding backcountry Thing To Hate: Cities, golfers Place To Ride: Colorado, USA Riding Partner: Griff Simmons Victim: Psymon Stark Other Sport: Motocross Trick: Misty SSX Event: Boardercross, Big Air Secret Spot: Kicker built on his folks' property Food: Steak Accessory: My lucky hat Career Highlight: Winning a race with only one binding Rider Q&A Boxers Or Briefs: White boxer briefs only Things You Have Broken: Horses, trucks, nose, someone else's nose If You Weren't A Pro: Still riding everyday The Word: "Life's better in the mountains" Rider Bio: Nate Logan hails from the mountains of Colorado where two things were a constant in his life ñ ranching and snowboarding. In the end he realized his daydreams would always be about riding the slopes ñ not farming cattle. The rise to fame and success for Nate was not a long one ñ but it definitely wasnít easy. He earned his winter lift money each summer by bouncing in backwater bars, logging, forest firefighting, or working construction ñ whatever it took. Winters were spent following the circuit living out of his truck. He secured himself a solid spot on the circuit through hard work and determination. Nate-Specific Bolt-Ons: STARTING Shaved Head In Range Digital Ops Action Fingers Outlaws BEGINNING INVENTORY Niiiiice Out of Range The Wahoo Branders Eazy Loner PEAK 1 Cushy Blue Denim Spec Ops The Ancestor Headphones PEAK 2 Poncho Azteca Bandit Mountain Pack Badge Rubber Bullets PEAK 3 City Slicker Campfire Tunes Spurs Cap Gun ----------------------- PSYMON: ----------------------- Name: Psymon Stark Age: 28 Vertical: 5'9" Mass: 180 lbs. Nationality: Canuck AKA: Sketchy Psymon Stance: Goofy Blood Type: B One Liner: A catastrophic natural disaster just itching to happen. Rider Faves Thing In The World: Explosives Thing To Hate: Cease-fire agreements Place To Ride: Mount Seymour, BC, Canada Riding Partner: Zoe Payne Victim: Kaori Nishidake Other Sport: Mountain biking Trick: Guillotine SSX Event: Boardercross Secret Spot: Wildman's Wingding Food: Pretty much anything cooked "rare" Accessory: Chainsaw Career Highlight: Making a certain male competitor cry Rider Q&A Boxers Or Briefs: Jock Strap Things You Have Broken: Everything I own, at least once If You Weren't A Pro: Inmate The Word: "Give me air - or give me death." Rider Bio: Psymon has been a maniac ever since he was electrocuted during an attempt to jump his bike over some power lines on a dare. With the latest SSX season underway, one thing seems clear - Psymon Stark has lost it altogether. Psymon has raised an already high bar with tricks once thought impossible, airs deemed improbable. Psymon manages to rage against it all. His riding is faster and looser ñ his airs no longer astonishing but purely frightening. He has rediscovered his strongest motivator ñ fear. Psymon-Specific Bolt-Ons: STARTING Fury Shattered Venom Snackers Entry Burn BEGINNING INVENTORY Fugitive The Rippler In Stitches Skulker Razzers PEAK 1 Standard Issue Charred Soul Laughing Gas Horn Dog Spikey PEAK 2 Wound Up Programmer T-shirt Sniffin' Napalm Uranium Miner Tranquilizer Armor PEAK 3 Fish Bait Bundle of Joy Horror Show Fish 'n' Chips ----------------------- VIGGO: ----------------------- Name: Viggo Rolig Age: 19 Vertical: 5'8" Mass: 170 lbs. Nationality: Swedish AKA: Scanner Stance: Regular Blood Type: B One Liner: Twenty pounds of atomic cool in a five-pound bucket Rider Faves Thing In The World: Sponsor parties Thing To Hate: The next day Place To Ride: Talma Riding Partner: Allegra Sauvagess Victim: Nate Logan Other Sport: Hot tub diving Trick: Switch backside double helicopter SSX Event: Big Air, Superpipe Secret Spot: A certain face in Alaska Food: Sushi Accessory: Mjolnjir Career Highlight: Being known for the biggest air in Europe Rider Q&A Boxers Or Briefs: Monogrammed satin high cut teal bikini briefs Things You Have Broken: Nothing so far... If You Weren't A Pro: Comic book artist The Word: "Always though neuralblast was cool." Rider Bio: With parents working as high level ski instructors, Swedish born Viggo has lived in nearly every major ski resort in the world. He continues the mountain hopping tradition by relocating on a regular basis. Throughout it all Viggo grew into a happy-go-lucky beacon of mischief, tom-foolery, and daredevilry. He snowboards because, to him, it is the ultimate celebration of everything that is good in life. He means no harm ñ but inevitably leaves in his wake destroyed furniture, hefty tabs, and demented dudes unable to stop their girls from falling all over the obliviousñto-it-all Viggo. Viggo-Specific Bolt-Ons: STARTING Overtime Fake Fur What the -? Ladies' Dude Quick Exit Shag BEGINNING INVENTORY Super Fly Break It Actioneer Fly By Ice Cold PEAK 1 Troublemaker Life of the Party Grunt Flapper Backcountry Pack Rocket Fuel PEAK 2 Old Skooler Yeppers Paper or Plastic Mo Dat Bright Idea PEAK 3 Blue Cheese Nicely Done Invincible Heater ----------------------- ZOE: ----------------------- Name: Zoe Payne Age: 22 Vertical: 5'6" Mass: 130lbs Nationality: American AKA: Royal Payne Stance: Regular Blood Type: B Negative One Liner: An exotic icon of adrenaline and a turbulent powerhouse. Rider Faves Thing In The World: Cutting loose Thing To Hate: Inline skaters Place To Ride: Crystal Mt., Washington Riding Partner: Moby Jones Victim: Griff Simmons Other Sport: Mountain biking Trick: Cab SSX Event: Boardercross Secret Spot: Refused answer based on "It wouldn't be a secret then." Food: Turbo smoothies Accessory: Piercings Career Highlight: Anytime I beat Elise Rider Q&A Boxers Or Briefs: What do you think? Things You Have Broken: The sound barrier If You Weren't A Pro: Owning my own bike/coffee shop. The Word: "Less talk, more riding" Rider Bio Zoe's style has always pegged her as someone who gives little thought to fads or trends. Instead, she starts new ones. To her, image is nothing, brand names inconsequential, and the opinions of her peers secondary to her own self-image. Zoe enters the new season with a fresh perspective and renewed commitment. The off-season for Zoe was all about finding a balance. She took off on a series of grueling and gnarly solo bike treks into the deepest and most treacherous jungles, and across isolated mountain ranges. Her only motivation was herself. Physically and mentally, she is now at a level few could ever hope to understand. Zoe-Specific Bolt-Ons: STARTING Blacked Out Manhandlers Rocked Out Half Wits Busters Banger BEGINNING INVENTORY Junker Trouble Zennish Bare Back Dangerous Wicked Spex PEAK 1 Stripes Ripped Jeans Warpaint Snowball's Chance Giddyap! PEAK 2 Divine Dookie Rolls Full Brain Load Mega Booster Mega Masher PEAK 3 Slickhawk Mega Head Bat Wings Fast Food ----------------------------------------------------------------------------------------- BOLT-ONS/ACCESSORIES The following section lists bolt-ons that are available for everyone. Bolt-ons are the programmer's term for accessories or anything that your character wears or changes their character model. They are either bought or won, depending on the item. Most of the smaller items (hats, beanies, etc) are all bought at various peaks on the mountain. Most of this info will be forthcoming. 1. HEAD Hairstyles Hats Eyewear Various 2. Upperbody Tops Gloves Various 3. Lower Body Bottoms Boots Various 4. Boards Various c. Frequently Asked Questions ----------------------------- Q. Are there other characters other than the original 10? A. Yes - there are 20 hidden characters you acquire by various means. See the Collection - Section 5 for more information on them. Q. What are each of the character accessories and how do I get them? A. In later editions of the guide I will write a short description of each. You acquire all items either by buying them in each Peak's Lodge, or by winning gold in a specific event. Q. How do I equip items on my character in Conquer the Mountain mode? A. You have to go to the logdge at the "Stations" on each one of the Peaks. First, pause the game, then choose "Transport", then go to the peak you want to visit, then choose "Freeride" and pick the particular "Station" for that peak. Once you are at the station, look for a sign that says "Lodge" and ski towards that gate. It will ask you if you would like to enter the lodge. Select "yes" and you will be taken to a menu - select "Equip Gear" in order change what you are wearing. Q. Weren't there other bolt-ons that people who went to playtest SSX 3 talked about? A. Yes there were. There were several accessories that myself and others got to see that EA had to remove to allow the game to qualify for an "E" rating with the ESRB. (You may want to skip this list, it might just make you mad, heheh.) Elise: Thong underwear (was changed to Hot Pants) Halter Top Black full sleeve top with collar going down to the belly button Moby: Battle axe Sword (he used to be able to swing it around) Psymon: Fireman's axe Chainsaw strapped to his arm Dynamite (was renamed to Firecrackers) Zoe: Whip (riding crop) Crowbar Others that I can't remember at the moment. Thanks to others for the info on this list as well. As for the "people who playtested SSX 3" - you mean the "SSX 3 Weekend" people (aka Weekenders, heheh). Yes, I was one of those people, along with grandmort, FirebrandX, happymachines, Krispy24 and dolphingirl. We each got picked and flown to Vancouver back in August to playtest the game and make suggestions to Electronic Arts to help improve the game. You know the little "magnet" effect that draws bonuses to your character if you get within a certain range? That was our suggestion (or rather, we suggested a way to make getting the tiny bonuses much easier to keep from frustrating players.) ======================================================================================= SECTION SIX: DETAILS The DETAILS section lists the various items that didn't really fit into any one category. I will cover the music section, the cheats and online play here, and explain anything else that may crop up that doesn't fit into any one category. a. Music -------- Don't like the music in the game? Then change it! You can select a custom playlist in Conquer the Mountain mode by going to the Lodge. From there, select the Music option and select "Custom Playlist." You are given a list of all the songs in the game. In order to customize your play list, however, you must buy all the songs you want to play - there are 35 total, though you don't have to buy the ones you don't want. You are given six free credits to select six songs, and then buying each song after that will cost you $5000. After you've bought a song, a checkbox will appear beside it - simply fill in that checkbox with the songs you want to play and finish. Select that particular playlist and you're all set. b. Cheats ***SPOILERS*** --------- Cheats are all entered at the lodge by selecting Cheats from the Menu. You are given a keyboard and must type in the words of the cheats in order to achieve them. Please note that all cheats are case-sensitive. Typing "Worm" (with a capital W) will not get you Eddie Wachowski, only all lower-case letters "worm" will work. NOTE: type only the words INSIDE the quotation marks - do not type the quotation marks themselves. Here are the cheats that are currently known: To unlock EDDIE as a hidden character - type in "worm" To unlock LUTHER as a hidden character - type in "bronco" To unlock BRODI as a hidden character - type in "zenmaster" c. SSX 3 Online ---------------- If you have a Playstation 2 and an Official PS2 Network adapter (a USB adapter will not work), then hook up and play SSX 3 Online. This section will detail in the future the intricacies of playing online. For instructions on how to get online, consult the SSX 3 Instruction Booklet. d. Frequently Asked Questions Q. What do I need to go online? A. A Playstation 2, an official Sony Network Adapter (AFAIK, USB Adapters that work on Madden and other EA games do NOT work with SSX 3) and an internet connection. It is recommended that you have broadband for the best experience. The lag experienced with 56K makes the game almost unplayable at times. Q. Are there other SSX Scoreboards? A. Yep! Merqurycity.com runs SSX and SSX Tricky scoreboards and regularly updates them. Speaking of which...I need to go update the scoreboard...*rummages around for score sheet* ======================================================================================= SECTION SEVEN: MEASURING UP The MEASURING UP section encompasses the various means of competition available to SSX 3 Players. It will cover both the Merqurycity.com SSX 3 Scoreboard and give an explanation of the Online Competition available. The EA BIG SSX 3 Online site features online scoreboards that list all the current high scores achieved by players online. Register and look to see where you place in the current online competition: http://www.easportsbigonline.com/games/ssx3/home.jsp ======================================================================================= SECTION EIGHT: EPILOGUE 6a. Legal. ---------- This FAQ is copyright 2003-2004 by all the authors herein, per their submitted sections. You may not alter/repost this entire FAQ without my permission, or sections of this FAQ in any way without the expressed permission of the author of that corresponding section. SSX 3, SSX Tricky and SSX is a trademark of Electronic Arts and EA Canada. This FAQ is allowed to be posted on these sites: www.gamefaqs.com www.merqurycity.com Any other site that has it posted without my consent is contributing to copyright infringement. If you would like to host this guide, you must e-mail me first and obtain my permission, and once you are hosting the guide, keep it updated. If you will not do this, I will not allow you permission to host this guide. PERSONALLY UPDATED VERSION OF THIS FAQ: http://www.merqurycity.com/ssx3/ssx3_faq.txt Credit & Thanks ------------------- ~ Author credit goes to vix, ssxtitan, MrChaos, Dreaming Gamer, Deathlok's Bear, FishEye, countercycle, YoshiXL, Silverstarfire, Gamer EX, and myself, heheh. ~ Viktor Nilsson contributed another great ASCII header for the guide. He's an ASCII Master, heheh. :) Thanks again, Viktor. ~ Credit to Grandmort, the man who "changed the way we played SSX forever ;)", for creating and maintaining the premiere SSX site on the web - Merqurycity.com. Without him there wouldn't be a resource anywhere for SSX Fans to refer to. ~ Special, everlasting thanks goes to Electronic Arts Big and, in particular, programmers and producers Larry LaPierre, Sinisa Karolic, Klaus Monies, Cody Ritchie, Malcom Andrieshyn, Steve Anthony, Katrina Strafford and even though I've never seen him in person, the ever-famous Steve Rechtschaffner. You've made our lives innumerably richer with your support of us and our love for the games you create. I'm sure I'm not the only one who wants to say, simply, thank you. Contributors - Who are these people? ------------------------------------------- ~ Vix is a member of the community at Merqurycity.com and is also, by her own admission, an insomniac. :) Luckily, the guide has benefited enormously from her condition in that she was gracious enough to type up several detailed items for this FAQ. She has made my life much easier as a result. Much respect and thanks, Vix. ~ ssxtitan is an up and coming scoreboard powerhouse and frequent member of The Gravitude Bar over at Merqurycity.com. He is a skilled trickster and generous enough to share his skills in this guide. Look for more stuff from him in the future, I'm sure. ~ MrChaos became one of the top SSX Tricky showoff competitors in a very short time, racking up top 3 on several of the showoff courses. He continues this trend into SSX 3, much to the delight of walthrough-hungry people everywhere. Look for most awesome records from him in the future. ~ YoshiXL is another new generation competitor, who excels in both racing and trick events, much to my chagrin (he broke several of my old racing records, heheh.) With this double threat, it won't be long before you see him on the scoreboards breaking records once again. ~ FishEye is one of the old school SSX players (and FAQ writers), having helped me with the SSX Tricky guide as well. Much appreciation for his thoroughness and willingness to help out with the SSX 3 FAQ. ~ countercycle is a valued member over at The Gravitude Bar over at Merqurycity.com. ~ Deathlok'sBear is a Gamefaqs community member who was kind enough to write an online guide for a BIG challenge that I copied to help others out. Thank you, DB. confessor posted a similar guide for the same challenge that I used because I had permission. Version Details ------------------- ~ Version 0.7 - Added ALL the rewards (so glad to be done with that!) Also added several new Superpipe Walkthroughs, added a Snow Jam walkthrough, filled out many of the BIG Challenges (thanks to ssxtitan for that) and session points for all the BIG Challenges as well (and thanks to Vix for that.) Also added newer, higher scoring slopestyle walkthroughs from MrChaos. End.