Hydro Thunder FAQ v1.2 by Shadow 460 Dated Jan 2, 1900 :) Visit me at http://www.geocities.com/SiliconValley/Monitor/3893 Scroll down for my email address and the associated threats.................. VERSION UPDATE 1.1 Added information from two websites: Steve Ranck's homepage AWESOME WORK, STEVE!!! I LOVE THIS GAME! Also added info from http://madgear.edition.net/hydrothunder/, the Hydro Thunder official fan page (correct me if I am wrong). Kudos to these guys, too, because this site is good for most of the DC version, too. Added New York Disaster walk-er, racethrough. Added arcade cheats from the official fan site. Finally, I added an email I sent out to hopefully answer some questions. Please note that the information in these two pages is copyrighted and that some of it IS contained in the email included here. 1.2 Added a section on cornering. Please browse some of the Gran Turismo FAQ's for more info on this... Added more legalese to make sure everyone gets credit for what they have put online Identified differences in two Dreamcast releases of Hydro Thunder Took medicine to help my headache from looking ALL OVER for the N64 version of this... Added some threats to those who send spam in the email section (oh, my ... my firewall and my trash can just love you guys...keep it up, spammers! I got a recycling quota to meet!) If you don't want to read the email threats, don't read this FAQ. Thank you! First and foremost is legalese. When I started playing Hydro Thunder, I referred several times to the official Hydro Thunder website (http://www.hydrothunder.com), Gamesages.com (http://www.gamesages.com) and to a FAQ that was linked to Gamesages written by eric42 (see eric's FAQ for info on how to get in touch with him). Everything in this FAQ that can be found at these sites will be noted. I have also included information from the Hydro Thunder Official Fan Site(http://madgear.edition.net/hydrothunder/.) Their website is listed as one of my sources for the first addition to this FAQ, but I didn't list them here. My apologies for this oversight. Hydro Thunder itself is copyrighted by Midway. Hydro Thunder was created by Steve Ranck. The Dreamcast version of Hydro Thunder was made possible by Eurocom Entertainmet software. Dreamcast is a registered trademark, and owned by, Sega. Also, bear in mind that like many other people, I have found some of this information out from simply playing the game, even if it IS posted somewhere. Parts of this came from the official fan site which is linked above and in the email I sent. Part of that email is information directly from Steve Ranck's hompage. He put a lot of effort into this-take a look to see what he did. There is a link to it on the official fan page. OK, here are the sources. I had begun listing them at each point where I found the information online, but this FAQ is getting beyond what I find online...as with any game, the information herein has become almost second nature. Some of this stuff did come from the sources listed above, and the copyright info for the game itself is listed as well. What I am saying is: Here is your credit for your work. If it is not listed elsewhere, it is here. Parts of this FAQ are incomplete. Some of it is because I have not gotten around to it, some because I do not have the information. I hope that this FAQ will be good for the home versions as well. I have the DC version (decent) and will be able to complete more of this in accordance with it-thus if you are on N64 please bear in mind that the port to this system may differ slightly. It also depends on your hardware-analog controller, N64 expansion pak, etc. This is also why the controls are referred to as they are-you just can't hit Y on some systems. If you have specific questions about this FAQ, info I have not posted, or the small, small handful of other games I claim to be able to beat level one on, please email me and put "Hydro Thunder" in the subject line. If you want to send spam, please don't email me (and don't put "Hydro Thunder" in the subject line, either…) Thanks to my email server, it is all too easy to block senders, delete email, etc. spam and unwanted email just is not worth the sender's time. I realize that this does include copyrighted information and I have made my best effort to give the authors their credit. If you feel like I have violated your copyright PLEASE EMAIL ME AND PUT "HYDRO THUNDER" IN THE SUBJECT LINE. Oh, by the way, my email address is: shadow_460@hotmail.com READ THIS: If I receive ANY MORE pornographic email, I will remove my address from this FAQ. This is one of the few places where my email address is posted and it is here so that I can be contacted with questions and/or requests for my FAQ to be placed on more sites so that more people can read it. DON'T let me catch you sending me that pornographic BS. I WILL take legal action over it. Ahem. 'Scuse the outburst…now on to some speed! The email is as follows (less the sender and subject lines to protect privacy **hint**): You have to hit most of the shortcuts, too. For information on these, visit http://madgear.edition.net/hydrothunder/ That's where I found the rest of em--most of them I found by trying different stuff. If you have a second controller, plug it in and race all the tracks in 2 player mode--the game simply looks to see if one person meets the first, second, or third place requirements, then it unlocks another track. After you finish the second to last track (it is a lucky break because the computers drive slow) you will unlock all of the bonus boats from the arcade version. Armed response was a good ship for me to win on Castle Von Dandy, the last track, but I do not know what happens after you win on that one. Hydro Speedway was easy for me because I raced it in the arcade so much, but Nile Adventure is a PAIN. This is perhaps the hardest track, so you will need to visit the site above to find all the hidden boosts. Some pointers for this track that you may not find there...your boat hits top speed while sliding downhill. Also, your speed does not drop while you are sliding downhill or flying through the air. You can watch your speed gauge to see where it is going to drop and boost only when needed thus saving boost fuel. Also notice that the computers don't pass you in certain areas or when there is one just in front of you--usually. At the second shortcut you should steer onto the walls--your boat goes faster than it will in the water. I won this (finally) with "...Torpedoes" Also note that the snake's eye WILL slow you down near the end--try to jump over it. For Venice Canals, you should be able to find the information you need on that site. For the last two, here it is: Catacomb: This track is littered with invisible boosts. You will find many of them racing alone in the two player mode. The computers are slow, so the one shortcut that I use will leap you ahead early on. There is an area where you race through a cave with stalactite/stalagmite formations--like where the pole stick out of the water in Lost Island and Venice Canals. Just beyond this is a medium right and a cave that is open straight ahead. Jump into the cave and go straight through it. there is a hidden boost on the right, I think--it's there somewhere near the end. From there, just manage your boost fuel like in any of the circuit tracks and you should be able to win. Castle Von Dandy: Another circuit track but with less hidden boosts. Grab the first few boosts that you see but be careful not to get too many of them and max out the tank. The first hidden boost is in the triple archway. Jump through the top center opening for this ( second boost. The second is over the graveyard on the right side of the track. Hit the ramp just before it with your boosters on--you have to be going FAST for this to work. As soon as you land, hydro jump over the graveyard. If you land in it, you will probably get the boost, but you will probably crash, too. Now float on into the castle. Jump through the second (suggested), third, or fourth (not recommended) window. The second one has a hidden four second boost. Drive down the "shortcut" and get the nine second boost, then steer left of the ramp if you want to get the 9 second boost right at the starting line. Otherwise, hit the flat ramp (bring back memories of Arctic Circle?) and rocket over the line. this track requires a little planning of when you want to get each boost, though. Armed Response was good for me on this one. the only track I have not won the race on is Lake Powell--I have gotten second which is all that's needed to move on in the game. More DC specifics...the best way I found to hydro jump is to hold the throttle, let go of the boost only, hit the brake and then hit the boost. The four second boost at the start is to hold the brake while the "Get ready to race" screen is up, then when the # begins to disappear, let it go and hit the throttle, when the 2 begins to disappear, let the throttle go and hit the brake, then when the 1 begins to disappear, let the brake go and hit the throttle. This gives you a 4 second boost and a hop start. It's useful on Hydro Speedway because you will bounce back up into the suspended Banshee and gain a 9 second boost for it! Don't forget the digital pad for the harder boats! It's a lifesaver. Sorry about this being so long but due to the two additional tracks I want to add it (with some credits) to my FAQ--I have not updated it since I got my DC (I wonder why). As soon as I can upload my VMU file, I will so that others can see what is available on this game and play it like the arcade (which was what I wanted). Hope this helps--main thing is CHECK THAT SITE out. It has a link to Steve Ranck's home page (the arcade machine's lead programmer and the man who conceived Hydro Extreme: Offshore Racing). A WORD ON CORNERING There are far more detailed FAQ's that deal with cornering in various games. The absolute BEST source of info for this topic is anything that deals with Gran Turismo 1 or 2 for thr PlayStation. Even if you don't own these games, check the FAQ's out for tips. The basic idea is to slow down for the corner, take most of it, then speed up when you get to the point where you can finish the corner while accelerating without losing control. You also need to find the quickest path through the corner. Hydro Thunder casts slowing down to the wind and dictates where you go by littering the tracks with boosts. "Slow down" in Hydro Thunder means letting off the boosters. It is also synonymous with "lose" in most cases. Anyhow, you need to find the fastes path through each corner that allows you to keep the throttle at full, and allows you to get the boosts. The best way is to get closer to the inside wall of the corner as you get toward the middle of the actual turning process, then let the boat go toward the outside of the turn as you exit. The boats slow down anyway when turning...if you turn too sharp, you might as well have hit the brakes. Remember I said "slow down" and "lose" mean the same thing here a lot of times. Watch your speed gauge...if it drops below about 175, you have turned too sharp. In some boats, turning too sharp will result in a spinout that you CANNOT prevent, even if you countersteer. Remeber these are boats here...not cars. If you leave the water, anything that works by guiding water around it, forcing water through it, etc. WILL NOT WORK. There are few exceptions to this...in some spots on some tracks, and with some boats. For instance, Razorback's boosters mysteriously work in the air just as much as any other. YOU WANNA CHEAT OR WHAT? These are from the official fan site. Disable catch up feature: Hold the high and low view buttons on the "choose boat" screen and pull the throttle into reverse. All payers in multiplayer games must do this for it to work. A crossed out ketchup bottle will appear just to the right of the timer at the bottom. This disables the very commonly used "catch up" feature that allows players behind you to catch up when you are in the lead. Disable AI opponents: Hold the low and pilot view buttons on the "choose boat" screen and pull the throttle into reverse. As above, everyone in the current race must do this in order for it to work. A crossed out circle with the letters AI in it will appear next to where the ketchup bottle would be. Have fun! And thanks to the official fan site! THE DC DIFFERENCE… The book explains most of the differences here except exactly how to unlock Hydro Speedway and the hidden boats. Hydro Speedway is the second bonus track. Finish the third, not the last, bonus track to unlock ALL FOUR hidden boats at once! In order to race each bonus track, you must win on the track that is currently unlocked. Every time you meet the requirement to move on for a particular track, that track is selectable still but it's name will not be in bright letters on the "choose track" screen. To "un brighten" Castle von Dandy, finish it in first place. Also, you do not have to let off the throttle to hydro jump, just let go of the boost, hit the brake, and then hit the boost all with the throttle at max. MORE DC DIFFERENCE... Some of you have a version of Hydro Thunder that boast "HOT! NEW!" on the very front for all to see. I am very curious as to the color of the GD-ROM inside. My version (and, incidentally, one of the versions this FAQ is for) has a blue disc and is missing the green starburst with the hot, new advertisement. The first release of Hydro Thunder supposedly contained some bugs, as well as some of Midway's other titles. They all were re-released with the hot new ad to denote the new versions. Not all copies of each of the defective games were recalled. If you have any Midway games from the first batch of Dreamcast titles that don't have the green starburst in the upper left corner, chances are that you have a recalled game. Sometimes when stuff is recalled, it's value skyrockets like Cutthroat on red boosters (gag). Serious, though they could be worth money. 1. BASICS Controls here are easy--steering wheel and throttle. The boost button gives you a speed burst as long as you have boost fuel in the tank, it also allows special moves and effects when you have boost fuel. Hydro Jump: With the throttle at full, pull it into reverse and hit the boost button for a short hop in the air. Hold the button down for extended jumps. This requires boost fuel. (From the game cabinet instructions) Mighty Hull: This is automatic with your boosters. When you use your boosters for, your boat will begin to flash. How long this takes depends on the boat. Here's how the boost works. There are pods along each track with the word "boost" on them. Each one gives you a specific amount of boost fuel as follows: (from eric 42) RED: 9 seconds BLUE: 4 seconds INVISIBLE: can be either 4 or 9 seconds. Each boat takes time to activate its boosters whenever you have emptied the tank and pick up more fuel. The only other way to get boost fuel (that I know of) is to at the beginning of the race. (from Gamesages.com) There is also a "shotgun start" in this game--in fact there are several of them. (from eric 42 and gamesages.com) To get a four second boost at the start, move the throttle to "stop" on or before the "Get Ready To Race" screen. As the 3 begins to disappear, move the throttle to "full", then as the 2 begins to disappear, move the throttle back to "stop", then as the 1 begins to disappear, move the throttle back to "full". (from Gamesages.com) To get just a turbo start, move the throttle into the "stop" position at the "Get Ready To Race" screen, then move it into the "full" position as the 1 begins to disappear. (form eric42 and Gamesages.com) To jump at the start, move the throttle into the reverse position during the countdown, and then into the full position as the 1 begins to disappear. (from eric42) And finally, to get a jump and a four second boost, simply follow the instructions for the four second boost above, but move the throttle all the way into reverse when the 2 starts to disappear, then back to full as the 1 disappears. 2. BOATS: (parts from the Hydro Thunder website, http://www.hydrothunder.com) "...TORPEDOES" (as I call it): Access from "Choose Boat" screen. Boosters: Activation-average, power-low to medium Mighty Hull: slow Max Speed: 175 without boost, 220 with boost. Turns on rails with boosters, but without, good luck! It won't get out of control as much as it just will not turn very tight. If the boosters are too fast, try racing on Thunder Park or driving Miss Behave. Torpedoes is good for those winding, twisty tracks, though. It tends to slow down too easy, and it's weight can make it difficult to jump successfully, but you can sure go on a bashing fest with your opponents! Just watch out for Thresher and Armed Response. MIDWAY: Access from "Choose Boat" screen. I'm not going to lie here. I rarely ever use Midway or Thresher, and I will take a run through the game with each of them for the sake of finishing this FAQ. I guess, then, this is going to be a FIRST IMPRESSION of what I see, so please bear this in mind if you choose one of these boats. MISS BEHAVE: Access from "Choose Boat" screen. Boosters: Activation--average, power--low. Mighty Hull: slow Max speed: 150 without boost, 200 with boost This boat will make you wonder at first how difficult the harder boats really are. It seems to cruise without booster at 150mph, and with boosters, about 180 to 200. (Hydro Thunder website) This boat is not capable of some of the tricks required to get through shortcuts or to get harder to reach boosts. The advantage here, though, is that it corners well--after trying a different boat on a harder track, this one will be a breeze--if it can keep up with the competition! BANSHEE: Access from "Choose Boat" screen. Boosters: Activation--average, power--low. Mighty Hull: slow Max speed: 230 with boost A step up in speed from Miss Behave, but the sacrifice is definitely in its control. the control is not bad--just different because Banshee will oversteer slightly. Try not to use the boosters too early when cornering with this boat. Instead, either use them through the entire corner and struggle a little with the control, or use them after the corner to regain your speed. Do not try to cut corners too sharp without the boosters, though--this will drop your speed to less than 100. TIDAL BLADE: Access from "Choose Boat" screen. Boosters: Activation--average. Mighty Hull: average. Officially this is the fastest boat without boost. It has counterweights in its hull, also. The extra weight helps to stabilize Tidal Blade in an impact, and it helps the boat corner, too. Hitting the boosters in a corner here will sometimes help to force the boat tighter into a corner. Tidal Blade can get out of control, though. TINYTANIC: (from eric 42) (from Gamesages.com) Access by highlighting Tidal Blade at the "Choose Boat" screen and pressing the pilot view button three times rapidly. Boosters: Activation--slow, power--low to average. Mighty Hull: average. This one will give you a good chuckle. I think it should be labeled "hard" though, because it tends to oversteer. I've never actually won a free race with this one. Surprisingly, the boosters don't force it into the water on the turns as much as they should to be able to win races. THRESHER: I'm not going to lie here. I rarely ever use Midway or Thresher, and I will take a run through the game with each of them for the sake of finishing this FAQ. I guess, then, this is going to be a FIRST IMPRESSION of what I see, so please bear this in mind if you choose one of these boats. Has anyone else ever seen the gauges turn red when they boost with this boat? Access from "Choose Boat" screen. ARMED RESPONSE: (from eric 42) (from Gamesages.com) Access by highlighting Thresher at the "Choose Boat" screen and pressing the pilot view button three times rapidly. Boosters: Activation--average, power--average. Mighty Hull: Average. Similar to Tidal Blade, but with slightly more emphasis on cornering and stability than speed. Its enormous bulk is difficult to turn at first, but once the rudders begin to turn this boat it is easy to oversteer it (seems as if a light touch on the wheel isn't quite enough, but turning it over halfway is almost too much.) No, the guns do not affect your opponents--they are just kind of "there" I think this is the boat seen in many of the tracks with the lights on it telling you you're in violation of something or other law. As for weight? They should have called it the Basher, because that is exactly what you do with this much metal. CUTTHROAT: Access (if it is grayed out on the "Choose Boat" screen) by pressing and holding the pilot view button and highlighting this boat . Access from the "Choose Boat" screen as normal after you have finished a race. Mighty Hull: Fast This boat tends to get out of control too easy in the air. Bring it under control and learn to "drift" in order to drive this boat well. It's good for the person who is looking for something faster, but don't mess around with it if you aren't 100% sure that you can keep it on the track. RAD HAZARD: Boosters: Activation--average, power--excellent. Mighty Hull: Instant Max speed: 250 with boost Access (if it's grayed out on the "Choose Boat" screen) by pressing and holding the pilot view button and highlighting this boat. Access as normal from the "Choose Boat" screen after you have finished a race. Yet another step up from Miss Behave over Banshee. It seems as if these three are meant to be their own group of easy, medium and hard boats. Be sure to turn slightly in advance with this boat, and use the boosters to tighten up your turns. Rad Hazard's weight will keep it in a straight line even if traffic, so barge right on through your opponents and don't forget your Mighty Hull! BLOWFISH: (from eric 42) (from Gamesages.com) Highlight Rad Hazard (hold in the pilot view button if necessary) at the "Choose Boat" screen, then press the pilot view button three times rapidly. Boosters: Activation--average, power--excellent. Mighty Hull: Instant Max speed: 200 without boost, 250 with boost. Compared to Rad Hazard, what this boat ('scuse me--hovercraft) loses in control, it makes up for in power. As a hovercraft, it's control is different from the rest--it is more like a car than the other boats. Also, as a hovercraft, it tends to fly over other boats instead of hitting them. It's mammoth weight can get out of hand fast, but it is invaluable through the thickest traffic where your opponents are out of the water. Watch out how much you turn the wheel and fight Blowfish to steer or it will spin around. The best places to use this boat are the circuit tracks. This is the fastest and most powerful boat, with or without boosters. It is also nearly uncontrollable on the DC, so be prepared. RAZOR BACK: Access (if it's grayed out on the "Choose Boat" screen) by pressing and holding the pilot view button and highlighting this boat. Access as normal from the "Choose Boat" screen after you've finished a race. Boosters: Activation--average, power, good Mighty Hull: Instant Razor Back is probably the hardest boat to control. It's fast, though. It's light weight and the arrangement of it's boosters can have you skipping out of the water quite a bit, even over waves and through turns. Note that there is no rumble from the arcade version's speakers when you activate Razor Back's boosters because they are actually extra screws that fold down into the water instead of the jet engine style boosters on most of the other boats. Your Jump Pack will be hopping, though, with the boosters and the walls! On DC, I would leave this alone, but, ahem… CHUMDINGER: (from eric 42) (from Gamesages.com) Highlight Razor Back on the "Choose Boat" screen (hold in the pilot view button if necessary) and press the pilot view button three times rapidly. Boosters: Activation--slow, power--too much. Mighty Hull: Instant Max speed: 230 with boost I recommend that you just try this one before you read this part of the FAQ... just try it once and hope you aren't laughing too hard to race. OK, if you don't wanna try it first, here it is. Chumdinger is a fishing boat with a little dog at the front that barks at your opponents. It's slightly easier to control than Razor Back, and slightly faster, too, I think. Since the booster is attatched to the trolling motor, and the motor turns to steer the boat, Chumdinger's boosters will spin the boat if used through a turn. You can use this to tighten up your turns if you are careful. Chumdinger is so small that you won't have to worry too much about being hit by other boats, though, especially Blowfish! Try winning with this one-I just beat a fellow with this boat last night. He was using Tidal Blade and I won by 17.58 seconds! Fishermen rule!!! TRACKS: LOST ISLAND: (EASY) Access from "Choose Track" Screen Use the initial boost from your start to get you to the first ramp. Grab that boost and wait til you get to where the other boats turn the first corner, then hit your boosters to enter the waterfall. Grab the 9 second boost and then hit the rock ramp at the end of this tunnel and get the four second boost. Now follow the track for a second or two then look to the left. There is an opening between the last hut and the rock beyond-drive (DO NOT JUMP) through it. Grab the 9 second boost there and then try to be in the middle of the track around the left turns that follow because there is another boost you could miss. Watch your speed on the next part. If you lose control you will fall off the cliff and wind up back on the main track. At the end, grab the 9 second boost and drop back into traffic. Use your boosters and follow the track until they run out of fuel-remember to get the 4 second boost in this part, too! Try to jump the waterfall by the bridge near the side to avoid hitting the bridge, then grab the next boost and wait a second to use it. When you get close to the ramp, use this boost and your Mighty Hull to ensure nobody knocks you off the ramp. Jump through the volcano flames for a 9 second boost, grab the next 4 second boost and then use your boosters til they are almost out. Hit the boost once again when you are on the last ramp, grab that boost and finish the race. ARCTIC CIRCLE: (EASY) Access from the "Choose Track" screen Start off and grab that first blue boost in the middle of the track. The second boost is to the left, in full view...just dont get stuck under the pipe. This boost is tucked neatly next to the tightest part of the left turn. The third boost moves left and right. You may not notice this at first, but it does. Follow the track down a short incline, and get the boost in the middle between two right turns. Now get ready for some tricks. Let off the boost as you draw closer to a huge hole in the right side wall. Anyone got a guess what to do next? Jump into the hole, lay on the boosters til your speed maxes out, and then let off. Get ready for a ride when you exit this shortcut, though...the first boost you will see also moves and it is a PAIN to get. If you want it, don't hit the boost again until you get it after you have exited the shortcut. You may have to let off the gas some, too. Just steer toward where it will be when you get to it, and hope you are right! You can win without it. The next boost is red...if you miss it, you will run short on fuel. There is a short section through some s turns...a boost in there, too...ho hum. Now look for a ramp on your right. Oddly enough, the passenger liner jumps the ramp too! In the arcade, it even gets stuck in the air! Well, sometimes. Follow it (unless you wrecked it) and get the red booster. Watch how long you boost off of this ramp as you could hit the wall beyond. Go around to the left, and you will drop down another incline. Let off the boost as soon as you are on solid ground...don't boost again until just before you hit the next ramp. Make the next right, then cut the following left close to the inside wall. you can jump that inside section and get the blue booster here. you WILL have to hydro jump over this section to get the booster. On your right, there is a hole in the ice. I haven't found a good reason to jump through it. Instead, just drive to your left, plow over a couple of peguins and run right through the BIG ship's inside. They even laid out the red carpet for you! How thoughtful! Don't hit the sides...stay in the middle and jump the next ramp at full boost. The black booster up there gives you 9 seconds of fuel, then there is a blue one just further down. You will lose a place or two in here, but around the yellow right hand turns, there is a flat ramp that will rocket you further ahead than when you entered the huge ship. You will likely fly over the finish line, in fact. Just be careful not to might hull anyone as they will fly ahead of you and cross the line first. GREEK ISLES: (EASY, ARCADE; MEDIUM, DC) Access from the "Choose Track" screen Don't use your booster right at the start. Instead, count to three and then hit the booster. this way, your boosters will last until you clear the first ramp. This section all the way up to the first set of waterfalls is VERY fast. it's speed is partially set by the fact you need to use up as much boost fuel as possible before the first "shortcut". There are two red boosters almost back to back in there! Anyhow, back to the track. The first problem is the red booster above a ramp. You should aim straight on for this one. The next boost is on the left, so hug the wall to get it. After that, there is a ramp and a blue boost. Turn early to get this one. If you can't hit the ramp, jump instead to get this boost. You will lose time, though by jumping here. Now drive right through the waterfall on your left. Go on, right though the middle of it...here's where the two red boosters live. Make sure you take them with you. If, at this point, you hear "your boosters are at max," you have not used enough fuel through the first part of the race. As you see the end of this area, move left and be sure to go over the falls on the left side. Try not to hit the wall, but it is ok if you do. You will land almost on top of a blue booster, but just to it's right. Steer slightly left as soon as you see it and you should be able to get it. It is easy to hit the right wall here, but you should be able to regain control easily. Look to the right and you will see a blue boost in the air. Jump to get it, hold the boost til your speed is max, then let it go. Boost again right before the ramp, then look to the right as you enter the tunnel. go ahead to the right and jump toward the red booster you see. now hit the ramp and steer toward the blue booster way out there. As soon as you pass the #5 checkpoint buoys, there is a wall you go under. You can't see the boost behind it until it is too late. Jump as you pass under the wall for this red booster. Ignore the yellow sign that tell you to turn left. Instead, ride up on the wall where the water is closest to the top of it. You will pick up a little speed this way...just be ready to make the next right turn. Grab the booster here, then go through the short tunnel, and prepare for the slide of your life!! If you have enough fuel, boost all the way down, if not, let off before you run out and then boost again right before the ramp. You can steer, but it is a fight... You should jump over the white ship right after the ramp...just lay on the boosters til they run out or you finish the race. If you did it right, your opponents will line up obediently to be passed...these folks are just sooo nice, aren't they? CIRCUIT TRACKS: (THUNDER PARK, EASY; HYDRO SPEEDWAY, SECRET, ARCADE AND BONUS #2, DC) Access Thunder Park from the "Choose Track" screen. Access Hydro Speedway by highlighting Lake Powell on the "Choose Track" screen and pressing the pilot view button three times. (from eric 42) (from Gamesages.com) A couple of things to bear in mind with the next two tracks… First, you must round the same course three times to win, so if you mess the first one up, you can still make some of it up on the next two. Second, you can only get each boost (including the hidden ones) once during the entire race. It is very important that you leave the boosts alone when you don't have enough room in your tank for that amount of boost fuel, otherwise you will waste the stuff. Third, this is where you will notice the most that some of the boosts move across the track. Try to aim for where the boost will be when you pass it-not where you see it, and DO NOT try to steer towards it constantly-just toward where you think it will be when you get there. If you miss it, you still have two laps to get it. I advise that you try to get these boosts as early as you can so that the ones you have left will be easy to grab when the race gets closer to the end. I have found only two secrets in the Hydro Speedway track and one in Thunder Park. They are as follows: First, on the first or second lap of either track try to hit the suspended Banshee. You can do this with a hop start on Hydro Speedway. You will get a 9 second boost on both tracks. Second, on Hydro Speedway, you can aim for the grassy spot where the track splits in two. When you hit the ramp on your side, steer toward the middle and then use your boosters to drive right through the grass. This does take some practice, but it doesn't seem to help. I guess it is like beating RPG super bosses and smashing your opponents with Armed Response-useless but fun. On the red turns in these tracks, you will lose more speed if you try to muscle through them at full throttle than if you let off some and then speed up on the exit. Or you can use the boosters and not worry about losing power...just depends on the ship. LAKE POWELL: (MEDIUM) Access from the "Choose Track" screen. In this track, most of the good stuff is in the form of 9 second boosts that are toward the inside of the sharper turns. Just remember to turn as tight as possible in most cases and use the trick outlined above to get the moving boosts. Keep your eyes open, though because in many cases here it is possible to grab BOTH-the 4 second boost that is easier to get and the 9 second boost that looks like you have to pass up the 4 second one to get. This tends to work more in the arcade than on the DC. If you are using the Sega, just get the 9 second boost and forget the other one unless it is straight beyond the 9 second one. There is a set like this on one of the corners near a checkpoint- steer HARD left once you get near the 4 second boost and you will get them both! Sadly, this is VERY difficult on the DC-you will lose places. The other two like this are just after ramps-you will need to slow down as you jump for the 9 second boost and then steer hard toward the 4 second boost when you land. These are easier on the DC. The three "shortcuts" I've found are: One-inside the FIRST waterfall. Don't go through the little waterfall just beyond this-you will miss the next ramp and 13 seconds of boost fuel. Second is where you see the next red booster and some ships and decking on either side. Jump the deck on the left and enter the tunnel. There is a hidden four second boost there. It really isn't faster but it will put you ahead a place or two. Third is the bridge near the end-go up the middle and you will jump to the 9 second boost above! (from Gamesages.com) It may be possible to get one of the 4 second boosts right near the end, but who needs it? Just remember to USE YOUR BOOSTERS on this track-there is a lot of fuel and if you don't use it, it will just go to waste. Don't empty the tank, though-you will need to jump to get to some of the boosts. THE FAR EAST: (MEDIUM) Access from the "Choose Track" screen. At first, look down the track til you see the first blue turn sign on the left. Look just beyond it at that rock. Anyone wanna be a pancake? Don't use your boosters for the first part...wait til you get close enough to see the archway in that rock and jump through it. You will find a short tunnel and a booster. If you can't get that, veer to the right and go just behind the waterfall to get a blue booster there. Don't drive straight into the falls, or you will become a pancake. Reagrdless, you wind up in a section with a ramp and two blue boosters. Jump the ramp, boost all the way until you land, and proceed. You should get both boosters and mighty hull the boat out of your way. If you don't boost all the way, you will become a pancake when you hit that boat without your mighty hull. Proceed through tow 90 degree turns (they are marked with blue signs, so don't worry) , then aim for the BIG ramp you see. There are boosts scattered through here if you miss the ramp (it is easy to do if you are a little out of control.) Get the red booster, and then land on the grass. Steer left, toward more grass and mow some folks down. (DO NOT do this in real life, please.) Make the hairpin right turn, and watch out for the police...they are a pain here. Look to the left beyond the next archway and grab that boost there. Another s turn, then you drop over three waterfalls. It is possible to, using the rebound jump, jump on top of the tunnel you would normally drive into. there is only one boost here--a blue one--, but it cuts off time. You can win if you don't go in here. If you try and miss, it is likely that you will actually gain time--you will be place further down the track than where you were when you crashed! Drive through the tunnel, then hit the next ramp and hold the boost if you wanna jump some obstacles. You will not gain any time for it, though. The next turn has an area where you should be able to turn left, but can't--this is where you come out if you take that shortcut I mentioned after the three falls. Jump another ramp, then hydro jump when you get inside that structure to grab the moving boost. Make the next left turn, and travel doen the straight section. Jump the thing in the middle for another booster, then barrel toward the finish line. Steer left to get a red booster...the ramp jumps you out of the tunnel, but gives you no other benefits. Watch the mighty hull here, too...it is too easy to vault someone ahead of you. NEW YORK DISASTER (BONUS TRACK #1, ARCADE; HARD, DC): Access from the "Choose Track" screen after finishing three races. Easily my favorite track. And FULL of stuff. OK, starting off, use that boost you got at the line to get to the first blue booster. Use that to get the next one and the one after. If you don't want to use the shortcut, use up most of this fuel because there is 13 more seconds of it beyond the next ramp. If you like the short route, look for the checkered wall just after the third boost. This wall will be on your left. Drive into it. If you miss it, look for the revolving door and drive through that. Follow the shortcut and jump just a little bit to get the 9 second boost while avoiding the wall above. (from the official fan site). Drive on through the next few turns and the tunnel and use the rebound jump to get the boost suspended here. Grab the moving boost and then where you see a ramp with a blue booster over it, drive to the left. You will probably plow the checkpoint 3 sign, so have some Mighty Hull ready. Hydro jump to get the red boost here and then grab the next blue one. LET OFF OF THE BOOSTER! You will drop into a small pool of gunk-if you miss it and hit the wall you will probably stay on the wall through the next right turn. Follow the rescue boat through here and when you see the mouth of the tunnel, swing wide to the right and then cut left to get the blue booster. Continue to follow the rescue boat left in the tunnel and then jump through the opening after the first pole into the middle of the track. This boost will try to move further down the track and escape you-grab it and then steer right. Move to the left side of the track and as you go over the next falls, you will land on a blue booster. Use as much of your boost as you can without running out, and then hit the last ramp, grab the booster, and use it until it runs out or you cross the line. Congrats, you have finished in New York! SHIP GRAVEYARD (HARD) Access from the "choose track" screen Would anyone who is married out there like to talk about husband and wife doghouse/sleep on the couch battles? I had some...hehe...and I lost my share of times. Did anyone guess that most of em took place in the Ship Graveyard? Anyhow, here is my one way ticket to the couch... Start off and run down the first straight section conservatively. If you got the boost at the start, you can mighty hull the two large boats out of your wau on the left. usually you can just race behind them and get the red boost, but sometimes they will spin around and trap you. Cruise around the next left turn and grab the boost that just sits there. Now look for a ramp/boost combo, and jump ot with the boosters on, but be very carfeul how long you boost. DO NOT hit the rocks beyond. this will force you under the docks on the left. You won't be able to turn into the waterfall. Run into the waterfall and follow the hidden track. The checkpoint buoys are invisible here--just keep driving and don;t worry about time too much. Try to hit the only ramp in here...if you can't, then jump to get the booster. On the next section, look for a hut on a bridge. If you are in the arcade, just keep going. If you are playing at home, jump to the right side of the hut for a 9 second boost. It is there in the arcade, but it is very difficult to get without crashing. Now, just before the end of this section, just as you are on the edge, jump (or hop...that's closer to what you should do) and you will land in the upper section of this obstacle. Get the boost and continue. Follow the turn and try not to hit the walls or the wrecakge beyond, but do grab the blue booster. When you land after the first falls, jump again (rebound technique) to get the blue booster suspended high above. you can win without it, though. Now drive through the waterfall (deja vu) and grab the boosts within. Exit this area toward the right and you will get a blue booster from the main track. Make the next right and swing wide on the folloeing left. You have to "slide out" behind the ship to get the boost--if you steer directly into the opening, you will slide up the wall and around the boost. You can win without this boost as well. When you make the next right, try to stay in the middle of the track. Jump for the boost right there and try to keep your position in the middle so you can hit the ramp. once you get to this ramp, boost until the end and don't forget to nail the yacht before you finish. Remember, too, if you are in my situation that the couch is more comfy with a blanket and pillow! Sleep well! VENICE CANALS (HARD) Access from the "choose track" screen Oh, my, what a track. Just after spaghetti dinner (I think it wore off on this one…) This one starts you with shortcut options. Just after you start, look right for a small fence. Some boats can blast this over and drive between the buildings-others need to wait until an outcropping comes up on the left immediately after. You can jump this. Some boats will require a hydro jump- others won't. Now for one of the best stunts in the game. Line up and jump through the opening where the red boost is-it takes practice. It's a cool stunt, but also a caluclated risk. You might wish to skip this one. I'm not done yet… Look close at the wall in front of you where the yellow turn signs are--see that gap between the wall and the fence? It's kind of to the right. Drive through it. Follow this shortcut around, keeping as much to the right as you can without spinning around or crashing. If you miss it, stay left to get a red boost. Once you see the next red left turn signs, you have joined the track again. Aim slightly left of them and jump right before you crash--yes, you can jump this wall! I'm still not done, yet… Keep going straight and try to hit the ramp here as fast as you can. It will send you over the grassy spot and into the water again if it's done right-plus you should now be in 3rd place! Cut hard left and look for the far wall on the building on your left. There is an opening with yet another shortcut and a red boost. Be careful not to hit the walls beyond this or the red dock right in front of you. Now cut hard right and grab the blue boost if you can. Be ready, though, in the next sections, the computers tend to make up all that time if you aren't careful. After the next section beyond the tunnel, there are some buildings and a hard left followed by a ramp. If you think you're gonna miss this ramp, try to hydro jump to the booster. Go on under the chandeliers and jump in the middle of the track where the second chandelier is-even if you don't hit it, you will get another 9 second boost. Steer right and don't hit the center wall between the tow openings you will see. The left opening has a longer track, but it also has two blue boosts. Your tank should be nearly full, so take the right. Once you come out of this tunnel, look at you boost tank. If it is nearly full, LET OFF THE BOOSTERS and jump- the ramp. Do not hit the window...while it is a neat stunt, it costs you time. If you need more fuel, though, steer to the right between the poles and grab the red booster, then steer back between the poles and out into the opening. One more hard left and another ramp (with a moving blue booster) stand between you and the finish. Don't forget to knock off anyone who is also between you and the end! NILE ADVENTURE (BONUS TRACK #2, ARCADE; BONUS TRACK #1, DC) Access from "Choose Track" screen after finishing five races It happened to my wife and I don't know how she did it. The infinite boost, that is. I think it is a bug that was removed for the re release of Hydro Thunder. Tips on the nile (I don't know if I have it in my FAQ, but I can add this email, too, I guess) Start out and go under the far right part of the bridge. If you use the rebound jump technique to hit the stone bird, there is a blue booster right there--usually it is not worth the time. Cut left, get the red boost, and continue. Go through the s turns, and proceed into the tunnel. Here you will notice that you cannot steer or slow down while in midair. Wasn't it just nice that they didn't tell you this in the book? You must make sure you are aimed awhere you want to go before you go airborne again... Once you clear this section and see the sphinx above the track in front of you, boost HARD until you clear the waterfall. This makes it somewhat easier to get the moving boost. If you have a lot of fuel, it is not wirth steering to the left or right for this one as you will not follow the fastest path through the next section. Boost again when you hit the water, let off quickly and jump into the opening above you. there are three of them...only the middle one is the fastest. Each one will slam closed after someone goes through--if you are playing against someone, try to get there first. It is MUCH easier on the Dreancast to get into these openings. You folks in the arcade will have to be going FAST to make it. If you hit the sides of the opening or the floor, it will slow you down. Once the boat begins to slide, let off the booster. You may have to boost up the next incline--it depends on the boat. After that incline, let off the boost again and slide down toward the water--hit the boosters right before you hit the water and try to aim straight down the middle. Let off the boosters once your speed is at max and you're out of the water. You will slide down past a blue booster--if you were in the middle of the track you will get it. The next pool you land in leads into a snake's mouth This is where you join the main track. The second to last post on the left has an invisible 9 second boost behind it. If you saved most of your boost fuel going down that long boardwalk thing, you won't need this booster. Save your boosters until your speed drops just before you, um, are "swallowed". Remember to let off the booster for a second to save fuel when you go airborne shortly after this. Just after that jump, the next booster moves across the track, so be ready. When you go into the narrow part of the track after a waterfall (you fall down off of this one) you can safely hit the FIRST ledges that stick out--they will not slow you down. I don't recommend this, though. Use the boosters sparingly through this next section--this also dependes largely on the boat you use. In some boats, you can boost through this sectin and take full benefit of the abundant fuel in here. When you come to the red booster in this section, jump over the ledge that it's sitting on to open the doors just beyond it. MAKE SURE YOU ARE AIMED STRAIGHT AT THE DOORS if you are going to jump through them. If you miss, you will lose a LOT of time. You can win without this shortcut. If you take it, try to stay just to one side of the water because you go faster when you slide. Steer hard to the left when you fly out of here if you want to get the blue boost right before the triangle tunnel. You can also try to hydro jump for this one. Oh, and there are two nine second boosts in this shortcut--one is invisible (right at the door) and the other is about halfway down. If you don't take this shortcut, just follow the track and get that boost right before the triangle tunnel. Be careful here, though...if you hit the walls, you will fly in the air and be hit by the falling barriers The next "secret" is in the rotating room. Jump the center dividers instead of taking the path that crosses over itself. You will find a hidden ramp between the first set of yellow signs that tell you to go left or right. Depending on the boat you have, you may have to jump to clear this ramp, maybe not. There is a four second boost in the middle of each of the "islands"-- plus it's easier to get the red boost near the end. You can fill your tank here, but it requires some luck. Try to land right beyond the island you are jumpingt...you will have to hold the boosters on for a second to do this, but it will help you to jump all the islands. If you miss and wind up on the track, just steer toward the middle of the next divider and try jumping onto it. Don't try to get all the boosters here--there are too many for the tank. Just fill the tank. Soon you will come up on where the snake lies in the water. Use as much boost fuel here as you can until the buzzer first starts to buzz a little faster. Let off and prepare to jump the snake's eye. Even if it rises up, jump anyway because it will slow you down if you hit it. Keep the boost on from the time you jump until either it runs out or the race ends--if you get the next blue booster, you should have enough fuel to last til you cross the line. Try not to swing too wide on the last turn or you will land way off the right of the main track. Also, try not to hit the wall here...you will probably get passed if you do. It takes practice and a ton of luck to win here--even if you had a perfect run, perhaps the boosts were just in the wrong spot when you came through. Try a slower boat, too, the first time you are trying to win. The computers seem to drive slower for the slower boats that you have. I used Torpedoes and my winning time was around 3:12. I had run faster with Banshee but gotten like 3rd or 4th. I have also won with Blowfish with a time of about 3:07. Good luck, and like my stepmom says: "If at first you don't succeed, try, try again." CATACOMB: (BONUS #3, DC) This track is littered with invisible boosts. You will find many of them racing alone in the two player mode. The computers are slow, so the one shortcut that I use will leap you ahead early on. There is an area where you race through a cave with stalactite/stalagmite formations--like where the poles stick out of the water in Lost Island and Venice Canals. Just beyond this is a medium right and a cave that is open straight ahead. Jump into the cave and go straight through it. There is a hidden boost on the right, I think--it's there somewhere near the end. Notice now, that there is a large round pillar to the right, then just beyond it (possibly to your left if you are facing just the right way) there is a ship that's listing badly to one side. Jump the wall between them to enter a hidden section with a 9 second booster...yeah! From there, just manage your boost fuel like in any of the circuit tracks and you should be able to win. CASTLE VON DANDY: (BONUS #4, DC) Another circuit track but with less hidden boosts. Grab the first few boosts that you see but be careful not to get too many of them and max out the tank. The first hidden boost is in the triple archway. Jump through the top center opening for this 9second boost. The second is over the graveyard on the right side of the track. Hit the ramp just before it with your boosters on--you have to be going FAST for this to work. As soon as you land, hydro jump over the graveyard. If you land in it, you will probably get the boost, but you will probably crash, too. Now float on into the castle. Jump through the second (suggested), third, or fourth (not recommended) window. The second one has a hidden four second boost. Drive down the "shortcut" and get the nine second boost, then steer left of the ramp if you want to get the 9 second boost right at the starting line. Otherwise, hit the flat ramp (bring back memories of Arctic Circle?) and rocket over the line. This track requires a little planning of when you want to get each boost, though. Armed Response was good for me on this one.