PS2 Walkthroughs: SSX 3 Walkthrough

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SSX 3 Walkthrough


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                                          ASCII ART by Viktor Nilsson

                          SSX 3 Complete FAQ
                         Version 0.80 (11.25.03)
                           Compiled by gondee

        |  Advice by members of the Message Boards, |
        |  the PS2 SSX 3 boards and Internet           |
        |  contributors: gondee, Vix, ssxtitan, Viktor Nilsson,     |
        |  Dreaming Gamer, YoshiXL, countercycle, MrChaos,          |
        |  confessor, Silverstarfire, Gamer EX, DeathloksBear,      |
        |  UltimateApocalypse, Cody Ritchie, Krystony, Ghoti,       |
        |  happymachines, laidback0783, Jesster, Ravage, Gehodra    | 
        |  bonsai, irritatedlittleman, yuping00, FishEye, and Rob.  |
If you are an author listed on this FAQ, and you want me to remove your
submission, just e-mail me:

Version Details
~ Version 0.80 - Added clarification on BS and FS Spins in the Q&A 
section of the Gameplay section. Added AWESOME walkthroughs for Ruthless
Race and Gravitude Race in their respective track sections. Many thanks
to laidback0387 for the help! Added more cheats. Added a few snowflake

~ Version 0.77 - Added a Throne Race Walkthrough. Added tips for 
BIG Challenges 64 & 65. Added tips for Boardpress and combo sections.
Added sections on "How to do Monster Tricks" and "Difference between 
FS and BS" in the Q&A section of the Gameplay System.

Upcoming Updates: Will add a list of shortcuts for each race track in 
addition to walkthroughs. 

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 


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:
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 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 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. 

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 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 around
$574,000 to fully power-up your character, so get crackin'! 

More info on this from Vix: 

This is the range of each level of the attributes....for example, say you bought
all of the first block for each attribute, it would cost $8,750, then you go 
and buy all of the second block for each and that would cost $17,
get the idea: 

Level 2 - $8,750 
Level 3 - $17,500 
Level 4 - $26,250 
Level 5 - $35,000 
Level 6 - $43,750 
Level 7 - $52,500 
Level 8 - $61,250 
Level 9 - $70,000 
Level 10 - $87,500 
Level 11 - $175,000

Below is a Table of Actions depending on where you are and what buttons you push. 
I will add other systems' (GC) if someone is kind enough to send them to
me. :) 


Action                              PS2 COMMAND              
Turn left/right        Right or Left - Left Analog Stick or D-Pad
Build Speed            Up - Left Analog Stick or D-Pad

Slow Down              Down - Left Analog Stick or D-Pad

Crouch/Jump            X button - press and hold to crouch, release to jump

Prewind Spins/Flips    Press and hold a D-Pad direction while holding Jump button

Use Boost              Square Button

Board Press (Nose)     Right Analog Stick Up

Board Press (Tail)     Right Analog Stick Down

Push Opponent          Any Shoulder Button (L1, L2, R1, R2)

Block a Push           L1+R1


Action                                PS2 COMMAND
Grab Board             Any one or combination of shoulder buttons (L1, L2, R1, R2) 

Tweak a Grab           Press and hold a grab, then push Square button 

Do late spins/flips    Press D-Pad

In-air Adjustment      Left Analog Stick

Handplant              Press and immediately let go for a handspring, press and hold 
                       for a handstand. Push D-Button in any direction to lean. 


Action                                 PS2 COMMAND
Reset Boarder           Select Button

Pause Game              Start Button 

Wipeout Recovery        Square button (press until recovery bar is full) 

Grabs List - Each time you grab any combination of shoulder buttons in the air, 
you do a grab. Each grab has a name, though only 6 of them have Ubers
attached to them once you get your boost meter charged up. Remember that 
if a grab has a secondary name like "Method MADNESS", that's the "tweaked"
name of the trick and you need to first do the grab and THEN push the 
Tweak button to tweak out the grab. 

Here's the list of grabs based on the PS2 shoulder buttons. Consult your 
instruction booklet if you have a Gamecube or PS2 System. According to 
sources, the Gamecube has one less grab than the PS2 or X-box. I'm not
sure which particular grab it is, however. 

  BUTTON COMBINATION                      GRAB
  L1                                      Method
  L2                                      Mute
  R1                                      Stalefish
  R2                                      Indy
  L1 + L2                                 Nosegrab
  R1 + R2                                 Tailgrab
  L1 + R1                                 Melancholy
  L2 + R2                                 Swiss Cheese
  L1 + R2                                 Stiffy
  R1 + L2                                 Lein
  L1 + L2 + R1                            Stalemaskey
  L1 + L2 + R2                            Seatbelt 
  L1 + R1 + R2                            Chicken Salad
  L2 + R1 + R2                            Spaghetti
  L1 + L2 + R1 + R2                       Shifty



Action                              XBOX COMMAND           
Turn left/right        Right or Left - Left Analog Stick or D-Pad
Build Speed            Up - Left Analog Stick or D-Pad

Slow Down              Down - Left Analog Stick or D-Pad

Crouch/Jump            A button - press and hold to crouch, release to jump

Prewind Spins/Flips    Press and hold a D-Pad direction while holding Jump button

Use Boost              X Button

Board Press (Nose)     Right Analog Stick Up

Board Press (Tail)     Right Analog Stick Down

Push Opponent          Any Trigger (Left Trigger, Right Trigger)

Block a Push           Left Trigger + Right Trigger


Action                                XBOX COMMAND
Grab Board             Any one or combination of buttons (Right Trigger, X, Y, B) 

Tweak a Grab           Press and hold a grab, then pull Left Trigger 

Do late spins/flips    Press D-Pad

In-air Adjustment      Left Analog Stick

Handplant              Press and immediately let go for ahandspring,
                       press and hold the black button or white button
                       for a handstand. Push D-Button in any direction to lean. 


Action                                 XBOX COMMAND
Reset Boarder           Back Button

Pause Game              Start Button 

Wipeout Recovery        X button (press until recovery bar is full) 

Grabs List - Each time you grab any combination of shoulder
buttons in the air, you do a grab. Each grab has a name,
though only 6 of them have Ubers attached to them once you
get your boost meter charged up. Remember that if a grab
has a secondary name like "Method MADNESS", that's the
"tweaked" name of the trick and you need to first do the
grab and THEN push the Tweak button to tweak out the grab. 

Here's the list of grabs based on the Xbox Controller.

  BUTTON COMBINATION                      GRAB
  X                                       Method
  Y                                       Mute
  Right Trigger                           Stalefish
  B                                       Indy
  Right Trigger + X                       Nosegrab
  Right Trigger + B                       Tailgrab
  X + Y                                   Melancholy
  Y + B                                   Swiss Cheese
  X + B                                   Stiffy
  Right Trigger + Y                       Lein
  Right Trigger + X + Y                   Stalemaskey
  X + Y + B                               Seatbelt 
  Right Trigger + X + B                   Chicken Salad
  Right Trigger + Y + B                   Spaghetti
  Right Trigger + X + Y + B               Shifty


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

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 a
         minute 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. 

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.  

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: 


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. 

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)


Style bonuses are bonuses given out when you do different techniques during a 
jumping trick. They vary and have different names depending on what you do 
when you are in the air: 

STALLS - Stalls are done by prewinding in one direction and beginning to 
flip/spin in that direction, and then pressing and holding the opposite 
direction. For example, I prewind down/left and jump, continuing to hold
down/left and spinning that direction. Then, while I am still in the air, 
I press and hold UP/RIGHT (the direct opposite of down/left) and my character
"stalls" out in the air, meaning their flips/spins stop. The word "STALL!" 
appears at the top of the screen and style points begin to accrue. 
The point bonuses get larger the longer you hold the stall, and you can
now continue spinning/flipping in the original direction you held if you
just resume holding it (like down/left in the above example.) 

LATE FLIP/SPINS: Late flips/spins are pretty much in the same boat, and 
acquire style points. You do them by switching over to only ONE direction
if you jumped using a two-direction system. What do I mean? If I prewind 
and jump using UP/RIGHT, and then switch over to holding RIGHT only, I 
will get a "LATE SPIN!" Style bonus. Likewise, if I hold UP/RIGHT when
jumping and then push UP, I will get a "LATE FLIP" bonus. Please note 
that Late Flips/Spins bonuses can only be done using one of the two 
directions you began flipping in. If I were to jump using UP/RIGHT and 
then press and hold LEFT, I would get either a "STALL!" or "OFF-AXIS!" 

OFF-AXIS: Off-axis bonuses are a little trickier to get, but are cool 
to look at. After a little research, and thanks to Ben Goldsmith for 
the tip, Off-Axis spins are almost any spin done in a direction other
than the opposite of what you prewound. Basically, off-axis tricks are
done when you push one of the other directions other than the one directly
across from your prewind direction. For example, when you prewind DOWN/LEFT,
and then once you are in mid-air, if you push either RIGHT or UP, you
will begin spinning off axis. However, if you pushed both UP/RIGHT you
would get a "STALL" bonus because it is exactly the opposite of the
direction you prewound. You can also get off-axis spins if you push 
additional non-stall directions on the control pad, ie if you prewound
DOWN/LEFT and push DOWN/RIGHT, you may get an off-axis bonus.

Here is a quick reference guide from Gehodra until I figure out exactly 
how to get Off-Axis Tricks: 

off-axis is:
forward/left to forward/right
forward/right to forward/left
backward/left to backward/right
backward/right to backward/left

INVERTED: Inverted bonuses are given when you do particular spins while
your character is upside down (pushing directions in mid-air other
than the one you prewound.) It can be tricky to get these, and it 
takes practice to get them purposefully. Don't count on them too much
but enjoy the style points you get from inverted tricks.

Here is a quick reference guide from Gehodra until I figure out exactly 
how to get Inverted Tricks: 

inverted is...
ex: forward/left to backward/left
forward/right to backward/right
backward/left to forward/left
backward/right to forward/right

These "Style" bonuses are very cool to get, and add a lot of flavor 
and variety to your tricks. But remember that these style bonuses
are always received INSTEAD of the points you would have received for
your regular tricks and spins. Therefore you must decide if it is worth
it to do a particular style tactic, because it may mean less points 
overall if your character is high enough in their stats. If I STALL out
a trick, I will get STALL bonuses, but I am also losing the points
I got if I would have just continued flipping/spinning. If in the 
case of STALLING out a trick, I may get 2500 points in STALL bonuses, 
but lose the 4000 points I would have gotten if I had continued to 
spin/flip normally. 

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 combo 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! :) 

Also, quick combo tip from Rutje: 

"I just discovered a method to easily get ultra high combo scores.
Simply keep left or right on the directional pad pressed, and then start 
tapping the 'x'. The character will then hardly move forward and start
building up an ultra combo. This way you can get a 100x combo with your
eyes closed. When the combo is high switch to a boardpress and do some
monster tricks."

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+Square 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+Square 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
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
Pirouette            Level 3             Cost: $30,000
Guillotine           Level 3             Cost: $30,000

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, 
depending on the difficulty, though my earlier theory that the bonuses were based
on the level of the individual monster trick was incorrect. In most cases, this
bonus 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.  Thanks to ArcaneJMS for corrections to 
many of the bonuses for this section. Additionally, the total of the Monster Trick
(including the bonus) is what is calculated when you hit a multiplier doing a 
Monster Trick. In other words, if you do a 50K monster trick through a 10x, that's
half a million points right there! 

Remember also that there are ways of increasing the score for your Monster Trick. 
PD CofC recommends stalling out your Monster Trick instead of just doing the 
respective flip/spins. For example, if you stall out the Aphrodite (Triple Back
Flip Superman), you can gain several thousand points in bonuses additional to 
what you would have gotten had you done 3 backflips and then sat motionless in 

MONSTER TRICK                                           TRICK NAME           BONUS
* FS 540 G-Money                                        Da Housecat          10,000
* Triple Backflip Superman                              Aphrodite            10,000
* FS Rodeo 720 Smithereen                               Thrice               10,000
* BS 720 Torpedo                                        Swollen Member       10,000
* BS 900 Mattrickulater                                 Yellowcard           20,000
* FS Double Backflip 540 Karolicker                     Alpine Star          20,000
* Backflip Nosegrab to Judo                             MxPx                 10,000
* FS Rodeo 720 dnL Boost                                Ultimate dnL Boost   20,000
* BS 900 Jib-O                                          Black Eyed Peas      10,000
* FS 900 Indian to Late Method                          Deepsky              10,000
* BS Misty 900 Hand in Hand                             Basement Jaxx        20,000
* BS Backflip 360 Kort Martial to Late Stalefish        Fischerspooner       20,000
* Double Backflip Bar Hop to Late Mute                  Chemical Brother     20,000
* FS Triple Backflip 180 SSXorcist                      X-Ecutioner          30,000
* FS Double Frontflip 360 dnL Flipit to Late Indy       Ultimate dnL FlipIt  20,000
* BS 720 Indy to Late Katana                            Juana's Addiction    20,000
* FS 1080 Morgan Grinder                                Audio Bully          10,000
* 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              Overseer             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        20,000
* BS 540 Indy to Late Trickitello                       Placebo              20,000

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.

Advanced Techniques - Author: YuPing

If you do a full rotation while board pressing (eg, start with a tailpress, 
rotate clockwise to a nosepress, then continue rotating clockwise into a 
tailpress again), it's a trick called "Butter". If you do this multiple 
times (I'm not sure exactly how many, I think it's 3 or 4), it becomes "Like 
Butter". If you do this MANY times (I spent 10 straight seconds rotating 
around), then it becomes "Sweet Butter". I'm not sure if there's better 
versions of this, but, as you can guess, these upgraded versions of 
boardpressing will net you more points, so if you need to board press to 
link tricks, start rotating the press. You won't lose speed, and you gain 
more points. Just be careful when, say, you're flying downhill, since the 
rotations will make it harder than normal to control your direction.

Don't forget that holding a board press for long periods of time will net
you style points. Boardpresses must be maintained for LONG periods of time
for any style points.

If you've done the grinding challenges in R&B, then you already know that
you can do board presses on rails, which become Nose grinds and Tail grinds.
On particularly long rails the Butter, Like Butter, and Sweet Butter tricks
will still work, giving you a nice bonus for grinding if you have no uber
power for uber rails. It's also a much safer grind trick to pull if you 
don't have enough time to pull and uber grind, since if you land, you'll
just go into a board press.

Advance Technique - Author: Zenith 

R3 (push the analog stick like a button during a boardpress) is an ollie.
You do a little jump.

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. 

Advanced Techniques - Author: YuPing

If you need to grind a rail and, for some reason, you didn't make it on, 
handplant and make sure you hold it just long enough for the character to 
steady him/herself. Once the character is straight up and motionless, let go 
and hold forward, you should spring forward and land on the rail, grinding 
it. Don't hold the plant for too long, because the moment the character 
starts to sway the character will jump either right or left (depending which 
direction they're swaying in). If the rail is too high to jump on, this 
trick will work wonders. Sometimes the rail is very high up, to which you 
may need to jump first, then handplant.

Don't forget that holding a handplant for long periods of time will net 
you style points. Handplants, I'm pretty sure, max out at 22,000 style

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. What's the difference between Frontside (FS) and Backside (BS) and how do I 
do them? 

A. Here's my experience on how to do FS and BS Spins. I believe it works for 
everyone. However, if it does not, be sure to e-mail and let me know. BS and FS
denote backside and frontside - the direction you spin. It took me a while to
figure this out - doing so is key to doing Monster Tricks believe me.
The direction you push to spin backside or frontside depends on two things: 

1) Whether your character's default riding style is Goofy or Regular
2) Whether your character is in Switch Stance (S at the bottom of boost bar). 

I had previously thought that all characters spun a certain way to get BS/FS 
spins, but I based this on Elise, who is a goofy-footed rider. It turns out that 
each character's ways to spin are different based on their riding style.

Thanks to Razorfever for help on this section: 

Griff, Kaori, Mac, Nate, Viggo and Zoe 
FS Spin: push LEFT 
BS Spin: push RIGHT  

Switch FS Spin: push RIGHT
Switch BS Spin: push LEFT 

 Allegra, Elise, Moby, Psymon 

FS Spin: push RIGHT 
BS Spin: push LEFT

Switch FS Spin: push LEFT 
Switch BS Spin: push RIGHT

Gorf also has a suggestion to figure out the difference between FS and BS 

"There is a VERY simple explanation, and that is when you turn, which side of 
your rider faces outside on the turn?  His back or his front.  If he's 
regular he'll be left foot forward... when he spins left his FRONT will be 
on the outside of the spin, when he spins right his BACK will be on the 
outside of the spin.  If he's regular and riding switch (same stance as 
goofy) turning right his FRONT will be on the outside of the spin and 
turning left his BACK will be on the outside of the spin."


A. Calm down - I'm assuming you're new to the SSX series? Because if you weren't
you should know how to do the Monster Tricks just by reading the name. Well, here
is my brief guide to how to do Monster Tricks for those new to the SSX Series. I 
will show you how to do two Monster Tricks and I'm assuming you can figure out 
how to do the rest. :) 

I thought most Monster Tricks should be self explanatory if you have any previous
experience with the SSX Series. I usually write my guides for those who have at
least a smattering of familiarity with the series. Here's what a step by step 
explanation of each Monster Trick would look like:

For example - Aphrodite - Triple Back Flip Superman 

You know how to do a backflip, right? (Hint: Prewind down on the control pad then
hold down while in the air). Do three and do a Superman Uber while you do those
three back flips. If you don't have the Superman Uber, you need to buy it. 
You can see from my Uber table that you buy the Superman uber for $10K and that
the button used to do it is R1 (+ Square, in case you don't know that you need 
to tweak a grab while in Uber level of your boost bar to do an Uber). So, do 
three backflips in mid-air while doing the R1 Uber. Then, let go and land. You
should hear the Announcer go "MONSTER TRICK" and the name of the trick should 
appear at the bottom (it will be the name of one of the musical artists in the game.)

BS 900 Jib-O 

900 is 900 degrees of spin - 2 1/2 times around. BS depends on whether you are
in switch or not - if in Regular stance, push LEFT do to BS spin. If in Switch,
push RIGHT to do BS Spin. So, buy the Jib-O (again, use my Ubers table) and if 
you are in SWITCH Stance, and prewind RIGHT, then, do 2 1/2 spins and let go of
both the control pad and uber (or hold the uber if you have lots of air time.) 
Oila! Monster Trick.

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. 

Q. What's the difference between Level 1, Level 2 and Level 3 Ubers? 

A. Level 1 are can only be done when you fill your first level of your boost bar, 
and are only "leg-release" grabs, meaning you only release on leg from the board
during the animation. Level 2 and Level 3 Ubers are done after you've filled up 
the second level of your boost bar (spelling out UBER), and are almost the same.
The difference between them is that Level 2 Ubers cost either $10,000 
to buy, and Level 3 Ubers cost $15,000 (regular Level 3) or $30,000 (character-
specific Uber) to buy. Level 3 Ubers have a much longer starting and stopping
animation and also accrue points much faster the longer you hold them than level
2 Ubers do. 

Monster Tricks are just specialized tricks with extra bonuses - they are NOT
Level 3 Ubers, though you may have to do a Level 3 Uber to do a Monster Trick. 


                    SECTION TWO: TRACK GUIDES 

The TRACKS section will have explanations of all the different modes in the game,
as well as a SHORTCUTS section, and extremely in-depth WALKTHROUGHS 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

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 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. 2 heats and then the finals, though if you score high enough
on the first heat, you do not need to do a second and will go straight to the 
finals. This is the same with all Freestyle events. 

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 

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 is to SSX 3 what Showoff was to SSX and SSX Tricky - 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

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!

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: Hard

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.


Walkthrough Author: happymachines
Walkthrough Goal - 1:40
Skill Level - Master

1) Coming out of the gate, I suppose you could punch someone if you 
felt like it.  I don't because after restarting the course fifty times 
that person gets really pissed off at you.  I find it much easier just to 
do lots of mistys on the first drop. You want to spend as little time
in the air as possible, so jump so that you just barely clear the little
bump before the drop.

2) Ahead of you and just to the left will be a break in the fence and a 
SSX sign.  Break through the sign! Whooosh! If you manage to get on 
the rail immediately after the sign, even better.  Boost down the rail, 
keep going straight, then onto the next rail, which you will also 
boost on.

3) There are two ways to take this next section, the easy way or the 
slightly faster way.  The easy way is that directly ahead of you there is 
a ramp that you can use to jump clear over the building ahead of you.  
The slightly faster way involves going around the building.  For this, 
I recommend getting on the rising, curving pipe that will be ahead of 
you and to the right. Boost while on the pipe, and make sure you are in 
a FS or BS grind, as this will make it easier for you to catch the next 
pipe.  This is a short length of pipe which if you follow to the end 
will shoot you back onto the normal path.  Instead, as soon as you hit 
this second pipe do a tap-jump.  If Shiva is with you then you'll be able 
to jump between a small gap between a fence and the building.

4) Directly ahead there should be two ramps of slightly different 
heights and a path that leads through a tunnel to the right.  You want the 
ramps. You want them so badly. It burns you in your deepest places, 
you want the ramps so badly. But if you hit them while going to fast it 
will shoot you back onto the normal course, SO SLOW DOWN! You should 
drop down into an area underneath where the normal path is doing its 
elevated zig-zaggy back-and-forth thing.  Ahead and slightly to the right 
there are going to be some wooden poles, maybe a wrecked car or two, 
and a pay phone.  Head straight towards the pay phone, and smash into it 
as fast as you can.  The pay phone is actually a teleport, and the more 
speed you have going in, the more speed you have after you're 

5) This pay-phone teleport will deposit you in one of two places.  The 
more uncommon place is about the same distance on the track as you just 
were, but much farther on the right hand side.  Ahead of you will be a 
very short yellow pipe coming out of the ground which lets you gring 
onto a billboard, or maybe another pipe or something.  Regardless, this 
path sucks. Restart if you get it.  The much better teleport place is
on the left side of the course, but farther down. 

6) Almost immediately you should see a balcony/fire escape thing coming 
out of the building on your left. You can grind on the right edge of 
this, but will fall right through (and possibly crash) if you go through 
the middle.  I find the easiest way to get on it (especially since you 
have very little time to reorient yourself properly) is to jump onto 
it, twisting into a BS or FS grinding position midair.  Once you're on 
this, boost to the end of the rail, and you might end up catching one or 
two more balconies (and hopefully avoid hitting a poorly-placed 

7) After those grinds end you will see the normal path on your right, 
and a ssx sign directly ahead of you. Right before this sign, just to 
the right of it is a short yellow pipe leading from the ground to a 
fence.  Get on the pipe, then fence, and boost.  Quickly turn into a FS/BS 
grind so that you don't fall off the fence, and start leaning towards 
the left.  Once you're off the fence there is going to be a quarterpipe 
directly ahead of you with two billboards at different heights above it.  
To the left and above the quarterpipe is a water silo thing with a 
teleporter coming out of the bottom of it.  You want that teleporter.  
There are three ways to get up to it. The first is to jump on the 
quarterpipe, handplant on the billboard, handspring off to land on the 
billboard, and boost along the rail into the teleporter.  Second, if 
when you jump you have enough of a leftward angle and position yourself 
correctly, you can go straight into a grind on the billboard rail.  The third 
method is to go even more to the left and just jump straight into the 
teleporter beam from the quarterpipe, although this can be tricky.

8) So, there are also two places this teleporter can take you.  One is 
rare and good, the other is common and not as good.  I have no idea how 
to get the rare one.  I really wish I did.  I *think* it might have 
something to do with handplanting on the higher billboard, since out of 
the four times I have recieved this teleport destination, two of them 
were preceded by that.  But honestly, I don't know.  Okay, imagine you're 
just taking the normal path down this course.  You know those weird 
pagoda roof looking things that are just hanging above the course and you 
can break through them if you do the jump before them correctly? And
further down the course on the left hand side is a rail you can get on
to skip a lame hairpin turn section?  So, the not as good teleport
location will take you to an otherwise pretty much innaccessible part
of the course to the right of the pagoda.  There will be a rail that
you will hopefully fall upon, and use to boost through this sneaky
little section.  This will rejoin the normal path at the bend in the
hairpin turn.  Cut the turn a little sharp to the left to make your
path through her a bit more straight.  Once you get to the bottom of 
that sharp drop and continue heading in the direction that the 
course is usually heading in, that's where the good teleport would poop 
you out.  So you see now why that teleport is good, because its pooping 
location is signifigantly farther down the track.

9) Ahead is a little bump with some red paint on it, take the jump 
early to spend less time in the air, and get some boost back in the 
process.  Then the course drops, and if you fall correctly you land on a pipe 
that you can ride to make this annoying twisty section much faster.  
Once you exit this pipe, fairly quickly there will be another to 
the right which will allow you to get some speed and cut out a turn or 

10) Ahead of you on the right will be a large bank with some purple 
flares.  Usually the purple flares signify a shortcut, but I feel like you 
lose too much speed going up the bank and being in the air, so just 
sort of skirt the snowbank instead.  You will now be entering some sort 
of weird park area, I guess.  You should cut through the park towards you
left, hopefully jumping onto one of the two rail systems, preferably the
lefter, higher rail.  This will allow you to skip more of the park, and 
set you up nicely for the jump ahead.

11) After the park there is a big jump that can go one of several ways.  
However most of those ways suck and are lame.  The non-sucky and 
non-lame way is to angle to the right.  Not so much that you crash into the 
glass section of the building on the right, but so that you land in the 
alley nestled seductively between the building ahead of you and the 
building on the right.  If you are still confused, it's the place with the 
phone booth that has the last teleporter in it.  Yeah, that's the one, 
straight into the phone booth.

12) You will teleport in towards the end of this whole final factory 
place.  Ahead of you will be a pipe which you can boost on with the 
annoying alley thing that I always screw up on, or you can just go down the 
moguls to the left.

13) That's it.  The fastest time I've managed on Metro City is 1:53, 
and that is with many accidents and I got the not-as-good exit location 
on the second teleport.  So a time of 1:40ish should easily be possible 
if everything goes perfectly.

       Big Air
Qualifying: 60,000
Final: 70,000
Platinum: 200,000

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.

Tip Author: thevillageidiot

I just have a comment on the Crow's Nest section submitted by MrChaos.  
After doing steps 1 and 2 as he said, try and do all 4 ubers on the next 
jump (it's not too hard) so now you'll be able to do the super ubers on the 
big launch at the bottom.  

Now, here's the big difference between his walkthrough and my strategy.
If you hit the big launch on the 'normal' line, that is the line that the
game starts you on at the gate, you'll kind of end up doing a transfer over
the incline and land on the backside heading towards the finish line.

If, however, you jump off the launch a little bit to the left of the original
line you can use it as more of a halfpipe jump and get two big launches in.
For the first jump (both jumps, actually), prewind and flip + spin like crazy
while holding one super uber (preferably the one that gets the most points).
Make sure to get the style bonus for the long hold.  

When you land from this big launch, make sure you start a nose/tail press
to link everything, go up the hill towards the start of the course and you'll
lose momentum and turn around.  Use your boost to try and get as much air as
possible on the 'normal' line this time so you'll land on the backside and 
be heading towards the finish line (there is not much chance this second one
will get you as high as the first jump).  Hit the rail(s) if possible to add
to the combo and get to the finish line before time runs out.  This second
jump will net you more than the 10K the rail uber will get in his walkthrough.

This line got me approximately 290,000. 

      SNOW JAM  
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

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! 

Qualifying: 250,000
Final: 300,000
Platinum: 1,000,000

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 Race: 3:15-3:20
Happiness Race Platinum: 2:45
Happiness Jam: 65,000-70,000
Happiness Jam Platinum: 400,000


Walkthrough Author: Jesster
Walkthrough Goal: 2:45 (Platinum) 
Skill Level - Hard

Intended for maxed out character stats. 

When reading this guide, assume that the boost button should be held down
at all times except when specifically noted otherwise. Also assume that 
when not in Super boost mode, you should be doing flips/spins every time
you jump in order to maintain your boost. 

1. Start out heading straight forward and as soon as your opponent comes 
into view, knock him down to fill up your boost bar. Cruise down the slope
and jump between the last two trees on the left. Do two ubers here. At the 
drop off, jump and do another uber. 

2. Cruise around the bend and aim for the log sticking up in the air straight
ahead. Get plenty of speed, grind the log, and jump at the very tip to get
as much air as possible (you do not need to flip/spin off this jump). Do 6
ubers here (This is easiest to do by simply holding the "tweak" button and
tap each grab button just as the previous uber is finishing). If you do 
this right, you should land in Super boost mode. You will also likely "bounce"
onto the tip of the log leading into the tunnel ahead. 

3. When you come off the log, release boost and carve a sharp left into the tunnel,
then carve a sharp right again before going over the lip at the tunnel exit.
The goal here is to catch a little air (no need to jump) and glide down into
the little valley between the cliff wall on your right, and the hill on your left. 

4. When you land, start boosting again, and carve right, but don't get too close
to the wall. You'll go over another lip and then see a steep ice ramp up ahead.
Go over the hill to the right of the ramp. 

5. Now you should be in a relatively level, open area. Up ahead, you'll see a
small hill with a couple trees on it. Aim for the left edge of the hill and
boost straight ahead. This will take you into the first big cave area. 

6. Just before you hit the first drop off upon entering the cave push and hold
left (this will allow you to land while carving left without wiping out). 
When you land, carve left up the hill in order to take the left cave exit.
There is a lone tree in the middle of this exit. Aim just a bit to the left
of it. 

7. Cruise straight through the open area, and when the path splits go left.
You should see a log jutting out over a cliff straight ahead. Either grind 
the log, or cruise off the cliff just above or below it. 

8. Wait until just after you land and start carving left into the cave. Depending
on your trajectory, you may need to release the boost button momentarily in 
order to turn sharp enough to avoid the falling rocks along the right side of
the cave. 

8. If you're making good time, your super boost should begin to wear off while
coasting through this cave. However, it won't quite wear off before you exit
the cave (if it does, you may need to work on shaving a second or so off your
time up to this point). After exiting the cave, carve a little to the left
and jump in center of the next drop off and do two ubers. 

9. When the path splits again, go right. You'll see another log angled up on 
the edge of a snow drift. Grind the log, jump and do three ubers. 

10. Now you should be in Super boost mode again. Cruise staight through the
cluster of trees ahead, then veer left to avoid the next tree. Try to stay
along the left edge of the avalanche zone, as you boost your way down. 

11. When the path curves sharply to the right, you should see a small gap
between the rocks ahead of you. Aim for that gap and boost right off.
This should drop you right in front of the lip of another drop. 

12. This last section is fairly chaotic with lots of hills, valleys, rocks,
and trees, and its hard to hit the same path exactly each time. If you
stay along the left you'll end up in a valley that will take you to the
left-most final tunnel. This is the easiest path to take, but probably
not the fastest. My best advice is to aim just a bit to the right of this
valley, and skim across the tops of the first couple hills, then drop into 
the second valley from the left. Cruising off the drop off here should put
you in a pretty good line for the 2nd or 3rd tunnel from the left. Boost 
down the hill and take one of these tunnels and you should be aimed right
for the "finish line"

     PEAK 1 Race
    Time Challenge
Peak 1 Race: 11:10

Walkthrough Author: Ravage
Walkthrough Goal: Below 13:20 
Skill Level - Hard

Note that the track information is left out of these guides, I simply address
the transition periods and give reference to the split times. If you need help
on a specific course, read the section particular to that course. 


1. Get through Happiness 

2. The even split after Happiness is at 8:20, which really is quite ridiculous
since that's only 5 seconds behind the platinum requirement for the course.
Don't be too worried if you're behind the eight ball at this split, 
just bunker down and be prepared to make up for it further downhill. 

3. This transition period is all about the rails, and knowing which ones to hit.
The primary two that you MUST hit are the two just past the first starting gate
you will pass in this section. They both wind up over small mounds, curving 
slightly but neither are TOO bad. These are great for getting a boost recharge
and even getting some rail ubers in on if you can do so. Since we're trying
for speed here obviously though, only attempt one rail uber per rail. Important
to note, if you're moving too quickly off of the seconds rail you could go 
further right than you want and land a third rail. It's ok if you do, but make
sure you grind on the LEFT side of the split in the rail or else you're 
headed Off Limits. 

4) Another must-hit rail is not too much further ahead. The path takes a quick
right-left, and you'll approach the corner and see the rail begin heading up
to the right just in front of the rock wall. If you avoid the rail altogether,
you'll neuter your speed. Hit the rail, though, and you'll not only pick up
some speed but it will spit you directly on the straight line towards the 
end of this area. 

5) Here's where you'll need all the boost you can get. There is a large flat
area of packed powder that you can only max out at 55mph on (with a level 
11 character), but with a healthy dose of boost power you can fly right 
through it and into the top of Snow Jam. 

6) OK, you're done with Snow Jam. Hopefully you knew to go off the last
jump in the course to the RIGHT to avoid the fence blocking the usual 
finish line, since usually the fastest line to the finish line is to stay 
left. It is ABSOLUTELY CRITICAL that you get boost level 3 on that last
jump in snow jam, and no sooner. You will need all the boost you can get
in the upcoming transition, and being able to abuse the unlimited boost
for as long as possible will shave a LOT of time off your final score. 

7) You'll take a hard right over a small dropoff, make sure you're ready
for it and lay off the boost to give your edging a chance to keep you from
flinging into the course sign on the curve. After that turn you'll go into
a rock cave... look left directly after you enter the cave and you'll notice
an alternate route out of the cave that you otherwise may have never 
noticed. Take that path for the quickest way into the meat of this 
transition area. 

8) The split here is even at 5:30, meaning you have that much time until
the clock reaches zero. You should definitely be around plus-or-minus zero
by now, and if not you had better have a good line in Metro City. Granted,
many new players can hit about 3:30 in Metro City and this transition
period SHOULDN'T take you two minutes to get through, but things can
 and sometimes do happen. 

9) This section isn't so much about the rails (though there are many of
them) as it is staying out of the powder. It's important that you keep
the boost on, stay in the middle of the narrow path, and... cut corners
when you can. There's a lot of out of bounds, but there is right-turn
corner in particular where you can shave a fistful of seconds off your
time by going up and over the mound and back down to the track below.
I'll leave it up to you to find out where that one is, heh. 

10) Quite honestly, there aren't really any rails here that I would consider
"mandatory". Be especially wary of some tempting rails, since many lead
to situations that will either force you to swerve to avoid an obstacle
on the other side of it (therefore killing your forward momentum) or
putting you into a "trick trap" where you may think you're in a slopestyle
event. The problem with the traps is that with the speed you should be
moving, the lines won't work properly and you will guarantee yourself
a nice faceful of rock. 

11) That's just about it. Once you navigate this section, you have another
fairly large flat of snow to cross before making it to the entrance to
Metro City. Drop in, and you're almost there. Hopefully you have 3 or 3
and a half minutes left on the clock and you can finish the race. If not,
chances are you might want to work on that Happiness time and bring down
the defecit you've been forced to try and make up the rest of this race.
And just practice the lines in the transition zones. The Happiness-Snow
Jam one is fairly straightforward, but you may want to practice the 
Snow Jam->Metro City one a handful of times to become comfortable
with the trees and turns. Good luck! 


Walkthrough Author: irritatedlittleman
Walkthrough Goal: Below 13:20 
Skill Level - Hard

Goal Time: 11:10

There are two tips to keep in mind for this race that will keep
you from growing gray hairs:

1.  Try not to fall down.  If you think you might run into something,
let off the jump button and slow down first, it's better than falling
and then going slow.

2.  Get Super Uber.  At the beginning of the run when you still have
yellow uber try to spell out UBE and save the rest for one big jump.
Do multiple ubers in the air when you have a chance but be sure you
recover in time (see tip #1).  Also, you should only do the short uber
tricks and not hold them since the points don't really matter.  I
usually get super uber towards the beginning/middle of each race
track, this seems to help alot but not as much as having super uber
through the flatlands between runs.

Ok, now for my path (this will be long):


1.  Right off of the plane go left by the mountain, there should be
a snow covered jump in front of you (I always use this to get the
uber bar started).

2.  Cut left of the trees and try to rail off of the downed log.

3.  Go to the left of the next mountain (it kind of curls), decent
sized jump ahead.  After that hang a left (but try to stick close
to the right side of the wall).

4.  Go right and you will see an ice covered jump ahead, try to cut
slightly to the right of it (through the snow) as it cuts out the top
part of that jump so you don't waste valuable half seconds in the air.

5.  Proceed straight into the cave using the hole that should be in
front of you and go straight through it, continue leftish.

6.  A plane should fly overhead.  Cut a hard left to avoid falling into
the hole and you will see the plane knock some snow off of the mountain
and an avalanche ensue.  Head straight for the knocked down snow.  Just
past it there is a drop, I usually get super uber here.  Also, lookout
for a precipice hanging out from the mountain, I always land on that by
accident (don't do a trick into it and fall).

7.  Burn straight on through, go to the left of the next jagged mountain
and if you have super uber, don't jump.

8.  Slow down when entering this cave so that you don't run into the
ice.  Hang a hard left after the drop.

9.  After the next drop, go right.  Go straight through the cave (the
left opening is more advantageous) and get on the straitaway.

End of Happiness

Next is the flatland between Happiness and Snow Jam.  Stick to the path.
The path is packed snow and allows you to move alot faster than the
high snow off the path.  Do try to get rails if you can, they are
quick, but are not critical.  Use the boost if you've got it!  Going
into Snow Jam you should do some tricks so your uber bar is close to
or maxed out.

Snow Jam

1.  Jump and do a trick entering into Snow Jam.  You'll see a Big Jump
ahead, go to the left of it (do a smaller jump), doing ubers if you can.

2.  You'll land close to the start of a rail if you did it right, go for
the rail and max out your super uber bar on rail tricks and then floor
off in the right direction.

3.  You'll see an "Out of Bounds" sign to the left.  Avoid it.  It's
shortest to baby jump off the jump beside it and keep going straight.

4.  Go to the left of the next big jump (try to avoid it altogether),
and don't even jump off of the next one.

5.  Upon landing go forward just past the second large tree post.  To
your right you will see an "Out of Bounds" sign, go for that one.
You'll see a rail ahead, be on it, crouching and boosting like a madman.
Try to jump off of it through the middle of the downed tree that you'll
see at the end of the rail.  Don't boost in the tree, there are a
series of small bumps and the game always thinks I'm trying to do a
trick.  The ice will hang left, try to get on the rails if you can but
if you can't no biggie.  My super uber always wears off here.

6.  Series of small jumps ahead, if you can get enough air to do an uber
then do, otherwise cut to the left and rail off of the tree.  Either
way cut to the left as soon as you can.

7.  Go left after the jumps.  You'll see purple lights around a downed
tree, rail off of it if you can.

8.  It's pretty much stick to the obvious path for the rest of snow jam.
Try to get super uber off of the last jump as hard as you can, you will
need it.

End Snow Jam

After leaving Snow Jam, there will be a cave.  As you enter this cave
go immediately left, there is a small shortcut here.  Go as fast as you
can and on leaving the cave try to go straight (will require a jump).
Stick to the path as best you, grabbing rails if it's convenient.  If
you have super uber don't hesitate to use the manual reset (select) if
you get in a pinch.  It really doesn't have many drawbacks in super
uber mode.  The only other shortcut I know of here is right after you
have made a right turn and the path curves to the left you may see an
orange rail straight ahead, go for it.  It's not a great shortcut, but
a shortcut nonetheless.  Moving on to the most critical part of the

Merqury City

1.  As you come into merqury city go left through an "Out of Bounds"
sign, there's a rail.  After getting off of that rail you will see
another one straight ahead and another on the right, go straight.

2.  This will end you up looking at a jump over a building.  Do so, and
try to angle right.

3.  After you clear the building you will have 3 options.  Go for the
middle jump (the hole on the far right isn't that much longer though).
The goal is to miss the actual track entirely.

4.  You should see a path between buildings in front of you.  Don't
hold the jump button down and proceded cautiously, hugging the building
on the left.

5.  You will see another part of the race track to your right and a
narrow alleyway to your left.  Go left and try not to hit the trash can/

6.  Line yourself up on the straightaway and crouch and boost like a
mo-fo.  Proceed straight through the next "Out of Bounds sign" and try
to jump over the next building.  You'll end up in a tunnel.  Boost like

7.  Jump out of the hole (doing an uber if you can) and aim for the rail
on the right.

8.  You'll land and see two more rails, if you can get them both, great,
otherwise try to make it onto the second one, it speeds up your turn.

9.  After getting off of that rail you'll see another one on the right,
go there.

10.  Go to the left of the next jump, you should see two rails, the one
on the left is fastest, but the one on the right isn't too shabby either.

11.  Cut the next jump as much as possible, going down seems faster.

12.  You'll see a pipe in front of you, try to rail it all the way out.

13.  Grab the next rail.  After getting off of it you'll see a jump
and after that another downed pipe.  Go straight down the middle.

14.  After you get off of the pipe you'll be in an icy area.  I don't
boost here, it always makes me run into a beam because I'm going to fast.
It's a straight shot out.

This will take a few tries to get down.  I must have done it a dozen
times (ending in sight of the finish line, just so I could know how
close I was while being so far away each time) before I did it right.
Good Luck!

      PEAK 1 JAM 
    Score Challenge
Peak 1 Jam: 130,000 

                                      Peak Two

Heat 1: 3:17
Heat 2: 3:15
Heat 3: 3:06-3:15
Platinum: 2:45

Walthrough Author: laidback0378
Walkthrough Goal - 2:38-2:40
Skill Level - Hard

Note: For this race, some boost is necessary at start of race. (or 
you can  simply knockdown someone at the start of the race) I used a 
character with full stats. 

1. From the start gate, boost until first turn. This should put you
ahead of the other racers. 

2. Go thorugh the next two turns, over the jump, and then through 
the next two turns. 

3. You will see a jump up ahead, with a rail on the left portion 
of the jump. Aim for the right corner, as close to the fence as you
can get, and go off without jumping and at minimal speed. 

4. This will save a few seconds. When you land, boost and go off gap
jump. Fill your boost meter. You should be at uber lvl 1 when you land. 

5. After you go through the next turn, stay to the left side of the 
track as you approach the "vertical turn". As soon as you pass the two 
purple flares, cut HARD to the right. This will give you the tightest 
possible turning radius and keep your board on the ground the whole time. 

6. At the following jump, do three (3) quick ubers. Jump before the
top of the ramp, so that when you land you have time to veer right and
jump between the two purple flares. 

7. You should land on the backside of the last turn in that section,
with rails on your right side. 

8. At the next gap jump, do four (4) quick ubers. You should now have
level 2 uber status. 

9. Boost down entire segment, staying in the middle when approaching 
gap jump at end. Jump, and do one (1) uber only. This will leave you 
with only 1 more uber to do to have level 3 uber boost. 

10. You should land on backside of landing hill. Target time to this
point is 1:16 or less. 

11. Boost in spurts through tunnel, keeping your player 90 degrees 
from ground (on side of tunnel). 

12. Slow a little just before exit of tunnel, and veer HARD left. Aim 
for the snowbank BEFORE the fence starts. Your goal here is the blue ssx
sign on the other side of the fence. 

13. If you hit the snowbank just right, it will send you up in the air,
and you will land on the rail beyond the ssx sign. If not, you will most
likely land on the fence itself. Just lean left (to get off the fence) 
and get onto the rail beyond the sign. 

14. Boost the entire length of this rail. It will send you through a 
gate at the end, and back onto the main path. You should have level 2
uber status again. 

15. In the next section, choose the middle rail. Do a rail uber while
boosting the whole time, and continue boosting through all three rails.
When you land you should now have level 3 uber boost. (This is a great
area to do whatever number of rail ubers you need to get to level 3). 

16. Follow course through next series of turns, continously boosting.
Your target time should be 2:00 exactly at the midpoint of the bridge
(the crest, if you will). Boost on bridge, but do not allow board to
leave ground. 

17. As soon as you are off bridge, cut HARD to the left, and go through
the blue ssx sign there, following this course into the ice tunnel. 

18. Boost through tunnel and off jump at its end. (if you stick to the
left 1/3 of the jump, and hit the right spot, the game will rail you 
off the jump, giving you extra speed and distance). 

19. When you land, bear right through the blue ssx sign, boosting all
the while. Boost the rail for extra speed. 

20. As you approach the next jump ramp, aim for the right corner and 
only boost off of it. Do not jump. You should just clear the snowbank 
ahead of you and land further down. This can save a few seconds easily 
if done right. 

21. When you land, boost through to the finish line. Note that if you
boost only and do not jump off the final ramp, you can pass safely under
the falling tree. Your level 3 uber boost should run out just before you
get to the finish line. 


Walkthrough Author: LLCoolDave
Walkthrough Goal: 2:35
Skill Level - Hard
1. Get a Knockdown at the start. After the hilly part go and jump to the
right, cutting the two corners.

2. At the point where there's a rail and a jump uŁp the track, drop off to the
right(don't jump) and spin/flip + grab to refill your boost meter.

3. Now an important shortcut. Veer to the right and then attack the next ramp
heading left and jumping left at about 30-45 degree (approx.) to cut the
next corner. Pull 3 level 1 ubers. When you land you have a good speed to
take the quarterpipe REALLY low. Jump a bit to the right over the bridge
and pull as many level 1 ubers as possible, but don't do more than 5.

4. Grind down the next rail and try to avoid beeign bumped over the rails 
and to the powder snow on the other side.Do a Uber or two over the next gap.
If you don't have SUPER UBER yet, don't worry. Jump onto the right rail,
do an uber grind if necessary, but boost the rail all the way.

5. After you almost landed, hit the Reset button, you'd land off limits anyway.
Boost down the tube and try to keep a high pace. If possible take the left
shortcut by jumping over, or grind and drop off. DON'T handplant under any
circumstances. The next part is pretty forward, take the 2nd rail from the
left and boost grind down the set.

6. Now something tricky. Jump to the right over the spiral part and reset
yourself. If done properly, you did cut the spiral and are reseted just
at the end of it. You should loos SUPER UBER soon, so try to always keep 
your boost meter at least half full.

7. IF you still have unlimited boost, boost over the bridge. If not, try to do 
a flat jump over it to save boost. Take the Jump on the right and fill your 
boost meter.

8. Take the left path, after the turn cut right onto the right part. At the
drop cut to the right to the right path again, fill your boost meter.

9. At the next turn, take neither the turn nor the out of bounds sign, get a
flat jump off the corner through the trees down the track. You should
usualy land in a left turn about to hit a right turn. Cut this corner
left and drop down the middle path. Use your remaining boost to get
down to the finish.

This got me a 2:41 although I hit a tree and bailed in the final part.
2:35 should be possible with this line.

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. 
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

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

23. You should have a good 30-40 seconds left. Spend them doing
random flips and mistys.

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 

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.  


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, and having tried them out, it appears you can get much more
air in the side pipes than you can in the middle pipe. There are two main 
problems with the side pipe - one is it is very small (this is actually a 
benefit because immediately after you handplant into the side pipe, you 
have much less risk of losing your combo than in Perpendiculous). The 
second problem is that the camera is VERY unstable when you enter the side
pipes. The advantages are better air time and many more point bonuses, so
try out the side pipes and see if it's to your advantage.

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! :)

Heat 1: 3:11
Heat 2: 3:04
Heat 3: 3:03-3:14
Platinum: 2:40

Walkthrough Author: laidback0378
Walkthrough Goal - 2:30
Skill Level - Hard

Note: I will just assume player starts out with no boost whatsoever. 
However, I will assume player has full stats. 

1. At start, do a rodeo with grabs at first jump. 

2. When you land, veer right, going through the blue ssx sign, and get
on the rail. boost the whole length of the rail. 

3. As soon as you land, veer hard to the right, aiming in between the
two purple flares. jump and do at least a 720. 

4. You should land to the RIGHT of the billboard, and should also be
at lvl 1 uber. (yellow) (your time when you land should be between 24-27 sec) 

5. Boost down track, jumping off cannon and doing as many ubers as you can.
(I usually do six (6) ubers, but 7 or more is possible) 

6. Boost down the next segment, doing a quick uber off the next jump. 

7. When you meet back up with the main path, your time should be 49-52 sec. 

8. Once back on main path, make right handed turn, go down short incline, 
and veer left, up over the snowbank between the two rock walls. If you time
it right it is possible to jump snowbank altogether. 

9. At the next jump, do another uber. Do not jump at the next ramp, as the
osprey frequently flies above your head at this point, and if you get hit
you will lose some of your boost. 

10. After landing off the ramp that you did not jump off of, bear to the
left of the next ramp, railing the tree there. DO NOT boost on the tree
or you will overshoot the next rail. This will put you on a series of rails 
that you can boost on. 

11. As you get off end of the last rail, your target time should be 1:30. 

12. Use next jump to complete any ubers you need to get lvl 3 uber boost (red). 

13. When you land, go through blue ssx sign (underneath the billboard), and boost
continously through the next 4 turns. Stick to the right side of the following jump. 

14. When you get to the bottom of this section, go off the right hand ramp, jumping
over the snow bank but underneath the billboard. 

15. Boost through this entire section, avoiding any jumps. This path meets up with
the main path, just before the huge jump at the very end of this run. 

16. Before the ramp, veer off to the right, and then veer back towards the center
of the track as you boost all the way to the finish line. 

17. Enjoy your platinum slaying record 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 Race: 3:25-3:30
Ruthless Race Platinum: 3:15
Ruthless Jam: 140,000-150,000
Ruthless Jam Platinum: 500,000

Ruthless Racing Walkthrough
Walkthrough Author: laidback0387
Walkthrough Goal: 2:52 (or Platinum) 

Note: I used elise with full stats. This is a clean run, but certainly
isn't the best line. I also crashed twice and messed up a plethora of
different spots on this line during my 2:52 run, so 2:30 or less is
DEFINITELY possible. Note: As with all races, if your board is touching
the ground, boost!! 

1. At start, do a double misty/rodeo off first jump, and then board press
until you fill boost. Or simply knock down the other character. 

2. After landing first jump, at the first split in the course, take either
the middle or the right path. As you come out of that path, stay right,
and go off the jump, doing two ubers. 

3. When you land, boost, and line yourself up (taking into account the wind)
so that you go off next jump at the right hand corner. 

4. Do as many ubers as you can off of this jump. I personally have done eight
level 1 ubers off of this jump. 

5. When you land, you will be at the point where the course splits, one path 
going left, and the other to the right. Go straight, boosting onto the large
fallen tree trunk. Do any remaining ubers needed to get level 3 "infinite"
boost off of this jump. 

6. This will land you straight in front of the next part of this line. Head
straight towards the hole in the rock wall in front of you, and follow this
section through to its end. 

7. When you land out of the small ice cave, boost, and stick to the bottom of
the hill to your right. Bear right, and go through that opening. 

8. As you land, head just to the right of the lone railable tree on the horizon,
and just to the left of the two upright trees. Your goal is to just barely duck
under one tree trunk, and hit the one beneath it. Boost this, and just before
you are about to land, spin the board so that you catch another tree trunk. Boost! 

9. When you land, go up the ramp on the left side of course. Your target time
should be 1:30. At top of ramp, go slighly right, and jump gap (second jump)
to land on or after a log. 

10. Boost this section, and onto next log. Lean to the left a little (while
boosting) so that you miss the final log in the series. When you land, follow
the course, railing either of the trees right before the next jump/cliff. 

11. Your "infinite" boost should run out by this point. Boost over first drop,
get on the next log, and boost it. If done right, this will land you on another
log, which will, in turn, land you on a third log. 

12. As you come off the last log, stay straight, taking the center path. At 
the bottom of this section, on the right hand side, you will see a large tree
trunk sticking up into the air. Boost this. It is possible at this point to
obtain a second level 3 "infinite" boost. 

13. When you land, stick to the far left side of the course. Boost through
ice tunnel. 

14. Upon exiting the tunnel, take the center path again. Boost all the way
to the finish line. 

     PEAK 2 Race
    Time Challenge
Peak 2 Race: 19:00

Walkthrough Author: Ravage
Walkthrough Goal: 16:10 (gold) 
Skill Level - Hard

Note that the track information is left out of these guides, I simply address
the transition periods and give reference to the split times. If you need help
on a specific course, read the section particular to that course. 

1) Get through Ruthless 

2) The green rail directly ahead of you is your best line, but can be
tough to hit since it's buried between two rocks. If you don't have a 
good line on it, don't swerve for it. Just blow past and try to stay on
the track moving downhill. 

3) The first checkpoint will be an even split on 12:40. Not too difficult
a time to hit, but don't sweat it if you're behind a little. There's still
the whole rest of the mountain left. 

4) The important thing to note in the Ruthless->Intimidator area is that
there are lots of rails... some long and winding, some short and straight.
The smaller ones are hands-down your best option here! Get the speed bursts
from riding these rails and don't worry about a "maybe" second of time you
might have shaved off taking the longer rails. None of them have any real
reward, and most will send you flying into oblivion if you try and take
them too fast, no matter how hard you try and balance. Some of those turns
can be real nasty. 

5) That's really it for this section. Just don't get too fancy and 
Intimidator shows up before you know it. 

6) Ok, you've finished Intimidator. This is a point where you will 100% want
to give yourself level 3 boost as you take the last jump, since there is so
much powder and packed powder in the transition area ahead. Go through 
Intimidator's finish line to the right, since that path is equidistant
as going left but will put you straight onto the main path when the two
paths meet, whereas the left side would force you to lose some speed taking
the 90-degree turn. 

7) Hit the first rail you see, this one is really common sense but I thought
it should be said anyway. Getting down hill faster = good. 

8) Nothing else much worthy of noting here unfortunately, but it's a pretty
simple area although slow if you don't have your boost. Annnnd... viola,
we're into the blue rails! See step 3 of the Peak 1 Race guide for the 
rest of the Peak 2 race. 

9) One thing to note, the checkpoint after Snow Jam is an even split at 
5 minutes on the nose. That's 30 seconds LESS than the Peak 1 Race gives 
you for an even split, so it's even more critical in this race that you 
either A)have a good lead on the split when you get to this point or 
B)have a good line through Metro City. Good luck! 

      PEAK 2 JAM 
    Score Challenge
Peak 2 Jam: 350,000

                                      Peak Three

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!!!!


Walkthrough Author: gondee
Walkthrough goal: 750K or gold
Skill level - Beginner :) 

If you're like me, you're having a heck of a hard time getting gold 
on Kick Doubt. Here's the basic walkthrough to get gold, and it's 
assumed you'll make mistakes and lose combos and crash, as this 
walkthrough has the potential to get much more than 750K, but I
barely made that on my gold run. So good luck. :) 

1. Starting out of the gate, do a double flip misty to get some boost and 
begin your combo run. The longer combo you hold, the higher your score
will be. It is assumed in this guide that you will always do board presses
in between each jump to continue your combo, though I will understand 
if you can't, heheh. 

2. As you go down the ramp, hit it dead center and do a big trick onto
the large pillar looking hill ahead, hitting the 2x. As you land, continue
board pressing and make your way over the little hill to the right and 
watch out for the snowmobile making it's way off the hill. Jump either off
the rail or the hill before it and hit the 10x for about 90-120K. 

3. If you landed on the area below the rail, continue your combo into the 
area ahead, shooting off the steep incline and doing as many level 1 Ubers
as you can to fill up your UBER meter. If you continued on the area on the 
other side of the rail, hit the green rail and do 2 rail Ubers and jump off 
the hill ahead, doing 2 Level 1 Ubers. 

4. On the area below, catch the green rail to the left and boost off, doing
a big Uber trick through the 2x for about 30K. After you land, make your way
around the corner to the right. 

5. Ahead is a jump, and jump and Uber as far to the right on this curved ramp
as you can - you will catch a hard-to-see 5x for about 50K. Target score: 300K

6. Do a Uber and hold it off the big jump ahead, continuing your combo if
you can. After you land, make your way down the hill to the ramp on the left
and do a very small jump/Uber through the 2000 point bonus. If you don't crash,
do a quick trick off the ledge here, back onto the lower area below. 

7. Ahead is the most important part of the track. After a short hill you will
see two ramps - one on the right and one on the left. You want to boost and 
jump off the LEFT ramp, but angled to the RIGHT. If you get enough air you 
can do an Uber trick worth 30K and catch a 10x multiplier for about 300K! 
It's very tricky, however, and not easy. You must get mega-height on this jump, 
and it's probably the hardest part of the walkthrough. To get 750K without 
doing one continuous combo, however, it's vital that you get all three 10x 
combo that this track offers. Target Score: 575-600K. 

8. After you've landed the trick, continue ahead and do a quick Uber off
the hill here through the 2000 point bonus. Then, turn to the left and
do another long Uber off the ramp here. You can get 15-20K if you hold your 

9. Continue ahead to the left and do an Uber off the embankment here, and
you can catch a 2x multiplier for about 35K. After you land, immediately 
turn sharp to the right and board to the right side of the cavern. You
want to take the right path in the cavern as it offers many better multi-
pliers than the rail-heavy left path. 

10. Once you reach the right path, catch the main rail here on the 
hill and hold a rail Uber through the 2x. After you get off the rail, do
a quick Uber off the left side of the curved ramp here and catch the 5x
for about 25-50K. Target score: 675K

11. You can try for the gold 2x over the next ramp, but it's not easy. 
Go to the next jump and hit the rail on it to do a 20K combo through 
the 2x. You may be over 715K here if you haven't crashed yet. After
you land, continue doing assorted tricks and such off rails and jumps
if you can, but give yourself plenty of room to do the final big jump.

12. Once you see the final jump, align yourself with the far left of 
it and give yourself plenty of room. You want to jump and hit the 10x 
here, and you can save yourself from a terrible run if you do so. Jump
at the very top of the jump after getting a good start, and if you hit 
it, make sure to land the trick. If you're like me, dance once you 
cross the finish line and be happy you don't have to do Kick Doubt 
anymore. :) Target score: 750-950K

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 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 

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. 


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 total score you could 
have gotten doing regular tricks in the middle pipe. It's up to you, however.
Having scored 1.7 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! :)

Heat 1: 3:00
Heat 2: 2:57
Heat 3: 2:41-2:48
Platinum: 2:40

Walkthrough Author: laidback0387
Walkthrough Goal: 2:14 or Platinum
Skill Level - Hard

Note: I will assume player has full stats, but no boost to start. 
Note: this is really common sense, but when racing, if your board is
touching the ground, boost! (unless otherwise noted) 

1. Immediately out of the gate, knock someone down to get full boost.
Bear left. Do two quick ubers over the first jump. 

2. When you land, ride up the side of turn, aiming to the left of the
pole that holds up the billboard, but right of the fence. You want to
go underneath the billboard. It is much easier to do if you do not boost. 

3. When you land, keep boosting straight through blue ssx sign. Target
time thru sign should be 16 seconds. 

4. Go around turn, past the tower on your right, and rail (and boost)
the fallen tower hidden from view. (its just past the standing tower) 

5. When you land, you will be behind a billboard. There will be two openings 
in the fence underneath the billboard, seperated by a small section of fencing
pointed down the race track. Go through the left opening. Note: If you use griff,
this will be easier. With anyone else, you may have to brake a little. 

6. Of the three jumps in front of you, take the left most. Use this to trick to 
get back to level 1 uber. Make sure that you have two ubers done (or more) when
you land. 

7. Upon landing, avoid all rails, and boost straight off jump, doing at least 7
level 1 ubers. Your goal is to land with all but the "R" in "super" lit up.
This is key for this route. Target time upon landing is 40 seconds (or less,
of course) 

8. Boost through cave, getting speed boost. Off next jump do final uber that
you need to obtain level 3 "infinite" boost. 

9. Cut hard right as soon as you land, and boost off next jump. Target time 
is 1 minute (or less) upon landing. 

10. Stay to outside of next turn, railing the log waiting for you. Grind the
tree next (just before the jump) and of course boost, don't jump. This will
land you in a tunnel. 

11. As you exit tunnel, line yourself up to pass in between the airplane tail
and the rock wall on the right. Once past this, similarly line yourself up to
pass between the next section of plane and the rock wall on your right. 

12. Pass the tree on your left, and you will be back on the main path. Head 
straight for the blue ssx sign. There will be a pair of trees before the sign.
You can rail the right one. 

13. Go thru sign, off jump, and when you land go STRAIGHT, to the right of the
group of trees. This will allow you to line up the next jump properly. 

Note: This next jump takes alot of practice. ALOT!!! 

14. Go off jump diagonally towards the right (boost and jump). If done properly,
you will jump the right rock wall, landing you further down the course. If done 
perfectly, this will land you past the jump down below. 

15. When you are past the lower jump ( you will be landing from step 14), and
are touching the ground, immediately hit select to reset your character. If you
waited until noted in this guide to get your "infinite" boost, you will still
have it, and will not be penalized for pressing select. 

16. From the reset, go left, of course boosting all the while. This next turn
you are going to jump, and it takes a bit of practice too. Aim in between the
second and third "light bars" or whatever you call them on the turn. Boost,
no jump, over top of turn. If done right, you will bounce once off of a rock,
and land back on track by rails. 

Note: Practice! That jump isn't as hard as the other namely because you don't
have to actually hit the jump button-- just find the right angle to go over
the top of turn, and you will be set. 

17. Do mistys/rodeos over subsequent jumps to keep up your boost. At second
to last jump, (the one with the super spin power up) go diagonally to the right
off of it, trying for the greatest angle to the right. If done right (pun intended),
you will cut out next turn entirely and land next to rail. 

18. Boost rail down to finish line. 

       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 Race: 2:40-2:45
The Throne Race Platinum: 2:25

The Throne Race
Walkthrough Author: ssxtitan
Walkthrough Goal: Platinum, around 2:32
Skill Level: Hard

Should be done with a character at full stats. 

Keep in mind that along this route every second that you are touching the 
ground you should be holding boost, and every time you come off the ground
you should be doing a flip and grab or a quick uber to keep your boost
meter from going empty. I didnít jump much either either, just enough 
to clear gaps and to keep some boost in my meter, and no crashing whatsoever. 

1. Immediately turn right and jump off the lip, you should land in a crevice
(donít worry itís a good crevice.) 

2. Land and go through the narrow opening between two large rocks, itís a 
small jump as well, youíll fly over a lil gap and the other half of the
jump, land and then take a hard right down the hill, youíll see a large
gap and jump ahead of you. Go over the jump. 

3. Land and then try to get on the ice rails ahead of you, these will shoot
you through a small cave like opening, and then off a giant icicle thing, 
grind it if you can. 

4. Land and head straight ahead to avoid the snow lip falling off. The path
branches just ahead of you, take the path on the right that goes uphill just
slightly. This will send you into an ice field with lots of ice mounds. 

5. Just haul ass down this trying not to get to much air, there are ice rails
in here which you can ride for more speed, although I did not use them. Make sure 
you donít go off the avalanche patrol gun at the bottom of the ice field. 

6. At the end of the ice field there will be a gap and the other side the
entrance to a cave, try to be on the left side of the ice field so that you
can jump into the cave on the left. 

7. Cross the gap and there will be falling ice chunks so watch out for those,
fairly quickly you will come to another gap, this one has a jump before it.
Cross the gap and then try to get on the ice rails, they will shoot you out 
of the cave. 

8. Once out of the cave, head to your left and downhill, you will come to a
ledge, with an ice rail going along the outside edge of it. Get on this rail
and lean towards the mountain, you will ride the ice rail til you jump, kind
of makes you jump, so try to really pull off some major tricks on this one. 

9. When you land there are two ways to go, right and left, go left, you may
have to take a pretty hard left depending on how much air you got off the
last jump. 

10. After going left try to stay high up and you will see a lip like jump
ahead of you. take it and it will put you into a chute, ride the chute til it
ends, you will have large rock wall on your left, stay parallel with it
til you come to a lip, that is right at the end of the rock wall. Donít take
the lip go down and to the right of it to find a cave entrance. 

11. Thereís a gap you will have to jump very early in the cave, and after 
that there will be some ice waves (best way I can think to describe them),
the cave will shoot you out in the open and you will see two mounds with logs 
sticking out of 'em. Head for the right side of the track and try to shoot
between the rocks on the right and the mound. This will send you down a big
chute that has a little cave at the bottom. 

12. Shoot through the little cave, continue downhill til you see a tree sticking
horizontally, out of a lip. Grind the tree and you will land in front of the 
ice halfpipes, turn hard left when you land so that you donít go off of one
of the halfpipes and waste a bunch of time in the air. So go hard left and
shoot down the halfpipe, donít grind the tree you come to, instead go right
around, because it shoots in the air to much. You will probably get some air
as it is a lip that youíre going off of. 

13. When you land go to the left, and youíll see a mound jump, go to the left
of it. Youíll most likely get a little air here to, so when you land you will have
a tree directly in front of you. Grind it, and it will put you into a chute,
continue down this chute and you will come to grindable log on your left. Donít
take this one, but shortly after this on you will come to another tree on your
left(kinda hard to see the second one so keep your eyes out), grind this one, 
and it will put you right on the main path to the finish, you know you're in the
right spot if the plane goes cruising overhead. 

14. Nothing to do now but just haul ass straight ahead to the finish line,
and then pat yourself on the back because you just earned a Platinum Medal!! 

The Throne Jam: 230,000-260,000
The Throne Jam Platinum: 600,000

Walkthrough Author: bonsai
Walkthrough Goal: Platinum (over 600K) 
Skill Level: Hard 

First of all some general advices:

As with every other Rival Challenge: First of all stop right away.
Let your Rival ride. Since itīs not a race you don't have to be in the
lead. By that you avoid being knocked down.

The "easiest" way of scoring big time imho is one single combo from
top to bottom. It might sound hard but the simple key to that massive
combo is not to dare too much. So if youīre not quite sure how far
you will be able to jump on the next ramp or bump: Donīt jump.
After some wipeouts you will know the places where not to jump :)
Easy as that.

An easy way of getting your combo multiplier up is to do multiple
board presses instead of one. Means: board press till it starts to
score, let go, wait a second. board press till it scores, let go,
wait a second, board press till it scores ... and so on ...

Some Throne advices:

On the first part of the track ( till you enter the cave ) always
try to stay on the left side of the track, since there are the most
jumps, meaning the most scoring possibilities. 

On the part right before the cave ( the one where the cannon is ) 
the only place to do a jump is the bump right to the left of that 
cannon. All the others are not high enough to pull off a good trick.
Within the cave you have to make sure to hit that middle ramp at the
end of the cave, since there is a huge jump where you can easily rip
a monster including a style bonus of ~13Ks. When exiting the cave you
should have 250-300K (including the combo bonus). Another important part 
is the one with the 3 or 4 ice canals. Enter those by grinding the tree
and when in the canals pull off 4-5 Ubers, scoring massivly. Also make
sure to exit as leftmost as you can. First of all you avoid the trees on
the right plus there are 2 or 3 huge jump possibilities on which you will
be able to make some more Ubers.

So, when you manage one combo from top to bottom, you easily will have
a score around 650-700K meaning getting another one of those Platinum medals.

    Time Challenge
All Peak Race: 30:00

    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.

I would like to thank ssxtitan, vix, and Wilson Tam for their excellent assistance
with the BIG Challenges section. Your work has helped tons of people. 

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 has been reorganized by THE NUMBER OF EACH CHALLENGE.
This way you can make sure to get all 88 in order to get 100% on your game file.  
Each big challenge will contain a 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, on multi-stage challenges, each time you complete a challenge, it will get
more difficult the next time. This is signified by a change in the pillar of light that
signifies a big challenge. 1st time - Green, 2nd - Blue, 3rd - Red, Final - White. 
Certain Challenges have to be beaten 3 times, others only once. Ones that have to be 
beat 3 times will have the term "THREE STAGES" beside them. 

Remember that a BIG Challenge is not beaten until you've gotten the challenge to turn
white. As CpD 4224 puts it: "I didn't 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, it's the hardest, beat that and you're done with it.
Remember, it's not done until it's white."


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.

Tip Author: yuping00
4) Always do the gate challenge for racing tracks, even before you've tried racing
down them. They usually get you thru the faster lines and short cuts, so try and
remember where they lead you on the way down. I did this for Gravitude to try and
get more money, then when I actually raced down it, I got two platinum medal times
on my first try.

Tip Author: Keithus
5) I see that you recommend linking tricks and being careful on the Big Point
Challenges & "play it safe" point challenges. We have an easier way as long as
the challenge isn't timed: simply do mega-handstands until you get the points.
Safely and with no real challenge; it's almost easy if you're any good. All of us 
here can pop a 22,000 handstand fairly consistently.

                              PEAK 1 - $2000 for each challenge
Session Points for all Peaks thanks to Vix:
Each challenge is located in between the two session points.

  Challenges 1 - 6

Pop the Kitty  (THREE STAGES)
=== 01: Pop the Kitty ===
Pop the 3 balloon animals

Tip 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.

Tip Author: 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. 

Tip Author: ssxtitan

- between session point 2 and finish 
- pop the 3 balloon animals 
- the first is dead ahead the second is a little to the left and the third is
 little right( itís easy just donít go too big or youíll fly right over them.) 

=== 02: Pop the Kitty 2 ===
Pop the 3 animal balloons and get 50,000 points

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.

=== 03: Pop the Kitty 3 ===
Pop the balloons and perform the called tricks

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.

Reach for the Sky  (THREE STAGES)
===  04: Reach For The Sky I ===
Get at least 20m of height off the last jump in the Big Air event.

Tip Author: ssxtitan

- between session point 2 and bottom of run 
- 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

=== 05: Reach For The Sky II ===
Get at least 28m of height off the last jump in the Big Air event.

Tip Author: ssxtitan 

- between session 2 and bottom of run 
- get at least 28m of height off the last jump in the big air event 
- really helps to have boost on this one, if you donít go down and do
a jump anyway when you retry the challenge because you couldnít get it 
you should have full boost, assuming you didnít wreck.

=== 06: Reach For The Sky III ===
Get at least 32m of height off the last jump in the Big Air event.

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.

   Challenges 7 - 11
Session Point Locations: 

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 

Stay Grounded
=== 07: Stay Grounded ===
Find the line to keep your air time under 8 seconds! No wipeouts!

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, don't bisect each large dropoff
as you go by them - instead go past them parallel 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. :) 
=== 08: Danger ===
Dodge the falling ice and beat the timer.

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
=== 09: Dizzy Spells ===
Do the spins as they are called.

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
=== 10: Go Spelunking ===
Find the 6 hidden arrows in the backcountry tunnels.

Tip Author: ssxtitan
- between sessions 1 and 2 
- find the 6 hidden arrows in the backcountry tunnels 
- the first 5 are easy, the last one is hiding out in the tunnel
  on the far right of the course just before session point 5 

=== 11: Jump ===
Air through the 5 hoops.

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, you will need it  

       SNOW JAM
  Challenges 12 - 21
Session Points:

Speed Demon: 1-2 
What Sign: 2-3 
Loop the Tunnel: 7 
Camel Back: 7 
Point Challenge: 2-3 
Thread the Needles: 3-4 

Thread the Needles (THREE STAGES)
=== 12: Thread the Needles ===
Go Out of Bounds and air through the 2 Hoops

Tip Author: ssxtitan

- between sessions 3 and 4 
- go out of bounds and air through the two hoops 
- you have to cut hard left to make the first jump, look for
the green arrows, the second jump you should just boost of the
rail, and you should have no problem

=== 13: Indy Whip ===
Do an Indy 360 off the Out of Bounds jump

=== 14: Apply Pressure === 
Do a nose press on the 3 logs Out of Bounds


Point Challenge (THREE STAGES)
=== 15: Point Challenge ===
Get 75,000 points on this race track

=== 16: Point Challenge ===
Get 150,000 points on this race track

Tip Author: ssxtitan

- beyween sessions 2 and 3 
- get 150,000 point on this track 
- very easy. Plenty of big jumps hell on this one you donít even 
need to link them if you donít want to deal with it, you should 
still score high enough.

=== 17: Point Challenge ===
Get 200,000 points on this race track

Walkthrough Author: gondee

These point challenges shouldn't be too difficult. Play the track a few times and 
locate the best locations for jumps, and be sure to get UBER level asap and if 
you are still having trouble reaching the point levels, begin stringing a combo
down as much of the track as you can while you do the tricks. This will ensure
that you reach the point level by adding a big combo bonus at the end of the

Camel Backs
=== 18: Camel Backs ===
Do a single-button grab over each of the next 4 roller jumps.

Tip Author: ssxtitan

- after session point 6 
- do a single button grab over each of the next four roller jumps 
- just remember to keep it simple, just a single grab, and you donít
  have to jump all that high to do one either 


Loop the Tunnel
=== 19: Loop The Tunnel ===
Ride the entire inner surface of the tunnel which forms a loop!

Tip Author: gondee 
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?
=== 20: What Sign? ===
Get on the fence rail and grind your way down to the billboard.  Grind the 
billboard to knock it over.

Tip Author: ssxtitan

- between sessions 2 and 3 
- get on the fence rail and grind your way down to the billboard to knock 
  it over 
- not to tough, just get on rail and balance with the stick, lean a little
  left before billboard to make sure you land on it. 

Speed Demon
=== 21: Speed Demon ===
Ride through ALL the race gates before the timer runs out.

Tip Author: ssxtitan

- between sessions 1 and 2 
- 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 its like the 10th gate 


  Challenges 22 - 29
Session Point Locations: 

Play Safe: 2-3 
Seek and Slide: 2-3 
Time Challenge: 7 
Tight Rope Artist: 2-3 

=== 22: Play Safe ===
Get to the bottom of this track with no wipeouts

Tip Author: ssxtitan 

- between sessions 2 and 3, right side of course 
- get to the bottom of this track with no wipeouts 
- no time limit here so take your time and know your limitations,
 donít do risky crap. 

Tip Author: Keithus
I see that you recommend linking tricks and being careful on the
Big Point Challenges & "play it safe" point challenges. We have
an easier way as long as the challenge isn't timed: simply do 
mega-handstands until you get the points. Safely and with no real
challenge; it's almost easy if you're any good. All of us 
here can pop a 22,000 handstand fairly consistently.

=== 23: Play Safe ===
Get 150,000 points with no wipeouts

=== 24: Play Safe ===
Get 200,000 points with no wipeouts

Walkthrough Author: gondee
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. Look for the safest line
with the biggest jumps and least amount of hazards - then if you are having
trouble meeting the point requirements, string a combo down as much of the 
track as you can and that should put you over the top.

Seek and Slide  (THREE STAGES)
=== 25: Seek and Slide ===
Grind any 8 objects before the timer runs out

Tip Author: ssxtitan

- between sessions 2 and 3 
- grind a any 8 objects before the time runs out 
- turn around and gou up hill a lil and a lil to the right youíll see a
  low swirvy rail grind it and half way across jump then land on rail
  again turn around and repeat this process til u have 8 grinds. Only 
  took me about 30 seconds with that rail.

=== 26: Seek and Slide more ===
Grind any 12 objects before the timer runs out

=== 27: Seek and Tail Slide ===
Do a tail slide on 12 objects hurry up!

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 tailslide level:
do a tailslide, put it down, do another, repeat. You can complete
the whole challenge in three rails at most doing it this way.

Time Challenge
=== 28: Time Challenge I ===
You must race to the bottom of R&B within a strict time period.
Tip Author: ssxtitan

- between sessions 6 and bottom of run(right side just before finish) 
- race to the bottom of the track before time runs out 
- use boost and rails, only jump when u need boost, and try not to take
  the rails that are jumps.

Tight Rope Artist
=== 29: 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 

Tip Author: gondee

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. 

  Challenges 30 - 37
Session Point Locations: 

Warm-up Gates: 2-3 
Point Challenge: 2-3 
Flip Flop Fun: 8 
Grinding Tin: 3-4 

Warm-up Gates  (THREE STAGES)
=== 30: Warm-up Gates ===
Make it to the bottom without missing a gate

=== 31: Beat the clock ===
Make all the gates to keep the clock going

=== 32: Time Trial ===
Make all the gates before time runs out

Tip Author: gondee
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. 

Later versions of this Challenge require you to make the gates within a 
specific amount of time, either to keep the clock going or make it to the
bottom before time runs out. Memorize the location of each gate and don't 
be surprised if it takes you several tries. This challenge is not easy.

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  (THREE STAGES)
=== 33: Point Challenge ===
Get 75,000 points on this race track

Tip Author: ssxtitan

- between sessions 2 and 3 
- get 75,000 points on this rade track 
- very easy link some tricks on the bigger jumps

=== 34: Point Challenge ===
Get 150,000 points on this race track

Tip Author: ssxtitan

 between session 2 and 3 
- get 150,000 points on this race track 
- pretty easy if you stay on the main path, you come to a big wall(kinda like a
  halfpipe wall) I just stayed there because thereís no time limit, and got 
  150,000 pretty fast. 

=== 35: Point Challenge ===
Get 250,000 points on this race track

These challenges 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
=== 37: Flip Flop Fun ===
Do a double backflip then single front flip in the trench up ahead!

This is very simple - simply do a double backflip then front flip as required. 

Grinding Tin
=== 36: Grinding Tin ===
Grind the 4 sequential rooftops on the covered bridge segments ahead!

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

5. From there, it's on autopilot... just don't do something stupid
like JUMPING again. 

  Challenges 38-39

Brash Bash  (THREE STAGES)
=== 38: Brash Bash I ===
Break all 4 of the blue panes of glass within 45 seconds!

=== 39: Brash Bash II ===
Break all 7 of the yellow panes of glass within 2 minutes!

=== 40: Brash Bash III ===
Break five panes of red glass within 2 minutes!

Walkthrough Author: antimony

This is a 3-part BIG challenge. All versions involve panes of 
glass suspended from yellow poles over the superpipe. 

Part 1: Break 4 panes of blue glass, which are not very high up,
in 45 seconds. 

Part 2: Break 7 panes of yellow glass, fairly high up, in 2 minutes. 

Part 3: Break 5 panes of red glass, which are way up there, and the
third one is hung vertically, not horizontally, in 2 minutes. 

None of them are that hard -- if I can beat it, it's not that bad. 
I did it with a fairly powered Allegra, and an almost-newly started 
Griff (max stats were either 1 or 3 -- I can't remember when I upgraded.) 

Tips for anyone still having trouble: First, UBER status carries over
between challenge restarts. Starting with full boost (and possibly 
SUPER UBER status) is far from necessary, but it makes it easier
to hit the first high pane (especially on Part 2). The panes are 
all (except possibly the vertical one in part 3) hung directly 
above one of the lines on the pipe. Try a few times and get a feel
for where each pane is, and then you can use the lines for targeting.
This is easier (IMHO) than finding a line that naturally hits all
of them, since the spacing doesn't seem to be uniform. For the
vertical one, just line up and hope. The other 4 in that one aren't
much harder than the yellow panes, so 2 minutes gives you a while
to fling yourself at the vertical pane.

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 

                             PEAK 2 - $4000 for each challenge
Session Points for Peak 2
Author: Vix

  Challenges 41 - 45
Session Point Locations; 

Gate Masters: 2-3 
Point Challenge: 2-3 
Cherry Picker: 4-5 

Gate Masters (THREE STAGES)
=== 41: Gate Masters I ===
Make it through all the gates

Tip Author: ssxtitan

- between sessions 2 and 3 
- make it through all the gates 
- go slow, thereís no time limit. Make sure you boost for the last gate
  as it is right on the other side of a jump. Youíll see what I mean. 

=== 42: Gate Masters II ===
Make the gates before time runs out

=== 43: Gate Masters III ===
Make the gates before time runs out

Question and Answer Help: cpd224, 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 can't figure out the best
way to get it. Also that one that you come to after the second
collapsing bridge makes 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
=== 44: Point Challenge ===
Get 275,000 points on this track
Tip Author: gondee

Again, if you are having trouble reaching the point totals, 
look for locations to do repeated jumps and string a combo down as much
of the track as you can. It's entirely possible for you to do this point
challenge in the first couple of tries. 

Tip Author: ssxtitan

- between sessions 2 and 3 
- get 275,000 points for this track 
- once again big air lots of ubers and link them all together, thereís no
  time limit so really take your time and make sure you get those points. 

Cherry Picker
=== 45: Cherry Picker ===
Take the high line and hit all the collectibles

Tip Author: ssxtitan

- between sessions 4 and 5 
- take the highline and hit all the collectibles 
- go at a moderate pace you will still have plenty of time to complete it
  and you wont get air thatís to big, cause u need to be able to take turns.
  Watch out for the third one its right and up, slow down so u donít get the
  second and then fly left making it impossible to get #3 

   Challenges 46 - 49

Over the Top
=== 46: Over The Top ===
Jump up and get over the rock outcropping and perform an 1800 degree spin 
off the next big jump!

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 degrees
  spin off the next big jump 
- take the thinner longer jump ahead of you on the right clear the outcrop,
  then when you land immediately prewind left or right and jump well for
  the 1800 spin. Took me a few times. 

Big Tricks Warm-up  (THREE STAGES)
=== 47: Big Tricks warm-up ===
360 Tailgrab

Tip Author: ssxtitan

- very beginning right next to 
- do a 360 tailgrab 
- do one off the big jump dead ahead, remember it's just a 360 
  tailgrab (not much) 

=== 48: Big Tricks Qualifier ===
Pick your jumps to do a triple backflip and then a double frontflip in one run

=== 49: Big Tricks Final ===
Backflip, double backflip AND triple backflip in one run
TIP: Silverstarfire

First level: (easiest challenge in the game!) do a 360 tailgrab.

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".

  Challenges 50 - 52

The Hoopsta  (THREE STAGES)
=== 50: The Hoopsta I ===
Air through the 2 half-hoops in order from top to bottom

=== 51: The Hoopsta 2 ===
Air through the 4 half-hoops in order from top to bottom

=== 52: The Hoopsta 3 ===
Get through all 8 half hoops in order from top to bottom of the halfpipe

Tip Author: gondee
You are a human basketball in this one. Remember to get enough air
to go through the hoops from above, not below. 

  Challenges 53 - 57
Session Point Location: 

Just Gates: 2-3 
Point Challenge: 2-3 
Missing Masonry: 3-4 

Just Gates  (THREE STAGES)
=== 53: Just Gates ===
Make it through all the gates

Tip Author: ssxtitan

- between sessions 3 and 4 
- make it through all the gates 
- I think the key to these gate challenges is to go at a moderate pace,
  just as fast as you need to go to make jumps and stuff, try not to go
  to big off jumps though or youíll fly right over the gate, and stay
  on the left in the tube. 

=== 54: Race Gates ===
Make the gates before time runs out

=== 55: Tricky Gates ===
Make all the gates and get 100,000 points

Point Challenge
=== 56: Point Challenge ===
Get 300,000 points on this track

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
=== 57: Missing Masonry ===
Grind all 4 segments on the left side of the collapsed bridge

Tip Author: ssxtitan

- between sessions 3 and 4 
- grind all 4 segments on the left side of the collapsed bridge 
- well this one took me a couple tries. The way I finally did it
  was to make sure I had some boost when starting, then go to the
  base of the first rail on the left and almost stop, then handspring
  onto the rail and play around with how much boost it takes to jump
  onto all 4 rails. Thereís definitely some trial and error on this
  one. By the way, you have to grind them going down hill. I hit
  all 4 going uphill and it didnít work. 

  Challenges 58 - 62
Session Point Locations: 

Rail Wizardry: 6-7 
Target Practice: 2-3 
Time Challenge: 2-3

Rail Wizardry  (THREE STAGES)
=== 58: Rail Wizardry I ===
Grind all 3 rails without touching the ground or wiping out!

=== 59: Rail Wizardry II ===
Grind all 3 rails and perform a 360 on the camel hump section to land back 
onto the rail!

=== 60: Rail Wizardry III ===
Grind all 3 rails and perform a double backflip on the camel hum section 
back onto the rail!

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, put board horizontal, 
  balance and boost. The rails are all straight ahead, youíll
  boost right on 

Target Practice
=== 61: Target Practice ===
Find and hit all 5 moving targets!

Tip Author: ssxtitan

- beginning on the left 
- find and hit all five moving targets 
- slow down so you donít jump over any. Run through them, you just have
  to hit them, not jump and hit them, or punch them or anything like that. 

Time Challenge
=== 62: Time Challenge 2 ===
Beat the timer to the bottom of The Style Mile

Tip Author: ssxtitan

- very beginning left 
- beat the timer to the bottom of style mile 
- use the rails and boost and you should have no problem 

  Challenges 63 - 67
Session Point Locations: 
Shoot the Hoops: 5-6 
Yard Sale: 1-2 
Ridge Runner: 6 

Shoot The Hoops  (THREE STAGES)
=== 63: Shoot the hoops ===
Backflip through each hoop gate

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. 
=== 64: Grind 14 logs ===

Tip Author: Adam Royalty

- The route is not important, the trick lies in going as slow as
possible when you begin to grind on a log.  By grinding slowly and 
taking small bunny hops along the spine of each log or tree you get
credit for 4 or 5 grinds on each object.

=== 65: Stay Grounded 2 ===

Tip Author: Adam Royalty

- Move very slowly at all times
- Go strait off the 2 jumps.  Taking a left at the arch ahead leads you into 
a bowl, at the end of which is a drop off that you can slide down without 
any air if you move slowly enough.  Travel down the spiraling drops either 
by jumping or railing.  The trail splits in three directions; go left and 
work your way down and stay left until just before you reach the opening.  
The path then winds down to a fork.  Turn right of the snow spine and stay 
left avoiding the jump that spurs off the right side of the path. Finally, 
the trail opens up into three channels, take the right one and your 
- If your having trouble, try resetting your border just as you go off the 
two jumps in the beginning or the logs in the middle section.

Yard Sale
=== 66: Yard Sale ===
Help a skier pick up the three pieces of lost equipment

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
=== 67: Ridge Runner ===
Grind your way to the bottom of this section without touching the ground!

Tip Author: ssxtitan

- after bottom of run, start there anyway. 
- grind your way to the bottom of this section without touching the ground 

Tip Author: gondee
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 - $6000 for each Challenge
Session Points for Peak 3 
Author: Vix

  Challenges 68 - 71
Session Point Locations: 

Giant Slalom: 1 
Point Challenge: 1 

Giant Slalom  (THREE STAGES)
=== 68: Giant Slalom Qualifier ===
Simple: Just make it through all the gates

Tip Author: ssxtitan

- between session points 2 and 3 
- make it through all the gates 
- go slow it makes it so much easier, that and always keep one eye
  lookin down hill for that next gate. Some are behind out of bounds

=== 69: Giant Slalom Qualifier ===
Simple: Just make it through all the gates

=== 70: Giant Slalom Qualifier ===
Simple: Just make it through all the gates

Point Challenge
=== 71: Point Challenge ===
Get 350,000 points on this race track

Tip Author: gondee

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 
Tip Author: ssxtitan

- between sessions 2 and 3 
- get 350,000 on this race track 
- I had to do do well off each jump in the main path and make sure
  that I linked all those uber jumps all the way to the bottom. If 
  you know any monster tricks I am sure this would help. 

 Challenges 72 - 76
Session Point Locations:

Grinder: 2-3 
Play It Safe: 1-2 
Time Challenge: 1-2

=== 72: Grinder ===
Grind 250 meters before time runs out

Tip Author: ssxtitan

- between sessions 2 and 3 
- grind 250 meters before time runs out 
- I hauled ass down track to the caves which are loaded with rails
  and got the amount needed very easily and quickly 

=== 73: Pepper Grinder ===
Grind 400 meters before time runs out

=== 74: Meat Grinder ===
Grind 600 meters before time runs out

Play It Safe
=== 75: Play it Safe 3 ===
Get 300,000 points without falling

Tip Author: ssxtitan

- between sessions 1 and 2 
- get 300,000 point without falling 
- look for big jumps and multipliers, do ubers and string them together, 
  when you think you are close let the combo string end and collect those 
  points. I thought I had it and collected my combos but I was still off
  by five thousand so I just did one more trick and I was done. If you think
  you are going to hit rocks or something use the board press it helps you bounce 
  off stuff so that you donít fall. 

Time Challenge 
=== 76: Time Challenge 3 ===
Beat the timer to the bottom of Kick Doubt Slopestyle

Tip Author: ssxtitan

- between session 1 and 2 
- beat the timer to the bottom of kick doubt 
- very easy just donít go off jumps, and try to use rails(rails that arenít
  jumps that is), I did it first time with like 10 seconds to spare, and Iím 
  no race guy! 

 Challenges 77 - 81
Session Point Locations: 

Combat Training: 2-3 
New Line Collectibles: 3-4 
Play it safe: 1-2

Combat Training  (THREE STAGES)
=== 77: Combat Training ===
Hit 6 Punching Bags

Tip Author: ssxtitan

- between sessions 2 and 3 
- hit six punching bags 
- I went dead slow, and you donít have to punch them or anything,
  just rub into them, go slow and try to do a lot of left to right (traversing) 

=== 78: Combat Level 2 ===
Hit 10 Punching Bags

Tip Author: laidback0378

One important point to note about the combat training challenges on The Throne
is that instead of trying to hit 6, 10, or 14 different dummies, you can
simply position yourself near one and hit it multiple times. This makes
the challenge MUCH easier.

=== 79: Combat ===
Hit 14 Punching Bags

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
=== 80: New Line Collectibles ===
Collect the Collectibles on this line

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
=== 81: Play it Safe 2 ===
Get 250,000 points without falling

Tip Author: ssxtitan

- between sessions 1 and 2 
- get 250,000 points without falling 
- this took me a few times of linking ubers. I went off the jump that is directly
  in front of you first, everything after that was different every time until I got
  it, the one thing though is link those ubers. 

  Challenges 82 - 85

No Wings Needed
=== 82: No Wings Needed ===
Get a total of 23 seconds of air time in the Big Air event 

Tip Author: ssxtitan

- just after session point 2, it's almost on top off it. 
- get a total of 23 seconds of air time in the bug air event 
- stay up top and it shouldnít be too tough, I did it first time through
  stayed on the left and stayed up top. 

Tip Author: GoldenSun16

An easy way to win is by keeping on pressing Select and restarting your
character who will be dropped out of the air repeatedly and it will add 
up to 23 seconds of air time very quickly. 

Popping Daddy  (THREE STAGES)
=== 83: Popping Daddy I ===
Pop all the balloons.

Tip Author: ssxtitan

- between top and session point 2. 
- pop all the balloons 
-take the bottom jump on right at angle so that it shoots you back to the
 left side of the course, popping the first balloon, then take next jump 
 on left popping the next balloon, and then stay up top and take a small
 jump off the top last jump to fall onto the last balloon. 

=== 84: Popping Daddy II ===
Pop all the balloons.

=== 85: Popping Daddy III ===
Pop all the balloons.

  Challenges 86 - 88

Trick Sergeant  (THREE STAGES)
=== 86: Trick Sergeant I ===
A series of tricks will be displayed on screen.  Perform the tricks as 
they're called within 60 seconds.

Tip Author: ssxtitan

- on top of session point 2, so start at top of run 
- a series of tricks will be displayed on screen. Perform the tricks 
  as theyíre called within 60 seconds 
- know your tricks - if you donít know them by this point then go spend
  some time in freeride mode just learning the different grabs. It will
  help you immensely, cause if you donít know what they are youíll be doing 
  this challenge forever, hereís some - R2= indy air, L2= mute air, 
  R1=stalefish air, L1= method air, good luck.

=== 87: Trick Sergeant II ===
A series of tricks will be displayed on screen.  Perform the tricks as 
they're called within 60 seconds.

=== 88: Trick Sergeant III ===
A series of tricks will be displayed on screen.  Perform the tricks as 
they're called within 60 seconds


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: 

I have added notes on a few of these in case you were having trouble. 

CAREER HIGHLIGHT                                 SUGGESTED LOCATION TO TRY
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, make sure to boost and jump. 
Stay in the air for 8 seconds                    Much2Much (final jump on the upper left side)
Stay in the air for 9 seconds                    Much2Much (final jump on the upper left side)
Knock down 3 people in a race                    Any race. Try Snow Jam - nice open areas.
Knock down 6 people in a race                    Any race.

Knock down 10 people in a race                   Any long race. 
                                                 SPECIAL TIP:
                                                 The trick here is to go very slow and not care  
                                                 about winning. Anger one of the competitors     
                                                 near the back of the pack and continuously slow 
                                                 down to let them catch up with you. Then, when    
                                                 they come near you, pound 'em. :)               
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                      Any EVENT - SPECIAL TIP:
                                                 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.) 

                                                 One more trick to get 100x in an event from Mothlos:
                                                 "Another easy way to get 100x trick bonus is to 
                                                 get on a rail, preferrably slowly, and quickly flip
                                                 the board press toggle forward and back. You do a ton
                                                 of tiny 10 point tricks. My personal record is 826x."


Monster Tricks unlocked by doing Career Highlights:

CAREER HIGHLIGHT                                 MONSTER 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:                     Juana's 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 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. 

Please remember that you can check how many collectables you have gotten in the 
game by choosing "Transport" from the Pause Menu, and then pushing Square. This
brings up statistics on how many BIG Challenges, collectables and what medals
you have gotten for each track. Very useful. 

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

Collectable-Collecting Tips: :) 

1)If you're looking for collectibles, always go slow over big jumps, they tend to be
hidden on the down slope, where you'll usually jump over them. Author: Yuping00

2) If you are having a hard time figuring out where some of the snowflakes are, try
adjusting the camera angle to "far" - they seem to stick out like a sore thumb then. 
Additionally, try doing an run in event mode and then using the replay option and 
the "manual camera" to find snowflakes as well. 

                          PEAK 1 - All snowflakes worth $500


[_]1 [_]2 [_]3 [_]4 [_]5

SNOW JAM - 44 total

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[_]11 [_]12 [_]13 [_]14 [_]15 [_]16 [_]17 [_]18 [_]19 [_]20
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METRO-CITY - - 35 total
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[_]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

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[_]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
[_]1 [_]2
Look for collectables off to the right side on the fence. 


[_]1 [_]2 [_]3 [_]4

HAPPINESS - 44 Total
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[_]31 [_]32 [_]33 [_]34 [_]35 [_]36 [_]37 [_]38 [_]39 [_]40
[_]41 [_]42 [_]43 [_]44

                         PEAK 2 - All Snowflakes worth $1000
[_]1 [_]2 [_]3 [_]4 [_]5


[_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8 [_]9 [_]10
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[_]21 [_]22 [_]23 [_]24 [_]25 [_]26 [_]27 [_]28 [_]29 [_]30

INTIMIDATOR - 25 total

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STYLE MILE - 30 total

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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

- 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. 

Locations of other hard to find snowflakes from Smeagol
Style Mile 

- after Session Point 4 - to the left of the building or hut that you can grind
the top of, there are two logs, each with a snowflake 

- after Session Point 6 - to the left, after some rails and small jumps, there 
is another rail leading up to two billboards and a SSX banner. Grind the rail
over the billboards and boost jump off of the banner to another banner further
along that contains a snowflake. Continue and you will grind the side of the
mountain and onto more billboards on the other side containing another 
snowflake. I tap jump on the first billboard because the momentum
usually overshoots it on the second billboard. 

LAUNCH TIME - 5 total

[_]1 [_]2 [_]3 [_]4 
Look for rails to grind and other jumps to hit in order to find some of the 
harder to find snowflakes. There is a tough-to-find jump off to the right side
where you crash through a short mine shaft. 
Additionally, off the very first jump, on the right side there is a narrow jump
that you can use to get above an outcropping of rock. Up there is a snowflake. 
[_]1 [_]2 [_]3 [_]4 [_]5

RUTHLESS - 44 total

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                         PEAK 3 - All Snowflakes worth $2000
GRAVITUDE - 30 total
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Q & A from

Q - Crissaegrim: "At the beginning of session 3, the path curves right and the
snowflake is high on the left side but the snow is so deep it kills your speed.
I've been trying for almost an hour. I've tried handplanting to the other side
of the blue fence to try and boost over the ice but it's no good. How in the
bloody hell do you get it?"

A - Krystony: "Go to session 3 and immediately handplant the fence to your
right so you end up on the right side of it. Now stay on that hill and veer
to your left. Do a little jump, and with enough trial and error, you should
land on it.  Maybe there's an easier way, but that's how I got it.
A - sretsoor: "I did a handplant to the other side of the rail but slowly
proceeded down a bit to a ledge and turned left (you should have the 
snowflake ahead of you now) and lining up with the snow flake boosted 
and jump into it. Still took a number of attempts."

KICK DOUBT - 30 total

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MUCH-2-MUCH - 5 total
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[_]1 [_]2 [_]3 [_]4 [_]5 [_]6 [_]7 [_]8

Tip Author: gondee 

Q. How do I get the snowflakes suspended in mid-air in the pipe? I can't 
reach them when I jump from the middle pipe. 

A. You have to handplant into the upperpipes (look for a short red rail 
near the end of the main lower pipe). Then once you are in the upper pipes
on either side, maneuver and jump out of the pipe at the far end and land
on some rails below and get those pesky snowflakes. 

THE THRONE - 44 total
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[_]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


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 - Much2Much         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
SSX 3 Group by Adam Warren Peak 3               $5000


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


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


Name                      Location               Cost
SSX 3 Intro Video          Peak 1                $ 400
E3 Video                   Peak 3               $12000

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

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 

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, 

~ 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 is a yeti - basically a white, palette-swapped version of 
NW Legend Bigfoot. His board is a slab of ice, and he has no character Uber.  

The best part though? Character ubers!! That's right, a few of these guys
have one specific character uber. Here's the list:

Canhuck (L1 + L2) - Nibbler 
Snowballs (R1 + R2) - Ball O Fun 
Stretch (L1 + L2) - Old School Funk 
Gutless (L1 + L2) - Dirt Nap 

Cannuck - bends forward and gnaws from one side of the board (log) to the other 

Snowballs - pulls up into one ball and spins around above the board 

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  

Sadly the returning SSX characters don't have their old ubers.


                              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

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: 
Scorched T-Shirt - Orange T-shirt with tree emblem on it
Green Machine
Braids - Braid Hair Style
Bracelets - Umm...bracelets. :)
Black Elbow Support - A black elbow support. 
Inferno - Dark Red/White overshirt
Unfair Advantage
Leather Straps - Arm accessories.
Face Factor - Gas Mask
Sunrise Bandana - A red bandana she wears on her head
Fifi Choker - Leather, studded choker
Mural Pack - A backpack full of spraypaint cans
Spray Cans - Two spraypaint cans she holds
Vintage Flyer - Jet pilot helmet
Cherry Chopstick - A red/white guitar strapped across her back.
Broken Wrist - A big huge cast on her right arm. 
Spare Change - A squeegee and spray bottle she holds in each hand.
Your Pal - The big oval head that is usually a generic bolt-on.
Rocket - A big fat rocket strapped across her back, with flame!
Road Trip - A guitar case strapped across her back

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: 

Drift - White zip up top. Long sleeve.
MotoXtacy - Black pants with Red/White lower legs. 
Ladyfingers - White gloves. 
Catwalkers - Boots.
Ponytail - Hairstyle.
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 
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.
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. 
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.


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:
Chilled Layered T
Grippy Grips
Messy Lid
Burn Out
Blash Shields
Comic Cool
Geyser 3000
Health Food
2 Way Radio
Pumpkin Head
Loogie Hawk
Tall Rider
Night Peekers
Galaxy IV
Junk Food Junkie
Alien Invasion

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: 

Happy Joy
Ladies Only
Cotton Candy
Goin' Around
Nicely Done
Blue Art Deco
Ice Cold
Super Mix
Power Lollipop
Spicy Lemon
Kitty Paws
Buchi Neko Hat
Nin Nin
Cuteo Cho Chou

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 Ė 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: 

Eye Candy
Goin' In
Plaid Shirt
Basic Balaclava
Decibel Phones
The Demander
Ton O' Tunes
Smile! Balaclava
Fro What?
MF Chain - A Chain with Mac's initials on it in gold.
Wheeled One
Monkey Brains
Disc Player


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 Ė able to win and ride with an almost
superhuman proficiency.

Moby-Specific Bolt-Ons: 
The Classic
Haz Beens
So Bankable
Medium Dreads
Down n' Out
Groovin' Bandana
Tough Guy
Skull Face Paint
hair Loss
Aye Aye
Morning News
Funk Tek
Color String Dreads
Sir Whoa


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 Ė ranching and snowboarding. In the
end he realized his daydreams would always be about riding the slopes Ė
not farming cattle. The rise to fame and success for Nate was not a
long one Ė but it definitely wasnít easy. He earned his winter lift
money each summer by bouncing in backwater bars, logging, forest 
firefighting, or working construction Ė 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: 
Shaved Head
In Range
Digital Ops
Action Fingers
Out of Range
The Wahoo
Blue Denim
Spec Ops
The Ancestor
Poncho Azteca
Mountain Pack
Rubber Bullets
City Slicker
Campfire Tunes
Cap Gun

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 Ė his airs no longer astonishing but purely frightening.
He has rediscovered his strongest motivator Ė fear.

Psymon-Specific Bolt-Ons: 

Entry Burn
The Rippler
In Stitches
Standard Issue
Charred Soul
Laughing Gas
Horn Dog
Wound Up
Programmer T-shirt
Sniffin' Napalm
Uranium Miner
Tranquilizer Armor
Fish Bait
Bundle of Joy
Horror Show
Fish 'n' Chips


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 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 Ė but inevitably leaves in his wake destroyed furniture, hefty
tabs, and demented dudes unable to stop their girls from falling all
over the obliviousĖto-it-all Viggo.

Viggo-Specific Bolt-Ons: 

Fake Fur
What the -?
Ladies' Dude
Quick Exit
Super Fly
Break It
Fly By
Ice Cold
Life of the Party
Grunt Flapper
Backcountry Pack
Rocket Fuel
Old Skooler
Paper or Plastic
Mo Dat
Bright Idea
Blue Cheese
Nicely Done

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: 

Blacked Out
Rocked Out
Half Wits
Trouble - White, wripped shirt
Bare Back
Dangerous - Her old hairstyle from SSX. Woo hoo!
Wicked Spex - Old-style goggles/sunglasses
Ripped Jeans - Umm...a pair of ripped jeans, heheh
Warpaint - Blue Face paint covering her whole face
Snowball's Chance
Giddyap! - a zebra striped cowboy hat
Dookie Rolls - cool hairstyle
Full Brain Load
Mega Booster - a huge rocket pack on her back
Mega Masher - a huge "Mech" type hand on her right arm
Mega Head
Bat Wings - A pair of bat wings that comes out of her back
Fast Food - A cheeseburger she holds, heheh


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 
Albinofro - $50,000. An Albino fro with a white pick in it. 

Beanies, beanies and more beanies

Board Goggles in every color and shade

Your Pal - Your head becomes a big oval head that looks like a toy
Splitting Headache? - Your head becomes a punching bag










Skateboard Deck - $50,000. Skateboard
Surf's Up - $50,000. A Surfboard
No Allowance - $50,000. A flattened out paper bag
Snowskate - $50,000. A skateboard deck on a small snowboard
SSX3000 - $150,000. A futuristic snowboard/hoverboard


Flaming Head - Your head shoots flames
Flaming Hands - Your hands shoot flames
Hand Flares - Your hands glow like flares
Flaming Board - Your board is on fire 
Smoking Board - Your board exudes smoke

c. Frequently Asked Questions
Q. What are the two red bars beside your character in the 'Equip Gear' screen?

A. The bars represent the accessory limits for your character. The #1 bar is 
the current accessories you have on - the second bar is what your accessory 
amount would be if you equipped that particular item. Equip too many accessories
and you won't be able to equip any more. Basically, it's the "polygon" limit 
for the total amount of bolt-ons your character has equipped. 

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 


A. Okay horndog, Elise has two bikini tops - one you get on Peak 2 
(Canadian Pride) and the other you get on Peak 3 (Nice, huh?). As for how
EXACTLY you get them, you have to win gold medals on each of those peaks.
Prizes are awarded randomly when you get gold medals, so you basically have
a chance of getting Elise's bikini tops anytime you get a gold on Peak 2 or 3.

In the meantime, take a cold shower or go play with Svelte Luther to calm
yourself down. 

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) 

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.) 

Q. Why do you hate Viggo so much? 

A. The question should be, is it possible for me to hate Viggo any MORE. And
the answer to that would be no. :D


                              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 Options Menu. 
You are given a keyboard and must type in the words of the cheats in order to 
achieve them. Cheats are not case-sensitive - typing "Worm" or "WORM" or "WoRm"
will get you Eddie all three ways.

Here are the cheats that are currently known: 

     UNLOCKABLE:                            CHEAT 
                      HIDDEN CHARACTERS     
     Eddie                                  worm
     Luther                                 bronco
     Brodi                                  zenmaster 
     Hiro                                   slicksuit
     Jurgen                                 brokenleg
     Marty                                  back2future
     Svelte Luther                          notsosvelte
     Bunny San                              wheresyourtail
     Snowballs                              betyouveneverseen
     Unknown Rider                          finallymadeitin 
     Canhuck                                greatwhitenorth 
     Churchill                              tankengine  
     Cudmore                                milkemdaisy 
     Gutless                                boneyardreject 
     North West Legend                      callhimgeorge
     Stretch                                windmilldunk 
     All Artwork                            naturalkoncept  
     All Boards                             graphicdelight 
     All Posters                            postnobills  
     All Toys                               nogluerequired  
     All Cards                              gotitgotitneedit 
     All Movies                             myeyesaredim
                     PEAK ACCESSORIES  
     All Peak 1 Lodge Accessories           shoppingspree

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. 

EA BIG Online keeps track of all records for each player when they play 
"ranked" matches. To see the records and your online statistics, visit the
Official EA BIG Online web site:

Some tips on playing online: 

There are two basic types of matches - ranked and unranked. The scores for 
Ranked matches are recorded and kept on the EA BIG site. All characters in 
ranked matches are forced to "8" on all stats to allow both newbies 
and veterans of the game to play on a fair playing field. If you want to 
use your level 11 guy, you have to play an unranked match, where you will 
get to use your character at level 11, but your score won't be recorded. 

You can only play main events on SSX 3 Online like racing 1 race, or 1
Slopestyle course. You cannot play any of the Peak Jams/Races 
and there are no bonuses or multipliers on the courses. 
It's just you and the other player. 

The set up can be confusing at times, but there are two basic ways you 
can find people to play. The first is to enter the "Lobby" and pick a 
room with people already in it and enter it. This allows you to be seen
online and you can play the people in the room. But if you don't want to 
play strangers but your friends, in order to be sure you can always
find your buddies in online competition you will probably want to set up
your EA Messenger. It's the only way to tell if a particular person is 
online if they are not sitting in one of the rooms. Press circle and enter 
the name of the person you would like to put on your messenger list. The 
name must be spelled exactly (case doesn't matter) or it won't appear. You 
can store up to 40 people. 

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/DSL for the best experience. The lag experienced
with 56K makes the game almost unplayable at times. 

Q. What's your online handle, gondee? 

A. I always go by "gondeeSSX". If you see me online, you must be a bigtime night owl, 

Q. Is it true that EA will erase the scoreboard after a certain of time? 

A. At this point, it appears that EA may begin erasing the scoreboard after
a period, but they are looking into establishing a "Hall of Fame" board 
for the High Scores that are at the top of the board. Why are they resetting 
the scoreboard? Long story short, the longer the high scores, continually 
increasing all the while, stay on the online leaderboards the harder it
becomes for anyone to increase their ranking. 

Q. How is the main "Overall Ranking" calculated? 

A. With all their fingers and toes, apparently. :) No one had any idea until Nathan
from EA posted at and answered the question: 

"I was able to get this question to one of our engineers here at EA and he gave me
this answer: 

1) all ranking lists except the main one are based on your absolute times/points 
for a given track. So, if you achieved 2:25 on a given track, your points for that
ranking list will be based on that. The same goes for points for trick tracks. 

2) the main ranking lists is recalculated every 10 minutes based on your rank on
all the other ranking lists. The formula below is for that. 

MasterPoints = NumberOfRankingLists*RankSize (this is 100) - user rank 1 - user
rank 2 - user rank 3 ... -user rank last ranking list. 

Points in Overall ranking list = MasterPoints 

So, for example, the guy who is ranked 10th on all of them will likely be ranked
fairly high on the main ranking list. The guy that only played one track and is
unbeatable on it will never make it really high on the main rankings. 

It is not dependent on who you play or who you beat. All the track lists depend 
only on your absolute best time or points for that track, and the Overall ranking
is calculated from your standing in all the other lists, as per the formula."

Thanks, Nathan!  


                           SECTION SEVEN: MEASURING UP 

The MEASURING UP section encompasses the various means of competition available to SSX 3 
Players. It will cover both the 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:

Frequently Asked Questions: 

Q. Are there other SSX Scoreboards? 

A. Yep! 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* The scoreboard for SSX 3 should be open within a matter of a week or 
two. :) 

Q. When is the SSX 3 Scoreboard going up? 

A. It's open! :) Visit this thread in The Gravitude Bar to visit and submit for
the SSX 3 Scoreboard.


                              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:

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. 


Credit & Thanks
~ Author credit goes to vix, ssxtitan, MrChaos, Dreaming Gamer, 
FishEye, countercycle, YoshiXL, Silverstarfire, Gamer EX, and 
all the people featured in the box on top of the guide. I'm tired
of typing all their names twice, 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 - 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 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 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. 

~ Cody Ritchie is, like, the most awesome EA BIG employee ever. He has been 
consistently cool to me ever since the first SSX and has submitted some
great "inside stuff" to this guide that I could never get anywhere else.
Amazingly, he still wants to go over a set of interviews FOR SSX 
that I've been wanting to put on Merqurycity for almost 2 years now. I 
think he forgot about them at some point, but I'm still gonna ask anyway. :)

~ 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. 

~PD CofC is the SSX Tricky Showoff powerhouse, owning 5 of the 8 showoff records 
for SSX Tricky. It looks like he's continuing his streak with some phenomenal 
scores for SSX 3 in Big Air and Slopestyle as well, so look for him to continue
his streak on the SSX 3 Scoreboard.

~ happymachines wrote like 2/3 of my SSX Tricky guide, and I'm very glad he's 
submitted more walkthroughs for the SSX 3 Guide. His sense of humor is very 
evident in anything you read from him, enjoy it. :) 

~ laidback0378 is a very cool new member over The Gravitude Bar. He's taken it
upon himself to help fill in the missing racing guides for which I am very 

~ bonsai has a cool name, and also submitted a walkthrough for The Throne Jam. :)

~ irritatedlittleman is apparently irritated all the time. But he's also very
good at the Peak 1 race and submitted a walkthrough for it that I was very 
impressed with.

~ Ravage is a skilled member of the The Gravitude Bar and has taken it upon 
himself to write the Peak Races, which I am very grateful for. He also is 
currently running a mini-scoreboard for the top scores over at Gravitude. :)

~ countercycle is a valued member over at The Gravitude Bar over at

~ Dreaming Gamer is a consistent valued contributor over at the Gravitude Bar. 
He also has a thing for polls, polls, and more polls! 

~ Silverstarfire was kind enough to send me guides to some of the tougher
BIG Challenges. I appreciate his willingness to help other players with
some of these frustrating tasks. 

~confessor, antimony, ghoti and all the various tips submitters have my 
thanks for being willing to help others online at various SSX billboards
across the internet. 


This guide is still a work in progress, therefore it is probably containing
a few mistakes that I missed. If you see one, let me know - 



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