__ ___ ______ _____ / | / // ____/ / ___/ / |/ // /____ / /__ / // ____/ \___ \ / /| // / ____/ / /_/ |___//__/ /_____/ _______ _______ _____________ ________ _______ ______ ______ ________ / __ / / ___ / / __ / ____/ /__ __/ / ___ / / ____/ / ____/ /__ __/ / /_/ / / /__/ / / / / / \_ / / / /__/ / / /___ / /___ / / / ___/ / _ / / / / /\__ \ / / / _ / / ____/ / ____/ / / / / / / | / / /__/ /___/ / / / / / | / / /____ / /____ / / /___/ /_/ |_/ /______/______/ /__/ /_/ |_/ /______/ /______/ /__/ NEED FOR SPEED: PROSTREET ~~~~~~~~~~~~~~~~~~~~~~~~~ FAQ/WALKTHROUGH PC VERSION VERSION 1.0 CREATED BY CHINGY42007, a.k.a. THE REAL DRIFT KING ================================================================ -----------------------TABLE OF CONTENTS------------------------ ================================================================ 1) - INTRODUCTION (NFSPS001) 1.1) About the Author (NFSPS002) 1.2) Contact Information (NFSPS003) 1.3) Copyright Information (NFSPS004) 1.4) About the Game (NFSPS005) 2) - GETTING STARTED (NFSPS006) 2.1) Default Controls (NFSPS007) 2.2) Transmission Options (NFSPS008) 3) - THE GAME (NFSPS009) 3.1) Changes (NFSPS010) 3.2) Race Modes (NFSPS011) 3.3) The Cars (NFSPS012) 3.4) The "Blueprint" concept (NFSPS013) 4 - THE WALKTHROUGH (NFSPS014) 4.1) The Story (NFSPS015) 4.2) Grip + Grip Class Races (NFSPS016) 4.3) Sector Shootout (NFSPS017) 4.4) Time Attack (NFSPS018) 4.5) Drag Racing (NFSPS019) 4.6) Wheelie Competitions (NFSPS020) 4.7) Speed Racing (NFSPS021) 4.8) The Elite Kings (NFSPS022) 4.8.1) Ray Krieger, The Grip King (NFSPS023) 4.8.2) Karol Monroe, The Drag King (NFSPS024) 4.8.3) Nate Denver, The Speed King (NFSPS025) 5 - TIPS AND HINTS TO BECOME A D.K. (NFSPS026) 5.1) The Art of Drifting (NFSPS027) 5.2) Basic Tips (NFSPS028) 5.3) How to Finesse it (NFSPS029) 5.4) Recommended Cars + Tuning Sets (NFSPS030) 5.5) Aki Kimura, The Drift King (NFSPS031) 6 - RYO WATANABE - THE SHOWDOWN KING (NFSPS032) 7 - WHAT NEXT? (NFSPS033) 6.1) Ryo's Records (NFSPS034) 6.2) ProStreet 2? (NFSPS035) 8 - FREQUENTLY ASKED QUESTIONS (NFSPS036) 9 - RACING GLOSSARY (NFSPS037) 10 - VERSION HISTORY (NFSPS038) 11 - ACKNOWLEDGEMENTS/CREDITS (NFSPS039) Note - For quick access press Ctrl+F and type in the code for the desired section. For example, Ctrl+F and NFSPS036 takes you directly to the FAQs. ================================================================ 1.----------------INTRODUCTION (NFSPS001)----------------------- ================================================================ Welcome, everyone, to my second FAQ/Walkthrough. This guide should be able to answer any and every question you have regarding Need For Speed: ProStreet. Keep in mind, if you have any suggestions, criticisms, or would like to add to this guide, just use the contact information below to reach me. ================================================================ 1.1 - About the Author -------------------------------(NFSPS002) ================================================================ My name is Chengaiz Khan, but on the forums of www.cheathappens.com (of which this guide is posted), I am known as Chingy42007, a.k.a. the REAL Drift King. I have an uncanny knowledge of cars, on and off the track - I can analyse, assess and exploit any potential weaknesses and/or advantages. This knowledge has come partly from my own personal experience on the racing circuit, but also thanks to my dad, who planted the seed for my love of cars. Like I said, this is my second guide, and to top it all off, I'm only 16. ================================================================ 1.2 - Contact Information ----------------------------(NFSPS003) ================================================================ Like I said, if anyone has any queries, criticisms, or any general suggestion/contributions to this guide, you can contact me through any of the following: 1) - You can send me a Private Message from my personal profile page on www.cheathappens.com. Just copy and paste this URL into your address browser: http://www.cheathappens.com/show_user.asp?userID=189130 NOTE: you must be a member of CheatHappens to be able to do this. Registration is fast, easy, but most importantly: FREE. 2) - You can contact me via e-mail. You can email me your suggestions to: a) - chengaizakhan@hotmail.com b) - chengaizk@gmail.com ================================================================ 1.3 - Copyright Information --------------------------(NFSPS004) ================================================================ Chingy42007© 2007 onwards, all rights reserved. It is forbidden to reproduce, recreate, reiterate, copy and redistribute this guide to ANYONE without my permission. There will be severe consequences for anyone who does. Right now the only site who has permisson to display this guide is www.cheathappens.com, and all sites affiliated with CheatHappens. If you find this guide on any other site, please tell me immediately so I can deal with it. ================================================================ 1.4 - About the Game ---------------------------------(NFSPS005) ================================================================ Need For Speed: ProStreet is the eleventh game in the whole NFS franchise, and it has a LOT to boast about. It has revolutionized NFS games - gone are the days when you can select free roam and just smoke any old hick in a badly tuned Mustang in a short, adrenaline-pumped, illegal street race. EA has seen the recent promotion of illegal street racing and has decided to "legalize" its racing franchise. ProStreet now comprises of legal "Race Days", where people face off in closed streets/tracks to take one step closer in becoming the "Street King". ================================================================ 2.------------------GETTING STARTED (NFSPS006)------------------ ================================================================ Well, I know that many people rush into the game without thinking, eager to play with their latest purchase. Well, you people are in luck. This section is just for you, seeing as you haven't bothered with the manual. Of course, what I've said above might as well be completely untrue. Which means I'm wasting my time typing this.... oh well. ================================================================ 2.1 - Default Controls ------------------------------(NFSPS007) ================================================================ Accelerate Up Arrow Brake/Reverse Down Arrow Steer Left Left Arrow Steer Right Right Arrow Handbrake Numpad 0 N2O N Shift Down Left CTRL Shift Up Left Shift Clutch Space First NOT ASSIGNED Second NOT ASSIGNED Third NOT ASSIGNED Fourth NOT ASSIGNED Fifth NOT ASSIGNED Sixth NOT ASSIGNED Reverse NOT ASSIGNED Neutral NOT ASSIGNED Reset Car Position R Toggle Leaderboard 4 Toggle Minimap 3 Toggle Best Line 2 Toggle Arrows 1 Change Camera View C Look Behind B Screenshot F12 ================================================================ 2.2 - Transmission Options ---------------------------(NFSPS008) ================================================================ The transmission scheme works a bit differently now. Don't worry, the good old auto 'box is still there, but manual has taken on a new look. Here's the three options: AUTOMATIC - Simple, easy, lazy-boy racing. The computer does the shifting for you, you concentrate on the driving and winning. MANUAL - The same manual you've been used to since Most Wanted. Use the right stick to do the shifting, the left to do the steering. It's not rocket science, nor is it an F-grade piece of work. It is possible to finesse this skill to your advantage. MANUAL CLUTCH - This is the new variant. Aimed at champion ProStreet-ers, this really challenges your controller capability. In order to shift up an down, you must hold the clutch and then use the stick to shift up and down. Just like the real thing. You wanna be a pro? Then use this. ================================================================ 3.------------------THE GAME (NFSPS009)------------------------- ================================================================ This section will highlight and explain the basics of the game, from differentiations of gameplay right down to the individual customization aspects of your cars. Hopefully you will get a clear understanding and view of the differences between the NFS Carbon, and NFS ProStreet. Also, it should boost your knowledge of the game a tad as well. =) ================================================================ 3.1 - Changes ----------------------------------------(NFSPS010) ================================================================ A number of features, some well loved, some well hated, have been removed in NFS ProStreet from its predecessors due to EA's revolutionisation of the franchise from illegal street racing to legal street racing. EA have done this mainly because of the bad image they were imposing, encouraging illegal street scene activities, and indeed, you will find a LOT of tuners on the street these days. So, in a bid to attempt to lower the number on the illegal scene, EA have taken on a new, fresh approach to their highly successful and influential franchise in the form of legal street racing. Here's a list of the changes: ---------------------------------- ADDITIONS ------------------------ ---------------------------------- WINDTUNNEL SYSTEM - This feature helps you to tune the aerodynamics of the car to acheive a better top speed, downforce, lateral grip, acceleration and cornering. By tuning various aspects of the car, i.e. the spoiler and bumpers, you can reduce drag, add downforce and help get your car to the peak of it's performance. DRAG RACING - Never really has been new to the NFS franchise, but it makes a return after a year-long abscence in Carbon. The way it's run is different, but it's a warm welcome back to one of the game modes that really made Need For Speed very enjoyable. EXTENDED VISUAL CUSTOMIZATION - Autosculpt is back and better than ever, with it available for every single exterior aftermarket part, including rims, hoods, spoilers and full body kits. The vinyls and decals have been given a thorough going over, and over 3 trillion possible combinations of vinyls are available at your disposal. TUNING - Again, not exactly new, but the last time we could last change our damper settings was way back in NFS Underground 2. For racing purists, it's a delight, and a reason to rejoice, for those less keen on the technical stuff it's another fun thing to play around with. ---------------------------------- REMOVALS ------------------------- ---------------------------------- COPS - as stated before, NFS has gone legal and therefore gone are the days where you can just roam out of the garage and into a high-thrill, high-speed pursuit. If anything, the cops help organize the race days, but you don't see that in the game. =P FREE ROAM - all racing in the game takes place on closed off street roads and/or on professional race tracks. This is exactly how real legal racing is done, and much to the dismay of fans of the last 4 installments, free roam, too, says farewell indeed. Although to be fair, it never did really contribute a whole lot to NFS games in the first place. SUPERCARS/EXOTICS - sure, one or two remain but since ProStreet was meant to emulate a true tuner scene to start with, it would just be downright unrealistic to have a legal race day filled with nothing but Zondas and Enzos. Therefore most of the cars in the game are popular, on-demand tuners of the street scene. Kind of ironic, if you think about it. ================================================================ 3.2 - Race Modes -------------------------------------(NFSPS011) ================================================================ There are four main race modes, with a couple having different categories within the actual race mode just to keep the game interesting, instead of having the race the same old four races over and over again. ---------------------------------- GRIP RACING ---------------------- ---------------------------------- Basically just plain old circuit racing. For racing purists, "Grip" racing is a more accurate term, but for the rest of the NFS fans, it's just plain old "circuit" racing. There are a few variants of this mode of racing: GRIP - the basic, "run what ya brung" race. Everyone pools into the race, regardless of horsepower, drivetrain, transmission, and whatever other variable you care to mention. GRIP CLASS - the cars in the race are split into two groups, the groups usually determined by horsepower. Group A is the weaker of the groups, cars usually ranging from 200-500 BHP. Group B, however, showcases and highlights the big guns. Cars can reach anywhere up to 600-1000 BHP, and it really is something to witness and experience. SECTOR SHOOTOUT - the track is divided into 4 sections. As soon as you enter a section, a point timer starts ticking down from 1000 to 0. You must get through the section checkpoint (at the end of the section) before the clock hits 0. As soon as one section ends, the next begins. There are 3 laps, and usually a good score is around 400 points/sector, around 1600-2300 total. TIME ATTACK - simple, you against the clock. Except there's other guys on the track as well who are competing against the clock itself, and not necessarily you. Lowest lap time wins. 3 laps to do it. Simple. ---------------------------------------------------------------------------------------------- RECOMMENDED CARS: Porsche 911 Turbo, Mitsubishi Evo X, Pagani Zonda F, Ford Sierra Cosworth RS ---------------------------------------------------------------------------------------------- ---------------------------------- DRAG RACING ---------------------- ---------------------------------- You know what this is. A simple straight-line race from A to B, whoever reaches B first wins. Except that there are 4 other drag races going at the same time, and in the end whoever gets the best drag time wins. There are 3 heats, or 3 "laps" if you wish, to obtain your drag time. Usually, a good drag time is around 7-8 secs. There are a few variants, too. 1/4 MILE DRAG - a straight line race spanning 400m. 1/2 MILE DRAG - a straight line race spanning 800m. Timing your shifts and NOS is crucial. WHEELIE COMPETITION - this is done on a 400m drag strip, and the key to success is for your car to maximise its horsepower and torque, and also your ability to hold it for as long as you can. On average, a wheelie car has in excess of 700 BHP. And when it comes to the wheelie itself, when you see the nose come down a little, just punch the nitrous and it will shoot back up for another 100m or so. ------------------------------------------------------------------------------------------------- RECOMMENDED CARS: Shelby GT500 (new, for drag), Ford Mustang GT (drag), Pontiac GTO (drag), Dodge Charger R/T (wheelie), Dodge Challenger R/T (wheelie), Toyota Supra (wheelie). ------------------------------------------------------------------------------------------------- ---------------------------------- DRIFT RACING --------------------- ---------------------------------- This is all about getting your car sideways. Points are awarded on the angle of your drift, the speed of the drift and how long you can hold it for. It is by no means hard to get used to - in fact it is quite the opposite. However, that doesn't mean everyone can drift like a god. It takes proper skill and brains to learn just how to finesse a drift, and how to complete whole tracks in just one, solitary drift. More info in the section: "Tips and Hints to become a D.K.". ----------------------------------------------------------------------------------------- RECOMMENDED CARS: Toyota Supra, COrvette C6, Mazda RX-7, BMW Z4 M Coupe, Shelby GT500 '07 ----------------------------------------------------------------------------------------- ---------------------------------- SPEED CHALLENGE RACING ----------- ---------------------------------- High-speed racing over a very long piece of tarmac. It's far more easier to slip up and total your car here in these races than in any other race. You slip at 200mph and it'll all be over in 200 milliseconds. Trust me, you don't want failure here. The key to every good speed car is the driver - his/her ability to keep the car stable at high speeds is the key to success. Course, it helps if the car is of the right caliber as well. Basic necessities of any speed car should be: - 4WD: this helps stability. Big time. - Weight: helps to keep the car on the road. You try hefting 1500kgs in the air at 200mph. - Power: What's the point of you being in the race in the first place if you can't top 200mph? More importantly, it's essential to know the track. If you don't know where the next hairpin is, you won't have the time to react quick enough at those speeds, meaning your race is over. Knowledge of the track inside-out is essential to success. Period. Here are the variants: SPEED CHALLENGE - A to B, whoever reaches there first wins. Simple. TOP SPEED RUN - Remember Checkpoint from last year, and Speedtrap from Most Wanted? It survives to this day. Go through the checkpoints, the driver with the the overall highest cumulative speed wins. ------------------------------------------------------------------------------------------------- RECOMMENDED CARS: Pagani Zonda F, Audi RS4, Nissan GT-R R35, Lamborghini Murcielago LP640, Subaru Impreza STi ------------------------------------------------------------------------------------------------- ================================================================ 3.3 - The Cars ---------------------------------------(NFSPS012) ================================================================ Here's the full car list, booster pack cars and Collector's Edition cars as well. -------------- STANDARD CARS: -------------- 1999 Acura Integra Type R 2004 Acura Integra Type R 2006 Audi S4 2007 Audi TT 2003 BMW M3 E46 2007 BMW M3 E92 2007 Z4 M Coupe 2006 Cadillac CTS-V 2008 Chevrolet Camaro Concept 1967 Chevrolet Camaro SS 1970 Chevrolet Chevelle SS 2006 Chevrolet Cobalt SS 1967 Chevrolet Corvette C2 (Sting Ray) 2005 Chevrolet Corvette C6 2006 Chevrolet Corvette Z06 1967 Dodge Charger R/T 2006 Dodge Viper SRT-10 1996 Ford Escort RS Cosworth 2005 Ford Focus ST 2006 Ford GT 2003 Ford Mustang GT 1967 Ford Mustang Shelby GT500 2006 Ford Shelby GT500 1999 Honda Civic Hatchback 2006 Honda Civic Si 2003 Infitini G35 Coupe 2006 Lamborghini Murcielago LP640 2006 Lotus Elise 1995 Mazda RX-7 2006 Mazda RX-8 2006 Mazdaspeed 3 1999 Mitsubishi Eclipse 2006 Mitsubishi Lancer Evolution IX MR-edition 2008 Mitsubishi Lancer Evolution X 1989 Nissan 240SX 2006 Nissan 350Z 1999 Nissan Skyline R34 1999 Nissan Silvia S15 2008 Nissan GT-R PROTO/R35 2006 Pagani Zonda F 1970 Plymouth Hemi Cuda 1965 Pontiac GTO 2006 Pontiac GTO 2008 Porsche 911 (997) GT2 2007 Porsche 911 (997) Turbo 2006 Porshe Cayman S 2006 Subaru Impreza WRX STI 1986 Toyota Corolla GT-S AE86 1998 Toyota Supra 2006 Volkswagen Golf R32 ------------------------ COLLECTOR'S EDITION CARS ------------------------ 2002 Acura NSX 2006 Acura RSX 2005 Audi RS4 1971 Dodge Challenger R/T 2006 Ford Mustang GT S-197 2006 Lexus IS350 2007 Pontiac Solistice GXP 2006 Volkswagen Golf GTi mk5 ------------------- BOOSTER PACK CARS** ------------------- 2006 Aston Martin DBR9 2008 Audi R8 2007 Bugatti Veyron 16.4 2001 Honda S2000 2006 Koenigsegg CCX 1994 McLaren F1 1970 Plymouth Road Runner 2005 SEAT Leon Cupra R ** - the booster pack is available for download at XBL Marketplace. Two cars of choice are free, but the rest are valued at 80 Microsoft Points each. ================================================================ 3.4 - The "Blueprint" Concept ------------------------(NFSPS013) ================================================================ Basically, your car's blueprint is a schematic which labels and memorizes your car's performance, visuals and tuning schemes. You can have 3 different blueprints for you car, but if you start a new blueprint you have to purchase all the parts again. Including performance. So for example you may have a blueprint which fully maximizes your car's performance so that Ryo, the showdown king, is a piece of cake, but you may have one that stretches your artistic capacity, where the car is covered in intricate streams of decals and vinyls into one massive, car-shaped painting. It's up to you what you want to do with your blueprints. Personally, I only need one. And I think that's enough, seeing as I neither have nor want the money for another schematic on a car. However, there is a tuner leaderboard on the EA Gamernet. You can share your best blueprint with the rest of the world, and if you are good enough for it to be shared by a person whom you shared it with, you can hit the very top of the leaderboards. The more your blueprint gets shared, the better recognition you'll have among fellow ProStreet-ers. Then expect all the challenges to come pouring in, and you can choose the stakes - no stakes, Career credit or pink slips. ================================================================ 4.-------------THE WALKTHROUGH (NFSPS014)----------------------- ================================================================ In this section I will illustrate my very best tips I can give you for each race mode, and not necessarily a step-by-step path on how to beat the game. Since there are many races, there are many different ways to complete them. And it would take me months to explain each and every track and driver, so I will give you the best fool-proof advice I can give that seems to work for almost any track and race. Also, I'll be going over the story....below. ================================================================ 4.1 - The Story --------------------------------------(NFSPS015) ================================================================ You are Ryan Cooper. An ex-pro on the illegal street scene. Now you've taken a liking to the legal street scene, and you have plans to not only dominate the very best, but to blow every record away, take down all the kings and become the next Street King. Unfortunately, Ryo Watanabe, the Showdown King, has seen you race and he feels like he's "being paid just to watch you drive that piece of junk he (you) calls a car". Meaning he doesn't like you. Mainly he sees you as another wannabe punk who can't drive for their life, and that you pose no real threat at all. Or so he claims.... it could be he's plain scared. That definitely is the case later on. So after that little "proving" race that you obviously aced with no problem, it's you and your Nissan S13 240SX. You are ready to take on the world, take down Ryo and the Elite Kings, and claim the title that is so rightfully yours. You are now on your way to becoming the next Street King of the world. (Not much of a storyline it must be said, but it's way better than that of Carbon - which was very vague indeed) ================================================================ 4.2 - Grip + Grip Class Races ------------------------(NFSPS016) ================================================================ Firstly, you need a car that has, on the stat bars, more handling than power. Most of these tend to be all-wheel-drive cars, a.k.a. 4WDs. Handling is essential in grip races, because it's all about going round a track, and not necessarily in a straight line. That's not to say power doesn't help, after all, you need quite a bit if you need to get round the track quicker than others. There are a couple of ways of taking each and every corner: - SLOW IN, FAST OUT: basically you approach the corner under braking, let go of the accelerator, turn in and then when you see the exit, you floor it. It's effective, but it's some- times it's not the most practical or the most viable one. - OUT-IN-OUT: approach the corner on the outside, then sharply turn in to the utmost inside (apex) of the turn. Accelerate on the way out, and don't turn much so that you occupy the outside of the exit of the turn. This is usually the fastest way of going through a corner, as the exit demands you to accelerate more than steer. - POWERSLIDE: this is advanced, and is very similar to drifting. Your ABS, Traction Control and Stability Management must all be switched off, as they will interrupt your slide. Also, your car must be a rear-wheel-drive car, otherwise it won't work. To initiate the slide, rush into a corner, brake a little, and do not turn the wheel until the last possible moment. Then, steer aggressively into the turn, and maintain your inertia using the throttle and a bit of counter-steer (turning in the opposite direction of the turn). Continue this to the exit, and straighten your car up. Be warned - if this is not executed correctly, you will most likely spin out and damage your car. Asides from that, if the slide is not held correctly at the very end, it will position your car at an awkward angle, meaning it's more of an effort to straighten up, and more time-consuming. This means valuable seconds can be lost while attempting this. - BLOCKADE: Occupy the middle line entering the corner, going through the corner, and exiting the corner. This is often the most frustrating maneuvre for your opponents, as they can't overtake without inflicting damage to the cars. In professional racing, this maneuvre is often used to psych out the opponents, as it frustrates and angers the driver, then the driver slips up and makes a mistake. Driving whilst angry = bad. ================================================================ 4.3 - Sector Shootout --------------------------------(NFSPS017) ================================================================ Speed through the corners is the fundamental key to win sector shootouts. So obviously, you know I'm going to be screaming 4-wheel-drive. Which I am. Other than that, to carry speed through the corners your car needs to light, and preferably with a short wheelbase, for improved turning radius. I'm talking about small cars here. Very small cars, but not necessarily 4wds. Here's a recommended list of cars: - Audi S3 - Audi TT - BMW Z4 M Coupe - Ford Escort Cosworth RS - Lotus Elise - Pontiac Solistice GXP Generally speaking, the lighter the car, the greater the acceleration. There are many good cars out there, but in Sector Shootout only a few really stand out. The cars above all do, and for good reason. They follow the two main things needed in SS races: speed through corners, and a small frame, for added acceleration. If your car follows these two rules, and provided you have some skill, then there's no reason why you shouldn't lose. ================================================================ 4.4 - Time Attack ------------------------------------(NFSPS018) ================================================================ Basically, Time Attack is the culmination of all grip racing advice. You basically need the same ingredients as SS races, in terms of cars, and you need to know the right techniques for the right corners. If you consistently maintain a certain pace through the track with these elements then you should prevail quite easily. Remember you are given 3 laps. I advise you to use the flying lap as a quick observation of the entire track, find the appropriate lines through the corners, and make mental notes of when to brake etc. This might sound a lot on the first lap, and you can extend this into the second if you want. Generally speaking, your second and third laps are the fastest, because you don't start the lap from a standstill. So if you take two for observation, make sure you put what you've learned from your demo runs into practice, because you only have one shot at it. Of course, you could restart the race, but that's pretty much cheating. =P ================================================================ 4.5 - Drag Racing ------------------------------------(NFSPS019) ================================================================ For this, traction and power is everything. One cannot exist without the other, however. For example, a car has 800 BHP, but it only has a traction of level 2. What's the point of having all that power in the car when it cannot be utilised effectively and efficiently due to the lack of traction? Instead of a potential 1/4 mile time of under 8 seconds, you will most likely get something around 11 seconds. That's how vital traction is. It's the same vice-versa, too. You can have 300 BHP with traction level 4, but you won't get that sub-8 seconds time you were gunning for. Instead, you will get everything the engine can deliver, which in this instance isn't very great. Most likely, you will get around 11-12 seconds for the 1/4 mile. Now imagine, if 300 BHP can do an 11-sec time, what can 800 BHP do? Sub-8 sec time, sub-7 even? That's why, when it comes to buying parts for potential drag cars, you must ALWAYS upgrade your traction before your power, period. Traction-related parts include suspension upgrades, brakes and tyres. Make sure these are maxxed out before you start on the engine upgrades. In order of importance, here's how I recommend you buy your power upgrades: - engine - no point drag racing without cutting edge tech in your ride's engine - drivetrain - a good gearbox is the key to fast shifting, and utilising the engine's power effectively. - NOS - give yourself that extra edge by using NOS at the right time, at the right speed. Helps to lower your drag time a LOT. - Turbo/Supercharger - give your ride that boost it's needed, as this will boost power up by at least 50 BHP or more. It's not really needed, but if you really want it, I don't see why not. For the actual dragging, I would just say practice makes perfect. Obviously the more perfect shifts in a run the better, and also know when to use the NOS. For most cars in the standing 1/4, it's around 3rd or 4th gear. For the standing 1/2, it's usually last gear. ================================================================ 4.6 - Wheelie Competitions ---------------------------(NFSPS020) ================================================================ Unlike drag racing, power is dominant over traction. A proper wheelie is executed when the engine delivers and overload of torque to the rear tires, and the traction of the tyres in question fails completely to deliver the power to the road, thereby wheelspin occurs, and the desired speed is not achieved. More wheelspin is achieved than speed, and should the engine deliver quite a LOT of torque, the wheelspin will increase sufficiently so that it raises the car's nose completely. This is called a WHEELIE - when the car's torque output overloads the tires' traction and generates wheelspin great enough to lift the front of the car off the ground altogether. So now you know how a wheelie works, you should have some general idea how to tune and buy your wheelie car. Obviously, the car must have a LOT of power as a stock car and must have really rubbish handling as well. There's only one class of cars that comes to mind at the thought of that description - muscle cars. The Dodge Charger R/T and Challenge R/T are obvious contenders. What I often have done with these two is buy all the level 3 power performance upgrades, and that's it in the tuning department. I might spend a moment or two in the visual department prettying the car up, but as far as tuning goes, the car was done. Maybe a level one suspension and tire package, just so it gets off the line a little better. But as a general rule when it comes to tuning any potential wheelie cars: power packages first, traction packages if ABSOLUTELY NECESSARY. ================================================================ 4.7 - Speed Challenges + Top Speed Runs --------------(NFSPS021) ================================================================ This is probably the only game mode in which ALL three factors of your car come into play - your aerodynamics, your power and your stability. Your aerodynamics affect your top speed and acceleration. Your stability affects how able you are to keep the car in control in excess of 200mph. And your power affects how much power there is in the car, Einstein. To build the ideal Speed car, you must separate the categories and focus on them one at a time. But prioritisation is in need firstly. Your stability is first, power is second and your aerodynamics is basically just finessing and fine-tuning your speed, so that goes last. STABILITY - this can be increased very easily, just in the car lot. That's right - 4-wheel-drive is highly recommended. And not just any 4WD. The car MUST weigh in excess of 1200KG (2600lbs), otherwise the potential is there for the car to simply destabilise and completely fly off the road at the slightest crest, hill or jump. When it comes to tuning your car, obviously the suspension and tires are your first upgrades. Brakes are recommended - if you find yourself suddenly at an awkward angle, going into the next turn at over 180mph, you need to be able to slow down. Quickly. otherwise you'll spin out and total yourself. For in-depth tuning, I recommend turning your camber angle to the positive section, and your toe angle in to negative. Play around with it, because different settings affect different cars. And the optimum balance varies from car to car, so you can never be too certain that there's one "master" setting, if you will, that works for each car. POWER - one of the mistakes that many people make is over-tuning. You don't need the power of a harnessed Supernova under your bonnet to win a speed challenge. It's the driving of the driver that wins the race, not the car. Of course, that's not to say the car has no part in it whatsoever. If I said that, you might as well use a horse for all I care. For every car, regardless of drivetrain, Level 2 parts are a must. Engine, Drivetrain, NOS and Turbo. Then, slowly upgrade the power upgrades to level 3. You must see whether or not your car can take that sort of abuse from the engine. If it still feels comfortable, then go ahead and do another upgrade. If you start to struggle with it, then de-tune it immediately. The last thing you need is an uncontrollable car that is capable of over 200mph. Winning is instantly jeopardised should you do that. Experiment with it, like stability each car has it's own optimal setting. There's not much I can do for you in the in-depth tuning, except to recommend you to raise the start boost and end boost to maximum should you think your car can take some extra abuse. By doing this, you can raise the maximum output of your car's engine by 5-10% extra. AERODYNAMICS - body kits, spoilers, hoods. What may seem as an added visual accessory in the other game modes could very well be the definitive turning point in fine-tuning your car's capability, and could very well win you the race. Body Kits are a BEEEG aero improvement, even if it's a mere stock autosculpt body kit. The body kits improve your car's aero anywhere from 150-350 points, and that's good enough for a couple of levels up from your current aero status. Editing the front bumper is what increases/decreases the top speed, because it's the front of the car that faces the most air resistance, and not the side skirts or the rear bumper. The better the front bumper can counter this air resistance, the greater your overall top speed. This includes making the air intake slots on the bumper bigger, and even creating/extruding a part of the bumper to direct the airflow around the bumper, rather than straight into it. Spoilers do influence your car's performance, albeit not as much as the body kits. The only thing they do is create downforce, and this is affected by the height of the spoiler. This downforce, mainly created by the weight of the spoiler (which in turn is affected by its height), pushes the car's tyres into the road, and helps the car stick to the road, thus helping stability. However, if the spoiler becomes too bulky, the air resistance increases, thus capping the top speed. So be careful as to finding the perfect compromise between speed and stability, as they vary for car and spoiler. ================================================================ 4.8 - The Elite Kings --------------------------------(NFSPS022) ================================================================ After reading and utilising the above advice, I take it now you have unlocked the three Elite Kings (yes, three) that dominate the particular race modes that I have thoroughly described and advised you on. And to be honest, they aren't that good, so you start dislodging your heart in your throat now. The title "King" is overrated when you see the reality of their caliber - they are only slightly better than the average joes you were racing with in your struggle to reach the top. Some of those joes in question are actually better than some of the Kings. So no sweat. These guys are easy, if you've made it this far using my advice. ---------------------------------------------------------------- 4.8.1 - Ray Krieger, The Grip King (NFSPS023) ---------------------------------------------------------------- The list of races is as follows, in order: - Time Attack - Sector Shootout - Grip KRIEGER'S CAR: BMW M3 E92 KRIEGER'S ADVANTAGE: - his car, the BMW M3 E92. It's light, superbly tuned and is very fast through the corners. KRIEGER'S DISADVANTAGES: - he can't drive. His braking points are off, his line through the corners is very odd and he is over-zealous with the gas pedal, meaning he often spins out and/or doesn't go through the turns as well as he could have. - no knowledge of the track. Period. Coupled with his awful driving skill, that's one hell of a losing combo. TIME ATACK - the track used combines a whole variety of sharp corners, so a little car will come in handy. There's only one high speed corner, which is linked to the main straight, and then a very sharp hairpin follows the high-speed corner. Speed through turns is the key for success, although beating Krieger doesn't take much. His best time is usually around 1 minute 10 seconds, give or take a few seconds. A good car with a good driver should get around 1 minute 3 seconds, again give or take a few secs. And unlike most Time Attacks, you will be given 4 laps instead of 3. SECTOR SHOOTOUT - this track is tight, with slopes. A car without good handling will suffer here, as this demands a LOT from the suspension. Similarly, the driver must know how to tackle a sloped course. Since I haven't given any tips, I recommend you practice first before you take this on. Sector 1 is a high-speed sector. The sector checkpoint is located right at the end of the high speed straight, and ideally you should get very high. Krieger usually hits the 390-400 mark, and despite Krieger's bad driving skill, that's a bit of a tall order here. Sectors 2 and 3 are very tricky, with both uphill and downhill slopes and a LOT of hairpins that can be tackled. Krieger can manage 380 here, and that IS a lot. However, it is possible, if you have a car able in the corners, to hit up to 450 here, as the exits of the sectors merge from an uphill slope to a downhill slope very quickly, making for some shockingly quick exits. Sector 4 is mainly downhill, but it is riddled with the two sharpest hairpins on the entire track. You have to be very aware of the track if you want to make it out in front, as you can very easily spin out and possibly total/damage your car. Krieger can obtain anywhere up to 350, but afterwards, he's beat. GRIP - a nice, lovely high speed track awaits your final destruction of Ray Krieger, the Grip King. There are one or two tricky corners following the high speed straights, but in general if you have a fast car, you have him licked. There's no pressure at all for this race. You might even beat him blindfolded - he's that bad here. And that's it! You are now the Grip King and you have a new BMW M3 E92 in your garage, along with an extra $50,000! ---------------------------------------------------------------- 4.8.2 - Karol Monroe, The Drag King (NFSPS024) ---------------------------------------------------------------- The list of races is as follows: - Wheelie Competition - 1/4 mile drag - 1/2 mile drag KAROL's CAR: Ford Mustang GT KAROL'S ADVANTAGES: - speed off the line. As soon as the light turns green, he's off. You can very well be beaten by him just because of his instantaneous shifting. - his shifting. As far as I'm concerned, he is a very good shifter. He can continuously gain speed, and doesn't lag like many do when he shifts. So watch it. KAROL'S DISADVANTAGE: - his car. He drives a 2006 Ford Mustang GT which, at level 3, can only do a standing 1/4 mile in around 10-11 seconds, and a standing 1/2 in around 19 seconds. Karol is a very good drag driver, but he is HORRIBLY let down by his own car. WHEELIE COMPETITION - you need a car with torque for this, and a LOT of it. Karol is dangerous in this area, capable of over 200m-long wheelies. Well, you've read the section on wheelie tips, and you should be able to top him easily. Dodge Charger, more power than traction, nitrous in 4th gear, 300m+. Simple. 1/4 mile drag - you need a car that is capable of a sub-10 second time. And provide these new cars with all the parts you can get, without any specific tuning, and you'll get a car that is capable of a sub-9 second time, easily. Maybe even sub-8 seconds. It's not that hard, just nail the shifts and you'll be fine. Hit the NOS in 3rd, and watch Monroe just go backwards in your rearview mirror. Piece of cake. 1/2 mile drag - here's where Karol really breaks down. His Mustang does a standing 1/2 mile in anywhere between 17 and 19 seconds. No joke. You might as well just crawl the race, on your bare knees. A good drag car can do a 1/2 mile in around 13 seconds, and a REALLY good car can do around 11 seconds. You should ideally aim for the 13 second mark, and shifting here is not important. You can screw up your shifts and you'll only lose about 2 seconds off your time. Max. And still, a 15 second time is still good enough to smoke Karol's brains out. And BAM! You are officially the Drag King! Please welcome (or rather, sell as you get it) a not-so-new Ford Mustang GT to your garage, and a generous sum of $50,000! ---------------------------------------------------------------- 4.8.2. - Nate Denver, The Speed King (NFSPS025) ---------------------------------------------------------------- The list of races are as follows: - Top Speed Run - Top Speed Run - Speed Challenge DENVER's CAR: 1965 Pontiac GTO DENVER'S ADVANTAGE: - his ability to maintain stability at the very highest of speeds. He can really hold it together, until you bump him at 220mph. Then he flies. DENVER'S DISADVANTAGE: - as with Monroe, Denver is let down by his own ride. I mean, come on. A 42-year-old muscle car? Sorry, but that thing runs on leafsprings which can barely contain the stock engine, let alone a tuned aftermarket engine. Only one thing keeps it in check - Denver himself. He's very good at driving that monster. The old Goat barely manages 210mph, and its acceleration is truly awful. TOP SPEED RUN 1 - this takes place on the first half of the Nevada speedway. And because this isn't an A to B race, whereby whoever reaches first wins, I recommend you take it slow, and take your time. On the corners and turns that don't run-up to the next checkpoint, just cruise along at 150mph, or whatever speed you're comfortable at, a speed that you KNOW you can't lose control at. When it comes to the run-up of a checkpoint, however, just give it the full monty and floor it. If you can, use the NOS. It really helps when it comes to squeezing out a few extra mph just before you pass the checkpoint. As far as the track is concerned, it's tricky. There are quite a few crests and jumps throughout the turn, and there are various blind corners, caused by slopes. On these blind corners, just slow down. No point jeopardising the whole race because you think it's "uncool" or not right to slow down because you're in a Speed race. Just slow down. The slopes themselves can be tricky, because if you adjust your line accidentally at any point, it's hard to regain the line back. Be confident, and be smart. Underestimate the track, and your race is over. TOP SPEED RUN 2 - like top speed run 1, take your time. No point going fast, increasing your chances of Armageddon when you don't need to. However, unlike run 1, this takes place on the second half of the Nevada speed way. The first half of the track is VERY hilly. Be careful - take that first jump at NO FASTER THAN 270KPH/160MPH. You do, and you're as good as dead. On the way out, there's the checkpoint, and just NOS it, seeing as you'll exit the jump at around 150mph/250kph. The rest of the course easens up, and you should execute the next sections with ease. After the fourth checkpoint, the road suddenly becomes twisty and narrow. Just slow down, and cruise through at an easy 140mph/220kph. You don't need to take it fast, because there are no more checkpoints left, just the finishing line. And Denver would have probably totaled on the first jump anyways, so no need to worry about him crashing into you. SPEED CHALLENGE - I can only assume that by now, you know the two sections of Nevada Speedway well. Because the final leg in your domination of the Speed King is an all-out race on the FULL Nevada Speedway. This is an A to B sprint race, and whoever reaches there first, wins. If you are not confident in the track, don't worry, there is a solution. Just tail Denver right to the very end, and at the last second slip into his slipstream and burst ahead. Or, you could bump him at high speed, and he'll total himself. That way, you can simply cruise to the finish line at a piffling 100mph/160kph, and take his crown. Similarly, if you just wanna go 200mph+ all the way, that's fine too. And BAM! You are now the new Speed King! Your reward is a 42-year-old clunker and $50,000! ================================================================ 5.------TIPS AND HINTS ON HOW TO BECOME A D.K. (NFSPS026)------- ================================================================ Apologies earlier for the confusing statement. There are in fact FOUR Elite Kings, one for each respective race mode. I took you through Speed, Grip and Drag, now I will take you through the Drift King. But why, you say, have you created a separate section for drifting? Why not bunch it up with the others? This is because of me and my view of drifting. It is not simply a form of racing. It is an art, and there are very few who know how to drift like a true king. Just as we have Pablo Picasso and Van Gogh in art, we have Keiichi Tuschiya and Rhys Millen in the drift world. Drifting is one of my passions, and I have an enormous respect and admiration for it. So much so, that whether the NFS game features drifting or not, I will honour the art by writing its own separate Drift section. NFS Carbon's D.K. section proved to be very successful, and hopefully I can continue the success with my knowledge accumulated from endless drift hours in NFS: ProStreet, as the Drift King of the Need For Speed franchise. ================================================================ 5.1 - The Art of Drifting ----------------------------(NFSPS027) ============================= =================================== I'm sure there will be some of you out there who may think I've turned this very informative guide into a nonsensical blur of extreme opinions and references to Pablo Picasso. But bear with me. There is some method to my madness here. The Art of Drifting is all about of taking the fastest line through a corner. Indeed, it is widely regarded as the fastest way of executing a corner, whereby you turn the wheel in the opposite direction of the actual corner. Drifting, simply put, is going through a corner at a breakneck speed, sideways. The reason why it is considered the fastest way through a corner is because a true and proper drift enables the driver and the car to exit the turn at a much faster speed than when he/she entered it. A reason why this form of racing is considered, to many, as an art is because of the raw complexity of it, and because the final product can truly be spectacular. A true drift king is not a driver, but an artist. Another reason why drifting is considered an art is because there are so many variations of it, just like art itself. What art delivers in terms of different sorts of styles, drifting offers different sorts of drifts. Drifting itself is very hard to do, but there are other ways that can be passed off as drifting but in fact are not hard to do, nor are they true drifts. POWERSLIDING - this is when the car's power overcomes the traction avaialble, and then this state of tractionary limbo is held in a slide for a short period of time. This often slows the car down in the middle of a corner, but at the exit of the corner it can prove to be very fast indeed. The reason why it kicks up in the first place is because of your own doing - you mistimed the accelerator. This is often used by experts to detect inexperienced drivers from the experienced. Inexperienced drivers often mash the gas far too early, causing a disruption of balance, thus creating a powerslide. However, it is sometimes used as a tactical method by experienced drivers as well, whether it be to decrease seconds off a lap time, or block out the competition. E-BRAKE DRIFT - this locks the main drivetrain wheels (where the power is delivered to) and causes an upset in balance when the e-brake is pulled. When this upset is caused, the e-brake is released, and then quickly the accelerator is floored. The power is used to convert and maintain the upset into a slide, for a limited period of time. This is by far the easiest of slides to initiate, and to maintain. CLUTCH KICK DRIFT - this is where the clutch is kicked in the middle of a corner, while turning. The clutch is basically used in cars to disrupt the flow of power to the wheels so that it is easier to shift up and down a gear in manual transmissions. This kick enables the disruption of the flow of power, but as soon as the clutch is released, the power comes back, at very high revs, meaning very high torque. Thus, at this stage it becomes similar to powersliding. This sudden return of high torque upsets the whole balance of the car, and overcomes the car's traction. The rear tires start to slip, and this is maintained by a constant flow of torque to the rear, via pressing the accelerator methodically and precisely. The front tires do the steering and keeps the drift in check, and pretty much dictates the direction of the drift. This is the hardest sort of slide to pull off, and, incidentally, is the closest slide to pure drifting itself. A proper drift itself does not need e-brakes, clutches, or even much torque to be executed. This is how to execute a proper drift: -------------------------------------------------------------------------------------------------------- A drift requires three things: inertia (momentum), relative speed, and a knowledge of how to shift and | maneuver the car's body weight, a.k.a. load-shifting. The three aspects are the three pillars of a true | drift - if one does not exist, a drift cannot exist. | | When a car is moving, it has a force called momentum. This is the force you feel when you brake, when | you are thrown forward, but restrained by your seatbelt. Usually, the higher the speed, the greater the | momentum. A drifter must know how to utilise this momentum effectively through a technique called | "load-shifting". This is when you shift the weight from the center of gravity on the car to a certain | place on the car, i.e. the side of the car, or the front, near the engine. For example, when you brake, | all the weight is suddenly shifted towards the front. That's why you are thrown forwards under braking. | Similarly, when going round a sharp left bend, all the weight is thrown to the right-hand-side of the | car, thus pulling you to the right. Drifting is all about using the weight of the car to get you through| the corner, using your steering only to direct the drift, and your accelerator only to maintain the | momentum gathered. This is done by sharply turning the steering wheel into the direction of the corner, | so that the momentum is transferred to the side of the car, instead of the middle. You maintain the | inertia by flooring it through the turn, and fine-tuning your drift angle using the steering wheel, so | you line up parallel to the exit at the end of the drift. This allows you to gain speed on the exit, as | turning is minimal, thus leaving the corner effectively as fast, if not faster, than you entered it. | -------------------------------------------------------------------------------------------------------- And thus, this is the one of the most spectacular arts known today. This is, the art, of drifting. ================================================================ 5.2 - Basic Tips -------------------------------------(NFSPS028) ================================================================ Well, now you know the works of drifting. You know what it is, but you can't do it yet. Here's a few basic tips to get you started, and to get used to it. - turn in before the corner. This transfers your momentum, and then mash the gas to maintain it. Don't forget to countersteer to keep the car in check, and to keep it on the track. To straighten up, just let go of the accelerator and continue to countersteer. - experiment with different views. You may find that you might find it easier with the better sense of control you can feel in the bumper and hood views, or you might like the better sense of perspective that you get from the far away views, where you can see the entire car. - explore different lines through corners. Try using some of the grip racing advice I gave you earlier regarding approaching and executing corners and lines. They may work for drifting, but they may not. It really comes down to your style of drifting - everyone is unique, and there is no set, "orthodox" way about drifting. That's why there are so many variations and techniques out there. Master these three, and you'll break the 3,000 point barrier each run very easily. ================================================================ 5.3 - How to Finesse it ------------------------------(NFSPS029) ================================================================ There are two main factors in the drift which influence the entire outcome of it. That's the throttle and the steering wheel. The steering wheel dictates the direction of the drift, while the throttle dictates and controls the momentum of the drift. Experienced drifters have learned how prolong the overall momentum, and seemingly keep up the momentum gathered in the first corner for the entire track. They have learned to master and finesse the drift, because of their very clever use of the throttle and steering. To prolong a drift, and to maintain the inertia through a long period of time, you need to fully master the accelerator. It doesn't sound like an impressive skill to have, but trust me, it shows. All slides are controlled by the accelerator. Drifting even. So if you find yourself spinning out in a grip race, for example, you can easily correct it after the skills you learned with the accelerator in drifing. At the end of a drift, to mainatin it further: - repeatedly let go of the accelerator, then accelerate again. This on/off motion continues to disrupt the balance of the car, and maintain the inertia. - line up your car using the steering wheel to the optimum entrance line of the next corner. Then, when you get there, do your thing and drift through it. - repeat the above as many times as you can until the end of the course. Now this is easier said than done. An average drifter may be able to keep this up for two corners, before the inevitable slip-up that will force himself to end the drift. You must be fully aware, and dedicate all your concentration to this if you want to pull off the whole track in one drift. Remember, you can't master this overnight. Continual practice and dedication is what's needed to FULLY finesse it. If executed correctly, a score as high as 6,000 is possible. ================================================================ 5.4 - Recommended Cars + Tuning Sets -----------------(NFSPS030) ================================================================ For this, I will state the car(s) appropriate, explain why, and then give you some tuning setups that will prove useful out there (just skim-the-surface tuning. Not necessarily in-depth). ----------------------------- CAR 1 - MAZDA RX-7 ----------------------------- If the Drift King himself, Aki Kimura, has one, then you can be sure he's selected it for a reason. This car's balance is absolutely flawless, and on the stat bars it shows - this car has double the handling than power when stock. And as we know, the balance through a car is shown through the handling bar, and if you want to control and manipulate the car's balance well, it calls for a very good handling car. If you upset a car with bad balance/handling, for example, you'd spin out. But a car with good balance/handling can be controlled should things become very hairy, very fast. Which they will. Tuning Setup: Engine - Level 2 Drivetrain - Level 3 Forced Induction - Level 2 Suspension - Level 3 Brakes - Level 3 Tires - Level 3 NOS - Level 1 or 2 (for the nitrous drift. NOS isn't really needed in drifting) This setup will further enhance the car's superb balance, matched with just enough power to access the world of momentum-manipulation. It can't happen without at least 400BHP. However, if you feel you can do better with the level 3 engine/forced induction upgrade, then go ahead. Even fully maxxed out, it still feels that it has a lot to give, and that it can take a lot more punishment. If that's the case for you, then some in-depth horsepower manipulation is required. In-depth tuning: [Under Engine section] CRM Timing - set it two notches to the right Start Boost Pressure - set it completely to the right End Boost Pressure - set it completely to the right There are other things you can play around with in the engine section, but that's mainly related to NOS. ----------------------------- CAR 2 - BMW Z4 M COUPE ----------------------------- Like the RX-7, this car has a brilliant balance set up from stock, but unlike the Mazda, this has the grunt to match the balance. It has a BMW E46 M3 engine under the bonnet to be exact, and God, does it sound spectacular! However, when it comes to purchasing upgrades, handling takes a priority over power - the Z4 has 343BHP at stock! Tuning Setup: Engine - Level 1 or 2 (depending on your preferance) Drivetrain - Level 3 Forced Induction - Level 2 Suspension - Level 3 Brakes - Level 3 Tires - Level 3 NOS - Level 1 By deliberately capping the expense on power upgrades, and redirecting that to handling upgrades, this should restore some dominance of handling over power. And since the BMW already has an amazing engine, power upgrades really aren't necessary for it, except for maybe NOS. I've recommended Engine Level 1, but if you feel you can still control it at Level 2, then go ahead and upgrade. DO NOT PUT A LEVEL 3 ENGINE UPGRADE IN THE Z4 M! This really pushes it to extremes, and it delivers the torque to the wheels much too sharply, and much too quickly. And therefore it increase the chances of you spinning out. And also, at the end of the day, the power would be dominant over handling, and that's a major no-no in the drift world. ----------------------------- CAR 3 - SHELBY GT500 ('07) ----------------------------- This car's dominance in drag came down to one thing - it's traction. As a general rule, the more traction you have, the better your car handles. This car has a level 4 in traction in drag racing, and I reckon that will be useful here, in drifting. With 444BHP on tap, stock, this car has more than enough power to start its momentum-manipulation. So, like the Z4, power takes a back seat, and handling goes straight into the driver's seat. Tuning Setup: Engine - Level 1 Drivetrain - Level 3 Forced Induction - Level 1 Suspension - Level 3 Brakes - Level 3 Tires - Level 3 NOS - Level 1 This should enable to you to get a VERY high traction level on the stat bars, so you can fully utilise the 500BHP or so that you have on tap with the Shelby. The GT500 is capable of achieving power of over 750BHP, and if you ask me that is almost certainly ridiculous. You'd have to be either a) a superhuman or b) a madman, to consider putting that kind of power in your Shelby. However, because of the handling upgrades, it now feels very useable, and feels like it can take much, MUCH more. Don't let that lull you into a false sense of security, however, because if you install the full monty, the overload of torque will be too much for any drifter to take. Uograde it if you want to, but do it slowly and gently. Just be warned - this car bites. ================================================================ 5.5 - Aki Kimura, The Drift King ---------------------(NFSPS031) ================================================================ You've got the skinny on drifting, you've got a very good idea on how to drift well, and while you've not exactly finessed it, you're pretty damn good now. I think you're eligible for the fourth, and final, Elite King. Introducing Aki Kimura, the master of the drift world. The one and only, Drift King. The list of races are as follows: - Drift - Drift - Drift (ermmm.......) AKI'S CAR: - 1994 Mazda RX-7 AKI'S ADVANTAGE: - I've recommended it, and he's got it. The Mazda RX-7. Capable of an average of 5,000 points PER RUN, there aren't many cars out there that are capable of this sort of standard, and as far as that's concerned, Aki's got everyone creamed with his car. AKI'S DISADVANTAGE: - like Ray Krieger, he's got a good car, but he sucks. Badly. He is not worthy to drive that RX-7, and he doesn't deserve his title. His car does most of the work for him, now imagine if he could actually drift. His average is around 2700-3000 for each run. You should be miles better than him. Hell, some of the competition you faced leading up to this race, in Noise Bomb, could've smoked him. DRIFT 1 - This is very complex drift track, full of high speed corners, low speed corners, and slopes. You need to be absolutely confident in yourself and you car in order to rack up the points here. The good news is that Aki cannot break the 3,000 point barrier here, but the bad news is that this track is definitely no cake-walk. The corners in here can test the very best drifters, and if you're not aware and fully alert, you can easily total yourself. Yes, not merely damage, but totaling is possible here. However, if you follow all my advice that I've given, I see why you can't make a score in excess of 3500 points. DRIFT 2 - Not an unduly difficult track this time, but it still is quite a test. The last two corners in particular scream for some serious skill needed to execute them properly. The second last corner is a wide-to-narrow high speed corner, which then transcends into a almost completely straight road, with a slight angle to it. Maintaining a drift with a near 0 degree angle is almost impossible, and for it I would recommend lining up to the outside of the turn and then drifting into the finish line. On top of this, Aki has become slightly more dangerous now, as he can now get scores as high as 3500 on this track. So be careful. Most of the point lie within the first half of the track, right until the penultimate corner. Then it's tricky. But despite all this, you can achieve a score in excess of 3500 here. DRIFT 3 - This is the reverse of drift 1. It's much more trickier this time. As soon as you start, it's a downhill corner, only to transcend into a wide-to-narrow high-speed corner. This in turn links with an S-curve, with the entrance slow and the exit much faster. And then, a blind(-ish) uphill S-curve into two very high-speed corners. And to top it all off, there is a corkscrew at the end, and it's VERY tight. However, this is the same track that caught Aki out in the beginning, and again, like the beginning, he can't manage to break the 3,000 point barrier. However, a score of 4,000 is very easily possible on this track, if you are at critical alert. So, this turns out to be a fun, challenging way to become a D.K. And it's a good thing the tracks are tricky, otherwise it would have become simply boring drifting against Aki. And so, you are now the Drift King! Boo-yah! You've got a sick RX-7 in your garage, both visually and physically, and an extra $50,000! But... you'll never beat me. Long will be the time before someone tops my all-time high of 15,722. Unlucky. =P ================================================================ 6.---------RYO WATANABE, THE SHOWDOWN KING (NFSPS032)----------- ================================================================ After all the trash-talk, the threats, the wins and the cash, you are ready to take on the bad-boy of the legal street racing world. You are ready to take on Ryo Watanabe, the Showdown King. You are going to fight for his crown on all four race modes, and there's no points for second place. Failure is not an option. Domination is the key. List of races is as follows: - Speed Challenge (Full Nevada Speedway) - Wheelie Competition - Top Speed Run (Nevada 2) - 1/2 mile drag - Speed Challenge (Nevada 1) - Time Attack - Drift - Sector Shootout - Drift - Grip RYO'S CAR: 2008 Mitsubishi Evo X RYO'S ADVANTAGE: - everything. His car, his skills, his knowledge of the track, everything. There is no flaw with Ryo, in terms of technical skill. RYO'S DISADVANTAGE: - he can lose control very easily if you shunt him hard enough. Then he either gets confused, and starts ramming the wall (glitch?) or he totals himself. Before you start on Ryo, it is worth noting at this point that all the training, all the practice that you have done will be fully utilised here. This is the culminating test of all your knowledge and skill. You must be a master in each category before taking Ryo on. Refer back to some of my tips if you still have trouble beating him. Ryo is not just good, he is bloody brilliant. SPEED CHALLENGE - you have to take your time. He will rocket off the line, but just tail him until (full Nevada) the right time to blow past him. The odd thing is, once you stay in front of him for a period of time, he totals. If you tail him, he makes it fine to the end. So jump him as soon as you can, then he'll eventually total himself. It only works if there's at least a 2 second gap between you and him. If he's playing fender tag with you, then he won't total. Jump him, leave him, watch him burn, then cruise to the finish. WHEELIE COMPETITION - Ryo's pretty good at this, better than Monroe at any rate. He consistently lands his wheelies in the 200m area, sometimes 250m. He is dangerous. But if you have that Charger or any other car that can do 300m+ consistently, then your worries are over. TOP SPEED RUN - remember, you don't need to cross the line in front to win. Take your time. That said, (Nevada 2) don't take TOO much time. He can achieve a total top speed of around 1,200kph (around 750mph), which is damned impressive on a track with only 4 checkpoints. So be careful and time your acceleration and lay-offs well. Don't forget to use NOS if necessary. 1/2 MILE DRAG - again, better than Monroe, but not really concerning. He consistently hits the sub-15 second barrier, and is very good with his shifts. However, he does hit the occasional missed shift, and his time suffers because of it. His car is fully capable of getting 13 second time, but it is let down by Ryo. That's not to say he isn't good - you slip up and he'll jump you. Just make sure have a car that can do a sub-13 second time and you'll be fine. SPEED CHALLENGE - again, just take your time and tail him. Jump him around the first big jump, and (Nevada 1) then extend your lead. When you reach the first low speed complex, with two mountainous walls on either side of you, usually Ryo totals there. If not, he often loses control on the main high speed straight that follows the complex. Either way, you pull out a lead and he totals himself soon after. TIME ATTACK - welcome to Tokyo. Ryo's car plays a significant advantage here, because it has 4WD, and a very close gearing ratio, judging by the way he rockets through the corners. His time varies, but he always consistently gets under 50 seconds. Sometimes he can be quite the daredevil, with an unrelentless attitude in taking the corners. He'll willingly trade paint, and when he does, that's the sign that he'll pull off a dangerously fast time. So be careful. Through the first complex, he is of a medium pace, but through the second half of the course is where he excels. So observe him, watch his line, then mimic him and use NOS at the end to cut down the time. DRIFT 1 - possibly the most frustrating and hardest drift track in the entire game. When I beat Ryo here, it was mainly due to luck. The maximum I've ever got in the Tokyo Dockyard drift is is around 3200, and yet Ryo is capable of consistently getting over the 3,000 point barrier. You need to practice before this one. Period. You need to find a way to get over 3,000 consistently, and then pray that he gets under 3,000. He often does, but not as often as he surpasses 3,000. You need skill for this, and threefold the amount of luck. So good luck. SECTOR SHOOTOUT - in general, this a medium-paced track. While there are several fast straights, each one is ended with a sharp hairpin or corner. And because of this, it's essential that your car is fast through the corners. However, if you followed the criteria for a successful SS car, you should be fine. Each sector can be completed with over 400 points, and the reason why Ryo gets any points at all is because he jumps you at the start, and takes the points for being the first thru a sector. Then you smash his record. Ryo is weak here, and you shouldn't really be concerned here. DRIFT 2 - this is one of the slightly faster drift tracks in Tokyo, and it makes for some serious points. Ryo himself excels here, as he can consistently hit the 3,000 point barrier. Again. However there's no reason why you can't take him down, as I reckon a score of almost 4,000 points can be achieved. The bulk of the points lies in the first half of the track, so don't be afraid to attempt to execute drifts with angles in excess of 45 degrees, at over 70mph/120kph. That's how you get the points. And that's how you own him. ========================================================================================================= GRIP - this is it. The race you have been striving for since you started the game. This is the || culmination of all your training, and all that you have learned. All your knowledge about || how to dominate in a race will be put to the test by Ryo, and this time there's no second || chances. || || Ryo's pulling out all the stops on this one, and you can count that he will be firing on all || cylinders. In general, the track is very high speed, with the occasional tight bend or two. || During the 4-lap race, Ryo will be putting immense pressure on you the entire time, trying to || get past you or extending his lead. IT IS YOUR DUTY NOT TO LET THAT HAPPEN. If you slip up, just|| once, you can count yourself out of the race - you're as good as gone. You'll be hard pressed to|| step back up to the plate, and finish him off. Off course, you could always play dirty and try || to shove him in the wall, but that's not exactly beneficial to either of you. You need to keep || your game face on, keep focused, and only focus on the track, and not Ryo. You do that, and || you've hit the nail on the head. You'll as good as smoke his ass. || ========================================================================================================= And that's it! You are now officially the Showdown King, the Street King and you have now completed Need For Speed: ProStreet! In your garage now is Ryo's own Evo X, and a large sum of $300,000! W00T!!! * * * * * * * * * * * ================================================================ 7.-------------------WHAT NEXT? (NFSPS033)---------------------- ================================================================ Well done, you've completed the game! But there is still some stuff to do, you know, such as dominating all the races and Race Days, flushing out the competition online, and breaking all 10 of Ryo's records. You can work on finessing all the race modes, fiddle around with some in-depth tuning on each car, find the optimum settings and all, you know. Blah blah blah. I'll help you with Ryo's records, but you gotta find your own way to stay content after that. ================================================================ 7.1 - Ryo's Records ----------------------------------(NFSPS034) ================================================================ I don't know the actual records themselves, but I do know where you can find them and break them. Here's the full list: RYO'S RECORD 1 - Located within Battle Machine at Grip at Chicago Airfield RYO'S RECORD 2 - Located within Battle Machine at Drift in Nevada II RYO'S RECORD 3 - Located within Battle Machine at 1/2 mile drag at Portland International Raceway II RYO'S RECORD 4 - Located within React Team Sessions at Sector Shootout at Autopolis RYO'S RECORD 5 - Located within React Team Sessions at Drift at Tokyo Dockyard II RYO'S RECORD 6 - Located within React Team Sessions at Top Speed Run at Autobahnring II RYO'S RECORD 7 - Located within Super Promotion at Time Attack at Infineon II RYO'S RECORD 8 - Located within Super Promotion at 1/4 mile drag at Texas World Speedway RYO'S RECORD 9 - Located within Super Promotion at Wheelie Competition at Autobahnring II RYO'S RECORD 10 - Located within Super Promotion at Speed Challenge at Nevada Highway ================================================================ 7.2 - ProStreet 2? -----------------------------------(NFSPS035) ================================================================ Likely, but then again there'd have to be a killer storyline for it to work. There's no real room for extension on the current storyline - it's got no real strings attatched to the previous games, nor does it look likely that it will develop into a new storyline altogether. What I do know is that EA will probably keep to the legal street racing theme. Although there has been pressure and criticisms by many because of the removal of the cops and free roam, it is highly unlikely that EA will bow to this pressure and return to illegal street racing. EA has revolutionised the NFS franchise by taking a bold step forward, and it's unlikely that they will view this game as putting the wrong foot forward in the wrong direction. ================================================================ 8.------------FREQUENTLY ASKED QUESTIONS (NFPS036)-------------- ================================================================ ---------------------------------------------------------------- Q: Why are there no cops in the game? A: Because EA have turned the NFS franchise into a legal street racing theme. In legal street racing, there's no cops, and no chases. It all takes place on closed circuit tracks. ---------------------------------------------------------------- Q: So does that mean there's no free roam? A: Sadly, yes. Since it's all track-based, EA have ridden off with free roam altogether. There's no need for it anymore, because the races don't take place on the open, commuting streets. ---------------------------------------------------------------- Q: Which is the best drift/drag/grip/speed car? A: There are many, but it comes down to personal choice, and the right tuning setup. Any car can potentially be the best car in its class. But for specifics, see the above sections dedicated to each race mode. ---------------------------------------------------------------- Q: Why is there a windtunnel? What does it do? A: The windtunnel is there to fine tune your car's physical and visual performance. Certain extrusions on the car's bumpers and spoilers affects the car's overall performance, and the windtunnel allows you to see them and manipulate/fix them to your liking. ---------------------------------------------------------------- Q: How do you enter cheats? A: On the main career menu, look down and it says "code entry". That's where you enter your cheat code. Enter the code in the "enter secret code" section. ---------------------------------------------------------------- Q: How do I unlock level 4 parts? A: You win markers for them in race days. They are rare, but you have a chance to get one after you win/dominate a race day. ---------------------------------------------------------------- Q: How do I get a free car marker? A: Again, from race days and Showdowns. They are rare, but they ARE there. It's all a matter of luck. ---------------------------------------------------------------- Q: How do I unlock the Collector's Edition cars? A: Use the appropriate cheat in the "code entry" section. Type in either "unlockallthings" or "reggame". You should get them. ---------------------------------------------------------------- ================================================================ 9.---------------RACING GLOSSARY (NFSPS037)--------------------- ================================================================ In alphabetical order, here is all the terms mentioned in the guide worth learning. 4WD - 4 wheel drive. This is when the car had 4 wheels to transmit the power to the road, instead of the conventional 2. Aerodynamics - just how streamlined the car is. It can be adjusted through various aftermarket visual parts. Apex - the utmost inside of a corner. Also known as the kerb. Braking - when the car is slowing down via pushing the brake pedal. Cornering - going through a turn. Clutch - the pedal used to disrupt the flow of power to the wheels, in order to shift up/down a gear. Downforce - the amount of weight on the car's wheels and tyres. As a general rule, the more the downforce, the greater the amount of grip. Drag - the amount of air resistance on your car. The more the drag, the more your acceleration is capped. Influenced by bulky body parts and unnecessary exterior add-ons. Drift - the fastest way of exectuting a corner. A variation of sliding. Drivetrain - the class of car your car is. Defined by how your car gets the power to the road, i.e. front-wheel-drive, 4WD, etc. E-Brake - the emergency brake. Also known as the handbrake. FWD - front-wheel-drive. The power goes to the frontal wheels to power the car. Lateral Grip - the amount of grip you have at any point when cornering. Usually, the more you have, the sharper and better you can corner. Oversteer - when the rear of the car kicks out and starts to force the car to slide through the turn. Used in drifting. RWD - rear-wheel-drive. The power is sent to the rear wheels to power the car. Transmission - how you shift from gear to gear in a car. i.e. Automatic or Manual. Understeer - when the front tires slip and the car breaks wide from the apex of the corner. ================================================================ 10.---------------VERSION HISTORY (NFSPS038)-------------------- ================================================================ ---------------------------------------------------------------- v1.0 - release version. Includes basic background info on game, guide for game, racing glossary, and contact info. Very base version of FAQ. Started: 20/12/2007. Finished: 25/01/2008. ---------------------------------------------------------------- ================================================================ 11.----------ACKNOWLEDGEMENTS/CREDITS (NFSPS039)---------------- ================================================================ Firstly I would like to thank the Almighty Allah, for creating me. I would like to thank my family, who bought my Vista Desktop PC, my copy of NFS ProStreet and this HP laptop from which I composed this FAQ from. I would like to thank the members of CheatHappens and its community, for supporting me throughout the creation of this FAQ/Walkthrough. Special mentions go to The_Cheatmaster and 2hot4u, my inspirational motivators and aides who helped me create and finish this FAQ/Walkthrough. Finally, I would like to thank the founders of CheatHappens, Nevermore and PWizard, for allowing this FAQ/Walkthrough onto their site. Thank you all, and expect yet another kickass guide on the next NFS game by yours truly next year! ---------------------------------------------------------------- ~~ Chingy42007, a.ka. The REAL Drift King of the NFS franchise.