Trials Fusion (Xbox 360) achievements
2,609
(1,000)

Trials Fusion (Xbox 360)

4.2 from 507 votes

There are a maximum of 46 Trials Fusion (Xbox 360) achievements (16 without DLC) worth 2,609 (1,000)

8,510 tracked gamers have this game, 88 have completed it (1.03%)

Achievement Details

Is There Anything You Can't Do? in Trials Fusion (Xbox 360)

Is There Anything You Can't Do?425 (50)

This is a rare achievementCompleted every Track Challenge in the first 8 Events

  • Unlocked by 117 tracked gamers (1% - TA Ratio = 8.49) 8,510  

Achievement Guide for Is There Anything You Can't Do?

AuthorSolution
L0RD Melchett
112,643 (66,850)
L0RD Melchett
Achievement won on 02 May 14
TA Score for this game: 2,556
Posted on 21 April 14 at 11:29, Edited on 27 October 16 at 10:06
This solution has 48 positive votes and 0 negative votes. Please log in to vote.
This achievement involves completing a total of 120 challenges found across 40 tracks.

A quick note about the challenges involved. Some are quite easy and obvious, others are hidden or will most likely take a number of attempts to complete. Some involve finishing the track to complete the challenge, others you can exit the track as soon as the challenge is done. There are a total of 120 challenges - 3 per track set across 40 various tracks in the 8 main "events" of Trials Fusion. I will list them in the order that they become accessible so the Beginner tracks first, then Easy, Medium, Hard and finally Extreme.

There are video walkthroughs to many of the challenges. I have hidden them in Spoiler thingies like this one as there are quite a few of them and the solution takes ages to load otherwise (see some of the comments!). Uncover each as you need it. Most are provided courtesy of 360GameTV so if you find his video walkthroughs helpful please take a moment to click like on his videos and subscribe to his channel which has plenty of other 360 walkthroughs. Here's a link to his YouTube channel:

https://www.youtube.com/user/360GameTV/featured

You do not have to complete all challenges in one go or all 3 challenges on a particular track in one go and you can do them in any order you wish so if you are having trouble with one then move on and come back to it later. When you are on the track selector screen, any track that contains a set of challenges will show 3 squares in the bottom left of the track image. When you highlight a track to play, on the right side of the screen you will see these 3 squares again. White squares are completed challenges, black squares have yet to be completed. Click X to view the 3 challenges on this track. Ones you have completed will be green with a tick next to them. Challenges still to complete will be white.

Ok, so on to the challenges.

GREENHORN'S GROVE

Track: Turbine Terror


Challenge 1:
Slick Flipping: Complete at least 10 flips whilst performing a zero fault run.
Easiest with the Pit-Viper bike since this is the most manoeuvrable bike in your collection (and providing you have progressed far enough in the game to unlock it. If not, it is possible with the other bikes but you're better off coming back once you've got the Pit-Viper). There are plenty of opportunities for flipping on this level, you shouldn't have any issues.

Challenge 2:
Nice and Calm: Stop all of the turbines by finding the hidden switch.
As you go over the first jump, flip forward to gain momentum then hit Y to bailout and launch yourself towards the claw hanging on the far side. Continue to hold down Y to grab the claw, and keep it pressed until you're lifted over a red switch before releasing to drop down onto it and stop the turbines.

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Challenge 3:
Unyielding 1: Perform a zero fault run without leaning.
There are a total of 3 Unyielding challenges and doing all 3 will also net you the "Unyielding III" achievement for 30gs. So for this one you are only allowed to use the throttle and brake, do not touch the left stick to lean. Use the Roach as it is a heavier bike than the Pit-Viper and less prone to flipping from heavy-handed accelerating or braking. One useful tip, courtesy of HaloMonkey3009: Holding down the gas and tapping the brakes will rotate you forward if you are in the air. If you realise you are not going to land the right way up, try this method to rotate your bike mid-air.

And here are video walkthroughs for the three Turbine Terror challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



GREENHORN'S GROVE

Track: Waterworks


Challenge 4:
Full-Throttle 1: Perform a zero-fault run without letting go of the gas or using the brakes.
Any bike will do for this, just make sure you don't hit that brake button or let go of the gas! There are a total of 3 Full-Throttle challenges and doing all 3 will also net you the "Full Throttle III" achievement for 30gs.

Challenge 5:
Greenhouse Effect: Stomp all of the flowers
There are 4 sets of flowers to ride over.
Back up at the start to flatten the first flowers.

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Gently coast over the top of the initial peak and run over the second flowers on the far side. You may have to reverse back up to them if you go over too fast.

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After jumping onto the road, the third flowers can be found at the near side.

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To get to the last flowers you must bunny-hop over the stone ledge to prevent it from falling down, then reverse underneath it to crush them - though you can't avoid getting crushed in the process!

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Challenge 6:
Endo Guru: Hold an Endo for 30 metres.
This is quite a tough one and may take a number of attempts. Use the Pit-Viper for this challenge. The best place to do this is at the 3rd checkpoint after the start. It's at the top of a long downwards ramp with a few cones at the bottom. From the checkpoint, tap the gas very slightly just to get you moving then as you start to descend push the left stick left to lean back and then immediately right to lean forward. This will lift the back wheel up into an endo position. Don't use gas or brake as any sudden change in speed tends to make it harder, just try to hold your position just right to maintain going downhill on the front wheel. If done correctly then you should complete this challenge just before you get to the bottom of the ramp. If you fail, just click B to return to the top of the ramp and try again.

And here are video walkthroughs for the three Waterworks challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



GREENHORN'S GROVE

Track: Observatory


Challenge 7:
Proficient Flipping: Complete at least 10 flips whilst performing a zero fault run.
As before use the Pit-Viper to make it slightly easier. Lots of places to perform flips. You can double-flip off the first drop from the start and then again up the first hill. On the platform that shoots you up you can easily triple flip if you need the extra flips but as long as you're on at least 6 flips before you get to this bit you can stick with an easy double instead and get the last couple easily on the next couple of ramps.

Challenge 8:
Wormholin': Use the afterburners to reach the portal in the sky.
This is quite a tough one, it took me a number of goes. When you begin the track, edge slowly off the initial ramp to drop to the ledge below, then reverse into the afterburner to start the Challenge. Hold down accelerate to keep boosting and angle your bike so you keep heading forwards and upwards. Each flaming ring you go through adds time to your afterburner, until you finally get up to the portal atop the hovering quadcopter thing. There are 9 afterburner rings to go through before the portal and from about 5 onwards any slight deviation from a straight line path between previous and next afterburners will probably mean you don't have enough boost to get to the next one. After afterburner 6 they go up at a slightly steeper angle and are further apart. Once you go through the 9th afterburner, straighten out slightly and you'll land on top of the quadcopter for a simple ride into the portal. Phew!

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Challenge 9:
1-Up: Don't allow your front wheel to touch the area between the red lines.
Straight from the 4th checkpoint after the start there is a long incline ramp bordered in red neon up to the next checkpoint. Simply wheelie all the way up the incline to the top. If you don't manage it, make sure you press B before you go through the 5th checkpoint and try again from the bottom of the ramp. You can quit the track as soon as you've done it, no need to carry on to the finish.

And here are video walkthroughs for the three Observatory challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



GREENHORN'S GROVE

Track: Dirt Derby


Challenge 10:
Showman Rabbit's Run: Complete at least 15 flips with the rabbit.
The rabbit is the BMX bike. You don't have to finish the track to do this but you do have to do all 15 without crashing and you will probably find you are near the end when you do your 15th anyway. I think I was 2 checkpoints from the end when I did it. Most inclines just try to do a single back flip with the odd double backflip from the bigger jumps. Should be easy enough, the Rabbit flips very easily!

Edit: Thanks to ASUnknown1, who mentions that you do not have to get all 15 flips without faulting. If you fault before you get to 15 flips do not hit the back button, just press B to continue from the last checkpoint and you'll still get the challenge on your 15th flip.

Challenge 11:
Rider-Cam: Hit the gyroscope and complete the track in rider-cam mode.
Roll backwards down the ramp at the beginning of the track and bump into the gyroscope to initiate the rider-cam.

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The camera will switch to a view from behind you, but be aware that the left/right controls to lean stay the same. All you need to do now is finish the course - it doesn't have to be a faultless run however you do need to get from the start to the 1st checkpoint without crashing or it will place you back at the start again but in normal camera mode.

Challenge 12:
One-Wheel Wonder: Don't allow your front wheel to touch the area between the red lines.
At checkpoint 9 after the start there is a red line across the track. Simply wheelie from here to the next red line at checkpoint 10 to complete the challenge. If you fail simply press B to go back to the 9th checkpoint and try again. Pit-Viper's the best bike to use here in my opinion.

And here are video walkthroughs for the three Dirt Derby challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



GREENHORN'S GROVE

Track: Cliffhanger


Challenge 13:
Is it a Plane... ? : Hold and land a perfect Superman pose over the river.
The river in question is the one between the 5th and 6th checkpoints after the start. When you take off over the river you need to push left on the right-stick which will make your rider push his bike forward as he flies out behind it holding on to the rear mudguard. As soon as he's made this position let go of the right stick and your rider will get back on his bike. I don't know about the "perfect" bit in the challenge name. My attempt looked pretty sketchy and it wasn't a particularly good landing but the challenge still passed. Press B before you go through checkpoint 6 to try again if you don't do it. You don't have to finish the track once it's done.

Challenge 14:
Secret Agent: Enter and navigate the top-secret facility.
From checkpoint 5 (the same as the previous challenge. Approach the ramp slowly to trigger a zap of electricity then stop and reverse. Keep reversing to just beyond the previous checkpoint and you'll see the floor will have opened up to reveal a secret entrance. Ride into the hole.

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Use the left stick or d-pad to manoeuvre left, right and forwards to get out of the maze. You go through a green, blue and finally red section before you find the white corridor to the exit. It's quite linear and not too long so I won't go through all of the lefts and rights etc. You can't die and it'll only take a minute or so. There is a big EXIT written above the exit so you can't miss it! If you really are lost, watch the video guide below for the correct route!

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Challenge 15:
Unyielding 2: Perform a zero fault run without leaning.
Ok so this is the same deal as challenge 3 earlier. As mentioned before, there are a total of 3 Unyielding challenges and doing all 3 will also net you the "Unyielding III" achievement for 30gs. So for this one you are only allowed to use the throttle and brake, do not touch the left stick to lean. Use the Roach as it is a heavier bike than the Pit-Viper and less prone to flipping from heavy-handed accelerating or braking. A useful tip, courtesy of HaloMonkey3009: Holding down the gas and tapping the brakes will rotate you forward if you are in the air. If you realise you are not going to land the right way up, try this method to rotate your bike mid-air.

And here are video walkthroughs for the three Cliffhanger challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



ARCTIC OPEN

Track: Ski or Ride


Challenge 16:
Exhibitionist: Hold Superman and Proud Hero poses, and complete at least 5 flips on a zero fault run.
Not overly difficult. Use the Pit-Viper bike and I found it best to get the 5 flips out of the way first. One point to note: After each successful flip or pose you will hear a little jingle to tell you it has been noted. After you have done the pose or 5 flips you will not hear a jingle for any subsequent ones. You can do the first flip straight from the start ramp (wait for it to drop first) then a double flip off the first jump over the rock and on to the log. Do you 4th backflip off the log and finally your 5th off the next ramp landing on or just after those red arrows on the floor. To do the superman pose you need to push left on the right-stick when you are mid-air which will make your rider push his bike forward as he flies out behind it holding on to the rear mudguard. As soon as he's made this position and you've heard the jingle let go of the right stick and your rider will get back on his bike. Then lastly is the Proud Hero pose. Exactly the same thing as the superman pose except this time you need to push down on the right stick when you are mid-air which will make your rider stand up with one foot on the seat and one on the handlebars and with his arms folded. Make sure you use the left stick to ensure your bike is perfectly horizontal before attempting these poses as otherwise it tends not to pull the right pose. There are a couple of big jumps just before the end so you should have time on each of these to do the right pose.

Challenge 17:
Wet Paint: Don't allow your front wheel to touch the red handrail at the end of the track.
The red handrail is right at the end of the track, just before the finish line. Get to the end of the red handrail, making sure you wheelie all the way and your front wheel doesn't touch down. Should your front wheel make contact the handrail at any point, hit B to return to the last checkpoint which is conveniently at the beginning of the handrail and give it another go - you can try as many times as necessary.

Challenge 18:
Do. Not. Touch.: Do not touch any of the red-arrow platforms on a zero fault run.
There are 4 of these in total. Use the Pit-Viper. Ensure you are pushing forward up the ramps that will take you over the first two. Slow down a bit as you go up the ramp to jump the 3rd red-arrow platform so that you go down the next ramp rather than onto the high platform then it is an easy jump over the 4th to follow. Don't crash before the end (which you're nearly at anyway by now) and challenge is done.

And here are video walkthroughs for the three Ski or Ride challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



ARCTIC OPEN

Track: Shear Pressure


Challenge 19:
Dizzy Heights: Perform at least 4 flips from a single jump.
Very easy once you know where to do it! You want to get to the 10th checkpoint (this is actually the last one before the finish line. From this checkpoint the ramp will go slightly down and then head up. At the top of the ramp you want to drop slowly off the end landing on that pipe you can see below. As you land on it the lid will blow, shooting you straight up in the air with enough time to do about 8 flips if you want!

Challenge 20:
Rabbit's Arctic Run: Perform a zero fault run with the Rabbit.
The Rabbit is the BMX bike, this is fairly simple if you can zero fault the track anyway.

Challenge 21:
Pipe Phobia: Complete a zero fault run without touching any pipes with your front wheel.
In my opinion this is one of toughest challenges in the game. I'd definitely use the Pip-Viper for this challenge*. The first pipe is just as you approach the 3rd checkpoint after the start and from there until you reach the end of the pipe that goes through checkpoint 8 it's basically about 90% pipes. I don't have any real tips other than to stop at every point you can between pipes to recompose yourself and line up with a wheelie ready for the next pipe. Try to stop with your front wheel on that board just after the 3rd checkpoint and ready yourself to get to checkpoint 4. The third pipe you encounter is by far the longest and hardest section to complete. Don't go at it fast and jump as far on to the pipe as you can from the ramp, instead go slowly up the ramp and build up speed as you go. And on checkpoint 7, try not to do too high a wheelie as you need a fair bit of speed to jump off the top and land on the next pipe from where a good back wheel bounce or short wheelie upon landing will hopefully see you to the end of the pipe and another challenge well done.

* I've changed my mind, the Roach is the easiest bike to use for this one. It's heavier and harder to wheelie but it is also less susceptible to changes in acceleration and braking when you are wheelie-ing which makes it easier to control when in a wheelie situation.


ARCTIC OPEN

Track: Shivering Isles


Challenge 22:
Making Waves: Cannonball into the water from the highest peak.
Bailout after jumping from this sunlit peak (shown below), then hold the left trigger to roll yourself into a cannonball.

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While continuing to hold the trigger, push right on the stick to keep falling forwards towards the water - as long as you hold the position it doesn't matter if you bounce off the track as you fall. The Challenge notification should pop up as soon as you land in the water - if it doesn't, hit b to head back to last checkpoint to try again.

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Challenge 23:
Fragile. Be Careful: Do not break the golden pillar!
From the 4th checkpoint after the start, ahead of you you'll see a golden pillar. You need to jump over the large bit at the end with the light on it to stop it from breaking off.

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You can do it from a stand still at the start of the 4th checkpoint but unfortunately, if you do break it you have to restart the course from the beginning because it doesn't reset if you press B and go back to the checkpoint again. To clear it go full speed from the checkpoint and ride about a third of way up the pillar (on the Pit-Viper by the way) and as you're going up then push left on the left stick until you're doing a wheelie and then immediately right to bunny hop the rest of the pillar and leaving the lit end intact.

Challenge 24:
Path to Enlightenment: Find the secret pathway.
Ride up the base of the first ramp, but don't clear it. Instead, allow yourself to roll backwards and free-wheel off the end of the starting platform and you'll hit a rising air current hidden off-screen. This air current launches you upwards onto a hidden track, which doesn't have checkpoints so you need a faultless run to reach the end. Drop into the portal at the end of the hidden track to complete the Challenge. If you crash at any point then you'll start again from the beginning of the track so just use the same technique to try again. There's about 8 or 9 rock platforms to jump across to reach the end. When you see the portal at the end make sure you drop slowly off the platform into it otherwise you will overshoot it and may crash on landing (as I did first time!)

And here are video walkthroughs for the three Shivering Isles challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



ARCTIC OPEN

Track: Peak Performance


Challenge 25:
Purgatory Tower: Hold and land a Going To Hell pose from off the tower.
First off, to pull the Going to Hell pose you need to have your front wheel facing straight down and you need to be pushing up on the right stick. You look like you are holding onto the fairing with one hand whilst the other hand is sticking out and your feet are in the air behind you! The 5th checkpoint after the start is located at the top of the tower that you need to pull this pose from as you drop off it. Remember to point your front wheel downwards before pulling up on the right stick. Don't hold the pose for long as remember you need to land it too and there's not a lot of time before you'll hit the ground. Unfortunately there is a checkpoint straight where you need to land so if you don't land it properly or it fails to trigger (it seemed awfully hit and miss to me, I thought I'd done it about 10 times before it actually gave me the challenge complete and my successful attempt didn't appear to be any different to my failed ones!) then you'll probably end up having to start again from the beginning of the track.

Challenge 26:
First-Rate Flipping: Complete at least 10 flips whilst earning a gold medal.
Should be easy enough. There are opportunities to get 3 or 4 double flips in one this one and a couple of singles and you're done. I can't remember what the Gold Medal time and fault limit is but if you've gotten this far with the challenges you should find this one pretty simple to zero fault to the end and the time limit is plenty.

Challenge 27:
Demolitions Side Job: Trigger the switches to collapse the tower.
There are two switches you need to activate. Firstly, get yourself to the 5th checkpoint at the top of the tower and then very, very slowly ride off it (forwards) onto the little ledge below. Reverse back a bit and into the trigger (as shown below) to cause a little explosion. That's the first one done.

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Next you need to jump over this fence (shown below) with the no bikes sign on it and come to a stand still.

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Reverse back and trigger the second switch.

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Continue to the finish and a little cut screen of the tower collapsing will appear and the challenge is done.

And here are video walkthroughs for the three Peak Performance challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



ARCTIC OPEN

Track: Deep Freeze


Challenge 28:
Human Flag: Take a rest on the tip of the flag pole.
When you get to the 8th checkpoint after the start (there's a big neon "RedLynx" sign on the edge of the building behind you) you need to bail out across the street ahead, then steer your rider towards the end of the flag pole opposite. Hold down the Y button to grab the end of the flag pole when you reach it. If the notification doesn't appear (it seems to be rather glitchy to me. I landed on it and dangled from the end loads of times before it finally gave me a challenge done), hit B to return to the last checkpoint and have another go.

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Challenge 29:
Unnatural Disaster: Use explosives to create a tremor.
Reverse back from the start of the track to pick up the explosives backpack. You now have to quickly proceed to the designated hole and drop into it. After you go through the 2nd checkpoint after the start you'll ride over a blue "P" parking sign and up a small ramp. Drop off the end of this ramp into the hole before the explosives detonate and you will get a brief cutscene showing a skyscraper falling over and that's it another challenge done!

Challenge 30:
They Belong To The Mafia: Do not touch any of the yellow obstacles.
There are 6 yellow obstacles that you must jump over. It doesn't matter if you fault between obstacles as long as by the end of the track you didn't touch any of the yellow obstacles. If you do touch one then you have to start over again from the beginning, returning to the last checkpoint does not erase your having touched it.

From the start of the track jump off the first ramp and stop just before the first checkpoint. The thin plank ahead of you is the first yellow obstacle that you must bunny hop over. It's not too difficult, just do the old left-right flick of the left stick to bunny hop over it. Speed up the next ramp as fast as you can (use the Pit-Viper or Roach for this challenge) and you should just about clear the second yellow obstacle which is a flat plate where the second checkpoint is located and land on the downwards ramp with the Parking Sign at the bottom. Just after the 3rd checkpoint is a yellow car, do a little hop over that. From the 4th checkpoint, head fast up the train carriage roof and it's an easy jump over the yellow carriage roof below. Head up the ramp after this but don't jump off the top as just after it is a second little hill which you need to launch off in order to leap the downwards yellow plate. After this is checkpoint 6. From here head up the red ramp but only coast over the top because you then have a second incline and you need to jump off the top of this to land on the high red platform. Keep your momentum going and leap off the ramp to clear the large curved yellow ramp coming up below you. That was the last yellow obstacle so you can make your way to the finish, job done.

ARCTIC OPEN

Track: Fusion Factory


Challenge 31:
Dizzier Heights: Perform and safely land at least 7 flips from the opening launch.
Pretty simple this one. As soon as the level starts, hold left on the stick to continue doing backflips. Count 7 flips and push right on the stick to level out as you reach the last spin.

Challenge 32:
Coasterphobia: Perform a zero fault run without riding the loop.

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Slow down as you jump off the ramp that would normally take you to the loop, so that you just clear the rail in front of you and drop down. You can't make contact with the loop, so landing inside it then reversing back out isn't an option. Once you land on the track below, try to build as much speed as you can then bunny hop off the end to launch yourself at the next section above you.

Useful tip: I found the TKO_panda (quad bike) to be the best for this as it has the best acceleration to make it up onto the next section. Much, much easier than the Roach or Pit-Viper.

Challenge 33:
Welcome to Warp Zone 1! : Find and complete the warp zone!
Slightly reduce your speed as you launch from the approach ramp towards the loop-the loop section, so you instead you'll fall just below the loop to a hidden section of track, as shown below.

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Drive along this short section to enter the warp portal that materialises. Now you have to clear this little obstacle course, reaching the warp portal at the far end to complete the Challenge. You do not need to zero fault it, just get to the finish.

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And here are video walkthroughs for the three Fusion Factory challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



URBAN SPRAWL

Track: Skyscraper Showdown


Challenge 34:
Marvelous Flipping: Complete at least 15 flips on a zero fault run.
Pretty straight forward, and besides you must be getting pretty good at flipping by now. Flippin' good, you might say! There's a big ramp that throws you upwards at great speed just before the end, you can get 5 flips in on that one jump without any difficulty and there are plenty of other places for double flips before that and even a triple flip straight after the first checkpoint after the start.

Challenge 35:
Full Trottle 2: Perform a zero-fault run without letting go of the gas or using the brakes.
Use the Roach or the Pit Viper, just make sure you don't hit that brake button or let go of the gas! There are a total of 3 Full-Throttle challenges and doing all 3 will also net you the "Full Throttle III" achievement for 30gs.

Challenge 36:
Goal-Line Technology - Get the Fusion ball over the finish line.
Reverse onto the orange switch at the start to receive the Fusion ball, then push it all the way to the finish line. Leaning forward can help keep your front end down and stop you from running over the ball.

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If the ball lands on a slope it doesn't bounce, which can help control it after jumps. Try to keep up with it, otherwise it'll fall off the end of the next ramp. Keep trying and eventually you'll make it to the finish line. If you fault and hit B to return to the last checkpoint the ball disappears, which means you'll have to restart from the beginning so you need to zero fault this as well as not lose the fusion ball.

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And here are video walkthroughs for the three Skyscraper Showdown challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



URBAN SPRAWL

Track: Park and Ride


Challenge 37:
Exceptional Flipping: Complete at least 10 flips without faulting.
You don't need to complete the track for this one, just 10 flips in a row then you can quit. It's simple stuff, no need to explain anything here.

Challenge 38:
Bring Out the Blimp! - Grab the blimp!
The Blimp is the large airship that you see approaching in the background as you progress through this track. You don't need to rush as it's quite slow. At one point in the track you'll drop down onto a tennis court and then climb a ramp up and out of the stand the other side. Just after this ramp there is a checkpoint and you need to set off from here at about 32 seconds so if you are too quick then stop here for a couple of seconds and then go or else you will be at the right place before the Blimp gets there.

What you need to do is bail out when you reach the jump by the river - try to time it around 37-40 seconds, as this is when the blimp is overhead.

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Hold the Y button and push forward on the stick to grab the billboard underneath the blimp, at which point a cutscene should appear and the challenge is complete.

Challenge 39:
Game, Set, Match - Win a game of tennis...
Yep, this is an odd challenge! Head to the tennis court and park your bike on the court. The minigame will begin when you come to a standstill.

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You're always receiving in this match and can only return the ball with your racket on one side. Use the left stick to move left and right and the A button to swing your racket and return the ball. Push left or right after hitting the ball to aim it and obviously try and direct it away from your opponent. The first to 9 wins. It's a bit hit and miss but you'll get the hang of it and it shouldn't take more than a few goes to beat him. I did it on my second go, winning 9-7.

And here are video walkthroughs for the three Park and Ride challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



URBAN SPRAWL

Track: Blimp My Ride


Challenge 40:
Fan Mail: Hold and land a Proud Hero pose over the extractor fan pipe.
The Extractor fan pipe is the thin vertical pipe with 3 rings of yellow, square lights around the top and smoke coming out of the top of it. It is between the 4th and 5th checkpoints after the start. As you go up the ramp and jump over the pipe you need to push down on the right stick when you are mid-air which will make your rider stand up with one foot on the seat and one on the handlebars and with his arms folded. Make sure you use the left stick to ensure your bike is perfectly horizontal before attempting this pose as otherwise it tends to do something else instead. Use the B button to go back to the last checkpoint and try again if you don't make it first time. It popped for me about a second after I landed so if you think you got it, just give it a second to see if it confirms it for you.

Challenge 41:
Prep the Artillery: Switch on the 3 cannons and shoot down the blimp!
Roll backwards down the ramp from the start to find the first switch. It's a red circular light on the ground that will turn green as you ride over it.

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Immediately after the 3rd checkpoint (there is a number 4 on the floor just beyond it, you want to drop off the platform onto a small curved platform below and wait. Stay there until it rises up and stops. Jump the gap and go up and over the ramp, riding over the second switch (see image below) as you go and landing back down on the main track below.

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The third switch is located on the front edge of the last jump. You may have to reverse to trigger it. Just lean forward and feather the throttle so you don't accidentally reverse off the end.

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Once you've activated all three switches, finish the track and watch the cutsecene to bring down the blimp and pass the challenge.

Challenge 42:
No Place to Hide: Collect at least 35 squirrel signs to reveal the squirrels.
Reverse backwards from the start to light up the first green light (as the challenge above) then go forward through the start and stop at the top of the first little ramp. You will see that the two lights at the end of the ramp go green. Now reverse all the way back again (past the light you just turned green) as far as you can go and you'll hear a little sound effect to tell you that the challenge has been activated. Now you need to make your way to the finish collecting as may squirrel signs as possible. There'll be a little beep every time you get one. There are about 38 so you can afford to miss one or two and still get the required 35. Do not fault. If you crash, the remaining signs will disappear and you will need to start again from the start. Get to the finish to pass the challenge. And collect one of your 20 squirrels for the Bright-Eyed & Bushy-Tailed achievement.

And here are video walkthroughs for the three Blimp My Ride challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



URBAN SPRAWL

Track: Marina Mania


Challenge 43:
Abandon Ship! - Free the boat full of explosives in time to sink the passing ship.
Speed along the track until you reach the dock (6th checkpoint after the start), then carefully drop off the far side of the box (where the 6th checkpoint sign is) and snap the rope below. You need to be fairly quick to get there in time for the little boat that broke free to hit the ship out in the bay before it leaves and sink it. If you're too late then you'll get a different cut scene whereby the little boat will hit the rocks instead and the challenge will be failed.

Challenge 44:
Climb-actic - Hold a wheelie for the duration of climbing up the rope.
Straight after the 8th checkpoint you will jump from a small rock up onto an inclined rope which you ride up to reach a helicopter landing pad and checkpoint 9.

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A quick note on this one. Your front wheel must not only not touch the rope but also it must not touch the red-edged plank that goes up from the rope to the platform above with the helicopter landing pad on it. A couple of times I let my wheel down once clearing only the rope and not get the challenge. The first time I wheelied all the way up the plank as well I passed the challenge.

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Challenge 45:
Welcome to Warp Zone 2! - Find and complete the warp zone!
Make sure you're using the Pit-Viper for this one. Straight after Checkpoint 9 with the helicopter landing pad (as mentioned above) there is a swinging pipe. You need to land on that and then and allow it to rock back and forth. As it points slightly downwards time your jump to land on the rock under the bridge ahead and a portal will appear.

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Drive into this portal to start Warp Zone 2. Now you have to clear this tough obstacle course, reaching the warp portal at the far end to complete the Challenge. There are 5 checkpoints in this warp zone and it's pretty tough because you can't really see the platforms very well it's so dark. You do not need to zero fault it, only reach the end, thankfully!

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And here are video walkthroughs for the three Marina Mania challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



CACTUS CHALLENGE

Track: Road to Ruin


Challenge 46:
Poser of the Lost Ark: Hold and land a Dead Body pose anywhere.
The best place I found for this is off the ramp that the first checkpoint after the start is on. To do a Dead Body pose, when you are in mid-air you need to ensure your bike is horizontal using the left stick and then push up on the right stick followed by pushing round to the right. You should be in a sort of arched over position out in front of your bike holding on to your handlebars. Once in this position, let go of the right stick to get back on your bike properly and land safely. Take a look at the video underneath challenge 48 which shows you the correct pose for this challenge.

Challenge 47:
Playmaker: Offer at least one football to the god of footballs in the temple ruins.
Reverse backwards from the start until you see an explosion and you will be hooked up to a trailer containing about 10 footballs. All you have to do now is ride to the end of the track (it has been made a little easier with planks bridging big gaps) with at least one football still in your trailer. For the most part you need to take it slow and steady as too much bouncing around or a heavy landing causes the footballs to go flying out of the trailer. If you lose all of your footballs you'll automatically crash so press the back button to go back to the beginning and try again. It's not too tough, I managed to get to the end with 2 footballs left on about my 5th or 6th go.

Challenge 48:
Ancient Squirrels Crossing: Obey the speed limit at the temple ruins.
When you get to the 6th checkpoint after the start you come to a ramp with a couple of burning pots at the bottom and a speed limit 10 sign. Basically from here until the end of the track you have to go very slowly. I don't know if it is 10 mph or 10 kph but, you know, just crawl along at a nice sedate walking pace and you should be fine! There are a couple of ramps where you might get stuck on the top if you go too slow but just rock back and forth to free yourself and carry on. And remember not to go too fast on the down hill bits! As you approach the speed limit you'll hear some tiny beeps which speed up the closer to the speed limit you get. If you do break the speed limit then a red light will flash a couple of times and an alarm will sound briefly so you'll know.

And here are video walkthroughs for the three Road To Ruin challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



CACTUS CHALLENGE

Track: Stormtrooper


Challenge 49:
Is It A Bird...? : Hold and land a perfect Superman pose over the road jump.
Ok, so just like before, to do the superman pose you need to push left on the right-stick when you are mid-air which will make your rider push his bike forward as he flies out behind it holding on to the rear mudguard. As soon as he's made this position let go of the right stick and your rider will get back on his bike ready to land safely. The road jump that you must do this pose over is located between the 4th and 5th checkpoints after the start. There are a couple of big trucks and some road cones on the road so look out for those to indicate it's the correct place. Immediately after the 3rd checkpoint you will go up a big rock which you can jump high off if you want. As you come down the other side and over the next, smaller jump DO NOT jump off this but instead ride slowly over it. The reason is that if you jump off this hill you will land on the upwards slope of the next and won't have the speed necessary to jump the road. If you do need to retry this from the last checkpoint (no. 4) because you didn't land the pose, you'll need to reverse back up the hill as far as possible from checkpoint 4 until you come to a stop and then go for it, you should just about clear the road this way.

Challenge 50:
Penguin Wash! : Dunk all of the penguins underwater.
Make your way to the 7th checkpoint after the start and ahead of you is a small curved ramp. Slowly make your way to the top of it until your wheels are at the end (there's no sound or anything to tell you yove triggered anything but trust me!) then reverse all the way back through checkpoints 7, 6 and 5 until you reach the road with the trucks on it. There is now a portal here to reverse into.

Once through the portal you are on a track of red and blue blocks. Simply ride full speed off the ramp ahead into the wall and the blocks should all coming tumbling down bringing the penguins standing on it down with them for another challenge well done!

Challenge 51:
Gone in 65 Seconds: Complete a zero fault run, performing at least 5 flips in under 65 seconds.
This one doesn't need a lot of explanation. There are loads of ramps where you can perform flips so you will easily get five done over the length of the track. Just make sure you have a smooth run and don't crash and you should get through the finish line with a couple of seconds to spare to get the challenge. Incidentally, the Platinum time for this track is 62 seconds. So if you already have a platinum medal on this track then you already know how to beat 65 seconds!

And here are video walkthroughs for the three Stormtrooper challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



CACTUS CHALLENGE

Track: Sunrise Dash


Challenge 52:
Like A Boss: Hold and land a perfect Proud Hero pose.
The best place to do this is right from the start off of the first ramp. As you jump off the ramp and are in mid-air you need to level out the bike with the left stick so that it's horizontal and then push down on the right stick which will make your rider stand up with one foot on the seat and one on the handlebars and with his arms folded. Make sure you use the left stick to ensure your bike is perfectly horizontal before attempting this pose as otherwise it tends to do something else instead. Use the B button to go back to the start and try again if you don't make it first time.

Challenge 53:
Majestic Flipping: Complete at least 5 flips on a zero fault run. This one shouldn't cause you too much difficulty either. There is no fast time to beat this time and there are plenty of jumps for doing flips. You can do a double flip off the first ramp and easily get another double flip in on the last jump before the finish and 7 or 8 ramps in between which are good for at least single flips. The loop you go round doesn't count as a flip by the way even though it's got a gap in it.

Challenge 54:
Mirror Mode: Hit the gyroscope and complete the inverted version of the track.
It's not actually inverted as that means flipped vertically but back to front so you ride from right to left instead of left to right but that's just me being pedantic!

From the start, reverse all the way back until you hit the gyroscope. The track will now restart but the other way round so you are heading from right to left. A bit strange but it shouldn't cause you any trouble, especially since the lean controls are flipped too so it still feels true. You don't have to get a zero fault run, just make it to the finish to complete the challenge.

And here are video walkthroughs for the three Sunrise Dash challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



CACTUS CHALLENGE

Track: Base Invader


Challenge 55:
Astonishing Flipping! : Complete at least 5 flips whilst earning a gold medal.
I'm not sure what the medal time or fault limit is for a gold medal run but it's not a particularly challenging track so you should easily attain a good enough time and a zero fault run on this one. There aren't a great many places to flip but it's still easy enough. There is one enforced flip where the ramp curves backwards and you have to flip over the land on the ramp above, that counts as a flip. Also, near the end of the track you are hurled upwards and it's easy enough to get three flips in here if you need that many still, though I doubt you will!

Challenge 56:
Goal of the Season: Score a wonder goal.
Ok, so for this one you need to reverse back from the start as far as you can to the wall and you will run over a floor panel as you go which lights up red. After it's lit you'll see a football appear and hover in the air ahead of you. Now lean forwards on the bike and speed off as fast as you can towards the football. Just before you get to it you need to press the Y button to bail out and head the football towards the little green neon goal hanging down ahead of you. It'll probably take you a few goes to get the timing right but I doubt you'll be stuck for long. One (possibly) useful tip I found is to push up and right on the left stick as you ride forward and bail as it controls the angle you leave the bike at and I found the ball went a lot further when I hit it this way as I was bailing out at a slightly steeper angle. Or maybe I just got lucky? I don't know, it's hard to tell sometimes but give it a shot, it seemed to work for me!

Challenge 57:
Club Silencio: Complete the puzzle and release the allegorical blue square.
Head off from the start and come to a stop at the top of the little ramp just after the first checkpoint after the start (the word LAB is written on the floor just before it). Now you want to freewheel backwards as far as you can. You should go down several ramps before going off a big drop and landing next to a box with a red and green light on top. As you land a large hole should open up ahead and down from you. Head down there and crash into the "puzzle" ahead to activate it. Now you have to move the squares about until you can manoeuvre the big blue one out of the gap at the bottom. Take a look at the video below for a step-by-step guide on how to do this. To move a square, use the left stick to control the cursor and hold the A button over a square to move.

And here are video walkthroughs for the three Base Invader challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



CACTUS CHALLENGE

Track: Around The Oasis


Challenge 58:
Gymnastics: Complete at least 2 flips after reaching the base.
Ok, so the base as you might have guessed it right at the end. Right after checkpoint 11 you leap from a ramp and land in the base. Leaping off this ramp and INTO the base doesn't count as one of your flips so there's no need to try and fit a flip in here. I found the easiest way was not to flip at all until you pass through checkpoint 12 and then you only have the final and quite steep ramp left. You should have enough speed coming onto here to manage a single backflip as you land just before the finish. Now press B to go back to checkpoint 12 and reverse back to so you are just a couple of feet away from reversing off the back of the curved platform and then use full gas to do a back flip off this same steep ramp that you did your first one off. You should just about have enough speed. Since you don't have to zero fault to get this challenge, this is the simplest way to get it.

Challenge 59:
Is it a Mirage? Catch sunstroke from too much sun, and still perform a zero fault run.
Make you're way through the track as normal until you get to the third checkpoint after the start. Come to a halt and reverse back a little so that you are roughly in line with that strange blue sign with a penguin on it holding what looks like a couple of marshmallows on a fork. Now just hang around here for a few seconds and you will notice that the background goes a bit fuzzy and light like you are suffering from sun blindness. Now all you have to do is make your way to the finish without crashing. Nothing is really any different except it's a bit harder to see the track ... and there are quite a few more penguins! Very strange!

Challenge 60:
Return of the Sphere: Find and complete the hidden maze.
First off you need to make your way to the 9th checkpoint after the start which is located right where two curved grey pipes with a red band on them come out of the water right in the middle of the track. The checkpoint here is right level with the red bands on the pipes. Ok, so from this point you need to proceed over the mound of dirt straight in front of you, jump over the next double set of pipes across the water and then drive slowly up the ramp so your front wheels are on the pipe. As you approach you'll see a blue sign in the background with arrows on it pointing forward. As your front wheels hit the pipe, the sign will change so that the arrows now point backwards the way you've just come from. Reverse backwards into the water where you will crash.

After a few seconds you'll reappear as a metal ball which you must negotiate around the course using the left stick to go forward, backward, left and right until you get to the finish. It's tempting to go fast but there are some narrow parts later so take it slowly and you'll be fine. The only time you need a bit of speed is to negotiate 2 little jumps but there is plenty of time to stop afterwards and then take it slowly again. If you do fall off the course, you will appear back on your bike again at checkpoint 9 so repeat the process above to re-enter this strange world until you pass the challenge.

And here are video walkthroughs for the three Around The Oasis challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



RAINFOREST RUMBLE

Track: Bungalow Beach


Challenge 61:
Cannonball! : Do a Cannonball from the diving board.
This is a very easy challenge. Firstly, make your way to the 6th checkpoint after the start which is located on a diving board over a swimming pool. When you get to this checkpoint you want to come to a stop. Now press the Y button to bail out and push the left stick up and to the right so that you bail out in this direction. When you are in mid-air hold in the left trigger (the brake button) and you will curl up into a ball. Hold this position as you enter the water and challenge done.

Challenge 62:
Pyromaniac: Finish the track whilst on fire.
Use the Pit Viper bike for this challenge. The first thing you need to do from the start line is reverse back towards the edge of the rock where there is a small jet of fire. As your back wheel approaches it you will catch alight. Now you must make your way to the finish without faulting and without slowing down so much that the flames consume you and you crash.

Once you are on fire, the toughest part of this entire challenge comes immediately after the start line. There is an overhanging rock just after the start and you need to wheelie off this as slowly as possible so that your back wheel drops as far up the slope below as is possible. This is the only way you will gain enough speed to leap the pool of water ahead (where the 1st checkpoint is) without hitting any of the water. If you touch any water (even just the tiniest drop) whilst you are on fire then your flames will be extinguished and you will not pass this challenge and therefore you will have to start again from the beginning.

When you do finally clear this pool of water make your way up and over the roof of the building (which will catch fire in your wake) and when you drop down make sure you jump over the next pool of water which follows straight after this drop. Head past checkpoint 3 and up the big rock slope to checkpoint 4 at the top. Go slowly up the little rock slope straight after checkpoint 4 and then full gas from the top and up the ramp leaning on the railings straight after this so that you clear the pool of water below.

Jump up to the diving board and checkpoint 6 and make sure you go full gas along the diving board to jump over the swimming pool below without getting wet. Still on fire? Good, you're nearly there now. Head up the big ramp but don't go too fast at the top as it's best to go under the tunnel section on top and not over it. Once through, drop off fairly slowly and then full gas over the rock ramp to easily jump the pool with the three pipes pouring water into the pool. Once you are over this it's full speed up the rock slope the other side and a big jump into the building to finish the track and pass the challenge. Well done!

Here's a video walkthrough of this challenge, courtesy of Click to Unlock:



Challenge 63:
Unyielding III: Perform a zero fault run without leaning.
This the final Unyielding challenge and doing all 3 so far will also net you the "Unyielding III" achievement for 30gs. So for this one you are only allowed to use the throttle and brake, do not touch the left stick to lean. USE THE ROACH for this challenge, it is easier than the Pit Viper. One useful tip, courtesy of HaloMonkey3009: Holding down the gas and tapping the brakes will rotate you forward if you are in the air. If you realise you are not going to land the right way up, try this method to rotate your bike mid-air.

Maka91 offers a great walkthrough of all 3 Unyielding challenges so take a look at this video as he talks and plays you through each track in turn:



RAINFOREST RUMBLE

Track: Swamp Crash


Challenge 64:
Waterproofing Test: Introduce electricity to water and get yourself electrocuted.
Another easy challenge. Make your way to the big aircraft jet engine that is hanging over the water between the 6th and 7th checkpoints after the start. Jump up and land on top of this and then come to a stop. Now all you have to do is stay on top as it drops into the water and electrocutes you. Challenge done!

Challenge 65:
Breathtaking Flipping! : Complete at least 10 flips on a zero fault run.
Use the Pit Viper to make it slightly easier for yourself. You can do at least a single flip off most of the little ramps on this track so getting to 10 isn't really much of a problem. One useful tip though for 10 easy flips. When you get to the 3rd checkpoint after the start (straight after a long floating tree trunk) there is quite a steep big pointy rock that you have to ride up and over to get to checkpoint 4. Well, ride up this rock fully leaning forward and at about half speed and as you near the top lean back and back flip over and land back on the rock again rolling back down towards checkpoint 3. Come to and stop and repeat and you can keep repeating this quite easily until you get to 10 flips and then you only need to worry about getting to the finish from the then without faulting.

Challenge 66:
SwampBaggie: Perform a zero fault run with the Baggie.
The Baggie is the first bike in the list. You know, the slow one you haven't used since you could use anything else! It's not that tough to do this track with the Baggie. Landing on that tree trunk that drops down (between checkpoints 4 and 5) is a big jump for this little machine and again getting up onto that jet engine is a big jump but neither is that bad. If you find that you need a bit of a run up to get onto the jet engine then ride fully up the ramp towards it and then freewheel backwards up the slope the other way to the top to give yourself the maximum run up. Very easy to make it then and after that it's all easy.

And here are video walkthroughs for the three Swamp Crash challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



RAINFOREST RUMBLE

Track: Temple Trouble


Challenge 67:
Utterly-Staggering Flipping!! : Complete at least 10 flips on a zero fault run.
Ok, as usual it's best to use the Pit Viper for this one. So, your time doesn't matter on this one but you have to do all 10 and get to the finish without faulting. You can do your normal run and throw a few single and double flips in on your way to the finish but what I find easiest is to head up the first rock at about 60-70% of top speed so not too fast and then as you leave the rock for the wall push off from the wall with your back tyre and backflip back down to where you started. Don't try to do any more than a single backflip each time but it is such an easy way to get up to 10 flips and once you figure out the speed and angle to push off the wall at then it's so simple (if a little time consuming) and then once you've done 10 simply make your way to the finish without having to worry about whether you will have enough ramps to get the required number of flips in.

Challenge 68:
Dark Horse: Hold and land 5 Underdog poses on zero fault run.
Here we go, another one of those stupid FMX glitchy tricks to complete. Right so you have to get 5 of these Underdog poses in AND get to the end of the track without faulting.

Ok, so to do an Underdog pose you have to do the following. Firstly ensure you are in mid-air, secondly ensure your bike is horizontal BUT UPSIDE DOWN and thirdly once in this position push right on the right thumbstick to do the Underdog pose. An underdog pose is basically letting go of the handlebar with one hand and taking both feet off the pegs too whilst you are upside down. The best thing to do before you start this one is go into the FMX Training Program which is in Urban Sprawl and practice the pose so you know what to do and more importantly what it looks like when you are doing it so you are confident that when you have done 5 of them you have actually done 5 Underdog poses and not 4 Underdog poses and something else which looks similar. Once you're ready let's start the challenge.

Just like challenge 67 above, I found the easiest thing to do was to find one location where you could pull off the move repeatedly without faulting, do them all there and then make your way to the finish. Unfortunately there is no sound effect each time to let you know you've just done the right pose like there is on some of the challenges which is why it's important to be sure you know the pose.

Ok, make your way over the first wall to checkpoint 1 and then straight after this is your first big jump. If you want to get an Underdog pose in here then go for it. There's plenty of time to pull it off and land safely. Go through checkpoint 2 and then over another jump. Do not try the pose here, you don't really get high enough and it's quite easy to crash. Straight after checkpoint 3 there is a big leaning wall with a short scaffold platform leaning against it as a ramp. THIS is the place to get the rest of your Underdog poses in. Head up the wall at full speed and as you get to towards the top push left on the left thumbstick to send you up into the air in an upside down position. As soon as you are upside down push right on the right thumbstick to do the pose, release the right thumbstick and then resume pushing left on the left thumbstick to complete your full backflip. 90% of the time you will land on top of the wall where you can reverse back down to checkpoint 3 and repeat the process. This is far and away the easiest way to get this one done. The only other place after this to safely get another Underdog pose in is on the big ramp after checkpoint 8 and then again on the next ramp after that providing you maintain your speed. So if you accidentally leave the leaning wall section without getting all of your poses done, there's one good opportunity and one further possible opportunity to redeem your run!

If you want to see a video walkthrough of this challenge take a look at this one courtesy of ChocolateCatFat100. It's not very good quality but it's the only one I could find that uses the leaning wall to get multiple poses in.



Challenge 69:
Shoddy Workmanship: Don't allow the front wheel to touch any scaffold planks on a zero fault run.
This is quite a difficult challenge. However, the good news is that it's not EVERY plank type object that you need to avoid letting your front wheel touch, it's only those wide ones that have a thick, red edge to them such as the one immediately after the first wall that you ride up. THIS is a scaffold plank, the rest are just, I don't know, normal planks or something!

Ok, so in total there are 9 scaffold planks that you need to not let your front wheel touch.

Plank 1 is straight after the first wall and is easy enough to avoid. Head over the next two jumps and then come to a stop at checkpoint 3.

Plank 2 is leaning against the leaning wall ahead of you. That first little board that you touch before getting on the scaffold plank, that is fine for your front wheel to touch. From just in front of the bottom of the board assume a neutral leaning position (i.e. not leaning forwards or backwards) and then wheelie over the board and head on up and over the leaning wall. Make your way to checkpoint 5 which has a brick ramp with two little yellow-edged boards on it.

Plank 3, the next plank you are going to meet is when you land after this brick ramp. There are actually two in a row but the second has a ramp on it so you only need to avoid the first. So you are going to need to land on your back wheel and then wheelie to the small planks which are covering the 2nd of these two scaffold planks. Also, make sure you don't hit your head on the scaffold board above as you jump off that brick ramp. Head over the next two jumps, there are no scaffold planks to avoid here.

Planks 4, 5 and 6 immediately follow checkpoint 8. Go slowly through checkpoint 8 and position your front wheel at the top of the first board that is leaning against the first of these 3 planks so it is just before the yellow-edged board and assume a neutral leaning position. Now as you press the gas to go up this board you also want to push left on the left thumb stick to wheelie and the immediately right. You should make a small bunny hop up onto the 2nd of the 3 scaffold planks, land on your back wheel and then do another left-right with the left thumbstick to bunny hop again straight over the 3rd plank which is way down below and in front of you. If done correctly you should easily clear this 3rd plank with both wheels, it's not a long jump. After landing come to a halt at the bottom by checkpoint 9.

Plank 7 is in front of you. You want to set off from around the edge of the green glow of the checkpoint light with your front wheel (so a couple of bikes lengths from the scaffold plank ahead) and be in a forward leaning position. This is quite a difficult little jump to get right. You need to lean back as your press gas so as to do a wheelie but because it is a fairly steep incline you want to push right on the left thumbstick as soon as your front wheel is about half a wheel's height off the ground (so not very much at all) otherwise you will either tip over backwards or not have enough forward momentum to clear the jump to the brick ramp ahead. Head down the brick ramp, there no need to slow, through checkpoint 10 and then up the rock ramp.

Planks 8 and 9 follow this rock ramp. As you go up the rock ramp you are going to jump up over a small metal barrier and land on scaffold plank number 8 which is sloping slightly upwards. Of course you must land on your back wheel because you cannot touch this with your front and then as you approach the edge of the plank you must do the old left-right flick with the left thumbstick in order to bunny hop on to the 9th and final scaffold plank. There is a thin yellow-edged plank that covers half of scaffold plank 9 so hopefully as you land you will be far enough forward that your front wheel lands on this and then it is a short ride up this plank to the finish line. Well done, that was quite a tough one!

Here is a video walkthrough of the challenge courtesy of TheRagingBrutes. In this video they use the Roach, I have based my solution above on using the Pit Viper which I think it an easier bike to manoeuvre since it is not so weighty. Either way, use the bike you feel most comfortable with, here's the video:



RAINFOREST RUMBLE

Track: Tropic Storm


Challenge 70:
Full Throttle 3: Perform a zero fault run without letting go of gas or using the brakes.
I found the Roach the easiest bike to use for this however if you take a look at the video after challenge 72 below 360GameTV shows you how to do it with the Baggie and therefore also bag challenge 72 on the same run. Which ever bike you choose, just make sure you don't hit that brake button or let go of the gas! This the 3rd of 3 Full-Throttle challenges and doing all 3 will also net you the "Full Throttle III" achievement for 30gs.

Challenge 71:
Shocking! : Get struck by lightning.
Pretty easy once you know where to go! Make your way all the way to the final checkpoint before the finish. Now from this checkpoint you want to head up the long rock incline towards the finish at full speed and when your bike is at it's highest jump you want to bail out by pressing the Y button and push diagonally up and right with the left thumbstick in order to direct your rider up and over the small box above the chequered flag finishing line and (with Y still pressed) grab hold of that sparking pole just behind it. Keep pressing the Y button and don't let go and after a few seconds you will get struck by lightning and pass the challenge.

Challenge 72:
Baggie-Wash: Perform a zero fault run with the baggie.
Actually a pretty easy challenge. There are no particularly big jumps or tricky sections to negotiate on this track, the Baggie can handle everything with relative ease here. Take a look at the video below for a good idea of the run involved.

And here are video walkthroughs for the three Tropic Storm challenges, courtesy of 360GameTV. Please subscribe to his channel if you found this helpful, thanks.:



SKILL SHOWCASE

Track: Rocky Road


Challenge 73:
6 Rocks Under: Get yourself buried under rocks.
For this challenge either the Pit Viper or the Roach is fine and you need to get yourself to the final checkpoint before the finish line. It's high up on a yellow-barriered platform and from this you jump up onto a huge boulder suspended from above by 4 thin metal chains. Ride up and over the boulder at about half of your top speed as it fairly important to land on the boarded over staircase down below as you jump off this boulder in order to maintain as high a speed as possible. So land on the staircase and push left on the left stick as you descend and then you want to push right on the left thumbstick to throw yourself forward as you head off the overhanging plank at the end of the platform as fast as possible. Now you want to bail out by pressing the Y button and continue to push right with the left thumbstick so that you hurtle through the finish line, through the pouring sand, under the big metal chute and into the big hole at the end. It may take you a few attempts as I found I hit the ground and stopped dead or bashed the scaffolding on quite a few occasions before I finally bounced and scraped my way into the hole. Wait a couple of seconds and then a load of rocks will roll down the chute and land in the hole on top of our helpless rider. Challenge complete.

Challenge 74:
Rabbit's Extreme Run: Perform a zero fault run with the Rabbit.
There are 3 or 4 quite big jumps for the Rabbit on this track but the majority are relatively easy. By big jump, I mean about as big as the very first jump on this track. It's important to maintain your speed before the big jumps or back up as much as possible to give yourself time to build your speed up again. And of course the timing of your jumps is critical to avoid falling short. To gain a little extra lift to make it over those big jumps don't forget to use the left-right flick of the left thumb stick at the final moment at the top of the ramp you are jumping off. It may take you a few attempts to nail a zero fault run but overall it's not too taxing a challenge since the Rabbit makes up in agility what it lacks in speed.

Click to Unlock has created a great walkthrough video of this track complete with commentary so take a look below:



Challenge 75:
Welcome to Warp Zone 3: Find and complete the Warp Zone.
Ok, so this is the 3rd of 4 warp zones challenges in the game. The difficulty of each warp zone increases each time, this is probably a tough Extreme level of difficulty (the 4th warp zone would be a very tough extreme, possibly Ninja level 1 for those familiar with the community-based Ninja ratings for very, very tough tracks). Make sure you use the Pit Viper for this challenge.

Make your way to the 14th checkpoint after the start. It is on a platform straddling two large parallel pipes that are at the top of a long, sloping rock column. From this checkpoint you descend a single large metal pipe, up a small ramp and jump onto a massive boulder suspended from above by 4 small metal chains. When you land on this boulder you need to come to a stop and stay on top of it by feathering the throttle a little. After a 4 or 5 seconds the boulder will start to rise. Stay on it until it gets to it's highest point and comes to a stop. You will see the portal to the warp zone a short jump ahead of you. Back up a bit on the boulder before you ride off it just to ensure you have enough of a run up, no point messing up now!

Warp Zone 3 is set high up above the landscape and you start on a big cube. The good news is that you only have to reach the finish, not zero fault it. The left-right flick of the left thumbstick and timing is so important on this warp zone to get the necessary power in your bunny hops to get to the next block on many occasions.

So from the start jump to the small sloping cube and back wheel bounce off this to get a high enough lift to get to the next checkpoint. From here you need to jump up to the small cube ahead of you and then ride towards the wall of the next cube wheelie-ing so that both wheels land flush against it before dropping down onto the small cube below. Jump to the next sloping cube and then up to the next cube where the next checkpoint is located. Back up to give yourself a bit more speed and then leap up 2 sloping cubes before riding fast over the top of the second to jump onto the small cube and checkpoint 4. From here there are 3 small sloping cubes up to the final cube where the finish line/portal is located. Use the left-right flick on the first jump and then just ride with a little wheelie for the next two. The final jump up to the finish will involve another left-right flicking to get the necessary height to reach the final cube and the finish. That's it, another one done. I love these warp zone challenges, they are probably my favourite ones. Well done on completing that one, just one more warp zone to go!

SKILL SHOWCASE

Track: Eco Park


Challenge 76:
Miraculous Flipping!! : Complete at least 5 backflips.
Ok, so you don't have to get to the finish and you don't have to do it all without faulting to complete this challenge. Please note though that it is BACKFLIPS only so front flips won't add to your flip count. Use the Pit Viper to make it slightly easier for this one though it's pretty easy really. Jump off the first ramp onto the solar panel and then to the next solar panel and then do your first backflip off this one down to the floor below. Head up the next slope and you can easily double backflip at the top. Checkpoint 3 is located at the top here. Don't do any more flips until the ramp straight after checkpoint 4 when you can get in another double backflip to complete this challenge. See, I told you it was an easy one!

Challenge 77:
Afterburner: Fly through all the rings of fire.
If the last challenge was easy, this one most definitely isn't. At least for me it wasn't as I struggle terribly with these flying challenges.

Well, for this one you have to go through EVERY ring of fire and they basically follow the contours of the track from start to finish. There are 14 rings in total to fly through and to make them appear you need to back up from the start and ride into the afterburner flame behind you. It's very hard to control your direction once you are rocket-propelled and airborne and it will take a little practice to get the hang of flying. Each ring you pass through gives a boost to your afterburner and also it is accumulative so if each boost gives you 3 seconds of afterburner and you get to the first one in 2.5 seconds then you will have 3.5 seconds of afterburner left, it doesn't reset to 3 seconds again at each ring. When you successfully pass through a ring it will give you a little sound effect to show you went through it. The best advice I can give is to learn the course of the rings so that you don't waste unnecessary afterburner flying off course as you won't make it if you aren't more or less direct through the course. Also, you can't land once the challenge is started so don't think of landing after the 5th ring and then using the jump to get through the 6th ring (which would be possible if it didn't automatically crash you on landing) as you aren't allowed and will get an automatic crash.

I was stuck for a while getting beyond the 4th or 5th ring. I'd get that far and then mess up but then all of a sudden I just seemed to suss it out and was more or less getting to about the 10th ring every 2 or 3 tries. After that it was only a matter of time before I did the final few too and completed the challenge. I think the first 5 are definitely the hardest part of the course, after that it is just a case of high one, low one, high one, low one all the way to the finish and the angles aren't as steep as they are for the first ones.

Here's a great video, courtesy of FreeRunWarriorz dgd which shows you the route and makes it look spectacularly easy ... something which a replay of my successful run would almost certainly fail to do!



Challenge 78:
Darksider: Stay up late and complete Eco Park's dark side.
Between the 1st and 2nd checkpoints after the start you'll notice a big red button on the floor and a digital counter just by the 2nd checkpoint post. Jump down and reverse over the red button and stay on it as the counter starts counting up from 1 to 10. When it gets to 10 a cutscene will come in showing the moon rising before cutting back to the game and letting you continue where you left off ... but in the middle of the night. You will also notice that the course is a little tougher than it is in the daytime. In the day time this track is rated as Hard and at night I'd say it is probably an easy Extreme. You can use either the Pit Viper or the Roach but I found the Pit Viper to be the easier of the two. You can also try the Rabbit if you want but there's one jump about 75% of the way in that I don't think is possible with the Rabbit. I couldn't do it anyway but if you want to give it a go, I'm happy to be proved wrong!

Here's a video of the night time version of Eco Park, courtesy of FreeRunWarriorz dgd again.



SKILL SHOWCASE

Track: Icebreaker


Challenge 79:
End O' The Beginning: Hold an Endo for 5 seconds on the green crate at the start of the track.
Use the Pit Viper to make things a little easier for yourself. An Endo, just in case you don't know, is when you are balancing on just the front wheel with the back wheel in the air. The green crate in question is the glowing green box at the top of the ramp immediately in front of you as you start. Lean forward as you go up the ramp quite slowly and do the little left-right flick of the left thumbstick to do a little bunny hop up on to the crate landing on your front wheel. As your front wheel lands on the crate you need to use the left thumbstick to control your balance by leaning. A useful tip to get your back wheel up high enough in the first place when not going fast is once your front wheel lands on the crate, tap the brake button (left trigger) which will cause your back wheel to rise slowly. If you can control it right you can actually control your endo just using this and holding the left thumbstick in only one position. More likely though is that you will have to use a combination of this technique together with leaning using the left thumbstick to get to the required five seconds. If you fail, simply press B to return to the start and try again. You can quit once you're done.

Challenge 80:
Husky Ride: Complete the track with the Baggie.
Note that you only need to complete the track with the Baggie, not zero fault it.
It's not particularly tough to finish this with the Baggie, though take note that you can drop down to lower ground at some points rather than try to jump across the upper platforms such as straight after checkpoint 7 after the start. Between checkpoints 6 and 7 there is a suspended ramp that drop down onto a pillar of ice. You will probably land on this ramp with your front wheels only. If so back off the ramp completely with your front and back wheels and then pop a little wheelie to get up onto it properly. It's easier than trying to hump it with your back wheel for ages! After checkpoint 7 drop down onto the big ice block and then onto the steep, curved ramp. You will need to back up right to the very bottom of this ramp to have the speed to get up to checkpoint 8. Ensure you are leaning forward and using full gas and you should just about land on the platform by the 8th checkpoint with your front wheel. Lean forward and crash over the line to trigger the checkpoint if you need to, remember you don't need to zero fault it! If you've got this far then there's nothing else on this track that will trouble you so make your merry way to the finish line for another challenge complete.

Challenge 81:
Protected Species: Don't hurt the penguins!
Use the Pit Viper for this one. From the start you need to reverse down a small ramp immediately followed by a long ramp and onto the ice until you reach a large hole in the ice. Stop just before it and a large penguin will jump down into the hole. Now make your way through the course as normal only this time you need to avoid touching any of the large penguins stupidly standing on the track. The moment you touch one with just the faintest of contacts you will instantly crash. Luckily you do not need to zero fault the course and the penguins do not disappear when you press B to go back to the previous checkpoint so if you crash, press B, try again and keep going to the end to complete the challenge. So all in all, it's a little tougher than normal but nothing to give you too much trouble.

SKILL SHOWCASE

Track: Cold Storage


Challenge 82:
Reconnecting.. : Get metal to metal to reconnect the device.
Ok, so this is quite a tough one to work out what to do but actually doing it once you have the right place is not so bad. You need to make your way to the 9th checkpoint after the start. Ahead of you is a black ramp sloping gradually upwards and hanging underneath it is a gently swaying metal box thing with two yellow strip lights on the front. Basically you have to bail out by pressing Y and land on the back ramp then use the left and right thumbsticks to thrash about a bit until your rider topples off the ramp and down towards that swaying metal box below. Ensure you are holding Y down as you fall off in order to grab hold of the box. Continue to hold Y in and use the left thumbstick to swing back and forth until you swing high enough to touch another bit of metal and complete the challenge. Still confused? Watch this video courtesy of Click to Unlock, and hopefully you'll have a better idea. You don't really have to back up like he says to bail out far enough. You can do it perfectly easily from the platform you start on from checkpoint 9.



Challenge 83:
Cool Bug: Perform a zero fault run with the Roach.
Nothing to really trouble you here I don't think. it's obviously a little tougher than doing it with the Pit Viper as the bikes a bit heavier and doesn't quite manoeuvre as well but if you've already zero faulted this track with the Pit Viper, you re basically just doing the same again. Simple!

Challenge 84:
Blackout: Short circuit the electricity to kill the lights.
Use the Pit Viper again for this one and it's a good idea to familiarise yourself with the track a couple of times before you start this challenge. From the start you need to jump over the first gap, through checkpoint 1 and then up the first ramp all as fast as you can. At the top of this first ramp you need to bail out by pressing the Y button, fly over the next ramp and grab a hold of one of those dangling electrical wires that you can see above you so make sure you are continually holding in the Y button in order to grab and hang on to it. If you miss grabbing a wire then press the back button to go back to the start not the B button to start at checkpoint 1 as you won't have enough speed from there. So grab the wire and keep holding it (by continually holding Y) and after a few seconds the lights will go out. At this point, release Y and press B to appear back at checkpoint 1 on your bike. Now you must ride all the way to the finish in the dark and without faulting. If you crash whilst it's dark then when you press B to go back to the last checkpoint it will be light again and you won't get the challenge. You have a light on the front of your bike to show you just a tiny bit of the track ahead and there is the odd neon light and electrical spark here and there to give you a hint of where things are otherwise it's all dark. Having said that, it's not that bad as long as you have a bit of an idea of the route ahead so you know what's coming.

Here's another video courtesy of Click to Unlock to help you through this one again.



SKILL SHOWCASE

Track: Expedition


Challenge 85:
Little Waddling Bundles of Joy: Find the penguin's home.
Make your way to checkpoint 11 which is located midway along a very long fallen tree trunk. At the far end of the tree trunk you will notice a hole with smoke rising from it. Drop very carefully off the tree trunk onto the ice below and then reverse back into the smoking hole. Wait a couple of seconds and a cutscene will start showing you a camp fire in a cave in which you will fall down and land in. When the cut scene finishes the challenge will be complete and you will be transported back onto your bike at checkpoint 11.

Challenge 86:
Human Pine Cone: Join the other cones on the pine tree.
Very easy once you know where to go. Make your way to the 5th checkpoint after the start. Jump off the ramp and land on the first big metal plate. From here you need to bail out by pressing the Y button and fall down that thin gap between this metal plate and the next one where the 6th checkpoint is located. As you drop down, make sure you are holding Y to grab hold of the pine tree below. Keep holding it until you get the little challenge complete confirmation appear.

Once again, Click to Unlock has produced a video guide to show you the right place:



Challenge 87:
Penguin Chase! : Catch that penguin!
Reverse back from the start until your back wheel hits a rock and you can go no further. There is one of those penguin signs here and as you approach the rock a penguin will appear and jump over you before heading off down the track. As soon as you are able you need to speed off after him and catch him (by riding into him) before he get's to his home (which you found whilst doing challenge 85) just after checkpoint 11. If you fault the penguin will not disappear but in all honesty, if you fault before catching him then you probably won't catch him up before he reaches the safety of his home. You need to ride at Platinum run speed to catch him and if you are fast enough then you'll probably get him somewhere between checkpoints 8 and 10.

Here's a video courtesy of FreeRunWarriorz dgd to show you how it's done:



EXPERT'S CLUB

Track: Cave Dweller


Challenge 88:
Pull the Plug: Shut down the generator.
Ok, so for this challenge you first need to make your way to the 5th checkpoint after the start. Ahead of you is a curved ramp, a gap and then the 6th checkpoint. Rather than leaping the gap to the next checkpoint you want to drop down into the gap, bouncing back and forth off each ledge as you drop down 4 or 5 platforms to a big red button. Ride over this and you'll shut down the generator to complete the challenge. Once the cut scene has completed and you've received acknowledgement that the challenge is passed you can quit the level.

Here's a video, courtesy of TheRookyJ which will show you the exact location if you need a bit more clarification.



Challenge 89:
Neurotoxicology: Get yourself poisoned and still complete the track.
Right this is a bit of a weird one and hopefully you'll complete it fairly quickly to avoid giving yourself a headache!
From the start you want to stay on the descending lift until it hits the ground. Keep your finger on the brake button (left trigger) to stop yourself rolling off after it's hit the ground. If you look at the pipe ahead of you a green, poisonous gas is leaking from the pipe in your direction. Stay under the poison under the screen changes colour and starts rocking back and forth. You have now been poisoned!

Now you need to make your way to the finish to complete the challenge. You don't need to zero fault the course which is good so if you crash, press B and continue from the last checkpoint until you get to the finish. There's nothing too taxing on this track and there are plenty of checkpoints so progress should be pretty straightforward and other than feeling a bit dizzy and disorientated, you shouldn't suffer too much with this challenge.

Challenge 90:
CaveBaggie: Complete a zero fault run with the Baggie.
Ok, so this isn't completely straightforward for the poor, underpowered Baggie as some of the jumps that you fly over on the Pit Viper are a little more challenging on this machine. It's important to remember that you need to zero fault this challenge but you do not have to do it quickly so if you come to a standstill then back up and give yourself as much run up as you can when you think you might need it. Take your time and just ensure you make all the jumps.

Let the lift drop all the way to the bottom before riding off it. The jump from the sloping railway carriage (is that what it is?) to the rock platform where checkpoint 2 is located will give you a fair idea of how close to the edge the Baggie generally lands on a lot of the jumps on this level. Between checkpoints 2 and 3 you will need to keep your speed up after the first landing to make it over the second jump. The first jump after checkpoint 6 is also a fairly close one and you'll need to do the left-right flick with the left thumbstick at the end of the ramp to land on the next one. The jump after Checkpoint 7 is even tougher. To successfully make this jump you need to give yourself as much forward momentum as possible. You can do this by wheelie-ing before you reach the ramp and then letting your front wheel drop as you reach the cusp or a very well timed left-right flick with the left thumbstick will just about get you up to checkpoint 8. When you land back up to the edge of the curved platform to gain enough speed for the next jump.

When you get to the two big disc shaped platforms at checkpoint 11 you'll need to keep your speed up as you land on the 2nd one in order to make it up to the small curved ramp with the 12th checkpoint on it. A couple of big curved ramps later and you've made it to the finish.

Useful tips to remember: A well timed left-right flick with the left thumbstick at the end of the ramp is often the difference between making the jump and falling short on this one. Also, if you need to maintain speed when landing on an uphill slope (as you need to do on a few occasions on this track) the secret is to land on your back wheel and lean forward into the slope just after your back wheel lands. After both wheels have grounded and speed is maintained start to lean back again to a neutral position ready for the next left-right flick with the left thumbstick at the top of the next ramp for maximum jumping distance.

EXPERT'S CLUB

Track: Covert Ops


Challenge 91:
Action Hero: Detonate at least 3 bombs from a single bailout.
Make your way to the 5th checkpoint after the start. Ahead of you is a large rocky slope. At the top of this slope there are 4 bombs, two below and two above the sloping platform that you would try to ride your bike on if you were heading for the finish line. The idea is that as you speed up the rocky slope you need to bail out by pressing the Y button as you fly off the top and head straight into one of the bombs above. Meanwhile your bike will fall down and set off a second bomb. Depending on which direction you or your bike are sent flying after the first bomb impact will hopefully mean one of you will fly into one of the other two bombs and set that off too to complete the challenge. It requires a bit of luck as well as judgement in when to bail but keep pressing B to return to the last checkpoint and try again. You'll soon get it.

Here's another video courtesy of Click to Unlock who shows you what you need to do:



Challenge 92:
God-like Flipping!! : Complete at least 10 flips whilst earning the gold medal.
First tip: Use the Pit Viper for this challenge! At first glance you might think that there are a number of big jumps on this track for getting double or triple flips in but unfortunately this isn't really the case. Especially as you can't dawdle too much to get a gold medal time. I'm not sure what the pass mark is for a gold medal however I do know that if you get under 1:05 minutes and make no more than 6 faults you will definitely get the gold medal and this should be plenty to do this challenge.

From the start you need to do a front flip off the top of the first ramp to land by checkpoint 1 on the little rock ledge. Next do a back flip off this to the grass below. At the top of the next ramp do a little backflip off the top to land by checkpoint 2 and then a double backflip off the next ramp to land by checkpoint 3. So you should now have 5 flips done. Head past checkpoint 4, hop over the bomb and then do a little backflip off the top of the slope to land by checkpoint 5. Up the rocky slope onto the next sloping platform under the bomb and then do either a front or backflip off this to land by checkpoint 6 below.

At this point we have 7 flips done. You may be tempted to try a flip off the next jump as it looks like you'll have time but don't do it. Instead jump down onto the platform below and get fired up onto the high sloping platform ahead. From here you can get a triple back flip in to land at checkpoint 7 below and that's your 10 flips done so now you just need to get to the finish.

If you do still need another one or two flips at this point there is one last place for you to get them. Head up the ramp to checkpoint 8 and then jump to the sloping ramp. You can get another single and if you're quick possibly a double backflip in here and land down below at checkpoint 9. Mind your head on the last bomb as you jump over to the finish.

Challenge 93:
Lucy in the Sky: Land on the floating platform in the sky.
Ok, for this one you want to head over to the 7th checkpoint after the start. it is just after that platform that flips you up in the air and on the floor just a wheel's length last the checkpoint there is an orange circle that turned green as you ride over it. So you need to ride over it and stop when your front wheel is at the top of the ramp ahead. Now freewheel backwards down the ramp and keep going until you are flipped up in the air. Don't brake and you will be flipped up onto a downwards sloping ramp high up behind you. As you land press the gas button slightly to give yourself the forward momentum to land on a forward sloping ramp high up in front of you. Brake as you land are are thrust up again to land on a long flat platform high up behind you.

Come to a halt in the middle of this ramp as it starts to rise. Now you need to time it perfectly to be high enough to jump to the small sloping platform up ahead of you but not so late that you get smacked by the bomb above the rising platform you're on. When you land on the sloping platform you need to feather the gas to keep yourself on this sloping platform as it rises up towards the final platform and your goal for this challenge. Jump up to this final platform to complete the challenge. If you crash, then press B to start back at the bottom by checkpoint 7 and repeat again until you make it.

Here's Click to Unlock with another useful video to show you how and where etc. :



EXPERT'S CLUB

Track: Mind The Gap


Challenge 94:
We Have a Jumper: Get hit by a passing train so hard that your bike explodes.
Between the 2nd and 3rd checkpoints after the start there is a gap that you have to jump over (or if your intention is to get hit by a train, fall into). The trains are on a loop so every 10 or 15 seconds a train will speed past on each of the sets of rails. To get the timing right, you want to go down the broken red steps from checkpoint 2 and jump over on to the sloping metal beam. Position yourself in the middle of this beam and as soon as the train that goes directly underneath you appears in the distance then ride off the end of the beam. You will fall down to the other set of rails and the train should speed straight into you just before you hit the ground. If you don't land in quite the right place, your bike doesn't explode or whatever, just press B and try again, you'll get it within a few goes.

Challenge 95:
Headshot! : Hurl yourself into the face of the girl on the Synthetic Clothing advert.
The advert in question is the one facing you straight after you pass through the 7th checkpoint after the start. Normally you would drop down below the billboard advert to get to the finish line.

Use the Pit Viper for this challenge and from the platform you start from at checkpoint 7 you want to drop down to the small plank below and back up as much as you can. As fast as you can you want to ride off this plank. The girl's face is quite high up on the advert so you'll need to try and bunny hop as you leave the plank to gain a little extra height as well as ensure you time your bail out (press the Y button to bail out) perfectly to give you the trajectory to fly up and smack into the face of the girl on the advert.

Challenge 96:
Delayed Departure: Do anything you can to stop the train from leaving the station.
Ok, so Pit Viper is a must again for this challenge. The station in question is most of the way through the track and you must ride fairly quickly to get to the station before the train leaves and you miss your opportunity to complete this challenge. I think you have about 50 seconds from the start of the track to land where you need to land to stop the train. You can fault along the way as long as you ultimately make the time limit.

So what you have to do is close a shutter across the track before the train has a chance to leave the station. Important note: If the shutter closes on top of the train as it's leaving you will still pass the challenge so if you see that the train is leaving and disappearing into the tunnel there is still time providing not all of the train has left the station.

To complete the challenge then you need to make your way to the 13th checkpoint after the start as fast as you can. It is situated on top of a high platform that you reach by riding up a load of scaffold planks that come apart and fall down as you pass over them. You can hopefully see the long white train in the station below you in the distance and chances are it is already slowly making it's way away from the station as you get to checkpoint 13. From checkpoint 13 you need to ride forward as fast as you can and bail out with the Y button and (by continuing to hold down Y) grab a hold of an electrical box thing hanging down from above. If you manage to hurl yourself far enough to grab this and hold on then sparks will fly and a shutter will lower down over the track blocking off the tunnel and preventing the train from leaving.

Here's a great video courtesy of TheRagingBrutes to show you the exact location.



EXPERT'S CLUB

Track: RedLynx Derby


Challenge 97:
Viperless Pit: Complete the track in 10 faults or less with the Roach.
If you can do less than 10 faults on this track with the Pit Viper then there's absolutely nothing to worry about using the Roach. It's not a technical track, all of the jumps are reasonably easy with the Roach. If I were you I'd go for challenge 94 and 95 at the same time to save a bit of time and make it a bit more challenging! A couple of tips though just in case you're struggling. Remember that you only need to do this in under 10 faults, not in a quick time. So back up and get a good run up if you think you need the extra speed to make a jump. Also, don't go too quickly up the big curved ramp where you need to backflip to land on the platform above and behind you. You can do this going a lot slower than you might think!

Challenge 98:
Hitting Targets: Hit all of the blue target signs in a run with 5 faults or less.
Ok, if you're not combining this challenge with 94 at the same time then use the Pit Viper to make things slightly easier. There are 6 blue targets in total and with each one you hit you will hear a noise to tell you you've touched it and a couple of tiny white lights (one on each side) will turn green when it's been hit. You can hit it with your bike or your rider it doesn't matter which. You can even bail out into a sign if you want as long as you hit all signs and then get to the finish in 5 faults or less.

None of the targets are hidden or hard to reach so if you're going for this challenge you shouldn't miss any out by accident as they're all more or less in your path anyway. Here's where they are:

Target 1: Straight in front of you from the start. Do a left-right flick with the left thumbstick off the start platform to jump up and land with both your wheels flush against the target before dropping down and landing on the dirt below.

Target 2: Just before Checkpoint 4. Either jump off the black and white pipe from your back wheel to hit it with your front wheel and drop down. Bang it with your head as you drop down below it or bail out into it if you can't get it any other way (as if!).

Target 3: Straight after checkpoint 8. Either do a left-right flick with the left thumbstick off the platform to jump up and git it with your front wheel or else ride off and bash it with your head and hope you don't crash from the impact. Or bail out into it of course.

Target 4: Straight after checkpoint 12. I'd like to see you progress without touching this one!

Target 5: Straight in front of you after checkpoint 15. Do a little wheelie off the platform and catch the target with your front wheel as you drop beneath it causing you to backflip before landing on the platform below. Either that or bash it with your head and hope you don't crash on impact.

Target 6: In front of you from checkpoint 17 is a ramp that is actually a see-saw. The target is at the upper reach of the far end of the see-saw. Simply ride full gas at it and wheelie before you get there so you land with both your front and back wheels flush against it before dropping down onto the now lowered end of the see-saw below you.

That was the last target, make your way to the finish line and ensure you have only registered 5 faults at most and you will pass the challenge.

Challenge 99:
Spider Mode: Turn the camera upside-down and go on to complete the track.
Firstly, note that you don't have to zero fault this one to pass the challenge only get to the finish. So from the start reverse backwards and into the gyroscope. This will turn the camera upside-down. You will now automatically return to the start line.

I found the easiest way to do this challenge was to stand with your back to the TV and now place your head on the seat of the sofa you were just sitting on and now look at the TV through your legs. Ok, I admit it's not the most comfortable position but a couple of minutes discomfort in your head will save you many more minutes of mental discomfort trying to play this sitting normally!

EXPERT'S CLUB

Track: Jungle Gymkhana


Challenge 100:
Jungle Jim. Complete at least 2 flips before reaching the second checkpoint.
Use the Pit Viper for this one. By doing a left-right flick with the left thumbstick off the start platform you can do a backflip and land on the swinging platform ahead then simply backflip off this to land by the first checkpoint for an easy challenge done.

Challenge 101:
Tree House Club: Swing like a monkey into the secret tree house.
This one took me several goes to get it right as you have to get your timing right and grabbing hold of the next swing is sometimes a bit glitchy.

Directly above you at checkpoint 3 is a swing that you must grab hold of (by holding the Y button) by bailing out as you come over the top of the ramp up to this 3rd checkpoint.

I could do a lot of explaining for this challenge but I think ultimately the best thing is to follow a video walkthrough in this case so here's Click to Unlock with another great video:



Challenge 102:
Archaeology: Solve the ancient riddle.
For this challenge you must ride over three round "buttons". Riding over each one will spin some sort of weird contraption in the background with 3 layers of different coloured circles on it.

The first button which is located at the 2nd checkpoint after the start spins all 3 layers together and you need to stay on the button until the top level shows green on the left and red on the right. Don't worry about the middle and bottom layers at the moment.

The second button is at the 4th checkpoint. If you left the last button with the top layer showing as I just said then this time only the bottom two layers will rotate. You need to stay on the button until the middle layer shows red on the left and yellow on the right, ignore the bottom layer for now.

The third and final button is at checkpoint 9 and now pressing this will only rotate the bottom layer if you got the other two correct. You need stay on the button until the bottom layer rotates to show yellow on the left and green on the right. Once this sequence is shown it will make a little noise and stop rotating so now all you need to do is make your way to the finish to complete the challenge.

So to recap:

Top = green - red
Middle = red - yellow
Bottom = yellow - green

EXPERT'S CLUB

Track: The Greater Crater


Challenge 103:
The Chosen One: Hold a Proud Hero pose as you fly into the light.
For this one you need to make your way all the way to the finish. As you jump off the final ramp and over the finish line and "into the light" (the light beam shooting up into the sky) you need to hold a Proud Hero pose.

It's not a particularly difficult challenge and to ensure you do the correct pose you need to ensure your bike is horizontal by using the left thumbstick when it is in mid-air and then press down on the right thumbstick to assume the Proud Hero pose. Keep holding this position as you hit the light beam to pass the challenge.

Challenge 104:
1, 2, 3. : Stand on your back wheel at each of the three red lights to turn them green.
This is actually a really difficult challenge because not only do you have to hold a wheelie for about 5 seconds in each (though trust me it feels more like 10 seconds!) of the three designated places but also you mustn't let your back wheel leave the white/silver outer edges of the actual red circle and also you mustn't let your back wheel leave the ground at any time either. Doing any of these things will reset the timer to zero. Not that you get a timer mind you, so you have no idea how long you actually have to hold a wheelie for or how little you missed doing it by!

The three red circles are located on flat ground at checkpoints 7, 10 and 12.

Useful tip: Due to the fact that it is a heavier machine the Roach is actually easier for this challenge than the Pit Viper. The main reason for this is that popping and dropping a wheelie is slower which is helpful in itself but also any slight adjustments you make with the brake or gas are less likely to result in your back wheel momentarily leaving the ground as can happen with the Pit Viper.

It isn't much of an issue getting the Roach to each of the checkpoints in question, it's a little harder to get to them than with the Pit Viper but not enough to warrant sticking it out with the lighter bike.

Challenge 105:
Welcome to Warp Zone 4! : Find and complete the warp zone.
The only bike you want to attempt this on is the Pit Viper. From the start you need to reverse back until you hit the rocket and send it off to crash into the rocks ahead of you. Once it has hit them then you need to make your way to the hole it's made. It's not far, you just need to make your way to the first checkpoint after the start. When you get there drop down into the gap ahead of you and reverse back into the portal which is in the entrance to a cave. You will now drop down into Warp Zone 4.

This is the toughest of the warp zones. On most of the big gaps you will need to use the left-right flick of the left thumbstick that we've used so often lately to gain a bit of extra height and distance to our jumps. Without this you will not make many of the gaps. Another useful technique you will probably need: when you are trying to get up a vertical or steep incline. As you get to the top your front wheel may go over but you do not have the forward momentum or weight to get your back wheel up and over it. In this case you want to lean forward (right on the left stick) and rapidly tap the brake button (left trigger) which will cause your rear wheel to lift. In many cases this is enough to tip you up onto a platform when you might otherwise not make it.

So, from the start reverse back and using the two riding tips mentioned above you should be able to leap the gap to the next checkpoint. This next one is quite tough. There are 3 small boxes to jump across to the next big platform and the next checkpoint. You will need to land on each with your back wheel and keep your speed and momentum across all of them. If you stop you probably won't get any further. Use the left-right flick on the left thumbstick on the edge of the first platform and then as your back wheel lands on each small box you need to repeat again to get to the next and repeat until you get to the checkpoint.

From here you have a jump to a steep box followed by a vertical jump up on to the platform above. Use the left-right flick on the left thumbstick on the edge of the first platform to land on the next one on your back wheel at quite a steep angle, steeper than you might usually use. When you land then pushing right on the left thumbstick is usually enough to send you up the vertical climb and onto the top as your front wheel is already high enough.

From this 3rd checkpoint there are two different techniques to get to the 4th. Ahead and below you is a small platform followed by a bigger one where the 4th checkpoint is located. You can either drop off onto the small platform, land on your back wheel and then left-right flick on the left thumbstick to jump up to the checkpoint or you can land on the small platform and come to a stop. Reverse back so you back wheel is just starting to go down as you need as much run up as possible. Lean forward and feather the throttle to get in the right position then you want to go full gas and lean back at the same time and then use the left-right flick on the left thumbstick at the latest opportunity to get up onto the platform. You need to tap the brake rapidly as mentioned above to force your back wheel up and onto the platform if you are teetering on the edge as you land.

The last checkpoint up to the finish is an easy ride after what you've just done, I think you can work it out on your own!

And here's another video courtesy of Click to Unlock to show you how to do it.




Ok, so finally we're on to the Extreme tracks. These obviously contain some of the toughest challenges in the game although there are a few easy ones too so don't be too daunted just yet! For videos, I suggest you use the ones from BiGSH0TROB on the other solution as he has created some excellent video guides to all of these Extreme track challenges. If you use those in conjunction with any helpful advice on this guide then you should be on the right track to completing these.

MASTER'S GAUNTLET

Track: Eye of the Storm


Challenge 106:
Weed Killer: Stamp all of the flowers.
There are a total of 9 flowers that you need to crush. You cannot to it without faulting so don't worry about crashing at any time and you can crush the flowers with your body or bike so bail out into them if you need to. When you crush any flowers there will be a little plume of dust to notify you that they are gone so look out for this as sometimes the camera is a little far away and the background a little dark to make it out too well.

So, on to the locations:
Flower 1: Right behind you at the start. Reverse over them.
Flower 2: At the first checkpoint after the start drop down forwards as slowly as possible to crush the flowers below you.
Flower 3: After checkpoint 2 ride slowly over the next ramp and they are at the foot of the rock on the other side of the gap of water.
Flower 4: From checkpoint 3 jump over the bomb in the water and land on the little rock then ride very slowly off the front of this to crush flower number 4.
Flower 5: At checkpoint 4 ride onto the sloping log ahead of you then reverse back to crush the flowers growing out of the rock.
Flower 6: At checkpoint 5, the flowers are in front of you on the ledge below. The easiest way I found to get these is to wheelie slowly off the platform and then as you are dropping in a vertical position bail out backwards (by pressing the Y button) to land on the ledge and crush the flowers.
Flower 7: From checkpoint 7, jump over the two rocket bombs lying on the floor and land on the small pipe then instead of jumping up to the next checkpoint you want to jump just too short so that you roll down onto the single rocket bomb below. The flowers are just by this bomb.
Flower 8: After checkpoint 9 you have a succession of rocks up to the finish. As you go up the last of these you need to bail out and push up and right on the left stick to bail out towards the cave roof where the flowers are growing down above you. Chances are your front headlight will shine on these red flowers as you go up this last step so look out for them. These ones were quite hard to find!
Flower 9: The final flowers are a steep drop down AFTER the finish. As you approach the finish you need to be leaning forward and going really slowly, no I mean REALLY SLOWLY. About a bike's length from the finish bail out over the finish line, just missing the edge of the rock and down towards the flowers below. Make sure you definitely bail out before you cross the finish line so that if you miss the flowers you'll return to the last checkpoint so you can try again. Hopefully you'll land on the flowers below and that's it, challenge done.

Challenge 107:
Weather the Storm: Put at end to the storm by finding the Sun God's hidden altar.
Make you way all the way to the final checkpoint before the end. You could do this one straight after completing the previous challenge by pressing B after crushing the last of the flowers as this puts you at the right checkpoint for this one!

So, from checkpoint 9 go up the rock slab in front of you and jump across this first gap onto the little sloping rock ahead. As you jump off this to the next one you want to bail out straight up and keep pressing the Y button to grab hold of a metal bar swinging above you. It's quite hard to see the metal bar but you may see the odd glimpse as you try to bail out in the right direction to grab it. When you finally grab it then continue holding Y and alternate left and right with the left thumbstick to swing the bar. As you swing it you will see a plume of smoke or water or something in the background behind you shoot up with every furthest reach of the swing. When you get to 10 it will stop and you can release Y and press B to return to the last checkpoint.

This will place you back on your bike at checkpoint 9. Now ride forwards off the edge and you will not crash but instead find yourself on a metal platform in a cave. From here there are 3 checkpoint to get to to get to the Sun God's altar and it's quite tough.
From checkpoint one you will need all your speed and a perfectly timed left-right flick of the left thumbstick to make it up to the rocky slope ahead and checkpoint 2. Then you have a couple of floating pontoons to jump across to reach checkpoint 3. They wobble as you land on them so you just need to land on the first so that the front lifts up a bit and gives you a slight "ramp" to the second and then it's an easy jump up to checkpoint 3.
Checkpoint 3 to the altar is a tough little section! I found the best way was to ride over the ramp and position myself on the pillar as far back as I could (don't let your back wheel go up onto the rock under the ramp though). Then lean forward, full gas, and a perfectly timed left-right flick of the left thumbstick to make it up so your back wheel lands on the column ahead. Then another left-right flick will get you safely over the bomb and to the altar. Ride into the base of the altar with your front wheel to complete the challenge. Well done! Quit the track when you have confirmation of the challenge being completed.

Challenge 108:
Mind-Blowingly-Sensational Flipping!!! : Complete at least 5 flips on a zero fault run.
Ok, first off you need to ensure you can complete this track in a zero fault run without adding any flips. Once you can do that then you're ready to attempt this challenge.

When there is no strict time limit involved, I like to get all of the flips out of the way as soon as I can and, if possible, on the same ramp assuming I can ride up the ramp, backflip and repeat.

Flip 1: The only place you can feasibly get all 5 flips in one place is by back flipping as you ride up the step to the first checkpoint after the start. Ride full gas up the slope, wheelie as you approach the top and you back wheel will hit the step making a single backflip here relatively easy. The only tricky bit is landing back on the slope without falling off the end and faulting. As mentioned, you could get all 5 here if you want but there are four more places where it's not too tough to get the others so I'd move on after you've got one unless you want to attempt more. Your call but here are the locations for the others:

Flip 2: From checkpoint 1, do a left-right flick of the left thumbstick to get the necessary distance on your jump and as you jump do a backflip down to checkpoint 2.

Flip 3: From checkpoint 3, reverse back to give yourself as big a run up as possible and then do a left-right flick of the left thumbstick to get the necessary distance on your jump and as you jump do a backflip down to land on the little sloping rock below.

Flip 4: At checkpoint 4 go up the log, jump up to the little rock ledge and ride up to the top of the rock pinnacle. Go very slowly over this leaning forward. As your back wheel reaches the crest of the rock, full brake and lean forward to do a forward flip down onto the log where checkpoint 5 is located.

Flip 5: Straight away from checkpoint 5, reverse back to give yourself as big a run up as possible and then do a left-right flick of the left thumbstick to get the necessary distance on your jump and as you jump do a backflip down to land on the metal box in the water below where checkpoint 6 is located.

Those locations are your only realistic opportunities to do a flip. If you are having trouble with any in particular then try to do an extra one where I tell you to do your first flip and then miss out flipping where you are having trouble.

After your 5th flip you must make your way to the finish without crashing. Remember you must do 5 flips AND a zero fault run to get this challenge!

MASTER'S GAUNTLET

Track: Rock of Rages


Challenge 109:
Daredevil Rabbit's Run: Complete the track with the Rabbit.
The Rabbit is the BMX bike and you "only" need to get to the finish on this one, not zero fault it. Firstly, I suggest you ensure you can finish this track on the Pit Viper as that's the easiest bike to complete it on. Once you are able to do that then do it with the Rabbit. Basically, if you are capable of completing this track on the Pit Viper without too many issues then you are not going to find the Rabbit much of an issue either.

The techniques you used on the Pit Viper are equally as valid on the Rabbit, it's quite a fast little bike and has a big hop / jump. The two techniques that we have used a lot recently to make big jumps and get up steep steps will come in very handy for this challenge. The two techniques I'm referring to are of course (as if you'd forget) the left-right flick of the left thumbstick to gain a bit of extra height and distance to our jumps. Without this you will not make many of the gaps. And the other technique you will probably need: when you are trying to get up a vertical or steep incline. As you get to the top your front wheel may go over but you do not have the forward momentum or weight to get your back wheel up and over it. In this case you want to lean forward (right on the left stick) and rapidly tap the brake button (left trigger) which will cause your rear wheel to lift. In many cases this is enough to tip you up onto a platform when you might otherwise not make it.

Challenge 110:
Dizziest Heights: Perform and land a triple back flip.
As usual, use the Pit Viper to do this one and note it is a TRIPLE BACK FLIP you need to do, don't do front flips, they won't register. There is only one place with enough time to complete this challenge and that is on the big ramp straight after the 4th checkpoint after the start. From checkpoint 4 back up as far as you can and then full speed up the ramp / ladder ahead. Make sure you are leaning forward as you go up this. As you reach the rock at the top you need to push left on the left thumbstick to lean back and continue to go full speed up the rock. Keep pushing left and as you fly off the top you will begin your back flips. It's quite tight to fit 3 flips into this jump but this is where you need to do it. You can also try the little left-right flick of the left thumbstick to gain a bit of extra height off the top of the rock if you are struggling to get the third back flip in before you land.

If you crash just press B to start again from the bottom of the ramp and keep going until you make it. The challenge will pop as soon as you land.

Challenge 111:
Top Roach: Perform a zero fault run with the Roach.
Chances are this is the last or near last challenge you have left to complete. It was the final one I needed to do and several others have commented that they think it is the toughest challenge in the game. I would definitely go along with that, I spent longer on this challenge than any others by quite a margin!

The first piece of advice I can give is make sure you can zero fault this track on the Pit Viper. If you can't zero fault it on that bike then you sure as hell won't do it on the heavy Roach! Once you have successfully zero faulted it on the Pit Viper and you think you know which techniques you need for what obstacles then you are ready to try repeating this feat on the Roach.

The second piece of advice is very important. Ensure you use the default body kit on your bike when attempting this challenge. All bike body kits are purely cosmetic according to RedLynx, the makers of this game, and do not affect your bike handling in any way but actually this is not the case. If you scroll through the available body kits for the Roach you will see that two of them (I think it's the 3rd and 5th ones in the list) have a far lower ground clearance than the others. This is a major issue when you are trying to coax the heavy Roach bike up steep steps and near-impossible platforms because it digs in to the corners of steps sooner than the others. I found this out the hard way as I originally started off this challenge with one of these two particular kits on my bike and I couldn't work out why I was having much more difficulty getting up things than other riders seemed to have. After a lot of time spent trying to work out what I was doing wrong I finally had a lightbulb moment and checked out the different body kits in the "Garage". I was astonished to find this major difference despite, as mentioned above, the claims of the game's creators that none of the body kits affect the bike handling in any way, shape or form. Take a look at the different kits and try it out for yourself, you'll soon come to the same conclusion as me - they may not affect the weight or speed of the bike, but they are not all the same and the larger kits with lower ground clearance DO affect your ability to do certain things.

The techniques you used on the Pit Viper are exactly the same for the Roach, the only difference is that your timing needs to be better, your precision needs to be absolute and lady luck needs to be riding with you!

It won't take you long to work out which are the toughest obstacles in the track on the Roach. From the start up to checkpoint 1 is quite hard but because it's right at the beginning you'll get plenty of practice at this one for sure! The final block up to the 6th checkpoint is really tough. That block between checkpoints 7 and 8 is quite hard too but luckily you usually don't crash if you fail to get up it, you merely roll back down to try again. That stupid, cursed, damn rock ledge up to checkpoint 9 should have been blown up with a grenade prior to this game being released and even when you think you know what it is you need to do to get up it, its still both stupidly tough and entirely unpredictable as to whether you'll do it. To give you the biggest chance of succeeding these are the best tips I can give here:

1. When you get up that block from checkpoint 7, you need to jump off the end with enough speed that you clear completely the level platform where the checkpoint 8 post is located and land on the downwards slope immediately after it. This tiny bit of extra speed will give you a much better chance of getting up that ledge in a moment if you can maintain it.

2. To get up that ledge you need to hit it with your back wheel with your bike at about 60-70º angle. As you front wheel drops onto the top of the ledge lean forward and pump that brake button to lift your back wheel up so that you can roll forward onto the rock.

3. Every 4 or 5 goes that you get to at least checkpoint 5 without faulting you should continue your run through to the end of the track or just before the end to make restarting quicker. The extra practice you gain by playing these later obstacles will be invaluable to you when you do start to get this far on a zero fault run. Just knowing what speed you want, getting a feel for the track and knowing what's coming next is good preparation for a successful run.

4. Apologise to your neighbours for all the cursing and screaming they're likely to hear this evening.

When you do finally get up to checkpoint 9 on a zero fault run then the jump up to checkpoint 10 is also tough and even more so up to checkpoint 11. I messed up several times on this obstacle up to checkpoint 11 whilst on a zero fault run and it's so frustrating because just getting this far feels like a minor miracle. And not only do you have to contend with the obstacle but if you're anything like me, I was a nervous wreck every time I got past checkpoint 9 with zero faults. The moment checkpoint 9 turned green my hands leaked sweat like never before, my limbs turned to jelly so I could hardly hold the controller and I thought I might suffer a heart attack from all the nerves. No way am I ever doing this challenge again!

The only video I made of any of my completed challenges is for the Top Roach challenge so here it is for you. I had a really bad cold at the time so I removed the sound of me sniffing away in the background and replaced it with some music from my favourite motorbike movie, On Any Sunday. Enjoy...



MASTER'S GAUNTLET

Track: Light City Run


Challenge 112:
Fashion Promoter: Hold an Endo for 5 seconds on the Synthetic Clothing sign.
It's quite dark so it may be hard to see for certain which sign this is but it's the big one between the 1st and 2nd checkpoints after the start. An Endo is basically a wheelie on your front wheel so you need to balance on just your front wheel on top of this sign for 5 seconds.

It's not actually that bad. You will naturally pull an endo to get up onto the top of this sign anyway so just hold brake in and alter your position with the left thumbstick to maintain this position for 5 seconds. Don't forget to pump the brake button (left trigger) to make the back wheel rise up a bit if it starts to drop more than leaning can rectify. It may take a few attempts but ultimately you shouldn't be stuck here for too long trying.

Challenge 113:
Trials Backwards Evolution: Transform into primitive man and go on to complete the track.
Reverse backwards from the start up the short ramp and keeping trying to go backwards until the wall falls down. Once it's fallen over keep reversing until you can go no further. A short cut scene will transform your rider into a basic 3D concept with cylindrical torso and a glowing red circle for a head. Now all you need to do is complete the track. You don't need to zero fault it, just get to the finish line in under the statutory 500 faults and 30 minutes limits. If you can do this anyway, then this challenge is really no different. One note: Ensure you successfully reach the first checkpoint AFTER the start before you fault as if you don't you will need to reverse back from the start and transform yourself into primitive man again.

Challenge 114:
Keep Your Trilby On! : Complete the track after switching the genre to Film Noir.
From the start of the track you want to jump over to checkpoint 1 and come to a stop. Now ride slowly up the small curved ramp and then reverse back over the edge. When your bike is about half way over the drop press the Y button to bailout and hold left on the left thumbstick to bailout UNDER the platform you started the track on. Keep pressing Y and you will grab a big lever which you will drag from an up to a down position. Keep pressing Y until the screen turns to black and white. You have now entered the challenge mode and will find yourself back on your bike at the first checkpoint after the start. Make your way to the finish (zero fault run NOT required) to complete the challenge. You will notice as you progress that some of the obstacles have changed a little bit to make them more challenging but there is nothing too tough if you can get to the finish on this track normally. The only obstacle that is really a big step up in difficulty is getting from checkpoint 7 to checkpoint 8. At checkpoint 7 you need to do the little left-right flick of the left thumbstick to hop to the next platform. Land on your back wheel and then left-right flick again to maintain speed and do a big hop over to the 3rd platform where it is now the same up to checkpoint 8 as it is on a normal run of this track.

MASTER'S GAUNTLET

Track: Frost Bite


Challenge 115:
Higher Plane: The chains are there for a reason. Reach the high platform.
Might take you a few goes but ultimately not too tough. Make your way past the first checkpoint to where you drop down onto the downwards slope and then backwards onto the small flat platform. Now come to a stop here. If you ride fast off this platform, leaning forward and bailout with the Y button you should hopefully grab a metal chain dangling down in front of you. Once you are safely holding on to this chain you need to use the left stick to swing yourself back and forth in order that you can momentarily let go of the Y button and then press it again to grab the second chain. Repeat again to grab the 3rd chain. Once you have a hold of the third chain stop swinging and just keep the Y button pressed - the chain will start to rise. Once it gets to its highest height you will see a 4th chain not far away. Swing to this and from this build up your swing height again in order to make the final leap to the high platform.

Challenge 116:
Rabbit's Survival Run: Complete the track in 10 faults or less with the Rabbit.
Ok, so firstly you really need to be able to comfortably complete this track on the Pit Viper in 10 faults or less. I don't necessarily think you need to be able to zero fault it but if you can't do this track on the Pit Viper in 2 or 3 faults and certainly less than 10 on every go then practice it until you can.

The Rabbit is tougher than the Pit Viper but due to it's nimbleness it's not that tough a challenge. To me, the toughest part is definitely getting from the second checkpoint after the start up to checkpoint 3. If you don't get to checkpoint 3 on 3 faults or less then just hit restart to play again from the beginning until you do as this will allow you to fault once on each of the tougher obstacles up to the finish.

There's really not much I can add here. If you can do Frost Bite on the Pit Viper in less than 10 faults then you're ready to do it on the Rabbit. You know the track, just practice it in the Rabbit. It's a fun bike and it shouldn't prove to be a chore getting this one.

Challenge 117:
Master of Illusion: Make your rider disappear and then go on to complete the track.
Use the Pit Viper (or the Rabbit straight after the previous challenge if you want to make it more interesting!) and reverse back from the start and into the portal. You will restart the track from the beginning - your rider will be completely invisible but the bike will be visible.

Actually not very difficult at all to do this one providing you are reasonably practiced in playing trials by now. Your bike responds exactly as it would with a visible rider so just complete the track as normal in under 500 faults and 30 minutes. I tried it on the Rabbit just for the sake of it whilst writing up this guide and did it in 17 faults. Straight afterwards I did it on the Pit Viper in 8 faults.

You should have any difficulty getting to the finish if you can get at least a gold medal on this track normally.

MASTER'S GAUNTLET

Track: Inferno IV


Challenge 118:
Crank Up the Heat: Detonate all of the explosive barrels.
There are a total of 24 barrels throughout this level that you need to make explode. Most are grouped together in 2's or 3's and hitting one will cause all of the ones in the near vicinity to explode too. The very last barrel is right before the finish so if you are not practiced enough to finish this track then you will also likely fail this challenge.

It is only the barrels that you need to detonate, not any other explosive device such as a box of TNT like the one just before checkpoint 3 at the top of the big ramp. Rather than try to explain every location it is best to follow this video courtesy of A2DKChaos which will give you a better idea:



Challenge 119:
Disrespecting the Teacher: Hold a wheelie for at least 10 seconds on the tutorial billboard.
The billboard in question is located at checkpoint 9 after the start. It is a large flat platform and at it's front-right edge is a lit image of a bike doing an endo on a block. You need to hold a back wheel wheelie on this board for 10 seconds. This means your front wheel can't touch the ground and also your back wheel can't leave the ground in this time, even to hop and land back on the back wheel again. If you do either of these things then the timer will reset (not that you have a timer on display). Luckily the checkpoint is located at the billboard so any attempts resulting in a crash and you can simply press B to try again.

It's not too tough a challenge unless you are a complete novice, in which case you probably shouldn't be attempting these particular challenges just yet anyway! It certainly feels longer than 10 seconds when you are doing this but keep at it and you'll get it in the end.

One small tip that I found made it easier. Start right at the end of the platform near the ramp to go up to checkpoint 10. Without touching gas or brake simply push right and immediately left on the left thumbstick to go up into an easy wheelie position. It is much easier to make a mistake if you touch gas or brake too much so try to start off without pressing either of them for as long as possible. If you can't correct your position using just the left thumbstick then try to over-wheelie (left on left thumbstick) rather than let your front wheel drop and at the same time hold in brake. This will lower your front wheel slightly as you start reversing down the platform. If you can feather it slowly enough you'll hopefully get to 10 seconds before the end of the ramp. If not you'll need to try and adjust your position so that you can feather the throttle instead and start making your way back forwards again to where you started. This change of brake to gas or gas to brake is when you are most susceptible to your back wheel leaving the ground which is why I suggest starting at one end of the ramp to give you the greatest opportunity for not needing to do it.

Challenge 120:
Be One with the Bike: Turn your bike invisible then go on to complete the track.
The second toughest challenge in the game in my opinion and needless to say, if you can't complete Inferno IV on a visible bike then you have absolutely no chance when you can't see it!

So first off. On a normal run-through with a visible bike it's practice, practice, practice until you know each obstacle and have a "feel" for how you need to get over it. I'd say if you can't do this track in around 20-ish faults or less then you're probably not in position to give this challenge a serious attempt.

When you're ready then first do several run-throughs of the track before starting this challenge to make sure the obstacles are fresh in your mind. Take particular note of things like where you start off from when going for an obstacle, whether you are leaning forward or back, what you do and when to ensure you get over an obstacles and make sure it is as clear as can be in your mind.

If you really struggle with an obstacle when you are on an invisible bike then after your go finishes or you give up you should replay it on a VISIBLE bike and refresh your mind on what you need to do. It's amazing how wrong your rider's position can appear when the bike's invisible and sometimes it just needs a closer look at this on a visible bike to reassure yourself that your doing it right or realise where you're going wrong.

So, on to the challenge: From the start you need to get to the first checkpoint and come to a stop. Now slowly reverse backwards off the end and bailout (press the Y button) on to a big, red button under the previous ramp. You will now reappear at the start of the track but on an invisible bike. And all you have to do is get to the finish before you reach either 500 faults or 30 minutes on the clock ... it's that easy!

To show you how it's done, here's a video courtesy of Fat Shady and University of Trials. The fact that he has a second camera pointed at himself whilst doing the challenge only adds to the enjoyment:



I hope this guide is helpful. Don't forget to use BiGSH0TROB's video guides on the other solution for all of the extreme track (Master's Gauntlet) challenges. If this guide can be improved in any way or there are any inaccuracies that you notice then please let me know and I will amend and rectify them.

Thanks
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