Welcome to the main page of this walkthrough, tips for each event below will be in bullet points under the relevant section. I recommend using the (Ctrl + F) function to search for the particular challenge you are having issues with.
Easy Challenge Mountain (10G per challenge)
One of the more enjoyable challenges of the first mountain. Don't worry if your first gate scores are low because you can make up for this in the later speed gates. One thing to note is don't slice just before a speed gate, instead try and built up as much speed then turn and brake straight afterwards. Finally if you are below the 400Kph before the finish don't panic as that is also a gate.
A strong launch can help you get up to the required speed quicker, however this is not critical. What is important though is riding those corners as high as you safely can. This is where you will pick up your speed and reach the 70Kph.
Unlike so many of the other challenges you will face in Vancouver with these devils, these snowmen are here to help so hit as many as possible on your decent down. This challenge would prove very difficult with out slicing and a lot of sharp turns.
A good introduction into the fast paced bobsleigh discipline. The time limit is nice and generous thankfully (On my walk through run I managed a 1.05.58). The main trick here is to hold
&
when you reach really high on the corners otherwise you will capsize and the challenge is over.
A good launch score can help you, but it is not counted towards the average, in Luge you will need to use the triggers to turn while trying to consistently finish above 70 score.Remember if you come off its the round over.
This should not prove difficult, remember its better to slice for a second or two and stay on the track than to come off and potentially ruin your run.
The first challenge in this mountain that I had issues with, I found the best solution here is to avoid both triggers, and concentrate on getting round the wide obstacles without hitting them.Additionally in this challenge you are against the AI so keep an eye on them.
This one may take a little getting used to, the reverse controls can quickly caused you issues. Definitely one to restart if you get a poor launch/first jump. I noticed that the AI seems to sometimes overtake you on the first 5 or so corners, even when you are performing well, don't worry about this just keep
down as much as possible and you should be good to go.
There is four main areas to this challenge, all detailed below;
Aim: This is a quick time event in essence. May take a few practice goes but you have to get the pointer in the middle as quick as possible.
Launch: I like to start the launch at the foot of the ramp, the middle of the 180 degree scale is the sweet spot.
Style: This one can be rather infuriating on the later challenges, thankfully here it is just one rotating circle. The way to crack it is to move the stick just as it is coming to the end of the patch, you want to avoid it being out of the patch at all costs.
Landing: Probably the easiest of the four, simply hit
as close to the bottom as possible. Be warned, missing
will fail the landing!
SpeedCompleted the Speed Challenge.

With a good grasp of skating in this game you should not be too challenged by this, you don't have to win, as long as you don't drop below the speed limit. A quick tip is to go into helmet view with
to see when to hit 
Intermediate Challenge Mountain (20G per challenge)
Air PlayCompleted the Air Play Challenge.

This is a challenge where it will not prove too difficult to beat the 7.20 second barrier required. The key is high scoring jumps, hit
right before the green line to maximise air time, you will be picking up most of your air time on the final jump, so don't be too worried if you are only on 5.xx seconds before this.
A key skill here is looking ahead, knowing where these blighters are will make your life easier, maybe a practice run to scope out their whereabouts. Hitting them provides no advantage so try to stay away where possible. It is better to hit a gate as they have a higher tolerance level (5 hits instead of 3).
As the description says, just you against the clock. Meaning your jumps are key here, pressing A as close the magic green line as possible will help secure the better jumps and a more fluid run. I only scrapped this by 0.93 seconds on my walkthrough run with an average jump score of 82~.
This can be quite fun if you manage to get it right, a good launch and the right wind speed make a subtle difference and are not hard to achieve. You are looking for the red horizontal line in the snow as your guide. Selecting your angle on launch is key, hold
to control this.
A single gate hear really makes all the difference, missing one will send your opponent flying into the lead. A restart is recommended if you slip up. This discipline is one of the most difficult in my eyes as the gates are so tight good finger-work is required with
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to navigate them.
The "Maker" in this challenge appears quite competitive at the start of this challenge, they soon ease off when you have your speed up to something respectable. I hit one gate and managed to have the CI behind me 95% of the race. Just don't get complacent as they will soon be on you!
It's inevitable that your first couple of gates will be under the required 95 Km/h, however, higher speeds here will make it easier to reach the target with the later gates. A tip is to not do anything drastic before a yellow speed gate, just hold
and head straight for the gate, this is not the time to carve or turn sharply.
When I came back for my walkthrough run this took me a little longer than anticipated.This challenge involves a small degree of luck, the main point of this being where to land, I found somewhere in the middle distances easiest (120 metres). A good launch and wind speed is always preferred but your main focus should be the launch ramp and the push-off. If you are going for a lower distance you don't want a high push-off score as this will effect how far you travel. When in the air
and
are going to be crucial, spam these buttons for a better landing. When you believe you are approaching you landing zone you need to tap
as close to the bottom of the meter as possible. If you are more comfortable with a certain distance bracket then you can keep restarting the challenge until you get that distance.
88 is the magic number in this challenge. a strong launch is crucial for this as the average is taken from the whole run not just single gates. Getting up to 80 should not prove to difficult with the power of
. Missing a gate will slow you down significantly so I would recommend a restart in these circumstances.
A return to the the slopes for the last intermediate challenge. The key here is to stay ahead right from the first jump. Don't risk crashing into a barrier to collect a token as there are a few spare, the same goes for carving, its not worth the decrease in speed to collect one token. Focus on getting the majority of them early on leaving the ones in risky spots. Remember to have 15 before the final jump though as there are no more on offer!
Advanced Challenge Mountain (30G per challenge)
A outside lane start proves useful in this challenge, your not going to be breaking any records but following a outside line is key here. Build up your speed on the straights on the outside wall avoiding the snowmen, then only when needed use
to lean. Hitting a snowman is game over and is impossible to comeback from. You can use
at the very end to lunge across the line to save precious milliseconds.
RunoutCompleted the Runout Challenge.

This challenge leaves little margin for error. A good knowledge of the gates and the course will help no end. Its advisable to have a couple of practice runs to see the best routes as you don't have to stick to the conventional route as you will be missing 75% + of the gates. As always a quick launch and good start are beneficial.
Just like the previous challenge, good course knowledge will be helpful. In addition to this, picking the right snowmen is important. Don't try to go too much out of your way to collect one and never risk skipping a gate as this is essentially challenge over. I found picking up 7/10 in the first half useful so I could focus on getting down the hill and then collect the last 3 as and when they are available.
OvertakeCompleted the Overtake Challenge.

A tricky one as the AI is basically invisible until you are really close. Strong slalom skills are require to get round these poles as quick and efficiently as possible. Thankfully all you have to do is overtake the AI, as soon as that is complete you have beaten the challenge. Use the carve option with caution and only when really necessary. Try to utilise
as much as possible but be warned it can lead you a stray as you speed off and miss gates!
Contrary to other Speed Skating challenges this challenges does not dictate a preferred channel to start in. I personally found that Going for the outside tokens first then sprinting to catchup to first place and the finish line works well. This way you systematically start with the outside ring tokes and work inwards (remember that the inside lane is fastest.).
A fairly self explanatory challenge, I found that 3rd person view was really beneficial as this gives you a good view of your sled and the walls around you. Remember that you are against the clock so unfortunately you can't go slow to make the challenge easier. I found corner 4 the most difficult so I got round this by over compensating and trying to avoid the left hand barrier.
Time is really not your friend in this challenge, although the gates may not prove too difficult to navigate through you must plan a route that is time effective. Remember one bad gate and you are out!
Just like the "Runout" challenge detailed above this is the same concept. Although here there is less room for mistakes, you will be constantly in the red zone when it comes to time, use
to keep the speed going up. Missing a gate is cause for restart in this challenge.
This is advanced version of the challenge we saw in the Easy mountain. but made a little more difficult, as the title suggests you have to obtain 90% in every field. Below are the steps I provided earlier as the advice is the same you will just have to execute it to a slightly higher standard.
Aim: This is a quick time event in essence. May take a few practice goes but you have to get the pointer in the middle as quick as possible.
Launch: I like to start the launch at the foot of the ramp, the middle of the 180 degree scale is the sweet spot.
Style: This one can be rather infuriating on the later challenges, thankfully here it is just one rotating circle. The way to crack it is to move the stick just as it is coming to the end of the patch, you want to avoid it being out of the patch at all costs.
Landing: Probably the easiest of the four, simply hit
as close to the bottom as possible. Be warned, missing
will fail the landing!
The final challenge, the one people have warned you about. Here it is, Lap It Up, commonly agreed as the hardest challenge in the game and the last step between you and a completion. Below are some tips on beating this difficult challenge.
- First person is a must so you can see the steps that you have to take.
- Try and start in the inside lane as this will give you the advantage getting round the corners shortest distance
- Practice, you need to know each element and be able to perform it to a high standard.
Here is a video of how it should be done:
Credit to Hayden Roberts
Naturally unlocked during challenge play
The below two achievements you will earn during normal completion of the challenges above. There is no need to worry about collecting these.
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