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{{Header Nav|game=Hydro Thunder}} | {{Header Nav|game=Hydro Thunder}} | ||
Beginning on the now familiar long | Beginning on the now familiar long straight your first turn will be right and contains a 4 second boost before crossing the first check point. After the checkpoint you head into a multi-story car park and another slight right. Here on the left you will notice some checkered-flag like patterns - head between them to cut a fair chunk of the start of the track. If you happen to miss this one, collect the 4 second boost just after it & then the track will take a left and a slight drop after which there is another entrance to this same passage way and another 4 second boost. The two entrances join and the exit to the main track has a 9 second boost hanging precariously close to the ceiling of an archway - either jump early so you collect the boost as you land or jump late so you take off just before the boost otherwise you will very likely hit the archway and ruin any gain you had from the short cut. | ||
After heading out of the short cut on a short straight | After heading out of the short cut on a short straight you will rejoin the main track and head left. Don't take this left too sharp despite it's look as the track heads right very quickly and with a little practice you will make this a convenient s-bend. After the s-bend the track takes a dip and into a tunnel, offering a 4 second boost along the way. Take a slow right then left and you'll be out of the tunnel ready for another right where a huge inveterate sewage crocodile swims in the water. Take this one wide & line yourself up for the boost that sits high later on just after a dip. To get the boost either jump from the top of the dip or drop & immediately jump back up. | ||
You are now very much out in the open | You are now very much out in the open & only frame works of buildings line the track. Follow the track left and through another check point where you have the choice of left for a 9 second boost or straight on for a ramp and a 4 second boost. Personally I take the ramp 'cause I'm too stupid to remember the 9 seconder! These two choices join together again before a tight straight, a 4 second boost and a huge dip. | ||
Jump from the top of the dip | Jump from the top of the dip & get your speed up to max before cutting the boost & flying high for a long straight. If you use too much boost here you wind up smashing into the rock at the end and not making a smooth right through the fourth check point. It's not much of a right either as it soon turns left under a large archway. Hug the left side of the track here as the wall almost disappears revealing a 4 second boost before the track heads right and into a subway tunnel. | ||
The tunnel meanders slightly before taking a definite split. It doesn't matter which way you go here as you soon see the subway platform and a 9 second boost on it. Jump at the boost and slide your way to the other side before continuing on your way. The split joins shortly | The tunnel meanders slightly before taking a definite split. It doesn't matter which way you go here as you soon see the subway platform and a 9 second boost on it. Jump at the boost and slide your way to the other side before continuing on your way. The split joins shortly afterwards for another check point. After this the track takes a long right hander before showing a subway train. Just before the train is a dip where you need to keep to the left but don't hug the wall too much as you'll miss the 4 second boost at the bottom of the dip. Collect the boost and follow the track to the end of the tunnel by way of a long left hand turn. On exiting the tunnel you will see the finish line off to the left and a ramp and 4 second boost between you and the line. Collect the boost and boost to the line. | ||
{{Footer Nav|game=Hydro Thunder|prevpage=Venice Canals|nextpage=Catacomb}} | {{Footer Nav|game=Hydro Thunder|prevpage=Venice Canals|nextpage=Catacomb}} |