Burnout Paradise.pdf

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DAVID S. J. HODGSON
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court, Ste. 100
Roseville, CA 95661
www.primagames.com
TABLE OF CONTENTS
01:
ADVANCED TRAINING: DRIVING SCHOOL......................2
YOUR JOURNEY TO ELITE STATUS STARTS HERE!..........2
TRAINING PART 1: BASIC CAR TYPES AND MANEUVERS. 2
TRAINING PART 2: GOING ONLINE............................ 6
The Prima Games logo is a registered trademark of Random House, Inc., registered in the United
States and other countries. Primagames.com is a registered trademark of Random House, Inc.,
registered in the United States. Prima Games is a division of Random House, Inc.
© 2008 Electronic Arts Inc. EA, the EA logo and Burnout are trademarks or registered trademarks of Electronic Arts
Inc. in the U.S. and/or other countries. All rights reserved. “PLAYSTATION” is a registered trademark of Sony Computer
Entertainment Inc. All other trademarks are the property of their respective owners.
No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical,
including photocopying, recording, or by any information storage or retrieval system without written permission from
Electronic Arts Inc.
Product Manager: Todd Manning
Editors: Shaida Boroumand and John Browning
Design and Layout: José de Jesús Ramírez, Rick Wong, and Jamie Knight
Manufacturing: Stephanie Sanchez
Please be advised that the ESRB Ratings icons, “EC”, “E”, “E10+”, “T”, “M”, “AO”, and “RP” are trademarks owned by the En-
tertainment Software Association, and may only be used with their permission and authority. For information regarding whether
a product has been rated by the ESRB, please visit www.esrb.org. For permission to use the Ratings icons, please contact the
ESA at esrblicenseinfo.com.
Important:
Prima Games has made every effort to determine that the information contained in this book is accurate. However, the
publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the
material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may
result from using the information in this book. The publisher cannot provide information regarding game play, hints and
strategies, or problems with hardware or software. Questions should be directed to the support numbers provided by
the game and device manufacturers in their documentation. Some game tricks require precise timing and may require
repeated attempts before the desired result is achieved.
David S. J. Hodgson
Originally hailing from Manchester in the United Kingdom, David left his role as a writer of numer-
ous British video game magazines (including Mean Machines , Computer & Video Games , and the
Offi cial Nintendo and Sega Saturn magazines) and a bohemian lifestyle on a rusting, condemned
dry-docked German fi shing trawler to work on the part-fraternity, part-sanitarium known as
GameFan magazine in 1996.
David helped to launch the fl edgling GameFan Books and form Gamers’ Republic in 1998, authoring many strategy
guides for Millennium Publications, including The Offi cial Metal Gear Solid Mission Handbook . After launching the wildly
unsuccessful incite Video Gaming and Gamers.com, David began authoring guides for Prima Games in 2000. He has
written over 60 strategy guides; including The Legend of Zelda: Twilight Princess , Knights of the Old Republic , Crysis ,
Half-Life: Orange Box , and even Panzer Dragoon Orta . He lives in the Pacifi c Northwest with his wife, Melanie, and an
eight-foot statue of Great Cthulhu.
The author would like to thank: My loving wife Melanie; Bryn, Rachel and Samuel; Mum, Dad, Ian and Rowena; Lai-
bach, Ladytron, and The Knife; Ron and Fez. Massive thanks to Todd Manning, Shaida Boroumand, John Browning, and
José de Jesús Ramírez at Prima for their help and support during the creation of this guide.
This guide wouldn’t have been possible without the massive amounts of help and support of Alex Ward, Paul Glancey,
Charnjit Bansi, and all at Criterion Studios. In addition, thanks to Steve Watt, Matt Benson, and Dave Sage at Electronic
Arts for their invaluable time and help on this project.
Special fi nal thanks to the letter “Z” for Zillah, who drank too much gin.
ISBN: 978-0-7615-5580-3
Library of Congress Catalog Card Number: 2007920560
Printed in the United States of America
08 09 10 11 LL 10 9 8 7 6 5 4 3 2 1
02:
THE JUNKYARD................................................10
THE COMPLETE CAR COLLECTION............................ 10
STOCKTAKING IN YOUR GARAGE............................. 18
03:
EVENT ADVICE..................................................20
ROAD RAGE EVENTS............................................ 42
MARKED MAN EVENTS......................................... 47
BURNING ROUTE EVENTS......................................55
STUNT RUN EVENTS............................................ 63
ROAD RULES: TIME AND SHOWTIME EVENTS.............. 72
04:
TOUR OF PARADISE.......................................... 76
WELCOME TO PARADISE CITY!................................78
NEIGHBORHOOD 1: PALM BAY HEIGHTS................... 79
NEIGHBORHOOD 2: DOWNTOWN PARADISE............... 92
NEIGHBORHOOD 3: HARBOR TOWN....................... 109
NEIGHBORHOOD 4: WHITE MOUNTAIN.................... 125
NEIGHBORHOOD 5: SILVER LAKE.......................... 142
05:
APPENDICES..................................................156
APPENDIX I: FREEBURN CHALLENGES..................... 156
APPENDIX II: PS3 PARADISE AWARDS.................... 168
APPENDIX III: XBOX 360 ACHIEVEMENTS............... 172
APPENDIX IV:
GOLD ELITE AND PLATINUM ELITE MEMBERS.............. 176
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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YOUR JOURNEY
TO ELITE STATUS
STARTS HERE!
Welcome to Prima’s Offi cial Burnout Paradise
Strategy Guide. Here’s a quick description of
each chapter, so you know how to use this book:
POSTER:
BURNOUT PARADISE
The biggest help to any driver is knowing where
all 8 compass fi nishing places, 11 parking struc-
tures, 11 auto repair shops, 14 gas stations, 5
paint shops, 5 junkyards, and 120 billboards are.
And that’s not to mention every hidden area and
shortcut! Fortunately, this map (and all maps in
this guide) provide this information!
CHAPTER 3:
EVENT ADVICE
The majority of your progression is spent
completing seven different types of events:
Races, Road Rages, Marked Man Events, Burn-
ing Routes, Stunt Runs, Time Road Rules, and
Showtime Road Rules. In this chapter, you’re
given all the information you need to win every
one of these 248 events!
CHAPTER 4:
TOUR OF PARADISE
Half the game is about fi nding out the coolest
and most interesting alleys and shortcuts, and
fi guring out where all the landmarks are so you
can use your in-game map as little as possible,
and concentrate on the road ahead. Thankfully,
half this guide has segmented each of the fi ve
neighborhoods into districts, and revealed the
major landmarks, thoroughfares, 35 drivethrus,
11 parking structures, and the three types of
570 discoveries (50 super jumps, 120 bill-
boards, and 400 smashes) you can fi nd!
CHAPTER 5:
APPENDICES
Finally, there’s descriptions of all the 350 online
Freeburn Challenges you can complete, advice
on receiving all 60 Paradise Awards (for Play-
Station 3) or 50 Achievements (Xbox 360), and
fi nally, the ultimate revelation: how to become
a true ultimate Criterion Elite racer and fi nish
100 percent of the game!
TRAINING PART 1:
BASIC CAR TYPES
AND MANEUVERS
STARTING YOUR
JOURNEY: DRIVETHRUS
Auto Repair: After you obtain your fi rst vehicle
from the junkyard, the fi rst order of business
is to fi nd an auto repair shop. This is what one
looks like. The guide maps shows where all 11
are. This is the fi rst of the four types of driv-
ethru. Drive through each auto repair shop to
repair your car, and do this immediately, every
time you win a new car.
CHAPTER 1:
DRIVING SCHOOL
Excellent work! You’re reading this section now,
which improves on the information learned in
the Instruction Manual, and gives you a great
overview of the different car types, the actions
and maneuvers you can attempt, the drivethrus
and other areas of the city you should pay at-
tention to, and the basics of online gameplay.
CHAPTER 2: THE
JUNKYARD
As the game progresses, you’re given additional
vehicles to drive, and this chapter reveals all of
the available cars, along with their statistics,
including how many “lives” a car has before
it becomes a complete wreck in certain game
modes. Then there’s a progression chart for you
to check how far you are from Elite status!
100 percent of the game!
100 percent of the game!
Once you repair your car for the
fi rst time, it needs further repair
only if you knock into scenery or
other vehicles but aren’t wrecked.
Once you wreck, your car is re-
paired when you reenter the city
after the wreck cutscene.
Now read the Instruction Manual
and familiarize yourself with the
game before reading the rest of
this section!
2
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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ADVANCED TRAINING: DRIVING SCHOOL
ADVANCED TRAINING: DRIVING SCHOOL
Most cars allow you to choose one of a
number of color fi nishes:
boost bar), Aggression (red boost bar), and
Stunt Class (green boost bar). It is important to
learn the strengths and minuses of each.
Speed-Class Vehicles: Use these vehicles
when racing, or obtaining the quickest time
possible (for Races, Burning Routes, and Time
Road Rule Events). Perform dangerous actions
(see below) to increase the boost bar. This bar
Gas Station: The second type is a gas station.
There are 14 to fi nd. Drive through each so it
appears on your in-game map. This refuels
your boost meter, which is vital during certain
events, or if you want to quicken your pace.
Original: If you’ve been choosing paint fi n-
ishes, and you want to revert to the original,
press the Reset Settings button.
events, or if you want to quicken your pace.
press the Reset Settings button.
Junkyard: There are fi ve junkyards. Drive
through each, and you can choose a new car
from the vehicles you have acquired, and then
choose your car’s color if you visited a paint
shop. Check the Junkyard section for specifi c
details on obtaining all the in-game cars.
Finish 1, 2, 3: Metallic, Pearlescent, or Gloss
can only be used when it is completely full.
However, this is the only class of vehicle you
can “boost chain” with.
Boost Chaining (AKA Burnouts): Perform
actions to increase your boost. When you’re
instructed that a boost is ready, start and
continue the boost until the bar empties without
stopping the boost, and the bar half-fi lls again.
Use dangerous actions while you’re boosting to
top up the bar, and boost again. Combo these
for a series of Burnout Chains. This is useful
when racing. Attempt Burnout Chains on long,
mountainous roads to the west.
Author High Score: 10 Chains
Aggression-Class Vehicles: This is the best
class to use during Road Rage and Marked Man
Events, as your boost refi lls quickly with hostile
driving, and these vehicles are likely to be
the toughest. However, when you’re wrecked,
your boost bar drops. Unlike the Speed-class
vehicles, you can boost at any time.
Finish 1, 2, 3: Metallic, Pearlescent, or Gloss
details on obtaining all the in-game cars.
Gold: This feature is currently hidden!
Paint Shop: Lastly, you can change the color of
your vehicle by driving through a paint shop. Do
this the fi rst time you obtain a new vehicle, be-
cause this unlocks an additional choice for this
car, in the junkyard, from this point onward. You
can choose any color you like for most cars!
The different types of takedown you
can try during Road Rages is shown
in the Event Advice section.
Platinum: This color is also hidden!
Note that some fi nishes, cannot be changed
if you drive through a paint shop.
Stunt-Class Vehicles: Arguably the most useful
of all the classes, these receive quicker boost
bar refi lls if you barrel roll, jump, drift, spin, get
big air, or perform other such actions. You can
use all other types of dangerous driving to refi ll
the boost, and use the boost at any time. This
means these vehicles are useful in almost every
event, including races! Also use Stunt-class
cars for any exploration.
STARTING YOUR
JOURNEY: BOOST TYPES
Introduction: As the Instruction Manual states,
there are three vehicle classes: Speed (yellow
3
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
ADVANCED TRAINING: DRIVING SCHOOL
ADVANCED TRAINING: DRIVING SCHOOL
boost bar), Aggression (red boost bar), and
Stunt Class (green boost bar). It is important to
learn the strengths and minuses of each.
Speed-Class Vehicles:
when racing, or obtaining the quickest time
Gold: This feature is currently hidden!
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OPTIMIZING YOUR
JOURNEY: GENERAL
ADVICE
Introduction: Next to learning the lay of the land,
the most important thing to master is knowing
how to increase your boost, and when to use it.
Before we run through all the different ways to
earn boost, here are a few general tactics:
1. Stay in the middle of the road. That way, you
can edge in to attempt oncoming actions, but
keep a look-out for oncoming traffi c.
4. Looking back: Use this during events to see
who’s behind you, and if anyone is about to
slam you. Quickly fl ick the rear view on, then
fl ip back to regular view, so you don’t crash!
5. Reversing: Remember your vehicle can
reverse. Not only is this incredibly useful during
Stunt Runs (see the Event Advice section for
more information), but you can e-brake and
spin the vehicle around 180 degrees. Use this
technique to back out of awkward positions.
6. E-brake “tapping”: Instead of letting go of
your boost button to e-brake, try keeping your
right thumb on the boost, then tap the e-brake
and steer when you want to corner. You’ll con-
tinue at a faster speed!
7. Know your vehicle: Each vehicle has its own
inertia, weight, strength, and fl exibility. Some
ponderous vehicles are terrible at cornering,
but remove rivals easily. Some are fantastic at
barrel rolls, but pathetic when scraping against
rivals. If you’re fi nding a particular maneuver or
event diffi cult, check your vehicle’s statistics,
and change vehicle classes.
OPTIMIZING YOUR
JOURNEY: INCREASING
YOUR BOOST BY ACTIONS
Introduction: Here are all the ways to increase
your boost bar during your journey. Use any or
all of them as much as possible, when the situ-
ation allows it! You know you’re succeeding in
one of these actions when a message appears
in the screen’s bottom left.
and combine this with an e-brake, just as the
car is about to leave the ramp. Rotate through
the air and land (usually facing the way you
came, unless the airtime is longer).
3. Landing a Barrel Roll: Locate the ramps
throughout the city that have a second, steeper
section to them. Accelerate strongly, so the two
left or two right tires hit this ramp squarely. If
you’re at an angle, you usually crash. You rotate
through the air, and must land on your tires.
Longer jumps (especially in out-of-the-way ar-
eas), and different cars allow for multiple barrel
rolls—the key to gigantic stunt scores!
4. Escaping a Crash: During a race or other
event with rivals, many pile-ups are going on
around you. Instead of becoming a victim of one,
if you can drive under, through, or around a crash
without being struck, expect a boost reward.
5. Drifting: Approach a long curved bend (like
the ones on South Mountain Drive) and tap the
brake (not the e-brake) while continuing to ac-
celerate. The drift begins. Hold the drift by fl ick-
ing the steering to maintain the turn. If you’re
boosting at the same time, you’re boost drifting.
If you e-brake instead, this isn’t counted as a
drift. The length of the drift, not the angle of the
turn, is counted here.
keep a look-out for oncoming traffi c.
2. Perfect your racing line. View the map and
learn to cut corners, driving as close to barri-
ers as possible, so you are always driving the
shortest distance between two points (such as
subsequent bends in a road, as shown).
turn, is counted here.
6. Grinding a Rival or Another Player: This
is done during events (notably Road Rages).
Simply swerve into a rival or player and crush
them against a wall as you both continue to
move forward. This is grinding.
3. Camera change: Although the “chase” cam
(picture 1) is preferred in almost every event,
the “hood” cam (picture 2) is benefi cial if you’re
heading down a hill. That way your vision isn’t
blocked by the back end of a car (important if
another vehicle is incoming).
7. Using the E-Brake: Simply apply the
e-brake, ideally at top speed, and your car
spins around. Keep the spin going for more
“distance” (the greater angle you turn, the more
boost). E-brakes are vital for heading around
sharp corners without slowing too much, or for
avoiding obstacles. Remember e-brakes can be
“dabbed,” and used to power park, too.
8. Near Misses (Traffi c or Rivals/Players):
This is an easy action, and one to always use
4
1. Get Airtime: Achieve this by launching off a ramp
and fl ying through the air before landing safely. The
longer the drop, the more airtime you get.
2. Flat Spinning: Drive up a ramp, or to an area
where you know you’re going to get airtime,
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
move forward. This is grinding.
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